The Ten

The Crosius warrant covers some eight hundred systems. Most are dead rock, gas giant and uncharted dark. Ten are worth fighting over, and everyone calls them the Ten.

WorldTypeWhat it is
ConcordiaCivilisedDynastic seat. Deadlocked.
TarantisHiveData-guilds, augmetics, black markets
SkarnForge-claveMaintains the fleet. Barely.
HalvernAgri, uplandRecruiting ground
CereliaAgri, grainFeeds the Reach. Undefended.
VantryAgri, poorSaint Ysolde’s world
Corvane’s RestFeudalHouse Corvane, the Knights
ThrenodyVoid stationDeep anchorage; House Sabaeus
AshkarMining, penalWhere problems are sent
VessantShrine worldEcclesiarchy seat. Increasingly ignored.

Concordia

A garden world of terraced estates and ten thousand years of precedent, governed by the Chamber of Voices, in which every aristocratic house holds a hereditary seat and nothing whatsoever can be decided.

Since the storm closed, the Chamber has split two ways and stayed there.

The Concordant bloc — the old families. Hold every world. Abandon nothing. To surrender a single system is to admit the warrant no longer means anything, and once that is admitted the dynasty is finished.

The Retrenchment bloc — newer, mercantile money. Pull back to the inner five. Cerelia and Ashkar and the outer holdings cannot be defended and everyone knows it. Better to save what can be saved.

Four years. No vote has carried.

Tarantis

One vast hive, and the only genuinely modern place in the Reach. Information is the currency — data-guilds, spire-brokers, augmetic clinics stacked forty deep in the underhive, gangs that trade in access rather than territory.

Lord-Captain Crosius recruits his specialists here and finds it a relief, which the Concordia aristocracy considers proof of his degeneracy.

Skarn

Not a Forge World. A forge-clave — an Adeptus Mechanicus holding chartered centuries ago to service the dynasty’s fleet, subordinate to a Forge World eleven jumps away that nobody can reach.

Its senior magi were recalled decades before the storm and never replaced. What remains is a skeleton priesthood running maintenance liturgies half of them no longer understand. They can maintain ancient patterns. They can barely manufacture anything new.

Isolated, they have begun to improvise. They know what that is called.

Vantry

Poor, agricultural, ignored by Concordia for eight thousand years until a farm girl became a saint. See Saint Ysolde.

Cerelia

Vast mechanised grain plains, low population, no meaningful garrison. It feeds the Reach and it cannot be defended, and both facts are used as arguments by opposite sides of the Chamber.

The rest

  • *Halvern — cold upland pasture. Produces the 23rd Highlanders and very little else.
  • Corvane’s Rest — feudal, oath-bound to Crosius for six thousand years, down to a handful of functioning Knights because Skarn can no longer service them.
  • Threnody — deep anchorage and fleet base; the Navigator enclave of House Sabaeus.
  • Ashkar — mining and penal.
  • Vessant — a minor shrine world whose Ecclesiarchy authority is being quietly eclipsed by an unratified saint two systems over.
  • Auspicia — a small agri-wrold, remarkable only for an auspice station

Claiming territory

Worlds change hands. When a battle is fought over one of the Ten, the result is recorded in Battle Log and this page is updated.

Players are welcome to add locations — a hive district, a moon, a void station, a warp anomaly. If you want somewhere specific for your faction to have come from or be heading to, write it and it exists.