Clavessa Secundus

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"There is no Food Chain, only the Cycle."

– a common PDF saying

Clavessa Secundus is a planet located in the Segmentum Obscurus. It was created when some Fa/tg/uys were playing around with the Creature Feature Creation Table for /tg. Every single organism on Clavessa Secundus breeds parasitically. Every. Single. One. Even the plants inject their seeds in captured prey; there is also no real food chain here. The plants eat meat or other plants, the scavengers mainly scavenge corpses they made through their parasitic birth or through self defense.


Points Of Interest:

The Belt

Starfall Camp

The Pit

The Magos' Lab

The Flesh Lords' Home Vessels



Agents of the Imperium

Clavessa Bush Brigade: The PDF that live in the Belt as Clavessa itself has so far proven impossible to colonize properly. They are Space Bushmen, and as such half of their lasguns were converted into Long-las', though due to the indomitable nature of the planet's native flora and fauna they most often employ heavy weapons teams (lascannons, autocannons mortars), and do their best not to engage in close combat as everything on Clavessa Secundus can either poison them, infect them with something, or shove their offspring inside them. They are by and large an Infantry Regiment, though they do have a few tanks (normal Russes and Basilisks for the most part). They do have Chimeras, but the world's terrain tends to limit their use. They have grown used to the horrors of the planet, but not in the Catachan badass-prepared-for-anything way, but more in a desensitized-to-the-point-that-watching-their-buddy-get-ripped-apart-by-a-parasitic-nightmare-would-only-give-them-a-"little"-bit-of-trauma, deeply broken kind of way. Many wear red undershirts during their downtime, as well as beneath their uniforms.

The Flesh Lords: The Space marine chapter that reside in orbit around Clavvesa with their ten ships (4 of them are out of order though) they wanna make Clavessa Secondus safe and parasite free in order to avenge those fallen battle brothers and prove to the rest of the imperium how loyal they are (not that they would need to prove that) practise terror tactic on the wildlife regardless of whether or not they work on animals -heavily augmented -don't employ scouts -if a PDF trooper/ random spacer proves themselves then they go straight to the black carapace -unaugmented marines aren't considered properly part of the chapter -new marines don't get augmented until they prove themselves worthy - the chapter eat their fallen enemies -when they want a new augment they ceremonially remove their old body part and eat it - secretly night lords successors that turned on their old chapter and want to rejoin the imperium -this is a secret (shhhh) -are genuinely trying to rejoin the emperor -use a lot of purity seals employ a lot of 'purified' Anvillus Pattern Dreadclaws that are covered in purity seals and don't kill their occupants -on good terms with the PDF and local magos -the Chaplains double as chefs who will 'bless' their food and lead holy feasts in the name of the Emperor

The Magos: He's been there nearly as long as the Brigade, and far longer than the Flesh Lords. Hard to describe or understand, like most Magos, he belongs to the Magos Xenobiologis. Despite having Skitarii with him, he tends to instead make the local guardsmen carry out his orders, along with the Flesh Lords Astartes Chapter. Little is known aside from his penchant to threaten to turn people into servitors over the smallest inconveniences and requesting that anyone who comes upon a new organism collect it and bring it back to him, preferably alive or at least whole. He gets along swimmingly with the Flesh Lords due to their obsession with bionic enhancement, which he is more than happy to allow his lessers along with the Flesh Lords' Techmarines build.

The Xenos

X1: The first to be rolled up. One of the higher functioning parasitic life-forms, though it is technically a scavenger. The adult form stands upright around the size of a man, with wiry, gangly limbs, walking as a biped. It is covered in feathers and crude spines, and seems to use some kind of sixth sense to track its meals. Despite being only a scavenger it is quite strong, even able to punch through the Planetary Defense Force’s body armor with its large claws. In addition it has a strange psionic ability, which it demonstrates with a scream. Prolonged exposure causes major brain hemorrhaging. When killed, two smaller creatures will burst from its chest, resembling it thanks to their dark-feathers, strange mouth, and bipedal stature, though they do not stand higher than a commissar’s boot, have no arms, spines, or even the claws or psionic ability. Their only purpose seems to be to be eaten or killed. We believe it may be an adolescent stage, which then leads to the matured form after some part of it has been ingested by another creature. This pupation completes with quite the bang, as it grows faster than should be necessary, becoming so large that, as one Guardsman Penry puts it, “it wears the man like a full body costume three sizes too small.” Suggested methods of disposal: burning or total evaporation/disintegration preferable, but simply shooting the smaller organisms will work so long as they are disposed of as soon as possible.

