MaulMachine

new worlds

Jun 25th, 2018
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  1.  
  2. System: Ghald
  3.  
  4. Galactic Position: Cloudburst Sector, Nauphry Subsector
  5.  
  6. System Overlord: None
  7.  
  8. Planets: 5, 1 inhabitable
  9.  
  10. Death World: Ghald IV
  11.  
  12. Tropospheric Composition: Nitrogen 80%, Oxygen 19%, Argon .2%, Water .6%, Unknown 0.1%
  13.  
  14. Religion: N/A
  15.  
  16. Government Type: N/A
  17.  
  18. Planetary Governor: No
  19.  
  20. Adept Presence: N/A
  21.  
  22. Climate: Thick, dry winds, heavy with chemicals and sand
  23.  
  24. Geography: 82 million mi² of surface and no (natural) plate tectonics
  25.  
  26. Gravity: 1.01 Terran Gravity
  27.  
  28. Economy: N/A
  29.  
  30. Principle Exports: N/A
  31. Principle Imports: N/A
  32.  
  33. Countries and Continents: One supercontinent
  34.  
  35. Military: N/A
  36.  
  37. Contact with Other Worlds: Never
  38.  
  39. Tithe Grade: Aptus Non
  40.  
  41. Population: Unsaveable
  42.  
  43. Description:
  44. Surely, if there were any evidence in the universe that all life is hostile to humanity until it is conquered, it is Ghald IV, among the most horrifying places in the Segmentum Ultima. This rocky, mountainous planet has abundant and semi-sentient animal life. Animals here trend towards vicious, clever, and fast. This, however, is no real impediment to a determined Imperial colonization effort. The real problem is that several of the mountains are nothing of the kind. As Imperial second-wave colonists learned to their absolute terror, looking down from orbit at the remains of the first-wave colonists on the surface below, at least some mountains were actually living, monstrous creatures, some up to two miles tall. They move so slowly that they may as well not move at all, but move they do, and every so often, a pocket of stone, indistinguishable from all others, will open on the surface of the beings. From the holes, emerge clouds of mind-control spores, which assume total and permanent control of all nearby animals, even those with different nervous systems. The animals are then driven to attack, mindlessly and relentlessly, the animals of nearby mountain beasts. The Inquisition is under orders to commit Exterminatus against the planet at the first sign of Tyranid attack on the world, as the thought of Tyranids having access to mind control is too horrible to contemplate.
  45.  
  46.  
  47. System: Chlorit
  48.  
  49. Galactic Position: Cloudburst Sector, Celeste Subsector
  50.  
  51. System Overlord: None
  52.  
  53. Planets: 12, none inhabitable
  54.  
  55. Dead World: Chlorit (formerly Agri-world)
  56.  
  57. Tropospheric Composition: N/A
  58.  
  59. Religion: N/A
  60.  
  61. Government Type: N/A
  62.  
  63. Planetary Governor: No
  64.  
  65. Adept Presence: N/A
  66.  
  67. Climate: N/A
  68.  
  69. Geography: Melted rock and stone
  70.  
  71. Gravity: .6 Terran Gravity, formerly 1 Terran Gravity
  72.  
  73. Economy: N/A
  74.  
  75. Principle Exports: N/A
  76. Principle Imports: N/A
  77.  
  78. Countries and Continents: N/A
  79.  
  80. Military: N/A
  81.  
  82. Contact with Other Worlds: Never
  83.  
  84. Tithe Grade: N/A
  85.  
  86. Population: N/A
  87.  
  88. Description:
  89. Before the arrival of the Glasian menace, the Agri-world of Chlorit was a planet of rolling green hills, artificial oceans, and thick polar ice. The planet served as a breadbasket for the large needs of the Cloudburst Sector’s many Industrial and Forge worlds. At one point, Chlorit was exporting twenty five billion meals’ worth of food, and importing around that much inactivated biomass and fertilizer.
  90. At that point, the Glasians arrived to ruin everything.
  91. One of the three Glasian Colony Cylinders that followed the much larger Colony Control Cylinder of the second invasion arrived in orbit over Chlorit. The world was not wholly unprepared, thanks to its extensive orbital observation satellites, but knowing the Cylinder was coming did not make destroying it much easier. Forty ships of the SDF and Navy sortied against it, to little effect. The population of the world began frantically evacuating, cramming themselves and their families into the ships usually used to carry victuals. The Glasian force overran and butchered the defenders in days, and the civilian population after that. Frantic efforts by the Navy and Mechanicus to evacuate the people of the world ended in fiery failure; kilometer-long freighters and refridgeration barges fell through the skies and landed, liquefying continents. When the last living humans on the planet were dead or gone, the Glasian Cylinder aligned its aft engine with the planet and did something with it. Chlorit cracked down the middle. As the Glasian ship accelerated out into the Sector once more, Inquisitors of the Ordo Xenos watched in horror from the edge of the system. The course of the Cylinder led the massive ship to Coriolis, where the colossal orbital fortress crushed it and its surviving forces with ease, but the damage was done: a world was gone forever.
  92.  
  93. However, Chlorit had not fallen unnoticed or unimpeded. The eight hundred thousand Guard and PDF troops on the surface had held out for days. The Glasians, the Inquisition noted grimly, had not tried destroying the world, even though they obviously could have, until after they had already won it. Was this, perhaps, the original mission of the aliens? Was this Migration a complex and demented selection process, to find a world of their own? Was that why they hit Septiim every time?
  94.  
  95. Left with more questions than answers, the Inquisition gathered up the survivors of Chlorit (including the fourteen thousand Guardsmen who had been off-world at the time) and transplanted them to Foraldshold at the Mechanicus’s request. Here, they could start building a new world, and also be examined discreetly for signs of Chaos contamination.
  96.  
  97. Chlorit Reapers
  98. The Reapers were once the primary military force of Chlorit, and their heirs on Foraldshold maintain much of the old traditions of the family. The Reapers employed plains and urban warfare tactics, as is so often the case with Agri-worlds. Normally, the Reapers would pair up great Earthshaker platforms and their hauling vehicles with a Salamander or two, to gair recon and provide secure transport for the Earthshaker’s crew. Their tactics work well on the massive Mechanicus satrap city of Foraldshold Prime, and they have taken well to employment by the Mechanicus. Now, however, Chlorit refugee descendents populate their regiments. Their mettle is untested, but that is changing. The green tide has fallen on Foraldshold.
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