Lair of the Dusk Witch

Generating Planet Tags

The Planet Tags are divided into two lists: General Planet Tags and Populated Planet Tags.

General Planet Tags can work with any planet, whether or not it is inhabited. Note that a planet need not have a polity, colony, or other sort of political entity on it for there to be people on it. Strange folk haunt the "uninhabited" and uninhabitable worlds of the Koronus Expanse, shunning populated planets where they might be interfered with or hunted. General Planet Tags may indicate there are people living on a planet, but that does not require a polity to exist.

Populated Planet Tags will work best for planets with a polity and large, organized populations of humans or xenos.

Rolling for Tags

Roll 1d50 for General Planet Tags.

Roll 1d100 for Populated Planet Tags.

Lists of Planet Tags

General Planet Tags

1d50 Tag Description
1 Abandoned Colony The world once hosted a colony, whether human or otherwise, until some crisis or natural disaster drove the inhabitants away or killed them off. The colony might have been mercantile in nature, an expedition to extract valuable local resources, or it might have been a reclusive cabal of zealots. The remains of the colony are usually in ruins, and might still be dangerous
from the aftermath of whatever destroyed it in the first place.
2 Ancient Guardians There are guardians on this planet derived from some ancient polity, whether constructs built to protect some long-forgotten place here or the restless shades of the dead who once dwelled in the location. They may have a simple hatred towards “invaders” or they may be confused, thinking interlopers are part of some ancient enemy group. What they once guarded may not even exist any more in any perceptible way.
3 Ancient Monument A grand monument to some ancient polity is found here. While its actual meaning and significance may be inscrutable, it’s probably big enough and dramatic enough to dominate the planet, even if it’s collapsed or been defaced by the ages. The remains of the civilization that raised it might be found at its base, along with whatever heirs to it remain. Some monuments still have active technology or guardians to prevent defacement.
4 Badlands World Whatever the original climate and atmosphere type, something horrible happened to this world. Biological, chemical, or nanotechnical weaponry has reduced it to a wretched hellscape. Some local life might still be able to survive on its blasted surface, usually at some dire cost in health or humanity.
5 Battleground The world is a battleground for two or more outside powers. They may be interstellar rivals, or groups operating out of orbitals or other system bodies. Something about the planet is valuable enough for them to fight over, but the natives are too weak to be anything but animate obstacles to the fight.
6 Bitter Remnants There are ruins on this planet that are not entirely abandoned, as a remnant of their former creators still occupies the place. These survivors are almost certainly hostile toward the outside world and the intruders who have sought to take the place or loot them for uncounted ages. They may or may not have a full understanding of their ancestors’ purpose in the ruins, but they likely use any secrets they do know to best effect against invaders.
7 Black Altar A place of dread holiness is present at the site, a locus for the power of an demon or other ineffable power. This altar may predate human settlement of the area or it may have been constructed more recently by devout servitors. It forms a place of pilgrimage for the faithful and tends to warp local residents in ways pleasing to its patron demon.
8 Creeping Plague The site is teeming with a particular pervasive sickness. The illness might currently be in abeyance but about to burst forth soon in a wave of contagion and suffering, or it might be a long-standing sickness with large pools of victims in the area. Some neighborhoods might be centers for the contagion, but too poor or isolated to concern the city’s elite.
9 Criminal Meet This planet is used as a meeting place for smugglers, bandits, illegal slavers, fences, or other criminals. Something about the planet's position and rotation gives them a good view of any incoming strangers and discreet privacy for their dealings. Some few criminals may remain here at all times to maintain the place, especially if it is uninhabited, or it might be used only as the situation requires. These criminals may be particular, dealing only with known associates, or they may be far enough from the law to feel comfortable about trading with adventurers.
10 Cryptic Art A vast ancient work of art has been raised here, back before any current inhabitants lived. It may be a statue or other sculpted monument, perhaps of inhuman entities, or it may be fashioned of solid light, sound, emotions, or stranger media. The intended meaning of this art is usually incomprehensible to the current inhabitants and the structure is too large or too difficult to harm for ordinary vandals or time to have erode it entirely. Some ancient forms of art can be dangerous or even lethal to humans of the Imperium.
11 Darkened Door There is a portal to the Warp somewhere on this world, most likely to a particularly unpleasant one. Something may be creeping through the gate, or it may be under the care of a devoted cult, or the portal may be sealed for now but weakening under the effects of time or a cult’s machinations. The strange world beyond is not miscible with human existence, and whatever comes out is certain to be unwelcome among the locals.
12 Decayed Megastructure There’s an ancient megastructure on or around this planet, such as an orbital ring, a continent-spanning manufactorum, or a moon-sized habitation. They may have been built by humans, an unknown xenos species, or the Egarians. It is broken or decayed, and the original effect it was intended to produce has been twisted into something dangerous. Infrastructure meant to provide food, health, or travel might now create poisons, plagues, or vomit forth extradimensional horrors. Even inert megastructures might have localized hazards, and will impede attempts to fully survey or colonize the planet. Completely destroying the megastructure might end the problem or create an even greater disaster. If there are any Additional Resources on this planet, they are Xenos or Archeotech Ruins, depending on who built the megastructure.
13 Disaster Site The world was the site of a major disaster. A recent calamity can still be felt, while older disasters were so profound as to permanently scar the site. The locals (if any) have tried to accommodate to the new conditions, but many find it difficult, and much that was important here was destroyed or damaged in the event. Fires, floods, earthquakes, plagues, hurricanes, or droughts might all have marked the site.
