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So, I figured I should start a project log of some kind.

Given my painting skills aren't anything special, and I've lost


interest in my main painting project, my Sisters, after the whole debacle with their "Codex", I figured a fluff log
might be easier to do, and motivate me to stick with the project. With that in mind, I decided to build a sector.
Hopefully, as I go, and refine the process, I'll end up with a "DiY Sector Template" that can be used by anyone
wanting to make their own. To that end, I'll be including explanations on how and why I'm doing what I do in the
way I'm doing them.

To make my life easier, I'm breaking the project into three "Tiers" in terms of stuff to do. Anything marked with a
"*" is done. If you think of something that I should include to add more depth, please let me know! Part of the
reason I'm doing this as a log is so I can get feedback and include things I might not have otherwise thought of, but
someone else did. Some of the tiers may seem a bit arbitrary, but there is a method to my madness (at least in my
mind).

Tier 1 (The basic outline- Finished!)


Sector name and location*
Sub Sector names and descriptions*
Number, names, and types of worlds*
Distribution of various Imperial organizations*
General threats*
Battlefleet*
Sector and sub sector capitals*

Tier 2 (Background)
History of founding
Important current figures
Additional history and key events
Local Ecclesiarchy and Mechanicus sub-cults (WiP)
Inquisitorial details and operations
Specific threats
Space Marine chapter?
Other details pertaining to the whole sector (WiP)

Tier 3 (In depth details)


Planet blurbs (WiP)
In depth descriptions of important planets (WiP)
Famous military units (WiP)

Not sure if I'm going to follow that exact order, as I'm the type of person who works on whatever grabs their fancy
at the time, but that outline should help me organize what I need to work on. Have I missed anything? I know that
Tier 3 doesn't seem like a lot, but it will be. Those in depth descriptions tend to average five pages or so in a word
document. I may also be turning over worlds to some IGMBers for development, or adding worlds they create, so
I'll be sure to credit them when I post their stuff.
Sector Name: (N/A)
Number of worlds considered habitable: 42
Sub sectors: 4
Sector capital: Carolingia

The Carolingian Sub-Sector (15 worlds)


The Carolingian sub-sector is where the first colonists arrived in the sector, and as a result it's the most widely
explored, settled, and developed area of the sector as well. Initially able to sustain itself with the resources drawn
from it's local agri and mining worlds, the Carolingian sub is now highly reliant on the Cauldron and the Grace
Worlds for the resources required to sustain it's numerous hive worlds. The sub sector also plays host to the sector
capital, as well as the headquarters for the Administratium and the Munitorium's operations in the sector.

Worlds
Carolingia (Civilized, Sector Capital)
New Arnhem (Civilized)
Splinterwood Reach (Fortress)
Everett's World (Hive)
Dova's Pride (Hive)
Kelper Prime (Hive)
Sanctus Secundus (Civilized)
Vanx (Hive)
Periclus (Agri)
Kipa (Mining)
Riddlewash (Agri)
Konkurs Down (Hive)
Arevall (Civilized)
Kassika (Pleasure)
Tarrian (Civilized)

Everett's Cauldron (7 world)


Named after the rogue trader who first explored the sector, Everett's Cauldron is an are of turbulent warp
currents, making it hazardous to those traveling outside all but the safest routes. The worlds of the Cauldron are
usually steeped in mineral wealth, and plays host to several mining worlds. The sector's forgeworlds can also be
found here, and the Cult of the Machine God is pervasive across the whole of the Cauldron.

Worlds
Septis (Forgeworld)
Semris (Forgeworld)
Varithan (Hive World, Sub Sector Capital)
Telfin's Hall (Mining)
Lorrian (Mining)
Coldwater (Mining)
Bleak Barrow (Penal)*

The Grace Worlds (11 worlds)


A much more serene area of space compared to the Cauldron, the Grace Worlds contain a high number of fertile
worlds, and are considered the breadbasket of the sector, feeding much of the Cauldron and the Carolingian sub
sectors. The Grace Worlds are also contain the Ecclesiarchy's stronghold, the shrine world of High Ascension. As a
result, the people of the Grace Worlds are particularly steeped in the Imperial faith, which has lead to bitter
disputes with the Cauldron Worlds. Also of note is the forbidden world of Ferrian's Lament, which contains the
sector's Inquisition fortress.

Worlds
High Ascension (Shrine world)
Dormia (Cemetary World)
Haven (Agri)
Praza (Agri)
Selledon (Agri)
Terivantis (Agri)
Silverwater Landing (Agri)
Everett's Rest (Pleasure, sub sector capital)
Mysus I (Hive)
Mysus II (Hive)
Ferrian's Lament (Forbidden World)

The Burned Reaches (9 worlds)


Found at the fringe of the sector, the Burned Reachers are still considered a wild region of space, full of unknown
dangers. Most of the worlds in this region are either frontier worlds that are still developing, or fortress worlds
that stand as a bastion against whatever darkness lurks beyond the edges of sector. Asche's Anvil is located here, a
war world perpetually plauged by Orks, as are the fortress worlds of The Keep and Greywatch.

Worlds
The Keep (Fortress)
Greywatch (Fortress, sub sector capital)
Redemption (Frontier)
Glenmerill (Mining)
Everett's Landing (Frontier)
Vanderghast (Frontier)
Asche's Anvil (War world)
Kellensport (Frontier)*
Jezerisky (Death World)

More Tier 1 stuff. I'm only considering the Ecclesiarchy, Munitorium, Administratium, Inquisition, and Mechanicus
for now. Organizations like the Arbites are considered to have a fairly even presence across the sector based on
what's needed, but if you think of any I should add, let me know. When I refer to a "support role", I mean the
presence necessary to do whatever that organization needs to do in that sub sector.

Distribution of Imperial Organizations

Carolingian Sub
Mechanicus: Moderate (Mostly in a support role for manufactorum worlds)
Ecclesiarchy: Moderate (Mostly in a support role, respectable presence on Carolingia)
Munitorium: Heavy (Splinterwind Reach is the sector's Munitorium headquarters and fleet base for the Imperial
Navy)
Administratium: Heavy (Especially on Carolingia and Sanctus Secundus)
Inquisition Moderate (Mostly in a support role, keeping an eye on the sector government)

Cauldron Sub
Mechanicus: Heavy (Seat of Mechanicus' power in the sector)
Ecclesiarchy: Light (Not welcomed by the Mechanicus, some missionaries)
Munitorium: Light (Sub relies mostly on Mechanicus for defense)
Administratium: Moderate (Support role)
Inquisition: Light (Keeping an eye on the Mechanicus)

The Grace Worlds


Mechanicus: Light (mostly support, not welcomed by the Ecclesiarchy in much of the sub)
Ecclesiarchy: Heavy (Seat of Ecclesiarchy political power)
Munitorium: Light (Support role)
Administratium: Moderate (Support role)
Inquisition: Heavy (Sector fortress is located in the sub)

Burned Reaches
Mechanicus: Light (Support role)
Ecclesiarchy: Light (Support/missionary role)
Munitorium: Heavy (War world and two fortress worlds located in the sub)
Administratium: Light (Support role)
Inquisition: Moderate (Presence at fortress worlds, use them as base for operations along the sector fringe)
Also, wanted to toss out a general order of battle for the navy. I'll go more in depth about them at a later point,
but I wanted to get a feel for the right number of ships and ship types to have. The intention is to have a fairly
small fleet based around patrolling that would struggle in a large fleet action. They do have a Grand Cruiser, but it's
mostly mothballed, and serves as an orbital command station for the Navy.

1 Grand Cruiser (Avenger class)


2 Cruisers (Lunar class)
1 Cruiser (Gothic class)
3 Light Cruisers (Dauntless class)
1 Light Cruiser (Defiant class)
2 Light Cruisers (Endeavour class)
6 Frigates (Flachion class)
6 Frigates (Sword class)
12 Destroyers (Cobra class)

Threats to the Sector


I'm breaking down the threats in the sector by each of the subs, and I'll fill in more information later on, as well as
add threats depending on what others come up with for the worlds they're working on. Since I will probably be
using this setting for future 40k RPs I GM, the goal here is to lay out potential threats I can have explode into a full
blown confrontation if the party doesn't stop it, or what have you.

Carolingian Sector Threats

Heresy and Chaos: The Archenemy's presence in the Carolingian sub usually takes two forms. The first consists of
the handful of cults that usually plague the undercities any populous world. While normally considered reasonably
harmless, and kept under control by the Inquisition and the Arbites, some of these cults have begun gathering
strength among the populations, and have proven incredibly frustrating to root out. Vanx, in particular, has seen
increasing unrest due to the agitators of the Archenemy. The second form is the more subtle corruption of those
that live in the lap of luxury. Pleasure cults are a perennial headache for the Inquisition, and have resulted in the
purging of more than one noble house during the sector's history.

