Maa Kheru

Departmento Cartographicae pict-file of the mining world of Maa Kheru (known locally as 'Red Rokk').

## Planet

### Temperature

No polar caps, seas covers 43% of planetary surface, 45 °C, Medeterranian, Deserts — arid (unstable)

### Population

Imperial Garrison 25 million, other humans and Greenskins Unknown

### System of Governance

Hierarchial (Imperium): Workers, supervisors, administrators and rulers. Planetary Governor appointed - hereditary position.

## Location

### System

Ronin System

"*Oi! Wez call dis un 'ere Red Rokk...she's not much to looka, but d'ose zag-storms 'n da burnin sun 'll put even a mob of da meanest of Beekee or Bugeye runnin back to their Slags for sum comfy sleepin, 'n dats just in daylite. At nite the Great Naz drives da stinkin Gretchinz mad 'n wiva beasties dey gob anyfing stupid enuff to be lurkin about.. Yet dose weak 'umies come here to drill 'oles in da ground 'n search for ancient tek, tufz as wez callz it. Stupid 'umies, dats da Bosses tufz 'n 'ez an unki Ork 'e iz. Atleast da Beekee's bring loadz of dakka... Perfekt for a big 'ol scrap I say, 'n also a chance to do sum stealin, 'n lootin afta...*"
— Attri. local Ork of Red Rokk
The birth of 'Red Rokk' began with the death of **Maa Kheru**, a planet in the Ghoul Stars systems of the Milky Way Galaxy. Little is known what happened but a terrible tragedy struck the planet as the sky was lit ablaze and most of the planetary life of the planet was eradicated. The climate and topography of Maa Kheru were permanently impaired and remade in a new and even harsher climate than before.

## Background

Officially known as Maa Kheru, 'Da Red Rokk' was a terrestrial, Earth-like planet, classified as a both a Death, a Mining and a Xenos World. Maa Kheru's natural environment was teaming with life, with large oceans which secured 74 percent of the planets surface. The land mass of the world was covered with dense jungles and mountainous pine forests. The planet was hotter than most human settled-worlds, however had a few bases of operations on it.

Settled in the 25th Millennium, the planet was a lost planet by the Imperium and the human settlers were numerous and of heretical religious nature, also in addition had a trade hub with the local Xenos who inhabited the thick wilderness. The Xenos of the planet had ancient technologies within their great temples and underground cities the locals wanted, but deemed too hard to claim through conquest.

Little is known why Maa Kheru was ultimately destroyed, but what is known is that the once lush jungle-planet was turned into a barren red desert. Today the planet is mostly inhabited by Greenskins, tough enough to survive the hostile conditions of the planet, but also full of monstrous beasts inhabiting the dank caves and open plains.

**REQUESTING DATA ACCESS...**

**Input Security Clearance:** Processing...

**Access:** GRANTED

Departmento Cartographicae additional information on the mining world of Maa Kheru:

**Surveyed**: 334-347.M24

**Stars**: Binary: Stella Ronin Rubricatus (Red Dwarf Star), Parvus Candidus (White Dwarf Star)

**Planets**: 11

**Inner Planets**:
Ronin Unus: Rock, no atmosphere, irradiated.
Ronin Secundus: rock, no atmosphere, irradiated
Ronin Tertius: desert world (possible trapped meteor)

Maa Kheru: desert world, semi-thin stable atmosphere
Ronin Quintus: gaseous, poisonous atmosphere

**Outer Planets**: Ronin Sext: gas giant
Ronin Septem: rock, poisonous atmosphere
Ronin Octo: ice world
Ronin Novem: Iceball
Ronin Decimus: Iceball
Ronin Undecim: Iceball

**Asteroids**: Occupying outer regions. Midis Corpus Field- uncharted.

Planetery specific information:

**Summary**: Mineral rich world. Chemical extraction. Refinery facility located on the Imperialis Alphus Stronghold.

**Size**: Equitorial Distance — 7389 km

**Satellites**: 19

**Moons**: Carvis PF, Orcurim Comedenti, Sphaera Mechanica

**Orbital Radius**: Mean orbital distance is 124 million km from star.

**Fauna**: Orkoid creatures, native fauna.

**Flora**: Limitied ot advanced eutaryotic and arecaceae organisms, such as grass, fungi and palm trees.

**Economy**: Regulated by Adeptus Administratum officials.

**Water Supply**: Poisonous natural precipitation, requiring purification refineries.

**Principal Exports**: Fuel, equipment and engineering.

...End Report.

