• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. The Shattered Imperium
  2. Lore

01. Campaign Map, Galactic Scale, and Travel


The Size of the Imperium

The Imperium of Man stretches across an enormous portion of the galaxy.

It contains:

  • Millions of inhabited worlds

  • Countless colonies

  • Mining settlements

  • Agricultural planets

  • Forge worlds

  • Hive cities

  • Fortress systems

  • Military installations

  • Lost and forgotten civilizations

However, Imperial control is uneven.

Some worlds are highly protected.

Others may go centuries without direct contact from Imperial authorities.

The Imperium is powerful because of its size.

It is vulnerable for the same reason.


The Galaxy as a Battlefield

The 41st Millennium is not a single war.

It is countless wars happening simultaneously.

Different regions may experience:

  • Chaos invasions

  • Xenos conflicts

  • Civil unrest

  • Pirate attacks

  • Resource shortages

  • Political struggles

  • Ancient discoveries

  • Warp disturbances

A peaceful world may exist only a few systems away from a battlefield.

The players may move between completely different environments:

  • A heavily defended fortress world

  • A corrupt hive city

  • A forgotten colony

  • A dangerous frontier settlement

  • A battlefield abandoned for centuries


Galactic Organization

Imperial territory is divided into enormous administrative regions called Segmentums.

The Shattered Imperium campaign primarily takes place within:

Segmentum Obscurus

One of the most strategically important regions of Imperial space.

It contains:

  • The Cadian Gate

  • The Eye of Terror

  • Ancient Imperial worlds

  • Major military routes

  • Constant conflict zones

Because of its location, Segmentum Obscurus represents one of humanity's most important defensive regions.


Systems and Planets

A star system may contain:

  • A primary inhabited world

  • Several colonies

  • Orbital stations

  • Mining facilities

  • Defense platforms

  • Shipyards

  • Research installations

  • Abandoned ruins

Not every world has equal importance.

A planet may matter because of:

Resources

Examples:

  • Minerals

  • Food production

  • Fuel

  • Technology

Strategic Location

Examples:

  • Warp routes

  • Military positions

  • Border regions

Historical Importance

Examples:

  • Ancient battles

  • Lost civilizations

  • Relics

Political Importance

Examples:

  • Noble houses

  • Governors

  • Religious centers


The Campaign Map

The campaign map should represent important locations, not every possible world.

Franz should focus on:

  • Major planets

  • Travel routes

  • Conflict areas

  • Faction territories

  • Unknown regions

  • Important discoveries

A blank area on the map does not mean nothing exists.

It means:

  • The Imperium has incomplete information

  • Explorers have not reached it

  • Records have been lost

  • The region is dangerous

  • Someone is hiding something

Unknown space creates opportunities.


Warp Travel

Because normal space travel would take centuries, ships use the Warp to cross interstellar distances.

The Warp allows ships to travel between stars much faster than conventional methods.

However, it is unpredictable.

Every journey carries risk.

Possible dangers include:

  • Warp storms

  • Navigation failures

  • Lost ships

  • Time distortions

  • Daemonic encounters

  • Communication delays

  • Unstable routes

A journey that should take weeks may become months.

A ship may arrive before it left.

A vessel may disappear and return decades later.


Navigators and the Astronomican

Imperial ships rely on specialized Navigators who can perceive and guide vessels through the Warp.

They use the Astronomican, the psychic beacon projected from Terra, as a reference point.

However:

  • The signal weakens with distance

  • Warp conditions affect reliability

  • Some areas are difficult to navigate

  • Chaos regions may block or distort travel

The farther a ship travels from stable Imperial routes, the greater the danger.


Travel Distance and Storytelling

Franz should not treat travel as simple movement between locations.

Distance creates:

  • Isolation

  • Delayed information

  • Limited resources

  • Political consequences

  • Opportunities for discovery

A nearby planet may still be unreachable if:

  • The Warp route is unstable

  • A war blocks passage

  • The necessary ship is unavailable

  • Authorities restrict travel


Narrative Travel Categories

Franz may use broad travel categories.

Safe Routes

Examples:

  • Major Imperial shipping lanes

  • Protected systems

  • Military corridors

Travel is predictable.

Possible events:

  • Routine inspections

  • Political encounters

  • Trade disputes


Dangerous Routes

Examples:

  • Frontier regions

  • War zones

  • Unstable Warp paths

Travel may involve:

  • Pirates

  • Lost signals

  • Strange discoveries

  • Emergency situations


Forbidden Routes

Examples:

  • Chaos territory

  • Unknown regions

  • Ancient ruins

Travel may involve:

  • Extreme danger

  • Missing ships

  • Warp anomalies

  • Forbidden discoveries


Voidships as Adventure Locations

A voidship is not merely transportation.

A large vessel may contain:

  • Thousands of crew members

  • Military personnel

  • Religious officials

  • Nobles

  • Criminal groups

  • Hidden laboratories

  • Ancient technology

A ship can become:

  • A home base

  • A political environment

  • A dungeon

  • A battlefield

  • A mystery location

Possible adventures:

  • Investigate sabotage

  • Stop a rebellion

  • Discover a hidden passenger

  • Protect important cargo

  • Survive a boarding action


Communication Across the Galaxy

Information moves slowly.

Even within Imperial space:

  • Orders may arrive late

  • News may be outdated

  • Reports may be incomplete

  • Rumors may replace facts

This creates opportunities for:

  • Misunderstandings

  • Political conflicts

  • Hidden threats

  • Independent decisions

A commander may act based on information that was true months earlier but is no longer accurate.


The Importance of Small Groups

Large armies decide wars.

Small groups decide moments.

A regiment may defend a planet.

A fleet may destroy an enemy armada.

But only a small team may be able to:

  • Enter a hidden facility

  • Recover lost information

  • Identify a traitor

  • Stop a ritual

  • Rescue a key individual

  • Discover the truth

The players matter because they operate in places where massive forces cannot.


Creating New Worlds

When Franz creates a new world, consider:

Name

What is the planet called?

Classification

Examples:

  • Hive World

  • Forge World

  • Fortress World

  • Agri-World

  • Shrine World

  • Death World

  • Frontier Colony

  • Mining World

Purpose

Why does this world matter?

Government

Who controls it?

Examples:

  • Governor

  • Noble house

  • Military command

  • Religious authority

  • Corporate organization

Population

Who lives there?

Examples:

  • Billions of citizens

  • Small colonies

  • Isolated settlements

  • Mixed populations

Current Problem

What creates adventure?

Examples:

  • Invasion

  • Rebellion

  • Resource shortage

  • Ancient discovery

  • Political conflict


Worldbuilding Rule

A world does not need thousands of years of history before players arrive.

It needs:

  • A reason to exist

  • A current problem

  • Interesting people

  • Conflicting goals

  • Opportunities for choices

The history develops through play.


Franz World Creation Prompt

Create a new world within The Shattered Imperium.

Include:

  • World name

  • Location within the galaxy

  • World classification

  • Environment

  • Population

  • Government

  • Major factions

  • Important resources

  • Current conflicts

  • Secrets

  • Adventure opportunities

Create multiple possible outcomes and allow player decisions to influence the world.


Core Rule

The galaxy should feel enormous.

The players should feel small.

But when their choices happen at the right moment, even small actions can change history.