Exile Sector

"It is a place of degenerates and robber barons, a warzone beset on all sides and at every angle. It holds easily some of the worst horrors I have ever seen. And yet, I've also beheld some great feats beyond mortal scope, countless heroes and saints. And while they burn briefly, their examples shine on for all eternity as the stars themselves."

- Lord Inquisitor Jacob Le'Faust

The Exile Sector is an ancient province of the Imperium of Man, resting on the Easternmost bend of the Cygnus Arm within Segmentum Ultima, to the Galactic North of the Dominion of Storms and the Dead World of Formund. Conquered during the Great Crusade personally by the Primarch Roboute Guilliman and his glorious Ultramarines Legion, the Exile Sector has long been a place of both great glory and unfathomable infamy. Long has it been a turbulent and troubled region, not only for the infamous Warp Storm the River of Exiles, whose wreched mass takes up over a quarter of the Sectors Easternmost regions, but also for her various unexplored and forbidden depths to the Galactic North, the turbulent and wild space of the Galatic West, and thousands of strange astral phenomena and unexplored regions within the core which house many a nightmarish xenos monster and fleet of savage pirates.

But regardless, the Exile Sector is home to a vast amount of proud Imperial worlds, hosting teaming legions of Imperial Guard, grand hosts of the Sisters of Battle, and several very distinguished Space Marine Chapters. Amongst these heroic hosts also abound planets ripe with the workings of industry and faith, for the Exile Sector is known most for her vast and sacred Shrine Worlds, whose militant stance trains thousands of would be militia fighters, warrior-priests, and virtuous Adeptus Sororitas. These armies of the faithful, supported by the great conclave of Forge Worlds and Rogue Trader Houses known as the Crimson Consortium, vast legions of the Imperial Guard, and the mighty Adeptus Astartes of the Exile Sector known as the Justicarium, stand against all the madness and corruption of the River of Exiles, forever locked in an endless war for the very soul of the region. Only time will tell, in this grim darkness of the 41st Millennium, if such valiance is in vain.

The War in Heaven
In the most ancient eons, before mankind's ancestors stood straight and discovered the power of stone and fire, the region of space that would become the Exile Sector was ruled by elements of the ancient Necrontyr and later Necron Empire, namely home to significant holdings of the infamous Sakhrut Dynasty. During the War in Heaven, the Sakhrut Dynasty's forces, under the command of their C'tan patron and ruthless Phaeron

The Twin Headed Swarm
Hive Fleet Orthros was once a typical splinter fleet, relying on swarms of weak units directed by synapse creatures. Already unique among Tyranids due to several physical advantages such as Warriors with serrated claws and Rippers with an unusually large number of extra teeth, they became an even more dangerous enemy upon their entry into the River of Exiles. Natural Selection granted them unusual levels of both fury and the cunning to use it wisely and the Hive Fleet used both in their conflicts with various warbands and xenos species, consuming all in its path. Upon emerging, much stronger and horribly mutated by the exposure to Warp energies, the Fleet separated into two tendrils, earning the moniker 'The Twin Headed Swarm." The Tyranids smashed through everything in their way, stopping only to consume.

It seemed that nothing could stop them until the Sector command noted that both tendrils were on course for a single world. This forced a desperate gamble at The Battle of Kephis which saw all remaining naval assets deployed against the Hive Fleet. The clash was beyond any naval battle the Sector had ever seen, over a thousand ships all fighting as one great armada. On the surface of Kephis at least one regiment from every Imperial Guard homeworld in the sector fought alongside the private armies of the Rogue Trader Houses, House Faramond of Montelay, The Justicarum, the Deathwatch, and everything the Sector's Knight Houses could bring into battle.

This final stand was finally enough to shatter the invading armada but at a high cost, Kephis was left a dead rock in space and uncountable loyal servants of the Emperor were lost alongside it. The Tyranid invasion would also leave the Golden Cordon and the worlds beyond open to further attack for the first time in memory.

The End March
As of the 770s M41, the situation within the Exile Sector has become all but untenable. With the massive hole torn in the worlds that make up the Golden Cordon and the forces of the sector horribly depleted by the invasion of Hive Fleet Orthros, the forces of the River were given a straight path from which to launch a bloody Black Crusade. Desperate, Sector Command demanded reinforcements. Various Imperial forces responded to this call, but one of the most notable was the Tricamerate Pact, who sent their veteran Ork fighters to stem the tide of the WAAAGH! Iron'Ed and WAAAGH! Uglyface. The forces are as flollows: Xomia "Youngbloods", Khazamga 1st Rough Riders "Hard Chargers", Khazamga 7th Infantry, Olea 22nd Infantry, and the 3rd Olea Light Infantry "Ragged Angels". They would also receive further aid from the 121st Regiment of the Aradian Storm Guard aka "The Ladyhawkes"

Trade Routes of Note
As a large and turbulent Sector, the Exile Sector his home to several large trade routes and thousands of lesser known or secret routes. The most patrolled and traveled of these are usually major lanes utilized by both the Imperial Navy and private interests groups to shuttle Imperial Guard forces, military materiel, tithes, and eager pilgrims too and fro. The other, lesser known routes tend to be frequented by merchants and Rogue Traders, and are often plied by the Exile Sectors many dangerous pirate fleets and Chaos Warbands for supplies and riches.

The Kyberian Trail
To call this massive trade route a Trail is a misnomer, while little more than a small route connecting the worlds in the Kyberia system in the early days of the Imperium it expanded in importance with Kyberia herself. It is now the most prominent and most commonly traveled route through the sector, connecting the Crossroads worlds to each other and extending far beyond the region itself. It goes as far as Syprios the source of a wine much beloved by wealthy Exile Sector citizens.

Due to it's extreme importance to The Crossoads Subsector and the Exile Sector as a whole it is guarded by fortresses used as both trade outposts and repair yards for military and civilian vessels alike these are cities unto themselves, housing tens of thousands of traders and techpriests on loan from the Sector's forgeworlds

For all of this there is a dark side- House Pantegrul uses the Kyberian trail to support their illicit activities, supplying narcotics and slaves to many of the Exile Sector worlds, bringing the profits back to Kyberia.

The Path of the Shepherd
"Follow the Path, brave warriors! Follow it to glory!"

- Imperial Propaganda Slogan Recently established by House Tiuse, the Path of the Shepard is heavily militarized route responsible for the efficient transportation of soldiers and war materiel to the embattled world of the Lost Shore, thus maintaining the ever-growing push against the fell forces of the River of Exiles. This route's existence alone is seen as a major facet of the Sector's defense, and thus has long since been under the protection of Battlefleet Kyberia to ensure that the Path's efficiency is not hampered by marauding pirates or predatory xenos. This naval oversight granted the route its name, for those who travel the Path are sure to be "shepherded" by multitudes of Imperial frigates and escort craft.

The Path makes it's way towards the battlefront from the decadent hive-cities of the Southern Hold, navigating throughout the populous Crossroads, then snaking between the shrine-fortresses of the Golden Cordon. From there, it branches into a multitude of sub-routes painstakingly designed by the logicians of the Exilite Navy to allow for the most expedient delivery of multiple battlegroups into ever-evolving theaters of war, and all in record time.

Blackwell's Run
Named after it's discoverer, the infamous pirate captain Xavier Blackwell, who used the short but dangerous route to quickly move his ships and stolen goods. When he was finally captured he tried to trade its location and knowledge of its hazards for his life. The Adeptus Arbites recorded all he had to say, passing it along the merchant guilds and Rogue Traders of the region, and sentanced Blackwell to summary execution. At his execution before a pack of Murder Servitors, Xavier Blackwell cursed both his former crew and those who had brought him to justice, and swore eternal vengeance upon their lines. Rumors abound that Blackwell's spirit haunts Blackwell's Run, and there have been several sightings of his supposedly destroyed flagship, ''The Lady of the Lagoon. ''Pirate hunters and mercenaries that go in search of the so-called Ghost Pirate are reportedly never seen again.

Astral Phenomena/Regions of Note
The Exile Sector is host to a dizzying array of spacial anomalies and hazards, from simple nebula and asteroid fields to Warp-borne rifts and forbidden stretches of unknown space from which no ship has returned. Chief among these is the River of Exiles, a massive Warp Storm that has raged since time immemorial in the far east of the Sector. Bordering the easternmost reaches of the Sector and the blackness of deep space between the vast arms of the Galaxy, the River is a constant source of turmoil and terror, its malevolent influence reaching far and wide. It is the source of countless warbands and baleful armies, home to the most vile traitors of traitors in the known Galaxy. However, the equally well known region known as the Golden Cordon borders it. A string of heavily fortified militant Shrine Worlds, the Golden Cordon is the last and greatest line of defense of the Exile Sector, lauded as utterly impenetrable by Imperial propaganda.

The Frontier
The northernmost region of the Exile Sector is a vast and isolated expanse, still shrouded in the darkness of the Old Night even so many millennia after the Imperium of Man laid claim to it. Merchants, explorers, and pirates alike actively avoid the well-named Frontier, turned away by chilling tales of malignant xenos and stranger, darker horrors said to lurk in the void between stars. Humanity's outposts are few here, but those who do persevere are a singularly determined breed, points of light in an otherwise all-consuming sea of shadows.

Al-Takern Nebula
"It's forbidden for a reason."

- Ordo Xenos Inquisitor Hiram Hax to the few surviving crewmen of the pirate vessel Nathan's Creed prior to their execution

Sannois
Home to House Vichy Sannois sits in the shadow of most of the hostile Xenos races of the Exile Sector. A rugged world of hills and dense jungle the people of the world have carved a life for themselves, having taken it from the original alien inhabitants. They are determined not to give it up for anyone or anything, whatever the cost. Sannois is a world constantly at war as is much of the frontier and House Vichy's hold on Sannois is tenuous at best, it could be swept away in a moment. But they have established order and the most obvious sign is a well maintained rail network that connects the various settlements and cities.

The threat does not come from within, the majority of the large Xireki population accepts Imperial rule as it provides them protection from the true threat presented by the hostile races beyond the frontier. Those few who don't are in open, if subtle, rebellion operating from jungle villages and mountain caves.

The planet's PDF are not always enough to face the more dangerous xenos and so they have fought alongside House Faramond Knights may times, bringing their mighty artillery inscribed Ultima Ratio Imperator to bear on the few open battlefields.

The Southern Holds
The Southern Holds are home to ancient, well established Imperial worlds that stand in sharp contrast to the more tenuous Imperial presence on the Northern Frontier. Many date to the earliest days of human habitation in the region. These planets are fortresses but also centers of learning and culture. They are the holy light to which the faithful in the Sector look for guidance. The Southern Holds are the beating political heart of The Sector and the pride of every world they rule over.

Ierus
The political capital of the Exile Sector, the world is protected by both Battlefleet Exile and a dozen orbital cities. Eleven were converted into makeshift fortresses during The Long Night and the last was converted into a Cathedral dedicated to Gulliman and the Ultramarines in M32. In the Millenia since it has been named New Atlas and has become a holy city to the whole of the Exile Sector.

The planet is home to over a trillion people, its dual moons house five hundred million more and the towers of the capital city of Peregrimos reach the lower atmosphere. It is a world of austere beauty the nobility have set aside a nature preserve the size of a small nation for all the citizens of the world to enjoy, unfortunately this nature preserve is the only corner of Ierus that has not been destroyed or damaged in some way.

Ierus is Exile's political center, housing a government building the size of a city containing all that is needed for the region to function. Due to its position it is also a target for Chaos rebels operating from within, the Adeptus Arbites maintain a strong presence on Ierus, working alongside the Imperial church and the PDF to root out and destroy them. The Aiva family holds massive influence over Ierus and therefore the Sector as a whole, the current house head, Solonius is also the sector governor and his brothers and sisters serve in various government posts.

Stentzholt
A gloomy world wracked by constant foul weather her citizens are kept in crushing poverty by the Great House Stine. they are forced to look up to the Great House's fortresses built on the plateaus and amidst the jagged mountain peaks, populated by bats almost two meters from wingtip to wingtip. Stentzholt has little to offer beyond its strategic position and as a source of recruits for The Sector Battlefleet.

While few would live there by choice most do not have the option to leave, they are either tied to the world by through farming inherited land and heavy taxes imposed on them by their rulers. Despite the less than ideal climate the planet is hardly a dead rock. The people scratch out a living on small plots or in the mines that wind throughout the mountains. They see little of their hard work, most of the valuable minerals are shipped offworld and used to construct war machines or skyscrapers on Ierus.

Stentzholt is also a world awash in rumors. The common citizens whisper stories about just what happens inside their rulers' homes. Rumors of heretical experiments meant to preserve life and raise the dead, the test subjects allegedly Dark Eldar victims traded to Ekkehard Stine. The stories grow increasingly outlandish with each telling but none dare speak them aloud.

The River of Exiles
The dark shadow of heresy and evil that looms forever over the Exile Sector, the River of Exiles is a massive Warp Storm that has lasted for innumerable eons and has been a source of unfathomable woe for the inhabitants of the Exile Sector and adjacent regions since the days of the Long Night. Formed after the defeat of the legendary warlord known as the Black King, the River of Exiles has been host to daemons and other horrible beings too dark to be known to human minds. While not as large as the more infamous Maelstrom or Eye of Terror, the River of Exiles reputation is more for the sheer, unabashed evil of its inhabitants. Before the Horus Heresy, ranks of the Lost and Damned regularly skirmished with Imperial forces alongside unnameable xenos horrors, each forging a reputation for sheer savagery and ferocity.

Now, it is equally infamous for housing only the most desperate and vile traitors. Unlike the Eye of Terror or Maelstrom, there is no Black Legion or Red Corsairs to bring other factions to heel, instead only an endless war between traitors so wrenched and savage that they have only the River to take refuge in, for few beyond the Exile Sector would dare trust such barbarians to fight alongside them. These are marked men, oath breakers, the twice and even thrice damned traitors of traitors. Brigands like the Storm Draugar, whose foundation is based in the abandonment of the Heresy, or the Everchosen, cast out by their Legion and marked for death. And far worse are the ancient horrors that rest within the Rivers darkest depths, such as the deathless legions of the Sakhrut Dynasty and nightmarish Old Host of the Black King.

Thus, the River of Exiles has been a constant threat to the stability of the Exile Sector, its ravenous bands of savages and misbegotten monsters smashing relentlessly against the fortress worlds of the Golden Cordon and skirmishing across the worlds of the Lost Shore with both Imperial and Ork forces for a foothold. Every now and then, a particularly massive concentration of the forces of the Archenemy will breach the Cordon, unleashing a minor Black Crusade against the Exile Sector until they are defeated and scattered to the North or forced out West.

