Aeaean Cluster

Departmento Cartographicae pict-file of the Aeaean Cluster

The **Aeaean Cluster** *{Ay-ee-an Kluhs-ter}* *(High Gothic: Stellaibotri Aeaeania)* is an Imperial Sector within Segmentum Ultima, encompassing several hundred worlds. The Aeaean Cluster stands out for being home to the stalwart Astartes Chapter the Nemean Lions, as well as the Astra Militarum Regiments of the Daughters of Athena, Tyrasian Blackhearts and Aegean Sacred Band. For over ten millennia the Aeaean Cluster has held against the foul tides of xenos and heretics that have assaulted it, staunchly repelling these foes. After the tumultuous events of the Noctis Aeterna the Sector found itself a part of Imperium Nihlus and subjected to renewed invasions by Ork Waaaghs and Chaos warbands.

## Sector History

**Pre-Imperium**

While the full history of the Sector has been lost to time, it is known at least that the human presence long predates reunion with the Imperium. Prior to the arrival of the Great Crusade the Aeaean Cluster was mostly united in an alliance of systems formed in response to coordinated Drukhari and Ork raids that had plagued them. This alliance became known as the Aeaean League.

Initially formed as a collection of defensive treaties and non-aggression pacts, the Aeaean League swiftly grew into a military and economic union which expanded to encompass over half of the systems that would become the Aeaean Cluster. Deciding that the best way to counter the persistent incursions was to rip out the heart of these attackers, the League began an aggressive series of campaigns, taking the fight to the local Ork empires. This series of conflicts, known as the Achaemenidian Wars, would cause great devastation throughout the Cluster but would ultimately be successful in driving the greenskins to the outer fringes. The new territory became the Thalatta and Inoi SubSectors. With the Ork threat reduced, the Aeaean League focused on building a formidable military and expanding its influence further outwards, via diplomacy and coercion.

**Great Crusade**

Fearing the loss of their hard-earned freedom, when the first mighty warships of the Great Crusade approached the Aeaean League, the inhabitants resolved to fight, mustering the full might of their forces in the hope that scoring an overwhelming victory would put them in good stead to negotiate. The two sides met in a massive battle in the system of Khaeronea. Initially the Aeaeans were confident, they massively outnumbered their foe on both land and in space. They would soon however realise the brutal power of their opponent, the VII Legion. The battle raged for several weeks as titanic fleets fought in space and hordes of soldiers hurled themselves against the implacable Imperial Fists. The increasingly desperate generals of the League's forces watched in horror as their losses mounted, ship after ship destroyed and millions dying in the carefully prepared killing fields for negligible returns. When the Astartes mounted a counterattack, the forces they faced broke, throwing down weapons and begging for mercy. Shockingly the sons of Dorn granted this request, the armoured gods halting the slaughter and opening communications. With their military shattered in a single stroke and the vast strength of their foe becoming clear, the leaders of the Aeaean League immediately sought peace at any cost. Seeing the benefit in utilising the established governing body, the Imperial Fists decided to be magnanimous in victory. In return for accepting Imperial hegemony the Aeaean League was permitted to remain intact and expanded to encompass the remaining star systems (designated the Rizus Subsector) it had not yet controlled, now acting as the official government for the Sector. The surviving soldiers and ships of the League were incorporated into the Imperial Army and utilised to pacify the remaining independent systems.

**Horus Heresy**

This new-found strength and stability did not last long before it was tested to breaking point. When Horus declared his intentions, the Cluster found itself the battleground for bitter clashes between traitor and loyalist forces. While some of the star systems believed that siding with the traitor forces could remove the stain of Khaeronea and restore their freedom, the leadership of the former Aeaean League concluded that the loyalists were worthy of their support. The fact that the Emperor's forces had shown generosity in victory, by both sparing and elevating the League in spite of its resistance, proved to be decisive in the debate. Within the Cluster the traitor forces were isolated and outnumbered, lacking support from local forces and cut off from their own supply lines. However, the Aeaeans soon realised they were alone in their position, as the Sectors to their north joined the traitors, and the southern territory of Ultramar was embroiled in the Shadow war.

Elements of the Night Legion and Iron Warriors, supported by former Imperial Army units, attempted to invade from the trailing edge. They struck deep into the Inoi and Rizus Subsectors, causing immense devastation. They fared better in the Rizus Subsector, thanks to sympathetic elements amongst the peoples there, only recent incorporated into the Sector and resentful of their new overlords. In the Inoi Subsector however they swiftly ground to a halt, unable to penetrate the defences of the Tyras system and subject to constant hit and run strikes by the fleet protected within. With this right flank secured the Cluster could focus on the troublesome Rizus Subsector and poured reinforcements in, backed up by some small but significant groups of Blackshields and adhoc Astartes from various Legions.
Ultimately these traitor forces were defeated shortly after the Siege of Terra had ended. By the time loyalist reinforcements arrived as part of the Great Scouring, the Cluster was almost entirely back in Imperial hands.

**Ork Resurgence**

The nearby Ork empires had not been idle throughout this time period, rebuilding their strength while humanity weakened theirs. Shortly after the Scouring had ended the Orks began their assaults once more. Numerous Waaaghs were launched, devastating vast regions of the Sector before finally being halted by the staunch defenders. These assaults would continue to chip away at the defences of the Sector over the millennia, causing unimaginable devastation.

**Red Virus Wars**

After a series of ritualistic massacres, a division of the Death Guard successfully spread a virus across a dozen planets of the Aeaean Cluster, which rapidly spread to a dozen more before the disease progressed. The afflicted, in it's third infection cycle of the plague were enhanced in strength and regenerative ability but most of all rage. The plague victims mercilessly assaulted their friends, families and colleagues, turning the afflicted planets to chaos. The severity of this conflict became known as the Red Virus Wars, and lasted half a century.