## Climate

'Red Rokk' is presently a seemingly dry planet with only one ocean left, rather it is shrouded in tremendous sandy deserts and radioactive water puddles and lakes. During the days the temperature is normally stabilized around 45 °C however can on hotter days during the summers be closer to 60 °C. Due to these extreme temperatures the humans set on this planet has to have certain spacesuits to keep their body temperature down, to evade hyperthermia. Crippling the Imperium's expansion of both the excavation of ancient technologies and artefacts and promethium-pumping as much as the raging tides of Greenskins do.

The nights are a different story. The The moons orbiting the planet, in particular the greatest of them Carvis PF or 'the bad moon' pulls large amounts of residue particles into the air through it's sheer gravitational power, creating tall dust devils swarming the plains as the temperature drops to about 0 °C. This temperature shift makes the water in the atmosphere evaporate and overwhelming radioactive and contaminated rainfall cover the mountainous areas of the planet, rendering the world to have two distinct climates. The driest deserts of the plains and the damp, murky forests, swamps and caverns of the mountains.

During particular seasons, when the larger but colder of the solar system's suns places itself in front of the other, some dust storms of 'Red Rokk' can actually turn global. These enormous dust storms can be as tall as 30-40 km high. The dust can get charged as particles rubs against each other during the storm, and suddenly lightning strikes may cover the interior of the dust storm. These storms are so big that they can be observed from space. The planet turns into a hazy red sphere where the surface features of the planet are no longer visible. Inside the storm there is a large fluctuation of colours on display. The skies are full of radiant lightning storms and when the lightning hits the surface, it electrocutes the ground and the sands of the great plains lights up when buried ancient structures get charged, making the ground glow. The caverns and the outside of the mountains begins to gleam in various hues as electrocuted waters makes the shrooms light up in a beautiful display of bioluminance.

## Governance

Maa Kheru was rediscovered by the Imperium 34th millennium and it is still unclear by most why the planet was obliterated from its original state. It is disputed whether the planet was subject to an Exterminatus, a natural disaster or if it was the Ork infestation that brought destruction with them. One thing that is known is that the planet has immense measures of promethium buried in the soil as for ancient technologies.

This has brought with it, Rogue Traders swarming the planet to obtain wealth a thousand years after its demise and to the present day. The most successful was Malloc Ohlmascher who managed to get a successor chapter of the Blood Angels to aid him in establishing a strong foothold on the inhospitable planet. Now his descendants’ rule the world, where the oldest son of the Governor is appointed as heir to the Imperialis Alphus Stronghold and the other children as rogue traders who explore the planet as commanders of excavation teams, consisting of both Imperial Soldiers, paid mercenaries, and experts.

The Imperium is pleased with the exports from the planet hence aid it often with manpower and foodstuffs. The current Governor Nortas Ohlmascher is a ruthless leader and sees all inhabitants of his stronghold as economic resources opposed to people. He and those who holds his name are the only inhabitants who are permitted to look into the eyes of the Space Marines. Crime within the stronghold is frowned upon and even the smallest of slights will result in a punishment closer to a life in subjugation than anything else. These “laborers” are tattooed on the forehead with his family crest as they pledge their loyalty to their service for the remainder of their lives.

### Angels Liber

The Angels Liber are a Successor Chapter of the heroic and noble Blood Angels. They were founded M35 by 200 Space Marines and believe that Baal was destined to ruin and accordingly left the planet in search of a new home for all Blood Angels. The Angels Liber were, for most of their history, a fleet-based Chapter and roamed space for a new home. On this journey they found Malloc, a Rogue Trader who professed to have discovered a desolate planet, ripe for taking in the Imperium's honor. With his charm he managed to persuade the Angels Liber to aid him in driving out Orks from the location today hold as their current Stronghold, Imperialis Alphus on Maa Kheru.

