TEXT:  
   
   
  Encyclopaedia Calixis 
   
   
   
   
   
   
   
   
   
   
   
   
  A supplement detailing the Calixis Sector  
  of the Imperium of Man
  
  Copyright © 2013 by Green Knight 
  All Rights Reserved. This book or any portion thereof may freely be reproduced or used in 
  any manner by fellow gamers and Warhammer 40k fans, but do provide me with due credit. 
  This is a role-playing supplement. All characters and events and whatnot portrayed in this 
  book are fictitious. Any resemblance to persons living, dead or not born yet is strictly 
  coincidental. Same goes for places, events and anything else you can think of. 
  This is a fan-made Warhammer 40,000 Roleplay supplement. It is in no way associated with or 
  endorsed by Games Workshop, Black Library and/or Fantasy Flight Games. As a fan-made 
  supplement it is non-profit; I’ve done it in my free time without desire for compensation. 
  Available for digital download at: http://twilightpeaks.net and http://darkreign.org 
  Contact information: games@twilightpeaks.net 
   
  Designed and written by 
  Green Knight 
  Planetary write-ups by 
   
  Editing and proofreading (such as is)  
  Green Knight 
  Layout 
  Green Knight w/help from Messiahcide 
  Cover Art 
  NASA 
  Interior Art 
  The Unknown Heretic 
   
  TWILIGHTPEAKS PUBLISHING 
  www.twilightpeaks.net 
  
   
   
   
   
   
  It is the 41st Millennium of Man.  
  For more than a hundred centuries the God-Emperor has sat immobile on the Golden Throne of 
  Terra. He is the master of mankind by right of his own indomitable will, the lord of a million worlds 
  by the might of his inexhaustible armies, and guardian of humanity's future by virtue of his unfailing 
  wisdom and foresight. He is a God to whom trillions of prayers are uttered every second. He is a 
  rotting carcass writhing invisibly with power from the Dark Age of Technology. He is the Carrion 
  Lord of the Imperium to whom a thousand souls are sacrificed every day, so that he may never truly 
  die. Yet even in his deathless state, the Emperor continues his eternal vigilance. Mighty Imperial 
  battlefleets cross the dreadful miasma of the Immaterium, the only route between distant stars, their 
  way lit by the Astronomican, the psychic manifestation of the Emperor's will. Vast armies give battle 
  in his name on uncounted worlds. Greatest amongst his soldiers are the Adeptus Astartes, the Space 
  Marines, bio-engineered super-warriors. Their comrades in arms are legion; the inexhaustible 
  armies of the Imperial Guard and countless planetary defence forces, the unflinching enforcers of the 
  Adeptus Arbites, the ever-vigilant Inquisition, and the tech-priests of the Adeptus Mechanicus to 
  name but a few. But for all their multitudes, they are barely enough to hold off the ever-present 
  threat from aliens, heretics, mutants, witches – and worse. To be a man in such times is to be one 
  amongst untold billions. It is to live in the cruellest and most bloody regime imaginable. Forget the 
  power of technology and science, for so much has been forgotten, never to be re-learned. Forget the 
  promise of progress and understanding, for there is no peace amongst the stars, only an eternity of 
  carnage and slaughter, and the laughter of thirsting gods. 
  
  Introduction 
  If I have a quarrel with Black Library and/or Fantasy Flight 
  Games it is over the lack of a decent encyclopedia/atlas/ 
  gazetteer for the Calixis sector. The little snippets of 
  information dropped here and there are all very nice and 
  good for flavour, but neither do they really provide us with a 
  good sense of the overreaching structure of the sector, nor 
  provide us with planetary descriptions that are actually 
  worthwhile in terms of what a GM can use as inspiration for 
  his games. 
  And it’s not that FFG cannot do it; the Lathe Worlds 
  supplement proved that they are quite capable of detailing 
  both individual worlds and an important chunk of the 
  Adeptus Terra in a most excellent fashion. Unfortunately it’s 
  too little, too late. None of the other source books contain 
  details like that; the Book of Judgment was nice, even had 
  some stuff about the Adeptus Arbites, but contained no 
  significant amount of really new world information. Same for 
  the Book of Martyrs; it mentioned a lot of places and gave us 
  the location of the cardinals’ courts, but provided no new 
  world descriptions. And of course with DH 2.0 we won’t be 
  seeing much in the way of new material, so there goes the 
  last faint chance of getting more flesh on the Calixian bones.  
  Which brings me to my next point: This is as good a time as 
  ever to produce a fan-made Calixian gazetteer. With DH 2.0 
  coming out and the switch over to a new sector there won’t 
  be any new Calixis-related stuff coming out; nothing to 
  suddenly invalidate whatever is written in this supplement. In 
  other words: Perfect timing for this supplement!  
  Not that it matters all that much; GMs are notorious for 
  picking bits and pieces they like and twisting thing around to 
  fit their games. So whatever I write in here are no doubt 
  going to be picked apart and twisted around in a million (a 
  slight exaggeration perhaps) way. Indeed, if you looked at a 
  hundred different DH games I’m pretty sure that not two of 
  them are exactly alike in their interpretation of the setting or 
  in their presentation of official source material. If you can 
  keep that in mind then it shouldn’t really matter if this book is 
  official or not.  
  Yes, that’s right. Despite the devilishly cunning layout: This 
  not an official product, and therefore absolutely 100% not 
  canon. That said it’s always nice to keep in mind GW’s own 
  definition of canon; there is no such thing. Anything goes: 
  The 40k setting is big and varied enough to have room for 
  everything. It is what you make it out to be. Which is kind of 
  fitting IMO, since the original Rogue Trade made no secret 
  of having been more than slightly inspired by a variety of 
  existing sci-fi tropes. Being quite unofficial has does have 
  one major benefit though; get it for free, which should be a 
  nice bonus! 
  But enough of what this supplement isn’t and a little about 
  what it is: It is a gazetteer that provides you with a pretty 
  detailed overview of Calixis as a sector. It looks at stuff like 
  stellar geography, sector history, politics and commerce, 
  warp routes and navigation, subtle threats and outright war. 
  It covers the sector as a whole, including its relations to 
  neighbouring sectors and the Imperium as a whole. It details 
  each of the sub-sectors and provides at least a snippet (and 
  for some planets longer entries) for every listed world or 
  system (plus a few extra ones).  
  It goes on to discuss the role of the Inquisition and the 
  Calixian Conclave in some detail. It provides you with 
  several possible solutions for the Tyrant Star and it touches 
  upon the nature of the Haarlock legacy. At the very end 
  there is an Index (kudos to Adam France and Adeptus B) 
  which is useful if you want to look up official references to 
  this and that in published books. 
  In the process of writing the Encyclopædia Calixis I’ve had to 
  make some assumptions. Assumptions about the size of the 
  sector, the number of worlds, their populations. Assumptions 
  about the number of Inquisitors at large. Assumptions about 
  the nature of private enterprise and how a sector is 
  governed. YMMV. You’re not required to agree with all of 
  that to use this supplement. If it doesn’t work for you; change 
  it. For example: If you’re one of those who feel that 
  Inquisitors should be truly rare, cut their number. You can 
  still enjoy the planetary descriptions – they are not 
  dependent of number of Inquisitors. 
   
  B. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Vern 
  Vernissimon de Veridia de Archaos is a fictional character 
  living in the latter half of M41 in the Calixis sector. A native of 
  Archaos, the Planet of Philosophers (that’s not a superlative 
  in the Distant Dark Future) Vern is a savant; biomechanically 
  enhanced and mentally conditioned to provide his employer 
  with the services of a human computing machine. Vern 
  currently serves on the staff of one Inquisitor Tancred, a 
  Scintillan-based semi-radical Inquisitor that’s only loosely 
  connected to the Calixian Conclave. The book has several 
  in-character snippets where Vern relates something of his 
  knowledge of the sector. 
  Chapter I: The Calixis Sector 
  
   
  The Calixis 
  Sector 
  Astrography 
  •  
  History 
  • 
  Power & Politics 
  • 
  Trade & Commerce 
  • 
  Technology 
  • 
  War 
   
   
   
  
  Chapter I:  
  Provinciae Calixis 
  Calixis Sector is an Imperial sector located on the fringes of 
  Segmentum Obscurus. It is fairly large as Imperial sectors 
  go, covering a large and ill-defined swathe of space, rimward 
  of Ixaniad sector and trailing of Scarus sector. To trailing of 
  Calixis sector lies the hazardous territories of the Fydae 
  Great Cloud and beyond that Segmentum Pacificus. To 
  rimward are the wild and unexplored regions of the Koronus 
  Expanse that reach all the way to the edge of the galactic 
  disk and beyond. Sol lies 30.000 light years away and the 
  Eye of Terror only a handful of thousand – the Astronomican 
  grows dim and is often partly obscured by the baleful glare of 
  the Eye. Truly Calixis is a distant and lonely place. 
  Calixis is a young sector, conquered by Lord Militant 
  Golgenna Angevin for the Imperium of Man in the 39th 
  Millennium during what became known as the Angevin 
  Crusade. The sector's first Imperial Sector Governor was 
  Drusus, one of Angevin’s most capable generals, a man now 
  revered as a Saint of the Imperial Cult. The current Imperial 
  Sector Commander is one Marius Hax, an ageing hardliner 
  that has served the Calixis Sector in one capacity or the 
  other for hundreds of years. Competent and unrelenting the 
  Lord Sector has only three goals; the keep the sector stable, 
  ensure the Tithe keeps flowing, and make sure his own 
  personal power continues to increase. 
  Calixis contains many heavily populated and important 
  worlds, but first and foremost it is a frontier sector. There are 
  vast reaches of uncharted space within the sector’s borders 
  and almost limitless unexplored territories right outside its 
  doorstep. The sector is comparatively energetic and 
  dynamic; its worlds are industrious and there is constant 
  exploration and colonization. It is a place where fortunes can 
  be made or lost in the span of a human lifetime. The sector 
  is also rife with conflict; not sector-wide all-consuming war, 
  but a thousand smaller conflicts – and a few larger ones. 
  Last, but not least Calixis is awash with heresy, xenos 
  influence, and malefic cults. It is also the nexus of a dark and 
  terrible prophecy – the Hereticus Tenebrae, the Shadow 
  Heresy – that promises doom and destruction far beyond the 
  sector’s borders. It’s not without reason that the Inquisition 
  has a sizeable presence in this remote place. 
  Astrography 
  The Calixis Sector is located on the rimward side of the 
  galaxy’s Cygnus arm, approximately 30,000 light years from 
  Holy Terra. The Cygnus arm is one of the galaxy’s minor 
  spiral arms, as opposed to the major Perseus and Scutum-
  Centaurus arms. It originates near the galactic core some 
  15,000 light years galactic east of Sol as the Norma arm. By 
  the time it has wrapped itself halfway around the core the 
  arm has lost some of its solidity. Around the so-called Ghoul 
  Stars it becomes a diffuse mass of faint clusters, stellar 
  streamers and galactic spurs. Further to trailing the arm 
  regains its composure – and is usually named the Cygnus 
  from that point until it again fades somewhere on the edges 
  of Segmentum Pacificus. 
  The region in which the Calixis sector lies is well within 
  range of the Astronomican, but the baleful presence of the 
  Eye of Terror oftentimes makes Warp navigation a difficult, if 
  not outright hazardous affair. Drawing a line from Scintilla to 
  Sol you come perilously close to the largest and most 
  infamous Warp anomaly in the Galaxy of Man. Fortunately 
  nearly 8,000 light years separates Calixis from the Perseus 
  Arms and the outer reaches of the Ocularis Terribus; 
  sufficiently far for the Astronomican to be visible (if a little 
  distorted) despite the shadows cast by the Eye. As side note 
  the Eye of Terror is visible in the physical spectrum from the 
  majority of Calixian Worlds, appearing as a bloated reddish 
  stain in the night sky against the backdrop of the galactic 
  core.  
  It is often said that Calixis lies as the edge of the galaxy and 
  there is some truth in this claim. It certainly lies at the edge 
  of the Imperium of Man. And beyond the edge of the Cygnus 
  arm the galactic disk does become more diffuse and less 
  populous. That said Calixis does not literally sit at the Edge. 
  Beyond the sector’s borders stretches the nearly endless 
  reaches of the Koronus Expanse. Tens of thousands of light 
  years almost without Imperial presence; go far enough and 
  the last feeble rays of the Astronomican fade into 
  nothingness, leaving you alone in the outer dark. That really 
  is the edge of the galaxy. 
  The Calixis sector itself is fairly big as Imperial sectors go, 
  covering a large and ill-defined swathe of space. The 
  sector’s borders are notoriously diffuse, largely because the 
  region is so poorly surveyed and lightly settled. Who can 
  truly say where the Calixis sector ends and the Koronus 
  Expanse begins? Do you draw the borders inside the 
  perimeter of the great rimward warp storms or somewhere 
  closer to Malfi? And where does Adrantis end and the Fydae 
  begin? How big is the Periphery really? And what of the 
  Margin Worlds, should they be counted as well? With this in 
  mind the sector proper is generally said to occupy a sphere 
  around the sector capital of Scintilla with a radius of around 
  400 light years. The sector’s fringes are even more distant; 
  measure the distance from the remote Death World of 
  Deluge on the outskirts of the Periphery to the Forbidden 
  World of Belahaam on the other side of the Hazeroth Abyss 
  and you exceed 1,000 light years by a good margin.  
  Existing as it does within the confines of a galactic arm 
  Calixis is blessed by high stellar density and a variety of 
  promising star systems. Depending on how you define the 
  sector’s borders Calixis encompasses somewhere in the 
  vicinity of 250-500 million cubic light years and between 
  three quarters of a million and two million stellar objects, 
  ranging from the faintest dwarf stars to the brightest 
  supergiants. Just below 25% of these stars are of the life-
  giving F-G-K types and therefore the most likely to offer 
  sanctuary to human beings. The exact percentage of 
  systems to hold planets capable of supporting life or 
  otherwise have resources that requires Imperial colonization 
  varies with the measurement system used, but even the 
  most conservative aestimates exceed 1 per cent. Meaning 
  that, at the very least, there are close to 10,000 colonisable 
  bodies of potential interest to the Imperium within the 
  borders of the sector. In reality the number is probably 
  several times greater, possibly as many as 50,000, but until 
  mankind starts to run out of systems to explore and settle 
  this is a question relevant only to the philosophers of 
  Archaos 
  and 
  the 
  most 
  pedantic 
  of 
  Administratum 
  cataloguers. 
  Chapter I: The Calixis Sector 
  
  While the majority of promising systems (and many others 
  besides) have been remotely scried using advanced 
  Mechanicus augur arrays, only a small fraction of the 
  Calixian stars have actually been visited: During the latest 
  Prol Stellar Census of 569.M41 only 43,567 systems 
  recognized as lying within the Calixis sector were tagged 
  with Exploratory Class Alpha or Beta, meaning they had 
  been physically charted by certified explorators. Less than 
  five thousand of these systems have warranted anything 
  more than a very cursory deployment of Imperial resources. 
  Under a thousand locations have had a permanent human 
  presence of more than 200 people for more than 50 years 
  Terran standard. The number of systems that have been 
  briefly visited or at least remotely charted is much higher, but 
  it goes to show that there are a lot of blank spots on the 
  map, even within the borders of the sector. If you look 
  beyond the sector you realize that no matter how many 
  Rogue Traders, Mechanicus Explorators, or Navy Survey 
  Missions there are they will never run out of places to visit. 
  Calixis’ closest Imperial neighbours are the Scarus and 
  Ixaniad sectors. Scarus lies to the galactic north, spinward 
  along the rimward edge of the Cygnus arm. Scarus thus 
  shares in the border to the great unknown, but if anything the 
  rimward regions beyond Scarus are even less explored than 
  the Koronus Expanse thanks to the widespread destruction 
  caused by the fierce warp storms of early M41. The distance 
  from Scintilla to Eustis Majoris is just over 1,500 light years 
  as the photon flies. Beyond the diffuse spinward borders of 
  the Markayn Marches and the Periphery, past the Stygian 
  Deeps, lies hundreds of millions of cubic light years of 
  wilderness space before you reach the first systems of the 
  Antimar subsector, Scarus sector. Somewhere in the 
  rimward reaches of that great void lies the Margin Worlds; a 
  promising swathe of stellar property that was the target of 
  the Margin Crusade. The crusade and the worlds it had 
  claimed are now presumed lost, overwhelmed by the great 
  ork Waaagh! ‘Grimtooth’ that even now ravages the 
  Periphery. Even if remnants of the crusade still hold out they 
  are located hopelessly far behind enemy lines. 
  Ixaniad lies coreward of Calixis, deeper inside the Cygnus 
  arm. A minimum of four hundred light years separates the 
  coreward border of Calixis and the most remote outposts of 
  Old Ixaniad. The intervening region is smaller and 
  significantly better charted than the wild space between 
  Calixis and Scarus. It is, however, not a terribly interesting 
  place; Rogue Traders were routinely disappointed by what 
  the region had to offer and eventually turned towards more 
  promising prospects. The most prevalent feature is the 
  ageing open cluster known as the Merates. In ages past 
  refugees from Ixaniad sector charted routes here and 
  established outposts, but the Merates cluster is poor in 
  resources and generally hostile to human life, so nothing 
  much came of it. Later the cluster became the primary 
  battleground of the Meritech Wars when the Imperium 
  retaliated against the heretek ways of the Merates Clans. 
  Whatever settlements existed were obliterated by the 
  Ixanian and Calixian battlefleets and the few human-
  habitable worlds were subjected to extensive area denial 
  bombardments that left most of them as irradiated, toxic, or 
  completely dead worlds 
  Finial sector is the only other Imperial sector within 
  reasonable warp range from Calixis. This vast sector with its 
  thirty-five subs and territories is situated in the diffuse area 
  reaching from the coreward of Scarus and spinward of 
  Ixaniad, all the way across the Cygnus and into the thinly 
  populated regions between the galactic arms. Its coreward 
  subs come all the way down to the ring of sectors and 
  prefectures guarding the Eye of Terror. By rights the Finial 
  Sector should have been broken into smaller, more 
  governable sectors, but politics and the fickle finger of fate 
  has decreed otherwise. So instead of seven sectors of more 
  moderate size you have this ungovernable jumble of worlds 
  that are all beholden – at least on paper – to the Xan of 
  Moeral Princeps. It is possible to reach the Finial sector by 
  way of Prol, but after the loss of the Gelmiro system the 
  route has fallen into disfavour and the two sectors have 
  virtually no direct contact.  
  To trailing of Calixis, further down the Cygnus arm you find 
  the Fydae Great Cloud, which is one of the largest open star 
  clusters discovered to date. Far older than the more closely 
  grouped and energetic Merates Cluster the Great Cloud sits 
  there silent, old and bloated. Many of its systems have long 
  since wandered away; the furthest known sample is the 
  Fydae system (for which the cluster is named) in the Malfian 
  sub. The area is very remote; most minor routes leading 
  here go by way of Adrantis or Hazeroth, hardly the most 
  civilized places to begin with. Because of its remoteness and 
  lack of any ‘gold rushes’ brought on by the revelation of 
  garden worlds, alien civilizations or ancient ruins ripe for 
  plunder, the Fydae Great Cloud remains little explored. With 
  the Koronus Expanse so close and so promising there is 
  simply no reason for enterprising Rogue Traders to waste 
  their time mucking about Fydae! 
  And then there is the Koronus Expanse. Beyond the edge of 
  the Cygnus arm a seemingly endless series of violent and 
  persistent Warp storms boil and church (part of which 
  devastated the Vincies sub of Scarus sector not so long 
  ago). Unlike the Eye of Terror which is highly visible, the 
  Margin storms are invisible in the physical spectrum; the 
  danger they pose is purely Empyrean in nature: They make 
  travel beyond the Cygnus arm next to impossible. Until the 
  discovery of the stable path now known as the Maw that is; 
  now the Koronus Expanse is accessible by anyone with a 
  ship and a desire to risk it all. The size of the Expanse is 
  open to conjecture; it lies beyond the boundary of the main 
  arms and as such it can be said to stretch all the way to the 
  edge of the galactic disk, out to where the true galactic halo 
  begins. By this measure the Expanse reaches for tens of 
  thousands of light years rimward, spinward and trailing. Even 
  with stellar density dropping sharply beyond the Expanse 
  encompasses an almost unfathomable number of stars and 
  systems. In explorers terms it goes on forever – and more 
  importantly, well out beyond the limits of the Astronomican. 
  In sum then the Calixis sector is defined not only by its own 
  territories, but by its remote location, its neighbours, and the 
  vast unexplored reaches that surround it. Welcome to the 
  frontier! 
  
  Subsectors  
  Calixis consist of eight subsectors. The Golgenna reach is 
  the most important of them in terms of political power, 
  industrial output, and trade revenues. Malfi follows on 
  second place, with Drusus, Markayn, and Solomon vying for 
  a distant third. The final three subs are of lesser importance.  
  Golgenna 
  Reach 
  (Scintilla): 
  The 
  Golgenna 
  Reach 
  constitutes the central hub of the sector, through which most 
  of the major warp routes pass. It is of course named after 
  Golgenna Angevin, the original commander of the Crusade 
  that liberated and unified the Calyx Expanse. The most 
  important world is Scintilla, the sector capital. Scintilla is the 
  political, religious, and commercial hub of Calixis. Scintilla 
  was originally settled during the Dark Age. It was resettled 
  during the Angevin Crusade. 
  Markayn Marches (Solomon): The Markayn Marches 
  occupies the amorphous region to coreward/spinward of the 
  Golgenna reach. Markayn is centred on the ancient 
  stronghold of the Haarlocks, the planet Solomon – a world 
  now given over to the Departmento Munitorum. Long 
  considered a backwater the region has gained in importance 
  with every new war, campaign, and crusade that has 
  cropped up in the past decades. Rather than being viewed 
  as a remote and unproductive part of the Imperium Markayn 
  has become an important transhipment point, and its forges 
  and hive factorums have gained new life. 
  Josian Reach (Fenksworld): The Josian Reach lies 
  coreward of Golgenna and trailing of Markayn. It lies closer 
  to civilized space than any other part of Calixis. The main 
  routes which connect Calixis to Ixaniad pass through the 
  Reach by way of Canopus and Fenksworld. The Josian 
  Reach came into being in M41 as a direct result of the 
  Meritech 
  Wars: 
  Battlefleet 
  Calixis 
  established 
  semi-
  permanent fleet and support facilities at Fenksworld to 
  effectively support an offensive into the Merates Cluster.  
  After the war it was decided to keep the fleet as a permanent 
  fixture. To support it the Sector Governor ordered the 
  creation of a new subsector – the Josian Reach. 
  Hazeroth (Clove, pending approval by Lord Hax): The 
  Hazeroth sub lies trailing of Josian and coreward of Adrantis. 
  It's named after the Hazeroth Abyss, a region even more ill-
  omened than the Adrantis Nebula. No one ever goes to 
  Hazeroth if they have any choice in the matter. Since Lord 
  Hax is a pragmatic man he's not one to waste any more 
  resources that strictly necessary to keep the Aquila flying 
  over this dreary place. In M40 a subsector capital was 
  originally intended to be established on Guytoga, an Imperial 
  world deep in the Abyss. This was back in the day when 
  large-scale colonization of Hazeroth was contemplated. 
  Since mid-M41 Clove has served as the de-facto sector 
  capital, but without formal recognition from the Lucid palace. 
  Adrantis (Tranch, on paper only): The Adrantis sub lies 
  trailing of the Golgenna Reach. It is named for the 
  mysterious Adrantis Nebula that lies at the heart of the sub. 
  The worlds of Adrantis are scattered around the nebula, 
  separated by great distances and tenuous warp routes. The 
  war-torn world of Tranch is still technically sub-sector capital, 
  but in practice the outlying systems fend for themselves or 
  enter into local alliances and trade pacts – a trend that has 
  only become stronger after mutant uprisings and wars have 
  left Tranch severely weakened.  
  The most prominent of these leagues are the so-called 'Far 
  Side League', which comprises Baraspine and several 
  outlying systems. Baraspine's local rival is the Tephaine 
  system with its multiple inhabited planets and moons. 
  Drusus Marches (Drusus/Sentinel): The Drusus Marches 
  are located rimward/trailing to Golgenna. The sub lies in 
  what is easily the most remote corner of Calixis (save 
  perhaps the Periphery). It is huge, both in terms of spatial 
  volume and number of settled worlds. Its worlds are typically 
  distant, lightly populated, and lacking in important industries. 
  The sub is big on faith, pilgrims and hardy settlers. The sub-
  sector capital is the shrine world of Drusus/Sentinel – the 
  local Cardinal-Governor is typically also Lord sub-sector. 
  Malfian (Malfi): Lying to rimward from the Golgenna Reach 
  the Malfian sub is the most populous subsector of Calixis, 
  both in terms of total Imperial citizens and number of 
  Imperial systems. The Malfian sub guards the rimward 
  borders of the sector and also controls access to the 
  Koronus Expanse and the Halo Stars. The sector capital is 
  Malfi, one of the most ancient, and definitely most populous 
  and decadent worlds in Calixis. There is plenty of friction 
  between Malfi and Scintilla, with Malfi opposing Scintilla in 
  every conceivable (and then some) way. 
  The 
  Periphery 
  (formerly 
  Kulth): 
  To 
  spinward 
  of 
  Golgenna/Malfian lies the poorly defined border region 
  known as the Periphery, stretches for many light-years 
  towards the Scarus sector before fading into wilderness 
  space. The Periphery includes only a handful of noteworthy 
  worlds. The decaying Imperial world Sinophia should by 
  rights have been made sub-sector capital during the early 
  days of the sector, but political infighting between the Rogue 
  Trader Houses of Haarlock and Sinos effectively side-lined 
  the entire region. In later years Sinopia was eclipsed by 
  Kulth and the House of Severus. Today the subsector is 
  mostly infamous for the ork Waaagh! currently active there 
  and the presence of the traitorous subsector Commander 
  Duke Severus XIII and his renegade worlds. 
   
  .
  
  Space travel 
  Interstellar travel is certainly exotic and dangerous, but not to 
  the extent that many citizen-dregs believe. If warp-capable 
  voidships were so rare and the trip through the Immaterium 
  so fraught with danger, it would mean that any interstellar 
  commercial activity would be impossible. Warships would 
  hardly dare lift anchor for fear of destruction. How can you 
  have entire worlds more or less dedicated to agriculture or 
  mining if transporting their harvests is costly or dangerous? 
  How can you maintain the Calixis sector, let alone an entire 
  galactic Imperium if you cannot patrol it or protect it?  
  Fortunately travel between the stars is cheap enough and 
  safe enough to be commonplace. Hauling cargo through 
  space is much like hauling cargo across the oceans of a 
  colonized world – slow and cumbersome, but cheap and 
  relatively safe. Every day thousands of freighters large and 
  small carry countless passengers and millions upon millions 
  of tons of cargo to and from Calixian worlds, slowly making 
  their way through real space to reach their jump points, 
  making the transition across the immaterial ocean of the 
  Immaterium, or journeying inwards from a system’s warp 
  boundary to deliver cargo at its destination.  
  That said space travel is something most people only hear 
  about. The citizens of the Imperium do not travel unless they 
  have a compelling reason to do so. Tourism is not really a 
  factor in Calixis except for the very privileged. Unless your 
  work dictates (which is often the case for Acolytes and 
  senior Adepts among others) that you must travel, the most 
  compelling reason to go into space is to go on a pilgrimage. 
  Every year millions of ordinary citizens embark on such 
  journeys. Countless billions do not. Indeed, the average 
  hive-worlder never even sees the sky, let alone gets onto a 
  voidship to travel to other worlds. Most wouldn’t even want to 
  go if offered the chance.  
  Warp-capable ships can be broken down into two 
  categories; those with Navigators on board and those that 
  must do without. The latter type of vessel outnumbers the 
  former by a great margin, but gets little of the glory. Both 
  types are essential for the sector; ideally every ship should 
  have a Navigator, but there are not enough of them to meet 
  the demands of the Imperium. It is generally up to the 
  navigated ships take care of priority transportation, handling 
  that which is too valuable to risk losing or that which must 
  travel far and fast. The unnavigated ships handle the rest. 
  Navigated ships include many of the vessels of the Adeptus 
  Terra; ranging from Battlefleet ships of the line, via 
  Munitorum mass conveyors and Mechanicus Explorators, to 
  the lightning-quick courier vessels of the Administratum. 
  Other ships that carry navigators include Rogue Traders, 
  high-end Guilds Commercia transport vessels, and whoever 
  else can afford the services of the Navis Nobilite. Navigated 
  ships tend to stick to established routes and charted 
  territories, but can theoretically go anywhere with both a 
  hope of surviving the trip and actually ending up where they 
  intended.  
  Chartist vessels are commercial ships that operate with 
  some form of official charter (the title ‘Chartist vessel’ is 
  something of a misnomer since there are Chartered ships 
  with Navigators). In this context ‘Chartist’ it is taken to mean 
  any ship that operates the local trade routes without the 
  benefit of a Navigator. Contrary to popular belief it’s perfectly 
  possibly to traverse the Warp without a navigator – as long 
  as you have accurate warp charts and keep your trips short 
  and slow. Because of these limitations Chartists vessels 
  usually ply only one – or at most just a few – warp routes.  
  System ships lack Warp drives and so must labour within the 
  confines of a single system. Such ships are quite common in 
  many inhabited systems, ferrying goods, resources, and 
  passengers around to planets, colonies, outpost, and 
  facilities scattered across the limited reaches of a solar 
  system. Quite a few Imperial worlds will also maintain 
  squadrons – or even entire fleets – of system defence ships. 
  Unlike the warp-capable vessels of the Navy such voidship 
  are under the command of the local Governor (i.e. they are 
  PDF vessels). Although complex to build and costly to crew 
  and operate such system ships are much cheaper and 
  simpler than true void vessels; they have no need for 
  Navigators or the techno-arcane devices that allows a ship 
  to enter and leave the warp. The fact that they are also 
  under the jurisdiction of planetary authorities is also a fact 
  that should not be discounted. 
  Orbital space around an Imperial world is quite likely to be 
  filled with orbital and sub-orbital flights; shuttles, landers, 
  cargo haulers, and whatnot ferrying goods, resources, and 
  people to and from the planet. Smaller voidships, like raider-
  class vessel mostly, are frequently capable of landing on a 
  planet without such go-betweens (but many captains still 
  prefer to stay well clear of large planetary bodies – for 
  reasons of both safety and superstition). Large ships are 
  rarely capable of landing one a planetary surface (but may 
  be capable of entering a planet’s atmosphere, to enable 
  them to dock with an orbital spire for example. 
  Orbital space will also be home to a range of satellites, 
  weapons platforms, command stations, minefields, space 
  habitats, and microgravity factoriums. Although they are not 
  voidship in the strictest sense they do inhabit the same 
  areas, and have much in common with system ships – 
  except they lack true sublight drives.   
  
  Vern on Warp travel 
  Voidship travel can be a strange beast to the uninitiated. Imagine a citizen asking a voidsman, “How far is it from Solomon to 
  Scintilla?” The voidsman would shrug and say, “What do you mean, how far? How far in materium lightyears or parsecs? Dunno, 
  never measured. How far through the Immaterium? Dunno, try asking the Navigator.” The citizen sighs and asks instead, “How long 
  does the journey take then?” The voidsman rolls his eyes and says “What do you mean, how long? How long for me or how long for 
  you? Total time or warp-transit time?” The citizen bows his neck and walks away, vowing never to look up at the stars again! 
  Let me try to explain. Travel between star systems is divided into three distinct parts: Departure leg, Warp leg and Arrival leg. 
  First is the departure leg, wherein the ship accelerates away from the planet it is orbiting using realspace drives. Ships can only 
  engage their warp drives when well away from a strong gravity well, such as that created by a star or large planet. For a system like 
  Sol most commercial starships would go out beyond the orbit of Uranus (20 AU) before making the transition. Military vessels and 
  certain civilian ships regularly make the translation at less than this distance, even down to the orbit of Saturn (10 AU), but this 
  requires great precision. In an emergency it is possible to push it even further, but doing it inside the orbit of Jupiter (5 AU) is 
  hazardous at best – there is a good chance the ship will be torn apart by dimensional sheer. Smaller stars have smaller gravity 
  wells, bigger stars have larger wells. Planets also have gravity wells, but these are much smaller. Take Terra as an example; 
  leaving the Terra-Luna orbital system might take only a few hours for a fast ship, but the ship is still deep within the well of blessed 
  Sol. Thus it is only in the far outer system that the mass of the planet really matters. If you are orbiting Uranus you need to travel to 
  a safe distance from the planet, even if you are already outside Sol's gravity well. 
  How long the departure leg is depends on the realspace acceleration of the voidship. A fast ship, such as a Navy frigate or a sprint 
  freighter could make the trip from Sol to safe distance in a week (taking into account that they also can translate closer to Sol). A 
  lumbering bulk freighter could easily take a month to reach the orbit of Uranus. The very largest megahaulers, the ones carrying 
  precious Navigator cadres on board, never venture in-system at all. They translate well outside the safe distance cut-off and unload 
  their cargoes in the deep dark void, using system-bound barges to ferry their cargo to and from. 
  Next is the warp leg of the journey. The ship translates into the Immaterium, taking a bubble of reality with it, maintained within the 
  Gellar field. The ship now manoeuvres the currents of the warp using methods understood by few. If the ship has a Navigator he 
  can greatly enhance the speed and range of a voidship traveling through the warp. If there is no Navigator aboard the ship must 
  make do with having a limited ability to determine its own position both within the Warp and relative to realspace. Sometimes a ship 
  has to break the trip into multiple warp legs. If the journey is long, there is no Navigator, or the Warp is very turbulent frequent stops 
  might be required. An Escort-sized sprint freighter could, with a skilled navigator aboard, cross the distance between Solomon and 
  Scintilla in as little as one week using a single warp leg. And old Chartist trader without a navigator might be forced to do the trip in 
  five legs and taking twenty times as long. 
  At this point things get even more interesting. During the Warp transit ship-time is no longer the same as real-time. Within the 
  Immaterium, even aboard a spaceship, time flows differently. For shorter trips the time distortion effect might be around 2 to 1, 
  meaning that while a week passed for the starship, two weeks went by in realspace. For longer or faster journeys the distortion 
  could be three, five, even ten times. And that's not taking into account weird occurrences, ships arriving before they left and such. 
  All voidships, those with Navigators included, greatly prefer to use well-charted warp routes. These almost invariably go from settled 
  system to settled system. Within the Calixis there exists a great many charted routes. Calixian warp routes are divided into Primary, 
  Secondary (sometimes collectively known as Major routes) and Tertiary routes (also called Minor routes): Primary routes are those 
  that connect Scintilla to places like Malfi and Sepheris Secundus. Secondary routes are all other major routes; well-worn paths 
  through the warp between major systems. Tertiary/minor routes a catchall for those routes less travelled, but still sufficiently stable 
  and charted to be used by Chartist vessels.  
  Routes are essentially detailed roadmaps of the warp, showing where to enter, what road signs to follow, and where to exit. So-
  called warp charts describe these routes with varying degree of accuracy. The Warp is ever mutable, so older charts that haven’t 
  been updated in a while can be anywhere from slight off to wildly inaccurate. Detailed, accurate, and current warp charts can fetch 
  high prices in the market. Most warp charts will also include details of the surrounding warp not directly connected to the route itself 
  (in case you drift just a wee bit off course). Old ships that have travelled far and wide often have extensive libraries with charts of 
  many routes and regions. In some cases the charts are the property of the ship’s owner or the captain, but in some cases they will 
  be in the possession of the vessel’s Navigator (if any).  
  Last is the arrival leg. It is much the same as the departure leg, only usually a bit longer. Warp navigation is not exact, and to be on 
  the safe side most ships calculate a larger margin of error - the orbit of Neptune (30 AU) would be typical for a freighter arriving in 
  the Sol system for example. Ships carrying navigators can cut down on this safety margin, as the Navigator has a much greater 
  capacity to determine realspace correlation than do navigational cogitator. It goes without saying that the closer you translate the 
  shorter the transit time in-system will be; by cutting your margins you can save valuable time. 
  On the rare occasions where the learned Adept has need of explaining the workings of the Warp (aka. the Empyrean, aka. the 
  Immaterium) to a layman he often resorts to using the metaphor of the ocean voyage:  The ocean is the warp and instead of a ship 
  sailing across the watery surface you have a voidship plowing through the great unknown. Solar systems get described as tiny 
  islands in a dark and vast ocean. Navigation is difficult because clouds are almost always obscuring the stars, save the brightest 
  star of them all - the Astronomican. Currents and storms can throw a ship of course – or sink it utterly. And the predators of the 
  deep...the shark and the sea serpents and the leviathans...they print ‘Here be Daemons’ on the charts for a reason. Warp journey 
  are relatively safe, but they are not without danger; the sheer number of vessels that traverse the Immaterium means that 
  somewhere in the galaxy a ship is being lost every day. 
  