The Perfidious Xeno: Xeno presence is almost unheard of in the Carolingian sub, although some Navy patrols
report ghost returns on auspexes near the fringes of the system which contains Kipa and Riddlewash, and the
Inquisition has heard of reports describing vessels that match those of the Eldar.

Sedition and Piracy: Piracy, while present in the sub, is considered a minor issue. The Carolingian sub is the the
bastion of the Imperial Navy in the sector, and therefore the most heavily patrolled. Sedition presents a more real
threat in the sub, though. Some worlds chafe at the rule of Carolingia, especially Dova's Pride, which has always
viewed itself as the rightful seat of Imperial leadership in the sector.

The Grace Worlds

Heresy and Chaos: The proclaimed threat of heresy in the Grace Worlds is probably far greater than the actual
threat. Horror story of warp cults and daemon summonings in remote corners of the Grace Worlds' sparely
populated agri-planets are used by the Ecclesiarchy to tighten their political control of sub. In reality, the Grace
Worlds are probably the most "pure" in the sector, given the combined influences of the Ecclesiarchy and the
Inquisition in the sub. Still, careful attention is paid to Everett's Rest and the Mysus worlds.

The Perfidious Xeno: Reports of Ork Freebootas slipping into the sub from the Burned Reaches have spread like
wildfire, but are largely baseless, at least for the moment. Eldar corsairs have been known to prey on shipping in
the area on rare occasion, though.

Sedition and Piracy: Pirate reavers are the true scourge of the Grace Worlds. The relatively large area that the sub
covers, in addition to the sparse patrols of the Navy in the region, mean that any ship traveling through the sub
must be constantly wary of attack. Rumors of a massive pirate base somewhere in the sub are constantly being
investigated by the Navy, but have yielded no results. Sedition isn't nearly as common an issue in the Grace Worlds
as piracy is, though. Although the population has something of a stubborn, independent streak, they're still loyal to
the God Emperor, and the Sub's government tends to be fairly hands off in their methods, allowing most worlds a
large degree of latitude in how they conduct their affairs (as long as tithes are paid on time, of course).

Everett's Cauldron

Heresy and Chaos: The Cauldron is perhaps one of the more troublesome parts of the sector, due to the
dominance of the Mechanicus. The Ecclesiarchy is not particularly welcome, and the Inquisition must tread lightly
when operating in this region. As such, the Mechanicus must carry most of the burden in policing the thoughts and
souls of the sub's populace. While they enthusiastically stamp out Tech Heresy, they are not always as zealous
when it comes to hunting down more treacherous forms of corruption. This, combined with the unusually strong
warp currents in the area, has lead to a somewhat dark reputation for the region.

The Perfidious Xeno: At the moment, the only xenos known to be in the Cauldron are those that are kept by the
Mechanicus as specimens. The orks have yet to expand beyond the Burned Reaches, and the Eldar, if they are truly
present in the sector, seem to avoid the sub.

Sedition and Piracy: The Mechanicus is ruthless and efficient when it comes to stamping out piracy in the Cauldron,
leaving the warp currents as the primary danger voidfarers face. Sedition, too, is brutally stamped out, and the
populations of the majority of the Cauldron worlds are indentured or heavily repressed, even by Imperial
standards. The most constant thorn in the Mechanicus' side are the missionaries from the Grace Worlds that
secretly travel to the Cauldron in the hopes of spreading the Emperor's faith and undermining the Machine God's
disciples.

The Burned Reaches

Heresy and Chaos: Already considered the most dangerous sub in the sector thanks to the orks, the Burned
Reaches are also under perpetual threat from the archenemy. Much of the Reaches are unexplored, and lack of
comprehensive spiritual oversight from the Ecclesiarchy on some of the frontier worlds may provide the right
conditions for heresy to incubate.

The Perfidious Xeno: The Burned Reaches are plagued by ork freebootas, and the world of Asche's Anvil is locked in
a constant struggle against the green tide. The ork threat on the Anvil is officially "contained", and the world has
become something of a proving ground for Guard and PDF units within the sector. While the Imperial presence on
the Anvil isn't in danger of being overrun any time soon, the slow, steady rise of the number of orks on the world
has caused some to speculate that the greenskins are starting to arrive from beyond the fringes of the system to
join the fight. The Inquisition also suspects that the Eldar are lurking in the shadows of the sub, using the presence
of the orks to screen whatever plans they may be carrying out.

Secession and Piracy: Imperial control of fringe colonies is always a difficult proposition, especially in an area as
turbulent as the Burned Reaches. The scarcity of Imperial officials on many of the frontier worlds is
counterbalanced to some extent by the threat of retribution from the fortress worlds of Greywatch and the Keep,
but some of the frontier populations still maintain a troublesome independent streak. Human reavers are just as
plentiful as freebootas in the Reaches, but due to the indiscriminate enthusiasm of the orks, they often find
themselves embroiled with the greenskins instead of merchant ships. The navy is using this to their advantage,
trying to drive the reavers further into the areas with high levels of freeboota activity.

Worlds of the Carolingian Sub-Sector

The plan for this post, and the two following it, is to provide a paragraph or two of general information about each
of the worlds within a specific sub, similar to the info blurbs Fantasy Flight Games writes for their worlds (although
unlike them, I intend to cover all of the worlds in the sector, since I don't need to leave some blank like they do).
I'm also going to try to provide a flavor quote for most, if not all, of the worlds, since I think it adds a little bit more,
well... flavor to the world, and the sub. If a world is removed from the list here, you'll know either I or someone
else is working on an in depth description.

Also, just a note, I'm doing this before I do the sector history and such because I prefer to work on the individual
histories of each world, then use the pieces from those as an outline for some of the events in the sector's history.
That's just how I prefer to do things, though, so others making their own sector may want to write the history first,
then expand each world from there.

Carolingia

The hub of culture, government, and wealth within the sector, Carolingia was "officially" the first of the settled
worlds in the whole of the sector, and became a base of operations for Able Everett's exploration fleet. As such, it
now boasts extensive, if somewhat ancient, shipyards that are capable of servicing vessels of almost any size, and
even manufacturing some of the smaller classes of intersteller transports. The sector's government is found here,
as well as official offices of nearly every adeptus and sector organization of note. Politics on Carolingia are
notoriously cut-throat, and duels and assassinations are disturbingly common among the upper classes.

New Arnhem

Founded shortly before Splinterwood Reach, New Arnhem served as a logistical base of operations for much of the
construction of the new fortress world, and more than a few of the fortress planet's bastions have components
that were constructed on New Arnhem, and shipped to Splinterwood Reach. As a result, much of New Arnhem's
industry was skewed toward heavy construction in it's early days, and although the planet's economy has
expanded to other sectors, heavy construction remains a strong element, particularly equipment needed for
colonization of new worlds or founding new cities. As a result, Arnhemites have tended to comprise at least part of
the colonization efforts for new settled world, and more than a few of the settlements in the Grace Worlds and the
frontier worlds of the Burned Reaches are strongly influenced by Arnhemite culture.
Splinterwood Reach

A fortress world born out of a necessity for a central command hub more than any direct threat, Splinterwood
(along with Tarrian, New Arnhem, and several other Carolingian worlds) provides the backbone of the sector
reserve. Since the world is not perpetually under siege, military service is only mandatory for a few years, before
citizens are discharged into a "civilian reserve'. Stockpiles of arms, munitions, vehicles, and other equipment are
held on the world, and it's extensive training facilities are open to any Laentus PDF unit for "work ups and shake
downs", as the Splinterwood soldiers refer to them. A robust staff college also exists, dedicated to turning out
competent junior officers for the sector's PDF. As such, war is more a science of logistics and maneuver to an
average Splinterwood citizen, as opposed to a desperate struggle for survival like it is on many fortress worlds in
the Imperium.

Everett's World

Dova's Pride

Kelper Prime

Sanctus Secundus

Sanctus Secundus is the headquarters of the Administratum in the Laentus sector. Studded with vast archives and
librariums, much of the accumulated knowledge and history of the sector is recorded and kept here, along with the
the various types collated data that's necessary to keep the sector functioning. The world posses little native
industry, and most of the world is indentured to the Administratum and tasked with the filing, sorting, and
processing of the endless streams of data that are collected by the Administratum's agents on other worlds. An
interesting side effect is that Sanctus Secundus has become a small trade up, as merchant houses from across the
sector compete for contracts to supply the world's needs.