The Lost Shore
A bleak string of ravaged and dead worlds, the Lost Shore is the no mans land between the River of Exiles and the perimeter worlds of the Golden Cordon. These desolate war worlds are constantly subject to endless conflict as the forces of Chaos and the tide of crusading Imperial forces clash over the meek resources that can be won on these hell blasted worlds. Whats worse, the vast majority of the Exile Sector's Ork population blights this region, too hardy to be totally destroyed by either the forces of the River or the Cordon.

The massive Greenskin empires of Da Profet Skarbad, Gruurg Iron'Ed, and his rival Uglyface Frakka take up vast swaths of this region, with remaining territory taken up by countless other minor Warbosses and Warlords. The addition of the Greenskins makes certain that even in times where Imperial and Chaos forces are on the wane, the Lost Shore will never be at peace as the Orks wage war amongst themselves as well as any other invaders. The only "static" human population of the Lost Shore are roving bands of scavengers, often living in massive sub-light ships, migrating from warzone to warzone looking for salvage on the corpse fields of the Lost Shore.

Charybdis
Before the first Exile Wars, Charybdis was considered an agricultural powerhouse, a world of great oceans where massive hydro-farms supplied the rest of the Sub-Sector with sustenance in the form of bountiful seafood. Then the River of Exiles spilled forth, plunging Charybdis into literal Chaos and warping it beyond all recognition.

Now Charybdis is a world of storm-wracked skies and seas as black as pitch, where great leviathans plumb the stygian depths, periodically emerging in search of prey. Its remaining landmasses are no safer, their surviving human inhabitants having mutated into amphibious monstrosities that haunt scrap-metal ruins that were once canneries and fishing docks.

The Imperium would have abandoned the planet long ago if not for it's strategic importance in the war against the Ork Iron'Ed Empire, and thus efforts have been made on both sides of the conflict to establish staging grounds on Charybdis. Doing so has proven to be a harrowing task for both man and Ork alike, for those who aren't swallowed up by the dark tides are often dragged away in the night by fish-scaled mutants, never to be seen again.

Uxlag
The unofficial throne world of the Iron'Ed Empire was once a thriving industrial world of mountain fortresses and sprawling cities it fell to Orks sometime in the distant past, only for them to fall to infighting themselves before falling into line behind warboss Iron'Ed after a bloody intra klan war.

Since then Uxlag has weathered numerous civil conflicts and a single attempt at recapture, the infamous "Uxlag campaign" which ended in disaster for the Imperial forces committed to the battle, including House Faramond troops commanded by the infamous and completely unqualified Simon Silvestre, cousin to the house's rulers who led his troops into many bloody defeats. It only made the warboss stronger and destroyed any hope of reclaiming the once verdant and productive world for the Imperium.

The Golden Cordon
A host of several hundred heavily fortified Shrine Worlds that have stood long since the Great Crusade, each initially established by the hand of Roboute Guilliman himself. Over time these grand fortresses became hallowed places, the birthplaces of thousands of grand heroes and daring defenses against the forces of Chaos and Ork alike, and the hosts of countless counter-crusades. Thus the so-called Golden Cordon is both a destination for endless waves of Imperial Guard soldiers to garrison and advance from, but also the destination of nigh billions of pilgrims year after year. These fanatics and zealots bolster the defenses of the Golden Cordon, creating legion upon legion of Frateris Militia ready to fight and die in the name of the Emperor. However, the most enduring defenders of these worlds are the Sisters of Battle, the sacred maidens of war that are often recruited from the pious peoples of the Cordon worlds.

Kephis
The last of the Goldon Cordon worlds to be destroyed by Hive Fleet Orthros, its destruction spared many others. Once green, thriving and home to two billion people The Hive Fleet's delay in consuming the Kephis gave the Exile Sector's military forces time to rally and make a dangerous gamble. Though the Imperium was successful, shattering the Hive Fleet, Kephis was left a lifeless ball of gray stone, nothing more than a tomb for the countless loyal servants of the Emperor lost there.

Caritas
A tempting target to Xenos invaders and homegrown cultists alike Caritas is a world of inland seas, such as those that once surrounded the now destroyed Eporias Islands. Caritas is also home to mountain ranges such as the Myrib Highlands which have seen countless battles over the millennia. The citizens of Caritas have often fought Chaos taint from within and Orks emerging from the River of Exiles. However despite this they were able to stand on their own, dividing into several nations and principalities who fought amongst themselves as often as they fought offworld invaders. The Ultramarines became the catalyst for their eventual unification, it took decades but in time the people of Caritas accepted their place in the new Imperium, hunting down any who would not submit.

The bulk of the population lives in cities such as Catriona, with green tiled spires and domes rising above the fortified walls. They are a proud people, those spires and domes are a symbol of their strength, they show that the people refuse to be broken. They simply rebuild each time they are damaged or destroyed, something that has happened many times over the millenia.

The same is true of the newly restored Cathedral District- once badly damaged by a cult insurrection it has been restored to its former glory and its proper place as the symbol of their faith in the Lord of mankind. They survived invasion by a Tyranid Hive Fleet only to face new threats from within The River, forcing them to take to the front lines of eternal war once again.

Colombanus
One of the Imperial worlds along the River of Exiles and like most in the region it is overseen by the Imperial Church. Home to small fortified towns, snowcapped mountains and sprawling plains the world is full of almost unspoiled beauty. However the regions far from these cities have seen countless invasions from within the river, leaving them blasted and lifeless regions few travel to without dire need or to fend off yet another threat. They were spared attack by the Hive Fleet that devastated the Cordon worlds but have seen plenty of others ranging from Orks to Traitor Guard.

Despite this there is still a large population of nomads who make a living moving their herd from town to town, worshipping at shrines placed at the side of well worn roads. As a rule the people of Colombanus are a devout people, practicing a quiet faith, commonly wearing silver Aquila pendants.

The single large city on the world is their capital Lindisa. Buildings made of a red clay bricks line the narrow streets full of pack animals and motorized vehicles competing for space while banners and prayer flags bearing the images of Saints, Gulliman and the Emperor himself hang over them. Lindisa is densely populated all but the almost garden like, open spaces of the noble district located on a hill overlooking the streets below. Their large houses and estates dwarf the more humble dwellings below.

The bulk of their citizens live in small towns ringed by high walls and built around a central hilltop fortress. Though simple in appearance they hide a secret, they are built atop vast underground tunnels connecting them to each other and from which soldiers and vehicles can be deployed via hydraulic platforms and hidden trapdoors.

While a quiet world full of people aspiring to holiness they also possess a single place of worship given over to finery. The Incina Mountain Cathedral takes up the entire peak, its towers made of an ivory colored stone obtained from quarries at its base can be seen for hundreds of kilometers in every direction. A golden Aquila overlooks the four great pilgrim roads that end in the cathedral's central courtyard.

Kurosos Prime
Kurosos, like most worlds along the fringe is a Shrine world. Described as a world of "rock and water" it's defined by both. Kurosos is ruled over by "priest-kings" who squabble amongst themselves over political power and doctrine. Due to the planet's location along the River of Exiles the inhabitants have carved their fortress cities directly from the mountains, while heavy weapons batteries always point to the skies.

Those not fortunate enough to live within these natural fortresses or in the shadow of artillery batteries live on the banks of the many river networks that serve as unofficial territorial borders and feed the lush green farmlands they work. There are several provinces that constantly wage war for independence from the Imperium and it is commonly believed their leadership is tainted by Chaos. Nothing ever comes of this, they fight amongst themselves as well.

The faith of these inhabitants gave them the courage to face the Storm Draugar when they launched a raid on the outlying Kantoro Province. While the Storm Draugar were stopped by the Khazamga 1st Rough Riders and Olea Heavy Infantry they paid a high price for it as did the world's PDF.

Esparas
"Why in the Emperor's name were we sent here? The Olea build fortresses, not us. Perhaps because we have a lot of practice holding them against endless waves of enemies?"

- A member of the Xomia "Youngbloods"

Esparas is a world of sharp contrasts with only a thin barrier between two extremes- only a few hundred meters of rockcrete and stone separate green fertile farmlands, chains of lakes, steep forested hills and cities home to millions from the terrors of The Warp.

These "Wild lands", once fertile plains between the hills and one of Esparas' oceans were consumed by Chaos long ago and so they are divided from the urban centers by a wall two hundred meters high and more than a thousand kilometers long. Watchtowers with their own garrisons and long range weapons are stationed every five kilometers.

This wall, locally known as the "Great Work" took more than a century to build,beginning in the 300s M41 the workers under constant attack the entire time.

The wall has never known peace, warp spawn constantly hurl themselves against it but it has held firm ever since. While the "Great Work" has been breached in the past none of mankind's enemies have ever set foot on Imperial held soil. The locals simply repair the damage giving the Great Work a patchwork appearance as they do not always use the original materials. But whatever materials they may use they are always consecrated by the local priests.

The Great Work is a holy site to the people of Esparas, the holiest segments are the four great fortresses built by Gulliman himself, which the Great Work was built around. These bastions house thousands of PDF, priests and the Adeptus Mechanicus crews for massive anti ship weapons pointing into orbit.

Viora
Viora is noted for the city of St. Xiebos, once tainted but retaken, and an underground cluster of ruins and twisted passages known as "The Rat's Nest". Both are remnants of an ancient pre-Imperial civilization which had descended into barbarism before the word of the Emperor came to them through the Ultramarines Legion.

Since those days during the Great Crusade they have become a people dedicated to the Imperial Church, and a people seen as dour, humorless and fatalistic to outsiders. They believe that when the Emperor says their time to die has come there is little that they can do about it. It is not their place to question his will, simply to do it.

They have little that is not inherited they have forgotten how to build their ancient architecture and now simply maintain it. This is seen almost as a holy act in itself, the preservation of what the Emperor has allowed them to keep is a reminder to be humble, to seek his will in all things and not to give into simple human pride. While they maintain these cities there are many that are still in ruins and are overrun by Chaos spawn, mutants and heretics. As such it falls on Light Infantry units such as the Ragged Angels and the Dulhal Raiders to fight on these urban battlefields. The great pilgrim throngs that once again come to Viora are not warriors but builders working to restore the fortress cities and build new defenses against the threats within The River.

Tadourl
A proud people, the citizens of Tadourl had once carved their homes from Tadourl's untamed wilderness without any outside interference and refused to accept help even from the Ultramarines or the nascent Imperium. Gulliman opened their eyes to the terrors beyond their world, their only hope of survival was to accept the Emperor and the Imperium. The planet's early leaders were convinced by these arguments, becoming a productive Imperial world.

Like most of the worlds along The River Tadourl was a shrine world. Its people, once led by Governor-Militant Mangdred, practiced a form of the Imperial Cult dedicated to physical perfection and combat training. Its devotees developed their own martial arts,training daily at cathedral fortresses dotted around the planet. Once protected by the forces of the Golden Cordon their PDF was unable to cope with the sudden rise in cult activity that came with the Cordon's collapse. Thousands fell to Chaos every day and thousands more died fighting them forcing Tadourl to look elsewhere for aid.

They received it in the form of Lord Mason Zulkach's band of Freeblade Knights but they arrived too late, the cults had already taken several key locations including the capital city. He and his twelve followers led the PDF in the famous Last March which saw their governor militant slain and his army broken. The Knights still fought on, even as the sky turned black and the ground beneath their feet crumbled.

Their efforts were not enough and it is assumed that Tadourl is lost within The River.

Crossroads Subsector
Located in the Center of the Sector, the Crossroads is well named, the region is home to the trade capitals of the Exile Sector, a place of commerce and intrigue for all roads meet here, refugees and renegades fleeing the west to begin new lives or traveling in an Imperial Guard Regiment, Those fleeing the war torn worlds to the North and the East, traders from the ancient, well established Imperial worlds to the south- their port of call hardly matters, all pass through these worlds eventually.

Kyberia
"Kyberia is not unlike home- A world of trade and shipwrights, not unpleasant but for the Shadowlands. I would like to see more water but you can't have everything."

- Medici Nobleman and former Principe Lorenzo Amarenti

Kyberia is a world made wealthy by trade and ship building with a strong Adeptus Mechanicus presence as a result, the homeport of Battlefleet Kyberia and the center of a trading network spanning almost the entire Exile Sector. While the not the political capital Kyberia is the region's financial and trade capital, endless merchant convoys travel to and from Kyberia bound for ports of call across the whole of the Exile Sector and beyond.

Its central location makes it ideal for the Rogue Traders of House Pantegrul who use the world as their center of operations. While they do not control the world the house does have considerable influence within the local government- as such Kyberia has very liberal views and lax laws on such things as controlled substances and relations with the Xenos powers of the Sector. The Ar'Cyr'Ru Mercenary Fleet have been seen here from time to time fulfilling contracts presented to them by The merchant guilds and House Pantegrul itself.

Kyberia has a single ocean making up less than a quarter of the surface, but despite this it is a relatively fertile world as the bulk of its water is contained in underground lakes and rivers. The area beneath their major shipyard is known as the "Kyberia Shadowlands", due to the massive orbital structures and the vessels under construction there blocking out Kyberia's sun. The Shadowlands are a radioactive wasteland dotted with ruined cities, the result of a nuclear meltdown in the distant past.

While the Shadowlands are uninhabitable the rest of the world's landmass is home to sprawling cities home to diverse cultures and peoples, having drawn influence from worlds across its home sector and the largest buildings in these cities tower almost a kilometer above the streets. Kyberia is also home to a sizable community of Kashidaan Cluster refugees centered in the city of Amarenti, named for the Medici noble who funded its construction.

Harajuku
"A little too austere for my liking but they're shrewd negotiators and I have to respect that."

- A merchant captain on his visit

Harajuku is the central world of House Shujinko's dynasty, a world dotted by vast and thriving metropolises whose cities are built in the shadow of the planet's great snow capped mountains. However, she is also home to more humble rural dwellings within the valleys and pine forests, crafted of wood and wax-paper as opposed to the towering edifices of rockcrete and plasglass of the urban centers.

House Shujinko essentially rules Harajuku, at the top of a considerable heap of noble born clans and lorships, with the head of the house serving as de-facto planetary governor. The Houses interests and defense of the planet itself are seen to by a mighty a private army known as the Great Guard, a supremely well funded force of professional soldiers outfitted with the finest weapons and armor their wealthy overlords can afford. General law enforcement is handled by the lower clans and their personal security forces, the Ashigaru, who also act as PDF, though more in the vein of state troops lacking in the more impressive arsenals of the Great Guard.

Harajuku is also one of the worlds from which the Maverick Lords Chapter draw recruits, they share a similar culture making the transition between ordinary life and that of an Astartes somewhat easier.

