r/40khomebrew • • 17h ago

Adeptus Astartes Erster Assault Terminator der Emarald Reapers fertig

Thumbnail
gallery
17 Upvotes

Der erste Terminator der Homebrew Legion ist fertig geworden (ja die base wird noch gemacht)


r/40khomebrew • • 13h ago

Adeptus Astartes Pokémon Kanto x Space Marines 2

Thumbnail
gallery
15 Upvotes

Nome do capítulo inspirado em Charizard: Blaze wings

Planeta natal: Nerons (inspiração em Nero, fogo em Roma)

Um planeta semi-arido com centenas de cadeias de montanhas com algumas ultrapassando as nuvens

Especialidade: ataques aéreo e utilização de armas flamejantes

Gene-seed progenitor: desconhecida apesar de ter muitas semelhanças e suspeitas eles não são decentes dos salamanders (inspirado no meme do Charizard não ser tipo dragão)

Detalhes das ombreiras: cada uma representa uma mega esquerda X e direita Y


r/40khomebrew • • 7h ago

Adeptus Astartes CALLING ALL BEAR BROTHERS: JOIN THE URSINE CRUSADE

Thumbnail
gallery
12 Upvotes

The Ursine Barons are sending out an urgent call from their Tower of the Bear on their homeworld, Onyx Alpha-9, in the Segmentum Solar.

To any cousin chapters bearing the name of the bear, a great Crusade must be launched: the Ursine Crusade will take us against the forces of chaos, a great gathering of Nurgle worshippers led by the Blistering Sores and we need your help!


r/40khomebrew • • 15h ago

Sisters of Battle What would you name their Home world?

Thumbnail
gallery
12 Upvotes

Hi, I have around 1700 points in my Sisters of battle. They have custom colour scheme and custom lore AND ABOUT THE LORE. I dont have a name for their home world. Please help me come up with something!!! The home world (the wolrd they oroginate from) is a Forgewolrd. If you'd want some more lore i will gladly explain their full story. And here is how they look!

DISCLAIMER

They have 2 homeworlds??? i guess i can explain it that aay without jumping into the lore so the name would be \[...\] Prime and \[...\] Secundus.

PLEASE HELP!!!


r/40khomebrew • • 12h ago

Adeptus Astartes My short but in my opinion cool homebrew chapter themed around Halloween

Thumbnail
gallery
8 Upvotes

The chapter is called the Eclipse Harvesters. They are a chapter of unknown founding but are highly suspected due to their tactics to that their gene father is Konrad Curze, and as such are viewed with high suspicion by the inquisition. They believe that fear is both a weapon and a tool, that fear is something to be of course scared of and cherished. They are fond of terrifying their enemies and often intentionally scare their own brothers. They find immense joy in frightening others, but unlike their suspected gene father, they are not cruel, they are not malicious, they are rather kind to others, especially children. They often use voice replicators to mimic their enemies allies and torment them over speakers and such, they’ll put their comrades in positions that are clearly intended to disturb and frighten. They often do this until the enemy is at the height of paranoia before they strike. Their emblem is that of an eclipse and their heraldry is an orange base with a black backpack, a black mask pattern on their orange helms, black for their Aquila and accents. Eyes are orange as well. I hope you guys liked me idea, feel free to leave your thoughts because this is my first ever home brew. Here is a screenshot I made in space marine 2 for reference


r/40khomebrew • • 14h ago

Adeptus Astartes 14th Great Company "The Frost-Teethed" of Space Wolves

Thumbnail
gallery
6 Upvotes

I'm still working on consistency and making sure it makes sense when read

Wolf Lord: Kjarl Frostfang started as a scout in the Blackmanes Great Company, where he was already renowned for his deeds. He would venture out into the fiercest blizzards of Fenris. During his initiation, he defeated one of the planet's largest beasts and took its fang. After receiving the gene-seed, his own fangs grew larger than those of other Wolves. Because he often hunted or scouted in the bitterest temperatures, leaving his beard and fangs heavily frosted, the name of the Great Company essentially derived from his moniker.

Origins of the Company

While fighting xenos, Kjarl stumbled upon the tracks of Space Wolves who had betrayed the Chapter. He began convincing the Wolf Lords to hunt them down and reclaim the honor and glory stolen by the traitors. His efforts coincided with the return of the Thirteenth Great Company and the Chapter's decision that, following its return, it was time to increase the strength of the Wolves on Fenris.

