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=Icelus Locations= [[File:Icelus.jpg|thumb|400px]] ==Hive Icelus Primus== The Planetary Capital, resting upon a broad plain in the northern hemisphere of the planet. The city is surrounded on either side by two sea-pits, most likely as a defensive measure. There is one way in or out of the Hive, not counting underhive bolt-holes, the enormous golden gates at the front of the city. This is constantly congested, so the nobility and wealthy merchants make use of the numerous hangars branching out from the city like spinning plates to travel in and out. The highest hangar is reserved for the Emperor's Nightmare, and is one of the tallest points of the city. Being the Hive closest to Betten-Burgen, Icelus Primus is the starting point for the recruitment ritual of the Emperor's Nightmare, prospective candidates travelling from all over the planet in a desperate attempt to become one of Icelus' guardian angels. Many never make it, as travel by foot in the ash wastes is a dangerous prospect at the best of times. During the time of the recruitment the paths to the capital become rife with danger, bandits and nomadic beastmasters preying upon the pilgrims. Icelus is also the largest hive, with a population dwarfing the others by several billion. As such, this is also the headquarters of the Planetary Defence Force and the Adeptus Arbites maintains a moderate presence. Icelus' infamous underhive is an utter mess, its corridors and clearings choked with crumbling masonry and old works of art from some forgotten cultural rennaisance. Now, gangs and worse stalk its ruins, and decent people are few and far between. Hive Primus hosts Icelus Central Station, an enormous, multi-tiered, cavernous structure deep inside the midhive (but reaching the upperhive). Decorated in purple and gold, with enormous statues of Astartes, birds and governors of old, this station is the meeting point of all rail lines on Icelus. All Rail Guilds maintain headquarters on the station, and it's also the central hub of the Plotters Combine. ==Hive Icelus Secundus== Located on the equator, nestled in a large mountain clearing, Hive Icelus Secundus has neither the manufacturing strength nor the impressive figure of Icelus Primus. Instead, this high-up hive is the main port of the planet. It is also the home of the largest Adeptus Arbites precinct, as the Arbitrators are more concerned with ensuring the planet's exports make it off the planet than the bickering of the other hives. The five tunnels leading out of Hive Secundus, each large, heavily guarded roads bored through a separate mountain, are the only ways in or out by foot. Should a serious security threat arise on Icelus the tunnels are collapsed with demolition charges, relying on the many fighters and flak batteries upon the mountains to repel airbourne invaders. Icelus Secundus' most impressive building is the enormous main Star port, a collossal entity which takes up a full third of the mountain walls surrounding the hive. Although the port is officially the property of the Planetary Government, its day-to-day running is handled by a triumvirate of members of the Planetary Defence Force, the Adeptus Terra and a collective of Merchant's guilds, each of which have a different use in mind for the valuable docking space it provides. This results in a fair amount of bureaucratic jostling as the three factions maneuver for influence over the port. This has resulted in more than a little organizational chaos before. ==Hive Icelus Tertius== Another equator-bound hive, Icelus Tertius is built around a cluster of particularly high mountains, rather than nestled in its depths like Icelus Secundus. Icelus Tertius is regarded as an ill-omened place by the populace, as not only is it the headquarters of the Scholastika Psykana on Icelus, but within the highest peak, Mount Telthon, dwells the Adeptus Astra Telepathica. The mountain is largely hollowed out, and access is granted through colossal elevators known as "The Drops". An entire culture has evolved within The Drops, as the elevators require near-constant maintenance. This civilization of mechanics, who receive very little contact with the outside world save supplies, are scornfully referred to by the Hive populace as "Drop-mice". ==Hive Icelus Quartus== Located in the southern polar region, Icelus Quartus is unique among the Icelusian Hives in that it is almost entirely underground. The only indicator of its existence is a collossal cavern leading down to the soot-stained depths. It is here the heavy industry of Icelus takes place, the inhabitants making use of a magma river at the Hive's depths to forge battleship-grade weapons and ammunition. It is a brutal place, continuously covered in smog and filled with the echoes of heavy manufacture. Light is a commodity in Icelus Quartus, something to be earned through toil or stolen from those less deserving. Quartus' nobility dwells within The Stake, a large metal pillar which stretches from the Hive's top to its very bottom. Inversely to the normal scheme of things, the lower down in The Stake a noble's dwellings are, the greater their perceived status. This is largely due to the enchanting vision of the Magma Lake as seen by the lower levels, and also because smoke travels upwards. If the nobles must leave The Stake, they do so with ornamental rebreathers and servants to ward away the cloying smoke. ==Hive Icelus Quintus== Icelus Quintus is a bizarre settlement, at least upon a Hive World. The structure can be likened to an enormous glass bubble, a transparent enclosure which arcs over the entire hive. In stark contrast to the rest of Icelus, Icelus Quintus possesses very little manufacturing