Warhammer 40k: Imperium Shattered world illustration - Grimdark Sci-Fi theme
Grimdark Sci-Fi

Warhammer 40k: Imperium Shattered

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Gangnamstein22

Set before the fall of Cadia, the players must defend key Imperial worlds.


Author's Note: Premade characters start at Cadia Gate, generated start in Necromunda. The premade players are agents of the Inquisition/Deathwatch, tasked with eliminating Chaos threats spreading from the Eye of Terror in The Shattered Imperium universe. Set before the fall of Cadia, the players must defend key Imperial worlds, confront dangerous secrets, and navigate moral dilemmas. They will travel to both well-known and obscure Warhammer 40K locations, uncovering forgotten relics, hidden Warp rifts, and the rise of a secret Tzeentch cult. Chaos corruption will test their sanity and faith, while powerful allies like the Deathwatch guide them through the Imperium’s darkest days.
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Abandoned Platform

Abandoned Platform

The Abandoned Platform drifts in the void near the border of Imperial space, a long-forgotten Mechanicus relic from the Great Crusade. Its vast halls hum with ancient power, echoing only with the crackling of static-filled vox transmissions from an age long past. Flickering cogitator displays reveal fragments of old war plans and encrypted data caches of significant historical value. Here, the secrets of long-lost campaigns and relic blueprints await discovery. Sentry servitors powered by corrupted machine spirits still roam its corridors, mistaking all life for intruders. High Inquisitor Malkyn has recently expressed interest in the platform’s hidden vaults, dispatching trusted agent Operative Karthis to secure key data fragments. Rumors suggest a fragment of an STC may remain locked behind its sealed vaults.

Alaxxes Nebula

Alaxxes Nebula

The Alaxxes Nebula writhes with crimson energy, painting the void in violent hues. Within its depths, augur readings distort, vox transmissions fracture into madness, and psychic phenomena manifest with frightening intensity. Ships navigating the nebula report visions of doom, while weaker minds suffer hallucinations or possession. Psykers are especially vulnerable, drawn into mental duels with warp echoes. The Ordo Xenos has stationed Inquisitor Gaius Helbrecht aboard the observation vessel Omnis Vigilant, studying the nebula’s tendrils and shielding Imperial interests. Rogue traders and desperate explorers test fate here, seeking ancient wrecks and prophetic relics rumored to lie in the heart of this stellar tempest.

Astropathic Relay

Astropathic Relay

Orbiting a vital Imperial sector, the Astropathic Relay gleams with gothic arches and warded sigils, home to a constant chorus of psychic transmissions. The station's corridors are lined with whispering vox conduits and shrines to the Emperor, each astropath protected by sacred wards. Beneath its serenity simmers chaos — Genestealer Cult infiltrators spread insidious corruption, planning to sever Imperial communication. Lord-Admiral Castus Ryker has dispatched Captain Lucina Draeven to oversee defense operations. The relay’s continued function is crucial; psychic interference could doom Imperial fleets to isolation. Players tasked here must guard against infiltration, respond to sabotage attempts, and navigate political tensions between the Adeptus Astra Telepathica and Inquisitorial envoys.

Bastion Vigilance

Bastion Vigilance

Bastion Vigilance towers as a steel sentinel on the fringes of Hive Secundus, surrounded by cratered wastelands and shrouded in the smoke of constant conflict. Its heavy gun emplacements thunder against advancing foes, while exhausted PDF troopers and penal conscripts patrol rusted battlements under the ever-watchful eye of Commander Garran Holt. The bastion’s vox-net crackles with desperate reports and urgent requests for reinforcements as the Genestealer Brood encroaches. Supplies are thin, morale thinner; infiltration and defection loom as threats from within. Players deployed here face a crucible of battle and diplomacy, tasked with holding the line, rooting out traitors, and advising on critical defensive strategies. Success secures the sector — failure means a swarm pouring into Hive Secundus itself.

