Acreage

Acreage is a backwater feudal world with sub-Imperial tech-levels, it lies within the Josian Reach, connected only by a few tenuous shipping routes.
Marked out across its continents are innumerable feudal demesnes ruled by despot warlords, where armored nobles clash and the people suffer under an oppressive serfdom. Acreage was formerly ruled over by the High King of the Grand Realm of Ascandia, but is currently in the grip of long-running and bloody war of succession. The years of misrule and desolation are taking their toll, as the planet’s level of technology is starting to backslide from its high medieval zenith---a matter not helped by the merciless extraction of its Imperial tithe regardless of local conditions.
==Overview==
In the time of the Angevin Crusade, Saint Drusus led the great charge against the Twisted Kings on Acreage. Legend says that when the crusade came to Acreage its feudal kingdoms were struggling under the yoke of mutant kings and their hulking armies of brutes. Gathering together the Dirt Knights of Yorth, Drusus led a mighty army to the gates of the palace of the Twisted Kings and shattered their armies in a single bloody day of fighting. 
Acreage does not receive much attention from the Calixis Sector. However, it is firmly under Imperial
rule and provides its Imperial tithe in the form
of raw materials and manpower. Sending ores
to build the Emperor’s battleships and men
to fill His armies. For most of the citizens of
Acreage, the Emperor and the Imperium are
merely another set of masters. The inhabitants
would seldom think to raise their heads from
their daily toil, whether it be in the gruel
fields or the sky-mills, to contemplate what
lies far beyond the bounds of their world. This is also due in part to religious reverence; on Acreage, the priests of the High King teach that the Emperor is the “King of the Sky”; sky-mill workers must keep there eyes averted from the heavens when they work high above the ground, lest they anger Him with their impudence. Villages often make “candle-balloons” in which to offer their prayers.
There is much superstition on Acreage, like most feudal realms, especially concerning the swamps. The planet is home to a series of swamps, the salt-fens, whose capacity for eating through non-protected footwear and flesh are well-known. Some rumors suggest that dead bodies get up and walk into the swamp, vanishing. A local swamp god known as the Horloc was once worshipped by an ancient tribe. The Imperium took notice and burned all those who could not escape, though they swore the Horloc would rise again to reclaim its ancestral home. 
On Acreage, each noble is responsible for minting his own coins, with the value of each make of coin being directly tied to the fortunes of the lord or lady whose likeness it bears. The nobles themselves, a very dominating class (who often claim such titles on little more than strength of arms and poorly-forged documents) are constantly in conflict, both clandestinely and
overtly, to rule the vast toiling masses. Power
equals status on Acreage. The amount of land
and people a noble commands directly equates
to his standing with the High King, and it is
the High King who carries the favor of the
Imperium, the greatest master of all.
The Cathedral Mount Firestorm on Acreage is a crime believed to have been perpetrated by the alpha-plus rogue psyker known only as the Burning Princess. She slew the senior clergy of the planet along with more than ten thousand pilgrims, worshippers, and local citizens.
==A War Most Uncivil==
On Acreage, the High King’s realm, known
as Ascandia, spans the majority of the northern
landmass. Stretching for thousands of miles
and encompassing hundreds of thousands of
people, cultures and scores of lesser princes,
kings and queens. It is a land of rugged
mountains, dark icy forests and endless lonely
plains, broken only by primitive villages and
stinking greyish gruel fields or the precarious
towering sky-mills.
For the last few years, however, the relative
stability of this realm, and in fact most of
Acreage, has been rent apart by a bloody civil
war. The High King died without naming
an heir, leaving his surviving children to
bicker and fight amongst themselves for
the title, in which thousands have already perished.
This has been a prosperous time for the
nobles, as each has taken the advantage of
the mayhem of war to expand their domains
or settle old scores. It has also drawn more
off-world interest to Acreage, in the form
of mercenaries and traders, seeking to make
a profit through selling skills, training and
advanced weapons.
One such noble taking advantage of these
off-world visitors is Prince Orcan, lord of the
City of Olrakan. Also known as the Floating
City, Olrakan, sprawls along a section of the
southern coast of Ascandia, where the fetid
Chitin Swamps meet the dark waters of the
Sea of Sorrows. The city is notable not only
for its construction, standing atop countless
rotting posts above the stinking waters of the
swamp, but also for its proximity to one of
Acreage’s few spaceports---Emperor’s Island,
located several miles out to sea.
Prince Orcan has cultivated his position
throughout the war by controlling much
of the traffic to and from Emperor’s Island;
brokering deals with other nobles for access
to precious off-world cargos and skilled
soldiers. Inevitably this monopoly has created
a great deal of jealously amongst his nearest
neighbors, and more than once, Olrankan
has been besieged by the cannon-barges and
musketmen of a rival lord. However, the same
off-world weapons and soldiers that have
sparked such attacks have also ensured Orcan’s
victory every time thus far. His rivals, however,
have not yet been deterred and continue to try
periodically to take the city by force.
