GM GOLGANNETH-9 – The Storm-Forsaken Death World

Classification: Archeotech Death World
Koronus Expanse – Unstable Warp Corridor (Von Ulm Charted)
Status: Inhabited (Subject to Mechanicus oversight)
Notable Features: Perpetual ion storms, airborne civilization, fractured surface enclaves, STC relics


ORIGINS & CATASTROPHE

Golganneth-9 was once a shining bastion of humanity’s pre-Imperial Golden Age—an early colonization site meant to serve as a climate-regulating and terraforming hub for nearby systems. Powered by experimental STC-pattern atmospheric engines, the planet’s environment was carefully engineered with planetary magnetic stabilizers, fusion-lattice clouds, and adaptive climate controls.

Then the world broke.

Whether by code corruption, external interference, or overreach, the terraforming systems failed catastrophically. The once-stable atmosphere devolved into a planet-wide cyclone of electromagnetic violence—a world-spanning storm known to its later inhabitants as the Rage of the Sky. Climate control systems initiated endless weather loops. Lightning became perpetual. The weather became a short-circuit with no fuse.

The society that had built this world was torn apart. Surface life became nearly impossible. Those who survived did so by fleeing underground, rising into the sky, or clinging to malfunctioning machines in isolation. Golganneth-9 was forgotten by the stars, its warp routes unstable and uncharted for millennia.


REDISCOVERY: The Von Ulm Encounter

The world was first rediscovered by the Imperium during a late-M39 expedition by the Von Ulm Rogue Trader Dynasty, who charted a new warp corridor through the storm-sheathed system. Upon entry, they found a world still alive—but fractured, its atmosphere still raging, its surface scarred by ancient megastructures, and flickering archeotech signals bleeding into the void.

The dynasty initiated limited contact with airborne human populations, established a fragile trade relationship with the Hell Divers, and claimed a temporary orbital platform.


THE THULE EXPLORATORS: Mechanicus Patronage

Within decades of Von Ulm’s initial contact, the warp route was officially declared viable. The Adeptus Mechanicus Explorators of Thule Fleet deployed a research contingent, renting orbital control from the rogue traders and establishing Station-Kappa VII in geosynchronous orbit over the most active signal zone.

Since then, the Mechanicus at the station have claimed monopoly over all archeotech recovery efforts. Their approach has been methodical but exploitative, offering resources critical to sky society’s survival—such as plasma banks, cheap helium, re-breather filters, and vox relays—in exchange for relics retrieved from the ruins below.


THE RAGE OF THE SKY – PERPETUAL ELECTRICAL STORMS

Golganneth-9’s atmosphere is not weather—it is rage. The catastrophic failure of ancient, pre-Imperial terraforming systems did not simply collapse the climate—it twisted it into a perpetual raging loop. The storm lattice that once controlled temperature and wind cycles was shattered, but not silenced. The result is a world where the sky never rests, and every breath of wind is a loaded weapon.

The planet is engulfed in global electrical turbulence—a swirling field of violence and static known collectively as The Rage of the Sky.


Characteristics of the Storms

  • Plasma Lightning Discharges:
    Massive arcs of plasma-fed lightning split the sky at unpredictable intervals, often targeting moving heat signatures, magnetic fields, or clusters of technology. Some strikes have been recorded punching through mountain rock and vaporizing airships in flight.
  • Radio Disruption:
    The storms generate dense layers of radio-static fog, corrupting vox signals, shortwave comms, and long-distance transmissions. Even short-range units can only be used during rare lulls.
  • Cybernetic Interference:
    Electrostatic fields overload and scramble cybernetic systems. Implanted augments jitter, spasm, or burn out entirely. Neural implants are especially vulnerable—unshielded cogitators have been known to cause seizures or brain liquefaction.
  • Augmentation Attraction:
    Individuals with mechanical enhancements attract lightning discharges at a disproportionate rate. The more complex or powerful the implant, the more likely the storm will “notice.”
  • EMP Bursts:
    Sudden electro-magnetic pulses erupt within storm fronts, capable of crashing cogitators, erasing data slates, and corrupting Mechanicus interfaces. These bursts often coincide with solar-wind surges from the system’s star, forcing planetary-wide blackouts.

