TEXT: The Calixis Sector 
   
   
   
   
   
   
   
   
   
   
   
   
  Encyclopedia 
   
  
  Contents 
  THE CALIXIS SECTOR 
  4 
  HISTORY 
  4 
  GALACTIC POSITION 
  4 
  SECTOR GOVERNMENT 
  4 
  SUBSECTOR 
  10 
  GOLGENNA REACH 
  10 
  DRUSUS MARCHES 
  10 
  MALFIAN SUB-SECTOR 
  10 
  ADRANTIS SUB-SECTOR 
  10 
  THE HAZEROTH SUB-SECTOR 
  11 
  TYPES OF PLANET 
  12 
  HIVE WORLDS 
  12 
  AGRI-WORLDS 
  12 
  FORGE WORLDS 
  12 
  MINING WORLDS 
  12 
  DEVELOPING WORLDS 
  12 
  FEUDAL WORLDS 
  12 
  FERAL WORLDS 
  12 
  SHRINE WORLDS 
  13 
  CEMETERY WORLDS 
  13 
  PLEASURE WORLDS 
  13 
  QUARANTINED WORLDS 
  13 
  WAR WORLDS 
  13 
  DEAD WORLDS 
  13 
  DEATH WORLDS 
  13 
  FRONTIER WORLDS 
  14 
  PLANET 
  15 
  PRY 
  15 
  ACREAGE 
  15 
  BARASPINE 
  16 
  BELACANE 
  16 
  DREAH 
  17 
  DRUSUS SHRINE WORLD (SENTINEL) 
  17 
  DUSK 
  18 
  FEDRID 
  18 
  FENKSWORLD 
  18 
  FERVIOUS 
  19 
  THE LATHES 
  19 
  HILARION 
  19 
  IOCANTHUS 
  22 
  KARRIK 
  23 
  KARRIK 
  24 
  KLYBO 
  25 
  LANDUNDER 
  25 
  
  MALFI 
  25 
  THE MISERICORD 
  26 
  MORWEN VI 
  28 
  ND0/K4 
  28 
  ORBEL QUILL 
  30 
  PERCIPRE 
  30 
  PROL IX 
  31 
  PRY 
  32 
  RETH 
  32 
  SCINTILLA 
  33 
  SEPHERIS SECUNDUS 
  34 
  SICULI 
  35 
  SISK 
  38 
  SORYTH 
  38 
  SPECTORIS 
  38 
  VAXANIDE 
  39 
  VOLONX 
  39 
  
  The Calixis Sector 
   
  History 
  The Calixis Sector is located in the Segmentum Obscurus, on the northern edge of the known galaxy, and 
  represents a portion of the considerable territories conquered by the Imperial hero Lord Militant Angevin 
  more than a thousand years ago. Its first governor was Drusus, one of Angevin’s most capable generals, a 
  man now revered as an Imperial Saint. 
  The Calixis Sector has many heavily populated and important worlds, but it lies a great distance from the 
  Imperium’s heartland and, like so much of the Imperium, it must ultimately fend for itself. Like all 
  Imperial territories, the Calixis Sector is at risk from the chronic dangers facing humanity: war, mutation, 
  xenos activity, the mark of Chaos, and so on. However, a singular threat lurks somewhere in the Calixis 
  Sector, a mysterious, prophesied doom that has drawn the particular scrutiny of the Inquisition to this 
  collection of worlds. This enigmatic threat, the Hereticus Tenebrae, or the Tyrant Star as it is known, is 
  something the forces of the Inquisition most fervently wish to uncover, to comprehend and to destroy, 
  before it is too late. 
  Galactic Position 
  To trailing, the Calixis Sector is bordered by the hazardous territories of the Fydae Great Cloud and to 
  spinward by the Scarus Sector. Bordering to coreward, its nearest neighbour is the Ixaniad Sector. To 
  rimward lay the contested and unregulated frontiers of the Halo Stars. 
  Sector Government 
  The hive world of Scintilla, situated in the Golgenna Reach, is the capital of the Calixis Sector. Along 
  with the hellish mining world Sepheris Secundus and the war-torn planet Iocanthos, it forms a triumvirate 
  of worlds essential for the sector’s survival. The most powerful man in the Calixis Sector is officially Sector 
  Governor Marius Hax, who rules the sector in the name of the Adeptus Terra from the Lucid Palace on 
  Scintilla. However, the Calixian Conclave, led by Lord Inquisitor Caidin, is the ultimate authority in the 
  sector, a clandestine and all-powerful presence behind the visible emblems and figureheads of power. No 
  one has the power to gainsay the word of the Inquisition. Other important Imperial servants are Lord 
  Inquisitor Zerbe of the Tyrantine Cabal, Cardinal Ignato of the Adeptus Ministorum, Lord Marshal Goreman 
  of the Adeptus Arbites, Senior Astropath Xiao, and Canoness Goneril of the Adepta Sororitas. The power of 
  the Adepta, however, is rivalled by the Great Houses, the noble families and corporations, which maintain 
  a presence across the sector. Even the minor noble houses, those whose influence is limited to a single 
  world, hold a great deal of power over ordinary citizens. 
  Name of 
  World or Area 
  Type of 
  World or Area 
  Sub Sector 
  Notes 
  41 Pry 
  Space Station  
  Golgenna Reach 
  Mostly deserted - some pirate activity 
  47 Kapella  
  War 
  Nr Blackshine Nebula in 
  Drusus Marches 
  Undergoing Imperial pacification  
  88 Tanstar  
  Frontier 
  Drusus Marches  
  Navy Depot  
  Abandoned Hope  Forbidden 
  Josian Reach  
  Access forbidden by Inquisitoral order  
  Acreage 
  Feudal 
  Josian Reach  
  Civil war in the grand realm of 
  Ascandia.  
  Alactra 
  Hive 
  Malfian 
  - 
  Archaos 
  Hive 
  Drusus Marches  
  Planet of philosophers. 
  Aryus One 
  Feudal 
  Malfian 
  Close to the Halo Stars.  
  Askelphion 
  Secundus 
  Pleasure 
  Drusus Marches 
  - 
  Avitohol 
  Forbidden/Xenos The Periphery  
  Ongoing war between Orks and the 
  Imperium.  
  
  Balecaster 
  Feudal 
  Markayn Marches  
  - 
  Baraspine 
  Hive 
  Adrantis 
  - 
  Belacane 
  Forge 
  Markayn Marches  
  Famed for its Stasis Technology  
  Belahaam 
  Forbidden/Xenos Hazeroth 
  - 
  Bloodfall System 
  Death Worlds 
  Hazeroth 
  - 
  Bront 
  Hive 
  Golgenna Reach 
  Home of Brontian Longknives IG 
  Regiment  
  Calistra 
  Frontier 
  Markayn Marches  
  - 
  Canopus 
  Hive 
  Josian Reach  
  - 
  Cantus 
  Hive 
  Markayn Marches  
  - 
  Cindar 
  Mining 
  Malfian 
  - 
  Cloister 
  Frontier 
  Hazeroth  
  Once a bastion of the Black Templars  
  Clove 
  Hive 
  Hazeroth 
  Main base of Clovis Ministorum. Home 
  to the 23rd Drusus Dragoons.  
  Coseflame 
  Feudal 
  Adrantis 
  Chasm city-states. Famous ore 
  exports.  
  Cryptus 
  Cemetery 
  Drusus Marches 
  'Trip to Cryptus' is a euphamism for 
  death  
  Cyclopea 
  Forge 
  The Periphery  
  Civilised world.  
  Cyprian's Gate 
  Pleasure 
  Hazeroth 
  - 
  Cyrus Vulpa 
  Agri 
  Golgenna Reach 
  Savannah-covered, herds of grox 
  Dalthus 
  Mining 
  Hazeroth 
  Miners noted for gaudy trinkets and 
  charms  
  Diogenes IV 
  Research Station 
  Space Station  
  Drusus Marches  
  Anchored in the centre of the infamous 
  Pulsars  
  Dreah 
  Agri 
  Markayn Marches  
  - 
  Drusus Shrine 
  World  
  Shrine 
  Drusus Marches  
  Also known as Sentinel  
  Drystan 
  Construction 
  Yards 
  Space Station  
  The Periphery  
  Towards the Scarus Sector  
  Dusk 
  Feral 
  Malfian 
  - 
  Dwimlicht 
  Feral 
  Hazeroth 
  - 
  Elros 
  Feudal 
  Hazeroth 
  An all-female death cult dominates this 
  planet  
  Endrite 
  Feral 
  Drusus Marches  
  Population revere ruined hulk of an 
  Imperial battleship  
  Faldon Kise 
  Frontier 
  Malfian 
  - 
  Farcast 
  War 
  Malfian 
  - 
  Fedrid 
  Feral 
  Markayn Marches  
  Forest World with many deadly species  
  Fenksworld 
  Hive 
  Josian Reach  
  Battlefleet Calixis depot  
  Fervious 
  Feudal 
  Drusus Marches  
  Formerly known as Vasenrule  
  Festus 
  Feudal 
  Malfian 
  - 
  Fydae Minos 
  Agri 
  Malfian 
  Piracy is a constant problem in the 
  Fydae system  
  Gallowglass 
  Agri 
  Malfian 
  A moon rather than a planet.  
  Ganf Magna  
  Frontier 
  The Periphery  
  Feral orks at large on this planet. 
  Polygum is exported.  
  Gelmiro Primus  
  War  
  Spinward of Markayn 
  - 
  
  Marches  
  Gelmiro Secundus  War  
  Spinward of Markayn 
  Marches  
  - 
  Gelmiro Tertius  
  War  
  Spinward of Markayn 
  Marches  
  - 
  Grangold 
  Dead 
  Adrantis  
  Acid storms 
  Granithor 
  Cemetery 
  Golgenna Reach 
  - 
  Grove's Fall  
  Hive 
  Markayn Marches  
  Sentinel production  
  Gunpoint 
  Hive 
  Hazeroth 
  Now a byword for failure 
  Guytoga 
  Hive 
  Hazeroth 
  - 
  Hadd 
  Forge 
  Golgenna Reach  
  One of The Lathes  
  Haddrack 
  Death 
  Drusus Marches  
  Mechanicus explorator base/Sollex 
  Admech sect.  
  Heed 
  Dead 
  Markayn Marches  
  Battle site of Angevin Crusade. 
  Firestorms.  
  Hereticus 
  Tenebrae  
  Special 
  Moves About  
  Also known as the Tyrant Star  
  Hesh 
  Forge 
  Golgenna Reach  
  One of The Lathes  
  Hesiod's Wake  
  Agri 
  Hazeroth 
  - 
  Het 
  Forge 
  Golgenna Reach  
  One of The Lathes  
  Heterodyne 
  Feudal 
  Hazeroth  
  Mechanicus domain / Feudal-tech 
  experiment  
  Hilarion 
  Agri 
  Hazeroth 
  - 
  Hippocrasian 
  Agglomeration  
  Space Station  
  Adrantis  
  Orbiting Morwen VI  
  Hredrin 
  Hive 
  Josian Reach  
  Psykers (Gaolist Astropaths)  
  Ichovor 
  Feudal 
  Hazeroth  
  World of swamps and rotting forests  
  Idumea 
  Forge 
  Hazeroth 
  - 
  Iocanthus 
  Agri 
  Golgenna Reach  
  Source of Ghostfire Pollen  
  Junos 
  Mining 
  Malfian 
  Piracy is a constant problem in the 
  Fydae system  
  JXM A18Z  
  Forge 
  Malfian 
  A civilised world  
  Kalf 
  Frontier 
  The Periphery  
  Home of the Sand Devil  
  Kao-li 
  Forbidden/Xenos Josian Reach  
  - 
  Karrik 
  Death 
  Markayn Marches 
  Orbited by The Pearl Moon  
  Kenov III  
  Death 
  Malfian 
  Home of the Ripper Whips  
  Kessae 
  Frontier 
  Malfian 
  Piracy is a constant problem in the 
  Fydae system  
  Kinog 
  Pleasure 
  Malfian 
  - 
  Klybo 
  Dead 
  Markayn Marches  
  Rumour of hidden STC  
  Kommitzar 
  Penal 
  Hazeroth 
  Notorious prison planet  
  Kormisoshi 
  Dockyards 
  Space Station  
  Adrantis  
  Located to the coreward of Tranch 
  Kudrun 
  Frontier 
  Josian Reach  
  - 
  Kulth 
  War 
  The Periphery  
  Ork invasion - conflict is in 83rd year  
  Kuluth 
  War 
  Malfian 
  - 
  Lacusta 
  Feral 
  Drusus Marches 
  Home of the Windriders IG Regiment  
  Landunder 
  Hive 
  Malfian 
  Inverted colonies dangle from planet's 
  crust  
  
  Lehyde Ten  
  Frontier 
  Adrantis  
  All attempts at colonisation to date 
  have failed  
  Lind 
  Hive 
  Malfian 
  The Lindwyrm Armoury produces 
  grenades  
  Lo 
  Hive 
  Drusus Marches 
  Home of the Loi Metalworks Armoury  
  Loss 
  Feral 
  Malfian 
  - 
  Luggnum 
  Mining 
  Golgenna Reach  
  Ore exports  
  Lycosidae 
  Dead 
  Golgenna Reach 
  Legio Venator Fortress  
  Maccabeus 
  Quintus 
  Shrine  
  Drusus Marches  
  Home of the Black Order  
  Malfi 
  Hive 
  Malfian 
  Believes it should be the sector capital 
  and protests the supremacy of Scintilla 
  Malice 
  War 
  Hazeroth 
  Frontline of 'Wrack War' 
  Mara 
  Forbidden 
  Hazeroth 
  Ice world and formal penal colony - 
  Access Forbidden  
  Marioch 
  Frontier 
  Adrantis 
  - 
  Merov 
  Hive 
  Golgenna Reach 
  Home of the Merovech Combine  
  The Misericord  
  Spacecraft 
  Golgenna Reach  
  Chartist Vessel  
  MMX 215  
  Forbidden 
  Malfian 
  - 
  Monrass 
  Feral 
  Drusus Marches 
  Lush and verdant backwater  
  Mortressa 
  Death 
  Adrantis 
  Home of renowned 'Scythewind' 
  regiments  
  Morwen VI  
  Dead 
  Adrantis 
  Used as a training ground by certain 
  regiments of the Brontian Longknives.  
  Mosul 
  Frontier 
  Markayn Marches  
  - 
  Mundus 
  White Dwarf  
  Malfian 
  Orbited by Port Goston  
  Munsk 
  Feral 
  Josian Reach  
  - 
  Nahme 
  Mining 
  Malfian 
  - 
  ND0/K4 
  Mining  
  Golgenna Reach  
  Gas mining operations  
  Omnicron 71-DX  
  Forge 
  Adrantis 
  Near the Adrantis Nebula  
  Opus Macharius  
  Forge 
  Drusus Marches 
  Named after Lord Solar Macharius  
  Orbel Quill  
  Agri 
  Malfian 
  No one here lives past 40  
  Orendal's Tomb  
  Shrine 
  Josian Reach  
  - 
  Palinurus Rhys  
  Frontier 
  Josian Reach  
  - 
  Pellucida IX  
  Mining 
  Drusus Marches 
  Mechanicus Demsene  
  Penopass 
  Feudal 
  Malfian 
  - 
  Percipre 
  Agri 
  Hazeroth 
  World covered in extensive greenhouse 
  complexes  
  Perinetus 
  Forge 
  Adrantis 
  Floating forges in orbit for spacecraft 
  repairs  
  Phagir 
  Dead 
  Hazeroth 
  Once an agri-world, Phagir was 
  ravaged by a genetic virus  
  Phyrr 
  Death 
  Hazeroth 
  Home to the beautiful but deadly Phyrr 
  Cat  
  Piety  
  Hive 
  Drusus Marches 
  A world of scum and villainy  
  Piety of Seth  
  Shrine 
  Adrantis 
  - 
  Pilgrim's Pause  
  Cemetery 
  Hazeroth 
  - 
  Prester Myra  
  Cemetery 
  Josian Reach  
  - 
  Port Gavinus  
  Space Station  
  Golgenna Reach  
  Popular commercial shipping station 
  
  Port Goston  
  Space Station  
  Malfian 
  Main headquarters for Battlefleet 
  Calixis 
  Port Wander  
  Space Station  
  Beyond Drusus 
  Marches  
  Last stop before The Halo Stars  
  Prol IX  
  Hive 
  Markayn Marches  
  Home of the Decalogues of Prol  
  Protasia 
  War 
  Malfian 
  System has declared independence 
  from the sector  
  Pry 
  Gas Giant  
  Golgenna Reach 
  Orbited by Space Station 41 Pry  
  Purgatory of 
  Soubirous  
  Mining 
  Hazeroth  
  - 
  Quaddis 
  Pleasure 
  Golgenna Reach  
  Famous for wines. Private pleasure 
  palaces for the wealthy.  
  Regulus 
  Agri 
  Hazeroth  
  Run by the Celestine Alliance  
  Reshia 
  Shrine 
  Josian Reach  
  - 
  Reth 
  Pleasure 
  Adrantis 
  Part of the Tephaine System 
  Ryboth 
  Forge 
  Markayn Marches  
  - 
  Sabriel 
  Space Station  
  The Periphery  
  Abandoned and forgotten Mechanicus 
  outpost  
  St. Astrid's Fall  
  Frontier  
  Hazeroth  
  Moon orbiting Gas Gaint known as 
  Sekmet  
  Sacris 
  Forbidden 
  Drusus Marches 
  A virulent plague is raging on this 
  planet  
  Samson IV  
  Hive 
  Hazeroth 
  - 
  Scarric XXII  
  Unclassified 
  Hazeroth 
  Actually a dump planet for the systems 
  waste - used as a hideout by 
  smugglers  
  Scintilla 
  Hive 
  Golgenna Reach  
  Sector Capital  
  Seedworld 
  AFG:218  
  Forbidden/Xenos Malfian 
  Possible Eldar holding, cordoned off by 
  Battlefleet Calixis  
  Sephiris Secundus  Mining 
  Golgenna Reach  
  Site of the Gorgonid Mine 
  Settlement 228  
  Frontier 
  Golgenna Reach  
  - 
  Sheol XVII  
  Asteroid 
  Hazeroth 
  Penal colony and Mechanicus outpost  
  Siculi 
  Agri 
  Adrantis 
  Part of the Tephaine System. Many 
  lakes produce a crop of Protoalgia. 
  Sigurd IV  
  Hive 
  Josian Reach  
  - 
  Sinophia 
  Frontier 
  The Periphery 
  - 
  Siren's Den 
  Pleasure  
  Markayn Marches 
  - 
  Sisk 
  Feudal  
  The Periphery  
  - 
  Skorgulian 
  Forge  
  Adrantis 
  - 
  Sleef 
  Dead 
  The Periphery 
  Uninhabited. Warp Vibrations.  
  Snowden's World  Frontier 
  Josian Reach  
  Home of the Slaughter-Families 
  Solomon 
  Hive 
  Markayn Marches  
  Departmentum Munitorum 
  Fiefdom/Chemical Refineries  
  Sophano Prime  
  Mining 
  Golgenna Reach  
  - 
  Soprony 
  Forbidden/Xenos Hazeroth 
  - 
  Soryth 
  Mining 
  Adrantis  
  Frozen gas mining  
  Sozomen's Last 
  Stand  
  Agri 
  Markayn Marches  
  - 
  Spectoris 
  Agri 
  Drusus Marches  
  Water World  
  
  Stilicho 
  Space Station  
  ? 
  Mostly deserted - some pirate activity 
  Strank 
  Feral 
  Golgenna Reach 
  Swampworld, home of the infamous 
  Stenchbeast of Strank  
  Stygian Prime  
  Agri 
  Hazeroth 
  Cold world with subterranean fungus 
  farms  
  Synford 
  Forge 
  Hazeroth 
  Baneblades produced here  
  Synford II  
  Forge 
  Malfian 
  - 
  Tephaine 
  Hive 
  Adrantis 
  Part of the Tephaine System  
  Tephaine Minor  
  Agri 
  Adrantis 
  Part of the Tephaine System  
  Thical 
  Hive 
  Drusus Marches 
  Planet of ancient laws and restrictive 
  customs  
  Threnos 
  Dead 
  Hazeroth  
  Sometime confused with the Threnos 
  Zone  
  Threnos Zone  
  Forbidden 
  Drusus Marches 
  System of 13 planets avoided by 
  ancient custom  
  Tranch 
  Hive 
  Adrantis  
  - 
  Tsade 
  Dead 
  Josian Reach  
  - 
  Tsade II 
  Agri 
  Josian Reach  
  - 
  Turanshush 
  Forge 
  Markayn Marches  
  - 
  Tygress I  
  Frontier 
  Drusus Marches 
  - 
  Tygress II 
  Frontier 
  Drusus Marches 
  - 
  Tygress III 
  Feral 
  Drusus Marches 
  - 
  Tygress IV 
  Dead 
  Drusus Marches 
  - 
  Tygress V  
  Feral 
  Drusus Marches 
  - 
  Valon Urr  
  Shrine 
  Golgenna Reach 
  - 
  Valos Krin  
  Feral 
  Hazeroth  
  World of ash storms and fire  
  Vaxanide 
  Frontier 
  Malfian 
  Developing into a Hive World  
  Veneris 
  Shrine 
  Drusus Marches 
  Mountains resemble certain Imperial 
  saints  
  Vigil 
  Dead 
  Drusus Marches 
  Extensive ruins. Xenos population 
  destroyed some 5000 years ago.  
  Volonx 
  Feral 
  Adrantis 
  - 
  Woe 
  Death 
  Josian Reach  
  - 
  Xeiros Prime  
  Forbidden 
  Malfian 
  Former agri-world, under virus 
  quarentine  
  Ysai Ydumee  
  Frontier 
  Golgenna Reach 
  - 
  Zel Primus  
  Unclassified 
  Drusus Marches 
  - 
  Zel Secundus  
  Death 
  Drusus Marches 
  - 
  Zel Tertius  
  Frontier 
  Drusus Marches 
  Newly settled, a model colony  
  Zillman's Domain  Feudal  
  Josian Reach  
  Reported visit by the Tyrant Star 8 
  years ago  
  Zumthor 
  Frontier 
  Josian Reach  
  - 
  Zweihan's World  
  Hive 
  Malfian 
  Famous for St Castor the Obviate  
   
  
  Subsector 
  Golgenna Reach 
  This subsector of the Calixis Sector is home to many of the 
  sector's most important planets. 
   