While the prince’s attentions have been
focused on the enemies outside his walls, a
far more dangerous group of individuals have
infiltrated his domain---the Slaugth. Insidious
and disturbing aliens, the Slaugth are carrion
eaters who use their vile cunning to foment
war and strife so that they may feed off the
resulting carnage. Olrankan’s constant state of
turmoil has proved the perfect nesting ground
and they have secretly set themselves up within
the city to feed on its inhabitants. Not content
to simply devour the war dead, the Slaugth
have also been harvesting corpses and spreading
terror themselves. Every night they send out
their alien pets---xeno predators selected for
their aggression and horrific natures---to hunt
the locals. These monsters kill indiscriminately
and leave only tales of terror in their wake. So
far, the prince has been too distracted by his
foes outside the city’s walls to worry about these
wild rumors---after all, amidst the flames of
war what is one more horror?
==The War of the Rhozes==
The civil war on Acreage all started about five
years ago and, like so many wars before, it could
have easily been avoided. At the time, Gordanus
was the High King of Ascandia. In the eyes of the
Imperium therefore, he was also the Planetary
Governor of Acreage. He had had a long and
prosperous reign, under which the soul-crushing
toil of his subjects had been perhaps marginally
easier---or perhaps marginally harder---soul-crushing
toil being much of a muchness to a
peasant with a life expectancy of twenty-six.
Finally, like all good kings, he died peacefully
in his bed, or was possibly foully murdered---the inhabitants of Acreage are not big on
autopsies or asking too many questions. This
left his twin daughters Rhozena and Rhozeia in
direct succession to the throne. Unfortunately,
Gordanus failed to name either one as his
successor before his death. So the girls turned
to their ultimate lord and master, the Emperor
of Mankind, to determine which of them was
to take both the throne and title of Planetary
Governor and rule over all of Acreage.
Tragically, an Administratum clerical error
omitted the last two letters of the successor’s
name from the reply, stating only that Rhoze was
now officially recognized as the ruler of Acreage.
Initially the girls were cordial with each other
and sent a series of requests for clarification.
However, these seemed to fall on deaf ears and
no further responses were forthcoming. In fact,
the Administratum scrivener responsible for the
initial mistaken missive was keeping the whole
thing quiet, no doubt for fear of getting a stern
talking to over the matter.
With silence from the Imperium, it didn’t
take long for Rhozena and Rhozeia to resort
to violence to ensure that they, and they alone,
would become the ruler of Ascandia. In a matter
of weeks each had amassed the support of
dozens of lesser nobles, each willing to swear
to the validity of their chosen queen’s claim to
the throne and prove it with the blood of their
citizens. The resulting conflict has dragged on
with neither of the Rhozes gaining much in
the way of an advantage, due in equal parts to
the primitive nature for their weapons (cannon,
sword, and musket for the most part) and the
treachery of their nobles (it is not uncommon for
a lord’s allegiance to change several times a day,
often in the midst of a battle).
Ironically, the state of strife on Acreage has
actually increased its level of Imperial tithe as
both Rhozes frantically try and outdo the other
in their service to the Imperium, no doubt
hopeful that they will finally receive support
to oust the other. This state of affairs has also
led directly to the Administratum department
responsible for the misunderstanding to own
up to their involvement. Claiming it was all part
of a carefully devised plan, they have gone so
far as to suggest that this kind of tithe boosting
technique could be used on other worlds. In any
case, as the war poses no threat or disruption to
the planet’s role within the Imperium, it has for
the most part been ignored.
Given all these factors, it seems unlikely
that the situation on Acreage will resolve itself
anytime soon, and the bloodshed and chaos
will continue.
== The War Within ==
The war fought between the stabilizing influence of Amalathian
Inquisitors and their foes, the Recongregator seekers of change, has been waged in the Calixis Sector since the
sector was founded. It has been a long and bitter struggle in
which the Amalathians have the upper hand at present. The
conventional and change-resistant rule of Sector Governor Marius Hax and the relative stability of Imperial rule throughout the sector has smothered the potential for change. While
many Recongregators focus on breaking Hax’s power base,
others have focused on areas distant from Scintilla’s influence.
A key secret battlefield between agents of Recongregator
Inquisitors and servants of their Amalathian rivals is the
feudal world of Acreage. Lone agents and hidden Acolyte
cells have thoroughly infiltrated the populace and slowly
begun to spread new ideas. With the ground laid, they have
begun to smuggle technology and weapons into the hands
of elements resistant to the rule of the high king. In return
for these manipulations, enforcement cadres trained by
Amalathian Acolytes root out sympathizers of the new ideals
and drag away rebellious elements---while the high king is
watched over by bodyguards sent by Amalathians within the
Ordos Calixis. Unknown to the Amalathians, though, is the
fact that among their Acolytes in the king’s court are a few
who wait the command of their Recongregator masters to
remove the barriers to change and let the transformation of
Acreage begin.