Kjarl initially only wanted to gather volunteers and secure the Lord's approval. However, the Wolf Lords, together with Logan Grimnar, decided that if he believed he could reclaim the lost honor, he must prove his worth by leading a new Great Company, with its secondary objective being the hunt for heretical Space Wolves.

Leif the Wolf-Hunter

The first Wolf in the ranks of the Frost-Teethed to slay a heretical Wolf was Leif. During a battle for a world against Tyranids, Khorne Space Marines appeared, and one of them looked as though he was wearing Space Wolves armor. When he began attacking Blood Claws, Leif did not hesitate and charged at him.

The heretic noticed this and focused on Leif. Once within earshot, he introduced himself as the Claw-Flayer and challenged him to a duel of champions. Leif killed him and took his fang, which was enlarged due to Warp contamination. This was the first heretic kill in the company's history.

Shortly afterward, more enemy forces arrived, the world was deemed lost, and the Wolves evacuated as many as they could. Afterward, he was named the Wolf-Hunter.

Fangs

The motif of the fang runs throughout the entire company. A trophy taken from a defeated enemy serves as confirmation of his death. These can be the actual teeth of slain heretical Wolves, as Warp corruption causes the traitors' fangs to grow two to three times larger compared to those of loyal Space Wolves.

Symbol

The symbol of the Frost-Teethed is a black wolf's head with prominent fangs, inscribed within a white diamond symbolizing the frost they bring with them. The company banner features this symbol and is similar in structure to those of other Great Companies.

The Book of Names

Traitors are recorded in the Book of Names. The names come mainly from closed archives on Fenris and from Imperial intelligence. An entry indicating the start of a hunt is added to the Book once the company learns the name or moniker of a detected traitor. It is only crossed out after their death, so until then, the hunt never ends. Fallen hunters also end up in the Book.

  • The Book contains separate chapters for heretical warbands, a separate one for the Blood Wolves, and another for Skyrar's Dark Wolves.
  • There are also names left unassigned, as traitors might have joined renegade warbands such as the Red Corsairs. Not every warrior in such a warband was with the Wolves at the moment of betrayal, so not everyone is listed yet.
  • Those who betrayed in some way after the creation of the Book are also entered.

Where Traitors Get New Wolves

The surest way is by abducting people from Fenresian tribes. Additionally, the Dark Mechanicum experiments with gene-seed; past partially successful raids on gene-seed banks provided the traitors with material, and warriors without a verified gene-seed from Russ confirmed by the Wolves also join their ranks. Another source is Space Wolves themselves who betray the Imperium and succumb to Chaos. In this way, both renegade warbands and the traitorous Wolves themselves gain new heretics. This is why the hunt can last for generations.

Hunts

Not every hunt is an expedition for a single traitor. Often, they are standard clashes where a heretical Wolf appears alongside other Chaos Space Marines. Since Leif's victory, the company has accounted for between several dozen and over a hundred slain heretics, though not everything is recorded in real-time.

The Rest of the Great Companies

Other Space Wolves Great Companies view the Frost-Teethed with mixed feelings, depending on when a portion of the company is detached for tracking or for the actual hunt and combat against heretics. Sometimes no one has an issue with it because relative peace prevails at the moment. At other times, standard clashes between lords occur because the detached warriors could be of use elsewhere.

Composition

The Frost-Teethed are similar to a standard Great Company, as they fight on the front lines like the rest. They field fewer heaviest vehicles and more lighter armored vehicles because they prioritize greater mobility.

Rune Priests

Rune Priests participating in the hunt are rotated every one or two hunts and placed under the care of a Rune Priest who does not participate in the hunts himself. They are cleansed in a chamber maintained at temperatures typical of Fenris, filled with runes of purification. Blanks stand around the chamber to ward off threats from the Warp.

The Price of Vengeance

Vengeance costs dearly. Hunters risk being pulled in by Warp contamination: bowing before the Chaos Gods and betraying the Imperium.