Vanx

Periclus

Kipa

Riddlewash

Like Praza, Riddlewash is covered with high oceanic tides, and it's single small continent is shot through with
waterways and surrounded by islands, making it look something like a dropped plate from orbit. Unlike Praza
though, Riddlewash is hot, humid, and heavily forested. Bayous and stagnant bogs marks the interior of the
continent, and large salgirl thingyer marshes ring it's fringes. At first glance, Riddlewash has little to offer any
colonists, but early in the sector's colonization, it was discovered that several local species of algae could be
rendered into a highly nutritious, if deeply unappetizing, slush to feed the slowly developing civilized and hive
worlds of the Carolingian sub. As a result, Riddlewash quickly became the breadbasket of the sub (although "slush
bucket" might be more accurate), and still exports vast quantities of the repulsive but useful gruel to this day.
Konkurs Down

Konkurs Down was once a thriving hive world that acted as the gateway to the Burned Reaches, and all the
treasures it promised before the greenskin menace arrived. The world flourished as colonization efforts departed
it's orbit, and ships laden with the mineral wealth of the Reaches passed through it's customs. Unfortunately,
though, all this wealth brought about a culture of greed within the planetary nobility, who spent more and more
time steeped in luxuries and feuding amongst themselves then governing the world. The planet's prosperity began
to decline, and when the Orks arrived on Asche's Anvil, the wealth stopped flowing. Caught by surprise, the
planet's rulers ended up committing the ultimate sin of providing an insufficient tithe to the Imperium. Retribution
was swift, and the planetary governor, his house, and many other noble houses were purged. Merchant guilds and
minor noble houses were decimated by decree, and 15% of the planet's population was conscripted en-mass as
punishment, and used as cannon fodder to stabilize the situation at the Anvil. Since then, Konkurs Down has
attempted to recover, but continues to slowly wither despite the best efforts of it's new noble houses.

Arevall

Kassika

Kassika was the last world founded in the Carolingian sub, and from the start, it was the exclusive domain of the
rich and powerful. Originally a private retreat for Everett's captains and their retinues, the stewards appointed to
tend to the world eventually formed it's ruling class. Although not self sufficient in any way, Kassika still thrives on
the coin of the Ecclesiarchy and the sector's powerful families and merchant interests. A few large, glamorous
cities are given over almost entirely to hosting and amusing esteemed guests with theaters, carnivals, and a
gladiator arena. Much of the planet's population is devoted to maintaining these palaces of pleasure, but are
forbidden to live there. Instead, they reside in vast stretches of run down hab blocks tucked away a few miles from
the cities, and travel there by underground mag-rail transport in order to avoid spoiling the magnificent vistas with
their presence.

Tarrian

*See in depth description later in thread*

Reserved for description of the worlds in Everett's Cauldron and the Burned Reaches.

The Keep

The Keep is largely a victim of it's proximity to Asche's Anvil and a peculiar, almost circular local warp current that
flows from the Anvil to the Keep, then to Greywatch, then back to the Anvil. As a result, if the Orks ever break free
from Asche's Anvil, their next stop will be the Keep, and the planet has been developed with this in mind. There
are no cities or hive spires, only sprawling citadels studded with guns and ringed with trenches. Many of these
defenses have never seen a shot fired in anger from them, but are constantly maintained by the planet's garrison
and large numbers of servitors provided by the munitorium. The planet's outer orbit is ringed with mines, as well
as debris from the handful of Ork freebootas who manage to slip by the Navy's blockade at Asche's Anvil, only to
die under the guns on the planet's defense stations. Only a handful of these raiding greenskins ever manage to
make it to the planet's surface, where they're aggressively exterminated.

Greywatch

Greywatch is the second of the twin fortress worlds in the Burned Reaches, and the marginally safer of the two,
given that warp currents tend to push ork raiders toward The Keep. With this in mind, Greywatch was designated
as the staging area for units moving into and out of the war zone around Asche's Anvil. A portion of the Sector
Reserve, as well as two Guard regiments, are always stationed on Greywatch. The world's population is mostly
given over to garrison and logistics duties, with their PDF forces dedicated mainly to acting as military police of a
sort, providing security and directions for the offworld PDF units, and keeping them in line when they have leave.

Redemption

Glenmerill

A world once described as "crumpled" by Rogue Trader Able Everett, Glenmerill was rocked by seismic activity
millennium before mankind arrived to the Laentus Sector as the planet's continents slowly collided with one
another. Although the resulting volcanoes are now dormant or extinct, and seismic activity is now at normal levels,
the legacy of geological upheaval is still evident in the planet's terrain. The planet's surface is covered with
mountain ranges and plains covered with jagged fields of obsidian shards, broken only by beleaguered forests of
Ironbark trees, one of the few species of native fauna to still remain after such cataclysmic upheavals. Due to the
unforgiving terrain that covers much of the planet, the humans who live there reside inside cities burrowed into
the mountains, where they mine the valuable minerals formed during the period of geological turmoil. Most
transit between cities is conducted by air, and all citizens were boots with armoured soles to protect their feet,
should they have need to venture into the obsidian plains.

Everett's Landing

Vanderghast

Asche's Anvil

Asche's Anvil is named after the first Sector Lord of Laentus. When encroaching Ork raiders were discovered, it was
Lord Asche who decided to try to bait them to the Anvil in an effort to contain them. The plan worked, more or
less, and today the Anvil is inhabited only by Greenskins and regiments of the Sector Reserve. Much of the
southern continent, aside from a series of Imperial held fortresses, is awash Orks, while the northern continent is
firmly in the hands of the Imperium. The threat there is contained, for the moment, as the greenskins are mostly
content to throw themselves at the Imperium's southern fortresses or fighting amongst themselves. The Imperial
Navy maintains a blockade of the planet, destroying any interloping freebootas and providing safe passage for
Imperial supply vessels, as well as conducting enthusiastic target practice on the southern continent.

Jezerisky

Septis

The smaller of the Cauldron's two forge worlds, Septis has long been stripped of most of it's natural resources, and
has become burned and polluted wasteland dotted with the forges of the Mechanicus. In addition to serving as a
training ground for the elite of the sector's Skitarii Septis specializes in producing rare or complex technology for
the sector. Most complex voidship components, plasma weapons, and the like are stamped with the seal of one of
Septis' forges. The magos here are immensely secretive, almost universally shunning any non-mechanicus visitor.

Semris

Larger and more resource-rich than Septis, Semris is covered with sprawling manufactorum complexes that
produce the majority of goods used in the sector. Although usually somewhat withdrawn, the magos of Semris will
occasionally invite dignitaries from other worlds to tour the various forges and manufacotrums, perhaps in an
attempt to not alienate the rest of the sector. Semris is also the recruiting grounds for the Tech Legions of the
mechanicus, and has extensive orbital shipyards to facilitate the construction and repair of voidships.

Varithan

The only hive world in the Cauldron, Varithan provides the invaluable resource of manpower to much of the
cauldron worlds. Heavily influenced by the Mechanicus cults of duality, every family is mandated by law to have at
least two children, with the second being tithed to the Mechanicus, and criminals and other "undesirables" are
sent to Septis and Semirs for servitor conversion. Much of Verithan is dedicated to refining the materials produced
by the other worlds in the cauldron, which then invariably make their way to the Mechanicus worlds as well. In
exchange, the Mechanicus has offered pacts of protection, and is constantly repairing Verithan's crumbling
infrastructure. A cynic might note, though, that the Mechanicus never seems to repair enough of the infrastructure
at any one time to lessen the planet's dependence on the followers of the Omnissiah.

Telfin's Hall

Settled by another of the numerous captains under the command of the famous Rogue Trader Able Everett, who
first explored the sector, Telfin's Hall was also the first site of rebellion within the sector. Captain Telfin declared
his world and his rule to be independent of the Imperium, and challenged Everett to a duel for the planet's
independence. Telfin lost, and all talk of independence was quashed, although rumors persist of hidden armories
full of weapons Telfin stockpiled for the war that never came. Today, Telfin is a quiet mining world that has begun
recently expanding into agri-production, supplying the forge worlds of the Cauldron with the materials they need
to keep functioning.

Lorrian

Coldwater

Coldwater is a world far removed from it's local star, and is barely habitable for humans. The world is a vital source
for promethium in the sub-sector, though, so the planet still plays host to a respectable population of miners, who
live either in the enormous drilling rigs that dot the landscape, or a handful of settlements near the planet's two
star ports. Given that venturing outside into the elements is always a risk on Coldwater, inhabitants spend much of
their lives indoors, surrounded by the machinery of their trade. Given that most encampments consist of a few
extended families, the citizens of Coldwater are often labeled (somewhat unfairly) as being inbred backwater
yokels.
High Ascension

Dormia

Although much of Dormia could be considered a civlized world, large swaths of it are dedicated to the honored
dead of the Laentus sector. Huge mauseleums and tombs dot the countryside, along with statutes of Imperial
saints and other noteworthy figures from the cult of the Emperor. "To sleep on Dormia", as the local phrase goes,
is considered a high honor, and most of the sector's planetary governors, distinguished generals, and other
deceased figures of import are laid to rest in the world's soil. The Ecclesiarchy maintains a strong presence on
Dormia, and tends to the graves as if they were hallowed ground.