==Icon of Acreage==
The barbed Aquila of Acreage is a relic that stood for centuries
in the grand Cathedral of the Light Eternal in the city of
Lord’s Hollow on the feudal world of Acreage. Beneath its
shadow, each of the world’s High Kings and Queens received
their coronation and right of rulership as handed down by
the Administratum and the Imperial authority of Sector Lord
Hax. Crafted from wrought iron said to have been smelted
from deck plating taken from the first pilgrim vessel to reach
the world, it was an icon of faith and Imperial power. All
this changed however during the War of the Rozes when
the city of Lord’s Hollow was infiltrated and almost overrun
by an insidious pleasure cult. Led by some of the world’s
most prominent nobles, the cult’s uprising culminated in their
attempted summoning of a greater
daemon within the very walls of the
Cathedral of the Light Eternal. The
cultists stormed the church and torn it
apart, slaughtering almost all of its priests
in an orgy of blood and debauchery.
What came next however was as miraculous an
event as the world of Acreage has ever seen, as a lowly
confessor, left for dead and glowing with the righteous
anger of the God-Emperor himself, pulled himself from
the bloody bodies of his brethren and took up the Icon
where the cultists had cast it down upon the floor. In a
heroic moment of defiance he then proceed to bludgeon,
hack, and bash his way though the cultists, screaming the
God-Emperor’s name, until he stove in the head of the
cult magus, smashing his body apart upon the Imperial
altar. In the aftermath of the confessor’s act of faith he
succumbed to his wounds and the blood spattered
Icon was carried away by the Ministorum as proof of
the miracle which had occurred.
Some two meters in length, with a bladed aquila at
one end and a haft covered in barbs, the Icon is a brutal if
awkward weapon. It counts as a Great Weapon without the Primitive quality
and with the Tearing quality added. Blows from it count as
‘holy’ attacks when used against daemons and other warp
spawn. Wielding it however requires a character to grip the
barbs and as they fight these will dig into their palms causing
great pain.
The Icon of Acreage has two other special abilities. The
first allows the wielder to wet the blade with his righteous
blood to literally burn the enemies of the God-Emperor. At
the start of any Turn the user may cut himself on the barbs
as a Free Action, suffering a wound which cannot be reduced
by either armor or Toughness, and let the blood flow down
the Icon and onto the aquila. If he has the Pure Faith Talent
this will cause the aquila to burst into flame. This adds an
extra 1d10 Energy damage or an addition 2d10 Energy
damage against daemons and warp spawn. Creatures struck
by the flaming aquila also have a chance to catch fire (see
Dark Heresy rulebook page 210) unless they can pass a
Challenging (+0) Agility Test.
The second special ability of the Icon is that it acts as a
conduit for the holy rage of the faithful and their righteous
hatred of the enemies of the Emperor. This grants the bearer
1 free Fate Point each encounter which may only be spent on
activating Faith Talents from the Emperor’s Wrath list. These
free Fate Points may not be burnt.
==Emperor's Island==
A vast floating spaceport, Emperor’s Island
is akin to a mighty oil rig or man-made
island anchored just beyond sight of the
mainland. It acts as a convenient staging point
for merchants and mercenaries wishing to do
business on Acreage, but also ensures that the
Imperium can retain its control over traffic and
goods on- and off-world.
Over the centuries the island has grown
and expanded with the ebb and flow of
commerce to the planet. Now, it is a monolithic mess of mingled
structures and twisted architecture, where the salty smell of the sea mingles with
the scent of rust, oil and human decay. Beyond the edges of the port stretches a heaving mass
of structures not unlike a vast island of flotsam and jetsam. There is little thought or planning put into the zoning of the artificial island, but it does roughly comprise of four distinct areas.
The Landing Zones
This large central area comprises several
large heat-blasted landing platforms for
orbital craft and dozens of smaller ones
for atmospheric vehicles. Each platform is
suspended on a bed of constantly revolving
stabilizers that counteract the rolling of the
island. For those not used to the effect, it
can be quite disorientating as the horizon
rolls and pitches while their footing remains
level. For anyone experiencing such a sensation for the first time, they must make an Easy (+30)
Agility Test. Failure indicates they have
embarrassingly fallen over and may only
move at half their normal rate until they
leave the platforms as they cautiously
stagger around.
There is not a great deal to do in the
landing zones unless you are either getting
onto or off of a transport, and the authorities
discourage people hanging about, and apart from the surly and grubby tech crews that
scurry about the place, few people are interested in talking. The Landing Zones are the only place on Emperor's Island, and indeed much of Acreage, that an atmospheric craft can be piloted, as most of the planet is a no-fly zone, especially through areas of active conflict. Though there are some examples of older models of aircraft on the island, they are ancient and inoperative.
