PropertyValue
rdf:type
rdfs:label
  • Kulth
rdfs:comment
  • Kulth is a War World and the former capital of the Calixis Sector's Periphery Sub-sector. It is currently the capital of the Secessionist Severan Dominate and the most important theatre of the Spinward Front. Kulth is the strategic lynchpin of the Spinward Front, for it occupies a unique position in relation to the numerous factions intent upon conquering the Periphery. Kulth bestrides the Calixis-Scarus Warp conduit and is the last Imperial planet within the borders of the Periphery Sub-sector before the route plunges into the lawless voids of inter-sector Wilderness Space. Its orbit is strewn with countless void-docks constructed to accommodate Warp vessels laying over on their way to or from the Scarus Sector. Yet with the coming of the war, most of these have fallen silent and cold, wh
dcterms:subject
Segmentum
Subsector
Governor
  • Duke Severus XIII
Gravity
  • 0.87
Name
  • Kulth
Type
dbkwik:warhammer-40k/property/wikiPageUsesTemplate
dbkwik:warhammer40k/property/wikiPageUsesTemplate
fgcolor
  • white
Sector
System
  • Kulth System
BGCOLOR
  • black
temp
  • Temperate
Pop
  • Unknown
abstract
  • Kulth is a War World and the former capital of the Calixis Sector's Periphery Sub-sector. It is currently the capital of the Secessionist Severan Dominate and the most important theatre of the Spinward Front. Kulth is the strategic lynchpin of the Spinward Front, for it occupies a unique position in relation to the numerous factions intent upon conquering the Periphery. Kulth bestrides the Calixis-Scarus Warp conduit and is the last Imperial planet within the borders of the Periphery Sub-sector before the route plunges into the lawless voids of inter-sector Wilderness Space. Its orbit is strewn with countless void-docks constructed to accommodate Warp vessels laying over on their way to or from the Scarus Sector. Yet with the coming of the war, most of these have fallen silent and cold, while others have become low-gravity, vacuum-haunted warzones in their own right. The surface of Kulth was once considered an arcadia, its rolling hills and fertile, grassy plains ripe for different types of exploitation. It was Duke Severus I's dream that the world would become a haven for the nobles of the nascent Calixis Sector, and it was to that end that he built his own soaring palace on the glittering coast of the primary continent. This formidable pile was wrought from marble of deep crimson, and so became known as the Sanguine Palace. He issued invitations to those military leaders that had served under him to come to Kulth and receive his patent of nobility, hoping to establish a hierarchical order with himself at the apex and numerous vassal lordlings owing him fealty. For several years, it appeared that Duke Severus’ dream might be realised. Then, Drusus was elevated to the rank of the first Lord Sector of Calixis, and one of his first deeds was to create a stable and prosperous region out of the war-torn ruin left in the wake of the Angevin Crusade. The Calyx Expanse became the Calixis Sector and it was carved up into sub-sectors, each with its own prefect and capital world. Kulth was declared the capital of the Periphery, a term Severus perceived straight away as an insult to all his achievements during the Crusade. Despite the terms of his Warrant of Trade, Severus I's world was ripped from him by Drusus’ servants. A massive Administratum mission descended upon the verdant grasslands and set in motion the process by which Kulth was turned into the administrative centre of the new sub-sector. Severus I lived out his days in the faded glory of his coastal palace, closing its shutters to block the sight of the Adeptus Administratum presence sprawling across the land. Within a few decades, Severus was dead, though his line clung on to possession of his palace and a scant few other holdings. Meanwhile, a huge Imperial workforce raised up the labyrinthine administration necessary to oversee an entire sub-sector. The orbital voiddocks were constructed and Kulth became a busy shipping hub, its wealth founded not on patents of nobility, but on levies placed on the Imperial shipping passing to and from the Scarus Sector. Despite the bitter fate of the line’s sire, the scions of Duke Severus remained on Kulth, stoking their hatred of Drusus and all his works yet forced to hide it from all around them. House Severus' palace grew ever more tumbledown, yet the family retained sufficient income from its off-world concerns to cling on to a vestige of nobility, if not true power. When at last Severus XIII finally clawed his way to the rank of Lord Sub-Sector of the Periphery, he retained his house's palace as his court as an act of remembrance to his long dead forebear. Over the course of several years, Severus carried out a ruthless, yet largely unseen, purge of Kulth’s Adepta presence until ultimately, only those loyal to him and his line occupied positions of true power. House Severus' palace became a bustling noble court frequented by a curious mixture of sycophants and murderers, those who would do anything to remain in favour and those willing to kill anyone for a fee. Beneath the outward displays of fealty boiled a heady mix of decadence and heresy, epicurean dilatants competing for favour with xenos assassins in the dusty, decrepit halls. Then