The Stormgrid: Global Pattern of Megastorms

Golganneth is not uniformly storm-wracked—it is patterned in giant, planetary-scale electro-cyclonic systems, each the size of thousands of kilometers. These perpetual megastorms are semi-immobile cores of the atmospheric chaos.

  • Each megastorm is named and feared: Airbreaker, Voxhowl, The Spiral Wind, Shepherd of Sparks.
  • From these cores, smaller cyclones are born—violent storm-children that wander the planet, merging and breaking apart in chaotic, half-predictable patterns.
  • The paths of these electro-cyclones are shaped by:
    • Hive ruins (magnetically active architecture)
    • Buried metal veins (especially ferrite and adamantine alloys)
    • Atmospheric scars left by ancient orbital bombardment or reactor detonation zones

Cultural Impact

The ever-present threat of The Rage has fundamentally altered the culture of all surviving societies above the storms:

  • No Servitors or Automatons:
    All machine-slaves are deemed too vulnerable. Their malfunction in storm-zones is too dangerous to justify their use. Instead, all labor is manual or done via human-operated machinery with grounding runes and sacrificial discharge systems.
  • Rare Cybernetic Augmentation:
    Cybernetic implants are viewed with deep suspicion or outright superstition.
  • Alternative Warfare Equipment:
    Combat gear is made from carbon-composite armor—lightweight, non-conductive, durable in lightning zones. Mono-edged swords, chem-slings, and electro-shielded projectile weapons have taken over plasma or las-tech.
  • Grounded Temples and Null-Cults:
    Some settlements have developed religious orders devoted to grounding—ritually expelling electricity through elaborate copper towers and human sacrifices. ????

SKYBOUND CIVILIZATION: The Hell Divers

Above the howling maelstrom of Golganneth’s storm-ravaged surface, humanity survives—not by faith in gods, but by the hard-earned wisdom of storms and steel. The Hell Divers are the remnants of ground borne civilizations, clinging to life aboard helium-carbon fibre archeotech airships, drifting in the thin layers just above the planetary stormline.

Once used for logistics and atmospheric surveying, these ships have become airborne enclavesflying societies with strict laws, weight quotas, and ritualized engineering. Everything is measured, nothing is wasted, and every puff of helium is sacred—not in the name of divinity, but in the name of survival.


The Fleet

The Hell Diver civilization is scattered across a fleet of vessels:

  • 15 great airships, each housing 1,000 to 1,500 individuals
  • Over 100 smaller craft, ranging from scoutships and scavenger barges to relay cutters

Each ship is culturally autonomous, its traditions shaped by the crew who originally inhabited it—military units, scientific teams, civic authorities, philosophical communes, or worker cooperatives. Over generations, these legacies evolved into distinct cultures: grounded in the observation of natural forces, ancestral technical records, and ritualized maintenance practices.

There are no gods, but there is respect for the storm, veneration of the hull, and deep reverence for the ancestors who exodited to the sky.


Alliances and Diplomacy

Hell Diver ships are fiercely independent. Their alliances are born of necessity, and forged only when collective action is required:

  • Joint salvage operations into surface ruins or storm-sunk cities
  • Trading of salvage important for survival
  • Ritual Stormbook-sharing summits to cross-reference weather paths
  • Marriages between crews of smaller airships to prevent inbreeding.

Disputes are mediated by Skysages—specialists who interpret Stormbooks, sensor data, and hull omens to reach consensus. Some disagreements end in storm duels, where combatants engage in parachute aerial combat, watched by all, judged by the ground.


Weight as Law: Material Austerity

Mass is mortality. Every kilogram aboard an airship must be accounted for. Each vessel exists in a constant battle against encumbrance, and as such:

  • Helium is currency, sacred and finite—stored in tightly guarded pressurization cylinders.
  • Personal ownership is minimal; hoarding is taboo, often equated with immorality.
  • All possessions are weighed and logged; sentimental objects must be justified to quartermasters.
  • Communal storage holds priority, with items valued by function: survival, navigation, repair, tradition.