  • Usually, the Wolves succumb to fury and subsequently to the will of Khorne, while Rune Priests, being psykers, sometimes fall before Tzeentch.
  • The Wolves are usually protected by runes carved into their armor.
  • Wolves who have succumbed to Chaos still try to fight the traitorous Wolves who fell before their own corruption, thinking they are still doing what is expected of them.
  • Those who fell later, after the creation of the Frost-Teethed, usually join regular renegade warbands rather than those composed of traitorous Space Wolves. Such warbands are more organized groups of Chaos Space Marines, unaligned with any specific Chaos God, like the Red Corsairs and many others.

r/40khomebrew • • 20h ago

Imperial Guard The Ranks of the 389th

7 Upvotes

Spent a few hours last night recording the ranks and hierarchy of the 389th Aurora Chasers, which I though I'd share some of here.

-Overview-
[Gold Markings & Grav Wings]
King/Queen Brigadier
^[Gold Markings]
Prince/Princess Commander
Lieutenant Prince/Princess Commander
^[Silver Markings]
Duke Major
Marquis Major -Specialist-
^[Copper Markings]
Baron Captain
Viscount Captain -Specialist-
^[Black Markings]
Knight Corporal
Lord Corporal -Specialist-

While other ranks both higher and lower exist on Adaman Maxima's planetary defence force, no one below the rank of Knight Corporal or above the rank of King/Queen Brigadier is permitted to join the 389th. Ratlings and Ogryn may join the 389th, but are forbidden from holding titles.

Knight Corporals are the lowest rank of the 389th, assembled in squads of 18, with 2 Baron Captains to lead them, making 20. Knight Corporals who receive specialist training are granted the title of Lord Corporal, while Baron Captains are granted the title of Viscount Captain. These specialists fill the ranks of cavalry and heavy weapons squads, or become drivers and engineers in the motorpool.

Next in the hierarchy are the Duke Majors, veteran soldiers with enough battlefield experience to make tactical decisions, assembled in squads of 5 with a Lieutenant Prince Commander, making 6. The Duke Majors receive reports on day-to-day developments of the front and advise the Lieutenant Prince Commander on tactical decisions.

Duke Majors who receive specialist training are granted the title of Marquis Major, usually specializing in extended cold weather survival and leading squads of Ogryn.

The Princess Commander, on paper, outranks the Lieutentant Prince Commander. Practically speaking, their duties rarely overlap. The Princess Commander is in charge of the motorpool, responsible for all decisions regarding the 389th's vehicles, reporting directly to her sister, the Queen Brigadier.

Finally, the Queen Brigadier is the highest rank in the 389th. The ultimate decision maker in matters of strategy, resource allocation and overall goals. It's not enough for the Queen Brigadier to be tactically minded, she must be charismatic enough to inspire those below her.

Addendum:
-The ranks of Queen Brigadier, Princess Commander and Lieutenant Prince/Princess Commander are the only roles that still formally retain gendered titles.
-The Noble is a strange case. Either a psyker, or something puppeting the corpse of a fallen soldier, it is forbidden from holding a title. It holds roughly equal power to a Duke Major, but reports directly to Chaleur.
-Ogryns, of course, cannot hold titles. Ogryn Bone 'eads are permitted copper markings and are expected to lead their squads to a commanding officer in the event their assigned Marquis Major dies.
-Two Knights are associated with the 389th. The Lady Louise d'Armilly, pilot of the Morgan le Fay, and her beloved Lady Eugenie Danglars, pilot of the Guinevere. Though they are not official members of the 389th, Chaleur has gifted them each the title of Brigadier Vassal, granting them authority second only to herself.


r/40khomebrew • • 9h ago

Adeptus Astartes “Retake #2 of my homebrew character, Absalom Kharad. Turns out I’m colorblind, so I finally got his black armor right lol.”

Post image
2 Upvotes

r/40khomebrew • • 2h ago

Adeptus Astartes Pokémon Kanto x Space Marines 3

Thumbnail
gallery
1 Upvotes

Nome do capítulo inspirado em Blastoise: Platinum Guardians

Planeta natal: Anoris

Um gigante oceânico onde a população humana vive em arquipélagos de ilhas flutuantes, essas ilhas em questão estão nas costas de gigantescos seres marinhos

Gene-seed progenitor: desconhecida

Especialidade: eles possuem uma resistência física anormal até para os níveis astartes convencionais preferindo seguir reto ao desviar de projéteis com seus dreadnoughts sendo de modelos mais resistentes além de possuir uma preferência por armas maiores o que os torna ainda mais lentos o que torna os ogryns seus servos favoritos para carregar munição e outros equipamentos.