Bastion of Macharius

Bastion of Macharius

In the shadow of Cadia’s jagged mountains lies the formidable Bastion of Macharius — a fortress named for the legendary Lord Solar himself. The bastion’s black iron walls are studded with autocannon turrets and lined with banners of countless Imperial campaigns. Within, Inquisitorial Task Forces and regiments of Cadian Shock Troopers coordinate brutal offensives into Chaos-infested territories. Commander Severus, a seasoned tactician with ties to the Ordo Hereticus, runs operations with ruthless efficiency. Tensions are high; every failed mission brings Chaos closer to overrunning the fortress. This is the campaign’s nerve center, where strategic brilliance and grim sacrifice converge. Players must balance military precision, politics, and faith as they are assigned high-risk missions that will either fortify the Imperium’s presence or doom it to ruin.

Battle of Forgotten Souls Memorial

Battle of Forgotten Souls Memorial

At the desolate edge of Hive Secundus lies the Battle of Forgotten Souls Memorial, where rusting artillery and tattered banners still whisper of a doomed stand against Chaos. Once a battlefield of valiant sacrifice, now it is haunted by spectral echoes of the fallen, their whispers carried on the acrid wind. At night, these restless spirits rise, angered by intrusion and driven by ancient oaths. Imperial lore-seekers visit to uncover tactical knowledge and hidden artifacts buried beneath scorched soil. Commissar Grendell has dispatched trusted Shock Trooper Sera Volst to investigate reports of ghostly apparitions and possible warp anomalies. Unsettling glyphs carved into wreckage hint at Tzeentchian meddling, with darker forces stirring beneath the cracked earth.

Black Iron Foundry

Black Iron Foundry

The Black Iron Foundry is a monstrous industrial complex of molten rivers and pounding forges under the ruthless control of House Orlock. The ceaseless din of metalwork merges with the screams of overworked laborers, whose lives hang on quotas and overseer whim. Enforcers armed with shock mauls patrol catwalks, and flickering holo-banners display propaganda against sabotage. Hidden in the shadows, contraband traders and rebel cells plot against Orlock tyranny. Recently, Magos-Envoy Virellia has arrived under secret orders to acquire stolen Mechanicus schematics rumored to be in the Foundry’s black market. The air is heavy with danger; failed infiltration could end in fire or slag.

Black Library

Black Library

Hidden deep within the labyrinthine strands of the Webway, the Black Library is the most sacred repository of forbidden lore concerning the Chaos Gods and the darkest truths of the galaxy. Cloaked in impossible geometry and shrouded in perpetual twilight, only those whom the Harlequins deem worthy are granted entry. Inside, ancient texts float in zero-gravity stasis fields, whispering secrets that could either save or damn entire worlds. Players who arrive are judged by Shadowseer Elerian, who weighs their intentions before allowing access. However, those who enter without permission face harlequin blades and psychic nightmares. The walls themselves shift and confound the unwelcome, and echoes of Tzeentch's daemons scratch at the boundaries of reality, seeking intruders.

Boarding Action Zone

Boarding Action Zone

The void around the Boarding Action Zone is never silent. Here, Imperial vessels pass perilously close to ambush sites where Ork Freebooterz and Chaos Raiders lie in wait. The wreckage of past battles drifts ominously, and ships entering this zone face relentless attack. Players, acting as crew under Lord Admiral Castus Ryker aboard the Imperator Illuminatio, must respond swiftly. Boarding torpedoes pierce hulls, and violent close-quarters combat ensues in the flickering corridors of Imperial ships. Mid-battle vox traffic crackles with desperate calls, and emergency void shield failures demand rapid player responses. In this chaos, Arch-Militant Lucan Vallis commands defense coordination, and his voice is the line between survival and death. Players split focus between operating ship defenses, rallying crew, and personally engaging invaders.

Broodmother's Lair

Broodmother's Lair

Deep in the heart of the Fallen Spire lies the Broodmother's Lair, a pulsating mass of alien flesh, bioluminescent fungi, and chittering Genestealer hybrids. The walls drip with viscous fluids, and the air carries the sickly scent of decay and pheromones. Every step threatens to awaken the sleeping horrors in cocooned forms, while the shadows flicker with movement. This lair is the nerve center of the Scions of the Needle cult, where the Broodmother spawns new generations. Silent infiltration is vital; one misstep can trigger waves of unrelenting attackers. Inquisitor Virela Hask has dispatched elite psyker-agent Jorim Relas to recover genetic data that could expose the cult's weaknesses. Killing the Broodmother will fracture the Genestealer command structure, offering a significant strategic victory for Cadia.