Weight audits are conducted by Balance-Keepers, aided by ship-scale Wind-Clerks and Stormbook references. Offenses like mass hoarding, exceeding limit of weight, or ballast tampering, unbalancing the ship with misplaced weight, are punished with labor service—or in extreme cases, surface exile.


Stormbooks: The Spiritual Codex

Each ship maintains a Stormbook—part technical archive, part navigational chart, part cultural scripture. These tomes are neither sacred texts nor religious doctrine, but rather living bodies of practical wisdom, compiled over centuries.

  • Hand-inscribed and sensor-verified, stored in the bridge of an airship.
  • Updated by Stormsages, who analyze weather patterns, static discharges, and hull responses
  • Successful salvage dives are recorded in Stormbooks with notations of risk, yield, and omen signs seen before descent.
  • The Stormbooks record not only weather—but also the behavior of the sea life, bird flight patterns, and abundance cycles.
  • Used for:
    • Plotting course trajectories
    • Predicting lightning blooms and storm paths
    • Interpreting electro-pressure shifts
    • Identifying safe docking windows and salvage zones

Some ships trade Stormbook pages in formal diplomatic exchanges. Others guard their editions fiercely, believing them to be the only accurate truth left.

Forgery of a Stormbook entry is considered a cultural betrayal—not heresy, but sabotage. The sentence is often death by free fall.


Culture of the Sky

Hell Diver society embraces a secular mysticism, grounded in cause, effect, and ancestral experience. There are no prayers—only recorded warnings and auspicious omens. There are no gods—only the storm system that demand dire respect and constant precaution.

Skysages, the closest to spiritual leaders, are not prophets but interpreters of signs—trained to understand pressure shifts, static resonance, wind patterns, and hull groans. They perform:

  • Hull whispering: listening to internal vibrations to detect stress points of the airship
  • Pressure rites: atmospheric calibration rituals before dives

Children are taught to know the cycles of storms, and to feel the balance between what can be carried and what must be let go.


“We ride the breath between storms. We do not pray for mercy. We adjust for tempest.”
— *Skysage Erra Vehl, Airship Wanderfin


Beneath the Storm: The Living Sea of Golganneth-9

Though Golganneth’s skies are a killing field of perpetual electro-cyclones, its seas teem with life—a strange contradiction born from the very cause that destroyed the world.

The planet’s cataclysmic terraforming failure, while rendering the land and sky nearly uninhabitable, created a unique byproduct: the constant lightning, plasma discharges, and atmospheric shearing release massive quantities of charged organic particles, which rain into the ocean like cosmic fertilizer. These particles—known to the Hell Divers as “stormfall”—sink into the water and feed explosive microbial blooms, which in turn support one of the most dense and diverse marine food chains recorded by the Mechanicus since the Great Crusade.


The Sea Below: Ecosystem of the Abyss

Far beneath the reach of the storm’s direct wrath, life flourishes.

  • Storm-fish: Quick-growing, protein-rich fish species adapted to low light and sudden currents. Their scales conduct low current to confuse predators.
  • Skinners: Needle-jawed predators that swim in schools and devour larger prey through friction-based feeding.
  • Vaultback Whales: Gigantic, docile creatures with armor-like carapaces. Their immense bodies often glow faintly from residual ion absorption, and their lungs have evolved to withstand pressure shockwaves from upper-atmosphere thunderblasts.

These oceans are not just habitats—they are resources, harvested by the Hell Divers through bold, ingenious, and often extremely risky methods.


Skyborn Harvest: The Ocean and the Birds

The Hell Divers do not farm. They cannot grow. They hunt the sky and haul the air and sea beneath the clouds, drawing sustenance from the few places the wandering storms do not currently dominate.

Cloudbirds – The Albatross Kin

Among the most revered lifeforms on Golganneth are the Cloudbirds—massive, spectral-white birds that never land.