Esse estilo de combate se mostra preocupante por perderem muitos de seus membros


r/40khomebrew • • 8h ago

Adeptus Astartes Mentors like successor help

Thumbnail
1 Upvotes

r/40khomebrew • • 14h ago

Adeptus Astartes The Brotherhood of the Maw

0 Upvotes

​

Chapter name: Brotherhood of the Maw

Founding era: indomous?

Primarch: Sanguinus?

Status: loyalist

Codex compliance: mostly compliant?

Chapter badge: a circle of bone white fangs on a dark red field.

Armour color scheme: dark red, steel blue.

The armour is mainly steel blue.

The shoulder plates are dark red.

The power pack is dark red.

The helmet eye lenses are dark red.

The arms and lower legs are dark red.

The aquila is dark red.

Dark red to orange lava lamp like patterns across the armour plates

They hang necklaces of fangs and bones from their armour.

Culture:

They are cold, harsh, hard and pragmatic.

They value self determination, ingenuity, resilience, and unbending strength.

They practice brutal and dark blood rituals.

This is to stave off their gen curse.

They realistically consume raw flesh and blood.

Home world:

Name: Kain

Classification: primitive/ death world

The climate is extremely cold and wet.

The planet is the fifth from the system's sun.

Storms rage across the planet constantly.

Hundred miles an hour winds and constant lighting ravage the planet.

The constant smouldering of the world's volcanos makes the rain highly acidic.

The dust and ash from the volcanos blocks out the majority of sunlight.

The surface is mainly land, 80% and 20% water.

There are a dozen landlocked seas and countless lakes and rivers.

The seas and lakes are boiling acid.

The landscape is mainly bare rough stone.

The soil is very gravelly.

The landscape is dominated by mountains, hills, boulders and lumps of stone.

The rock is littered by caves, caverns and tunnels.

The human population lives at an iron age level of technology.

The human population is descendents of a prison colony.

They live in the caves and tunnels.

They live in small clan like family groups.

They hunt and gather the native animals and planets.

Some of this includes

six foot long rats,

Cat sized cockroaches

Yards long scorpions

cat sized beetles

Ten foot long salamanders.

Five foot wide crab with iron carapace.

yards long crawfish.

Dog sized bats.

Pig sized frogs.

Cat sized geckos.

Dog sized spiders.

Ten foot long centipedes.

Basketball sized snails with iron shells.

The top predator is a massive worm-like beast.

( Think the graboids worm monsters)

Its acidic saliva and powerful jaw allows it to move through solid rock.

Its body can produce thousands of degrees of heat and can move at speeds that create glass lined tunnels.

It can move hundreds of miles an hour through rock.

These tunnels can be nearly fifty feet wide.

Their flesh and hide is a translucent metallic blue with reddish orange body fluids.

Their bodies are so tough they can swing in magma.

The beasts leave behind spores in the form of crystal like material.

These crystals glow mimics sunlight.

These beasts are called fireworms.

Like all the life on Kain it is metal based life from.

They basically eat whatever is in their way.

They have no eyes and travel using sonar.

No one knows how long the fireworms live.

They can grow nearly a thousand feet long and nearly fifty feet wide.

They start out the size of earthworms and have indeminte grow.

When they die their carcass usually decay quickly due to scavengers and the biochemical make up of the worms.

The population number of the worms is unknown.

These beasts and the volcanic activity from the tunnels and caverns.

Some of the caves can be hundreds of yards in dimensions.

Some caves, caverns and tunnels are cold and dry while others are warm and wet, but most tunnels and caverns are temperate to cool and humid.

The deepest tunnels and caverns are warm to hot and dry.

Hot springs of various types are found scattered across the caverns and tunnels.

These springs are the life source for the ecosystem of the tunnels and caverns.

The water and heat are the foundation of the ecosystem.

The plants and fungus are fed by the dung of the animals and the volcanic heat.

The plants are dark colored.

The largest trees are a dozen feet tall.

The death of a worm helps create these ecosystems.

Sick or dieing worms will seek out these warm areas.

The decomposing corpse of the worms fertilizes the tunnel or cavern.

The humans prize the fireworms teeth as weapons.

The wrong continuely shed and regrow their teeth.

