It is the 41st Millennium, and the galaxy is in chaos. Foes new and old ravage the Imperium: From the edge of the galaxy come the all-consuming Tyranids, from the depths of the Imperium's own worlds come the soulless and indestructible Necrons, all while the savage Orks, perfidious Eldar, and dark forces of Chaos continue their wars. The Empire of Rot, Decay, and Misery is about to collapse, and all it would take is one last kick to bring the entire thing down. To most of the Galaxy, Humanity's days are numbered.
In the Kalgra sub-sector Humanity has been given a second chance. A warp storm engulfed the sub-sector, isolating it's planets from both the Imperium and each other for over three hundred years. Some survived, clinging onto the Imperial Aquila with all their might. Some fell, drowning to the Laughter of thirsting gods as their planets were usurped and corrupted. A few, a scant few, have not drowned, nor merely survived, but changed. Here be it in the Nobility or the People or the Ecclesiarchy someone has realised that the stagnancy of the old Imperium cannot continue. Their solutions are many and varied - their ideals and loyalties even more so - but they all believe in one thing: The Imperium cannot continue.
It is the 41st Millennium, and as the Kalgra sub-sector is freed from the Immaterium it once again finds itself in a Galaxy of war. The Imperium eyes its lost territory hungrily, Dark Cults plot to further their influence in the sector, and opportunists circle this new battlefield. The only certainty is war. Whether these new entities will survive the coming storm or be sundered underneath the weight of giants is yet to be seen.
There are several planets that have overcome their Imperial oppressors, your homeworld is one of the most prominent.
[ ] The Achenid Despotate: As the Kalgra sector flew into anarchy many looked to the Imperial bureaucracy for assistance, but on the frozen world of Achenid things were not so simple. Merely a decade into their isolation a Tzeentchian cult managed to infest much of the local Administratum and Ecclesiarchy. With the influence of these two major facets of imperial government the cult attempted to usurp the heirless Governor and instate a regency for their own ends. Although the coup failed and the cult was destroyed the sheer extent of the corruption shattered faith in the Imperial Bureaucracy. It is here where Governor Constantin lit the spark, declaring that the Achenid people had been betrayed not only by the local branches, but the greater Imperium itself. The speech was met with cheers and when the local PDF began a purge of loyalist Imperial organisations few stood in their way. In the three hundred years since Achenid became independent it has gained a strong national identity and legacy, with a defanged Imperial cult and rising noble senate completely subservient to Despot John the second, grandnephew of Constantin. Now with the warp calming and interstellar travel now within reach the Despotate plans to expand its borders beyond its system for the glory of the Despot and the Achenid people.
Imperial Authority: The Despotate lives and dies on its rulers, play a traditional CK2 style quest where each ruler's individual strengths and weaknesses change the direction of the country.
The New Empire: Raise Legitimacy and become the true heir of The Emperors dream, or lower it and build a new vision for humanity.
Feudal Government: maintain the opinion of the nobility and the populace to continue your unimpeded rule.
Manifest Destiny: Wars of conquest against other powers will not reduce popularity unless you are losing.
[ ] The Illisid Republic: Illisid was never a firm holding of the Imperium, caught on the edge of a nebula and with few trade networks the Desert world is home to over a hundred different tribes, each with their own proud traditions and cultures led by hereditary or elected Princes. Attempts by the Imperium to convert the nomadic inhabitants were only vaguely successful and resettlement to make use of the planets vast underground supplies of promethium was met with active hostility by the population. When Illisid lost contact with the Imperium it quickly spiralled into a century long civil war, only halted with the defeat of the last Imperial remnant on the planet and the meeting of warlords that followed. Through a mix of fear of Imperial retaliation and a desire to prevent any future conflicts like the civil war the Illisid Republic was formed; a representative democracy built on Pan-Illisid nationalism and Anti-Imperial policy. The Republic however is constantly assaulted by isolationists in the desert who wish for a return to the Independent princedoms, and Imperial loyalists in the Cities who despise the Illisid people. As the sub-sector returns to the greater galaxy plans are made for war with Imperial forces and expeditions are prepared to find allies of any stripe, all while reactionaries attempt to shatter the Republic from the inside.
Democratic Republic: Build a coalition and win elections to lead the country for ten years. With each Party having vastly different visions for the Republics future.
Edge of the Sub-sector: play the long game far away from the Imperium, either sending support to other independents or building a bastion capable of withstanding the Imperial Tide.
A house of cards: Prevent Illisid reactionaries and Imperial Loyalists from destroying the Republic from within.
For home, For Illisid: Gain major morale bonuses when fighting in Illisids home system.
[ ] The United Councils of Harrak: When the Hive world of Harrak was isolated from the Imperium, the planet immediately began to starve, Chaos cults quickly took advantage and over the following decades the planet was engulfed in a brutal war with the dark gods. Through fanatic zeal and untold cruelty the forces of Chaos defeated the Imperial government, but still the war waged on. For as the planetary government crumbled factory workers banded together to maintain the basic needs that the Imperium increasingly could not provide, when the Imperium lost control of the Hives these workers formed their own militias to protect themselves, and in many hives they managed to fight the cultists off entirely. When the famine began to end and the cultists began to destroy themselves in infighting the victors were not the Imperium, but the workers councils and their own armies. In the wake of such a brutal age the people of Harrak made a solemn vow: Never Again. The United Councils of Harrak were made to bring prosperity, unity, and peace to Harrak while maintaining the workers councils continued independence. While the path forward is long and arduous the people look to an unveiled galaxy with steel in their eyes, for the stars are filled with tyrants and cultists alike, and the people would rather die than feel the boot of oppression once again.
A weak Union: Spend influence to convince the Councils to approve your policies and initiatives, or build up the power of the executive and use Authority to act without their approval.
The Hunger of Men and Forge: Trade with or annex resource rich worlds to allow industrial output and population growth to increase.
Hive World: Start with the largest industrial and population centre of the Independent factions.
Never Again: Severely reduced Imperial and Chaos influence in your home system.