Balecaster

Balecaster(Skorn), Markyn Marches, Calixis SectorKnown locally as Skorn, the planet having the Imperial designation of 'Balecaster' was settled by the mankind several milenia ago. The exact date, or even the exact era is unclear, as the planet has never progressed beyond a 'medieval' level of technology and written records are all but non existent. The Administratum beleives that first human settlers arrived around M36, and displaced the local indigens who were at that time uncategorised as either xeno or 'human'. This is still a matter for conjecture, as some scholars have postulated an even earlier colonisation attempt around M20 based on extrapolating the path of ancient colony ships. Regardless of their pedigree, the indigens known as 'Bonehunters' are a primitive race dedicated to barbaric pursuits. Conflict between the Imperial citizens and the indigens is frequent and bloody. Skorn consists of one main continent and two substantial islands, upon which there are three civilisations that the Imperium recognises. Encroaching on the north-western island and dominating the central continent is Gotland, a grim land of even more grim people ruled by the tyrant King Regent Tileon. Spanning the edges of western continent from north to south, and with pockets of settlement all over the planet are the Omorians, seers, dabblers, and machevelian plotters. On the eastern island and the most easterly portions of the western continent is Machria, a land with a violent martial history, as well as a staunch tradition of ensalving their enemies. Each civilisation seeks only to conquer the others, and they have existed like this for as far as the three peoples can remember. From this conflict comes exception warriors suitable for the Imperial Guard, and the Administratum is happy with things exactly the way they are. The populations are too small for Foundings, but recruitment of entire regiments are regular events, and all the local rulers ask for in return is enough high-technology to keep their strangle-holds on power. On Skorn, a warrior with a Lasgun can become a King!

Ancient HistoryBefore the indigenent Bonehunters arrived Skorn was populated by beings that no longer exist. They were humanoids and they worshipped the Ruinous powers for so far out on the edge of the galaxy the veil between the Materium and the Immaterium is weaker, and the call of chaos is stronger. In time the chaos worshippers destroyed themselves with biological and material weapons that shook the very planet. But the escence of chaos lingered, and when the first human settlers came they were slowly corrupted and turned into the Bonehunters. The most powerful of the chaos gods was Khorne, and he claimed the Bonehunters and molded them into a tribal people who worshipped him as the 'The Flesheater' and sacrificed the flesh of the vitcims to him, keeping the bones as souvenirs. The other chaos gods sought servants amongst those who had particular needs, but by and large the planet belonged to The Flesheater.

Modern Chaotic HistoryWhen the colony ships of the Imperium arrived several millenia ago they quickly routed the primitive Bonehunters and claimed the land for themselves. Different ethno-religious groups settled in different areas, all worshippers of the God Emperor, but in their own particular ways and with their own philosophies. The power of chaos stirred once again, but found that under the guidance of the Eclesiarchy the new settlers were able to resist overt attempts to seduce and subvert them, so they tried more subtle means. The murderous fury of Khorne manifested itself as grudge and antipathy between the different peoples, drawing them into violent conflict, all in the name of the Emperor, and all the while the Bonehunters remained his violent but elusive servants. The warped lore of Nurgle found a place amongst the Gotlanders, in the sect of assassins that helped depose the original King of Gotland and bring in the Regent. They have consistently used biological weapons to kill and control enemies of the faith and the crown. The vices of Slaanesh took root amongst the Marachain, who were seduced by decadence and instituted the practice of enslaving their foes, and sometimes even their own people. The deranged cunning of Tzench inflitrated and corrupted the machevelian nature of the Omorians, and their plots and schemes became more grandiose and at the same time more anarchic. For it's own part the Imperium enjoyed the fierceness and cunning of the warriors this situation produced, and was blindly willing to support all parties by ensuring the technological supremecy of the ruling houses and families. Being as it is so far from the galactic core worlds, no discernable threat was perceived that could not be dealt with at a more convenient time. EcologyThe ecology of Skorn is mostly native, with only a few introduced species including bovines (grox), equines, and canines. The apex-predators of the world are the Bonehunters, because they are both savage and possessed of a degenerated human intelligence that makes them cunning and inpredictable.The only creatures that rival the Bonehunters, at least in wilderness areas, are the numerous unclassified species of large native cats, similar to Tigers but possessed of larger incisors and having shaggy pelts that are more suited to camouflage.Poisonous insects and invertebrates are uncommon, mainly being found in the desert regions, particularly scorpions and even poisonous catcher-plants.The seas of Skorn are home to many predators, the most mentionable of which are huge shark-like beasts that possess rudimentary legs. Although they are rarely seen because they dislike the noise of civilisation, they are a deadly surprise for visitors who see their fins and assume that just because they are on land they are safe!The skies of Skorn are no less peaceful than the land or the sea, and raptors are so plentiful that they often resort to hunting each other for food. The largest aerial predator is a black night-hunting bird with large forward facing eyes, like an own, possessing over-developed claws and incredibly powerful legs that can break a man's arm. Small animals are locked up at night, but larger animals that herd are usually safe if in numbers and if carefully watched.