They still serve the Ohlmascher family, and they believe it is within their destiny to conquer the entirety of the planet in the Emperors honor and reestablish Blood Angel greatness on this new home world.

Although they serve the Imperium of Man they look down upon mankind and sees them as frail and weak. This is reflected how other humans are treated by the Successor Chapter; they aren’t allowed to look into the eyes of the Space Marines or address them if not spoken to. The seemingly only human that is able to do both of these things are the Ohlsmacher family as it is sworn by the chapter to aid Malloc's descendants, even though they dislike the fact that this Rogue Trader family excavate and trade in xenos technologies. Therefore, they only protect the stronghold and go out on missions to purge lands of Greenskin infestations, and do not interfere in any excavation operations.

During the recent Devastation of Baal the chapter refused to aid in the battle as they believed this was within Baal's prophesized doom. Therefore, they are detested by most other Blood Angels and their fellow Chapters of the Blood and looked upon with distrust and next to heretical distaste. This acrimony bothers the Chapter little as they strongly believe they pursue their own fate.

**Chapter Master**: Lexus Lehain.

**Home world:** Baal/ Maa Kheru

**Colours:** Black legs, arms and torso, deep crimson shoulder and backpack.

**Battle Cry:** “By the Angel! All a new are forged in Blood!”

**Strength:** 100 space marines

## Da Storm

The storms of Maa Kheru are a planetoid storm formed from the sun of the solar system, tearing up dust and debris from the surface and flinging it in the violent velocity into to the atmosphere, covering the entirety of the planet. This storm is considered a natural disaster and the embodiment dread, violence for any creature but the Greenskins.

The destruction wrought by the storms of 'Red Rokk' would make any sentient being other than the Greenskins to leave the world or at least fear the storms. Be that as it may, at that point, most sentient creatures are not the most savage and barbaric race in the galaxy as Orks are.

Orks are a violent being and lives for combat and destruction. All their energy is centred around the Waaagh- as the Orks calls their ruthless migrations. The few who wasn't killed instantly by the cataclysm, mostly succumbed by the wild fires and the radiation polluting the aggregate. Nearly no Orks but a few survived together with other greenskin creatures such as the Gretchin, Snotlin and the Squigs. But Orks, being naturally resistant to radiation, physical harm and about every single set back, immediately adjusted and began to populate the seared planet once more.

What can be considered to be the most truthful proclamation of this planet in the Imperium's perspective is that after the great cataclysm, the Orks of the planet where decimated to a limited quantity, and all humans were destroyed, yet there are recounts from Imperial Scouts, of Humanoid creatures living in the deserts. The Orks were destroyed in such immense numbers that all technologies and ways of their Space Ork counterparts were lost. The Orks societies that managed to get a strong foothold on the land yearly were decimated by the strong winds of the planet, making larger Ork towns and cities above ground inconceivable. One thing the storms did well for the Orks is that when they rampage the storms in violence, they discharge their spores, transporting them throughout the planet. Sprouting new Yoofs on all corners of the world, is why the planet is so brimming with Greenskins.

Of course, all this is speculation, as Orks have never been good on documentation. The greater part of their stories are passed down around camp fires and their oral tradition tends to stick to ‘who bashed who and how badly’ rather than exploring the causal nature of history or their environment. Nonetheless, in the light of current events we can be fairly sure that this is what roughly happened.

Once the storms of Maa Kheru rolls forward Orks on the planet flings themselves into it in order to live out their desires. Evil Sunz will speed into the storms in order to race in a load and violent chaos, whilst Goffs will move into it to wield unending violence on other Orkoids which the storm brings in and the Deffskulls will search for loot from injured Orks or hidden tech in the sand. There is an aspect for every Ork philosophy to enjoy in the violent storm which has granted the storms itself to hold a certain, nearly religious place within the 6 major Klans. It has also created some smaller Klans as Orks adapts their beliefs to tackle problems. With that said, only an Ork can find a way to worship and thrive in global devastating storms.

