Melgaros

The planet of **Melgaros** is curious world. Most of the world is covered in a vast and hostile desert with the poles being home to vast warm water seas. Surrounding these seas are a majority of the population centers such as the capital city of Usrier as well as the lush jungles and vast savannas. Under it's surface is a web of flooded ever-shifting caves filled with bioluminescent bacteria that forms the basis of an entire food chain. Below the surface is also a great wealth of high quality minerals and vast reserves of raw promethium.

To outsiders, the people of Melgaros are slow drunkards lacking in self control and piety. This assumption is not entirely wrong. Data gathered by the Administratum puts the rate of alcohol consumption at four times the Imperial standard. However one should never underestimate a Melgarian be it with a blade or in a game of chance. The Commissars attached to the Melgarian Centaurs Guard regiments are typically more experienced to deal with the ill discipline of the Centaurs.

## History

### Colonization (956.M30)

The world of Melgaros was colonized in the wake of the Great Crusade after an Expeditionary Fleet of the Word Bearers discovered the system and would mark it for colonization as it was un-inhabited. The landing ships would unload their passengers in the southern polar green zone. They would found the planetary capital city of Usrier with the Mechanicum elements founding the neighboring planet of Dezutis.

### Horus Heresy (005-014.M31)

As with many worlds brought into compliance by the Word Bearers, Melgaros and Dezutis had hidden bastions of chaos worshippers placed upon it by the agents of Erebus. Upon the outbreak of the heresy mobs of chaos rioters overthrowing the appointed governor and declaring their allegiance the Horus. The neighboring forge world of Dezutis would erupt into civil war between the priests who wished to follow the Fabricator General and those who wished to remain loyal to the Emperor. Following these developments, two companies of Word Bearers and one company of Sons of Horus would reveal themselves from the system halo coming in at around nine hundred traitor marines. A majority of the traitor forces went to Dezutis although a small group of thirty Word Bearers would land on Melgaros to hunt down the loyalist guerilla forces who escaped and to oversee the corruption of the population. This corruption the flurry of distress calls caught the attention of a great company of the Sixth Legion, the Vlka Fenryka.

Rather unhappy due to the fact he was missing all the fighting, the Wolf Lord decided to respond to the distress call of the nearby Dezutis-Melgaros system. Two standard Terran months into their invasion, the Word Bearers and Sons of Horus would soon discover what it is like to try and fight an enraged Space Wolf. A majority of the Wolves would descend upon the forge world of Dezutis with a force of fifty Wolf Brothers led by Battle Leader Fergor Bloodbrow diverted to Melgaros to hunt the Word Bearers. Landing covertly on the planet and meeting up with the Imperial Loyalists, the Wolves would strike at the heart of the enemy. The Iron Citadel, a fortress established during the colonization, would be raided by the Wolves hiding in the back of resupply trucks before popping out and massacring their way to the Word Bearers in the heart of the fortress. In the close quarters, the outnumbered Word Bearers stood little chance against the blades of the Wolves.

### Age of Isolation (M31)

Approximately 150 years after the end of the Great Scouring, a series of warp storms would cut off the world of Melgaros. As with many worlds, the isolation was almost a death sentence. However, the production of Soylens Viridians on nearby forgeworld of Dezutis and the small population of Melgaros kept the population alive. Thankfully for the residents of the system, Aeldari Farseers would see a future action by the Melgarian Centaurs stopping an Ork WHAAAAGH that would destroy an Eldar Maiden world. By the end of the 5 thousand years, the Asuryani would put down no fewer than 6 chaos cults and invasions.