14 Eccentric Axis This world has an extremely odd or erratic axial tilt. Seasons spin into chaos, nights and days might vary dramatically within the span of a single rotation, and the path of the star in the sky might not follow a neat line. Creatures and inhabitants of this planet, if any, will have adapted in some manner to the strange rotation.
15 Eldritch Radiation An uncanny miasma infects the planet. A subtle poison might lurk in the winds, an unnatural color might gleam from the waters, or a pervasive supernatural curse might radiate from a central artifact. Whatever the specifics, some sort of occult power is affecting local creatures, usually in highly deleterious ways. If the radiation has started recently, the changes might still be ongoing and leading toward some truly horrific transformation.
16 Freak Geology The geology or geography of this world is simply freakish. Perhaps it’s composed entirely of enormous mountain ranges, or regular bands of land and sea, or the mineral structures all fragment into perfect cubes. The locals have learned to deal with it and their culture will be shaped by its requirements.
17 Freak Weather The planet is plagued with some sort of bizarre or hazardous weather pattern. Perhaps city-flattening storms regularly scourge the surface, or the world’s sun never pierces its thick banks of clouds.
18 Hermitage A small hermitage was established here sometime in the past to provide solitude for some ascetic. Occasionally small clusters of hermits form around such a central point, meeting at times to check on each other or join in shared discipline. Such anchorites usually shun visitors who aren’t also devotees of their path, but occasionally a hermit wins such fame for holiness or wisdom that pilgrims seek them out. Some hermits have been known to respond with great anger toward these repeated worldly interruptions.
19 Hostile Biosphere The world is teeming with life, and it hates humans. Perhaps the life is xenoallergenic, forcing filter masks and tailored antiallergens for survival. It could be the native predators are huge and fearless, or the toxic flora ruthlessly outcompetes earth crops.
20 Hostile Space The system in which the world exists is a dangerous neighborhood. Something about the system is perilous to inhabitants, either through meteor swarms, stellar radiation, hostile xenos in the asteroid belt, or periodic comet clouds.
21 Isolated Academy A school of frontier surveyors, esoteric artists, hermit-scholars, or other educators is on this planet. The planet might once have been the heart of the ancient polity where the academy was founded, or it may have special psychic or aesthetic traits to attract practitioners, or the topic they study might be abhorrent to civilization. The academy is likely largely self-sufficient but its students and teachers doubtless retain some ties to the outer world.
22 Labyrinthine Tangle The terrain on this planet is remarkably tangled and treacherous, such that it’s almost impossible to cross it without a guide or very good map. This tangle may be the result of shifting, boggy ground, wildly overgrown forest, looming cliffs that box in travel, or magical miasmas that baffle and disorient. Some planets might have regions of spatial distortions born of ancient technology, such that only the right keys allow outsiders to pass them.
23 Lich Lair The planet is home to an ageless monster that long predates the Explorers. The creature may be some form of undead, or an alien intruder, or a local entity that simply does not know how to die. Such a creature may be sleeping, its subtle emanations provoking strange events in the area, or it may be active in preserving its privacy or control over the locals. Unlike the Secret Masters or Sealed Menace tag, however, the lich is much more interested in concealing itself and preventing disturbances than active command of the populace.
24 Lost Battlefield A terrible battle was fought here at some point in the past, perhaps before the planet became what it is now. The locals may or may not remember the event, but the battle left some pronounced effect on the area. Broken terrain may be exceptionally common here, or an ancient weapon may have curdled the land, or the automatons that fought here may still be watchful for new enemies.
25 Monster Forge A site or object on this planet somehow creates a particular type of monster by its existence. It might be an ancient spawning-pit, a cloning facility gone berserk, an ancient agricultural complex with feral livestock, an open portal to warp monsters, a source of very infectious monster-creating plagues, or something in that vein. These monsters probably infest the entire planet, unless something about their nature requires them to stay close to their source.
26 Night World The world is plunged into eternal darkness. The only life on this planet derives its energy from other sources, such as geothermal heat, extremely volatile chemical reactions in the planet’s soil, or light in a non-visible spectrum. Most flora and fauna is voraciously eager to consume other life.
27 Oceanic World The world is entirely or almost entirely covered with liquid water. Habitations might be floating cities, or might cling precariously to the few rocky atolls jutting up from the waves, or are planted as bubbles on promontories deep beneath the stormy surface. Survival depends on aquaculture. Planets with inedible alien life rely on gengineered Terran sea crops.
28 Outpost World The world is only a tiny outpost of human habitation planted by an Imperial organization or Rogue Trader. Perhaps the staff is there to serve as a refueling and repair stop for passing ships, or to oversee an automated mining and refinery complex. They might be there to study ancient ruins, or simply serve as a listening and monitoring post for traffic through the system. The outpost is likely well-equipped with defenses against casual piracy.
29 Pilgrimage Site There is some important monument, place, or structure here that attracts pilgrims from far away. It may be a holy site beloved of the Imperial Creed, a mythic origin point for a nearby culture, an oracle or other provider of widely-desired services, or a font of some special favor or benefit that can reward a pilgrim. The site may be under the control of a planetary government, or it may be too distant or dangerous to be effectively protected or administered by outsiders.
30 Pirate Lair Pirates lair on this planet, which is presumably close enough to trade routes or rich planets to serve as a base for their operations. Not every pirate lair is a hidden asteroid station or mountain hanger bay; some operate out of subverted or cowed villages, others hide among remote ruins, and some just camp in convenient terrain long enough to rest, refit, and trade with black marketeers. It might be a seasonal lair as well, with local inhabitants turning pirate at certain profitable times.
