Deliverance

Space hulks are enormous conglomerates of ships, asteroids, and interstellar debris, drifting in the void between the stars.

No two space hulks are alike, as each is shaped by any number of different factors. They slip between the materium and the immaterium, and are often filled with all manner of monster, whether daemon or xenos in nature.

Sometimes they are found by salvage parties, scavengers, or refugees seeking a new home. Whatever the case may be, one can never be sure what will be encountered within.

Many hulks are large enough to contain their own atmosphere and biome, allowing life forms of all shapes and sizes to dwell, survive and even prosper amongst the ruins of untold civilisations and the flotsam of dozens of systems.

The space hulk known as Deliverance is one such example of this - within the labyrinthine tunnels of the hulk are the rusted corpses of hundreds of ships and stations, their origins shrouded in mystery. The mechanical melds with the mineral, the mineral with the organic, and the whole vessel seems to pulse with life.

Within these confines, many species have found places to call home - some within immense caverns or winding tunnels; others in the husks of their old vessels. Some few even dwell upon the surface of the hulk, a rudimentary atmosphere affording them a modicum of comfort whilst the rugged facade offers them physical protection. Those that remain outside also have the first pickings of any new debris or ships that collide with the hulk, drawn inexorably towards it by its own massive gravity.

Inside the hulk, shanty towns are not uncommon in the larger caverns. Such settlements are often cobbled together from whatever materials are on hand.

One such settlement is known as Freedom's Landing - a sprawling town formed by the survivors of a prison barge that crashed on the surface centuries ago. The inhabitants are an odd juxtaposition of insular and welcoming, perhaps a product of the unusual religion they share - of a creator known only as Father, and his disciples and favoured sons.

The influence of Freedom's Landing has spread throughout the bowels of Deliverance, though there are many pockets of other cultures that do not share their beliefs or goals.

Other colonies exist across many different biomes - the frontier town of Sternwood in the arid badland caverns being one of the more notable. A town guided by frontier justice, it is protected by the actions of a vigilante group led by a mysterious figure known as Rodrigues.

Within one of the largest caverns of the hulk is a vast ocean, the water maintained by ramshackle purification systems and watched over by strong, silent guardians. Towards the centre of the sea is an island, strangely uniform in shape and design, as if it were grown. The structures on this island are tall, thin, and almost organic in design, and the caretakers here are far smaller, quicker, and graceful than their guardian kin.

Adorning many of these structures are gemstones and intricate runes. In the very centre of the island stands a monolithic white tower, at the summit of which a flickering portal through which glimpses of impossible things can be seen.

Elsewhere within Deliverance, vast battlefields are choked with blood as daemons vie with hulking green monsters - the daemons only attacking these battlefields because of the lack of the strange networks of psychic energy radiating from around Freedom's Landing and the white tower; the greenskins fighting here because it's fun.

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