Ntharis

An independent Agri-World with a pre-warp (but void capable) industrial base, Ntharis has yet to be directly claimed by any dynasty. The planet’s resistance to conversion (the inhabitants worship a variety of diverse and hideous gods) and lack of mineral wealth make it an unappealing prospect for most Rogue Traders. The Orleans and Saul dynasties seized control of a few major cities, while Lord Captain Blitz attempted a brash diplomatic conquest with mixed results. The Lord Captain, while fending off Chaos Reavers, accidentally destroyed most of one of the main continents and blasted the survivors into madness and mutation via an uncontrolled warp jump. The Saul and Olivares dynasties are quite annoyed with him.

System Features

Anomalous:

The star is an unnatural outlier, shedding a strange light that behaves in ways it should not. Its light can be of any color, even one that is not typical for a star, from bilious green to barely-visible purple.

System Features

 

Ruined Empire:

The remnants of ancient civilizations, both human and alien, are strewn across the Koronus Expanse. Entire dynasties have made their fortune off the plunder of the Egarian Dominion or the once-proud worlds of the Eldar. Others have been utterly ruined when they unearthed a Yu'vath relic from a catacomb better left undisturbed. The most coveted secrets of the Engine-Orders of Zayth are but shadows of the knowledge once held by the people of that world. And for every one of these examples of past glory, there are a dozen worlds housing the moldering cities of a civilization not yet known to the Imperium. Many of these once-proud empires bear the scars from their destruction in a long forgotten war, while others leave no apparent evidence as to their end.

Inner Cauldron

Radiation Bursts:

Unlike most System Elements, Radiation Bursts do not represent an actual presence within the System. Instead, they exert an influence over the Solar Zone in which they are present (almost invariably the Inner Cauldron). The Detection bonus of any ship in the affected area is halved, as constant low-grade interference degrades any readings gathered. In addition, activity within an affected star can result in a surge of radiation throughout the Solar Zone. Such surges tend to be infrequent, spaced over periods of weeks, months, or more, but can occur as often as every 1d5 days after a sufficient build-up. Spotting the fluctuations that precede a radiation surge requires an Ordinary (+2 blue die) Vigilance Test. Avoiding the effects requires leaving the affected Solar Zone, sheltering behind a nearby Planet or Gas Giant, or by temporarily insulating the ship’s augers with a Hard Tech–Use Test. Any ship caught unprotected within the area of effect suffers the effects of a Sensors Damaged critical result, and additionally, cannot send or receive vox transmissions. This Damage cannot be repaired until at least 1d5 hours after the surge, due to the lingering presence of these ravaging energies. A Solar Zone generated with multiple instances of Radiation Bursts further degrades the efficiency of augers within the affected area. The Detection bonus of affected ships is reduced by a black die per additional instance of the System Element after being halved.

Primary Biosphere

Derelict Station:

The remains of orbital habitats, system defense stations, and deep space monitoring outposts can be found drifting through many systems. Even those that have never developed life of their own might house the relics of past explorers and would-be colonists. In systems with an active void-faring civilization, such stations tend to be either relics of a surpassed level of technology, or a barely intact shell, abandoned to rising construction costs or disastrous systems failure. Whatever their origin, even the gutted remnants of a space station could contain valuable technology, or useful records on those who constructed it.

Eldar Orrey:

The station is constructed of the smooth, bone-like material from which the Eldar make their ships, and is riddled with cloistered cells. Examination by a Navigator or psyker hints at a long-vanished power permeating the structure.

Xenos Ruins (Eldar):

The relics and remnants of long-forgotten alien races litter the Koronus Expanse. The abundance of these dead cities and nations across so many different worlds is the source of many legends about the haunted or doomed nature of the Expanse. Veteran Explorers are more familiar with such remains, but such profusion can shake the faith of even the surest among them, a reminder that perhaps these ancient civilizations thought themselves capable of surviving the Expanse’s horrors as well.

Ntharis One

Planet:

An incredible diversity of worlds can be found throughout the galaxy. They can differ in their basic make-up, as between gas giants and the more common orbs of stone and soil, as well as in their specifics, such as the elements and materials that comprise them. Small and Dense Body: The shrunken silhouette of this Planet belies the strength of its gravity well and the richness of its crust.

Normal Gravity:

  This moon's gravity is roughly Terran Standard.

Thin Atmospheric Pressure:

The moon’s atmosphere is weak, but avoids the problems of an actual vacuum. Tests to avoid harm from a Toxic or Corrosive atmosphere are made at a +2 Blue die bonus. However, the lack of air makes strenuous activity difficult. Any time an Explorer relying on the outside air gains Fatigue, he gains the normal amount plus one additional level of Fatigue instead.