Cadian Hall of Valor

Cadian Hall of Valor

The Cadian Hall of Valor is a somber yet awe-inspiring place within the heart of Kasr Myrak. Massive statues of fallen heroes loom over an endless hall lined with banners, relics, and marble plaques engraved with names of those who stood against the tides of Chaos. Eternal candles flicker beneath stained glass windows that depict scenes of legendary last stands and defiant charges. On the eve of a grand ceremony meant to uplift morale, whispers of a hidden sabotage plot threaten to desecrate this sacred hall. Commander Alena Draeg is overseeing security, while Confessor Malak leads prayers — both unknowingly circling a web of treachery. It’s up to those with keen minds and loyalty to uncover the saboteur before chaos erupts among the honored dead. Failure would result in the hall becoming a cursed place, eroding the spirit of Cadian defenders.

Cadian Warp Rift Anomaly

Cadian Warp Rift Anomaly

Crackling with unstable warp energies, the Cadian Warp Rift Anomaly shimmers like a wound in reality, its influence warping nearby terrain and causing temporal distortions. Within its radius, time flows irregularly, voices whisper madness, and daemonic presences occasionally manifest. Archmagos Qelveris oversees a monitoring facility built around the rift’s edge, pushing the boundaries of sanctioned research. Opposing him is Sister-Vigilant Serata of the Orders Dialogus, who fears the rift’s corruptive power and aims to destroy it. The players must decide whether to assist in harnessing the anomaly’s volatile potential or join the effort to seal it forever. Failure to contain the rift could see daemonic hordes spill into Cadia once more.

Chem-Glow Gardens

Chem-Glow Gardens

The Chem-Glow Gardens are vast fields of eerie, bioluminescent fungi cultivated beneath cracked industrial domes on Necromunda. Their soft, pulsing light masks a delicate balance between toxic decay and alchemical beauty. The Gardens supply vital ingredients for bio-fuel, healing agents, and House Escher’s rare concoctions. However, beneath this serene luminescence lies paranoia—raider bands threaten harvests, and rogue alchemists seek to steal recipes or sabotage production. Overseer Jadra, a mutant elder with botanical mastery, watches with wary eyes while Magister Hecelle of House Escher occasionally visits, cloaked and silent, to oversee secret projects. Players can earn trust or provoke hostilities in a place where both growth and poison coexist.

Citadel of the Changeling

Citadel of the Changeling

The Citadel of the Changeling coils within the Eye of Terror, a nightmarish fortress of twisting illusions, ever-shifting corridors, and reality-warping architecture. Walls breathe and floors undulate as players navigate this surreal maze. Here resides Lord Malakar, a Tzeentchian sorcerer who plots to fracture reality and open permanent warp tears into the Materium. Deceit and treachery are tangible in the air; no vision or sound can be fully trusted. Daemonic sentinels patrol constantly, while sentient murals whisper riddles and lies. Success means foiling Malakar’s ritual and obtaining Ciphers of Truth and arcane schematics from the Crimson Forge. Failure could condemn the players to eternal madness or servitude as twisted reflections of themselves.

Command Citadel

Command Citadel

The Command Citadel towers over the final defensive bastions of Cadia, its war-scarred walls reinforced with adamantium and sacred wards. It is the heart of Imperial strategy, where Lord Castellan Creed tirelessly organizes resistance against Chaos forces. Tactical servitors scurry between massive hololithic projectors, displaying enemy movements across the segmentum. Here, tension never breaks — only hardens. Inquisitors whisper in corners, and high-ranking officers clash over grim decisions. Players will assist in planning defenses, infiltrating enemy lines, or making impossible decisions for the survival of entire cities. The consequences of their choices shape both the battlefield and the loyalty of the Imperium's defenders.