  In reality (if such a word can be used) the Warp has very little in common with planetary oceans, but let's stick with the metaphor for 
  lack of something better. But if we must use the ocean to explain the Warp, let us instead go under the surface. That adds 
  dimensions to our tale that the surface of the ocean lacks. So...let the voidship be a submersible. The submersible is protected by a 
  pressure hull. That hull is all that stands between its occupants and a watery grave. This hull very rarely loses integrity, but when it 
  does the effect is spectacular: Sea-water gushes into the sub, flooding it. If the breach is large there is naught to be done; there is 
  no escape for crew and passengers, and the vessel itself sinks to the bottom of the sea. If the breach is small, however, the crew 
  might be able to stem the flow of water long enough to surface. 
  It's more or less the same with a voidship and its Gellar field; the Gellar field protects the ship – without it everyone dies a horrible 
  death and the vessel is lost. There is no water involved of course; instead the Gellar field maintains a bubble of normality around the 
  ship. Without this bubble the full entropic effects of the Warp will grab hold of the ship and its occupants. Destruction is not far away. 
  Even a small 'leak' in the field can create a lot of trouble; the weird energies of the Warp can do untold damage to a voidship, even if 
  the Gellar field doesn't collapse completely. And of course there are the Daemons...but that's another issue altogether. 
  Entering the Warp requires preparation, just as it does for a sub to go under the water. The Warp drive must be brought online and 
  charged, which requires stupendous amounts of energy. All manner of calculations and preparations must be made before reality is 
  finally rent asunder and the ship slips into the Empyrean. A sub doesn't require a Warp drive of course, just some ballast tanks, 
  propulsion and adjustable planes, but the principle of preparation and readiness is the same, even if there is no tearing reality apart 
  in the case of the sub. And just like the sub can't dive in shallow water the voidship cannot enter the Warp where there is a powerful 
  gravity well nearby; gravity equals the shoals of the Warp if you will. Most ships will need to be in a system's outer reaches before 
  entering the War. Finally; where the sub creates bubbles and turbulence in the water as it dives, so too does the voidship create 
  ripples and disturbances in the space-time continuum as the Warp drive engages. And when the transition has been made both 
  types of ship are simply gone, leaving no trace of their existence behind. 
  Let's presume for a moment that you've got both the entry and exit strategies covered. That only leaves the actual journey through 
  the Empyrean. Which pretty much involves pointing your ship in the general direction of the star you're going to and pushing the 
  'Engage' button on the Warp drive control station. Right? Wrong. Very wrong. Navigating in the Warp is difficult; much worse than 
  steering a submersible with nothing but the most rudimentary telemetry to work with. The ship's empyric augury arrays collect some 
  data, which is sufficient to perceive the ship's immediate surroundings. Ships without Navigators use these data to navigate by 
  running them through massive cogitator banks that compare them against the warp route in question. It's not perfect, but it works for 
  short trips. If the ship is fortunate enough to have a trained Navigator on board its ability to traverse the Warp improves dramatically; 
  Navigators have a unique psychic capacity to perceive raw warp-data without the need for additional machinery. Simply put they just 
  peer into the augury arrays with their third eye and their minds plot courses with far greater speed and accuracy than a mere 
  machine can accomplish. Needless to say Navigators are rarely completely sane and many suffer from bodily mutation. Such is the 
  price they pay for peering into the Warp. The Astronomican is another important factor; if this beacon of Imperial might shines 
  brightly Navigators can use it to fix their position: Much like ancient mariners used stellar formations fixed above the poles of their 
  worlds to navigate by. If the light of the Emperor grows dim – or is obscured altogether – their ability to navigate (pardon the pun) is 
  somewhat curtailed, but still significant. In the Calixis sector the Astronomican is usually visible, but it is faint, distant, and 
  sometimes warped by the baleful glare for the Eye of Terror. Consequently navigation in considerably more difficulty in Calixis than 
  in the Segmentum Solar 
  For navigation to mean anything you have to know where you're going. That's when we need to extend our metaphor to include tiny 
  islands in the great, dark, and often storm-tossed ocean. Having a real-space bearing is a good starting point, but nowhere near 
  sufficient to get you where you want to go: Once you go under the surface you'll lose you target and won't have more than a general 
  idea of where you must go to reach it. Again Navigators and the Astronomican make it a bit easier, but you're still essentially going 
  blind. You'll need to resurface frequently to get your bearings, and then dive again (with all the complexity entering and leaving the 
  Warp entails). Repeat as often as needed. It works, but it can take months to reach even nearby stars, making large-scale 
  interstellar civilizations...impractical. That's where the previously mentioned Warp routes come in. Warp routes are paths through the 
  warp that have been charted in detail, taking note of markers, currents, ebbs and flows or whatever they call it. Even in a realm of 
  chaotic energy there are patterns that offer a way of telling one place from another (but routes do change and need constant 
  monitoring and updating for charts to stay viable). The houses of the Navis Nobilite guard the knowledge of such routes jealously: 
  The greater the house the more routes they will know and the greater the extent of their travel networks – and the greater their 
  power and wealth will be. Ships without Navigators also stick to the same routes; Chartist vessels have the data required to travel 
  between their designated ports of call, but rarely more than that. 
  Once the course is set the ship's warp drive will be able to move it in the direction specified by the ship's navigator - be he a true 
  Navigator or a mere man and his machines. The Warp is in constant turmoil, so regardless of the course laid in there will be a drift. 
  The Navigator and the Helmsman will work diligently between them to keep a ship on its course, but there will always be some 
  deviation, however slight. It's more a skill thing than a power thing. The Warp is rarely so turbulent as to actually force a ship along 
  despite its warp drives; it's far more common to be pushed ever so slightly off course. And remember the Warp has very many 
  dimensions; so it's a tad bit more complex than the sub who has to take into account only longitude, latitude and depth. Try keeping 
  your bearing in seventeen or more dimensions, with drifts and flows and shears in all of them and you have an inkling of what awaits 
  a Navigator. But barring major turbulence or outright storms the ship will move where its Captain wills, generally speaking. 
  
   
  Then there is speed. Speed is generally taken to mean time used to cover a distance. In the Warp both time and distance cease to 
  behave in a fashion that's predictable, so already the 'speed' thing gets a little murky. But as a general rule the deeper you go the 
  faster you move. There isn’t a good ocean metaphor for this one, except perhaps if the core of the world was filled with watery 
  tunnels and you could move through them and reach the other side faster than you would if you had to traverse the surface ocean. 
  In the Warp it's more about how many dimensions you're willing to play with; deeper essentially means taking on more dimensions 
  and using them for travel. The more dimensions are involved the greater the complexity of navigation, and consequently the risk of 
  getting lost – possibly forever – increases dramatically. Which is why a ship that has a Navigator who can see the Astronomican can 
  make longer journeys at greater speed; they can go deeper, faster, without risking destruction. Lesser Chartist captains who must 
  do without such luxuries can only move between local systems at a much slower pace. As a side note lesser charts need only 
  contain a fraction of the data complete Navis Nobilite charts holds, because the Chartist barges using them will never go deep 
  enough to require all that data. 
  Finally your destination ‘island’ is looming ahead of you. Now the submersible needs to get to the surface to dock. Unfortunately 
  leaving the warp is not as simple as pushing the big red ‘Ascend’ button or pulling a panic lever to blow your ballast tanks. Cutting 
  the warp drive just leaves you adrift on the currents of the Immaterium; it doesn't return you to real space. So not only is it pointless 
  in terms of getting out, it will actually throw you off course, which is never a good thing. Disengaging the Gellar field also doesn't 
  work, but it's infinitely more stupid. It's not the field that's keeping you in the Warp - it's what’s keeping the Warp out of your ship. 
  Losing the Gellar field is like breaching the pressure hull of the sub; the outside comes rushing in to fill the vessel, which is a very, 
  very Bad Thing! There is one other solution that doesn't work: Supposing you're close to a solar system you might think that heading 
  in-system will yank you out of the warp once you're deep enough in the gravity well. About one time in a million you ship will survive; 
  the rest of the time it's like running your sub at full speed into submerged reefs just off the coast of the island you're trying to reach. 
  'Total Warp breach imminent' will be the last words droning out from the ship's intercom system. 
  To properly leave the warp you first have to ascend to the surface (remember we're using the submarine metaphor) before you can 
  break through into the air. Even with a Navigator on board it might not be apparent which way is 'up'. The difficulty increases if the 
  ship's aethyric auspexes are damaged or local warp conditions makes navigation difficult. Then there are Warp storms. Not only can 
  the push you of course, but they can be a real show-stopper for those trying to escape the Warp. As you near the surface the risk of 
  destruction rises many-fold, as the storm gains in destructive power as you draw closer to reality. Not unlike the effects of a real-
  ocean storm; you can ride the waves when out at sea, but once you get close to land things suddenly get more dramatic and 
  dangerous. Thus most ships will just have to risk riding out the storm - which will likely throw them wildly of course, possibly into 
  uncharted territory! Now that you sub has finally reached the surface there is another problem; the sea is covered by a thick sheet of 
  ice. Unless you can find a suitable spot for breaking through you're going to be stuck down there. Fortunately the voidship as an 
  advantage; it has a Warp drive than can rip open a hole in the icy surface of reality and let it slip back into real space.  
  Congratulations, the ship has – hopefully – made it to its destination. Using realspace auspexes the voidship must establish a fix on 
  the current space-time. Where has the ship arrived – and when? If everything went according to plan the ship should be in the outer 
  reaches for the target system (if not it needs to plot a new warp journey). That leaves the time factor; time in the warp gets 
  compressed at variable rates. Generally speaking the deeper/faster you go the greater the compression. For a slow Chartist vessel 
  the compression ration could be as low as 1:2 – one week of ship-time for every two weeks in real space. For the fast Nobilite-
  crewed ships it could go as far as 1:5 or greater. As a result ship crews tend to outlive any on-world relations that they might have, 
  further setting them apart from the land-based kin. 
  Communication needs mentioning: It's perfectly possible for a vessel in the Warp to send and receive astropathic messages. 
  Caveats do apply; the deeper in the Warp the harder it is for Astropaths to send and receive. Turbulence and storms can also 
  disrupt communications; but that's not unique to vessels under Warp drive. Most Astropaths (and ship’s Captains for that matter) are 
  rather reluctant when it comes to communicating under warp drive; the uneducated thinks doing so is 'bad luck'. Those in the know 
  are aware of the possibility of a ship attracting the attention of aethyric predators and the strain such an occurrence can place upon 
  a ship's Gellar field. Reception of messages is perhaps less dangerous, but it is still not to be undertaken lightly: There is always the 
  chance of insanity, psychic backlash, or even bodily entropy. To be fair the danger is there in real space as well, but aestimates 
  indicate that the frequency of incidents goes up while under Warp drive and that the average magnitude of at-warp incidents is much 
  greater than corresponding real-space incidents. If as ship absolutely must communicate while at Warp it will generally rise close to 
  the surface before transmitting. If it is possible or at all practical it will leave the Warp to transmit or receive.  
  One final thing: It is possible for ships in the Warp to detect one another. The chance is very slight, but it is there. Gellar bubbles are 
  at most a few hundred kilometres across; they are effectively less detectable than a single snow-flake caught in a roaring blizzard. 
  Powerful augury arrays help of course, as does having an idea as to the location of the other vessel and where it might be headed. 
  Navigators are another great asset in this regard as they can interpret Warp data more accurately than servitor operators; some 
  skilled Navigators can even track the paths of other vessels through the Warp with some accuracy. Since ships can detect one 
  another they can engage one another as well; combat within the Warp is rare because detection chances are so low. When it does 
  happen it is a brutal, short-range affair. Gellar bubbles must overlap, meaning ranges are a few hundred kilometres at most, 
  practically point-blank range in terms of space combat. That's too close for torpedoes to arm or lances to target properly, meaning 
  that it's usually down to battery fire. Furthermore void shields cannot be brought up to strength because of the power drain of the 
  Gellar field, so ships are protected solely by armour. Needless to say few sane captains are willing to risk entering into combat on 
  those terms! 
  
  Astrocommunication 
  Every day of the year thousands upon thousands of 
  promising telepaths are brought before the Golden Throne to 
  be bonded to the God-Emperor. Not all of them survive. The 
  soul-bonding is the culmination of a long journey that started 
  with their arrest and interment aboard a Black Ship, followed 
  by an agonizing trip to Terra, then testing, training and 
  indoctrination conducted by the Adeptus Astra Telepathica. 
  The soul-bonding hardens them to the horrors of the warp 
  and makes them very resistant to possession. There is a 
  price for such power; most astropaths are permanently 
  blinded or otherwise physically crippled. Many are also 
  eccentric or even borderline insane; such is the power of the 
  Emperor’s mind that few psykers can stand his presence.  
  The key talent of an Astropath is sending and receiving data. 
  They are in effect living psychic telecommunication devices. 
  Techniques vary a bit, but all astropaths can read a text, 
  convert it to astrotelepathic signals and then transmit. 
  Another astrotelepath within range can receive and reverse 
  the process, producing an identical text (barring any errors 
  or disturbances in the transmission). Skilled astropaths can 
  transmit more complex data; picts, audio, holograms, even 
  sensory and emotional data. Most data is encrypted in some 
  fashion. 
  Astropaths can’t send data clear across the galaxy. Instead 
  they work through relays. Each Imperial world (and 
  countless relay stations; some hidden away in the void, 
  others upon remote planets) constantly scans for incoming 
  signals, check for destination in the message header, and if 
  necessary they pass on the message. This way a signal can 
  leapfrog across the Imperium (duplication of messages is 
  common, but that’s a strength, not a liability). Priority signals 
  will be bumped to the top of the queue and/or passed on to 
  high-grade transmitters.  
  Astropaths either work alone or they pool their resources. 
  Groups of Astropaths are called Choirs. All major Calixian 
  worlds will have a Choir, but fringe systems might not. The 
  same goes for voidships; the flagship of Battlefleet Calixis 
  has numerous astropaths on board, whereas the poorest 
  Chartist captains are lucky to afford the services of a single 
  commercial astropath. 
  Astropaths come in four grades. Grading is most important 
  when it comes to transmission – weaker astropaths can 
  receive nearly as well their stronger comrades. What grade 
  an Astropath gets is largely dependent on his psychic power, 
  but a handful of other factors come into play as well; some 
  Astropaths simply have a talent for their craft, others hone 
  their skills to level far beyond those possessed by most 
  astropaths. 
  Grade 1: These rare individuals can send across vast 
  interstellar distances on their own - across whole sectors, if 
  not longer. If joined by a strong Choir their range is, if not 
  unlimited, then nearly so (across as Segmentum).  They are 
  reserved for use by the highest echelons of the Adeptus 
  Terra.  
  Grade 2: The 'common' sort of interstellar transmitter. Can 
  reach nearby systems, or further if joined by a Choir. Few 
  commercial astropaths are of this grade (those few who are 
  were originally typically graded as 3, but have since risen in 
  skill and power). 
  Grade 3: The most common type of astropaths. Can receive 
  well enough, but transmission range is limited to sub-stellar. 
  Can be used in Choirs to boost signal strength, but they add 
  but a little each. Most find use aboard Navy vessels in intra-
  fleet communications or take up commercial work if the 
  Adepta have no need for their services. 
  Grade 4: These are they failed astropaths. They either have 
  trouble transmitting, receiving or both. Some are strong, but 
  cannot control the direction of their signal. Others are too 
  weak to be useful. Yet others fail to grasp Imperial 
  communication protocols and are forced to rely on symbolic 
  or emotional communication. Few such astropaths are found 
  in Imperial service – most must fend for themselves. 
  Despite the seemingly vast number of graduates there are 
  never enough astropaths; their duties are many as the 
  Imperium is utterly dependent on their services and their 
  careers often short – astrotelepathy is a taxing trade in more 
  ways than one. The Calixis sector receives its share of new 
  Astropaths each year, but again there are never enough of 
  them to fill every need. The exact figure varies, but usually 
  somewhere between a thousand and three thousand 
  astropaths; sometimes this is enough to counteract attrition, 
  sometimes not.  
  The Adeptus Terra releases a percentage of astropaths for 
  commercial use, conscious that the commercial sector and 
  other factions have need of their services. Many, but not all, 
  are weaker or otherwise second-rate (lack of control, lack of 
  moral purity, etc.) astropaths. Some are released for reasons 
  of corruption within the Adeptus Astra Telepathica; there are 
  always officials that can be bribed if the price is right. There 
  is also said to be a certain trade in ‘non-sanctioned’ 
  astropaths, whatever that is. 
  There are persistent rumours within the Lathes Mechanicus 
  related to the existence of technology that mimics the effects 
  of a psychic transmitter-receiver. The existence of such 
  technology could become a major boon to the Imperium its 
  proponents argues. Such fools are misguided at best; if such 
  a device is possible it would undoubtedly use forbidden 
  Warp science. It seems the Calixis sector will have to 
  continue to rely on its overworked astropaths.   
  
  History 
  The region that is now Calixis was only partially surveyed 
  and lightly settled during the Dark Age of Technology. It is 
  not known which world was first settled, but there are several 
  planets that claim the honour, including Sinophia, Solomon, 
  Scintilla, Malfi and Protasia. Sinophia was not settled until 
  M37, Solomon in M36, both by Rogue Traders. Claims of 
  older settlements are unsubstantiated. Scintilla’s claim is 
  highly dubious, born of the hubris that comes with being the 
  sector capital. It is said that there existed a hive of civilized 
  men – Tenebra – that survived the dark millennia, but of its 
  population no trace remained in the day of Angevin. That 
  leaves Malfi and Protasia, both of whom claim to have been 
  settled by the colony ship Absalom during early days of the 
  warp-drive, prior to M20. What a human colony vessel was 
  doing all the way out on the Cygnus Arm during the period is 
  a great mystery. The majority of other human worlds out on 
  the rim were settled during the great Diasporas from M22 
  and onward. Protasia is currently a war-torn hell-hole, Malfi 
  is known to have fallen to barbarism before civilization was 
  restored (by yet another Rogue Trader), and so perhaps the 
  point is moot. 
  What horrors took place in the Calixis sector during the Age 
  of Strife are fortunately long since forgotten or mercifully 
  suppressed by the Holy Ordos. The number of feral and 
  feudal worlds is quite high. And there are likely more of them 
  out there, waiting to be found; every odd century a new Feral 
  or Feudal world is rediscovered.  In a sense the Age of Strife 
  lasted for an extra eight thousand years for Calixis – it took 
  that much longer for the Calyx Expanse to be claimed for the 
  Imperium. Perhaps that is why civilization endured on so few 
  worlds, combined with the sector’s exposed location on the 
  fringes of the galaxy. Easy prey for vile xenos like the 
  Yu’vath, the Slaught, and the Kull. Slaughtered, twisted, and 
  enslaved. Such was the fate of the peoples of Calyx. 
  Legends of survivor worlds – places where civilization and 
  technology endured – are common enough, but once you 
  start to look into the matter the tales often turn out to be 
  hollow. One Scintilla, for example, it is said that there existed 
  an entire hive of civilized men, but of its population no trace 
  remains to be found in M41.   
  The Great Crusade touched only briefly upon the Calyx 
  Expanse and in the millennia that followed the region was 
  largely ignored by the Imperium. It was too remote, too vast, 
  and simply not valuable enough for Segmentum Command 
  to deploy the forces needed to claim it for the Imperium. That 
  is, up until the Calyx Expanse was re-explored by infamous 
  Rogue Trader Solomon Haarlock during his legendary 
  thirteen-year mission 723-736.M36. Haarlock established a 
  personal fief on the world of Solomon (in what is now the 
  Markayn subsector) and returned with tales of human-held 
  worlds, foul xenos, and immeasurable plunder. In return for a 
  modest grant – the entire Solomoni system – he provided 
  the Adeptus Terra with detailed charts of his travels.  
  For centuries the charts sat there collecting dust, until finally 
  the day came in 322.M39. That was the blessed year for the 
  arrival of the Angevin Crusade that would bring the Calyx 
  Expanse back into the fold. For decades the sector burned 
  as the Imperial liberators fought countless campaigns and 
  battles to free the sector from the grip of evil. In 384.M39 
  Calixis was finally recognized as an Imperial sector and 
  Saint Drusus, Angevin’s greatest general and heir as Lord 
  Militant, was made its first Sector Governor.  
  Calixis is thus a relatively young sector in Imperial terms, 
  having only been part of the God-Emperor’s great domain for 
  the past 2,500 years. During those two and an half millennia 
  the sector has faced its share of war, heresy, and other 
  troubles. In the face of those challenges Calixis has done 
  well for itself. It has built itself a future from the burned bones 
  of the Angevin Crusade and clawed its way out of savagery 
  one harsh colony world at time. The Calixis of M41 may be 
  young and troubled in many regards, but it is also 
  comparatively vibrant and forward-looking. It is a place 
  where fortunes can still be made and where the low-born 
  can rise high. It is a place where old secrets still lie 
  undiscovered, waiting for someone to stir the dust and 
  become rich – or die screaming as ancient horrors are let 
  loose on the galaxy. 
   
  
  DATESTAMP 
  40K STANDARD/Dark Heresy 
  M1-15 
  THE FIRST AGE OF TERRA: The race of Man rises from savagery into a civilized species. For aeons 
  humanity is tied to its homeworld of Terra, but later reaches out into the local Sol system. 
  M15-25 
  THE DARK AGE OF TECHNOLOGY: A deeper understanding of the fundamental structures of reality 
  allows the development of the warp drive and the development of the Navigator gene gives Man the 
  stars themselves. STC technology ensures humanity’s proliferation and eventual ascendancy in the 
  galaxy. It is sometimes referred to as the Golden Age of Humanity, but only by those blind to the godless 
  and ignorant ways that eventually paved the way for the Age of Strife. Hundreds of worlds are settled in 
  the outlying Cygnus Arm, most of them late in the period. 
  M25-30 
  THE AGE OF STRIFE: The Immaterium becomes tumultuous and chaotic in the extreme. It eventually 
  becomes impossible to navigate or communicate between the stars, putting an end to galactic 
  civilization. Many of the numerous emerging psykers are outright possessed by daemonic entities; even 
  if they do not succumb to possession they are driven insane by warp pressure. Across the galaxy human 
  civilization breaks down on countless worlds, resulting either in the total extinction of the human 
  population or a reversal to a more primitive state. Only a fraction of human worlds survive, and even 
  where a world survives there is usually great suffering, loss of life, and erosion of technological 
  capabilities. Feudal, Feral and Dead worlds dot the galaxy even today, awaiting discovery by Rogue 
  Traders and Explorator fleets.  
  M30 
  FALL OF THE ELDAR: The technologically advanced, but morally corrupt Eldar race implodes in an orgy 
  of destructive energies, leading to the formation of the Eye of Terror and the near extinction of this vile 
  race of xenos. 
  M30 
  THE COMING OF THE SAVIOUR EMPEROR: The Emperor of Mankind reveals himself to the people of 
  war-torn Terra. He quickly unites the human homeworld, followed but the rest of the factitious Sol 
  system. Preparations for the Great Crusade begin, including the Primarch project and the creation of 
  the Legiones Astartes. 
  800.M30-M31  
  THE GREAT CRUSADE: The Emperor unleashes his Space Marines and their supporting forces on the 
  galaxy. The goal is simple; to reunite the scattered remnants of humanity and create a unified Imperium 
  that would span the entire galaxy and last forever. 
  early M31  
  THE HORUS HERESY: Horus, the Emperor’s finest general and confidante turns traitor on the eve of 
  victory. After years of bloody fighting the traitor is killed by the Emperor himself and the few surviving 
  heretics flee and hide in the dark places of the galaxy. The Emperor ascends to the Golden Throne so 
  that he may watch over his flock until the end of time. 
  M31 
  THE SCOURGING: The Imperium reconstitutes its forces and reclaims much of what has been lost 
  during the Horus Heresy. The Imperium’s most persistent enemies, the Renegade Legions are chased 
  into the Eye of Terror and a ring of iron put in place that will keep them chained there for all eternity. 
  M31-M32  
  THE TIME OF REBIRTH: The Imperium rises from the ashes of the Horus heresy under the direction of 
  the High Lords of Terra; a group of august Imperial officials that interpret the will of the God-Emperor. 
  M32-M34  
  THE FORGING: The Golden Age of the Imperium as the High Lords of Terra continue the Emperor's holy 
  work of uniting the galaxy. The Temple of the Saviour Emperor is recognized as the state faith of the 
  Imperium of Man. A few centuries the temple becomes the Adeptus Ministorum and its leader the 
  Ecclesiarch is made a High Lord of Terra. If there was any doubt as to the Emperor’s divinity it is not 
  banished for good. 
  M34-M35  
  THE NOVA TERRA INTERREGNUM: The Imperium is divided for nine centuries as Nova Terra, and 
  most of Segmentum Pacificus with it, rejects the teachings of the Ecclesiarchy and the rule of the High 
  Lords of Terra. 
  100-600.M36  
  THE AGE OF APOSTASY: Zeal eclipses reason, and misrule reigns supreme. The word of the Emperor is 
  subverted by demagogues and corrupt officials. Sebastian Thor reforms the Ecclesiarchy and puts an 
  end to this age. 
  228.M36  
  THE WAR OF ASSASSINS 
  
  378.M36  
  THE REIGN OF BLOOD ENDS IN THE DEATH OF GOGE VANDIRE: The power of the Adeptus Ministorum 
  is severely curtailed. The Adeptus Sororitas are created. Sebastian Thor becomes the next Ecclesiarch 
  and undertakes to reform the temple. 
  395.M36  
  The Haarlock Charter: The granting of the Haarlock Great Charter by Sebastian Thor to the Free 
  Captain Mordercai Haarlock for his service against the apostate fleets of the Frateris Templar. 
  723-736.M36  
  The Great Voyage: Solomon Haarlock’s fleet undertakes a perilous thirteen-year voyage and charts a 
  volume of space beyond the Imperium’s borders he dubs the “Calyx Expanse” finding several xenos 
  domains, substantial mineral resources, several stable warp channels and scattered human populated 
  worlds of unknown providence. He also notes several worlds that he deems to mark out the territory, of 
  a long dead greater civilisation, aeons old, and names their former realms a “Chalice of Great and 
  Ancient Wickedness”. He notes the area for its entry in the Cartographia Universalis as rich in “Souls, 
  Plunder, Wealth and Things Best Left Undisturbed”, and a region that could be added to the Imperium 
  but only purchased with a “Great Effusion of Blood.” 
  M37  
  THE AGE OF REDEMPTION: The Imperium tries to cleanse itself of past sins in an orgy of death and 
  destruction. 
  133.M37  
  The World of Sinophia Founded: As the Granted Personal Fiefdom of the Rogue Trader Teresa Sinos 
  at the end of her voyages. The planet is situated beyond the edge of the Scarus Sector and rapidly 
  becomes a staging post for expeditions into the Calyx Expanse and the Halo Stars. 
  M37-M39  
  The Age of Plunder: The stories brought back from the Calyx Expanse of wealth, xenos artefacts and 
  life sustaining worlds draw numerous Free Captains, Rogue Traders and renegades to the region from 
  across the Scarus and Ixaniad Sectors. Darker tales surface as well of inhuman empires, horrific xenos 
  “Mind Eaters”, warp worshiping savages who were once men, the dark perils of the limitless “Abyss of 
  Ha’az’Roth” and of a baleful black star that presages disaster. But enough plunder flows to keep a 
  steady stream of adventurers, rogues and Explorators entering the expanse, many never return. 
  M38-M40  
  THE WANING: A trying time for the Imperium as its military resources are exhausted and enemies new 
  and old attack from within and without. 
  101.M38 
  The Koronus Fragments: The degraded and incomplete logs of an Explorator fleet of unknown age 
  and provenance surfaces, indicating that there are vast riches to be found beyond the Margin storms of 
  the Calyx frontier. 
  290-299.M38  
  THE ALTID CRUSADE 
  Mid. M38  
  The Merates Settlement: Isolationist voider families fleeing persecution in the dynastic wars of the 
  Ixaniad Sector settle the Merates Cluster in the stellar dead zone between the abyss and their former 
  home. In time their numbers are swollen by human renegades, outlaws and worse, forming the 
  Meratech Clans. 
  Late. M38 
  THE 23RD SPACE MARINE FOUNDING: Green Knights Chapter created from Imperial Fist stock. 
  038.M39  
  THE MOONS OF YMGRL CLEANSED OF GENESTEALERS 
  322.M39  
  The Angevin Crusade Begins: Preator Golgenna Angevin, a powerful noble from the Terran Court is 
  raised to the rank of Lord Militant and granted a writ from the High Lords to persecute a crusade to 
  liberate and dominate the area of space designated as the Calyx Expanse. His crusade forces drawn 
  principally from the Segmentum Solar numbering over one hundred and seventy million levied troops 
  divided into four battle groups and a strategic reserve, re-enforced by elements of the Legios Venator 
  and Magna, as well as the Black Templars, Tigers Argent, Sons of Medusa and Charnel Guard Chapters 
  of Adeptus Astartes and a significant naval deployment from the battlefleets Solar and Obscurus. While 
  a score of Rogue Trader and Explorator fleets range ahead of the main forces identifying targets and 
  providing active reconnaissance in this dangerous region of space.  
  Swelling the forces already vast 
  ranks are hundreds of thousands of “pauper warriors” whipped up into a frenzy of holy zeal by the 
  Ecclesiarchy and the passing of the crusade fleets and innumerable petty hangers-on, opportunists and 
  logistical transports, with supply trains leading back whole sectors away from the font. Using the well-
  established frontier world of Sinophia as its forward staging post and marker, the crusade’s main thrust 
  in launched like an armoured fist into the heart of the Calyx Expanse across the Periphery in a two 
  pronged assault into the regions heading towards two prominent systems where Rogue Traders have 
  long established pro-Imperial human contact; Malfi and Solomon. 
  
  341-545.M39  
  The Reaping of the Emperor’s Wrath: Having strongly established and fortified two salients of 
  conquered territory into the Calyx Expanse, with their domains now anchored on the worlds of 
  Solomon and Malfi, as well as defeated three minor xenos empires and innumerable other non-
  compliant forces in the prior twenty years of fighting, the Crusade pauses for fortification and 
  entrenchment of its gains before the next stage of conquests begins. The crusade is then granted a fresh 
  influx of troops by the High Lords in recognition of its success (and the wealth already pouring from 
  their conquests), in order to press on. Seizing the moment, the Crusade forces carry out the greatest 
  single sweep of conquests of the conflict as the two-pronged assault from the salient arms sweep 
  together conquering as many worlds in the apace of four years as had been taken in the preceding two 
  decades, forming the territory later known as the Golgenna Reach it what becomes known to the 
  chroniclers as the “Reaping of the Emperor’s Wrath.” Of the many famous victories of this campaign, 
  one of the most lauded belongs to the young general Drusus, who took the war-world of Iocanthos in 
  single week, overthrowing a great and baleful tyranny there, while perhaps the most infamous is the 
  Exterminatus of the world of Amun’an Morrus, whose once-human machine population is judged to 
  tainted to exist. Such horrors are attested to on this world that after its destruction its former location 
  is stricken from all records, only to live on as a dark legend. 
  353-558.M39  
  The Golgenna Consolidation: With the first and second great phases of its vast operation complete 
  (and partly owing to battle fatigue after thirty years of Crusade), Angevin’s forces consolidated their 
  hold of what was more than two hundred captured worlds, and shepherded the arrival of the a first 
  wave of Imperial colonisation to the areas they controlled. During this period of relative peace, several 
  notable regiments who had earned great glory in the wars (such as the Brontine Centurions) were 
  given rights of settlement to their own worlds, while several attached forces (such as the Astartes) 
  rotated out of Crusade service. 
  359.M39  
  The Crusade Second Front is Opened: The Crusade’s third great push begins with freshly raised army 
  group gathered from the core worlds of the Segmentum Obscurus, under the command of High Admiral 
  Vaakkon, opening a second front. Invading from the Calyx expanse’s Coreward, with the goal of linking 
  up with Angevin’s own forces who advance from Golgenna to meet them. This phase of the campaign 
  proves disastrous, as worsening warp conditions and a series of calamities and reversals beset the 
  conflict, and when the fleets finally meet in 363.M39 at Orendal the Imperial losses of the last four 
  years nearly equal that of the first two decades of the Crusade. Angevin commands the world of 
  Orendal to be transformed in a shrine to honour the fallen dead and retreats, some say a man broken in 
  will and purpose, to the interior of Golgenna Reach, devolving command of his armies to his senior 
  generals and admirals with mixed success, as with no clear line of authority factionalism and bitter 
  rivalries start to appear in their ranks. 
  363-369.M39  
  The Bleak Years: With the Crusade’s forward impetus stalled, its domains begin to come under 
  repeated and sustained attack from without, weathering the storms of an Ork Waagh, and the 
  privations of xenos corsairs and raiders whose assaults claims the lives of millions. Signs and opens are 
  everywhere; a burning black fire is seen in the skies of Lossal prime days before all contact with the 
  thriving colony world is lost, the wreckage of an entire overdue re-enforcement battle group out of 
  Akurion is discovered by piquet ships operating on the fringes of the Ha’az’Roth region and plagues 
  decimate the worlds of the Malfian Holdfast. Rebellions and cult activity rises to threaten what were 
  thought to be stable worlds and assassins claim the life of Arch-Confessor Melcher El, the Crusade’s 
  spiritual leader. Worsening rivalry between the generals and Imperial Commanders break out into 
  petty conflicts, betrayals and wave of outright distrust allows matters to deteriorate further. For the 
  first time the Crusade’s gains begin to be lost, and the Imperial forces are stretched increasingly thin in 
  their defence of the new realm, and morale problems and discord grow in the ranks. Only the fleets of 
  the Rogue Traders Sibylline Haarlock and Ludd Sabrehagen providing rapid transport and 
  redeployment for the brilliant and daring counter attacks of General Drusus’s army group against the 
  warp-worshiping xenos race known as the Yu’vath and their debased human allies prevent the entire 
  Malfian region from collapsing and leaving the Crusade’s conquests wide open for assault. Drusus is 
  widely acclaimed as a saviour but many power figures view him as a dangerous warmonger and would-
  be usurper. 
    