Pure Atmosphere:

The atmosphere is entirely safe for humans and most other common life forms to breathe.

Temperate World:

Temperate Planets are exclusively found in or near a system’s Primary Biosphere. They might contain regions of either extreme heat or extreme cold, and in many cases, have some of both. The Tests made to resist temperature extremes on these Planets rarely exceed Difficult.

Liquid Water:

Liquid water is accessible on the Planet’s surface, but no native life has arisen to make use of it.

Major Landmasses:

Four continents and twelve smaller islands.

Mineral Resources

Ornamentals:

Some minerals are not valued for any practical use, but for their impressive beauty and luster, or even simply for being difficult to acquire.

Radioactives:

Demand for radioactive materials can be extremely limited, as most technologies making use of their properties became obsolete well before the Great Crusade. Infrastructure in the Imperium being what it is, Rogue Traders can and do find worlds that have not progressed beyond primitive nuclear furnaces, but such societies are rarely able to offer the necessary compensation for supplies. Instead, trade in radioactives is done almost exclusively with obscure branches of the Adeptus Mechanicus, known for particularly arcane or esoteric practices.

Exotic Materials:

The rarest of mineral resources do not make up a category in themselves; so much as they define a specific lack of one. Some such materials would be considered staples of Imperial manufacturing but for their rarity. These include the hyper-dense ore from which adamantium is derived, or certain elements used in the production and refinement of high-grade ceramite and promethium. Others are little more than the most extreme examples of ornamental materials, such as a gem or crystal unique to the caverns of a single world. Additionally, a wide variety of substances that simply defy classification can be found throughout the Expanse, from the cool, liquid gold recovered from pools on a world in the Accursed Demesne, to semi-material shimmer-crystals, which can only be touched by living flesh.

Inhabitants:

Only a small fraction of life-bearing worlds ever produce an intelligent xenos race at any point in their history. Furthermore, the hostile nature of the galaxy often snuffs out these emergent civilizations before they have a chance to develop significantly. Internal strife, natural disaster, and the attentions of more developed species ruin dozens of primitive cultures for each race that progresses into a nascent empire. At this point, some greater power usually notes the upstarts as a potential threat and annihilates them utterly, a task often undertaken by the more militant Rogue Traders. Some species do survive and overcome these conditions, despite the vigilance of the Imperium, the foresight of the Eldar, and the naked aggression of the Orks. Between these tentative expansions, the rise of less-developed species, and the outposts and relics of the greater powers within the Expanse, finding an indigenous population upon a newly discovered world can be a surprisingly common phenomenon. In some cases, it can present an inconvenient or even dangerous obstacle to the exploitation of a planet when the inhabitants object to a Rogue Trader establishing operations on the world they call home. Despite the potential hurdles, a well-handled population can prove a great asset to such efforts, especially when the native civilization is a long-lost human colony, or a xenos race with something unique to offer in the Cold Trade.

Humans:

The remnants of colonization efforts by the earliest human voidfarers can be found throughout the whole of the galaxy. Such lost civilizations are typically isolated and regressive, with no awareness of their ancient heritage, or of the glorious Imperium of Man to which they owe an inherent fealty. Other worlds, in contrast, have held onto more of their old glories, and have powerful technology and active voidships with which they fiercely defend their own. In either case, it is the sacred duty of a Rogue Trader to bring these worlds into the Imperium’s fold, and to purge any deviant elements of their populations that have grown powerful in a society unaware of the threats of the mutant and the psyker. This duty can sometimes condemn a world to death, if the chaplains and missionaries in service to the Rogue Trader find their beliefs irredeemably corrupt.

Voidfarers:

There is no limit to the technologies a civilization of Voidfarers can produce. Such civilizations are frequently involved in efforts to expand beyond their home world, and are rarely found without at least a handful of system ships devoted to such efforts. If the local government has found evidence of life beyond their world, they might have even built defenses or voidships as a precautionary measure. Ntharis One-One

Moon:

A true moon shares many similarities with a Planet. Under normal circumstances, a moon cannot have a higher Planetary Body than the world around which it orbits. In addition, a moon never generates its own Orbital Features. Small and Dense Body: The shrunken silhouette of this Moon belies the strength of its gravity well and the richness of its crust.

Normal Gravity:

This moon's gravity is roughly Terran Standard.