**Greentide Campaign**

Following a mythical battle an Imperial general was able to extract a regiment of the Tyrasian Blackhearts and travelled to Athenai Prime. He made a personal appeal to the Council of Twenty, to give him a crusade or an army, reinforcements of any kind. He made it clear that with the current neglect and unrelenting assault of the ork, Inoi would fall in just 20 years and Kantharos itself would be at the mercy of ork pirates. It was revealed that the collapsing state of Inoi had been supressed and this news outraged the greater councils and populace. The acropolis’ own guards hailed from the Deathworlds in Inoi, action was required.
The general was given a token force, but paraded across the three SubSectors, drawing volunteers to his ranks before he returned to Inoi and began his campaign. It would take 200 years, but the unnamed generals deeds became myths, his victories and defeats heroic stories. The orks were steadilied purged from Inoi, and its defences reforged to a greater standard.
Two hundred years later the War of the Beast began and much of Inoi became contested once more.

**Makriá Nýchta**

A warp tainted rogue planet that had orbited the Aeaean Cluster finally collided with the Soupia Rift, which erupted into a substantial warp storm that engulfed multiple planets and consumed the [DATA LOST] system. This began the 'Makriá Nýchta', which left the Thalatta SubSector in nightmarish darkness for 28 years. Their people, ships and commerce had to endure with their other senses and only the strongest of artificial lights broke the suffocating dark.

During these years cultists, heretics and drukhari raiders fought eachother over the prime territory. The unexpected raids of the Drukhari threw the carefully planned schemes of the traitor forces, until they moved onto the Rizus SubSector once the darkness ended.

**Spectre Conflict**

Since heavily classified by the Sector Adminstratum, the Spectre Conflict saw an unknown xenos or anomaly that assaulted the Aeaean Cluster for 66 years.

What little records remain speak of an initially thought to be natural phenomenon, named the Aether. The atmosphere on affected worlds became heavily charged with ions, increasing the pressure until it was high enough to counteract the effect of gravity. Those without heavy armour could float as if in water. This Aether made breathing difficult, and the ion charged nature induced headaches, seizures and asthma like attacks. Typically, those afflicted would fall into a coma, requiring rapid medical aid if they were to survive.

While the Imperials struggled to comprehend this, another issue emerged, mysterious energies that pulsed through this Aether and into the human bodies within. The still conscious were left burned and insane, the comatose were revived, enthralled and mutated to serve some unknown will.
Initial attempts to combat this unseen enemy where completely unsuccessful, with millions being enslaved. Forces were deployed to destroy the corrupted beings, but they could not combat the cause. Entire planets were evacuated that were in the path of the Aether and Astartes from the Scions of Cassan deployed to oversee these operations. They were unaffected by the Aether itself, though the energy within was able to cause malfunctions within their power armour and anger the machine spirits.

Plasma weapons were discovered to be somewhat effective against the Aether, disrupting the ion flow, but it wasn't until the Skitarri of Tvastar entered the fray that their Arc weapons were discovered to be highly effective, scattering the Aether and disrupting the energy fields. With these weapons the Mechanicus was able to contain the Aether, forcing it out of the core systems to the fringes. While it could not be defeated, the Aether had been largely neutralised, and one day simply dispersed, with no records indicating that it ever troubled another Sector.

**Rise of Warboss Pelle’Grino**

At the end of the 37th millennia the long-lost remnants of the Crimson Robes Astartes Chapter returned to real-space and engaged the orks of the Inoi system in a calamitous battle, making landfall at Chekhov IV which became their last stand. During the climatic battle the current Warboss Plo'd Dev'iche was slain, his Waaagh was then scattered by the Inoi fleet who took advantage of the chaos. The Chapter was destroyed, and its salvage taken in by Tvastar.

However at the turn of the next millennia another Warboss Pelle'Grino would rise and continue to plague the Aenean Cluster and surrounding Sectors.

**Nemean Lions**

In the 38th millennium it was decided to raise a Chapter of Space Marines for the Sector as part of the 23rd Founding. This Chapter would ultimately be christened the Nemean Lions and established on Caelus Prime. After a few decades of building and strengthening their position, this Chapter would set out on its task, burning a path through the greenskin incursions. For a thousand years they staunchly held the line against the xenos, repelling each assault.

**Medean Crusade**

The Waaagh of Warboss Darrioz in M39 however proved to be too much for the defenders of the Cluster and a single Chapter to deal with, ravaging half of the Sector before finally being checked by a massive Imperial counterattack in orbit of the worlds of Caelus Prime, Tvastar and Tymar. Darrioz fell in battle on the plains of Mytikas, though this did little to quell the conflict. It was decided to call a Crusade to defeat this vast greenskin horde and drive them from the Cluster once and for all. This Crusade, christened the Medean Crusade after the name of the star system it first gathered in, was launched soon after the initial repulse of the Orks, to capitalise on their disarray. In this time they had continued to rampage around the half of the Sector they had overrun, besieging the worlds that had still held out and fighting amongst themselves to decide upon a new leader. Eventually Warboss Xerkzez rose to prominence and would be the primary opponent throughout the Crusade. For many years the Crusade fought, methodically cleansing each infested world. Xerkzez was eventually defeated in the Battle of Salamesh and the remaining Orks were finally driven from the Cluster. The Crusade didn't stop there, driving deep into the Ork empires and cleansing every world it could find, leaving only a few scattered strongholds. It would be several millennia before the Orks could muster a substantial threat to the Aeaean Cluster again.

**The Dyvanakh Tombs Awaken**

In late M41 a series of Necron tomb worlds began to awaken in the Thalatta sub sector. In a preemptive strike a Crusade was raised to cleanse these technological heresies. Supported by the House of Auximite Rogue Traders, this Crusade succeeds in destroying the fragmented and mostly malfunctioning Necrons on most of the worlds before grinding to a halt when they encounter several fully awakened tomb worlds.

**The Gorgantes War**

Several systems fell to Chaos aligned traitors called the Gorgantes. The remnants of the Dyvanakh Crusade are diverted to quell this insurrection. Lacking significant resources, it takes over a decade to grind down the heretics and crush the uprising.