Haven

Praza

Selledon

Terivantis

Silverwater Landing

Everett's Rest

Mysus I

Mysus II

Ferrian's Lament

The Administratium would be responsible for tasks such as organizing tithes, making sure x shipment of y material
gets to planet z on time, monitoring population numbers, and generally making sure the worlds within a sub
function as part of the sub as a whole, and each sub functions as part of the sector. They may also provide some
support for day to day governance on individual planets, but that would mostly be the responsibility of the
Imperial governor. The munitorium would be doing similar, if more militant tasks. They would see to it that arms
and munitions for the local Guard regiments were distributed when the units are raised, would be responsible for
stockpiles at the fortress worlds, and would generally be the ones handling the movement of troops to places like
the Asche's Anvil.
“Selected excerpts from A Guide to the Fighting Units of the [X] Sector, by Cpt. C. J. Rhom, Elysian 16th Regiment

Hopefully not getting too far ahead of myself by posting more stuff before I finish the last items, but we'll see.
Partially inspired by the Caiphas Cain series, I figured I'd cover the fighting units of this sector from the perspective
of a field guide, written by a soldier from a regiment stationed there. This allows me to have a bit more fun with
the style of writing, and, more importantly, means I only have to write about the planets I feel like writing about.

------------------------------

Section 2, Part XIII

Arevall!

I've chosen to name this section after the word you'll most often hear from the fighting men of the civilized world
of Arevall, nestled within the Carolingian sub sector. Apparently intent on getting as much use out of the word as
possible, it can mean "Greetings", "Farewell", "Good Luck", or just a general expression of enthusiasm for the task
at hand, in addition to being the name of their homeworld. While the overuse of this word might make them seem
a bit simple at times, I've found the military units from Arevall to posses levels of education I've rarely found
outside my home system. Most of the enlisted can read and write, and have some grasp of more cerebral pursuits,
although this sometimes becomes shaky the more you delve into a specific subject matter.

I've also found the Arevallians' choice of uniforms to be somewhat unusual. Like Mordinans, they seem to have a
casual disdain for adapting the colors of their uniforms to suit the local environment. Instead, no matter the
situation, they wear dark grey trousers and dark blue tunics, over which they drape a dark blue flak vest, similar in
style to those worn by the famous regiments of Cadia. Unlike the Cadians, the Arevallians have dispensed with the
bulky shoulder pads and extended the torso armour down to the waist. They quite cap their uniforms off, if you'll
excuse the pun, with a soft field cap the same dark blue as the tunic and armour. At first I thought this was simply
an alternate option for headgear, but I later discovered (much to my dismay, I admit), that they simply do not issue
their infantry with helmets. Having lost count of the number of times my superb Accatran-pattern helmet has
saved my life, I shudder to think of the effect this wardrobe decision has on their casualty roster.

The peculiarities of their uniform are offset somewhat by the practicality of their weaponry. The standard issue
weapon for their Guard units is the ubiquitous Galaxy-M Short Pattern Lasgun. While lacking the range, accuracy,
and overall quality of the Accatran pattern with which I'm so familiar, the Galaxy-M is still rugged and dependable.
I've also seen several Arevallians using a lever action rifle, which appears to be the standard issue weapon for their
PDF formations. While it does carry the inherit downsides of solid projectile weapons, it seems to stand up to
punishment nearly as well as a lasgun, and has a very rapid rate of fire for a semi-automatic weapon and
respectable stopping power. Side arms are generally civilian model revolvers you can find on the open market
across the sector, although commissioned officers are often equipped with bolt pistols. Likewise, officers are often
equipped with power swords, with blades usually about three feet in length. NCOs are given a choice of
chainswords, or mono-edged swords with a slightly curved blade that appear unique to Arevall. Enlisted are issued
with a standard bayonet, as well as a small trench axe.

The selection of specialist weapons and heavy, crew served weapons is somewhat limited, although I understand
this is due more to preference than any practical reason. Grenade launchers seem to be the weapons of choice for
the basic infantry section (a choice I applaud, given the flexibility the weapon provides), although flamers and,
more rarely, meltas can be found in six man specialist squads that are often attached at the platoon level. Support
weapons at the squad level are almost universally heavy stubbers, while each platoon will have a few sections of
autocannons and mortars attached, as well as the slightly unusual crew served 105mm recoilless rifle that is
manufactured almost exclusively in this sector. Lascannon sections are attached at the company level, and
released to individual platoons as the company commander sees fit. I, personally, would be uncomfortable with
the general lack of anti tank weaponry on the platoon level, but I suppose not every world has the resources of
Elysia when it comes to equipping their soldiers.

I've managed to gather some details of the training regimen Arevall uses, thanks to my numerous conversations
with it's soldiers. Apparently, soldiers are conscripted by lottery at the age of fifteen, and sent off to training. In
addition to learning the basics of weapons and warfare, the soldiers are given some basic education, with
additional education being given to those destined for off-world deployment. Most of those I questioned on the
matter claimed that every world should do such a thing (I happen to agree, incidentally), but one of their
Commissars confided in me that Arevall considers it's soldiers to be representatives of the finest Arevall has to
offer, and therefore does everything it can to ensure they make a fine impression on whatever backwater they
may end up on. I suppose this may also go some way toward explaining why style is more valued than practicality
when it comes to their uniforms.

More than anything, the Arevall seem to emphasize discipline in their training. When given an order, they will
follow it to the letter, and I cannot recall an instance where I witnessed them break under enemy assault. The
commissar I spoke with explained that such discipline was (often quite literally) flogged into the unit during
training, with entire platoons being brutally punished for the infractions or failures of an individual. He also
confided that all this made his job much easier, as he rarely had to dispense punishment to any member of the unit
while on campaign.

Arevall tactical thinking is somewhat rigid, I'm sorry to report. Aside from the very basic "Fix, flank, and finish"
methodology taught by almost every unit at the squad level, larger actions invariably revolve around the concept
of digging in to receive the enemy attack, repulsing it, then counter-attacking almost instantly. The idea of tactical
withdrawal is, as far as I'm aware, not something that has occurred to them to be of use. I once witnessed a half
hour long argument between two majors, one from Haven and one from Arevall, about whether or not to pull back
to better ground before the arrival of an enemy assault (incidentally, the Havener was vindicated, although the
Arevall force did hold it's position despite disgusting casualties). Offensive operations usually involve constant
attack until the assaulting force is either exhausted, or the objective is taken. The basic operational unit is the
platoon, meaning the Arevall sometimes neglect small unit tactics.

While impressive in their zeal, discipline, and appearance, the Arevall are not what I would consider to be one of
the great infantry forces of the sector, and certainly could not rival the hardy Cadian or the superb Elysian in terms
of battlefield ability. Still, were I to find myself entrusted with a position that I must hold, I would certainly
welcome an Arevall infantry detachment anchoring my flanks.”
“Selected excerpts from A Guide to the Fighting Units of the [X] Sector, by Cpt. C. J. Rhom, Elysian 16th Regiment

Section 1, Part III

The Bastion of Command

The fortress world of Splinterwood Reach became something of a home to me during my first two years in the
sector. It is the central hub of Imperial military might, residing in the same system as New Arnhem and Carolingia.
While I could expound at lengths about this world and it's people (for it is somewhat of an oddity as far as fortress
worlds go), it has been made explicitly clear to me that many details of the fortress world are classified, and I wish
for my cranium to remain unventilated. Suffice it to say that Splinterwood Reach is surprisingly pleasant, compared
to the more dour Greywatch, and if I were to spend the rest of my days stationed there, I would not be too
displeased.

The populace of Splinterwood is distantly descended from Cadian stock, as I am given to understand, and their
distinguished lineage shows. They have the discipline of the Arevallians, the flexibility of the Arnhemites, and the
professionalism of their ancestors. Given that Splinterwood is not under the same dire threat as Cadia, military
service is compulsory for four years, starting at the age of sixteen. Upon completion, citizens are allowed the
option of returning to civilian life, although all citizens must attend a two day "refresher" course every month to
keep their skills sharp in case they are summoned to arms once more. Likewise, active duty personnel are eager to
train with detachments from other planets and Guard regiments from outside the sector, in an effort to learn new
tactics to incorporate into their battle plans.

