Homeworld: Agri-world

Harvesters on the most fertile of the Imperium’s worlds; without their bounty, humanity would collapse into starving barbarism.

“Harvest of megacre aleph-stroke-237 is now complete at 41.5 gigatonnes. Survivors are directed to assemble for relocation and harvest of megacre aleph-stroke-238.”
–Laud hailer announcement during the Tertiary Season of Verdale III

Those who toil on agri-worlds provide the Imperium’s countless billions of subjects one of their essential resources: food. The Adeptus Administratum classifies planets to this task often based on the desirable climates, native livestock, or other natural factors. On other agri-worlds, artiicial
aspects dominate, such as sheltered hydroponic lakes, loating ields suspended in hollowed-out planetoids, or algae vats buried deep within irradiated mountains. In all cases, their populations
are devoted to a single cause: feeding the Imperium. Even the slightest crop failure or livestock plague can doom other worlds to horriic starvation or collapse an Imperial warfront, thus making
their often-overlooked eforts vital for humanity’s survival.

Life on an Agri-world
Though agri-worlds are each devoted to growing and gathering foodstufs for a ravenous Imperium, each is unique in the ways it goes about this, as well as the actual items it produces and exports.
Many rely on staples though, as these are relatively simple to grow, store, manipulate, and process into a variety of forms for human consumption across the galaxy. Some concentrate on rarer items and delicacies that can only be produced on that planet, foods bound for the tables of the connected and powerful. In time, most become renowned for certain exports, as Kalto is for padonus rice or Cel is for its mhoxen. Few agri-worlders, however, share in these bounties from their cultivated fields or packed corrals, and often subsist on discarded grains or meats unsuitable for processing.

Agrarian workforces can be anchored to working a single ield, often developing such devotion to their produce that new religious sects can spring up like the plants themselves. Others might continually travel the surface, following local growing seasons to descend like attacking armies on ields ripe for harvest, and scouring the landscape to remove every morsel of grain, stalk,
or other edible life. More voracious than any swarm, they leave behind nothing but barren soil before marching of to eradicate the next territory. On some planets, especially where there is a strong Adeptus Mechanicus presence, labourers with bionic scythe-limbs might work alongside monotask harvest servitors while combat servitors patrol the ields and use their heavy stubbers to discourage marauding creatures.
Produce fields vary in size and shape, including preciselydesigned acreages based on ancient decrees, patterns to venerate revered saints, or wild forms based on the seasonal whims of their
rulers. Some ields are not on the land at all, such as plankton farms that reap the oceans or underground fungi caverns. Other agriworlds instead specialise in livestock creatures, from the ubiquitous grox to unique native beasts that cannot thrive anywhere else.
Like the lora these need not be terrestrial, and could include gargantuan sea-beasts larger than starships, or sky-blackening clouds of protein-rich insects. In some cases these planets might
import base fodder, or cultivate hydroponic algae and vat-grown lesh, just to feed these fauna until the beasts are harvested.

Agri-world characters
Working on any agri-world, no matter its produce, is harsh and remorseless. There are always ields to till, crops to tend, harvests to conduct, or beasts to oversee. Even in artiicial pastures, algae vats must be seeded and skimmed of their precious yields in continual cycles. This subservience to natural processes breeds strong individuals who readily apply their muscles to any problem.
It is somewhat rare for them to leave their home world, but those who do can ind many new uses across the Imperium.
Agri-worlds often supply the bulk of their Imperial Tithes in edible produce rather than manpower, given their relatively low populations and the importance of their exports. Still, the
Imperial Guard is known to draw in agri-world natives, especially in times of invasion for nearby planets. Some agri-worlders might develop an ainity for machinery, after much experience working with auto-scythes or harvest crawlers, and could be noticed for recruitment into the Cult Mechanicus. The Ecclesiarchy calls to others, from their years spent intoning prayers for successful harvests. The endless tabulations of harvest output, seed usage, or other essential organisational recording can indicate a talent perfectly suited to the Adeptus Administratum and a vital posting anywhere across the Imperium.
The curse of mutation is also present, though less often confronted and eradicated. Agri-worlds, with lower population densities, allow the alicted to more easily hide deformities or elude watchful eyes. Such characters would welcome escape ofworld, where they can repay their rescuers with inhuman muscle or arcane abilities.

Agri-world rules
A character from an agri-world applies the following beneits during character creation:

  • Characteristic modifiers: Fellowship, + Strength, – Agility
  • Fate threshold: 2 (Emperor’s Blessing 7+)
  • Home world bonus: Strength from the Land: An agri-world character starts with the Brutal Charge (2) trait.
  • Home world aptitude: Strength
  • Wounds: An agri-world character starts with 8+1d5 wounds.
  • Recommended backgrounds: Adeptus Mechanicus, Adeptus Ministorum, Imperial Guard, Mutant