31 Pleasure World This world provides delights either rare or impermissible elsewhere. Matchless local beauty, stunningly gengineered natives, a wide variety of local drugs, carnal pleasures unacceptable on other worlds, or some other rare delight is readily available here. Most worlds are fully aware of the value of their offerings, and the prices they demand can be in credits or in less tangible recompense.
32 Predator Entity Something hungry lives on this planet, and it preys on humanity. Some entities desire human flesh and blood, while others subsist upon minds, souls, dreams, or other such insubstantial things. These predators may have human allies to assist them in their hunt, or they may be dangerous lone entities that devour all who learn too much. The most vulnerable humans are favored as prey, but a lack of fodder may provoke a terrible rampage in supposedly safer quarters.
33 Quarantined World The world is under a quarantine. Space travel to and from it is strictly forbidden by order of an Imperial organization, almost always Battlefleet Koronus or the Inquisition. This may be enforced by massive ground batteries that burn any interlopers from the planet’s sky, or it may be that a Naval squadron runs a persistent blockade.
34 Radioactive World Whether due to a legacy of atomic warfare or a simple profusion of radioactive elements, this world glows in the dark. Even heavy vacc suits can filter only so much of the radiation, and most natives suffer a wide variety of cancers, mutations and other illnesses without the protection of advanced medical treatments.
35 Sculpted Terrain In a former age some tyrant or artist sculpted an entire landform on the planet into a statue, monument, or artwork that is visible for orbit. A carved mountainside, a molded hill, an intricate pattern of waterways, a mesa pierced with music-emitting tunnels, or some other huge artwork is obvious here, and probably can be seen from any point nearby. Such structures likely have some form of defense to prevent their vandalism, and may contain components that are very valuable in the present age.
36 Sealed Menace Something on this planet has the potential to create enormous havoc for the inhabitants or the Koronus Expanse if it is not kept safely contained by its keepers. Whether a massive seismic fault line suppressed by archeotech terraforming technology, a disease that has to be quarantined within hours of discovery, a bound demon, a slumbering monster, or an ancient xenos relic that requires regular upkeep in order to prevent planetary catastrophe, the menace is a constant shadow on the fearful populace.
37 Secret Nexus The planet is a nexus of psychic power. Sorcerers may be capable of feats far beyond their normal capacities in certain places, or supernatural entities might find unusual power if they make their lairs there. As a consequence, the sorcerous powers of the Expanse are likely to have an intense interest in ownership of the nexus, and struggle is to be expected for its control. This conflict usually plays out in the shadows, but some groups enlist mortals to be their catspaws.
38 Seductive Peril There’s a very appealing place, resource, or structure on this planet that’s actually a dangerous snare for the unwary. Pools may be laced with slow poisons, bright flora might be carnivorous, valuable natural crystals might be radioactive, or ancient pleasure-pavilions might not let revelers go. Some natives might lurk near the peril to loot its victims, while others might intentionally drive prey into it.
39 Seismic Instability The local land masses are remarkably unstable, and regular earthquakes rack the surface. Local construction is either advanced enough to sway and move with the vibrations or primitive enough that it is easily rebuilt. Severe volcanic activity may be part of the instability.
40 Sorceror’s Lair Warp-tainted sorcerors often require an emphatic degree of privacy to ward off importunate help-seekers, witch hunters, rivals in the art, or reckless thieves. This planet is or once was a lair to one such wizard, who probably isn’t inclined to view visitors kindly. Even the dead ones may have left behind half-finished workings and
unaging automaton servitors to guard their venerable lore and precious magical relics.
41 Taboo Treasure The natives here produce something that is both fabulously valuable and strictly forbidden in the Imperium. It may be a lethally addictive drug, forbidden tech, demonically-enhanced “perfect slaves”, or a useful substance that can only be made through excruciating human suffering. This treasure is freely traded on the world, but bringing it elsewhere is usually an invitation to a long prison stay or wors
42 Tainted World The world is unmistakeably corrupted by the taint of the Warp. It may be subtle, only manifesting in mutations and psychic awakenings, or it may be obvious as the very planet seems to ignore physical laws. An Imperial servant risks their soul merely by coming here.
43 Terraform Failure This world was marginal for human habitation when it was discovered, but some ancient force put in archeotech terraforming engines to correct its more extreme qualities. The terraforming did not entirely work, either failing of its own or suffering the destruction of the engines during the Age of Strife. The natives are only partly adapted to the world’s current state, and struggle with the environment.
44 Tomb World Tomb worlds are planets that were once inhabited by humans before on of the many galaxy-wide collapses, such as the Age of Strife, the Horus Heresy, or the Age of Apostasy. The sudden collapse of galactic civilization and the inability to bring in the massive food supplies required by the planet resulted in starvation, warfare, and death. Most tomb worlds are naturally hostile to human habitation and could not raise sufficient crops to maintain life. The few hydroponic facilities were usually destroyed in the fighting, and all that is left now are ruins, bones, and silence.
45 Toxic Ruins There are ruins on the planet, but they're poisonous or disease infested. Such a blight may not be immediately obvious, with the effects slowly taking hold the longer an intruder remains. There’s probably something about the ruin that’s attractive to others, and the toxin isn’t quick enough to make plundering an obviously futile effort. In other cases, the toxin might be fast, but there could be some item to resist it.
