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 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 Gold 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 12st Regiment of the Aradian Storm Guard "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 Path of the Shepherd
Recently stablished by House Tiuse,

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 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.

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, 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.

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. Only the hardiest of souls live in the shadow of the mountains, the harsh winters leave the scattered villages out of contact for months at a time.

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.

Colombanus
One of the Imperial worlds along the River of Exiles and like most in the region is overseen by the Imperial Church. Home to small fortified towns, snowcapped mountains and sprawling plains the world is full of almost unspoiled beauty, all but the outlying regions which have held off many invasions from within the River aided by their PDF and Imperial Guard from both the Exile Sector and beyond.

They are a simple people, practicing a quiet faith. Aquila pendants are common, worn by most including the herdsmen moving their animals from town to town on well traveled roads. Despite their overall peaceful natures they are wise enough to travel armed.

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 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.

Korosos Prime
Saw an invasion by the Storm Draugar warband (more to come)

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"

(fill in)

These "Wild lands", once fertile and thriving 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 long with garrisoned watchtowers every five. This wall, locally known as the "Great Work" took more than a century to build the workers under constant attack the whole time.

The wall has never known peace- warp spawn constantly hurl themselves against it but it has held firm for roughly six hundred years. 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 during any breaks in the fighting giving the Great Work a patchwork appearance as they do not always use the original materials.

Viora
Viora noted for the city of St. Xiebos, once tainted but retaken by the 3rd Olea Light Infantry and another of their battlefields, an underground cluster of ruins and twisted passages known as "The Rat's Nest". Both are remnants of an ancient pre-Imperium civilization which had descended into barbarism before the word of the Emperor came to them. 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 have little that is not inherited- they maintain their ancient cities without building anything new, they have forgotten how to build their ancient architecture and now simply maintain it.

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 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 of the Sector 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 nobles 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 hare a similar culture making the transition between ordinary life and that of an Astartes somewhat easier.

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 was deemed worthy of its own fleet.

Twenty Four ships became twenty five with the Exorcist class Grand Cruiser Amaranthine formerly a part of the destroyed Battlefleet Medici, arriving in 747 M41. Battlefleet Kyberia has faced all the enemies of mankind in the Exile Sector many times over the course of several millennia, due to the region's turbulent nature and constant threats from within and without usually emerging victorious.

Their pride is two Retribution class Battleships built in M36 and currently commanded by Isaac and Damien Wakeman, twin brothers who have both earned the title of Admiral. 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.

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 Great Resistance

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 Maximus

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.

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, savagery and utter callousness to others, House Petrov's grand Lances have been the bane of the traitor and alien 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.

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

- The Creed of House Makadon

A proud and powerful House whose valor and raw might are the stuff of legend, House Makadon's legacy has its origins in the first forays of the Imperium of Man into the Exile Sector during the Great Crusade. Unlike many of their fellow Knight Houses, House Makadon's distance from the River of Exiles and location in the calmer, southern regions of the Exile Sector, allowed them to thrive even in the dark days of the Long Night. Though hardened by centuries of endless civil war amongst the other Knight Houses of their homeworld of Madios Prime and other Houses of their solar system, by the time the Emperor had won the Unification Wars on Terra, House Makadon had conquered their entire solar system and enjoyed an era of stability and peace unprecedented in the Exile Sector. 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 against the hellish nightmare horrors of the River of Exiles since the days of the Great Crusade. However, 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 their intervention, Houses Petrov and Makadon formed a temporary alliance

Thus, when discovered by the Adeptus Mechanicus of the then newly established Forge World of Dartan, the House made easy converts to the will of the Machine God. 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.

House Rhinehof is infamous for their ruthless conduct and absolutely inhuman

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. Marching alongside the Knights are House Rhinehof's House Troops, the Skutarii, vat-grown, cybernetically enhanced Tech-Thralls that know neither fear or fatigue.

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. Generally speaking there are several different "Guilds", or loose affiliations, which the Houses of the Exile Sector belong to.

