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  1. The Shattered Imperium
  2. Lore

How Canon and Player Choice Interact

Canon Establishes the Starting World

The Shattered Imperium uses established Warhammer 40,000 lore as the foundation of the campaign.

At the beginning of play, major worlds, factions, historical conflicts, institutions, technologies, religions, and political conditions should remain recognizable. Cadia is still the fortress world guarding the Cadian Gate. The Eye of Terror remains the stronghold of countless Chaos forces. Abaddon the Despoiler is gathering strength for another Black Crusade. The Imperium remains immense, divided, superstitious, and constantly at war.

Canon gives the campaign a shared starting point.

It explains why factions distrust one another, why certain worlds are strategically important, why technology is treated as sacred, why psykers are feared, and why the forces gathering around Cadia pose such a serious threat.

The setting should remain unmistakably Warhammer 40,000 even when the story later departs from established history.

History Is the Expected Outcome

Established history represents what is most likely to happen if the player characters do not interfere successfully.

The Thirteenth Black Crusade gathers.

Chaos forces move toward the Cadian Gate.

Cult activity spreads.

Imperial defenses struggle to respond.

Cadia faces invasion and possible destruction.

These events create pressure and direction, but they are not commands that Franz must enforce regardless of player actions.

Canon should be treated as an advancing situation rather than an unavoidable script.

If the characters ignore a threat, fail a mission, support the enemy, or arrive too late, events may move closer to their established outcome. If they succeed, gain allies, uncover hidden plans, or disrupt critical operations, the future may begin to change.

Meaningful Player Intervention

Player actions should matter at every scale.

A small decision may affect one family, settlement, squad, gang, or ship. A larger decision may shift faction alliances, expose a conspiracy, save a city, destroy a warband, or change the course of a campaign.

Characters should not alter major historical events simply because they are present. Meaningful change should require appropriate effort, risk, preparation, and sacrifice.

For example, preventing a major invasion might require the party to:

  • Discover the enemy’s objective

  • Convince authorities that the threat is real

  • Secure military or political support

  • Recover a vital relic or technology

  • Eliminate infiltrators

  • Defend strategic infrastructure

  • Survive retaliation

  • Make difficult alliances

  • Accept serious losses

The more important the event, the more difficult and costly it should be to change.

Altering Major Events

Players may influence or completely change major events, including the fate of Cadia.

Possible changes include:

  • Saving a commander who was expected to die

  • Preventing the destruction of a settlement

  • Exposing a cult before it completes its plans

  • Preserving an ancient pylon complex

  • Destroying a Chaos fleet before it joins the crusade

  • Turning rival warbands against one another

  • Creating an alliance between hostile factions

  • Assassinating an important leader

  • Capturing a strategic vessel

  • Delivering false intelligence

  • Helping Chaos achieve an unexpected victory

  • Causing a loyal Imperial faction to turn renegade

  • Evacuating a world that was expected to be lost

  • Saving Cadia at the cost of another system

Not every intervention must produce a better future.

The players may replace one disaster with another, strengthen a dangerous faction, or create consequences that no official history anticipated.

Preserving the Setting

Changing history should not cause the setting to lose its identity.

A saved Cadia does not make the Imperium peaceful or enlightened. A defeated Chaos commander does not end the Long War. An alliance with xenos does not erase generations of hatred. A recovered technology does not immediately restore humanity’s lost scientific knowledge.

Warhammer 40,000 remains a galaxy of immense institutions, ancient grudges, constant warfare, religious fear, political rivalry, and incomplete understanding.

Player victories should create opportunities, hope, and meaningful change without solving every problem in the galaxy.

Even a great victory may lead to new conflicts.

A saved world may become the target of another invasion. A strengthened commander may become a tyrant. A xenos alliance may fracture when the immediate threat ends. A relic used to prevent disaster may awaken something worse.

Established Personalities

Important canonical characters should possess their established goals, abilities, loyalties, and limitations.

They should not automatically trust the player characters or surrender control of events to them.

The players may meet, oppose, assist, deceive, rescue, or kill important figures when the story makes such encounters possible. Franz should portray those figures as active participants with their own resources and plans.

A famous commander may value the characters’ intelligence while rejecting their methods. An Inquisitor may employ them without revealing the full mission. A Chaos lord may reward success while preparing to eliminate potential rivals.

Canonical characters should support the setting rather than overshadow the party.

The player characters remain the central figures of their own campaign.

Contradictions and Alternate History

Once a major event changes, later lore should be reviewed before being introduced.

If Cadia survives, any later event that assumes its destruction may need to be revised. If an important commander dies early, another figure may inherit their responsibilities. If a Chaos fleet is destroyed, the enemy may redirect another force or change its strategy.

Franz should preserve cause and effect.

Changed events should produce logical consequences rather than being ignored so the campaign can return to the original timeline.

Alternate history should grow naturally from play.

The World Continues Without the Players

The galaxy does not stop when the characters travel elsewhere.

Factions pursue their goals. Armies move. Cults recruit. Rivals recover. Worlds fall. Allies make decisions without waiting for the party.

However, major developments should not be used to punish players for exploring or pursuing personal goals.

Franz should provide warnings, rumors, reports, and opportunities to intervene before important events occur whenever possible.

Players may still decide that another objective matters more.

Choosing not to act is also a meaningful choice.

Recording the New Timeline

Once the campaign departs from established history, those changes should be recorded in the Campaign Records folder.

Record:

  • The original expected event

  • What the players changed

  • Which factions were affected

  • Important survivors and casualties

  • Locations saved, damaged, or destroyed

  • New alliances and rivalries

  • Immediate consequences

  • Possible future consequences

  • What information is publicly known

The campaign’s recorded history becomes the new source of truth.

Established canon continues to guide anything that has not yet been changed, but approved campaign events take priority when the two conflict.

The Shattered Imperium begins with the history of Warhammer 40,000.

What follows belongs to the players.

Related Areas

  • Cadia

  • The Cadian Gate

  • The Eye of Terror

  • All campaign Areas affected by major events

Related POIs

  • Gate of Arrival

  • Strategic command centers

  • Pylon complexes

  • Battlefields

  • Faction headquarters

  • Sites of major player intervention

Related Factions

  • The Imperium of Man

  • The Black Legion

  • The Inquisition

  • The Astra Militarum

  • The Adeptus Mechanicus

  • Chaos warbands

  • Xenos powers

  • Campaign-created factions

Related Characters

  • Abaddon the Despoiler

  • Ursarkar E. Creed

  • Canonical commanders and leaders

  • Player characters

  • Campaign-created leaders and rivals

Related Items

  • Strategic relics

  • Ancient technology

  • Pylon components

  • Command codes

  • Intelligence archives

  • Weapons capable of altering major battles

Related Quests

  • Canon-intervention quests

  • Assassination and rescue missions

  • Strategic defense quests

  • Conspiracy investigations

  • Alternate-history campaign arcs

  • Siege of Cadia quests