'''The Eclesiarchy and the Inquisition '''The word of the God Emperor is carried to every corner of Skorn by the Eclesiarchy who are widely known as interpreters of their God's words and will. The head of the Eclesiarchy is Bishop Alprecht, a Thorian who hails from the core world of Barac. Only Bishop Alphrect knows that he meekly accepted this posting to a far flung world to escape from 'certain temptations', only to find that without the close supervision of his Brothers and Sisters they have risen up to claim him twice as quickly. The Inquisition is un-heard of outside the Eclesiarchy, and Bishop Alphrect likes to keep it so - that way no other authority on the planet is perceived to be above his. Few Inquisitors have ever visited the world, and none have found anything of note save a planet of quick-tempered but vealous warriors.

Access to Skorn Although a dedicated Imperial planet, the Eclesiarchy and the ruling houses of Skorn control the access of the general population to outside influences, and because of the stability of this arrangement the Adminisratum is happy that it continues. Planetfall can only be made by Eclesiarchy/Administraum vessels on special 'holy nights' that occur on the full moon of every month, at a location deep within Gotland borders that houses what passes for a star-port. From this 'neutral territory' caravans can travel to other regions, and musters of Guard recruits from the other nations can await pickup and transport offworld. 'Crusades' of warriors from Marachi and Omoria destined to serve in the Imperial Guard are allowed free movement within Gotland, as long as they are preceeded by the symbol of the Aquilla, which on Skorn is the symbol of the Eclesiarchy. Interference in this safe passage is deemed by the Administratum as traitorous, and the penalties for those who meddle in the supply of recruits is dealt with harshly. The starport is the site of the second human landing on Skorn, and it is actually the antiquated husk of a colony ship. Administratum, Eclesiarcy, Depertmento Munitoru, and Adeptus Mechanicus all retain enough personel at the starport to keep it functioning and able to repair ships, and to act as a message-relay station. Cultural DifferencesAn explanation of the cultural differences of all the denizens of Skorn is best made in comparision to the Imperial norm. Aside from the Bonehunters, the rest of the planet's population are Imperial citizens, God-Emperor worshipping, and aware that they belong to a greater whole although they are not aware of the details. Their background is true Imperial and it is on that basis that their civilisations have developed.  LanguageGotlanders tend to speak Low Gothic, and they use a thick back-of-the-throat accent. Names and other nouns are short and clipped, and they use direct words in casual conversation. Omorians speak an eclectic mix of High Gothic and arcane words they have developed for themselves, and have a very 'airy' or 'throaty' voice as if even loud conversation was a whisper. Although they are prone to long and often double or triple-surnames, they use acronyms and abreviations as part of a cultural meme around obscuring their intent. Marachi use High or Low Gothic equally depending on where they rank on the social ladder. Superiors can also get away with using Low Gothic to address an inferior. Their words are drawn out and well considered as they say them, and often end with a falling inflection that sounds commanding regardless of the situation, which outsiders find quite rude. Their names are often lyrical or rhymning.

Clothing and dressIn Gotland it is taboo appear naked in front of others, even family. Clothing is considered a part of a person's character and the women definately do look at a man's boots! Leather is popular for Gotlanders, as are furs. Quality of workmanship is prived above the quality of the material. Well crafted clothing is the sign of wealth. Omorian society spans from the tropics to the cold climates and they have a fairly practical perspective on clothing. Because of their preference for manipulation over overt action they use clothing, or lack thereof, as just another social weapon, sometimes for concealing and sometimes for revealing. While quality of clothing is a factor, it is not paramount. The Marachai peoples appreciate refined and well made clothing, but prefer subtle, dark colours and metalic highlights and accessories. Shiny fabrics and silks (but with the exception of the nobility not high-tech synskins) are considered the pinacle of fashion.

MoralityPrudishness is a trait of most Gotlanders, and this runs the gamut from promiscuity to the strict punishments handed down for minor crimes. Flagelants abound in Gotland, as does many other forms of penitent behaviour. Although murder is a sin and a crime, manslaughter is looked on as much less offensive, and public life can be quite violent and aggressive - particularly towards outsiders. Gotlanders pray through regular congregation at chapels and cathedrals. For Omorians the ends-justifies-the-means, and many would make fine Inquisitors if they were able to restrain their baser impulses, but this rarely happens. Murder is punishable by death if the murderer was witnessed in the act by a person of higher social standing. Omorians pray on a daily basis, often being led in person by a Cleric. Marachi follow the letter of the Eclesiarchy's proclaimations, but not the spirit, and they are easily the least devout but most overtly religious of all the peoples of Skorn (even the Bonehunters are more devout, in their own way). Marachain's are quick to break a rule if no one sees it, and cry ignorance later if caught. Criminal convictions are arbitrary and highly dependant on social status.