46 Traitorous Hunters A cell of warriors against the powers of the night has turned traitor here, either as a single Judas or a group’s concerted betrayal of humanity. They may be an Inquisitorial Retinue, a squad of Space Marines, or some part of the Imperium's military. They haven’t simply given up the fight, they’ve actively turned to serving the outer powers. Some miserable wretches may have been laid under alien compulsions and dark magic, while others just want something that only the unholy powers can give to them. They often retain enough polish to their outer seeming to lure in “comrades” insufficiently equipped with suspicion.
47 Unchained AI Artificial intelligence, referred to "Abominable Intelligence" by the Cult Mechanics and Inquisition, are sentient machines. While some might have humanlike bodies with the inherent limits that brings, others are embedded into massive cogitators and connected to vast arrays of machinery. This world has an “Abominable Intelligence” on it, probably with a witting or unwitting corps of servants. AIs are quite insane by Imperial standards, but they learn and reason with a speed impossible for humans, and can demonstrate a truly distressing subtlety.
48 Xeno/Apostate Embassy Some hostile alien race or malevolent cabal has a branch or sect on this world that is actually quite friendly toward outsiders. For whatever internal reason, they are willing to negotiate and deal honestly with strangers, and appear to lack the worst impulses of their fellows.
49 Xenos Ruins The world has significant alien ruins present. The locals may or may not permit others to investigate the ruins, and may make it difficult to remove any objects of value without substantial payment. Any surviving ruins with worthwhile salvage almost certainly have some defense or hazard to explain their unplundered state.
50 Zombies This menace may not take the form of shambling corpses, but some disease, xenos artifact, or demonic witchcraft produces men and women with habits similar to those of murderous cannibal undead. These outbreaks may be regular elements in local society, either provoked by some malevolent creators or the consequence of some local condition.

Populated Planet Tags

1d100 Planet Tag Description
1 Academic Sorcerers Some group of local scholars, academics, scientists, or engineers have delved into unspeakable mysteries. These groups are usually prompted by some long-lost tome or inexplicable alien artifact, and often have no greater goal than exploring yet more of the wonders this new knowledge provides. Of course, given the nature of occult learning, moral limits soon dissolve into maniacal obsessions.
2 Alien Bloodline Some of the locals are alien-human hybrids. The natives may or may not understand their own nature, but those with greater portions of the blood are prone to strange urges and compulsions, if not physical manifestations of alien physiognomy. These changes might be concealed, or they might have been rationalized as an ordinary genetic disorder. These natives might originally have physically interbred with the alien race that sired them or they might be the product of heretek genetic interference.
3 Altered Humanity The humans on this world are visibly and drastically different from normal humanity. They may have additional limbs, new sensory organs, or other significant changes. Were these from ancestral eugenic manipulation, strange stellar mutations, or from an environmental toxin unique to this world?
4 Anthropomorphs The locals were originally human, but at some point became anthropomorphic, either as an ancient furry colony, a group of animal-worshiping sectarians, or gengineers who just happened to find animal elements most convenient for surviving on the world. Depending on the skill of the original gengineers, their feral forms may or may not work as well as their original human bodies, or may come with drawbacks inherited from their animal elements.
5 Archeotech Cultists The capacities of human science during the Dark Age of Technology vastly outmatch the technology available in the Imperium. Even the wonders of the days of the Great Crusade seem more like myth. Some worlds outright worship the artifacts of their ancestors, seeing in them the work of more enlightened and perfect humanity. These cultists may or may not understand the operation or replication of these devices, but they seek and guard them jealously.
6 Area 51 The world’s government is fully aware of their local stellar neighbors, but the common populace has no idea about it- and the government means to keep it that way. Trade with government officials in remote locations is possible, but any attempt to clue the commoners in on the truth will be met with lethal reprisals.
7 Beastmasters The natives have extremely close bonds with the local fauna, possibly having special means of communication and control through tech or gengineering. Local animal life plays a major role in their society, industry, or warfare, and new kinds of beasts may be bred to suit their purposes.
8 Black Market There is a pervasive black market on this planet that controls the trade of illicit goods and contraband, like Halo Artefacts. Some powerful organization usually ensures the market’s smooth functioning, often with the tacit complicity of local leadership. Sales might even be centralized through actual bazaars and theoretically illegal shops.
9 Breeding Program A local cult is engaged in a complex breeding program using the natives as raw material. The goal may be to create a host capable of incarnating a demon, or perhaps to devise a superior breed of slave or to escape the consequences of some genetic curse. The subjects may be chosen from particular families, or they may be gathered in bulk from the easily-missed and unwanted of the planet.
10 Bubble Cities Whether due to a lack of atmosphere or an uninhabitable climate, the world’s cities exist within domes or pressurized buildings. In such sealed environments, techniques of surveillance and control can grow baroque and extreme.
11 Cheap Life Human life (or the xenos equivalent) is near-worthless on this world. Ubiquitous cloning, local conditions that ensure early death, a culture that reveres murder, or a social structure that utterly discounts the value of most human lives ensures that death is the likely outcome for any action that irritates someone consequential.
12 Civil War The world is currently torn between at least two opposing factions, all of which claim legitimacy. The war may be the result of a successful rebel uprising against tyranny, or it might just be the result of schemers who plan to be the new masters once the revolution is complete.
13 Clannish Silence A group of locals simply doesn’t talk to outsiders. They keep their affairs among themselves, either out of xenophobia, old resentments, or fear of reprisals. In cities they may be ethnic, political or religious groups, while entire small towns may be disinclined to deal with strangers.
14 Cold War Two or more great powers control the planet, and they have a hostility to each other that’s just barely less than open warfare. The hostility might be ideological in nature, or it might revolve around control of some local resource.
