The planets of Phase 2.
As we come closer to the end game of Phase 1 (1/3rd of the way!!), we take a look at the new territories about to be opened up. Maybe, predicting where the plot will suddenly take us...The Hulk, Gospel of Fear – Zone Mortalis rules.
The Gospel, slow and certain, has been
moving through the Subsector like some sign of the end times. Her path thankfully doesn’t bring her into
dangerous proximity to any of the Imperial territories no serious attempt has
been made to board. Though word on
Tresium’s seedier bars tell of a great hoard of archeotech there, aboard an old
xenos vessel found deep in her mashed up innerds. Though those same rumours also tell of its
spectoral guardians…
·
Planet 5 – Tresium
Official Designation: Tresium Primus Population: c.5.1 Billion >> Settlement Stamp: C.M35 Tithe: Penitentus Sanguine
Corruption Decline: Mutations 1/5000 Military Presence: Arbitus Maximal
Tresium sits before two ice worlds before a
hot yellow sun, ringed by two layers of asteroids and ruined void craft.
Outworld, Borderworld, Scummerland. Tresium, despite its noble origins as an Ecclesiastical
Mission of some lesser known saint, has become a haven for all of the Imperiums
Scummers and Villains. The precints of
the Adeptus Arbites have long since lost their battle to retain order. Cold Zones and Crime Lords run the surviving
population centres, while bribed officials allow ruthless Pirates and dodgy
Rogue Traders to go about their business, whatever it may be. Some aren’t even human.
·
Planet 6 – Nest
Official Designation: PX-R55Kappa Nest Population: c. 12.9 Billion >> Settlement Stamp: C.M35 Tithe: Vermillion Corruption Decline: Mutations 1/9000 Military Presence: Substantial
Colonised prior to the Horus Heresy, the
planet has a long legacy that through constant civil conflict has been
lost. Tall hive spires dot her surface
as the planets previously stable atmosphere chokes on the Imperial production
machine. Beneath these gigantic metal
towers lie the ruins of old. Pre
Imperial and some, even older.
The Imperium however only cares about its
recruitment rates, as the constant fighting and brutal gang warfare breeds
excellent soldiers. From its many lofty
Hives come Nest’s greatest export: People. Violent people.
Recently reports have come in of
non-licensed cults of the Emperor becoming more restless and the Adeptus
Arbites have deputised the Imperial Guard regiments garrisoned there. Civil conflict has erupted anew, even as
something older stirs beneath the earth and the cities.
·
Planet 7 – Sordid
Official Designation: Sordid Prime Population: c. 4.3 Billion << Settlement Stamp: C.M37 Tithe: Punitary Corruption Decline: Mutations 1/500 Military Presence: Purgation
A world close to the edge but circling the
drain. Sordid’s long rotation brings it
closer and closer to a raging Warp Storm called the Depths of Gorath. Strange effects have begun occurring, psychic
registration is through the roof and the Black Ships leave full each time they
pass. A plague has begun on the planet,
causing many quarantines to occur, and cities to be left empty.
Sordid is alone in its system, the star
ironically a white sun that does little against the coming dark. The doomed world is a grim reminder of the
effects of the warps corruption, and emigration, largely unchecked threatens to
spill that corruption to other worlds in the sector, in the form of cults.-- Warp - Winds: For the duration of the game, Psychic powers require a 3+ to cast
instead of the normal 4+, however miscasts occur on any double.
· Planet 8 - Wake
Official Designation: Wake Quintus
Population: c. 1500 << Settlement Stamp: C.M35 Tithe: Nil Corruption Decline: Nil Military Presence: Auxilia Observa (Ref: Increased self murder)
Wake is a barren airless moon, dotted with
ancient cites of Xenos origin. Though
many Rogue Traders and Mechanicum Explorators have dared to go there, those
that return speak of sleepless visits, haunted by ghostly whispers and
hallucinations of a world long since lost.
Psyker analysis of the surrounding area proves that no warp influence exists. Which makes the whole matter even more
terrifying.
Wake sits as the fifth body in its own
diminished system of barren planets.
Most showing sings of former life but at some time or another some great
ancient tragedy has seen their atmospheres blasted from them.
Rumours still insist however that amid
those blackened dead pyramids and shattered cities lies a prize worth all the
risk.
- Psychic
Dead Zone: For the duration of the game, Psychic
powers require a 6+ to cast instead of the normal 4+.
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