40K - Squats
he first human colonists reached
the worlds around the Galactic core in the far distant past. Here
they found vast mineral wealth including compounds smelted in
the furnaces of dying suns. They discovered strange substances
formed at the Galaxy's birth before the stabilisation of the laws
of physics. The discovery of these almost limitless resources
came at just the right time, for Earth's own mineral wealth was
by now long exhausted. The exploration and exploitation of the
galactic core became imperative for mankind's survival. It was
a gamble that paid off. Thousands of specially adapted spacecraft
were dispatched to reap the harvest and with them went hundreds
of thousands of miners, engineers and explorers. Soon the galactic
core became the most densely settled part of the galaxy.
The stars of the galactic core are ancient and dim in comparison
with the sun and other stars of the spiral arms. The worlds that
spin around these core stars are huge and rocky, rich in minerals
but in all other respects barren and lifeless. Daylight levels
are low so the worlds are shadowy, sombre places which are inimical
to plant life and so impossible to terraform. The gravity of these
worlds is great, usually two or three times that of Earth and
sometimes even more. Grey, cheerless and inhospitable. it is harder
to imagine anywhere less likely to nurture human existence.
The original colonists were hard miners and explorers, tough
frontiers folk who dreamed of finding fabulous wealth and returning
back to Earth. They dug homes for themselves in the rocky landscape,
creating self-contained communities from the tunnels and load-chambers
of exhausted mines. Although huge cargo ships brought food with
the colonists, the only way to feed the growing population was
to grow nutritive algae in artificially lit hydroponic tanks deep
below ground. Dried and processed. this provided a basic material
that could be ground into flour, retextured into coarse synthetic
foods, or even brewed into crude but highly potent ale.
The high gravity. harsh environment, and monotonous diet gradually
had their effect upon the settlers. They became tougher, more
resilient, physically shorter and more compact. This process must
have taken many thousands of years, during which time the new
race began to develop a distinctive cultural identity. It also
acquired a new name - Squats - which aptly described their rapidly
evolving physique.
The Time Of Isolation
At some time in the distant past the galactic core was cut off
from the rest of human space by devastating warp storms. Many
worlds were swallowed by the warp and disappeared forever, others
were trapped in stasis and became lost. Most survived although
they were separated from Earth and all contact was lost with the
rest of the galaxy. During this time of isolation and danger the
Squat worlds still in contact with each other began to organise
for their mutual defence. It was at this time that the Squats
began to refer to their worlds as the Homeworlds.
The Homeworlds remained isolated for thousands of years and
their inhabitants learned to survive in a universe that was becoming
increasingly hostile. With their planets inaccessible to the human
fleets the Squats built their own spacecraft and developed their
own weapons to fight off marauding Chaos warbands and plundering
Ork Warlords. Some of the Homeworlds were lost to invasion, others
were destroyed by environmental instability, and few were devastated
by internal strife. Those that survived grew and prospered. Settlements
were enlarged and fortified into impregnable strongholds.
Left to fend for themselves the Squats were obliged to develop
their own technological base. Not only had they to re-invent complex
machines such as spacecraft and advanced weaponry, but they had
to keep their life-support systems and hydroponic units active.
Without air, heat and food the Squat communities would not be
able to survive, and such matters became a priority for thein.
Fortunately the natural expertise of these hardy miners enabled
them to exploit the materials at hand. and they quickly developed
alternative technologies to make up for the lack of supplies from
Earth.
The warp storms that isolated the Homeworlds lasted for many
thousands of years and were only dissipated just over ten thousand
years ago. This freed human and Squat spacecraft to travel to
and among the Homeworlds again, and contacts were quickly re-established
between the former colonies and the newly founded Imperium.
During their isolation the Squats had changed. They were no
longer human and their civilisation had taken a divergent path
that gave them many advantages over the Imperium. Today the Homeworlds
and the Imperium trade for their mutual benefit and, for the most
part, enjoy peaceful relations. Squats and humans share many common
enemies, including Orks, so it is in both races' interests to
co-operate wherever possible.
However, relations have not been entirely peaceful by any means.
Squats are intensely proud, bluff and straightforward. they take
great hurt at any slight to their honour or double- dealing (especially
in matters of trade) and are likely to be stubborn in pursuit
of retribution.
