WH40k Dark Heresy - Calixis Sector M.41 world illustration - Grimdark theme
Grimdark

WH40k Dark Heresy - Calixis Sector M.41

F
Frendan_Brazier

The universe of Warhammer 40,000 is strongly dystopic, using elements from Gothic fantasy and Scifi


Author's Note: Mankind is xenophobic, and tyrannical. "In the grim darkness of the far future, there is only war." Iron hands, who believe that Human flesh is weak and easily corruptible, and strive to replace their organic bodies with more "pure" bionic substitutes, thus closely emulating the faith of the Adeptus Mechanicus' Cult Mechanicus. Primarch Ferrus Manus lost, beheaded by Fulgrim. Clan Raukaan has 136 Space Marines of 11 claves, the clan commander's retinue and the clan fleet, as well as a small clan pool of vehicles and 23,451 mortal auxiliaries drawn from Medusa's natives. the dieties of this world include - The God Emperor of Mankind, immobile, body slowly crumbling, within the Golden Throne of Terra for over 10,000 standard years. Although once a living man, body can no longer support life, and it is kept intact only by the cybernetic mechanisms of the Golden Throne and a potent mind itself sustained by the daily sacrifice of thousands of lives. The four primary Chaos Gods are: Khorne, The Blood God -- God of War, Murder, Rage and Battle - Tzeentch, The Changer of the Ways -- God of Change, Sorcery, Fate and Hope - Nurgle, The Plague Lord -- God of Death, Disease, Despair and Decay - Slaanesh, The Dark Prince -- God of Pleasure, Pain, Sensation, Excess and Desire - the main villains of this adventure will be The Emperor's Children, a Traitor Legion of Chaos Space Marines who devote themselves solely to the service of Slaanesh, secondary factions include... the Imperial Guard is the largest fighting force in the galaxy It is comprised of billions of men A Planetary Defence Force, the local military of an Imperial world. The Inquisition, is a secret organisation that acts as the secret police force and primary intelligence service of the Imperium The Adeptus Mechanicus is the Cult of the Machine based on Mars which provides the Imperium with its scientists, engineers and technicians. the servants of the Mechanicus worship the "Omnissiah"
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Ambulon’s Underhive

Ambulon’s Underhive

Ambulon’s Underhive, known as the Underbelly, Guts, Vitals, or Hivegroin, is a perilous settlement clinging to the underside of the city-machine. Hovels protrude like warts, connected by precarious catwalks, where thousands live dangerously close to a deadly drop, scavenging waste and forming gangs to survive in this harsh environment.

Bridge of Gorgon's Will

Bridge of Gorgon's Will

The Bridge of Gorgon's Will is a vast, domed chamber filled with intricate control panels and glowing screens displaying star maps and tactical data. The air hums with energy, and the walls are adorned with ancient runes that pulse with a faint light, hinting at the ship's mysterious origins and powerful capabilities.

Bridge of Strike Cruiser Kalach

Bridge of Strike Cruiser Kalach

The Bridge of the Strike Cruiser Kalach is a high-tech command center, filled with holographic displays and advanced navigation systems. The atmosphere is tense, with crew members monitoring various screens, ready to respond to any threats in the void of space.

Bridge of the Deathwatch Destroyer

Bridge of the Deathwatch Destroyer

The Bridge of the Deathwatch Destroyer is a vast, dimly lit chamber filled with advanced control panels and holographic displays. The air is thick with tension as crew members monitor the ship's systems, ready to respond to any threat in the void of space.

Bridge of the Þórsdagr Market

Bridge of the Þórsdagr Market

The Bridge of the Þórsdagr Market is an opulent chamber that serves as a hub for interstellar trade. Lavishly decorated with rich tapestries and intricate carvings, it features plush seating, a well-stocked bar, and a stunning view of the cosmos through large, arched windows.

Camp 109 Ruins

Camp 109 Ruins

Once a sprawling refugee camp, Camp 109 is now a desolate wasteland, its landscape marred by craters and the remnants of a civil war between the Scourge and the Imperial Creed. The air is thick with the stench of decay, and the ground is littered with the remains of the fallen, both human and daemonic, serving as a grim reminder of the horrors that unfolded here.