The Bilges
The Bilges are a random collection of
gantries, cabins, corridors and decks that
exist in the perpetual shadow of the landing
platforms. Every inch of space here is
given over either to some kind of personal
abode or place of business. It is here that
the bulk of the island’s several thousand
strong population rub shoulders. Finding
one’s way around can be tricky, as the
lighting is certainly sub-par and there is no
such thing as street signs. Anyone not well-versed in the area that is attempting to find a particular location, or trying to get to another part of the island, must
make a successful Challenging Navigation
Test. Failure indicates an hour of aimless
wandering has passed, after which time
they may Test again. A successful Ordinary
(+10) Inquiry Test allows one to
find a guide by the name of Tiplis who can
be hired for 2 thrones an hour. As he leads
them, Tiplis will chatter endlessly about the
restorative properties of salt water and how
it can be used for everything from cleaning
valuable equipment to making babies grow
up strong and mutation free (just a few
spoonfuls a day!).
One can find most things for sale in
the Bilges’ darkened nooks and crannies,
as well as outlets for any number of vices. A few examples are:
Veto's Emporium of Aphemeral Delights - Probably the largest drinking and gambling den
in the Bilges, Veto’s is a certified scum-hole. Its
smoky interior sprawls haphazardly across several
linked gantry-ways with dozens of hanging
private booths for the more discerning customers.
By the harsh red glow of hazard lights, one can tank themselves up on the local wyrm-brew
(made from only finest kelp-serpent secretions,
with a decidedly salty aftertaste) only 1 throne
a bucket. Harder drugs are also available from a
badly-scarred woman by the name of Salacious
who is a regular at Veto’s. She only deals with
those she trusts and a successful Charm or
Deceive Skill Test is required to open a dialogue.
She sells any drugs (provided they are not too rare or obscure) at twice the standard price. Finally
there is Veto himself, a withered old man of
questionable sanity who sometimes is given over
to talking in riddles, but is nevertheless a good
source of information. Anyone who talks to him
long enough can learn all the rumors on the
island.
The Grease Pits - With little else to do on the island, many
locals and passers-through indulge in either
gambling or fighting, or both at once. This is
what the Grease Pits are for. A section of deck
below one of the main landing platforms has
been cleared and walled off. Here combatants
can slug each other senseless to the constant
whirl of the stabilizers overhead. Fights are
always unarmed and usually last until one
fighter is unconscious or gives up. Getting
into a fight is easy: the fight organizer---a
bald sneering fellow by the name of
Remarus---happily signs newcomers up for
a paltry fee of 10 thrones. A loss nets you
nothing (besides the beating you took),
while a win doubles your cash. Fighters are
welcome to bet on themselves but cannot bet
against themselves (any kind of dive-taking
normally ends with the fighter getting tossed
into the sea).
Sea Salvage and Stella Flotsam - Throughout the Bilges, there are dozens of
people that make their way selling whatever
junk and rubbish they can lay their hands
on. Some even have “shops” where they
invite customers to come in and peruse their
wares. Most of the items on offer are indeed
complete rubbish as anyone with eyes is able
to ascertain quite quickly. As a general rule, only items of
Average Availability or below are available.
Items with the Primitive special quality are
one step easier to find.
The Bilges is also the most likely spot for
anyone to encounter trouble. At any
point while wandering around, one risks the chance of running into some malcontents.
Krass and his Cronies - Krass and his companions have been stuck on
the island for a long time. Having wasted most
of their thrones upon arrival, and of dubious
quality as mercenaries, they have neither been
able to buy passage back into orbit or to the
mainland. Understandably they are bored
and spoiling for a fight. Anyone they have decided to bully may be able to talk their way out, though they need to pass a Test, using any
Interaction skill, by at least two degrees of
success to even get Krass talking. Otherwise,
the mercs waste little time in throwing the
first punch.
Krass and his buddies do not fight to the death (at least
intentionally). If it looks like any of them are about to die,
they make a run for it. If Krass runs, they all run. Likewise,
they only draw weapons if their opponents do so first (or look
like they are going to). If any firearms, explosives or obvious Psychic
Powers are used, or, after about 10 Rounds of combat, a
dozen port wardens arrive to break up the fight, arresting
anyone who can’t get away. Anyone arrested by the
wardens can either pay a fine of 100 thrones (double if
they killed anyone), spend time in prison, or find some other means to escape punishment.
Imperial Port Authority
Located in the center of the island, the
Imperial Port Authority is an enormous tower
that reaches up hundreds of meters into the
sky. Covered with vox-arrays and vista ports,
it is from here that the Imperium keeps a keen
eye on Emperor’s Island and all its comings
and goings. It is also the most secure place
on the whole island, protected at all times
by the local Port Wardens. No civilians or visitors should have a reason to enter the
Port Authority tower, unless they are in serious trouble. The tower itself is an omnipresent sight throughout the island, even able to be glimpsed through gaps in the landing platforms or through layers of gantries, always seemingly watching over the populace and keeping them in line.
The Docks
The docks are located in the underbelly of the
island, were the sea crashes and surges against
its great supports. Just above the churning
ocean, one can see dozens of boats of all
sizes and makes hanging in launch cradles,
waiting to be lowered into the churning water.
