So, a project I started a long time ago (way back in 2014, when I had a job, career prospects and a working spine!) has finally risen back to the top of the pile, spurred on by a bunch of models I recently purchased. Altheim has made a comeback!
My 'Altheim' project was originally just a basic plan to remake all of the original cardboard buildings in the 'Warhammer Townscape' book as proper, detailed scratchbuilt models, but eventually morphed to become a plan to build a gaming table of a small working walled town, complete with inhabitants. I got a fair way into it, (here, here, here and here) then, like most of my grand plans, it stalled and I moved on to something else. But here we are, back again, so here's a small recap after the break...
A blog relating to Port Imperiale, my 40k Rogue Trader era setting, Altheim, my 3rd Edition WFB city, and other hobby-related stuffs.
Showing posts with label background. Show all posts
Showing posts with label background. Show all posts
Wednesday, 18 December 2019
Thursday, 19 September 2019
The Rogue Trader Bestiary Part 8: Ambulls!
Well, after all of the nice comments on the last post, and general interest in my bestiary project, I thought I'd push on and get the next instalment done asap!
This time it's one of the most popular of the animals in the original RT bestiary, the Ambull! It's also the only animal in the bestiary that has both an original RT model and a current, recently released one.
In honour of this, I've got not one, not two, but three whole painted Ambulls for you!
More pics and background after the cut...
This time it's one of the most popular of the animals in the original RT bestiary, the Ambull! It's also the only animal in the bestiary that has both an original RT model and a current, recently released one.
In honour of this, I've got not one, not two, but three whole painted Ambulls for you!
More pics and background after the cut...
Friday, 13 September 2019
The Rogue Trader Bestiary Part 7: The Razorwing
I've had a bit of a break from my bestiary project, but a current Facebook competition has rekindled it a bit. This time it's a creature that's never had a model made for it, as far as I'm aware, the Razorwing:
More pics after the cut...
More pics after the cut...
Wednesday, 7 August 2019
Warriors of the Obsidian Empire: In depth with the Slann
As you may well have seen from from my last post, I'm currently working on my Slann army, so I thought I'd go a bit more in-depth into the challenges of trying to create a decent looking army from one of Citadel's more forgotten ranges. Here's where I am so far:
More info after the cut...
More info after the cut...
Saturday, 24 February 2018
Madison & Maximillian, Wasteland Gangers...
I'd like you to meet 'Madison' and 'Maximillian', twins and co-leaders of the Desert Rats Wasteland gang...
More photos after the cut...
More photos after the cut...
Labels:
40k,
background,
Dark Future,
Port Imperiale,
Post Apocalypse,
Rogue Trader
Monday, 6 June 2016
Hey, I won something!
Ol' Abdul, In the flesh...
So, one of the better 40k Facebook groups I'm a member of, The Emporium of Rogue Dreams, recently had a competition to create a model, background story and statline for Abdul Goldberg, a recurring Hero/Villain/Adversary from the Scenario Creator in the Rogue Trader Rulebook.
If you're a regular here, you'll see I did this a while ago, *here*, and I entered it into the competition. Due to a freak current in the Warp, the organisers of the competition managed to get the ever illustrious Rick Priestley himself to judge the entries, and I'm amazed to say, I won!
Here's what the rules maestro had to say:
"Abdul Goldberg in the flesh... and what a lot of it! I enjoyed reading of Abd-El's exploits throughout time (and various editions) of the 40K background. A good effort that man! It's also a really nice conversion from an interesting source - and the two bodyguards are nicely envisaged too. It certainly ticks all the Rogue Trader boxes - and some extra just to be sure. I also liked the fact that you don't give away what he looks like... the mystery remains... mysterious"
High praise indeed! Must admit, it was nice to win something modelling related, it's been a while. The 1988 Golden Demon Awards I think, and even then I only got the a runner up prize!
I think really, after winning for me, it's only fair that I get him into a game at some point. More news on that when I paint up a pirate warband for him!
Labels:
40k,
Abdul Goldberg,
background,
Port Imperiale,
Rogue Trader,
Tallarn
Friday, 11 March 2016
The Enigma of Abdul Goldberg
So one of the Facebook 40k groups I'm a member of, 'The Emporium of Rogue Dreams', is having a competition to make a model, background and statline for 'Abdul Goldberg', a famous villain from the early Rogue Trader days. I've spent a lot of time working out how to fit Abdul into both Rogue Trader and 'current' 40k, and so here's my background fluff. Sorry, there's a lot of it, and it probably bends canon until it makes squeaking noises, but there y'go, that's just how I roll...