The Homeworlds
There are several thousand Homeworlds and it is very likely
that there are worlds still awaiting rediscovery after the Time
of Isolation. Each world has one or more Strongholds, and each
Stronghold is more-or-less an independent community with its own
laws, traditions and armed forces. If a world has several Strongholds,
as most do, it is usual for one to be preeminent, so that it has
nominal rule over the other lesser Strongholds. Each of these
communities is built over a labyrinth of mine workings which delve
deep into the rocky planet. Strongholds are vast and contain everything
the Squats need to maintain their civilisation, including workshops,
hydroponic plants, power Generators and atmospheric pumps.
The size and inhospitable environments of the Homeworlds mean
that their surfaces are mostly barren and uninhabited. The Strongholds
themselves are havens amongst plains of solid rock and seas of
shale and dust. Their atmospheres are mostly composed of inert
gases. so it is only possible to survive inside the Strongholds
or in one of the outposts dotted over the planet.
Outposts are built for many reasons. Some are simply watch towers
whose role is to observe the atmospheric approaches, others house
batteries of huge lasers that defend the planet from attack. The
most common types of outpost are mines. The Strongholds are situated
over the original mine sites. Although these can still be worked
it is very time consuming and expensive to do so as the remaining
deposits lie deep underaround. It is more practical for the Squats
to build new mines in ore-rich regions.
To reach their mines the Squats use huge mobile fortresses called
Land Trains whose vast tracks enable them to cross the daunting
continental shelves and seas of dust. This is a dangerous business,
for most of the Homeworlds have thick layers of finely pulverised
rock which flow and move very much like water.
It is possible to cross these dust seas, but accidents are common,
and Land Trains can sink without trace if they venture into deep
dust. The dust itself often has a high ore content and can be
mined by factory Land Trains equipped with massive scoops and
towing powered track-cars or ore, supplies, or living quarters.
The Iron Sea of Grindel is one such region, and the greatest single
source of ferrous ore in the entirety of the Homeworlds. Other
dust seas are composed of chromium compounds, silica or tiny mineral
crystals.
The weather systems of the Homeworlds are unpredictable and,
like the planets themselves, on a massive scale. Storms can whip
the dust seas into abrasive winds that will reduce a man to bone
within seconds and nothing but atoms in the wind within a few
seconds more. Such storms can spring up suddenly and without warning,
and can last for days or even weeks on end.
Occasionally a dust storm will cover a whole world, plunging
it into darkness as the roiling clouds blot out the dim light
of the sun completely. At such times it is impossible for aircraft
to fly or spaceships to land. The Squats have become used to their
harsh worlds and can sense the subtle changes in the breeze that
herald a storm. Deep below ground in their Strongholds the Squats
are safe from the turmoil above and can survive for years if need
be.
The 700 Leagues
Although each Squat Stronghold is independent they have developed
relations with each other. Some Strongholds have been allies for
thousands of years, and interchange of peoples and cultures has
made them virtually one nation. Others are loosely federated to
their neighbours and share the duty of patrolling local space
and defending outlying planets against the Orks and Chaos. These
alliances are usually formed for defence or trading purposes,
but they also define power blocks within the Homeworlds, where
the most powerful rivals gather together the other Strongholds
into mutually supportive Leagues.
Each League is led and dominated by a single powerful Stronghold,
and includes other Strongholds which either rely upon their leader
for trade and defence, or which identify themselves with their
League on cultural or historic grounds. There are currently approximately
700 Leagues in all, the most powerful being the influential League
of Thor which includes over 300 Strongholds. The other Leagues
are less powerful, and the smallest is the League of Emberg which
lies close to the Eye of Terror and includes only four Strongholds.
Other Leagues include the League of Kapellar, which is actually
the largest in size, and the League of Norgyr which lies closest
to Earth. Although these Leagues, and many others, are permanent
institutions, others represent looser or temporary alliances between
Strongholds. The total number of Leagues therefore varies, but
the most influential remain fairly constant and form the largest
united political institutions of the Squats.
Although the Squats have a strong sense of mutual preservation
it has been known for rival Leagues to go to war against each
other. Such occasions can lead to lasting enmity. for Squats are
inclined to remember deeds of infamy for many generations. The
League of Thor and League of Grindel fought an unusually bitter
war some 2,000 years ago when settlers from both sides clashed
over the exploration of the Lost Stronghold of Dargon. The war
that followed resulted in the destruction of several Strongholds
and the capture of Thungrim and Bruggin by the League of Thor.