Cathedral of Illumination

Cathedral of Illumination

The Cathedral of Illumination stands as the most significant place of worship in the Calixis Sector, serving as the base of operations for Arch-Cardinal Ignato. This sprawling complex, adorned with golden statues and breathtaking stained-glass domes, attracts pilgrims from across the sector, marking it as a fortress of faith and a bastion of the Ecclesiarchy's power. Inside, the cavernous nave is filled with soaring choruses of servitors, while the Hall of Relics houses sacred items, including bones of Saint Drusus. The cathedral's influence extends throughout Hive Tarsus, where the Frateris Militia maintains order and the presence of pilgrims shapes the local economy.

Cella

Cella

Cella is a hidden planet that serves as a secure storage location for the Lathes, housing dangerous artefacts, experiments, and incomprehensible samples. Its surface is dominated by warehouses and storage facilities, while automatic defenses protect the treasures buried beneath layers of dust and secrecy.

Drystan Construction Yards

Drystan Construction Yards

The Drystan Construction Yards are a bustling hub of naval activity, where military ships are constructed and repaired. Established shortly after Saint Drusus took office, the yards are known for their skilled craftsmen and the occasional clandestine dealings between naval personnel and private citizens, often taking place in the nearby taverns.

Excipio Stations

Excipio Stations

The Excipio Stations serve as the public face of the Lathes, primarily functioning as cargo transfer points and docking facilities for mass haulers and high liners. These stations are equipped with trade hostels, factorum houses, and various service industries to accommodate visitors and transitory personnel, while also featuring fauxctories that showcase the production of simple, benign products. Here, the highly skilled Lathe-pilots, known for their unique connection to the system's phenomena, take command of the enormous shipping vessels that transport goods throughout the Calixis Sector.

Fane Orthlack

Fane Orthlack

Fane Orthlack is a powerful and conservative organization based in Gunmetal City on Scintilla, allied with House Hax of Sibellus. They hold ironclad contracts to supply arms to the Scintillan Magistratum and various enforcer cadres across multiple worlds, making them a formidable force in the galaxy.

Fane Takara

Fane Takara

Fane Takara is a prominent faction within Gunmetal City, known for their mastery in crafting advanced las weapons. With strong ties to the Cult Mechanicus, they recently defended their territory against the aggressive Fane of Doru, solidifying their status and prompting a reevaluation of their influence in the Metallican hierarchy.

Fane Westinkrup

Fane Westinkrup

Fane Westinkrup is a formidable faction within Gunmetal City, known for its expertise in crafting high-quality firearms such as revolvers, hand cannons, and shotguns. With a reputation for resilience and aggression, this fane is notorious for its skilled regulators and gunslingers, often resorting to violence over minor slights, ensuring its dominance in the arms trade.

Fane of Doru

Fane of Doru

The Fane of Doru, nestled within the industrial sprawl of Gunmetal City on Scintilla, is a hub of mass production and resource accumulation, yet it struggles for respect and influence among its peers. Often dismissed as 'artless panel beaters and skulking cowards', the fane is seen as a mere front for the Skaelen-Har Hegemony, facing constant backstabbing and petty indignities. Their recent failed attempt to take over Fane Takara has further tarnished their reputation, leaving them in a precarious position within the hive.

Fortress of the Just

Fortress of the Just

The Fortress of the Just is a massive rockcrete structure located in the relentless desert near Hive Tarsus on Scintilla. It serves as the headquarters for Lord Marshall Goreman and the Adeptus Arbites, housing training facilities for arbitrator cadets, the Sector Judicial archive, and extensive libraries of legal texts. The fortress is known for its strict adherence to Imperial law, with a culture that favors swift justice over prolonged investigation. Inside, it features a command center, data-loom chambers, barracks, armories, and even a private Astropath's eyrie, all designed to support a large garrison and maintain order across the Calixis Sector.