15 Corrosive Vice The locals here enjoy their entertainments far too much. Drugs, flesh, fights, dice, booze, and every other base enjoyment is indulged beyond reason by all classes. The extensive poverty that it encourages produces both the providers and the consumers of these vices.
16 Cult Beachhead A cult from a more distant site has formed a beachhead at this location. Recruiters and a skeleton leadership have moved in recently and are working to enlist more members into the cult, focusing on those souls most amenable to the group’s purposes. The cult is relatively fragile yet, reliant on only a few members, but they often have substantial backing from their parent group.
17 Cyborgs The planet’s population makes heavy use of cybernetics, with many of the inhabitants possessing at least a cosmetic amount of chrome. This may be the result of a strong local cyber tech base, Mechanicus religious injunction, or simply a necessary measure to survive the local conditions. This may be in keeping with the Machine Cult's precepts, or it may be done in a manner blasphemous to the Omnissiah.
18 Cyclical Doom The world regularly suffers some apocalyptic catastrophe that wipes out organized civilization on it. The local culture is aware of this cycle and has traditions to ensure a fragment of civilization survives into the next era, but these traditions don’t always work properly, and sometimes dangerous fragments of the past emerge.
19 Damnable Savior A malevolent cult leader, alien impostor, or eldritch abomination is masquerading as a local savior. Whatever problems plague the site are supposedly to be resolved by this entity’s noble work, and they likely have a great deal of support among the locals. The actual work they do may require substantial sacrifices from the natives, and some of those sacrifices may be rather literal in nature.
20 Dark Undercity One or more cities on this planet are riddled with unused subway tunnels, sewer pipes, natural caves, built-over structures, or other hidden passages. These places are nests of crime and desperation, shadows where the law-abiding do not go and where grim things can pass without the troublesome oversight of the law.
21 Desert World The world may have a breathable atmosphere and a human-tolerable temperature range, but it is an arid, stony waste outside of a few places made habitable by human effort. The deep wastes are largely unexplored and inhabited by outcasts and worse.
22 Doomed World The world is doomed, and the locals may or may not know it. Some cosmic catastrophe looms before them, and the locals have no realistic way to get everyone to safety. To the extent that the public is aware, society is disintegrating into a combination of religious fervor, abject hedonism, and savage violence.
23 Dying Race The inhabitants of this world are dying out, and they know it. Through environmental toxins, hostile bio-weapons, or sheer societal despair, the culture cannot replenish its numbers. Members seek meaning in their own strange goals or peculiar faiths, though a few might struggle to find some way to reverse their slow yet inevitable doom.
24 Eugenic Cult Even in the days before the Silence, major improvement of the human genome always seemed to come with unacceptable side-effects. Some worlds host secret cults that perpetuate these improvements regardless of the cost, and a few planets have been taken over entirely by the cults.
25 Explorator Mission The Explorator Fleets maintain an outpost here, whether dedicated to research, reconnissance, or extraction. Their increased presence, relative to all planets outside of a Forge World, are bound to generate political strife with even the most loyal Imperial subjects.
26 Fallen Empire At some point in the past, this world had a stellar or interstellar empire in the Koronus Expanse, thanks to superior tech, expert diplomacy, the weakness of their neighbors, or inherited Imperial legitimacy. Some kind of crash or revolt broke their power, however, and now the world is littered with the wreckage of former glory.
27 Feral World In benighted space outside the Emperor's light, some worlds have experienced total moral and cultural collapse. Whatever remains has been twisted beyond recognition into assorted death cults, xenophobic fanaticism, horrific cultural practices, or other behavior unacceptable on more enlightened worlds. These worlds are almost invariably quarantined by other planets.
28 Flying Cities Perhaps the world is a gas giant, or plagued with unendurable storms at lower levels of the atmosphere. For whatever reason, the cities of this world fly above the surface of the planet. Perhaps they remain stationary, or perhaps they move from point to point in search of resources.
29 Forbidden Tech Some group on this planet fabricates or uses heretech. Abominable Intelligences doomed to metastasize into insanity, nation-destroying viral bombs, demoniac machinery, genetically engineered mutants, or something worse still. The planet’s larger population may or may not be aware of the danger in their midst.
30 Former Warriors The locals of this world were once famed for their martial prowess. They may have simply had a very militaristic culture, or were genetically engineered for combat, or developed high-tech weaponry, or had brilliant leadership. Those days are past, however, either due to crushing defeat, external restrictions, or a cultural turn toward peace.
31 Foul Faith An important local religion has been thoroughly infiltrated by a cult, assuming it wasn’t always a nest of evil. The outermost adherents may not be aware of the church’s true nature, but the clergy and all the more important members are fully committed to its unholy rites. Membership in this faith is perhaps expected for the site’s elite, or it may be a path to riches for its adherents, or a voice of support for its downtrodden members. The price is always in terrible things, however, whether the victims are its own members or the unbelievers who surround them.
32 Gold Rush Gold, silver, and other conventional precious minerals are common and cheap now that asteroid mining is practical for most worlds. But some minerals and compounds remain precious and rare, and this world has recently been discovered to have a supply of them. People from across the sector have come to strike it rich.
33 Great Work The locals are obsessed with completing a massive project, one that has consumed them for generations. It might be the completion of a functioning spaceyard, a massive solar power array, a network of terraforming engines, or the universal conversion of their neighbors to their own faith. The purpose of their entire civilization is to progress and some day complete the work.