  Drusus Marches 
  This subsector of the Calixis Sector the Calixis Sector is 
  heavily populated, and is home to a number of hive worlds. On 
  the wilder edges of the subsector are a number of frontier 
  worlds and warzones. 
   
  Malfian Sub-Sector 
  This subsector of the Calixis Sector is heavily populated, and 
  is home to a number of hive worlds. 
   
  Adrantis Sub-Sector 
  This subsector of the Calixis Sector is the home Magos 
  Genetus Halix Redole, a famous researcher dedicated to 
  eradicating Adranti genetic corruption. 
  
   
  The Hazeroth Sub-Sector 
  This subsector of the Calixis Sector is home to the Hazeroth 
  Abyss and a number of worlds with an ill reputation. 
  
  TYPES OF PLANET 
   
  Just as the people of the Imperium live in hugely varied 
  environments, so too do their cultures vary immensely. 
   
  HIVE WORLDS 
   
  The Imperium’s most populous worlds are its hive worlds. The 
  populations of these planets are so high that the people live in 
  huge cities, truly immense many-layered structures that reach 
  high into the sky, each housing billions of individuals. Hive 
  worlds often provide much-needed labour, their manufactoria 
  producing mountains of war material and other goods to meet 
  the Imperial tithe demands. Most hive worlds started out as 
  relatively hospitable places but have become severely polluted, 
  the areas outside the hives reduced to ash wastes or radioactive 
  desert by the never-ceasing industry of the great cities. Equally 
  dangerous can be the hives themselves. The crime-ridden, 
  poverty-stricken areas, almost always found in the most 
  polluted and decrepit lower levels of the underhive, are home to 
  violent gangs, criminals and assorted scum as well as mutants 
  and heretical cults who hide there from the authorities. 
   
  For examples see: Scintilla, Baraspine, Fenksworld, Malfi, 
  Prol IX, Tranch, Vaxanide. 
   
  AGRI-WORLDS 
   
  These farming planets, in their own way, are as vital to the 
  Imperium as its hives. These planets are given over entirely to 
  the production of food, which hive worlds cannot produce in 
  sufficient quantities to keep their huge populations from 
  starving. Many a world has whole continents given over to 
  livestock or fields of crops. Some agri-worlds are covered in 
  oceans teeming with fish and a few are far stranger - worlds 
  covered in edible fungus, scoured by swarms of nutritious 
  insects or gas giants home to flocks of flying creatures. A few 
  planets are used solely to provide clean water to nearby hive 
  worlds. Agri-worlds are sometimes ruled directly by the 
  Administratum, to help ensure that their produce is grown and 
  harvested with maximum efficiency. 
  For examples see: Iocanthus, Dreah, Orbel Quill, Siculi, 
  Spectoris. 
   
  FORGE WORLDS 
   
  Much of a forge world is like an immense factory, with industrial 
  complexes soaring into the sky and mine workings burrowing 
  deep into the crust. Forge worlds build great numbers of 
  complex machines, like tanks or spacecraft parts. They are 
  ruled by the Adeptus Mechanicus, whose training and research 
  facilities are located there, along with the grand cathedrals to 
  their deity, the Omnissiah, in which the Archmagi of the Tech-
  Priests enact the grandest, most complex rituals to honour the 
  Machine God. The Adeptus Mechanicus’ fleets, its tech-guard 
  armies and, most formidably of all, the Titan Legions, are also 
  all based on forge worlds. The forge worlds are sovereign 
  ground and the Adeptus Mechanicus is loath to allow anyone on 
  their surface other than Tech-Priests and the legions of menials 
  who serve them. 
   
  For examples see: The Lathes, Belcane 
   
  MINING WORLDS 
   
  These worlds are rich in one or more of the raw materials 
  required by the Imperium's manufactoria and forge worlds. The 
  people here are likely to be slaves or penal workers who live out 
  their lives mining and transporting massive quantities of 
  metallic ore, rock, minerals, frozen gases or some other useful 
  or precious substance. Mining worlds tend to be rather 
  inhospitable places, and many do not even possess a breathable 
  atmosphere, though a few may support a greater variety of life 
  and support developed cities and even hives. 
   
  For examples see: Sephiris Secundus, Landunder, 
  ND0/K4, Soryth.  
   
  DEVELOPING WORLDS 
   
  These worlds are split into geographical areas with widely 
  varying levels of advancement and culture. Depending on the 
  prevailing governments, these might be countries, states, power 
  blocks or tribal homelands. It may be the case that higher levels 
  of technology and wealth are concentrated around original 
  colonisation sites. Other planets might exhibit gross variations 
  in culture due to environment, with areas weak in natural 
  resources being similarly weak in terms of military power, 
  economic muscle and so on. Some planets preserve a great 
  divide due to ancient tribal taboos, religious notions or plain old-
  fashioned habit. A great many worlds of the Imperium fit into 
  this broad category, but no two are alike in the way they realise 
  these divides. 
   
  FEUDAL WORLDS 
   
  These planets are populated by folk who have lost access to all 
  but the most basic of technologies. Farming, simple machines 
  such as pulleys, windmills and the like are known, but propelled 
  flight, automatic weaponry and even powered vehicles are likely 
  to be rare or non-existent. These worlds are often said to be the 
  most politically harmonious of all the planets of the Imperium, 
  because their peoples know their place. 
   
  For examples see: Fervidus, Sisk. 
   
  FERAL WORLDS  
   
  
  These worlds are populated by tribal peoples largely living 
  without the assistance of maintained technology. This may be 
  due to a failed colonisation project, religious preferences, 
  cultural choice, environment or some other reason. They may 
  be aware of the Imperium in some fashion but are unlikely to 
  know much more than something about a large group of distant 
  people living in the stars. These planets are frequently 
  unsuitable for later colonisation, either due to the circumstances 
  which drove the natives feral or because the natives themselves 
  actively resist new people settling on their lands. People of feral 
  worlds can range widely in culture, from Grox-hunting tribes of 
  ancestor worshippers to wild-eyed, post-apocalyptic road 
  warriors, fighting endlessly amongst the toxic, sand-strewn 
  ruins of their civilisation. 
   
  For examples see: Dusk, Fedrid, Volonx. 
   
  SHRINE WORLDS 
   
  These worlds are dominated by religion and acts of devotion. It 
  may be that these places saw the birth of a famous saint or 
  formed the battleground for a particularly important war. Often 
  studded with temples and shrines, these worlds are frequently 
  controlled by the Ecclesiarchy and may form training grounds 
  for members of their Adepta.There are also the dark mirrors to 
  these places of Imperial devotion - fallen worlds where the 
  inhabitants offer up ceaseless prayer to the Dark Gods. These 
  places of obscene sacrifices and bloody rites are not suffered 
  continued existence for long. 
   
  For examples see: Drusus Shrine World. 
   
  CEMETERY WORLDS 
   
  Somewhat akin to shrine worlds are the cemetery worlds, were 
  large areas of the planet are given over to care for the dead. 
  Cemetery worlds may mark the site of a huge battle, or they 
  may be covered in gigantic mausoleums each dedicated to a 
  particular Imperial noble. In contrast rare cemetery worlds may 
  be covered in fields of endless modest plots containing the 
  remains of the inhabitants of a nearby hive world. 
   
  PLEASURE WORLDS 
   
  Otherwise known as paradise worlds and sometimes as garden 
  worlds. These holiday worlds are the playground of the Imperial 
  nobility. They tend to be of outstanding natural beauty and the 
  population of such worlds are dedicated to pampering the 
  important visitors they receive. Pleasure worlds are often very 
  cultured places, and many have sections of their populace 
  dedicated solely to producing works of art or music. Casino 
  complexes, opulent restaurants and huge ballrooms are often 
  found on such worlds. There is a darker side to pleasure worlds, 
  particularly those who cater to the tastes of the more depraved 
  guests they receive. Some pleasure worlds contain large 
  developing cities and other major settlements.  
   
  For examples see: Reth.  
   
  QUARANTINED WORLDS  
   
  The existence of these planets is rarely made obvious but there 
  are many of them throughout the Imperium. Travel to these 
  worlds is forbidden except for the most well-informed and 
  heavily armed expeditions, and even then only with a very good 
  reason. Death worlds, alien empires or planets where the 
  creatures of the warp have broken through into realspace are all 
  examples of quarantined worlds, as are planets wracked with 
  plague. Some worlds are quarantined because no one can 
  fathom the origins of what has been found there, be it 
  mysterious artefacts or ancient cities - it is thought better to 
  live in ignorance of what lies on such worlds than risk it 
  becoming a threat. Other worlds are quarantined because every 
  expeditionary mission there has failed to return. Planets are 
  often quarantined by the pronouncements of Inquisitors, 
  especially if they have uncovered some warp taint or xenos 
  infestation that cannot be cleansed. Many quarantined worlds 
  possess great resources that would be extremely valuable to the 
  Imperium if they were properly explored and exploited, but 
  there are enough tales of ancient horrors awoken on sinister 
  alien worlds that few adepts would try to defy a planetary 
  quarantine. 
   
  WAR WORLDS  
   
  There are a great many worlds in the Imperium that can be 
  classed as war zones. The Imperium is constantly at war and in 
  those wars whole planets can burn. Massive campaigns can 
  envelop dozens of systems and hundreds of worlds, many of 
  which are utterly devastated by orbital bombardments and 
  artillery in planet-spanning battles that last decades. Long-term 
  war zones are hellish places where death comes quickly. The 
  Imperium can field truly immense armies of millions of men, 
  grinding their way across a devastated planet and reducing 
  cities to rubble. Mercenaries flock to such places, hoping to 
  leave soon after with their ships loaded with pay. Deserters and 
  escaped prisoners form bands of pirates, preying on any ships 
  unable to defend themselves or roam the war-torn planets in 
  feral packs stealing and killing. The Administratum sends 
  colonists from overcrowded worlds to populate war-torn worlds 
  after the fighting has ended but the wheels of the Imperium 
  grind slowly and a world can lie devastated for centuries before 
  any effort is made to resettle it. These places can be some of 
  the most ghastly in the Imperium, with ravaged environments, 
  cracked planetary crusts, burnt-out cities and plains covered in 
  the bones of the fallen. 
   
  DEAD WORLDS 
   
  These worlds have minimal, even non-existent, life traces. This 
  results from ecological catastrophe, devastating internecine 
  war, Imperial or alien intervention or no attributable cause.  
   
  For examples see: Klybo. 
   
  DEATH WORLDS 
   
  
  Planets which are too dangerous to support widespread human 
  settlement. Types vary from world-wide jungles that harbour 
  carnivorous plants and animals to barren rockscapes strewn 
  with volcanoes and wracked by ion storms. These worlds are 
  near-impossible to colonise but must be properly explored which 
  necessitates the provision of outposts and other facilities. Some 
  harbour rich mineral, vegetable, animal or gaseous resources. 
   
  For examples see: Karrik.  
   
  FRONTIER WORLDS 
   
  These worlds have only recently been discovered by the 
  Imperium and are home to a relatively small number of 
  colonists. The Administratum may not have even had sufficient 
  time to fully explore the world and set up government. Frontier 
  worlds can be a refuge for those who want to escape from the 
  repressive Imperial regime (for a time at least), though they 
  can also be a destination for those who want to escape its 
  justice too, and have a reputation for lawlessness as a result. 
  
  Planet 
   
  PRY  
  Pry is a gas giant, with a dingy Imperial 
  station in orbit. Barely operational, and 
  mostly forgotten by respectable merchant 
  fleets. The station (named 41 Pry) is a 
  famous supply point and a seat of illegal 
  activity. It is not a place to venture into 
  lightly, and it is best to keep one hand on 
  your pistol and the other on your geltbag. 
  Ghostfire pollen from Iocanthus 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.  
   
  +++PLANETARY DATA+++ 
   
  GALACTIC POSITION: 7/7/CS/H. 
   
  CLASS: 41 Pry is a Space Station.  
   
  SUBSECTOR: Golgenna 
   
  CONTACT WITH OTHER WORLDS: Stable warp routes run 
  from 41 Pry to Iocanthus, Cloister and Regulus. 
  ACREAGE 
  An Imperial backwater, it lies in the sub-
  sector of Josian Reach, connected to the 
  rest of the Calixis Sector by a few 
  tenuous shipping routes. However, it is 
  firmly under Imperial rule and provides its 
  Imperial tithe in the form of raw materials 
  and manpower. Sending ores to build the 
  Emperor’s battleships and men to fill His 
  armies. For most of the citizens of 
  Acreage, the Emperor and the Imperium 
  are merely another set of masters. The inhabitants would 
  seldom think to raise their heads from their daily toil, whether it 
  be in the gruel fields or the sky-mills, to contemplate what lies 
  far beyond the bounds of their world. 
   
  The same, however, cannot be said for the dominating classes 
  of nobles (who often claim such titles on little more than 
  strength of arms and poorly-forged documents). They are 
  constantly in conflict, both clandestinely and overtly, to rule the 
  vast toiling masses. Power equals status on Acreage. The 
  amount of land and people a noble commands directly equates 
  to his standing with the High King, and it is the High King who 
  carries the favour of the Imperium, the greatest master of all. 
   
  On Acreage, the High King’s realm, known as Ascandia, spans 
  the majority of the northern landmass. Stretching for thousands 
  of miles and encompassing hundreds of thousands of people, 
  cultures and scores of lesser princes, kings and queens. It is a 
  land of rugged mountains, dark icy forests and endless lonely 
  plains, broken only by primitive villages and stinking greyish 
  gruel fields or the precarious towering sky-mills.  
   
  For the last few years, however, the relative stability of this 
  realm, and in fact most of Acreage, has been rent apart by a 
  bloody civil war. The High King died without naming an heir, 
  leaving his surviving children to bicker and fight amongst 
  themselves for the title in a war in which thousands have 
  already perished. This has been a prosperous time for the 
  nobles, as each has taken the advantage of the mayhem of 
  war to expand their domains or settle old scores. It has also 
  drawn more off-world interest to Acreage, in the form of 
  mercenaries and traders, seeking to make a profit through 
  selling skills, training and advanced weapons. 
   
  One such noble taking advantage of these off-world visitors is 
  Prince Orcan, lord of the City of Olrakan. Also known as the 
  Floating City, Olrakan, sprawls along a section of the southern 
  coast of Ascandia, where the foetid Chitin Swamps meet the 
  dark waters of the Sea of Sorrows. The city is notable not 
  only for its construction, standing atop countless rotting posts 
  above the stinking waters of the swamp, but also for its 
  proximity to one of Acreage’s few spaceports - Emperor’s 
  Island, located several miles out to sea. 
   
  Prince Orcan has cultivated his position throughout the war by 
  controlling much of the traffic to and from Emperor’s Island; 
  brokering deals with other nobles for access to precious off-
  world cargos and skilled soldiers. Inevitably this monopoly 
  has created a great deal of jealously amongst his nearest 
  neighbours, and more than once, Olrankan has been besieged 
  by the cannon-barges and musketmen of a rival lord. 
  However, the same off-world weapons and soldiers that have 
  sparked such attacks have also ensured Orcan’s victory every 
  time thus far. His rivals, however, have not yet been deterred 
  and continue to try periodically to take the city by force. 
   
  +++PLANETARY DATA+++ 
   
  CLASS: Feudal World.  
   
  SUBSECTOR: Josian Reach.  
   
  ALIEN FLORA AND FAUNA: While the prince’s attentions 
  have been focused on the enemies outside his walls, a far 
  more dangerous group of individuals have infiltrated his 
  domain - the Slaugth. Insidious and disturbing aliens, the 
  Slaugth are carrion eaters who use their vile cunning to 
  foment war and strife so that they may feed off the resulting 
  carnage. Olrankan’s constant state of turmoil has proved the 
  perfect nesting ground and they have secretly set themselves 
  up within the city to feed on its inhabitants. Not content to 
  simply devour the war dead, the Slaugth have also been 
  harvesting corpses and spreading terror themselves. Every 
  night they send out their alien pets - xeno predators selected 
  for their aggression and horrific natures - to hunt the locals. 
  These monsters kill indiscriminately and leave only tales of 
  terror in their wake. So far, the prince has been too distracted 
  by his foes outside the city’s walls to worry about these wild 
  rumours - after all, amidst the fl ames of war what is one 
  more horror?  
   
  More details about the planet can be found in Alan Bligh's 
  adventure 'Maggots in the Meat', which can be found in the 
  Dark Heresy Games Master’s Kit. 
  
  BARASPINE 
  Baraspine is a small Imperial hive world.  
  +++PLANETARY DATA+++ 
  GALACTIC POSITION: 94-72/CS/SE  
  CLASS: Hive World.  
  SUBSECTOR: Adrantis 
  POPULATION: 2,000,000,000.  
  CLIMATIC PHENOMENON: Splinter Winds of Barsapine – 
  these are 700km force winds carrying fragments of ceramic 
  matter capable of sheering a lightly armoured human to bone in 
  less than 30 seconds.  
   
  PRINCIPLE EXPORTS: Cogitation cells and pottery.  
  TRIVIA: “May life learn you” is a typical Barsapinian Curse. 
  CONTACT WITH OTHER WORLDS: A stable warp route links 
  Baraspine to Scintilla. 
  BELACANE 
  An ancient and formerly highly influential 
  Hive world, the Techmage Lords of 
  Belacane have, in recent centuries, lost 
  much of their influence within the Adeptus 
  Mechanicus. Once known across the galaxy 
  for it's expertise in the manufacture of 
  temporal stasis fields, the forge world 
  appears now to solely be dedicated to 
  hoarding it's technologies and jealously 
  guarding it's sacred wisdom.  
   
  +++PLANETARY DATA+++ 
   
  EQUATORIAL CIRCUMFRENCE: 18,000 Miles.  
   
  GRAVITY: 1.2G.  
   
  CLASS: Forge World.  
   
  YEARS AND DAYS: Belacane takes 408 Terran days to Orbit its 
  star and spins on its axis every 30 Terran hours.  
   
  SATELLITES: No natural moons, but the planet maintains a vast 
  starship repair complex in low orbit, together with a series of 
  defensive weapons platforms. 
   
  POPULATION: 2,700,000,000.  
   
  MEAN SURFACE TEMPERATURE: -40°C.  
   
  TROPOSPHERIC COMPOSITION: Belacane has a thin, 
  unbreathable atmosphere which offers little protection from the 
  "season of iron," a hail of asteroids that bombards the planet 
  once every year.  
   
  PLANETARY GOVERNER: Archmagos Daedus has ruled Belacane 
  from his vitae-tank for over three centuries. A genius of the 
  first order, he is said to have the most encyclopaedic 
  knowledge of stasis systems in the Imperium, and is 
  rumoured to have been consulted in centuries past by the 
  tech-adepts who maintain the Golden Throne and the Shrine 
  of the Primarch on Macragge. He has not been seen in public 
  for over thirty years, but continues to issue decrees and 
  manufacture quota demands via the planet's machine-spirit 
  network, and is said to be in daily communication with the 
  highest figures in the order.  
   
  His regime is a harsh one, demanding ever more from it's 
  worker-slaves, leaving them little time to question his 
  authority or his motives...  
   
  RELIGION: As Tech Priests make up a large percentage of the 
  population, the Cult of the Machine God is the most prevalent 
  faith. The Ecclesiarchy maintains small chapels for the benefit 
  of the slave-workers.  
   
  CLIMATE: Belacane is a rocky world with no breathable 
  atmosphere and little surface water. The planet is, in any 
  event, so cold that water simply turns to ice instantly. Most of 
  the planet's water is subterranean, and great effort must be 
  expended to mine it.  
   
  However the planet is fabulously rich in iron deposits, giving it 
  a reddish appearance from orbit. Combined with the vast iron 
  asteroids of the Panevrian belt, this makes Belacane a major 
  mining centre as well as forge world.  
   
  SOCIETY: The people of Belacane live in gloomy underground 
  cities, hermetically sealed to preserve their precious 
  atmospheres against the extremes of their world. Each city 
  squats near vast underground ice deposits. Live is harsh, with 
  95% of the population consisting of indentured slave-workers 
  who either work in the manufactori or spend their lives 
  mining ice or iron. 
   
  The techpriests of Belacane have a dark secret: they have 
  lost the ability to manufacture stasis field projectors, the 
  device upon which their world's reputations is based. Their 
  Archmage, Daedus, jealously hoarded all data relating to 
  stasis fields for himself for decades, seeking to understand 
  the inner mysteries of this long dead technology. He claimed 
  to his high ranking colleagues that he was on the verge of a 
  great breakthrough: then, suddenly, he was found by his 
  colleagues dead in his vitae tank, a victim of a severe stroke 
  that even his mastery of technology could not prevent.  
   
  A leading cabal of techlords have kept his death a secret from 
  the planetery population and are resorting to increasingly 
  desperate measures to maintain the status of their world in 
  the face of their own total ignorance about the technologies 
  they are supposed to be expert in. This facade has involved 
  senior Techmages in increasingly humiliating deceptions in 
  order to maintain this lie, the most recent of which involved 
  200 year old High Magos Burke crouching in Daedus' stinking 
  Vitae-tank and imitating his booming voice for the benefit of 
  visiting Scintillan nobles.  
   
