Tuesday 21 April 2009

dark heresy: Lachrys

The waterworld Lachrys is one of the breadbaskets of the sector; the presence of seaweed beds and shoals of fish appear to make it an idyllic alternative to other agri-worlds. A lack of surface land and indigenous sentient life did not deter colonists. Plentiful shoals of spikefin (a fish resembling Adeptus lore of tuna) are netted and processed for the Imperium along with the seaweed beds that drift quietly in the oceans.

The spikefin seem to have no natural predators as the only other life lives on the bedrock of Lachrys deep under - crab-like beasts called kharacith about 3 meters tall with pincers capable of breaking carapace and shells capable of resisting chainweapons and great pressure and yet vulnerable to las-fire. Kharacith flesh is a delicacy among the Lachrysians who take advantage of the third dimension while swimming to shoot them with las-weapons.

Lachrysian Kharacith
WS: 45 BS: - S: 50 T: 50 Ag: 33 Int: 5 Per: 33 Fel: 5 Will 25 Wounds: 20
Traits: Blind, Crawler, Darkling, Hulking, Unnatural Senses
Skills: Awareness, Climb, Silent Move
Natural Weapons: Claws (1d10+5 R).
Natural Armour: 4 points (halved against las-weapons).
Threat: Xenos Minoris

The floating dome-ports of Westjonn and Princeport are agreeable places to be stationed and provide an interface between sea and space. Those few scum that live here cluster around the docks for fishing vessels as unskilled labourers. Arbitrators and Guardsmen keep them in line with psyker help in winnowing out dissidents and malingers. Lachrys scum are skilled smugglers and don't mind trading with anyone for a price.

Adepts, clerics and tech-priests work to keep both dome-ports running smoothly, edicts on matter reclaimation keep both ports clean. Though saltwater corrosion is a risk, apprentices to tech-priests and servitors apply blessed chrisms made from spikefin processing to protect their components and machines from peril and the Great Corruptor. The smell can be potent, yet the alternative is far worse.

The deep-sea hive of Kalypsa is a different matter. The great gill-filters pull air out of the water as the mineral wealth of Lachrys enters manufactoria to make mechanical components and holy circuitry. In the deep vaults hexagonal air tunnels sigh and seem to whisper foul desires in the ears of Kalypsan hive-workers; certain areas have obsessive miners driven by fear, greed and lust while others have manufactoria workers driven to hostile mistrust, malaise or even cruelty.

In Kalypsa, the clerics and Arbitrators have their work cut out for them; there are subtle signs of a Chaos cult's presence yet there appears to be no ringleaders. New arrivals make headway but after a month begin to hear things. After a couple of years, the impact appears to become much more noticeable - those with gelt spend time on a dome-port, those without enter seclusion for prayer and self-mortification. Those who do not eventually flee into the darkness of the tunnels.

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