X2- Parasitic Livestock (Reptilian Xenos Poultry): the flying dodo parasite Another native of Clavessa Secundus, these carnivorous fowl-lizard xenos are easy to farm and have been somewhat domesticated by the Magos and his other assistants. They grow quite plump with relatively little meat compared to most other livestock, and due to its regenerative properties one singular xenos can be used to harvest at least two full meals for a single guardsman a day, before it has to be left to regenerate its lost limbs. It does not take long, so long as one keeps it fed. It tends to burrow, and also uses an odd sixth sense to find prey. Perhaps it senses life in some other manner? Infrared? Heat? Whatever it is, it must make it delicious.

X3: the cow thing with the plant on its back Born from the very earth of Clavessa Secundus are what we denote as being a form of elemental beast, a living mass of rock and soil. We do not understand what it parasitizes beneath the ground before its birth, but it may be something to research. An exclusive herbivore, it feeds off of the strange fruit which the plants covering it produce. The beast itself is largely docile, but when provoked can possibly tip a Rhino with own strength. However, the most dangerous part of it is not its own strength or strange, amorphous soil body, but the plants that cover it.

X3.5- Magos Xenobiologis Project Alpha-3: the plant that's on the back of the cow thing MXPA3 is a lab-engineered species of fruit-bearing vine-tree, initially created to fight the shortage of rations coming to the PDF here. It is resilient to even Lascannon fire, bleeds acid when cut anywhere but its fruit stems, and seems to urge its newfound host toward certain regions through its sense of smell-- a biological holdover from its larval stage, in which it is more similar to a four-legged spider with roots dangling just beneath it. These are placed in the sweat pores of the earthen beasts, which have slowly begun to search for and attack other organisms or make themselves into a simple, unmoving hill so that MXPA3 may have a free meal and then provide it with the fruit. It can shoot small, hardened vines out as a projectile attack, or simply expel noxious spores. Its host is unaffected by this. The Magos claims it was his plan the entire while to create such a symbiosis, to prove that the Omnissiah’s engineering can do all. I do not question it. He was even so adamant about it after they had managed to kill some Flesh Lord Astartes.

X4- Psykos Arachneae (High Gothic): "Those spooky physic parasites." - Guardsman Roderick.

A pseudoarachnid of some sort that navigates by touch, covered in a sturdy but not incredibly tough carapace. Commissar Volkov details that if they are to be destroyed, they must be destroyed entirely. Any non-cauterized wounds will heal to pristine quality, as if nothing had transpired. The Commissar also informed us that one of the men that had managed to actually destroy the creature was subsequently accosted by what appears to be some kind of warp energy, babbling about the dead guardsmen’s spirits speaking to him. The fully functional bodies were shipped off for research and experimentation, or conversion, and the guardsman afflicted was killed. Later autopsy revealed the organisms’ first targets were men who showed qualities that may have implicated them with some psyker potential.

X5- Harbingers of Death?: The tiny fluffy Bringers of the supposed end times This one is, as the locals say, a portent of imminent doom, despite being a small, fuzzy creature. It fluffs its own fur up to appear massive, but mostly it is just a fluffy, smelly little creature that carries disease. Like most xenos on this Clavessa Secundus, its lifecycle is one of a parasite. Burst from previous host, eat and eat, get killed, offspring get eaten, the cycle begins anew.

X6- Cosmic Loaches: space piranhas Native to the planet, these creatures do allow themselves to become so weightless that they manage to enter the space surrounding to then consume debris and dead they find. They are about the size of a frigate, covered in scales, spikes, and inflated with a lighter than air compound that allows them to float into space that just so happens to poison their bodies, and thus have no natural predators, unless one includes the Flesh Lords Chapter. We do not know if the creatures they parasitize are themselves- bursting from their progenitors not unlike some terran species of wasp to then eat them- or those that consume them. We will have to wait and see if one bursts from Brother Doran. He seems to be making very good use of that jaw we made for him.

