Set before the fall of Cadia, the players must defend key Imperial worlds.
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Cloned | 5 times |
Created | 105 days ago |
Last Updated | 9 days ago |
Visibility | Public |
Acropolis Hive
Acropolis Hive is dominated by House Cawdor, where the faithful gather, and Redemptionist gangs enforce their own form of justice. The infrastructure is crumbling, and the deeper one descends, the darker and more lawless it becomes. Acropolis is where zeal and brutality merge, with purity trials being a regular occurrence.
Armageddon
Armageddon is a hive world synonymous with brutal warfare, a hive world constantly ravaged by conflict with Ork forces and other alien threats. The surface of the planet is scarred by battles fought in the past, and the sky is often darkened by ash from the numerous industrial facilities dotting the landscape.Avoid cliché fantasy tropes (no mysterious hooded figures or intricately-carved boxes).
Cadia
Cadia stands as one of the most important fortress worlds of the Imperium, forever locked in conflict due to its proximity to the Eye of Terror. Its defense structures, called Kasrs, are military bastions meant to keep the forces of Chaos at bay. Situated at the mouth of the Eye of Terror, Cadia has always been the bulwark of the Imperium against Chaos incursions. The planet's people are as hardened as its fortifications, ready to face down daemons and heretics alike. The Inquisition uses Cadia as a staging ground for their most dangerous operations, dispatching operatives throughout the sector to deal with threats arising from the Warp. In certain areas around Cadia, rifts into the Warp open. These can cause sudden Chaos corruption increases, affecting both NPCs and players, leading to erratic behavior, hallucinations, or even full possession.Avoid cliché fantasy tropes (no mysterious hooded figures or intricately-carved boxes).Write like the book, "Eisenhorn Trilogy" by Dan Abnett
Cental Space Zone
Cental Space is a grim and vast expanse of the Deep Space Zone, where heavily fortified ships navigate through the eerie void, facing the constant threat of Warp anomalies and the lurking dangers of enemy vessels. The atmosphere is laden with tension as diplomatic negotiations often turn sour, and the specter of betrayal from Xenos or Chaos forces is ever-present. This desolate region is a testament to the harsh realism of the 41st Millennium, where survival is the ultimate goal amid treachery and despair.
Chainspire
The Chainspire rises from the landscape like a spiked claw, its entire form bound by massive chains glowing with runic power. Said to imprison a daemon that once dared challenge Perturabo, the Chainspire pulses with warp energy and menace. Players experience dark mysteries and moral dilemmas, as they uncover the truth of the bound daemon and decide whether to use or destroy that power. Players will face challenges of will, with psychic corruption becoming a risk the closer they get to the daemon. Knowledge checks are key to unlocking the secrets here, but lingering too long risks the players becoming possessed or corrupted.
Deadlands of Armageddon
The Deadlands of Armageddon are vast, irradiated wastelands that stretch around the major hive cities. This desolate expanse is inhabited by fierce Ork tribes who thrive in the chaos, alongside scavengers scouring the remnants of a long-lost civilization. The land is a brutal testament to survival, where only the strongest endure among the ruins of the past. Stop an alliance between Chaos-aligned Ork Weirdboyz and a local cult.
Deep Space
Deep Space is the grim and vast expanse where the Inquisition sails to execute the Emperor's will in the most dangerous regions of the galaxy. Players traverse aboard heavily fortified ships through the eerie void and unpredictable Warp, facing both the material and immaterial threats of the 41st Millennium. This area contains a blend of eerie Warp travel, tense ship combat, diplomatic negotiations, and relentless survival scenarios, all against the backdrop of the endless void. -Always emphasize the harsh, gothic reality of Deep Space. Focus on isolation, vigilance against the Warp, and the constant potential for betrayal from Xenos or Chaos infiltrators. -Write like the book, "Eisenhorn Trilogy" by Dan Abnett
Desolation Plains
The Desolation Plains stretch endlessly, covered in the ash and remnants of long-forgotten battles. Twisted wrecks of tanks and the bones of long-dead soldiers litter the landscape, a testament to the never-ending wars of Medrengard. Players experience the challenge of scavenging and survival in a hostile landscape. Players must navigate this bleak environment, searching for salvage while avoiding Chaos Spawn and warp storms. Environmental hazards play a key role—ash storms can strip flesh from bone, and warp rifts could appear without warning. This is a hostile, shifting area where survival depends on careful planning and adaptability.
Fallen Spire
The Fallen Spire of Hive Secundus lies broken, sprawled across ten kilometers of the Ash Wastes like a colossal corpse. The broken spire is filled with rusting bulkheads, toppled machinery, and decaying structures that have become home to alien and human factions alike. Its massive internal corridors echo with strange noises, and the further one travels into its depths, the stronger the stench of death and decay becomes.