  How far will the techlords go to conceal their own ignorance? 
  There is an old Inquisitorial saying that the most vicious 
  conspiracies are created to conceal stupidity and ignorance: 
  who will feel the wrath of this cabal of powerful, ignorant 
  conspiritors?  
  
   
  WATER SUPPLY: A portion of the ice mined on Belacane is set 
  aside, melted, treated and rationed out to the slave-workers. 
   
  PRINCIPLE EXPORTS: Belacane once was a fabulously wealthy 
  forge world which produced virtually the entire Imperial stock of 
  stasis fields, stasis projectors and stasis grenades. However, the 
  supply of these items has dried up over the past 500 years, and 
  many whisper that Belacane now lacks the means to produce 
  them.  
   
  The planet now exports a variety of field based technologies, 
  such as void shields, for use on millions of imperial planets. It 
  also produces (of course) large numbers of weapons, with a 
  particular emphasis on large scale defence lasers for the 
  Imperial Navy.  
   
  PRINCIPLE IMPORTS: Foodstuffs and some rare minerals.  
   
  DEFENCES: The forge world is the base for the Lightbringers, a 
  small Titan legion consisting of five warhounds and a pair of 
  reaver titans. It also operates a large contingent of Skitari tech-
  guard. 
   
  Most famously, however, the planet is home to the deadly 
  Ordinatus Belacane , an ancient and forbidding device mounted 
  upon a colossal tracked crawler which can project a vast stasis 
  field up to a kilometre away. This field can either freeze 
  anything in the path of it's beam immobile, making it vulnerable 
  to missile attacks, or age the target by centuries in a second. It 
  has not been used in anger for over 500 years, and is now 
  regarded as too precious to leave the planet.  
   
  CONTACT WITH OTHER WORLDS: Belacane is in the Markayn 
  Marches and is relatively close to such planets as Karrik and 
  Prol IX. 
  DREAH 
  The folk of the agri-world Dreah for 
  example have a grey skin, hair and eye 
  tone, which exactly matches the flora, 
  fauna, sky and waters of their notoriously 
  dull planet. Agri-world noted the sector 
  over for its grey skies, soil, plants and 
  waters. Dreahans are notoriously dull, with 
  pallid, greyish flesh and a sullen look to 
  their faces. Traders are able to make large 
  sums selling exotic dyes to the Dreahans. 
  More unsavoury merchants have found a ripe market for 
  hallucinogenic drugs, as Dreahans are particularly fond of the 
  bright colours such substances make them see. The Planetary 
  governor is attempting to crack down on this trade, with little 
  success.  
   
  +++PLANETARY DATA+++ 
   
  GALACTIC POSITION: 12-317/67/CS/NNE  
   
  CLASS: Agri World.  
   
  CONTACT WITH OTHER WORLDS: Stable warp routes link 
  Dreah to Prol IX and Iocanthus. 
  DRUSUS SHRINE WORLD (SENTINEL)  
  Also known as Sentinel, this planet 
  stands at the rimward limits of the 
  sector and is dedicated as a holy shrine 
  world to Saint Drusus. An elementally 
  poor world, dominated by bleak dust 
  bowls and salt-deserts, it supports, 
  thanks to the Chartist ships, a 
  population of pilgrims who maintain the 
  Shrine: a five thousand metre tall 
  structure of ouslite and rockcrete located 
  in the southern hemisphere. The Shrine is the only significant 
  artificial structure on the planet. There, high up in the 
  draughty reaches of weathered stone, burns the eternal flame 
  of Drusus, ministered to by the flocks of pilgrims, most of 
  whom come to Sentinel to die. The standard of living is low 
  on this bleak world and there is no system of government or 
  order apart from the rubrics of the Imperial Creed. Outside 
  the Shrine - “beyond the shadow” as local slang has it - life is 
  a fringe existence, to say the least. Endless, waterless deserts 
  of dust and calcification stretch out to the very edges of the 
  planet. Jettison collectors and scavengers may be found in 
  the vast salt-licks but they are transient. A well supplied man 
  might last twenty days in the barrens of this harsh world. 
   
  However, Sentinel is a world that draws visitors and 
  explorers. Foremost are the pilgrims, those wishing to abase 
  themselves at the foot of Drusus’s Shrine. For many, this is 
  an act of suicide. Voyaging to the shrine world is vastly 
  expensive and passage is hard to procure. Even if you get 
  there, there is no guarantee of a return ticket. The licks 
  beneath the shrine are littered with desiccated bones and 
  mummified remains, sometimes in a thick carpet. 
   
  It is said that in the outer bowls of Sentinel, a man may find 
  visions and answers. This rumour has undoubtedly arisen 
  from the mind-altering effect of the emptiness and the heat. 
  Even so, pilgrims come to the shrine and then head off, on 
  foot, into the bleakness, in search of illumination. Any short 
  ride by land car or flier from the Shrine will reveal tortured 
  bones lying in heaps at the end of long footprint trails that the 
  wind has never erased. “Walking into silence” is what the 
  shrine priests call this behaviour. Rumours suggest that, at 
  the point of death, the silence speaks back to the true of 
  heart. 
   
  +++PLANETARY DATA+++ 
   
  GALACTIC POSITION: 10-4/6/CS/NW.  
   
  CLASS: Shrine World.  
   
  NATIVE FLORA AND FAUNA: Rumours make mention of a 
  xenos race living on the shrine world. Certainly there are 
  several species of lustrous bug and beetle that haunt the 
  desert, drinking dew off their armoured carapaces every 
  dawn. The rumours talk of an ancient, insectoid race called 
  the Whisperers, which lives, shelters and breeds in deep 
  tunnels under the dry earth. Far from being an animalistic 
  species, the Whisperers - if the insane rantings of a few, 
  surviving silence walkers can be trusted - are a complex and 
  ancient culture, tunnelling under the crust of Sentinel and 
  only occasionally crawling to the surface. The Whisperers - so 
  named because of the brushing sounds their giant wing cases 
  make - are said to hold great truths and secrets about the 
  cosmos, which may be learned by the aware and the capable. 
  No relic or evidence of the Whisperers has ever been found.  
  
   
  CONTACT WITH OTHER WORLDS: A stable warp route 
  connects Sentinel to Spectoris. 
  DUSK 
  Feral World. So named as the planet is 
  constantly basked in a very low light. The 
  climate means there are large varieties of 
  fungus and even the native wildlife has 
  evolved from Fungal strands.  
   
  Dusk was visited by Elana the Unshaken, 
  an Imperial Missionary who made it her 
  lifelong goal to bring the word of the 
  Emperor to the dark places of te 
  Imperium. It is said that she bore a scar for each world she 
  visited, and that upon Dusk she was savaged by predators 
  whilst travelling in the wilderness.  
   
  +++PLANETARY DATA+++ 
   
  GALACTIC POSITION: 144269/CS/SW.  
   
  CLASS: Feral World.  
   
  SUBSECTOR: Malfian 
   
  NATIVE FLORA AND FAUNA: Glo-Slugs of Dusk - The glo-
  slugs can be found in the swamps that cover the world of Dusk. 
  In the water they are quite unremarkable, looking like a giant 
  brown or black slug. Like much of Dusk’s native fauna, the slugs 
  are carnivorous and spend their lives searching for dead 
  creatures to slime over and digest. When removed from the 
  water the slug’s skin immediately gives off a phosphorous white 
  glow.  
   
  CONTACT WITH OTHER WORLDS: There are no stable warp 
  routes between Dusk and other planets of the Calixis Sector, 
  though Malfi is the nearest major planet. 
  FEDRID 
  The thick forests of Fedrid are so dense 
  and so teeming with dangerous carnivores 
  that access is forbidden without a license. 
  Fedrid is a particular favourite of game 
  hunters and those individuals procuring 
  animals for the Imperial arenas. 
   
  +++PLANETARY DATA+++ 
   
  GALACTIC POSITION: 122/93/CS/E 
   
  CLASS: Feral World.  
   
  PRINCIPLE EXPORTS: The Fedridian Arboreal Transport - 
  Technically a walker class vehicle re-designed almost beyond 
  recognition. The odd vehicle, with its low-slung body and six 
  massive grasping limbs, reminds viewers of a crustacean, hence 
  its most commonly used nickname, the Tree Crab. Tree Crabs 
  are quite capable of carrying a dozen man hunting party and 
  several tonnes of gear near the tops of the great trees of 
  Fedrid, high above the forest floor where the bulk of the 
  predators roam.  
   
  Fedrid Razor Disc - Developed by the hunters of Fedrid the 
  throwing disc is little more than a razor edged disc, about the 
  size of a standard plate, which can be thrown with surprising 
  accuracy. When thrown the disk makes a low humming 
  sound, allowing the hunter to follow the disc by sound as it 
  disappears into the dense Fedrid undergrowth.  
   
  Fedrid Smoke Flares - Fedrid smoke flares are made from 
  hollowed out spines of cactus-like plants. They are then filled 
  with a cotton-like substance, that, when lit gives off a high 
  yield of thick black, acrid smoke over an area of up to 40 
  metres.  
   
  Fedrid Braid Cloak - The hunters of Fedrid rarely go tracking 
  without wearing a braid cloak. The cloak is made from the 
  tough hide of a large herbivorous creature.  
   
  NATIVE FAUNA AND FLORA: The forest world of Fedrid 
  holds the dubious distinction of having a huge population of 
  large predators, making the beasts of that world particularly 
  fierce and perpetually hungry. The Imperium’s big game 
  hunters, who have to be licensed to legally hunt on Fedrid, 
  are generally capable of spending days discussing which beast 
  the ‘Hunter’s Paradise’ has thrown up is the most dangerous 
  without coming to an agreement. On one point, however, all 
  agree without question: the Fedridian Althak, while not the 
  most dangerous, is surely the most vicious creature on the 
  entire planet. 
   
  The Althak is a ferocious mammalian quadruped with a form 
  and temperament resembling a bizarre blending of a 
  terrestrial wolverine with a crocodile. Althaks aggressively 
  patrol an area about their den stretching for a two-kilometre 
  radius. They attack anything and everything they can reach 
  within their chosen territory, ripping apart any creatures they 
  find and leaving scattered carcasses about on the rare 
  occasions when they aren’t hungry. Althak urine has a deeply 
  pungent smell that serves as the sole warning to any living 
  thing that dares to enter their territory. Hunters have 
  discovered that a light coating of Althak’s urine will keep the 
  majority of Fedridian predators at bay; even the largest 
  predators would sooner avoid an Althak then tangle with one. 
  Indeed, Althak urine has been reported to be effective as a 
  predator deterrent on every planet on which it has been used. 
  However, the extreme potency of the Althak’s discharge, 
  along with the great danger involved in collecting it, makes it 
  both an expensive and rarely used substance.  
   
  CONTACT WITH OTHER WORLDS: There is a stable warp 
  tunnel between Fedrid and Sepheris Secundus, with whom 
  most of the planet's trade agreements are made. 
  FENKSWORLD 
  Small, grimy hiveworld to coreward. 
  Substation depot of the Battlefleet 
  Calixis. It is suggested that many cults 
  and other “secret parties” test their 
  influence on the Fenksworld population, 
  using it as a manageable test bed before 
  moving on to dominant worlds like 
  Scintilla and Malfi. Cults and cult 
  activity certainly fester here. 
  Fenksworld’s most notable feature is its 
  Library of Knowing, one of the sector’s most comprehensive 
  
  sources of data outside the Prol system. The Library of 
  Knowing’s most significant attribute is that it is run under the 
  ordination of the planetary governor and exists outside general 
  Imperial jurisdiction. The Calixian Conclave has made several 
  (subtle) attempts to close the Fenksworld library down, due to 
  its esoteric contents. The library remains a “family run” 
  enterprise, overseen by the planetary governor’s family, the 
  mercurial House Vaahkon. 
   
  +++PLANETARY DATA+++ 
   
  GALACTIC POSITION: 1056/45/CS/H. 
   
  CLASS: Hive World.  
   
  POPULATION: 1,000,000,000.  
   
  CONTACT WITH OTHER WORLDS: Stable warp routes link 
  Fenksworld to Acreage and Zillman's Domain. 
  FERVIOUS 
  The entire population of Fervious inhabits 
  one sprawling shanty city. This has 
  spawned a very violent and callous culture 
  where murder is an accepted form of 
  despatching rivals and as a way gaining 
  wealth and influence.  
   
  The planet has not always been known as 
  Fervious, and some still refer to it using 
  it's old name of Vasenrule.  
   
  +++PLANETARY DATA+++ 
   
  CLASS: Feudal World.  
   
  NATIVE FLORA AND FAUNA: The styger - a beast of burden 
  found on Fervious, when birthing the creature makes a thick, 
  viscous liquid to feed its newborn young. The Fervious Serpent - 
  a highly venomous ophidian-like lifeform.  
   
  PRINCIPLE EXPORTS: Fervious Banded Armour - The banded 
  armour of Fervious is made from layers of tough, laminated 
  strips of hide that are bonded or sewn to cushioned leather. The 
  armour has been developed to stop the razor sharp Fervious 
  katanas and is worn by warriors and nobles who constantly fear 
  for their lives.  
   
  Fervious Katana - The Fervious katana is a long, curved sword. 
  It is sharper than many other types of sword as the metal of 
  Fervious is a very stubborn and hard material that is folded 
  many times to create a razor-sharp edge. Katanas are wielded 
  by Fervious nobles and is also used by the many of the Death 
  Cults of that world.  
   
  Fervious Nunchakus - Nunchakas are made from two staves 
  that are bound together by a length of tough sinew. On other 
  worlds where nunchakus have been developed the staves are 
  bound by a chain. On Fervious, the end of the staves of the 
  Nunchakus will also be coated in the venom from the deadly 
  Fervious serpent. A high level of skill is needed to use the 
  nunchakus effectively as the wielder must avoid poisoning 
  himself while trying to strike his enemy.  
   
  Fervious Styger Milk - If drunk by humans the milk literally 
  coats the throat, windpipe and stomach for up to a day after 
  being ingested. As well as being full of nutrients and proteins, 
  the people of Fervious have found that a side effect of the 
  milk is that any poisons that are subsequently consumed 
  have little to no effect. The styger milk is so effective at 
  preventing poisoning that all Fervious nobles, as a matter of 
  course, will drink Styger Milk before eating. This has led to 
  substantial wealth for styger dairy farmers who, before the 
  discovery of the milks benefits, were nothing more than just 
  peasants. Now the dairy farmers have grown rich and 
  powerful in their own right, fighting amongst themselves in 
  the hopes of creating a monopoly. 
  THE LATHES  
  A trio of quasi-worlds 
  at the hem of the 
  Malfian subsector, the 
  Lathes are the 
  foremost forge worlds 
  of the sector, rivalling 
  Scintilla’s Gunmetal 
  City for weapons 
  manufacture. The 
  three planetoids, Het, 
  Hesh and Hadd, enjoy an irregular orbit around their star, 
  intersecting to produce events of hyper-gravity. At such 
  times, industry goes into frantic production, as the 
  commingled gravitational urges of the passing planetoids 
  allow for the specialist smelting of rare metals and alloys. 
  Lathe-world blades are famed throughout the Calixis Sector 
  for their unbreakable character. Gravitational duress also 
  accounts for the dense, armour-piercing quality of Lathe-
  world ammunition. These so-called “body-blowers” are 
  expensive and rare, and often purchased singly. The damage 
  they can do to flesh is astonishing. Blades produced under 
  gravitic circumstances on the Lathes are considered holy and 
  special. Lord Hax owns a rapier of Lathe origin, presented to 
  him by Magus Luol Rho, the Lathe-world emissary to the 
  court of Scintilla. It is rumoured that King Skull’s sword is 
  also an unbreakable tongue of Lathe-world manufacture. 
   
  The workforce of the Lathes is surprisingly small but all those 
  born and bred on those oddly tangling planetoids are meaty, 
  squat and powerful in their demeanour, and built with heavy 
  bones and mounds of flesh. 
   
  As with all forge worlds held in the fealty of the Mechanicus of 
  Mars, the Lathes are a secretive, closed environment. Visits 
  require special permits and authority, and the Lathes are 
  protected by a fraternity of warrior priests, who can call upon 
  the power of Titans if the circumstances demand.  
   
  +++PLANETARY DATA+++ 
   
  GALACTIC POSITION: 7-2/34/CS/NNW.  
   
  CLASS: Forge Worlds.  
   
  SUBSECTOR: Golgenna 
   
  CONTACT WITH OTHER WORLDS: Stable warp routes run 
  from The Lathes to Landunder 
  HILARION 
  
  This planet was to have been originally 
  named Halarion after the Solstice effect 
  observed by the exploration team, but an 
  error in transcription meant that the name 
  Hilarion was gazetted. 
   
  The majority of the inhabitants of this 
  Agri-world are peasants or serfs whose 
  existence is spent working the fields of 
  their masters, and in the brief time allotted 
  to them, attending to their own crops. The villages work the 
  surrounding lands on a field rotation system, with each field 
  being left to lie fallow one season in five. A peasant is entitled 
  to a small plot of land as long as he/she works a nine-hour day 
  in the service of their master. This service need not all be in 
  tending the land, so some peasants specialise in the other crafts 
  required to maintain a population: Blacksmith, Charcoal Burner, 
  Farrier, Woodsman, Hunter, Fisherman, Messenger, Rodent 
  Wrangler, Craftsman and Wagoneer to name a few. Almost all 
  of the peasants have no concept of a world beyond their 
  horizons; apart from the fact that the Emperor watches over 
  them and that their labours benefit the Imperium of Mankind.  
   
  The Noble Spectrum Houses each control a portion of the Planet 
  surface, as it was decreed in the beginning: One colour to each 
  region, no house to hold too much land, but all tied together by 
  blood. A blending of the spectra may create minor houses, but 
  their holdings must be ratified by the Council of Colours, and be 
  held only in trust. Thus the Spectrum uses the minor houses to 
  oversee the extent of their holdings. Each house may maintain 
  a corps of armsmen, but their numbers must be maintained in 
  parity across all houses to ensure balance remains. Martial 
  contests are an indulgence of the Noble class, allowing the 
  tension between individuals and houses to be settled in an 
  “amicable” and none too costly manner.  
   
  There is a considerable Ecclesiarchy presence on the planet; as 
  a result of the significance of one of the major export products, 
  and the weight of the Imperial Cult within the populace. All 
  houses will have a priest in residence, and members of the 
  clergy can be found throughout the populace, even the meanest 
  village will have a priest to lead services in praise of the 
  Emperor, and to remind all of their duties to the Spectrum, and 
  the Emperor.  
   
  +++PLANETARY DATA+++ 
   
  EQUATORIAL CIRCUMFRENCE: 59,757 Miles.  
   
  GRAVITY: 0.95 G.  
   
  CLASS: Agri-world.  
   
  SUBSECTOR: Hazeroth 
   
  YEARS AND DAYS: Hilarion takes 590 Terran days to Orbit its 
  star and spins on its axis every 28 Terran hours.  
   
  SATELLITES: 2 “Moons”. These spin in opposite directions at 
  90° to each other, and at 30° to either side of the planet’s axis. 
  This causes a slight wobble in the planetary orbit, but the 
  phenomena seems relatively stable. Due to the difference in 
  size of the two moons, and their distance from the planet’s 
  surface, they appear quite different for most of their cycles, 
  however during Solstice there is a great celestial conjunction 
  celebrated across the planet. This event occurs every 5 years 
  and marks the point where the Sun, and both moons align – 
  forming the Emperor’s Halo – a fiery corona visible around 
  the moons. The smaller moon seems to glow with it’s own 
  light during Solstice, even though its larger sibling stands 
  between it and the Solar light.  
   
  The majority of the populace is not aware that the smaller, 
  closer moon is in fact artificial, simply an satellite spaceport 
  for quarantine and administrative purposes. The Agriculture of 
  the planet must be protected at all costs; hence all ships 
  visiting must be decontaminated (by crews from the satellite 
  port) prior to receiving landing clearance. Visiting crews are 
  encouraged to keep to themselves so as to not destabilise the 
  resident populace with tales of the worlds beyond the sky.  
   
  POPULATION: Approximately 750,000,000 - although an 
  exact count of the peasant class is impossible.  
   
  MEAN SURFACE TEMPERATURE: 19°C.  
   
  TROPOSPHERIC COMPOSITION: Nitrogen 75%, Oxygen 
  21.95%, Argon 0.93%, Carbon Dioxide 0.137%, trace 
  amounts of other gases, and a variable amount (average 
  around 2%) of Water Vapour.  
   
  PLANETARY GOVERNER: The planet is ruled by the Council 
  of Colours, which is composed of the heads of the Seven 
  Great Houses – or the Spectrum Houses. Each house is 
  ascendant in turn; dominance decreed during Solstice by the 
  divine light of the Emperor’s Halo – in the ritual of the Eagle’s 
  Light. The statute of the council states that a majority must 
  ratify major decisions and agreements. These decisions may 
  not be made in the first year after Solstice, nor in the last 
  year of the cycle. This prevents a certain amount of political 
  backstabbing, and smooths the transition between the Houses 
  ascension. As all major houses are bound by some degree in 
  blood, there is rarely major tension, more often petty 
  bickering over trade quotas, tithes and the general “one-
  upmanship” that goes with being the ruling elite.  
   
  The Ecclesiarchy assists by providing diplomatic envoys where 
  necessary, and provides the personnel to oversee the 
  transport hubs where goods are assembled for export. Their 
  neutrality ensures that one house cannot gain advantage over 
  another; a system that has been stable for so long, that it is 
  now rarely tested.  
   
