Wastemantle
Classification: Death World
Administratum Tithe: Solutio Tertius
Population: 500 million (no formal census)
Capital: Junker Keep
Day Cycle Duration (in Terran Standard): 30 hours
"Ya want your chance in the Death Pit? Well, you better come ready, mate. Ain't no room for second chances where the mantle's involved." - Junker Queen Martra Shardscar, to a rather arrogant challenger
"Wastelanders may be tough, but toughness won't stop an acid storm. Sometimes, ya need a bloody wall around ya, mate." — Junker Foreman Taryn Greaves, explaining the wastelanders.
"The Junkers dig their roots deep into the wreckage, but roots won't save you when the mantle shifts." — Wastelander Clan Chief Varna Flintjaw, explaining the junkers.
"Their settlements are just heaps of scrap masquerading as fortresses. It's a wonder these primitives survived this long without annihilating themselves." — Administratum Adept after his first visit to wastemantle.
Overview:
Located in the Karostei sub-sector of the Aetelian sector, Wastemantle lies a mere four lightyears from the hub world of Otabrossa. Once simply called Mantle, the planet began as a humble arid agri-world, supplying grain and hardy crops to nearby systems after peacefully joining the Imperium during the Great Crusade. However, its pivotal transformation began during the Horus Heresy, when Mantle became an unintentional battlefield. After the catastrophic fleet engagement in orbit of Otabrossa left loyalist forces victorious, the remaining traitor ships fled toward Mantle in desperation. The loyalist fleet pursued them relentlessly, culminating in what would become known as the Battle of the Four Feints. Utilizing precision manoeuvrers, the loyalists trapped the traitors in Mantle's upper atmosphere, launching hit-and-run attacks that forced them to descend into increasingly dangerous trajectories. Many were torn apart during reentry or crash-landed in the desert wastes, their wreckage marking the beginning of the planet's enduring legacy as a vast graveyard of destruction and survival.
The destruction of the traitor ships during the Battle of the Four Feints was catastrophic, not only for the fleeing heretics but for Mantle itself. Many of the traitor vessels carried low- to mid-yield nuclear warheads, and when these detonated upon reentry, the resulting explosions tore through the planet's upper atmosphere. The chain reactions were devastating; nuclear firestorms ignited the skies, reactor cores overloaded and burst, and radioactive fallout mingled with the planet's arid winds. The combined impact destabilized Mantle's fragile ecosystem. The detonations created massive sandstorms that swept across the surface, and the scars from the explosions triggered environmental collapse. Acidic rainstorms soon followed, their caustic downpours reshaping the deserts and leaving vast stretches of the planet desolate and inhospitable. The surviving population would forever refer to this apocalyptic event as "The Scorching."
In the chaos that followed, much of the planet's centralized government was destroyed, along with its leaders. The survivors, scattered and desperate, turned to salvaging what they could from the remnants of Mantle's ruined infrastructure and the wreckage that rained down across the deserts. Over the years, society splintered into two distinct groups. Some survivors emerged as roving nomadic bands, traveling in great vehicle convoys to scavenge resources and avoid the planet's relentless storms. Their mobility became their survival, adapting to the ever-shifting dangers of the mantle's surface. Meanwhile, others chose to remain in fixed locations, fortifying the few surviving structures—ancient citadels, fortress ruins, and the skeletal remains of crashed starships. Building their lives around trade, salvaging operations, and the defence of their static havens against the storms, and the treacheries of the mantle
In 734.M32, a fleet of salvage ships from Otabrossa ventured into the Mantle system, driven by curiosity and the endless appetite for wreckage to fuel their planet's industry. What they encountered was a grim and desolate sight—a handful of shattered hulls drifting in orbit, remnants of the Battle of the Four Feints, and below them, a world forever scarred by nuclear devastation. The once-arid agri-world had become a wasteland of swirling sandstorms, radioactive deserts, and corrosive acid rain. Despite the planet's apocalyptic state, the Otabrossan fleet detected signs of human habitation and initiated contact. After several days of searching, they established communications with one of the larger Junker communities, nestled within a fortified citadel pieced together from ancient wrecks and the ruins of pre-Scorching fortresses. The Junkers, wary but intrigued by these off-worlders, shared their account of the Scorching and the planet's descent into chaos, as well as their new name for the world: Wastemantle.
The Otabrossans wasted no time reporting their findings to the Imperium. While some dismissed the planet as irredeemable, the Administratum, ever pragmatic, saw potential in the Wastemantlers' tenacity and their growing expertise in salvaging valuable resources from ruin. The Wastemantlers armed themselves with scavenged weaponry, where the rare lasgun was considered a prized possession, and most relied on hand-crafted stubbers or autoguns fashioned from salvaged materials. Wastemantle was officially reintroduced to the Imperium, not as the agricultural supplier it had once been, but as a hardened Death World capable of providing valuable scrap and rare salvage while weathering its merciless storms and acid rains.