### Age of Apostasy (M36)

Sometime during M36, a hole in the warp storm surrounding the system would open up in an event now known as *"The Piercing of Hell's Gate"* to the Melgarians. Unfortunately for the planet, the first ones to re-encounter the world would be zealots under the control of Vandire. The zealots would go about radically changing the world much to the dismay of the locals and the nearby forge world of Dezutis. The world would be subjected to the bloody rule of the zealots for 7 years until a coalition of Dune Gangs, disgruntled MDF members, the noble houses, and a small sect of priests would start a guerilla war led by a local Confessor named Ignatius Macnor with the secret support of forge world Dezutis. Over the course of four years, attempts by the Frateris Templar to seek and destroy the hidden bases of the rebels would fail repeatedly. The armored vehicles of the Frateris Templars would be subjected to ambush after ambush outside of the towns and cities. Inside the populated areas, acts of uncooperation from civilians, Administratum officials, and law enforcers would cause never-ending headaches for the zealots. This resistance movement would last for 12 years before the Black Templar strike cruiser *Vengeance is Mine* arrived in orbit as part of the fleet of Sebastian Thor. The Black Templars would enter the Iron Citadel and slaughter the zealots who had ruled the world and the commanding officers of the Frateris Templar in an event now known as *The Night of Red Iron*.

### Ork Invasion (928.M39)

In early 928.M39, what appeared to be two Universe Class Mass Conveyors welded together entered the system. The system defense fleet would move to shield the nearby forge world of Dezutis. The Ork transport would miss the world and burn its engines to collide (land being to elegant a word) in the deserts of Melgaros. Due to the difficult to kill nature of the Greenskins, nearby settlements would soon find themselves at the mercy of Ork Speed Freaks. The first to respond to these raids would not be the armored carriers of the MDF or the trucks of household militia, but the bikes of the Dune Gangs. The gangs, rather upset by the sudden presence oh half a million Orks, would outrun and outhit the Ork Kults of Speed due to their familiarity with the dunes. The MDF and Household Militias would contain the Orks while the Dune Gangs would strike into the Ork held areas. The arrival of the Imperial Guard and an Inquisitor would take the pressure off the locals. Impressed with the performance of the Dune Gangs, the Inquisitor would order the creation of a guard regiment to see if they would be effective in other conditions and other enemies.

### Purge of House Fralbea (934.M41)

Sometime in the 910's of M41, the patriarch of House Fralbea decided to diversify their investments into xeno narcotics and technology. They would secure deals with off world smugglers to acquire a sample of various narcotics invented by the Drukhari, T'au pulse weapons, and mining tech from the Leagues of Votann. This would continue until the house would begin smuggling soul stones to a Slaaneshi cult in a nearby system in 925. This, predictably, attracted the attention of the Inquisition who purged the cult in late 931. Early the next year, the Inquisition would begin to infiltrate the trade ring through importing in some Kroot weaponry as curiosities. Slowly over the course of 2 years, Inquisitorial agents under the command of Inquisitor Heldaros would slowly work their ways in through the network. During this time, the infiltration teams discovered that the House's dealing with the cult corrupted them, damning them for all eternity. At this news, Inquisitor Heldaros the operation decided to strike and dismantle the house.

Agents would disable the weapons, shields, and sensors of Emberfall Fortress during a meeting of dealers and household members at the fortress. Inquisition stormtroopers would infiltrate through the access tunnels as well as dropping onto the roofs of the gatehouses. Secondary teams would drop at the palaces and outposts of the household to prevent the intervention of household troops and the escape of any members of the house. All assets and holdings of the house would be seized as soon as the raid began with the assets being sold off to different houses. The strike force would quickly capture the patriarch of the house, Dursius Fralbea, as well as the other traders and traitors. Those who did not surrender immediately were killed on the spot. A sweep of the fortress would reveal numerous shrines to the dark prince. Deciding not to allow a possible source of taint to remain, the Inquisition decided to demolish any structure that held a shrine with an amount of explosives fit to leave only a twisted pile of rubble. Now all that remains of Emberfall Fortress is a tangled wreck of spires and walls.

## Geography and Climate

### Physical Geography

Melgaros is a mostly desert world with polar "green zone" that house much of the population. Each of the green zones has its own large polar sea with underground rivers connecting them to each other. These rivers, or Daraver, are a vast series of flooded lava tubes and other caves. The caves open up to the surface briefly to form the occasional desert oasis. The Daraver can open to vast caverns then suddenly squeeze down to the with of a human hand. They will open to the polar seas to supply the system with water. Along the designated prime meridian sits the Meridian Range. The Meridian Range is a mountain range that is designated as the prime meridian upon colonization. it stretches from the northern to the southern green zone. Mount Zero is the tallest with its snow covered peak crossing the equator and the meridian. Mount Zero has a shrine to the God Emperor and a monitoring station atop the peak.