## Tyrant's Hideout

Tyrant's Hideout are the place where Mekboyz first managed to build a city able to withstand the enormous dust storms of the planet and consequently the first and biggest of Ork settlements on the planet. It is built near the end of a polluted lake, where the spills of an Imperial Warship-wreckage referred to by the Orks as "Da Hammer of Gork", has spilt out its fuel into the waters. On top of it the Mekboyz has constructed their Force Fields. From there the city spreads out in different districts as Ork of similar philosophies and social status crams together in the same area of the city.

## Da Desert

Outside of Tyrant's Hideout and the mountainous areas, the desert stretches for miles in all directions. The desert is searing hot during the day and icy cold at night. Rocks, sand, bleaching bones and rusting metal are the only features of any note, apart from the Ork forts shimmering in the heat haze and huge chunks of wreckage. Many of the wrecks lie in deadly rad zones which promise only slow death for any who go too close. For miles around Tyrant's Hideout, the desert belongs to the Ork mobs. Their forts dominate the land and the dust plumes kicked up by their vehicles or warbeasts can be seen everywhere. The mobs spend most of their time mining buried debris from the ancient teks and battling over the choicest scrap still lying around in the sands. There are many derelict forts too, their mobs having fallen victim to the perils of the desert or abandoned their mine to seek richer pickings elsewhere. Empty forts often become temporary homes to other Greenskin raiders.

Few Orks have travelled into the deep desert and returned to tell the tale. Rival Orks and Raider Grots are but the least of the dangers for a prospective explorer. First of all it is easy to simply get lost and wander the wastes until thirst and heat kill you. In the depths of the desert there are deep seams of fine dust where buggies or bikes sink under in an instant. Apparently solid plains of rock can fracture and drop travelers to their deaths in subterranean caverns. Towering windstorms can whip up without warning to bury warriors and their machines or suck them up to be torn apart in their spinning vortices. Nonetheless some try and a few return.

## Klans

Other than the 6 large klans there is other Klans present on Maa Kheru, one of those are "Da Omen Boyz".

They are a cave dwelling Grot-only Klan that have a deep hatred for Orks and kill every spawned Ork Yoof crawling out of the ground on sight. Although they keep to themselves and dislike Orks they often follow Ork contraptions in order to fight and loot. Da Omen Boyz are truly creatures of the darkness, for they mortally hate the light of any source, preferring instead to live in near total darkness. A subterranean species, these Gretchins are only known to ever leave their caves and hideout only in the darkest of nights, where even the moonlight can have the potential to hurt their light-sensitive skin. These Gretchins are the most numerous of the Orkoids on Maa Kheru and live in the billions in underground cities in the mountains. Only entering the surface world at night, during the downpours, and when secured under the mass of dust, during the storms. On the most the rarest occasions when they do come out during the day-time, they always wear robes that helps to hide their skin from the searing sun. This inability to endure the suns ray all came about from Gretchins hiding from the scorching planet in the cavernous mountains for millennia, rendering their skin sensitive to all forms of light.

In the moist darkness of their subterranean homes, these Gretchins are surrounded by all manners of mold and mushrooms. In ancient times, a tribe of Grots took to living in the caverns and tunnels of Red Rokk and there they lived in total darkness for many generations, taking up the name of Da Omen Boyz. They become so accustomed to the darkness of the caves that they developed extremely good night-vision, but as generations of Gretchins began their life in total darkness, their skin eventually lost the ability to tolerate sunlight. This disadvantage does little to bother to them, for they have become a truly powerful faction that has claimed many of the mountain tunnels as their own.

Da Omen Boyz are especially cowardly creatures, but unlike those of other Gretchins, they have been known to create and consume an intoxicating brew called Fungus Beer, which enables them to fight in a near maniacal state, where they are completely insane and paranoid, and would enhance a Da Omen Boyz senses and reflexes, enabling them to fight far better against other stronger foe. Displaying even more than their species usual lack of common sense, individual Gretchins have been known to gleefully ingest dangerously hallucinogenic mushrooms.