  • Their wingspan exceeds six meters, and they can glide for months without rest.
  • They lay eggs mid-flight, in specialized dorsal pouches, and the hatchlings are born airborne, instinctively flying from the moment they emerge.
  • Cloudbirds scoop on fish and jelly fish that rise on thermal columns in the sea.

Most importantly: Cloudbirds can sense the storm. Their migration routes spiral around active storm clusters, and smaller Hell Diver vessels follow these flocks to safely navigate the skies.

  • These bird-chasers are known as “Driftcallers”—they cast fine filament nets between two small airships, trailing behind bird flocks to collect both meat and feathers.
  • Cloudbird feathers, extremely resistant to low temperatures and static charge, are woven into linings of garments.

Whale Hunting

Great whales are tracked from above using resonant sonar lures and emigration routes recorded in Stormbooks. When spotted, parachute teams deploy harpoons tethered to massive balloon rigs.

  • Upon catch confirmation, the carcass and hunters are lifted above the stormline using three synchronized giant helium balloons.
  • Whale harvesting is a sacred operation: every part is used—muscle, bone, blubber, gas sacs, internal pressure nodes. The loss of a balloon during a lift can lead to the entire team and the whale being swallowed by the storm.

Storm Fishing

Standard nets are useless in Golganneth’s waters. Instead, Hell Divers use drop-nets:

  • Great mesh nets are deployed from the sky, attached to helium-canister float triggers.
  • These are dropped just beneath the stormline and sink with weighted descent. After a timed duration, internal canisters expand, launching the net upwards, catching everything in its upward sweep.
  • Nets are caught mid-air by receiver vessels—failure to time the lift properly means the net is lost to the storms below.


The Harvest of Rain: Drinking the Sky

Water is life—and on Golganneth-9, it is gathered from above.

The planet’s extreme storm cycles create massive vertical pressure shifts, forming thick clouds filled with rain. The Hell Divers use airships equipped with scoop-banners and condensation frames to harvest fresh water:

  • Rain is collected during low-heat glides, when the storms are quiet.
  • Cloth collectors funnel rain into gravity-fed filtration tanks, treated with activated carbon.
  • Ship legends say, “The cleanest drop falls just before the first thunder.”

This harvest is essential, but dangerous—lightning shears, rogue cyclones, and thunder resonance waves can strike without warning.


Shamanic Interpretation: The Living Tangle

Though Hell Diver culture is secular, their understanding of balance, cause, and consequence touches everything they harvest. The sea and the sky are not gods, but they are life threatening reactive systems, and must be respected as forces with patterns, tendencies, and moods.

  • Cloudbirds are seen as messengers of wind balance.

Salvage Runs: The Lifeblood of the Hell Divers

The Hell Divers do not produce—they scavenge to survive. Their great airships drift not for exploration or conquest, but to hunt the past—to find fragments of lost technology, industrial scrap, or functioning relics buried beneath the storm-shattered cities and rust-choked hives of Golganneth-9.

Every screw, every bullet, every length of carbon fiber, every vial of expired medicae gel may mean another year afloat, another child born, another core reboot deferred. Without salvage, the airship dies.


Primary Salvage Targets:

Salvage teams are trained to seek specific high-value resources:

  • Energy Banks & Cells – Plasma cores, depleted void batteries, short-life capacitors
  • Tools & Utilities – Cutting torches, forge-menders, wrench-spirits, even screw kits
  • Carbon Fiber Materials – Panels, frames, and remnants used in ship repair or insulation
  • Medical Supplies – Field kits, synth-serums, expired medicae, basic antibiotics
  • Pressurized Gas Canisters – Helium, oxygen, nitrogen—vital trade currency and survival necessity
  • Ration Packs & Synthetic Bio-gel – Even expired or contaminated stock is repurposed

The Dive: Insertion Into the Storm

Larger airships with surplus lift and cargo hold are the ones capable of supporting full salvage dives.