### Climate

Due to the relative closeness of Melgaros to it's sun, the climate is as hot as any other dessert world. The equatorial regions of the world are unlivable without climate controlled fully enclosed settlements. Those who work on the surface of the equator use fully enclosed air conditioned work suits as to minimize loss of skilled personnel to heat stroke. As one moves towards greater latitudes, the climate gets vaguely more hospitable. Towns and cities are still fully enclosed for the comfort of it's citizens but workers will be able to work on the surface without suits. When one gets up to a latitude of 60° the rocks and dunes fade into vast open savannas with more hospitable temperatures and more rainfall. These savannas have open air towns and a more diverse ecosystem. If one keeps moving towards the poles, the will find themselves in the tropical jungles on the coasts of the great polar seas. The poles will have an average temperature of 20 during the summer down to 10 in the winter.

### Human Geography

#### Cities

* **Usrier:** Usrier, the planetary capital of the world of Melgaros, stands proudly on the coast of the Great South Lake. As the historic landing site of the first colonist ship to arrive on the planet, the city holds a place of deep significance in the history of the world. The population of 1.2 million go about their business on the long wide streets, The streets all feel like there own public square with an absence of groundcars. The population use automatic single car trains to move from street. The streets offer portals to museums, restaurants, bars, temples, and other establishments. One does not go long without surveillance however, with pict recorders and servo skulls constantly watching the flow of humanity.
* **Dalernos:** The second largest city of Melgaros and the main space port. Due to it's equatorial location, the city is encased within massive air-cooled domes. the population of just under 1 million exist to support the port facilities. The port is a great series of hangers with cargo being unloaded from the inbound cargo shuttle into giant 3-story-tall trains that go from city to city on great bridges.

#### Fortresses

* **The Iron Citadel:** The oldest fortress built on Melgaros with some sections being constructed during the Great Crusade. Over the ten millennia new additions, repaired combat damage, and renovations would turn the fortress into an architectural nightmare of towers and gun emplacements. The fortress now serves as the high command of the MDF and the training/recruitment center for the Melgarian Centaurs.
* **The Obsidian Spire:** The keep of House Faimmirs is a small mountain carved into three tiers. It is covered in black obsidian and threaded with tunnels.
* **Redwall:** The fortress of House Auscher is a series of five bright red walls studded with towers and gun turrets with a central keep.
* **Faithhold:** The cathedral-fortress of House Macnor was built out from an old ruined cathedral in the northern green zone. It's weapons are hidden as to preserve to look of sanctity to the fortress.
* **Voidstation B-23:** The orbital battle station that acts as the bastion of House Colemere. It's gun turrets and interceptor fighters provide overwatch for the world from pirates and invaders.
* **The Dune Cruiser:** The giant moving fortress of House Elbress is two modified Dune Sifters stuck togeather and decorated as a naval ship complete with a gilded prow and deck canons.
* **Emberfall Fortress:** The former stronghold of the purged House Fralbea. During the purge of Fralbea, the fortress would be brought low by the Inquisition deciding to not leave any trace of the heresy. Now it is a twisted ruin whos wreaked walls and spires serve as the home base of the Scorched Riders dune gang.
* **Rockveil Bastion:** The subterranian fortress of House Koonsuch is one of the hardest to assault due to the only part exposed to the surface being a great gate. The old mining tunnels were expanded and decorated to house troops and nobles during times of war.

#### Transportation

Due to the desert nature of the world of Melgaros, transportation between the polar settlements is a difficult prospect. In response, the planetary government devised a solution to get people from pole to pole in speed and comfort. a series of large overland rail bridges connect cities. The rails are 6 meters in gauge with a middle charge rail to allow for giant trains to speed from city to city at up to 390 kilometers. The trains reach up to 3 decks with the bottom deck being dedicated to cargo and engineering. The middle deck is for the sleeping cabins, diners, bars, and lounges of lower paying passengers. The top most deck is for the luxury passengers with spacious cabins, tinted glass ceilings in vast lounges, top class diners, and pricey bars. The two engine cars, one at the front and one at the back, contain the powerful engines that drive the train at its incredible speeds, the complex driving systems, and crew quarters. Each train has up to 20 cars with the cars stretching for 52 meters long and 8 meters wide and height of 15 meters.

