Calixis Sector Example Home Worlds

By Plushy, in Dark Heresy Second Edition Beta

Got bored and wrote these, since I know a lot of folks love the Calixis Sector. I plan on doing something similar for Backgrounds; I know the example for the Imperial Guard will be the war on Tranch. Enjoy.

Example Home Worlds (Calixis Sector):

Hive: Gunmetal City, Scintilla. Scintilla is the capital of the Calixis Sector, known for its industry. Gunmetal City focuses on the production of firearms, and this focus has bled into the local culture. Any native of Gunmetal City has grown up with a pistol in hand, knows how to handle it, and can tell the difference between a shoddy weapon and a work of art. Gunmetal City is soaked in violence, with bloody gang violence ruling the underhive and gentlemanly duels settling the conflicts of the nobility. People from Gunmetal City live fast and bold lives, talk as fast as they shoot, and will do whatever it takes to climb the social ladder.

Shrine World: Maccabeus Quintus. The man credited for leading the liberation of the Calixis Sector for the Imperium of Man was General Drusus. He was slain by sorcery by agents of the enemy, but rose from the grave after ten days and ten nights by the Emperor’s grace. It was on your home world that this miracle occurred, and the very soil is blessed by it to this day. Maccabeus Quintus is not a world rich in resources indeed, it is an unforgiving place of cold winds, endless salt flats, and blinding sun – but far richer in faith. A child of Maccabeus Quintus knows that they carry within them a small spark of a world touched by a saint and by a truly divine miracle. Few are more absolute in their faith.

Noble: Malfi. Malfi is a world characterized by shadowy affairs and intrigue. The noble houses of Malfi have squabbled for years, vying for power, and have grown quite good at manipulation and murder. Secrecy is the highest virtue to these nobles, and many get a sociopathic thrill out of the game they all play with each other. Malfi has hosted a number of decadent cults and secret societies over the years, all in the name of amusement. To be a noble of Malfi is to know that the world is your plaything, and its people should kiss your feet. Trust no one, use every tool at your disposal, and do try to keep the blood off your nice clothes.

Forge: Opus Macharius. Opus Macharius is the home of the Legio Venator, a grouping of Titan war machines. The world revolves around their maintenance, repair, and outfitting. Those raised on Opus Macharius know the glory of The Omnissiah, for they see it made manifest in the towering machines. To live among the deafening footfalls of the greatest machines made by the hands of Man is to know awe, reverence, and pride alike. The will of The Omnissiah is an undeniable, unstoppable force, one that you play a small part in. You know the stories of the Legio Venator well and count their successes as your own in many ways; you hope to do that legacy justice with every action you undertake.

Feral World : Dusk. Dusk is a backwater world on the fringe of the sector, with wretched conditions and a cursed reputation. The planet is covered in marshy bogs and fog-shrouded forests, full of biting insects and strange things prowling in the dark. Some say that the border between reality and the Immaterium is thin on Dusk, and an oddly high number of psykers are born there. The people that populate this horrid place are the abandoned remnants of failed colonization attempts, often armed with little better than hand-crafted blades and black powder guns. Outsiders do their best to avoid the cursed place, and keep a safe distance from the “savages” that call it home. To be born of Dusk is to have a deep respect (or well-reasoned fear) of the supernatural, and to be a self-sufficient warrior; leave the talk and technology to the others.

Void Born: The Misericord is a Chartist ship that has followed a set trade route for ages, carrying food, ore, passengers, and anything else that needs transport between the central worlds of the Calixis Sector. While invaluable to the Sector, the Misericord has a vile reputation, and is considered an ill omen by many. Those that live aboard the ship care little for the thoughts of outsiders, and live in their own society with odd traditions and a caste system that crewmen are born into based on the role aboard the ship. Vermin are a constant, as are cramped living conditions. Strange rituals – the wearing of masks or face paint, the severing of one ear – are common amongst the castes. None question their lot and are happy to serve, for the good of the ship. The crew of the Misericord are a hard-working people that few outsiders will trust due to their eccentric ways and associated superstitions. A crewman knows his place in the world and seeks to do it to the best of his abilities. He is at home in null gravity and has seen the wonders and horrors of the void enough times to call them old friends.

Edited by Plushy

Very cool, thanks- now we just come up with a unique Origin bonus for all of these, I am 100% guaranteed to use them hehe :P

Dusk should have gain Signature Malignancy: Witch-Curse. As for an actual unique bonus, I'm not so sure.

Gunmetal City should reward the use of Pistols somehow, to encourage the whole gunslinger thing.

I can only go off the old rules. Gunmetal City have Pistol Training (Solid Projectile) and +5 BS. Maccabeus Quintus gave a penalty to Per, but granted an extra Fate Point. Opus Macharius granted Bulging Biceps, but penalized Per. Malfi just got a ton of fun in the form of 2d10 Insanity and 1d10 Corruption. Dusk lowered Fear by 1. Folks from spooky voidships sort of sucked: -5 Fel, a further -5 penalty on any peaceful social interaction, 1d5+1 Corruption, a +5 to WP, and both Jaded and Talented. Not much unique; "you suck at people and are probably secretly evil."

I'm also down for doing more fluffy write-ups if requested. I had these with the "player new to 40k who wants to know what exactly his home world is like in a bite-sized chunk" in mind.

Just a quick comment, but I don't think +stats makes sense in this edition. One of the primary issues with the first edition of the rules, across all lines, was that Char Gen devolved into cherrypicking options to maximize one or a few stats, instead of making a unique and interesting character. This reached it's apex in BC's options for failings and such, which should have been purely fluff options but turned into a cherrypicking fest that made for nonsensical characters.