Some common beliefs of the Da Omen Boyz are the worship of the moon. These Gretchins covered up in the cavernous mountains as the sun seared the earth and in this manner made due from being toasted alive. Da Omen Boyz belive that one day that the biggest moon of the planet and the largest sun will merge and bring forth the largest Waaagh! ever seen by any Greenskin. Some of them believe that the moon is the embodiment of Mork, cunning and working under the cover of the night and that the sun is the embodiment of Gork, strong and ruthless to any stupid enough to face it.

Deep within the largest of Da Omen Boyz strongholds there is a large crystal which illuminates great energy. The grots believe this is a shard from the Moon and therefore contains the power of Mork himself. More likely this is a energy source from the Xenos who inhabited the planet before the Greenskin infestation. All around this crystal fungi grows faster and larger than usual which makes the Grots even more sure of their convictions. Every full moon the grots will hold huge celebrations where they sacrafice slaves and the bravest and most ambitious of grots will even try to touch the crystal, which more often than not results in instant death. Some Grots however who has touched the crystal has gone insane and starts to ramble uncontrollable. These grots are instantly elevated to the status of Shamans. Others mutate and grows more aggressive and larger than other gretchin and therefore are able to bully other grots and climbs in the klan hierarchy.

Da Omen Boyz use a lot of mechs and grot tanks in order to compensate for their smaller stature than that of the Orks. Their Klan colors are white and red and their symbols is a moon and a sun merged into each other.

## The Overtyrant of Maa Kheru

The Origins of Urk One Eye is obscure. No one really knows where he came from, but he is always referred to, as One Eye. He lost his eye and also got his name after he single-handedly brought down an entire Astertes Chapter called “Da Blood Anguls Gitz” and gladly ate their entire Spacefleet in order to grow and sustain himself. If the Chapter name didn’t reveal the veracity of the story, one could easily understand that the story is a gross exaggeration. One Eye rather killed and devoured two Angels Liber Space Marines as he was just a yoof. An extraordinary feat by itself but far from the legends. Urk is namely one of the biggest, meanest, most war-seeking, savage and brutal Ork ever witnessed by man. Yet he may simultaneously be the most moronic ever witness as well.

The 20f tall, 15,000lbs heavy Goff always alludes to himself as Urk and keeps his sentences short. More often than not he speaks in grunts, in heavy snarls and deep panting as he points his finger towards his intended target. He is seemingly always enraged and cannot contain his everlasting fury. In the event that he hasn't been engaged with a proper scrap or a battle, he will within a day start to kill his own men to cool his senses. All Orks adjacent may observe him butcher hundreds of his own men in an afternoon but will gladly tail him into battle as it is deep in Ork psychology to believe it would never transpire to them.

Being so stupid, the Ork Warboss will overlook occasions happening just a moments prior. He may be taunted by an Ork into a frenzy yet will seconds after the fact forget what got him winded up and consequently he will kill all Orks standing around. Not to demonstrate a point, but rather as an immediate aftereffect of his irate state. This steady mess of confusion isn't a comfort to Urk as most would think, as he is an Ork. However, is an immediate cause for him to turn angry as he will seldom comprehend why he is on a certain spot or why his men are charging into battle, despite the fact he just gave them order to do so. It is not uncommon if there is a long charge before the enemy lines, for One Eye to turn around and start attacking the Orks charging behind him. Forgetting why he was running and observing Orks chasing him often shifts his attention to the closest fight. But will soon turn to the real enemy as a voice in his head informs him of where the real fight is.

When he enters the storms, he usauly unlike most Orks don't go in there to obtain scrap-metal or ancient technologies, but rather for unending violence. He will jump upon all he sees and when all foes around him are either gone or dead, he will begin to fire on or to try cut the storm itself with his great burna and power klaw.