came WAAAGH! Grimtoof. Initially, it was only those worlds beyond the Periphery’s borders that suffered the Orks’ predations and it was many months before the full extent of the crisis was realised on Kulth. Even then, Severus believed he could hold the barbarous xenos at bay using the forces under his command, without compromising his ambitions by beseeching the Calixian Lord Sector for assistance. He was proved wrong in short order and saw no alternative but to declare the secession of the Severan Dominate from the Imperium. Kulth is now a scorched, corpse-strewn wasteland, its continents carved up into the ever-shifting territories of whichever army has most recently committed the most resources to taking it. The Sanguine Palace still stands, protected from orbital strike by multiple void domes thought to have been acquired by pacts with outcast factions of the Cult Mechanicus. The palace is surrounded on all quarters by the most formidable defences on all of Kulth and has never fallen, though both the Imperium and the Orks have come close to taking its outer precincts on several occasions. The battle for Kulth has been raging for 83 standard years, the fates of each faction waxing and waning as entire armies are fed into the meat grinder. At times, one party has all but crushed another, only to be counter-attacked by the third. At present, the Severan Dominate is confined to one part of the world’s primary continent, while the vast bulk of the fighting rages between the forces of the Imperium and the Orks. How long this state might last is a question beyond even the most gifted of strategic precognosticators, however, and it could switch at any moment. It is to Kulth that the majority of newly raised Imperial Guard regiments are likely to be sent, for its savage battle zones chew through men and machines at a rapacious rate. The world is a war zone in its own right, the Imperium’s forces commanded by Lord General Ghanzorik in person. The Imperium's Kulth High Command is well-established in a formidable chain of bastions and fortresses near the world’s north pole, known as Fort Drusus (a title Severus XIII believes to be a deliberate insult), and this nigh impregnable ring of ceramite and plasteel is tested daily by the relentless frontal assaults of the Orks. Those Imperial Guardsmen that survive more than a few days soon learn that very little on Kulth is permanent, the front line shifting miles each and every day. No sooner is a position carried than it is lost to counter-attack; no sooner is a garrison established than the defenders are shipped out to bolster another assault. Ghanzorik is the most dogged of leaders, and those serving beneath him hold him in a mixture of respect and fear. Most know that he will do anything to fulfil his duty to the Emperor, but that this includes sacrificing countless numbers of his own troops should he deem it necessary. Not for nothing is Ghanzorik known by many on the front line as “Old Steel and Blood,” a title the dour old general is said to secretly revel in. As the supreme commander of the Imperium’s military forces on the Spinward Front, General Ghanzorik is an officer with a fearsome reputation, as much amongst his own staff as his enemies. He was commissioned into the 61st Maccabian Janissaries in 775.M41, and in 780.M41 his regiment was dispatched through the Jericho-Maw Warp Gate to serve in the hellish war zones of the Jericho Reach. Over two standard decades, Ghanzorik proved himself an able leader, his regiment primarily engaged prosecuting the wars of the Achilus Crusade's Orpheus Salient. Of the sights he witnessed during those bloody years, Ghanzorik rarely speaks, but he is known to have sustained a number of grievous wounds while commanding his troops from the very front. Upon receiving one such wound that almost proved fatal, Ghanzorik was informed of his ascension to the Imperial General Staff and, while he initially protested what he saw as the loss of his regiment, he soon found himself commanding entire Army Groups, where his courage, tactical skill, and determination found an entirely new expression. With the secession of the Severan Dominate and the establishment of the Spinward Front, Ghanzorik was raised up still higher, granted the title Lord Marshal and given the grave responsibility of repulsing an Ork invasion, putting down a pernicious rebellion, and bringing order to a region of space long known for its lawlessness. Ghanzorik soon earned his nickname, committing countless troops to the Relief of Kulth. Yet, despite his initial success in holding the Orks at the Sub-sector’s capital world, Ghanzorik appears to be operating with one hand tied behind his back. The situation in the Spinward Front is dire indeed, and seemingly warrants far more military resources than have been assigned to it. While the most highly placed in the sector’s military authorities understand there is a grave need to send forces through the Jericho-Maw Warp Gate and to use the Spinward Front as a cover for the high levels of recruitment, others believe that a deliberate policy exists to ensure that the Severan Dominate and the Orks of WAAAGH! Grimtoof grind each other to mutual destruction. How complicit “Old Steel and Blood” might be in such a conspiracy, none can say, nor can they predict how he might react if he himself discovers the truth.