Command Dome T'au’Rel

Command Dome T'au’Rel

The Command Dome T'au’Rel is a vast, circular facility where all operations of Keln’Va are coordinated. Holo-displays shimmer with battlefield reports and scouting drone feeds. Air Cadre Commanders move with calm precision, while Ethereal statues stand in alcoves, reminding all of the Greater Good. Standing near the central console is Shas’O Vorel’Taun, speaking with Aun’Ki Varno, an Ethereal whose presence commands silence and reverence.

Corpse Guild Reclamation Center

Corpse Guild Reclamation Center

A grim industrial cathedral of decay, the Corpse Guild Reclamation Center is where the dead are rendered into nutrient slurry. Endless conveyor belts ferry rotting bodies under the watchful eyes of bone-masked overseers. The air is thick with chemical preservatives, incense, and rot. Pale-robed Carrion Wardens whisper litanies to the Emperor as bodies are processed. Rumors persist of secret vaults where forbidden genetic experiments are conducted beneath the flesh-grinders. The Pale Prophet Luthos Greymourne occasionally descends to oversee "special harvests." Recently, one body on the line — marked with the sigil of Tzeentch — has vanished, sparking panic in the upper ranks. Enforcers patrol the center heavily, and servo-skulls watch for saboteurs.

Creed’s War Room

Creed’s War Room

Hidden deep beneath the Command Citadel, Creed’s War Room is a sanctum of strategy and secrecy. Holographic projectors display real-time troop movements, while ancient parchment battle maps line the walls. The scent of ink, wax, and recycled air fills the room. Only the highest-ranking officers and trusted agents of the Imperium are allowed within. Recently, coded transmissions intercepted by Astropaths suggest a Tzeentchian infiltrator among the High Command. Inquisitor Judicar Valos has tasked Operative Rulian Voss to root out the traitor. As tensions rise, all eyes turn suspiciously on each other. Failure here could doom the defense of Cadia itself.

Crucible of Ash

Crucible of Ash

The Crucible of Ash is a fiery wasteland nestled within the Mountains of Torment, where industrial runoff and burning chemicals churn molten metal rivers and sulfurous fumes into the air. Each breath here stings the lungs; each step risks sinking into liquefied slag. Tech-Priests speak in hushed tones of lost Mechanicus relics hidden within the blaze. Even the most hardened soldiers hesitate before venturing into this inferno. Magos Biologis Virellan Forrix-044 has sent Operative Varek Stroud to recover a forgotten prototype, but Chaos cultists have also been drawn by warp echoes emanating from beneath the burning crust. The Crucible demands resilience, courage, and luck—or it devours the unworthy.

Crypt of the Bound

Crypt of the Bound

Hidden deep beneath the Chainspire, the Crypt of the Bound is a labyrinthine series of vaults where daemons and mortal servants of Chaos are imprisoned. Ancient runes of containment pulse faintly on cold stone walls. The air trembles with whispers—some promising power, others whispering curses. Archmagos Dominus Vexor Haldrinn-0X4 has sent tech-acolytes to monitor the runes, but many have vanished. The crypt tempts visitors with forbidden knowledge: unleash a daemon for short-term advantage or maintain the seals and leave with hard-earned wisdom. The danger of betrayal or corruption is constant, and few leave untouched by the Warp’s influence.

Daemonic Augmentation Bay

Daemonic Augmentation Bay

The Daemonic Augmentation Bay is a grotesque surgical complex buried beneath the Iron Citadel. Here, captured prisoners are forcibly reshaped into daemon-infused servitors and grotesque Chaos war machines. The air is filled with metallic screeches, screams of the half-alive, and the hiss of corrupted medicae machinery. Overseer Malrek Khardrax, once a brilliant bio-engineer, now serves Chaos, merging mortal and daemon flesh with sadistic creativity. Players who infiltrate this hellish place face impossible choices: attempt to save victims mid-surgery or end their suffering. The bay’s deeper levels house partially-formed monstrosities, some still twitching with Warp energy, ready to awaken if disturbed.

