@Durin got a couple of Omakes for you.
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Beacons in the Abyss Pt.1 - (Relatively) Safe Harbors of the Stygian Sea
Explorator Archives - Casefile-i1776 - 01
In the years since the discovery of the city of Stygia, its inhabitants have still only made modest progress in probing the ink-black seas surrounding them. The reasons for this are manyfold, between the risks posed by marauding bands of orkish freebooters, to wildlife that seems to only grow stranger and more monstrous the further one travels from the shining orb of plasma that is Stygia's lighthouse and artificial sun. Regardless, the demand for basic resources and the drive to find a means of reconnecting with the greater body of Avernite society on the distant surface have led many Stygians to risk life and limb to explore their new home. The following are some of the landmarks and ports of call that enterprizing Stygians have either discovered or established in their continuing mission to understand the strange, subterrannean sea.
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The Stygian Smokers:
Similar to deep-sea vents found on the ocean floors of most volcanically active planets, Stygian Smokers are spires of volcanic minerals that constantly spew super-heated plumes of nutrient-rich fluid into the surrounding waters. Unlike most deep-sea vents, the Stygian variety are tall enough at times to breach the water's surface, broad enough to be closer to mountains than spires, and exude proportionally larger quantities of material. The combination of these traits have thus made Smoker clusters key resources for Stygia's continued survival. Smokers tend to appear in randomly distributed clusters, and several are close enough to the city to be exploited for important chemical compounds and raw promethium. These clusters are capped by resource collection platforms, allowing Stygia to gather vital goods while also serving as supply depots for vessels travelling through the area.
Unfortunately, while largely beneficial, the Smokers are also hotbeds of wildlife activity. Resource extraction, especially in the initial stages, is often a risky business, as massive tubeworms, psychically potent colonies of bivalves and other dangerous wildlife rely on the Smokers for food and shelter. While the intelligence and malevolence of these creatures is still a matter of debate, several are large enough that they can damage important equipment by simply passing nearby. However, the Stygians have seen opportunity here as well-- several militia-crews have assembled into fishing floatillas of worm-hunters, shell-shuckers and other such specialities, and make a living by hunting down the wildlife native to the Smoker ecosystem. This has provided not only valuable research material for those unfortunate members of the biologis stranded down below, but also a considerable supply of edible catch, which plays a significant role in maintaining the city's food supplies.
That said, wildlife is not the only danger associated with the Smokers, as the local Orks also see the vents as valuable sources of fuel and entertainment, leading to frequent skirmishes between Stygian and Orkish fleets for control over outlying resource platforms. While the Smokers within range of Stygia's defenses are largely sufficient to fulfill the city's basic needs, continued expansion of naval forces necessitates the exploitation of ever-more distant resources.
The Thrombus Quarry:
While the occasional island provides ample opportunity to prospect for valuable and useful metals, none are quite so unusual or as lethal as the so-called Thrombus Quarry. Located near the outer, western rim of Stygia's defensive umbrella, the quarry is an isle of barren, volcanic stone surrounded by tranquil seas. The area surrounding the quarry is unusually peaceful and absent of many of the sea's larger and more dangerous macrofauna. As such, it as become home to a small defensive outpost located on the Stygian-side of the isle.
However, despite the relatively safe waters and the presence of a friendly harbor, the isle itself is rarely visited by travelling vessels. The volcanic rock is home to a host of beautiful crystalline growths. Blood-red rubies rise from the craggy ground like crystalline trees and choke the isle in meandering brambles that stretch from vein to vein. While first thought to be a potential windfall for producing high-quality optical foci and as potential trade goods, initial forays into mining the isle revealed any such venture to be untenable and foolish in the extreme. Mining or otherwise breaking a ruby off from the main body of the formation results in the severed chunk dissolving into a puddle of blood. Touching exposed and solid rubies to bare flesh causes the bloodstream to rapidly coagulate and crystallize from the point of contact, anchoring the victim to the spot and eventually transforming them into an extension of the crystal formation if the point of contact is not immediately severed from the body.
Worryingly, more psychically endowed Stygians note that being near the isle is highly disquieting, though the precise reason varies from psyker to psyker. The only commonality among their experiences seems to be a sense of dread, recurring nightmares and the development of progressive thalassophobia which evolves from mild to extreme with prolongued exposure to the isle.
