Almost Human

A Brief History of the Abhuman Groups on Bromhead

Ogryns (Homo Sapiens Gigantus)
The Ogryn was first brought to Bromhead with the original settlement and exploration fleet as a heavy labourer and has been enlisted in the military in the accordance with imperial doctrine. There are many Ogryns in civilian life in Bromhead, commonly found in factories and foundries although the further north you travel the more varied their roles become. Warner's Junction is known for employing Ogryn enforcer groups to make sure the rowdiest of visitors don't overstay their welcome.  

The job of recruiting these gigantic creatures into the military is given to the most unfortunate of recruiting sergeants. It is a job that carries huge risks, many have been injured and a few killed whilst trying to sign up often very belligerent Ogryns who've never been indoctrinated into the Imperial cult. Due to this, it is usually the very young and juvenile Ogryns that are pressganged (as much as it's possible to pressgang an Ogryn) into the PDF and is given menial tasks and much praise until he is fully indoctrinated and can be trusted to take to the battlefield and fight for the glory of the God Emperor. 

Because of the wild nature of northern Bromhead there are bands of mercenary Ogryns unchecked by imperial sanction. These unsanctioned abhumans will often be manipulated or paid to fight for most any army. Many a rebellion or heretic group have had Ogryns in their ranks. Anyone planning any civil unrest knows only to well the impact one of these brutes can have. 

Ratlings (Homo Sapiens Minimus)
Ratlings are scarce on Bromhead. They have been known to fight alongside various Imperial Guard units for certain actions but always in limited numbers and for brief secondments. Squads are sent, on occasion, to Bromhead to do active duty training for specific campaigns. 

Ratlings in civilian life are rarer still. Many of the northern citizens would look upon such diminutive types as merely prey or at best a decoy. The only role the have excelled in is catering for larger prospecting groups where they are provided a modicum of security in return for their culinary expertise. 

Squats (Homo Sapiens Rotundus)
Although a race nearly wiped out by Tyrannids, the Squats are a hardy breed and there are  a few, small, households on Bromhead. They seem naturally drawn by its frontier nature and the mining opportunities appeal directly to this particular group and they are very well suited to eking out an existence on this harsh planet. Though they are comfortable on Bromhead, none have a permanent base on the planet. They come on licence to mine and prospect, often backed by the Mechanium.    

One household, the Karaz-Dunn, have a seat on the council of Bromhead, on the Island. They have no standing military presence, but operate a militia system where each squat is armed and ready to defend their territory. These small but effective militia groups will often assist Imperial troops when their interests overlap. 

It is rare to visit a prospecting camp and not meet some of these hardy types. They range in nature from good tempered and jovial to down right belligerent. Alcohol often plays a vital part in this regard as does success. They hold a grudge like no other group and have outstanding memories. Repayment of debts is also very important and many Squats are oath sworn to settlements who have saved them in some way or another. Gambling with a Squat is considered an especially perilous pastime. 

Beastmen (Homo Sapiens Variatus)
The abhumans known as Beastmen are the only abhuman variant established on Bromhead prior to settlement by the Imperium. The Beastmen encountered by the first humans regarded the newcomers as warriors from the sky, sent to deliver them from the threat posed by the Orks in the east. Enthusiastically they rallied to the cause of waging war on the greenskins and with guidance from expedition forces, were soon a brutally effective attack force. 

Many humans remained suspicious of the Beastmen, who worshiped the emperor in a feral way, giving votive offerings and sacrifices as they would one of their own gods of the natural order. They were wild and fearless fighters however, and the only things (save Ogryns) who could fight an Ork in close combat.  Elsewhere in the Imperium similar groups of Beastmen had, like the other abhuman variants, been absorbed into the regular fighting forces of the Imperial Guard. Thus it was on Bromhead, with Beastmen vying to be selected to go offworld and serve the God Emperor. 

Imperial policy evolved however and those with an abiding suspicion of the true nature of Beastmen gained increasing influence as to how they were to be managed, recruited and utilised. Gradually, the raising of regiments and their inclusion as acceptable forces for meeting the Imperial tithe was frowned upon and phased out. The implications for Bromhead were immense as the increasing instances of strange and deeply unpleasant phenomena originating in the far north west were reason enough to regulate more closely the Beastmen. 

In the early 200's of M41, Beastment were sent deep into what had become known as The Taint, ostensibly to destroy the threats there but in reality to drive them far away from old grounds and allow them to be corralled and contained in a place where their fate mattered little. 

Since this "betrayal" the surviving Beastmen have regressed into the feral society they originally were. Language skills have decreased and instability in their genes has increased. They worship new gods at great herd stones and harbour a great resentment of the humans who betrayed their ancestors and the God Emperor who turned his back upon them. 

Something wicked this way comes...

Does the twisted power of the warp attract corruption or create it? Perhaps it is something of both for the might of the empyrean is something few mortals can comprehend. Some planets are blighted by proximity to unstable regions of space, with warp storms causing them havoc. Others feel the touch of the warp through the actions of individuals, those that seek power or forbidden knowledge and form dark covenants with the corrupt powers that allows their influence to manifest. A few have a darkness at their core, something intangible that stains them from within...

To the human population the extent of the darkness present on Bromhead is unknown. The Taint has been off limits for enough time that to most citizens it is a place akin to folk tale nightmares; no real knowledge of it persists in wider society but there's plenty of superstition.

500 years have passed since the strange phenomena that caused the area to be quarantined occurred, by far enough time for knowledge and details from that time to have been forgotten, embellished or otherwise rendered the stuff of legends and nightmares. 

But the fact remains; there is something very wrong deep within that part of Bromhead, something that has a malevolent power and malign influence.

The Lauriger System Chart

120611 Bromhead is the third planet in the Lauriger System and the only one capable of supporting habitation.

Rae lies too close to the system's sun to be habitable, it's proximity has also hampered further exploration. Bellot is wreathed ina thick, cloying atmosphere that defies sensor probe's attempts to penetrate it from anything other than an actual landing. Extreme surface temperatures and the unstable geological structure of the world render it of little potential. Helena lies far to the edge of the system and its nature reflects the icy depths of the void in which it sits. Between Bromhead and Helena lie the Isembard Fields - a dense asteroid and dust belt.

Rumours that Helena was named after one of the ex-wives of the original pioneers have become part of Bromhead legend.