Splinterwood Reach produces all types of formations, but they are generally broken down into two categories. The
first are the traditional PDF troops, who generally have less impressive weaponry and vehicles, while the second
are the formations that are part of the sector reserve. I will discuss the sector reserve later at length, but I don't
see any harm in touching on the subject now. This sector maintains a large pool of PDF units that consist of the
best each world has to offer in terms of men and equipment. These formations are either deployed to a fortress
world, one of the sub sector capitals, or kept on their planet of origin until mobilized. This gives the sector
governor a large pool of military units he can deploy to contain any problems that may arise, without having to
petition the munitorium for assistance. Less populated worlds, such as Haven or Coldwater, will often maintain
only one reserve unit, and draw their Guard tithes from there. Larger worlds will maintain a larger number of
formations, and the fortress worlds can even conscript large portions of their populations to quickly raise
additional units to bolster the reserve.

As this world is so central to military operations within the sector, they have their choice of equipment from the
forges of Septis and Semris, as well as access to the myriad of weaponry and vehicles produced locally. The sector
reserve units get the pick of the lot, and you can often find rarer weaponry, like plasma weapons, within their
ranks. The standard soldier's weapon is the trusty, "idiot-proof" Galaxy M short lasgun, although some soldiers
may replace this with Splinterwood's variation of the Mk. III battle rifle found throughout the sector, the Mk. IV.
Squad level assault weapons are usually the traditional mix of flamers and grenade launchers, with meltas or the
occasional plasma weapon being handled by command squads or six man combat engineer teams. Heavy weapons
are similarly dispersed, with heavy bolters and missile launchers being the staple of infantry squads, while the
heavier autocannons, lascannons, and mortars are organized at the platoon level. Each infantry company
maintains an "assault detachment", usually thirty to forty men equipped with carapace, numerous special
weapons, and mounted in chimeras and supported by hellhounds or sentinels.
PDF formations, on the other hand, contain no assault detachments, no plasma guns, and far fewer meltas. They
are almost universally equipped with the Galaxy M lasgun, and their officers rely on chainswords, as opposed to
the power weapons or power fists that are issued to the leaders of the reserve regiments. Soldiers in the PDF
formations, as well as those of the reserve, are issued with a bayonet as well as a large combat knife (but not so
large as to be impractical, like the silly things the Catachans are so fond of brandishing). Laspistols are also
standard issue to all troops, although many supplement this with a hand cannon, and those equipped with assault
weapons are often issued sub-machine guns as well. Body armour is most commonly the flak vest used by the
Cadian Shock Troops, although reconnaissance units wear a lighter flak jacket modeled after the superb Accatran-
pattern flak my own regiment wears. The assault detachments are often clad in light carapace that appears to be a
middle ground between Cadian flak, and the heavier Kasrkin armour, while nearly every officer wears a somewhat
stylized chest plate, which I've included an image of below. Uniforms are monocolor affairs that are issued
depending on the environment, and the individual trooper is tasked with further adapting them to blend in with
the battlefield.

As I previously mentioned, the tactics of the "Splints", as they are often referred to, are situation dependent. Like
the soldiers of my homeworld, they are a competent, flexible fighting force capable of acquitting themselves well
in most battlefield situations. Unlike other some other cultures, they approach warfare not as an art or a cultural
centerpiece to their civilization, but as a business and a science which they are intent on mastering. I consider
them one of the best fighting forces in the sector.

Example of Splinterwood Officer Uniform

Captain Lyie of the Splinterwood 82nd Rifles. Note the stylized chest plate and simple brown uniform. In the field, the uniform would be adorned

with additional camouflage, and most soldiers officers would wear helmets instead of the beret traditional to Splinterwood officers. I had the pleasure of Captain Lyie's

company during the Telfin's Hall campaign on Splinterwood Reach, and found her to be an excellent officer, if somewhat lacking in social graces.
++END++

The idea of a sector reserve is one I[m playing around with, but I don't believe it contradicts 40k fluff in any way.
They're technically PDF units (meaning there's some mixing of vehicles and infantry to a limited degree), and will
be resupplied from their homeworlds. The main issue I can see here is the munitorium being unhappy with these
units answering to the sector's governor in terms of supreme command, but I figured if commissars are added to
the units, that would be an acceptable fail-safe against the reserve suddenly becoming the governor's private
army.

“Selected excerpts from A Guide to the Fighting Units of the Laentus Sector, by Cpt. C. J. Rhom, Elysian 16th
Regiment

Section 2, Part II

Faceless Warriors

Although I have not yet fought beside the fearsome Skitarii of the Adaptus Mechanicus, I am still somewhat
familiar with them, and was recently given a chance to increase that familiarity thanks to the Magos of the Forge
World of Septis. Most unusually, myself and a group of my fellow Guard officers were invited (after much arm
twisting on the part of the sector lord, I can only assume) to review their elite Tech Guard that protects the secrets
of the Machine God. I hope you'll pardon me, dear reader, if I assume you know as little as I once did about the
workings of the Tech Guard, and indulge me as I provide a brief overview of the fighting forces of the Mechanicus,
so that you may better appreciate the following information.

The Mechanicus, being something of a seperate entity within the Imperium, raises it's own troops and looks to it's
own defense when protecting it's forgeworlds and mighty Titan legions. These legions of soldiers, known as the
"Skitarii", are equipped with superior weapons (as one might expect, given their benefactors), and are usually
heavily augmented. The Skitarii break down into several types; the Hyspasists, Sagitarii, Balisteria, Cataphractii,
Praetorians, and Tribunes, which are line infantry, heavy weapons detachments, artillery, armoured detachments,
elite shock troops, and the officer class, respectively. Just like the regiments of our beloved Imperial Guard, the
specifics of these individual units vary between forgeworlds, particularly in the degree of augmentation of the
troops. In the Laentus Sector, the forge world of Semris produces the bulk of the Skitarii for the Mechanicus,
recruited from the population after a screening process. These Skitarii are then dispatched to guard both Septis
and Semris, as well as other Mechanicus interests in the sector.

Septis, however, is slightly different. Given that Septis that possesses the capability to produce more advanced
tech compared to it's sister world, it has been given the responsibility of producing the elite Praetorian units for
the Mechanicus within the sector. Praetorians, as I mentioned, are something of an elite cadre of shock troops,
much like stormtroopers, or the fearsome Kasrkin of Cadia. They act as the iron fist of the Mechanicus when rapid,
decisive action is required, and will also guard the most critical mechanicus sites or most important magos. They
also receive the best equipment the Mechanicus is willing to entrust to it's legions, as well as the most extensive
bionic enhancement. Being chosen to become a Praetorian is a high honor amongst the Skitarii and the followers
of the Machine God, and all Praetorians are treated with the utmost respect.

In the case of Laentus sector, every year the magos of Septis and Semris calculate how many new Praetorians they
require. Recruits for the program are then drawn from the top performing Skitarii, regardless of age or gender.
While this technically means that the Praetorians operate in mixed-sex units, such distinctions that matter to those
of us made of flesh and bone become largely irrelevant during the extensive augmentation procedures. All recruits
are given bionic limbs, extensive bionic internal organs, and sub-dermal armour implants, in addition to
supplemental enhancements to whatever augmentations they may already posses. Finally, recruits are fitted with
a slightly convex face mask that includes a bionic sensor suite, to replace the recruit's sense of smell and sight. The
effect of all this, at the end of the day, is that after the process, every single recruit looks exactly the same. They all
share the same height, the same build, even the same posture. It's immensely unsettling, especially for soldiers like
myself who are used to recognizing our comrades by their faces or mannerisms.

The equipment issued to the Praetorians is universally superb. Heavy carapace is the standard issue armor
(although not grafted on to the skin, to facilitate "internal repairs", as our guide described it), and helmets usually
posses an advance sensor suite of some kind that links directly into the head of the wearer. Hellguns (I don't know
who in the munitorium decided to call them "hotshot lasguns", but it will be a cold, snowy day on Tallarn before I
call them anything but hellguns) are standard issue, and weapons such as meltas, lascannons, and even plasma
guns are far more common than they are in the Imperial Guard. Multilasers take the place of heavy bolters or
autocannons, and are usually fitted to servitors operated by a Praetorian. Praetorians no longer have much need to
eat or drink, but our guide confessed they do require "a period of minimal activity" (he refused to call it sleep), or
they would eventually suffer from degraded performance.

The tactics of the Praetorians are fairly simple and effective, relying on the unparalleled coordination that their
augmentations allow to flank enemy positions, and utilizing their increased durability to directly storm them. The
downside is that that they posses little capacity for innovate thinking, and would struggle, I feel, to cope with
skirmishers or a particularly potent and innovate military mind. This theory was proposed by one of my fellow
officers in our review group, and our guide did not take the implications kindly, to say the least. I suppose that for
all their impressive ability, the Tech Guard still cannot match the sheer capacity of the human mind to innovate
and act unpredictably on the field of battle.”