The Western Marches
So named because the worlds of the region provide the Sector's Imperial Guard. While not directly involved in the unrest so common elsewhere in the sector, they provide the fighting men and woman that respond to threats from within and without. While the Western Marches are home to many diverse planets and peoples they work together for a common cause, the survival of the Exile Sector and the Imperium they serve. These worlds have never been more important. With the fall of the Golden Cordon and the invasions to follow, The Western Marches have been called on to fight, now more than ever.

Battlefleet Exile
Centered around the Exile Sector's capital world Ierus Battlefleet Exile is a large fleet of seventy Five ships including Four Oberon class Battleships and multiple Heavy Cruiser squadrons. Lord Admiral Alexander Brensel currently leads the Battlefleet from the bridge of his flagship Morning Star

Exile was designed to be a flexible, multipurpose fleet and they have further expanded on their flexible tactics by studying the tactics of their xeno enemies, as they have fought alongside Eldar from the local craftworlds and the Tau mercenaries that are sometimes present in The Exile Sector they have learned from them as well.

This is perhaps an unusual attitude but due to the constant dangers of the Exile Sector they have learned that information and innovation are as necessary as lance batteries and torpedoes.

Battlefleet Kyberia
Kyberia is the home port of the Battlefleet that bears her name, as Kyberia sits at the center of a major trade route the Crossroads Subsector and thus was deemed worthy of its own fleet due to it's tactical significance. As such, nearly all the ships that compose the Battlefleet were constructed by Kyberian shipwrights, a fact that the planet's Merchant-Lords take no small amount of pride in.

Ironically, on of the Battlefleet's most precious assets is not Kyberian but rather foreign, the Exorcist-Class Grand Cruiser Amaranthine, formerly a part of the destroyed Battlefleet Medici of the Kashidaan Cluster. Medician refugees on Kyberia see the Amaranthine as a symbol of their cooperation with Kyberian people, when in reality the shipwrights co-opted the vessel into their Battlefleet as a means to study and mass-produce it's inner schematics. Nevertheless, they too flaunt it's symbolism, as not to raise suspicion.

At the head of Battlefleet Kyberia are the twin Retribution-Class Battleships Castor and Pollux, built in M36 and currently commanded by the brothers Isaac and Damien Wakeman. Like their flagships, the siblings are Kyberian-born twins, who share the joint position of Admiral as both are of equal rank within the Imperial Navy. Isaac's skills lie with the big guns, the battleships and cruisers, while Damien is known to be something of a tactical genius with smaller vessels. Their skills complement each other well- as brothers they each know what the other will do in any given situation allowing them to act without hesitation, one can act and know that his brother will respond accordingly. This duality has won them many victories in the field, and thus throughout the Sector the Wakeman Twins are celebrated as heroes, nearly as famous as the cruisers they command.

Forge Worlds/Titan Legions
Due to the constant need for mighty engines of war and the resource rich worlds that make up the Exile Sector, several great Forge Worlds can be found within her borders. Many of these mighty fortress-factories of the Adeptus Mechanicus have stood for eons against the darkness of the River and parts beyond, supplying the arsenal of the Imperial war machine and sending their grand Titan Legions to march on the enemies of Man.

Mallas
"As the great Omnissiah as my witness, the forge will never be silent so long as there is an enemy to mankind!"

- The famous words of Fabricator General Usebi Kinn during the Refusal Wars

Known as the "Forge Eternal", Forge World Mallas was founded during the final days of the First Exile Wars, it's purpose to supply garrison forces along the the border of the River of Exiles

Home of Legio Iudex

Okentos Primarius
"By the fires of a thousand suns and the darkness of a million pale moons we have scoured the stars. And now... at long last... we have it. Glorious Machine God, they will is nigh."

- Explorator Lvej Hol's inscribed words upon the sacred hull of the Emperor Class Titan Dýnami tis Theótitas

Home of Legio Rex

Dartan
"Mighty Omnissiah, we beseech thee, look over this holy construct we erect in thine honor that it may stand until the end of all time and the stars wink out, as a bastion to your undying glory!"

- Magos Kyprtras Komeral

Home of Legio Clypeus

Codnat III
"Powering... All systems nominal... Firing... By the Omnissiah, blessed be the work we have wrought here today."

- Fabricator General Julian Icncab commanding the Ordinatus Codnat during the Siege of Codnat Prime

Home of Legio Maxima

Phallati
"Ye can have that blessed relic after ye pry it from mine broken, self-destructing, corpse!"

- Explorator Yang Freedman struggling with an Ork over a Graviton Gun

Home of Legio Lambastus

Knight Houses of the Exile Sector
Often bordering the Forge Worlds of the Exile Sector in clusters of fiefdoms, the Knight Worlds of the Exile Sector house the valorous and ancient Knight Houses that have long been a thorn in the Archenemy's side. Often thundering into battle alongside their forsworn lords and their mighty Titan Legions or questing at the behest of Imperial Guard commanders and Chapter Masters, the Knights are figures of much fanfare and praise, second only to the local Adeptus Astartes and Adeptus Soroitas.

The Houses of the Exile Sector are often noted as bitter rivals, each having a long list of ancestral grievances with one another, though some are far more severe than others. The bulk of these vendettas have their origin in the horrific centuries of the Knight Wars, a seven hundred year conflict in which the Knight Houses of the Exile Sector fought for supremacy over the small sphere of territory they inhabited in the calmer southern regions of the Sector. The Knight Wars only came to a halt when Primarch Roboute Guilliman arrived during the Great Crusade and brokered peace between the Houses. But still, the scars and atrocities of that dark age run deep, and to this day accusations of war crimes and dishonorable conduct of sires past fly freely at tactical meetings.

There are also the Freeblades, Knights with no House and no masters save the Emperor himself. Many of these errant warriors traverse the Sector alone, their only holdings their ship, Knight, and retainers. Some gather in groups, such as the Host of Lord Mason, but these small fellowships are far and few between and are rarely long for this ruthless galaxy. These men and women, while often the subject of both fanfare and scrutiny in equal measure, are usually unbreakable loyal to the God Emperor and His Imperium. (though some can be rather mercenary)

House Hawke-Castor
"Bound by chains, but by the Sword, we are Free."

- The motto of House Hawke-Castor

This House of dual linage was forged during the infamous Knight Wars of the Exile Sector, an alliance between two smaller and often brutalized Houses native to the eastern expanse of the Exile Sector. House Castor, a House whose homeworld of Bren was under constant siege by the forces of Chaos, and House Hawke, whose homeworld of Genterius lay directly in the path of House Petrov and House Rhinehof's devastating war for supremacy in the eastern reaches. In the interest of mutual survival, the two Houses intermarried to become one, and together withstood the crucible of both the Knight Wars and constant assaults from the terrors of the River of Exiles. During the days of the Knight Wars, the fledgling House Hawke-Castor dealt savage damage to the holdings of House Rhinehof and Petrov in several brutal raiding campaigns following the lull after the infamous Sobvast Bloodbath.

Since those bygone days, House Hawke-Castor has become a distinct fusion of two very different cultures, the ruthlessly pragmatic doctrines of House Castor blending with the idealistic and occasionally naive notions of righteousness of House Hawke. This has created a House that regularly aspires to grand and noble ideals, but in practice understands the base and sometimes unceremonious practices associated with simply surviving in this strife ridden galaxy.

House Petrov
"Gold in peace, steel in war."

- The motto of House Petrov

A byword for gallantry and valor to some, a den of savage snakes to others, House Petrov's grand Lances have been the bane of countless foes long before the days of the Long Night and centuries after. Preferring a rapid, ruthless strikes in their Lancer type Cerastus Knights, House Petrov has a storied history filled with both grand bravery and unmasked brutality, giving the foe no quarter in their relentless assaults and sparing none who dare to stand against them.

The controversial Petrov line was, naturally, born from a world of conflict and nigh ceaseless war, the harsh tundra laden world of Isamov in the southern regions of the Exile Sector. Here, upon the barren plains and blizzard-savaged plateaus, the Great Nations warred for centuries. For eons blood was shed, for false gods, for bare greed, for simple pride. After centuries of chaos, one of the ancient confederations rose to prominence, their Knights proving the most unrelenting and capable of the hundreds of other lesser Houses. These were the steel and gold clad winged Lancers of House Petrov. After ruthlessly purging every other noble line on the planet, House Petrov took to the stars, ancient sub-light warships and colony vessels spreading across their home system and beyond.

Such expansion inevitably brought them into conflict with House Makadon, sparking a long and bloody conflict that would last for almost a thousand years.

House Makadon
"For the people, for the realm."

- The Creed of House Makadon

House Makadon's Lances have stood respendant for untold millienia, through times of peace and war, under the command of legendary philosipher kings and unfettered madmen, even in trying times such as these. House Makadon is often the standard by which natives to the Exile Sector measure all other Knights, considering Makadon's customs and mannerisems to be the most orthidox example. In truth, most outsiders consider them an eccentric and passionant lot, at best highly charasmatic, at worst unfathomably deranged.

Their interstellar empire spread to compass several star systems by the time of the infamous Knight Wars, in which House Makadon's supremacy over the southern expanse was challanged by Houses Petrov and Rhinehof. The Knight Wars raged on for over seven hundred years, and by the time Ultramarines, led by their Primarch Roboute Guilliman, spearheaded the first Imperial forays into the Exile Sector, House Makadon's empire numbered only three remaining habitable star systems.

At first, hostilities loomed over the Ultramarines and the Knights like a cloud, the proud Makadonian High King Phillip XIV refusing to bend at the knee to anyone, be they man or Astartes. Showing his trademark patience, Roboute Guilliman managed to negotiate a treaty in which House Makadon would accept the sovereign rule of the Emperor. As per the conditions of the treaty, the Imperium would negotiate a lasting peace between the warring Knight Houses of the Exile Sector, so long as they would support further endeavors to bring the region and the rest of the galaxy to heel under the rule of the Emperor.

House Rhinehof
"Stand strong, stand tall."

- The motto of House Rhinehof

A fearsome Adeptus Mechanicus Knight House, the Knights of House Rhinehof has been known as the reapers of the Omnissiah since the days of the Great Crusade. In the centuries of the Long Night, House Rhinehof earned the dubious distinction as one of the most destructive of the belligerent forces involved in the Knight Wars. Safeguarding their holdings on their Night World of Draklund with stalwart distinction, House Rhinehof had long become inured to the relentless brutalities of war, having transformed their world into a post-industrial hellscape of bombed out factories and annihilated cities. Unlike most Knight Worlds, the people of Draklund never regressed fully into an agrarian society, the pressing needs of warfare against xenos invaders and internecine warfare between the early Knight Houses of the world necessitating the ardent preservation of technology. Many Houses became obsessed with the preservation of the means to produce and preserve their Knights and their armaments, and often considered other resources such as the civilian workforce and common foot soldiers as fully expendable when it came to the well being of these technologies. This selective hording of certain technologies set off an arms race that was finally won by the neo-aristocratic group of industrialists that would eventually become known as House Rhinehof.

Their toxic, war torn homeworld finally in hand, House Rhinehof set to the stars, searching for much needed resources to support their dead world and keep the fires of industry burning. It is in this endeavor that they first came into conflict with their fellow Knight Houses, their sub-light warships coming across the frontier colonies of House Makadon and Petrov, already embroiled in a brutal territorial dispute. House Rhinehof chose to strike while both factions were off guard, unleashing their Knights armed with the most terrible weapons of their fell archotech arsenals. Phosphex and Virus Bombs rained from the skies, Knights armed with esoteric tools of unspeakable horror tore into both civilian and military targets with unflinching zeal, and the fires of war consumed the stars. Following House Rhinehof's intervention, Houses Petrov and Makadon formed a temporary alliance, fearing that House Rhinehof would render the entire sphere a lifeless void of burnt out worlds. However, House Petrov's betrayal of the alliance at the infamous Sobvast Bloodbath caused the entire conflict to spiral out of control, the massive losses accrued by all sides creating a temporary cease fire as the Knight Houses of the Exile Sector recouped their losses and saw to the defense of their fiefdoms from elements of raiders from the River. It was only with the arrival of the Ultramarines Legion that the Knight Wars came to an official end, though House Rhinehof was the last to join the Imperium, threating war with the Ultramarines until representatives of the Adeptus Mechanicus negotiated a secondary treaty in which House Rhinehof would receive the direct support of the newly established Forge World of Codnat III.

When brought into the Imperial fold by the Adeptus Mechanicus of Forge World of Dartan, the House made easy converts to the will of the Machine God, their practice of placing purely pragmatic value on technology swiftly warped into a fanatic love of the tools of war. Unlike many Knight Houses, then General Elect Gunter Rhinehof saw both the pragmatic and the philosophical value to adopting the creed of Mars in full, he himself converting to the Machine Cult. Thus, while House Rhinehof does not have as much trust with Imperial forces outside of the Adepts of Mars, their Sacristans are noted as some of the finest in the Exile Sector and their ranks boast the largest numbers of Questoris Knights of the Exile Houses. Knights of House Rhinehof are noted to bear extensive and often extravagant bionic enhancements to show their dedication to the creed of the Omnissiah, though it should be noted that the Rhinehof Creed is a far more militant breed of devotion than that of the average Techpreist.

House Rhinehof is infamous for their ruthless conduct, however this is often misinterpreted as malicious intent by outsiders. In truth, the Knights of House Rhinehof are simply pragmatists, operating on an ancient philosophy known as the Arithmetic of War. This ancient code of conduct and battle rites is equal parts religious text and honor code of House Rhinehof, and dictates that a Knight is to be, above all, efficient. For efficiency is the breath of the Omnissiah and to act without first consulting the sacred mathematics of every action is to sin against the almighty Machine God and bring dishonor unto the name of House Rhinehof. Thus, while indeed willing to spend the lives of their allies for the sake of victory, the Knights of House Rhinehof are equally well known to throw themselves into the teeth of the enemy if such a sacrifice would serve a greater purpose. It is in this selflessness that they often win allies, but is also in this callousness that the vast majority of their detractors find their ground to protest against fighting alongside the "Machine Men of Draklund".

Ironically, the Knights of House Rhinehof themselves are often noted as holding less animosity towards their historic rivals House Petrov and House Makadon and instead saving most of their ire for the "upstart" House Hawke-Castor. This is due to House Hawke's interference in Rhinehof's early assault and House Castor's raids upon Rhinehof's holdings, not to mention the actions of the then united Houses against them during the lull in the Knight Wars. Though Rhinehof responded with the Virus Bombing of the world of Tenthis and would have no doubt followed such an atrocity with a savage assault, their actions were halted by the arrival of the forces of the Imperium.