Wastemantle's surface is dominated by sprawling deserts of fine, radioactive sand, vast dune fields, and jagged rock formations scorched black by nuclear firestorms. The few remaining traces of its agrarian past are limited to petrified remnants of ancient farmland buried beneath layers of sand. Scattered throughout are the skeletal remains of shattered starships and ruined citadels, relics of the Battle of the Four Feints, now overtaken by erosion and acid rain. Rivers are scarce and tainted by corrosive runoff, while lakes are little more than pools of caustic chemicals—a hostile landscape devoid of natural abundance.
The weather on Wastemantle is as unforgiving as its terrain. Towering sandstorms whip across the deserts, sometimes lasting for weeks, their radioactive winds capable of stripping flesh from bone. Acid rain falls intermittently, corroding metal and poisoning the land with its relentless downpour. These storms occasionally form Scrap Tornadoes, vortexes of debris carried aloft by violent winds that rip through settlements and convoys indiscriminately. The atmosphere itself is toxic in certain areas of the planet, with corrosive vapors lingering perpetually, forcing the inhabitants to wear was covers to prevent them from breathing in the acidic vapors.
Wastemantle is home to many vicious and mutated creatures, each adapted to the extreme environment in ways that make survival a constant battle. Among the most feared are the Rust Wolves, massive predators standing nearly 10 feet tall, with fur as coarse as steel and jaws powerful enough to tear through armored vehicles. They hunt in packs and are known to stalk convoys for miles, waiting for the perfect opportunity to strike. Even remnants of the planet's agricultural past have turned grotesque, like the Trihorn Cattle, three-headed mutant descendants of common livestock whose horns and acidic spittle make them as dangerous as the planet's predators.
Wastemantle's population is divided into two distinct factions: the Wastelanders and the Junkers, each embodying different approaches to survival in their harsh world. The Wastelanders are nomadic, traversing the deserts in vast convoys of cobbled-together vehicles that serve as both homes and fortresses. Their constant movement allows them to evade the planet's predators, shifting sandstorms, and acid rain while scavenging for resources across the wastes. They value adaptability, independence, and speed, seeing the Junkers as stagnant and overly reliant on their fortifications. In contrast, the Junkers live in fortified settlements built from ancient wrecks and the ruins of pre-Scorching structures. These static communities, which include massive bastions like Junker Keep, prioritize defense, stability, and trade. Junkers often view Wastelanders as reckless drifters who squander valuable resources and bring instability with their nomadic ways.
This philosophical divide fuels a fierce but begrudging rivalry between the two factions. Tensions occasionally erupt into open conflict, but both groups recognize their mutual dependence in the face of Wastemantle's countless dangers. The rivalry is most famously expressed in the Death Pit, an ancient arena where disputes are settled through brutal combat. The Death Pit also serves as the stage for the selection of Wastemantle's leaders, known as the Junker King or Queen. The rulers are chosen through a bloody and often spectacular tournament taking place at the beginning of ever wastemantle new year, in this tournament anyone on wastemantle can compete from normal junker citizens to nomadic wastelanders, the current reining monarch also competes if they loose the winner becomes the new monarch and can also choose if the losers lives or die, how the junker kings and queens make this decision is often seen as a way to determine what kind of ruler they will be. This shared tradition binds the two factions together, ensuring a measure of unity in their struggle to endure the unforgiving world they call home.
Trivia:
- The longest recorded Death Pit battle lasted over 12 hours, ending only when both remaining combatants collapsed from exhaustion. The winner, Wastelander and later Junker King Toran "Two-Grit" Ironjaw, reportedly fought the last two hours with a broken arm.
- Wastemantlers have developed a unique slang over generations. Terms like "scrap-happy" (reckless) and "storm-worn" (survivor of many trials) are common, and their harsh, accented speech often confuses off-worlders.
- Wastemantlers barter quite frequnetly with Otabrossans, exchanging scavenged relics for tools, water filters, and alcohol. Otabrossans often grumble about the Wastemantlers' sharp negotiating tactics, calling them "rust pirates."
- Scorchball is a favorite pastime among Wastemantlers. A high-octane, chaotic sport involving salvaged vehicles and a massive, reinforced metal sphere. Teams compete to push the ball into goals, using their vehicles as battering rams while dodging acid-slick terrain.
- A scavenging creature native to Wastemantle, Dingo Rats are small, highly intelligent, and extremely bold. Some Wastemantlers attempt to tame these pests, keeping them as companions, though they are notorious for stealing shiny objects.
- Junkers host scavenger-style "Scrap Pub Crawls," where participants move between makeshift pubs in fortified settlements, trading scrap for increasingly questionable brews. Only the bold (and resistant to hangovers) survive the night.
- Wastelanders often hold informal Rust Runner Games, where participants race modified vehicles through obstacle-laden courses filled with debris, acid pits, and predators. It's dangerous, thrilling, and deeply competitive.
- The most common form of execution not involving the Death Pit is the offender has each of his limps attached to a rope with each rope attached to a vehicle, then all of the vehicles start driving as fast as they can dismembering the offender in a gore filled fashion.
- Due to a combination of Otabrossan influence and the feud between Smilnay and Milan, wastemantle has not had a visit from any tech adepts or priests of the mechanicus.
Authors Note: Its been awhile sense i did a planet overview thought i would write this up.
@ThunderOwl let me know what you think