Mechanicus Cults in the Laentus Sector

Although there are no doubt numerous sub cults and cliques amongst the ranks of the Machine God's followers in
the Laentus Sector, there are two main factions that have gained ascendancy in the local Mechanicus.

The first, and most prevalent, is the Cult of Geminus, named after the famous Magos Geminus. Originally, there
were two Geminus, twins who joined the Machine Cult at an early age, and and who both attained the rank of
Magos, one a Genator, the other specializing in Archeotech. Eventually, they underwent the Rite of Duplessence, in
which the brain of one Magos is added to the body of another, while still retaining it's own thought processes (not
dissimilar to two cogitators functioning independently, but relying on the same input and exchanging information).
According to the treatise the now singular Magos Geminus penned later, it was during this rite that a moment of
divine clarity transpired, and gave birth to the Geminus cult. The basic tenant of the cult is that biological lifeforms
are, in essence, machines, even if they are made of flesh and blood, rather than metals or composites. Magos
Geminus' theory was that the Omnissiah tended to the spiritual need of inorganic constructs, while the Emperor
performed the same duties for organic constructs. The cult, and indeed the Magos himself, never seemed to be
able to form a consensus on whether or not the Omnissiah or the Emperor were dual aspects of a larger whole, or
simply twin deities tending to their respective spheres of influence. As such, the cult is split into two sub cults, the
Cult of the Two Aspects (believing them to be separate), and the Cult of The Twin Aspects (believing them to be
part of a larger whole). The similarity of names between the two tends to only deepen the confusion on the issue,
and those inhabitants of the Laentus sector not steeped in the Machine Cult's beliefs are ignorant of any difference
at all between the two sub-cults. The issue does not prove to be overly divisive within the cult, and when members
of the competing ideals meet, they usually engage in nothing more than a few moments of blurted binary debating
before moving on.

The cult as a whole believes that the number two is holy to the cult. Disciples of the Two Aspects tend to wear a
pair of cogwheels, one for each aspect, on a single chain around their neck, and will place the one that est aides
them in the task at hand on top of the other. The disciples of the Twin Aspects do much the same, except they
wear two halves of one cog on the chain, rather than two whole ones. Most disciples of the cult also wear robes
lined with dual white and black lines, and have mechandendrites in multiples of two. The most interesting
veneration of the Holy Sum, as it is called, is that initiates into the machine cult are paired upon entry, and will
spend most of the rest of their lives together. They will study the same discipline, be assigned to the same tasks
(except where this would be too inefficient for techpriest's taste), and will undergo augmentation and bionic
upgrades at the same time. If feasible, members of the cult will strive to receive the same augmentation as their
partner, so as better to match them. One of the peculiarities between the two cults is that the disciples of the Two
Aspect will have these implants added to the same side of the body, to appear identical to one another, while
disciples of the Twin Aspects will have their implants added so that they appear as a mirror image of one another.
Many pairs, upon receiving the rank of magos, will undergo the Rite of Duplessence like the cult's founder.
Although this is considered a holy rite of passage, the practical result is that many of the higher ranking members
of the cult are quite eccentric due to their dual minds.

The Geminus Cult is quite popular with the people of the Cauldron, where it has no real competition aside from the
occasional Ecclessiarchy torchbearer who braves the retribution of the Mechanicus to spread the Emperor's Word
(expressions and exclamations like "By the two aspects" or "Blessed twins!" are fairly common in the Cauldron).
The cult actively preaches both acceptance of the Emperor and the Omnissiah, although their tenants of
worshiping the Emperor tend to take the same form as the ones used to worship the machine god, namely prayers
and incantations recited while maintaining the organic machine (mainly exercise, healthy eating, and a surprising
emphasis on good hygiene). Mechanicus missionaries and other followers who leave the Cauldron often belong to
this cult as well, as their presence is marginally more palatable to the Ecclesiarchy than their hardline brethren.
Most lay adepts and techwrites (people instructed in basic repair rites and other such things without undergoing
full indoctrination into the Machine Cult) within the sector are taught by members of the Geminus Cult, as are
most of the sector's Genetors.

The Geminus cult believes that maintains reasonably good ties with other Imperial organizations, although this is
not quite the case, especially with the Ecclesiarchy. While the Geminus cult considers their encouragement of the
worship of the Emperor to be a bridge between them and the Ecclesiarchy, they seem unable to grasp the
fundamental difference in how the two organizations view the God Emperor of Mankind, or the Ecclesiarchy's ire
when their missionaries visit the Grace Worlds. Still, the cult obvliviously carries on what it beleives to be a healthy
relationship with the Imperial Church, sometimes unilaterally. They also tend to be more open and cooperative
with the other organs of the Imperium, at least by techpriest standards, and can often be found in the sector's PDF
units and Guard regiments.
World Name: Tarrian
Sub Sector: Carolingian
Capital: Maailman Paras
Population: Aprox. 9.2 Billion

Historical & Overview

Tarrian is named not after a member of Able Everett's retinue of captains, but after the pilgrim ship Tarrian's Light,
which rode the coat tails of Everett's exploration fleet into what would become the Laentus Sector. The vessel, in
poor repair, barely survived the transition back to realspace, and both the crew and colonists agreed that the
intended colony world, second from the system's star, would be their final destination. The vessel struggled into
orbit, and the first landing parties descended to find a temperate, if slightly cool, world fit for habitation. The
colonists, their ranks now swelled by the vessel's crew, began to establish settlements, map out areas of
agricultural or geological interest, and catalog the native fauna and flora. King amongst the former was the Tarrian
Lion, which was actually a large flightless bird that possessed a passing resemblance to the ancient Terran
mammal. Hunted to the near edge of extinction for it's pelt and meat, the creature managed to survive with a
tenacity that endeared it to the settlers (who's tenacity was also being tested in the first few years of colonization),
and came to hold a symbolic importance for the settlers.

As Everett and his coterie of captains swashed and buckled a bloody and hectic path through the Carolingian sub
and out into the Cauldron and the the Grace Worlds, Tarrian was left largely to it's own devices. It was not
subjected to the sabotage and skirmishing that Carolingia and Dova's Pride subjected each other to, nor was it
destined, like Splinterwood Reach, to become a citadel of defense, and was therefore spared the construction of
great fortifications. Quietly, Tarrian prospered as a safe haven for the first wave of true pilgrim ships to follow in
the wake of Everett's fleet. In order to meet the logistical needs of these expeditions, Tarrian gradually developed
a sprawling industrial base, fueled by the world's own natural resources, as well as those form the new colonies in
the Cauldron and the edges of the Carolingian sector. Although hives never developed on Tarrian, it's cities often
sprawl across huge stretches of the world, and will often have at least one or two levels of subterranean
development, usually expanded from old mining tunnels. Today, it remains one of the industrial powerhouses of
the sector, perhaps exceeded only by the forge worlds of Septis and Semris in terms of output.

Geography & Weather

Originally a temperate world with five continents and a smattering of island chains, Tarrian's environment has
been adversely affected by it's massive industrialization. The temperature has risen by several degrees, violent
storms occasionally wrack the world, and mostly melted polar ice caps long ago swallowed most of the smaller
islands. Many of it's mountain ranges have been eroded by temperamental weather and acidic rain, and the few
forests that prosper consists of the hardiest of the native flora.

Tarrian's large cities sprawl across the continents, and even on top of and under some of the world's murky
oceans. The largest, the planetary capital of Maailman Paras, can be seen from low orbit. The city's official
buildings, particularly the governor's palace and the Ecclesiarchy cathedral, incorporate parts of the old Tarrian's
Light, which was salvaged and scrapped when it was deemed too unsafe to leave floating in orbit. As such, many of
the older buildings in the capital may have the cramped, confined feeling of the interior of a voidship. Massive port
facilities and industrial complexes race outward from the city's center toward the horizon, and the city's two space
ports operate constantly.
Economy & Politics

Tarrian is first and foremost a planet of production. Be it furniture made of Glenmerril wood, luxury ground cars
for the nobility on Dova's Pride, or the ubiquitous Mk. IV Battle Rifle, Tarrian churns out hundreds of thousands of
tons of goods at a non-stop rate. True craftsmanship is somewhat hard to find, as Tarrian production tends to
focus on adequate reliability and quantity rather than quality, but as a result, most everyday items used by the
people of the Carolingian sub have the stamp "TV", standing for "Tarrian Valmistettu", and an outline of the
Tarrian lion. Production is usually controlled loose coalitions of merchant houses and individual families, who tend
to band together as a sort of economic oversight board for their cities known as "valvonta". Production output is a
source of fierce competition between cities, and any vying for official contracts from an Imperial adeptus or the
government of one of Laentus' worlds will involve a bitter, but usually bloodless struggle between the various
valvonta.