Labels:
40k,
Abdul Goldberg,
background,
Inquisimunda,
Necromunda,
Painting,
Port Imperiale,
Rogue Trader,
Tallarn
Sunday, 24 January 2016
"Meet the gang 'cause the boys are here - The boys to eviscerate you!"
So, Lords, ladies, gentlemen and Xenos scum, I can finally present you the brave pensioners (and only surviving members) of the 6th Mordian Regiment, also known as the 'Flying Ripperfish' (Retd.) currently on the run from the mandatory retirement planet Chel-5EA.
More details after the cut...
Labels:
40k,
background,
Imperial Guard,
Inquisimunda,
Mordian,
Necromunda,
Painting,
Port Imperiale,
Rogue Trader
Monday, 23 March 2015
More denizens of the Port...
A bit more background to the inhabitants of Port Imperiale, this time. I'd like to introduce you all to Captain Jerry 'Lucky' LaVarr (Retd), owner of Lucky's Bar, with one of his 'liberated' Regimental Killbots, 'Itchy', which serves as his bouncer:
More after the cut...
Labels:
40k,
background,
Port Imperiale,
Rogue Trader,
Scenery,
terrain
Saturday, 10 January 2015
A little Games Workshop history...
Here's a bit of a rarity I've picked up recently, a small part of GW history all the way back from when I was working there. It's a rather hefty Terminator shoulder pad belt buckle, in solid brass, and not to be confused with the much more recent 'Bulldog Buckles' pot-metal crap.
Monday, 29 December 2014
Another Space Slann warband...
Following on from Andy (Of http://talesfromthemaelstrom.blogspot.co.uk/ fame) putting up some photos of his rather nicely Space Slann on his Facebook page, and also an associated discussion on the origins of the miniatures, over at the Oldhammer forum (here), I decided to pop up a few photos of my as yet unfinished Space Slann warband, also spurred on by my recent trip to the Mayan ruins in Mexico.
This one is based around the mysterious Nohoch-Mul, an ancient Slann Mage, seen here at the back, in his armoured, floating throne.
More after the cut...
This one is based around the mysterious Nohoch-Mul, an ancient Slann Mage, seen here at the back, in his armoured, floating throne.
More after the cut...
Wednesday, 24 December 2014
A look back on the year...
Seeing as a bunch of other people are doing this, I thought I'd chime in as well. Be warned though, it's not a chirpy as most people's.
Bothered?
Bothered?
Thursday, 11 December 2014
Friday, 16 May 2014
And a few other denizens of the Port...
Forgot to put these at the end of my last post, but here's a few other odd paint jobs I've finished recently...
This guy's an old Citadel ninja that was damaged, so I've turned him into an alien assassin, with the aid of some weapons and some Vic Minis breathing apparatus.
This guy's an old Citadel ninja that was damaged, so I've turned him into an alien assassin, with the aid of some weapons and some Vic Minis breathing apparatus.
Thursday, 8 May 2014
The end of the world, or my other hobby love.
Well, one of 'em, is Post Apocalyptic wargaming, specifically 28mm skirmish wargaming. Most of you probably aren't aware, but a long time ago, I co-wrote a wargame called Babylon's Burning, and even produced a range of figures for it. Mediocre figures, it had to be said, but still. (The game's actually still available HERE, if you're that way inclined, but this post isn't meant to be selling anything!)
The game was based around the San Francisco area, after a devastating meteor destroyed pretty much everything, raising the sea level and killing off the vast majority of the world's population, after the dust in the atmosphere blocked off the sun for years, and caused global famine etc. Fun huh?
Anyway, being a Cold War era kid, I've always had a soft spot for Mad Max style gaming, so here's a few photos of some of the scenery and figures I've painted up for it.
Labels:
Babylon's Burning,
background,
Post Apocalypse
Thursday, 31 May 2012
The Taint of Chaos
For all practical reasons, Jamakeer is beyond the reach of the Inquisition, and so Chaos has reared its ugly head. Still secretive and hidden, its insidious taint has lead to the formation of a number of chaos cults in the area in and around Port Imperiale.