The docks are a dangerous place, where people
pack the swinging gantries awaiting a chance
to board a ship and where captains and agents
push through the crowds looking for the best
fares. Most come here to charter a ship to take them to the mainland, but some come looking for trouble. The hazardous nature of the
swinging gantries means that anyone involved in
a combat here must make an Easy (+30) Agility
Test each Round or fall down. Anyone that
fails by more 3 or more degrees slip over the
side and plummet into the sea below. Of course,
without some quick thinking, this is likely a
death sentence.
Rough Seas
The easiest way to get onto a boat is to pay for
it. Passage costs 50 thrones per person, though
a Barter Test can reduce this as normal. Payment
is in advance but, once they have paid, they can
board up and be on their way. It is also possible to stow away on a ship by
sneaking onto one, but this requires successful
Concealment, Silent Move and Climb Tests
as one works their way underneath
the gantries and down the chains to the ship
cradles. Stowing away at night makes these tests
Ordinary (+10). If those looking to secure transport get violent at any stage, they are
unlikely to get passage. At all times, there are at
least two dozen port wardens lurking around the
docks, and while they are not so bothered about
the odd scuffle between passengers, attacks
on captains or their crews meet with swift
intervention. Likewise, attempts to force entry
onto a ship will lead to violence, and possibly
arrest or death.
The journey to the mainland takes about six hours, and in that
time, there is little to do except squat or stand on
the crowded decks or in the dingy holds amidst
dozens of other people. The seas are far from
calm and the ship pitches and rolls alarmingly
as it makes it voyage. Anyone aboard must make a Routine (+20) Toughness Test, unless they
have a good reason to be used to sailing. Failure
means that they suffer a level of Fatigue as they
are repeatedly sick (either onto the deck or over
the side). This often usually results in someone losing their lunch, usually all over another passenger.
==Olrankan, the Floating City==
Olrankan is a haphazard collection of
dark wooden buildings that sag and lean
drunkenly against each other, all held above
the putrid waters of the swamp by a forest of
tiers and posts. At various places throughout
this mass of structures, one can see crooked
towers reaching up to the sky, their tops
ringed with sails and fans, turning slowly
in the wind. At the edge of the buildings, a
ruined wall marks the barrier between city
and swamp. From the direction of this wall
you can see the flash of cannon fire and hear
the screams of men carried on the wind. The city, like Emperor’s
Island, is in no way a planned or ordered place.
Its streets are little more than plank walkways
between stilt-supported structures.
Getting into the City
The city of Olrankan is currently
besieged by one of Prince Orcan’s
many rivals, the Baroness Falatrish.
This means that the swamps around its walls
are filled with enemy encampments and its
harbor is choked with cannon-barges. The besieging ships may take an interest in any vessels attempting to enter Olrankan, but if the vessel is fortunate, they may only be fined, as the captains
of the cannon-barges are less than fanatical
about their duties and have created a detailed
toll system, accepting bribes from ships that
want to enter and leave the city. Any who refuse payment or attempt to slip by, and anyone who tries to swim into the city, will be fired upon immediately. There is always the chance that a vessel might encounter a captain who actually understands the meaning of the word siege and they will be attacked regardless.
They may attempt to board or simply sink the vessel, but there is an alternative to sailing directly into the city wharf. The nearby swamp offers a chance to sneak into the city, a better alternative for any who are seeking to avoid direct combat, but no less hazardous. They will need to skulk through the stinking bogs and avoid enemy patrols and their encampments. Of course, as long as they are
clever and quiet they should be fine, probably taking a swim
with the leeches under the city to gain entrance.
The Wharf
This area is not so much a wharf or a dock but
rather the seaward edge of the city. It is packed
with vessels, many of which are propped up on
posts and used as makeshift dwellings. Most of
Olrankan’s trade also happens here, as vendors
hawk their skills or wares to locals or travelers
fresh from Emperor’s Island. Aside from travelers
and off-worlders, the city is home to unwashed masses dressed in dark
cloaks and coats, loose stained shirts and tightfitting
caps with gauze veils (designed to keep
the swamp’s biting insects from eyes and ears).
The local enforces are known as the Plumes due to their extravagant
plumed hats. The Plumes are very well equipped
and wear long flak cloaks and carry more modern-looking hunting rifles.
Along the wharf, one can indulge in drinking or
gambling (the local brew is a grey marshmilk
fermented from the entrails of the Furbog, a
swamp predator). One can also buy equipment;
though the siege means that everything is twice
the normal price and Availability is two steps
worse. In addition, finding anything that is not
Primitive is practically impossible.
Recently, a series of deaths have occurred within the city of Olrankan, specifically along the wharf. The backward locals are full of tales of monsters and daemons, but evidence would suggest it is the work of some manner of death cult. Asking about the attacks at the wharfs will earn suspicious glares from most of the locals. One easily detect the heavy atmosphere of fear hanging over the people here. An Inquiry Test will bring some useful information: it seems that most of the attacks have taken place near the walls and they always happen at night. There are also stories of other bodies going missing, taken from homes or dug up from graves.