34 Hatred For whatever reason, this world’s populace has a burning hatred for the inhabitants of a neighboring planet or polity. Perhaps this world was colonized by exiles, or there was a recent interstellar war, or ideas of racial or religious superiority have fanned the hatred. Regardless of the cause, the locals view their neighbor and any sympathizers with loathing. If the object of the world's hatred is the Imperium, the Rogue Trader and their retinue can expect little mercy.
35 Heavy Industry This planet has a thriving manufacturing sector capable of producing large amounts of goods appropriate to its tech level. The locals may enjoy a correspondingly higher lifestyle, or the products might be devoted towards vast projects for the aggrandizement of the rulers. Regardless, the effect on the environment is catastrophic, and the chains of production are fragile.
36 Heavy Mining This world has large stocks of valuable minerals, usually necessary for local industry, life support, or refinement into loads small enough to export offworld. Major mining efforts are necessary to extract the minerals, and many natives work in the industry.
37 Hivemind Natives of this world exist in a kind of mental gestalt, sharing thoughts and partaking of a single identity. Powerful archeotech, exotic psionics, xenos influence, or some other cause has left the world sharing one identity. Individual members may have greater or lesser degrees of effective coordination with the whole.
38 Holy War A savage holy war is raging on this world, either between factions of locals or as a united effort against the pagans of some neighboring world. This war might involve the Imperial Creed, or it might be the result of a branding campaign, political ideology, artistic movement, or any other cause that people use as a substitute for traditional religion.
39 Horrific Wealth Some supernatural power is bestowing vast wealth on its acolytes. Either through the special advantages this magic gives them or the occult exploitation of the wretched locals, these leaders are being made fabulously wealthy by their evils. Lead may be turned into gold through foul sacrifices, or humans might be rendered down into exotic drugs or mindless thralls. This wealth usually comes with a price, however, either in service to an outer power or scrupulous adherence to unclean faiths.
40 Immortals Natives of this world are effectively immortal. They may have been gengineered for tremendous lifespans, or have found some local anagathic, or be cyborg life forms, or be so totally convinced of reincarnation that death is a cultural irrelevance. Any immortality technique is likely applicable only to them, or else it’s apt to be a massive draw to Rogue Traders.
41 Imperial Colony An Imperial organization or a Rogue Trader has successfully colonized this less-advanced or less-organized planet, and the natives aren’t happy about it. A puppet government may exist, but all real decisions are made by the local viceroy.
42 Local Specialty The world may be sophisticated or barely capable of steam engines, but either way it produces something rare and precious to the Imperium. It might be some pharmaceutical extract produced by a secret recipe, a remarkably popular cultural product, or even gengineered humans uniquely suited for certain work.
43 Local Tech The locals can create a particular example of extremely high tech, possibly even something that exceeds pretech standards. They may use unique local resources to do so, or have stumbled on a narrow scientific breakthrough, or still have a functional experimental manufactory.
44 Major Spaceyard Most worlds of the Imperium do not build spaceships, and even for the might Hive Worlds and Forge Worlds that do, it is a decades-long undertaking for each ship.. This world is blessed with a major spaceyard facility, either inherited from the Dark Age of Technology, the Great Crusade, or painstakingly constructed in more recent decades. It can build hulls at the rate of a small and standard Imperial shipyard.
45 Mandarinate The planet is ruled by an intellectual elite chosen via ostensibly neutral examinations or tests. The values this system selects for may or may not have anything to do with actual practical leadership skills, and the examinations may be more or less corruptible.
46 Maneaters The locals are cannibals, either out of necessity or out of cultural preference. Some worlds may actually eat human flesh, while others simply require the rendering of humans into important chemicals or pharmaceutical compounds, perhaps to prolong the lives of ghoul overlords. This cannibalism plays a major role in their society.
47 Massive Ritual The planet is being primed as the location of a truly enormous ritual. Building geometry, street layouts, concentrations of people and industry, and other features of the world are being brought into harmony as part of a tremendous work of occult power. Some rituals may require the entire physical geography be molded, while others might only need the right masses of people enlisted. The resulting effect may be subtle, but its successful execution is bound to result in some sort of terrible summoning, lasting curse on the world, or warped apotheosis for the high priest who enacts the rite.
48 Megacorps The world is dominated by classic cyberpunk-esque megacorporations, each one far more important than the vestigial national remnants that encompass them. These megacorps are usually locked in a cold war, trading and dealing with each other even as they try to strike in deniable ways. An over-council of corporations usually acts to bring into line any that get excessively overt in their activities.
49 Mercenaries The world is either famous for its mercenary bands or it is plagued by countless groups of condottieri in service to whatever magnate can afford to pay or bribe them adequately.
50 Minimal Contact The locals refuse most contact with offworlders. Only a small, quarantined treaty port is provided for offworld trade, and ships can expect an exhaustive search for contraband. Local governments may be trying to keep the very existence of interstellar trade a secret from their populations, or they may simply consider offworlders too dangerous or repugnant to be allowed among the population.
51 Misandry/Misogyny The culture on this world holds a particular gender in contempt. Members of that gender are not permitted positions of formal power, and may be restricted in their movements and activities. Some worlds may go so far as to scorn both traditional genders, using gengineering techniques to hybridize or alter conventional human biology.
52 Missionaria Base The planet has been contacted by the Missionaria Galaxia, and missionaries sent to preach the Imperial Creed have settled in here. They may exist in tension with the locals, who resent the religious intrusion; or they may have already made inroads in coverting the population to the Creed. However, just because a population is beginning to turn to the Emperor does not mean it respects Rogue Traders; and missionaries may feel threatened by the arrival of an alternative Imperial power.