  RELIGION: The people believe they are chosen for this life, 
  and it is the divine will of the Emperor that they carry out the 
  tasks they are born to. The strong presence of the 
  Ecclesiarchy reinforces this on a daily basis: Each house will 
  attend prayer at least once a day, and the peasants are 
  joined by their priest who will provides insight and 
  encouragement to them whilst they labour.  
   
  There are two other significant factors that reinforce the 
  teachings of the Imperial Cult. The Solstice which occurs 
  every five years and bathes the populace in the light of the 
  Emperor’s Halo – a sign of blessing visible to all and 
  indisputable proof of the Divine purpose.  
   
  The second is the Sacred Aquila, protected by the 
  Ecclesiarchy, and known only to the Spectrum houses 
  (although it’s presence is the subject of awed rumours and 
  whispers amongst the wider population). The Aquila is the 
  focus of the ritual of the Eagle’s Light – the focus for 
  
  determining the ascendance of a new Spectrum House during 
  Solstice. The Aquila was there when the first settlers arrived on 
  the planet – a sign that this was the world that had been 
  destined to serve the Imperium, the Emperor and the Church. 
  Seven pillars of creamy white stone make up the Aquila, each 
  composed of graceful curves and veined with traces of gold like 
  pristine marble. Their placement marks the outline of the 
  Aquila: Heads, Wingtips, Feet and Tail with a Heart Stone to one 
  side of the central axis. Perhaps it is due to the fairly constant 
  temperature, or the light of the sun, but the pillars feel warm to 
  the touch. Each pillar has been set with a glass orb of a 
  different hue; one for each Spectrum House – Vermillion, 
  Ambre, Citron, Emeralde, Saphir, Amethyste, Violette. During 
  the Ritual of the Eagle’s Light, the Solstice conjunction will 
  illuminate the house that will rule for the following five years. 
  The divine light from the Emperor’s Halo shines through one of 
  the coloured orbs set upon the Aquila’s pinions and a beam of 
  the Spectrum touches the Heart stone.  
   
  The Sacred Aquila has been protected by the Ecclesiarchy, and 
  now lies within the precinct of the Sensoria; a garden set with 
  many of the species grown upon the planet, and intertwined 
  with streams and sculptures dedicated to the Emperor and his 
  saints. The Sensoria is maintained and protected by a dedicated 
  Imperial Cult, who oversees the Ritual and plantings, the White 
  Brethren. It is also rumoured, that these brethren provide a 
  subtle enforcement for the Ecclesiarchy should the need arise, 
  and are the means to discipline a House should that unfortunate 
  necessity arise. However no proof of these so-called Black 
  Brethren has been recorded, and if the rumours are correct, 
  those who could verify its existence are no longer in a position 
  to do so.  
   
  Members of the Noble Houses use the Sensoria as a place of 
  refuge and inspiration, should their petitions for admittance be 
  recognised by the White Brethren. The scholars and composers 
  of the Ecclesiarchy also frequent the grounds of the Sensoria, 
  awaiting the muse that will inspire them to further creations in 
  the name of the Emperor. One of the most beautiful songs of 
  praise – The Emperor’s Lament, was composed and arranged to 
  a traditional Herrmotzardt tune in the grounds of the Sensoria.  
   
  CLIMATIC REGIONS: The planet surface is 59% land; the 
  remainder is covered by water, the majority of which is fresh. 
  Rainfall is regular and keeps the land moist and the rivers 
  flowing. Storms occur from time to time, especially during the 
  months leading up to Solstice, and although dramatic lightning 
  and thunder often accompany these, they rarely cause much 
  damage to the well-drained landscape.  
   
  The soil is rich and seems to support any species introduced to 
  it, returning bountiful crops. There is very little of the land that 
  cannot be turned to agriculture, in some places it is hard to site 
  the villages and towns, as all the land is so verdant. Spilled 
  grains must be cleaned up quickly, not because they attract 
  vermin (although this can be the case) but because they will 
  sink into the loam and sprout shortly after. For this reason 
  many larger buildings are floored with stone cut from the hills 
  and mountains, even though this is expensive to obtain and 
  transport.  
   
  The poles are mountainous regions, which are sparsely 
  populated, as they have little flat land suitable for agriculture. 
  The mountains do provide an environment suitable for some 
  herbaceous plants, so these have been seeded throughout, and 
  are harvested occasionally by intrepid peasants who accept the 
  solitude and hardship for the bounty theses plants provide.  
   
  SEAS: Hilarion has several small seas, or Brines, but the 
  greatest proportion of surface water is fresh, flowing from 
  streams to rivers and then to the large lakes of Sweetwater. 
  These are now populated with various aquatic forms, and a 
  subculture exists to harvest these as an addition to the 
  available foodstuffs. Some of the Brine species are 
  particularly difficult to catch and are highly prized for feast-
  foods by the Noble Houses. A solstice feast would not be 
  considered complete without the small rainbow-hued 
  Sweetwater Motley.  
   
  There are a few coastal islands, but these are the domain of 
  the White Brethren, and trespass is firmly discouraged. 
   
  TERRA-FORMING: None of the present inhabitants (the 
  generations within recorded history) have conducted terra-
  forming – the concept is unknown to them. The world is 
  perfect as it is; perhaps even a little too perfect…  
   
  NATIVE FLORA AND FAUNA: There was little animal life 
  endemic to the planet when the settlers arrived, but now it 
  teems with life both botanical and zoological – but of an 
  introduced nature. Some areas still have native vegetation, 
  but most of this has been replaced by introduced species.  
   
  The only native species that has been adopted (and 
  domesticated) is the Falcohawke. This species has become 
  the hunting companion of many nobles, and the Falconer is a 
  highly regarded servant responsible for the care and training 
  of these creatures. Strict carnivores, the Falcohawke are 
  avians similar to a Terran raptor, but much more vibrantly 
  coloured; their plumage ranges from rich brown, through red 
  and gold with some rarer individuals even sporting feathers of 
  blues and greens. It is the ultimate vogue to have your house 
  hunting party escorted by Falcohawkes in their spectrum 
  shade; for some houses this presents more of a challenge, 
  but gives the falconers something to breed for. The feathers 
  cover the body except for the face (which is slightly reptilian) 
  and the feet. The legs have longer feathers similar to those 
  on the wings, giving the Falcohawke a four-winged 
  appearance, which is heightened by the long and flexible tail, 
  which also sports longer feathers down the sides of the spine. 
  Unlike the Terran Raptors, the animal possesses jaws full of 
  tiny sharp recurved teeth rather than a beak, but this does 
  not make them any less effective as hunters.  
   
  There are records of a large reptilian species, although these 
  are rarely encountered, as they inhabit the mountainous 
  regions that are sparsely populated and the deep oceans. 
  Several families possess trophies from these beasts, but they 
  have become far less common over the past centuries, so 
  much so that they have slipped into legend in some areas. 
  The peasants will blame any disappearance of stock or fellow 
  on the beasts if there is no other obvious explanation, and 
  those who see a fiery trail across the sky explain it as the 
  flight of one of the monsters – which are said to be able to 
  breathe fire. The priests do not discourage this talk as it helps 
  to keep the serfs in line, and attentive to their tasks, although 
  they know the true nature of the sky trails, none would be 
  able to say for certain wether the beasts do exist or not. 
  Occasionally a quest for one of these beasts will be mounted, 
  and young nobles from various houses will come together to 
  organise hunting parties before setting off on their 
  expeditions. This practice keeps the lesser nobles amused, 
  
  and occupied as well as encouraging cooperation between the 
  houses. Should any trophy be returned, great prowess will go to 
  the victors.  
   
  ALIEN FLORA AND FAUNA: The planet grows food sufficient 
  to feed its population, as well as the exotic plants for export off 
  world. Many species have also been introduced as pollinators for 
  the various crops, and there have been a few vermin species 
  that escaped quarantine in the early days of settlement to 
  plague the population here, as they do on so many other 
  worlds. The Noble Houses have arranged for diverse species to 
  be introduced over the years for sport, although these have to 
  be monitored and culled occasionally if their numbers increase 
  to a point where they impact on the industry of the planet. 
  Beasts of burden and similar animals form the basis of the 
  transport system on Hilarion, you ride or walk – there is no 
  other option. 
   
  ECONOMY: The majority of the population of Hilarion is 
  composed of the peasant and serf class (small distinction 
  between these two). They work in service to the Noble Houses 
  and toil to produce the Spices and incenses for their Lords, who 
  then export them off world, (but this is not known to the 
  peasants – they simply believe that the Emperor requires their 
  labour). The Serfs and Peasants use barter amongst themselves 
  for the majority of transactions although occasionally they may 
  come to possess some of the Imperials or Eagles (the local 
  coins). The Noble Houses will deal with one another, using 
  barter or Coin: Imperials, Eagles or even Throne Gelt (although 
  this is less common). 7 Eagles constitute an Imperial, and 3 
  Imperials constitute a Throne Gelt. The economy is stable, 
  feudal and balanced with no House holding unfair advantage 
  over another, as all the Houses are bound by blood, and ruled 
  under the statute of the Council of Colours.  
   
  The tithe of Hilarion consists almost entirely of the Incense 
  produced for the Ecclesiarchy and other spices produced to 
  satisfy the demands of Nobles throughout the Calixis Sector.  
   
  SOCIETY: Hilarion is populated by a majority of Peasants. A 
  smaller number of Nobles make up the ruling class while the 
  balance of the populace is a very small percentage of Serfs; 
  who have become indentured for failure to meet their 
  contractual obligations of service and provide for their families. 
  The Technology level is mostly medieval, although the Noble 
  Houses have a small number of devices that would be seen in 
  the wider Imperium. The Ecclesiarchy has perhaps the highest 
  level of technology on the planet, used for their religious 
  requirements, and to provide a means to oversee the Noble 
  Houses and the production of their important crops.  
   
  WATER SUPPLY: Each area is responsible for producing its 
  own food for the populace, although there is trade for particular 
  goods amongst the houses. Water is free-flowing with many 
  streams and rivers, and villages are not built where there is not 
  water from such a source, unless a spring or a well has been 
  constructed.  
   
  The serfs produce food for the Noble houses, and also for 
  themselves. There has not been any incidence of food shortage 
  during the history of the settlement, even in the earliest years 
  when the crops were adapting. However should this occur, the 
  Statute provides that other houses share their supplies until the 
  crisis is over.  
   
  PRINCIPLE EXPORTS: Incense aromatics are the principal 
  export of Hilarion, almost all of which are used by the 
  Ecclesiarchy throughout the Calixis sector. The delicate nature 
  of these fragrances, such as Frankincense and Myrrh, requires 
  that the plants be harvested and processed manually – 
  otherwise the purity is lessened through mechanical 
  contamination. This factor is behind the very structure of 
  society on Hilarion – the peasants are the only viable means 
  of managing this production. Once this system was 
  established it was a natural extension to include other 
  fragrant plants and spices, which would benefit from such a 
  hospitable environment and manual labour force, including 
  cinnamon and saffron. These are rare commodities for trade, 
  and their “Hand-picked” nature increases their value. These 
  small quantities of luxury goods enable the Noble Houses to 
  maintain their status and occasionally import luxury items in 
  return, such as quality fabrics and tutors for their children.  
   
  PRINCIPLE IMPORTS: Few goods are imported to Hilarion 
  due to the strict Quarantine protocols. However on 
  exceedingly rare occasions new crops are developed that are 
  deemed to be suitable for the Hilarion climate, and seed for 
  these is brought down after rigorous testing and established 
  upon one of the coastal islands. The plants are closely 
  monitored by members of the White Brethren (the task is too 
  important to trust to mere Peasants), and are destroyed 
  immediately at any sign of incompatibility with existing 
  species. The White Brethren also use coastal islands for cross-
  breeding existing species and other purposes, although these 
  are not defined. 
   
  CONFLICTS: Unlike many worlds in the Imperium, the 
  political climate is relatively stable. The feudal nature of the 
  system, given the vast majority of the uneducated peasants, 
  requires the nobles to find diplomatic solutions to squabbles 
  (usually these involve marriage), as drawing serfs from the 
  fields (and Emperor forbid arming them) would mean loss of 
  harvest and therefore income. 
   
  DEFENCES: Not as far as the general populace is concerned. 
  The Spaceport satellite does in fact have the capacity to offer 
  limited planetary defence – mostly in the form of defence 
  lasers and missiles used to defend the quarantine regulations, 
  and encourage captains to be cooperative. Should a threat 
  majoris arise there would be very little the inhabitants could 
  do except appeal to others for aid and offer sincere prayers to 
  The Emperor.  
   
  IMPERIAL GUARD RECRUITMENT: None. The general 
  populace would have an extremely difficult time coping with 
  being off world, let alone with any type of technology beyond 
  their medieval experience. 
   
  CONTACT WITH OTHER WORLDS: Hilarion is not well 
  known outside the Hazeroth subsector, in fact the existence 
  of the planet is not widely publicised so as to protect it from 
  unsanctioned traffic. All planetary trade must be processed by 
  the Quarantine station on the smaller “moon” and only 
  selected Traders holding an Ecclesiarchal charter are 
  permitted to send Landers down to collect trade and tithe 
  goods – these vehicles must only land in designated zones, 
  and are supervised during their entire planetfall by an 
  observer from the Order Famulous 
  IOCANTHUS 
  
  Iocanthos is a lawless world dominated by 
  warlords and their huge armies, which 
  clash across its jungles, forests and plains. 
  The planet’s importance in the Calixis 
  Sector is defined by the fact that it is one 
  of the few places in the Imperium where 
  the Ghostfire flower can grow. Ghostfire 
  pollen can be refined into the combat 
  drugs used extensively in the Penal 
  Legions of the Imperial Guard. 
   
  Every five years, a taskforce of Administratum officials descends 
  onto Iocanthos to gather the planet’s Ghostfire tithe. The 
  warlords exchange their harvests of Ghostfire pollen with the 
  Administratum in exchange for weapons, vehicles, fuel, clean 
  water and other essentials. The warlord who hands over the 
  most Ghostfire pollen is considered the Planetary Governor and 
  claims the lion’s share of support from the Imperium and the 
  title Vervai (literally “prince of princes” or “king”). The title 
  brings with it immense prestige and confirms the warlord’s 
  position as the most dangerous and skilled on Iocanthos. The 
  current Planetary Governor is “King” Skull, a terrifying warrior 
  at the head of an enormous and supposedly invincible army of 
  madmen and killers. The warlords of Iocanthos are also required 
  to hand over their psykers as well as the Ghostfire harvest, but 
  these are taken from them not by the Administratum but by 
  nameless grey-uniformed men who herd the psykers onto their 
  sleek black ship and take their leave. 
   
  The Administratum fully accepts the situation on Iocanthos. The 
  Ghostfire pollen is harvested very efficiently because so many 
  warlords’ armies battle to find every last blossom. Were the 
  Administratum to take over Iocanthos themselves the planet 
  would first have to be conquered by the Imperial Guard at 
  enormous expense and the Administratum themselves would be 
  hard-pressed to match the vigour with which Iocanthos’s 
  warlords hunt down every Ghostfire flower. They therefore leave 
  the warlords to do the hard work, safe in the knowledge that 
  none of them can rebel against Imperial authority lest their 
  supplies of guns and fuel be cut off.  
   
  +++PLANETARY DATA+++ 
   
  GALACTIC POSITION: 103/22/CS/SE.  
   
  CLASS: Agri-world.  
   
  SUBSECTOR: Golgenna 
   
  POPULATION: 5,000,000,000.  
   
  CLIMATE CLASSIFICATION: Largely arid.  
   
  PLANETARY GOVERNER: Vervai ('King') Skull.  
   
  CLIMATIC PHENOMENON: Frequent dust storms  
   
  ECONOMY: Local currency known as "soules". On Iocanthos 
  many believe their money is forever stained by the blood of 
  mercenaries, giving rise to the idea of trading in soules of fallen 
  warriors.  
   
  WATER SUPPLY: Very few sources of fresh water. 
   
  PRINCIPLE EXPORTS: Iocanthos’s only meaningful export is 
  Ghostfire pollen. The Ghostfire harvest is essential to the 
  existence of Imperial Guard Penal Legions in the Segmentum 
  Obscurus.  
   
  The blunderbusses made here are worthy of note for the 
  sheer size of the barrel and its seemingly indestructible ability 
  to fire anything placed into the barrel. It is unsurprising to 
  know that they are also called scrapper cannons. The 
  Iocanthos blunderbuss has a notoriously short range but a 
  very wide arc. Anything unlucky enough to be standing two 
  metres in front of a fully loaded ‘scrapper cannon’ will most 
  likely be turned to mush.  
   
  PRINCIPLE IMPORTS: Fresh water is a vital import.  
   
  COUNTRIES AND CONTINENTS: Four main continents and 
  extensive island chains. Only the largest continent is 
  populated (mountainous/rocky, dense southern forests).  
   
  CONFLICTS: Iocanthos’s warlords (usually styling 
  themselves “vai” or tribal prince) battle constantly for control 
  of the Ghostfire harvest. The Ghostfire crop cannot be 
  cultivated normally and so once a patch of it is harvested 
  another one must be found. The warlords’ armies are 
  therefore constantly on the move, travelling in enormous 
  hordes across Iocanthos’s main continent and clashing 
  violently wherever they meet. Iocanthos’s wide plains, dense, 
  dark forests and forbidding mountain passes are studded with 
  old battlefields where burned out vehicles and age-bleached 
  skeletons abound. 
   
  DEFENCES: Massive armies in service of warlords. Large 
  mercenary presence.  
   
  CONTACT WITH OTHER WORLDS: A great many stable 
  warps routes can be accessed from Iocanthus, leading to 
  worlds such as Dreah, Scintilla, Luggnam, Sephiris 
  Secundus, 41 Pry, Zillman's Domain and Heed. 
  KARRIK 
  Karrik, also known as the Pocked World 
  by spacefarers, is the sole planet of its 
  system. Regularly bombarded by 
  asteroids, far colder than most habitable 
  worlds, subject to a moderate level of 
  Orkoid infestation and with a high 
  gravity relative to that of Terra, its 
  breathable atmosphere nevertheless 
  means that it is home to a number of 
  human and abhuman colonists.  
   
  +++PLANETARY DATA+++ 
   
  EQUATORIAL CIRCUMFRENCE: 11,500 Miles.  
   
  GRAVITY: 1.41G.  
   
  CLASS: Death World.  
   
  YEARS AND DAYS: Karrik takes 345.5 Terran days to Orbit 
  its star and spins on its axis every 22 Terran hours.  
   
  SATELLITES: Karrik has two moons. The first is Phobos, it is 
  a pitted asteroid, riddled with tunnels. Remains of Orkoid 
  technology can be found on the moon. It is theorised to be an 
  old Ork Rokk that became stuck in the orbit of Karrik many 
  
  millennia ago. The second is The Pearl Moon, which is covered 
  in water and has it's own population and government.  
   
  Karrik is one of the outlying worlds in it's solar system, and is 
  regularly peppered by meteors. Defence orbitals exist to take 
  care of larger meteors that threaten Karrik, but smaller meteors 
  regularly smash into the planet, ruining crops and buildings as 
  they do so.  
   
  POPULATION: 10,500,000 approx (human and abhuman).  
   
  MEAN SURFACE TEMPERATURE: -2 to +4 °C.  
   
  TROPOSPHERIC COMPOSITION: Nitrogen 75%, Oxygen 
  21%, Argon 1%, Ozone 1%, Carbon Dioxide 1.5%.  
   
  RELIGION: A conservative adherence to the imperial cult. The 
  population of Karrik know nothing of Chaos beyond a few 
  folktales and half-forgotten lore. Due to the presence of Orks on 
  the planet Monodominant beliefs are growing popular amongst 
  Karrik's population.  
   
  CLIMATE: Whilst not an ice world like Valhalla Karrik is a very 
  cold world, with large permanent ice caps, freezing high winds 
  and frequent blizzards, even on the equator. Humans on the 
  planet who do not take precautions with shelter or protective 
  clothing soon risk death by exposure. 
   
  CLIMATIC REGIONS: Polar Caps - Large northern and 
  southern polar caps, permafrost. Largely unexplored and 
  uninhabited.  
   
  SEAS: Much of Karrik's water is frozen within it's large polar 
  caps but near to the equator there exists a series of shallow 
  seas and lakes. Many of these rest in the craters left by large 
  meteors that hit the planet in ages past.  
   
  CLIMATIC PHENOMENON: Electrical storms. .  
   
  ALIEN FLORA AND FAUNA: Orkoids (Orks, Gretchin and 
  Squigs). An Ork vessel crashed here many years prior to the 
  planet's discovery by the Imperium. The planet is infested with 
  Orkoids. The cold atmosphere stunts their development 
  somewhat, but during the summer months the fruiting bodies of 
  mushroom bloom in warmer areas and, left to their own 
  deivces, young Orkoids soon emerge. To keep them in check 
  regular patrols are sent out with Heavy Flamers to destroy any 
  suspicious fungal growths they find. Now and then parties of 
  feral Orks are encountered on the world, but they are usually 
  small in number, poorly armed, and easily dealt with.  
   
  WATER SUPPLY: Water is readily available on the planet and is 
  freely distributed from resovoirs in every sizable community.  
   
  PRINCIPLE EXPORTS: Mineral ores for ferro-alloys. Lead. 
  Manganese..  
   
  PRINCIPLE IMPORTS: Foodstuff. Manufactured goods.  
   
  CONFLICTS: The struggle against the harsh environment and 
  occasional parties of Orks ensures that, for the most part, the 
  people of Karrik are peaceful towards one another.  
   
  DEFENCES: Does the planet have a PDF, or an Imperial Guard 
  regiment (or more), missile silos, defence lasers, macro 
  cannons, other?  
   
  IMPERIAL GUARD RECRUITMENT: Karrik raises planetary 
  defence forces but does not contribute regiments of men to 
  the Imperial Guard. Squads of Ogryns are raised on Karrik, 
  and these are indentured to regiments of Imperial Guard 
  throughout the sector.  
   