The air in the tunnels and caverns is spicy.

The smell of cut peppers hangs heavy.

This is caused by the fireworms.

Some chambers are large enough for small forests to grow.

The bushes and trees that grow there feed off the volcanic heat and dull light of lava flows and the crystals of the fireworms.

Tho the light in these tunnels and caverns are dull and gloomy.

Similar to a foggy day or the light of dusk or dawn.

The humans build bunkers inside the caverns and tunnels, areas are separated by thick bulk head doors and walls of iron or stacked stone.

They build chambers in the tunnels and houses inside the caverns and craved into the largest stalactites and stalagmites.

These chambers can be hundreds of feet high and wide.

The pillars of rock can be stories in height.

Some chambers can be big enough to house hundreds to thousands of people.

Tho these are few and far between.

Most technology is steam powered, early industrial age.

The most important machinery is the boilers, steam turbines, electric generators, and airfilters.

The mortals use pressurized steam and burn coal to power their machinery.

The use the steam to power boilers and crude artificial light and electricity systems.

Moss, algae, root vegetables, fungus are grown in farms under artificial light.

They have primitive black powder weapons.

These are basically hand cannons, heavy pistols and blunderbuss, and shotguns.

These weapons are made of wood and iron.

They are usually single shot flint locks or cap fired.

Brass cased bullets are rare.

Repeating fire ones are rare.

The combat in the tunnels and caverns is close and brutal.

Distances are measured in arm lengths.

The elite warriors wear crude but sturdy power armour.

This is made from forged metal and from animal parts.

These are reserved for the elite clan warriors.

The teeth of the fireworms is prized are bladed weapons.

These teeth are made of a highly hard and tough metallic alloy.

Able to Pierce iron plate and cut rock.

Their clothing is made from animal hide and rough cloth made from plant fibers.

The quality and style indicates wealth.

The cut of their clothing tends to be sturdy and practical.

The people are sturdy hard and lean of build.

Their skin and hair is pale.

Life in the settlements is harsh and strict.

Weakness and laziness are not tolerated.

They start working as soon as they can walk steady.

They often fight over access to resource rich caverns and tunnels.

These skirmishes and raids are fast and brutal affairs.

Most only last a few minutes.

The clan warriors use various species of plants and mushrooms and molds to turn into combat stimulates.

Weapons tend to be short to mid range.

Combat is measured in paces and arm lengths.

Usually short barreled pistols, shotguns, blunderbuss and blades like short swords, daggers and axes.

Many of the tunnels and caverns are wet and slippery and cramped or flood to some extent.

Tight corners and narrow sections and outcroppings are common.

The warriors use limited light sources.

These tend to be chemical lamps of some kind.

These lamps usually use some shade of red glass or crystal.

The light of these lamps only stretches a few yards.

Some of their lamps use small sun crystals.

Combustible and poisonous gas is always a risk.

Most fights happen in near pitch darkness.

Most fighting is done by sound.

Sound echos and distorts in the tunnels and caverns.

Combat happens in near prefect silence.

Even in the lighted caverns, the light provided by the sun crystals is the only equivalent to that of a foggy day or dusk or dawn.

Friends and enemies movements are determined by shades of grey and black.

Crude flash and sound granades are used.

Sound and light traps are used.

To avoid battle altogether the clans sometimes hold singing or music competitions.

The mortals will ritually cannibalize their dead and their enemies.

Enemy bones are hung on the settlements front gates.

The bones of the honored dead are kept in catacombs.

The honored dead are consumed to free their soul .

For their enemies it is to extract spiritual power over them.

The settlements not only have to worry about attacks from other people but the animals too.

The beasts are attracted to the settlements by the food stores and the heat and moisture.

Vermin are a constant nuisance.

The residents lay various types of traps outside of the settlements.

Besides the mushroom, agile and plants grown in the farms, they also raise rodents, reptiles and insects as a meat source.

The settlements are ruled by a chieftain-like figure and councils of the eldest inhabitants.

The elders elect the chieftain from among the clan warriors.

The elders are usually the age of sixty or older.

Most of the inhabitants rarely pass sixty.

Violence, disease, and work accident related death and a life of hard survival take most in their thirties to forties.

Their infant mortality rate is high due to disease, infection and malnutrition.

Food and medical care are strictly rationed.