  
  367.M39  
  The Transfiguration of Drusus: According to some sources, betrayed by agents of his rivals among 
  Angevin’s generals, Drusus is attacked by a deadly assassin while rallying his depleted forces on 
  Maccabeus Quintus and is seemingly slain, before rising again – an event many see as a true miracle and 
  a clear mark of the Emperor’s favour. The Drusine Imperial Cult begins to flourish in his shadow, 
  already revering him as a living saint, while shadowy agencies, some say belonging to the Ordo Malleus 
  of the Inquisition also bring new aid to his forces in the persecution of the Yu’vath and their allies 
  (which include traitors within the Imperial’s own ranks). Almost by sheer force of personality and by 
  independently rallying much of the Crusade’s forces to his own banner with tacit backing from the 
  wider Imperial powers, (including the involvement of a sizable force from the Iron Hands Astartes 
  Chapter). So empowered, Drusus forces the Angevin Crusade’s beginning the third and final great phase 
  of conquests destroying the powers that controlled much of what would later be known as the Drusus 
  marches in his honour, laying waste to as many worlds as he dominated. 
  370-610.M39  
  The Great Founding: Mass colonial expeditions from the overpopulated worlds of the distant 
  Segmentum Solar, and from nearer afield in the troubled Mandragora and Gehenna Sectors arrive 
  within the fledgling Calixis Sector, creating a great influx of population to the region. 
  372.M39  
  The Death of Angevin: Golgenna Angevin dies at his palace on Quaddis, the official judgement is 
  natural causes, with rumours accounting his decline in health to advanced old age and a surfeit of fine 
  living, darker stories persist of the Officio Assassinorum’s hand in matters as punishment for his latter 
  failings. Drusus is named Lord Militant by wide acclaim in his stead (with both Departmento 
  Munitorum and Inquisition backing) and as soon as a state period of mourning for the late Angevin is 
  over, immediately sets to re-forging the regions military forces for a final counter attack into the 
  regions of the Adrantis Nebula and remaining strongholds of the Yu’vath Hell Worlds. 
  380.M39  
  The Grant of The Lathes: In recognition of their invaluable assistance and heavy losses in the purging 
  of the taint of the Adrantians, as well as their service to the Crusade in decades past, Drusus grants the 
  Lathe system to be the sole domain of the Adeptus Mechanicus in perpetuity, and ratifies their claims to 
  several other worlds and rights of free and unchecked passage through the stars the Crusade has 
  conquered. By this act, the lords of Mars were bound in strength both to the fledgling sector and to his 
  own banner. 
  384.M39  
  The Angevin Crusade officially ends in the Birth of the Calixis Sector: With the final defeat of the 
  xenos Yu’vath and the Bale Childer, and the Exterminatus of their homeworlds, the final serious 
  organised resistance to Imperial Rule in the Calyx Expanse ends and Drusus declares the Crusade to be 
  complete. Drusus installed with full rights and title by the Equerry Primaris of the High Lords of Terra 
  as the first Lord Sector Calixis to much acclaim. Among his first acts are the confirming the world of 
  Scintilla as his capital, the ratification of the great trade charters to the mercantile shipmasters and 
  rising commercial powers that had maintained the Crusade, binding the sector’s life blood of trade and 
  creating what would become the great Chartist families and first great houses. His other achievements 
  include the creation of the sectors great legal code, the Corpus Presidium Calixis and the instillation of a 
  Calixian Holy Synod at Tarsus on Scintilla. Full effective pacification of the sector will however consume 
  much blood and material of the Imperial war machine for a further three centuries to come. 
  417.M39  
  The Death of Drusus: The first and greatest Lord Sector dies and is succeeded by Marshal Corin 
  Shultus, his former aide-de-camp and distant kinsmen to the late Angevin. The final resting pace of 
  Drusus’s mortal remains is kept a secret, although rumours circulate that he was taken back to 
  Maccabeus Quintus to be interred at the site of his first “death”. Mass lamentation and unrest 
  accompany the news of his passing and the entire sector undergoes a seven-year cycle of mourning. 
  502.M39  
  The Beatification of Saint Drusus: After nearly a century of deliberation the General Synod of Holy 
  Terra confirms sainthood on Drusus, whose cult and dogma had already flourished within the Calixis 
  sector to become a dominating factor in the local Imperial Creed.  
  550-760.M39  
  The War of Hubris: The independent world of Sinophia fights a covert trade war with the burgeoning 
  commercial powers of the Calixis Sector and is laid low. As a result in the years that follow, much of its 
  population is repatriated to the sector itself, its hives emptying and Sinophia, now retains but a shadow 
  of its former prominence and grandeur, nominally passing under the writ of the Lord sector Calixis, and 
  condemned to long, slow economic starvation. 
   
  
  878.M39 
  Abenicus’s Theorem: Studying ancient pre-crusade reports, prophetic murmurings culled from 
  dubious texts and the visions granted him by his own fickle gifts, the Mad Navigator Abenicus of House 
  Benetek spreads his theory that there exists a safe passage through the veil of warp storms that crowd 
  the edges of the Drusus Marches and form a ‘natural’ border to the Calixis sector. 
  989.M39  
  THE DONIONIAN CRUSADE 
  123.M40  
  The Threefold Curse: Two heavily defended Battlefleet Calixis watch-stations and a sizeable capital 
  ship taskforce, led by the grand cruiser Fire of Heaven, are destroyed by unknown assailants within a 
  year in the outer reaches of the Hazeroth abyss, forcing an retrenchment, effectively shrinking the 
  border of the sector and ending further military expansion in the region. The only clue to the cause is 
  found carved on a bulkhead in the hulk of sentry-17, which reads, “The worms that walk have come for 
  us all”. 
  387-401.M40  
  THE MACHARIAN CRUSADE 
  552-570.M40  
  The White Sorrows: Eldar corsairs, later known as the Cabal of the White Sorrow, plague the area of 
  space known as the Periphery with a devastating series of raids. The corsairs are shattered and their 
  threat ended at last when confronted and brought to battle by a force consisting of Battlefleet Calixis, 
  Explorator and Rogue Trader forces (aided it is rumoured by unknown xenos forces) under the overall 
  command of the Rogue Trader Kobras Aquairre. The battle turns when Aquairre’s flagship, The Son of 
  Seth, successfully rams and boards the corsair flagship Altar of Torment, Kobras himself slaying the 
  enemy’s Butcher Archon in single combat. 
  709.M40  
  Tanis is Lost: The thriving hive world of Tanis and its surrounding system, which had been an outer 
  bulwark of the Calixis Sector’s power in the Hazeroth region, is visited by an unexplained phenomenon 
  in the shape of a baleful black “Tyrant Star” that presages destruction, madness and death. Within a 
  period of weeks, the Tanis System is ravaged, resulting in over two billion dead or missing. Survivors 
  are only found on the agri-moon of St. Astrid’s Fall, which itself is badly ravaged. The “Tanis incident” is 
  covered up with full Inquisitorial authority and declared a forbidden subject on pain of death. Civil data 
  is adjusted accordingly so that Tanis never existed in the public record. This event, taken with a long 
  and erratic slew of other dark mysteries and a rising weight of deadly prophesy, leads to the formation 
  of the current incarnation of the Tyrantine Cabal to investigate the matter and take whatever action is 
  necessary to combat what was now classified as the phenomena of the Hereticus Tenebrae. 
  738.M40  
  THE 26TH (AND LAST TO DATE) SPACE MARINE FOUNDING 
  738-741.M40  
  The War of Brass: The hive worlds of the Gelmiro Cluster fall into sedition, following the charismatic 
  leadership of a figure calling himself the “Emperor of Brass”, debasing themselves into the worship of 
  the Ruinous Powers. Heavily militarised, the renegades quickly sponsor and arm rebel groups on 
  nearby worlds and when counter-attacked, reveal the hand of dark forces from the Eye of Terror in 
  their ranks. The so-called “War of Brass” that followed was comparably brief but bloody, involving 
  forces drawn from across the sector, and the involvement of the Adeptus Astartes and the titans of 
  Legio Venator, it rendered the once thriving worlds of Gelmiro blasted, rubble strewn rocks. Classified 
  as war worlds and the haunt of murderous scav-mutants, renegades and wreakers ever since, while the 
  reign of the Emperor of Brass is long over, the system is still a shunned no-man’s land to this day. 
  740-745.M40  
  THE SECOND VORTIGERN CRUSADE 
  917-924.M40 
  Port Wander is founded by the Imperial Navy: A large and heavily-armed space station designated 
  Port Wander is built and equipped as staging ground to investigate the loss of many vessels and other 
  incidents on the fringes of the Drusus Marches over the course of the preceding centuries. Using Port 
  Wander as a base, Battle Group Trajan is assigned to carry out deep patrols beyond the bounds of the 
  sub-sector. Nothing concrete is found and Navy ships are quickly removed to other duties owing to 
  unrest in the sector core, leaving the station for the moment as little more than an oversized watchpost, 
  heavily dependant on Rogue Trader traffic for its survival and protection. 
  997.M40 
  The Discovery of the Maw: Rogue Trader Purity Lathimon succeeds where dozens of other Rogue 
  Traders have failed and perished, discovering and plotting safe passage through what she dubs ‘the 
  Maw’ to the Koronus Expanse beyond. Fated and cursed in equal measure in some quarters, Purity 
  Lathimon’s crew returns largely too insane or troubled in mind to travel the void again, and she barters 
  her knowledge for vast wealth with the other Rogue Traders posed to exploit her discovery. 
  
  055.M41 
  Calixian Warrants of Trade: The Lord Sector Calixis and his heirs and successors are granted the 
  right, within set guidelines, to issue Warrants of Trade pertaining to the exploration and domination of 
  the Koronus Expanse by the writ of the High Lords of Terra. This leads inevitability to a steady rise in 
  the numbers of Rogue Traders operating within the Expanse in the years to come, kept largely in check 
  by natural attrition, and also serves to further bind the Koronus Expanse to the Calixis Sector 
  politically. 
  098.M41  
  Mara Colonised: The ancient, frozen world of Mara in the Hazeroth Abyss is colonised, miners explore 
  the worlds icy depths for rare and unique trace elements. 
  103.M41  
  The Birth of Ateanism: The arch-heretic Julius Ateanos “accidentally” creates the Eris Transform, a 
  heresy that will claim thousands of souls and lives down the years that follow. 
  126.M41  
  The Dark Heresy: The Propheticum Hereticus Tenebrae; being a compilation of many sources, case 
  studies and prognostications is compiled into a single archive of dark lore by the Tyrantine Cabal and 
  housed in the depths of the Bastion Serpentis, (although rumours abound that is merely a version of 
  some much earlier work of unknown origin). Its implications trouble the sleep of many great minds. 
  143-160.M41  
  THE GOTHIC WAR (12TH DARK CRUSADE) 
  191.M41  
  Mara Isolated: All contact with the colony on Mara is lost amid warp disturbances troubling the area. 
  Later contact finds no trace of the former inhabitants. 
  211-226.M41  
  The Meritech Wars: The clans of the Merates Cluster secede from the Imperium, rallying many 
  renegade factions to their cause, raiding deep into the sector and causing widespread disruption and 
  anarchy. The wars, at their height, pose the greatest threat to the sector’s stability in generations and 
  even threatens to provoke internecine conflict with the bordering Ixaniad Sector. Thanks to the rise in 
  power of Myram Harvala as sector governor, the Meritech clans are crushed and the worlds of the 
  cluster are scoured clean of life. In the aftermath, the tech-heretic conspiracy of the Logicians is proved 
  to have been behind the war. 
  385.M41  
  The Seventeen Holy Martyrs: A small force of Adeptus Sororitas die to a woman defending the agri-
  colony of Gallowglass in the Malfi system from a cult of decay, slaying an incarnate daemon of great 
  power in the process. A permanent shrine is raised to their honour in memoriam of this great deed. 
  389.M41  
  Tyrant Star Appears: The Asteroth Mining Colony in the Drusus Marches falls to heretical rebellion 
  and waves of mass suicides following a visitation by the Tyrant Star. The colony is effectively destroyed, 
  survivors flee to the nearby Locura system where they sow discord and unrest before a joint 
  Inquisitorial and Adeptus Arbites purge of the refugees. 
  410.M41 
  Rogue Trader Parsimus Dewain founds Footfall: Possibly in search of a world on which to build a 
  palace city, former Imperial Colonel turned Rogue Trader Dewain passes through the Maw with a small 
  fleet of ships laden with stone, plasteel and iron. Becalmed on the far side of the Maw he orders the 
  construction of ‘my grand palace in the stars.’ 
  410-412.M41  
  The First Siege of Vaxanide: The Vaxanide system is besieged by an Ork raider fleet, the Ork forces 
  also make planet fall to assault its hive cities but are swiftly repulsed. The Orks are eventually driven 
  off by the Battlefleet Calixis, one sizable splinter force landing on the world of Ganf Magna. 
  428-430.M41  
  The Fall of the Tellurian Combine: The dominating commercial power of the Tellurian Combine is 
  uncovered as a front from the malefic cult of the Brotherhood of the Horned Darkness. Such is the 
  groups widespread power and infiltration, even of the Lucid Court, that rather a risk civil war and open 
  purge, the Ordos Calixis declare a shadow war against the brotherhood, which lasts for three years and 
  involves what is believed the largest employment of both the Offico Assassinorum and the Grey Knights 
  in the sector’s history before its conclusion. An unforeseen side effect of the wide spread secret purges 
  and fearful suspicion they create is a dramatic and long term weakening of the sector’s central 
  government which has detrimental effects for centuries to come. 
   
  
  428-479.M41  
  The Reign of Terror on Malfi: The ascension of the House of Koba on Malfi results in the most 
  tyrannical and brutal regime in the history of the Calixis Sector, and raises the spectre of succession and 
  sector civil war, threatening the wresting, by covert and bloody means, of the seat of sector government 
  from the then weak Lucid Court on Scintilla. The House of Koba falls at last by its own hand from 
  betrayal within, leaving a power vacuum that leads to a twenty year period of strife, misrule and petty 
  house wars on Malfi, ended only by a greater threat that rises from the tumult. 
  444.M41  
  THE FIRST WAR FOR ARMAGEDDON 
  499.M41  
  The Bloody Solstice on Malfi: The rise of the appallingly powerful cult of the Pilgrims of Hayte, forces 
  an end to Malfi’s internal divisions at the cost of the near fall of that mighty world to annihilation. The 
  Pilgrims of Hayte, while defeated, are not destroyed and live on to become a thorn in the side for the 
  Calixis Sector till the present day and the source of a great many woeful atrocities. 
  503.M41  
  The Tyrant Star Appears: Snowden’s World suffers a visitation by the Tyrant Star leading to twenty 
  days of riots and a mass famine that decimates the population. 
  507.M41  
  The Second Siege of Vaxanide: A second Ork invasion force centred around the Space Hulk 
  designated Pinnacle of Savagery attacks the system. Although this force is considerably larger than the 
  first, it is met with swiftly by Battlefleet Calixis and allied forces whose mass bombardment cause the 
  hulk to break up and disintegrate before it can approach the hive world, although fierce fighting 
  continues as some Ork forces make it through. 
  528.M41 
  The Disciples of Thule: An Explorator sub-fleet under Magos Solus Kanceme enters the Koronus 
  Expanse and scatters far and wide, spurning xenos worlds in search of pre-Imperial artefacts sacred to 
  the Omnissiah. Little is known of Kanceme’s final fate, but his fleet’s arrival marks the first major 
  mission of the Mechanicus sub-cult the Disciples of Thule into the area. 
  560.M41  
  The Devayne Incorporation: The writ of holy orders is removed from the Devayne Fraternity by the 
  Synod Calixis, sighting the group’s worldly aspect and growing moral turpitude, forcing its slow rebirth 
  into the entity known as the Devayne Incorporation, one of the most powerful and rigorously organised 
  commercial powers in the sector. 
  609.M41  
  The Recovery of the Lucid Court: Lord Sector Larhanus Sult, called by many “The Great Conciliator”, 
  is inaugurated and restores much power and prestige to the Lucid Court. He successfully pulls back 
  executive authority to the office of the Lord Sector that had been slowly devolving to the Great Houses 
  over the years, and massively expands the directly controlled military forces of his office and institutes 
  aggressive reforms to the governance of Hive Sibellus. 
  623.M41  
  The Fall Narrow Incursion: The Fall Narrow mining outpost on 88 Tanstar is revealed to been 
  secretly dominated by the Cryptos xenoform. 
  689.M41  
  THE CORINTH CRUSADE 
  703.M41  
  Haarlock Vanishes: Erasmus Haarlock, Rogue Trader, thought to be the last of his line, vanishes after 
  completing the extermination of his bloody kin and leaving himself the sole-survivor of his clan. 
  724.M41  
  The Sutters Rock Outbreak: The mining asteroid colony of Sutters Rock becomes the first confirmed 
  location where what will come to be called the Fydae Strain Virus is encountered. The plague runs 
  rampant and the dead walk, leading to the loss of all 120,000 colonists in a matter of hours. The virus is 
  a warp-contagion linked to the foul daemon-cult known as the Vile Savants. 
  731.M41  
  The Ascension of Marius Hax: The iron-handed Marius Hax becomes Lord Sector Calixis, after 
  effectively ruling as the power behind the throne for the prior decades for his ailing and aged kinsman, 
  Larhanus Sult. Subtle, clever and above all ruthless, and able to build on the achievements of his 
  predecessor, Hax is arguably the strongest ruler the sector has seen for several centuries. 
  740.M41  
  The Manchenko Purge: A sizable portion of the Commercia Great House of the Manchenko Dynasty is 
  found to be corrupt and sanctioned by Inquisitorial purge, leaving it a battered shadow of its former 
  power, further assailed and tormented by its rival houses. The Manchenko endure however and spend 
  the next decades slowly rebuilding their power. 
   
  
  742.M41  
  THE DAMOCLES GULF CRUSADE: Imperial offensive targeting the Tau and Ork-held worlds in the 
  Damocles Gulf. 
  742.M41  
  A Pattern Revealed: The Tyrantine Cabal conclusively identifies the “Calixian Pattern Killings” going 
  back at least eleven hundred years. 
  742.M41  
  The Tyrant Star Appears: Sighting by Explorator vessels in the area of the Death World of Vigil. 
  742-770.M41  
  The Malygrisian Tech-Heresy: The militant Explorator Archmagos, Umbra Malygris, goes renegade 
  after clashing with the High Fabricator of the Lathes, taking with him hundreds of adepts and followers 
  and threatening a full dogmatic schism within the Machine Cult’s ranks within the sector. Hunted on all 
  sides, Malygris becomes increasingly insane but refuses to flee the sector, hiding instead in its shadows 
  and cultivating a conspiracy of sympathisers and traitors to aid him. The renegade unleashes 
  blasphemous horrors and forbidden weapons seemingly at random in order to further his research or 
  avenge himself on his enemies. His forces also plunder and attack Mechanicus facilities, exploratory 
  bases and even rival tech-heretic forces in order to obtain their secrets. Eventually destroyed at the 
  hands of the Mechanicus Dragon Skitarii. However, Malygrisan lore still exists to plague the 
  Omnissiah’s cult to the present. 
  743.M41  
  Ice Station Mara: A mining penitentiary outpost is re-established on the frozen world of Mara in the 
  Hazeroth Abyss. 
  745.M41  
  THE FIRST TYRANIC WAR – HIVE FLEET BEHEMOTH SHATTERED AT MACRAGGE 
  748.M41  
  The Tyrant Star Appears: Plagues and an epidemic of madness grips the feral World of Endrite. 
  755.M41  
  THE SABBAT WORLDS CRUSADE BEGINS 
  768.M41  
  Mara Abandoned: The mining colony on Mara is abandoned amid great loss of life and the entire 
  region of space around it is quarantined by Inquisitorial edict. 
  777.M41  
  The Treachery of Nephthys: Inquisitor Erya Nephthys, once the most promising of her generation, 
  goes renegade and massacres a number of her peers in the very heart of the Tricorn Palace on Scintilla. 
  The vilest of traitors, she attacks numerous other Imperial holdings and carves a bloody path cross the 
  sector, prompting a blood hunt by the entire Ordos Calixis. She dies a third and final time at the hands 
  of Witch Hunter Rykehuss and her ashes are interred in a sealed vault to insure her disposal is a 
  permanent one. 
  779.M41 
  The Coronation of Duke Severus XIII: Duke Severus, thirteenth of his name, is elevated to the 
  position of Imperial Commander of Kulth to replace his late father. 
  784.M41  
  The Margin Crusade is Launched: Under holy writ by the Synod Obscurus and taking place far to the 
  Calixis Sector’s spinward border, a crusade is launched into the Margin region “beyond the light of the 
  Astronomican” to the galactic north. More specifically it is an attempt by the House of Severus to extend 
  its domain into the uncharted regions between Calixis and Scarus. The Calixis Sector is called on to 
  provide troops and material to the on-going effort and grudgingly complies. Thirty years later all 
  contact with the Crusade has been lost as the green horde of Waaagh! Grimtoof sweeps across the 
  Periphery. 
  792.M41  
  The Astral Knives Cult declared Heretical: Long tolerated, the centuries old void born death cult of 
  the Astral Knife is found to have become tainted by association with dark forces and declared heretical 
  by the Holy Ordos. 
  799.M41  
  The Doom of the Ardent Seeker: The mission ship, Ardent Seeker, is ravaged by a false prophet of the 
  Pilgrims of Hayte on the way to the shrine world of Maccabeus Quintus. Seven thousand worthy souls 
  die in ways more hellish than the sane can imagine. 
  799.M41 
  The Ascension of House Severus: Duke Severus of Kulth appointed as subsector Governor of the 
  Periphery. He is quick to rename his domain the “Severan subsector”. 
  807.M41  
  Tyrant Star Appears: Zillman’s Domain suffers a visitation of the Tyrant Star. 
   
  
  807.M41  
  The Tranch Insurrection: A mutant uprising in the soot warrens of the minor industrialised hive 
  world of Tranch rapidly develops into a planet-wide insurrections which topples the ruling class, the 
  brutal Oligarchs of Tranch. The mutants have formed together into a unified faction calling itself the 
  Pale Throng, led by a cabal of terrifyingly powerful witches and mutant-psykers known as the Shroud 
  Council. As rumours of the successful rebellion spread, so do brushfire revolts and uprisings on other 
  worlds in the sector, and the flames of malcontent are fanned. Lord Sector Hax realises the wider 
  threat to Imperial order and declares a mass counter-invasion of the war-torn world to bring the 
  rebellion to heel, calling on the Inquisition to dispose of the Shroud council, which they do, whilst 
  Ordo Hereticus launches Operation Bellerophon to decapitate the mutant forces. At huge cost in lives 
  and at the price of laying waste to much of Tranch, the Pale Throng is crushed, but its many factions 
  manage to scatter off-world, while sympathisers still raise revolt in the pale Throngs name elsewhere. 
  Although the war is officially over, the pacification of Tranch goes on, providing a bloody baptism of 
  fire for many of the sector’s soldiers. 
  808.M41  
  The “Dance of the Dead” on Kalf: Mysterious cult activity on Kalf forces a notorious clash between 
  differing Inquisitorial factions, leading to bloodshed and acrimony within the ranks of the Ordo 
  Calixis. 
  810.M41  
  The Vervilix Disaster: After suffering serious malfunction in transit, the mass-troop conveyer 
  Vervilix, far off course, makes a forced landing on the forbidden ice world of Mara. Heavy causalities 
  ensue and the remaining survivors are taken into Inquisitorial custody. 
  811.M41  
  THE REEF STARS CRUSADE 
  811.M41  
  The Red Vaults of Luggnam: A small Adeptus Arbites taskforce, investigating evidence political 
  corruption, murder and tithe-theft on the mining world of Luggnam, instead encounter the horrors 
  perpetrated by the wanted arch-heretic Myrchella Sinderfell. In the aftermath, the Inquisition steps in 
  and instigates a two year planet-wide witch-hunt to weed out recidivist elements. 
  812.M41  
  The Disappearance of Inquisitor Layran: The Inquisitor and his retinue of acolytes vanish en-
  masse while investigating rumour of a xenos conspiracy, peripherally connected to the so-called 
  “Beast House” organisation on Fenksworld. Their loss prompts Ordo Xenos to place the entire, 
  widespread trans-sector group under scrutiny, leading to an ongoing covert investigation of the Beast 
  House and its mysterious master, Solkarn Senk. 
  814.M41 
  The Green Tide: A vast horde of green-skinned ork descend upon the Periphery in the form of 
  Waaagh! Grimtoof. Analysts as Port Wrath suspect that the ill-fated Margin Crusade may be 
  responsible for causing the disparate ork clans to unite under a common leader. 
  815.M41 
  The Treason of Duke Severus exposed: Subsector Commander Severus of the Periphery declares 
  his domain independent of the Imperium of Man. He claims to do this on grounds of gross negligence 
  on the part of the Imperium, but these are just the lies of a desperate heretic. 
  816.M41  
  THE CURRENT DAY AND AGE 
  
  Power & Politics 
  Calixian politics are centred on the capital world of Scintilla, 
  more specifically on Hive Sibellus. It is from the Ludic Palace 
  – a heavily fortified islet just off the Sibellan coast – that 
  Sector Governor Marius Hax rules the sector. Hax ascended 
  to the lofty position of Imperial Sector Commander nearly a 
  century ago in 731.M41, but he had been the power behind 
  the throne for several decades before this. Lord Hax is a 
  distant kinsman to Larhanus Sult, the previous Sector 
  Governor, and had slowly worked his way into his inner 
  circle of advisors. When Sult’s health began to fail early in 
  the 8th century M41 Hax was there to gently ensure that the 
  sector continued to run smoothly. Marius Hax used his 
  connections on Terra to ensure that when Sult finally died 
  his appointment as Sector Governor was all but assured. If 
  the powers of the Calixis sector had hoped to capitalize on 
  Sult’s failing health and a chaotic interregnum they were 
  sorely disappointed; Hax kept the wheels of government 
  turning both before and after his uncommonly rapid 
  ascension. No sooner was Sult interred on Granithor before 
  Hax was seated and anointed by the Cardinals Calixis.  
  Lord Hax is by many regarded as a vile oppressor and there 
  is certainly some truth in that claim. Under his rule the tithe 
  has been increased for many worlds in Calixis, for some 
  more than once. Predictably this has led to complaints from 
  the planetary Governors. What this lot seems to forget is that 
  under the rule of Hax the sector has also been relatively 
  stable, trade flows freely and securely, and the general 
  productivity of most tithe-bound planets are up by a good 
  margin. The local governors have in fact grown richer 
  themselves, but they are loath to recognize this fact, 
  preferring instead to focus on the great wealth the Imperium 
  siphons away from ‘their’ planets.  
  The great noble houses and commercial guilds are not fond 
  of Lord Hax. The 8th century M41 has seen the Adeptus 
  Terra gain in power at the expense of local factions. It is 
  Lord Hax’ vision that every Calixian world should be tied 
  more tightly to the central authority of Scintilla. The 
  hereditary powers of the sector and the vast commercial 
  interests they are so closely tied to do not agree. Many can 
  trace their ancestry back to people who came with the 
  Angevin Crusade. They remember fondly the centuries after 
  the formation of the sector, when there was little in the way 
  of bureaucracy or Imperial entanglements. It seems to them 
  that their very way of life is being threatened, and in this they 
  are correct. Hax is pursuing his predecessor’s long-overdue 
  vision of transforming Calixis into a model Imperial sector 
  along the lines of the civilized regions of Segmentum Solar.  
  If anyone has a reason to complain it’s the common citizens, 
  the workers and the dregs, upon whose toil these revenues 
  are based. On multiple worlds the tensions between the 
  masses and their appointed rulers have increased to hereto 
  unknown levels. The conflict on Tranch is perhaps the best 
  known incident, a full-scale uprising by the massive mutant 
  undercaste on that world. On most worlds there are 
  significantly fewer mutants and less widespread dissent, but 
  violent insurrection is nevertheless on the increase 
  throughout the sector. 
  Locations of interest 
  Apart from the Lucid Court the Cathedral of Illumination 
  deserves a separate mention. It too is located on Scintilla, 
  but in hive Tarsus rather than hive Sibellus It is the religious 
  heart of the Calixis. From here Arch-Cardinal Ignatius 
  oversees the affairs of the Adeptus Ministorum throughout 
  the sector. Scintilla is not the only political hotspot. Other 
  important locations include Malfi, Quaddis, and the Lathes. 
  Less obviously is Port Wrath, headquarters of Battlefleet 
  Calixis. Malfi is arguably the second most important world in 
  the Calixis sector, a power nexus in the rimward territories, 
  seat of an important planetary Governor, a separate 
  subsector Governor, and Rimward Command which is the 
  largest Naval formation in the sector sans the Fleet Reserve 
  and Battlegroup Golgenna. Quaddis deserves to be 
  mentioned because this pleasure planet is where the rich 
  and the powerful – including high-ranking Adepts, and even 
  a few Inquisitors – maintain secluded manorial estates. At 
  times there are more politics going on here than in the Lucid 
  Palace; Quaddis is Calixis summer court if you will. The 
  Lathes are the heart and soul of the Adeptus Mechanicus’ 
  possessions and operations within the sector. From this 
  peculiar system in the Golgenna reach the tech-priests reach 
  out to touch upon nearly every world claimed by the 
  Imperium of Man within Calixis. Finally there is Port Wrath, 
  headquarters of the Imperial Navy and base of both the 
  Calixian 
  Naval 
  Reserve 
  and 
  Battlegroup 
  Golgenna. 
  Needless to say Lord Hax’ has a sizeable presence here, as 
  do anyone else who desires to influence the decisions and 
  deployments of the Navy. Beneath these major systems are 
  several second-tier worlds, typically planets that are 
  important in terms of being subsector capital, the seats of 
  cardinals, or otherwise important to the sector. Some notable 
  systems include: Solomon, Fenksworld, Dusus/Sentinel, 
  Thical, Vaxanide, Canopus, Clove, and several of the major 
  forge worlds of Calixis.   
    
  
  The Calixian tithe 
  Lord Hax has not pushed for an increase in tithes without 
  reason. Although he was little influence with Segmentum 
  Command he still has connections back on Terra, and so 
  stays well informed of Segmentum and Imperium politics. 
  The day has come it seems, for the Calixis sector to finally 
  pull its own weight. Two and a half millennia should be 
  enough to transform a wild frontier region into a civilized 
  sector. The tithes are being increased to reflect this change 
  of policy and Hax is only responding to comply with the 
  increased demands placed upon him. As Sector Governor 
  he must use the collected tithe not only to ensure the safety 
  and continued productivity of his sector, but he must also be 
  ready to meet the demands placed upon him by Segmentum 
  Command.  
  Of late there has been an increase both in in-sector 
  demands for resources and external demands. The 
  Protasian Equation, the Margin Crusade, and other conflicts 
  have drained a lot of manpower over the course of the past  
  decades, and the Spinward Front promises to extend and 
  increase the drain for further and longer than any of Hax’ 
  advisors had feared. But the biggest recipient of Calixian 
  tithes is set to become the Achilus Crusade. None of the 
  fronts have met with the hoped for progress and require vast 
  amounts of reinforcements if they are to continue to 
  advance. The planners at Cypra Mundi are said to have 
  wanted to pull the plug so to speak, to pull out the troops and 
  find a way to destroy the Warp gate. They have, however, 
  been overruled by Terra – the High lords have decreed that 
  the gate is to remain and the Jericho Reach secured for the 
  Imperium, no matter the cost. 
  Calixian factions 
  Sector Governor Hax is hardly the only power-monger in the 
  Calixis sector. Here are some of the factions that constantly 
  vie for power at the Lucid Palace or one of the many other 
  sites where the rich and mighty gather to decide the fate of 
  the sector and their fortunes.  
  Inquisition: The Inquisition has a solid presence in the 
  Calixis sector. It is a very real player in Calixian politics, but 
  most of its influence is applied indirectly or take place behind 
  very securely locked doors. Note that the Inquisition is rarely 
  of one mind; multiple factions may try to influence politics in 
  different directions.  
  Administratum: Lord Hax is nominally in charge of the 
  Adeptus Administratum on the sector level, but the 
  Administratum is also a faction in its own right. The masters 
  of the Calixian Administratum have duties imposed on them 
  by distant superiors and they are also not above pursuing 
  their own semi-private agendas in the hopes of furthering the 
  cause of this Departmento or that Officio. 
  Departmento Munitorum: The Munitorum is formally a 
  department under the Adeptus Administratum, but in practice 
  they operate rather independently and have much more in 
  common with the Segmentum military hierarchy than they do 
  their ‘civilian’ counterparts. They overreaching goal is 
  ensuring the optimum production and distribution of military 
  assets and supplies, a task that often requires interaction 
  with other factions. The increased military activity in and 
  around Calixis has greatly increased the importance of the 
  Munitorum over the course of the last few centuries.  
  Imperial Navy: The Navy’s overriding goal is the protection 
  of Calixian space. Since there are never enough ships there 
  is quite a bit of lobbying with the Navy to try to influence their 
  deployments. It is also a well-known fact that the Navy is tied 
  rather closely to many of the noble families of the sector 
  through ties of blood and marriage. 
  Imperial Guard: There are some similarities between Navy 
  and Guard, but there are also differences. The Navy is a 
  much more permanent structure, whereas the Guard is 
  almost always formed to accomplish specific tasks. The 
  more ephemeral nature of the Guard means that its power is 
  equally volatile; a Lord Militant can have great influence 
  during the years he commands, but afterwards his influence 
  fades. 
  Adeptus Astartes: With two ‘native’ Chapters the Calixis 
  sector is actually overrepresented in terms of Space Marines 
  – the much larger Finial sector has only one native chapter 
  for example. In practice the Astartes play a miniscule role in 
  Calixian sector politics and power plays. The Storm Wardens 
  have always been insular and concerned with the fringes of 
  the Imperium. Nowadays they are also heavily involved in 
  warzones far from Calixian shores, meaning they are a rare 
  sight indeed in Calixis proper. Many years might pass 
  between Storm Warden delegations to the Lucid Court. The 
  Green Knights are perhaps less insular, but given their 
  current status they are in no position to meddle in Calixian 
  politics. Duty and survival are their only concerns. The Black 
  Templars have a small fortress-monastery somewhere in the 
  Hazeroth Abyss, but no actual Astartes of that hallowed 
  chapter has been seen anywhere near Calixis for hundreds 
  of years.  
  