First and foremost is the so-called Crimson Consortium, an unspoken alliance between several Rogue Trader Houses and the mighty Forge Worlds of the Exile Sector, whose focuses tend to be upon the exportation and discovery of new technologies and raw resources for the production of more materials for the Imperium's ever hungry war machine.

Second is the Aristo League, a collection of the more venerable and wealthy Houses, ever dedicated to holding onto their ancient routes and nepotistic hegemonies within the Exile Sector. These Houses are known for their lack of interest when it comes to large expeditions to the farthest reaches of the Sector and are usually content to exert their considerable influence within regions their forefathers have controlled for eons.

Third is the so-called Missionary Brotherhood, a loose but influential grouping of Rogue Traders ever dedicated to spearheading the spread of the Imperial Cult to the obscure reaches of the Exile Sector and fighting the great Wars of Faith that endlessly rage up and down the shores of the River of Exiles. Generally these men and women are driven more by their faith than monetary gain, and lack the more extravagant airs of their aristocratic brethren.

Fourth is the Merchant-Militant Allegiance, a disciplined alliance of Rogue Trader Houses whose origins tend to be closely intertwined with the Imperial Navy and to a lesser extent the Imperial Guard, these heavily armed Traders tend to be in support with most Imperial military operations as vanguards for upcoming crusades.

Finally, there is the Privateer Guild, made up of younger or declining Rogue Traders who have nothing but a few ships and boundless ambition at their disposal. These Houses are either new and have only just begun establishing themselves or are once venerable Houses that have, though incompetence or sheer misfortune, have lost almost all of their former power and influence. In such a desperate and precarious position, Houses of the Privateer Guild tend to be little more than legitimized pirates and bounty hunters, though some are more intrepid explorers and caviler enraptures.

House Pantegrul
"Eternal prime."

- The Creed of Pantegrul

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 Rhineguard, are noted for their combat grade bionic augmentations and relentless loyalty to the House. House Van Utarefson also shares a close alliance with both the Children of Adamantium and House Rhinehof, occasionally commissioning their support on various ventures.

House El' Oso
"Never conquered, always feared."

- The Creed of El' Oso

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 piracy 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, while others would state that he simply sees his House's purpose as pirate hunters and privateers as a purpose that must simply be fulfilled. Either way, his House Troops are noted as a deadly force of well armed and well trained thugs and sociopaths, fanatically dedicated to the Valentine Prince's every word.

House Wahrheialte
"With wisdom we conquer."

- The Creed of Wahrheialte

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.

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.

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 influential families, whose influence and power regularly shapes the fate of the Exile 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.

While any man or woman loyal to the Imperium can be worthy of trust, respect is another matter, just because they're willing to deal with you it does not mean they like or respect you. They do not hold this same philosophy regarding Xenos, they despise all that is not human, or that which is human but tainted by the Dark Powers.

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 Lotus
"Righteous in duty, true in creed."

- The Creed of Lotus

The venerable House Lotus has been an enemy of house Shujinko for millennia, though they have rarely come to open conflict, their struggle is one fought in various manners, from all out war to petty corporate one upsmanship. As both houses are supremely ancient it is unclear exactly when their rivalry began but legend has it that at the conclusion of the First Exile Wars there was a grand ball held in Primarch Roboute Guilliman's honor. Both sides tell a similar story, though the roles are oft reversed to place the most blame upon the rival party. According to the tale, a high ranking member the rival House spilled his beverage on the wife of the Patriarch of the House recanting the tale. When pressed to apologize for such clumsiness, the accused House member drunkenly insulted the House Patriarch and challenged him to a duel. The offending noble was summarily slain and the rival House swore vengeance, and to this day both Houses pass off the other as the one with the foolish vendetta.

While similar to appearance in the members of house Shujinko they are not from the same people, they have forgotten their ancestry and have taken their name from a flower that once grew in certain regions of Ancient Terra. Every house Lotus dwelling has a garden dedicated to growing these flowers, and the flower features prominently in the House's coat of arms.

They do not possess the usual army of House Troops, instead relying on legions of faceless mercenaries, both man and Xenos, who can be trusted to maintain secrecy. This is the dark underside of House Lotus' creed, for while they wear the cloths of honor and righteousness, their creed in of itself is dedicated only to the cause of House superiority and expansion.