The Thalkhos Warrens (Bilge-Rat Harbor):
The Stygian Sea is home to more than orks and men. A handful of native Avernites have also found their way, deep beneath the surface. Of those who have managed to eke out a living here, it is perhaps no surprise that the most successful are a handful of vaguely murine humanoids that call themselves Khoswe. Positioned due south-southeast of Stygia, the Thalkos Warrens, known more colloquially by Stygians as Bilge-Rat Harbor is a remarkably well-tended shipyard community set up at the foot of a towering but uninhabited mountain. The location is notable for its relatively friendly denizens, and for being a useful (albeit somewhat cramped) supply and repair depot for traveling vessels. While only recently discovered by Stygian seafarers, some of the island's history has been surmised by way of conversations and negotiations with the local settlers in accordance to standard first-contact operating procedures.
According to the Thalkhos, their species digs out subterrannean warrens to establish settlements. Apparently, one such community of Khoswe dug a bit too deep and ended up falling into the depths of Stygia. They've since lost track of the hole they used to reach their new home, but seem uncertain of the prospects of finding it again. When asked why they don't create burrows on the island as they claim is typical for their species, one of the Khoswe negotiators reportedly looked confused and replied that they were all already underground, so the island's surface is a tolerable enough environment overall, especially considering the alternative. The island itself, the Khoswe claim, isn't actually an island. They had discovered when attempting to explore the mountain and establish a proper burrow that they were in fact living on an enormous lifeform roughly analogous to members of the Physalia genus-- a Man-o'-War.
By the time they'd discovered their home's true nature, however, the Khoswe had already laid roots. Considering that the alternative was to go elsewhere and risk the dangers of the seas, they instead determined to make the best of a bad situation and continued to expand their settlement outward rather than downward.
The citizens of Thalkhos are of two minds on the subject of their living island home. A majority see it as a relatively safe (though inconvenient and mildly uncomfortable) home in a strange and alien place. The remainder are quite reasonably wary of the risks associated with living on an enormous creature that might submerge, die or otherwise sink them all into the sea at any time. The latter have expressed a desire to be relocated in exchange for service and fealty to the city of Stygia, though negotiations into the specificities of any such arrangement are still ongoing.
Leviathan's Rest:
It's no surprise that there are strange and terrible things lurking in the depths of the Stygian sea. But always, inevitably, there are those who exhilerate in hunting them down. Just as the Avernites on the surface have cavers, so too do the Stygians have their monster hunters. The meagre settlement known as Leviathan's Rest is located about as far east from Stygia as anyone has dared to travel, just over one of the deepest trenches yet discovered in the underground sea. The colony is built on platforms forged from derelict sea vessels of various origins, all suspended among the dorsal spines of some enormous and long-dead sea creature. According to deep-sea surveys of the surrounding region, the so-called Leviathan's remains do in fact stretch from where they rest on the sea-floor all the way to the surface, suggesting that they once belonged to a creature of a size that was as titanic as it was utterly impractical. While the first, distant transmissions from the settlement were thought to be a trick of the imagination, vessels sent to investigate the area eventually discovered a colony of wayward Avernite cavers who trekked too deep in search of ever more dangerous prey, and found themselves stranded in Stygia.
Due to their single-minded obsession with finding and slaying ever larger beasts, the hunters are often reluctant to leave Stygia's deeper waters, but have been willing to sign on as special attachments to expeditionary forces stationed in the region, and offer their home as a distant port of call for travelling vessels.
The Leviathan Hunters are preternaturally talented killers specializing in the extermination of truly massive megafauna. From the bones and bodies of these creatures, they forge weapons and armor that are almost as fearsome as the warriors themselves. A small handful of Stygian soldiers, commanders and explorers have taken to purchasing personal arms from craftsmen at the Rest to complement their own personal arsenals, a custom more common among those who are particularly renowned monster hunters in their own right.
The Inverse Cascades:
Located in the waters due west of Stygia, well within range of its defenses, the Inverse Cascades are a series of islands seemingly suspended in empty air. These floating isles are home to strange, upward-flowing waterfalls and lush with vegetation commonly found on the surface, in spite of the (until recent) utter lack of sunlight. Since the kindling of the Stygian Star, the Inverse Cascades have become home to a number of military outposts which make great use of the islands' naturally high elevation to add another layer of defense to Stygia's fortifications. The floating isles have also become a popular home for curious explorator magi, who have found a number of ruins scattered on the upper tiers of islands. While wildlife (including especially large number of spiders) have prevented meaningful forays into the ruins, the local magi remain optimistic that there may be clues as to their current predicament hidden within the islands' vaults.