  CONTACT WITH OTHER WORLDS: Karrik is unable to feed 
  its own population without risking frequent famines. It 
  recieves a quota of the plankton and seafood harvested on 
  the world of Spectoris and it's own Pearl Moon to help feed 
  its populace. 
  KARRIK 
  Karrik, also known as the Pocked World 
  by spacefarers, is the sole planet of its 
  system. Regularly bombarded by 
  asteroids, far colder than most habitable 
  worlds, subject to a moderate level of 
  Orkoid infestation and with a high 
  gravity relative to that of Terra, its 
  breathable atmosphere nevertheless 
  means that it is home to a number of 
  human and abhuman colonists.  
   
  +++PLANETARY DATA+++ 
   
  EQUATORIAL CIRCUMFRENCE: 11,500 Miles.  
   
  GRAVITY: 1.41G.  
   
  CLASS: Death World.  
   
  YEARS AND DAYS: Karrik takes 345.5 Terran days to Orbit 
  its star and spins on its axis every 22 Terran hours.  
   
  SATELLITES: Karrik has two moons. The first is Phobos, it is 
  a pitted asteroid, riddled with tunnels. Remains of Orkoid 
  technology can be found on the moon. It is theorised to be an 
  old Ork Rokk that became stuck in the orbit of Karrik many 
  millennia ago. The second is The Pearl Moon, which is 
  covered in water and has it's own population and 
  government.  
   
  Karrik is one of the outlying worlds in it's solar system, and is 
  regularly peppered by meteors. Defence orbitals exist to take 
  care of larger meteors that threaten Karrik, but smaller 
  meteors regularly smash into the planet, ruining crops and 
  buildings as they do so.  
   
  POPULATION: 10,500,000 approx (human and abhuman).  
   
  MEAN SURFACE TEMPERATURE: -2 to +4 °C.  
   
  TROPOSPHERIC COMPOSITION: Nitrogen 75%, Oxygen 
  21%, Argon 1%, Ozone 1%, Carbon Dioxide 1.5%.  
   
  RELIGION: A conservative adherence to the imperial cult. 
  The population of Karrik know nothing of Chaos beyond a few 
  folktales and half-forgotten lore. Due to the presence of Orks 
  on the planet Monodominant beliefs are growing popular 
  amongst Karrik's population.  
   
  CLIMATE: Whilst not an ice world like Valhalla Karrik is a 
  very cold world, with large permanent ice caps, freezing high 
  
  winds and frequent blizzards, even on the equator. Humans on 
  the planet who do not take precautions with shelter or 
  protective clothing soon risk death by exposure. 
   
  CLIMATIC REGIONS: Polar Caps - Large northern and 
  southern polar caps, permafrost. Largely unexplored and 
  uninhabited.  
   
  SEAS: Much of Karrik's water is frozen within it's large polar 
  caps but near to the equator there exists a series of shallow 
  seas and lakes. Many of these rest in the craters left by large 
  meteors that hit the planet in ages past.  
   
  CLIMATIC PHENOMENON: Electrical storms. .  
   
  ALIEN FLORA AND FAUNA: Orkoids (Orks, Gretchin and 
  Squigs). An Ork vessel crashed here many years prior to the 
  planet's discovery by the Imperium. The planet is infested with 
  Orkoids. The cold atmosphere stunts their development 
  somewhat, but during the summer months the fruiting bodies of 
  mushroom bloom in warmer areas and, left to their own 
  deivces, young Orkoids soon emerge. To keep them in check 
  regular patrols are sent out with Heavy Flamers to destroy any 
  suspicious fungal growths they find. Now and then parties of 
  feral Orks are encountered on the world, but they are usually 
  small in number, poorly armed, and easily dealt with.  
   
  WATER SUPPLY: Water is readily available on the planet and is 
  freely distributed from resovoirs in every sizable community.  
   
  PRINCIPLE EXPORTS: Mineral ores for ferro-alloys. Lead. 
  Manganese..  
   
  PRINCIPLE IMPORTS: Foodstuff. Manufactured goods.  
   
  CONFLICTS: The struggle against the harsh environment and 
  occasional parties of Orks ensures that, for the most part, the 
  people of Karrik are peaceful towards one another.  
   
  DEFENCES: Does the planet have a PDF, or an Imperial Guard 
  regiment (or more), missile silos, defence lasers, macro 
  cannons, other?  
   
  IMPERIAL GUARD RECRUITMENT: Karrik raises planetary 
  defence forces but does not contribute regiments of men to the 
  Imperial Guard. Squads of Ogryns are raised on Karrik, and 
  these are indentured to regiments of Imperial Guard throughout 
  the sector.  
   
  CONTACT WITH OTHER WORLDS: Karrik is unable to feed its 
  own population without risking frequent famines. It recieves a 
  quota of the plankton and seafood harvested on the world of 
  Spectoris and it's own Pearl Moon to help feed its populace. 
  KLYBO 
  An extinct world, where the ruins of a lost 
  colony poke from the sifting sands. Klybo’s 
  harsh environment spurned all efforts to 
  settle it. The Sector Fleet maintains a 
  waystation on a moon in close orbit. 
   
  Klybo has become proverbial over the 
  years, indicating a worthless or doomed 
  effort. “It all went like Klybo” or “I tried 
  my best, but I had a day on Klybo” are 
  common sector euphemisms. 
   
  Klybo is a particular haunt of prospectors and tech-
  archaeologists. It is rumoured that fabulous STC finds are 
  hidden on Klybo, remnants of the colonial attempts to settle 
  the world. Several myths report “walking monsters”, akin to 
  Ambulon, still striding the wastelands. No form of conclusive 
  data has yet been obtained.  
   
  +++PLANETARY DATA+++ 
   
  GALACTIC POSITION: 234/33/CS/S. 
   
  CLASS: Dead World.  
   
  CONTACT WITH OTHER WORLDS: None to speak of. 
  LANDUNDER 
  Upturned world. The limp, untrustworthy 
  planetary crust floats freely on a deep 
  chemical ocean. The colonies here are 
  built to cling underneath the planetary 
  crust in suspension. Eight “hanging” 
  undercities, containing almost a billion 
  inhabitants, with trade deriving from 
  ocean-depth mining and chemical 
  treatment (processing plants exploit the 
  curious mix of oceanic chemicals). 
   
  +++PLANETARY DATA+++ 
   
  GALACTIC POSITION: 17-3/12/CS/NW. 
   
  CLASS: Hive World.  
   
  SUBSECTOR: Malfian 
   
  POPULATION: 1,000,000,000 (approx).  
   
  CONTACT WITH OTHER WORLDS: Stable warp routes run 
  from Landunder to Malfi and The Lathes. 
  MALFI 
  Hive world, eight hundred days standard 
  from Scintilla, the main population and 
  manufacturing focal of the rimward 
  territories of the sector. Malfi is a 
  semitropical, gloomy world of overbuilt 
  hives and habitations ledges. Its 
  population approaches that of Scintilla 
  and it subsists on its engineering and 
  metalwork industries. Malfi has a 
  grudge: it believes it should be the 
  sector capital world and venomously protests the supremacy 
  of Scintilla. 
   
  Certainly, with its super-continental hives and eradication of 
  natural landscape, Malfi resembles a Solar hiveworld far more 
  than any of the other worlds in the sector and its claim for 
  capital eminence seems reasonable. However, politics and 
  demographics are fickle mistresses. Scintilla is better placed 
  to provide a centre of effective governance for the sector. 
  Early regimes, following the Lord Angevin’s campaign, made 
  
  their headquarters on Malfi but the province has spread out 
  since then. Despite its efforts, Malfi remains a border world, 
  colossal in both its consumption and its production. It satisfies 
  itself in commanding the Malfian subsector, ruling the territories 
  rimward and spinward of Scintilla. The subsector governor, 
  Jendrous Kaffiq, answers only to Lord Sector Hax himself. 
  Malfi is a seat of the Administratum and several chief banking 
  houses. Its nominal ruler is the Eminence Glydus Matriarch. 
   
  Malfi is - and this may be the very reason the sector rulers 
  passed over it - a place of the most infernal intrigue. It is 
  impossible to count the courtly factions vying for power and the 
  ear of the Matriarch. The central palace is a labyrinth of 
  chambers and anterooms, a warren that, so proverbs say, many 
  have entered and subsequently died trying to find a way out 
  again. Guides may be procured to steer a visiting party through 
  the warren of Malfi’s central palace: they cannot be trusted. 
  Every act and motion of Malfian life is about dissemblance and 
  intrigue. Hire the wrong guide and you may be damned to years 
  of squabbling diplomacy and sudden duels. It is said of the 
  Malfian palace that “life has a thousand separate doors” and this 
  is no exaggeration. Entering Malfian society, one enters a world 
  of complexity and deceit. Few emerge alive. 
   
  The Calixian Conclave, which supports a district office on Malfi, 
  regards the world as a particular hotbed of dissent and heresy. 
  Apart from the many political factions and underground groups 
  (many sponsored or run by Malfian noble houses) that support 
  and promote Malfi’s usurpation of the capital world role (it is 
  worth noting that three times in the last two centuries, Malfian 
  dissenters have almost triggered open civil war with Scintilla), 
  the excessively secretive and disingenuous society of the 
  Malfian hives propagates many sects and cults. These groups 
  find it ridiculously simple to conceal themselves within Malfi’s 
  layered, elaborate culture of falsehood and deceit. They also 
  find the hive citizenry to be a fertile source of amenable, pliable 
  recruits. In recent years, the Conclave has become aware of two 
  particularly active sects, whose reach is now spreading beyond 
  Malfi.  
   
  +++PLANETARY DATA+++ 
   
  GALACTIC POSITION: 2-2/34/CS/N.  
   
  CLASS: Hive World.  
   
  SUBSECTOR: Malfian 
   
  PLANETARY GOVERNER: The Eminence Glydus Matriarch.  
   
  SOCIETY: The Masqued, this “cult”, which has strong 
  connections to an alarming number of noble houses, is believed 
  to have grown directly out of Malfi’s culture of intrigue. Its 
  original architects took the concepts of falsehood and 
  subterfuge to their limits and arrived at the cult’s guiding tenet: 
  that nothing is what it seems. By extension, human life and the 
  Imperium is a deceit, and Chaos itself is the truth. The Masqued 
  believe that the “civilised Imperium” wears a mask of 
  refinement and devoted duty, beneath which lies man’s natural 
  affinity with the lurid machinations of the Warp. They believe it 
  is simply a matter of time before the mask falls away and 
  mankind’s true nature as a Chaotic species is revealed. 
   
  The Masqued revel in licentious, debauched behaviour and 
  delight in extremes of falsehood and mendacity. All cult 
  members are anonymous and wear, at their gatherings, 
  grotesque and colourful masks derived from the styles worn 
  at courtly masques and entertainments. The Masqued boasts, 
  in its membership, a shockingly large number of nobles and 
  high-born, for whom the cult is a mere extension of their 
  courtly world, intrigue taken to its natural conclusion. It is 
  likely many of them have no real concept of the dark truth 
  lurking at the centre of their compact. More a deviant secret 
  society than an actual cult, the Masqued have avoided 
  censure for a number of reasons: they have connections and 
  influence; they are almost impossible to identify and target; 
  they offer no palpable threat as yet. The Masqued do not 
  seem to be striving to achieve anything: their activities are 
  more a broad excuse for licentious, orgiastic behaviour. 
  Attempts made by the Calixian Conclave, in the most part 
  abortive or unsuccessful, to infiltrate the order have revealed 
  that the cult seems content to meet and worship, waiting for 
  “the inevitable” to happen. They seem to show no desire or 
  intent to bring about a chaotic revolution, as they regard it as 
  a preordained fact. It is known that Caidin himself regards the 
  Masqued as a “dilettante order”, a grouping of deviants rather 
  than an active threat, and therefore not a priority target. 
  However, given the potential membership of the cult, and the 
  wealth, resource and influence that implies, if the order ever 
  did decide to become more proactive, it would be the richest 
  and most insidious cult in the Segmentum. For this reason, 
  several key figures in the Conclave believe it should be dug 
  out and sanctioned without delay. 
   
  The range of the cult’s activity is alarming: suborders and 
  satellite lodges have been noted on Scintilla, Sepheris 
  Secundus, Iocanthus and many other high population 
  worlds in the sector. Traces of it have been found as far away 
  as Cypra Mundi, and Eustis Majoris in the Scarus Sector. It 
  goes wherever the noble houses of the Imperium have 
  influence. Some say it has links all the way back to Terra. It is 
  also chilling to reflect that, in the last three decades alone, 
  four high-level operatives, each of unimpeachable character, 
  sent by the Inquisition to infiltrate the cult, have later turned 
  up as bonded members. It is an alluring, seductive order.  
   
  CONTACT WITH OTHER WORLDS: Stable warp routes run 
  from Malfi to Landunder, Seedworld AfG:218, Scintilla, 
  Vaxanide and Orbel Quill 
  THE MISERICORD 
  The Misericord is an example of the many Chartist spacecraft 
  that ply the trade routes between Scintilla, Iocanthus and 
  Sepheris Secundus and the other worlds of the sector. It is 
  an ugly and enormous ship, looking like a barnacle encrusted, 
  spacefaring whale, from which jut haphazard clusters of 
  
  engines and towers, and it trails a long tail of debris like a 
  comet. The Misericord carries huge quantities of trade goods 
  between the client worlds, along with many passengers. Buying 
  passage on a ship like the Misericord is the most common 
  method of travelling between planets. Its round trip - 
  Scintilla/Iocanthus/Sepheris Secundus - a route laid down on 
  the Charter carried by its captains, takes well over a year. Ships 
  like the Misericord are very common in the Calixis Sector and 
  throughout the Imperium, plying a slow, thankless route across 
  the stars. Without the Chartist ships, large swathes of the 
  Imperium would be completely cut off and sector economies 
  would fail. In spite of this, few have much regard for the 
  Chartist ships and their crews are stereotyped as rough, 
  untrustworthy void born with few scruples and fewer 
  refinements. Each Chartist craft needs a Charter that sets out 
  its permitted trade routes and activities and the Misericord’s 
  Charter was signed by one of the earliest generation of sector 
  commanders. 
   
  The Misericord is considered an ill omen at any place it docks. 
  There are many Chartist craft in the Calixis Sector but for some 
  reason the Misericord has an especially evil reputation. It is 
  considered very bad luck to marry, give birth or embark on a 
  major venture while the Misericord is docked in system and in 
  the ship’s many centuries of operation, tales have grown up 
  about the dark things that occur while it is in port, such as 
  plagues, tech-failures and the random disappearance of 
  children. In addition, the crew are mostly void born, people who 
  were born in space and rarely set foot on a planet, and the void 
  born, as everyone knows, just aren’t right in the head. 
   
  Inside, the Misericord resembles a huge, complex and 
  grotesquely ornate castle. Many different ships make up the 
  Misericord and they each have their own style, which in turn has 
  been embellished and replaced over the centuries. In places 
  where the component ships connect, corridors can become 
  precipitous shafts, rooms can be upside-down and moving from 
  place to place can be very complex, although the void born crew 
  are adept at clambering up makeshift ladders or even leaping 
  pits in the floor. The Misericord’s interior is archaic, with 
  feasting halls, dungeons, cobwebbed processional galleries and 
  many other places that seem to have little connection to the 
  business of the ship or the needs of the crew.  
   
  SHIP SOCIETY 
   
  Life on the Misericord is defined by the castes into which the 
  crew are divided. There are dozens of castes, each one 
  responsible for a particular function aboard ship. Crewmen are 
  either born into these castes or assigned to them on the few 
  occasions they join from outside. These castes range from the 
  Scourhand Brotherhood (who scrub the filth from the floors of 
  the engine decks) to the Company of Imbeciles (the ship’s 
  entertainers, consisting of various clowns, actors and 
  storytellers). The officers of the Misericord form their own caste 
  and wear distinctive and rather sinister masks to mark them out 
  from the rest of the crew. Each caste has its own leadership, 
  which reports to the officer caste, and the officers in turn 
  receive their orders from the twin captains Anapollo and 
  Luneros. The captains believe that the caste system is the 
  reason the Misericord has survived for so long and are quick to 
  bring anyone opposing it to trial. Castes are insular and proud, 
  and sometimes they can come into bitter conflict, such as the 
  regular skirmishes between the Lamplighters’ Guild and the 
  Followers of the Wire over who gets to change the glowbulbs. 
  All have their own baffling traditions, from the large wood and 
  paper animal masks of the Obeyers’ Guild (the ship’s lawyers 
  and executioners) to the ritual removal of an ear from every 
  member of the Enginists (who maintain the ship’s 
  temperamental engines). This latter ritual is said to be born 
  of respect for a mythological Enginist of ages past, the heroic 
  Bessimer “One-lug” Jone, who supposedly saved the 
  Misericord from “dire disassemblage and ventation”. 
   
  Most crew are true void born and live their whole life on the 
  ship. However, since the castes are not permitted to 
  interbreed, the ship needs new crew members from outside to 
  replenish the gene pool. Some older legends remember the 
  terrible “Age of Six Toes” when a mad previous captain 
  refused to allow new blood onto the Misericord. Crew who join 
  from outside - referred to as “clayfeet” - are both blessed and 
  cursed. They are valuable to the crew and are given the least 
  dangerous duties, but on the other hand they can never be 
  regarded as true members of the Misericord’s crew, and are 
  treated as outsiders no matter how long they serve on the 
  ship. 
   
  THE MISERICORD'S CASTES 
  The castes into which the Misericord ’s crew are organised are 
  insular, specialised and hereditary. It is impossible to change 
  castes and most crew are born into them. Old castes can be 
  dissolved and new ones founded by the order of the captain, 
  but some of the Misericord ’s castes are as old as the ship 
  itself. The ship’s castes include the following:  
  • 
  The Lords, Siblings and Officers is the full name of 
  the officer caste. Members go everywhere masked, 
  and assist the captains in making and enforcing 
  decisions.  
  • 
  The Merciful form the ship’s security wing, armoured 
  in archaic plate and mail, and carrying ominous 
  shotguns. They can change from impeccable 
  politeness to extreme aggression instantly, even 
  during the course of a mundane conversation.  
  • 
  The Suturers’ Parliament is the Misericord ’s body of 
  medical personnel. The Suturers practise their 
  procedures on the ship’s small complement of live 
  animals, so cats, pygmy Grox and other creatures 
  wander around their sick bays and surgeries.  
  • 
  The Immortals recover the bodies of dead crewmen, 
  conduct void burials 
  and investigate 
  suspicious deaths. 
  They enjoy 
  reminding other 
  crewmen of the fact 
  that one day, they 
  too will require the 
  ministrations of the 
  Immortals.  
  • 
  The Communion of 
  Ratters is dedicated 
  to tackling the 
  Misericord ’s 
  constant vermin 
  problem. There are 
  only a few crewmen 
  among the Ratters, 
  with the rest of the 
  Communion being 
  made up of old, 
  
  patched-up ratting servitors.  
  • 
  The Renders are the Misericord ’s cooks and they are 
  also responsible for raising livestock raised on the ship 
  for food. The caste’s members take great pride in their 
  food and are extremely vocal and sometimes violent in 
  proclaiming the superiority of their personal recipes. No 
  one argues like a Render.  
  • 
  The Bringers of Silence are the only caste not to have a 
  generally known purpose. They answer to the twin 
  captains and are occasionally seen walking purposefully 
  through the ship in midnight blue uniforms, their faces 
  painted with stars. 
  MORWEN VI  
  This airless and dead world has aroused 
  interest in members of the Adeptus 
  Mechanicus throughout the Calixis 
  Sector due to the numerous oddities that 
  can be found there. Structures found on 
  the planet’s surface are also thought to be 
  the remains of settlements, though 
  whichever civilisation lived on the planet 
  was wiped out, or abandoned the world, 
  some several millennia prior to its 
  discovery by the Imperium in 675.M41.  
   
  That the planet was once home to organic life is beyond 
  reasonable dispute, as significant deposits of oil and natural gas 
  have been found on the world. Such resources are important to 
  the Imperium, and as a result a regiment of Imperial Guard are 
  stationed on Morwen VI whilst the equipment needed to extract 
  the fossil fuel is organised and transported to the world.  
   
  +++PLANETARY DATA+++ 
   
  CLASS: Dead World.  
   
  SUBSECTOR: Adrantis Subsector.  
   
  EQUATORIAL CIRCUMFRENCE: 11,500 Miles.  
   
  GRAVITY: 0.98 G.  
   
  YEARS AND DAYS: Morwen VI takes 382 Terran standard days 
  to Orbit its star, and spins on its axis every 25.5 Terran 
  standard hours.  
   
  SATELLITES: There are no natural moons, but there is the 
  Hippocrasian Agglomeration, a space station in orbit manned by 
  Adeptus Mechanicus and Imperial Guard from the Brontian 
  Longknives. A series of defensive weapons platforms is currently 
  planned for construction.  
   
  SOME NOTES ON CERTAIN ODDITIES IN TROPOSPHERIC 
  COMPOSITION: Morwen VI has an unusually thin and shallow 
  atmosphere for a planet of its size.  
   
  Also worthy of note is the fact that this atmosphere is almost 
  exclusively composed of Nitrogen.  
   
  Oxygen, Oxides and Water Vapour are conspicuous by their 
  total absence, which is considered odd given the discovery of 
  geological features that could only have been created by the 
  action of waves, rivers or rain.  
   
  PLANETARY GOVERNOR: The administratum has yet to 
  assign a planetary governor to the world. For the time being 
  the planet is technically under the jurisdiction of the Imperial 
  Guard (Brontian Longknives) and their senior officer performs 
  some of the duties of governor.  
   
