Warhammer 40K is a tabletop game that Games Workshop created. It is set in a dystopian, dark future where humans fight against aliens and demons for survival.
This game is set in the 41st millennium, or 40000 years into the future of Earth, where humanity is the dominant galactic force and is at war with the other forces such as the Old Gods and Tau. This is a universe where life is cheap.
For the plot of this game, you play as part of a squad of Inquisitorial Agents investigating a potential Chaos infiltration on the planet Atoma Prime in the Hive City of Tertium. As such, you get to design a character and create a fable.
For this reason, you have to decide on a darktide homeworld choice that will play into the roleplaying aspect of the story you craft.
- Eight homeworlds reside inside the Mobian Domain, from which the player can choose one.
- Each homeworld has more impact on roleplaying than gameplay which boils down to personal preference.
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Homeworlds And What Are They?
If you are new to the 40K universe, then strap yourself in because you are about to get a crash course history on the history of the Galactic Empire of Man, which is relevant to our topic. Each world will have a small explanation that should give you the basic idea of the theme you would want for your character.
A Shrine World in the Warhammer 40k universe. The Imperium of Man has lost countless worlds to Chaos and other evil forces outside the galaxy.
Hence many worlds have been turned into “shrine worlds.” These planets have been given over to religion as their primary industry and are used as monuments to an essential battle in the history of Man. How we make statues for important events in our world; the 40k universe has shrine worlds.
These planets are often home to massive cathedrals and other religious structures and are considered among the holiest places in the Imperium. They are often the destination of pilgrimages by devout followers of the Imperial Creed. Shrine Worlds are typically heavily fortified and guarded, as they are often targeted by the Imperium’s enemies for their symbolic value.
The quickest and best way to describe life in these worlds is religious zeal pushed to the limit. Everywhere you go, there is a reminder that this world would not exist without the Imperial Creed. These worlds produce the most devout followers of the Imperial Creed and the best and most devoted guardsmen for the Imperium’s agenda.
An excellent option for a darktide homeworld choice if you want your character to have a background influenced heavily by religious brainwashing.
This is similar to the Crucis homeworld, as discussed previously but with one exception. This planet is a smaller moon colony with dense forests. These dense forests allow for a more appreciative attitude towards nature from the people living on the planet.
That is the only reason you want your character to have Messelina Gloriana as their homeworld.
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An Agri-World in the Warhammer 40k universe. The Imperium of Man has an infinite number of mouths to feed due to their galactic expansion mission. This is only possible through the production of insanely vast quantities of food.
Agriculture worlds are planets that are primarily devoted to the production of food. These planets are typically home to vast fields of crops and large numbers of livestock. The food produced on agricultural worlds is essential to the survival of the Imperium of Man as they provide for the insanely overpopulated hive cities.
Some worlds are covered in wheat fields, while others are giant pens stretching as wide as continents with nothing but cattle. Some worlds even have nothing but oceans that are used as giant fish farms. These worlds are essential gear in the Imperium of Man’s system for keeping their empire stable.
This is one of the smaller Agri-Worlds but still an excellent darktide homeworld choice if you want your character to have a simple farmhand background, similar to the traditional farmhand or country kid stereotype.
In the Warhammer 40,000 universe, Industrial Worlds are heavily industrialized planets dedicated to producing weapons, vehicles, and other materials for the Imperium of Man’s military.
These planets often have large cities and factories and are usually home to a significant portion of the Imperium population but still way below the ordinary Hive World. Industrial Worlds are often the targets of attacks by the Imperium’s enemies, who seek to disrupt the production of war materials and weaken the Imperium’s military capabilities.
Most of the time, Industrial Worlds are used as mining operations to procure raw elements and minerals to produce almost every technology we see being used.
These worlds have strong ties to the Adeptus Mechanicus, which gives them an advantage in getting the required funds and time to set up a proper system. This type of darktide homeworld choice is suitable if you want your character to have a slight link to the Adeptus Mechanicus and Imperium of Man without the direct influence of preachers and worshippers.
Ocean worlds are planets that are covered almost entirely in water. These planets often have a wide range of aquatic life and may also have small islands or landmasses.
The exact nature of ocean worlds can vary greatly, from planets with shallow seas and sandy beaches to others with deep oceans and underwater cities. In some cases, ocean worlds may be home to intelligent aquatic species, such as the T’au Empire’s water-dwelling Vespid.
Ocean Worlds are mainly used for wither fish farming and turned into Agri-Worlds or as training bases for Space Marines and guardsmen. Most of the time, it’s relegated to an Agri-World, but in this case, it is used as a fleet base for the Imperium of Man.
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The Necrons are a race of robotic aliens who were once living beings but have since been turned into machines of their own volition. Necrons are known for their ability to resurrect fallen soldiers and their advanced technological weaponry, which predates humanity for thousands of years. They are typically depicted as cold and calculating, with no regard for the lives of other species.
Necron tombs are ancient structures built by the Necrons to house their sleeping forms. These tombs are often hidden on various planets and can be challenging to locate. When disturbed, the Necrons awaken and emerge to defend their resting place.
Necron tombs are said to be incredibly ancient and technologically advanced, with many robust defenses and weapons systems built into their design. So when the Imperium of Man discovered this planet with some tombs under siege from the forces of Chaos, they battled and emerged victorious.
This is an excellent darktide homeworld choice if you want your player character to have some sort of initial knowledge of the Necrons and the forces of Chaos by knowing what they can do firsthand and all the havoc they can wreak.
Mining worlds are planets that are primarily devoted to the extraction of natural resources, such as minerals, ores, and fossil fuels.
These planets often have harsh environments, and slaves or indentured workers typically carry out the work. The materials extracted from mining worlds are essential to constructing and maintaining the Imperium of Man’s vast military and industrial infrastructure.
The structure of these worlds is quite similar to Industrial Worlds except for the lack of connection with the Adeptus Mechanicus and quite a good homeworld choice if you want your character to have a freed or run away slave type of background.
A planet with much potential, Pavane. The whole world has many different minerals alongside forests and rivers. This planet gives the vibes of prime Terra (Earth in the 40K universe) and can potentially be a Pleasure World.
Pleasure Worlds are worlds that are accessible to high-ranking Imperium officials and traders from across the galaxy. They are worlds where nature and beauty are unmatched in the galaxy, and the people that reside in these worlds are naturally quite friendly.
Most of the inhabitants grow up in a peaceful environment and away from the constant strife of war, so they make for exceptional diplomats regarding intergalactic negotiations.
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