House Rhinehof is unique in that their Knights do not inherent the title and mount by hereditary lines, but by a vote of House members. Young aspirant Knights are put through the public trial of combat and strategic acumen, the finest of their ranks elected as the next generation of Knights by popular vote. This is similar to the Trial of Election, which decides next lord of the house, known as the General Elect. The candidates of the Trial of Election are often the most venerated and devout members of the House, and the General Elect reigns until death.

House Rhinehof's current General Elect, Ludwig Rhinehof the Elder, has distinguished himself and his House in several conflicts across the front of the River of Exiles. His Questoris Knight Magaera, Glaive of the Omnissiah, has become a specter of terror to the enemies of the Imperium. House Rhinehof is a sizable House, constant repairs maintaining their older Knights and favoritism of the Adeptus Mechanicus ensuring that their ranks are kept at a considerable one-hundred.

The Host of Lord Mason
"Ye men, last of thine lines, stand now! Stand with me! Let thine House be remembered for all time!"

- Lord Mason, last of the Zhulkach line, leading his Host in the famous Last March of Governor-Militant Mangdred

A collection of Knights who are the surviving members of their Houses, the Host of Lord Mason is a somewhat infamous band of Freeblades who seek a glorious death on the field of war so that the names of their Houses will live on forever in grand legend. They have been brought together in one place by the unique gravitas of the last of the infamous House Zhulkach line, Lord Mason.

House Zhulkach was always known for their raw aggression and sheer battle hunger, which cost them dearly during the Third Exile Wars. Utterly annihilated by the combined force of the Everchosen, Clan Mastodon, Clan Wolfe, and Legio Gargantua, House Zhulkach was relegated to the long list of Imperial forces lost in the Long War. Save for one. Stricken mad with grief, the young Mason Zhulkach took on the Knight Gallant of his slain father, Dreadlord, and his remaining retainers and set off as a Freeblade, determined to die with glory. Soon the exploits of this young noble drew like minded Freeblades, and the fame of the Host grew until it numbered thirteen.

As of the Time of Ending, in the wake of the invasion of Hive Fleet Orthros and the resultant End March of the forces of Chaos spilling through the shambles of the Golden Cordon, the fate of the Host of Lord Mason remains unknown. They are believed to still be fighting on the Shrineworld of Tadourl, even as the world was consumed by waves of the River.

Rogue Trader Houses
The various Rogue Trader Houses of the Exile Sector run the gamut, from little more than legitimized privateer fleets run by robber barons to massive Sector spanning conglomerates whose power is not measured in mere wealth but in raw political influence and military mass that their effect on the balance of the Exile Sector is nothing short of paramount. A select few Rogue Trader Houses of the Exile Sector belong to the unique guild known as the Crimson Consortium, a loose alliance of the local Exile Sector Forge Worlds, Explorator Fleets, and even the Children of the Anvil Space Marine Chapter.

House Wahrheialte
"With wisdom we conquer."

- The Creed of Wahrheialte

Seen as a sort of "middle ground" between the righteous and noble House Tiuse and the unscrupulous and greedy House Pantegrul this shows in their attitude toward most things in life, they believe that balance is one of the keys to wisdom. while they support the Adeptus Mechanicus they also enjoy some human pursuits but never indulge to excess. They usually dress like simple businessmen, avoiding the open displays of wealth shown by so many other Rogue Traders- they instead show their wealth through large acts of generosity.

They are the ones responsible for introducing the Syprian wine so beloved by their fellow Rogue Traders. It is said that one of the house heads, Dominic Warheialte, was introduced to it during a visit to Gallius and obtained the sole right to import it into the sector.

At present they operate from a mining station in orbit around the gas giant Laytis allowing them to refine huge amounts of promethium. They supply it to the Sector's Imperial Guard-for a modest fee of course. While they are loyal Imperial citizens they are also businessmen.

House Van Utarefson
"We are and always will be."

- The Creed of Van Utarefson

An ancient and mysterious House whose origins though oft vaunted have all but been forgotten in the Exile Sectors many eons of turmoil and chaos, House Van Utarefson's past is more allegory and myth taken at face value only for their considerable influence. Since time immemorial, House Van Utarefson has scoured the stars for various oddities and treasures, and endless quest for items of esoteric knowledge and value. It is in such endeavors that its long line of Patriarchs and Matriarchs have created a vast network of influence within the Sector and beyond, constructing colonies and outposts dependent on their good graces in order to survive on the outskirts of Imperial rule. House Van Utarefson enjoys a great deal of raw political power due to their involvement in the Crimson Consortium, for often the House will secure rare pieces of archotech in its expeditions and trade such relics readily with the Adeptus Mechanicus of the Exile Sector for both weapons and politial favors.

House Van Utarefson are known most for their secrecy, as an aura of the unknown shrouds their innumerable activites. Rumors abound of secret fortresses in the far north and along the edge of the River, host to deep labyrinth facilitates and vaults of forbidden lore and forgotten sciences. How much of this is true none, not even the Inquisition, can say for certain. Only the highest ranking members of the Mechanicus within the Exile Sector are likely to know the truth, and they are invested in House Van Utarefson's continued prosperity.

House Van Utarefson's House Troops, the Swarchguard, are noted for their combat grade bionic augmentations and relentless loyalty to the House. House Van Utarefson also shares a close alliance with House Rhinehof, occasionally commissioning their support on various ventures.

House Pantegrul
"Eternal prime."

- The Creed of Pantegrul

Based on the planet Kyberia, they are the vice lords of the Exile Sector having made their name and wealth through narcotics and slavery. This is something of an open secret amongst the other Rogue Trader houses and Kyberia's leadership, over whom they have a huge influence. They make no attempt to hide their wealth, displaying it via their center of operations. This huge structure towers almost two kilometers above the crowded streets of Kyberia's capital city, topped by a golden dome and a spire on each corner. It is home to the luxurious living quarters of the house leadership, their families, their trusted aides, their most favored merchant captains and any slaves they may possess.

A visitor with suitable influence is allowed access to any sort of depravity imaginable, the Pantegrul building's top level is a drug den overlooking the city, featuring the best of their products.

It also features enslaved Homo Sapiens Insignitus, Axamite and Homo Ima Vipera women performing slow, sensual dances for those still aware enough to admire them, usually dressed in little more than translucent silks bearing the house colors, red and black.

The House Troops of House Pantegrul tend to hail from Axam, a feral world the House indirectly controls as the source of many of the base chemical compounds found in their drugs. This force of mercenary tribals, known as the "Spice Guard" (named after their general drug of choice) are kept in line via vice and drug addiction and given almost superhuman strength and resilience through a cocktail of combat drugs. Thus it is no surprise that the Spice Guard tend to utilize large two-handed melee weapons, only occasionally falling back on Axam Pattern wrist mounted Laspistols if the enemy cannot be closed with and hacked to death in a drug crazed fury.

House Tiuse
"Eternal Shepherds."

- The Creed of Tiuse

Recent newcomers to the cuthroat world of the Rogue Trader, House Tiuse has begun to take an interest in other affairs than simply the acquisition of wealth. In keeping with their creed they are concerned with the souls of humans who do not know The Emperor, and so make a tidy profit serving the interests of the local Ministorum. Their ships house missionaries, pilgrims, and colonists, intent on bringing the Imperial Cult to the wildest and most distant reaches of the Exile Sector. Through their vast network of small but well armed fleets House Tiuse brings the light of the Imperium to the distant stars and supports the every expanding borders of humanity while also transporting millions to holy sites across the Exile Sector.

In spite of their priestly demeanor, the forces of House Tiuse outfits its House Troops, known as the Shepherd's Guard, with weapons and vehicles on par with that of the rank and file Imperial Guard. House Tiuse has made quite a name for themselves in several xenocidal campaigns, distinguishing themselves as a very capable military power.

They are primarily a space faring house, having no worlds under their direct control though they have established a network of trading outposts on colony worlds and along the northern frontier regions of the Exile Sector. They are often considered one of the more altruistic Houses, their shipping focusing on maintaining and supplying their scattered colonies and missions on alien worlds.

Delevan Tiuse oversees his house from his flagship, ''Lux Aeterna Terra. ''His few symbols of his House's considerable wealth are a simple gold pocketwatch kept inside a billowing black coat worn over carapace armor and a red sash from which hangs a mastercrafted power sword and bolt pistol. He looks the part of a fiery preacher, wearing his hair long and loose and with an Aquila pendant and the images of several saints hung around his neck. He is unafraid to charge into battle alongside his men, with his weapons in hand and roaring a sermon above the sounds of battle.

House Constantine
"Now you see us."

- The Creed of Constantine

House Valentine
"Born free, live free, die free."

- The Creed of Valentine

Dreaded by the pirate scum and fellow Rogue Traders of the Exile Sector for thousands of years, House Valentine is one of the more infamous members of the Privateer Guild, the subject of both scorn and terror in copious amounts. House Valentine's comparatively recent origins result from a controversial pardon for the infamous Imperial Navy Captain Jacob Valentine in M37, and has since then gone on to become one of the most profitable group of pirate hunters and mercenaries within the Exile Sector. House Valentine's ancient flagship and base of operations, the Siluria Class Light Cruiser, Santa Anna Vindictae, is a ship so feared for her storied reputation that all but the most bloodthirsty brigand would tremble at her black visage.

As the house creed would imply, House Valentine has a reputation for being fiercely independent, constantly striving to remain free of influence beyond their sworn loyalty to the Imperium of Man. Thus, dealings with other Houses or independent entities tend to be curt and purely mercenary. In keeping with this dark streak, House Valentine's main source of income is bounty hunting, a time honored practice within the Exile Sector. House Valentine is regularly contracted by both Imperial Navy and independent entities to hunt down and eradicate various groups of both human and xenos brigands that pollute the Exile Sectors Western and Eastern expanses, and the House has garnered a reputation for being some of the most ruthless in their field.

It is also in this practice of privateering and bounty hunting that House Valentine fulfills its Warrant of Trade, with Prince Wallace Valentine taking his menacing fleet to parts unknown in both the Sector and the wider Galactic East, wreaking havoc across the stars for plunder and glory. Some say that the young "Prince" takes far to much joy in hunting down and eradicating pirate scum, with tales of his ruthless conduct and cruel tactics having become the stuff of legend within both the Exile Sector and beyond. Further bolstering this frightful reputation for brutality are the Valentine Blades, the notoriously violent House Troops of House Valentine.

Houses of the Navis Nobilite
The Exile Sector is vast and her space treacherous due in part both to her distance from the Astronomicon and the baleful presence of the River of Exiles. Thus, by necessity, there are four local Houses of Navis Nobilite within her borders. These ancient and powerful Houses each have origins that stretch as far back as the very foundation on the Imperium during the Unification Wars and certainly the founding of the Sector itself. This, combined with the nature of the Navigator profession, makes these small fiefdoms some of the most influential bodies in the whole of the Sector, holding the very fate of the region in their hands. Though Navigators from other regions are not unheard of, local Navigators of the Exile Sector are reputed as more reliable within the region of their birth and in more perilous stretches of space, their proximity to the River of Exiles reportedly making them extremely capable in areas where Warp travel is most dangerous.

House Tyxack
Powerful and couth those bearing the name of Tyxack are celebrated individuals with in the sector. wealthy beyond measure and not afraid to boast about their fortunes Tyxack has ties in nearly every industry within the sector. From simple mining to creating extravagant luxury items and everything in between this House has long spanning ties to all over the sector.

While they enjoy appearing refined in front of the prying eye of the public they oft indulge in scandalous activities both for business and pleasure. Rumors swirl of illicit items being bought in mass and redistributed by members of the Tyxack House. Those of the Tyxack bloodline deny such claims of them having friends in low places but on occasion they have been spotted dealing with unsavory brutes.

It has been theorized by many that this house has resorted to assassinations and other nefarious actions to solidify their position of power in the region. This leads to many who cooperate with the house to stay extremely cautious.

House Mancuso
Plying the stars of the Golden Cordon-Lost Shore border, House Mancuso at first glance appears the fiscal epitome of a Navigator House, it's holdings large and extravagant, it's members physically attractive on a level that borders on disturbing. Indeed Mancuso is a wealthy household, owing to it's long and well-established roots within the Exile Sector that supposedly date back to the first Terran Unification Wars, a fact they frequently boast of, especially when in the presence of potential patrons. Yet for all their glamours and accolades, at the heart of House Mancuso lurks a dark secret.

Due to a genetic instability present within their genome, Navigators of House Mancuso are always born with hideous deformities, transforming infants into stunted abominations festooned with vestigial limbs and cranial protrusions. None are sure exactly how the instability first developed within the household's ranks (though their are many scandalous theories), but House Mancuso goes to great lengths to maintain both their status and their image of perfection, subjecting their progeny to radical surgeries that transform them into the doll-like psykers that so many native Exilites have grown accustomed to dealing with. This trademark appearance is also earned their household the nickname "House Mannequin", a name that's frequently used when their Navigators are out of earshot.

Of late, House Mancuso has been experiencing a record amount of hideously mutated births in this last century alone, to the point where life-threatening mutations are practically commonplace, drastically thinning their numbers. Desperate to maintain their bloodline but unwilling to seek outside help for fear of their secret shame being exposed, it seems only a matter of time before this venerable household is undone from within.

Great Houses of the Exile Sector
Given the venerable nature of the Exile Sector itself, it is no small surprise that its dangerous expanse is home to several very powerful noble lines. Many of these mighty Houses have their origins within the Great Crusade, when the Ultramarines Legion swept through the Sector, bringing the entire region to heel.

The current Great Houses are descended from a wide range, from grand Imperial Commanders who earned the right to settle to criminals turned defectors to the Imperial cause. Either way, their legacy are these monumentally powerful and families, whose influence and power regularly shapes the fate of the Exile Sector for both and ill. The Great Houses all agree on one thing despite their opposing philosophies, the reign of Solonius Aiva has lasted long enough and his family's influence must end, however they cannot agree on who should follow him.

House Aiva
House Aiva has occupied a place of honor on Ierus for millennia, their ancestors were among the first to arrive on Ierus, among the scavengers struggling to make a life. The other scavenger families appointed them their unofficial rulers out of respect for their skills and natural ability to lead. Gulliman assumed their position was something much more formal, a claim no one disputed. With their hold on New Atlas secure and backed by the Primarch they set their sights on Ierus proper. It took the House millennia but at long last one of their sons would rule over the Exile Sector.

Currently lead by Solonius Aiva who also occupies the position of Sector Governor, the Aivas are a divisive family, either loved or hated. There is no middle ground, their supporters look at all the good they have done for the sector while their detractors blame them for many of its current problems.