**The Trojan War**

In late M41 the Trojan system rose up in rebellion, supported by chaotic elements from the Alpha Legion and other traitor forces.

**Hive Fleet Invasion**

With Alkaios and almost the entire Chapter away battling as part of the Indomitus Crusade, the Aeaean Cluster was left comparatively undefended, with only the local forces remaining. Despite this there was a time of relative peace, with the would-be attackers of the Sector scattered by the wrathful Regulus prior to his departure and embroiled in their own petty conflicts amid the wider chaos of the Segmentum. Such a turn of events of course could not last, though no one could have anticipated the eventual cause of the destruction. Amid the polished marble and gold of the capital, Athenai Prime, a sinister cult had gathered its strength in the catacombs and patiently bided its time, waiting for the opportune moment to strike. They burst forth in a foul tide of abominations and heretics, aided by a majority of the PDF, which hoisted strange colours bearing a multi-limbed deity. Soon the whole planet was engulfed in bitter conflict, the gleaming jewel of the Cluster blackened by flame and scarred by the crude explosives of the foe. The PDF, that which remained loyal at least, fought hard to resist the invaders, making them pay for every foot of ground. It was not enough however and in desperation, Praefectrix Adrastei Philaenus ordered Battlefleet Kantharos to scour parts of the planet with its formidable weaponry. These measures were able to turn the tide, and the enemy, now identified as a Genestealer Cult, was driven back and hunted through the underground systems. This triumph would prove bittersweet, for not only was the planet ruined by war but also the cult had managed to achieve its actual aim, drawing the eye of a nearby Tyranid splinter fleet. The fleet had thus far skirted the coreward border of the Cluster, devouring a handful of systems but avoiding the major worlds. Now, drawn by whatever perfidious signal the cultists had sent, they made an immediate course change to strike at the interior, entering through the Rizus SubSector. Faced with the prospect of total annihilation, the Praefectrix sent out calls for aid. On Caelus Prime, Hekaton Aristeus heeded the call, mustering his initiates. He rushed as many as possible through the final stages of their training, to grant them the right to wear power armour. He also ordered the unsealing of the cryo chamber that held Shaka, deeming this an event that required his skills. Aristeus was aware that this would be the twelfth awakening, the prophesised final one before Shaka would pass over to the spirit realm, a matter that greatly troubled him. He knew however that Shaka was needed, both on a strategic and tactical level.

Shaka set about organising his warriors and called upon the ancient debts and friendships he had accrued over the millennia, demanding they settle their accounts with warriors. The Daughters of Athena dispatched several regiments to his side, as did the Tyrasian Blackhearts and many others. Shaka led this motley force to the Tvastarian system, to marshall his strength and link up with the Tvastarian Loricatii. The aim was to reach Lydia Prime and reinforce the noble Knight houses that hailed from there, currently dispersed but burning hard for home. The speed of the Tyranid advance proved a shock for the Aeaeans however, for they received word from Rogue Traders that Lydia had been overrun and the Tyranids had already moved on, heading straight for Tvastar. Shaka decided to make his stand there, amongst the myriad defences and the strong naval detachment. Despite this formidable array, the Tyranids forced their way through the defences with brute force, flooding the skies of Tvastar with craft. Shaka roused the defenders with a speech, vox-broadcast across the entire planet, before the battle commenced. Scores of xenos were cut down by the fusillades of las and bolter fire, for a time it seemed as if the firepower would be enough to stay them. Alas it was not so, and furious close quarter clashes broke out across the battlefields. Shaka moved between each flashpoint, slaying Synapse Creatures to disrupt the Hive Mind, rallying the defenders. He fought with a reckless abandon, fuelled by the pain of his failing body and the knowledge of his impending death. News that Battlefleet Kantharos's arrival was imminent and the Tvastarian Explorator fleet was close behind renewed the fervour of the defenders, but also that of the Tyranids. The Hive Tyrant of the fleet, seeking to break the defender's spirit before reinforcements arrived, revealed itself and launched an attack on Shaka personally. The two duelled amidst the wider clash of their bodyguards, each surprising the other with the ferocity of their blows. Eventually Shaka saw an opening and took it, despite knowing that he left himself open in return, plunging the Spear of the White Lion into the heart of the beast. Shaka in turn was impaled by the claws of the Tyrant, the two collapsing together in deathly embrace. Seeing their leader fall, the surrounding Lions charged forward and slew many xenos in a blood rage, cutting down hundreds before they fell themselves. The disruption of the Hive Mind caused chaos amongst the ranks of the Tyranids, their offensive faltering without leadership.
The arrival of the ships of Battlefleet Kantharos would seal the fate of the battle, cutting into the flank of the depleted Hive ships.
Tvastar is still contested, with Tyranids - reduced to wild beasts without their connection to the Hive Mind - roaming the polluted wastelands and hiding within the myriad abandoned mines. A few vessels of the Hive fleet eluded destruction as well, retreating into the void space of the Rizus SubSector.

Shaka's death caused a ripple of shock through the ranks of the Chapter when they received the reports of the conflict. Many fell into states of melancholy or rage, seeking out perilous tasks to sate this anger. The Skotadi that had previously recovered from the trauma of the Trojan War reverted to their previous state, causing much trouble for Alkaios. The Regulus sent back instructions for Shaka's body to be returned to the Cryo pod, with a proper funeral to await the return of the Chapter once the Crusade had ended.

## SubSectors

### Rizus SubSector

The Rizus SubSector lies above the Graecan Belt and along with the Thalatta SubSector is cut off from the greater Aeaean Cluster and its core systems. It is a resource rich SubSector, the centrepiece of which is the Forge World of Tvastar, but it is sparsely populated compared to the other three. Life is hard and the citizens are strong, the wild space around the SubSector is dense with strange and dangerous xenos races and vicious pirates. Dozens of trade routes exist to connect the SubSector to the Cluster, passing through asteroid belts and hazardous nebulae, attracting Rogue Traders in the hundreds who facilitate trade beyond the existing Imperial convoys. Rizusian officials are known to be gruff speaking, practical in mentality, and reliably competent.