  • Divers deploy in teams of 3–8, leaping from storm gap altitudes into the ruins below.
  • They use rubberized parachutes, carefully packed and storm-tempered—electric discharge can melt cheaper synthetic fabric instantly.
  • Their gear includes:
    • Insulated Flak Armour – Coated with silicate plating, grounding mesh layers, and stormwaxed seams
    • Multi-Tools – Adamantium-edged crowbars, torchblades, reinforced manipulators
    • Electro-neutralized weapons – Chargeless slug throwers, non-conductive blade weapons
    • Tracker-sticks – Short-range magnetic markers to locate caches, gear, or team members

The moment a diver lands safely, the clock begins ticking—storms turn quickly and ruins are filled with dangers, and the window between safe drop and extraction may only last a blink of an eye.


Extraction by Skyhook: The Balloon System

Divers do not return by foot—they rise.

Once enough salvage is recovered, divers pack and rig their finds into mesh sacks, then attach helium balloons fitted with remote ignition valves.

  • Lifting capacity is calculated by stormtech scribes on the ground.
  • Signal flares and heat-pulse tags help the ship’s retrieval crew track and net incoming cargo in midair.
  • Larger payloads require multi-balloon sync launches and careful timing to avoid drag spin.

After release, the divers themselves inflate their personal balloons—usually single-person, high-density helium spheres with reinforced harness cradles.

Each diver returns vertically, counting on that their balloon doesn’t attract static current, or rupture mid-ascent.

“There is no ladder back to the sky—only hope, helium, and the storm’s disinterest.”
Old Diver Proverb


Risks of Salvage Diving

Salvage diving on Golganneth-9 is not a job—it’s a negotiation with death. The world below is a decaying labyrinth of electrical fury, biological corruption, and forgotten machine wrath. Every dive is a gamble, and every survivor is marked by more than just scars.

Below are the most common—and most feared—hazards faced by Hell Diver teams:


Static Shockzones

The ruins of Golganneth’s hive-cities and manufactora are riddled with residual charge pockets—areas where centuries-old plasma grids or lightning rods still pulse with erratic current.

  • Stepping into a Shockzone can fry a diver’s gear, shock nerve system, or cause skin-contact ignition—instant combustion in conductive armor.
  • Zones shift after each storm, meaning safe routes mapped yesterday may be death corridors today.
  • Divers use “sniffer rods”—electrostatic testers made from old capacitor coils—to probe the ground like shamanic dowsers.

Siren Ambushes (Stormborn Mutants)

Lurking in the deep are the Screamer Clades—mutated descendants of surface survivors warped by storm radiation and silicate bloodline corruption.

  • Called “Sirens” for their bone-piercing echolocative screams, they can rupture ear canals, shatter visors, and jam comms.
  • Sirens hunt by vibration, sensing footsteps, breath, and even heartbeat from meters away.
  • Their claws are piezoelectric, generating sparks on impact—a mockery of the storm that birthed them.

Corrupted Cogitator Spirits

Some machines still linger in the ruins—fragmented, damaged, half-lost in looped logic routines or warped by electrical insanity.

  • These rogue cogitators guard forgotten vaults, repeat dead tasks, or lure divers with emergency beacons and fake distress calls.
  • Many display semi-conscious erratic behavior: following, observing, whispering half-words over static.
  • Destroying an one is not easy. Escaping the building-wide defense protocol it triggers is impossible.

Oxygen Poisoning

Hell Divers live their entire lives in thin, low-oxygen air, aboard vessels where every breath is rationed and pressure is carefully managed. Over generations, their bodies have adapted to low-oxygen conditionsslower metabolisms, narrower airways, and denser blood chemistry shaped by necessity and deprivation.

But this adaptation brings with it a unique vulnerability: oxygen poisoning.

During salvage dives the air floods the diver’s body with oxygen levels far beyond what their bodies can handle.

The result is hyperoxia—a form of internal shock that causes:

  • Hallucinations and visual distortion
  • Disorientation and nausea
  • Elevated mood with a feeling of safety

To guard against this, veteran teams carry bone-etched pulse rings—finger-mounted tools calibrated to detect blood oxygen thresholds. The rings blacken when levels rise too fast, triggering emergency asphyxiation.