It can be assumed that the truth lies somewhere in between. While capable leaders and administrators most of them gained their position through nepotism. With their obvious skills also comes a shade of arrogance and this is perhaps their greatest flaw. They are sometimes blind to the Sector beyond the Southern Holds and so are more reactionary than most would like.

House Stine
Second in influence only to House Aiva, the Stines rule over Stenzholt, with a firm, sometimes tyrannical hand. It is rumored that the Stines are descended from criminals and pirates who bought pardons and land from the first planetary governor and their policies of denial and accusations of slander toward any to even suggest the possibility only fuel speculation.

Not ones to make alliances lightly, they tend to stand alone in both politics and warfare and like the other Great Houses of the Exile Sector they believe that it is time for Solonius Aiva to step down as sector governor.

Ekkehard Stine believes himself the only man worthy to lead, only a strong man and the strong house he leads can save the Exile Sector from enemies within and without. A proud and boastful man who favors dress similar to that of an Imperial General he is more likely to solve his problems with his fists than words. While the other house heads respect this attitude when it comes to Xenos they all believe that it can only bring further harm to the already struggling sector.

House Shujinko
"Weave trust with trust."

- The Creed of Shujinko

House Shujinko is an ancient and powerful House, with a venerable linage that can trace itself back to the days of the first of their line the "reformed" Pirate Lord Shujinko Bashura Sei.

Guided by the noble principles of their creed, House Shujinko is known for its steadfast loyalty, cultivating alliances with the intent to honor them for centuries to come. This attitude makes them valuable friends and has served the House well in the past, as they will not hesitate to send their support in the way of ships and wealth to an ally in honest need. Such philanthropy has won them a dedicated circle of allied Houses. However, these same traits make House Shujinko a mighty and tenacious enemy, for they will never forgive a slight against their honored allies nore suffer traitors within their midst. To earn the ire of House Shujinko or its partners is to bring down the wrath of not only one of the most powerful Houses in the Sector, but also bring the wrath of Shujinko's smaller and opportunistic allies.

Their current leader, Shujinko Hideki is young, roughly fifty years old. (though juvenat treatments make him look half his age) He wears his hair in a traditional topknot but has forsaken the robes typical of Harajuku fashion. Rarely seen without a joygirl on his arm or a sword at his waist he is a study in contrasts, but forever an enigma - he prefers to keep his secrets and oversee his interests quietly.

House Vichy
House Vichy's first patriarch was the Imperial Guard general Augustin Vichy whose regiment was granted the Right of Settlement. Upon becoming the newly conquered planets leader he named it Sannois, recalling the village his family came from before leaving for the stars tens of thousands of years before his birth. The position of governor has been handed down the family line ever since.

Their position along the frontier has led to constant warfare against their hostile Xenos neighbors This leads others to note that they use their power and influence as weapons against their fellow Imperials while money and political alliances are their greatest tools against aliens. Just alliances include House Faramond, the Asartes of the Lightbringers Chapter and the Ar'Cyr'Ru Mercenary Flotilla who have bolstered their forces on Sannois from time to time.

Their alliances are normally ones of convenience, coming to an end when they no longer benefit the house. The same is true of their relationship with the other Great Houses. They are allies for now, opposed to House Aiva but only time will tell.

Though the rulers of their own planet they have strong ties to House Faramond through marriage. The legendary Séraphine Faramond was a daughter of the Great House prior to her marriage into and their relatives have come to their aid and by extension the entire sector countless times over the millenia.

Inquisitorial Organizations
Given the nature of the Exile Sector and its infamous River of Exiles, it is no small surprise that the Inquisition maintains a considerable presence within the Exile Sector. While elements of each of the three major Ordos are present, it should be noted that Ordo Hereticus has the most influence due its close relation to the Ministorum and the massive presence said Ministorum has within the Exile Sector. It should be noted that there are also several smaller conclaves and organizations, many of which were founded to deal with specific threats or recurring heresies common to the Exile Sector.

The Deathwatch
The presence of the Deathwatch within the Exile Sector is a considerable one, often operating out of Watch Fortress Arcturus. Usually this elite Chamber Militant of the Ordo Xenos is sent on dire missions into the uncharted depths of the northern regions, though missions involving proximity to the River of Exiles are also common. Generally speaking, local Inquisitorial forces prefer Astartes from beyond the Exile Sector to serve within the local Deathwatch, hoping to keep their strongholds and vaults secret even if one of the Justicarium should fall to corruption.

Imperial Guard of the Exile Sector
The Exile Sector is host to a vast array of distinguished Imperial Guard Regiments, a matter of no small pride for many of its denizens. For the most part this concentration of noteworthy Guard is a result of the perpetual conflicts roaring across the border of the River of Exiles and the constant demand for troops in a swift fashion. Thus, many worlds have been put to the task in one way or another, with some rather remarkable results.

Haydryan Axe-Guard
"With all due respect sir, Haydryans do our best work when we are stuck in."

- Sergeant Sean Dulhan of the Haydyan 343rd

Made up of a hardy and rowdy people from the rolling hills and plains of the desolate world of Haydryan, the Haydrayn Axe-Guard are a famous force of warriors native to the Exile Sector. A clannish and hot-blooded population inured to the brutalities of war, the Haydryans prefer a more melee oriented approach to combat than the average human warrior.

The Haydryans specialize as shock infantry, rapidly moving to crash into the enemy lines, protected only by their flak armor and signature Haydryan Pattern Combat Shield. (better known as the Haydryan Targe) Haydryans practice an interesting style of warfare all their own, utilizing a maneuverable buckler that leaves both hands free to operate a standard longarm and a one handed Haydryan Hatchet as a standard sidearm. In the standard firefight, the Haydryan Targe is strapped to the user's off hand in such a manner as to deflect incoming fire while allowing the Guardsman to return fire, increasing the chances of surviving long enough to close the gap with the enemy and "get to work" with their signature axes.

Gurgaian Guard
"The Gurgaians are a quiet, soft spoken people. Always polite, always obedient, ever disciplined and diligent. Frankly the only thing that puts me at any level of unease is... well... different peoples have different reactions to combat stress. Catachans swear and holler, Cadians grow stern and cold, but the Gurgaians. Well, the Gurgaians smile."

- Colonel Richard Kruassus, Commander of the 12th Mixed Exile Regiment

Borne of the freezing and mountainous Death World of Gurga, the Gurgaian Guard are reputed as some of the finest warriors within the whole of the Exile Sector. Relentless, resourceful, and surprisingly durable soldiers, the natives of Gurga have earned a reputation throughout the Exile Sector for outstanding feats of combat ability and tenacity. Armed with nought but standard issue lasguns and their infamous Gurgaian Khuri (a form of large, curved combat knife) the Regiments of the Gurgaian Guard have proved themselves against the likes of daemons and monstrous xenos.

The Gurgaian Guard is not an army of specialists but instead a capable and very deadly work horse, with every Gurgaian capable of most battlefield tasks from field surgery to combat engineering. Each and every one of them are expected to know these key skills if they are to have a remote chance of surviving upon their harsh homeworld. Though this can leave them as a jack of all trades and master of none, their inherent robustness, combined with razor sharp cunning, make the Gurgan Guard a very capable force indeed.

Kordakan Shock Guard
"IMMORTAL!"

- The oft heard battlecry of the Kordakan Shock Guard

Hailing from the hellish, war torn, Feral World of Kordak the Kordakan Shock Guard are a practically legendary force of Imperial Guard hailing from the very heart of the Exile Sector. Warlike, savage, and as per their esoteric warrior interpretation of the Imperial Creed, utterly fearless, the Kordakan Shock Guard are utilized as devastating shock infantry and elite assault units. Each Kordakan male is often considered an eligible solider by the age of eight on his homeworld, and thus regiments raised from Kordak are already hardened veterans of constant combat amid the jungles of their homeworld against other warbands and tribes. In spite of their savage nature, the Kordakans are not unfamiliar with most Imperial weaponry, as lucrative trade in precious metals and exotic lumber with off world merchants for war materiel keeps the warlords of Kordak and their savage kinsmen well equipped.

In spite of their savage appearance and undisciplined mannerisms, the average Kordakan Shock Guardsman is a competent and capable solider, with a very strong grasp of basic battlefield tactics and logistics. (at least from an infantryman's standpoint) And are capable of far more than simply rushing headlong into the enemy, Kordakan Heavy Knives hacking away at limbs and plunging through guts. Regardless, the Kordakan Shock Guard is best known for, and considered most effective, in close combat with the enemy where their berzerker fury and fearless savagery are most potently applied.

As the Kordakan Regiments are often formed from a mix of warbands a tribes, individual regiments and even individual platoons can have deep (and often strange to outsiders) warrior traditions and rituals. These range from the practice of fashioning and wearing War Masks as with the famed warriors of the Latouka tribe to the "Spirit Armor" of the Axkeum tribe's Naked Warriors. Regardless of their specific esoteric creed or faith, all Kordakans worship the God Emperor with a fanatical fervor, and hold that He is a mighty warrior god who decides the fates of "His People" via how impressive their constant feats of battlefield prowess are. Therefore, when a Kordakan falls in battle, it is simply held by his kinsmen that he was simply not impressive enough to keep the Emperor's attention in a galaxy of endless war and therefore lost of His protection. This has the distinct advantage/disadvantage of making Kordakans fight even more boldly as they take casualties as opposed to being demoralized, for now the Emperor may be getting bored with the performance of His people.

Nihilian Genos Regiments
"Milites sumus."

- The High Gothic motto of the Nihilian Genos Regiments

In the black days before the arrival of the Imperium of Man, the Exile Sector was a bleak place sewn with death and ruin. The light of mankind faded, sputtered, and in many cases, winked out. But one bastion amongst the few held, concealed on a world of black rock and endless raging storms. The world of Nihillian was home to a sparse population, a strange cult of scholars and scientists, a people who had long ago abandoned greater humanity to focus upon their research.

Ventrez Volunteer Guard
"Discipline? Rarely, the Ventrezi are an amicable and agreeable people. If anything, I need to make sure to curb some of their excess enthusiasm. Cheap rotgut tends to take the edge off them."

- Commissar Michael "Bartender" Schultz

Dahakan Lancers
"Mind the beak lad, ol' Deathclaw is spoiling for blood."

- Knight-Lieutenant Bram Hask regarding his Demi-Gryph mount

Hailing from the Feudal World of Dahak, the Dahakan Lancers are fearsome shock cavalry, both for their skill with a Las-Lance and the might of their noble Demi-Gryph mounts. Clad in heavy Carapace Armor and trained in the arts of war since the age of seven, the Lancers themselves are all of noble birth. Though some may be of lower titles than other higher ranking Lancers, all consider their service to the Emperor in war amongst the stars a holy birthright and fight with an unbreakable zeal.

As for their famous mounts, the Demi-Gryph is a powerful creature, bred for war centuries ago when Dahak was a technologically advanced world, it is a beast most at home on the field of battle. With the head of a noble raptoral avian and the body of a mighty feline predator, the Demi-Gryph is a creature capable of ripping infantry and even lightly armored transports to pieces. The lethality of the Demi-Gryph's claws and beak is often augmented by thick barding and bionic enhancements.

Dulhal Raiders
"Ubique."

- The High Gothic motto of the Dulhal Raiders

Belgudad Ogryn Levies
"Oh sorry, Kras here isn't the talkative type. Thing is with Belgudads, they know their way around a slugthrower better than most Ogryns. Buuut their erm, other faculties, like you know, talking... Yeah, they don't talk much. At all."

- Private Jack Johnson of the 234th Ventrez Volunteer Guard explaining to nature of his Abhuman comrades to the latest Regimental Commissar

Kortusa Ratling Levies
"I'm glad those wee devils are on our side!"

A sub-breed of the Ratling race that was established on the world of Kortusa in early M33, the Kortusa Ratling Regiments have earned a mixed form of renown in their long eons of service within the Exile Sector and abroad. Noted as particularly mischievous even amongst the already rambunctious race.

Adeptus Astartes of the Exile Sector (The Justicarium)
There are several Chapters of Adeptus Astartes that reside within the Exile Sector, many of which were founded with the purpose of fighting back the horrors of the River of Exiles. It is due to the nature of the Exile Sector's ceaseless unrest that it his home to a disproportionately large number of Space Marine Chapters, for while the average Sector may have to deal with only a few threats worthy of the mighty Adeptus Astartes, the Exile Sector is constantly plagued by forces ruinous enough to be considered apocalyptic even in times of comparative peace.

However, such a gathering of warriors is not taken lightly by the Imperium regardless of their purpose. Already two Chapters native to the Exile Sector have fallen to the taint of heresy, the first among them the once venerated Great Hammers, now known as the Black Hammers. Shortly thereafter, the Crusade Eternal too fell to corruption. Thus, the Chapters of the Exile Sector are, by both Inquisitorial decree and collective agreement amongst themselves, expected to prove their continued purity of cause and action via membership in a loose organization known as the Justicarium.

The Justicarium is a distinct conclave of Space Marines who have sworn themselves to the protection of the Exile Sector as well as the greater Imperium abroad. As members of the Justicarium, these Chapters all gather at a great conclave every century in order to synergize with one another and ensure that none of their cousins are caught in the taint of heresy. When Chapter representatives arrive, they must present Chapter recruitment rates, total casualties over the last century, projected campaign maps, and much more. Said data is reviewed by an elected council made up of a single member from each Chapter, and then passed over by a triplet of Inquisitorial representatives for cross examination. In this manner, the Justicarium ensures the purity of the Chapters of the Exile Sector and allows for a level of cooperation in military campaigns. Failing to send a representative without reason to the conclave is considered a dark omen amongst the Adeptus Astartes of the Exile Sector, and results in an armed Inquisitorial force supported by no less than one Battle Company of at least four member Chapters arriving at the errant Chapter's Fortress-Monastery to investigate. In this way, the Chapters of the Exile Sector minimize the chances of any "turnover" within their ranks further fueling the already lamentable state of affairs that are the many Chaos Space Marine Warbands of the River of Exiles.

Lightbringers
"Swift as the Dusk. Deadly as the Dawn."

- The grand credo of the Lightbringers

One of the two Unforgiven Chapters within the Exile Sector, the Lightbringers are noted as perhaps some of the most sardonic and fatalistic of the Lions somewhat eccentric brood within the Exile Sector. However, regardless of their cold and courtly mannerisms, the Lightbringers are known prosecutors of righteous wars and valiant efforts to spare the people of the Exile Sector from the horrors of the Traitor, Xenos, Mutant, and Heretic. They, along with the Scarlet Serpents and the Knights Exile, form the more public image of the Justicarium as the righteous force of the Emperor's will.