**Lydia System**

The Lydia system is home to the noble and respected house of Knights, the Sons of Talos. Lydia Prime and Lydia Delta oversee multiple Mining Worlds and installations that harvest from gas giants and solar clouds.
Lydia Prime’s Hive city is made from the white marble that constitutes its many mountains, though the pollution of the manufactorums quickly stains them near black. Deep chasms mark the remainder of its surface from once great and now dried up rivers.
Lydia Delta’s inhabitants remain nomadic, chasing the fast and deadly seasons that sweep its continents. Hundreds of colonists are lost daily to frequent Aeldari raids that show no logic or reason that can be discerned.

**Amastrisian System**

Notably contains a Shrine World, Penal World and Agri World. The Shrine of Hera is reputed to have existed long before reunification with the Imperium. The massive statue has been broken and restored multiple times, its name and its representation changing as well. It was adopted by the Adepta Sororitas after an alleged miracle where the statue came alive and struck down the enemies of man to save the faithful.

**Kierosan System**

The colonisation efforts of this system were unable to destroy the mysterious giant tombs that existed on each habitable planet so the colonists simply built around and on top of them. Millions of miles of tunnels and catacombs, graves and ancient spires have been buried under the resultant human dwellings. In recent years calamity has struck these planets as ancient tombs awoke.

The manufactorums of Kierosan constitute 40% of the SubSectors output, second only to Tvastar's supply. Though they are not famed for their quality or speciality, they always deliver.

**Euketan System**

Formerly home to a Pleasure World, a hive of depravity and debauchery until it was visited by the grieving Rogue Trader Tyrannux Ezana after the death of his son. The Baron was disgusted and arranged for an investigation which uncovered a heretical cult. After this was purged from the planet he used his wealth to restore it back to the Garden World paradise it had once been. The planet is now home to the mega wealthy of the Sector, bedecked with hundreds of villas, the greatest being the Ezana estate. A notable land mark restored by Ezana was an ancient stone circle, constituting 75 monoliths of unknown green glass.

**Minash System**

*Main article: Tvastar*
Notable for containing the Forge World of Tvastar, the entirety of the system is dedicated to the cult of the Mechanicus, with the multiple moons rich with resources which surround the magnificent gas giant Minash being extensively mined to fuel the furnaces of Tvastar. The Star of the system has long been cold, only emitting sporadic bursts of radiation, and is illuminated by its aurorae and accretion disk. The star routinely erupts in massive 'starquakes' that eject massive volumes of heavy metal star dust and asteroids. Minash is orbited by numerous shipyards that the Tvastarians use to maintain and rebuild void ships for the Sector.

### Caelus SubSector

The Caelus SubSector sits just spinward of the core, below the Graecan Belt and includes the famed Caelus and Athenai systems. The SubSector is dense in population, and is dependant on grain from the other SubSectors but in return it provides the bulk of AM regiments and naval personnel to offset this. Home to the stalwart Astartes Chapter the Nemean Lions and the Sector’s capital, Athenai Prime.

**Athenai System**

*Main article: Athenai Prime*
The seat of power for the Aeaean Cluster and home to the Council of Twenty, the governing body drawn from the most important worlds, Athenai Prime houses the Acropolis, a white marbled Hive city that stretches from pole to pole.

**Tios System**

Frequented by asteroid storms and the pirates of the adjacent nebulae clouds, Tios is a battered bulwark shielding the softer interior systems of the SubSector. The PDF regiments are hardened but overstretched, recently ruined by Gorgantes insurrectionists. Along with Tomis it has a substantial population pool, to maintain the manufactorums and adminstratums of the Sector.

**Heraklian System**

On the coreward rim, the Heraklian system is a way station between a stable rift corridor through the Cicatrix Maleadictum and the rest of the Sector. A small Shrine World welcomes pilgrims and assures the majority of visitors of the Aeaean's faith. Although it is the gateway for invaders from the south, the stability of Ultima Segmentum left it in relative peace until the events of the Noctis Aeternae, which left the system in turmoil. The Order of Spartoi have however liberated the system from its invaders to ensure their Shrines protection, and in return receive a substantial voluntary tithe to their ranks from the surviving populace.

**Caelus System**

*Main article: Caelus Prime*
This system became home to the Nemean Lions Chapter in 055.M38. It is also noteworthy for producing the famed Daughter of Athena Regiments. Little else can be said for system, that would otherwise hold little strategic worth. Given its acquired status however, it has since been heavily fortified, and acts as a secure bastion to the Caelus SubSector in the event of Ork incursions from the rimward empires.

**Tomis System**

Tomis is a peaceful system, and a cultural oasis within the Imperium, a number of Civilised Worlds support philosophers, men of learning and artisans of every craft.

**Colchis System**

Amidst gas planets, dead planets and Feral Worlds lies the forgotten Colchis system.

### Inoi SubSector

"*The Traitor Legions didn’t break us, 10,000 years of Ork Waaaghs didn’t break us, so what makes you special? Come at us and find us ready Herald, and we’ll see the back of you soon enough*"
—General Khova’s reply to Warlord Furos offer of surrender or death before his invasion during the Noctis Aeternae
The Inoi SubSector has been subjected to near constant conflict for over ten millennia, indeed since its very colonisation it has fought myriad xenos and worse foes. Few have managed to breach the defences and no matter the stakes or damage inflicted, it has recovered from each assault. Home to myriad excellent Imperial Guard Regiments, such as the Aegean Sacred Band, Tyrasian Blackhearts and Theaben Companions

**Psoa System**

The sprawling planetary systems, gas clouds and asteroid belts make Psoa the estate of the Sector's Battlefleets, which practice and drill amongst the shifting terrain. The outskirts of Psoa, known as the Salamesh rift, saw the last battles of the Medean Crusade as the Ork navy was annihilated between its asteroid belts.