Heavy Atmosphere Pressure:

A thick blanket of air presses down on the Moon , coming just short of smothering those beneath it. This oppressive weight imposes a +1 black die penalty on Brawn Tests, at the GM’s discretion. Tests to avoid harm from a Toxic or Corrosive Atmosphere are made at a +2 black die penalty. If the atmosphere is breathable, the thickness of the air makes it difficult to take in. A full hour of relying on such an atmosphere for air inflicts a single level of Fatigue. This effect is not cumulative, no matter how long a character relies on the air. However, recovery from this level of Fatigue cannot occur while relying on such an atmosphere.

Tainted Atmosphere:

Though capable of sustaining human life, this atmosphere is not entirely safe, stained by trace elements of toxins. Though it does not directly affect the Explorers, it might influence the viability or costs of long-term colonization. Temperate World: Temperate Moons are exclusively found in or near a system’s Primary Biosphere. They might contain regions of either extreme heat or extreme cold, and in many cases, have some of both. The Tests made to resist temperature extremes on these Moons rarely exceed Difficult.

Trapped Water:

There is water on this moon, but it is in a form that requires processing before it can be used or consumed. It might be frozen or have boiled away to vapor on moons with extreme climates. Alternatively, the water could be locked away in deep channels underground, or contaminated with other materials.

Major Landmasses:

Two continets and no smaller islands.

Outer Reaches

Starship Graveyard:

The remains of old naval engagements and lost expeditions can be found drifting through the systems that the long ago admirals and explorers once in charge of these ruined flotillas had sought to claim. The remains of an invasion fleet pounded to scrap by the system’s defenders could circle the system’s rim, or a collection of scout ships might hover just beyond the orbit of a planet where they could have replenished their failing supplies. More often, determining the origin of the vessels involved is impossible, after centuries of degradation and the attention of passing scavengers have long since stripped away anything recognizable from their hulls. Still, taking time to search the wreckage of a Starship Graveyard proves profitable as often as not. Supplies such as fuel, spare plating, or conduits can be found intact with some frequency, and some hulks contain full cargo holds, or even intact Ship Components of great worth.

Plundered Convoy:

A lost shipping lane of some kind might have once crossed this system, as evidenced by this gutted procession of transports and cargo vessels. Their holds have been long since emptied, but it is possible their attackers might have missed something of value.
Chaos Reaver Hellbringer Planetary Assault Ship: Intact enough to allow boarding, but little else.
Chaos Reaver Pestilaan Light Cruiser: Intact enough to allow boarding, but little else.
Chaos Reaver Slaughter-Class Cruiser: Shattered beyond any value.
Chaos Reaver Retaliator-Class Grand Cruiser: Intact enough to allow boarding, but little else.
Chaos Reaver Soulcage Slaveship: Intact enough to allow boarding, but little else.
Chaos Reaver Soulcage Slaveship: Intact enough to allow boarding, but little else.
Chaos Reaver Soulcage Slaveship: May be possible to salvage.

Archeotech Caches:

It is said that during the Dark Age of Technology, Mankind spread to every corner of the galaxy, no matter how remote. The lonely ruins dotting many worlds across the Expanse bear mute testament to the vast reach of these ancient human civilizations, as well as to the terrible fall that took them from those heights. Many worlds which were once home to far-flung colonies bear some remnant of their pre-Imperial technology base, often providing a source for artefacts coveted by the Adeptus Mechanicus.

Ntharis Two

Gas Giant:

Typical gas giants are vastly more massive than almost any other world, and tend to have correspondingly powerful gravitational effects.

Massive Gas Giant:

The largest gas giants can rival weaker stars in size and mass, with some of them having some degree of kinship with such bodies.

Powerful Gravity:

The influence of this gravity well extends well beyond the immediate presence of its source, drawing in whatever passes by.

Planetary Debris Ring:

A narrow band of asteroids or chunks of ice extends out around the Gas Giant. While the limited spread means that avoiding the field requires a detour, a vessel with cause to pass directly through the ring must make a Challenging Pilot + Maneuverability Test as if passing through an Asteroid Field.

Planetary Dust Ring:

A wide ring of fine particles encircles the gas giant. While the limited spread prevents it from becoming a navigational hazard like a true dust cloud or nebula, any Tests using the ship’s auger arrays on a target within, on, or directly through the ring are two steps more difficult.

Ntharis Two-One

Moon:

A true moon shares many similarities with a Planet. Under normal circumstances, a Moon cannot have a higher Planetary Body than the world around which it orbits. In addition, a moon never generates its own Orbital Features.

Small Body:

This world lacks the mass and size to support significant gravity or resources.