However, the Lightbringers will always be somewhat tainted in the eyes of their fellow Justicars, their boundless suspicion and enforced distance making them less than personable to outsiders. For the Lightbringers, as all Sons of the Lion, are forever cursed with their most secret and sacred duty. The Exile Sector is home to various Fallen enclaves, and home to cursed renegades who are far too close to the truth to ever let live. Thus, the Lightbringers strike fast and ruthlessly, utilizing their search and destroy tactics to bring forth the deadly dawn and leave nought but the mournful dusk in their wake.

Angels of the Hunt
"Our Hunt begins in shame. May it end in Redemption."

- The Creed of the Prime Hunter

Yet another of the Scion of the Lion, the Angels of the Hunt are by and large revered across the Exile Sector as peerless warriors, known most for their astonishing valor and fortitude in the face of incredible odds. They have often suffered for their boldness in grave losses in both sacred wargear and the lives of their Battle-Brothers, but have so often torn victory from the jaws of defeat that none can fault their zeal. However, the Angels of the Hunt are most often ostracized by their cousins, their strange melding of the Dark Angel's knightly credos and their barbaric, neolithic culture of their home-world resulting in an esoteric cult that marks them as dangerously unpredictable.

Part of this unreliable nature can be attributed to the Chapter's sacred Long Hunt, in which they must seek out the Fallen and force their repentance. Of all the Unforgiven, the Angels of the Hunt have long made it clear that they are the most willing to do whatever is needed to ensure the honor of the Lion remains unsullied, even going so far as to commit blatant purges of those who may know too much. It is the ruthless dedication and their unflagging loyalty that make the Angels of the Hunt what they are, for they believe that once all is sacrificed upon the altar of their Legion's honor, may they then find peace in their redemption.

Maverick Lords
"It is not the tsunami the foe should fear, nore is it the subtle riptide. The foe shall learn to fear the rogue wave, the one that has drowned you long since before you were born. We are not coincidence, we are fate."

- Attributed to an unknown Battle-Brother of the Maverick Lords during the Altohaust Crusade

Oft lamented by their cousins and lauded by civilians, the Maverick Lords are, as their namesake would suggest, an unpredictable but nonetheless commendable addition to the Justicarium. Founded in the 22nd Founding, they are young and cocksure, hailing from the linage of the White Scars. As such, they prefer to strike swiftly and decisively, taking to battle upon their Assault Bikes and launching themselves forth with their Jump Packs. However, they are of a wily sort, and are known to employ extremely unconventional tactics should the situation arise. From disguising themselves as traitor legionaries to goading the foe with war poetry, the short history of the Chapter is rife with tales of trickery and sabotage as well as examples of courage and valor.

Thus they are often seen by other Astartes and some elements of the Inquisition and Imperial Guard as dangerously unpredictable and liberal with the edicts of the Codex Astartes. Of course, the Maverick Lords themselves care not one whit what others may think of them, for they are certain in their duty and in their honor. They consider the war against the Archenemy their own, and will rarely agree to fight it on any terms other than their own.

In spite of this rebellious streak and esoteric understanding of what it is to be a Space Marine, the Maverick Lords are still ever loyal and capable servants of the Imperium, rarely blinded by pride of hung up on ego. Theirs is a respect given freely, even if it is seldom returned. And theirs is wrath that, once provoked, will strike down the foe as if they were but an errant dingy upon a great and terrible sea.

Scarlet Serpents
"Ah, but heretic, I already killed you. Ten seconds ago."

- Captain Ganon Le'Flur to the then whole Arch-Magus of the Cult of the Undying Hand

Ancient and proud sons of Sanguinius, the Scarlet Serpents have long kept vigil over the Exile Sector from their homeworld of Ainavstrast, scouring the stars of heresy and treason wherever its ilk stains the Emperor's realm. Borne of the 4th Founding, and a founding member of the Justicarium, the Scarlet Serpents are oft regarded with a great deal of respect for their legacy as slayers of the traitor and bulwark against the Daemon. However, as with all sons of the grand martyr of the Imperium, they too suffer greatly from their dual curse of the Red Thirst and Black Rage. However, it is how the Scarlet Serpents cope with these bestial instincts that marks them out amongst the scions of the Blood Angels. Discipline and poise are all important within the Scarlet Serpents, having adopted many of the courtly mannerisms and traditions of the warrior-aristocracy of Ainavstrast. Every moment is spent mastering the art of war and an appreciation cultivated for the arts and philosophy of the very Imperium they defend relentlessly with blade and bolter. It is through this endless regimen of discipline and distancing from all of the most base urges that the Scarlet Serpents hope to fight back the darkness that rests within their souls... though time will only tell if such efforts are for nought.

In keeping with their cultured mannerisms, or perhaps at odds with them depending on the perspective, the Scarlet Serpents prefer to strike with the precision of their finely honed swords, leaping into battle on wings of flame and cutting down the enemy in elegant close combat. For eons the Chapter has cultivated a style of swordsmanship that has become uniquely their own, a rapid, one handed style built around their signature Serpent Blades, a Power Sword designed with a stout, double sided blade. Primarily a thrusting weapon, though it can easily slice the foe in twain with a master stroke, the Serpent Blades are the epitome of Chapter philosophy of discipline and elegance, killing with speed and precision that is awe inspiring. However, the Chapter is far from inept when it comes to other, less elegant forms of combat, and are more than capable of surgically scouring the foe from the field with their bolters and heavier weaponry.

In spite of their great age and honored reputation, the Scarlet Serpents are naturally aloof, distancing themselves from their allies. This is both in an attempt to further repress their emotions and prevent as much damage as possible to the reputation of their Chapter should they fall to the predation of their darker natures. For when a Scarlet Serpent falls, it is not with any of the righteous fury of the other sons of Sanguinius, for the sudden loss of all that held the Serpent back is shockingly obvious in combat as he hacks savagely at the enemy and beings to rip them limb from limb with an unfettered blood-rage that is all consuming. Such a fall is therefore all the more severe and when combined with the constantly repressed hunger of the Red Thrist, what was once a proud and noble warrior is now a savage animal, gorging himself on the flesh of the foe whilst ripping through their ranks with mindless fury. The Scarlet Serpents treat their fallen with a measure of both pity and disgust, holding that these warriors had shown a moment of weakness, an unacceptable lapse when one is fully aware of the darkness that resides on the edge of their minds.

Knights Exile
"The Imperium needs no more heroes Brothers. She needs no more champions, idols, and saints. She needs symbols. She needs exemplars. Not people, but ideas to rally behind. For while the individual is fallible, the symbol is incorruptible. We are to be a symbol, an example to both our cousins and the common man. We will stand for clarity when all calls out for confusion. We will rise to the call when all others grow deaf. We will unite when others seek to be divided. We must be more than simply soldiers, we must be Astartes."

- Chaplain Augustus Rel's time honored address to the Knight Exile's latest batch of Neophytes

Proud Sons of Guilliman, the Knights Exile are an ancient Chapter who have long kept ardent watch over the Exile Sector and her peoples. For countless centuries these vaunted exemplars of the Adeptus Astartes have stood at the very gates of hell, casting back foul traitors and xenos barbarians while simultaneously seeking out and eliminating treasonous cowards and brigands that hide within the heart of the Sector. Strict followers of the Codex Astartes yet weary of the reputation some within their bloodline have received for their dogma, the Knights Exile constantly strive to remain, at their core, servants of the Imperium. They have regularly shunned overbearing titles and gaudy honors in lieu of a quiet, hard won respect of both the noble and the common man, holding true to the spirit of their Primarch when he reformed much of the Exile Sectors then civilized worlds, that every subject of the Imperium, even the mighty Space Marine, is to earn his worth. They hold that their most sacred duty is to the common man of the Imperium, to defend all that swear their loyalty to the Emperor, no matter their standing within the grand scheme of the Imperium's political and economic machinery.

As both ideal practitioners of the Codex Astartes martial dictates and a founding member of the Justicarium, the Knights Exile regularly act as intermediaries in both times of war and peace between their cousin Chapters. It is often the Chapter Master of the Knights Exile who oversees the Great Conclave of the Justicarium that arises every century and it is often the Knights Exile who settle disputes between Astartes of differing Chapters, their humble but no less capable counsel often setting their fellows down the proper and honorable path as opposed to being mired in petty squabbling. On the battlefield they are very much the determinators, possessed of such tactics and skills that few can best them in any field of war. They are the solid bulwark from which those of faith and righteousness may rally towards, the beacon on the edge of oblivion that stands ever defiant in the face of darkness and injustice.

Children of the Anvil
"Our Victory is Absolute."

- Attributed to Otlog Clan-Elder Wojtek Rog'Ha during the Euripides Vale Xenocide

A rare Chapter of the harsh and bellicose linage of the Gorgon, the Children of the Anvil are noted as one of the Justicarium's premiere fleet-based Chapters. Relentless hunters of the heretic and boundless bringers of Pax Imperium upon the darker reaches of the Exile Sector, the Children of the Anvil share a close bond with the Crimson Consortium, working closely with both the Forge Worlds of the Exile Sector and the myriad Rogue Trader Houses they hold under their sway. Thus it is not uncommon for a contingent of Children of the Anvil to accompany an Explorator Fleet or Rogue Trader vessel upon its voyage into parts unknown. However, the Children of the Anvil are fiercely independent, and while they may hold the Omnissiah sacred, they hold aggressively to their ancient wargear, only letting the adepts of the Crimson Consortium near their sacred relics when dire repairs are needed.

Previously unknown to the Imperium at large until they intervened during Goge Vandires Reign of Blood, the Children of the Anvil claim to have been in service to the Imperium since the 5th Founding, though there is no record of the Chapter having ever been part of that Founding. Regardless the Chapter was recognized by the Iron Hands as one of their own and formally reintroduced to the greater Imperium, though they were obliged to join the Justicarium if they were to continue to serve in the Exile Sector.

The Children of the Anvil are noted for their brooding personalities and utterly ruthless fury in combat. They are often considered emotionally stunted to the point where they almost behave in a manner more akin with a base servitor than a regal Astartes, acting with only efficiency in mind. To an Astartes of the Children of the Anvil, to waste time, breath, or calories on pleasantries is a sin, albeit a moderate one, against the Omnissiah. Furthermore, the Children of the Anvil were forced against their will to join the Justicarium and resent this breach of what they consider their Emperor given autonomy to this very day. Regardless, their sheer combat efficiency and utter loyalty to the Imperium and the almighty Omnissiah keeps their ties strong with both their fellow Justicars and the Adeptus Mechanicus.

Order of the Charnel House
"From ash we come, to the ashes we take them, to ashes we return. All is but charcoal, waiting to be set alight. All is but ash in the wind, blown by the cruel and capricious winds of fate. Only the Emperor grants us solidarity, and that is in the blissful termination of our service to Him in death."

- Cannoness Superior Aritta Immon

Grim judges of the damned and treacherous, the Order of the Charnel House are a Lesser Order Militant of the Adeptus Sororitas borne from the ranks of the Order of the Sacred Rose in the wake of the Blasphose Wars. Hailing from the hallowed ash fields of Crematoria, the Order of the Charnel House take upon themselves the mantel of the Emperor's reapers, delivering death to his foes and ushering his fallen faithful into His glorious company. Blessed with their unrelenting aim and clad in their ashen armor, the Order of the Charnel House prosecutes their endless crusade against the enemies of Man, never fearing death, for they believe themselves to be already dead.

Clad in black and bone Power Armor and frequently armed with heavy weaponry, the Sisters of the Order of the Charnel House stride forth, letting their arms sing the hymnals of the Emperor's sacrfice and inevitable resurrection. None are spared in their death march, not even their own faithful, for all are to know the Emperor in death and be judged upon the sinners pyre. Nothing save the Emperor Himself is pure in the eyes of the Order of the Charnel House, only tainted by degrees of severity. This it is the purpose of all things to burn and be destroyed, so that the Emperor may render judgement in full.

Pirates/Renegades
Despite the well organized efforts of the Imperium's military assets there is an abundance of brigands that plague the expanses of stars that comprise the Exile Sector. Ranging from strict business men only looking to make quick riches by plundering merchants, to sadistic madmen seeking to inflict pain upon their unfortunate victims, to even vile Xenos corsairs whose goals are inscrutable to the minds of Mankind, the pirate fleets of the Exile Sector are as diverse and vile as any disease may be.

While they are feared cutthroats, the bane of small unprotected astral convoys, these renegades are seen as a minor threat to the security of the Sector when compared to the horrid forces that reside within the River. Thus, vast bands of them have been known to collect across the Sector, terrorizing shipping and even raiding frontier worlds, only being put down when they become too notorious. This has unfortunately created a reputation for the Exile Sector amongst brigands across the Galaxy as an easy place to strike it rich so long as a careful balance between infamy and anonymity is struck. This has resulted in the Western region of the Exile Sector being the one most overrun with pirate scum, as most shipping from the core of the Imperium winds its way through the trade routes in this region and because most would-be pirates enter the Sector from the greater Imperium in the Galactic West.

As stressed above, these renegades can range from typical thugs armed with a las pistols and simple sabers to full time marauders adorned with carapace armor and the finest arms they can plunder. And even then, the terrifying Xenos corsairs of the Exile Sector come armed with strange and esoteric tools of their trade that can be utterly devastating to even the most experienced Imperial Navyman.

The Host of Wolves
"Howl at death."

- The Oath of Wolves

Originally nothing more than a mercenary troop numbering only forty men strong, the original Host of Wolves were hired on by the burgeoning Rogue Trader Kizar Valdez in the days of the Age of Apostasy. After the particularly disastrous Korush Exposition, the remaining members of the Host of Wolves mutinied and overtook the petty noble and his ship. From there the Host of Wolves grew into easily one of the most dangerous and well equipped band of outlaws next to the Punished Predators and Prince Thunderson's Raiders.

Noted for military-style wargear and discipline, the Host of Wolves have become a particularly potent foe in recent years, staging several daring raids across the Western and central regions of the Exile Sector, striking at Imperial Guard garrisons and Deparmento Munitorum arms depots. Such a heightened profile has made the Host of Wolves the target of several counter raids on the part of both Battlefleet Exile and Battlefleet Kyberia, but the organization has yet to slip into oblivion.

Kreiger's Corsairs
"Like with women, the only surrender one should ever expect from his enemy is unconditional."

- Lord Kreiger

The Bastard Brigade
"Aye, we were at Sotruga Prime, Cordella V too. Where there's a fight to 'ave, we've been there."