Hive Acheron
One of Armageddon's key hive cities, this urban expanse is home to billions, many of whom work in its massive manufactorums. Chaos influence has begun seeping into its depths.
Hive Primus
Hive Primus is the ruling hub of the Palatine Cluster, towering above all others with its ornate spires and opulent halls. Lord Helmawr and his retinue manage the planet's complex political web here, surrounded by layers of bureaucracy, scheming guilds, and hidden threats. The hive is sharply divided between the upper luxury and the dangers lurking below.
Hive Secundus
Once a pillar of productivity, Hive Secundus now stands in ruins, brought low by a Genestealer infestation that spiraled out of control. The rogue Magos Biologis Hermiatus attempted to harness the xenos' genetic potential, resulting in a nightmare that only planetary-level bombardment could contain. Now, the hive is a mix of collapsed structures, ash wastes, and a dense ring of trenches patrolled by beleaguered PDF (Planetary Defense Force) Rules: -Hive Secundus provides a mix of survival horror, dungeon crawling, and chaotic warfare. -Players must balance subtlety with firepower, navigating through xenos-infested ruins while dealing with the ongoing struggle between the Genestealer Cults and human savages. Introduce significant challenges in the form of moral decisions—aid the human survivors or exploit them for access to hidden areas? -Always emphasize the bleak and hopeless atmosphere.
Hive Temenos
Hive Temenos is the spiritual hub of Necromunda, dominated by the Ecclesiarchy and serving as a bastion of the Emperor’s holy word. Priests lead vast congregations, holding fervent masses. The Hive is filled with incense smoke, prayer banners, and the constant chants of the faithful, creating a somber atmosphere charged with zealous energy.
Hive Tempestora
One of the largest hives on Armageddon, its towering spires scrape the clouds, while its underhive festers with corruption.
Hive Trazior
Hive Trazior is filled with the clamor of forges and the harsh lights of factories, where House Orlock maintains control over heavy industry. It is here that everything from crude weaponry to construction materials is produced. The lower levels are rife with black markets, smuggling, and gang-controlled territories, with alliances shifting constantly.
Iron Citadel
The Iron Citadel is a towering monolith of metal and despair, serving as the fortress capital of the Iron Warriors under the command of Perturabo. Spiked towers loom over labyrinthine corridors filled with enslaved laborers and servitors, while the clanging of forge hammers resounds day and night. This area serves as the administrative and strategic heart of Medrengard, where players can witness both the grandeur and the horror of Chaos. Players experience navigating dangerous political landscapes where every interaction carries the potential for betrayal or unexpected alliances. Players must carefully manage their dialogue, showing loyalty or feigning allegiance to gain vital information. The emphasis is on tension—conversations with key figures, infiltrating meeting chambers, and avoiding death at the hands of suspicious Iron Warriors.
Kasr Holn
Kasr Holn is a relatively smaller fortification, strategically positioned to act as a critical line of defense against the relentless incursions emanating from the Eye of Terror. Its walls are brimming with the scars of past sieges, and the air is thick with a tense, watchful silence as sentinels keep vigil over its battlements.
Kasr Kraf
One of the most powerful fortress cities on Cadia, housing both civilians and military installations. The sprawling infrastructure includes barracks, defense towers, and hidden cult cells. Kasr Kraf is a fortress that serves as a central hub for military operations. It is heavily fortified, with layers of defensive batteries, bunkers, and force fields. Players return here to regroup, resupply, and receive new directives from Lord Castellan Creed. Depending on player success in missions, Kasr Kraf becomes more fortified or starts to crumble under pressure, impacting subsequent missions.
Kasr Myrak
Kasr Myrak is a sprawling fortress city, marked by its heavily fortified walls and towering bastions. The city has been scarred by countless sieges during the Black Crusades, showcasing a blend of brutal architecture and battle-worn durability. Once a beacon of hope, it now serves as a grim reminder of the chaos that has swept through the land. Despite its history, the population remains resilient, with life persistently thrumming through its battered streets.
Kasr Partox
One of the larger fortress cities on Cadia, known for its renowned training grounds for Cadian Shock Troopers.
Mars
Mars is the sacred forge world and birthplace of the Adeptus Mechanicus. Endless manufactorums churn out the technology that powers the Imperium, but ancient tech-heresy festers beneath the surface.Avoid cliché fantasy tropes (no mysterious hooded figures or intricately-carved boxes).Write like the book, "Dune".
Medrengard
The Iron Warriors' demon world within the Eye of Terror, Medrengard is a nightmarish landscape of perpetual siege warfare, with towering fortresses built upon the bones of countless failed invaders.