The Hovels
This is by far the largest part of the city, comprising
of the bulk of its population. It is a depressing place
where strangers will receive sullen stares from the
locals and little else, apart from the possibility of trouble in the form of some local toughs looking for a fight
(though even the inbred inhabitants of Olrankan will think twice about attacking anyone heavily armed), some enterprising parents looking for someone of good breeding to marry their “comely” son or daughter, or perhaps if there is a psyker in the area they might get approached by a blind old man pointing and crying “Witch!” attracting the attention of small and unfriendly mob.
The Wall
The wall refers to any section of the city within a
block or two of its edge. Most people have moved
out of these areas due to the fighting and the ongoing siege. There is little to be found here apart from experiencing the war first hand. Generally, people are kept away from the walls by harried-looking Plumes. A successful Charm, Deceive or Intimidate Test on one of the Plumes will allow one to be directed to the site of
the most recent attack, a section of wall that looks like it has seen
its fair share of battle. At the base of the wall is
a large bloodstain that looks only hours old. In
the blood, the outline of several bodies and weird
prints are visible. Any successful Search test reveals that bodies
were dragged off after they were killed. In addition,
there are spent casings from hunting rifles (like the
ones the Plumes use) but only a few, and from their
positions it looks like they were from wildfire. The
footprints in the blood are not human. Anyone with the skill of Forbidden Lore: Xenos can
make a test to identify the footprints as definitely
those of a xeno-breed.
In addition, anyone passing a Search Test also
detects xenos prints leading off into the city.
Following the prints takes a good couple of
hours and two successful Difficult (–10) Tracking
Tests. If they only pass one Test, they lose the
trail in the Fabricator’s district. Otherwise the
tracks lead them to the Old Sky-Mill.
The Hill
Located in the center of the city, this area is not
really a hill but just a place where the buildings are
taller and stand on higher posts. It is also where
the prince and anyone who is either important or
rich reside. The hill is ringed by its own wooden
palisade, mostly for keeping out the riff-raff, but
also as an added line of defense against attack. This
barrier is guarded at all times by the most well-trained
and competent Plumes. Unless they have a
very good reason, citizens and visitors are not allowed inside.
The Fabricator's District
This area is a vast collection of warehouses
and factories, mostly specializing in harvesting
the various species of swamp weeds and edible
insects, rendering them down into clothing or
food products. In fact, it looks little different from
the rest of the city, except perhaps the buildings
are a bit bigger and a little less ordered (if such a
thing is possible). The most distinctive feature of
this place is the smell, which makes the rest of
the city seem fragrant by comparison. The first time someone enters this area, they must make
a Routine (+20) Toughness Test (with bonuses
for wearing filter plugs or similar equipment). Anyone who fails suffers a –5 penalty on any Weapon
Skill or Ballistic Skill Test until they leave as they
struggle with bouts of nausea.
People are not as inclined to speak in this district than the others. Residents seem more
resistant to questioning and constantly mutter about the trials of
war and too much work to do. However, if one were to succeed on an Inquiry or Intimidation Test,
or give a local a bribe of 10 thrones, they could learn
about a couple of people who have been seen
coming and going late at night carrying bulky
bundles. Their informant even goes so far as to
point out their place of business.
The Corpse Farmers
The corpse farmers’ warehouse is a pitiful affair
squashed between two larger buildings. It hangs
dangerously close to the swamp and looks as if
it might collapse into the water at any time. Its
interior is little more than a single large dank
room filled with stinking wrapped bundles
(corpses rolled up in dried swamp weed) with a
small raised office at one end.
The corpse farmers, Smeed and Smoot, are two
locals who have discovered that there is a living to
be had gathering up the dead of city and selling
them. The Slaugth, with an insatiable appetite for
the dead, struck up a kind of deal with Smeed and
Smoot after they ran into them dumping bodies
near the old mill. In exchange for the bodies, the
Slaugth leave the corpse farmers any possessions
taken from the corpses. This happy partnership
has continued for several weeks so far.
Smeed and Smoot are not the bravest of souls,
but if they are Surprised they probably fight, at
least until wounded or if it is obvious that they
are outnumbered. Smeed is a thin wizened old man with a
nervous air, almost as if he was guilty of
something, while Smoot is slightly fatter but
no less suspicious looking.
Assuming that at least one of the corpse farmers is
taken alive, they can be interrogated and will quickly admit to the body-farming business. Neither
man can tell very specific details beyond that
they take bodies to the old sky-mill and then
leave them to be collected. When they return,
the bodies are gone and clothing, weapons and
money are left in their place.
Unknown to Smoot and Smeed, however, the
Slaugth have been keeping an eye on them and have
two of their pets hiding in the warehouse. Initially
the aliens do not take part in any fight, watching
and waiting to see what will happen. However,
if either Smoot or Smeed are captured, the xenos
attack, intent on killing everyone.