  Arbites: The Adeptus Arbites are by necessity rather aloof –
  one of their tasks is keeping an eye on the local Governor 
  and monitoring his loyalty and efficiency. To ensure that 
  local commanders don’t get too close to established power 
  centres that Judges have traditionally been organized not by 
  subsector, but according to districts of their own devising. It 
  is and arrangement that has proven exceptionally impractical 
  and inefficient. It endures primarily because of tradition. 
  Mechanicus: The Adeptus Mechanicus presents a unified 
  front to the rest of the sector; the Lathes Mechanicus knows 
  all, sees all, and decides all. It’s all a front. The Mechanicus 
  is no more unified than the rest of the Adepta. Each Forge 
  World pursues its own agendas and there are plenty of 
  infighting between factions large and small.  
  Ministorum: The Adeptus Ministorum has played an 
  important role in the Calixis sector from the very beginning. 
  They had a solid presence in the Angevin Crusade and used 
  the opportunity to spread out across the entire subsector. 
  The Ministorum has a solid hierarchical structure in Calixis, 
  with the Scintillan-based Arch-Cardinal as the supreme 
  leader of the faith in the sector. Below the Cardinal are the 
  subsector Cardinals who wield considerable power in their 
  regions.  
  Sororitas: The militant orders are present in Calixis, but not 
  in any great number. They guard key clergy and religious 
  sites. Their political influence is limited. It is the non-militant 
  orders, especially the Orders Dialogous that constitute the 
  political might of the Adeptus Sororitas. 
  Navigators: Since the Calixis sector is vast in terms of size, 
  and both trade-heavy and exploration intensive it should 
  come as no surprise that the Navigator houses have quite a 
  bit of power out on the rim.  
  Rogue Traders: While there are many rich and powerful 
  rogue trader – and even a few dynasties of them – they are 
  hardly a unified group. Their influence is therefore limited 
  and local, unless they decide to band together to present a 
  unified front. This has happened from time to time and has 
  on occasion led to great upheavals.  
  Chartist Captains: The League of Chartist Captains has an 
  envoy at the Lucid Palace, but he speak only for a part of the 
  many ships that ply the trade lines and his influence is 
  limited at best; most ‘free’ captains are tied in some way to 
  one of the great commercial entities of Calixis.  
  Leagues, House, and Guilds: Certain commercial entities, 
  noble houses and Planetary Governors are sufficiently 
  wealthy, powerful and/or well-connected to have influence 
  on the sector level. 
  Segmentum Command: There is a Segmentum envoy 
  present in the Lucid Palace at all times, usually a high-
  ranking member of the Departmento Munitorum. Lord Hax 
  maintains an embassy of sorts on Cypra Mundi, but it’s a 
  well-known fact that he has limited influence around 
  Segmentum Command.  
  Holy Terra: It is Lord Hax that represents the Calixis sector 
  in the Senatorum, that great body of peers that advise the 
  High Lords of Terra. It goes without saying that Hax himself 
  rarely sets foot on Terra, but instead operates by proxy. For 
  a Governor on the fringe of the Imperium Lord Hax is 
  comparatively well connected on Terra. 
  Trade & 
  Commerce 
  The Calixis sector is commercially inclined. Whereas 
  commerce is of some importance to any Imperial sector it is 
  said that trade is the lifeblood of Calixis. There is a great 
  deal of trade in Calixis and everyone benefits from it in terms 
  of the wealth it generates. If you know the story of the sector 
  this should not come as a surprise. The Calyx Expanse was 
  not tamed simply because Terra demanded it. It was tamed 
  because there were men, powerful men, who believed an 
  expansion into the Expanse could be quite profitable, both in 
  terms of plunder and long-time dividends. The current ruling 
  caste of Calixis is largely descended from people that either 
  came along with the Crusade or followed in its wake. These 
  people either brought with them existing fortunes they 
  wished to invest in a high-risk high-gain gamble, or 
  enterprising people who built themselves up from nothing. 
  For much of the first two thousand years of the sector’s 
  existence this enterprising spirit was alive and well. Save for 
  the odd Sector Governor with unpopular visions or the old 
  guard’s attempts at keeping new money in its place this 
  proceeded largely as before, century after century. Only in 
  later years have strong Sector Commanders tried to institute 
  reforms and transform Calixis into something that resembles 
  a true Imperial sector.  
  Lathes Mechanicus: The Lathes Mechanicus are of course 
  part of the greater Adeptus Mechanicus and therefore, 
  however nominal, a part of the Adeptus Terra. The Forge 
  Worlds of the Lathes Mechanicus are invariably called upon 
  to pay high tithes and the tech-priests are rarely short on 
  their payments. In and off itself this generates vast amounts 
  of industrial production, and requires enormous amounts of 
  transportation and logistical support. In turn all this tithe-
  carrying activity creates ripples which spread out across the 
  commercial aspects of the sector. In addition there is a quite 
  a bit of secondary production and direct commercial activity 
  between the Mechanicus and other factions. In short the 
  Lathes Mechanicus is a huge factor in terms of commercial 
  influence.  
  The Ministorum: It might seem odd to mention the 
  Ministorum in the context of commerce, but in truth no line-
  up would be complete without them. The Ministorum has a 
  very real presence on a great many worlds in Calixis 
  (another holdover from the days of Angevin’s crusade) and 
  its total income dwarfs that of many of the other major 
  factions. Granted the Ministorum has a great many 
  expenses as well, but it does have considerable economic 
  muscle.  
  Guilds Commercia: The Guilds Commercia is a catchall for 
  the privately owned manufacturing and trading companies of 
  the Calixis Sector. Examples include House Krin (Drusus’ 
  Bankers), the Cestelle Alliance (agri-world consortium), the 
  Devayne Incorporation (manpower mongers) and the 
  Skaelen-Har Hegemony (sector-spanning corporation). 
  
  Trade routes 
  There is a great deal of inter-sector commerce in Calixis. 
  The Golgenna Reach is the ultimate trade nexus; everything 
  centres on Hive Tarsus, the brokering houses, the vast 
  logistical infrastructure which includes the Tarsian space 
  elevator and the geosynchronous orbitals high above. Even 
  if goods aren’t physically brought here this is where the 
  deals are made, contracts signed, and money changes 
  hands. 
  Calixis is also tied to the wider Imperium by trade routes that 
  run though neighbouring sectors. Generally speaking travel 
  and trade going towards the core areas of the Segmentum 
  go spinward by way of Scarus. The bulk of trade goes 
  towards the core of the Imperium however, by way of the 
  Ixaniad sector. 
  Scarus Sector: Before his rebellion Duke Severus was able 
  to foster quite a bit of trade between Scarus and Calixis by 
  way of his own subsector capital of Kulth. Since the rebellion 
  the number of commercial flights has dropped sharply. It is 
  now primarily Munitorum or Navy ships that ply the space 
  lines, plus the occasional Rogue Trader. 
  Ixaniad Sector: There is extensive trade between Calixis 
  and Ixaniad sectors. Multiple stable warp routes connect 
  Scintilla by way of Iochantos to Ichabarr, capital of distant 
  Ixaniad. From there you can reach Gehenna and 
  Mandragora and the greater Imperium beyond. Other routes 
  take you through the Markayn Marches and leave you on the 
  spinward outskirts of Ixaniad. There is even a relatively fast 
  route that plunges through the Hazeroth subsector by way of 
  the forbidden Threnos system; for obvious reasons not many 
  pick this path.  
  Finial Sector: There used to be a fair amount of trade 
  directly between Calixis and Finial, but the loss of the 
  Gelmiro system changed that. What trade there is now is the 
  province of Rogue Traders. Either that or it goes by way of 
  Ixaniad, which is hardly a profitable modus operandi given 
  the heavy Ixanite tariffs. 
  Koronus Expanse/Port Wander: The number of ships 
  passing through the Maw increases every year, as does the 
  export of goods into the Expanse and the amount of plunder 
  and other riches returning to Calixis. If the trend continues 
  the tolls and tariffs claimed on this trade might well constitute 
  one of the sector’s primary sources of income with the span 
  of a few short centuries. 
  Jericho Reach: When it was still hope for a quick victory in 
  the Jericho Reach plans were made for extensive trade 
  between Calixis and a reborn Jericho Sector. Lucid Palace 
  sycophants and power-mongers also dreamed of the riches 
  that would one day flow through Calixis because of the 
  location of the Maw Gate. Now their hopes and dreams are 
  nothing bus dust and ashes. 
  The Cold Trade: Outside of normal channels there exists a 
  large and lively black market where almost anything can be 
  had for a price. This is the ‘Cold Trade’ – trade in the 
  shadows that only those directly involved profit from. The 
  term ‘Cold Trade’ is also used in a narrower fashion to 
  denote trade in illegal, often xenos contraband. The 
  distinction is academic, however, as every illegal trade 
  activity somehow connect to the great dark web that is the 
  Cold Trade.  
  Rogue Traders 
  The Calixis sector is awash – relatively speaking – with 
  Rogue Trader vessels and Warrants of Trade. In addition 
  there is also no shortage of ships and captains willing to 
  operate outside those areas allowed by the Charters (mostly 
  working to support the Cold Trade). The Koronus Expanse is 
  the most obvious target for any Rogue Traders operating in 
  the Calixis sector, but it is far from the only possible area of 
  operations. Lord Hax has been given the authority to issue 
  Warrants pertaining to his own domain, as well as any 
  adjacent unclaimed territories. The latter specifically includes 
  the Koronus Expanse. Acquiring a Warrant of Trade requires 
  connections at the Lucid Court, much lobbying, and the 
  payment of both generous fees and bribes. 
  Rogue Traders fulfil many functions in Calixis besides 
  exploration and the exploitation that inevitably follows. Often 
  they are the only ship to irregularly call upon the most 
  remote systems, those beyond the routes plied by even the 
  most destitute of Chartist captains.  With their Warrants they 
  can also bypass trade regulations and local tariffs, allowing 
  them to cut a profit where normal traders cannot. For a price 
  they are also defenders of the Imperium if needed. 
  Adrantis: The Adrantis subsector is dominated by the great 
  nebula of the same name. In the day of Angevin it was the 
  primary holdfast of the Adranti, a human remnant that had 
  fallen to abominable gene-heresies (some of whom still 
  endure in such far-away places as Ixaniad sector). Today 
  the subsector is weak and fragmented, its primary Hive 
  World of Tranch fatally weakened, but great mysteries still 
  waiting to be discovered within the depths of the nebula. The 
  primary benefit of Adrantis – and greatest drawback in the 
  eyes of some – is its location: It lies close to the heart of 
  Calixis, making it a reasonably low-risk target area for Rogue 
  Traders.  Adrantis has plenty of promising systems that have 
  never been visited by an Imperial starship – at least no 
  officially. 
  Hazeroth Abyss: The Hazeroth Abyss occupies the central 
  region of the Hazeroth subsector. It is an anomaly of sorts, a 
  great gulf in the stellar tapestry that is largely devoid of stars 
  – stellar density is less than ten percent of normal for main 
  sequence stars. At some point in the distant past, millions of 
  years ago, seemingly normal stellar bodies were destroyed 
  in a manner that left almost no signs of their passing, only 
  the slowly dying embers at their hearts. The place is largely 
  shunned by Rogue Traders, but once in a while someone 
  will go in, hoping to score big. Most do not return, for dark 
  things still dwell in the void and the Warp is often strangely 
  becalmed, threatening to trap any ship foolish enough to 
  enter. There is a considerable number of pirates and reaves 
  operating in this subsector.  
  Merates Cluster: The Merates Cluster is not prime territory 
  by any stretch of the imagination. It is physically remote (one 
  of the reasons the Clans settled here in the first place). It is 
  also dominated by a great many young stars that haven’t 
  had time to develop into proper life-giving systems. What 
  promising systems had been found were decimated by the 
  Meritech Wars of M40. Still, for captains who are down on 
  their luck it’s a viable destination, fairly safe with multiple 
  routes already charted, and offering at least some chance of 
  finding something of value. Note that Rogue Traders from 
  Ixaniad are as like to venture here as those from Calixis.  
  
  Periphery/Margin Worlds: No one can tell where the 
  Periphery ends or where Scarus sector actually begins, 
  leaving a huge swathe of space between the two sectors 
  open to Rogue Traders. The region is also rife with 
  promising stars and half-charted areas, making it less 
  dangerous to explore than more remote areas. Unfortunately 
  the place has also been the target of Rogue Traders out of 
  Scarus for at least five millennia, meaning that many of the 
  good spots have already been discovered and their bounties 
  claimed. With a three-way war now raging in the Periphery 
  there are new opportunities for profit; blockade running and 
  privateering amongst others. There is also the lost Margin 
  Crusade; if an enterprising captain was to find it there is 
  bound to be some good plunder, or even some ranking 
  survivors to bring back in return for compensation. 
  The Storm Front: Like the Margin Worlds this is a swathe of 
  space that borders upon the Margin Warp Storms, stretching 
  along the rimward edges of the sector, all the way from the 
  Periphery, through Malfian and across Drusus. The main 
  problem facing enterprising captains is the presence of said 
  storms; warp navigation out here is always difficult and ships 
  are constantly at risk. The occasional Chaos Reaver out of 
  the Screaming Vortex can also cause trouble. 
  The Markayn Outback: The Gelmiro system used to define 
  the outer borders of the Markayn Marches, but after the War 
  of Brass things have become much more fluid. In many ways 
  this region is similar to the Periphery, hundreds of lightyears 
  of poorly explored and but lightly settled space. Rogue 
  Traders who come here do not hope for fantastic riches, but 
  on the other hand they can hope to get back to port after a 
  voyage. Regular trade between Calixis and Finial have long 
  since dried up, but a few Rogue Trader  continue to make 
  the run through the Outback, sometimes stopping by the tiny 
  pinpricks of human civilization hidden out here. 
  Fydae Great Cloud: To trailing of Calixis the diffuse reaches 
  of the Fydae Great Cloud stretches for thousands of light 
  years, encompassing a volume of space greater that the 
  sector itself.  Actually it goes on for considerably longer than 
  that, but at some point you pass across the borders of 
  Segmentum Obscurus. The Fydae has been the target of 
  many expeditions, but no great prizes have been hauled 
  back from there, making new captains reluctant to waste 
  their time there. Why waste time mucking around a region 
  where distances are generally great, promising systems few 
  and far between, lost human colonise virtually unknown, and 
  alien civilizations to plunder almost non-existent? Especially 
  with the discovery of the Maw and the opening of the 
  Koronus Expanse the great Cloud has fallen completely out 
  of favour. The only ones that go here are some infrequent 
  Navy patrols and the odd lone Explorator vessel. 
  Koronus Expanse: Beyond the great margin Warp Storms, 
  through the treacherous passage of the Maw, lies endless 
  reaches of unexplored territory, ready for the taking. This is 
  the true frontier, well away from the bureaucrats, collectors, 
  and nosy Inquisitors that plague the Imperium proper. 
  Anything can and will happen out beyond the Margin Storms, 
  for this is truly the final frontier; the clearest sign of which is 
  the pale flicker that is the Astronomican. Keep going and you 
  need never worry about the Imperium again.   
  The True Halo: Somewhere beyond the maximum reach of 
  the Astronomican lies the edge of the galactic disk proper. 
  This is where the True Halo begins. Unlike the galactic disk 
  which is fairly well defined and a mere thousand lightyears 
  thick in most places the True Halo is a diffuse globe that 
  surrounds the galaxy. Navigation out here becomes next to 
  impossible – distances are vast and there is nothing to fix 
  your position with. There are always tall tales of captain 
  having ventured out here and found fantastic riches, but for 
  the most part they are just that – tall tales. 
  Jericho Reach: Of late a small number of Rogue Traders 
  have been given special Warrants allowing them to pass 
  through the Maw Gate and explore the Jericho Reach. There 
  is certainly profit to be made, but the entire sector is a 
  blazing warzone. So why go there when the Koronus 
  Expanse is there, much safer and ripe for picking? The 
  answer to that question is simple; the amount of support the 
  Imperium is willing to provide these Rogue Traders with. 
  There have been stories of entire regiments of stormtroopers 
  – and full companies of Astartes assigned to them, as well 
  as capital warships to support their operations, and great 
  assault transports to carry away riches or land settlers. 
  
  Technology 
  Calixian society is undeniably hi-tech. Massive space 
  vessels cross the void between stars, exotic energy 
  weapons and power fields exists, genetically engineered 
  super-warriors stride into battle clad in futuristic power-
  armour, hive-cities are home to billions, lifespans for the rich 
  are measured in centuries, gravity can be created and 
  manipulated, contra-gravity fields allow infinite commercial 
  transportation unto and of planetary bodies, and so on and 
  so on. Not only do these things exist, but the citizens of the 
  Imperium take them for granted (those living on civilized 
  planets anyway). 
  Technology may be a fundamental part of Imperial 
  civilization, but it is ill understood by most, even reviled as 
  being evil by many. People may make use of technology 
  only if they must, but they don't understand how it works, 
  and even treat it with superstitious awe or outright fear: 
  When using a dataslate a citizen doesn’t just tap the display, 
  he also mutters some prayers to appease the Ghost in the 
  Machine. The Guardsman firing his lasgun will pray for it to 
  fire straight and true, and he’ll apply sacred unguents to its 
  casing whenever it’s in need of cleaning.  
  Another important thing to consider is that technology is not 
  uniform throughout the Calixis sector, far from it. You can 
  find areas where archaic devices dominate, even if part of 
  the planetary population lives in floating cities in the sky. 
  Even in a hi-tech place like a hive city or on a forge world 
  there are those who live out their entire lives surrounded by 
  technology, but truly really utilizing it themselves. For 
  example, a factorium worker might operate a few simple 
  machines at work (with near-reverence for the machines, the 
  spirits that live in them, and the Tech-Priests that attend 
  them), might ride a hyper-velocity mag-lev train to and from 
  his hab-block without ever thinking twice about the bizarre 
  technologies hidden behind buckled panels and flaking paint, 
  and might have a beat-up holo-vid in his cubicle which he 
  spends most of his free time in front of. The reverse is also 
  true; there are feral worlds out there at the stone age level, 
  where the Planetary Governor lives in isolated technological 
  splendour within his enclave. 
  Technology is also a question of social class. The rich have 
  access to much more technology and may also better know 
  how to use it, even if they do no more understand it than the 
  low-born. Chances are that the rich have servants and such 
  to do any meaningful word associated with technological 
  devices; why learn how to use a vile computing machine 
  when you can have a servant do it? The main difference is 
  one of outlook; nobles recognize that technology is yet 
  another power factor and is more willing to use it (even if 
  they too fear it). Even the tech-priests, be they of the Lathes 
  Mechanicus or some local tech-guild, view technology with 
  no small amount of reverence and superstition. They may 
  know how it all works (or some of it at least), but their 
  knowledge is irrecoverably fused with faith and heavy on 
  religious ritual. 
  Creation and maintenance of hi-tech equipment is the 
  province 
  of 
  the 
  various 
  tech-guilds. 
  The 
  Adeptus 
  Mechanicus – the Techno-Priesthood of Mars – are the tops 
  dogs in this class, but like the rest of the Adepta they cannot 
  be everywhere and do everything. Local tech-guilds are 
  therefore common on many developed worlds. They often 
  jealously guard whatever knowledge they possess and are 
  extremely protective when it comes to protecting the 
  privileges their knowledge has earned them.  
  Lastly, if there is anything the Imperium has enough of then 
  it is a dirt-cheap and near-limitless pool of manpower. And 
  with hi-tech considered mystical at best, outright evil even, 
  and the knowledge of its construction and repair understood 
  only by the few, the Imperium has found another way of 
  dealing with just about everything: Just put enough men on 
  the task and it will be done; if giant fusion-powered 
  excavator-servitors are not available for the building of a new 
  trans-continental highway, thirty million convicted criminals 
  can do it in the same time using simpler tools. 
  Cogitators 
  Computers are generally referred to as cogitators in the 
  Calixis sector. Like all complex technology cogitators are 
  poorly understood and generally reviled by the public. That 
  said, without computers the Imperium could not exist; except 
  for the most primitive of worlds and backward regions 
  cogitation technology is very common. That doesn't mean 
  that the average citizen of the Imperium knows how 
  computers work, only that they do. And if that citizen has to 
  employ a cogitator to do his work he will utilize only those 
  part of the system that he’s familiar with and that’s directly 
  related to his tasks. Finally Imperial technology is so 
  advanced and utilitarian at the same time that many 
  functions are completely automated, removing the need for 
  complex interfaces, replacing them with a few buttons, 
  knobs, and levers. 
  Almost every hi-tech appliance contains some form of 
  computer processor, but purely mechanical low-tech devices 
  usually do not. An autopistol, for example, has an integrated 
  processor that keeps track of ammunition expenditure, barrel 
  wear, works the ammo feed system, clears most jams, 
  manages sighting aids and recoil compensation and so on. 
  No wonder perhaps, that the owner prays to the spirit in the 
  machine before going into combat. On the other hand, a 
  simple stub revolver is just a mechanical device; no 
  computers are involved. But it probably doesn't hurt to use 
  blessed oils when cleaning it. 
  Tech adepts can interface with everything that has an 
  onboard cogitator, provided they can connect to it. Some 
  systems only accept a hard-wired connection, but fortunately 
  for the tech-priests most systems are so incredibly advance 
  they have wireless interfaces. Most cogitators will have 
  some sort of security systems and encryption protocols, but 
  smaller systems (like the aforementioned gun) are not very 
  hard to break into. 
  On the other hand, a smaller system is also very limited – a 
  tech-priest could jam the guns electrical feed, turning the 
  gun into a manually operated single-shot device, but not 
  much more than that. More advanced systems offer greater 
  opportunities. A tech-priest that is able to access a Marine's 
  power armour could do great damage (on the other hand the 
  hallowed Astartes power armour does not accept wire-less 
  calls from strange tech-priests, so getting in might not be so 
  easy). Larger computer networks also have additional 
  security measure, including dedicated monitor-servitors and 
  tech-priests responsible for the system's purity. 
  
  Abominable Intelligence (AI) 
  Cogitators are prevalent, but artificial intelligence on the 
  other hand is considered a particularly vile tech-heresy by 
  the Mechanicus and severely censured. Only those logic 
  engines approved by ('blessed by the Deus Mechanicus') the 
  Mechanicus are allowed to exist, and those are jealously 
  guarded – and closely monitored. There may be good 
  reasons for such a doctrine; according to ancient legends 
  from the Dark Age of Technology thinking machines once 
  rebelled against their human masters and came close to 
  destroying humanity. It is one of the holy tasks of the 
  Adeptus Mechanicus (and also the Inquisition) to seek out 
  and destroy rogue machine intelligences. 
  For tasks requiring low-level artificial intelligence servitors 
  are used. These are mind-scrubbed human drones (often 
  cybernetically augmented) that have been programmed for a 
  specific task or set of tasks. Some servitors are former 
  criminals scented to mind-scrubbing, others are vat-grown 
  clones created in Mechanicus manufactories. A bewildering 
  array of such servitors exists, ranging from pleasure-models 
  and 
  household 
  servants, 
  via 
  gun-servitors 
  manning 
  automated defence turrets, to the high-grade C3 servitors 
  employed on Navy warships. Whatever their origin and 
  appearance servitors are not considered human; they are 
  machines, biological computers given human shape, but 
  nothing more. Some high-end models might even mimic 
  human emotion and intelligence, but there are strict limits to 
  how human-like they are allowed to be. The Mechanicus and 
  the Inquisition closely watches clone manufactorums for 
  sings of illegal activities. 
  Fully mechanical robots are sometimes utilized by the 
  Mechanicus as war-machines, but these are invariably low-
  intelligence constructs completely loyal to their masters, and 
  capable of very little creative though and possessing little in 
  the way of independent motivation.   
  STC systems 
  The Standard Template Construct system was perfected 
  during the Dark Age of Technology and was instrumental in 
  allowing humanity to expand across the galaxy. It provided 
  an instant knowledge-base available to all colonies that 
  would not only allow them to be self-sufficient, but in time 
  progress to the highest level of cultural and technological 
  sophistication. The STC system contains the collective 
  knowledge of the Dark Age of Technology, including the 
  application of said knowledge. In short it tells you everything 
  you need to know and how to use that knowledge to build 
  just about anything. Access to a complete and uncorrupted 
  STC database is the Holy Grail of the Adeptus Mechanicus. 
  Everything in the STC is standardized, not just the artefacts 
  produced, 
  but 
  also 
  the 
  machines 
  that 
  make 
  the 
  artefacts...and the machines that make the machines, and 
  so on. There is no innovation as such, since for all intents 
  and purposes every field of science has been fully mapped 
  out, and every technological application has already been 
  invented, tested, used, improved, refined, integrated and 
  standardized (to the extent of human technology at least). 
  The STC system is not magical; it cannot conjure things out 
  of thin air (but it can tell you how to build a machine that 
  could, provided such a thing is at all possible). Instead the 
  STC system teaches those that can understand it how to 
  make the tools to make the machines that in turn would 
  allow them to make more advanced machines, and so on 
  until the highest technological tier is reached. Going down 
  this path would be prohibitively expensive and would 
  generate little in return, so the process would have to be 
  balanced with the need to provide for society's immediate 
  needs. Going down the path of the STC would take many 
  generations of work, each generation build upon the 
  advances of those that came before. However, each step of 
  the process would be mapped out, progress would be 
  accelerated, and it would all work perfectly and be the best 
  that can be imagined. Indeed, any improvement the STC 
  users might make would reveal themselves to be false as 
  they progressed along the path, with even minor changes 
  potentially having tremendous cascading implications further 
  down the path. 
  Templates are the blueprints of the STC system, images of 
  one part of the wealth of knowledge contained within the 
  STC system. Such templates, or even fragments of them, 
  are highly valued by the Adeptus Mechanicus (and other 
  Tech-guilds for that matter). One STC template is made up 
  of many sub-templates, many of which can be exchanged for 
  other similar sub-templates, allowing for a great deal of 
  flexibility and customization.Examples: The ubiquitous 
  Chimera is one STC template that is in common use in the 
  Calixis sector. Each of the Chimera's physical sub-
  components (as well as its operating software) is 
  represented by one sub-template (meshed together to form 
  the overall Chimaera template). The Chimera is an old and 
  flexible design, with a number of variant templates. These 
  range in scope from major conversions (such as the 
  Chimaera flame-tank), via intermediate variants (with 
  different armour, engines etc. to accommodate for local 
  resource availability and/or needs), to minor alterations 
  (different display screen models, seating material etc.). 
  
  STC and the Age of the Imperium: STC technology forms 
  the technological base of the Imperium of Man. Local 
  variation does exist of course, both to meet local demands 
  and to fill the many gaping holes in the available STC 
  database, but by and large all Imperial worlds have access 
  to mostly the same technology and utilizes it in similar 
  fashions. So a lasrifle produced by manual labour on a small 
  backwater Forge World in Ultima Segmentum might be 
  slightly different (of a different pattern in Mechanicus jargon) 
  from one produced in a holy STC Constructor back on Mars, 
  but when you look past the variations it is the same piece of 
  technology.  
  This uniformity extends past mere items. It suffuses the 
  entire Imperium. From the architecture and engineering that 
  allows the construction of human colonies and hive cities, via 
  the templates that govern what ships look like and what 
  vehicles are produced, to things like gene-engineered 
  (geneered) Terra grass and trees that can take root in 
  almost any environment and the ubiquitous grox that 
  provides milk and meat across the width and breath of the 
  Imperium. Every world does not look the same, but there are 
  almost always strong underlying respmblances. 
  STC and the Lathes Mechanicus: No complete STC 
  system has ever been retrieved; the Age of Strife nearly 
  destroyed humanity and with it the STC system. Mars 
  managed to cling to a great pool of knowledge throughout 
  the Age of Strife, but they are far from having a complete 
  database. The Adeptus Mechanicus continue their holy work 
  even today, and has now spent 10,000 years looking for bits 
  and pieces of the STC in every dark corner of the galaxy. 
  The Lathes Mechanicus is no exception. Quite the contrary 
  in fact; the Explorator fleets of the Lathes have brought back 
  many scraps of STC never found anywhere else in the 
  galaxy. It seems unlikely that the Mechanicus will ever 
  manage to reach their goal, for as time passes it just gets 
  harder and harder to find uncorrupted templates.  
  But who knows, perhaps there is an uncorrupted STC out 
  there, hidden away in the depths of the Koronus Expanse or 
  some such. Even without a full STC the Adeptus 
  Mechanicus has access to a great number of technologies 
  not commonly available to the rest of the Imperium; techno-
  lore that it is very reluctant to share. 
  STC and the Techo-Guilds: The Lathes Mechanicus does 
  not monopolize technological know-how in Calixis. They 
  would like to – and quite often act as if they do – but they are 
  no more in direct control of every techno-bauble than the 
  Ministorum is of every prayer or act of faith. There are 
  myriad different Techno-Guilds operating within the sector. 
  They possess only a fraction of the templates and lore for 
  the Lathes Mechanicus, usually only that which is directly 
  relevant to their production and maintenance processes. 
  They are also renowned (or infamous according to some 
  Mechanicus purists) local adaptations they have managed to 
  conjure forth over the millennia. Those guilds that do have 
  access to uncommon templates guard them well, for they 
  provide them with a source of power and revenue not 
  available to other guilds. Note that ‘hi-tech’ in this context is 
  relative to the overall technology level of a planet; on the 
  world of Festus in the Malfian subsector the Steamworkers 
  Guild monopolizes the production, maintenance, and 
  operation of all steam-powered contraptions, which gives 
  them a great deal of power on that backwards planet. 
   
  
  War 
  The Calixis Sector has been characterized as relatively 
  peaceful as Imperial sectors go, but this is not an entirely apt 
  description. It is true that Calixis is not a sector-wide war 
  zone like the Jericho Reach or entirely given over to 
  fortification like the militarized prefectures surrounding the 
  Eye of Terror. There are, however, many sectors that are 
  considerably less burdened by war obligations than Calixis. 
  Indeed, if you start to look closely there are numerous war-
  zones within the sector’s borders, including the Spinward 
  Front which is starting to look a lot like a major war effort that 
  could last for generations. In addition the sector has not 
  inconsiderable obligations to support the Achilus Crusade, 
  obligations that are increasing steadily year by year. Finally 
  the Calixis sector is large, fairly lightly populated, has a very 
  modest industrial output, and has been provided with only a 
  light and understrength fleet from Segmentum Command. In 
  conclusion: War is definitely a factor in the Calixis sector and 
  its planets are far from safe. 
  Battlefleet Calixis 
  Battlefleet Calixis is the Imperial Navy formation tasked with 
  providing naval supremacy in the Calixis Sector and any 
  adjoining areas not subject to any other sector’s authority. 
  Technically this includes the entirety of the Koronus Expanse 
  and the Fydae Great Cloud (as far as the Segmentum 
  Pacificus border), plus the other unclaimed border regions. 
  The sheer volume of space and number of systems is simply 
  mind-boggling. By necessity Battlefleet Calixis focuses its 
  efforts on the sector proper in general and the prosperous 
  and important systems in particular. Outlying colonies and 
  feral worlds are not likely ever to be visited by a cruiser 
  squadron. As most they are visited by a frigate or light 
  cruiser from time to time. If not they must rely themselves 
  and the odd Rogue Trader to provide security.  
  The fleet is headquartered at Port Wrath – easily the most 
  heavily fortified location in the entire sector – and this is 
  where the main fleet reserve remains. Other key bases are 
  the old Fleet Depot at Fenksworld (now a mighty base in its 
  own right) and the moon-bases ringing Malateste, an ice 
  giant world that sits just inside Malfi’s warp threshold. Lesser 
  Naval bases exist in every subsector. Some are maintained 
  by the Navy on a permanent basis, whereas others are 
  provided by certain worlds as part of their tithe. In a pinch 
  military vessels will use existing civilian orbital facilities if no 
  Naval base exist to serve them. 
  Battlefleet Calixis is commanded by a Lord Admiral of the 
  Fleet (Praefectus Navis Dominus). He’s served by three full 
  Admirals – his Chief-of-Staff and the ranking flag officers of 
  Rimward and Spinward Commands. Below these lofty 
  individuals are the ‘common’ Vice Admirals in charge of 
  battlegroups, and Rear Admirals in charge of flotillas. Fleet 
  Captains (Princeps Navis) command ships of heavy cruiser 
  size and above, whereas a common Princeps Carina 
  (literally ‘Keel Captains’) is in charge of light cruisers or 
  frigates. Destroyers do not warrant a captain at all; a 
  destroyer’s Master and Commander is, quite literally, just a 
  Commander 
  (Praefectus). 
  Even 
  smaller 
  vessels 
  are 
  commanded by Lieutenant-Commanders or even mere 
  (Flag) Lieutenants.  
  Since Battlefleet Calixis isn’t likely to become embroiled in 
  major fleet engagements (at least that’s what the planners at 
  Cypra Mundi concluded in 244.M41 when last the sector’s 
  needs were evaluated) it is rather light on heavy ships. 
  Instead it focuses on vessels that are suitable for patrol and 
  escort, ships that have good endurance while retaining the 
  ability to fight if need be. Battlefleet Calixis therefore has an 
  overabundance (relatively speaking) of frigates and light 
  cruisers, but very few heavy ships of the line. The current 
  (816.M41) breakdown of ships is as follows. 
  BB Battleships (3): The Calixis Sector has never had many 
  of these battle-winning behemoths. After the recent loss of 
  one such vessel over Protasia only 3 hulls remain to 
  Battlefleet Calixis: The Battlefleet flagship (Retribution-class, 
  Port Wrath), the Spinward Squadron flagship (Retribution-
  class, 
  Kulth), 
  and 
  the 
  Capital 
  Squadron 
  Flagship 
  (Apocalypse-class, Scintilla, not warp-capable). 
  GC Grand Cruisers (5): These five venerable ships are 
  holdovers from the Angevin Crusade, ships that were never 
  recalled to Cypra Mundi, but were instead ordered to form 
  the new Battlefleet Calixis. Already venerable by M39 they 
  soldiered on for two more millennia, but no more. Each 
  surviving vessels bears scars so deep that they cannot be 
  declared fit for duty by any stretch of the imagination. They 
  would make a significant contribution to Battlefleet Calixis if 
  they are ever returned to duty; what they lack in speed and 
  agility compared to battlecruisers they make up for in sheer 
  firepower. Were they repaired they could help bridge the 
  heavy-ship gap of the Battlefleet. For now they remain 
  endlessly consigned to a mothball existence while the 
  Lathes Mechanicus searches for ways to restore them to 
  their former glory. 
  BC Battle Cruisers (17): Battlecruisers, rather than true 
  battleships, form the mainstay of Battlefleet Calixis’ line of 
  battle. Normally considered too frail for pitched battles they 
  are perfectly suited to enforce space supremacy in the 
  Calixis sector and beyond. Recent losses have been 
  considerable; and entire squadron lost with the Margin 
  Crusade, several vessels put out of commission during the 
  Protasian rebellion, and several ships retasked in support of 
  the Achilus Crusade. Of the remaining ships roughly half 
  remain with the fleet reserve at Port Wrath, while the other 
  half is split unevenly between the Rimward and Coreward 
  Commands. The majority of ships are of the Mars and 
  Chalice classes, with a few Overlord-class vessels added to 
  the mix. 
  CA Heavy Cruisers (38): Another result of Calixis' relative 
  lack of heavy ships is an overabundance of heavy cruisers. 
  Those cruisers are often pushed into the role of the ship-of-
  the-line, a task they are not quite qualified for. Fortunately 
  major fleet engagements are rare, and these vessels are 
  more than capable of defeating single raiders and light 
  flotillas. The CA component is composed predominantly of 
  Lunar-class vessels, the majority of which have been built 
  locally by the Lathes Mechanicus. Five Dictator-class, three 
  Gothic-class vessels, and two Tyrant-class ships round out 
  the mix. They are usually divided into 8-10 battle squadrons 
  and deployed across the sector and beyond on various 
  assignments. The heavy cruisers are true workhorses; 
  whereas the battlecruisers are usually employed in a reserve 
  role it’s up to the heavies to take care of day-to-day fleet 
  duties. 
  