Based, as the city is, around decadence and violence, these are primarily aimed at the worship of Khorne and Slaanesh, though the planet-wide pollution and decay has also lead to the creation of a cult devoted to Nurgle, the Lord of Pestilence, and even a suspected cult of Khaine, the long-forgotten god of murder. Their temples are usually hidden deep in the labyrinthine tunnels below the Port, away from prying eyes. As well as acquiring unwitting victims to sacrifice to their Dark Gods, they are also constantly at odds with each other, leading to secret wars between cults that occasionally burst out into the open, which are then ruthlessly crushed by the Black Guards.
Whilst there are probably many more secret cults on Jamakeer yet to be discovered, the three that have attracted the most attention recently are The Council of Six, The Bladed Brotherhood and The Cryptocracy.
The Council of Six – Named specifically to mock the ruling Council of Nine, The Council of Six is the planet's main cult devoted to Slaanesh. Ensnaring both new worshippers and unwilling victims in the seedier drug dens and fleshpots of Port Imperiale, they carry them off to a network of holding pens before transporting them, underground, to their main temple, located in the remains of an abandoned underground settlement out in the wastelands, known to them as Nu-Gomorrah. Probably the largest Chaos cult on Jamakeer, its grip on the Port is becoming more noticeable, and is the Black Guard's main priority.
The Bladed Brotherhood – This is the major cult devoted to worshipping Khorne on Jamakeer. Responsible for myriad murders, they usually operate in small groups, abducting victims under the cover of darkness, and sacrificing in their temple deep in the darkest recesses of the tunnel system, known to them as 'The Cave of Blood'. Little is known of the temple, other than from the reports of cultists interrogated under torture, that it was created by a truly ancient race, and lined with the bones of thousands of sacrifices.
The Cryptocracy – A relatively recent cult on Jamakeer, this group worships Nurgle, the Lord of Decay. Living somewhere out in the polluted and toxic wastelands, little is known of the group beyond the fact they occasionally raid Port Imperiale in small groups, during the times when the blinding, toxic dust storms envelop the city so they can make off with their victims. Their bodies, occasionally recovered after a firefight during these raids, are covered in scars and pestilence, and draped in tattered, hooded robes.
Based, as the city is, around decadence and violence, these are primarily aimed at the worship of Khorne and Slaanesh, though the planet-wide pollution and decay has also lead to the creation of a cult devoted to Nurgle, the Lord of Pestilence, and even a suspected cult of Khaine, the long-forgotten god of murder. Their temples are usually hidden deep in the labyrinthine tunnels below the Port, away from prying eyes. As well as acquiring unwitting victims to sacrifice to their Dark Gods, they are also constantly at odds with each other, leading to secret wars between cults that occasionally burst out into the open, which are then ruthlessly crushed by the Black Guards.
Whilst there are probably many more secret cults on Jamakeer yet to be discovered, the three that have attracted the most attention recently are The Council of Six, The Bladed Brotherhood and The Cryptocracy.
The Council of Six – Named specifically to mock the ruling Council of Nine, The Council of Six is the planet's main cult devoted to Slaanesh. Ensnaring both new worshippers and unwilling victims in the seedier drug dens and fleshpots of Port Imperiale, they carry them off to a network of holding pens before transporting them, underground, to their main temple, located in the remains of an abandoned underground settlement out in the wastelands, known to them as Nu-Gomorrah. Probably the largest Chaos cult on Jamakeer, its grip on the Port is becoming more noticeable, and is the Black Guard's main priority.
The Bladed Brotherhood – This is the major cult devoted to worshipping Khorne on Jamakeer. Responsible for myriad murders, they usually operate in small groups, abducting victims under the cover of darkness, and sacrificing in their temple deep in the darkest recesses of the tunnel system, known to them as 'The Cave of Blood'. Little is known of the temple, other than from the reports of cultists interrogated under torture, that it was created by a truly ancient race, and lined with the bones of thousands of sacrifices.
The Cryptocracy – A relatively recent cult on Jamakeer, this group worships Nurgle, the Lord of Decay. Living somewhere out in the polluted and toxic wastelands, little is known of the group beyond the fact they occasionally raid Port Imperiale in small groups, during the times when the blinding, toxic dust storms envelop the city so they can make off with their victims. Their bodies, occasionally recovered after a firefight during these raids, are covered in scars and pestilence, and draped in tattered, hooded robes.