Contagious Pathogens & Spores

The ruins are filled with decayed biomass, mold-formed growths bombarded by electric charge from the beginning of the storm.

  • Hollow lung, iron skin rot, and plasmic fever are common dive sicknesses.
  • Contaminated suits are burned upon return; some ships have entire “death decks” where infected are isolated and spaced.
  • Shaman-scribes record outbreaks in Red Leaf Annexes—forbidden Stormbook pages sealed with wax and salt.

Collapsing Hives

The structural integrity of most surface megastructures is long gone. Floors crumble under weight. Walls fracture under static pressure. Ceilings fall without warning.

  • Many levels are supported by powerless grav-columns, and their failure causes implosion collapses.
  • Dust clouds from collapse often contain nanite grit that disables visors and causes micro-lacerations.
  • Divers caught in a collapse rarely die immediately—they die when they can’t inflate their balloon.

Radiation Zones

Legacy reactors, orbital debris impacts, and terraformer cores still pulse with dangerous ionizing radiation.

  • Exposure can cause rapid onset tissue necrosis, gear corruption, and signal ghosting—phantom presences in helmet displays.
  • Some zones have lingering blue mist, a soft glow that pulses in time with atmospheric pressure changes.
  • Divers speak of “stormbloods”—mutants born from long exposure who no longer bleed red.

Toxic Environments

Air itself becomes a weapon in the ruins:

  • Acid fogs dissolve armor seals.
  • Gas pockets in sewer-veins ignite with static sparks.
  • Divers must frequently test, switch, or jettison filtration packs mid-mission.


The Cost of Descent

Every dive leaves its mark. No Hell Diver returns unchanged. Some leave skin. Some leave blood. Some leave their body.

But the ships must fly. The people must eat. And the storm doesn’t care who burns—only that someone does.


“The world below is a corpse stuffed with teeth and treasure. You want to survive it? Haul fast, shoot straight, trust your chute, and never, ever name your balloon after someone still alive.”
— *Diver-Chanter Sarn Vek, *Airship Dusttongue


The Spire Bastions: Docking and Renewal

On the storm-scoured world of Golganneth-9, only two mountain peaks rise above the planet’s constant electro-fury: Caeli Ferrum, and Gloria’s Teeth. They are the only solid ground known to exist above the eternal lightning canopy—and atop these jagged heights, human life endures in fortified sanctuaries known as the Spire Bastions.

To the Hell Divers, these Spires are sacred and despised in equal measure: the only places where skyships can dock, offload weight, and perform full system reboots—but also symbols of confinement, dependency, and the abandoned ground.


Roles and Purpose

Each Spire serves multiple vital functions in the fragile ecosystem of sky-bound survival:

  • System Reboot Piers: Airships require complete plasma core shutdown and re-calibration every few centuries to prevent meltdown. This can only be done while the airship has landed on the mountain dock.
  • Cargo Offload Centers: With every gram threatening buoyancy, ships regularly shed cargo into long-term vaults carved into the mountain—traded, stored, or forgotten.
  • Resource Trade Hubs: The Spires maintain facilities for helium refinement, filtration crystal fabrication, and power charging—all essential to life in the sky.

But while both Spires serve similar functions, their cultures are vastly divergent, shaped by origin stories, environmental constraints, and a shared history of grudging interdependence.


Peakers and Their World: Life in the Spires

The Spire dwellers—or Peakers, as the Hell Divers call them—are a people shaped by stone, static, and solitude. Their cultures are technocratic, precise, and spatially obsessed, for good reason: space is sacred.

Due to mountain ranges geological composition, deep veins of conductive metals run through the mountains. If habitation descends below a certain safe depth, the planet’s storms can penetrate even the Spires, causing internal lightning surges or static explosions.

As a result, Peaker settlements are compressed, tightly regulated, and limited in space—densely nested vaults, vertical chambers, and thin spiral galleries designed to avoid reaching conductive thresholds.

