Homeworld Garden world

Living amidst natural splendour where brutal industry is largely
absent; those who live on these planets often mirror the serenity
and calm surrounding them.

It was a world so utterly peaceful and calm, that after they replaced my
eyes I was eager for combat again.

–Colonel Isimo Francon, concerning the recovery camps on Ardruin

Characteristic modifiers
+Fellowship, + Agility, – Toughness

Fate threshold
2 (Emperor’s Blessing 4+)

Home world bonus
Serenity of the Green: A garden world character halves the duration (rounded up) of any result from Table 8–11: Shock or Table 8–13: Mental Traumas (see pages 287 and 288 of the Dark Heresy Core Rulebook), and can remove Insanity points for 50xp per point rather than the normal 100xp.

Home world aptitude
Social

Wounds
A garden world character starts with 7+1d5 wounds.

Recommended backgrounds
Adeptus Administratum, Adeptus Astra Telepathica, Adeptus Ministorum, Rogue Trader Fleet

Garden worlds hold a unique position within the Imperium,
in that they are one of the few kinds of planets with
minimal technological development. Tithes from these
planets are often lower than usual or are entirely non-existent,
as many are lightly populated and may have no readily available
resources. Instead, garden worlds offer the Imperium a multitude
of idyllic settings, ranging from recuperative locales to private
estates, in exchange for protection. They are tranquil environments,
though worrisome considerations still dangle like loose threads
on a beautiful tapestry. Some are rumoured to have been ancient
terraforming experiments from the Dark Age of Technology, and
could be unstable. Others are believed rediscovered after abating
Warp storms, and so could disappear again without warning. Still
more are thought to be the lost homes of alien species, and woe to
any living there should the xenos return or reawaken.

Life on a garden world
The vast majority of garden worlds are named for their unparalleled
beauty and largely undeveloped surface. Though they have all the
amenities the Imperium has to offer, they do not sacrifice the
peaceful surroundings to accommodate more people. Many of
these worlds are places of refuge and respite, while others are
monasteries or training facilities.

Regardless of their use, the basics of living engender the
development of a mindset or lifestyle that supports what the world
delivers. Healers develop new methods to aid the afflicted. Scholars
and priests research or meditate on their texts and relics. Even some
of the martial orders have recognised the need for contemplation
and reflection to better hone their impressive combat skills. Each
of these outlooks, as well as many others, develops into a micro-
culture that essentially becomes the commodity of the planet.
Compared to the majority of other planets in the Imperium,
garden worlds move at a different pace. While not necessarily
slower in speed, the sense of urgency, or in some cases panic,
found elsewhere rarely exists here. On most of these worlds, value
is placed on being thorough and contemplative in all actions,
weighing all possibilities and seeking the best from those available.
Most natives have a relaxed flow to their lives, usually due to
methodical planning and preparation. Since there is often very little
internal or external conflict on these worlds, major changes in their
schedules or plans seldom occur.
Though most of these planets are firmly part of the Imperium,
others are privately owned or cater to other clienteles. These
worlds are often on the fringes of lawful sector authorities, and can
exist outside the blessings of Terra. Those living here might hold
much more relaxed views concerning Imperial Law, and lifetimes
of dealing with the rich and powerful can hone their social skills
to preternatural levels.

Garden world characters
Though the mindset of the community determines the much of
their behaviour, many garden world natives exude an almost eerie
and unearthly sense of calm. They are for the most part methodical,
but approach problem-solving in a more holistic way, utilising
both hard analysis and intuition to complete their objectives.
They sometimes constitute some of the Imperium’s finest
envoys and orators, having an innate ability to put people at ease
and to connect with others. Garden worlders are open people and
expressive but are equally skilled at keeping their emotions under
control temporarily to achieve necessary goals. They do not relish
this, however, and most make a point of finding a way soon after
to process the emotional content before it finds new and unhealthy
ways to manifest.
With these skill sets, garden worlders make for exceptional
military analysts, healers, and diplomats throughout the Imperium.
The Adeptus Administratum frequently recruits from these worlds
and—though the tithes for psykers are normally low on garden
worlds—the quality of the recruits from these planets ensures that
very few of them escape notice from the Scholastica Psykana. The
Adeptus Ministorum has also found exceptionally talented scholars
and priests on these planets and often maintains permanent bases
there to find new clergy. Rogue Traders who frequent such worlds
often take the finest to become part of their crews, where their
skills in calm discussion can aid in negotiations.

Sample garden world : Phanuel Tertius
Though the influence of the Jenin Rogue Trader Dynasty has
waned, the legacy of its former greatness remains on Phanuel
Tertius. Settled over two millennia ago and thought lost to the
Pandaemonium, recent probes by Navigator Houses rediscovered
the planet and established connection with the colony. Cut off
from planned development, it has been redesignated as a healing
and rejuvenation centre for Askellon’s most grievously wounded.
Jenin’s forces have begun minor exploration efforts, though
expeditions have been repeatedly lost in the spiralling mountains
lining both polar regions.