Sunday, 8 April 2012
Port Imperiale's denizens.
Inhabitants
As well as the myriad number of active pirates in Port Imperiale, it is also home to all the usual dregs of society that cluster around such types. Dingy bars and clubs abound, supplying everything from alcohol, drugs and prostitution (Human, Joy-Sim and even more 'exotic' species) through to far worse things, if one were to search for them…
The support staff in Port Imperiale actually outnumbers the pirates, but you wouldn't think that by looking around the city. These are the mechanics, traders, bar owners, hydroponics maintenance staff, and everyone else that works to support the pirates in continuing to bring in wealth to Port Imperiale. Usually former pirates themselves, or occasionally freed captives, these individuals are well aware of the volatile nature of the pirate crews, and tend to keep out of their way whenever possible, congregating in their own bars and social areas, well away from drunken, trigger-happy pirates. Retired pirates, whether through age, injury or having saved enough over the years to quit the dangerous business of raiding, (but not enough to escape Jamakeer entirely) exist in abundance in the Port. These vary in stature from filthy beggars, pan-handling for enough money to buy the next drink/drug of choice, to the relatively well-off, who tend to open their own bars or trading emporiums, through to the fabulously rich, living in armoured, usually underground compounds with their own staff and private security forces.
Organised groups in the Port tend to be of the following types:
Pirates, obviously, make up a large proportion of inhabitants in Port Imperiale. Most of these pirate bands are small privateers, headed by a captain with a single fast ship and a close-knit trusted crew around them, though a few are larger planetary raiding forces, equipped with many ships and raiding fighters, with hundreds of press-ganged crew and well-equipped landing parties. Some are even alien races, with Squat, Eldar and even Ork raiding parties making the Port their base of operations. These different groups exist in a state of petty vendettas, temporary alliances, and occasionally, outright war with each other.
The Black Guards are the only thing in Port Imperiale that resembles a police force, though, as they are taken from the ranks of the pirates, and their wages paid by the Council of Nine, their guardianship over the Port is a perverse one, more resembling enforcers for an organised crime syndicate, than a true police force. Their remit is twofold, meting out a system of instant justice for serious transgressions, such as theft from 'protected' traders, and premeditated murder, as well as punitive fines for whatever real or imagined crimes they come across. However, their main task is the hunting down of Chaos Cultists in the Port. The Council of Nine knows that nothing is more likely to bring the vast armies of the Imperium down upon them than the increasing psychic resonance of chaos cultists, so it is in their best interests to wipe out the foul taint of chaos from the Planet. The Black Guards can mete out punishments as appropriate, varying from fines, through mutilations, enforced slavery, up to execution, though for the crime of being aligned with the forces of Chaos, the only punishment is death by fire. They are a feared force, even amongst the most hardened of pirates, as there is no appeal from their verdicts, and punishment is instantaneous.
Scrappers are the people that actually dismantle the spacecraft captured by the pirates. Though a few are tied to certain pirate warbands, they usually live in a temporary and uneasy alliance with whichever group have hired them to do the work of dismantling each ship. Their work is a skilled, dirty and dangerous one, removing anything of value, and melting down the rare and expensive alloys that make up the ship's components for sale on to the traders, leaving the former ship as a skeletal hull, lying in the wastelands around Port Imperiale to corrode away in the hostile environment.