Notably, despite a final cascade flowing upward into the Stygian ceiling, it seems as though following the stream to its destination is presently unfeasible due to unreasonably high spider concentrations. Efforts at cleansing the ceiling have borne little fruit and resulted only in return-fire from the creatures living there.
Skull Island:
All of Stygia is in some way unsettling to sane and reasonably minded individuals, but there are a handful of specific locations and phenomena that baffle and disturb even the most well-prepared scholar. Of these, the three which have the greatest potential impact on the livelihoods of the people of Stygia are, in order of least to most concerning:
1) Airavata, the Living Mountain
2) The Sunwise Storm
3) Skull Island
Its name is no poetic affectation. Skull island is an island comprised entirely out of bone. The entire thing, from top to bottom, consists of intricately interwoven skeletal lattices of all shapes and sizes, resulting in a tower of ossified material stretching from the sea floor to the surface and terminating in a vast, chalk-white island.
Skull Island was discovered when it arrived from the far northern reaches of the Stygian seas and came to rest just outside the reach of Stygia's most long-ranged munitions. Assuming that its distressing appearance indicated an alignment with the ruinous powers (particularly of the Khornate variety), a fleet was sent forth to intercept the isle on its approach. However, the fleet's advance was interrupted mid-bombardment when enormous skeletal hands seized their vessels from below and the island's resident(s) demanded parley and an immediate cessation of hostilities. Judging that no Khornate threat could reasonably be expected to initiate a ceasefire, and faced with the possibility of imminent doom, the acting admiral acquiesced and made contact with the isle's Skeleton King.
The individual in question, the sole lord and master over a civilization of similarly skeletonized humanoids, took umbrage with damage incurred upon his personal home, reportedly complaining that he had 'finally gotten all the skulls to fit' and that it 'took so long to get just right.' The Skeleton King's castle is itself skull-shaped. This does indeed indicate that the Skeleton King lives in a skull-shaped castle made entirely of skulls. In spite of the morbidity associated with such a bizarre civilization, and the unsettling fact that many of its denizens appear to be, in fact, entirely human skeletons, further contact between Skull Island and the people of Stygia has been remarkable amicable. Despite similar architecture, the Skeleton King insists (a claim corroborated by an utter lack of demonic taint in the area) that he and his people are not, in fact, minions of the blood god. He claims, in fact, that constant harrassment by Khornate forces in attempts to abscond with vital building material eventually led him to relocate his entire civilization to the Stygian depths.
Trade between Stygia and Skull Island is unusual in the extreme, even by the standard set by Governor Rotbart's soul-trade. In return for foodstuffs, valuable metals, and a promise to aid in securing the northern seas, the denizens of Skull Island ask for legally binding, promissary notes indicating free access to the skeletal remains of Stygia's citizens upon their untimely deaths. The nature of such an agreement is dubious, except for the reported phenomenon of Stygian citizens occasionally 'surviving' utter annihilation as walking skeletons, suggesting the denizens of Skull Island may share a similar origin.
The Skeleton King, Ziusudra, appears to be an utterly unremarkable skeleton belonging to a middle-aged human male. He has been reported to echew clothing or adornment of any kind, save for his resplendantly decorated skull. The Skeleton King wears as part of his royal regalia a crown of bone, inlaid with a collection of Thrombus rubies, and has replaced his teeth and eyes with brilliant gemstones. Ziusudra is noted to be relatively affable and relaxed, and seems to rule his people justly and magnanimously. He seems to have mastered a form of psychic ability which enables him to freely manipulate bone at will, which perhaps explains the otherwise inexplicable nature of his people's home. His demeanor has been described as laid-back and jovial, always eager to share a pot of tea or a mug of frothy ale over a few good stories. When asked why he approached Stygia to begin with, Ziusudra claimed that it had been far too long since he had seen much in the way of sunlight, and was drawn to Stygia by the ignition of its artificial day-star.
Due to the Skeleton King's apparent age and potential knowledge of the underground's nature (and Avernus' as well), friendly relations have been maintained with Skull Island, which has taken up permanent residence at Stygia's far northern defensive border. Ossified vessels manned by skeleton crews have become a common sight in the area which seems to have resulted in a significant drop in Freebooter activity nearby.
Aside from the Skeleton King and his subjects, Skull Island is also home to a species of bovine ungulate remarkable only for the unusually high nutritional quality and shelf-life of their milk. Products made from Skull Island cattle have become popular throughout Stygian society.