## Wildlife

### Terrestrial

#### Carnivores

* **Sanavern:** A desert ambush predator that reaches up too 12 meters in length. It is a scaled snake that burrows in the sand to ambush the unwary.
* **Rankant:** A small shorthaired feline who use large rocks and boulders for shade and hunting Dannats. They are solo creatures with the exception of the males staying with the females until the offspring leave the borough.
* **Dohoi Hawk:** A large solitary bird of prey that measures up to 8 meters in wingspan. They will follow flocks of Rangowl and heards of Slareo to have a stable force of food.
* **Gresolf:** A 2 meter long pack hunting lizard that will cut off Slareo from it's heard. The form elaborate social hierarchies where dominant members will coordinate small sub-packs during hunts
* **Jangkant:** A large jungle dwelling feline prized for its camouflaged fur. It is the alpha predator in the green zone jungles of the world and an expert climber of the tall trees in the jungle. It remains solo throughout it's life.

#### Herbivores/Omnivores

* **Slareo:** A large heard forming Herbivore native to the plains and deserts. They weigh about 3 tonnes full grown. It has two great horns and a temper described as shorter then that of a World Eater. The horns and meat are highly prized by the wealthy.
* **Dannat:** The universal rodent bottom feeder found on every world. They form large social groups of up to 100 rats and burrow to make collective dens to escape the heat of the day.
* **Rangowl:** A clumsy bird with a 1.5 meter wingspan. They fly in giant flocks that can stretch for a kilometer during migration season. The migration seasons will see hunters fire up into the air at random due to the density.
* **Tollap:** A vaguely humanoid creature on average 1.5 meters tall with golden fur and 9 cm claws for climbing trees. They are not considered sapient by the Magos Biologis but have been documented using basic tools like rocks to break open nuts. They will form "clans" of up to 40 members with highly specialized jobs for members such as sentinels.

### Aquatic

#### Large

* **Ranff Shark:** A five meter long shark that forms the top of the food chain in the costal reefs, They hunt alone during the day but form large social groups around entrances to Daraver during the night to protect the young and find mates.
* **Blur Shark:** Blur sharks are an ambush predator that relies on it's "blur" scales to catch prey. The scales will turn the shark practically invisible with only a blurry outline and the movement of debris in the water giving away the position of the shark. Attempts by the Adeptus Mechanicus to turn this phenomenon into a useable weapon failed due to the shark needing to be in water for the blur to work.
* **Redel:** A two meter long bright red eel native to the costal reefs. It lies in wait among the corals to strike out at passing fish with it's rows of needle teeth.

#### Small

* **Daraver shark:** A 130 cm long shark native to the underground dark rivers. They are bone white and have evolved to fit into the tight spaces of the Daraver.
* **Lumiquid:** A 20 cm bioluminescent squid-like organism that inhabits the Daraver. They filter out the microscopic organisms and edible debris out of the water. They will ride the currents of the caves with tendrils spread to filter for food.
* **Crystos Ray:** A filter fading ray with a 150 cm wingspan and a crystalline ridge of thorns on the back. The thorns have a toxin often used in the blades of assassins or bottles of poisoned drink. The spines can flash different colors to warn predators and attract mates.
* **Corcaver Crab:** A 55 cm crab that carves out elaborate city habitats out of the giant corals of the reefs. They will form large colony cities with the largest recorded one stretching over four square kilometers. These cities will have elaborate social hierarchies with crabs flashing different colors with their large claws to communicate.

## Culture

### Kanati

The Kanati ceremonial one handed saber design unique to Melgaros. It is optimized heavily for slicing through enemies at extreme speeds and not getting stuck. It will be granted to the wieldier when they reach the age of 16 standard Terran years. During ceremonies such as weddings, swearing into public offices, or joining the guard, the Melgarian will draw their Kanati and slice the thumb along the blade to make a "Kanati Tath" (blade oath). The blades are often dulled when being held by those without a sharpening permit to prevent deaths in the very common bar fights. Sharpening permits are only given to those of the MDF, Watchers, and those who can pay their way in.