Slavers operate the lucrative trade in misery that is the lives of the captured crews, selling them on to whoever is willing to pay the highest price. If the former crewmember is lucky, their skills will be recognised, and a Pirate Captain will buy them up to replace lost crew, offering them the chance to (eventually) buy themselves out of their slavery and become a full crewmember themselves. If they're unlucky, or not skilled, they can end up being sold on to be worked to death in the ore processing plants, or even to whatever fate it is that happens to slaves bought up by the Ork warbands…
Criminal Gangs that prey on the pirate hordes are an ever-present threat, eager to relieve them of their latest payout whilst under the influence, occasionally even going so far as to steal the organs from their bodies, and toss the corpses into the tunnels for the ever-present Ambulls to tear apart. A few of the more organised and better equipped gangs will even risk bringing down the wrath of the Council and the Black Guards to rob a particularly wealthy trader, though this is uncommon, as no one wants the wrath of the Black Guards on them, unless it's really worth it…
Miners are still present on Jamakeer. Whilst the planet was effectively strip-mined by the Adeptus Mechanicus and their vast machineries centuries ago, making commercial mining unviable, there are still enough small veins of rare ores and precious metals left to make small mining camps profitable. These groups usually consist of small teams of Squats, who spend months at a time underground, only returning to Port Imperiale when their food supplies run out. Mining is a very risky business, as the entire crust of the planet is fragmentary and unstable due to excessive mining, and if that weren't enough, the tunnels are infested with Ambulls, Grox, and rumoured infestations of Genestealers and worse.
Scavengers also trawl the myriad tunnels, as well as the long-abandoned settlements that litter the surface, not for ore, but for equipment and valuables left by the former miners and other inhabitants. Away from the Port for long periods of time, they live in the toxic wasteland, only able to remove their breathing masks in the confines of their vehicles, some even having gone to the extremes of having cybernetic implants to make theim more resistant to the toxic dust and smog out in the wastelands.
Trade
Trading Parties are always present in Port Imperiale. Generally leaving their large and vulnerable ships in orbit, they land in small shuttles with a well-armed retinue, in order to deal with the traders, before transporting their purchases up to their ships after fixing a price. Whilst trading in Port Imperiale is a nervous and fraught experience, it is usually relatively safe for the traders. The Council of Nine knows that the continuation of trade is essential for the continued survival of the settlement (and the best way to line their own pockets) so attacking a trading party is a crime punishable by execution at the hands of the Black Guards. That's not to say it doesn't happen, Criminal gangs and Cultists have been known to attack trading parties, and even occasionally Pirate warbands have too, but this is a rare occurrence, and traders will generally have more to fear when they return to more civilised space and have to answer tricky questions from the Adeptus Arbites about where their stock came from.
As well as the myriad number of active pirates in Port Imperiale, it is also home to all the usual dregs of society that cluster around such types. Dingy bars and clubs abound, supplying everything from alcohol, drugs and prostitution (Human, Joy-Sim and even more 'exotic' species) through to far worse things, if one were to search for them…
The support staff in Port Imperiale actually outnumbers the pirates, but you wouldn't think that by looking around the city. These are the mechanics, traders, bar owners, hydroponics maintenance staff, and everyone else that works to support the pirates in continuing to bring in wealth to Port Imperiale. Usually former pirates themselves, or occasionally freed captives, these individuals are well aware of the volatile nature of the pirate crews, and tend to keep out of their way whenever possible, congregating in their own bars and social areas, well away from drunken, trigger-happy pirates. Retired pirates, whether through age, injury or having saved enough over the years to quit the dangerous business of raiding, (but not enough to escape Jamakeer entirely) exist in abundance in the Port. These vary in stature from filthy beggars, pan-handling for enough money to buy the next drink/drug of choice, to the relatively well-off, who tend to open their own bars or trading emporiums, through to the fabulously rich, living in armoured, usually underground compounds with their own staff and private security forces.
Organised groups in the Port tend to be of the following types:
Pirates, obviously, make up a large proportion of inhabitants in Port Imperiale. Most of these pirate bands are small privateers, headed by a captain with a single fast ship and a close-knit trusted crew around them, though a few are larger planetary raiding forces, equipped with many ships and raiding fighters, with hundreds of press-ganged crew and well-equipped landing parties. Some are even alien races, with Squat, Eldar and even Ork raiding parties making the Port their base of operations. These different groups exist in a state of petty vendettas, temporary alliances, and occasionally, outright war with each other.
The Black Guards are the only thing in Port Imperiale that resembles a police force, though, as they are taken from the ranks of the pirates, and their wages paid by the Council of Nine, their guardianship over the Port is a perverse one, more resembling enforcers for an organised crime syndicate, than a true police force. Their remit is twofold, meting out a system of instant justice for serious transgressions, such as theft from 'protected' traders, and premeditated murder, as well as punitive fines for whatever real or imagined crimes they come across. However, their main task is the hunting down of Chaos Cultists in the Port. The Council of Nine knows that nothing is more likely to bring the vast armies of the Imperium down upon them than the increasing psychic resonance of chaos cultists, so it is in their best interests to wipe out the foul taint of chaos from the Planet. The Black Guards can mete out punishments as appropriate, varying from fines, through mutilations, enforced slavery, up to execution, though for the crime of being aligned with the forces of Chaos, the only punishment is death by fire. They are a feared force, even amongst the most hardened of pirates, as there is no appeal from their verdicts, and punishment is instantaneous.