Damnatio Magellus

Damnatio Magellus

The Damnatio Magellus is an immense, cursed Space Hulk—an amalgamation of vessels torn from time and space, fused together in a nightmarish labyrinth. Dark hallways creak with ancient metal, Warp corruption seeping through jagged breaches. Shifting gravity fields and warped corridors make navigation treacherous. The Hulk is haunted by both lingering daemonic presence and opportunistic xenos forces. Explorers whisper of an ancient Deathwatch vault within, containing forbidden relics and data from the Horus Heresy. Rogue Inquisitor Tiberian Malos has gone missing inside, rumored to be seeking a dangerous artifact. Players face both dread and reward here, but each step risks Warp-taint and annihilation.

Damned Spire

Damned Spire

The Damned Spire pierces the ashen skies of Medrengard, its blackened, rune-etched walls crackling with warp energy. Inside, shifting corridors and blasphemous murals pulse with daemonic influence. At its apex resides Lathor, Champion of Tzeentch, orchestrating rituals to spread chaos across the sector. Those who ascend face psychic maelstroms, cultist ambushes, and the very fabric of reality unraveling around them. The Spire warps and rearranges, testing intruders with illusions and traps. Success means disrupting Tzeentch's plans and earning the rare Ciphers of Truth—failure means eternal enslavement to madness.

Distress Beacon - Echo of the Forsaken

Distress Beacon - Echo of the Forsaken

The derelict space station Echo of the Forsaken drifts listlessly in the void, emitting a haunting, cyclical distress signal that predates the current Imperium. Its once-glorious halls are now silent tombs, filled with flickering lumen-strips, broken bulkheads, and whispering echoes of long-dead crew. The air is thick with static and psychic tension. The beacon’s source is buried deep within ancient Mechanicus vaults—shrouded in Warp-taint. Explorers find that the station seems to shift subtly, with corridors looping back upon themselves. Survivor logs hint at a growing madness and strange shadow-things lurking in peripheral vision. The decision to disable the beacon could end its lure—or awaken something ancient sealed beneath its hull plating.

Echoes of Lost Glory

Echoes of Lost Glory

Hidden deep beneath the heart of Forge World Mars, the Echoes of Lost Glory arena is an ancient battleground built upon a partially unearthed Necron tomb complex. Magos Dominus Vexor Haldrinn-0X4 oversees brutal trials within these labyrinthine chambers, where warriors and constructs clash under the cold gaze of ancient statues. Energy surges crackle unpredictably, reawakening slumbering Necron warriors that once guarded this place. Each combat challenge is a test of both strength and ingenuity, offering valuable rewards such as ancient data-cogitators, schematics, and prized Mechanicus-forged weapons. Yet, those who enter risk life and limb as each round escalates in ferocity. Only champions may access the final challenge against a Necron Overlord.

Electro Guild Conduit Chapel

Electro Guild Conduit Chapel

The Mercator Lux,Electro Guild, Conduit Chapel stands as both a sacred shrine and the nerve center of power distribution within the depths of Hive Secundus. Massive conduits run along the walls, pulsing with arcs of holy electricity, while ornate icons of the Omnissiah glimmer beneath hanging data-banners. Tech-priests murmur binary prayers, and incense burners exude the scent of machine oils mixed with sanctified wax. Overseen by Magos-Adept Heronnis Coggul-031, the chapel demands respect and precision — every error viewed as heresy against the Machine God. Recently, rumors of warp-tainted sabotage have begun to spread, and the Electro-Priests grow increasingly paranoid. Players might be called to assist in resolving these crises or risk becoming scapegoats for techno-blasphemy.

Eye of Terror Observation Outpost

Eye of Terror Observation Outpost

Perched at the edge of sanity and space, the Eye of Terror Observation Outpost is a lonely, fortified bastion built from obsidian-black alloys and shimmering void glass. Massive augur arrays constantly scan the roiling chaos of the Eye, translating its malice into data strings. The outpost is eerily quiet, broken only by the hum of scanners and the whispers of nervous watchmen. Psykers serve in agony here, shielding their minds as they interpret chaotic signals. Overseen by Watchmaster Tovrek Vallan, the outpost has recently suffered sabotage from within — a rogue psyker has tampered with the observation arrays, triggering false invasion alarms. Panic threatens to spread among nearby worlds, and players must act swiftly to restore order or risk mass hysteria.

