Feral World

## Life on a Feral World

At first glance, feral worlds might appear backward when compared
to more technologically advanced worlds. They are indeed trapped
in superstition and ignorance, but no less so than the denizens on
any Imperial world, and the concept of progress is as unknown
here as anywhere else. Their barbaric nature is as pronounced as
on other planets, but here it displays a harsh, personal brutality
and dispenses with any veneer of higher civilisation. Feral worlders
can view weather conditions as signs from the sky-gods, and the
remains of ancient devastated civilisations as relics from ancestors
who touched the heavens before hubris brought them low. This
is no different, however, than a hive labourer who tills powerful
machinery through rote actions and dogmatic chants, or reflexively
makes the sign of the Aquila before entering a hab-room for the
first time. Both see the world around them through a thick fog
of superstition, not even knowing that there is more to know. To
live in the Imperium is to live in ignorance, an awful but blissful
experience compared to the horrible truths that Inquisitors know.
Feral worlds are as important to the Imperium as any of
its planets, and each tithes men and materials just like any other
world. This means that even if most of the population is ignorant
of other planets, often a ruling elite connects to the Imperium and
governs the world for it. Populations on feral worlds are often kept
in check by their faith in the Imperial Creed, and the Ecclesiarchy
ensures that instilling this faith is the first step when incorporating
such a world into the Imperium. On many such worlds, the local
religions and beliefs have thus been supplanted by the faith in
the Emperor, although it could be that He is known by different
names, such as the Sky-Father, Master of Storms, or Star Lord by
the primitive natives. Even if a feral worlder knows little of the
Imperium, it is doubtless that he has heard tell of the Emperor and
was raised to revere Him as a god.
 feral
World rules
A character from a feral world applies the
following benefits during character creation:
CharaCteristiC modifiers
+ Strength, + Toughness, – Influence
fate threshold
2 (Emperor’s Blessing 3+)
home World bonus
The Old Ways: In the hands of a feral world character,
any Low-Tech weapon loses the Primitive quality
(if it had it) and gains the Proven (3) quality.
home World aPtitude
Toughness
Wounds
A feral world character starts with 9+1d5 wounds.
reCommended baCkgrounds
Adeptus Arbites, Adeptus Astra Telepathica,
Imperial Guard, Outcast
32
3 3 Chapter II: CharaCter CreatIon
There is a near-limitless variety of feral worlds, each different
from the next, often mixing ancient cultures and technological
levels in a myriad of combinations. For example, one could be little
more than an alien wilderness of volcanic tundra, where ignorant
tribesmen bow down to effigies of the Emperor, whom they call the
Father-of-Lightning. Here they hunt flying lizards across deserts of
ash and dust, using weapons of black volcanic glass, until the skymen call them to serve beyond the world’s edge, never to return.
Another world could be an endless swamp, covered with complex
territories of nomadic tribes who wear the bones and skins of great
amphibians, and constantly war with each other for survival. Some
show the signs of previously-advanced civilisations, long since
blasted to ruins from war or natural catastrophe. Man might live
in crude caves nested in crashed orbital towers that could predate
the Imperium, or perhaps be of xenos origin. Hunters could use
spears tipped with fractal metal shavings to fend off beasts mutated
from domestic pets.
Feral worlds are defined only by their limited level of technology,
where populations have little choice but to live in a primitive state.
Feral worlders may become inured to the appearance of voidships
in their skies and mighty armoured warriors in their cities, their
people accepting their place in the universe, perhaps even scorning
the sky-men for their feeble reliance on metal trickery when the
test of a true man can only be measured in muscle and bone. Feral
worlders might one day leave their planet, either taken as part of
manpower tithes or as part of an Inquisitor’s warband, but still
retain the primal essence their upbringing provided.

## Feral World

### Home World Bonus

The Old Ways: In the hands of a feral world character,any Low-Tech weapon loses the Primitive quality(if it had it) and gains the Proven (3) quality.

### Recommended Backgrounds

Adeptus Arbites, Adeptus Astra Telepathica, Imperial Guard, Outcast