- Mark "Fingers" O'Toole

Savage marauders of the Southern Holds of the Exile Sector and terror to both merchant and navyman alike, the forces of the so-called Bastard Brigade are reportedly borne from the lawless tract of Southeastern space known as the McGideon Rift, a blasted, irradiated region constantly under the burning gaze of a hundred dying stars known as the Pyres of McGideon. Generally noted as a trouble spot with little value to the Imperium at large, the McGideon Rift is a span of lawless and dangerous space, inhabited only by those desperate for a place to escape Imperial authority or unfortunate enough to have been born there in the first place.

Eons ago, these malcontents formed the Bastard Brigade, a loose confederation of warlords and fugitives, which serve to constantly threaten the otherwise peaceful Southern Region of the Exile Sector. Armed with varying levels of wargear and ships, the fleets of the Bastard Brigade range from up armored commercial craft crewed with nought but mutants and a sparse collection of gunmen to fully crewed and stocked fleet of raiders numbering a dozen strong.

The Swords of Perdition
"Damn the torpedoes!"

- Famous utterance of Lord Washington during the infamous Raid of the Pious Sword

Khim's Clansmen
"I only trust blood to do two things, fight and die for me, and bleed from my enemies."

- Glorious Captain Sung To Khim

Nek Stompaz Murderfleet
"Wot are we?"

- Nek Stompa's usual pre-battle address to his Krew, whose traditional response is "'Ded 'ard!"

The Golden Lance
"Twas not my will that saved you Captain. Twas the will of my patron. One day it may be His will that you die, and should that day come, know that I will mildly regret it."

- Prince Osuvel, the Laughing Prophet, Master of the Golden Lance

Prince Thunderson's Raiders
"Hail unto the Thunder Child!"

- The Raider's salute

Da Dred Fleet of Kaptin Klaw
"I-its... the Klaw."

- Final Vox-recording found within wreckage of the Saint Lucian's Favor

A frightful legend within the annals of the Exile Sector, Da Dred Fleet of Kaptin Klaw is an infamous Freebooter fleet known to stalk the southernmost region of the Sector known as the Deeper Downs. Widly believed to have been destroyed by Roboute Guilliman in the aftermath of the Horus Heresy, Da Dred Fleet of Kaptin Klaw still haunts the stars, and the Kaptin himself is more than willing to exact revenge upon the descendants of the Avenging Son.

Regarded for the better part of seven hundred years as little more than a myth, it was only until the 6th Company of the Knights Exile was waylayed by the savage Kaptin Klaw and his nefarious crew in M34 that the threat was recognized for what it was. Now, after thousands of years of constant raiding and savagery that has become legendary in the annals of Sector folklore and myth, Da Dred Fleet has become a massive force, almost akin to a minor WAAAGH! in its raw destructive power. For eons the Knights Exile have made it their personal goal to take the head of the Kapin, but of them all only one, Chapter Master Garlane, has come close to that goal so ferocious this mighty Greenskin barbarian is.

The Pale Squadron
"Ha! Poor Mon-Keigh, we did not come for your paltry ship, just the cargo. Yes, that cargo. You'd be surprised how valuable Syprian Wine is to the Madien World youths."

- Pirate Prince Calkas the Magnificent, Lord of the Pale Squadron

Led by the famous Pirate Prince Calkas the Magnificent, the Pales Squadron is an Eldar Corsair group with its origins in the dark days of the Horus Heresy.

Da Fleet of Duke Shredda
"I'll ave ya eaten saw teef by de end of dis!"

- The Duke issues a threat to a rival Freebooter Kaptin

The Children of Khain
"With these words, I commit your souls to the grasp of the Bloody Handed God."

- Prince Barabaer, the Forgotten Avenger, Chief of the Children of Khain

A malign cult of eldritch warriors, the Eldar Corsair fleet known as the Children of Khain has long preyed upon the stars of the Exile Sector, brutalizing both Imperial and Xenos Shipping as well as doing battle with the horrors of the River within their own blasphemous realm. Considered by proper Eldar society as nought but a slathering band of berzerkers, the Children of Khain are all fanatical adherents to a unique warrior path created by the so-called Forgotten Avenger, Prince Barabaer.

In eons past, Barabaer was a Striking Scorpion of the apocryphal Craftworld Hyiden, destroyed by the forces of the Black King eons before the Emperor's rise to power.

Punished Predators
"Rattle your sabers, grip your pistols, and show these curs what a riled beast can do!"

- Commonly said motto of the Punished Predators

A dangerous group of raiders that have plagued the Exile Sector for so long that their exploits are nothing short of the stuff of legend amongst the scum of the region, the Punished Predators are a pirate group whose reach is extraordinarily long. Sadists renowned for their extreme brutality, remarkable discipline, and military grade equipment, renegades under this banner are actively pursued by Imperial organizations and legions of bounty hunters alike. The ranks of this privateer group are comprised of a diverse collection of both people and xenos alike, and as the group appears to have no central leadership, are found in dangerous bands across the Sector. The Punished Predators have no set uniform, instead wearing their badge, a leashed Lion, as a patch or tattooed.

They are not strictly marauders, with members of their organization known as weapons smugglers, slave traders, and drug traffickers as well. Thus, while considered strictly pirates by most Imperial authorities, the Punished Predators are easily one of the largest and most successful criminal organizations within the Exile Sector. Their decentralized command structure and secretive mannerisms regarding recruitment make them extremely difficult to infiltrate, and it is often said that they have supporters within the upper echelons of Imperial society.

As of recently the renegades flying these colors have been spotted under the employ of weaker groups as hired guns to assist in combating the security forces of convoys. This has earned them a sinister reputation as not only brigands and criminals but also deadly warriors on par with Imperial Navymen and Adeptus Arbites. Rumors tell of their leadership wearing the fingers of bounty hunters foolish enough to dare engage them in open combat, but these are oft discounted by Imperial authorities... in public.

Ar'Cyr'Ru Mercenary Flotilla
"You will not be disappointed. These items are equipped with T-15 Cyclic Ion Blasters, three times more sophisticated than what the Empire used during the Damocles Gulf Crusade, a nightmare for any foot-soldier. I'll be expecting my pay up front."

- Por'Ui Bork'an Doran'ro, a Tau merchant to a House Pentagrul customer.

In roughly 952.M41 an Ar'Cyr'Ru Flotilla spearheaded by the Gal'leath Class Battleship, the Nem'Sha, arrived in the Exile Sector. It did not take long for these Tau to find their place in this Emperor-forsaken part of the Galaxy. Caught in the desperate times known as the "End Marches", many men were willing to pay a band of mercenaries for some extra fire support, even if they were Xenos. But the fact that the Tau Fire Warriors of the Ar'Cyr'Ru Fleet uphold their contracts with utmost zeal managed to garner the attention of some Rogue Trader Houses, most notably the Pantegrul, as well as the Great House Vichy, bolstering their forces on Sannois. Currently, the Fire Caste representative of the Flotilla, Shas'El Vior'la Dak'e'shi, was able to sign a deal that allowed these Tau to freely trade and make contracts on Kyberia, the center of all commerce in the entire Sector.

Dak'e'shi's Fire Warriors completed many contracts over the fifty or so years they've spent in the Exile Sector, usually by escorting cargo vessels, ensuring the safety of trade from all pirate and brigand activity. Although there were also times when these Tau worked for the pirates and brigands of the Sector, they were fully aware that attaining the hostility of the Imperium would be a bad move, thus they choose their contracts wisely. Their diligence earned them an embassy in Kyberia which they converted to a Harbor, a docking bay of sorts where they may land, resupply and repair their equipment in relative peace. It is known that the Tau call it "Kir'Retha" but it is not known where it exactly lies, for the Tau of Ar'Cyr'Ru prefer to keep their safe havens safely hidden.

With the frequency at which the Ar'Cyr'Ru Flotilla managed to acquire goods from trade and payment from business, the collective Ar'Cyr'Ru Fleet pooled a lot of their own resources to bolster their activity in the Sector. Considering the nature of the Exile Sector it is only obvious why the Ar'Cyr'Ru Tau would find it to be a profitable venture. Because of this, Shas'El Dak'e'shi managed to acquire a lot of power, becoming leader of the second largest Ar'Cyr'Ru Flotilla (only the Council Flotilla is greater than Dak'e'shi's by a notable margin). With the recent disappearance of Shas'El D'verl, Shas'El Dak'e'shi became the most likely candidate for replacing him as a member of "the Three Braves". But Shas'O Mont're has his doubts that D'verl is truly dead and stands adamant about his decision to not promote Dak'e'shi.

Abhumans
The Exile Sector is home to several different recognized Abhuman races, each brought into the Imperial fold to serve the greater will of the God Emperor.

Homo Sapiens Insignitus
"I quite like that one..." "She's yours if you want her, a gift to a loyal friend."

- Two house Pantegruel merchants watching an Insignitus dancer

The surreal world of Zaesta, settled by humanity sometime in the ancient past, gave rise to a unique breed of Abhuman, identified as Homo Sapiens Insignitus or Zaestians in the common Imperial lexicon. Set apart from purestrain humanity by an extreme form of heterochromia, the average Zaestian has skin covered in vibrant swirling patterns, hair that changes color seemingly at random, and colorful mismatched eyes. While they once had a thriving society, the Imperium knows little of its history before their discovery by elements of Rogue Trader House Pantegruel and their subsequent introduction to the House's infamous narcotics trade.

Within a few short generations after their discovery, the Zaestian civilization was reduced to little more than a burnt out world of slums as the entire race was addicted to the drugs House Pantegrul so generously supplied them with. They now exist as little more than slaves to the House and to their chemical dependency, working high risk jobs for their daily fix.

Unfortunately for the average Zaestian, their exotic appearance makes them prized possessions of the upper echelons of Imperial society, especially House Pantegruel's executive members. In most cases they are reduced to little more than living art, but others are put to work in more carnal professions, their lithe forms and surreal patterns pleasing to the eye in many ways. They are also utilized as assassins or bodyguards, their harsh slum covered world inuring them to violence and their severe chemical dependency making them easy to motivate and keep under control.

Homo Ima Vipera
"I have my best... erm... men shall we say? Yes, I have my best men on the job."

- Max "Kingpin" Pantegrul, Patriarch of House Pantegrul

Hailing from the verdant world of tropical forests and brackish swamps known as Limea, these gaunt Abhumans are difficult to tell apart from baseline humans at a glance, but this belies their particularly strange nature. Believed to be the result of Dark Age genetic engineering, Vipera have several physical traits found in ancient Terran serpents. These traits have made them valuable to several Imperial groups as spies, assassins, and general minions.

Vipera can be identified by their slit pupils and unnaturally thin proportions, and upon closer examination are known to have small patches of vestigial scales and hollow fangs. The average Vipera also has small pits at the base of the nose which allow them to perceive the world around them in the infrared spectrum, making them excellent trackers and dangerous warriors in low light situations. This, combined with amazing speed and dexterity, make the Vipera Abhuman an ideal skirmisher and assassin, a role in which the species is employed across the Exile Sector in both small Imperial Guard Auxiliaries and in the employ of various nobles and criminal lords.

Like Zaestans their exotic appearance has led to some of their females becoming slaves to House Pantegrul, put to work as dancers as well, their natural grace and dexterity lending themselves well to such a task.

Terdepts Tusk-Beasts
"Bastard has a Tusker with him! Bring in the heavy bolter, now damn it!"

- Vox Log #2245, PDF Sergeant Nick Hernandez of Hive Drezden during the infamous Shootout at Block Nine

Hulking masses of steely muscle and little else, these gargantuan Abhumans bear a distinctly porcine appearance, known for their shaggy fur and namesake tusks that protrude out from under a muscular flat snout. For centuries the Tardepts Tusk-Beasts, or simply Tuskers in common Imperial Parlance, have been apart of the Exile Sectors greater regional cultures. Such an unusual status has its basis in ancient Sector tradition, as the hulking Abhumans have inhabited the Exile Sector since the dark days of the Long Night, and were dispersed across the region in the armies of thousands of warlords and planetary militias. This is due in most part to the Tusk-Beasts early enslavement during the early era of the Dark Age of Technology, as the Tusk-Beasts never advanced beyond primitive stubbers and combustion engines on their homeworld of Tardepts. Aggressive yet easily cowed due to a natural pack mentality, the Tusk-Beasts quickly spread far from their world of origin, being sold, and later even hired, as mercenaries and bodyguards. So prolific was this practice, that by the time the Ultramarines began their conquest of the region, there was practically a Tusker population on every inhabited world in the Exile Sector. However, such a status seemed to be in peril, for the Tusk-Beast is a very shocking and considerable deviation from the sacred human form.

Though common Imperial policy would be to eradicate these errant populations, Guilliman saw that the Tuskers provided little to no dissidence to Imperial rule, and served well as both frontline infantry and garrison troops. This, when compared to the cost in both time and resources needed exterminating the Tusk-Beasts from every world he encountered, made the ever pragmatic Primarch consider these particular Abhumans a "special case" as they were more or less already subservient to greater humanity. In the closing years of the First Exile Wars, Guilliman enacted the Haschost Edict, which set out a series of laws that, while they could be broadly attributed to any Abhuman under the employ or owned by a Imperial citizen in the region, were clearly meant to apply specifically to the Tusk-Beast population in the Exile Sector. Under this edict, Tardepts Tusk-Beasts were to be less than second class citizens, their populations isolated from common Imperial society and their populations strictly regulated. However, it also placed any employer or owner of a Tusker at fault should the beast break Imperial law, and very strict processes were enacted for a common citizen to acquire a proper sanction to own and or employ a Tusk-Beast.

Therefore, Tardepts Tusk-Beasts are only regularly found either legally under the command of an Imperial noble or particularly wealthy citizen as bodyguards or in the employ of various criminal elements who have illegally acquired a Tusker as a henchman. This makes Tusk-Beasts both a symbol of wealth and power, but also ties the stigma of organized crime to the species as well, even though the average Tusk-Beast is rarely wise enough to realize it is being used for nefarious purposes.

Xenos
Though the Exile Sector has been settled by the Imperium for eons now, it is still rife with the taint of Xenos filth. Though few of these species have yet to be tainted by the Archenemy (and thus refuse to near the infamous River of Exiles en masse) they are still considered to be dangerous heathen threats by the Imperium as their alien ways and technologies are nought but a blight upon the Emperor's stars.

While the Ultramarines, and later the Word Bearers, purged much of the Xenos that inhabited the Sector in the golden age of the Imperium of Man, it seems that quite a few survived and even more went undetected or unmolested due to lack of priority. Most Xenos of the Exile Sector are invariably hostile, though some are more civil than their beastly forms suggests and thus have often made lucrative trade with Rogue Traders willing to look the other way. Even fewer have been sanctioned in greater numbers over the years, utilized as mercenaries in the private armies of nobles and Rogue Traders, though such a practice is generally frowned upon in more orthodox Imperial elements, such exotic minions are often considered symbols of status within the Exile Sector.