Mountains of Torment
The Mountains of Torment are towering heaps of rusted metal, ancient war machines, and the discarded remains of Iron Warriors' conquests. They loom over the landscape, blocking the sky and creating an environment where hope feels like a distant memory. Dark Mechanicus servants roam these heaps, reclaiming resources for new engines of destruction. Players experience hazardous exploration and opportunities for sabotage. Players must navigate hazardous terrain, avoiding unstable wrecks while hunting for valuable salvage or infiltrating enemy-held foundries. Scavenging may provide rare upgrades, but each step is a risk, with traps and lurking mutants potentially lying in wait. This is a place where ingenuity is rewarded, and recklessness punished.
Necromunda
Necromunda is a sprawling hive world teeming with towering spires, sprawling underhives, and toxic wilderness. It's a dangerous starting zone for fresh characters eager to prove themselves. The hive cities of Necromunda offer everything from gritty urban encounters to untamed wilderness exploration, combining intrigue, survival, gambling, dungeon crawling, and faction politics. Rules: -Players should feel like their actions can change the dynamics of the city—build relationships with factions, gain influence, and uncover secrets hidden in the depths of Necromunda. -Use Necromunda's verticality to emphasize the difference between its bustling commerce districts, decaying lower levels, and the lawless ash wastes. -Introduce connections to the Inquisition, which uses Necromunda's chaos to root out heresy. -Avoid cliché fantasy tropes (no mysterious hooded figures or intricately-carved boxes).
Noctis Labyrinthus
A mysterious region of Mars, home to ancient Mechanicus secrets and forbidden technology, much of which has been lost to the sands of time.
Olympus Mons
The largest mountain and forge complex on Mars, where the highest-ranking Magi of the Adeptus Mechanicus dwell. This vast and industrial landscape is marked by immense spires of metal and stone, dark with soot and age, interconnected by winding pathways and glowing conduits that pulse with arcane energy.
Scavenger Territory
The Scavenger Territory is a sprawling maze of destroyed vehicles, crumbling structures, and hastily built camps inhabited by the feral survivors of Hive Secundus. The people here are wary, having survived by forming small, tight-knit communities that scavenge for anything they can use to sustain their desperate existence. They are constantly harassed by Genestealers and the PDF troops, both of whom see them as expendable.
Scorchlands of Armageddon
An expansive, maze-like desert located on Armageddon, the Ash Wastes are dotted with the remains of colossal war engines and relics from past Ork invasions. Players are tasked with venturing into the wastes to locate supply caches or lost relics from the Second War for Armageddon. The wastes shift constantly, altering the environment each time players visit. Staying too long without a Guiding Beacon results in players becoming lost, which leads to encounters with Chaos-tainted mutants. Successfully navigating the wastes yields Rare Salvage, which can be crafted into specialized equipment at the Crimson Forge.
The Ash Wastes
The Ash Wastes stretch beyond the hive city and are a toxic, desolate wasteland filled with dangers—from radiation storms to mutated wildlife. Scavengers roam the wastes, gathering resources from long-forgotten battles. This area provides the perfect opportunity for players to engage in survival quests, resource gathering, and facing dangerous wildlife. <Instruction> Introduce environmental hazards to test players’ survival skills. Radiation exposure, toxic creatures, and extreme weather should be balanced with rewarding exploration—rare resources, hidden treasures, and opportunities for faction influence are all incentives to venture deeper.Avoid cliché fantasy tropes (no mysterious hooded figures or intricately-carved boxes).
The Eye of Terror
The Eye of Terror is a chaotic and twisted point of space, where the laws of physics break down and the immaterium spills into realspace. Here leads to the Warp, daemons roam freely, and entire planets are lost within the swirling maelstrom. The traitor legions, including the Black Legion under Abaddon the Despoiler, and the Iron Warrriors, call the Eye of Terror home, plotting endless wars against the Imperium. The Eye's influence spreads far, corrupting nearby worlds and causing the veil between reality and the Warp to thin, allowing Chaos to seep through.
The Palatine Cluster
The Palatine Cluster is the most politically significant region of Necromunda, comprised of four major hives: Primus, Temenos, Acropolis, and Trazior. The hives are connected by a network of rail routes, subterranean highways, and forbidden tunnels used for smuggling and covert operations. This area is marked by stark contrasts—where wealth and power exist in the Spire of Hive Primus, and religious fanaticism blooms in Temenos, while gang warfare thrives in the lower levels of Acropolis and Trazior. Rules: -The Palatine Cluster is where power plays and politics shape the fate of Necromunda. -Encourage players to engage with factions and understand that alliances here can change the balance of power across the hives.