Scrappers are the people that actually dismantle the spacecraft captured by the pirates. Though a few are tied to certain pirate warbands, they usually live in a temporary and uneasy alliance with whichever group have hired them to do the work of dismantling each ship. Their work is a skilled, dirty and dangerous one, removing anything of value, and melting down the rare and expensive alloys that make up the ship's components for sale on to the traders, leaving the former ship as a skeletal hull, lying in the wastelands around Port Imperiale to corrode away in the hostile environment.
Slavers operate the lucrative trade in misery that is the lives of the captured crews, selling them on to whoever is willing to pay the highest price. If the former crewmember is lucky, their skills will be recognised, and a Pirate Captain will buy them up to replace lost crew, offering them the chance to (eventually) buy themselves out of their slavery and become a full crewmember themselves. If they're unlucky, or not skilled, they can end up being sold on to be worked to death in the ore processing plants, or even to whatever fate it is that happens to slaves bought up by the Ork warbands…
Criminal Gangs that prey on the pirate hordes are an ever-present threat, eager to relieve them of their latest payout whilst under the influence, occasionally even going so far as to steal the organs from their bodies, and toss the corpses into the tunnels for the ever-present Ambulls to tear apart. A few of the more organised and better equipped gangs will even risk bringing down the wrath of the Council and the Black Guards to rob a particularly wealthy trader, though this is uncommon, as no one wants the wrath of the Black Guards on them, unless it's really worth it…
Miners are still present on Jamakeer. Whilst the planet was effectively strip-mined by the Adeptus Mechanicus and their vast machineries centuries ago, making commercial mining unviable, there are still enough small veins of rare ores and precious metals left to make small mining camps profitable. These groups usually consist of small teams of Squats, who spend months at a time underground, only returning to Port Imperiale when their food supplies run out. Mining is a very risky business, as the entire crust of the planet is fragmentary and unstable due to excessive mining, and if that weren't enough, the tunnels are infested with Ambulls, Grox, and rumoured infestations of Genestealers and worse.
Scavengers also trawl the myriad tunnels, as well as the long-abandoned settlements that litter the surface, not for ore, but for equipment and valuables left by the former miners and other inhabitants. Away from the Port for long periods of time, they live in the toxic wasteland, only able to remove their breathing masks in the confines of their vehicles, some even having gone to the extremes of having cybernetic implants to make theim more resistant to the toxic dust and smog out in the wastelands.
Trade
Trading Parties are always present in Port Imperiale. Generally leaving their large and vulnerable ships in orbit, they land in small shuttles with a well-armed retinue, in order to deal with the traders, before transporting their purchases up to their ships after fixing a price. Whilst trading in Port Imperiale is a nervous and fraught experience, it is usually relatively safe for the traders. The Council of Nine knows that the continuation of trade is essential for the continued survival of the settlement (and the best way to line their own pockets) so attacking a trading party is a crime punishable by execution at the hands of the Black Guards. That's not to say it doesn't happen, Criminal gangs and Cultists have been known to attack trading parties, and even occasionally Pirate warbands have too, but this is a rare occurrence, and traders will generally have more to fear when they return to more civilised space and have to answer tricky questions from the Adeptus Arbites about where their stock came from.
Sunday, 8 January 2012
Port Imperiale, The Rotten Heart of Jamakeer.
Background
Port Imperiale is the capital, and indeed the only major population centre left on the former mining world of Jamakeer. Once a thriving mining colony with several large cities, and innumerable smaller mining facilities, it has been mined to exhaustion of its vast reserves of mineral resources by the Adeptus Mechanicus and their legions of Servitors, being left a pock-marked, unstable and polluted shell of a planet unable even to support food growth outside of hydroponics facilities.