### Festivals and Celebration

* **Colonization Festival:** As with many worlds, the first settlement of a planet is celebrated with great festivals. The Adeptus Ministorum will hold a morning service to commemorate the colonization. When the service ends, the MDF, Arbites, and the Militia of the local Noble Household will hold parades down the main streets of a city. After the parade, the populace will party in the streets while eating Slareo Pie and drinking copious amounts of Amasec, Hachor, and Tonan Beer.
* **Liberation Day:** Liberation Day is a celebration of the day when the Black Templars purged the world of the zealots under the control of Vandire. The day will start with a service of the Adeptus Ministorum decrying heresy and apostasy. The service will be followed by an *Hour of Thanks* where individuals will sit in silent prayer for the safety of any guardians of the Imperium from the lowly guardsman all the way up to the greatest Astartes. When this Hour is over, families will make the greatest feasts that they can. Depending on the families wealth, this feast can range from a banquet that requires an army of cooks to prepare to a hot bowl of soup cooked over a trash fire. The end of the day will be various pyrotechnics that are set off to honor the battle that purged the last of the zealots. These pyrotechnics are either set off by those trained to do so or those to drunk to do so.
* **Day of the Wolf:** The Day of the Wolf celebrates the Space Wolves victory over the Word Bearers during the heresy. This is celebrated in a way that gained the approval of a Space Wolf who heard about the celebration, by getting very drunk and dueling each other with their Kanatis. This is also the day of the Megarian Dueling League championship tournament.

### Food

* **Hach Fruit:** A large sweet red fruit found wild in the transition zones between the jungles and the savannas. Most farmers and nobles will have a small orchard for personal consumption and sale at markets.
* **Tonan Berries:** A bitter white berry that grows on bushes. Due to it's nature as the main ingredient in the the most consumed beverage on the world, Tonan is one of the most grown plant on Melgaros.
* **Sunberry:** A small golden berry that grows on cactus in the deserts.
* **Hach Fruit Cream Tart:** A dessert pastry made of a sweet cream and Hach fruit on a sweet crust.
* **Sand Wyvern Omelet:** A luxury food item for the nobility of the world made out of the eggs of the Sanavern.
* **Slareo Pie:** The traditional dish of the Colonization Festival. Chunks of Slareo meat, a creamy filler, and vegetables inside a pie crust.
* **Rangowl Tenders:** A fried and breaded piece of Rangowl meat. Common in grab-n-go establishments.

### Drink

* **Hachor:** the most common alcoholic drink. A slightly sweet and strong beverage. Made with Hach Fruit.
* **Tonan Beer:** The drink of the common man on Melgaros. It is made from Tonan Berries and is very bitter.
* **Sunberry Tea:** A strong and sweet tea that replaces recaf in the diet of the Melgarian.

### Religion

Led by Cardinal Aurelius Veridius, the Ministorum has similar structures and beliefs to the other churches through out the Imperium of man. The belief that Emperor once walked among men and that he is a god as well as many of the other common tenants such as sainthood. However one strange belief is that of the Rider of Fire. Commonly depicted as a spirit of the Emperor taking the form of a burning skeleton riding a motorbike suspended on a trail of fire. Some say that during the cold desert nights, one can hear the howling of the rider's engine. Unknown to the Imperium this is not a spirit of the Emperor but Eldar Jetbikes during the Age of Isolation being mistaken for a protecting spirit. The planet's patron saint is Saint Ignatius Macnor, who was granted sainthood after his death due to his leadership in the campaign against the Apostates of Vandire.