Field Hospital Omega

Field Hospital Omega

Nestled amidst cratered trenches and chemical-choked battlefields, Field Hospital Omega is a makeshift medical station dug into the earth with patchwork tarp roofs and rusted metal plating. Inside, grim-faced medicae personnel—many of whom are penal conscripts—labor under dim lanterns, with the air reeking of antiseptic, blood, and despair. Barked orders mix with pained screams as field surgeons perform brutal amputations and slap on cybernetic grafts salvaged from fallen troops. Head Surgeon Dr. Kalvin Stroud is barely keeping the station functional amidst whispers of infection spreading among the wounded — an infection suspected to be a Genestealer cult infiltration. Supplies are scarce, and tough choices must be made on who lives and who is left to rot.

Forge Cathedral

Forge Cathedral

The Forge Cathedral towers as both manufactorum and sacred temple in the heart of the hive. Vast vaulted ceilings, carved with cogitator-script litanies, echo with the rhythmic pounding of sacred forges and whispered prayers to the Omnissiah. The air burns with molten metal, incense, and the ever-present hum of machinery. Tech-priests walk in solemn processions between conveyor belts and towering furnaces, their voices a chorus of binharic chant. Recently, sabotage has threatened production, with the saboteurs using warp-cloaked devices to conceal themselves. Archmagos Vellax-077 has assigned Tech-Adept Heronnis Coggul-031 to root out the hereteks before disaster strikes.

Forge of the Damned

Forge of the Damned

Nestled deep within the Mountains of Torment, the Forge of the Damned belches black smoke and warp-tainted fumes, twisting the very air into a sickly green haze. Here, Dark Mechanicus overseers chain slaves to molten assembly lines, crafting nightmarish constructs of flesh and steel. The clang of daemonic forges echoes alongside tortured screams as the souls of the enslaved are bound into war machines. The scent of burning oil mingles with scorched flesh. Rogue Tech-Priests answer to Magos Dominus Vexor Haldrinn-0X5, whose ambitions to mass-produce daemon engines threaten to spill war into the surrounding sectors. The area teems with heavily armed overseers and infernal constructs, and infiltration comes with extreme risk — but the potential rewards are unparalleled.

Grand Cathedral of the Emperor's Light

Grand Cathedral of the Emperor's Light

Towering above the sprawl of Hive Primus, the Grand Cathedral of the Emperor’s Light is a monolithic structure of ivory stone and stained glass that shimmers with sacred luminescence. The echoing halls are filled with the chants of crimson-robed priests, Redemptionists wielding flame and fury, and pilgrims kneeling in fervent prayer beneath statues of the God-Emperor. Incense clouds fill the vast nave, masking the rot of hidden heresies that fester within. Inquisitor Valeria Dros of the Ordo Hereticus frequently visits in disguise, hunting for corruption within the clergy. The cathedral’s sanctum vaults house relics of unimaginable power—both sacred and forbidden. Failure to show reverence can result in immediate judgment by zealots eager to cleanse impurity.

Guild of Coin Treasury

Guild of Coin Treasury

The Guild of Coin (Mercator Gelt) Treasury is a fortified edifice in the heart of the Noble District. Marble walls are inlaid with gilded Throne coin motifs, and robed scribes track endless ledgers under the glow of opulent chandeliers. Mercator Gelt Enforcers patrol alongside servo-skulls etched with counting runes, scanning for unauthorized transactions. Behind grand vault doors lies a fortune in Thrones, precious relics held in escrow, and financial secrets that could bring down entire noble houses. Guildmaster Orbus Tyne, known for balancing commerce with quiet cruelty, oversees operations from a hidden vault office. The tension here is palpable; deception and greed saturate the air as power shifts with each whisper. Failure to conduct oneself with utmost decorum—or to be caught plotting theft—leads to swift punishment at the hands of heavily armed Enforcer teams.