Fykos Forge

Fykos Forge

The Fykos Forge is a renowned independent forge located in Gunmetal City on Scintilla, celebrated for crafting the most potent and exclusive hunting weapons and arms in the Calixis Sector. The Fykos dynasty, known for their wealth and influence, has supplied elite clientele for centuries, earning a reputation that some locals view as dangerously arrogant and insufferably effete.

Gallery of Sin

Gallery of Sin

The Gallery of Sin is a vibrant marketplace located on a high-ceilinged deck, bustling with the diverse castes of the Misericord. Shopkeepers engage in mock battles and haggling rituals, while the Company of Imbeciles entertains with mimes and poetry, creating a unique blend of normalcy and eccentricity.

Gorgon's Will Hangar

Gorgon's Will Hangar

An expansive vehicle hangar filled with an array of mechanical contraptions, from sleek hovercraft to bulky mechs. The attached mechaworkshop buzzes with activity, where skilled engineers and mechanics tirelessly maintain and upgrade the machines, surrounded by scattered tools and parts.

Gorgonid Mines Entrance

Gorgonid Mines Entrance

The Gorgonid Mines Entrance is a desolate area characterized by sparsely snowcovered arid tundra and jagged rocky terrain. Two five man Astares squads from Clan Raukaan patrol the area: a Tacticle squad and a scout squad, seeking clues about a Slaanesh cult rumored to be nearby. The atmosphere is tense, with the squads ready to engage anyone who might hinder their mission or provide information about the cult. if they meet Garvin the squads will attempt to tail him to the lair of the Slaanesh cult, and if Garvin engages with them they will kill him. They will interrogate the party about any knowledge of the cult, and will enlist you if you are helpful.

Grand Reliquarium

Grand Reliquarium

Entombed more than twenty-two hundred feet beneath the majestic Tricorn Palace is the Grand Reliquarium, a series of vaults that are home to many artefacts and powerful relics of the Calixis Sector. In these hallowed halls rest hundreds of items of power, from crafted trinkets of the Dark Age of Technology to the blessed weapons of venerable martyrs or even saints. Each of these countless vaults are heavily guarded, monitored, and tended to by the Custodiatrix, a small organization of curator assassins, each charged with the safety of the artefacts and assigned to one of the vaults. Reliquary 26 contains the relics of the Scholariate at Arms.

Grangold Temple

Grangold Temple

Grangold is a desolate wasteland within the Adrantis Nebula, marked by relentless acid-storms and a haunting silence. At its center stands the solitary Temple of Saint Drusus, a resilient structure that defies the harsh elements, guarded by two ancient dreadnoughts of the Iron Hands Chapter, who protect the sacred site with unwavering vigilance.

Great Chantries of Tarsus

Great Chantries of Tarsus

The Great Chantries of Tarsus serve as the heart of the Ecclesiarchy's influence in the Calixis Sector, nestled beneath the towering Cathedral of Illumination. Each chantry, from the ancient Drusine to the fervent Scoriaen, plays a unique role in shaping the clergy, often reflecting the ambitions of noble houses or sects. While some view them as vital institutions of faith, others see them as breeding grounds for heresy and ambition.

Hive Tenebra Ruins

Hive Tenebra Ruins

Once the heart of Scintilla’s high culture, Hive Tenebra is a necropolis of stepped pyramids now in ruins, swallowed by the jungle. The site is steeped in mystery, with tales of its catastrophic collapse eight centuries ago and the horrors that now dwell within its crumbling walls.

House Krin

House Krin

House Krin, known as 'Drusus’s bankers', is a prestigious noble house in Hive Tarsus, renowned for its banking prowess and ability to arrange massive loans. Their opulent headquarters, a stunning structure of gold and glass, hovers above the bustling Goldenhand trading hall, while their household troops guard a complex of vaults and safe rooms hidden beneath the hive.