### Sports

* **Free Fall Ball:** Free Fall Ball is an unusual sport. Played in sections of orbital habitats with the gravity turned off, players are equipped with Grav-Chutes to allow them to maneuver in air and a cudgel to hit the ball. Players are also armored to prevent injury from collisions and attack from enemy teams. A yellow ball the size of a human head will be released into the arena where the players will need to hit the ball with the cudgel into the enemy goal ring without touching the ball with your hands and feet. Each team is made up of eighteen members with a team captain to lead the team while a goalkeeper prevents the enemy from scoring. The games will last an hour with the team with the most points wins.
* **Prisoner Hunting:** During a crisis of overflowing prisons, the then planetary governor would take fifty prisoners from the overcrowded holding pens and deposit them on a small forested island in the southern sea eight square kilometers in size. After a full day of lead time, the planetary governor and other nobles would take off from their floating platform in open top stretched-body aircars armed with high-powered sniper rifles. They would fly over the treetops hunting for prisoners over the course of several days. This has become an annual tradition upon Melgaros.
* **Dueling:** Due to the fact of the Kanati, it is no shock that dueling is a common sport on Melgaros. Duels can range from simple recreation between friends to the highly organized and watched Megarian Dueling League tournaments. The MDL tournaments are daily events of sixteen people per event with every duelist having thirty two tournaments with the more people the duelist defeats the more points they get. On the Day of the Wolf, the twelve duelists with the most points participate in the championship tournament.

## Military

### Imperial Guard

The Melgarian Centaurs are a Rough Rider Astra Militarum regiment. They are known for removing their lower legs and replacing them with cybernetic legs. These legs mesh with heavy motorcycles to form an Iron Centaur. They are from a desert world called Melgaros with high-quality metal they trade with the Adeptus Mechancicus. They are able to separate from the bikes to fight on foot if needed. Both hands are able to be used for weapons. They are adept at hit-and-run raids as well as scouting.

### Melgaros Defense Force (MDF)

The MDF are one of the less disciplined PDF units in the Imperium of Man. The most competent troopers have been drafted into the guard or joined a household militia for the better pay. The MDF consists of a mixture of local recruits, gangers in a uniform, and those deemed unfit or unable to serve in other branches. Despite the lack or training, they form a crucial line of defense, ready to confront any threats that dare to attack their world until the guard arrive.

### Household Militia

The militias of the noble houses are a force comprised of a diverse range of individuals drawn from various backgrounds and professions. United under the banner of their respective house, these militias serve as the primary line of defense and enforcement for the top of society. Among their ranks, skilled mercenaries bring their expertise in battle, planetary defense troopers with their training and discipline, and gangers hailing from the underbelly of society.

As bodyguards, the militias serve as a shield to safeguard the noble houses and their interests from any harm. They ensure the safety of their patrons during public appearances, keeping an eye out for potential threats and employing both lethal force and tactical expertise to neutralize any adversaries. In the shadows, these militias also harbor assassins, highly skilled individuals trained in the art of silent elimination. The militias also rely on their muscle and weaponry to exert control and enforce the will of the noble houses. The militias embody the power disparity within society, serving as the armed extensions of the 0.001 percent, enforcing their will with a combination of military might, street smarts, and ruthless efficiency.

#### Notable Militias

* **Faimmirs Guard:** The ruling noble house and thus the largest militia. A total of ~18,000 troopers mostly drawn from the MDF.
* **Guardians of House Auscher:** As usual for this house they are constantly just above or just behind House Faimmirs. They have a total of ~16,500 troopers mostly drawn from the civilian populous and Dune Gangs with a scattering of mercanaries.
* **Macnor Regiment:** The Macnor Regiment is made up of about 14,500 troops all armed with autorifles and a shock mallet. They ruthlessly hunt for heretics alongside the Arbites and Church witch hunters.
* **Davenmore Household Army:** Well dressed and armed with lasguns, the 9,000 troops of the Davenmore branch on Melgaros are the most disciplined private army on the planet.
* **Colemere Militia:** The smallest household militia with only ~3,000 troopers due to only needing to repel boarding actions.
* **Elbresser Dragoons:** The ~6,500 troops are almost all mounted to let them patrol the vast promethium fields for trespassers.
* **Koonsuch Militia:** The approximately 11,000 troops of the Koonsuch Militia are specially trained to deal with mine worker strikes. Armed with scatterguns, batons, and riot shields, they spend most of their time suppressing worker movements.

### Dune Gangs

The precursor and main recruitment source for the Melgarian Centaurs. The gangs are a series of informal organizations similar to the underhive gangs of many hive worlds. The gangs race across the deserts, partaking in activities such as smuggling, robbery, kidnapping. They are the origin of the Iron Centaur concept in use by the Melgarian Centaurs.