Every chamber, every corridor, every airshaft is measured and justified. Overcrowding is deadly, not just inconvenient. To a Peaker, space is sacred—a finite resource defended with fanatical rigor.


Caeli Ferrum – The Iron Solitude

  • Origin Myth: According to Spire lore, Caeli Ferrum was founded by a single survivor, Ferrun, who carved first sanctuary alone using nothing but a plasma-blowtorch and her bare hands.
  • Culture: Highly individualistic, stoic, and ritualized. Ferrun’s legacy shaped a society that venerates solitary labor, personal resilience, and emotional containment.
  • Architecture: Towering, narrow halls, often dimly lit; each citizen has exactly measured living space. Silence is respected. Public speech requires permission.

Gloria’s Teeth – The Sky Nest

  • Origin Myth: Gloria’s Teeth was founded by a descending airship crew who lifted supplies up the peak before manually inflating their crippled vessel and carving shelter into the cliffside with pulleys and determination.
  • Culture: Communal, song-oriented, and densely ritualistic. Decision-making is done via resonant chamber dialogues, and heritage is preserved through collective memory chant.
  • Architecture: Concentric caverns, spiral vaults, communal hearths. Everything is shared. Privacy is minimal.

Mass vs. Space: A Philosophical Rift

While both the Hell Divers and the Peakers rely on one another to survive, their worldviews are fundamentally opposed, defined by the core limitations of their respective existences:

  • Gliders measure survival by mass and helium. Every item, every human, every gram of helium matters. Possessions are rationed by function. Gravity is the enemy.
  • Peakers measure survival by space and water. Every available meter of rock has been carved. Expansion means collapse. Density is destiny.

This difference creates an ever-present tension and cultural prejudices.


Coexistence in Dependency

Despite their tensions, the Spires and the airships remain locked in mutual necessity:

  • Ships need the Spires to survive long-term, to store weight, to renew their cores.
  • The Spires need the Gliders to bring genetic diversity, technological salvage, and water—however unwelcome it may feel.

It is not love. It is not even trust. It is coexistence shaped by desperation and written in storm-scars.

___________________________________________________________________

The Surface Clades of Golganneth-9

Each of these surface societies survives in total isolation, shielded by geological anomaly, environmental accident, or forgotten machine protection. They have no knowledge of the skyships above.


The Varnacht Enclave – “The Stone of Reason”

Status: Technological Retainers
Location: Deep within the collapsed sub-crust fissure known as the Black Fold Rift

Habitat & Protection:

  • The enclave exists within a vast network of cooled magma tubes beneath ancient basalt formations.
  • Magnetic shielding from surrounding ferrite rock layers disperses storm energy and prevents electrical penetration.
  • Heat from geologic activity powers geo-thermic turbines, salvaged and maintained through ritual engineering.

Culture:

  • The Varnacht prize observation, conservation, and generational memory.
  • Their society is built around the Archivars—data-keepers who maintain cracked cogitator vaults and rebuild lost functions from old schematics.
  • Machine knowledge is sacred, but not religious. They believe in cause and consequence, not divine intention.

Technological Prowess:

  • Maintain low-level manufacturing, including mechanical fabrication, filtration systems, and simple reactors.
  • Possess a neural-symbolic translation system similar to MIU that allows them to “converse” with partially corrupted logic cores.

The House of Ash – “The Breathless Order”

Status: Technological Retainers
Location: A decommissioned orbital descent bunker buried beneath an glacier near the Southern Fracture Coast

Habitat & Protection:

  • The glacier acts as a natural insulator, shielding them from storms and radiation.
  • The bunker’s original systems have degraded, but a central atmospheric processing unit still functions, supplying oxygen and air cycling.
  • The population is limited to about 800 due to strict resource control protocols enforced by automated life support.

Culture:

  • A stoic, almost monastic culture ruled by the Airwardens, who regulate breath quotas, access to purified space, and “oxygen inheritance.”
  • Their central belief: “Clean breath is earned.”
  • Emotional expression is suppressed; talking is minimal, and most communication is via sign or pressure-code.