  CL Light Cruisers (29): Light cruisers have the speed and 
  endurance needed for long patrols into the unknown. As 
  such they are the favoured ships type for patrols into distant 
  places like the Expanse. The majority of light cruisers are 
  divided into roving squadrons of 2-3 CLs and/or FFs they are 
  making life hard for enemy raiders, be they pirates, 
  renegades, Chaos reavers, or xenos warships. A handful of 
  CLs fill fleet scouting roles, teaming up with the battlecruiser 
  squadrons whenever they are deployed. The bulk of CLs are 
  Dauntless-class ships, but there are a handful of ships from 
  other classes present. There are never enough light cruisers 
  to go around; the Battlefleet could easily have found work for 
  a hundred or more. Recently a squadron was reassigned to 
  the Achilus Crusade. More may well follow. 
  FF Frigates (33): Frigates are fast, lean, and dangerous – 
  among the most lethal ships there is ton-for-ton. In 
  Battlefleet Calixis they fill many of the same roles as light 
  cruisers, which often mean they are required to patrol longer 
  and fight harder than any other ship type. Frigates frequently 
  operate alone on patrol or escort assignments. When used 
  for fleet duties they act as scouts, screens, or flankers. Half 
  the fleet is composed of Sword-class ships, with the rest 
  divided between Tempest and Falchion-class vessels. A 
  number of these vessels are constantly on patrol outside the 
  sector proper, the Koronus Expanse included. Segmentum 
  Command has issued orders for two frigates to be made 
  available to the Achilus Crusade before the end of the year. 
  DD Destroyers (102):  Derisively called ‘tin-cans’ destroyers 
  are the smallest of the warship classes. Ton for ton they 
  pack quite a punch and their speed is second only to fast 
  frigates and smaller raiders. In terms of endurance and 
  protection the fall short of the mark. Destroyers either work 
  in concert with larger vessels during fleet engagements or 
  team up to work as escorts. For the destroyers of Battlefleet 
  Calixis the latter is an important task; at any one time more 
  than half of them will be engaged in convoy work, some 
  going deep into the Expanse or even the Jericho Reach to 
  see their charges safely to port. Many different classes are 
  found in Calixis, but the Cobra-class is by far the most 
  common. This is perhaps unfortunate as the Cobra is a far 
  better fleet destroyer than it is an escort. 
  Lesser combat craft: Battlefleet Calixis also has a number 
  of smaller vessels; sloops, fast couriers, light attack craft, 
  and so forth that are warp-capable, but not listed alongside 
  the capital starships. Many of the Battlefleet’s permanents 
  bases and ports are also defended by system ships; 
  incapable of warp travel these vessels are a cheap and 
  effective way to augment defensive firepower. Fighter craft, 
  bombers, and assault shuttles are part of their mothership’s 
  (or bases) and not listed separately.  
  Transport 
  and 
  support 
  craft: 
  The 
  support 
  and 
  maintenance of such a large and far-flung space fleet 
  requires an armada of support craft; transports of every size 
  and colour, general fleet tenders, and specialized repair 
  ships. Some of these are classed as Navy vessels, whereas 
  others are chartered or even privately owned ships. 
  Star forts, battle stations, and weapons platforms: Static 
  defences of this type are normally the province of Planetary 
  Defence Forces. The Battlefleet maintains a number of such 
  fortifications at key locations; Scintilla, Port Wrath, Malfi, 
  Fenksworld, Port Maw, to name but a few. 
  Battlefleet formations 
  Some notable Battlefleet formations. Other formations large 
  and small certainly exist; these are only some of the more 
  important or colourful ones. Single ships, squadrons, or even 
  flotillas are put together for specific tasks on a regular basis. 
  For routine patrols, anti-piracy operations, IG support, 
  convoy escort, deep runs into the Expanse, detached for 
  Rogue Trader duty – the list is long and varied. 
  Battlefleet Calixis (Port Wrath): The sector’s fleet reserve. 
  Typically numbers approximately 1 BB, 6-8 BC, 10+ CA, 5+ 
  CL, 5+ FF and 10+ DD. The exact number fluctuates a bit as 
  ships come and go, are commissioned, get sent to Perinetus 
  of refitting, and so forth. That said the fleet reserve is never 
  below this strength level for long – or it would no longer have 
  the ability to reinforce other task forces as needed. 
  Battlegroup Golgenna (Port Wrath): The subsector fleet 
  for Golgenna is tasked with patrolling the space lanes of the 
  capital subsector. It’s not particularly big (and certainly not 
  worthy of the designation ‘battlegroup’) since the area is 
  generally free of major trouble; a small squadron of cruisers 
  and one of supporting destroyers, plus a couple of frigates or 
  light cruisers. The Battlegroup is typically constituted of 
  recently refitted ships or vessels with inexperienced 
  commanders. 
  Capital Flotilla (Scintilla): There is always a powerful 
  squadron guarding the capital system. The battleship 
  Sanctus Honoratus, nicknamed the Laughing Saint, is the 
  flagship of the flotilla (that the ship is not warp-capable is a 
  closely guarded secret). In addition there is a 2-3 ship 
  cruiser squadron and a couple of destroyer escorts. The 
  Scintillan system also has the biggest PDF fleet and one of 
  the most extensive orbital defences in the whole sector, 
  making it nigh impenetrable even without the Navy 
  contingent.  
  Adrantian Flotilla (Scintilla, formerly Tranch): Of late the 
  Adrantian flotilla has been tasked primarily with ensuring the 
  safety of the Tranch system. It will be years before the 
  system can again defend itself with sufficient PDF forces. 
  The task is greatly complicated by the need to stage from 
  Scintilla rather than just remaining in-system. Unfortunately 
  that is what happens when a major mutant uprising spreads 
  into orbit and devastates the tithe-docks there. The flotilla 
  also operates two or three small patrolling squadrons that 
  range across the sub – and sometime beyond, into the 
  vastness of the Fydae Cloud. 
  Battlegroup Spinward (Kulth): Hastily scraped together 
  from a variety of sources, battlegroup Kulth is responsible for 
  keeping the remaining Imperial world in the Periphery in 
  Imperial hands. Their primary opponent in space is the vast 
  fleets of the ork Waaagh! ‘Grimtooth’, with Severan 
  Dominate raiders, and Eldar corsairs compounding the 
  challenge. There are currently at least a dozen cruiser-class 
  ships either already on station or en-route. As soon as 
  Battlefleet command has revaluated current threat patterns 
  and divined likely future developments more hulls may be 
  assigned. 
  
  Rimward 
  Command 
  (Malfi): 
  Rimward 
  command 
  is 
  responsible for overseeing the Drusus Marches and the 
  Malfian subsector. Second largest sub-fleet in the sector. It 
  contains at least two battlecruiser squadrons and supporting 
  vessels that are kept in reserve near Malfi. Rimward 
  command is currently grossly under-strength because of 
  recent losses – the last handful of decades have been 
  nothing but devastating; the Margin Crusade, the Protasian 
  Equation, the Achilus Crusade – and now the Spinward front 
  and the opening of the Screaming Vortex. 
  Battlegroup Malfian (Malfi): The subsector fleet for the 
  Malfian sub is tasked with patrolling the space lanes of the 
  more populous of the rimward subsectors. It is currently only 
  a skeleton force, a handful of cruisers and escort vessels 
  running ragged to try to keep things together. 
  Alactran Squadron (Alactra): A handful of light cruisers 
  and frigates tasked with watching the space lanes along 
  Margin Warp Storms boiling up beyond Calixis’ rimward 
  border. Newly constituted. Known to have at least one Ordo 
  Malleus Inquisitor in attendance. 
  Battlegroup Drusus (Askelphion): Exists only on paper. In 
  reality this greatly understrength battlegroup is split into 
  smaller patrol squadrons composed mostly of frigates and 
  the odd light cruiser. The base in the Askelphion system isn’t 
  much to write home about – except in terms of short leave 
  quality. It is the dream of most officers to come here at least 
  once and enjoy the fabled hospitality of the natives. 
  Koronus Deep Patrol (Port Wander): There will usually be 
  a small number of light cruisers and frigates staging out of 
  Port Wander. Their task is to patrol the vastness of the 
  Expanse. 
  Coreward Command (Fenksworld): Responsible not only 
  for Josian, but also Markayn and Hazeroth; in effect the 
  entire coreward territories. Coreward command has a solid 
  core of heavy cruisers that are used mostly to garrison key 
  systems or make ‘surprise’ allegiance visits to outlying 
  systems. The rest of the ships, about forty in total, are of 
  lighter types, suitable for patrol and escort duty. 
  Battlegroup Josian (Fenksworld): Coreward command 
  maintains a fleet of three squadrons (6-8 ships) of heavy 
  cruisers (mainly Lunar-class) at the Navy base at 
  Fenksworld, supported by an equal number of destroyer 
  squadrons (9 ships). Two frigates and a light cruiser make 
  up the patrolling component of the battlegroup. 
  Battlegroup Markayn (Solomon): Somewhat smaller than 
  the 
  Josian, 
  the 
  Markayn 
  nevertheless 
  maintains 
  a 
  respectable two squadrons on station in the Solomon 
  system, usually constituted of a total of 4 Lunar-class 
  cruisers. Close to 20 destroyers of various patterns are also 
  nominally attached to the battlegroup; in practice they run 
  ragged trying to escort the steadily increasing number of 
  military convoys heading toward the Maw warp-gate. 
  Hazeroth Flotilla (Clove): The chronically understrength 
  flotilla based in the Clove system is tasked with the 
  impossible – to watch over the whole of the subsector with 
  only a 2-ship cruiser squadron, a couple of frigates, and the 
  odd destroyer. The task is made doubly difficult by the 
  region’s astrography – few safe routes lead through the 
  Abyss, forcing ships to take the long way around. 
  Planetary defences 
  Each Calixian world is in theory obligated to provide for its 
  own basic security. That includes protection from both 
  internal and external threats. That said there are plenty of 
  world that cannot muster a credible orbital, let alone systems 
  defence. It is, simply put, a matter of Gross Planetary 
  Product. Only the heavily populated, industrialized worlds of 
  the sector have the economic backbone to build and support 
  a significant presence in space. The Commander of a feral 
  world does not – he might have an armed and armoured 
  space station, a few weapons platforms and a couple of 
  fighter squadrons, but only if he’s fortunate and wealthy 
  enough to acquire it. What kind of PDF army a world can 
  muster also varies greatly: A world like Scintilla has many 
  millions of well-equipped troopers guarding its hives. A place 
  like Fedrid can muster hordes of tribal warriors in addition to 
  a short regiment of the Governor’s own guards. Regardless 
  of how much and of what quality the local PDF is the 
  objective remains the same: Provide security and stability, 
  and in the case of an overwhelming attack be able to survive 
  for long enough for Imperial aid to arrive. 
  Imperial Guard 
  Every year the Calixis sector offers up countless (well, 
  maybe not countless – the Prol Archives have detailed files 
  on every single serviceman) young men to serve in the 
  Imperial Guard. It is hard to give an average figure, but it’s 
  an exceptional year if less than a million men are mustered. 
  Of late this number has increased dramatically – more than 
  30 million men have been levied over the past decade and 
  816.M41 looks to be another record year. The mustering of 
  Imperial Guard regiments comes under the purview of the 
  Departmento Munitorum. In Calixis the Munitorum is 
  headquartered in the Chancellery Court on Solomon, with 
  the Hive Tarsus Logistical Nexus as the second most 
  important facility. When the Munitorum deems it necessary 
  to raise a regiment they will inform the Governor in question 
  of the fact and his world’s tithe figures will be updated 
  accordingly. A Munitorum vessel will then arrive at the planet 
  in question and embark the new recruits, before heading to 
  the relevant war-zone or Fortress World. When the vessel 
  has been emptied of Guardsmen it will either head to a 
  depot or Forge World to pick up supplies or go to another 
  world to ferry yet more regiments. 
  Recruitment: When a world is called upon to provide an 
  Imperial Guard level as part of their tithe the Adeptus Terra 
  doesn’t concern itself with how the men are recruited. It is 
  solely the responsibility of the Governor to ensure the quota 
  is met. A general draft is perhaps the most common method. 
  Other worlds tithe already existing PDF formations or draw 
  lots among PDF servicemen. Yet other worlds call for 
  volunteers to sign up (possibly in return for compensation, 
  pardons, etc.), empty their prisons of criminals, or even hunt 
  down rogue or fringe member of their societies and forcibly 
  induct them into Imperial service (common on some feral 
  worlds where the Governor is a remote, god-like figure). 
  Combinations of the above are also possible. The only 
  criteria of the Imperium is that the men be fit for duty; recruits 
  will be screened, and if they are not up to standards they will 
  be dismissed and the Governor will have to make up for the 
  shortage. 
  
  Equipment: The regiments will receive a full set of 
  equipment, provided by the Departmento Munitorum. What 
  kind of equipment they get beyond basic infantry kit depends 
  on their mission profile and available resources. The only 
  thing they will take with them from their homeworld is a set of 
  clothes (possibly a PDF uniform if they are servicemen) and 
  possibly a few personal items. The clothes will be recycled 
  as soon as they have been fitted with IG uniforms. If they are 
  allowed to retain personal items depends on their 
  commanders, the Munitorum adepts, and their own ingenuity 
  when it comes to hiding stuff. 
  Basic training: Recruits may or may not have any military 
  experience. Even those that have previous experience may 
  not have relevant skills; feudal types with sword-fighting 
  skills need to be retrained, for example. A special sub-set of 
  Munitorum Adepts called Quartermasters will accompany the 
  recruitment vessel. These are largely ex-military types, IG 
  NCO and officers that have mustered out of the service and 
  been inducted into the Adeptus Terra. They will ensure the 
  recruits have the required basic skills before they hit the 
  warzone. Training starts on their homeworld and continues 
  during the voidship journey. How much training a regiment 
  gets depends largely on transit time, but on average they 
  can expect 2-3 months of training. Long enough to turn men 
  into proper soldiers for the God-Emperor.  
  Formations: The basic building block of the Imperial Guard 
  is the Regiment. This is the smallest formation ever levied 
  and the only ‘permanent’ organizational unit. Regiments are 
  approximately 5,000 men strong; their exact strength varies 
  with type, available equipment etc. Newly mustered 
  Regiments are considerably overstrength: It is assumed that 
  there will be some attrition before they reach their 
  deployment 
  zones 
  and 
  that 
  losses 
  during 
  initial 
  engagements will be high. Starting out overstrength means 
  that the Regiment can continue to function at full strength (or 
  nearly so) for much longer than a ‘leaner’ regiment. 
  Regiments are formed into divisions (usually 3-4 line 
  Regiments, plus support), corps (2+ divisions), armies (2-5 
  corps), army groups (multiple corps), and so on.  
  Command structure: On the Regimental level officers and 
  NCOs are selected from the same pool of men as the 
  common soldiers. It’s up to the Munitorum to decide who are 
  promoted to what ranks, but if there are existing officer/NCO 
  material in the pool they will usually be selected. Above the 
  Regimental level the Imperial Guard is commanded by 
  professional officers that are not beholden to any particular 
  regiment. The career soldiers form the backbone of the 
  officer corps in much the same way as in the Navy (albeit on 
  another scale). Some have previously been Regimental 
  officers, but many others have been recruited from other 
  backgrounds; the Scholae Progenium for example, or from 
  the noble caste of Imperial worlds. They have all been 
  schooled in the art of war, command, and logistics – but first 
  and foremost they have been chosen because of their 
  determination and loyalty to the system. 
  Specializations: Not all regiments are the same. Beyond 
  basic kit and basic training they are outfitted according to the 
  needs of the Imperium, available equipment, and techno-
  combative aptitude. The most common type of Regiment is 
  Infantry, which is a pretty basic infantry formation with 
  supporting elements (command and control, recon, artillery, 
  anti-armour/anti-aerospace, engineering, transportation and 
  logistics, and so forth). Other types include Mechanized 
  Infantry, Drop Infantry, Light Infantry, and Armoured. 
  Disbanding: Contrary to popular belief all Regiments do not 
  fight to the last man and the last charge pack. Some 
  Regiments inevitably face this fate, but more Regiments do 
  not. Once a Regiment falls below a certain combat value it is 
  no longer considered combat effective and will be rotated out 
  if the military situation allows it (if the situation is dire, which 
  it often is, the Guardsmen will just have to keep fighting to 
  the last man if need be). Falling below combat strength is 
  usually tied to combat losses of men and equipment, but can 
  also be brought on by general battle fatigue or other factors; 
  the essence is that if the Regiment can’t fight it is actually 
  hampering operations. If a Regiment is to be disbanded it 
  will be according to the current disbanding scheme in their 
  theatre of operations. Some Regiments are used a settlers; 
  this is particularly appropriate in frontier regions or on worlds 
  in need of resettlement. Other regimental remains are 
  shipped back home where they are given a grant of money 
  and property (this is quite common in the case of worlds 
  known for their martial traditions and the quality of the 
  Regiments they produce). Some soldiers, officers and NCOs 
  in particular, may find themselves given the honourable 
  option of joining the ranks of the Departmento Munitorum as 
  Quartermasters or Divisional officers. 
  Adeptus Astartes 
  The Adeptus Astartes have been active in the Calixis sector 
  in the past. Thousands of Space Marines participated in the 
  Angevin Crusade, and both the Gelmiro Campaign and the 
  Meritech Wars attracted Astartes aid. Currently there isn’t a 
  lot Marine activity in the sector, despite the fact that it is 
  nominally home to no less than two Chapters of Adeptus 
  Astartes.  
  Storm Wardens (Sacris): The Storm Wardens are a Codex 
  Astartes-compliant Loyalist Space Marine Chapter of 
  unknown origin and Founding located on the Forbidden 
  World of Sacris in the Calixis Sector of the Segmentum 
  Obscurus. The Storm Wardens are stoic defenders of 
  Mankind often found upon the borders of the Imperium. Until 
  just recently, these Astartes were most focused upon the 
  great Warp Storms that troubled the Halo Stars region of the 
  Segmentum Obscurus on the galaxy's western edge. 
  Presently the Chapter is heavily involved with the Achilus 
  Crusade. Other deployments include a Company lost in the 
  Margin Crusade, plus several smaller detachment spread 
  around the region, including at least two vessels on 
  detached duty in the Koronus Expanse. The Storm Wardens 
  and retain only a small garrison and training cadre in Calixis. 
  The Storm Wardens are a highly insular Chapter and there 
  are only a small handful of monuments and Imperial records 
  outside of their fortress-monastery. 
  Green Knights (Phagir): This little-known chapter is thought 
  to have been created from Imperial Fist stock during the 23rd 
  Founding in M38. Originally a fleet-based Chapter the 
  Knights received rights to the newly rediscovered planet of 
  Phagir, deep within the Hazeroth Abyss in recognition for 
  their contributions towards victory in the Meritech Wars. At 
  some point during the middle of M41 the planet was ravaged 
  by viral weapons; if any life remains on the planet’s surface it 
  is badly infected with gene-viruses, and is neither genetically 
  pure nor stable. The Green Knights have not been given 
  recruitment rights elsewhere and as a result the Chapter is 
  dying. A present it can field no more than two full companies 
  and one of those companies are permanently on retainer to 
  the Deathwatch. 
  
  Warzones 
  The Calixis sector was birthed in fire and blood two thousand 
  five hundred years ago. Since that time there have been 
  numerous conflicts, large and small. At present there are a 
  couple of war that can be considered major, with many more 
  who are less grand, but nevertheless great enough to cause 
  Lord Hax trouble.  
  Margin Crusade: The Margin Crusade (aka. The Margin 
  Worlds Crusade) was supposed to bring the light of the 
  Emperor to the heathen regions beyond the borders of the 
  Periphery. Largely the work of the Synod Obscurus it was 
  also intended to bring vast wealth and power to the Adeptus 
  Ministorum. A comparatively large levy was placed upon 
  Calixis and numerous Navy vessels were ordered away from 
  Battlefleet Calixis to join the crusade. The Crusade is now 
  widely considered a total write-off, lost far beyond the 
  borders of the Imperium and most likely overwhelmed by the 
  ork hordes. But although the crusade may be lost, 
  Segmentum Command continues to levy troops to support it. 
  These troops are not shipped to the Margin Worlds, but are 
  instead diverted into the Jericho Reach in support of the 
  Achilus Crusade. 
  Orks/Waaagh! Grimtooth: Orks have traditionally not been 
  of great concern to the Calixis sector. Orks have long been a 
  constant, but ultimately minor threat in and around the 
  Periphery. With the coming of the Waaagh! ‘Grimtooth’ this 
  has changed. The green tide threatens to overwhelm the 
  Periphery and spill into Calixis proper. 
  Spinward Front/Severan Dominate: The Spinward front is 
  a new major theatre of war opening up on the spinward 
  edges of the sector. It’s a three-way war between Imperials, 
  Severan Dominate rebels, and the Ork hordes of Waaagh! 
  ‘Grimtooth’. 
  Eldar corsairs: Eldar pirates or ‘corsairs’ as they are 
  sometimes called are typically more of a nuisance than a 
  real threat. Or rather, they are more than real enough for 
  those outposts and ships that get attacked. In the larger 
  scheme of things they are nothing when compared to the 
  greater threats. Corsairs are found mostly on the outskirts for 
  the sector or in between Imperial territory. 
  Chaos Reavers: The Screaming Vortex is the name of the 
  roiling Warp Storms spinward of the Maw. Most of the time 
  the Vortex remains true to its name; it is a sucking vortex 
  that only reluctantly lets anything slip from its grasp. But time 
  and again the Vortex opens and Chaos warbands pour forth 
  and attack the Calixis sector. The subsectors along the 
  Rimward edge suffers the most, with the spinward portions 
  of the Malfian sub being the most exposed. Hidden Ordo 
  Malleus watch-stations in the Storm Front region started 
  reporting an Empyrean swell in 814.M41, and then 
  ominously fell silent. Several Inquisitors have dispatched 
  their cadres to investigate and have concluded a new 
  Reaving is beginning. Navy patrols in the region have sent 
  back reports that corroborate this view; unknown ships 
  slipping through the Warp and void, attacks on shipping and 
  outlying settlements. As of 816.M41 the Vortex remains 
  open and Rimward Command is considering upgrading the 
  threat and forming a Storm Front Fleet, plus calling for the 
  Munitorum to levy Imperial Guard to support planetary 
  defence/reclamation missions. 
  Achilus Crusade: The Achilus Crusade takes place on the 
  other side of the galaxy, but since Calixis is the closest 
  Imperial sector to the Jericho Warp Gate it’s the closest 
  Imperial sector! Thus far the levy placed upon Calixis has 
  been small, but that seems to be changing. The Strom 
  Wardens Chapter is deployed almost wholesale in the 
  Jericho Reach and more and more IG regiments are being 
  levied and shipped away. 
  The Protasian Equation: The Calixis sector is not without 
  internal political dissent. While the Protasian rebellion has 
  been put down – at very great coast – the seeds of heresy 
  have spread. The insurgence on nearby Kapella looks like it 
  was inspired by Protasia. Some within the Holy Ordos link 
  the spread of Protasian ‘freedom’, ‘democracy’, and 
  ‘equality’ to uprisings on places like Fenksworld and 
  Sepheris Secundus. Unlike the threat posed by mutant 
  uprisings this is a more insidious heresy. Mutants can be 
  seen, can be killed. But the ideas that the Protasian 
  Equation propagates are infinitely more subtle and 
  subversive. They are whisper that appeal to the selfish part 
  of Mankind; that all men are created equal before the God-
  Emperor, that ordinary citizens have rights, that technology 
  should be a tool to mankind rather than the province of the 
  Adeptus Mechanicus, that sort of thing. 
  Mutant rebellion/the Pale Throng: The Hive World of 
  Tranch was nearly lost to the Imperium when the vast 
  mutant undercaste rebelled against their rightful masters. 
  The rebellion was eventually put down by the inquisition and 
  the Imperial Guard, but all is not well: Several of the ring-
  leaders have escaped off-world and are even now agitating 
  in the underhives of many worlds. With inspiration, 
  leadership – and seemingly access to military hardware – 
  the mutants may yet rise to destroy their human masters. 
  Since there is neither anything for Navy ships to fire on, nor 
  any defined war-zones to fight in Lord Hax is faced with 
  something of a quandary; how does he fight this threat when 
  it doesn’t conform to any established standard? If he waits 
  for the rebellions to grow into full bloom the sector will lose 
  more than I can afford.   
  Wrack War (and other bug hunts): Just because the major 
  xenos empires of the Calyx Expanse burned during the 
  Angevin Crusade doesn’t mean there aren’t more alien-
  infested worlds to be found. Time and again a world or two 
  must be purged before being opened to human colonization. 
  The so-called ‘Wrack War’ is a relatively minor bug hunt in 
  the Hazeroth subsector that’s dragged on because of 
  insufficient available manpower and fleet support. It’s a good 
  example of what can happen when priorities are changed!  
  Piracy and raiders: In addition to the threats posed by the 
  Orks and the Eldar there are also other xenos out there that 
  might want to harm the Calixis sector. The Slaught are a 
  shadowy, but ever-present menace that may eventually 
  require a military response. The warships of the insidious 
  Kull are encroaching on Imperial territory ever more often – 
  macrobattery and lance fire has been exchanged on more 
  than one occasion. Enoulians, Rak’Gol and others also lurk 
  beyond the edges of the map. Closer to home there is no 
  shortage of voidships that follow the path of the pirate; these 
  traitorous vessels and their damned crews are a constant 
  nuisance to Emperor-fearing merchants and Imperial 
  colonists trying to eke out a living in a dark and dangerous 
  galaxy. 
   
  
   
   
   
   
   
   
   
   
   
   
  Calixian 
  Worlds 
  Classification 
  •  
  System data 
  •  
  Planetology 
  • 
  Government 
  • 
  Society 
  • 
  Economy 
   
   
   
   
  
  Chapter II: 
  Calixian worlds 
  The Calixis sector is home to more than a hundred major 
  Imperial worlds, and many more frontier planets, colonies, 
  and minor outposts. Each world is a unique entity, with huge 
  variations in population figures, local cultures, languages 
  and religious practices, economic situations, and ties to the 
  greater Imperium. That said there is also quite a bit of 
  common ground between planets. The purpose of this 
  chapter is to portray a ‘typical’ Calixian world.  
  You won’t actually find any worlds that are exactly like this, 
  but you’ll find plenty of variations over this theme. With this 
  chapter as a roadmap the myriad worlds of the Calixis sector 
  can be described in terms of how they differ from the 
  standard. Unless otherwise noted you can assume that the 
  world you’re reading about more or less follows the 
  description provided in this chapter. 
  Systems 
  The Imperium doesn’t encompass just single planets; most 
  worlds are located within a solar system and the Imperium 
  invariably claims the entire system in the name of the God-
  Emperor. The majority of Imperial worlds in the Calixis sector 
  are found orbiting within the habitable zone of single mid-
  sized main-sequence stars. Exceptions are fairly common; 
  Imperial worlds can be found in the company of some of the 
  most exotic stars in the galaxy.  
  Assuming a fairly typical setup most Imperial systems 
  generally have only one world capable of supporting human 
  life. Again there are many exceptions; a not inconsiderable 
  number of systems have either no habitable world or 
  several. In both cases the marvels of Mechanicus 
  engineering is what allows humans to thrive, be it through 
  the construction of space habitats, sealed hive cities, or 
  large-scale terraforming. Outside of the main Imperial world 
  the rest of the solar system will typically have a smattering of 
  minor outposts, be they of military interest, commercial 
  value, or otherwise worthy of human attention. 
  Stars 
  The Galaxy of Man contains several hundreds of billions of 
  stars (the exact number differs a bit depending on how you 
  count them). The Calixis sector contains a few million – if 
  you also count the surrounding wild space the number is 
  much higher. 
  There are many different classification schemes for stellar 
  objects. The most widely used system is the Magos-
  Astrographica (M-AG), which is promoted by the Explorators 
  of the Adeptus Mechanicus and readily adopted by the 
  overworked adepts of the Officio Astronomia. The age of this 
  system is so great that it is considered holy and inviolable, 
  and as such it has remained remarkably unchanged over 
  millennia. 
  Stars are classified by spectral class under the M-AG system 
  using the letters O, B, A, F, G, K, M, L, T, and Y. This is a 
  sequence from hottest (O) to coolest (Y). Each letter class is 
  then subdivided using a numeric digit with 0 being hottest 
  and 9 being coolest (eg. A8, A9, F0, F1 form a sequence 
  from hotter to cooler).  
  The massive and searing hot O-B-A classes are exceedingly 
  rare – less than 1% of all stars are of these types. Their lives 
  are short and their ends violent. Planetary systems – if any – 
  tend to be exotic.  
  The F-G-K types are far more common, making up over 20% 
  of the total star population. These stars tend to be stable and 
  long-lived. Most have well-developed systems with multiple 
  planets and planetoids. 
  M-class stars are by far the most common. Over 75% of all 
  stars are of this type. Most are extremely long-lived. Many 
  red stars are variable or unstable. They may have systems. 
  Some L class dwarfs qualify as true stars by virtue of their 
  hydrogen fusion, but the majority of L, T, and Y objects are 
  brown dwarfs. They are substellar objects, failed stars that 
  never acquired enough mass to fully ignite their interiors with 
  nuclear fires. 
  In the M-A system a luminosity class is added to the spectral 
  class using High Gothic capital numerals. Luminosity class 0 
  stars are hyper-giants (Furibundus in the Koronus Expanse 
  is an example of these rare stars), I stars are super-giants 
  (further subdivided into a and b types), with II for bright-
  giants, class III giants, IV for sub-giants, class V stars are 
  dwarfs (also called Solarian stars or main-sequence stars), 
  VI is for sub-dwarfs, and VII for stellar remnants (eg. white 
  dwarfs). The full spectral class for Sol is G2V, indicating a 
  main-sequence star with a surface temperature around 
  5,800K. 
  This neat lineup of spectral and luminosity classes covers 
  the majority of stellar objects, but does not cover all of them. 
  There are many stars that fall into special categories not fully 
  covered by the above. Many of these are newborn or dying 
  stars, stars that have collided with other stellar objects or a 
  myriad other special situations. Some of these stars have 
  their own classification systems. Variable stars, for example, 
  are grouped into a hundred or more categories depending 
  on their characteristics. Other stars are so unique as to defy 
  categorization altogether. 
  The stars most likely to contain systems with habitable 
  worlds are the relatively Sol-like F through K dwarfs (from 
  white-yellow to orange). That doesn’t mean other systems 
  aren’t inhabited, far from it. But such systems are either an 
  exception to the general rule, or do not contain any garden 
  worlds at all and are dependent on artificial support to 
  sustain human life.  
  Approximately half the solar systems in the galaxy contain 
  two or more stars. Binaries are by far the most common, but 
  there are a fair number of triples and quadruples out there. 
  As a general rule the more stars in a system the less chance 
  of finding a suitable spot for human settlement. That said the 
  sheer number of systems out there means that habitable 
  worlds exist in multiple-star systems. Multiple systems may 
  also contain much-needed resources, which could warrant 
  settlement by Man even if there is no natural habitat for him. 
  More exotic systems are certainly possible, but they rarely 
  provide the parameters needed for habitable worlds to form. 
  