#### Notable Dune Gangs

* **Sand Siders**
* **Dust Devils**
* **Scorched Riders**
* **Dune Raiders**
* **Rock Hoppers**

## Politics

### Institutions

#### Noble Houses

As with many other worlds, the politics of Melgaros are dominated by a small group of noble families. These noble houses started out as business magnates, political powerhouses, military commanders, and other notables. These families would slowly become the leaders of the world. They live in total luxury, caring only for their pursuits of joy, luxury, and wealth.

* **House Faimmirs:** The ruling noble house for 6 generations. Led by Governor Ardon Faimmirs.
* **House Auscher:** The main rivals to House Faimmirs. Led by Lady Gracy Auscher.
* **House Macnor:** A highly religious house founded by a Confessor named Ignatius Macnor in the aftermath of the Age of Apostasy. Currently led by Lord Cameros Macnor.
* **House Davenmore:** An off-worlder house who settled a branch on the world to facilitate trade with the world. Led by Sir Bradlen Davenmore.
* **House Colemere:** The noble house in charge of the orbital habs. Led by Madame Louiana Colemere.
* **House Elbress:** The house that owns the rich promethium fields and rivals to House Koonsuch. Led by Lady Danener Elbress.
* **House Fralbea: =][= EXCOMMUNICATE TRAITORIS BY ORDER OF THE SACRED INQUISITION =][=**
* **House Koonsuch:** The house that owns many of the Dune Sifters and deep Mines and rivals to House Elbress. Led by Lord Magon Koonsuch.

#### Adeptus Mechanicus

The temple of the machine god on Melgaros is as important as on any other world. In exchange for the technology to sustain a desert world and it's communities, the Mechanicus sets up surface mining operations and deep promethium drilling operations. These operations and trades are overseen by the %80 augmetic man named Magos Varro Cogsworth of the Cult Mechanicus.

#### Adeptus Arbites

As with many worlds, Imperial law is enforced by shotgun, shock maul, and steel toed boot. The Arbites on Melgaros, led by a woman named Justicar Livia Thornfield, are no different. Patrolling in their Cruisers and Rhinos, they are ever vigilant for those in need from a hit from a shock maul or a shot from a riot gun. Clad in black and silver armor, they will strike fear into the lowlifes of the planet from heretics to recidivist.

#### Watchers

Due to the rarity of Adeptus Arbites, the majority of crimes on Melgaros are handled by the Watchers. The Watchers are identified by their night black uniforms and yellow armoured vests. They are armed with autopistols, stunners, and batons when on patrol but will use autoguns, shotguns, and riot shields as needed. They are made up of citizens who join for employment, a sense of duty, or wanting glory without the risk of the Guard or the MDF. They walk the streets looking for criminals ranging from pickpockets and street duelists to murderers and blasphemers. They maintain watch over the swarms of servo skulls and pict recorders that ensure that no crime goes un-noticed and un-punished.

## Trade

### Dune Sifters

A Dune Sifter is a large, heavy, mobile collector designed to harvest the abundant minerals found in the sands. Their four huge tracks push the boxy craft forward with a plow swallowing entire sand dunes into it's sorters. Here the sand and worthless minerals are separated and spit out the back of the sifter while useful metals are further sorted and melted down into ingots. If one tours the dunes, it is common to see massive pillars of dust, sand, and smoke and furrows in the sand being filled by the shifting sand.

### Imports

* **Food**
* **Cybernetics**
* **Vehicles**

### Exports

* **Imperial Guardsmen**
* **Alcohol**
* **High Quality Ores**
* **Raw Promethium**

## Quotes

### By

"*Offworlders think us simple until they find their coin in our hands and their drink in our bellies*"
—Melgarian Gang Boss Davos
### About

"*God Emperor it's hot here. No wonder the population has a fuse shorter than a Khornate marine.*"
—Inquisitor Heldaros during his visit
"*They celebrate one of our victories by getting drunk and dueling each other? They do us a great honor!*"
—Unknown Wolf Brother when told about the Day of the Wolf celebration