53 Nomads Most of the natives of this world are nomadic, usually following a traditional cycle of movement through the lands they possess. Promises of rich plunder or local environmental perils can force these groups to strike out against neighbors. Other groups are forced to move constantly due to unpredictable dangers that crop up on the planet.
54 Police State The world is a totalitarian police state. Any sign of disloyalty to the planet’s rulers is punished severely, and suspicion riddles society. Some worlds might operate by Soviet-style informers and indoctrination, while more technically sophisticated worlds might rely on omnipresent cameras or Abominable Intelligence “guardian angels”. Outworlders are apt to be treated as a necessary evil at best, and “disappeared” if they become troublesome.
55 Post-Scarcity The locals have maintained sufficient tech from the Dark Age of Technology to be effectively post-scarcity in their economic structure. Everyone has all the necessities and most of the desires they can imagine. Conflict now exists over the apportionment of services and terrestrial space, since anything else can be had in abundance. Military goods and items of mass destruction may still be restricted, and there is probably some reason that the locals do not export their vast wealth. There may be STC plans present in the machines, though it is likely that most of the actual plans for the objects are unrecoverable.
56 Prison Planet This planet is or was intended as a prison. Some such prisons were meant for specific malefactors of the Terran Mandate, while others were to contain entire “dangerous” ethnic groups or alien races. Some may still have warden AIs or automatic systems to prevent any unauthorized person from leaving, and any authorization permits have long since expired.
57 Psychic Academy This world is one of the few that have managed to redevelop the basics of psychic training on their. Without this education or the saving grace of the Black Ships of Terra, a potential psyker is doomed to either madness or death unless they refrain from using their abilities. Psychic academies are incredibly rare. The secrets of psychic mentorship, the protocols and techniques that allow a psychic to successfully train another, are carefully guarded at these academies. Most are closely affiliated with the planetary government.
58 Psyker Rampancy The locals are terrified of psykers. Their history is studded with feral psykers who went on murderous rampages, and now they nurse an unreasoning terror of those “mutant freaks”. Psykers, even those soul-bonded to the Emperor, demonstrate their powers at risk of their lives.
59 Psyker Worship These natives view psychic powers as a visible gift of god or sign of superiority. If the world has a functional psychic training academy, psykers occupy almost all major positions of power and are considered the natural and proper rulers of the world. If the world lacks training facilities, it is likely a hodgepodge of demented cults, with each one dedicated to a marginally- coherent feral prophet and their psychopathic ravings.
60 Recidivist Colony The Imperial colony on this world has fallen into bad habits in the absence of regular visits from its distant governors. It may reject the Imperial Creed, refuse tithes, or even flaunt Imperial law. Despite the presence of Imperial organizations, the Emperor's servants hold little sway here.
61 Refugees The world teems with refugees, either exiles from another planet who managed to get here, or the human detritus of some local conflict that have fled to the remaining stable states. The natives usually regard the refugees with hostility, an attitude returned by many among their unwilling guests.
62 Restrictive Laws A myriad of laws, customs, and rules constrain the inhabitants of this world, and even acts that are completely permissible on all Imperial planets are punished severely here. The locals may provide lists of these laws to offworlders, but few non-natives can hope to master all the important intricacies.
63 Revanchists The locals formerly owned another world, or a major nation on the planet formerly owned an additional region of land. Something happened to take away this control or drive out the former rulers, and they’ve never forgotten it. The locals are obsessed with reclaiming their lost lands, and will allow no questions of practicality to interfere with their cause.
64 Revolutionaries The world is convulsed by one or more bands of revolutionaries, with some nations perhaps in the grip of a current revolution. Most of these upheavals can be expected only to change the general flavor of problems in the polity, but the process of getting there usually produces a tremendous amount of suffering.
65 Rigid Culture The local culture is extremely rigid. Certain forms of behavior and belief are absolutely mandated, and any deviation from these principles is punished, or else society may be strongly stratified by birth with limited prospects for change. Anything which threatens the existing social order is feared and shunned.
66 Rising Empire This world is not yet a interstellar power in the Koronus Expanse, but it’s well on its way there. Whether through newly-blossoming economic, military, or cultural power, they’re extending their influence over their neighbors and forging new arrangements between their government and the rulers of nearby worlds.
67 Ritual Combat The locals favor some form of stylized combat to resolve disputes, provide entertainment, or settle religious differences. This combat is probably not normally lethal unless it’s reserved for a specific disposable class of slaves or professionals. Some combat may involve mastery of esoteric weapons and complex arenas, while other forms might require nothing more than a declaration in the street and a drawn gun.
68 Robots The world has a great many servitors or even true robots on it. Most bots are going to be non-sentient, though some worlds may have developed single-body Abominable Intelligences, spiritless machines in the shape of men that feign sentience. Some worlds might even be ruled by metal overlords, ones which do not need to be sentient so long as they have overwhelming force.
69 Seagoing Cities Either the world is entirely water or else the land is simply too dangerous for most humans. Human settlement on this world consists of a number of floating cities that follow the currents and the fish. These city-ships might have been purpose-built for their task, or they could be jury-rigged conglomerations of ships and structures thrown together when the need for seagoing life become apparent to the locals.
70 Secret Masters The world is actually run by a hidden cabal, acting through their catspaws in the visible government. For one reason or another, this group finds it imperative that they not be identified by outsiders, and in some cases even the planet’s own government may not realize that they’re actually being manipulated by hidden masters. This cabal may be mere human corruptees, or it could be the tendrils of a xenos conspiracy.