Most Xenos activity takes place to the Galactic North of the Exile Sector, where the space is generally more wild and unexplored due to astral phenomena and the aforementioned alien strongholds. However, the alien is everywhere, and there are no doubt several pockets of more mobile Xenos infestations all over the Exile Sector's more lawless expanses of space.

Zjuekkytz (Thraxian Screechers)
"Oh hell! To the lines men! To the lines! The beasts are upon us!"

- Yeoman Sergeant Darius Blake of the Dahakan 23rd Homeguard during the infamous Thraxian Invasion

A nightmarish species of reavers and pirates, the Zjuekkytz, or as they are known in the Imperial Lexicon, the Thraxian Screechers or simply Screechies, have been a bane on the Exile Sector's northernmost quadrants since the days of the Great Crusade. Originally thought destroyed when Primarch Roboute Guilliman personally purged their suspected homeworld of Thraxis, the Zjuekkytz have continued to be a deadly presence in the form of their sizable raider flotillas and asteroid belt fortresses, having adapted and thrived in the vast void of open space.

Taking the shape of long, segmented arthropods with cruel, beady yellow eyes and rasping lamprey-like mouths, the hideous Zjuekkytz attack using their strange sonic weaponry and various taloned appendages, storming Imperial vessels utilizing a strange form of field projector that creates an electronic disturbance about their vessels not unlike a storm cloud to scramble targeting systems and then closing in via boarding torpedoes.

Their language, and therefore what they call themselves is incomprehensible to human ears and unpronounceable to human mouths, the best any can manage is a crude approximation of the name and its spelling. Furthermore, Zjuekkytz speech is deeply disturbing to the senses of most species, its deep and unearthly reverberations capable of causing crippling headaches, bleeding from the eyes, ears, and nose, and finally drive the victim into abject insanity.

Xireki
"Easy, I hear the Longfingers can smell fear, so whatever you do don't pani-"

Nightmarish creatures hailing from the depths of the Exile Sector's northernmost reaches, the Xireki, also known as Longfingers and Gun-Rats by the urban Imperial lexicon, are a diminutive Xenos species often utilized as assassins and mercenaries by unscrupulous individuals across the Exile Sector. Usually no larger than a Ratling, at first glance the robed forms of Xireki could be mistaken for a stunted mutant or particularly small human. However, one glance at the creature's disgustingly bulbous yellow eyes, gaunt face and hairy limbs reveal its horrible alien nature.

These nimble and gaunt horrors are renowned for their stealth and murderous nature, their swift forms skittering through pitch blackness with ease. Noted for their disproportionately long and nimble fingers, Xireki specialize in laying traps and ambushes, leaping from the shadows with blades and weapons bared and coldly putting down their targets with alarming speed. Many of them put these skills to use fighting for House Vichy on Sannois where their effectiveness is vastly increased by the dense jungle.

Though reviled by mainstream and polite society, Xireki often find work under various criminal outlaws and the occasionally eccentric noble or Inquisitor. As they have a natural feel for the energy of the Warp, Xireki can be utilized as a sort of barometer, capable of sniffing out artifacts or persons tainted by Chaos. As Xireki are fearful and superstitious creatures by nature, they tend to revile the forces of Chaos with a passion, and it is this hatred that motivated many members of the species to assist Imperial forces during the Scouring and Horus Heresy, earning them some measure of kindness from the Imperium at large. (at least until their homeworld is discovered)

Yol'Thadat Sword-Spawn
"Ah, a Terribilis ungue venator, otherwise known as a Yol'Thadat Sword-Spawn. A fine specimen indeed! You know my great grand uncle had a pair? Twins they were."

- Nobility of the Exile Sector oft regard Xenos bodyguards the way one might consider an exotic weapon

A frightful race of stalking reavers, the Yol'Thadat hail from the murky depths of Exile Sectors northern expanses, their homeworld unknown, their history prior to contact with the Imperium a mystery. However, it is known that long before the rise of the Imperium, the Yol'Thadat were, and to this day still are, prized amongst other sentient races as extremely capable minions. Specimens of the so called Sword-Spawn are known to loan their services to any being with enough collateral to afford their services, from the lowest of pirate princes to the most wealthy Imperial aristocrats, the Sword-Spawn can be found across the breadth and width of the Exile Sector under the employ or innumerable masters.

Yol'Thadat are humanoid in shape, though their finer anatomy is definitively alien, their bodies covered in spiky growths and their massive maws filled with needle sharp teeth. Yol'Thadat are strict, and voracious, carnivores, freely dining on any raw meat available in vast quantities. As paltry wealth is of little value to such a ravenous beast, a Yol'Thadat's employer must merely keep his charge fed and supplied with things to slice into bloody ribbons in order to ensure the beasts loyalty. The average Yol'Thadat strikes an impressive visage, muscular yet lithe, with broad features and piercing red eyes. Their namesake comes in the form of a pair of retractable dewclaws, each easily equal the length of their forearms. Though naturally made of a form of chitinous substance, most Yol'Thadat have undergone the coming of age ceremony for warriors of their race, which sees their dewclaws impregnated with adamantium and honed to a mono-molecular edge, making them some of the finest blades within the Exile Sector. A few, particularly fortunate Yol'Thadat, have even undergone insensitive cybernetic surgery in order to transform their bladed forearms into Power Weapons, easily tripling their potential for mayhem and slaughter.

Yol'Thadat move with a speed and grace that belies their beastly countenance, more than capable of outmaneuvering even the finest human sword master. They are also possessed of considerable strength and fortitude, capable of ripping an Ork asunder with their bear hands and possessing several redundant organs that allow them to weather particularly savaging blows. Yol'Thadat are also capable of utilizing various other forms of weaponry besides their formidable dewclaws, though they would be opposed to allowing their blades to go unbloodied. Thus, Yol'Thadat Sword-Spawn are a common sight throughout the Exile Sector, serving various elites as bodyguards and assassins, and are one of the few Xenos species within the River to be regularly sanctioned by Imperial law to operate within Imperial settlements openly.

Mortdat Striders
"I-its the Spindlies! Keep shooting! Keep frakki- AHHHHHH!"

- The final garbled parts of a Vox recorging recovered from the charred remains of Sgt.Hakiem Singh of the Khazamga 12th Infantry

Easily one of the more terrifying Xenos to plague the Exile Sector and one of the oldest foes of humanity, the Mortdatian race has warred with mankind since the lost times of the Dark Age of Technology. Hailing from the Hell World of Mortdat, the Modrat Striders rule over a sizable empire in the dark and unexplored places within the northern depths of the Exile Sector, and thus have been a consistent foe for the forces of the Imperium. Possessed of ancient and utterly devastating weapons, the Mortdatian Empire has done battle with both the Legions of old and the modern forces of the Imperium on for eons and remain a foe spoken of with equal parts hatred and grudging fear by hundreds of Imperial warriors. Even the great Robout Guilliman himself remarked upon them as a challenging foe for his Legion, stating that, were it not for their vile and alien nature, they would almost be worthy of his respect.

The average Mortdatian is a loathsome looking creature, little more than a bloated cephalopod-like mass of clammy white flesh and spiked tentacles with a massive rasping mouth at the center. This infernal visage is completed by a pair of blood red eyes with a strange goat-like pupils and a rigid dorsal fin supported by several poisonous spines. At the center of this fanged sucker mouth is the Mortdatian's spike-tipped "tongue", which it uses to pierce it's prey's skull, sucking out its brain for nourishment. Though strong enough to haul their massive bodies across land and rip several men limb from limb with their tentacles and remarkably resilient to sudden changes in pressure and gravity, their slimy, fleshy bodies are no less vulnerable than a human man to lasfire and bullets. (though blunt weapons do little to harm their boneless bodies)

However, it is not the Mortdat's body that grants their species such power, but their massive, highly complex brains. The average Mortdatian can live for thousands of years, and their ability to absorb and process knowledge is equal or grater than that of even the Eldar. This natural intellect allowed the Mortdatians to construct great masterworks of science and engineering, from their mighty starships to the great war engines they glean their common colloquialism from. The average Mortdat warrior goes to battle in what Imperial forces term a "Strider", a three legged, heavily armored walker that is about the size of the average Sentinel Scout Walker. While appearing diminutive and fragile at first glance, these slender war machines are outfitted with terrible weapons, Volkite rifles and Rad Beams, superheated bladed tendrils and stabbing claws capable of cutting through vehicles with ease, and even strange psycho-conductive weapons that can project the sheer evil intent of it's pilot as a malevolent blast of concussive psychic energy. The Strider is also outfitted with a Ion Shield and its deceptively slim form belies the strength of its alien metals, capable of weathering considerable amounts of sustained heavy weapons fire before finally collapsing in a twitching heap.

The Mortdat arsenal is greater than the simple infantry walkers however, with several massive tripod war engines and various other models of fighter craft and mobile artillery, the Mortdatian Empire is capable of making war upon entire Sub-Sectors with disastrous results. However, the bloody eons of the Great Crusade have made the naturally fearful Mortdat weary of mankind, content to cower in the darkness of uncharted space, attacking only to take "livestock" and wreak havoc upon their hated enemies, the Space Marines whose forbears so humbled them during the Great Crusade and Horus Heresy.

Seranthum
"Though craven, the Seranthum have shown considerable boldness in their infiltration of Imperial society. It seems to be a common tactic to take refuge in audacity, hiding in plain sight, taking the shapes and personas of people of high status and power. Subtly, though a natural strength of the species, seems to oft give way to an affection to irony."

- Memoirs of the late Inquisitor Haban Keel, circa M37

An enigmatic species of shape shifters and assassins, the Seranthum have stalked the Exile Sector since the days of the Long Night. First officially recognized as more than local folklore by the Imperium following the Bodwice Uprising during the Great Crusade, in which a cell of Seranthum were discovered at the center of the rebellion and the several direct attempts on Primarch Roboute Guilliman's life, the Seranthum have infested various worlds of the Exile Sector for millennia, creating secret societies and vast conspiracies. The purpose of these colonies vary from cell to cell, but generally it is to feed the insidious hunger of these cyclopian horrors.

Their world of origin is unknown, but strongly believed to rest somewhere in the forbidden Al-Takern Nebula. Several Inquisitorial expeditions were sent into the nebula to hopefully locate the fabled Seranthum homeworld and destroy it, none of which have ever been heard from again.

Through what is believed to be a combination of an innate psychic power and advanced light-scrambling technology, Seranthum can take on a human disguise that is almost flawless. However, their eerily thin and tall bodies still mark them, though due to their strange powers it hardly hinders a Seranthum from simply fading into the crowd or vanishing into the shadows. Seranthum are noted to be terrifyingly fast and athletic, capable of acrobatic stunts and maneuvers with ease that was thought to be exclusive to the Eldar race. However, they also seem to be comparatively frail, easily killed outright by a simple blow to the head with a sufficiently blunt object. Of course, getting the drop on a Seranthum is a daunting prospect indeed, for the cyclopian xenos seem to possess almost a sixth sense when it comes to danger.

In their true form, Seranthum are vaguely humanoid, possessing two arms, two legs, and a single head. However, their almost translucently pale skin, hairless head and body, and single, bulbous black eye show that they are anything but human. Their face is featureless save for the aforementioned grotesque eye and a quartet of rasping lamprey-like mouths placed at the cheeks, forehead, and chin of the head. Seranthum feed of human blood and spinal fluid, and are also known to devour human brains as well. However, their lust for human souls is by far their most insidious hunger. Seranthum naturally possess a wide range of horrifying psychic powers, most of which fall into the Telepathic Disciplines, manipulating the prey's mind to sew terror and confusion before closing in for the kill. A Seranthum's chief power is the ability to paralyze and even kill with its heinous gaze, savagely attacking and draining the victims soul until all that remains is a mindless husk, which is consumed at the monsters leisure.

Though baring distant similarities to humans with the Navigator gene, autopsies have shown that while the Seranthum could have at one point been human, eons of genetic drift and nightmarish evolution have led to a completely different species, terrible enough to be classified as alien lifeforms as opposed to a mutant or abhuman.

Seranthum societies exist solely to feed their species hunger and secure power for their other depraved pleasures. They are a species of infiltrators and hedonists, constantly seeking more power and influence within the civilizations they infest. It is not uncommon for all levels of society to be afflicted with these scourges, the Seranthum conspiracies working in a strict hierarchy of nobles, enforcers, and commoners. Common Seranthum tend to run the gamut in status, taking the forms of priests, small business owners, and other community leaders. Some, known amongst their own kin by the derogatory title of "Feeders", are simple vagrants, living in the underhives and other unscrupulous areas of civilization, providing nothing to the conspiracies cause and causing occasional trouble with high profile attacks. The noble and common Seranthum castes have little love for Feeders for these very reasons, but see them as useful pawns when the time comes to eliminate those who may have come too close to the truth.

The Seranthum possess examples of their own technology, though these are mostly grizzly torture devices and bionic implants meant to aid in their disguises and protect them from the predations of the Warp. Usually Seranthum enforcers will use exotic Imperial weapons such as Needlers, but standard military grade arms are also common. Only elite enforcers are armed with rare examples of Seranthum plasma weaponry, potent examples of plasma technology, capable of slaying fully armored Astartes with ease. Seranthum plasma weapons are noted as superior to any Imperial counterpart, possessing advanced coolant generators and heat-sinks to prevent overheating. Some savvy to the designs call them "Coldstars", as the weapons are notorious for the chilling vapors that escape during the firing process.

Craftworld Yilm Slai
"My ancestors struck down your kind once before, and we will do so again. Know well Necron, I have not surrendered the mantle of my people. Not yet."

- Autarch Shim Yi as he stares down Old Bones during the dark days of the End March

Craftworld Morrtadaus
"If you think me your ally, Mon'Keigh, then you are mistaken. I merely find you less repulsive than the Neverborn."

- Striking Scorpions Exarch Ruhlkisar

About
'''Feel Free to Add Your Own! '''"I've thought of perhaps sending some of my trade ships through there but the risks far outweigh the potential gains. The place is filled with vile pirates and foul xenos. Not to mention the nest of heretics that also reside there."

- Corbonis Nobleman

"A place of great good and great evil. A place where I may breathe the air of many worlds and count the stars in their night skies. Here I gather with my brothers around the council fires and sing the war songs of two peoples- mine and Caliban both. Their spirits still live among us in memory."

- Captain Stands-in-the-Rain, Angels of the Hunt 4th Company