A search of the warehouse uncovers half a
dozen hunting rifles, 30 bullets, two serviceable
flak cloaks and a pile of bloodstained clothing
and personal items. There are also 137 thrones.
The Old Sky-Mill
This is where the Slaugth have made their base of operations on Acreage. This
ancient, imposing structure stands precariously
on the northern edge of the city where it catches
the fetid wind blowing in from the swamp. Surrounded by dilapidated and decaying
hovels, most of which look abandoned, the
mill towers nearly two hundred meters in the
air, casting a long shadow across part
of the city. It is an impressive engineering
feat for such a backwater world, or at least it
would be if it didn’t look like it was going
to fall down at any moment. High above, slowly rotating sails crown the
top of the structure, audible even at this
distance with their wet creaking.
Numerous crumbling holes in the base of the
structure, as well as several large doors and
windows which were no doubt once used for
loading and unloading goods, are all good ways to enter the building. On approach of the entrances, one can smell the unmistakable odor of decaying flesh, in abundance it would
seem. If the Slaugth are expecting trouble, they retreat to the sail deck to
lay an ambush, leaving the bottom floor empty except for bodies. Otherwise, they would be found feeding, accompanied by a loud, wet chewing noise, as if meat were being fed into a
grinder. There are three Slaugth in total, though only one remains on the bottom floor at any given time; the other two stand on the sail deck as lookouts.
The bottom floor is a truly grisly sight. It is a single room roughly sixty meters
in diameter and is filled knee-deep with rotting bodies, many of which
have been dismembered and partially consumed. Amidst the carnage of slippery and rotting flesh,
slimy wooden gears grind and squelch, attached
to sails high above. This sight immediately
requires anyone to sees it to make a Fear Test.
The Slaugth, if present, hides until a character draws
near, at which point it tears itself free from the
bloated remains like a mound of living maggots.
This is enough to trigger another Fear Test
(–20). The Slaugth strikes. If overwhelmed, it
retreats up the stairs to the sail deck. It also calls
two of its pets to cover its retreat; foul xenos beasts used to kill locals.
The Sail Deck
A rotten set of stairs climbs up along the inside
of the tower wall. This sagging approach leads
up to the sail deck at the top of the mill. The
climb is alarming, with each step sagging under the weight and the boards are riddled
with holes. Truly, though, the stairs are quite
safe---at least as safe as the feudal architecture
of Acreage can be.
After a bit of testing, anyone should be able
to ascertain this fact. However, this won’t stop
the stairs from groaning and creaking under
their weight. Because the stairs are far from
level, characters wishing to charge or run on
them must succeed on an Agility Test or fall
down. If they fail by 3 or more degrees, they topple back into the heaps of
swollen and green flesh at the bottom. While
this is enough to break the fall, the bodies, filled
with gas, burst, forcing the character to pass
a Toughness Test or take a –10 penalty to all
Weapon Skill and Ballistic Skill Tests for the rest
of this encounter, from the stench.
The stairs ascend almost one-hundred and
fifty meters, with a small landing (about two
meters square) every thirty meters up. The walls
are also lined with hoists and winches, though
none look very serviceable or safe. In the center
of the chamber are several huge rotating pillars
(the crank shafts attached to the various sails)
just out of reach of the stairs. High above in the
gloom, the slanted wooden floor of the sail deck
can be seen.
If the Slaugth are ready for their attackers,
things get really nasty. There are at least two (three, if the one below escaped up top or they knew trouble was coming) currently on the sail deck and at
least a dozen of their xenos pets. If aware of the attackers, they wait for them to ascend the stairs,
watching their progress through knot-holes in
the floor, and looking for just the right time to
strike. When they are approaching the
sail deck, having ascended about a hundred
meters or so, the Slaugth will send a few xenos
creatures down the stairs to attack, while the
Slaugth give covering fire from holes in the sail
deck floor, about fifty meters above.
The sail deck is a huge domed room that houses half a dozen
slowly turning shafts and vast cogs connected
to broad wind sails attached to the outside of
the structure. Small windows also ring the
chamber looking out over the city, the sea and
the swamp. Like the room below, this chamber
is filled with bodies, closely packed and sorted
into piles (this is where the Slaugth bring their
favorite morsels). Characters do not need to make
a Fear Test upon entering this chamber; it is not
so horrifying the second time. The presence of
bodies restricts movement and vision in this
chamber considerably, so it is difficult for more
than two people to attack an opponent at once,
and there is always an abundance of cover, even
if it is “ripe” cover.
If there are any Slaugth alive after a few
vicious rounds of fighting, they flee out of one
of the room’s windows and climb down the side
of the sky-mill or lower themselves down with
the winch, possibly leading to a dramatic combat
on the outside of the building, with the xeno-hunters
ducking sails whilst trying to keep their footing.
In any case, none of the Slaugth let themselves
be taken alive, jumping to their deaths if need be and escaping if at all possible.