How could such a dysfunctional pioneer be the Boss of a Greenskin settlement? Well first off, it isn't within Ork society to name its leaders or even the most brilliant of Orks to acquire degree of predominance. It is through share physical power a Boss is determined. Yet for being truly thick, One Eye appears to make a great deal of good decisions, both tactical decisions on the battlefield as for decisions concerning politics within the stronghold. The explanation behind this is that One Eye is spoken to by the gods. This is other than his knowledge of his extreme physical prowess and his territorial conduct the only thing One Eye is certain about. In reality Urk One Eye has gotten him a large parasite, or more correctly a really cunning little Grot has made its way up on his back, whispering orders into his ear. This Grot calls himself Gobbit Scurrowgrot and is the true mastermind behind the towering behemoth.

Urk will frequently get his food stolen right in front of his mouth as he is about to smash a large piece of Squig into it, as Gobbit climbs down his face and steals it. This enrages him, but he is too dumb to understand what just happened and will turn frantic as he punches himself in the face attempting to squash what ever it was itching on it.

Any Greenskin trying to inform the Warboss regarding the Gretchin on his back will if not killed by the irate Warboss for scrutinizing his association to Gork and Mork, will in all probability be murdered as "Gork or Mork" speaks to him to kill this usurper. One could argue that the belief of the gods speaking directly to Urk is so widely spread within the tribe that most Orks just accept it as a fact, and therefore just don’t see the Grot whispering in his ear, or in fact sees it, but immediately forgets about it.

Rumours of this Gretchin Warlord attracts abnormal amounts of Grots to the tribe, in order to obtain the position themselves. Although no Gretchin would be stupid enough to spread these rumours in front of Orks, as it would most certainly result in a beating no Gretchin ever could withstand. The idea of a Grot running the show is so unthinkable for Orks that just the thought of it enrages even the lowest standing Orks within the tribe.

In order to control Urk, Gobbit has an arsenal of different fungi-brews he intravenously injects into the Goff, resulting in many different behaviours from the Ork. These can be anything from berzerking to keeping him completely blunted. He may one day be even more angry and aggressive than usual and will thereby ignite the spirits of the Orks around him as he leads a violent charge out of the city towards any who dare oppose him. It so happens that he may conquer close by strongholds and gather vast amounts of slaves back to Tyrant’s Hideout. As for new Mobs of Orks from other tribes, recognising who the strongest Ork is, but may also end with the Goff in blind rage hacking away on a rock or his own shadow with his power klaw. The Mob of Orks will then mirror him as, whatever the Boss is doing, it must be worth following. Other days the Boss may seem calmer than usual and turn Ork heads as he is drooling and rambling incomprehensibly, participating in truly unorky behavior. Such as picking flowers, chasing squigs, cuddle them as they are captured or sneak up on a group of sleeping Gretchins and then turn sad as the Gretchins overcome by panic, scatters. It may be possible that the large amounts of fungi-brews injected into the huge brute is what has fried his brain cells and turned him unusaly moronic in his sober state, even by Ork standards.

Gobbit is in turn one of the most cunning Gretchins of the planet. He likes to win battles by letting the large goff Urk direct orders to the boyz to attack at night, ambush, hammer and anvil, perform pincer movements or smoke screening in order to beat their foe. Though many of these ordeals ends up in disaster as Urk One Eye loses his temper and simply just charge, followed by overly excited boyz. It is often just the deffskulls who actually follows the original battle plan.

Although he is always on One Eyes back, Gobbit lives a life in solitude. No interactions with either other Gretchins or Orks, as it is far too dangerous, has led to Gobbit mind becoming a tad bit insane. Scheming and plotting for what to do next, the Gretchins has his eyes on total world domination. He wants to conquer Red Rokk and then turn his eyes on space. It may be that the only characteristic of Gobbit that is stronger than his complete insanity and paranoia, his ambition. He has a strong sense of grandeur and beliefs himself to even be above all Orks. One Eye is just a means to an end, although he can’t help to have a personal liking for the monster.