**Checkhov System**

Noteworthy only as the location for the destruction of the Crimson Robes Chapter. The planet of Checkhov IV is a Memorial World dedicated to their sacrifice. This system was destroyed during the Horus Heresy, occupied by traitor forces and overrun by Orks afterwards. Only after the Medean Crusade has the Checkov system started rebuilding and expanding, but since the coming of the Great Rift the system was shattered once more.

**Tyras System**

*Main article: Tyras Prime*
Known as the vanguard system, it is a prime target for every Ork Waaagh that enters the Sector, drawn by the fame of its impregnable defences, unbroken in four millennia. A significant amount of the Sector's defensive forces are stationed in or near the system.
Tyras Prime itself is known for great mountains of granite, and enormous rivers that bisect its continents. It's most famous location is the Black Fort, a mighty pre-heresy keep of jet black material of unknown provenance. It has remained unbroken by any assailant and is a symbol of the systems defiance of invaders.
The system is also known for the rifts of Altair and Vega that has been used to hide elements of the Aeaean fleet during a number of battles.

**Kotiora System**

Rich in resources, the Mining Worlds are supported by extensive space stations and merchant fleets that supply the entire Sector. Tvastar and various Rogue Traders have expansive stations and fleets established throughout that prepare shipments of ore and processed material to be forged into many items. Kotiora is also home to Port Kantharos, headquarters of Battlefleet Kantharos.

**Aegean System**

The Aegean System produces some of the best regiments of Astra Militarum of the entire Sector, thanks to planets that reach out into the Ork infested frontier space that they utilise for training. Further it is home to the Boetian Death World, where the Theaben Companions are forged. The League of Orichalos have a strong presence here, a noble house that contribute greatly to their numbers.

### Thalatta SubSector

Wildspace, pirates, xenos and heretics surround and intertwine these thin and beleaguered Imperial systems. Strength is the exception, with the Trojan, Tymar and Istrian systems remaining beacons of stability against the omnipresent purple glow of the immaterium from the Soupia Rift.

**Tymar System**

Home to Tymar, the location of an enormous spaceport and trading post of the Solar Winds of Auximite who pass many trade convoys through the Aeaean System. While the Tymar system remains officially a Aeaean system its inhabitants loyalties lie with the Traders that line their pockets. The Tymar system is the gate way to the Athenai system and from there the Aeaean Cluster. Above and below it are large nebulae clouds and pirate ridden void space and while the Trojan system sits alongside the border, it is cut off by further nebulae and frontier space.

**Olbian System**

The Olbian system is shrouded in nebulas and cut off by the Soupia rift. A number of dead worlds surround the lone Shrine World that shines bright through the dark. When travel is easy, the Imperial Guard utilise its infamous Death Worlds to train elite units. Olbian also comprises one of three shipping lanes of trade from the Aeaean Cluster to outside territories through Thallatta. Traders can either risk the void and pirates, the tax and long winded route through Trojan or travel the dangerous paths around Olbian, which are safer that the suicidal routes near the Soupia Rift. Their pilot vessels make a substantial income guiding the foreign rogue traders.

**Istrian System**

Home to a number of penal colonies, and hive cities. ‘An Istrian Arbite, is the ‘ardest one you’ll meet’ is often the lament of the many short-lived gangs of Istrian who attempt to take advantage of the Archaerotech buried in its hive cities, but little has slipped past its attentive arbites. Such is their experience and skill that the Arbites are exported in the same manner as its Imperial Guard to police crime hotspots. Istrians own Imperial Guard regiments, though equally effective they have been overshadowed. The Archaerotech that attracts the criminal gangs has also built Istrian rich, and well supported by the Mechanicus.

**Trojan System**

Home to the infamous and only recently concluded Trojan War, this system is beginning the slow and painful process of rebuilding after decades of war.
The Trojan system has always been self-sufficient, supporting its hive cities with its own Agri Worlds, its military with its own manufactorum and Forge World. It was not part of the Aeaean League before the Great Crusade, coming into the fold as part of the Imperial Compliance. Home to a substantial knight family it would have constituted a formidable component to the Aeaean Military had they been a signatory.

The Trojan system is home to series of Xenos ruins that once attracted Rogue Traders, until they found nothing of worth. The Ruins have been proven to be behind the surprising number of habitable planets in the Trojan systems acting as environmental regulators.

**Naxon System**

Broken repeatedly by a succession of Ork invasions, the Naxon system has become dominated by crime syndicates that have exploited the weaken government. Located at the very edge of the Thalatta Subsector, this coruption allows pirates to flood into the neighbouring systems despite their dutiful Sector fleets. Due to the extensive warfare the system has suffered, there is little natural wildlife left on the scarred planets. Its people can expect some of the poorest living standards and this has grown insurrection, with the Gorgantes Insurrection traced to the crime syndicates. After the Noctis Aeternae the forces of Chaos still operate nearly unchallenged from this territory.

**Theodosian System**

Plagued by pirates that freely roam neighbouring territories and a favourite target of the dreaded Yeasulergi. During the Medean Crusade the Trojans dispatched their forces to liberate the Theodosians from the Orks and suffered when the greenskins took advantage of their absence to renew their attacks. During the Trojan War, the forces sent from the Theodosian system remained within their border, and later allowed Trojan refugees to pass.