Once all the Slaugth are all killed, the remaining
xenos (if any) flee into the city, no doubt to cause more
havoc later.
The Slaugth, if they manage to escape, will seek to exit the city, possibly through the swamps. This would make them very difficult to track down. Their xenos pets aren't likely as intelligent, and would run amuck through the streets. Given the current siege, this could cause quite a situation as the people panic; it could even lead to the fall and sacking of the city as the garrison panics.
==Unique Equipment==
Bucklers
Class: Melee (Primitive)
Bucklers are small shields used to attain some degree
of protection without sacrificing mobility. The buckler’s
small size makes it inadequate for protecting against
primitive ranged weapons such as arrows or crossbow
bolts. However, it is effective for deflecting blows from
hand-to-hand weapons. Some bucklers have a large barbed
spike or point mounted on the outside and so can also be
used offensively.
On Acreage, buckler-style weapons have developed
with small metal spikes protruding from the shield’s
edge, transforming a generally protective item into a
deadly weapon. Acreage bucklers have identical stats to
normal bucklers but may also be thrown with a range of
8-metres.
Melee, 1d5–2(+SB), I, PEN 0, Balanced, Primitive, WT 1kg, Cost 30, Common
Lightning Chain
Class: Exotic (Lightning Chain)
Acreage is the birthplace of the lightning chain, though this
strange weapon has now spread to other worlds. At a glance, it
appears to be a length of spiked chain measuring about one to
one and a half meters. Closer inspection reveals that the chain is
fashioned from a unique alloy found only on Acreage. It somehow
“stores” kinetic energy, which is released in the form of blue-colored
energy sparks when the chain moves with any kind of
sharp, excessive force. When properly used in combat, victims of
a lightning chain attack not only receive dreadful lacerations and
broken bones, but also suffer burns from the writhing energy
fields that “spark” when the chain is in motion.
So dangerous are these weapons that not even the wielders
are safe from the arcing energy. To avoid burns on the hands,
lightning chain users wear thick gloves made from the tough
hides of grox-like animals found on Acreage. The durable
leather provides some insulation from the energy generated
by the chain’s movements.
Exotic, 1d10+1(+SB), I, PEN 0, Flexible, Primitive, Shocking, Two-Handed, WT 4kg, Cost 100, Very Rare
Lightning Gauntlets
Class: Exotic (Lightning Gauntlets)
Made from the same metal alloys as the Acreage lightning
chain, the gauntlets are much rarer as they require far more
skill to create. As the gauntlets cannot be swung as fast as
the lightning chain, the kinetic effect is lessened. Still, being
struck in the face by a lightning gauntlet is likely to do some
serious damage or even kill the unfortunate on the end of
the punch. A layer of the same hides used by lightning chain
wielders can be found inside the gauntlets affording the same
kind of protection.
Exotic, 1d10(+SB), I, PEN 0, Primitive, Shocking, WT 2kg, Cost 80, Scarce
Silkmail
Chainmail is a staple defense on many feudal worlds
throughout the Imperium and some of the finest examples of
chainmail in the Calixis sector is the work of the artisans of
Acreage. Far finer and lighter than common mail and entirely
more comfortable, silkmail (as it is known) is favored by the
nobility and highly prized by off-world collectors.
Arms, Body, Legs, AP 3, WT 5kg, Cost 150, Rare
Slither Boots
There are a number of polluted environments within the
Calixis Sector where the very soil itself is both destructive
and toxic. Whether one has to trudge within the salt-fens of
Acreage, over the acid storm wastes of Grangold, or through
one of the deadly slime jungles of Vaxanide, the journey
will be a short one if the ground itself eats away a traveller’s
footwear directly exposing them to their surrounding’s
toxicity---a common and frequently deadly occurrence for the
unprepared. The destitute that live within such places cope as
best they can, whilst the wealthy few acquire slither boots.
Slither boots are highly advanced footwear, incorporating
a variety of materials including ceramite-woven leather and a
circuitry embedded inner frame. Slither boots are designed to
withstand the most hostile of environments, releasing chemicals
to shield the wearer from acidic and alkaline environments.
Slither boots do not slip; regardless of how tractionless a surface
may seem, small tendrils emerge from the soles of the boots to
help compensate for the movements of their wearer.
Slither boots provide a +10 bonus to Agility Tests made
to maintain footing in treacherous or slick conditions and
provide 6 AP (Legs) versus corrosives.
Legs, AP 3, WT 6kg, Cost 500, Rare
Powdered Maidensfoil
(Swift/–/Sedative)
Must be ingested in food or drink for it to take effect. Taken
from the pollen and ground-down petals of maidensfoil, a
common hedge plant found on the feudal world of Acreage,
the plant is exported by enterprising traders and has many
medicinal as well as nefarious uses.
Cost 200ea, Average
Category:Feudal Worlds
Category:Calixis Sector
Category:Josian Reach
Category:Planets