  GEOGRAPHICAL FEATURES OF NOTE: Regularly dotted 
  over the surface of Morwen VI are a number of unusual 
  monolithic structures of an unknown design. These resemble 
  large two-tiered ziggurats and are constructed of thick plates 
  of metal.  
   
  Preliminary expeditions by Adeptus Mechanicus explorator 
  teams noted that the structures were hollow, that the alloy 
  used to construct the ziggurats was not known to the 
  Imperium, and that an infrequent - yet regular and very 
  powerful - electronic pulse was being generated from within 
  each structure.  
   
  Whilst the alloy used to construct the structures is unknown, 
  its properties are clearly impressive. Servitor teams armed 
  with las-cutters were unable to breach the walls of the 
  structures. Adeptus Mechanicus enginseers claimed they 
  would need to requisition even more powerful and precise 
  cutting tools before making any further attempts to enter the 
  structures.  
   
  THE CURRENT STATUS OF MORWEN VI: The Adeptus 
  Mechanicus have withdrawn from the world, promising to 
  return when they can muster the resources necessary to 
  make a proper investigation of the planet and the unusual 
  structures found there.  
   
  Long-term plans for the world vary, but senior members of 
  the Administratum feel it would make a valuable Mining 
  World, as there are deposits of useful minerals, metallic ores 
  and fossil fuels on the world.  
   
  In the meantime, the world is being guarded by companies 
  from the Brontian Longknives Imperial Guard Regiment, who 
  use the airless, but otherwise placid world as the perfect place to 
  train troops in an oxygen-free environment. 
  ND0/K4 
  ND0/K4 is a gas giant whose atmosphere is rich in hydrogen, 
  helium, and ethane, chemicals all used 
  in various manufacturing and industrial 
  processes. The large refinery platforms, 
  which are balanced in a delicate very 
  low orbit, are dangerous, claustrophobic 
  mazes of access tunnels, processing 
  centres, and power plants. Each is a 
  crumbling relic, ripe for sabotage which 
  could cripple industry across the sector. 
  The economic and social imbalance 
  between the ruling Tech Priests and the workers, coupled with 
  a small population and relative isolation has the potential to 
  spark into rebellion against the oppressive cult of the Machine 
  God. Tension between the Ministorum and the Cult lead to 
  further instability. Finally, the largest moon of ND0/K4 
  remains a tantalizing enigma, rumors circulating of haunted 
  tunnels and ancient relics buried under it's surface. Who 
  knows what the Tech Priests found in those tunnels for they 
  guard the information with the utmost secrecy, or what 
  
  happened to the ones that never returned. 
   
  +++PLANETARY DATA+++  
   
  EQUATORIAL CIRCUMFRENCE: 16,684 Miles.  
   
  GRAVITY: 1.23G.  
   
  CLASS: Mining World.  
   
  SUBSECTOR: Golgenna 
   
  YEARS AND DAYS: ND0/K4 takes 43,010 Terran days to Orbit 
  its star and spins on its axis every 68 Terran hours.  
   
  SATELLITES: Technically the world has fifteen satellites, but 
  only two are of any significant interest, the rest being very 
  small non-spherical objects. The moons and satellites are 
  referred as S.01 through S.15 from the inner most going 
  outwards. The larger moons have been given informal names by 
  the staff and residents.  
   
  S.01 "The Staff" - The largest moon is covered in canals and sea 
  beds. On the coasts of these dry oceans is a maze of ancient 
  refineries, pumping systems, and other archaic devices whose 
  purpose has yet to be determined. It is largely believed the 
  surface of the moon was once covered in oceans of liquid 
  hydrogen, but have long since disappeared. It is common 
  consent among the Triumvirate that the structures on the 
  surface pre-date the Imperium and probably originated from the 
  Dark Age of Technology. Some of the structures still have power 
  and life support. Explorator teams have mapped some of the 
  complexes, mostly in the hopes of acquiring STC data. Initial 
  finds indicate the structures delve extremely deep under the 
  surface, potentially honeycombing almost the entire moon. 
  Efforts to map these have been hampered by adverse conditions 
  and tunnel collapses. Several teams, most notably the one led 
  by Revicus Thade, reported vast underground networks hewn 
  through the stone. Revicus however reported something 
  altogether more fantastic. He stumbled across what appeared to 
  be a massive cogitator engine, as large as a hab-block at least, 
  lying dormant but still with power. It's Machine Spirit potentially 
  intact. Unfortunately contact with Revicus' team was lost soon 
  after relaying this finding. Attempts to re-trace Revicus' route 
  met with failure, and the location of such a powerful artefact 
  remains buried under the surface in the maze of tunnels and 
  conduits. Superstition among the workers paints the moon as 
  haunted, and a bad omen when visible in the sky.  
   
  Perhaps the Cult Mechanicus here have already sworn 
  themselves whatever power lies sleeping under The Staff, which 
  they believe to be a Prophet of the Ommnisiah. They would 
  prove to be a forbidding obstacle to anyone wishing to 
  investigate the matter further. 
   
  S.02 "Weyland's Gate" - The second moon acts as a way station 
  and staging area for cargo coming up or going down to the 
  planet. It has no atmosphere and a weak gravity. There are 
  very few permanent residents, most being rotated between the 
  planet in monthly shifts. Most of the moon is covered in 
  warehouses and landing platforms. The offices of the Navel 
  Traffic Authority and a few other regulatory bodies are located 
  on the moon as well.  
   
  POPULATION: ~4500. Tech priests who operate and maintain 
  the vast magnetic particle nets make up about one third of the 
  population. The larger percentage is made up of dock and 
  refinery workers who perform the less technical, more labour 
  intensive chores associated with the collection and refining of 
  the various chemicals.  
   
  MEAN SURFACE TEMPERATURE: -193 °C.  
   
  TROPOSPHERIC COMPOSITION: Hydrogen - 73%, Helium 
  - 13%, Ethane - 9%, Methane - 4%, Other - <1%.  
   
  PLANETARY GOVERNER: The world is managed by the Cult 
  of the Machine God and as such the Planetary Governer is 
  appointed from their ranks by the Triumvirate. The current 
  Governer is Machinist Prefect Luxica Archelm.  
   
  RELIGION: As Tech Priests make up a large percentage of 
  the population, the Cult of the Machine God is the most 
  prevalent faith. The Ecclesiarchy maintains small chapels on 
  every major platform however. 
   
  CLIMATE: The atmosphere is unbreathable to humans, and 
  the extreme cold due to distance from the sun means 
  exposure is fatal within seconds. 
   
  CLIMATIC REGIONS: There are two large (several thousand 
  kilometers in diameter) cyclonic storms roughly centred over 
  each magnetic pole.  
   
  ALIEN FLORA AND FAUNA: Some of the larger mining 
  platforms have hydroponic farms growing crops and raising 
  livestock to help feed the small population. 
   
  ECONOMY: Most are in the employ of the Tech Priests 
  running the platforms, and the standard imperial currency is 
  employed. The planet obligated to provide its quotas of 
  refined hydrogen and ethane, as well as a other industrial 
  chemicals produced there.  
   
  The method in which resourced are siphoned from the 
  atmosphere is by using long spires dropping from the bottom 
  of the platforms. These spires, miles long, are charged 
  electrically and the clusters of them form magnetic particle 
  nets in the swirling currents of the atmosphere. Particles are 
  collected, concentrated, and pumped up to the refineries 
  constantly.  
   
  SOCIETY: The Tech Priests rule the world and form it's 
  government, called the Triumvirate. It's members are drawn 
  from the three major platform networks. The compact, highly 
  dangerous environment coupled with meager means to self-
  sustain means most aspects of everyday life there is highly 
  regimented and rationed. In practice this boils down to state 
  control of production, resources, and the distribution of 
  wealth. Several times during it's history there have been riots 
  and rebellions, usually by the dock workers demanding more 
  food rations, but sometimes for a greater portion of the 
  wealth coming in. Due to the industrial nature and presence 
  of the Cult Mechanicus, the world is relatively technically 
  advanced.  
   
  WATER SUPPLY: Water is their key import. Food is often 
  brought in as well, though the small population means that 
  the hydroponic farms are adequate to meet their needs. As 
  mentioned, food riots do sometimes occur, though these are 
  usually crushed in quick order. 
   
  
  PRINCIPLE EXPORTS: Liquidized ethane, hydrogen, helium, 
  methane, and other industrial chemicals.  
   
  PRINCIPLE IMPORTS: Foodstuffs, industrial tools and 
  machinery, raw materials to repair and maintain the refineries. 
   
  COUNTRIES AND CONTINENTS: There are three primary 
  platform networks and several smaller ones. Given the 
  unimaginative nature of the Tech Adepts, the primary platform 
  networks are called Platum Primus, Secundus, and Trifectus. 
  Each of these networks has a small council of Tech Priests, and 
  each of the three councils in turn forms the Triumvirate which 
  governs the planetary system. The Planetary Governer is 
  elected by his peers from within the Triumvirate.  
   
  CONFLICTS: Throughout its history there have been several 
  violent uprising, usually by the working class against the Cult. 
  Tensions between the Cult and Ecclisiarchy run high as well, and 
  several times the Cult has accused the Ministorum of actually 
  fomenting rebellion against them in an effort to seize power for 
  themselves. While the two organizing have never come to direct 
  conflict, there is mutual distrust and suspicion that threatens to 
  spill over into something much worse.  
   
  DEFENCES: The Tech Priests have a very small force of Skitarii 
  to guard secure areas from non-initiates and act as general 
  security. Occasionally the local Cardinals have requested small 
  detachments of military units, typically answered by two or 
  three squads of Adepta Sororitas, in the rare times of crises.  
   
  CONTACT WITH OTHER WORLDS: From the point of the view 
  of the sector command ND0/K4 is a back water mining colony 
  that makes a significant contribution to the industrial efforts 
  throughout the region. Nevertheless, the average person 
  probably isn't aware it even exists, except perhaps to some as 
  just another mark on the sector charts, one of hundreds. 
  Iocanthus is the nearest major world. 
  ORBEL QUILL 
  An oddly serene, pastoral world of 
  shepherd flocks and herding where, 
  curiously, no one lives beyond the age of 
  forty years standard. Often thought to be 
  a rumour or a joke, the “death threshold” 
  of Orbel Quill is quite real. Visitors and 
  travellers must beware, as often they are 
  far above the age of forty in sidereal term. 
  Anyone forty or over is stricken with a 
  terminal decline and dies within thirty six hours, even visitors 
  who have amassed their years ship-time. Many speculate that 
  the planet is governed by some deep-seated system that combs 
  out what it perceives to be the elderly. Certain facts are 
  evident: No one has managed to identify what it is that kills the 
  over-forties on Orbel Quill. Whatever it is, it certainly does kill 
  them without exception. Finally, Xenos ruins in the southern 
  hemisphere of the planet have never been properly explored. 
   
  It seems likely that it is also no coincidence that Eldar have 
  been regularly sighted in the empty quarters of this planet.  
   
  +++PLANETARY DATA+++ 
   
  GALACTIC POSITION: 2-2634/5/CS/NE.  
   
  CLASS: Agri-world.  
   
  SUBSECTOR: Malfian 
   
  CONTACT WITH OTHER WORLDS: Stable warp routes link 
  Orbel Quill to Malfi, Scintilla and Seedworld AFG:218. 
  PERCIPRE 
  This rather cold and inhospitable world is 
  nevertheless teeming with life. Percipre 
  was once a famous garden world. 
  Terraforming created a lush paradise, 
  stocked with an incredible variety of 
  plant species from around the galaxy. 
  With the failure of the terraforming 
  Engines, the planet’s population 
  constructed vast glasshouses to protect 
  the collections from the ever harsher 
  conditions, and now only the hardiest of xeno-flora survive 
  outside of their protection.  
   
  +++PLANETARY DATA+++ 
   
  EQUATORIAL CIRCUMFRENCE: 13,000 Miles.  
   
  GRAVITY: 0.4G (though inside the glasshouse networks the 
  gravity is Terran standard).  
   
  CLASS: Agri-world.  
   
  SUBSECTOR: Hazeroth. 
   
  SATELLITES: Percipre is orbited by three small captured 
  asteroids, fortified as bastions.  
   
  POPULATION: Most of the population are servitors, hive 
  dregs from the lowest levels remade to toil in the Great Beds. 
  Hundreds of these servitors wonder around the gigantic 
  wrought iron glasshouses, intermittently droning Standard 
  Imperial Motivational Phrases ('The dead return to the soil. 
  From the soil springs the Emperor's Bounty. It is in death we 
  win victory', 'It is through intensive agriculture that great 
  victories are won', and so on). 
   
  There are, however, many other denizens scattered across 
  the planet, including Supervisors, Engineseers, Bio-Priests, 
  unenhanced peasants and escaped Servitors. Some live in 
  semi-independent communities in remote, forgotten 
  glasshouses. 
   
  MEAN SURFACE TEMPERATURE: -45°C (though inside the 
  glasshouse networks the temperature is much higher).  
   
  TROPOSPHERIC COMPOSITION: Carbon Dioxide 95.72%, 
  Nitrogen 2.7%, Argon 1.6%, Oxygen 0.2%, Carbon 
  Monoxide, 0.07% Water Vapor 0.03%, Nitric Oxide 0.01% 
  (though inside the glasshouse networks the atmosphere is 
  breathable: Nitrogen 70%, Oxygen 25%, Carbon Dioxide 
  2.5%, Argon 1%, Ozone 1%, traces of Methane, Xenon, 
  Krypton, Water Vapour and Fomaldehyde). 
   
  PLANETARY GOVERNER: The Planetary Governer and Grand 
  Horticulturalist of Percipre is Magos Biologis Hessayon. He is 
  first of a council of the Magi who control sections of the 
  glasshouse network, and his control is limited within those 
  regions controlled by other factions as they are universally 
  
  very protective of their methodologies and breeding programs. 
   
  RELIGION: The population are almost all inductees of the Cult 
  of the Machine God, although visiting Tech-Priests from more 
  orthodox congregations often comment that local worship 
  contains a distasteful respect for the biological. Pagan cults are 
  rumoured to worship primal gods in the depths of the domed 
  forests. 
   
  CLIMATE: The planet's atmosphere is very thin, much like Mars 
  pre-terraforming. All the agriculture takes place within a 
  network of giant glasshouses that covers much of the surface.  
   
  CLIMATIC REGIONS: Smallish polar caps of dirty ice. There 
  are no large bodies of water aside from decorative lakes in the 
  larger glasshouses. 
   
  TERRA-FORMING: Percipre was extensively terraformed some 
  time before Imperial records pertaining to the Calixis Sector 
  began - possibly as far back as the Dark Age of Technology. 
  Enormous machines provided a lush environment famed for its 
  fertility. However, in a later age, the knowledge to maintain the 
  Great Engines was lost, and the planet's inhabitants were forced 
  to turn to more primitive means as their world's atmosphere 
  began to leach off in to space.  
   
  As a result much of Percipre's surface is covered by vast gas-
  tight glasshouses constructed from great panes held in ornate 
  wrought iron frameworks. Within these gothic edifices, most 
  large enough for a Titan to walk erect, row after row of 
  foodstuffs grow in hydroponics beds, tended by massed ranks of 
  faceless servitors.  
   
  NATIVE FLORA AND FAUNA: The world's biota was 
  completely replaced during the terraforming process.  
   
  ALIEN FLORA AND FAUNA: In the millennia since the 
  construction of the glasshouses, complex ecosystems have 
  grown up within them. This has led to the abandonment of large 
  segments of the network as infestation by hostile xenoforms 
  (including pests such as Pyrrusian Dire-Slugs or Catachan Bind-
  Weed) has made permanent habitation of these areas 
  impossible. Teams armed with flamers and defoliants regularly 
  cleanse such areas, though the strains grow back with 
  aggressive speed and tenacity. Despite this, many expeditions 
  are launched in to lost areas, either to harvest valuable plants 
  growing in ancient, immoveable support beds or to search for 
  valuable species forgotten for centuries.  
   
  ECONOMY: The entire planet's economy is dedicated to 
  maintaining the glasshouses and producing crops for export. 
   
  SOCIETY: The planet is effectively a bio-forge world, operated 
  by the Adeptus Mechanicus Collegia Biologica. Advanced 
  principles of Biological Technomancy are used to produce 
  massive crop yields from the limited space available. 
  Engineered crop strains are grown in hydroponics support beds, 
  tended by Mechanicus Servitors and watched over by Bio Priests 
  of the collegia.  
   
  Such an interest in biotechnology is considered somewhat 
  heretical by other factions within the Adeptus Mechanicus, 
  although the world has so far proved to valuable to be moved 
  against directly.  
   
  WATER SUPPLY: The water of The Pearl Moon's Oceans is salty 
  and somewhat alkaline, but hydro-processing plants situated 
  in the rigs turn it into drinkable water. Rain water is also fairly 
  easy to collect, and is quite potable, though off-worlders can 
  find that it tastes odd.  
   
  PRINCIPLE EXPORTS: Percipre exports vast quantities of 
  foodstuffs and other organic products. Nega-Wheat grown in 
  the glasshouses forms the staple diet of several hives, while 
  Praxian-Ironwood from its arboreta is an important building 
  material across the sector. Drugs and stimulants extracted 
  from exotic plant species are important in many fields, 
  including medicine and combat-enhancement, and are greatly 
  desired by decadent noblemen or by certain Imperial Guard 
  regiments who are prepared to experiment with these forms 
  of Stimm.  
   
  PRINCIPLE IMPORTS: Princple imports include organic 
  matter to replace soil nutrients and workers for conversion to 
  agri-servitors. 
   
  COUNTRIES AND CONTINENTS: None.  
   
  CONFLICTS: Some agri-servitors retain or regenerate 
  enough personality to rebel against their overlords. They 
  constantly launch raids to disrupt the Grand Horticulturalist's 
  regime and liberate their fellow servitors.  
   
  Tens of thousands of years of Ultra Intensive Horticulture has 
  bred weeds and diseases resistant to even the most lethal 
  toxins available to the Imperium. While bombardment with 
  nerve gas is still enough to control most pests, many must be 
  cleansed manually with fire and plasma.  
   
  Constant fighting occurs between followers of rival Bio-Magi 
  as they attempt to steal or disrupt other factions' crops. More 
  mundane conflicts between Percipre's inhabitants also occur 
  regularly, such as grizzled chem-poisoned veterens of the 
  pest control fronts arguing with farming aesthetic specialists 
  over whether it will be possible to hold the southern beds long 
  enough for certain rare flowers to bloom.  
   
  DEFENCES: As a critical resource producer, Percipre is 
  vigorously defended by the planets it supplies, from both 
  Xenos raiders and rival Imperial factions who covert the 
  wealth it generates. There are also a number of dug in AT 
  guns and heavy-stubber nests to be found throughout the 
  greehouse complexes, often ominously positioned around an 
  entrance to a long-neglected area. 
   
  IMPERIAL GUARD RECRUITMENT: None. Percipre is a net 
  importer of manpower as its legions of servitors are not self-
  sustaining. 
   
  CONTACT WITH OTHER WORLDS: Percipre is located in the 
  Hazeroth Subsector, and sends shipments of food to many 
  other worlds in the Calixis Sector. 
  PROL IX 
  This crowded, reddish brown world is the 
  current seat of the scholastic order 
  known as the Decatalogues of Prol. This 
  ninth planet of the “Scrivener’s Star” is 
  an ancient seat of the Administratum. 
  Each of the nine planets is given over to 
  record keeping, collation, statistical 
  
  analysis, archiving and the like. Space is running out on Prol IX 
  leading to a vicious schism within the ranks of the 
  Decatalogues. The Centurists wish to move to the forbidden 
  tenth planet within the system, whilst the Pyratics wish to 
  destroy the ancient files stored upon Prol I and raise new 
  temples of information from the ashes of the old. Violent debate 
  and long, impeccably researched, treatise are being exchanged 
  between the two factions. These written arguments - some as 
  many as one hundred and six volumes long - are not helping 
  the chronic shortage of space.  
   
  +++PLANETARY DATA+++ 
   
  GALACTIC POSITION: 251/56/CS/H.  
   
  CLASS: Hive World.  
   
  CONTACT WITH OTHER WORLDS: Stable warp routes 
  connect Prol IX with Dreah and the Scarus Sector. 
  PRY  
  Pry is a gas giant, with a dingy Imperial 
  station in orbit. Barely operational, and 
  mostly forgotten by respectable merchant 
  fleets. The station (named 41 Pry) is a 
  famous supply point and a seat of illegal 
  activity. It is not a place to venture into 
  lightly, and it is best to keep one hand on 
  your pistol and the other on your geltbag. 
  Ghostfire pollen from Iocanthus 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.  
   
  +++PLANETARY DATA+++ 
   
  GALACTIC POSITION: 7/7/CS/H. 
   
  CLASS: 41 Pry is a Space Station.  
   
  SUBSECTOR: Golgenna 
   
  CONTACT WITH OTHER WORLDS: Stable warp routes run 
  from 41 Pry to Iocanthus, Cloister and Regulus. 
  RETH 
  Historically, Reth has been entirely 
  dependent upon its reputation as a 
  paradise world. Consisting largely of a vast 
  archipelago of thousands of golden islands 
  scattered across a shallow warm turquoise 
  sea, its climate and environment are said 
  to be perfect for soothing and rejuvenating 
  the tired and troubled mind. For over a 
  thousand years, the planet's hereditary 
  monarchs traded off this reputation, until 
  the de Caul family staged a successful coup two centuries ago. 
  The de Cauls, a mid-ranking clan of Imperial nobles, brought a 
  new and more severe interpretation of the Imperial cult to the 
  laid back and pleasure loving planet.  
   
