Sunday, May 5, 2013

Hive Fenksworld

BattleGround Planet: Fenksworld

Status: Hive World
Description: 
Fenksworld is a small, grimy Imperial hive world located to galactic coreward in the Josian Reaches sub-sector of the Calixis Sector. Fenksworld serves as a substation service depot of the Imperial Navy's 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. Chaos Cults and cult activity certainly fester here. Fenksworld’s most notable feature is its Library of Knowing, one of the Calixis 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 administration of the Planetary Governor and exists outside general Imperial jurisdiction. The Calixian Conclave of the Inquisition 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 noble House Vaahkon.




To most outsiders, Fenksworld has a reputation as a grimy, roughshod place, a Hive World that, while notoriously independent in sector politics, is seen as lacking the significance or sheer size of the likes of Scintilla or Malfi. The truth of the matter is that Fenksworld's independence and measure of self-sufficiency is bought at a price, and its bustling façade hides a number of dark secrets. The Fenksworld that most outsiders see is Nova Castillia -- a vast towering edifice of sky-piercing spires and busy supply depots, noble enclaves, covered hab-stacks and bustling neon-lit entertainment 'burgs. Although a little ramshackle and dirty, it is not unlike many other hives across the Imperium. While Castillia houses much of the planet's famously mercurial ruling elite and the bulk of the planet’s population, what is not widely realised is that it also holds two subordinate hives in a merciless grip to ensure this position, hives that most off-worlders, if they are fortunate, never see.
The first, Magnagorsk, sinks deep into Fenksworld's crust. Heavily industrialised, it is a hellish place of molten metal and volcanic fires, where warship armour is forged and poisonous ash fumes the air. The hive exists purely to serve the Battlefleet Calixis port anchorage in high orbit. The conditions are so harsh that a native of Gunmetal City or The Lathes might count themselves fortunate on seeing them. Magnagorsk is controlled by the fractious and pitiless foundry guilds. To them labour and metal are the only coins of the realm, and one guild master would think nothing of sabotaging or murdering his rivals, or kidnapping entire work gangs to help meet his production quotas. Life is cheap in Magnagorsk, violence commonplace and death and maiming everyday hazards, but the helots that toil thanklessly there know that it could be worse; they could be exiled to Volg.

Rather than towering above or delving into the earth, Volg sprawls for hundreds of square kilometres like a vast cancer of corroded gantries and phosphor-lit domes that have spread over Fenksworld's acidic salt-fens. The sprawl itself is made up of vast moisture-traps, reprocessing plants, waste-biomass recycling reservoirs and the mad clusters of stilt-supported shantytowns that cling to them. The simple truth is that without these facilities' output, famine, pollution and poisoned water would destroy Fenksworld in a few short standard years -- the toil of millions is needed to keep billions more alive. Named by some as the vilest and most misbegotten place in the whole Calixis Sector, the toxicity and terrible conditions in Volg are on the very limit of human survivability. Matters are made worse by Fenksworld's many unutterably lethal and horribly mutated native creatures.

Volg was initially set up as a vast open penal colony for Fenksworld and the surrounding sub-sector, and the inmates were left to found their own societies and to make what they could of their lives -- so long as clean water and protein flowed up-hive to where it was needed. Control was further maintained through the trade in cheap arms and vital supplies, and it transpired that Volg's population was mostly too occupied trying to survive to attempt escape or plot revolt. Over the centuries Volg, to the surprise of many, prospered and became a hive city in its own right with a population in the tens of millions. While new inmates (or "clean meat" as they are known in local parlance) are sentenced to exile there still, the majority of its inhabitants are now freeborn, some "six generations in the Volg" and free to leave -- if they can afford the exorbitant passage out. Life in Volg is violent, anarchic, blighted and often very brief, but as for the Volgites themselves, they are born survivors. Few Death Worlds breed hardier or more ruthless fighters.


Stats.....
Population:25 billion

Geography: Extremely  cold nights, extremely hot days at the polar caps and temperate climate at the equator. Fenksworld possesses four mountainous and rocky continents separated by polluted seas and oceans. On the southern polar continent lies Magnagorsk Hive, at the northern polar cap is Nova Castilla, on the western continent is Volg Hive, the capital city of the world and on the eastern continent likes the ruins of Hive Akelia, which collapsed decades ago.

--Native Forces:

--Adeptus Arbites: These Imperial Policemen deal not with petty crimes such as theft, murder and kidnapping but rather crimes against the Imperium itself, such as trason or blasphemy. These men are fanatical to the extreme in pursuing their ideals. Typically they wield lasguns,bolt pistols,  shotguns, riot armor, shock mauls and riot shields. All of these weapons are deadly though, for the Arbites are authorized to be the judge, jury and executioner. 
Arbites and Hive Granger

--Hive Grangers: Those who live on the bottom of society, these seek to control their tiny little spheres to the best of their ability. They use primarily whatever they can scrounge up, such as rickety old pistols, archaic guns prone to jamming, knives ect. But particularly whatever they can loot. 

--Planetary Defense Forces: A Planetary Defence Force (usually abbreviated to PDF) is a term referring to the primary military defence forces of an individual Imperial world. The PDF are under the control of the local planetary government rather than direct Imperial control; the raising, training, arming, leadership, etc., of such units is entirely in the hands of the world's Imperial Planetary Governor.  In response to any internal or external threat, it is the responsibility of the PDF to engage the enemy until Imperial reinforcements such as the Imperial Guard or Space Marines can be mustered by the nearby Sector Command. Thus, although rarely respected due to their relative lack of experience, the PDF are widely considered crucial to the Departmento Munitorum as the first line of defense for Imperial worlds against any form of invasion or rebellion. Another important part of the PDF is their role as the primary source of recruits for the Imperial Guard. Whenever required, the best soldiers in a PDF are transferred into the regiments of the Imperial Guard, receiving further training as they are shipped to their destined locations elsewhere in the galaxy. They would have low tier guard weapons, such as lasguns and pistols, though their armory might depend on the wealth of the governer.

--Slaanesh Cults: A few hidden slaanesh cults are even in this dark and dreary place, its followers driven to seek greater and greater acts of pleasure and passion. They might wield the enhanced powers of the diety they seek to court or else they might be able to summon some of their otherworldy allies. 



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