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Post by Kage2020 on Nov 30, 2004 21:42:35 GMT -5
Horp's Station actually covers what the 'concept' of Sanctuary was meant to be (see Worldbuilding). Given that it saves me some work I'll immediately put aside Sanctuary in favour of this world with some basic understanding... The idea was, however, to put the world outside of the main sphere of influence of one of the subsectors. This means that it would have a 'best fit' UWP not published here but, rather, resident in the ASP database. Since Sanctuary was mean to be near either Archiaos, Anargo or Castellan it isn't tha tmuch hassle to search for a world nearer to Castellan than others...
I'm not suggesting that two worlds cannot have the same overall 'theme' or concept, but it would be good to integrate things with established ideas where possible.
Anyway, if replacing Sanctuary with Horp's station is acceptable than great!
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Post by Dazo on Dec 1, 2004 5:11:51 GMT -5
They're not really the same, one is an imperial frontier space station with vast mining possibilities, the other is a pirate base filled with the dregs of the sector...Ok so not as different as I thought, but I doubt Castellan would allow pirates to hold such an important system. You should stick with your asteroid idea its more interesting.
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Post by Sikkukkut on Dec 1, 2004 8:12:09 GMT -5
A few brief thoughts - apologies in advance for any lack of detail, it's late and I'm sleepwhacked. I'll come back and flesh out later. I like the basic concept - the idea I originally had for Castellan has a neat little niche for something like this. The observation that the Castellan frontier is still fortified is spot on: my original idea was that the sub was split down the middle by a line of fortified worlds, orks held some worlds on the far edge of the subsector, the threat of further incursions was real and constant and so the Imperial-held worlds in Castellan are heavily militarised and under control of the Lord Militant Protector. The Fortress Worlds (I think I had the terms "Castellan Line" or "Castellan Cordon" pencilled in in my notes somewhere) are meant to form an impermeable barrier to anything coming in and out. If you pass through the frontier you'd damn well better have authorisation from the Lord Militant Protector's chambers (or, if you're a refugee ship from Cruciatine or something, be prepared to beg for it and spend years in quarantine). And yet... human nature being what it is, however strict something is in theory, the practice never lives up to it if there's a buck (or an Imperial Crown) to be made. In the words of one Australian SF author, "there is always a crooked man." Thus, if Castellan is still going to resemble my original design for it (pocket of fortified Imperial worlds on the Anargo side, pocket of ork worlds on the Cruciatine side, belt of devastated nomansland worlds between them that neither side has ever quite been able to hold) then there are plenty of places in that middle zone where a little enclave might try and set up. It would be hideously dangerous, of course, since you're on the outside of the Castellan Line with nothing between you and the next wave of greenskins, but for people desperate enough to take that risk, there could be sizeable rewards in the form of grey-market trade into equally desperate human colonies in Cruciatine (and possibly the looting of the wrecked worlds in the central belt, when the Pendulum Tide allows it). If there's enough incentive, then you've got the possibility that's already been mentioned of covert assistance to keep the station running by parties deeper in Anargo with an interest in keeping a l'il loophole in the Line through which they can keep the money coming in. And the station's outlaw nature makes it easy to cut them loose and deny any involvement if there's ever any action by the Castellan military. I like the idea of the Lord Militant Protector fuming about the station and swearing to his advisors that one day he's going to clean out that damned rat-pit once and for all... but moves to actually do so are deftly undermined by certain anonymous parties deeper in the Sector. It allows all sorts of shadowy goings-on, and narratively speaking is a nice contrast to the heavy and rigid military control over the rest of the sub. (I suppose I'm drawing on elements of Abnett's Ravenor stuff here, for things like the outpost in Lucky Space, the black market trade routes that depend on it, and the Contract Thirteen trading cartel that the subsector ministries keep an under-the-table connection to.) More later. Oh, except to note that Waaagh! Tuskragga never entered the Anargo Sector. If it had, there might well not be an Anargo Sector today, in any meaningful term: just the overwash of the Waaagh! as it passed near the Cruciatine border was enough to drive the Imperium back behind what is now the Castellan Line. Can you imagine what would have happened if a full Waaagh! had come into the Sector? The frontier has been a violent place ever since, with abortive raids, mini-wars and attempts by both sides to hold this or that world in the central belt. Think of one of those RTS games where you're so evenly matched with the other guy that neither of you can ever really take ground properly: there's a zone in the middle of the map that's either a wasteland or a bloodbath depending on whether you've had time to build up a force to send out there
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Post by Dazo on Dec 1, 2004 8:24:18 GMT -5
So if I wanted to bring refugees from a certain unaimed world ravaged by orks, and transport them to lets say another unamed world in another sub sector then I would have to go through horps station, yes. And if so would it be advisable to have on board my large mega transporter certain special forces squads, just in case they had to repel boarders. And how much would it cost in terms of bribes.
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Post by Femerenden on Dec 1, 2004 8:42:29 GMT -5
Well my idea about the Horp's station is that there is a bunch of remnants from the outwash of the Tuskragga and they habbited the damaged station after the Imperial Navy left it to rust as it has no use.