## Notable Astronomy

* **The Light of Miltral** - A massive blackhole sits in the middle of the Rizus Subsector, surrounded by an accreditation disk of fallen stars and planets the Blackhole that was bane to galactic navigation has recently undergone unexpected change. The endless void of the black hole emitted a beautiful purple light, which became known as the Light of Mithral. It is beyond the understanding of the Mechanicus and Imperial Astrologist how or why this phenomenon has occurred but since the change in the 40th Millenia, the warp real-space barrier of Rizus has become notably more stable.
* **The Gracean Belt** - Such a massive and continuous nebula is a rare sighting, but the Gracean belt is just a small section of considerably larger nebulae. It stretches far past the Rizus SubSector but a significant break is found in the Inoi SubSector. Filled with asteroids, Ion storms, pirates and ancient horrors, only the fool hardy cross the Gracean belt outside of fortified passages.
* **The Salamesh Rift** - Lying close to the Psoa system is an astral phenomenon, as a series of Protostars orbit each other’s, smashing into each other and rending themselves asunder with their gravity. Rifts and flares of superheated plasma swirl erratically.
* **The Rift of Altair and Vega** - Steeped in mythology, these twin gas giants violently disgorge gas whenever their close orbital ellipses pass. Creating a temporary nebula until the gas is reabsorbed by the giants.
* **The Soupia Rift** - Akin to a pinprick rift, the tear in realspace is permanent, antithetical to the stability of the warp real-space barrier around. However, it was too small to allow significant forces to pass through until the 33rd Millenia. After a Rogue planet collided with the rift it was torn asunder causing the ‘Makriá Nýchta’. Since it re-established it remained engorged until the Noctis Aeternae and has since expanded further.

## Sector Governance

The Aeaean Cluster utilises an electoral system of government, holding votes to decide who holds the myriad of leadership positions when they become available. In theory any citizen can be elected to these positions, potentially even that of Praefect of the entire Sector, though in reality only the handful of noble houses present on each planet have the resources to attain any positions of power. The leaders of each office in turn hold elections for the offices above them.

The Imperial citizenry (minus all undesirables such as prisoners, serfs, those who do not own property and those who have not completed some form of military service) vote in elections to appoint District Speakers. These Speakers in turn elect Hive Mayors who elect Regional Ministers. These Ministers elect the Planetary Governor. Governors elect Solar Governors to manage star systems and these in turn elect the Lord Marshalls who command the 4 Sub Sectors. The Marshalls then elect the Praefect that commands the Cluster. Due to the fact that posts are held for life and the holders have access to rejuve treatments it is not uncommon for gaps of several generations to pass between elections on a world. This rarity at least helps to offset the enormous cost in terms of scribes, campaigning, courier ships, cheating and corruption. Not to mention the inevitable riots from the losing sides and the purges that follow the election of a different noble house. Still, the fact that the citizenry can take comfort in the knowledge that they (or at least someone they are descended from) have elected their own leaders does appear to improve the stability of the worlds. This 'Democratic' system is a source of great pride to the inhabitants of the Cluster and held up as an example of the alleged enlightenment and superiority of the Aeaeans compared to some nearby 'barbaric' Sectors which rely upon outdated systems like monarchies or appointing people based on their skills.

A significant ruling body is the council of twenty, made up of the elected leaders of twenty of the Clusters most significant systems. While there is a significantly larger council of system lords, it was decided early in the leagues founding that the ruling council would remain at twenty as decision making fell apart with a larger council. The Praefect sits on the council and is its casting vote and influencer. The Council of twenty is a fluid body, its members adapt to the decision making of the day, swelling to 30 and consisting of military leaders and even the Regulus (Or his representative) if a military campaign is decided upon. Or if deciding on the distribution of grain to Lydia, its significant leaders may be invited to a reduced council.

### Imperial Representatives

* **Adeptus Administratum** - Prefectus Hedotus
* **Adeptus Ministorum** - Arch-Deacon Thucides
* **Adeptus Mechanicus** - Magos Annika, Tertiary Adjunct 01
* **Inquisition -** [RECORD MISSING]
* **Adeptus Arbites** - Lord Marshal Aletheia
* **Adeptus Astartes** - Lord Adjunct Reyark
* **Astra Militarum** - Lord General Hipolyte
* **Navis Imperialis** - Lord Admiral Dreh'auc

### Sector Language

In addition to High and Low Gothic, the language known as Αἰαία is prevalent within the Sector, thanks to the dominance of the Aeaean League during the pre-Imperial era. Purportedly resembling a language from the long since defunct kingdom of Boeotia on ancient Terra, it is a spoken and written language.

### Sector Currency

The Aeaean League unified the original multitude of diverse planets and cultures to a single common currency that exists at its core bartering. The Council of twenty agree to a standard value of all available resources and elements, whether it is fair or accurate is another matter. Following this highly valuable and consistent non-perishable goods, typically metals, became standard currency. The Ceramite standard eventually became dominant as common currency, with Ceramite Equivalent Value for most goods. However other metals are still utilised. In theory any good can be traded for another with an official standard that it should be bartered for. In practice, people prefer a single currency and linear pricing.

The abundance of metal-based currency has led to the common design of a ‘bead and coin’. The coin is made from an ideally worthless and common metal, with a pea sized hole for the valuable metal to be held within. The coins are not traded, just used to hold the beads. Countless millions of names exist for the beads, but Drach is the most common one and suffix for the currency; i.e Ceramite-Drach.

This currency has persevered through reunion with the Imperium, foreign currency is accepted and assigned a standard value from the council, but its use is rare thanks to the fact that bulk trade is often through bartering and therefore pilgrims are typically the only ones who use foreign currency.

## Power Groups

### Local Political Parties

* **Delia League** - Historically the original political basis for the Aeaean League that secured trade and infrastructure between the fledging systems. The ‘Delia League’ is a political party that still remains rooted in establishing trade, infrastructure and economic wealth. They predominantly control the Caelus SubSector which has seen the least massive scale warfare.

* **Spartoi League** - Following the worst Drukhari attacks seen, the Aeaean League called for war and fresh leadership was sought. The Spartoi League was formed and around the basis of a shared military might in the League and saw the costly purging of the their xenos attackers. They have remained powerful within the Inoi subsector who are never short of war.

* **Threaken League** - This league is the most recently formed, and controversial such that many of its members where accused of heresy as part of attempts to have them disbanded. However, following the Noctis Aeternae they have taken power at last and have led successful reforms with a focus on redistribution of resources to shore up the battered subsectors of Thalatta, Rizus and Inoi.

