Kulth

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Rogue Trader: Drake Dynasty
Rogue Trader Logo.jpg
GM
Adam
Dynastic Power
Character Level: 31,250 XP / Rank 8
Profit Factor: 43𝖕
Command Crew
Lord-Captain Drake
Navigator Primus Mordecai
Arch-Millitant Winter
Astropath Solarus
House Drake Fleet
Aurea Albion
Hound of AlbionAbhorrent
Fortuitous PurposePenance of Iocanthos
Drake Trade Empire
DamarisScintillaKulth
SvardDrossAurum
Sepheris SecundusTennenberg
Killian's Rest
Drake Expeditions
Open Missions
Grand Endevours
Personnel
MagistratesRetainers
Militants
Svard 1stStormtroopers
House Drake Expeditionary Army
Assets
Materiel
Aerospace CraftGround Vehicles
Armoury
WargearRelics and Artifacts
Other
Estate
Secrets and ContactsAwards and Honors
The Galaxy
Locations
Calixis Sector
Koronus ExpansePeriphery Subsector
Personalities
Peers of the Imperium
Rival Rogue Traders
Utilities
Rogue Trader Timeline
House Rules
Guide and Lore
Kulth.jpg

Population: Estimated 6 Billion
Tithe Grade: War World
Geography/Demography: Kulth, before the war, was classified as a civilized world with an agricultural, industrial, and administrative world. The war has scarred the surface, but it still serves all these purposes to each of the militant groups.
Governmental Type: Imperial Sectorate Govenership (Dominate), Astra Millitarum Dictatorship (Imperial), Warlordship (Orks)
Planetary Governor: Lord Severus XIII (Dominate), Lord General Ghanzorik (Imperial), Warboss Grotkickka (Ork)
Adept Presence: Mostly in the hands of the Dominate. The Astra Millitarum command center does have a large militarum contingent to aid with logistics.
Military: Kulth Throneguard (Dominate), Dozens of Astra Millitarum Regiments (Imperium), Dozens of Warbands (Orks)

Trade/Economy/Addendum

The Severn Dominate, while only firmly in control of less than a quarter of the planet's surface, can count among its positions the majority of the most productive and populated lands still functioning on the world of Kulth. This local industrial and agricultural edge has been one of the few things that have allowed Severan XIII to hold back the massive imported forces of both Orks and Imperial troops. What few imports and trade the capital of the Dominate have to be smuggled or blockade run in and out of a system that is, at least nominally, in the hands of the Imperial Navy.

By contrast, the Imperial forces are almost entirely supported by imported military and logistical goods, providing little to nothing for export.

Drake Orbital Logistics

During one of Lord Drake's initial forrays into the Periphery war, dynastic forces cleared out the three most intact orbital stations within the Kulth system. While one of the stations has been subsequently towed to the trading colony of Aurum, two stations were placed in orbit above the Kulth. Brought back up to operational status at great expense, these stations (Station Zero-One and The Mausoleum) manage the sorting and distribution of much of the Imperial war material headed for the surface.

History

Culture

Additional Information