The remnants repaired the station to as much as they can with the helps of out laws, rogue traders(may be), pirates and smuglers.
This community formed by strange people becomed a well living one and they can swear that they have defeated small fleets of Ork ships.
When the Lord Militant Protector learned that the station is in working condition he sended troops to take it over but the troops cut from their journey and ended in a long lasting bloody battle with Orks in a near by system.
Lord Militant Protector agrees that there is not enough man power to waste on taking the station so he is leaving this for another time.
On the other hand Orks do not concern about the station. There is no glory and honor in taking that station and killing those non fighting hummies.
Horp's Station at this time by sheer luck is safe from the Orks and the Imperials. But it is not known how long this will last...
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Post by Tynesh on Dec 1, 2004 16:49:10 GMT -5
Check out the History of Castellan thread for a bit of home brew fluff on the namer/explorer of the sub-sector (although this is somewhat outdated already!). Also so insights in CELS new thread, Layout of Castellan Sub.
May I suggest that the station, as it is now in an out-of-the-way location in the Sub that it was originally just a Navy Base. it could have refuelled and recrewed etc. It came under attack from orks and was left for destroyed. Due to its location it was of little use to the Orks and was hastily abandoned when the Silver Skulls swept the Sub clean at the end of the war. The Navy and Adeptus on Anargo had no reason to suspect the station was still in Imperial hands and was struck off manifests and not intended to be revisited. (I see no reason why they could not just forget about it. A large scale invasion was have devoted many scribes etc and a small depot could have been overlooked)
It then became taken over by inhabitants of ill-repute and descended into the backwater cesspit it is fast becoming!
Tynesh
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Post by Kage2020 on Dec 1, 2004 22:25:23 GMT -5
They're not really the same, one is an imperial frontier space station with vast mining possibilities, the other is a pirate base filled with the dregs of the sector... First off, the subsectors are by default not frontiers. You can get around this by putting the system on the very 'edge' of the subsector, but there we go. Not having a developed system astrographically adjacent to it does not make it a frontier system... Erm, sounds aggressive but it's not meant that way. The 'Wilds' of inter-subsector space is technically the 'frontier', something that is often downplayed in the 'fluff'. Secondly, Sanctuary is not a "pirate base" as originally envisioned. You should stick with your asteroid idea its more interesting. I am doing regardless of this. Was just trying to integrate ideas and offer up a world to someone who would be interesting in creating something a bit non-standard.
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Post by Tynesh on Dec 2, 2004 6:42:42 GMT -5
Must admit I have remained deaf, dumb and blind to the existance of the Sanctuary, better start visiting some other threads!
Tynesh
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Post by Destecado on Dec 2, 2004 14:59:52 GMT -5
My take on the system is more like a town from the old west. nstead of being on a frontier, it sort of went back to the wilds after the ork invasion destroyed most of the civilization. You then had prospectors (in this cas those trying to salvage any technology in the system as well as those interested in laying clames to the abundant wealth of the system.
You would have the slow evolution of the building of a community. sure there would be bad elements, but there would also be just as many if not more average citizens who work hard on a daily basis and will go into town (in this case Horp's station) to blow off so steam and spend their paycheck.
You would see businesses go up that cater to this need to blow off steam. You would also see stores that bring in goods that people need to survive. If someone strikes it rich, you may even get something like a space age gold rush, with more people flocking into the system.
Horp's Station and the system in which it is situated have the appearance of being extra-Imperial (outside Imperial control) while still being part of the Sub-sector. It fits that niche of those seeking freedom or living a life on their own terms while still offering some protection...which a world a the frontier can not.
The Imperiums still has juristiction and stops through every once in a while. This gives the station an aura of respectability...or at least acceptance by imperial authority. This is not something you would find in the frontier between sectors.
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Post by Tynesh on Dec 4, 2004 4:34:12 GMT -5
Des I think that you have really hit the nail on the head with your last description.
Out of the way system, attacked by orks, forgotten by AT, 'recolonized' by traders, merchants, prospectors, bounty hunters etc. Slowly it draws more people to it. 'Rediscovered' by Imperium, and brought back into the fold, infrequent visits, nominal 'governor' or station master in charge. Bustling centre, some black market and underground connections.
I like it a lot, maybe we should go with this concept?
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Post by Femerenden on Dec 6, 2004 11:56:28 GMT -5
Well every idea seems very good; but please decide on one and tell me to build it 'cause i cannot decide which to take
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Post by Kage2020 on Dec 11, 2004 11:09:45 GMT -5
If it's going to be within the subsector 'boundaries' (i.e. utilise a UWP that has been published as being within Castellan) then it is within the "practical patrol ranges" of ships of the Imperial Navy. Therefore it is reasonable for the world to be visited by the organisations of the Imperium at least as much as any other world of the Imperium.
Work with the principle that while it may be 'rough and ready' with the law, the Imperium still maintains the lex imperialis.
(By counterpoint, Sanctuary is not within a subsector, is not visited by the adeptus terra or related organisations, and is therefore not subject to the lex imperialis.)
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