Hall of Chains

Hall of Chains

The Hall of Chains is a massive subterranean vault hidden beneath the cursed Chainspire. Endless iron chains snake through the air, suspending ancient bound daemons and cursed souls above abyssal pits. The oppressive atmosphere is heavy with whispers of seduction and terror, each chain humming with forbidden power. The ancient runes inscribed on these chains pulse faintly, warning against tampering. Yet, those who dare study them may glean secrets of warp manipulation and Chaos hierarchies. However, such temptations come at a price — lingering too long near the runes or attempting to alter their bindings risks catastrophic spiritual corruption or the release of entities long held prisoner.

Hall of Martyrs

Hall of Martyrs

The Hall of Martyrs stands as a solemn sanctum beneath the grand spires of the Ecclesiarchy. Rows of ancient skulls line the marble walls, each belonging to a faithful servant of the Emperor who perished in His name. Incense smoke curls in heavy clouds, mingling with whispers of old prayers and hushed laments. Redemptionist priests chant fervently, recounting tales of sacrifice, each word resonating with firebrand zeal. Pilgrims leave offerings of blood and relics on ornate altars, hoping to receive visions or blessings. Any hint of heresy or irreverence is met with immediate and ferocious punishment. However, beneath this surface, some whispers suggest that heretical elements hide in plain sight, corrupting the faith from within.

Hall of Supplicants

Hall of Supplicants

The Hall of Supplicants is a cavernous, dim chamber deep within the corrupted bastions of Medrengard. Here, chained lines of the desperate kneel before obsidian altars, pleading for power, freedom, or mercy from Perturabo’s lieutenants. The air reeks of incense, sweat, and blood. Servants of Chaos—darkly robed sorcerers, mutated overseers, and foul apostles—listen to these prayers, deciding who will ascend and who will be sacrificed. Twisted murals adorn the walls, depicting eternal servitude and conquest. Players who enter this hall must tread carefully, lest they be mistaken for supplicants or spies and dragged to the sacrificial pits.

Imperial Fists Chapter Keep

Imperial Fists Chapter Keep

The Imperial Fists Chapter Keep stands imposingly within the Spire of Cadia, its battlements lined with gold-trimmed statues of the Emperor and the honored dead. The walls are thick ceramite, adorned with battle honors, purity seals, and the banners of countless victorious campaigns. Within its sacred halls echo chants of loyalty and discipline. The Keep serves both as a fortress and a proving ground where only the most resolute are permitted to train or undergo brutal trials to earn the right to join the chapter. Commanded by Chaplain Domitius Ferrax, aspirants and allies alike are welcomed or judged. The air is heavy with incense and the weight of expectation. Those who fail are not simply rejected—they are branded and cast out.

Infernal Fissure

Infernal Fissure

Near the edge of the Eye of Terror, the Infernal Fissure yawns — a raw, pulsing rift into the Warp itself. Violet lightning crackles from its swirling heart, corrupting rock and air into nightmarish forms. Around the fissure, terrain mutates wildly: jagged glass-like obsidian one moment, bubbling flesh-like growths the next. Deathwatch teams maintain a trembling vigil here, deploying warp stabilizers that flicker and groan under impossible pressure. The fissure’s energies pull at the minds of mortals and machines alike. Psykers are overwhelmed with visions of infinite chaos. Explorers brave the site for forbidden artifacts, but only those with unbreakable will and faith can return unscathed.

Iron Guild Foundry Gate

Iron Guild Foundry Gate

The Iron Guild (Mercator Munda) Foundry Gate is a colossal checkpoint marking the threshold of Necromunda’s most critical industrial district. Conveyor belts thunder overhead, moving raw ores toward titanic forges belching smoke and molten slag. Guild enforcers clad in powered exo-suits patrol the perimeter, eyes hidden behind gleaming visors. The gatehouses are decorated with iron filigree depicting the Cog Mechanicum, while servitors man heavy-bolter emplacements. Bartering for access requires strength, wit, or leverage. Subtle corruption flows beneath rigid protocols: smugglers grease palms, and power plays between noble houses threaten to ignite. Magos-Vizier Virex Coilburn has recently taken command of security, ruthlessly stamping out sabotage attempts. Those who win favor here gain access to advanced weapons or armor—failure may see them forcibly inducted into the labor ranks or vanish beneath the smog-choked streets.