  Planets 
  Almost every stellar object will have some sort of star system 
  composed of substellar bodies of varying sizes. In layman’s 
  terms stars will be orbited by planets, asteroids, and other 
  such objects. There are also substellar bodies that exist 
  away from the warmth of a sun. Some of these form 
  miniature planetary systems of their own, but bereft of the 
  radiance of a true star. Others are true rogues, cold and 
  lonely bodies lost in the vastness of interstellar space. 
  Since there as many different systems out there as there are 
  stars – and then some – it is futile to try to describe all of 
  them. Imperial worlds and outposts can be found in vastly 
  different locales, from the depths of interstellar space, to the 
  crushing atmospheres of gas giants, to the deep subsurface 
  oceans of frozen worlds, to terrestrial paradise planets – and 
  everywhere in between. Given sufficient incentives and 
  engineering support from the Mechanicus there are few 
  places which are beyond the reach of the Imperium of Man. 
  Generally speaking, however, most human settlements can 
  be found in stable planetary systems. Such systems are 
  typically centred on a single stable main-sequence F, G, or K 
  type star. The inner system is dominated by a handful of 
  rocky dwarf planets, planetoids, and asteroids – plus a 
  smattering of moons and moonlets. Further out the giants of 
  gas and ice dominate, many of whom have extensive 
  families of moons. Beyond these giants can be found a 
  frozen ocean of smaller bodies – and beyond that the 
  primordial leftovers from the system’s formation. The Sol 
  system itself is a good example of a fairly typical system, 
  although it does have its peculiarities. 
  Even within the bounds of a ‘typical’ system there is great 
  variety in the exact number of worlds, their types, their 
  interrelations and surface conditions. Furthermore there is 
  no shortage of more exotic systems. There is essentially 
  endless variety, but with a few common denominators and 
  archetypes. 
  Planetary classes 
  Class I: Brown dwarf. A failed star. Malateste in the Malfian 
  system is a good example.  
  Class II: Sub-brown dwarf, aka. Superjovian. A massive gas 
  giant that doesn’t qualify as a brown dwarf (no deuterium 
  fusion).  
  Class III: Giant, aka. Jovian. (Jupiter). 
  Class IV: Sub-giant, aka. Subjovian (Saturn, Neptune, 
  Uranus) 
  Class Va: Terrestrial (Earth, Venus) 
  Class Vb: Sub-Terrestrial (Mars, Mercury) 
  Class VIa: Dwarf (Luna, Io, Europa, Ganymede, Callisto, 
  Titan, Triton, Pluto and other very large KBOs) 
  Class VIb: Sub-dwarf (Ceres and other smaller objects in 
  hydrostatic equilibrium) 
  Class VII: Planetoids (anything smaller than the above, 
  including asteroids, comets, minor moons, KBOs, etc.) 
  Planets are also classified by their general type; metallic, 
  rocky, icy, or gaseous. Metallic planets are very rarely 
  larger than Class VII. Rocky objects are typically of classes 
  V-VII, but with a few notable class IV sub-giants. Icy worlds 
  range from IV to VII, with some class III giants also known. 
  Gaseous worlds are of types II-IV. Class I planets are brown 
  dwarfs with sufficient mass for a very limited form of fusions; 
  as such they can also be found on the stellar classification 
  chart, even though they are not true stars. 
  Sol example: Jupiter is a Class III gaseous world (commonly 
  known as a ‘gas giant’). Saturn is a Class IV gaseous. 
  Neptune and Uranus are both classified as Class IV icy-
  gaseous (aka ‘ice giants’). The Terrestrial (class V) planets 
  are all of the rocky type. The Sub-dwarf planets are a mix of 
  rocky and icy worlds. 
  Orbital distance is an important characteristic of planets, 
  especially when it comes to potentially life-bearing worlds. In 
  the case of Sol and similar G-type stars the optimum 
  habitable zone for a Terra-equivalent world is around 1 AU. 
  The exact distance varies somewhat with the star’s energy 
  output and the exact specifications of the planet in question. 
  Hotter stars have larger habitable zones, whereas smaller 
  ones have narrower habitable zones. There are habitable 
  planets out that that do not conform to these norms, but they 
  are rare. And of course there are a wide range of planets 
  that are quite hostile to human life that have been settled 
  only thanks to the blessings of the Adeptus Mechanicus. 
  A large percentage of worlds have their own satellites – 
  called moons (not that Terra’s moon is never called ‘the 
  Moon’; it is always named ‘Luna’). As a rule of thumb the 
  higher the mass the more (and larger) moons any given 
  world will have. Gravitic influences from a nearby star (eg. in 
  the inner system) or massive planet can cause a ‘lunar 
  desert’ for smaller worlds. Exceptions are common; Terra 
  itself has an unusually large moon for example. Moons are 
  always one (or more frequently two or more) categories 
  smaller than their parent planet (otherwise they aren’t 
  moons, but multiple planets orbiting a common centre of 
  gravity). Very small moons are sometimes called ‘moonlets’. 
  Ring systems are also relatively common. 
  Systems will also contain a lot of smaller objects that neither 
  fit into the planet nor the moon slots. Asteroids of various 
  types are common, some appearing singularly or in small 
  groups, others in denser orbital fields. Further out there is 
  usually no shortage of icy bodies – so called Cold Belt 
  Objects (KBOs) – left over from the formation of the system. 
  Most are small, but there can be quite a few sub-dwarf 
  bodies orbiting far from the warmth of the average sun. 
  Finally there is often a distant halo of cometary objects. 
  In the darkness beyond the heliosphere of any star exists a 
  great number of ‘rogue’ objects; asteroids, comets, KBOs, 
  lost moons, protoplanets – even entire full-blown worlds that 
  for some reason have been ejected from their mother 
  system and never been captured by another. Some have 
  been mapped and claimed by the Imperium, but most have 
  not – they are hard to find and reach and generally offer little 
  in the way of resources or opportunities. 
   
   
   
  
  Planetary 
  classification 
  One of the most important characteristics of a world is its 
  planetary classification. This is a descriptor that in general 
  terms describes not only the type of world, but its position in 
  Imperial society. A Feral World for example, is a very 
  different beast from a Hive World, even though the two are 
  both settled by humans and part of the Imperium. 
  The Adeptus Terra has developed a number of planetary 
  classifications schemes over the millennia. There are at least 
  three in use in Calixis today: The Formula Calixis came into 
  being as a result of a great survey in late M39, and has a 
  tendency to label too many worlds as Hive Worlds. Next is 
  Template XDG-167_m4, an ancient cataloguing technique 
  used by the Lathes Mechanicus. And finally the Lorem 
  Obscurus which is the standard by which Segmentum 
  Command classifies the Segmentum. 
  Worlds are listed in the Formula Calixis with only one 
  classification, but the Lorem Obscurus is more flexible and 
  sometimes lists worlds with two or three classifications; an 
  Agri World with the Ocean classification is quite different 
  from your average agri-world. Template XDG-167_m4 is 
  radically different; it’s laid out as matrix, with worlds in the 
  columns and classifications in the rows. Scintilla would read 
  Scintilla 11000…meaning that it’s an Imperial World and a 
  Hive World, but with no other classifications.  
  Imperial World: The entire galaxy belongs to Man; he just 
  hasn’t gotten around to reclaiming all of it just yet. For now 
  the term Imperial World applies to those worlds actually 
  populated by humans and ruled by the Imperium; worlds that 
  owe the Imperium tithe or are otherwise under the 
  benevolent protection of the God-Emperor. Only Template 
  XDG-167_m4 regularly uses this classification (for the most 
  part it’s obvious whether or not a world is Imperial or not).  
  Civilized World: In the Lorem Obscurus the typical Imperial 
  World is classified as a Civilized World – a world that is 
  relatively balanced in terms of population, environment, 
  resources, and industry. The Formula Calixis doesn’t use 
  this classification; worlds are either Hive Worlds or Frontier 
  Worlds in this catalogue. The same applies to Template 
  XDG-167_m4; it assumes a world is civilized unless 
  otherwise specified. The Lorem Obscurus classifies many of 
  Calixis’ minor hive worlds as Civilized. 
  Hive World: This is the penultimate image of an Imperial 
  World; a planet entirely given over to urbanization, resource 
  extraction, and industry. The population is largely confined to 
  enormous layered Hive Cities that can have many billions of 
  inhabitants each. Hive Worlds are almost always net 
  importer of resources (minerals and agri-produce) and net 
  exporters of goods. Other Imperial worlds can also have 
  hives large or small without being classified as Hive Worlds. 
  Many Hive Worlds have high tithe grades, but there are also 
  those that do not; worlds who have long since passed their 
  primes and are now only barely able to cling to existence. 
  The most famous Calixian Hive worlds are Scintilla and 
  Malfi.  
  Agri World: Produces resources for mass export, in this 
  case bio-mass (typically food, but also including stuff like 
  wood pulp and other non-edible agri-produce). The classical 
  agri-world has continent-spanning farms, endless grazing 
  grounds, and/or fertile seas. Most are run using advanced 
  technology and have high yields per acre; worlds given over 
  to primitive farming are more correctly labelled Feudal 
  Worlds. Typically has a high tithe grade.  
  Mining World: Produces resources for mass export, in this 
  case mineral resources. The types of mining operations vary 
  greatly, from classic strip and shaft mining via promethium 
  extraction to the processing of rare elements found in gas 
  giant atmospheres. The population is often housed in hives 
  and the environment completely devastated, so barring the 
  lack of industry most mining worlds are reminiscent of hive 
  worlds. Typically has a high tithe grade. Sepheris Secundus 
  is by far the most infamous Mining world in Calixis. 
  Pleasure World: Pleasure Worlds are sometimes confused 
  with Paradise Worlds. It is true that some pleasure planets 
  have been selected on account of their pleasant climates 
  and such, but the defining characteristic of a Pleasure world 
  is recreational activities. The Calixis sector has several such 
  worlds that cater to the decadent tastes of the idle rich, from 
  aloof Quaddis to downright decadent Cyrpian’s Gate hidden 
  away in the Hazeroth Abyss. 
  Feudal World: Feudal Worlds have substandard technology 
  bases, but are usually significantly more advanced than 
  Feral Worlds (whom they otherwise greatly resemble). 
  Unless they have special resources the effective tithe will be 
  low; manpower, some natural resources, and luxury exports. 
  Calixis has an above average number of Feudal worlds, 
  some of whom are surprisingly closely knit to the sector 
  while still remaining largely primitive (Acreage and Fervious 
  for example). 
  Feral World: Feral Worlds have very primitive technology 
  bases. Such worlds should ideally be uplifted to a higher 
  level of development, but for now they continue to exist as 
  they did when the Imperium rediscovered them. Feral 
  Worlds are popular recruiting grounds for Space Marine 
  Chapters; such worlds will of course be kept feral so that 
  they may continue to provide Marine neophytes. Unless they 
  have special resources the effective tithe will be low; save 
  able-bodied men (of which there are comparatively few) they 
  have little to offer the Imperium. Calixis has an above 
  average number of Feral worlds; the extremely remote world 
  of Dusk is particularly infamous for its fearsome tribal 
  warriors. 
  Death World: Death Worlds are habitable, but are extremely 
  hazardous to human life, either because of environmental 
  conditions or hostile life-forms (or both).  Some Death 
  Worlds have human populations (frequently existing as feral 
  tribes), others do not. Those that do are classified as 
  Imperial/Death Worlds as opposed to just Death Worlds. 
  Death Worlds are sometimes used for recruitment by the 
  Adeptus Astartes. Few such worlds provide any meaningful 
  tithe unless their tech-base is higher than average for a 
  Death World. Calixis has several infamous Death worlds, 
  including Woe and Phyrr 
   
  
   
   
  Vern on Hives 
  Hives, or Hive Cities, are a common sight throughout the Calixis sector – and the Imperium of Man. Their populations 
  range from a few tens of millions and into the billions. There are hives, particularly in Segmentum Solar, that have 
  populations of tens of billions of people, perhaps even more than that as it is fiendishly difficultly to make an accurate 
  census. And that is for just one city – some planets have numerous hives of various sizes, with some extreme examples 
  in Segmentum Solar having trillions of people housed in vast hive sprawls that blanket entire continents – or in a few 
  cases an entire planet. Hive cities can also be found on less massively overpopulated planets; many civilized Imperial 
  Worlds have one or more relatively small hives scattered across their surfaces. 
  It can be difficult to understand why man would want to crowd together like that. Well, man doesn't really want as 
  much as he is governed by what he must do. Hives are just about the only practical way of harnessing a population of 
  such staggering sizes. Hives are, in short, the most economical way of keeping people alive and productive. The 
  amount of energy, food, water, transportation, sanitation, etc. needed per capita is vastly lower in a hive city than in 
  any other form of human settlement. 
  Hives are also very easily defended compared to vast low-density urban sprawls. Massive armoured shells or barrier 
  walls are the norm, with countless defensive weapons emplacements scattered across the perimeters. The hive itself, 
  with its labyrinthine structure and endless supply of manpower is also a great defensive asset; taking a hive by force 
  requires an expenditure of military assets that would baffle even the most hardened commander. The compact nature 
  of the hive also means its 'small' enough in terms of a space/energy ratio to be effectively shielded. Although big hives 
  can cover thousands of square kilometres, this is nothing compared to the surface area of an entire planet. Although 
  there are tales of entire planets shielded by forbidden machines from the Dark Age of Technology, such feats are 
  beyond the limits of current Imperial engineering. But hives can be shielded and frequently are; an unshielded hive is 
  nothing but a death trap waiting for the enemy to unleash high-yield strategic weapons. A properly shielded and 
  guarded hive is an enormous military obstacle. 
  Hives also protect against a hostile environment. Some hives are located on barely-habitable worlds, and only the life - 
  support system of the hive city keeps its occupants alive. Other hives are located on worlds thoroughly exploited by 
  man for millennia; these places may have been garden worlds once, but thousands of years of mining and industrial 
  activity have rendered them barren or inhospitable. 
  Which brings us over to an oft-overlooked aspect of hive cities; many are largely self-sufficient. Despite horror-stories 
  about starving hives isolated by Warp-storms, many hives can manage quite well on their own, at least for a time. Take 
  food production for example; although most hives import vast quantities of food from off-planet, this is often low-bulk 
  or luxury goods. The majority of food production takes place in the hives’ soaring hydroponic spires or in enormous 
  faux-flesh vats. Water is exacted using a variety of methods, and everything is thoroughly recycled. Many hives sit atop 
  mineral-rich areas, and mines may have been sunk deep into the planetary crust. The same goes for energy and waste; 
  energy is often geothermal or created by huge fusion plants, while waste that cannot be reclaimed are stored deep 
  below ground or even hurled into the planetary core. Of course, being self-sufficient doesn't make the hive's rulers 
  rich, so a hive will always be linked in terms of industry and commerce to other hives and distant worlds. But an 
  isolated hive won't simply die overnight either; it will start to suffer but slowly, and only lengthy sieges have any hope 
  of starving a hive into submission.  
  Hives also offer a way of keeping the population under control. So the hive keeps people in, just as much as it keeps 
  enemies out. And while it is indeed impossible to completely monitor or rigorously police the teeming masses, it is still 
  infinitely easier and much cheaper, than had the population been scattered across an entire planet. 
  Hives then, are the Imperium's way of keeping its teeming billions alive, productive, protected, and under control. No 
  more, no less. And as there are no other viable alternatives things are not likely to ever change. In the Calixis sector 
  only the hives of Malfi and the two major hives of Scintilla are big enough to be worthy of comparison to the hive 
  worlds of the Segmentum Solar. There are many other minor hive worlds in the sector according to the Formula Calixis 
  (and rather fewer in the Lorem Obscurus), but they are ultimately of secondary importance. Nevertheless, the total 
  sum of hives and hive worlds in Calixis plays an extremely important part in the socio-economic makeup of the sector. 
  
  Forge World: Forge Worlds are ruled almost absolutely by 
  the Adeptus Mechanicus; entire planets that have for all 
  intents and purposes been granted to the tech-priests of 
  Mars by the High Lords of Terra. Only the Inquisition dare 
  interfere with these worlds, and even they do not do so 
  lightly. Forge Worlds pay for their privileges with stupendous 
  tithes. The most famous Forge Worlds in Calixis are the 
  three Lathes; Hesh, Het, and Hadd. 
  Armoury World: Armoury Worlds are overseen by the 
  Departmento Munitorum. Their role is to stockpile and 
  distribute supplies to the Imperial war effort. According to the 
  Lorem Obscurus Calixis has one Armoury world, namely 
  Solomon in the Markayn Marches.   
  Fortress World: Fortress Worlds are given entirely over to 
  fortification; garrisoned by millions of Imperial Guard and/or 
  Imperial Navy fleets. The most famous fortress worlds are 
  the Segmentum headquarters. The only place that deserves 
  this classification in the Calixis sector is Port Wrath, home of 
  Battlefleet Calixis. 
  Shrine World: Shrine Worlds are planets where the 
  Ministorum has special privileges (like a religious Forge 
  World if you like). Many such worlds are either exempt from 
  tithes altogether or owe the Imperium a surprisingly small 
  tributes. The Calixis sector was founded by a living saint and 
  is suffused with religious fervour; it should come as no 
  surprise that there a quite a few such Shrine worlds in the 
  sector.   
  Cardinal World: Cardinal Worlds are Shrine worlds, only on 
  a greater scale. The entire planet is effectively given over to 
  the Ministorum. The local Cardinal is also the Planetary 
  Governor. The Lorem Obscurus names several minor hive 
  worlds as Cardinal worlds; Thical, Tephaine, Canopus, 
  Alatctra, and Clove. Truth be told none of these worlds fully 
  qualify; they may be the seats of power of the subsector 
  Cardinals, but they are not entirely given over to the worship 
  of the God-Emperor and thus not true Cardinal worlds. In 
  addition both Solomon and Scintilla itself receive it as a 
  secondary classification. 
  Cemetery World: Cemetery Worlds are also religious 
  themed; they are the resting placed of the honoured (and 
  usually wealthy) dead. The Calixis sector has several; 
  including Granithor, the final resting place for the nobility and 
  the old money. 
  Penal World: Penal Worlds are prisons. Some Penal worlds 
  are actual planet-sized prisons, but many others are quite a 
  bit smaller, occupying just part of a planet, an asteroid, and 
  space habitat or some such. 
  Frontier World: Frontier Worlds lie on the edges of 
  civilization, either literally or more figuratively speaking. It 
  could be newly discovered or just awkwardly located world. 
  Alternatively it is an Imperial colony that has been upgraded 
  to full member status and assigned a Governor (and a tithe). 
  Terra’s hold over many frontier worlds is rather weak, but 
  woe betides any such planet that fails to meet its obligations 
  to the Imperium. Since the entire sector is so vast and poorly 
  mapped there are quite literally frontier worlds around every 
  twist and turn. 
  Colony World: Colony Worlds have low populations and are 
  generally underdeveloped. They do not have a Governor, 
  but are instead ruled by a Colonial Regent appointed by the 
  Administratum. Colonies pay no tithe and are only rarely 
  listed alongside full Imperial worlds. The Pleasure World of 
  Quaddis in Calixis sector is oddly enough also listed as a 
  Colony World. 
  Outpost: Outposts includes bases, depots, research 
  stations, astropathic relays, hidden Inquisitorial facilities and 
  many others. Unlike a colony they are no supposed to grow; 
  instead they have a fixed or variable-size staff. Not normally 
  listed in planetary catalogues. Does not have a Governor nor 
  any tithe obligations. 
  Rogue World: Rogue Worlds are not part of the Imperium, 
  but are populated by untainted humans. Such worlds are 
  automatically on the list of worlds to be brought to 
  compliance. Many Rogue worlds are the equivalent of 
  Frontier worlds or Colonies, but there are exceptions; there 
  is said to be a Hive world in the Golgenna Reach that’s 
  Rogue (believe it if you can). 
  Lost World: Lost Worlds are worlds that were once 
  inhabited by humans, but who are now empty of human life. 
  Many were depopulated during the Age of Strife. The 
  Imperium has reclaimed quite a few, but there is thought to 
  be many more awaiting discovery. 
  War World: War worlds are consumed by war (or 
  alternatively they’ve been completely ruined by a previous 
  war). Such worlds are dominated by planet-wide warzones. 
  War worlds are the result of alien invasions, civil war, 
  Imperial reclamation crusades, etc. War worlds don’t have 
  Governors or tithes. With luck a War world can return to 
  polite society (and if so often end up reclassified as a 
  Frontier world), 
  Dead World: Dead Worlds are biologically dead (or at the 
  very least completely incapable of sustaining human life). 
  There are vast numbers of such planets out there; they 
  outnumber the inhabited ones by a huge factor. 
  Forbidden World: Forbidden Worlds are off-limits (by 
  Imperial authority, most often Navy or Inquisition) to those 
  who lack the proper clearances. Forbidden worlds include 
  those inhabited by xenos, known to house potentially 
  dangerous relics of humanity’s past, or planets who are 
  ravaged by strange and incurable diseases.  
  Xenos World: Xenos Worlds are a special subset of 
  Forbidden worlds. They are known to be inhabited by a 
  sentient xenos species, and therefore off-limits to Imperial 
  citizens. Given time the xenos are to be eradicated. 
  Daemon World: Daemon Worlds are a type of Forbidden 
  world. Not an official classification (not outside the Ordo 
  Malleus anyway).  
  Special World: Special Worlds somehow defy conventional 
  classification. Formula Calixis lists both Port Wrath and the  
  Misericord as a Special Worlds. 
  Unclassified World: Unclassified Worlds have for some 
  reason not received a formal classification yet. 
  
  Planetology 
  The galaxy has great variety when it comes to planetary 
  bodies – and the Calixis sector is no exception. The physical 
  makeup of any given world is defined by myriad factors. 
  Geology: The size and overall composition of the planet has 
  already been defined in the system data section. If, however, 
  the world has some special features or resources it will be 
  noted here. The typical Imperial world is a rocky terrestrial 
  planet with a significant portion of rare elements available for 
  mining purposes. The world is geologically active and has 
  plate tectonics. If the world is inert or lacks tectonics it will 
  often mean the world isn’t capable of naturally supporting 
  human life (for a variety of reasons). 
  Magnetosphere: The typical Imperial world has a powerful 
  magnetic field generated by its core. The field protects the 
  planet from the effects of incoming radiation. Geologically 
  inert worlds will normally not have magnetic fields. If a world 
  lacks a magnetic field the population must be protected in 
  underground habitats or shielded hive structures. 
  Temperature: The typical Imperial world has a moderate 
  base temperature. Planets that are too hot will be unable to 
  retain a functioning hydrosphere. Planets that are too cold 
  will be frozen and lifeless. Humans can still live on such 
  worlds, but will require additional support (i.e. will normally 
  be settled in sealed hives). 
  Hydrosphere: The typical Imperial world has an extensive 
  salt-water ocean, typically covering 50%-90% of the planet’s 
  surface. If a planet lacks a large hydrosphere it will cause 
  problems for the atmospheric composition and climate. All-
  ocean worlds are also a possibility; some Imperial worlds are 
  covered by oceans hundreds of kilometres deep. 
  Atmosphere: The typical Imperial world has a nitrogen-
  oxygen atmosphere with a surface pressure acceptable to 
  unprotected humans. Trace elements will also be within 
  human tolerance limits. Exceptions are common; for 
  example, many Imperial worlds are so heavily polluted that 
  augmentation is needed to breath outside the hives. Other 
  human worlds never had a breathable atmosphere to begin 
  with. 
  Climate: The typical Imperial world will have a climate that is 
  conductive to life in general and human life in particular. 
  Seasonal climate changes and atmospheric conditions will 
  not be as extreme or destructive as to threaten human life 
  and habitation. Exceptions are common; Man has a way of 
  finding ways to cope with local environmental challenges. 
  Biosphere: The typical Imperial world will have the 
  capability to support a native biosphere that is compatible 
  with human life. The world may once have had a truly alien 
  flora and fauna, but terraforming and the introduction of STC 
  life-patterns have change it wholly or partially to comply with 
  Terran standard. Exceptions are common; some human-held 
  world are completely dead, other worlds have terminally 
  hostile and lethal native biosphere that fight human 
  habitation every step of the way. 
  Population 
  A typical developed Calixian world has been settled for a 
  relatively short period of time, usually in the 1000-2000 year 
  range (the sector was only claimed for the Imperium 2,500 
  years ago). Shorter settlement times are possible if there are 
  massive infrastructure investments and heavy colonization, 
  but this is exceedingly rare. Longer settlement times are 
  definitely also possible – if a new colony isn’t properly 
  cultivated it can easily stagnate or even fall into decline. 
  There are numerous examples of such places in Calixis – 
  places that looked promising but where largely abandoned 
  as they failed to deliver on earlier promises. 
  There are a number of world in the Calixis sector that have 
  been continuously inhabited for many millennia, some of 
  them all the way back to the Dark Age of Technology. Very 
  few, however, have retained a working society and 
  technological capabilities – most have fallen into anarchy 
  and primitive barbarism. Indeed, the Calixis sector has an 
  overabundance of feral and feudal worlds, no doubt a result 
  of the long wait before the Imperium finally came.  A few 
  such planets have since been lifted out of barbarism, but 
  many more have not – changing thousands of years of 
  primitive traditions and beliefs takes time, if it is even 
  attempted at all. 
  Typical population figures range from a few hundred million 
  into the low billions, with some key hive worlds reaching into 
  the tens of billions, and outlying minor worlds have 
  significantly lower populations. The population will be spread 
  very unevenly across the planet. There is likely to be one or 
  more hive- cities even if the planet isn’t formally classified as 
  a Hive World. If there is only one hive this is typically the 
  planetary capital. If there are multiple hives the additional 
  cities will usually be regional hubs. The rest of the population 
  is spread between urban sprawls and rural districts (worlds 
  dedicated to resource harvesting generally have a higher 
  rural population percentage than more industrialized 
  planets).  
  
  Techno-tier 
  Even in the grim dark future, where reason has fled and 
  technology and sorcery may seem one and the same, there 
  is some underlying rhyme and reason to technological 
  development. The Imperium operates with the following 
  technological tiers; Feral, Feudal, Industrial, Fringe, Imperial, 
  Mechanicus, 
  Archaotech, 
  and 
  Technoarcana 
  (Miracle 
  Science is a meta-term for anything going beyond 
  Technoarcana). Note that mixing of tech levels is the norm 
  rather than the exception. You can have feudal worlds like 
  Acreage and Sepheris Secundus and still find Imperial tier 
  stuff. Usually these items are in the hands of the planetary 
  elite and the local Adeptus Terra representatives. 
  Feral (Tier 1): Feral technology ranges from stone-age stuff 
  to somewhat more advanced gear; they key defining 
  characteristic is that it is used by very primitive (often tribal) 
  societies with a limited ability to improve their own 
  technological capability (many feral worlds have remained 
  that way for millennia and show no sign of changing). 
  Available gear ranges from sharpened sticks and stones to 
  domesticated fighting beasts, basic metal-working, bows and 
  javelins, and simple fortifications.  
  Feudal 
  (Tier 
  2): 
  Feudal 
  worlds 
  are 
  usually 
  both 
  technologically and socially more advanced than feral 
  worlds. Many feudal worlds remain that way even as parts of 
  the Imperium – only the elite has access to the galaxy while 
  the masses remains safely ignorant and oppressed. Some 
  feudal world may have a slightly more advanced industrial 
  base, including things like steam power and gunpowder. 
  Industrial (Tier 3): Industrial worlds have a substantial 
  techno-industrial base, normally including fossil fuels, 
  factories, railways, and electricity. Access to high technology 
  is limited as the local industrial base is not capable of 
  producing such items (imported gear may be available). For 
  a world to go beyond this tech-level usually requires 
  assistance form one or more existing tech-guilds or the 
  Mechanicus itself: Progress is neither common nor sought 
  after in the 41st Millennium, so access to secret tech-lore 
  must be sought externally. 
  Fringe (Tier 4): Fringe worlds are as their name indicated 
  typically found on the fringes of the Imperium (many are 
  classified as Frontier Worlds), as well as Rogue worlds 
  existing outside the borders of the Dominion of Man. Fringe 
  worlds have access to a limited array of hi-tech, including 
  cogitators and the capacity to go into space. Items of higher 
  tech-levels will be accessible to those with money, provided 
  the world has ties to the larger galaxy. 
  Imperial (Tier 5): Typical of well-developed Imperial worlds, 
  as well as second-tier Forge worlds. This is the 'standard' 
  tech-level within the Imperium. It allows the construction of 
  advanced weapons and machines of war, medicine and 
  genetic manipulation, advanced computers, massive cities, 
  routine spaceflight, etc. With the addition of certain key Tier 
  6 technologies this allows the Imperium to exist as an 
  interstellar civilization. Even if a world is listed at the 
  ‘Imperial’ tech level it’s unlikely to be ubiquitous – there will 
  be a certain prevalence of items of the Fringe tier (or even 
  lower). Imperial Fringe tech is generally sturdy, reliable and 
  easy to use. Aesthetics are not important. Think military 
  hardware and extreme simplicity of use.  
  Mechanicus (Tier 6): Typical of the most advanced Imperial 
  Worlds and first-tier Forge Worlds. This tech-level was 
  readily available on all worlds and to all humans during the 
  Dark Age of Technology. Some xenos like the filthy Tau also 
  belong in this category. This tech-level is the first to allow 
  wonders like advanced hand-held energy weapons, force 
  fields, gravitic manipulation, and warp drives. The Adeptus 
  Mechanicus continues to favours ruggedness and ease-of-
  use. 
  Archaotech (Tier 7): Includes High Dark Age Artefacts, 
  what amounted to hi-tech in the Dark Age of Technology. 
  Certain Forge Worlds are capable of maintaining (or more 
  rarely constructing new) technology of this complexity. The 
  most prominent example is probably the teleporter. The 
  despicable Eldar belong to this category (although it should 
  be noted that their technology is psi-and-crystalline-based 
  and not at all similar to Imperial equipment).  
  Techno-wizardry (Tier 8): This tech-level includes stuff left 
  over from 'the Old Ones'. At the (corrupt) height of the Eldar 
  civilization they were beginning to touch upon this level. Also 
  included are some rare items from the Dark Age of 
  Technology. Given the super-advanced nature of (and often 
  extreme age) these relics it is usually impossible to tell what 
  they are intended to do, let alone get them to function. 
  Miracle Science (Tier 9): God-like power. Technology at 
  this level can do literally anything imaginable. Time travel. 
  Safe interstellar personal teleportation. A man-portable 
  infinite energy source that can power an entire city. Personal 
  weapons that can destroy armies at the pull of the trigger.   
  
  Government 
  The Imperial Commander (aka. Planetary Governor) is the 
  highest-ranking Imperial representative on any given world. 
  ‘World’ in this contexts usually includes the entire solar 
  system in which the world is situated, but there are 
  exceptions. The governor is effectively a feudal ruler: Upon 
  him the High Lords of Terra has bestowed dominion over his 
  world in return for his fealty, which includes a not 
  inconsiderable tithe tax. Planetary Governors are formally 
  appointed by the high Lords of Terra, but this is largely pro 
  forma. In Calixis the usual practice is for the Sector 
  Governor to appoint his Planetary Governor; his choices are 
  almost universally affirmed by Terra (usually years after the 
  fact). Governors are usually appointed for life, but exceptions 
  are possible. Many governorships are effectively hereditary, 
  if not formally then at least in practice. Even if the 
  governorship doesn’t pass through blood ties it is commonly 
  tied to the position as planetary leader; the Oligarchs of 
  Tranch select one among their member to be their leader for 
  example, and this person becomes Governor. 
  The 
  Governor 
  is 
  nominally 
  part 
  of 
  the 
  Adeptus 
  Administratum and has authority over those adepts that are 
  assigned to his fief. This authority has its limits; the local 
  Administratum departments, divisions, and offices are also 
  interlinked with their superiors elsewhere in the sector and 
  oftentimes 
  pursue 
  orders 
  and 
  agendas 
  that 
  aren’t 
  necessarily in accordance with the Governor’s wishes. The 
  Governor has no formal authority over the other Adepta, 
  even if they are stationed on his world. In practice many 
  Governors will have established working relationships with 
  whatever parts of the Adeptus Terra are present (though 
  there are plenty of examples of friction or outright conflict 
  between Governors and the Adepta). Meanwhile the Adepta 
  watches the governor – and each other (and the Inquisition 
  keeps an eye on all of them). 
  Modes of government 
  Many Governors rule as dictators, but it’s not universal. 
  Some worlds have a more feudal arrangement (even if they 
  are not ‘feudal’ in a techno-social sense), or are ruled by 
  oligarchies or other elitist forms of governments. True 
  representative democracies are very rare, but there are a 
  number of semi-democratic worlds in the Imperium (where 
  only a small elite has a vote in political matters). The High 
  Lords of Terra do not care how a world is rules as long as it 
  meets its obligations, but in practice it seems difficult to rule 
  as anything but a tyrant due to the exacting demands put 
  upon each world by the Imperium. 
  Primitive worlds require a special mention; in some cases, 
  usually where a world has a certain level of social 
  sophistication, there will be a ‘High King’ or equivalent that’s 
  appointed as Governor of a Feudal World. For more primitive 
  societies it’s not uncommon for the Governor to be a remote 
  figure that resides in a mountain fortress or orbital, far 
  removed from the worries of his subjects. 
  Planetary rivalries 
  The Governor may be the most powerful ruler on a planet – 
  his position may even effectively be hereditary – but he’s not 
  the only power figure. There are always other factions vying 
  for power and even a Governor isn’t immune to 
  assassination, insurgency, or outright civil war. As long as it 
  doesn’t rock the boat too much the Imperium will not 
  intervene – only if the sacrosanct Adepts of Terra are 
  harmed or the tithe is threatened does the Imperium become 
  concerned. So the successful Governor must devote some 
  of his resources to keeping his enemies and rivals in check – 
  another burden upon his income. 
  Some worlds take this rivalry to the next level. In such places 
  the Governor may be nothing more than a figurehead. The 
  minor hive world of Guytoga in the Hazeroth subsector is 
  one such example; here the rulers of each hive are 
  effectively sovereign rules of their own fiefs, with the 
  Governor nothing more than a first among equals (if even 
  that). They cooperate only in so far as the tithe must be met, 
  lest the Imperium take action. On the outlying minor hive 
  world of Baraspine the centre of power has shifted several 
  times since the planet’s inclusion into the Imperium. 
  Although the situation has been stable for centuries the other 
  hive-states continues to plot against the capital hive, hoping 
  one day to wrest power away and become Governors in the 
  own right. Even on a world like Scintilla, capital of the sector 
  and personal fief of the Lord Sector there is lots of political 
  rivalries. Although none can hope to supplant Governor Hax 
  they can stick bicker and manoeuvre in the hope of 
  furthering the cause of their own houses or securing this or 
  that appointment for themselves.   
  Planetary bureaucracy 
  The Adeptus Terra usually has a limited presence on most 
  worlds (this is a rule with frequent exceptions, however). 
  They are there primarily to ensure the loyalty and overall 
  integration of the planet in question, not to take care of 
  matters on a local level. Governors therefore cannot go 
  without civil servants of their own. They have need of 
  everything that’s required for an orderly society to function, 
  everything from an effective police force, a judicial system, 
  and a planetary military, to more optional stuff like an 
  education system and health care.  Last but not least they 
  are absolutely dependent upon a planetary bureaucracy that 
  can oversee and monitor the production that goes towards 
  meeting the Imperial tithe. 
  As a rule of thumb: For every billion population there is likely 
  to be approximately 50 million people somehow employed 
  by government, ranking from high officials and officers, via 
  soldiers and spies, to the lowliest clerks and government-
  employed labourers. The worlds of the Imperium are not just 
  dictatorships; they are quite frequently government-heavy 
  dictatorships. Note that this planetary bureaucracy need not 
  (and usually isn’t) directly controlled by the Governor. Many 
  worlds are factitious and as a result their bureaucracies are 
  equally disparate.   
  