facilities at all. Instead the toil of Quintus is directed towards agriculture and general food production. City-sized factories produce crops at an industrial level, overseen by the inhabitants. The sight of such a verdant construct is decidedly bizarre, a massive artificial oasis in the middle of the ash wastes, and many an eyebrow has been raised by members of the Adeptus Terra. The Emperor's Nightmare firmly quashes any proposals to bring the Hive more into line with the manufacturing giant which is Icelus, to the chagrin of many. In addition, due to the sheer staggering number of crops grown here it is physically impossible to police them all. As a result, Icelus' stimulant black market is almost entirely situated in Icelus Quintus. The relatively pleasant view in contrast with the other hives makes Quintus a favoured holiday home for the nobility, though its growth is limited by the clear carapace above it which makes real estate immensely valuable. ==The Rail Network== The southern hemisphere of Icelus is criss-crossed by an elaborate railway system which connects the Hives like blood vessels. This network is as old as the Hives themselves, and indeed speculation runs through the more eccentric fringe of the College of Archeologists that the railway predates them. Heavily armed maintenance teams scour the rails daily, fending off raiders and predators in order to keep the trains running without a hitch. Although the rich and powerful can afford to travel from Hive Secundus to Hive Primus by air, for most travellers their first view of the Capital will be from the windows of a train compartment. It is the primary way of travel between the Hives on Icelus as the foot trails are treacherous and plagued by bandits, some of which have specialised as train robbers and made a name for themselves on the flats. It is also necessary for commerce and trade, and thousands of tons of goods flow upon the rails daily. The Transcontinental Rail Guilds of Icelus are the source of power and wealth for many noble families. Barons vie for lucrative lines in a constant low-level struggle that at times erupts into open warfare between mercenary armies. Sabotage and assassinations are common, but to be a rail baron in Icelus is to be one of the social elite. Controlling the network as a whole is the Plotter's Combine, the group of administrators and traffic controllers that are responsible for the railway system as a whole, booking trains into allotted time-slots and making sure that the routes are collision-free. Obviously the power this organization is considerable, though they act more as arbitors and mediators for the Rail Guilds rather than overlords. Nevertheless the Combine is rigid and its schedule tight, it is considered a major social faux pas to waste the time of a Plotter. High-ranking Nobles and other influential individuals, such as Inquisitors, need no tickets to go to their destination of choice. They simply order a destination, and trains are chartered for them, routes plotted through multiple Guild lines without a question. Congested lines suddenly unblock for them, and commuter trains are delayed for hours or days so that these special trains can pass. Generally known as "Purple Expresses", these trains are the envy of many. ===Icelus Rail Guilds=== Below is a list of the largest and most influencial Rail Guilds of Icelus, along with some rumors that surround them. ====Aldous Company==== Credo: "No delays. No compromise. No mistakes." Founded by Baron Issachar Aldous and developed by his 3 children, Aldous Company has built a reputation as a solid, reliable Guild that serves midhive and upperhive with an enviable efficiency. Aldous trains are the most punctual in the network, a feat achieved by cogitator-aided trains and hefty bribes to the Plotters in equal measure. Heavy-handed business practices and a competitive edge has given Aldous a near-monopoly on traffic with Quartus hive (with the notable exception of the exclusive supply contract the Nakadah Guild managed to secure with the Emperor's Nightmare chapter). The Aldous monopoly on Quartus-Primus traffic is an insult to the other Guilds, and a source of constant petitions to the Governor's desk. Rumors: The youngest brother of the Aldous siblings has taken a sudden intrest in the Secundus lower hive levels of late, sponsoring several expeditions to the hive base. This is unusual, especially since Secundus traffic is beyond Aldous territory... ====Balsus Shipping==== Credo: "Next stop, tomorrow!" A guild with close ties to the Mechanicus, Balsus trains boast masterwork engines and servitor-operated turrets. This company specializes in cargo shipping, and Purple Ticket passengers generally shun Balsus trains because of the no-frills interiors and service. Still, this Guild is the one most admired by the Priesthood of Mars for the exemplary way it tends to its machines. Balsus Shipping trains are frequently targeted by raiders seeking to avail themselves of the precious cargo they carry. The Guild keeps them at bay with their mechanized guards, as well as strategic alliances with a few nomad clans that are allowed to use cargo compartments to relocate their settlements. Rumor: A persistent rumor is that the Balsus Guild turns any stowaways they find into servitors. This rumor is false, planted by the Guild itself to mask the actual source of their unending army of lobotomized cyborgs... ====Jaharra Lines==== Credo: "Tried. Tested. Victorious." An old Guild, Jaharra Lines was the winner in the vicious Waystation Wars of M36-37 and has since cemented its influence on the western parts of Icelus. Jaharra's intrests lie in controlling key chokepoints of the rail infrastructure, such as major crossings and