### Imperium

#### Navigators

The ancient house of Pytheas have become the dominant source of Navigators for the Aeaean Cluster, restored from obscurity when the lost colony of Massalia was reunited after the Medean Crusade. Now prolific amongst both the Navy and Rogue traders the house has risen to a seat of power and became essential to the running's of the cluster and hold an adhoc position within the council of twenty. Due to political strife with the Navigator houses of Terra, they have not spread far beyond the territories of the Aeaean Cluster and Solar Winds of Auximite. Unusually the Navigators are highly militant, having led the defence of Massalia alone against ork invaders, they have little time for red tape or games. Further they are cooperative with the Aeaeans and enjoy a working relationship with the League, who after millennia of frustrating relations with overpriced and demanding navigators acquiesced to all of the houses comparatively reasonable demands. Their navigators take a keen interest in the battles they observe.

The House of Pytheas have one further quirk, pertaining their genetic program. Navigator breeding, well inbreeding programs, exist for a very good reason, but it was impossible to maintain for Pytheas. Cut off from larger Imperium they could not make arranged marriages, and the limited genetic pool was too severe. However, it was discovered that the children of unwittingly coupled bastard offspring very rarely did produce children with the navigator gene. With this discovery the House introduced a new breeding program, encouraging breeding with unmutated humans to create a pool of potential carriers who then with further breeding may produce a navigator. The success rate was incredibly low, but over millennia has restored this house. Though they still suffer from debilitating genetic disease tied to the navigator’s gene, the navigators of Pytheas enjoy a significantly stable genetic base. As a result they are not as reclusive of the navigator houses of terra, enjoying a 'common touch' as they lost their genetic nobility long ago. This initiative however has burned all bridges with other navigator houses, who look upon the House of Pytheas as many agents of the Ecclesiarchy look upon mutants.

#### Rogue Traders

* **The Solar Winds of Auximite** - A highly influential and powerful presence throughout the Aeaean Cluster, supplying systems and trading from here. Over Millennia they have come to dominate the trade market and become another unofficial seat of the council of 20. The Rogue Traders have taken over the port of Tymar, and their strong fleet is vital as buffer against the Soupia Rift. But though Tymar is a strong point the Rogue Traders are prolific throughout Rizus, and their convoys between Tvastar and Tymar is known as the Tvastar current.

### Renegades

* **Pirates** - The scourge of the Gracean belt, over a hundred individual pirate groups operate across the expanse. Thankfully their once coordinated nature was crushed by the Nemean Lions as one of their first operations. Since then they have lost cohesion, but remain a constant annoyance.

### Forces of Chaos

* **The Cult of 10,000 Arms** - Innumerable cults rise and fall within the Aeaean Cluster, like disease they are an ever present blot. But one cult in particular is famous beyond the planets that hide them, and has endured for Millennia, seemingly cut down again and again to return. The Cult of 10,000 arms have no perceivable objective. In some places they leave armless corpses, in others they painstakingly ensure a brotherhood of 10,000 members, or in one particular case they ensured exactly 10,000 arms removing one arm from their latest recruit to balance their one armed leader. This sort of mythic reputation has made them noteworthy, despite their military prowess lacking any fame.
* **Corpse Lords** - These Nightlords follow Nurgle, and wear the rotting carcasses of their victims upon them. A plague upon the Aeaean cluster that emerged with the ‘Makriá Nýchta’ and remained for 8 millennia. They have kept their infiltration and terror tactics, with the added bonus that their resilience proves indominable. They have made the Soupia rift their home and occasionally transform the ‘Dead’ Worlds into paradises of Nurgle before Imperial countermeasures cleanse them.
* **Azimatos** - Arguably the most dangerous enemy to emerge from the Soupia Rift, but thankfully they are the most infrequent. The Azimatos are followers of Khorne, tithed to supply a volume of blood for their lives, sanity, and health. They are an elite all-female heavy infantry regiment rumoured to originate from lost regiments of the Daughter of Athena, and so far, have eluded defeat. They leave massive fields of victims, hung by their feet to drain their blood into the earth until only pallid scarecrows remain.

### Xenos

* **Astral Inheritors** - This genestealer cult has recently been identified within the south west territories of the Aeaean Cluster within the Heralkia and Colchis systems. At first disorganised they have steadily grown power and cohesion, recovering from repeated extermination attempts. The fact that the cult is spread across a number of worlds is of particular concern to the Sector leadership.
* **Occissor Machina** - A machine race of abominable intelligences. Operating from unknown systems within the void space of the Thalatta SubSector, the Occissor are an unfathomable animal-like scourge that periodically besiege travellers and planetary systems. An army of robots that mercilessly eradicate populations and armies until they are destroyed. Occasional efforts to eradicate them have always failed to find their source.
* **Yeasulergi** - A mysterious and thankfully rare blight on the Aeaean Cluster, these Xenos remain largely myth. They operate through covert means and go to great lengths to recover their casualties. Their biology is diverse, with no two specimens showing correlation in species. The commonality is their habit of hanging corpses in grotesque rituals, with the skulls and spinal cords removed. Their attacks come in waves, and counter attacks lead to ‘hunts’ of the security forces sent after them. Each wave ends the same way, with either the xenos vanishing as swiftly as it arrived or with the hunters defeated. The Aeaeans are careful to leave the bodies of any slain hunters untouched where they fall, having learnt the hard way that the Yeasulergi will slaughter anyone in their path to retrieve them.
* **Monad** - A dangerous and elusive race of xenos pirates that exist in the nebulae between Rizus and Caelus Subsectors. They are a fundamental element of that frontier space, seemingly never suffering more than temporary defeat. Scores of human pirate and Rogue Trader fleets lie wrecked within their borders, the result of foolish attempts to encroach. Their technology is apparently far in advance of that of the Imperium, their ships and soldiers vastly superior to their foes. Thankfully the Monad are reclusive, and have not expanded their borders since their appearance in M39.
* **Ruinoic** - The Monad are susceptible to the Warp and madness inducing nature as it seems. Individual members of their society have separated from the rest and mercilessly raid lesser species to accrue slaves and fulfil their own selfish desires. While the Monad are reclusive, the Ruinoic are aggressive.
* **Suka** - The Suka are another xenos race that exists throughout the course of the Gracean Belt and have had encounters with the Aeaeans historically. They are a mostly harmless race of scavengers that will harvest any derelicts that find themselves within the nebulae. Their ships are large but woefully inadequate for military use, their single weapon and advantage is prodigious use and immunity to haywire. Shielded vessels must be used to rout their vessels, and boarding crews will comprised of melee equipped armsmen. Use of advance equipment and power armour is discouraged. The navy is quick to dispatch these xenos on sight for the resources they will steal. Rogue traders however will make contact with the Suka, as the xenos have little to no understanding of the true value of many items and will trade archaerotech the same as scrap metal.