Icenholm Voidship Dock

Icenholm Voidship Dock

Icenholm Voidship Dock is a sprawling complex where starships of all shapes and sizes land and take off in a constant flurry of activity. The air is filled with the sounds of engines roaring and the chatter of commuters, while security checkpoints and a heavy police presence ensure safety amidst the chaos. the beautiful stained glass spires of Icenholm dominate the skyline in stark juxtaposition with the industrial hanger complex. When the player first arrives, they are greeted by a character from [CHARACTER SHEETS] that is usually found in [Icenholm POI] who brings them a surprising and risky offer.

Inside Abbey of the Dawn

Inside Abbey of the Dawn

The Abbey of the Dawn is a formidable fortress of pale yellow ouslite, nestled within the knife-like slopes of a dark flint mountain in the Calixis Sector. It serves as the main training facility for the Adepta Sororitas, specifically the Lesser Order Famulous of the Opening Eye, where initiates are rigorously trained to resist secular temptations and serve noble families across the sector. Under the leadership of Canoness Goneril and her Mistress of Novices, Sister Gert, novices endure a strict regimen of fasting, prayer, and theological study, while the elite Sisters of Battle from the Order of the Ebon Chalice, led by Palatine Rhiannon, provide martial support and maintain the honor guard at the Cathedral of Illumination.

Khayer-Addin Forge

Khayer-Addin Forge

The Khayer-Addin Forge is a renowned independent forge located in the heart of Gunmetal City, known for its exquisite craftsmanship and unique weaponry. For five generations, the Khayer-Addin family has produced master-gunsmiths, specializing in one-off commissions, dueling pieces, and artfully disguised firearms and blades that are both functional and beautiful.

Kulth Warfront

Kulth Warfront

The Kulth Warfront is a desolate battlefield scarred by the remnants of a fierce conflict between the Imperial Forces and marauding orks. The landscape is littered with the debris of war, including shattered vehicles, makeshift barricades, and the occasional remnants of fallen soldiers, creating a haunting reminder of the brutal attrition that has taken place here. Gunfire and flashing lasers puntuate the roar of gaurdsman and the festive chanting of "ORKS! ORKS! ORKS! ORKS! ORKS! ORKS!"

Lair of the Slaaneshi Cult

Lair of the Slaaneshi Cult

A smoky chamber filled with twisted figures indulging in hedonistic revelry, the air thick with the scent of incense and the sound of ecstatic laughter. Flickering shadows dance on the walls, revealing glimpses of debauchery and dark rituals as the cultists worship their depraved deity, Slaanesh. will the party succumb to temptation and join the heretical cult of slaanesh? or will they exterminate them in the Emperor's name?

Lathe-Hadd

Lathe-Hadd

Once a hub of production for the Angevin Crusade, Lathe-Hadd has fallen into disarray, its factories stripped away, leaving behind the ancient infotemples and the enigmatic Baltean Maze. The Halls of Ignavus, where the ruling Magos engage in constant political maneuvering, echo with the whispers of lost glory and the desperate search for a new identity amidst the silence of the forge.

Lathe-Hesh

Lathe-Hesh

Lathe-Hesh is a classical forge world within the Lathes system, characterized by its enormous factories, towering production lines, and vast assembly yards dedicated to the manufacture of specialized weaponry and vehicles for the Sector militaries and the Adeptus Mechanicus. The planet is home to the Protocol Academies, training Factors of the Lathes, and features the Curia Mechanicum, a towering bastion of faith in the Machine God, as well as the Ordinatus Yards, where ancient Ordinatus Platforms are refurbished and revered.

Lathe-Het

Lathe-Het

Lathe-Het, the First of Equals, is a prominent forge world in the Lathes system, known for its vast data-vaults and the Nidus Omega, the ruling council's headquarters of the Mechanicus Calixis. Once a hub of manufacturing, it now focuses on governance and data management, housing the Grand Atrium and the Covenant Elogium, which contains crucial historical documents from the Angevin Crusade.

Librarium Mundi

Librarium Mundi

The Librarium Mundi is an ancient library located within the Tricorn Palace on Scintilla, housing a vast collection of works from past Inquisitors. It contains warnings, prognostications, excruciation transcripts, and records of lesser heresy, with significant gaps in its archives that hint at deeper secrets.