In addition to the traditional duties of a ruler of an Imperial planet, the Lord Governor of Tarrian and his deputies
act as mediators between valvonta, and will often be asked by offworld interests to award contracts in order to
circumvent any delay caused by politics and rivalries. This requires a certain amount of political skill to accomplish,
and those who take the office and find themselves not qualified for the job resign (sometimes of their own accord)
within a few weeks or months. The Lord Governor also appoints municipal overseers, who are each responsible, in
theory, for the governance of an individual city and it's surrounding area, and are placed at the head of the city's
valvonta. In reality, the municipal overseer is more of a figurehead for the different merchant interests in the
valvonta, and often only deals with the aspects of running the city that the valvonta can't be bothered with.

On a sector-wide scale, Tarrian's immense industrial output never quite translated into wealth for the world, as
much of the profits from it's exports are spent acquiring the necessary food and other supplies the populace
requires, having long ago outstripped the ability of Tarrian's beleaguered environment to provide sustained
sustenance. Likewise, the world's leaders have been consistently unable to parlay their commercial output into
political power, constantly overshadowed by the grand trinity of Carolingia, Dova's Pride, and Sanctus Secundus. As
a result, Tarrian is relegated to the same political status as the younger worlds in the sector, like New Arnhem.

Military

Tarrian has had great success, however, at attaining military strength, thanks to it's large population and it's
exceptional industrial base. Tarrian troops make up a large portion of the Sector Reserve, and on their homeworld
are responsible for the duties normally performed by enforcers on other worlds. This gives the Lord Governor a
body of loyal forces should a valvonta decide that it's interests do not correspond with that of the Imperial
government. By law, valvontas are drastically limited in the amount of private security personnel they can hire, and
what equipment they can be provided with. These standards are ruthlessly enforced when needed, and more than
a few valvonta members have been made an example of by the Tarrian PDF. There's good reason why Tarrian PDF
forces swear allegiance to the God Emperor, the Imperium and it's Offices, the Lord Governor, and the people of
Tarrian, in that specific order.

Tarrian fighting forces can often be broken down into three distinct types: "On-world", "Off-world", and "Tithed".
Organized into divisions assigned to different municipalities (much like the overseers), the Tarrian "On-World" PDF
is largely mechanized, although often relying on soft-skinned Cargo 8 trucks and the widespread Utility Armoured
Vehicle (or UAT) for transport. Auto-carbines and sub-machine guns are the weapons of choice for most rank and
file soldiers, and formations are amply supported by mortars and heavy stubbers. Dedicated special weapons are
rare, with soldiers preferring to use a wide variety of grenades instead. The governor's guard, a prestige unit,
controls almost all of the heavy armour and artillery of the "on-world" PDF, and can be attached to any local
formations as the governor sees fit. With the exception of the governor's guard, all "on-world" formations are
made up of conscripts, who are released after three years of service.

Off-world units are attached to the sector reserve in "Corps" of five regiments, which usually provide a package of
three infantry regiments, one armoured, and one, somewhat uniquely, made up of an air wing comprised of
Thunderbolts and a few Lightnings and Marauders. In theory, the units within a single corps can be combined or
spread out to create the kind of fighting force needed for the situation at hand, an idea adopted from time training
Splinterwood PDF units. Such practice, though, would be extremely frowned on in the Imperial Guard, and
although technically PDF formations, Tarrian units are heavily policed by commissars to to ensure there's not the
slightest chance that a whole corps could turn traitor. In terms of equipment, off-world formations are much
better equipped than their home world-confined counterparts, providing a middle ground between the local
defense troops and those tithed for the Guard. They are universally outfitted with Chimeras and UATs, and their
infantry equipped with lascarbines, flamers, grenade launchers, and the occasional melta, as well as a plethora of
heavy support weaponry. Unusually, off-world formations are also uniformly equipped with bulky, but sturdy,
carapace armour. Given the difficulties in securing replacements for this unique piece of kit, Tarrians tend to do
what they can to reclaim and repair the armour of fallen comrades.

Tithed units are made of the best soldiers Tarrian has to offer, often ones who have cut their teeth against the Orks
on Asche's Anvil. They deploy in the standard Guard Regiment formation as mechanized infantry, and once more
their equipment is a step up from their PDF counterparts. Their carapace is much less bulky, making it acceptable
for Guard use, and the more uncommon equipment, such as meltas and even the occasional plasma gun, are
provided. They still have a heavy commissariat presence, though with three or four often assigned to a regiment.

Most Tarrian soldiers in the PDF tend to customize their kit to a large degree festoon themselves with extra
pouches and pieces of equipment, particularly extra grenades and ammunition, or supplemental weapons. Adding
graffiti to armour is also quite common (if frowned on by the commissariat to some degree), usually in the form of
slogans or Imperial iconography, particularly aquilas or the Tarrian lion. Tarrian vehicles and aircraft often have
similar iconography, as well as a distinct black and white checker pattern on the tails of their aircraft and in a band
around the turrets of their vehicles.

Society and Culture

Somewhat unusually, position within Tarrian society does not depend upon breeding. Rather wealth, one's ability
to succeed, and how hard ( or skillfully) one works are the determining factors. The top tier of Imperial society on
Tarrian belongs to the strongest of the merchant houses and mercantile families. They control much of the
business interests on Tarrian and, through their representatives on the valvonta, hold significant sway over local
politics as well. Below them on the social scale are the lesser merchant houses and mercantile families. These
groups usually have not inconsiderable wealth and industrial assets, but lack the political acumen or sheer
economic force to muscle their way into a seat on the valvontas. Below them are the artisans and skilled laborers,
who often lack the resources to compete individually with the planet's larger commercial interests, but who will be
paid handsomely by the more powerful merchant houses and families for their skills. Finally, below them, are the
unskilled laborers, thousands of whom toil the manufactorums and workshops that sprawl across the planet's
surface.

Given that wealth and success are the twin factors that determine social status on Tarrian, there's a surprising
amount of mobility between the various classes, at least for an Imperial world. A group of particularly savvy and
skilled artisans may be able to band together to form a minor merchant house, while a powerful family that has
found it's fortunes lost by incompetence or economic misfortune will unceremoniously be removed from the
valvonta of their city. As a result of this relative social volatility, skill and loyalty tend to be the basis for promotion
on Tarrian, usually the latter more so than the former. Valvonta members (and those who aspire to membership of
the valvontas) tend to promote those in their ranks who have the skill to steer their particular interest to greater
heights of political power, and Tarrian's Imperial government is so paranoid of a coup attempt by the valvontas
that the Imperial governor and the municipal overseers tend to view loyalty to the Imperial government as
somewhat more important than skill and competence. One interesting side affect of that paranoia is that there are
no purchased commissions within the Tarrian PDF or guard units (lest those holding the commissions be more loyal
to those who purchased them than the high command). As a result, social classes tend to be more mixed in the
Tarrian PDF, and most of the powerful families of Tarrian tend to give their offspring positions in their own
household guards instead.

From a cultural perspective, the Tarrians are somewhat unique within the sector, as they have their own native
language that's spoken fluently alongside (and sometimes in preference to) high and low gothic. It's origins can be
traced back to the unique "ship tongue" of the crew of the Tarrian's light, and the Tarrians take pride in being one
of the few worlds to have a distinct tongue. Although the language can sound somewhat silly to outsiders, and it's
speakers are sometimes mocked as "numb-tongues", most off-worlders will find it nearly impossible to do any
serious business on Tarrian without at least a basic grasp of the language. Similarly, visitors to the world may be
somewhat off-put by Tarrian body language and their sense of personal space. Given that a large portion of the
original settlers had spent a fair amount of time aboard void ships, Tarrians developed a sense of personal space
that's much more compact than that of most people, standing close enough to make any off-worlder they're
speaking to slightly uncomfortable at first. Likewise, Tarrians often move their hands while speaking, either making
emphatic gesticulations, or touching whoever they're conversing with (such as a hand on a shoulder or an
occasional tap on the arm), a habit possibly derived from their ancestors having to communicate above the din of a
ship's cargo bay or macrocannon batteries. These habits can be very off putting for those not aware of them ahead
of time, and can create some uncomfortable situations or misunderstandings for those new to Tarrian habits.

Music is also very central to Tarrian culture. Most official events begin and conclude with some sort of small
musical performance, even if it's just a soloist and violin, and most shift changes in the manufactorum are heralded
by a beating of drums and singing by the laborers going to or from work. Tarrian PDF forces, and occasionally
Guard regiments have a regimental band (although that's secondary to their normal duties, whatever they may
be), and officers and NCOs usually have a hunting bugle on their person or within their squads, as a secondary
means of communications if their voxes are having difficulty. The most powerful families and merchant houses
often maintain an orchestra for official functions, and the brilliant and deeply eccentric Lord Järjetön, head of one
of Tarrian's most powerful families, has a small personal orchestra follow him around whenever possible, providing
musical accompaniment to whatever task comes to hand.