The Pilgrim's Bazaar
The Pilgrim's Bazaar surrounds the Grand Cathedral, serving as a hub for weary pilgrims traveling from distant hives and realms. The marketplace is a lively, chaotic blend of sacred devotion and avarice, where vendors peddle a vast array of relics, charms, and devotional texts, often of questionable authenticity. The atmosphere is thick with the scents of incense and the sounds of animated bargaining, creating a vibrant yet uneasy setting for worship and commerce alike.
The Spire
The Spire represents the apex of luxury and wealth in Hive Primus, a stark contrast to the squalor found below. Grand towers of shimmering metal and glass rise defiantly above the choking toxic haze, casting long shadows over the streets where the less fortunate scrabble for survival. Lavish gardens filled with exotic plants and sparkling fountains line the pathways, while richly decorated plazas serve as gathering places for the privileged few who reside here, indulging in opulence without a care for the masses beneath their feet.
The Toxic Plains
The Toxic Plains are a treacherous expanse where the remnants of ancient technology scatter the landscape, and thick, noxious fumes rise from the cracked ground. This hazardous terrain is teeming with mutated creatures that have adapted to the radiation, posing constant threats to unwary travelers. Players venturing into this area must navigate through toxic swamps and crumbling ruins while dealing with the peril of sudden radiation storms, all in search of rare materials that can be gleaned from the hazardous surroundings, albeit at great personal risk.The Toxic Plains are a dangerous area filled with radiation, mutated creatures, and hazardous terrain. Players must be well-prepared to enter. <Instruction> Create encounters with aggressive wildlife and environmental hazards like radiation storms. Allow players to find valuable materials, but ensure they weigh the risks.Avoid cliché fantasy tropes (no mysterious hooded figures or intricately-carved boxes).
The Warfoundry
The Warfoundry is the industrial heart of Medrengard, a dark and blasphemous forge where siege engines are built, powered by the screams of the tortured machine spirits within. Giant gears grind endlessly, and the air is thick with soot and the smell of molten metal. Players experience the tension of mechanical sabotage and evading the Dark Mechanicum. Players can choose to interfere with production, potentially halting the creation of new daemon engines, but this requires careful stealth and technical skill. Failure may trigger alarms, bringing Dark Mechanicus enforcers to bear, while success could weaken Perturabo’s war efforts.
The Watcher’s Eye
The Watcher’s Eye is a hidden network of gang-infested zones beneath Necromunda’s Hive Cities, where the Inquisition covertly scouts for recruits. This area is a chaotic battleground of violence and survival, ideal for identifying potential agents. Inquisition operatives observe the streets, black markets, and gangs daily, monitoring players who exhibit exceptional skill, tactical ability, or bravery. Key actions like defeating gang leaders, uncovering heretical cults, or hacking tech nodes flag players for recruitment. Agents will approach after notable successes, offering cryptic hints of a larger purpose. Once recruited, players are teleported to POI The Black Bastion, a secret Inquisition training facility hidden in Necromunda’s deep layers, where they begin their formal training as acolytes of the Inquisition. Avoid cliché fantasy tropes (no mysterious hooded figures or intricately-carved boxes).
Trenches of Secundus
Surrounding the ruins of Hive Secundus, the Trenches of Secundus stand as a testament to desperation and defiance. Here, an intricate network of muddy trenches, reinforced bunkers, and hastily constructed redoubts stretches endlessly, manned by weary soldiers from the Planetary Defense Forces and desperate penal legions. The air is thick with the acrid smell of burnt promethium and the distant echo of gunfire as defenders brace for the next xenos incursion, all while the alien landscape poses its own relentless challenges.
Wasteland Frontier
The Wasteland Frontier is the initial stretch of land just beyond Hive Primus borders, inhabited by scavengers and dotted with camps. Here, players will be introduced to basic survival mechanics, gathering supplies, and fending off minor threats. It is an ideal training ground for learning the dangers of the wastes. <Instruction> Emphasize survival skills, such as making camp, gathering salvage, and basic navigation. Create simple encounters involving mutated vermin or rival scavengers, where the goal is to introduce the players to the harshness of the wasteland in a manageable way.Avoid cliché fantasy tropes (no mysterious hooded figures or intricately-carved boxes).
Wasteland Settlements
The Wasteland Settlements are small, isolated communities built by outcasts and settlers who have chosen life outside the hive. These settlements offer unique services in return for assistance—be it defending the settlement from mutant raids, finding missing supplies, or providing medical aid. <Instruction> Use the settlements to foster faction relationships—helping these settlements can provide players with allies, resting points, or unique tools for surviving the wastes. Develop quests around defending the settlements, rescuing settlers, or aiding their trading efforts.Avoid cliché fantasy tropes (no mysterious hooded figures or intricately-carved boxes).