The head of House Lotus is the Grand Matriarch Keng Yuke, ruling the house at the head of her vast family. In her three-hundred-twenty years as Matriarch, she has given birth to twelve children which in turn have given her forty grandchildren and more than one-hundred fifty great-grandchildren. While her age is just beginning to show through her extensive juvenat treatments, her mind remains sharp and ruthless even as her beauty begins to fade. A hard and self reliant woman, Keng always carries on her person her master crafted Power Sabre, a weapon that, in spite of her lithe and frail looking form, she uses with expert proficiency.

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.

Merchant-Guilds
Ranging from mere corporate conglomerates to vast bureaucratic empires, the Merchant-Guilds of the Exile Sector are, like most, usually the result of several special interest groups combining their considerable resources towards a single cause. This cause is usually exorbitant profits on a scale that would make even the most successful Rogue Trader Dynasty or mighty Great Noble House seem but a simple feudal pittance in comparison, though others aim to control certain political power structures or have even more inscrutable goals.

However, these massive entities are themselves are not capable of the fine level of control a Rogue Trader may exercise upon his holdings, being beholden to no single individuals power of infulence. Thus such bodies have very much a mind of their own, acting upon certain pressures within the Exile Sectors free market by more of a group-think than a singular driving voice. In this way, while some Merchant-Guilds have influence and power that mighty very well rival that of any one body, they are incapable of bringing this kind of power to bear as a whole. That being said however, the individual branches of these vast organizations are more often than not those who hold the keys to thousands of thrones and are the power behind several Rouge Trader Houses and noble aristocracies. No one is safe from their influence, and to make an enemy of the great guilds is to treat utter disaster for even the most powerful king or merchant prince.

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

Gurgaian Guard
"Catachans? Ha! You call Catachans soldiers? Those protein guzzling apes aren't fit to polish boots! Now these men here, these are soldiers!"

- Merchant-Militant Rogue Trader Maximus Iruadiv III on his Gurgaian bodyguards, the "Little Shields"

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 quite simply lethal 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. This inherent robustness, combined with a deceptively meek stature, and razor sharp cunning, make the Gurgan Guard a very resilient enemy indeed.

Kordakan Shock Guard
"IMMORTAL!"

- The oft heard battlecry of the Kordakan Shock Guard

Hailing from the hellish, war torn, Feral World of Kordak

Nihilian Genos Regiments
"Milites sumus."

- The High Gothic motto of the Nihilian Genos Regiments

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 but humble 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. 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 ruthlessly duty oriented 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 efficency 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.

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

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

Perhaps the iconic pirate group of the Exile Sector these raiders have plagued the astral trade routes longer than most can remember. Whilst renown for their exploits as marauders preying on merchant convoys they've also dabbled in mercenary work. Recent exploits have seen them assisting smugglers in transporting their goods by acting as hired muscle to prevent other pirate bands from interfering.

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

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 southern region of the Sector known as the Deeper Downs.

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

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

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.

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 Pantagruel merchants watching an Insignitus dancer

Zaesta, settled by humanity sometime in the ancient past, gave rise to a unique breed of Abhuman. Set apart by an extreme form of heterochromia, their skin has vibrantly colorful swirling patterns that look like tattoos, 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 House Pantegruel introduced them to narcotics and utterly destroyed their culture, reducing them to poverty. 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 their women, their exotic appearance makes them prized possessions of the upper echelons of House Pantegruel's leadership. In some cases they are simply living art but others are put to work in more carnal professions. Males are usually utilized as assassins or bodyguards, their harsh slum covered world and severe chemical dependency making them ideal enforcers.

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.

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!"

- Recovered from the charred remains of Sgt. Hakiem 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 beams 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.

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 creatures stand well above head-height of the average person and boast considerable brawn. For centuries the Tardepts Tusk-Beasts, or simply Tuskers in common Imperial Parlance. These hulking xenos have inhabited the Exile Sector since the dark days of the Long Night, known far and wide as both dangerous pirates and dependable mercenaries.

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.

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