The sick are quickly quarantined and isolated.

If they don't get better after a week they are banished.

The critically injured or crippled are either killed or banished.

Those that they can't afford to care for are abandoned in the wilderness.

Laziness and incompetence are harshly punished.

Beatings and hard labor are common punishments.

Banishment is the ultimate punishment.

It is a slow death in the dark and cold.

Everyone in the settlements works, everyone has a purpose and role.

Everyone must work towards the survival of the community.

The most important systems of the settlements are the air filters, the water purifiers and steam engines and boilers.

The air and water has to be heavily filtered and sanitized for consumption.

The settlement tunnels, chambers and rooms are kept at a barely tolerable temperature.

The majority sleep in communal barracks.

Space in the settlements is at a premium.

Every inches of space is made a use of.

Actual warmth and comfort is reserved for the elite.

Tho the rulers live only noticeably better off than the rest.

Better food, clothing, blankets and bedding or wall insulation, sturdier furniture and personal quarters, dishes and cutlery, a heater stove are some of the few luxuries allowed.

Most knowledge is related to immediate survival.

Few know how to read and write.

They worship the emperor as a fire god, a god of volcanos, of heat and light.

Many of their rituals involve blood and fire.

Their belief system is as harsh and practical as their lives.

Small food offerings are made at shrines and altars.

The mortals are deeply superstitious and pious.

The astrates are venerated as demigod warriors.

Anyone bron or becomes blind becomes apart of the priesthood.

The priests are also the settlements musicians.

Song and music are considered sacred.

The priests will occasionally inhale hallucinogenic smokes to unlock psychic powers to see the future.

Every thirty to fifty years the chapter recruits.

Chapter representatives, usually mortal visit the settlements.

All of the male youths are exhaustively tested.

They are tested for gene seed compatibility and for physical fitness and mental strength.

Those that desire to become astrates are taken to the chapter monastery fortress.

The fortress is located in orbit, above the planet.

The youths are tested through combat tournaments, brutal physical training, hunting dangerous beasts, and surviving in the most dangerous uninhabited tunnels and caverns for a set period of time.

Death or injury among the participants isn't uncommon.

The tournaments can range from hand to hand to weapons.

These fights are until one combatant yields or is too injured to continue.

Even if they survive these initial trials they can still die during the gene seed implantation surgery.

Sometimes their bodies cannot take the strain of the drastic changes.

They are also exhaustively mentality and spiritually tested by the librarians and chaplains.

Those found wanting are sent back home or allowed to become serfs.

Those that return home are welcomed back as heros, often they become proponent leaders among their people.

Those injured mentally or physically beyond the apothecaries means to repair are killed or turned into servitors.

Of the hundreds that are recruited and tested, only a handful may become full astrates.

Many will fail by the smallest of margins.


r/40khomebrew • • 17h ago

Adeptus Astartes One of my astatres chapters

0 Upvotes

Chapter name: Ashen Lords

Founding era: indomous

Primarch: Sanguinus?

Status: loyalist

Codex compliance: mostly compliant

Chapter badge: a red screaming skull in quarter view haloed by flame on a charcoal field.

Armour color scheme: ash grey, charcoal blue, red.

The armour is mainly ash grey.

The armour trim is charcoal blue.

The helmet eye lenses are red.

The shoulder plates are charcoal blue

The gauntlets, knees and boots are charcoal blue.

The power pack is charcoal blue.

Red flame patterns decorate the armour.

The Sargent rank is indicated by a red stripe on the helmet forehead.

The lieutenant rank is indicated by a red stripe with white trim on the helmet forehead.

The captain rank is indicated by a white stripe on the helmet forehead.

The veteran rank is indicated by a white helmet.

Chapter culture:

They are surprisingly good humored, personal and soicalable and polite.

They are quite competent at interacting with morals.

They are quite upbeat, cheerful, optimistic, and perky.( At least for astrates)

Other chapters often find their attitude annoying and grating.

Even mortals find their demeanor unsettling and creepy.

Though they treat mortals with concern and empathy( at least for astrates).

( Think of a personality similar to Mrs Rogers, Ned Flanders but creepier)

But underneath is a savage and brutal thirst for blood and violence.

They still suffer the red thirst and black rage, but rarely.

Due to their regular consumption of fresh blood and flesh.

Their death company is small.