Low Gravity:

On worlds of low gravity, all characters increase their Agility Bonus by two for the purposes of movement and determining Initiative. In addition, characters add four to the total of their Strength Bonus and Toughness Bonuses for the purpose of determining carrying, lifting and pushing limits. Characters also add two to their Strength Bonus for determining how far they can throw objects. All Jumping and Leaping distances are doubled. Moderate Atmospheric Pressure: Atmospheres in this range produce no ill effects due to lack or overabundance of air, though they can still be Toxic or Corrosive.

Deadly Atmosphere:

An atmosphere of this sort is little more than a vast acid bath. Anyone not protected by a full environmental seal suffers 1d5+1 Damage each Round that ignore Soak and Armor. If the atmosphere is also Heavy, it wears away at resistance, breaking into environmental seals after 1d10+2 hours.

Ice World:

The Moon is frozen, from pole to pole. The entire Moon is affected by extreme cold. Tests made to resist the cold are Very Hard.

Inhospitable:

There is no life or water to be found on this Moon.

Major Landmasses:

Three continents and no smaller islands.

Mineral Resources

Industrial Metals:

Among the materials most highly valued throughout the Imperium are a number of commonly occurring metals, such as iron, copper, or lead. Of particular note is iron, supplies of which manage to be both abundant and insufficient to demand in nearly every sector’s trade houses. The reason for this paradoxical value can be found in the ever-grinding gears of the Imperial war machine, which requires a vast supply of these metals for the billions of weapons and vehicles it produces every day.

Exotic Materials:

The rarest of mineral resources do not make up a category in themselves; so much as they define a specific lack of one. Some such materials would be considered staples of Imperial manufacturing but for their rarity. These include the hyper-dense ore from which adamantium is derived, or certain elements used in the production and refinement of high-grade ceramite and promethium. Others are little more than the most extreme examples of ornamental materials, such as a gem or crystal unique to the caverns of a single world. Additionally, a wide variety of substances that simply defy classification can be found throughout the Expanse, from the cool, liquid gold recovered from pools on a world in the Accursed Demesne, to semi-material shimmer-crystals, which can only be touched by living flesh.

Archeotech Caches:

It is said that during the Dark Age of Technology, Mankind spread to every corner of the galaxy, no matter how remote. The lonely ruins dotting many worlds across the Expanse bear mute testament to the vast reach of these ancient human civilizations, as well as to the terrible fall that took them from those heights. Many worlds which were once home to far-flung colonies bear some remnant of their pre-Imperial technology base, often providing a source for artefacts coveted by the Adeptus Mechanicus.

Ntharis Two-Two

Moon:

A true moon shares many similarities with a Planet. Under normal circumstances, a moon cannot have a higher Planetary Body than the world around which it orbits. In addition, a moon never generates its own Orbital Features.

Large Body:

Moons of this size can range across a vast spectrum of possible types.

Normal Gravity:

This moon's gravity is roughly Terran Standard.

Moderate Atmospheric Pressure:

Atmospheres in this range produce no ill effects due to lack or overabundance of air, though they can still be Toxic or Corrosive.

Deadly Atmosphere:

An atmosphere of this sort is little more than a vast acid bath. Anyone not protected by a full environmental seal suffers 1d5+1 Damage each Round that ignore Toughness Bonus and Armor. If the atmosphere is also Heavy, it wears away at resistance, breaking into environmental seals after 1d10+2 hours.

Cold World:

Most of this Moon is dangerously cold, but various regions can found with more moderate micro-climates. Outside of these sheltered regions, the entire Moon is affected by extreme cold. Tests made to resist the heat generally range from Challenging to Hard. In some cases, the sheltered regions are also afflicted by extreme cold, but of a less severe degree than the rest of the Moon.

Inhospitable:

There is no life or water to be found on this Moon.

Mineral Resources

Ornamentals:

Some minerals are not valued for any practical use, but for their impressive beauty and luster, or even simply for being difficult to acquire.

Archeotech Caches:

It is said that during the Dark Age of Technology, Mankind spread to every corner of the galaxy, no matter how remote. The lonely ruins dotting many worlds across the Expanse bear mute testament to the vast reach of these ancient human civilizations, as well as to the terrible fall that took them from those heights. Many worlds which were once home to far-flung colonies bear some remnant of their pre-Imperial technology base, often providing a source for artefacts coveted by the Adeptus Mechanicus.

Ntharis Two-Three

Lesser Moon:

An orbital body somewhere between an extremely large asteroid and a very small moon orbits the Planet. It has its own extremely limited gravity well, allowing low-gravity travel across the surface.

Mineral Resources

None
Type
Star System
Location under
Owner/Ruler
Ruling/Owning Rank
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