  Now, whilst it retains (to some extent) its status as a favoured 
  destination for senior Adeptus Terra functionaries and Imperial 
  Nobles, it also boasts a small, yet influential, complex for the 
  treatment of mental disorders operated by the Orders 
  Hospitaller of the Adeptus Sororitas. This facility, the Asylum 
  of Saint Vero, based on Reth's third largest island, treats over 
  a million inmates, all suffering from a variety of mental 
  illnesses. It is a coglomeration of hospitals, clinics and shrines 
  maintained by the dutiful and dedicated sisters.  
   
  Disquieting rumours persist that many of the unfortunate 
  patients of the St. Vero asylum are in fact psykers brought to 
  the planet for reasons unknown. The Inquisition has, on 
  occasion, sent its own most troubled members to a secret 
  bunker, known as the Chapel of Blessed Peace, sited below 
  the asylum and protected by hexagrammatic wards, silver 
  seals of great potency and Inquisitorial Stormtroopers of 
  ancient charter. Many valued Imperial servants whose talents 
  are deemed 'useful' to the Imperium, are sent to Reth for a 
  period of recuperation, and in some cases, mind-cleansing.  
   
  +++PLANETARY DATA+++ 
   
  EQUATORIAL CIRCUMFRENCE: 22,768 Miles.  
   
  GRAVITY: 0.89 G.  
   
  CLASS: Pleasure World.  
   
  SUBSECTOR: Adrantis 
   
  YEARS AND DAYS: Reth takes 379 Terran days to Orbit its 
  star and spins on its axis every 22 Terran hours.  
   
  SATELLITES: Tyder (barren moon), Sedwyr (barren 
  moon/asteroid) and Quaddisar Palace (space station and 
  casino). 
   
  POPULATION: 640,000,000.  
   
  MEAN SURFACE TEMPERATURE: 31°C.  
   
  TROPOSPHERIC COMPOSITION: Nitrogen 78%, Oxygen 
  21%, Argon 1%, Carbon Dioxide 0.3%, Water Vapor (trace)  
   
  PLANETARY GOVERNER: Jedidiah de Caul is the authorised 
  representative of His Imperial Majesty's Administratium on 
  Reth. A sober, unbending hereditary monarch of strong 
  religious leanings, he is a poor fit with the easygoing Rethian 
  people. Unfortunately for the Rethians, in any such conflict 
  they are likely to come off the worse given de Caul's 
  tremendous family connections and the support of a strong 
  Magistratum contingent.  
   
  RELIGION: Rethians, whilst retaining a proper respect for 
  the Lord of Mankind, tend to think of him in fairly abstract, 
  neutral terms. Rethians are typically laid back and would 
  rather enjoy a life of mild sin than a life of confessing over 
  imagined sins.  Whilst this rarely converts into outright 
  heresy, many outsiders feel that the average Rethian needs 
  to have the love of the Emperor thrashed into them. Sadly for 
  the Rethians, their current Governor agree and firmly holds 
  this view.  
   
  CLIMATE: Reth's climate is uniformly warm and sunny, with 
  a tropical monsoon season throughout the Equatorial band.  
   
  SEAS: Reth lacks any major continents or landmasses, 
  instead girdled with thousands of tiny coral islands of great 
  
  beauty. These coral islands sit atop vast shallow reefs that 
  cover most of the planet.  
   
  NATIVE FLORA AND FAUNA: The reefs are home to billions of 
  beautiful Nautiline. Nautiline resemble terran shrimp, but are 
  unrelated to any Terran creature: they came to their current 
  form by convergent evolution. Nautiline of different species 
  dominate every niche in the planet's ecosystem, but few are 
  dangerous to man. Most are delicious, although they are 
  notorious for decaying rapidly when out of the water.  
   
  SOCIETY: The people of Reth are scatterred across thousands 
  of islands, and most communities are very small, usually never 
  more than a few thousand people at most. The majority of the 
  population live relaxed lives: they are dependant upon their 
  fishermen, but the seas are so plentiful that they rarely need to 
  work too hard to eke out a living. Most communities are run by 
  a small council of elders, with politely indifferent deference paid 
  to local Ministorum priests. The planet is not heavily 
  mechanised, but has a relatively high level of technology, with 
  plentiful vox-casters, hovercraft (for navigating the reefs) and 
  stun-nets for fishing.  
   
  PRINCIPLE IMPORTS AND EXPORTS: Tourism and 
  'healthcare'. The de Cauls have attempted, with limited success, 
  to branch out into inter-sector banking services and luxury 
  foodstuffs. 
   
  DEFENCES: The planet operates 59 PDF regiments of mediocre 
  reputation, primarily based upon sea vessels that police the 
  major shipping routes. 
   
  The wealthy de Caul family also operate a small system defence 
  Monitor, the Vigilance.  
   
  IMPERIAL GUARD RECRUITMENT: The Rethians have raised 
  Imperial Guard regiments in the past, the only notable regiment 
  being the Rethian IVth, who drowned in their entirety when 
  their planetary lander crashed in an assault on heretics on the 
  island of Issikunda during the Vrran Crusade in M39.  
   
  CONTACT WITH OTHER WORLDS: Reth is part of the 
  Tephaine System, and has close contact with the neighbouring 
  worlds Tephaine, Tephaine Minor and Siculi. The nearest major 
  world is Baraspine.  
   
  SCINTILLA 
  Scintilla is the Capital World of the Calixis 
  Sector, a thriving Imperial hub that 
  supports the largest planetary population 
  in the territory. It is dominated (some 
  observers say “shared’) by two vast hive 
  cities, Hive Sibellus and Hive Tarsus, into 
  which the vast majority of the planet’s 
  groaning population is crammed. Despite 
  the dominance of the two great hives, the 
  “offspring” communities of Ambulon and Gunmetal City 
  contribute significantly to the planet’s economic function. 
  Scintilla is a world of splendours where the wealthy and 
  powerful compete with ruthless appetite. Astonishing 
  magnificence abounds, from the wondrous fashions of the hive 
  nobility to the towering spectacle of the hives themselves. 
  Landmarks like the Lucid Palace and the Cathedral of 
  Illumination are famous throughout the sector. 
   
  Scintilla is also a world of corruption. Moral decay eats away 
  at the noble houses, members of which are often deluded by 
  their own wealth and status. In the rarefied culture of the 
  high-born, the corruption of power and privilege runs deep. 
  Noble houses consider themselves (sometimes correctly) as 
  above or outside of Imperial law and can wield immense 
  influence. Their attitude towards those lower-born is callous: 
  it is not unknown for thrill seeking degenerates from noble 
  houses to prey upon lesser humans as sport. At the other end 
  of the social spectrum, the underhives are rife with mutants, 
  outlaws and ultra violent gangs, as well as the psychotic 
  zealots of the Redemption. The middle hivers trapped 
  between the aristo spires and the rancid underhives live out 
  thankless lives of unending toil, where ignorance is a virtue, 
  and death is a reward for a lifetime of loyal, drone servitude, 
  fulfilling the exorbitant tithes levied on Scintilla by the 
  Administratum. It has been this way since the days of 
  Angevin, and Scintilla’s various corruptions are so deeply 
  ingrained that they have become invisible even to those who 
  perpetrate them. 
   
  Scintilla’s most important features are its two hives: 
  immense, multi-levelled cities that house billions of citizens. 
  Both hives on Scintilla are largely independent, ruled by 
  councils drawn from the nobles of the spire. The majority of 
  the inhabitants are middle hivers, the labouring classes, 
  without whom the planet’s manufactories and trade houses 
  would cease to function. Almost all middle hivers are owned 
  or indentured to nobles from the great sector-wide families or 
  from Scintilla’s own lesser houses. The poorest and most 
  neglected areas are the underhives: polluted, crime-ridden 
  places where life is cheap and brutal gangs struggle for 
  supremacy before violent death inevitably claims them. As 
  long as the violence does not spill into the middle hives, the 
  authorities are happy to let the gangs murder each other in 
  the cesspits of the underhive. Scintilla’s two great hives have 
  always compared with one another for prestige and influence, 
  but no rational observer could fail to acknowledge Hive 
  Sibellus’s dominance. Geographically the larger of the two 
  hives, it is often referred to as “the Capital” or the “ruling 
  hive”, and is both the seat of political and administrative 
  power, and the centre of the planet’s 
  manufacturing might. Hive Tarsus 
  functions as a dark, shadowy twin, 
  popularly referred to, by Sibellians, as the 
  “Other Place”. Hive Tarsus is a mercantile 
  hive and controls all off world trade and 
  commerce. Neither hive could function 
  without the other, a fact celebrated in 
  Scintillan proverbs and myths. However, 
  neither great hive would openly admit to 
  the importance of the “offspring” 
  communities, Ambulon and Gunmetal City, 
  both of which wield considerable 
  influences of their own.  
   
  +++PLANETARY DATA+++ 
   
  GALACTIC POSITION: 88/23/CS/SW. 
   
  CLASS: Hive World.  
   
  SUBSECTOR: Golgenna. 
   
  SATELLITES: Two moons (Sothus and 
  
  Lachesis). Orbital docks geostationary above Hive Tarsus.  
   
  The moon Lachesis is home to the base of The Tyrantine 
  Cabal. This is the Bastion Serpentis, a bleak fortress of age-
  polished black stone jutting from the surface of Scintilla’s moon. 
  Few people know of its existence, and those who do not are 
  kept away from the moon by dire warnings about geological 
  instability. Lord Inquisitor Zerbe can normally be found at the 
  Bastion. 
   
  POPULATION: 25,000,000,000.  
   
  CLIMATE CLASSIFICATION: Temperate.  
   
  MEAN SURFACE TEMPERATURE: 22°C.  
   
  TROPOSPHERIC COMPOSITION: Nitrogen 72%, Oxygen 
  25%, Argon 1%, Ozone 1%, Carbon Dioxide 0.5%.  
   
  RELIGION: The Cult of the Redemption is active on several 
  planets, but its spiritual home is Scintilla.  
   
  PLANETARY GOVERNER: Sector Governor Marius Hax.  
   
  CLIMATE: Climate temperate with extensive equatorial deserts.  
   
  ECONOMY: Scints, Scolds and Scabs - These are all terms used 
  in the hives of Scintilla, and have become synonyms with the 
  most valuable denominations of the Thrones, based in no small 
  part on that world’s excessive levels of wealth. Rounds - Used in 
  the depths of Gunmetal City, where actual bullets are 
  sometimes used as currency.  
   
  PRINCIPLE EXPORTS: Scintilla is a major exporter of 
  manufactured goods including ship-drive components and 
  weaponry. It is also an important source of manpower, with a 
  large planetary defence force (PDF) and huge underhive 
  population, both of which make for excellent Imperial Guard 
  recruit sources.  
   
  PRINCIPLE IMPORTS: Scintilla cannot support itself and 
  requires massive imports of food from the Calixis Sector’s agri-
  worlds. 
   
  COUNTRIES AND CONTINENTS: Three main continents - 
  southern polar cap mountainous/volcanic, equatorial crescent 
  deserts/jungle (Hive Tarsus, Hive Tenebra [extinct]), northern 
  temperate landmass (Hive Sibellus, Ambulon, Gunmetal City). 
  Remainder of planetary surface covered in ocean (heavily 
  polluted, severely depleted fish stocks).  
   
  DEFENCES: Army of the Scintillan Protectorate (medium/high 
  quality, based at Hive Tarsus).  
   
  CONTACT WITH OTHER WORLDS: As the sector capital 
  Scintilla has a great deal of contact with other worlds in the 
  Calixis sector, as well as worlds in other secotrs and 
  segmentums. Stable warp routes link Scintilla to Tranch, 
  Settlement 228, Iocanthus, Luggnum, Sephiris Secundus, 
  Malfi, Orbel Quill and Baraspine. 
  SEPHERIS SECUNDUS 
  Sepheris Secundus is a world of immense 
  mineral wealth, city sized mines, billions-
  strong hordes of serfs and the sharpest 
  divide between the elites and the masses in the Calixis 
  Sector. It is a grim place of snow and twilight, feral mutants, 
  and lives spent in back breaking labour deep beneath the 
  ground. The Imperium’s eagerness to exploit Sepheris 
  Secundus’s vast resources is such that the planet is at the 
  same time the richest and poorest world in the sector.  
   
  Sepheris Secundus’s climate is cold and stormy, its surface 
  obscured by a mantle of cloud. It has no oceans save for the 
  small polar seas, so the moisture in its atmosphere comes 
  from below the crust, spewed out from failed mine workings 
  or natural geysers that pockmark the planet like pustules. Its 
  surface is split between the vast open mines like deep scars 
  in the crust and the dense, snow laden forests broken only by 
  the ruins of failed kingdoms that tried to claim Sepheris 
  Secundus in the past. With its endless blizzards, widespread 
  ignorance and antiquated methods for doing everything, 
  Sepheris Secundus would be a meaningless backwater were it 
  not for the enormous mineral wealth beneath its surface.  
   
  +++PLANETARY DATA+++ 
   
  GALACTIC POSITION: 52/34/CS/NNE.  
   
  CLASS: Mining World.  
   
  SUBSECTOR: Golgenna. 
   
  SATELLITES: Three moons, none inhabited. 
   
  POPULATION: 12,000,000,000.  
   
  PLANETARY GOVERNER: Queen Lachryma III.  
   
  ECONOMY: Chips or Lumps - In the mines and villages of 
  Sepheris Secundus life revolves around endless mining, to the 
  point where chips and lumps of ore are sometimes used as a 
  default currency.  
   
  PRINCIPLE EXPORTS: Sepheris Secundus is the largest 
  exporting planet in the Calixis Sector. Without its massive 
  exports of ore, metals and fuel, the Trade of the Calixis 
  Sector could not function.  
   
  Mirror Shield. Used by the Royal Scourges on Sepheris 
  Secundus. The shield is a large rectangular shape that will 
  cover about two thirds of a human sized body. The shield is 
  made from layers of stained glass, a material used in large 
  quantities by the barons of Sepheris Secundus, this gives the 
  shield a mirrored effect that has been known to repel las-
  weapon shots of a low strength.  
   
  PRINCIPLE IMPORTS: Sepheris Secundus relies on imports 
  of food from the sector’s agri-worlds.  
   
  IMPERIAL GUARD RECRUITMENT: Its vast population 
  makes it a potential supplier of Imperial Guard recruits, 
  although a relatively small proportion of the population would 
  be suitable because of universally poor health, along with the 
  risk of exposing the subjugated masses to the possibility of 
  life outside the mines. 
   
  CONTACT WITH OTHER WORLDS: Stable warp routes link 
  Sephris Secundus to Scintilla, Iocanthus, Fedrid and Ganf 
  Magna. Sephiris Secundus is one of the planets on the path of 
  the Misericord.  
  
  SICULI 
  Siculi is a barren planet covered in 
  sinkhole lakes and affected by intermittent 
  geological activity caused by torsional 
  stress from its largest moon (which is half 
  Siculi's size but twice as heavy). These 
  lakes (called "droon") are used to harvest 
  an energy rich algal material called 
  Protoalgia - it's bright orange colour is 
  visible from orbit. The largest droon have 
  settlements along their edges where the 
  people reside. The inhabitants are almost all part of the labour 
  gangs that work on the massive processoria, floating factory 
  barges that extract and export the protoalgia. Unfortunately 
  none of the inhabitants can consume the protoalgia as it 
  requires complex processing and combination with other 
  materials before it can be safely ingested. This ironically means 
  that the Agri world has to import its own food. Once put through 
  processing on other planets protoalgia becomes a highly energy 
  efficient foodstuff, and is shipped out to many parts of the 
  Imperium.  
   
  In fact, food is so important to the people of Siculi that it has 
  become the unofficial monetary system, corpsewafers forming 
  the hard currency. Religious Celebrations are held as large 
  feasts, and ritual food consumption is seen as holy.  
   
  The governor lives on the smallest moon in the only spaceport, 
  and rarely descends to the planet's surface. This leaves the 
  planet to the control of the Guilds, massive companies that 
  control most of the harvesting and other (limited) business 
  opportunities. This control has led to riots and rebellions in the 
  past, so the people need to be watched if the supply of 
  protoalgia is to continue.  
   
  The Adeptus Mechanicus have a small research station on the 
  largest moon, ostensibly there to study the relationship between 
  the moon and the planet (considering their abnormal densities). 
  They have also sent a few research teams into the droon to 
  catalogue the bizarre organisms found there and to do 
  geological surveys of the sinkhole themselves. Several 
  expeditions (using expendable local help of course) have 
  disappeared whilst others have recorded strange energy 
  readings in the deepest droon.  
   
  An uneasy population and planet combined with the highly 
  sought after protoalgia, have created a precarious existence. A 
  seemingly indolent Governor, corrupt Guilds, and an 
  underground freedom moment coupled with the strange 
  readings from the deepest droon and the planet is ripe for 
  investigation. 
   
  +++PLANETARY DATA+++  
   
  EQUATORIAL CIRCUMFRENCE: 27,961 Miles.  
   
  GRAVITY: 0.8G.  
   
  CLASS: Agri-world.  
   
  SUBSECTOR: Adrantis 
   
  YEAR LENGTH IN DAYS: Longstride: 422 Shortshank: 370 - 
  due to the strange affect the largest moon (Siculi tertius) has 
  on the planet, every second year is shorter than the previous 
  one. The gravitational force required to do this is immense, 
  and so it affects the geological stability of the planet.  
   
  DAY LENGTH IN TERRAN HOURS: 22.  
   
  SATELLITES: Two moons. The smallest (siculi secondus) is 
  the main space port for the planet, and also used as the 
  Governor's residence. It has a population of 20 million and is 
  quite busy with continual flow through of merchantmen and 
  the occasional navy patrol. The largest (siculi tertius) is inert 
  and uninhabited except for a small Adeptus Mechanicus 
  research station examining the moon's unusual relationship 
  with the planet.  
   
  There is something unnatural about the relationship between 
  the largest moon and Siculi itself. The moon shouldn't be as 
  dense as it is, and Siculi shouldn't be as light as it is. The 
  research station on the moon has had little luck scanning past 
  the first few kilometres of the moon's surface, but it is 
  altogether too smooth - its mean surface irregularity is only 
  50 metres.  
   
  POPULATION: 250,000,000+. The sparse population live in 
  sprawling dockworks around the edges of the planet's droon 
  (the local name for the massive lake networks covering the 
  planet). The majority of them live in stark conditions, 
  continually tending to the protoalgia blooms growing across 
  the droon surface in their processoria; massive floating 
  refineries continually harvesting and re-seeding the droon for 
  export to the wider Imperium.  
   
  MEAN SURFACE TEMPERATURE: 10°C.  
   
  TROPOSPHERIC COMPOSITION: Nitrogen 74%, Oxygen 
  22%, Sulphur Dioxide 1%, Ozone 1%, Carbon Dioxide 2%.  
   
  PLANETARY GOVERNER: Gherloch Murdugn lives on the 
  smallest moon, Siculi Minor (or Gervpoot as known by the 
  inhabitants in their pidgin gothic, literally "Governor's Rump" 
  due to the unfortunate shape of the moon and their opinion of 
  the Governor). He rarely visits Siculi, sending instead his 
  appointed magistrates to the surface to enforce Imperial Law 
  (usually backed up by a unit of enforcers or even Arbites on 
  rare occasions) and ensure the Tithe Quota is maintained. 
  Many are honest adepts, who believe that their service is vital 
  to the Emperor and Imperium, but some use their power for 
  personal gain, and are even rumoured to possess their own 
  small enforcer armies bought with ill-gotten funds. This is a 
  potential threat to the Governor's power, but every now and 
  then a Magistrate will meet with an accident whilst planetside, 
  although whether this is the will of the Governor or rival 
  Magistrates is unknown. Certainly those who have met the 
  Governor describe him as a vapid buffoon, although there are 
  some who claim this is a ruse to keep his enemies complacent 
  around him.  
   
  The Governor's position is hereditary (although only if they 
  have an heir) and he mostly insulated from the settlements 
  on the planet itself.  
   
  RELIGION: The hardy people of Siculi have little time for 
  piety, as their lives are full with the Endless Harvest. When 
  they do congregate to honour the Emperor, they do so at 
  raucous family or guild feasts, the ritualised act of consuming 
  the meal seen as a particularly holy event. 
   
  
  CLIMATE: The planet is known for its gales and dust storms 
  that sweep the planet almost continuously. The barren 
  landscape produces an abrasive wind of silica that eats away at 
  anything in its path. As Longstride turns to Shortshank (known 
  as Strideturn) the winds pick up and geological instability 
  increases. Sometimes massive earthquakes split the ground and 
  drain droon into underground caverns. On rare occasions the 
  massive processoria and their crews will be sucked down as 
  well. 
   
  CLIMATIC REGIONS: The poles are distinct white pockmarked 
  caps. For some reason the planet's only known volcanic activity 
  occurs at both poles, creating a network of frozen droon 
  separated by magma flows and volcanic upheavals. 
   
  SEAS: The most notable features of Siculi are its lakes. There 
  are no oceans on the planet at all, just thousands of lakes (or 
  droon), ranging in only a few dozen metres in width to several 
  thousand kilometres. The most peculiar thing about these lakes 
  is that they are exceedingly deep; although the average is a 
  kilometre, the shallowest reach one hundred metres, and the 
  deepest surveyed reach almost twenty kilometres in depth. 
  Each water body sits in a sheer walled sink hole produced by 
  the upheaval of Strideturn. There are 37 major droon, with over 
  a thousand secondary droon and tens of thousands of minor 
  droon. The nominal capital of the planet (in that it is the biggest 
  settlement) is Feendrohl situated on the second largest Droon 
  on the planet. The largest droon, Grhaan, has been uninhabited 
  for the last 1000 years since the entire city and all the 
  processoria on it disappeared during Strideturn. No geological 
  cause was ever found for its disappearance and the people 
  refused to repopulate it, declaring it cursed. Despite this there 
  are some who are greedy or desperate enough to covertly 
  harvest the protoalgia that grows and rots on its surface. Some 
  never return. The people are tied so closely to their droon that 
  the name of the people and settlement is the same. Thus each 
  settlement is named for the droon it occupies.  
   