## People of Note

* **Regulus Alkaios of the Nemean Lions** - As with every Regulus before him, Alkaois is kept abridged of the decisions of the Council of twenty. This tradition was implemented with the Regulus, Shaka, before the Nemean Lions were ascended the Caelus system was part the large Tomis Sector, but their leader Kajama was a famous figure head, known to have ears above his station. It was a easy decision to grant Caelus individual status once the Nemean Lions were ascended, to give Kajama a seat on the council, and once Shaka ascended to Regulus to grant him privy information to the progression of the cluster.
* **Baron Indris Ezana of the Solar Winds of Auximite** - Before his ascension to First Baron of Solar Winds of Auximite, Idris was placed within the Aeaean Cluster, a prestigious position and one he excelled in. Idris has not been seen in the Cluster, for more than a week at a time, since his ascension but always made sure to be a prominent figure in the Clusters politics and its history, growing the existing strong relationship between the two powers. Following the Noctis Aeternae the Rogue Traders are solidifying what territory they still have after the Long Dark.
* **General Hektor, of the Trojan Household Guards** - For over 100 years this General led numerous campaigns both home and away for the Aeaean Cluster. A veteran and successful leader known to be ruthless to his enemies and compassionate to his men. A poet and artist who had old nobility, and loyalty, with little care for his own fame. It is lamented that his loyalty and nobility led him to defect to the Trojan rebellion, despite campaigning against it within their council. Worse, much of the Trojan military joined him in betrayal, but despite his treason he allowed the loyalist elements of the Nobles and Knights to leave in peace. His death in the Trojan war was mourned by both sides and left a hole in the Aeaean Strategic leadership.
* **Lord General Akhilles** - First among the Generals of the Aeaean Cluster and its representation to the council of twenty. Akhilles has organised and led the Astra Militarum of the Aeaean cluster for half a century. A charismatic and pragmatic general who had seen the orks further pushed into the shadows of frontier space and repelled expeditionary tendrils of the Tyranids. Akhilles personally led the Imperial Guard forces dispatched to end the Trojan rebellion, and eventually successfully defeated Hector strategically. However Akhilles would also fall in that conflict.

## Adeptus Astartes Chapters

* **Nemean Lions**     - The Nemean Lions are the most famous military element of the Cluster, raised in M38 to counter the constant Ork threat.
* **Scions of Cassan** (formerly)      - An almost forgotten Astartes Chapter that departed the Sector after the loss of their homeworld.

## Adepta Sororitas Orders

* **The Order of Spartoi** - Named after a long lost but mythical race of warriors. The Sisters of Battle that inherited their name are worthy of it, through faith and firepower they held the Cluster together through the worst years. Their inception as an entirely militant order allowed the Order Dialogus and others such to finally gain a foothold.

## Adeptus Mechanicus Forces

* **The Loricatti** - The Skittarri of Tvastar are well respected as a deadly and unbeaten force under the command of Locutus-00.

## Astra Militarum Regiments

* **Tyrasian Blackhearts** - Raised to protect the infamous Black Keep, these hardy regiments excel at defensive siege warfare.
* **Aegean Sacred Band** - Raised in the gruelling harshness of the Aegean system, the Aegean Sacred Band are heavy infantry regiments famous for their ability to hold the line despite the odds.
* **Theaben Companions** - Raised from the Death World of Boetia, the Thebans are elite sniper/special warfare teams composed of bonded couples. Their veterans have the prestige of protecting the Acropolis.
* **Daughter of Athena** - The Daughters of Athena are elite regiments raised from both Caelus Prime and its sister planet, known for their effectiveness in mobile warfare.
* **Theodsian Longknives** - Irregular warfare regiments adept in battling xenos forces.
* **Trojan Household Guards** - An uncompromising elite heavy infantry-armoured fist regiment that fought alongside the Knights of Troi. Like the Knights, they were split by the Trojan war and their numbers severely depleted.
* **Tios Veterani** - Extremely hardened by their war with the Gorgantes, the veteran survivors were formed into regiments. Their speciality is countering guerrilla fighters.
* **The Furious Kestrals** - Heavy infantry regiments that guard Tvastar and join its expeditionary fleets, recruited off world. Advanced weaponry and bionically enhanced veterans mark them out. Their strong rivalry with the Skittarii has built them into a highly professional force.

## Collegia Titanica Legions & Knight Houses

* **Knights of Troi** - The largest noble family of the Trojan System were also it’s Knight house. Formerly of significant size and power, the majority sided with the traitors during the Trojan War and were destroyed. The loyalist elements are now rebuilding, having proved their loyalty by crushing their brethren.
* **League of Orichalos** - Also known as the Sons of Talos, a unified league of Knight houses that protect the Rizus Subsector, and since its union with the Imperium, the entire Aeaean Cluster. A noble and honourable house.
* **Legio Tvastarum "Iridyon"** - With only a small number of Titans within the Legio, it is well supported by knights, superheavy vehicles and airpower to combat this deficiency.

## Other Notable Elements

* **Istrian Arbites** - While not an AM regiment, the Istrians regularly hire out their services to hive cities.

## Imperial Navy

The Sector's battlefleet is Battlefleet Kantharos, comprising over 60 capital ships and numerous lesser vessels. The various Battlegroups are hardened by the near constant action against pirates and Ork warbands.