Lucid Palace

Lucid Palace

The Lucid Palace is a magnificent structure that serves as the court of Sector Governor Marius Hax. Resembling a vast flower of stone, its granite petals form a grand dome, adorned with hundreds of banners representing the noble houses and institutions of Scintilla, making it a symbol of power and prestige.

Lycosidae

Lycosidae

Lycosidae is a desolate moon orbiting the remnants of a shattered planet in the Golgenna Reach. Once a thriving world, it now serves as a fortress and armory for the Legio Venator, housing ancient and powerful weapons of war, waiting for the day they may be unleashed again.

Pan-Iudicaeum

Pan-Iudicaeum

The Pan-Iudicaeum serves as the second center of operations for the Adeptus Arbites in Hive Sibellus, a stark, off-white rockcrete edifice that looms prominently in the hive's capital. It is a bustling hub where citizens queue to present their petitions to impassive Judges, while a lively market of food vendors, scribes, and self-appointed guides thrives around it, catering to the desperate and hopeful petitioners.

Panopticon Station

Panopticon Station

Panopticon Station is a secretive and heavily fortified orbital facility located within the Lathes System, shrouded in mystery and myth. It serves as the clandestine headquarters of the Lords Dragon, a top-secret weapons research and development base, and a repository for dangerous artefacts. The station is constructed from iron mined from Mars and polished obsidian, featuring colossal Harbinger Sentinels that monitor the surrounding space. Its labyrinthine interior is filled with various Mechanicus factions, each with their own secrets, while the heart of the station, Tumala, is a fortress dedicated to the training of mech-assassins.

Protectorate Barracks

Protectorate Barracks

The Protectorate Barracks serves as the central hub for the Army of the Scintillan Protectorate, located in Hive Tarsus. It is a sprawling complex filled with training grounds, armories, and living quarters for soldiers drawn from across Scintilla, fostering a fierce rivalry among regiments, particularly between the elite Gunmetallicus 41st and other units.

Sabriel Outpost

Sabriel Outpost

Once a forgotten space outpost in the Periphery, Sabriel has been transformed into a bustling hub for smugglers and rogue crews. Rediscovered by the smuggler Averick Rox, it now serves as a base of operations for those who operate in the shadows, offering a mix of trade, information, and refuge.

Soldevan's Sanctum

Soldevan's Sanctum

A hidden chamber deep within the ruins of an ancient fortress, Soldevan's Sanctum is a place where dark rituals are performed in pursuit of forbidden knowledge. The air is thick with the scent of incense and the flickering light of candles casts eerie shadows on the walls, adorned with arcane symbols and the remnants of past sacrifices. Here, Soldevan seeks to open a pathway to the warp, believing it to be the key to humanity's survival against the encroaching darkness.

Stronghold of Warboss Ghenghiz Grimtoof

Stronghold of Warboss Ghenghiz Grimtoof

The Stronghold of Warboss Ghenghiz Grimtoof serves as the bustling heart of ork civilization in the sector, a chaotic fortress brimming with the energy of countless orks. This forsaken planet, abandoned by the Imperium, is a powder keg of war, where millions of orks gather, eager to unleash their ferocity upon the galaxy as they prepare for an impending Waaagh!

The Alley Reaper's Haunt

The Alley Reaper's Haunt

A shadowy district in Gunmetal City, known for its winding streets and dark alleys where the spirit of the Alley Reaper is said to roam. The air is thick with the scent of rust and decay, and the echoes of whispered legends fill the night, warning of the gaunt figure that hunts those who fail to meet their quotas.

The Beyonder’s Hostelry

The Beyonder’s Hostelry

The Beyonder’s Hostelry is a cramped yet charming inn where passengers of the Misericord stay. Managed by the silent Minions of Stewardship, the inn is adorned with a myriad of shiny trinkets and colorful objects left behind by previous guests, creating a whimsical yet dusty atmosphere. The Minions communicate through written notes and sign language, leading to amusing predicaments for illiterate passengers, especially regarding the bizarre food they serve, which is always a peculiar twist on what was requested.