One could imagine that a Grot with this degree of intensity would ensure the prosperity of other Gretchins of his tribe, however he would be wrong. Gobbit Scurrowgrot has like most Gretchins a profound comprehension of his people’s treachery and in this manner realizes that each Grot around him conspires to obtain his position. Therefore, despite the fact this society is in all honesty ruled by a Gretchin, it might be one of the most Gretchin-abhorring cultures of the planet.

## Technology

Other than the usual Ork weaponry Orks of Maa Kheru have invented a weapon as strong and horrifying as it is unstable. The Goffs do not consider grots to be welcomed to use their colors and therefore they only exist within the Klan to serve as slaves and assistants to the Orks. The Snakebites, Evil Sunz, Badmoons and Blood Axes all uses grots in one form or another as both slaves but also as fighting forces. The Deffskulls of Maa Kheru on the other hand has started to use slave humans in the same manor as other Orks use gretchin.

When handling humans the Deffskulls has found how to humans have a strong individual psychic connection. A cunning Deffskull Mek found good use of that fact and created the "Umie Baker". They strap human slaves to a generator and through torture and with wires attached to the humans head, tries to captures the psychic energy pulsating from the slave and charge the generator. Once the generator is charged enough it can enable canons to shoot large green lightning-blasts of psychic energy towards their enemies. All humans are not as psychic as the next and therefore the energy obtained from each slave can vary vastly. Orks have a hard time comprehending this and will often just turn up the power in order to extract more from humans delivering small amount of psychic energy. This often results in the heads of the human to explode but can also cause a short circuit and makes the generator weak and unstable, increasing the chance for it to explode.

## Notable Characters

* **Malloc Ohlmascher** Found Maa Kheru and convinced Angels Liber to aid him in establishing a Imperial foothold on the planet
* **Nortas Ohlmascher** The current Governor of Imperialis Alphus Stronghold
* **Thadius Fas** First Angels Liber Chapter Master
* **Bedriik Cencus** Former Chapter Master of the Angels Liber who teamed up with the Rouge Trader Malloc Ohlmascher to conquer Maa Kheru
* **Lexus Lehain** Current Chapter Master of Angels Liber
* **Urk One Eye** Overtyrant of Maa Kheru and currently the greatest threat to Imperial ambitions of the planet. Has his stronghold in Tyrant's Hideout but gathers loyalty from neighbouring tribes for his brutality and might if not held in check, force a Waaagh!
* **Rukk** Large Ork Warboss who slayed Bedriik Cencus once Angels Liber descended on the planet. His skull sits as the crown jewel of the Ohlmascher's throne room.
* **Gobbit Scurrowgrot** Grot Warboss who sits on Urk's back and whispers orders to him
* **Runtboss ’Ugetoof Bootlicka** Snakebite Warboss who follows Urk. He uses a abnormally large Shokk Attack Gun and mainly uses Grots as ammunition. Got his nickname from his Snakebite followers who distinctly dislike him following a boot-wearing Goff. 'Ugetoof is still too big for any other in the tribe to challenge him for his position though.
* **Gharak Wrenchfist** Large Badmoon Mekboss leading his own tribe of Orks and who often fight Urk's Boyz over spoils found in the desert. He will gladly follow Urk though and trade his mechanical abominations to the Overtyrant anytime he meets him in person.
* **Painboss Urtog Teefdrilla** The Deffskull Painboy is Overtyrant's personal Mad Dok. He constantly provides new and exciting improvements to Urk's mobs but he always takes an usury prize for his services.
* **Scuttla Brownbelly** Arch Druid Emperor of Da Omen Boyz. He got his name for his small stature and treacherous ways. Once he touched the Crystal, he fell into a deep sleep and was thought to be dead and therefore thrown into the Squig pit to be fed to the beasts of war. Though something about him made the Squigs keep away from his body as if he was poisonous. Once he woke up he had grown massively large for a Grot and quickly started to bully other grots until he had the highest rank within the Grot Klan. While appearing charismatic, Scuttla is actually a cowardly despot, who desired power at any cost, and is apathetic to the suffering of others.