Long since abandoned by the Imperium as being of no tactical or practical use, situated, as it is, on the very edge of Imperial Space, the world has been taken over by the very worst dregs of human- and alienkind, and is now used as a homeworld by many Pirate warbands. Always armed, usually the worse for drug or drugs, and liable to be involved in long running petty vendettas with other pirate bands, means that violence in Port Imperiale is never that far away.
These desperate, degenerate criminals prey on spacelanes all over the sector, attacking weaker craft, and either ransacking them for valuables and trade goods, or hijacking them entirely, bringing them back to Jamakeer's surface to strip them down and sell their cargo, parts, and indeed crews, to the highest bidder. A few of the better equipped Pirate bands will also risk ground attacks on remote outposts, capturing supplies, fuel and vehicles.
Because of this, Port Imperiale and its environs have less resemblance to a former mining colony, and more a colossal scrapyard, with most of the buildings in the city now repaired with, or entirely made from, the rusting hulks of spacecraft.
Trade, here, is king. Anything can be bought and sold, and nothing is illegal, so it has become an important, if illicit, trading post in this sector of the galaxy, dealing with traders of all races, as long as they're prepared not to ask questions, and have a retinue big enough to protect their investments.
Overall control and leadership (for what it's worth) in Port Imperiale is given over to the 'Council of Nine', a group consisting of the nine most powerful pirate leaders who claim the city as their home. They hold meetings several times a year, and also emergency sessions in times of need, to discuss the issues of the day. Although closed to the general public, any pirate captain can attend Council meetings and have their say on matters of importance.
Jamakeer has proved time and again to be an ideal pirate retreat. As well as the distance from any major Imperium Strongholds, vast clouds of toxic smog still envelop the upper atmosphere, causing electrical storms and making it difficult for ship's sensors to locate the pirates or their city. Even in the rare case that an Imperium ship does land, the planet is riddled with innumerable miles of tunnels from centuries of mining, enabling easy escape to those that have taken the time to learn them, and a quick death to those that venture after them.
Port Imperiale is the capital, and indeed the only major population centre left on the former mining world of Jamakeer. Once a thriving mining colony with several large cities, and innumerable smaller mining facilities, it has been mined to exhaustion of its vast reserves of mineral resources by the Adeptus Mechanicus and their legions of Servitors, being left a pock-marked, unstable and polluted shell of a planet unable even to support food growth outside of hydroponics facilities.
Long since abandoned by the Imperium as being of no tactical or practical use, situated, as it is, on the very edge of Imperial Space, the world has been taken over by the very worst dregs of human- and alienkind, and is now used as a homeworld by many Pirate warbands. Always armed, usually the worse for drug or drugs, and liable to be involved in long running petty vendettas with other pirate bands, means that violence in Port Imperiale is never that far away.
These desperate, degenerate criminals prey on spacelanes all over the sector, attacking weaker craft, and either ransacking them for valuables and trade goods, or hijacking them entirely, bringing them back to Jamakeer's surface to strip them down and sell their cargo, parts, and indeed crews, to the highest bidder. A few of the better equipped Pirate bands will also risk ground attacks on remote outposts, capturing supplies, fuel and vehicles.
Because of this, Port Imperiale and its environs have less resemblance to a former mining colony, and more a colossal scrapyard, with most of the buildings in the city now repaired with, or entirely made from, the rusting hulks of spacecraft.
Trade, here, is king. Anything can be bought and sold, and nothing is illegal, so it has become an important, if illicit, trading post in this sector of the galaxy, dealing with traders of all races, as long as they're prepared not to ask questions, and have a retinue big enough to protect their investments.
Overall control and leadership (for what it's worth) in Port Imperiale is given over to the 'Council of Nine', a group consisting of the nine most powerful pirate leaders who claim the city as their home. They hold meetings several times a year, and also emergency sessions in times of need, to discuss the issues of the day. Although closed to the general public, any pirate captain can attend Council meetings and have their say on matters of importance.
Jamakeer has proved time and again to be an ideal pirate retreat. As well as the distance from any major Imperium Strongholds, vast clouds of toxic smog still envelop the upper atmosphere, causing electrical storms and making it difficult for ship's sensors to locate the pirates or their city. Even in the rare case that an Imperium ship does land, the planet is riddled with innumerable miles of tunnels from centuries of mining, enabling easy escape to those that have taken the time to learn them, and a quick death to those that venture after them.
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