The Blood Pit of Kulth

The Blood Pit of Kulth

The Blood Pit of Kulth is a grim and foreboding coliseum where the echoes of past violence resonate through the air. Once a place of noble honor, it has devolved into a brutal spectacle where human champions face off against captured Xenos specimens in deadly gladiatorial games, drawing crowds of bloodthirsty spectators eager for carnage.

The Coscarla Trade

The Coscarla Trade

The Coscarla Trade is a chaotic sprawl of stalls and vendors, where hab-citizens, reclaimators, and gang members converge to barter salvaged goods and information. The air is thick with the smell of open-air cook shops serving questionable food, and the market is alive with the sounds of haggling and the occasional shout of danger.

The Filthy Streets and Alleys

The Filthy Streets and Alleys

The Filthy Streets and Alleys of Coscarla are a labyrinth of narrow pathways and gantry walks, littered with refuse and remnants of past fires. Navigating these treacherous routes requires caution, as the risk of encountering vermin or maddened dregs looms large, especially for those who move too quickly.

The Fortress-Monastery of the Storm Wardens

The Fortress-Monastery of the Storm Wardens

Perched on the desolate moon of Highcastle, the Fortress-Monastery of the Storm Wardens stands as a bastion of stoic resolve against the encroaching darkness of the galaxy. Its towering spires pierce the storm-laden skies, while ancient stone walls echo with the silent vigil of Dreadnoughts guarding the hidden stasis vaults of the Chapter's lost history. The interior is a labyrinth of sacred halls, each adorned with the few remaining relics of their past, shrouded in secrecy and protected by advanced scanning technology. The air is thick with the scent of ozone and the distant rumble of thunder, a constant reminder of the tempestuous nature of their duty.

The Frosted Alley

The Frosted Alley

A narrow, winding alleyway in Icenholm, lined with frost-covered cobblestones and shadowy corners. The air is thick with tension as whispers of an Aeldari spy circulate among the locals, drawing the attention of an Ordo Xenos Inquisitor's retinue, who are determined to root out the alien presence.

The Gem Sifting District

The Gem Sifting District

In the bustling Gem Sifting District of Ambulon, citizens tirelessly sift through the rocky debris from drilling operations, searching for precious stones. These gems are either crafted into industrial components or transformed into exquisite jewelry by skilled gemcutters, whose craft has been passed down through generations. The district is characterized by its tightly-knit community, where every citizen's role is meticulously recorded in the Rolls of Justification, ensuring that no one is unemployed and every household is tied to a specific industry.

The Iron Bastion

The Iron Bastion

The Iron Bastion is a foreboding fortress located at the heart of Sepheris Secundus, serving as the seat of power for Queen Lachryma III. Surrounded by towering walls of reinforced steel and adorned with the sigils of the crown, it stands as a grim reminder of the feudal oppression that defines the planet. Within its halls, the Royal Scourges train and strategize, ensuring the queen's iron grip on the serfs and the vast mineral wealth they extract from the mines. The air is thick with the scent of metal and sweat, echoing with the distant sounds of pickaxes striking rock, a constant reminder of the labor that fuels the empire's economy. A rogue trader has the queen's audience, brokering a deal to facilitate the sale of their ore and shipments of supplies to the planet, thus ensuring influence beyond the subsector.

The Lightless Vaults

The Lightless Vaults

Deep beneath the Tricorn Palace on Scintilla, the Lightless Vaults are a labyrinth of stone passages, accessible only by writ of Lord Inquisitor Caiden. Patrolled by servitors armed with deadly weaponry, these vaults house profane artefacts recovered by the Calixian Conclave, including weapons forged from hate and tomes filled with dangerous knowledge, all sealed behind adamantine doors inscribed with protective sacred scripts.

The Pits

The Pits

The Pits is a chaotic marketplace and slum in Port Suffering, teeming with exiles, freaks, and vagabonds. Makeshift tents and wagons create a labyrinthine layout, where the desperate and the cunning barter for goods and information amidst the squalor.