  The droon have been scanned with limited submersible activity 
  and strange energy readings have been found in several of the 
  largest ones. The biggest, Ghraan, has produced the greatest 
  consternation and mystery, both through the disappearing of an 
  entire settlement, but also through the fusion signatures coming 
  from its depths.  
   
  TERRA-FORMING: Only limited manipulation has occurred, 
  mainly in the form of massive shallow canals. Sometimes an 
  upheaval shifts the currents and takes the protoalgia with it, 
  other times another close droon will produce a particularly good 
  harvest. Thus temporary canals are built between the droon to 
  allow the processoria to exploit them.  
   
  NATIVE FLORA AND FAUNA: The land is mostly barren, with 
  no vegetative material to reinforce the soil it blows away in the 
  winds. There are some small invertebrates, but the only animal 
  of any real size is the Dirt Kelt. This is a bizarre creature, almost 
  two metres in length. It moves rarely, and when it does it 
  burrows through the sand and any rock in its way, using its 
  stomach acids to dissolve them. The creature has backward 
  pointing overlapping spines to give it grip as it moves through 
  the ground and a tail separated into five articulated digits a 
  third of its length, each covered in spines and barbs. These are 
  used to anchor itself in its tunnels and give it a sudden burst of 
  speed when needed Its head is little more than a knob on the 
  back of its spine. It feeds by everting its oesophagus through 
  the ground to the surface, and unfurling oversized cilia in all 
  directions so that it looks like a disturbing fleshy flower. When 
  a surface organisms' distinctive vibrations and electrical 
  pattern stimulate these cilia they will contract suddenly, 
  simultaneously causing a peristaltic convulsion that floods the 
  surface with potent acids. Many an unwary human has lost 
  their foot to this disgusting creature.  
   
  Some magos biologis have speculated that the dirt kelt is 
  descended from the fauna found at depth in the droon, and is 
  the first air breathing vertebrate to have evolved on the 
  planet.  
   
  The droon have a slightly richer biota, but it generally lives at 
  depth, no less than 50 metres. None of the animals come to 
  the surface normally, and thus don't generally pose a threat 
  to the Endless Harvest of protoalgia. Several dozen 
  droonsharks have been catalogued by the biologis, ranging 
  from one to twenty metres in length. They all invariably 
  exhibit an anguilliform swimming pattern and possess a 
  rather well developed tail fluke reinforced with five ossified 
  rays. Their main weapon is an elastic oesophagus. Part way 
  down the oesophagus is an ossified ring with protruding 
  spines that can be rippled through muscle contraction. The 
  droonshark moves up behind its prey and everts its 
  oesophagus, harpooning its prey with the spines. The muscles 
  then contract and pulsate, rolling the prey down the 
  oesophagus like a conveyor belt.  
   
  Some of those who return from Grhaan droon babble about 
  the father of droonsharks, over one hundred metres long with 
  a mouth large enough to swallow a small processoria. So far 
  no specimen has been captured and most put it down to the 
  curse that lies on Grhaan.  
   
  The dartfish is despite its name, a rather large and slow 
  amorphous organism, its pulsating medusa-like dorsal surface 
  reaching almost 30 metres in diameter. It drifts leisurely 
  through the water using its highly developed electroreceptors 
  to pinpoint the location of its prey. Once this has been 
  determined it shoots a dart (from whence it gets its name) on 
  a long tentacle toward the target, harpooning it and dragging 
  it back toward its oral cavity.  
   
  ALIEN FLORA AND FAUNA: Apart from the protoalgia, the 
  only non native organisms have survived for any length of 
  time are ambul, accidentally transferred from other planets 
  through merchant drops. Their numbers have remained 
  surprisingly low, although it doesn't appear if they will die out 
  of their own accord. 
   
  In the human settlements a variety of vermin from all over 
  the imperium live, inhabiting the lower parts of the cities, and 
  the sewer networks.  
   
  ECONOMY: Almost all the population of Siculi belong to one 
  of the great Harvest Guilds as there is very little else of value 
  on the planet. They crew the processoria as they endlessly 
  move up and down the droon harvesting the protoalgia.  
   
  The guilds control most of the trade through the planet, using 
  their power and influence to get their hands in whatever 
  business appears. Construction and engineering are the most 
  common non-harvest enterprises, geared entirely to 
  maintaining the droon settlements and keeping the 
  processoria afloat.  
   
  
  Some guilds have purchased expensive submersible barges 
  from the Adeptus Mechanicus in an attempt to corner the 
  market in droonshark meat. As the people of Siculi have a 
  rather bland diet, these guilds don't just have financial reasons 
  for these ventures. So far the danger of being damaged by the 
  larger droonsharks or punctured by one of the dartfish has 
  limited these operations to a descent depth of only 200 metres.  
   
  The sole export of the planet is protoalgia. In fact, if it wasn't 
  for this one single commodity, Seculis wouldn't even be classed 
  as an Agri-world at all. Protoalgia is a type of algae or fungus 
  that grows on the surface of the droon across the planet. From 
  orbit the bright orange colour gives the planet a rather bizarre 
  appearance. Despite the less than inviting environment the 
  protoalgia thrives, and requires little to help it grow. When they 
  spore it is carried by the winds across the globe, seeding all the 
  water bodies everywhere. The processoria suck up the 
  protoalgia into massive processing machinery used to render it 
  into its raw form. This is dried and packaged for export to 
  various parts of the Imperium where it is refined with other 
  materials to make it edible.  
   
  It is an unfortunate irony of Siculi that it produces billions of 
  tonnes of produce, but that its own people are unable to eat it. 
  Protoalgia is toxic in its natural form, and only through special 
  chemical processes unavailable on Siculi and combination with 
  other essential components is it rendered edible. Such elaborate 
  measures are only willingly undertaken because protoalgia is 
  one of the most efficient energy sources available to the 
  Imperium, and it ships the final rendered form throughout the 
  galaxy, and some say even the astartes themselves make use 
  of it because of its energy output per gram. Siculi is one of the 
  few places it is known to grow.  
   
  Thus it is that food has become a valuable economic 
  commodity, and the Siculi go so far as to use it as their 
  currency. Unable to eat the food they unendingly harvest, the 
  Siculi must import supplies (which of course does not include 
  reprocessed protoalgia as it is far too expensive and useful 
  being fed to the lesser servants of the Imperium) from offworld, 
  almost entirely made from reconstituted corpsestarch. The 
  corpsewafer has become the unofficial currency of the people of 
  the droon, used in place of useless metal coinage.  
   
  This is why feasts and food in general are associated with the 
  Emperor as a divine luxury.  
   
  The starport on Siculi secondus uses Scintillian currency and 
  looks down with patronising sighs at the use of food as a 
  currency by the planetdwellers.  
   
  SOCIETY: The droon people are very closely knit tied together 
  through family bonds and labour gang blood ties. They protect 
  their own from outsiders, and are wary of offworlders. The 
  settlements are run by a Guild Council ostensibly voted for (but 
  generally paid for) comprising multiple different Guilds to 
  prevent any one from dominating. It is the guilds and their staff 
  that have access to the more complicated technologies, and 
  their enforcers are paid to protect it. The droon families have 
  little more complicated than a vox, and weapons are generally 
  limited to simple pistols and a lead pipe or three.  
   
  In the past there have been some rebellions due to food 
  shortages. The Governor and his magistrates generally let the 
  populace vent their anger at the Guilds (being safe as they are 
  on Siculi secondus) until the food supplies return.  
   
  A more dangerous threat are the Droon Brothers, a secret 
  group who believe the Guild's have lied to the Droon people 
  about protoalgia and that it doesn't require such elaborate 
  processing to be eaten. They claim this was a deception to 
  keep the people under Guild control and reliant on external 
  food supplies. They have set up secret home laboratories in 
  an attempt to create a safe form of protoalgia in order to 
  liberate their people from Guild oppression.  
   
  WATER SUPPLY: Because food supplies come in from off 
  world, they are funnelled through the Guilds who in turn are 
  selective of which families receive it. Many have turned to 
  bribery to receive an adequate supply, whilst others use less 
  legal means to acquire it. Water requires treatment as the 
  droon are rich in sulphur and methane, and the Guilds control 
  the water treatment plants.  
   
  PRINCIPLE EXPORTS: Protoalgia.  
   
  PRINCIPLE IMPORTS: Food and limited manufactured 
  goods.  
   
  COUNTRIES AND CONTINENTS: There are no real 
  delineations between nations or kingdoms, but the people 
  don't move around much and so each droon city is effectively 
  its own state and territory.  
   
  CONFLICTS: Intermittent 'freedom fighting' and uprises 
  against the Guilds happen on occasion. Sometimes Droon 
  Families draw blood oaths against each other, and the droon 
  become a small warzone.  
   
  DEFENCES: Most of the planetary defence is in orbit. Massive 
  orbital batteries and torpedo silos surround the planet and its 
  moons. Ground defence is ostensibly the responsibility of the 
  Guilds and the enforcer troops they pay for and maintain.  
   
  IMPERIAL GUARD RECRUITMENT: There have been few 
  regiments raised, and they have all unfortunately been 
  beholden to the memory of the Siculi 1st. A thousand years 
  ago the Governor wished to raise the profile of Siculi (and 
  himself) and decided to send a regiment of guard. They were 
  seen as a joke by most of the guard, and were left to defend 
  the supply depots behind the lines. They would have been lost 
  to the annals of history were it not for a single event. In an 
  engagement against the greenskins, an ork blitzkrieg had 
  against all odds smashed through the guard lines. They 
  rampaged through the line eventually encountering the main 
  guard supply depot. Sensing an easy target they descended 
  in a horde upon the supply tents. What the captain of the 
  Siculi 1st said to his men is not known, but popular belief has 
  it as something like "Protect the Emperor's Holy Rations!" 
  When the forward guard elements finally caught up to the 
  horde, they found utter carnage. Not a single ork was alive, 
  and not a single foodstore had been damaged. The Siculi 1st, 
  paranoid about their food had thought the orks meant to steal 
  it, and had fought to the last man to protect the Emperor's 
  rations.  
   
  From then on all regiments raised from Siculi have the 
  expectation of self sacrifice and fearlessness in the face of 
  certain death planted firmly on their unwilling shoulders. 
  "Firster" is common droon slang used to describe someone 
  who is distinctly insane. 
   
  
  CONTACT WITH OTHER WORLDS: Siculi is part of the 
  Tephaine System, and has close contact with the neighbouring 
  worlds Tephaine, Tephaine Minor and Reth. The nearest major 
  world is Baraspine. 
  SISK 
  On the feudal world of Sisk, dogmatic 
  theologians hold sway. Recorded in their 
  character of colonial foundings is the 
  admonishment that Siskan defense is ‘built 
  upon the bones of our forefathers’. Hence 
  the gruesome, yet undeniably beautiful 
  Siskan Musket. Formed in the main from a 
  human thighbone, traditionally from one of 
  the weilder’s ancestors, this exquisite 
  firearm is a highly desirable object in 
  many noble circles. Utilising an iron capped tooth as its striking 
  mechanism, the ‘Father Shot’ is considered to be a reliable 
  weapon with a reputation for ‘lucky hits’. In certain seedy areas 
  of Sisk, down on their luck artificers are willing to create trophy 
  Muskets from bones brought to them by well paying worlders. 
  They seldom ask where the materials come from, as their 
  patrons all too often have the steely glint of revenge in their 
  eyes. 
   
  +++PLANETARY DATA+++ 
   
  CLASS: Feudal World. 
  SORYTH 
  To the coreward of the Adrantis Nebula lies 
  the unique mining colony world of Soryth, 
  an icy satellite famous for its rare frozen 
  gas deposits.  
   
  +++PLANETARY DATA+++ 
   
  EQUATORIAL CIRCUMFRENCE: 148,000 
  Miles.  
   
  CLASS: Mining World.  
   
  SUBSECTOR: Adrantis 
   
  SATELLITES: A number of small moons orbit the world. They 
  have yet to be given names and seem to be nothing but barren 
  lumps of rock and ice. A larger moon, Lacyrm, is a rocky moon 
  bound in a thin crust of ice. It is notable only for its size.  
   
  POPULATION: 20,000 penal colonists.  
   
  CLIMATE CLASSIFICATION: Extremely Cold.  
   
  MEAN SURFACE TEMPERATURE: -210 °C.  
   
  TROPOSPHERIC COMPOSITION: Soryth has no atmosphere.  
   
  CLIMATIC REGIONS: The whole planet is a frozen wasteland.  
   
  IMPERIAL GUARD RECRUITMENT: None.  
   
  CONTACT WITH OTHER WORLDS: There are no stable warp 
  routes linking Soryth to other worlds so travel to and from the 
  planet is unsafe and unpredicable. When the warp storms 
  abate somewhat ships from Tranch and Baraspine make 
  their way to the mining world.  
  SPECTORIS 
  The “Complete Ocean” of Spectoris is 
  the subject of many legends. Some say 
  there are sentient xeno forms of vast 
  size inhabiting the unexplored depths of 
  the world. Others claim that the world-
  ocean itself is sentient. 
   
  When the Lord Militant Angevin’s world 
  surveyors first discovered the 
  waterworld Spectoris, they were 
  delighted by the vast quantities of fish that the planet seemed 
  to promise and readily noted it as a potential agri-world for 
  future use. As the population of the Calixis Sector grew, so to 
  did its need for food. In 312.M41 the Sector Governor 
  declared that the time had come to begin harvesting the 
  piscine crop of Spectoris, a task that was to prove far easier 
  to order than to achieve. The Imperium swiftly found that the 
  denizens of Spectoris routinely destroyed all foreign objects 
  that were placed within the world-ocean, effectively halting 
  any large-scale collection efforts. For decades the legendary 
  ‘Complete Ocean’ held the Imperium at bay, leading many to 
  believe that the world-ocean itself was sentient in some 
  inexplicable manner.  
   
  At last, frustrated by their inability to progress, the Adeptus 
  Mechanicus turned to one of their more eclectic minded 
  members, the somewhat infamous Genetor Halix Redole. 
  Genetor Redole was known to be associated with a faction 
  within the Mechanicus known as the Organicists, a group of 
  tech priests who esteemed biological enhancement as being 
  equal in value with the cybernetic, a somewhat radical if not 
  heretical position from the Tech-Adepts point of view. Redole 
  applied his keen intellect to the ‘Spectoris Problem’ for five 
  years before hitting on a solution. The Genetor discovered 
  that a form of sea life roughly analogous to terrestrial coral 
  was attracted to certain chemicals. By blending the chemicals 
  with a bonding agent derived from a Spectorin fish, Redole 
  created the compound known as Coral Paste. The paste draws 
  Spectorin coral to whatever it is applied to, soon creating a 
  ‘natural’ layer of sea life that causes the creatures of the 
  world-ocean to regard the encrusted vessel as native. The 
  Genetor’s success opened the way to large scale Imperial 
  harvesting and Coral Paste is now regularly applied to all 
  Spectorin ships, no matter their size, as well as being 
  repeatedly caked across the entire hull of the planet’s sole 
  underwater habitat, Enkaidan. Coral Paste has proven to be 
  useful to the colonists of Spectoris as a makeshift hull repair 
  agent on a number of occasions. It’s utility is marred by the 
  fact that it must be reapplied frequently, else the coral 
  covering can deteriorate with lethal results. Coral Paste is a 
  highly regulated substance due to the extreme value of a 
  great many Spectorin species of fish, which inevitably brings 
  poachers.  
   
  +++PLANETARY DATA+++ 
   
  GALACTIC POSITION: 88/23/CS/SW. 
   
  EQUATORIAL CIRCUMFRENCE: 17,500 Miles.  
   
  
  CLASS: Agri-world (producing crops of fish and seafood).  
   
  YEARS AND DAYS: Spectoris takes 388 Terran days to Orbit 
  its star and spins on its axis every 24.6 Terran hours. 
   
  POPULATION: 2,000,000.  
   
  MEAN SURFACE TEMPERATURE: 35°C.  
   
  TROPOSPHERIC COMPOSITION: Nitrogen 72%, Oxygen 
  25%, Argon 1%, Ozone 1%, Carbon Dioxide 0.5%.  
   
  CLIMATIC REGIONS: The entire surface of Spectoris is 
  covered in ocean.  
   
  NATIVE FLORA AND FAUNA: A variety of animals and plants 
  live in the seas of Spectoris, the vast majority of them form a 
  vast planktonic soup drifting in the great ocean. The Lantern 
  Jaw is the largest predator in the Calixis Sector. It is a vast eel-
  like piscine xeno-form over 200 metres long indigenous to 
  Spectoris. 
   
  ECONOMY: The population of Spectoris most live on vast 
  farming rigs, tethered to submerged reef or rocks by numerous 
  cables.  
   
  The people of Spectoris refer to their currency as Scales or Fins, 
  and being particularly flush with cash is often colloquially 
  referred to as having a shoal of fins or looking a bit scaly.  
   
  PRINCIPLE EXPORTS: The sector’s largest exporter of fish 
  and fish-meal product.  
   
  COUNTRIES AND CONTINENTS: None. Enkaidan – Spectoris’ 
  sole Imperial habitat is located on a submarine peak. 
   
  IMPERIAL GUARD RECRUITMENT: Spectoris is not expected 
  to raise any regiments of Imperial Guard beyond their Planetary 
  Defence Force. The populations farming work is considered an 
  important enough service.  
   
  CONTACT WITH OTHER WORLDS: Spectoris sends shipments 
  of food to many other worlds in the Calixis sector. There are 
  relatively stable warp routes linking Spectoris to Tranch and 
  Sentinel.  
  VAXANIDE 
  The forgotten colony. Situated at the edge 
  of sector territory, Vaxanide is a poorly 
  supplied, desperate world, struggling to 
  enter the “inner circle” of sector planets. It 
  has decent mineral output and 
  considerable exports of meat and fish, but 
  it fights to survive. Its three billion 
  population answers to Lord Vaxanide, 
  scion of House Vaxanide, which has 
  holdings on Scintilla, Malfi and Regulus. 
  The economic degeneracy of Vaxanide results in it being a 
  generally lawless, dangerous frontier world, especially beyond 
  the precincts of the central hive, Vaxanhive. The planet is 
  especially famed for its porcelain, glass and fish products. It is 
  also the site of a shrine to Saint Drusus, where miracles are said 
  to occur. Base rumours say that a hidden city exists in the 
  canyons of the dense equatorial jungles. The city is said to be a 
  mirror of the Lucid Palace, populated by phantoms of the actual 
  Lucid Palace’s denizens. All expeditions into the jungle areas 
  have ended in failure, with few members returning alive. 
  Those who survive are usually insane, raving of “grey death” 
  stalking them, or simply ending their lives in a variety of 
  messy ways..  
   
  +++PLANETARY DATA+++ 
   
  GALACTIC POSITION: 735-4/445/CS/NNE 
   
  CLASS: Frontier World.  
   
  CONTACT WITH OTHER WORLDS: Stable warp routes run 
  from Vaxanide to Malfi, Ganf Magna and Kalf. 
  VOLONX 
  Feral World. Large population of 
  nomadic tribes prevent any stable 
  settlements growing and therefore 
  stunting any serious societal 
  development.  
   
  +++PLANETARY DATA+++ 
   
  CLASS: Feral World.  
   
  SUBSECTOR: Adrantis 
   
  NATIVE FLORA AND FAUNA: The Volonx Sand Shark – a 
  reptile-like predator that hunts in the desert areas of the 
  planet. The skem plant - a virulently poisonous plant, causes 
  anaphylactic shock unless an antidote is administered.  
   
  PRINCIPLE EXPORTS: Volonx Skem Net - Made from strips of 
  plant stem from the poisonous skem plant. A typical net is 
  usually about six metres square. The stem of the skem plant 
  is notoriously hardy and so the net can actually be packed up 
  to about the size of a man’s balled fist. On Volonx hunters 
  launch the net with the aid of an arrow. The net is coated in 
  skem poison which causes anaphylactic shock. 
   
  Volonx Bone Bolas - Usually consists of two or three stone or 
  metal weights joined together by cords. When thrown they 
  entangle the prey preventing it from escaping. The Volonx 
  version of this weapon works on a similar principal, however 
  the weights are made from bone and are embedded with 
  Sand Shark teeth that make them far more deadly than a 
  traditional bolas. Some nomad tribes have also be known to 
  coat the cords in a poison made from virulent skem plant 
  stem. 
   
  Volonx Bang-a-rangs - A thrown weapon with a surprisingly 
  long range. It is made from a light piece of wood with a 45 
  degree bend in about a third along its length, at each end a 
  fearsome piece of sharpened bone just out. When thrown the 
  weapon flies in a wide circular arc and will return to the owner 
  if it does has not strike a target. Recent innovations have 
  seen the addition of plastic explosive packets. It is unknown 
  where the tribes are getting such advanced munitions but it is 
  believed to be an off world source. When armed with the 
  explosive the band-a-rangs can either drop off their ‘payload’ 
  before returning to their owner or hit the target before 
  exploding.  
   
  Volonx Sabre Dagger - These are made by lining up the teeth 
  
  of the Volonx Sand Shark. Sabre Daggers are all individually 
  made so it’s hard to give definitive measurements although 
  general characteristics are that they are very long, almost like a 
  short sword in length. The teeth are bound to a spine of thick 
  hollow wood. The daggers are exceptionally sharp, the serrated 
  edge means that can also grip into the flesh making them a 
  particularly nasty weapon.  
   
  
SOURCE: textdata/thevault/Warhammer/40k/Game books/Homebrew megafolder/The_Calixis_Sector_Encyclopedia.pdf