GM FEUDAL WORLD: NASTORIA


Planetary Designation: Nastoria (Imperial Register 917-XI-A)

  • Classification: Feudal World / Tribal-Vassal Governance
  • Sector: Sub-Alpha Segmentum Tempestus
  • Climate: Harsh temperate-to-arctic; seasonal extremes
  • Terrain: Frozen mountain ranges, glacier fields, pine-black forests, volcanic ashlands
  • Technology Level: Iron Age – Early Steel; limited black powder in priesthoods
  • Imperial Presence: Orbiting observation fortress; periodic recruitment and tithe collection
  • Compliance Grade: Stable/Primitive
  • Primary Tithe: Human stock – warriors, hunters, and resource tributes (furs, herbal tinctures, artisan relics)

Cultural Overview

Nastoria is a world of ritual blood and chthonic reverence, where tribal-vassal clans eke out survival in a merciless landscape. The population clings to the edges of frozen peaks and lowland taiga, forming clanholds built of stone, bone, and fire-hardened timber.

The Nastran people believe the “sky-gods”—Imperial voidships—rule over them in divine orbit, appearing only to demand sacrifices or bestow wrath. The chariots of light they ride in are seen as omens, and the voices from the heavens (vox-commands and drop pod landings) are obeyed with unquestioning fear.

Each tribe must present its greatest warrior when the sky-chariots arrive, along with gifts of natural and artistic wealth. The chosen are tested by trial of combat before taken, never seen again.


Societal Structure

  • Chieftain Rule: Hereditary, bound by martial prowess and ritual selection
  • Gender Roles: Traditionally rigid, but local variance exists
  • Warfare: Inter-tribal feuds, beast-hunts, and ceremonial arena duels are central to life
  • Religion: Proto-Imperial Sky Cult; Emperor worship is fused with ancestor veneration
  • Notable Rite: The Offering of the Wyrmmoon — held when a light streaks the night sky (arrival of Imperial vessels)

Imperial Interface

The Imperium maintains only minimal infrastructure in Nastoria’s orbit, content with its output as a source of hardy, obedient human stock. Off-world Administratum and Ordo agents interact with the locals only via intermediaries or ritualized tithe-rites.


Mythic Figure: Airene Mielke, the Huntress of Fates

Legends say she was born beneath a sky of fire, her fate written in the blood of beasts and the ash of warriors…

Born into the noble bloodline of Chieftain Rurik Mielke, Airene defied her world’s constraints. A girl in a patriarchal war-clan, she trained in secret, mastering knives, throwing axes, and hunting spears in defiance of her tribe’s laws.

When a monstrous sabre-tooth bear terrorized the hunting grounds, she defied her father’s command and slew the beast single-handedly. Her trophy: its head and pelt, was brought back as proof of her worth. In response, her father—half in awe, half in fear—declared her a Great Huntress, protector of the tribe.

Years later, when the sky-gods returned, and every tribe was called to offer their best, Airene was chosen. She presented rare furs, healing roots, and sacred crafts—then fought in the arena of selection, defeating rival champions in blood and flame.

There, a figure in robes selected her:

“The God-Emperor demands your service in the Ordo Assassinorum.”

And so she was taken, her fate entwined with a far crueler world than even Nastoria could offer. Whether she survived the trials of the Vindicare or Callidus temples, none can say.