71 Sectarians The world is torn by violent disagreement between sectarians of a particular faith. Each views the other as a damnable heresy in need of extirpation. Local government may be able to keep open war from breaking out, but the poisonous hatred divides communities. If it is an Imperial colony, the faith is the Imperial Creed. If it is a lost world recently converted by missionaries, it may be divides between different missionary cults. For uncontacted humans, xenos or others, the nature of the faith may be religious, or it may be based on some secular ideology.
72 Shackled World This world is being systematically contained by an outside power. Some ancient autonomous defense grid, robot law enforcement, xenos artifact, or other force is preventing the locals from developing certain technology, or using certain devices, or perhaps from developing interstellar flight. This limit may or may not apply to offworlders; in the former case, the Rogue Traders may have to figure out a way to beat the shackles simply to escape the world.
73 Societal Despair The world’s dominant society has lost faith in itself. Whether through some all-consuming war, great catastrophe, overwhelming outside culture, or religious collapse, the natives no longer believe in their old values, and search desperately for something new. Fierce conflict often exists between the last believers in the old dispensation and the nihilistic or searching disciples of the new age.
74 Sole Supplier Some extremely important resource is exported from this world and this world alone. It’s unlikely that the substance is critical for building spike drives unless this world is also the first to begin interstellar flight, but it may be critical to other high-tech processes or devices. The locals make a large amount of money off this trade and control of it is of critical importance to the planet’s rulers, and potentially to outside powers.
75 Stellar Empire This world has the technological sophistication, natural resources, and determined polity necessary to be a steller or interstellar empire. Nearby worlds are likely either directly subservient to it or tack carefully to avoid its anger. Even the Imperium may need to negotiate carefully if it cannot immediately bring the Imperial Guard to bear.
76 Technocommune This world is organized into a single technologically-supported commune, thanks to archeotech computing devices and greater or lesser amounts of psykers. Central planning nodes direct all production and employment on the world. Citizens in good standing have access to ample amounts of material goods for all needs and many wants. Instead of strife over wealth, conflicts erupt over political controls, cultural precepts, or control over the planning nodes. Technocommunes under stress can  show a considerable bias towards devolving into oligarchies or priesthoods of those who run the planning nodes.
77 Terrible Pact Someone important has made a diabolical pact on this planet, promising some sort of service or sacrifice to an eldritch power in exchange for an unclean desire. Given the unpredictable, alien behavior of Warp entities and terrible xenos, this “pact” may be nothing more than the cultist’s deranged conviction that their service is part of an actual bargain, but they are at least convinced that they are getting something in exchange for their servitude.
78 Theocracy The planet is ruled by the priesthood of the predominant religion or ideology. The rest of the locals may or may not be terribly pious, but the clergy have the necessary military strength, popular support or control of resources to maintain their rule. Alternative faiths or incompatible ideologies are likely to be both illegal and socially unacceptable.
79 Trade Hub This world is a major crossroads for local interstellar trade. It is well-positioned at the nexus of several stable Warp routes, and has facilities for easy transfer of valuable cargoes and the fueling and repairing of starships. The natives are accustomed to outsiders, and a polyglot mass of people from every nearby world can be found trading here.
80 Tyranny The local government is brutal and indifferent to the will of the people. Laws may or may not exist, but the only one that matters is the whim of the rulers on any given day. Their minions swagger through the streets while the common folk live in terror of their appetites. The only people who stay wealthy are friends and servants of the ruling class.
81 Urbanized Surface The world’s land area is covered with buildings that extend downward for multiple levels. Such worlds either have a population in the trillions, extremely little land area, or are largely-abandoned due to some past catastrophe. Agriculture and resource extraction are part of the urban complex, and there may be an advanced maintenance system that may not be entirely under the control of present natives.
82 Utopia Natural and social conditions on this world have made it a paradise for its inhabitants, a genuine utopia of happiness and fulfillment. This is normally the result of drastic human engineering, including brain-gelding, neurochemical control, personality curbs, or complete “humanity” redefinitions. Even so, the natives are extremely happy with their lot, and may wish to extend that joy to poor, sad outsiders
83 Vast Graft Theft and corruption are a way of life among the planet’s leadership. Every ambitious local knows that the fast track to wealth and power is to get a position with the local authorities. These men and women methodically plunder the taxes and government grants they receive, keeping the lion’s share for themselves and passing out smaller tastes to those businesses and people who cooperate with their wishes. Even heinous crimes can be hushed up for a bribe.
84 Vibrant Culture The world is a considerable cultural power, producing music, art, philosophy, or some similar intangible that Imperial citizens or other peoples of the Koronus Expanse find irresistibly attractive. These worlds might have a profound degree of cultural cachet as the inheritor of some venerable artistic tradition.
85 Warlords The world is plagued by warlords. Numerous powerful men and women control private armies sufficiently strong to cow whatever local government may exist. On the lands they claim, their word is law. Most spend their time oppressing their own subjects and murderously pillaging those of their neighbors. Most like to wrap themselves in the mantle of ideology, religious fervor, or an ostensibly legitimate right to rule.
86 Xenophiles The natives of this world are fast friends with a particular xenos race, as foolish as that is. The xenos may have saved the planet at some point in the past, or awed the locals with superior tech or impressive cultural qualities. The xenos might even be the ruling class on the planet.
87 Xenophobes The natives are intensely averse to dealings with outworlders. Whether through cultural revulsion, fear of tech contamination, or a genuine immunodeficiency, the locals shun foreigners from offworld and refuse to have anything to do with them beyond the bare necessities of contact. Trade may or may not exist on this world, but if it does, it is almost certainly conducted by a caste of untouchables and outcasts.
88-100 Reroll