  Adeptus Terra 
  Every major part of the Priesthood of Terra will almost 
  invariably have a presence, however small on a typical 
  Imperial world. The Arbites are present to make sure the 
  world does not fall victim to sedition or tithe evasion, the 
  Astra Telepathica provides psyker services and readies 
  psychic cargo for transport on the Black Ships, the 
  Administratum is there to keep an eye on everything, collect 
  the tithe, and compile records and reports. The Mechanicus 
  provides important technical support, monitors the world for 
  deviant technologies and keeps an eye on local tech-guilds. 
  The Ministorum keeps an eye on local religious practices, 
  tries to shape them into forms more in line with the Imperial 
  Truth, and generally encourages the worship of the God-
  Emperor. The Army and Navy are not present in numbers 
  unless the world is a fleet base or fortress world – but they 
  may have some liaisons, recruitment officers, etc. in place. 
  Inquisition 
  The Inquisition has a presence on every Imperial World. 
  How big a presence varies tremendously, ranging from the 
  massive Inquisitorial fortress called the Tricorn Palace on 
  Scintilla, via major planetary offices on important worlds like 
  Malfi and Fenksworld, to minor stations (often secret) 
  scattered about the sector’s worlds. Even if a planet doesn’t 
  have a direct formal presence the Inquisition will be 
  watching; either shifting through data collected by other 
  Adepta or by deploying their own roving trams of 
  investigators and spies. That doesn’t mean the Inquisition 
  sees everything, all the time – far from it. The sector is too 
  vast in terms of physical size, number of worlds, and billions 
  of inhabitants for the Inquisition to monitor everything. There 
  is work enough for many lifetimes for every member of the 
  Inquisition.  
  Society 
  No two Calixian worlds are the same. They all have their 
  unique identity. Yes, there is Imperial influence, but there are 
  also strong local traditions. Not just on the planetary level, 
  but on regional and sub-regional levels as well. To a casual 
  visitor a world may appear fairly homogenous, but in reality 
  this is rarely the case – most worlds are likely to have a 
  variety of sub-cultures, some of which may be very different 
  from one another. A visitor to Acreage that never leaves 
  Emperor’s Landing will get a very different impression 
  compared to a person who visits the High Realm of 
  Ascandia for example. The former is essentially an Adeptus 
  Terra enclave, while the latter is the most important feudal 
  kingdom on the planet – and the seat of its governorship. 
  Some things are fairly universal though; the division of the 
  populace into three board castes, the use of local and 
  Imperial languages, religious practices, and so on. Generally 
  speaking the more a world deviates from the norm in other 
  areas, the greater the social differences are also likely to be. 
  The feral world of Dusk, for example, is very different from 
  the average civilized Imperial world (it’s very remote, very 
  hostile, and has only the most tenuous ties to the Imperium)  
  in most regards, including its social structure. 
  The masses 
  The vast majority of Imperial subjects belong to the lower 
  class. As a rule of thumb their lives are short and filled with 
  hardship. They have little influence over their own lives and 
  are generally oppressed and closely controlled. On many 
  worlds the masses hate the Governor and his servants (or 
  alternatively the local ruler). On some world this loathing 
  extends to the Priesthood of Earth, but on other worlds the 
  Adeptus Terra is so remote as to be a thing of myth. If the 
  locals are pious they worship the God-Emperor quite 
  diligently, even if they dislike his money-grubbing servants.  
  A lot of the Governor’s energy goes into controlling the 
  masses – keeping them sufficiently fed and entertained, 
  downtrodden and brutalized. A rebellion involving one area 
  or one group of dissidents can be handled – and entire world 
  revolting is another matter. Upward social mobility is usually 
  very limited, but not completely unheard of; the Calixis sector 
  isn’t completely stratified yet, and enterprising men and 
  women can make their own fates to an extent. 
  The nobility 
  The Imperium is ruled by a small, privileged elite. Not all 
  worlds have a feudal structure and true nobility, but almost 
  every world has a hereditary upper class. They are keen to 
  protect their own interests, their wealth, and their power from 
  generation to generation (that’s how they have become the 
  hereditary upper class). This is usually best accomplished by 
  siding with the Governor in keeping the planet productive 
  and the masses under control, but sometimes they plot to 
  become governors themselves (and they always plot against 
  each other in petty games of prestige). Even if they aren’t 
  nobles in name they are nobles in fact. While it is possible to 
  strike rich and become powerful, entry into the noble caste 
  isn’t that easily accomplished. To become a true noble you’d 
  have to ensure that your money, power, and your bloodline 
  outlasts you.  
  The middle class 
  There is a middle class on the typical imperial world. It’s 
  fairly small and usually doesn’t have a lot of power. 
  Generally a member of the middle class lives in great fear – 
  fear of falling down the social ladder into the great abyss of 
  the masses. They also dream of riches and try as best they 
  can to ape after the nobility. The middle class is usually the 
  most traditional of the bunch and support the Governor – 
  anything the rocks the boat is a bad thing. 
  Adepts 
  Members of the Adeptus Terra aren’t really part of any class, 
  but in practice they will mingle with the local to a certain 
  decree. This is perhaps particularly true for the upper 
  echelons, who must frequently rub shoulders with the 
  nobility. The middle and lower echelons are largely 
  equivalent to the middle class – they have far too many 
  privileges to be compared to the masses.  
   
  
  Law enforcement and justice 
  The Adeptus Arbites does not equal the sum of law 
  enforcement in the Imperium.  The Arbites are only there to 
  ensure the world does not fall into sedition or fail to meet the 
  tithe: They are a bit like a mix of federal police, riot police, 
  and intelligence agency. How deeply they are involved in 
  planetary affairs varies according to traditions and the local 
  situation and overall population. On a world like Malfi there 
  are literally countless Arbitrators, who are actively patrolling 
  the hives in an effort to keep the unemployed and 
  dissatisfied masses under control. More typically the Arbites 
  only patrol intermittently, come out to supress major revolts, 
  and/or investigate special cases. 
  The Governor is responsible for his own law enforcement 
  and judicial system – often collectively known as the 
  Magistratum as opposed to the Imperial Arbites. Typically 
  this includes a (quasi)professional police corps, a secret 
  (terror) police, and an at least semi-functional judicial 
  system. The average citizen can expect to see police fighting 
  crime, with cases going to court and criminals punished. 
  Corruption and injustice is common, but there is at least 
  some reason and rhyme to the system. 
  Language and education 
  The 
  Adeptus 
  Terra 
  uses 
  High 
  Gothic 
  for 
  internal 
  communication. High-ranking planetary officials are also 
  likely to use High Gothic both when interacting with Adepts 
  and otherwise – the use of the master tongue gives an extra 
  veneer of credibility. Local citizens do not speak High Gothic. 
  Instead they speak Low Gothic. Low Gothic is an 
  amalgamation of High Gothic and whatever local languages 
  existed before the coming of the Imperium (if the world was 
  colonized from another Imperial world it will simply inherit its 
  dialects).  
  Some worlds can have multiple variants of Low Gothic, but 
  with a little effort they can usually understand one another. 
  That’s not necessarily the case with people from another 
  world: 
  The 
  Low 
  Gothic 
  of 
  Baraspine 
  is 
  nearly 
  incomprehensible to a citizen of Tranch for example, 
  whereas the Scintillan Low Gothic can be understood on 
  many worlds in Calixis because Scintilla is the capital and 
  has influenced other planets over the last two thousand 
  years. People who travel should ideally learn High Gothic 
  and the local Low Gothic (or more commonly hire a 
  translator). Remote regions and primitive worlds often cling 
  to their non-Imperial tongues; these are separate languages 
  entirely and fluency in High or Low Gothic is of no use in 
  understanding them. 
  Since knowledge is widely regarded as useless at best and 
  dangerous at worst it should come as no surprise that 
  education isn’t very highly valued. People generally know 
  what their parents have taught them. If they have a craft or 
  profession it will have been taught to them as part of an 
  apprenticeship or as on-the-job training. Illiteracy is quite 
  common among the masses, even on civilized planets. What 
  use do you have for reading (much less writing) if you’re 
  never going to read a book or operate a computer? 
  Religion and superstition 
  Every Imperial world must by default subscribe to the 
  Imperial Creed. But the Imperial Creed takes many forms, 
  some of them utterly contradictory. Religious practices can 
  vary greatly even on the same Imperial world. Those worlds 
  that have been brought to compliance instead of being 
  colonized are particularly likely to have divergent religious 
  beliefs. As long as they preach in favour of the Imperium and 
  accept the God-Emperor as the head of their religion they 
  are tolerated.  
  It is the job of the Adeptus Ministorum to ensure that the 
  Imperial Creed is universally accepted and that heretical 
  deviancies do not develop. Consequently the Ministorum has 
  agents on virtually every human-inhabited world in the 
  galaxy. Even if there is no large organized temple structure 
  there will be wandering preachers from the Missionaria 
  Galaxia present. If the Ministorum feels that a region or even 
  an entire planet is complying properly with the Creed they 
  may take steps to rectify, sometimes going as far as to take 
  military action – or even calling in the Ordo Hereticus if they 
  feel the problem is better solved that way. 
  In between the ‘pure’ interpretation of the Imperial Creed 
  (somewhat hard to pin down as it varies with time and 
  location – ‘pure’ in Calixis in M41 need not be the same as 
  ‘pure’ in Segmentum Pacificus in M37) and damning heresy 
  there is a lot of grey areas that are tolerated by the 
  Ministorum. Some of the religious beliefs held by Imperial 
  citizens are variations of the Creed, but many beliefs fall into 
  another category: Superstition. Ancestral worship, belief in 
  local spirits and gods, the practice of some forms of ‘magic’, 
  and so forth.  Officially the Ministorum doesn’t approve of 
  such beliefs, but in practice it is prevalent in one form or 
  another on just about every Calixian world.   
  
  Economy 
  All imperial worlds produce something and a typical Imperial 
  World will have a decent industrial base and a decent 
  population. 
  The 
  economy 
  is 
  geared 
  towards 
  local 
  consumption (the lower classes get but little, but the upper 
  classes are typically very rich indeed), some exports to 
  generate trade revenues (necessary to maintain needed 
  imports and to pay the monetary part of the tithe), seeing to 
  planetary defence needs, maintaining a largish public sector, 
  and paying the tithe (the bulk of the tithe is paid in local 
  produce and natural resources).  
  Commerce 
  Typical Imperial worlds are largely self-sufficient, but not 
  completely. 
  Interstellar 
  transportation 
  is 
  cheap 
  and 
  commonplace so there is a profit to be had in specialization 
  and trade. It is also a design feature – the Imperium does 
  want their worlds to be too self-sufficient as this could 
  provide an incentive for rebellion. So a typical Imperial world 
  will be tied to the greater Imperium through ties of trade – it 
  will import and export both bulk goods and lesser volumes of 
  luxury items. 
  Transportation is handled mostly by Chartered captains, 
  some charters are hereditary, most are not (the former are 
  often employed by corporation, the later may operate 
  individually or in guilds, or in support of the Imperial Navy). 
  Free charters work the same as normal charters, only with 
  fewer limitations. Fleet charters are tied strictly to work for 
  the Navy. Rogue Trade charters are the most coveted – they 
  give their holders the right to go outside the Imperium, to 
  explore, to trade and to exploit. If there are multiple 
  settlements with a system there will also be in-system 
  charters, but these are handled by the local Governor and 
  not the Adeptus Terra. 
  The ships involved in trade range in size from the biggest 
  macrohaulers who can haul million upon millions of tons of 
  cargo to light transports that can speed a few thousand 
  valuable tonnes or a handful of passengers across the great 
  voids of interstellar space. The biggest macro-haulers dwarf 
  even the mightiest battleship, while the smallest ones fall in 
  the lower end of the raider spectrum. The more common 
  vessels are the destroyer-to-frigate-sized sprint freighters, 
  the cruiser-sized medium freighters and the battleship-sized 
  bulk transports. The typical Imperial world will have a 
  number of vessels calling inn over the course of a year – it 
  would be very rare for no traders to be in-system at any 
  given time. 
  While some of the smallest interstellar freighters can land on 
  planets such ships are the exception rather than the norm. 
  Some large escorts are able to land, but rarely do – landing 
  is very stressful for a big hull and ships are very vulnerable 
  when landed. So ships, even those that could have landed, 
  usually dock with orbital facilities and then rely on local 
  transportation guilds to move cargo up/down. To/from orbital 
  transportation can take many forms, but the most common 
  method involves orbital barges. These craft combine anti-
  gravity systems with some form of multi-purpose propulsion 
  for cheap and efficient transportation. 
  Tithe 
  Imperial worlds are rated by their Gross Planetary Product 
  (GPP). GPP and several other more esoteric factors 
  determine a world’s Tithe Grade. GPP times Tithe Grade 
  gives the annual tithe to the Imperium.  That’s the basics. It 
  gets a little more complicated than that because worlds do 
  not necessarily pay their tithes with money – they pay some 
  or all of it in manpower, resources, industrial produce, food, 
  water, starships, Ghostfire Pollen, etc. 
  Unless the tithe is set very low (which usually means a world 
  has big economic problems or has little of importance to 
  offer) it is a very real burden to the planetary economy. Not 
  an insurmountable burden, but definitely a burden. Other 
  worlds may have really high tithe grades, so high that they 
  are effectively bled dry. The typical Imperial World, however, 
  can manage its tithe with a little effort. Failing to meet the 
  tithe is the dread of every Governor – failure equates 
  Imperial attention and Imperial attention often means 
  additional trouble. 
  A typical tithe will include manpower (for the Guard/Navy), 
  monetary transfer, grants of natural resources and industrial 
  produce, plus the transfer of any and all psykers to the Black 
  Ships.  
   
   
  
  Military 
  The Imperium is at a constant state of war. That doesn’t 
  mean that every world of the Calixis sector is ravaged by war 
  all the time, but it does mean that every Calixian world must 
  be both ready if war comes and ready to support war. The 
  former is the province of the Planetary Defence Force (FDF) 
  and the second is handled by planetary tithes (including 
  manpower tithes for the Imperial Guard and the Imperial 
  Navy).  
  Imperial forces 
  Tithes to the Imperium will indirectly work towards the 
  protection of a typical world, although it might not be readily 
  apparent to its Governor or its people. The burden of the 
  tithe might even seem to weaken the system needlessly. 
  This is of course only an illusion – without the tithe the 
  Imperium cannot protect its member worlds and all would 
  eventually come to ruin. Only if war actually comes knocking 
  will a typical world see the Imperial Guard upon its soil and 
  the Imperial Navy in the skies above. Some key worlds will 
  have Guard armies as garrisons or a permanent Navy 
  presence, but these are best classified as Fortress worlds, 
  not typical worlds. 
  Planetary defence forces 
  Barring the aid of the Imperium it’s still the sacred duty of the 
  Imperial Governor to keep his fief safe, including safe from 
  external (raids and invasions) and internal military threats 
  (civil wars and insurrections). To this end the Governor must 
  maintain a large enough military to credibly deter any threat. 
  Placed on top of the tithe and the Governor’s other 
  obligations this usually places a great strain upon the world’s 
  economy. 
  Unless a Governor for some reason has his fief restricted to 
  a specific planet he’ll be responsible for the security of the 
  entire system and its immediate surroundings. That means 
  maintaining a fleet of system ships (ships without warp 
  drives), monitoring stations, surveillance platforms, orbital 
  and planetary defence batteries.  
  The outer system will be only lightly protected: A few 
  surveillance platforms, maybe some minor monitoring 
  stations above any outer system planets. If there are 
  commercial interests in the deep beyond there may be 
  patrols, fighter garrisons and orbital defences attached. 
  Inside the warp threshold military presence increases: There 
  is more surveillance and patrols will be more common.  
  Space is large, however, so it’s around key worlds that the 
  real defences can be found. Typical Imperial worlds will have 
  at least one battle station in orbit, backed up a number of 
  weapon platforms. If the Governor can afford he’ll expand 
  his orbital network to include more forts and more platforms. 
  These systems carry a mix of lances, batteries, torpedoes 
  and fighter/bomber squadrons. Since they don’t need warp 
  drives or real space drives they can dedicate space to 
  offense/defence. Their only weakness is a lack of mobility. 
  Additional weapon systems will also be deployed on the 
  planetary surface. Surface to space missiles (equivalent of 
  torpedoes) and heavy defence lances are the most common 
  types. More fighter and/or bomber squadrons can be based 
  on the surface. There are also anti-air defences of a variety 
  of types. Key areas (major cities/hives and industrial areas) 
  are likely to be protected by heavy void shields. Planetary 
  weapons are easier to hide and protect and cheaper to 
  maintain that space-based weapons. Their range is limited 
  however.  
  If there are natural satellites around a planet they can be 
  fortified and serve as bases for small craft. If the satellite is 
  close enough it’s even possible for long-range weapon 
  systems to be employed against ships attacking the mother 
  world. Even if no natural satellites exist the Imperium has the 
  ability to move large asteroids or other objects so ‘natural’ 
  satellites can be created if need be (and the resources 
  exist).  
  Backing up these relatively static defences are the systems 
  fleet. It is probably not very large in the case of a typical 
  world. A handful of light raiders and a few larger escorts. All 
  probably relatively old, poorly maintained and manned by 
  second-rate crew. They should not be underestimated, 
  however, for backed up by orbital/planetary defences they 
  can be a formidable obstacle. Wealthy systems can have 
  many more ships – massive fleets of cruisers, battleships 
  even. 
  Some 
  systems 
  have 
  managed 
  to 
  purchase 
  decommissioned Navy vessels – even without their warp 
  drives they can be formidable system defence ships. 
  In sum the average Calixian world is expected to be able to 
  stand up to anything short of a major invasion. The 
  occasional raid might cause trouble and pirates could prey 
  upon intrasystem and interstellar shipping, but as long as 
  defences are maintained the world will be safe.     
  
  Standing armies are deployed as to protect key assets – 
  main cities, spaceports, production areas, and so on – both 
  from outside attack and insurrection. They are equipped in 
  the fashion of their homeworld. Typically this will be 
  autoguns and flak armour. These PDF armies will a have 
  whatever support weapons, vehicles, ships and aerospace 
  craft the forges of their world can supply them with. As a rule 
  of thumb there will be a million men under arms per billion of 
  population. Quality varies. Most worlds will have at least 
  some elite formations. Depending on the political situation 
  the entire PDF may be under the command of the Governor, 
  but more typically there are several factions controlling part 
  of the world – and part of the military. 
  There will almost always be some form of armed insurrection 
  on most Imperial worlds, but full-scale rebellions are rare. 
  The Imperium is a violent and oppressive regime where 
  many feel they have nothing to lose – keeping a lid on this 
  seething anthill of human emotion is simply not possible. 
  Rebellions are rare because Governors can usually 
  suppress local insurrections. 
  Invasions are also rare, but not unheard of. Raids are 
  somewhat more common, but there are not many potential 
  attackers out there who are willing to risk a planetary assault 
  just for the sake of a raid (Chaos reavers and Eldar corsairs 
  are among those who does). Successful invasions almost 
  invariably require the use of weapons of mass destruction 
  and massive invading forces; you simply can’t take an entire 
  world with a billion-strong population without massive 
  collateral. Orks are good at this type of operation – they 
  have the numbers, the weapons, and a complete disregard 
  for real estate. 
  Connections 
  Imperial worlds do not exist in splendid isolation – they are 
  part of the greater Imperium of Man through links to 
  subsector, sector, and Segmentum. A typical Imperial world 
  will be connected to from one to three other Imperial worlds 
  by major warp routes. It will likely have a number of minor 
  routes as well, leading to far-away places or to minor worlds 
  in the physical vicinity. 
  Some Imperial worlds are also connected to one another in 
  less literal ways: As part of transplanetary alliances or 
  leagues. The Lathe Worlds, for example, are a collection of 
  forge worlds and minor Mechanicus outposts that come 
  under the purview of the Lathes Mechanicus. The Cestelle 
  Alliance is a collection of Agri-worlds across Calixis that 
  have made common cause.  
  World template 
  All worlds are described using a common template. For 
  systems with multiple inhabited worlds the template is a little 
  different; starting with a system overview and then going on 
  to detail each planet. 
  The template comes in three levels of detail; brief, full, and 
  extended. The brief description includes the bare bones. The 
  full description has sufficient detail to cover the most 
  important aspects of the world. Extended descriptions can 
  go into quite a bit of detail regarding one or more aspects of 
  a world. 
  World name  
  General description. 
  System data: Number and type of stars and planetary 
  bodies.  
  Classification: Planetary classification. 
  Planetology: Description of the planet’s geology and so 
  forth. 
  Population: Official population figure. 
  Tech-tier: The overall technology tier of the world (including 
  important permutations). 
  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.   
   
   
   
   
   
   
  
   
   
   
   
   
  Golgenna 
  Reach 
  Overview 
  •  
  Warp routes 
  •  
  Points of interest 
  •  
  Dramatis personae 
  •  
  Worlds 
   
   
   
   
   
  
  Chapter III: 
  Golgenna Reach 
  The Golgenna Reach subsector is the beating heart of the 
  Calixis sector, both in terms of political power and economic 
  muscle. It is home to many of the sector’s most important 
  systems, including the sector capital of Scintilla. Golgenna is 
  also the premier transportation nexus, not just for the sector 
  but for the territories beyond. It is no large exaggeration to 
  say that all warp routes eventually lead to Scintilla. 
  Overview 
  The Golgenna Reach is traditionally divided into three 
  separate sub-regions. The division is not one of stellar 
  cartography, but of political and economic realities. The 
  sector core constitutes Scintilla and the worlds tied most 
  closely to the capital system – one might say that without the 
  capital there would be no reason for these worlds to exist. 
  The systems of the spinward parts of Adrantis might as well 
  be included in this line-up of worlds, so close to the capital 
  system have they become after the marginalization of 
  Tranch. The fringe is composed of those worlds that have 
  either chosen or been forced to exist beyond the inner 
  sphere of Scintillan influence. The most prominent of which 
  is the Merov system, home to the Merovech Combine. 
  Finally there is the Lathes – the demesne of the Mechanicus 
  is both astrographically remote and politically separate from 
  the rest of the subsector. 
  Warp routes 
  Scintilla is the main warp hub in the entire sector. Primary 
  routes stretch out to Malfi, Sepheris Secundus, and 
  Iocanthos. From Iochantos multiple warp routes lead deeper 
  to coreward, toward the distant Ixaniad sector. From 
  Sepheris Secundus many secondary and tertiary routes lead 
  to spinward – and eventually all the way to Scarus sector. 
  There is also a primary route leading from Iochantos to 
  Sepheris Secundus, creating a sort of triangle path between 
  Scintilla, Iochantos and Sepheris Secundus – a path 
  followed by the legendary voidship called the Misericord. 
  Scintilla also has numerous lesser warp routes leading 
  elsewhere in the Golgenna Reach or into the nearer reaches 
  of the Adrantis subsector. 
   
  Points of interest 
   
  Dramatis personae 
   
  
  Worlds 
  Here follows a lineup of the major worlds of the Golgenna 
  reach, plus a useful selection of rogue worlds, colonies, 
  outlying settlements, and outposts (of which there are more 
  than the ones shown on the map). In addition there might 
  still be lost worlds out there, waiting to be rediscovered. 
  Given the proximity to the capital any such worlds are in all 
  likelihood feral or feudal worlds. 
  41 Pry (Pry) 
  Pry is a gas giant lost in the stygian darkness between the 
  stars. It has a dingy Imperial station in orbit, designated 41 
  Pry. The station is a famous supply point and a seat of illegal 
  activity. Ghostfire pollen is available here, at a price, if you 
  know who to talk to. If you don’t, such questions will get you 
  killed rather swiftly. There are many places like 41 Pry – 
  minor planetary and void stations abandoned by the Adepta 
  and taken over by fringe elements – across the subsector 
  (and the rest of Calixis for that matter). The only thing that 
  sets the Pry system apart are the large number of minor 
  warp routes leading out of and into the system, adding to the  
  System data: Class II gaseous. Pry is a ‘rogue’ planet, 
  existing outside of any star system. 41 Pry is a former 
  Imperial space station in high orbit over Pry. 
  Classification: Void World (Gas Giant). 
  Planetology: The space station is entirely artificial and has 
  the usual range of amenities. Light, heat, air, artificial gravity, 
  etc. The gas giant is three times the mass of Jupiter and is 
  made up primarily of hydrogen.  
  Population: None (officially). Usually between 3-5,000.  
  Tech-tier: Fringe. Imperial (sometimes Mechanicus) tech 
  can be had for a price. Other stuff is available for purchase 
  on the black market. 
  Government: Station is officially mothballed. Unofficially it’s 
  every man for himself. In practice the regulars frown upon 
  those who make too big a mess; people come here to do 
  business and if you upset the peace or renege on your deal 
  you’ll quickly find yourself with a one-way ticket into the 
  crushing atmosphere of Pry with only a vac suit for company. 
  Adeptus Terra: None officially. In all likelihood one or more 
  branches of the Adeptus Terra maintains spies and 
  informants on the station. 
  Society: Description of what makes the planet unique in 
  terms of history, culture, etc. 
  Economy: The entirety of 41 Pry’s economy is of the Cold 
  Trade kind – existing outside the law and outside any system 
  of taxes, tariffs, or tithes. There is a thriving black market. If 
  you’re willing to wait almost anything can be had here. 
  Tithe: Aptus Non. 
  Military: There is no military activity at Pry. The Imperial 
  Navy knows of its location and its connections to the Cold 
  Trade, but rarely bothers to patrol it. 
  Connections: Numerous minor routes lead to systems in 
  Golgenna, Markayn, and Josian. 
  Bront 
  General description. 
  System data: Number and type of stars and planetary 
  bodies. For the primary world it will include orbital data 
  (orbital distance and length of year/day), plus details on 
  moons. 
  Classification: Planetary classification. 
  Planetology: Description of the planet’s geology and so 
  forth. 
  Population: Official population figure. 
  Tech-tier: The overall technology tier of the world (including 
  important permutations). 
  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. 
   
   
   
  
  Corax Secundus 
  General description. 
  System data: Number and type of stars and planetary 
  bodies. For the primary world it will include orbital data 
  (orbital distance and length of year/day), plus details on 
  moons. 
  Classification: Rogue World. 
  Planetology: Description of the planet’s geology and so 
  forth. 
  Population: Official population figure. 
  Tech-tier: The overall technology tier of the world (including 
  important permutations). 
  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. 
  
  Cyrus Vulpa 
  The Cyrus system lies far to rimward from Scintilla. It has 
  one planet of note; Cyrus Vulpa. This savannah-covered 
  Agri World sports endless herds of grox and other 
  domesticated animals. Great trade vessels carry the 
  slaughter to Scintilla where it will be devoured by the 
  moderately rich (those wealthy enough to enjoy true meat, 
  but too poor to afford more luxurious fare). 
  System data: Cyrus, yellow Solarian G7V (Mass: 0,813 Sol, 
  Radius: 0,848 Sol, Luminosity: 0,485 Sol); Inner system 
  contains three rocky dwarf planets; Life zone has Cyrus 
  Vulpa (two minor moons and three moonlets) in the 4th orbit, 
  0.65 AU from the primary (length of year 210 days, local day 
  23 hours Terran standard); Outer system has an additional 
  rocky dwarf, an asteroid belt, an icy dwarf, an icy terrestrial, 
  a gaseous sub-giant, and finally a metallic planetoid of some 
  size that’s likely a captured object. 
  Classification: Agri world. Cyrus Vulpa is almost entirely 
  dedicated to the extraction of natural resources, in this case 
  biomass. 
  Planetology: Rocky terrestrial, standard gravity (1.08G); 
  Geologically active with moderate plate tectonics, three 
  major continents; Standard magnetic field; Moderate base 
  temperature; 
  Extensive 
  hydrosphere 
  (65%); 
  Standard 
  nitrogen-oxygen 
  atmosphere 
  (completely 
  breathable); 
  Varied, but stable climate with moderate seasonal changes; 
  Extensive biosphere, heavily modified with STC patterns 
  (predominantly meat-stock herbivores and resilient area-
  producing greenery). 
  Population: 250 million.  
  Tech-tier: Fringe (Industrial). Almost all of the planet’s 
  technology is imported from Scintilla as the local industrial 
  base is both small and comparatively primitive. 
  Government: Imperial Commandery. The Governor is 
  elected by a collegium of the hundred or so most powerful 
  ranch-owners on the planet, the so-called Primariae. In 
  practice the choice is dictated by the Scintilla-based Guilds 
  Commercia that oversees the imports and exports of Cyrus 
  Vulpa. The current governor is Paulos Patros, a man so 
  corrupt that nothing gets done around the capital unless he 
  profits from it. 
  The capital of Cyrus Vulpa is Cassandane, a desperately 
  overcrowded minor hive city that houses about 15 million of 
  the planet’s inhabitants. Apart from the Governor’s 
  bureaucrats and supporters, various Terrran adepts and 
  other useful personas, the capital is filled beyond capacity 
  with failed herders and their families who have drifted there 
  in the vain hope of finding something else to do. 
  The capital also controls the only major spaceport on the 
  planet, making it the destination for continent-spanning Grox 
  drives when the slaughtering season draws near. It is a 
  woefully inefficient system, but it does provide the Governor 
  with the control he needs to keep the independent-minded 
  ranchers and their workers in line. Building addition 
  spaceports would be a good investment, but between the 
  Imperial Tithe, the greed of the Guilds and a corrupt 
  Governor there is no hope of that happening. 
  Adeptus Terra: Low. The Adeptus Administratum has the 
  usual number of representatives in place, mostly concerned 
  with Grox-counting and related fields of inquiry.  The 
  Adeptus Arbites maintains a single Precinct-Fortress within 
  the capital, but has about two dozen judges on semi-
  permanent sheriff postings across the globe. 
  Society: Cyrus Vulpa was identified as a potential colony 
  during the Angevin Crusade, but the presence of toxic 
  compounds in the atmosphere prevented a full-scale 
  settlement programme. Instead it was settled during the 
  closing years of M39, following a centuries-long campaign of 
  atmospheric adjustment and other terraforming efforts. 
  About ten million imported colonists – and their descendants 
  – laboured for half a millennium to fully transform the world 
  into its current state: The largest producer of Grox meat in 
  the Calixis sector. 
  The basic unit of Vulpan society is the ranch. The ranch 
  owners and their families are effectively a hereditary noble 
  caste. Below them are the ranch workers and their families – 
  each family is effectively bound to their ranch lord by feudal 
  obligations. The size of ranches varies; some cover tens of 
  thousands of square kilometres, others a few hundred. The 
  hundred or so largest ranches are known as the Primariae. 
  This is Cyrus Vulpa’s high nobility if you will. 
  This system has endured for more than a thousand years, 
  providing sufficient dividends to meet the tithe without 
  devastation the ecology. Of late this balance has begun to 
  fail as increasing tithe demands have been aggravated by 
  local corruption and greed. If nothing is done the planet may 
  experience severe problems later as it will become less and 
  less able to meet its obligations to the Imperium. 
  Economy: Cyrus Vulpa lives and dies by its Grox herds; it is 
  utterly dependent on the export of meat to Scintilla. The 
  planet has almost no industrial capacity and is heavily reliant 
  on imports to sustain its population and Grox-herding 
  industry.  
  Tithe: Exactus Median. Barring the occasional Guard levy 
  the planet offers up part of its meat production to the 
  Imperium, 
  most 
  of 
  which 
  is 
  shipped 
  to 
  various 
  manufactorums and converted into protein base for military 
  rations. 
  Military: Low. The Cyrus system is a peaceful one, well 
  protected by its location and powerful neighbouring systems. 
  The Governor maintains some meagre orbital defences, 
  including some orbital weapons platforms, four fighter 
  squadrons, and three defence laser silos deployed around 
  the capital. There are no other space assets attached to the 
  local PDF. Ground forces includes the Governor’s Own 
  Lancers, a decent-quality mechanized regiment protecting 
  the capital and the governor, plus five regional light cavalry 
  regiments  tasked with the security of the primary Grox-
  herding areas. The Grox-herder families are a hardy breed 
  that can be counted on to provide a good basis for militia 
  musterings – or Imperial Guard levies.  
  Connections: Stable and much-used warp route leads to 
  Scintilla, 
  trafficked 
  primarily 
  by 
  Guild 
  meat-haulers. 
  Secondary routes lead to places like Port Wrath, Quaddis, 
  and Strank. Cyrus Vulpa is not part of the Cestelle Alliance – 
  it is completely under the heel of Scintillan trade guilds.  
   
   
   
  
  Granithor 
  General description. 
  System data: Number and type of stars and planetary 
  bodies. For the primary world it will include orbital data 
  (orbital distance and length of year/day), plus details on 
  moons. 
  Classification: Planetary classification. 
  Planetology: Description of the planet’s geology and so 
  forth. 
  Population: Official population figure. 
  Tech-tier: The overall technology tier of the world (including 
  important permutations). 
  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. 
   
   
  
  Iochantos 
  General description. 
  System data: Number and type of stars and planetary 
  bodies. For the primary world it will include orbital data 
  (orbital distance and length of year/day), plus details on 
  moons. 
  Classification: Planetary classification. 
  Planetology: Description of the planet’s geology and so 
  forth. 
  Population: Official population figure. 
  Tech-tier: The overall technology tier of the world (including 
  important permutations). 
  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. 
   
   
   
   
  
   
   
   
  
  The Lathes 
  General description. 
  System data: Number and type of stars and planetary 
  bodies. For the primary world it will include orbital data 
  (orbital distance and length of year/day), plus details on 
  moons. 
  Classification: Planetary classification. 
  Planetology: Description of the planet’s geology and so 
  forth. 
  Population: Official population figure. 
  Tech-tier: The overall technology tier of the world (including 
  important permutations). 
  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. 
   
   
   
  
  Luggnum 
  General description. 
  System data: Number and type of stars and planetary 
  bodies. For the primary world it will include orbital data 
  (orbital distance and length of year/day), plus details on 
  moons. 
  Classification: Planetary classification. 
  Planetology: Description of the planet’s geology and so 
  forth. 
  Population: Official population figure. 
  Tech-tier: The overall technology tier of the world (including 
  important permutations). 
  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. 
   
   
  
  Merov 
  General description. 
  System data: Number and type of stars and planetary 
  bodies. For the primary world it will include orbital data 
  (orbital distance and length of year/day), plus details on 
  moons. 
  Classification: Planetary classification. 
  Planetology: Description of the planet’s geology and so 
  forth. 
  Population: Official population figure. 
  Tech-tier: The overall technology tier of the world (including 
  important permutations). 
  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. 
   
   
   
  
   
   
   
  
  the Misericord 
  General description. 
  System data: Number and type of stars and planetary 
  bodies. For the primary world it will include orbital data 
  (orbital distance and length of year/day), plus details on 
  moons. 
  Classification: Planetary classification. 
  Planetology: Description of the planet’s geology and so 
  forth. 
  Population: Official population figure. 
  Tech-tier: The overall technology tier of the world (including 
  important permutations). 
  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. 
   
  NDO/K4 
  General description. 
  System data: Number and type of stars and planetary 
  bodies. For the primary world it will include orbital data 
  (orbital distance and length of year/day), plus details on 
  moons. 
  Classification: Planetary classification. 
  Planetology: Description of the planet’s geology and so 
  forth. 
  Population: Official population figure. 
  Tech-tier: The overall technology tier of the world (including 
  important permutations). 
  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. 
   
   
   
  
  Port Wrath 
  General description. 
  System data: Number and type of stars and planetary 
  bodies. For the primary world it will include orbital data 
  (orbital distance and length of year/day), plus details on 
  moons. 
  Classification: Planetary classification. 
  Planetology: Description of the planet’s geology and so 
  forth. 
  Population: Official population figure. 
  Tech-tier: The overall technology tier of the world (including 
  important permutations). 
  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. 
   