X7- Bad-bads (Low Gothic) | Mutagenic Skave (High Gothic): the furry rat things with the poisoned globe ranged attack A predatory, rat-like quadruped, this organism is being actively hunted in order to acquire more and more of the mutagenic concoction that resides in the glowing bulb on the end of its tail, which it seems to wave as a lure in the tall grass. Much like the feathered biped mentioned earlier, if it is killed it will simply split into two smaller ones, then likely attack or run away. These do not split when killed. Much like the previous mammal creature, it fluffs its own fur up and stands on its hind legs to make itself look much bigger than it is. It tosses the bulb on the end of its tail, and those doused in the bio-bomb’s contents will undergo terrible changes. In addition, we believe that the creature as well carries smaller parasites, fleas of some sort, which will also bite. Those bitten will contract a condition that causes speedy mental degradation, and death within the week. One of the Mutagenic Quadrupeds will then scrabble its way out of the corpse, and eat it before leaving. The bulb on its tail does grow back after use. We researched all effects by quarantining any and all who came into contact with any of the individuals.

X8- Sea Devil Kelp (Low Gothic) | Florus Desmodus (High Gothic): A plant fully equipped to kill anything that comes its way, with spore-bubble ranged attacks, swift, writhing, entangling vines covered in some strange kind of toxin, and a massive, bestial maw that would be more in place on a daemon, and it feeds on other plants of all things. It grows out of the flesh of those who were unfortunate enough to be struck by one of its spore-bubble bullets, drifting along with the currents of the oceans of Clavessa Secundus, attached to a corpse. One of the largest of these plants has killed several Astartes of the Flesh Lords Chapter as well. I believe they may very well have a vendetta against this planet’s ecosystem.

X9- Jump Cunts (Low Gothic) | Paraciticus Sucmes (High Gothic): Nasty things that hide in toilets and suck blood. Killed more PDF than any other animal on the planet. KILL ON SIGHT.

X10- Aqua Skave: A semi-aquatic, seafaring variant of Bad-bad which has a flash-bang variant of the Bad-bads' grenade launcher. Could pose a serious threat if disturbed.

X11- The Clavessian Wolf (Low gothic) | Inficium rana (High Gothic): "What are you saying that wolves on Fenris ain't slimy, mate?" - Guardsman Roderick

Mostly harmless, so long as well fed and not beaten. The local Planetary Defense Force keep them around and feed them scraps of their meals. The presence of the xenos animal deters most other species local to the planet. I have deduced that due to the poison and venom that runs throughout their biology that the other species do not come near them due to toxicity; it does not seem to harm the local guardsmen, though, and they instead compare it to eating something with high capsaicin amounts, and a slight relaxing quality to it. I have surmised that the Clavessian Wolf uses this to its advantage, allowing creatures to touch it, fall ill to its poison, then track it using their enhanced olfactory senses to then have its meal. It can survive on a purely liquid diet of blood, as well as on meat and various plants. Some, raised from birth after the eggs were incubated inside one of the xenos livestock, were quite intelligent and quick to follow orders from those they imprinted on. Much like terran wolves, they seem to travel in family units if at all, and are quite sociable. They are next to useless in combat with anything that does not fall ill from their toxins, such as other humans, Orks, or Eldar of any flavor, but they are a good deterrent against the local wildlife. They also come in a wide variety of strange colors, either to warn of toxicity or simply because nothing on this planet can stomach them and thus it has no need for camouflage, and can then simply develop stranger hues for sexual purposes. Once the eggs are fertilized, the mother uses the hunting technique to find a suitable host for its offspring. They lay 4 - 12 eggs per mating season, each one implanted in a different host body. Domestication in progress. Estimated generations until full domestication: 86.

X12- The Clavessian Raptor or Frogbat (Low gothic) | Inficium rana vespertilio (High Gothic):

Not all the life on Clavessa Secundus is hunted by the flesh lords, the Clavessian Raptor for example are kept as companions and War beast by the Flesh Lords. described as long bird like amphibian with slimy skin, and large wings, growing to around the size of a large dog, in combat the the Raptor flaps it's wings, throwing an odd, flash powder like substance at there target, and then either waits for it's Flesh Lord to preform the killing blow, or uses it's stinger tipped tail to inject it's venom and a clutch of eggs into the opponent, it has also exhibited the ability to camouflage it's self for ambush attack. the Raptor is also a large of the chapters culture, each marine has his own raptor, a large part of neophyte's indoctrination is the finding of his raptor, and upon the death of a marine's raptor burial is prepared for the beast


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