Religion

Tarrians are deeply religious (possibly another byproduct of their void-faring origins) and, although they refuse to
admit it, also quite superstitious. Signs of good or bad providence are taken quite seriously, and the local
Ecclesiarchy is constantly bombarded by requests to interpret this or that event as a sign from the Emperor or one
of his saints. This superstition partially explains the love of slogans and iconographic graffiti amongst the Tarrians,
as such symbols are considered good luck. The Tarrian lion, for example, is a symbol for fierce loyalty and bravery,
which makes it so popular with PDF and Guard troops from that world (although given that the Tarrian lion was
never domesticated, these attributes were probably ascribed to it after it's eventual extinction in a fit of
romanticism).

The Ecclesiarchy cult of Resurrection holds significant sway over Tarrian. This cult believes that the Emperor retired
to his Golden Throne because humanity proved itself not ready for his leadership or galactic dominion during the
Horus Heresy. It's said that when humanity is ready, He will rise from his throne and lead the Imperium to it's
destiny. In the interim, though, it is the duty of every Imperial citizen to strive to serve Him as best as possible
through service to the Imperium, thus preparing both humanity and the Imperium for His eventual return.
Although the cult is not native to the Laentus sector, it fit well with the Tarrian values of skill, loyalty, and hard
work, and thus spread like wildfire across the planet when it arrived, quickly becoming the dominant belief within
a century. Thus, Tarrians displays of devotion before or after work are commonplace. Those present will cluster
around an authority figure (a work foreman or platoon commander, for example), and kneel, and the authority
figure will say a prayer for the Emperor's blessing in the work they're about to partake in, or beseech him to look
favorably on whatever work has just been completed in His name. These prayers vary wildly, and are usually the
work of whoever is leading the group in prayer, as opposed to a member of the Ecclesiarchy. The Ecclesiarchy isn't
especially thrilled that these prayer meetings aren't being lead by a priest, but has found it impossible to stop them
or to muster enough priests to lead everyone at all times (especially since the prayer meetings can be rather
impromptu). Instead, they've settled for requiring Tarrian citizens to attend a communal prayer service , led by a
priest and held every half hour at several points throughout every city, once a day.

Crime and Heresy

Paranoia about crime, coups, and Heresy are far more rife on Tarrian than any of those actual threats. As
previously mentioned, the Imperial government is relentless and often ruthless in the steps that it takes to ensure
no rebellion of the merchant interests takes place, and the Ecclesiarchy is constantly wringing it's metaphorical
hands over the suspicion that any one of the thousands of prayer meetings taking place across Tarrian may subtly
be offering praise to a darker deity. Actual plots of subversion or heretical cults are relatively uncommon, and
usually eradicated by the PDF and Arbites before they can develop into any serious threat. Unknown to most
Tarrian citizens as that both of those agencies receive significant support from a resident Inquisitor and an
extensive web of informants and agents, who notify the PDF and Arbites as soon as any whiff of suspicious
activities are uncovered.

Common crime is far more common, as one would expect on a heavily populated industrial world. Murder and
theft among the lower classes are usually dealt with by semi-offical groups of citizen watchmen, who coordinate
with the nearest PDF station. Crimes among the artisan classes and higher are dealt with by the PDF or, if the
situation warrants it, the Arbites. Although the PDF maintains an "Investigations Detachment" for occasions when
investigations are necessary, the turnover of conscripted personnel sometimes crimps the effectiveness of this
department. As such, the PDF maintains a strong working relationship with the Arbites, the former providing a vast
manpower reserve and basic policing duties, while the latter conducts most serious investigations and handles
crimes against the Lex Imperium.

And there you have it, Tarrian in two parts. Think I covered everything. I don't recommend this method unless
you're focusing on a really important world, since it takes a while and makes you put a lot of thought into things. I
also prefer to keep the categories broad when outlining a world, since that lets me wander a bit with my subject
while still being on topic.
I figure that since this is supposed to be the setting for any future Dark Heresy, RT, and OW games I might run, I
might as well add some adventure hooks. These would be famous mysteries and lost relics of the sector, or
whatever, and would technically be considered an aspect of Tier II.

Undiscovered Worlds

Able Everett and his coterie of followers explored much of the Laentus sector in it's early days, and as the sector
grew, other intrepid explorers filled out the unknown edges of the sector map, particularly in the areas of Grace
Worlds and the Burned Reaches. Stable warp routes were mapped, hospitable were planets colonized, and soon
the sector was deemed "sufficiently explored". That, however, was not quite accurate. Dangerous warp currents
made travel to some distant parts of the sector nearly impossible, possibly blocking off secluded systems. In the
Grace Worlds sub, the space between known star systems is largely unknown, and it is possible that some stars still
await discovery.

It may seem odd that whole star systems may remain unnoticed, but the void is a vast space, and Imperial captains
are reluctant to stray from safe void currents into the unknown. Stories are often told of one cluster of worlds in
particular, surrounding a bright blue star. Each of these worlds is a supposed paradise, and would become the
glittering jewels in the sector's crown if they were ever discovered and colonized. Although individual adventurers
have tried and failed in the past to locate these planets, the sector government has recently begun to take the
rumors very seriously, and has commissioned a large host of sages to pour over the journals of Everett and his
captains, in the hopes of finding some clue as to their whereabouts.

Lost Treasures

In addition to those wonders never found in the first place, there are endless tales of treasure that has been lost to
time. Many of Everett's captains were besotted by greed and petty strife, and took great pains to hide their spoils
from one another, as well as their supposed leader. These caches can range from maps denoting the locations of
mineral rich asteroids to secret vaults filled with gems and gold. Very rarely, one of these secret treasure troves is
stumbled upon, rekindling the old legends of even greater caches that sill wait to be discovered.

There are several famous "lost treasure troves" within the sector. Some, like the rumored lost armouries of Telfin's
Hall, the diamond caves of Glenmerill, or the sunken cities of Praza, are supposedly hidden away on worlds already
settled and thoroughly mapped by Imperial colonists. These are popular targets for treasure hunters, and every
few years someone will claim to have found one of the lost troves, brandishing some relic as proof. Invariably, the
claim proves just as false as the "relic" they discovered, but on rare occasions both the adventurer and whatever
notes and proof of their discoveries that they had have simply vanished before their claims could be followed up.

There are also treasures which have no supposed location attached to them. Admiral Dova's lost treasure ships,
three vessels supposedly laden with spoils and left abandoned in orbit above some nameless world for reasons
unknown, are rumored to be located in half a dozen uninhabited systems in the Grace worlds. The Lost Vaults are
supposedly a series of treasure stashes used by Everett, his captains, or human or xenos that opposed him
(depending on which version you're told), sequestering unimaginable fortunes across a myriad of worlds. The
greatest prize of all is Everett's trophy room, supposedly a single vault containing all the most priceless of the relics
he recovered, including a functioning STC.
The Alien, the Damned, and the Unknown

Not all that has been lost should be found again, and some things are best left undiscovered. Certain items, people,
and places within the sector have acquired a dark reputation over time, with people only speaking of them in
hushed whispers. The Eight Sirens, for example, are eight exquisite music boxes that never need to be wound, and
always play haunting, captivating music when opened. Although those who have had a chance to study the boxes
claim they are not possessed or cursed, they seem to elicit a fixation that few can break. Eventually, the owner
either seals their box away, rids themselves of it, is killed for it, or simply wastes away, too enraptured by the
music to eat or sleep. Three of the boxes have been recovered by the Inquisition, but the remaining five are still at
large, either hidden away in a nobleman's vault, or simply lost somewhere in the sector.

Unlike the sirens, Tine and Ifreann, a matching sword and shield, are unquestionably blasphemous. Supposedly
forged from Glenmerill diamonds by means unknown to the Mechancius, each is a powerful daemon weapon,
supposedly blessed by by followers of each of the Chaos Gods. Heeding several prophecies, the Inquisition has
done it's best to prevent the sword and shield from being wielded together, going so far as to lock Tine in the
depths of their fortress on Ferrian's Lament, but the location of Ifreann is unknown.

Beyond the cursed or mysterious, there are many dangers that are simply unknown. Almost nothing is known of
what waits beyond the ork-infested fringes of the Burned Reaches, although rumors of gutted Xeno empires, star
systems awash in traitors and heretics, and worlds colonized by undiscovered human populations are all rumored
to be out there, should someone with enough skill and luck to brave the unknown ever seek them.

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