'''Gotland The Clans of Gotland'''The rule of Gotland has been with the House of Tileon for over four-hundred years. They claimed the Regency after defeating the Royal House of Dun-Kel in a short but bloody coup, after Tileon had sealed an alliance with the 'Corpus Assassinatis'.The current Lord of Gotland is Regent King Tileon, known simply as 'The Elder', yet he is a monarch who does not appear to age because of the intervention of Imperial Augmentics under sanction by the Eclesiarchy. He has married once and sired a son, the Duke Of Ruen, who is now in his seventies and chaffing for the throne and whispering of the Regent King's heresy to any who will stop to listen. It is not outside the realms of possibility that The Elder would annoint another successor of his choosing, but if he does not then the crown will be pass into the hands of his son the Duke and his wife the Duchess, who have already sired numerous heirs and pretenders. HeraldryThe flag of Gotland is a black-white-black horizontal tricolour, with the red throned-rose of House Tileon currently at its centre. Corpus AssassinatisThe dread name behind the throne of Gotland, the Corpus is a family-sect that has been closed to outsiders since its creation, and as a consequence has suffered from in-breeding and genetic abnormality, just shy of outright mutation.The Corpus follow a lore that was whispered to it's creator, of how the natural world abounded in diseases, chemicals and toxins, that could be used by those who had the knowledge and the will to create a weapon that could be both subtle and overt, but irresistable none the less.While many Imperial assassin guilds prize themselves on phsycail ability, speed, and skill with weapons, the Corpus focuses on and rewards the almost academic pursuits of the medicae and the apothecary. It's members are poor warriors, but it is rumoured that to draw even a drp of blood from one is to invite an agonising death by disease, or worse.The Corpus is a target for the energies of Nurgle and that foul god's followers, and the Eclesiarchy is constantly trying to stay aware of what the sect is up to. Over the years various junior-members have been burned at the stake for choosing the path of the Ruinous powers, but no one senior at the sect has been implicated.

The Knights of the Star Sanctum

When the line of Regents replaced the King the first thing they did was institute their own power base, because they obviously knew that the Corups Assassinatis might turn on them one day. The Knights of the Star Sanctum (Inquisitors Handbook p98, published by Fantasy Flight Games, 2008) are the dreaded enforcers of the Regent King, and rumoured to the the power that keeps the Regent's son the Duke of Ruen from contesting the Throne. The secret lore of the Knights tell how the original Knights swore oaths to the Regent and drank the blood of Bonehunters to consecrate the oath. It is rumoured that much like the Blood Angel's Chapter of Space Marines, blood drinking remains a part of their oath-taking. In this way the dread nature of the Bonehunters remains the rotten core of this knighthood. '''Omoria The Council of Secrets'''Omoria is ruled by a clandestine Council of Secrets, that rarely meets except to change standing arrangements. A representative from every extended-family in Omoria is permitted, although most families rarely know who their representative is. Breaking the trust and secrecy of the Council is a capital offence, punishable by torture and medical disection of the living victim. The Council votes amongst itself on any decision, but the wise know that all decisions have been pre-determined and instability and coups are unheard of.HeraldryThe flag of Omoria is a white with a black stylised aquilla-like sigil. The MechaniciansRumours of a power above and behind the Council of Secrets are whispered in towers and bastions across Omoria, but aside from the fancy sounding name virtually nothing is known of 'The Mechanicians'. Rumours suggest that they are plotters and schemers of infinite guile and subtlety, and that indeed the entire history of Skorn is merely a well-controlled play being acted out as they decree. '''Machria The Noble Houses'''Machria is divided into four cantons each ruled by a dynasty: House Manalia, House Hajah, House Katia, and House Nian.Machria is the least internally stable nation, as the noble houses openly vie for supremacy and disrupt each other's businesses within their own canton. The nobility of Machari openly sport any Imperium weapons, technology or augmentics they can aquire, but prohibit the lesser stata of society from doing the same. Handguns from Gunmetal City, fine silks from Quaddis, and drugs from Siren's Den are all blatant status symbols.The two most powerful cantons are Manalia and Nian, but they often play out their gambits in one of the lesser cantons which are subsequently less stable that most of the rest of Skorn, and more apt to violence and crime.Martial prowess is paramount to the Machrians, and a warrior's value is measured in the number of slaves they have claimed on the battlefield. Most of these slaves are destined to be indentured into the Imperial Guard as recruits. HeraldryThe flag of Machria is a green/white/green vertical tricolour, with four red stars in the middle.