   
  
  Quaddis 
  General description. 
  System data: Number and type of stars and planetary 
  bodies. For the primary world it will include orbital data 
  (orbital distance and length of year/day), plus details on 
  moons. 
  Classification: Planetary classification. 
  Planetology: Description of the planet’s geology and so 
  forth. 
  Population: Official population figure. 
  Tech-tier: The overall technology tier of the world (including 
  important permutations). 
  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. 
   
   
   
  
  Scintilla 
  General description. 
  System data: Number and type of stars and planetary 
  bodies. For the primary world it will include orbital data 
  (orbital distance and length of year/day), plus details on 
  moons. 
  Classification: Planetary classification. 
  Planetology: Description of the planet’s geology and so 
  forth. 
  Population: Official population figure. 
  Tech-tier: The overall technology tier of the world (including 
  important permutations). 
  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. 
   
   
  
   
   
   
  
   
   
   
  
   
   
   
  
  Settlement 228 (Sult) 
  Settlement 228 is a new Imperial colony world, seating 
  eighteen thousand families on a dry, harsh settlement world. 
  Though ‘cram beans’ have proved a reasonably successful 
  export crop, there is great unrest within Settlement 228’s 
  plantation farms. The settlement families, all exported from 
  Scintilla, believe they were sold their land rights fraudulently. 
  They claim that the planet is nothing like as viable as they 
  were led to believe from the surveys. There is a strong anti-
  Imperium groundswell here and a hard-bitten drive towards 
  revolution. 
  System data: Primary, yellow Solarian G8V (Radius 1.14 
  Sol, Mass 1.22 Sol, Luminosity 1.26 Sol); Close companion, 
  orange Solarian K5V (0.33 AU, Radius 0.84 Sol, Mass 0.64 
  Sol, Luminosity 0.48 Sol); I Settlement 228 (Sult), Rocky 
  Terrestrial (1.04 AU, Period 285 days, Day 20 hours, Gravity 
  0.73 G, Habitable); II Rocky Terrestrial (1.76 AU, 0.56G, 
  Dead, 2 small moons); III Rocky Terrestrial (3.04 AU, 1.58 
  G, Dead, substantial rare metal deposits,1 large moon); IV 
  Rocky Terrestrial (5.95 AU, Gravity 2.4 G, Dead, faint 
  planetary rings); V Icy Terrestrial (11.48 AU, 0.66 G, dead); 
  VI Icy Terrestrial (21.39 AU, 1.33 G, rare frozen volatiles). 
  The Sult system (named after the late Sector Governor Sult) 
  is rare in that it has a stable family of terrestrial planets 
  orbiting a pair of close companion stars. The innermost 
  planet is home to the Imperial colony, Settlement 228. The 
  3rd and 6th planets have substantial deposits of rare materials 
  and it was hoped that by the second century M42 there 
  would be extraction facilities in place. At the current rate of 
  colonial expansion it will be several thousand years before 
  the first transport returns to Scintilla with full holds. Hardly a 
  satisfactory situation. 
  Classification: Colony World. 
  Planetology: Rocky terrestrial, low gravity (0.64 G); 
  Geologically active with slight plate tectonics, one primary 
  world-spanning continent; Moderate-weak magnetic with 
  significant 
  regional 
  variances; 
  Moderate-cold 
  base 
  temperature; Arid hydrosphere (28%); Thin nitrogen-oxygen 
  atmosphere (breath mask required – the colonists have all 
  received a minor hereditary gene-hack that allows them to 
  manage without); Climate is predominantly dry and windy, 
  but with considerable periods of inclement  ‘chaos weather’ 
  as the alignment of the twin stars and planets disturb the 
  planet’s atmosphere; Local biosphere is very limited, with no 
  large point-producing plants or animals larger than small 
  rodents. Imported STC patters have taken hold in the 
  colonized area, but require intensive irrigation, fertilization 
  and general care to survive. 
  Population: 18,000. 
  Tech-tier: Fringe (Feudal). All technology must be imported 
  from Scintilla, except for some very basic tools and such.  
  Government: Imperial Colonial Administration. The current 
  Colonial Governor is Vice Consul Larmann Lunx. A recent 
  arrival from Scintilla he is expected to supress the dissent, 
  get the colony back into shape and prepare for additional 
  settlements.  
  Adeptus Terra: Low. The Colonial Regent has a small 
  Administratum staff to aid him. The Adeptus Arbites has an 
  old Marshal from Scintilla in attendance. He has a penchant 
  for naming deputies in times of need to help him uphold the 
  law. Marshal Garlist is something of an embarrassment to 
  his superiors and they will not mourn his passing. The 
  Adeptus Administratum has recently despatched Preacher 
  Simmons – a Tarsian preacher man of some repute – to 
  Settlement 228 in the hopes of combatting the growing 
  dissent. 
  Society: The 18.000 colonists are all Scintillan born hivers 
  (or their children and more recently – grandchildren) that 
  were settled in the Sult system a little over a generation ago. 
  The fair promises they were given have faded away and 
  been replaced with cynicism and bitterness: Yes, they have 
  great freedom and endless fields, but they also have endless 
  backbreaking labour and preciously little to show for it. The 
  promised follow-up investments and additional colonist 
  shipments have also fallen through, leaving the people of 
  Settlement 228 to fend for themselves. 
  The colonists’ have had a great deal of freedom even since 
  the colony vessel first settled into orbit. Another result of the 
  missing follow-up transports is a lack of Imperial control of 
  the planet; no military assets, hardly any Adeptus Terra 
  presence. This has allowed the dissent to fester and grow 
  until it has reached nigh-unbearable levels. Unless 
  something is done very soon the entire colony might fall to 
  heresy. 
  Economy: Settlement 228 has no economy to speak of. Its 
  18.000 people are almost all directly involved in farming (or 
  at the very least work to support the farmers). Crop exports 
  generate some revenues, but hardly enough to advance the 
  colony any further. As a result the colonists have been 
  forced to revert to pre-industrial technology levels in some 
  cases, replying on primitive, yet functional solutions when 
  there isn’t any Imperial technology to be had. At present it 
  doesn’t seem like there will be any additional investments in 
  the colony.  
  Tithe: Aptus Non. Colony Worlds are exempt from the Tithe. 
  Military: Settlement 228 has no military assets of any kind. 
  The closest to an armed force is the Regent’s bodyguards, 
  plus whatever deputies are currently working for Marshal 
  Garlist. 
  Connections: Secondary warp route to Scintilla. There are 
  likely to be additional routes, but no one has bothered to 
  chart them. 
  Notes: The anti-Imperial sentiment aside; Settlement 228 is 
  an example of a newly (within the past few generations) 
  settled world. There are a number like it, not only in the 
  Golgenna Reach, but elsewhere in the sector as well. If the 
  world seems promising multiple settlements will be 
  established on the planet’s surface (in the case of 
  Settlement 228) there are no other colonies on the same 
  world) to increase the odds of at least some of the colonies 
  taking hold and growing into a true Imperial world. If the 
  colony doesn’t turn out so well chances are it will largely be 
  ignored and left to fend for itself. 
   
   
   
  
  Sepheris Secundus 
  General description. 
  System data: Number and type of stars and planetary 
  bodies. For the primary world it will include orbital data 
  (orbital distance and length of year/day), plus details on 
  moons. 
  Classification: Planetary classification. 
  Planetology: Description of the planet’s geology and so 
  forth. 
  Population: Official population figure. 
  Tech-tier: The overall technology tier of the world (including 
  important permutations). 
  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. 
   
   
   
   
  
   
   
   
  
  Strank 
  General description. 
  System data: Number and type of stars and planetary 
  bodies. For the primary world it will include orbital data 
  (orbital distance and length of year/day), plus details on 
  moons. 
  Classification: Planetary classification. 
  Planetology: Description of the planet’s geology and so 
  forth. 
  Population: Official population figure. 
  Tech-tier: The overall technology tier of the world (including 
  important permutations). 
  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. 
   
   
  
  Sophano Prime 
  General description. 
  System data: Number and type of stars and planetary 
  bodies. For the primary world it will include orbital data 
  (orbital distance and length of year/day), plus details on 
  moons. 
  Classification: Rogue World. 
  Planetology: Description of the planet’s geology and so 
  forth. 
  Population: Official population figure. 
  Tech-tier: The overall technology tier of the world (including 
  important permutations). 
  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. 
   
   
   
  
  Valon Urr 
  General description. 
  System data: Number and type of stars and planetary 
  bodies. For the primary world it will include orbital data 
  (orbital distance and length of year/day), plus details on 
  moons. 
  Classification: Planetary classification. 
  Planetology: Description of the planet’s geology and so 
  forth. 
  Population: Official population figure. 
  Tech-tier: The overall technology tier of the world (including 
  important permutations). 
  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. 
   
   
   
   
  
  Ysai Ydume 
  General description. 
  System data: Number and type of stars and planetary 
  bodies. For the primary world it will include orbital data 
  (orbital distance and length of year/day), plus details on 
  moons. 
  Classification: Rogue World. 
  Planetology: Description of the planet’s geology and so 
  forth. 
  Population: Official population figure. 
  Tech-tier: The overall technology tier of the world (including 
  important permutations). 
  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. 
   
   
  
   
   
   
  Markayn 
  Marches 
  
   
  Chapter IV: Markayn Marches 
   
   
  
   
   
   
  
   
   
   
  
   
   
   
  Josian  
  Reach 
  
  Chapter V: Josian Reach 
   
   
   
  
   
   
   
  
   
   
   
  
   
   
   
  Hazeroth 
  Subsector 
  
  Chapter VI: Hazeroth Subsector 
   
   
   
  
   
   
   
  
   
   
   
  
   
   
   
  Adrantis 
  Subsector 
  
  Chapter VII: Adrantis Subsector 
   
   
   
  
   
   
   
  
   
   
   
  
   
   
   
  Drusus 
  Marches 
  
  Chapter VIII: Drusus Marches 
   
   
   
  
   
   
   
  
   
   
   
  
   
   
   
  Malfian 
  Subsector 
  
  Chapter IX: Malfian Subsector 
   
   
   
  
   
   
   
  
   
   
   
  
   
   
   
  The 
  Periphery 
  
  Chapter X: The Periphery 
   
   
   
  
   
   
   
  
   
   
   
  
   
   
   
  Inquisitio 
  Calixis 
  
  Chapter XI: 
  Inquisitio Calixis 
  The Calixis sector is undeniably a troubled place. It may not 
  be embroiled in all-consuming war (though it certainly has its 
  number of war-zones), but heresy abounds, xenos lurk in the 
  darkness, and there is no shortage of vile daemons gnawing 
  at the roots of civilization. It should therefore come as no 
  surprise that the Holy Orders of the God-Emperor’s 
  Inquisition have a sizeable presence in the sector. The 
  presence of the Tyrant Star is another factor that draws 
  additional Inquisitors – and heresies to the sector. Add to 
  this the vastness and unexplored nature of the sector itself 
  and the endless reaches of wild space that surrounds it and 
  you have a mix that requires the undivided attention of the 
  Inquisition lest Calixis slip and fall into ruin. 
  Organization 
  The Inquisition is a multifaceted organization that defies 
  easy categorization and explanation. The Inquisitorial 
  presence in the Calixis sector is no different. The Holy Ordos 
  might seem as monolithic and bureaucratic as any other part 
  of the Adeptus Terra, but appearances can be deceiving. 
  Indeed, no one knows this better than the Inquisition. It is to 
  the advantage of the Ordos that Imperial citizens and the 
  enemies of Man both continue to believe that the Inquisition 
  is unified in purpose, omnipresent, omniscient, and that 
  there is absolutely no hope of escape for sinners and 
  heretics. If you mention the Inquisition to the average citizen 
  in the Calixis sector he will almost invariably associate it with 
  the forbidding Tricorn Palace centrally located in Hive 
  Sibellus. He’s never been there of course, most likely 
  doesn’t even know what the place looks like, but he’ll have 
  this culturally inherited imagery in his head of something 
  massive and foreboding. A place that never sleeps. A place 
  that remains ever watchful and vigilant. A fortress whose 
  gates might open at any moment to unleash the wrath of the 
  God-Emperor upon the sinners.  
  In reality the Inquisition is by far the least hierarchical of all 
  Imperial organizations. Again the Calixis sector is no 
  exception. In essence there are those who have the fully 
  authority of an Inquisitor – and there are those that do not. 
  Each Inquisitor is – at least in theory – beholden only to the 
  God-Emperor, existing above and beyond the normally so 
  stringent Imperial hierarchy. Every Inquisitor has the 
  authority to do as he sees fit. He is entirely free to organize 
  his work in whatever manner he thinks best. He can call 
  upon the aid of the entire Adeptus Terra if need be. He holds 
  ultimate power over every human citizen of the Imperium – 
  up to and including the power to kill without trial or 
  explanation. 
  In practice an Inquisitor cannot operate in a void. He needs 
  intelligence to find the enemy, he needs men and equipment 
  to combat what he finds, and he needs additional resources 
  to support his work. As a result almost all Inquisitors 
  invariably build up an organization to support them. Some 
  Inquisitors prefer to have small cadres, relying instead on the 
  aid of the Adepts when the need arises. Others build up 
  great networks that can span entire subsectors (or in rare 
  cases sectors). Those Inquisitors who work most closely with 
  the Conclave generally make do with smaller cadres since 
  they can call upon the not inconsiderable resources of the 
  Conclave itself.       
  Conclave Inquisitors: The Inquisitors of Calixis are perhaps 
  not as stringently hierarchical as those of neighbouring 
  Scarus, but the majority of them still respect the authority of 
  the Calixian Conclave. For some Inquisitors this is not a 
  matter of choice, but a matter of practicality – to operate 
  without the blessing of the Conclave is to walk half-blind into 
  unknown territory, bereft of support in case you need to be 
  rescued. For many others, particularly those who have 
  worked their way up the ranks under a Conclave Inquisitors, 
  there is simply no other way of operating. They have always 
  been part of the Conclave’s structure and accept that some 
  form of overreaching hierarchy is needed if the Holy Ordos 
  are to be able to effectively combat the enemies of Man. 
  Independents: Not all Inquisitors wish to align themselves 
  with the Conclave. Some think it unnecessary, other feel that 
  it is an overly burdensome and bureaucratic construct that 
  interferes with their holy work. The enigmatic Silas Marr is 
  one example. At one time he was a Conclave Inquisitor, but 
  many years he broke away (but he still has plenty of 
  contacts within the Conclave). He operates out of Solomon 
  and has repeatedly shown an interest in the Tyrant Star, but 
  is not a member of the Tyrantine Cabal. The Haegum is an 
  example of a larger organization that exists parallel to the 
  Conclave (albeit on a smaller scale). Run by the mildly 
  radical Inquisitor Tancred, formerly of the Segmentum 
  Tempestus, the Haegum is perhaps the largest non-
  Conclave cadre in the sector. Operating out of Hive Tarsus it 
  has agents on multiple worlds across the sector.   
  Outsiders: Some are visitors from other sectors who have 
  made their presence formally known to the Conclave. Others 
  are wandering Inquisitors who accept no higher authority 
  save that of the God-Emperor himself. Such vagabonds are 
  largely tolerated as long as their actions do no endanger the 
  sector or go against the overreaching goals of the Conclave. 
  In particular the sector attracts a small number of Inquisitors 
  who have taken it upon themselves to single-handedly solve 
  the mystery of the Tyrant Star. Such characters are politely 
  asked to leave; if they do not comply more pressure is 
  brought to bear.  
  Radicals and rogues: Finally there are those radical 
  Inquisitors who must operate in the shadows lest the 
  Conclave censure their actions or even declare them rogue. 
  The Calixian Conclave is fairly open-minded, but there are 
  limits to what the Conclave’s masters will accept. 
  
  Number of Inquisitors 
  at large 
  With the Tricorn Palace there is a group of scribes, adepts, 
  and savants whose job it is to keep track of all Inquisitorial 
  personnel, resources, and operations within the Calixis 
  sector and its surrounding territories. Given the extreme 
  secrecy (and in many cases paranoia) of those they would 
  monitor the task is hellishly difficult at best. According to their 
  scrolls there is aestimated to be nearly 200 Inquisitors all 
  told operating in the Calixis sector or basing out of it. This 
  number includes those of Inquisitors directly beholden to the 
  Conclave, those working openly outside of the Conclave, 
  and those Inquisitors who are known – or just aestimated – 
  to be working in the shadows without the knowledge or 
  blessings of the Conclave.  
  The Calixis sector is large and does indeed have a large 
  Inquisition presence, but the two hundred figure does seem 
  a bit high. In reality the number of active filed Inquisitors is 
  much lower (but still quite large compared to some other 
  sectors). First of all the roll call of two hundred includes a 
  number of Inquisitors that haven’t been heard from in quite a 
  while. Some are believed lost or dead. Others have simply 
  moved elsewhere within the Segmentum (or possibly 
  beyond) in the course of their work. It is considered 
  extremely bad form to declare an Inquisitor as dead or gone 
  only to have him reappear – it has happened more than 
  once. Because of this it can take hundreds and hundreds of 
  years before such Inquisitors are stricken from the scrolls.  
  If a more accurate figure is required then informed 
  guesswork is required. The best guess is that as of 816.M41 
  there may be as many as ninety Inquisitors working the 
  Calixis sector and its surrounding territories.  
  Roughly fifty are either wholly or partially beholden to the 
  Conclave. Another thirty are either independents or 
  outsiders. At least half of this group can be said to be allied 
  to the Conclave or otherwise enjoy good relations with the 
  Tricorn. The other half is not. The last ten Inquisitors are 
  either operating in the shadows, their presences barely 
  known to the Conclave – or their very existence in pure 
  conjecture, such is their secrecy.  
  About half the Inquisitors, currently around forty, consider 
  themselves to belong to the Ordo Heretics. The remaining 
  Inquisitors are divided fairly evenly, between the Ordo Xenos 
  and the Ordo Malleus, currently around twenty for each 
  Ordo. A handful of Inquisitors are beholden to no particular 
  Ordo or are part of one of the lesser Ordos.  
  To the unenlightened this might seem like a lot, but the truth 
  is they are hard pressed to fulfil their duties. The Ordo 
  Hereticus must watch hundreds of worlds and countless 
  billions for signs of heresy. The Ordo Xenos must contend 
  bot only with the vastness of the sector, but with potential 
  threats from the limitless reaches of wild space that 
  surrounds Calixis. The Ordo Malleus has no shortage of 
  work either and the nature of their enemies is such that they 
  cannot afford to miss even a single threat.  
  
  The Calixian 
  Conclave 
   The Calixian conclave can trace its roots, as can so many 
  other Conclaves, back to the formation of its parent sector. 
  Near the end of M39 there were three Inquisitors in the 
  sector who had amassed quite a bit of power, wealth, and 
  influence. Inquisitor Melina of the Ordo Herticus, Inquisitor 
  Cai Lin of the Ordo Xenos, and Inquisitor Sedona of the 
  Ordo Malleus. Melina’s power base had been carefully 
  cultured by a succession of Inquisitors, starting with Melina’s 
  great-grandfather who had accompanied the Angevin 
  Crusade. Cai Lin was a self-made man so to speak, with a 
  long and illustrious career out on the Eastern Fringe before 
  he came to the Calixis Sector. Inquisitor Sedona was 
  despatched by the Ordo Malleus to investigate the nature of 
  the Tyrant Star. He was so intrigued and concerned that he 
  stayed.  
  Pooling their resources the three Inquisitors laid the 
  groundwork of what would eventually grow to be the Calixian 
  Conclave. They chose as their headquarters a run-down 
  section of downtown Sibellus and set to work expanding and 
  refurbishing it. They secured more resources and expanded 
  their web of agents and informants to include many worlds 
  across the sector. In the process they also drew more and 
  more Inquisitors into their embrace. Never all of them of 
  course, but eventually they could claim to have the 
  allegiance of the majority of Inquisitors working the sector. 
  Over the course of nearly two thousand years the masters of 
  the Calixian Conclave have remained the undisputed leaders 
  of Inquisitorial operations within the sector. The Conclave 
  enjoys access to unprecedented amounts of intelligence and 
  has resources independent Inquisitors can only dream 
  about. They are also well known in the sector and can 
  expect to be feared and obeyed in a fashion that will be 
  difficult for a lone outsider to duplicate, especially when it 
  comes to the high and mighty of Calixian society. 
  The 
  Tricorn 
  Palace: 
  The 
  Calixian 
  Conclave 
  is 
  headquartered at the Tricorn Palace, Hive Sibellus, Scintilla. 
  This massive structure reaches high into the polluted air of 
  central Hive Sibellus, due north of the great Arch of Triumph 
  that celebrates the victory of the Angevin Crusade. The 
  Tricorn serves many functions, including secret archive, 
  maximum-security prison and interrogation facility, and 
  central intelligence processing. Tens of thousands of adepts 
  and savants live and work within the walls of the Tricorn. 
  Offices and assets: There are no other major Inquisition 
  fortresses in Calixis, but there are a number of public 
  Officios scattered across the sector – and of course an 
  unknown number of secret facilities large and small. 
  Tyrantine Cabal: Secret Cabal within the Ordos Calixis. 
  Concerned primarily with the study of the Shadow Prophecy 
  and the Tyrant Star. Their headquarters is at Bastion 
  Serpentis, a bleak fortress of age-polished black stone 
  jutting from the surface of Scintilla’s moon Lachesis. Its 
  leader is Lord Inquisitor Anton Zerbe. 
  Ranks and titles 
  The Calixian Conclave is not overly concerned with ranks 
  and titles. Still there is a number of them in common use 
  throughout the sector. Some Inquisitors are also fond of 
  taking other, more esoteric titles.  
  Inquisitors: The normally way to become a ‘common’ 
  Inquisitor is to work for one, become promoted to 
  Interrogator, prove yourself skilled and loyal, and then be 
  seated in the Conclave by simple acclamation of your peers. 
  For those operating outside the jurisdiction of the Conclave 
  the process is less formal; when your master deems you fit 
  he will pronounce you an Inquisitor by the powers invested in 
  him by the God-Emperor.  
  Inquisitor Lords: Inquisitor Lords are first among equals; 
  their powers and duties are no different from those of a 
  ‘common’ Inquisitor. Instead the title is an honorific, 
  bestowed upon an individual Inquisitor by the Conclave in 
  recognition of long and diligent service 
  Inquisitor Planetia: This is a title given to Inquisitors who 
  are put in charge of one of the Conclave’s sub-officios or 
  secret fortress-installations. It doesn’t put the Inquisitor over 
  his peers, but it does imply that he has the backing of the 
  Conclave in matters pertaining to whatever has been given 
  into his custody. 
  Inquisitor Astra: The Calixian Conclave does not operate 
  by sub-sectors. Instead the High Council will name an 
  Inquisitor Astra as needed to oversee particular problem 
  areas or projects that involve more than one Inquisitor. The 
  title doesn’t imply that the Inquisitor in question has any 
  authority over another Inquisitor, only that he operates with 
  the support and blessings of the Conclave.  
  Inquisitor Triplex: The senior members of each of the 
  Ordos carry the honorific Triplex. The three founders of the 
  Conclave didn’t just create the Conclave organization, they 
  also formalized the roles and influences of the three Ordos. 
  Inquisitor Calixis: There is but one Grandmaster in Calixis. 
  The current one is Lord Inquisitor Caidin. His formal titles are 
  many and long, but he is oftentimes referred to as Inquisitor 
  Calixis.  
  Each Inquisitor is of course free to organize his followers (if 
  any) as he sees fit. That said there are a number of non-
  Inquisitor ranks that are especially prevalent, if not in terms 
  of naming then at least in terms of function. 
  Interrogator: Typically the highest rank given to an Acolyte. 
  This rank implies that not only are you a trusted servant, but 
  your master considers you to have Inquisitor potential. 
  Explicator: A much less formal rank than interrogator (and 
  one that has many alternate names). It is a rank bestowed 
  upon Acolytes who have shown initiative and leadership 
  skills. It indicates that the Acolyte is a leader of acolytes.  
  Acolyte: Those trusted few who are taken into the company 
  of an Inquisitor are generally referred to as Acolytes. To be 
  an acolyte is to know what your master is and in what 
  capacity to serve him and the God-Emperor in. It is a great 
  burden and implies a solemn duty to give your very life if 
  need be. 
  Agents: Many Inquisitors employ agents that do not truly 
  know for whom they work or why. 
  
  The Haegum 
  Not all Inquisitors work under the auspices of the Conclave. 
  One such man is Inquisitor Tancred.  He arrived in Calixis 
  Sector almost two centuries ago, but is known to have been 
  active in Segmentum Tempestus before that (for how long is 
  not known to the members of the Calixian Conclave – 
  whatever records exist are safely locked away in the 
  archives of the Tempestus Ordos). He brought with him a 
  cadre of trusted people and promptly set about expanding 
  his operation. He has decent relations with the Conclave, but 
  keeps his operations entirely separate. Conclave Inquisitors 
  Vaarak and Soldavan are known associates of his. 
  Tancred has always been a very reclusive individual. 
  Extreme age has sapped away most of his physical strength, 
  but left his mind clear and strong. These days he rarely 
  communicates directly with anyone save his oldest friends 
  and most trusted associated, preferring instead to speak 
  through his proxy, Interrogator Senioris Xerza. Tancred 
  considers himself a Puritan (Thorian), but to anyone who 
  knows him well it’s apparent that he has a Radical bent 
  that’s grown stronger with age. He does, for example, have 
  Polypsykana 
  sympathies. 
  He 
  would 
  never 
  condone 
  something as vulgar as trying to effect the rebirth of the 
  Emperor – that would be interfering with His Divine Plan. But 
  Tancred believes both that He works through mortal agents 
  and that He will eventually return to lead his people once 
  more. 
  The Haegum is the both the name of Inquisitor Tancred's 
  semi-secret headquarters, as well as a general reference to 
  Tancred’s entire cadre. Physically the Haegum is located 
  within the grounds of the Tarsus Coasters Incorporated, an 
  umbrella organization for several minor Tarsus guilds 
  involved in interstellar commerce, shipping, banking, 
  insurance, and various other endeavours. Tancred has 
  controlling interests in several of the enterprises that make 
  up the TCI, which in turn provides much-needed revenues 
  that can be used to support his operations. Most TCI 
  employees and indentured workers are blissfully ignorant of 
  the existence of the Haegum, only a select few know of its 
  existence and none outside the Inquisition knows what it 
  truly is. 
  Several hundred people have physical access rights to the 
  Haegum, but it is rare to find more than a hundred gathered 
  there at any one time. The Haegum's inhabitants can be 
  grouped into permanent residents and transient residents; in 
  the former category are the staff of forensic-scholars, 
  security detachments, and other support staff. The transient 
  population is mainly made up of Inquisitorial representatives; 
  Interrogators, Explicators and other trusted Acolytes, as well 
  as the occasional visitor from another part of the Inquisition. 
  The main Haegum complex covers seven sub-levels of the 
  TCI hab-block, completely self-contained and cut off from the 
  outside, except through a few secret high-security entrances. 
  Within the Haegum is everything needed to plan, prepare 
  and monitor the operations of Tancred's cadre – storage 
  areas, workshops, living and recreational areas, kitchens, 
  training facilities, firing ranges, librariums, offices, ops 
  rooms, medical facilities, detention areas, interrogation and 
  torture facilities, and much more. Although parts of the 
  Haegum are lavishly furnished, especially the guest suites 
  and such, most of the levels are quite plain and utilitarian.  
  At the heart of the Haegum is the Sphere, a massive 
  adamantine sphere buried deep inside the hab-block in 
  which the Haegum is located. The only know access to the 
  Sphere is though a heavy adamantine gate on sub-level 7. 
  The Sphere is psychically shielded and contains high-
  security vaults where special prisoners, evidence, and 
  equipment is kept. Only the most senior members of 
  Tancred's cadre are allowed within. It is generally believed 
  that the Inquisitor himself is lairing inside the Sphere.  
  As can be gleaned from the above data Tancred is a rich 
  and influential man by any standard, but his commercial 
  competitive edge is somewhat blunted by the fact that most 
  of the earnings are used to fuel Inquisition operations in 
  Calixis 
  sector. 
  Maintaining 
  not 
  only 
  the 
  Haegum 
  headquarters, but also a large network of agents and 
  informants is costly business indeed. Tancred has no 
  problems with maintaining the status quo, but his resources 
  are not limitless, nor does the estate manage itself. For 
  Tancred's acolytes this means that their master has more 
  resources than most, but also many more expenses, and so 
  they cannot expect to always gain access to extra resources. 
  Despite his many great deeds in Calixis sector during the 
  height of his active career Tancred is an outsider amongst 
  the other members of the Calixian Conclave. He arrived from 
  far-away already a full Inquisitor and never did try very hard 
  to find his place amongst his peers. Instead he did as he 
  pleased, earning many enemies in the process. He early 
  rash actions may be the true reason why he has never been 
  made a Lord Inquisitor; he is definitely among the most 
  experienced and influential Inquisitors, but he lacks any form 
  (well, he has some, but not as much as he should have had, 
  were he a political animal) of backing in the Conclave.   
  
  Ordo Hereticus 
  The Ordo Hereticus has by far the most resources and 
  Inquisitors to draw on. This is only right and proper as they 
  are responsible for screening nearly 200 major settled 
  worlds in over 130 systems, five hundred or so additional 
  outposts and void stations, and countless thousands of 
  voidships endlessly skipping through the Immaterium. The 
  last Calixian census was undertaken more than 400 years 
  ago; it put the official population figure of the Calixis sector at 
  1,031,233,703,067 or just over one trillion human begins. 
  More likely the actual figure is somewhat higher, since 
  counting the teeming masses of the underhives or the wild 
  tribes of a fearal world are rather challenging. Population 
  growth aestimates indicate that the figure is now around 1,4 
  trillion, but again this number is probably higher, perhaps 
  even exceeding two trillion. What can forty Inquisitors do 
  when faced with the heresies of so many? How many billions 
  can one man watch? 
  Adeptus Sororitas 
  The Adeptus Sororitas doesn’t have a very large martial 
  presence in the Calixis sector. What personnel they have a 
  tasked with guarding important clergy and holy sites.  The 
  can be counted upon to provide support to Ordo Hereticus 
  Inquisitors on a small and local scale, but if additional 
  firepower is require it is customary for the Ordo Hereticus to 
  petition the Deathwatch for aid. 
  Ordo Xenos 
  The Inquisitors of the Ordo Xenos have their work cut out for 
  them: The sheer vastness of the sector and the endless wild 
  reaches it borders makes it impossible for the overworked 
  agents of the Ordo Xenos to cover everything.  The Angevin 
  Crusade may have crushed utterly those alien empires that 
  stood in the way of Imperial rule, but there is no shortage of 
  trouble left behind for the Inquisition to deal with. Some 
  aliens are constantly trying to infiltrate and undermine the 
  sector. Others are more openly aggressive; none are strong 
  enough to be a threat to the sector as a whole, but they can 
  be a real menace for shipping and outlying worlds. Given the 
  number of alien civilization that have existed in Calixis in the 
  past there is also a very real problem with xenos ruins, 
  artefacts, and other legacies surfacing from time to time. Add 
  to this the abundance of Rogue Traders the sector attracts 
  and the trouble they stir up as they poke around where no 
  man has tread before and return with holds laden with things 
  that the Ordo Xenos has to screen. 
  A handful of Ordo Xenos Inquisitors can be found in semi-
  permanent residence on the major worlds of the sector 
  where they oversee regional operations. The greatest 
  concentration is no doubt on Scintilla, where the Ordo Xenos 
  must attend the Lucid Court, the High Council, and the 
  Tyrantine Cabal. Port Wander always has one Inquisitor 
  Planetia in attendance whose sworn duty it is to ensure that 
  no xenoform or forbidden xenos artefact passes through the 
  station and into the sector (a hopeless task, but one that is 
  considered to be of great importance).  
  Other Inquisitors (and their retinues) are more mobile, 
  ranging across the sector, looking for xenos-related 
  incidents. This is a small and relatively close-knit group, who 
  know that the xenos is devious and that cooperation leads to 
  success. There are currently six Inquisitors working together 
  in this capacity, with two more (both of whom are considered 
  radical, but within reason) operating as loners. The Cryptos 
  are a concern of theirs, as are the Slaught.  
  It is also the job of the Ordo Xenos field Inquisitors to go out 
  into the vastness of space to look for trouble before it can 
  find the Imperium. Perhaps as many as half the Inquisitors of 
  the Ordo Xenos are out beyond the borders of the Imperium 
  at any one time. Following Rogue Trader into the Koronus 
  Expanse, secretly accompanying Navy patrols in the Fydae 
  Great Cloud, deployed with the lost Margin Crusade, visiting 
  the Jericho reach to learn first-hand of Tau and Tyranids, 
  trawling the fringe regions of the sector – the Hazeroth 
  Abyss, the Adrantis Nebula, the Merates Cluster, anywhere 
  that aliens might be lurking – and following up on leads and 
  trails that take them deep into other sectors. 
  Deathwatch 
  The Calixis sector is blessed with a semi-permanent 
  detachment of Deathwatch marines. An entire company of 
  Green Knights have been sworn into the service of the 
  Calixian Ordos. They and their supporting ships (one Strike 
  Cruiser and two Assault Frigates) can be found acting in 
  concert with the Ordo Xenos to purge xenos taint both within 
  and around the sector (including operation in nearby Finial 
  and Ixaniad sectors). The Calixian Deathwatch works in 
  support of the Ordo Hereticus on a semi-regular basis. 
  Ordo Malleus 
  Ordo Malleus operations within the Calixis Sector is 
  shrouded in secrecy. What is known is that the Malleus not 
  only must contend with malefic cult activity (not least that of 
  the Horned Darkness), but must also keep an eye on the 
  Screaming Vortex and the ruins of several warp-tainted 
  xenos species that thrive in the region before the coming of 
  Angevin.   
  Grey Knights 
  Needless to say there is no permanent presence of Grey 
  Knights in the sector. The Grey Knights have been active in 
  Calixis in the past and will undoubtedly appear again as the 
  need arises. No trace of their operations will ever be found; 
  common citizens will be executed and other Astartes will be 
  mind-wiped to maintain the shroud of secrecy that surrounds 
  the warriors of Titan. Only those very few who have been 
  given the highest of security clearances will be allowed to 
  remember – and they will not speak of what has transpired. 
   
   
   
   
   
   
  
   
   
   
   
  Calixian 
  Secrets 
  
  Chapter XII: 
  Calixian secrets 
   
  Komus, the Tyrant 
  Star 
   
  Komus as the Great 
  Unknowable 
   
  Komus as Malal 
   
  Komus as a C’Tan 
   
  Komus as a Hive Fleet 
   
  
  Haarlock Legacy 
  sdf 
   
  Slaught 
  sdf 
   
  Kull 
  sdf 
   
  
  The lost Margin 
  Crusade 
  sdf 
   
  Jericho Warp Gate 
  sdf 
   
   
   
  
   
   
   
  
SOURCE: textdata/thevault/Warhammer/40k/Game books/Homebrew megafolder/encyclopedia calixis v0.4 (fancy format).pdf