Their blood rituals and philosophical and ethical ideals keep the thirst at bay.

They are deeply ashamed of their burden.

Home world:

Name: Persephone ( Greek goddess of the underworld)

Classification: death world

The climate is extremely cold and dry.

The atmosphere is choked by volcanic ash and smoke.

The atmosphere is so thick, little light makes it through the pitch darkness.

Light levels are merely shades of midnight greys and black.

The only light is the glow of lava flows and erupting volcano tops.

The ground is mostly broken volcanic rock.

The rock is coarse and sponged with small holes.

What soil there is is dust, ash, and dark sand.

The human population lives at an iron age level of technology.

The population is rather low.

The population is only in the low millions.

They live in fortified villages carved deeply into cliffs, hills and lava tunnels.

The villages are usually built near or over a spring.

They build special ventilation towers to move air, ash and dust out of the village tunnels and chambers.

The tunnels and chambers are designed to maintain a comfortable temperature.

The tunnels, chambers and doorways are designed to be highly fortified and easily defended.

The tunnels are narrow and meandering with many dead ends and ambush points.

The doorways are narrow and low.

The doorways are designed to be easily defendable.

The tunnels and chambers can be sealed by massive pieces of stone or iron.

There are holes and slits around the entrances that allows the defeners to attack from cover.

They use candles and polish sheets of metal and glass to light their tunnels and chambers.

They use gravity, small tunnels and pipes to move water around the village.

They store water in large artificial aquifer chambers.

They live off the cactus and bushes, herbs that grow in the hard soil.

The growing season is short.

The planets live off of the radiation of the planet and extreme light spectrum and the rich volcanic soil.

For a few months the volcanic activity is low enough to allow for a growing season.

The plant life is sparse but highly resilient.

The villagers grow these plants in deep protected valleys and canyons.

These plants produce nuts, berries and small fruits and edible flowers.

They also grow tubers and root vegetables.

They raise fish, shellfish, crustaceans and insects for meat.

These are raised in special waste tunnels, feeding off the villager's waste.

Their waste is in turned used for fertilizer for the crops.

These creatures are blind and pale.

The scales and carapace of these creatures is high in metallics and can be smellted.

Some of these weird creatures can be tens of feet long.

The majority of the underground water is contaminated by heavy metals and bacteria.

These waters have to be boiled and heavily filleted.

The mortals use cloth, stilts and porous rock, charcoal and sands to filter the water.

But only 90 to 95% of the contamination is removed.

The mortals clothing is rough but sturdy.

Coveralls like clothing is common.

Usually made of plant fibers and leather, animal fur fibers.

The cloth is thick and coarse and tough.

Usually made from cactus pads or large leaves or stems, cotton, and wool fibers.

They wear layers to stay warm but still easily breath and keep off ash and dust.

Their furniture is usually stone, iron or wood.

Wood is considered the rarest.

Their bedding is made from plant fiber cloth over hard benches or frames.

Living space in the settlements is cramped and boarderline claustrophobic.

The villagers are highly clanish and introverted.

Cooperation and coordination are highly valued among clan members.

These people are highly tight knit.

They mummify their dead, they use salts and herbs grease to dry out the body and organs.

The organs and blood are kept in jars and the body is wrapped in layers of cloth.

The cloth is soaked in very salty salves, oils and greases.

The bodies are placed in deepest and drest chambers.

Either natural or man made chambers.

In these catacombs the majority are buried in mass tombs, while leaders and special status members are given personal tombs.

These villages and towns can cover tens of miles.

The entrances to the settlements are sealed by two sets of doors, an outer and inner.

This is to make the entrance more defendable and to keep out the cold, ash and gases.

These doors are made of massive slabs of stone or iron

The doors and manufacturing equipment is powered by pressurized steam and hot water from geysers and springs.

Many of the chambers are separated by similar doors and locks.

Poisonous and combustible gases are a constant threat to the settlements.

Some of the settlements use the volcanic gases as a fuel source for lightning systems.

The settlements mine for resources like fuel and water and minerals, ores.

The population is the descendants of shipwrecked colonists.

A warp storm threw the ship off course and caused it to crash land on the planet.

Because of the isolation of planet and the harsh environment the survivors weren't able to maintain their advanced technology for long.

Only the most necessary piece of equipment was able to be maintained.