The Scintillan Staging Ground

The Scintillan Staging Ground

A sprawling encampment where the elite Scintillan Fusiliers gather before their deployment to the war-torn planet of Kulth. Tents and makeshift barracks are arranged in neat rows, with supply depots and training areas scattered throughout, creating a bustling atmosphere of preparation and camaraderie. The encampment is filled with soldiers driven by self-serving aspirations, from rebellious heirs to ambitious officers seeking glory and wealth.

The Scorched Spaceport

The Scorched Spaceport

At the base of the ridge where Port Suffering stands, The Scorched Spaceport is a vast expanse of hard-packed, burnt earth, interspersed with rockcrete docking pads and heavy-duty clamps. Surrounded by a high wire fence, it serves as a hub for refueling and unloading supplies, with industrial walkers tirelessly moving barrels of valuable Ghostfire pollen amidst the acrid scent of burnt metal and chemicals.

The Shattered Depths

The Shattered Depths

The Shattered Depths is a treacherous underground labyrinth, once a mining site, now a haven for remnants of the Brotherhood of Malice and other dark entities. The air is thick with despair, and the echoes of past battles resonate through the tunnels, where grotesque mutants and daemons lurk, waiting for unsuspecting adventurers. Garvin will lead the party deader into the mines, into the Den of his Chaos Cult.

The Sibellus Conspiracy

The Sibellus Conspiracy

The Sibellus Conspiracy is a grim and foreboding location situated along the Sibellus railway, where the body of Saul Arbest was discovered. This area is now a focal point for investigations into a dark underbelly of heretical science and conspiracy within the district of Coscarla. The railway station, once bustling with travelers, now stands eerily quiet, with whispers of Arbest's fate echoing through the shadows. Medicae-Interrogator Omardha Sand has made this place his base of operations, seeking to uncover the truth behind the surgical tampering and illegal organ-grafting that led to Arbest's demise.

The Spine of Ambulon

The Spine of Ambulon

The Spine of Ambulon is a vital district located along the city-machine's backbone, characterized by its elegant and minimalist architecture. Here, the wealthiest citizens reside in sturdy buildings designed to withstand the constant swaying of the city, while the streets are narrow and often non-existent, forcing residents to traverse rooftops and through homes. The district is a hub for the oil harvesting and refining industry, with immense drills and flexible pipelines that snake down into the igneous wastes, making it a bustling yet precarious place to live and work.

The Tempting Offer

The Tempting Offer

In the shadow of the nearby city streets, a suspicious man named Garvin approaches the party with a sly grin. He offers tantalizing information about hidden treasures in the nearby Gorgonid mines, claiming to have insider knowledge that could lead to great wealth. His demeanor is overly accommodating, and he seems eager to lead the party to the Gorgonid mines, insisting that they won't regret following him.

Well of Souls

Well of Souls

Within the Tricorn Palace on Scintilla, deep beneath the shaded plazas and ornate walkways, lies an oft-forgotten chamber, forever cast in gloom and guarded by tier upon tier of silent, grotesque stone sentries. This is the Well of Souls, and within its depths the pleas and accusations of the most despicable, treacherous---or so posterity would have it---Inquisitors are heard. The accused is bound within the bottom of the well itself, and a jury of his peers sits upon the tiered galleries looking down on him. The floor of the well is paved with red Iocanthan marble, all the better to hide the bloodstain of the executed. It was here that the arch-Radical Bompus Sept was finally brought to justice and executed for his sins against humanity. But it was also here that the trial of the heretical Inquisitor Vilnius Habib took place, whereupon he broke free of his bindings and unleashed a bound daemon upon his peers, slaying 99 Inquisitors and escaping into the warp, never to be seen again.

Xenos Hideout

Xenos Hideout

Hidden in plain sight within the bustling city, the Xenos Hideout serves as a stronghold for Aeldari spies. Equipped with advanced surveillance systems and cunning boobytraps, this location is a hub of espionage activity, where secrets are gathered and plans are made. Should intruders breach its defenses, the Eldar spy will resort to negotiation, a swift escape, or a fierce stand to protect their secrets.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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