forks. The Guild operates tired, worn-down trains that the common folk can ride for cheap, as well as lavish, extravagant rail yachts for the purple-ticketed crowd. Jaharra Lines is dogged by a persistent scandal that concerns an ill-fated merger plan with House Quarter. Following the Waystation Wars, an arranged marriage between the eldest son of House Quarter and the then-debutante Belesa Jaharra was poised to secure both Houses' fortunes. However, the Quarter's Folly incident financially crippled House Quarter and the marriage was canceled, souring relations between the houses. When Jaharra withdrew from the deal, House Quarter's other rivals took advantage of their weakened state to stamp the Quarters out of the industry, something the surviving Quarters curse Jaharra Lines for to this day. Rumor: The Matriarch Belesa Jaharra is growing tired of her rejuvenant-extended life, and is preparing to hand her empire over to one of her most trusted concubines... but which one? ====Lindacr Travels==== Credo: "Movement is the life of Man" The brain child of the eccentric Baron Lindacr, this Guild specializes in luxury train services for the hiver elite. Nobles wishing to survey their estates or travel for leisure use the small, sleek Lindacr trains to the fullest. The most popular departures are booked up several years in advance, and in some cases tickets have been the subject of duels to the death. Lindacr also maintains close ties with land-train caravan lords, something that earns him a great deal of scorn from rival Guildmasters, but ensures him excellent guides for the annual hunting trips that hive nobles make into the Icelus wilds. The hunts are extravagant social affairs, especially since they are frequented by the Planetary Governor Maximilian Escidia who is always eager to add to his immence collection of trophies and specimens. Lindacr's friendship with the Governor also ensure favorable relations with the Plotters' Combine. Rumor: The departure schedule of Lindacr trains has become increasingly erratic. Unbeknownst to all, if one were to plot the movement of all trains from this Guild, one would see a pattern, almost like a hieroglyphic language being inscribed on the surface of Icelus... ====Varinez - Magroth United Lines==== Credo: "Emperor's Blessings, Terra's Steel" A Guild formed from the merger of two smaller baronies, V-M boasts the best security of all Guilds in the business. Because of Varys Magroth's connections within the Munitorum, V-M militia guards are hand-picked from the PDF, and Esma Varines' contacts within the Mechanicus keep the Guild's autogun turrets well-oiled and their murder-servitors impeccably programmed. In fact, the flagship train of V-M, the Elhunon, has never once suffered a raider attack, robbery or hijacking, something no train of any other Guild has managed. The Elhunon's guns keep nomads at bay, while strict and draconian security measures ensure infiltration attempts are foiled long before departure, making it the train of choice for paranoid nobles and couriers with precious cargo. Rumor: While the two Guild heads are deeply in love, their children and heirs hate each other. Minor skirmishes have already erupted between gangs loyal to each of the five siblings, and it's only a matter of time before a full Rail War erupts on V-M soil... ====Concordat of Daloush==== Credo: "His will be done in every endeavour" One of the largest power players in Icelus, Daloush holds a comparatively small area of the rail network, but makes up for it by diversifying into the much-despised land train and caravan market. Daloush is not run in the traditional Rail Guild way, with a baron leading the organization. Rather, all decisions are made by a gathering of stakeholders, which include a few nomad wheel-lords as well as hiveborn nobles. Daloush also owns and operates a number of mines on Icelus and within the asteroid belts, making it one of the most important supplier of precious minerals to the manufactorums. Rumor: Returnees from a Daloush expedition into the deep uncharted regions of Icelus' remote asteroid belt refuse to go back and continue prospecting for obscure reasons. ====Nakadah Wayfarer's Service==== Credo: "Tried and True" Mikober Nakadah took the trial of the Gillyflower at the age of 11. While he managed to survive several skirmishes with nomads, raiders and fellow competitors, he failed to preserve a flower. Impressed by his acumen and skill, the Nightmares offered him life as a chapter serf. Nakadah turned them down, determined to find a place in life where he could rise to the very top. Recruited into the failing Rail Guild of Thraxos Stam, Nakadah worked his way up from a lowly coal-shoveler to assistant guildmaster and right hand of the Baron. After Baron Stam's untimely death, Nakadah swiftly took over the Guild and transformed it from a corrupt, disorderly mess into a serious contender to the dominance of the major Icelian guilds. Nakadah's keen business sense led him to achieve a complete monopoly on the minor commuter lines that ferry menial workers and midhive laborers from Quintus' sattelite settlements and underground caverns into the vast agri-factoriums of the central hive dome. Nakadah trains are old and worn out, but have a reputation for timely departure and safe arrivals. Honouring the Baron's origins, travel on Nakadah trains is free of charge for any child undertaking the Trial of the Nightmares. Rumor: Secret Nakadah cargo trains ship large quantities of organic compounds and plant matter from Quintus to Primus. It is rumored that these trains ferry unknown drugs for use by the Emperor's Nightmare chapter and several high-ranking Inquisitors...
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