Technological Prowess:

  • Operate functioning atmospheric scrubbers, CO₂ sinks, and pressurized habitat pods.
  • Use echo-mapping drones for glacial exploration and hunting, and waste-heat distillers for clean water.
  • Possess a fragmentary command interface for bunker systems, but no ability to replicate or expand tech.

The Ember Craw – “The Chain-Tongue People”

Status: Techno-Barbarian
Location: A field of shattered micro-reactors, known as The Ember Grave

Habitat & Protection:

  • The ground here is laced with failed fusion cores, most cracked but still generating low-level residual energy.
  • Electromagnetic storms are dispersed by these cores, creating a “dead zone” where storms rarely penetrate.
  • Radiation levels are high—birth defects are normalized, and short lifespans are accepted.

Culture:

  • Ember Craw tribes have ritualized pain, radiation sickness, and heat as spiritual trials.
  • The strongest warriors—called Ash-Lords—carry reactor rods as status symbols and display glowing burn-scars with pride.
  • Language is minimal and heavily symbolic, spoken in a mix of shouted phrases and scraped-metal drumming.

Technological Use (Barbaric):

  • Wield weapons made from superheated slagblades, scorched piping, and pressure-vent spears.
  • Use glowing core fragments as ritual fires and execution devices.
  • Treat malfunctioning servitor husks as gods or executioners, feeding them offerings of blood or metal.

The Gravetide Clans – “Keepers of the World-Heart”

Status: Techno-Barbarian
Location: The Control Bastion of Golganneth’s original terraforming complex—now buried beneath fused hive ruins on storm-formed glass plains.

Habitat & Protection:

  • The terraforming facility was built to regulate Golganneth’s climate—now long-forgotten, its command systems still partially active.
  • The structure’s internal climate bubble remains semi-stable due to ancient backup AIs stuck in looped terraforming cycles.
  • Entrances are fused shut or crumbled; the clans live in upper ring corridors lit by emergency lights that never shut off.

Culture:

  • They believe they live inside the beating heart of the world, which must be kept fed, respected, and never questioned.
  • Their chieftains—called Pulse-Bearers—are those who hear the facility’s hum most clearly.
  • Any attempt to enter the “Deep Chambers” is considered sacrilege, and those who try are executed by electrical drowning in coolant pits.

Technological Use (Mythologized):

  • Live among functioning systems they do not understand—airflow vents, light fixtures, and automated cleaning drones.
  • Worship malfunctioning wall interfaces as oracles, reacting to status icons as prophecies.
  • Use terraforming control panels as altars; their priests perform rites based on forgotten UI sequences and faded warning glyphs.

“The Heart pulses. The Heart remembers. We are the marrow in its walls.”
Inscription found in Sector Theta-11 of Terraform Bastion 4A, scrawled in oxide and bone ash

Mutant Evolution: The Sirens

Relentless exposure to freak weather and electromagnetic anomalies have given rise to a mutant strain:

  • Silicate-based blood
  • Resonant scream attacks, able to rupture flesh and shatter armor
  • Echolocative hunting instincts
  • Extreme environmental resistance
  • Rare sub-species has evolved flight,
  • Obsidian claws
  • They can feed directly from storms.
  • Intense storms attract large murders of them.

They prowl the ruins. They adapted to lightning. And they are no longer fully human.


THE CULTURE OF SURVIVAL

Across Golganneth, all factions share one truth: nothing survives alone.

  • The skyfolk live with failing hulls, dwindling plasma, and ancient rituals built on dead engineers’ logs
  • The spirefolk live above the chaos, but depend on sky trade to live
  • The groundborn live in isolation, guided by broken myths and half-remembered systems

Each society clings to life with a hybrid of memory, superstition, and salvage.


“We are not the heirs of humanity. We are its wreckage. But wreckage floats.”
– *Captain-Seer Rhael, Voidship Breath of Rust