Peace only came with the huge Ork invasion of Grunhag the Flayer
which obliged all the Leagues to co-operate against their mutual
foe. Although the war ended with the rout of the Orks the two
Leagues have remained distrustful rivals and both sides consider
themselves owed heavy debts of blood and honour.
The Guilds
When their civilisation was isolated from the rest of human
space the Squats found it necessary to preserve the engineering
skills and knowledge they possessed for future generations. Their
lives depended upon maintaining their Strongholds, generating
air and food. and defending their worlds from attack. To this
end they evolved a complex system of Guilds. The Guilds drew together
all the information and knowledge available and set about recording
it for future generations. As the years passed the Guilds became
the repositories of knowledge, and Guild training produced all
the engineers, miners, and other specialists vital to keep the
Strongholds running. With the passage of centuries the Guilds
spearheaded research into alternative technologies and invented
many of the machines that remain unique to them.
The Guilds extend across all Stronaholds and Leagues allowing
information to spread throughout the Homeworlds. Initially this
was necessary because knowledge and specialist skills were scattered
throughout the Homeworlds and had to be drawn together just to
enable the Strongholds to survive. As the Guilds developed, they
sought to maintain the free passage of information despite the
rivalries of individual Homeworlds. Today the Guilds have become
the common factor that unites all the Strongholds, enabling each
to benefit from advances in technology and discoveries of ancient
knowledge. Although individual Squat Guildsmen are loyal to their
own Stronghold they also owe loyalty to their Guild and to the
dissemination of knowledge.
The Guild has succeeded in developing several technologies which
are exclusive to the Squats, and are not even understood by the
Technomagi of the Adeptus Mechanicus on Mars. These include the
neoplasma reactor powered by a warp-core and held in thrall by
a zero-eneray containment field. No other race has developed this
technology, and the Adeptus Mechanicus gave up their experiments
with warp-cores after the infamous Contagion of Ganymede. The
Squats have mastered many other technologies, and have developed
still others which they consider too dangerous to use. Although
the Guild makes its discoveries available to its own members it
keeps its knowledge from other races. In particular the Squats
regard the Technomagi of the Adeptus Mechanicus as little better
than sorcerers wallowing in superstition and ignorance. This is
not entirely true, but the Squats have a practical and straightforward
attitude to technology which is very different from the neo-arcana
of the Imperium.
Squats have long memories and never forget
an act of treachery or a broken promise. The relationship
between the Homeworlds and the Imperium has always been
strained, and the history of the two peoples is studded
with bouts of war and ill-feeling. Squats are not diplomatic
by nature, their brutal manners and fierce tempers do not
always inspire confidence in men. Eldar regard them as little
more than beasts and only barely preferable to Orks. But
the Squats care little for the effete ways of men or the
mincing delicacies of the Eldar. Squats are robust in body
and bluff in manner, and consider other races fragile and
lacking in the good, honest Squat virtues of comradeship
and directness.
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The Ork Wars
The Homeworlds lie close to two of the most dangerous adversaries
in the galaxy, the Chaos warbands of the Eye of Terror and the
extensive Ork empires of the northern spiral. The Squats have
never relented in their struggle against Chaos, and lose no time
in tracking down and destroying Chaos raiders. The main threat
from Chaos has always been in space, where Chaos warbands attack
ships as they move through the warp.
The other great enemy of the Squats are the Orks, although this
was not always the case. At one time the Squats were content to
leave the Orks alone and even to trade with them to some extent.
The Homeworlds are inhospitable to Orks in any case so there was
never any great clash of interests between the two races. This
state of affairs did not last for very long!
The Squat records of their early history are confused and incomplete,
but it is clear that after a short period of mutual trading the
Squats found themselves suddenly attacked by massive Ork forces.
Caught by surprise several Strongholds fell to the Ork invaders,
and only a last ditch defence eventually brought the green-skinned
aliens to a halt. The Squats were appalled at the massive loss
in life but also by the unashamed treachery of the Orks. The Squats
have never forgotten this lesson. Some of the more enduring Squat
folk legends tell of the hopeless defence of a beleaguered fortress
or a stranded Land Train during the Ork attack, Many wars have
been fought against the Orks since the first Ork attack, all bitter
conflicts fought to the last proud warrior.
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