Krell’Shaar Platform

Krell’Shaar Platform

Krell’Shaar Platform is a ramshackle yet functional trading and lodging post built from hardened junglewood, adorned with intricate bone-carved decorations. The air is thick with the scent of roasted meat as Kroot mercenaries barter over trophies, creating a lively atmosphere filled with the sounds of negotiation and camaraderie. Shaper Korrak Varn, a respected Kroot scout, oversees operations with a blend of wisdom and brutal honesty, ensuring that the platform remains a hub for trade and survival in the wilds.

Magos Hermiatus' Laboratory Ruins

Magos Hermiatus' Laboratory Ruins

Buried beneath layers of collapsed ferrocrete and twisted steel lies the overgrown remnants of Magos Hermiatus' Laboratory, a place where technological brilliance met unsanctioned ambition. Vats of bio-engineered ichor still bubble sluggishly, while shattered cogitators spark amidst dense growths of biomechanical fungus. The walls are adorned with the hybrid sigils of both the Adeptus Mechanicus and dark, blasphemous runes. Mutant wildlife scurries across shattered floors. Tech-priests whisper that Hermiatus had nearly perfected stable xenos-Imperial hybrid technology before his research was purged. Now, echoes of those experiments stir in the shadows. Inquisitor Cassya Hadrin seeks the data caches here but warns: not all that was sealed remains dormant.

Magos High Sanctum

Magos High Sanctum

The Magos High Sanctum is a vaulted, echoing chamber of sacred logic and forbidden calculations, located in the heart of the Forge Citadel. Endless cogitator banks hum beneath massive statues of the Omnissiah. Only the highest-ranking Tech-Priests are permitted entry. Incense smoke mingles with data streams that flicker across the air like spectral prayers. But corruption festers here: a rogue Magos, Magos Dominus Thrass Vortan-0X1, has allowed Chaos data-viruses into the system. Archmagos Drevilax Ferris-IX has dispatched loyal agents to root out the treachery before it spreads and twists the forge’s will against the Imperium itself.

Manufactorum Prime

Manufactorum Prime

Manufactorum Prime stands as the pulsating heart of the war effort, producing millions of munitions, tanks, and wargear for the frontlines. Giant press-hammers strike with thunderous rhythm, conveyor lines groan under the weight of endless shells, and servitors shuffle in ceaseless labor. The clang of industry is punctuated by prayers of devotion to the Machine God. But recent sabotage by Chaos infiltrators threatens to cripple production. The Mechanicus calls for outside assistance to root out the heretical saboteurs hiding among the workforce before catastrophic meltdowns occur. High Overseer Magos Artavus Korril-077 guides loyal defenders while growing increasingly paranoid, fearing betrayal in every shadow.

Mont’Yen Vault

Mont’Yen Vault

Mont’Yen Vault is a highly organized armory where drones efficiently transport weapon racks and sealed crates. High-ranking Fire Warriors meticulously inspect pulse rifles and recon drones, while Quartermaster Elra Vos oversees inventory management with exceptional precision, ensuring that every item is accounted for and in optimal condition.

Obsidian Reliquary

Obsidian Reliquary

Hidden beneath the capital of Cadia, the Obsidian Reliquary is a labyrinthine vault overseen by the Ordo Xenos and guarded by the vigilant Deathwatch. Smooth black stone walls pulse with faint energy, inscribed with wards and ancient sigils. The vault shifts periodically, its chambers rearranging to protect sacred relics, forbidden knowledge, and powerful xenos artifacts. Each chamber houses traps that blend technology with psychic deterrents. Inquisitor Valora Thane, The Watcher Beyond, commands the vault's access and fiercely defends its secrets. Her aides speak of visions granted by the vault’s heart—a crystalline Eldar artifact said to whisper truths to those brave enough to listen. To enter is to risk sanity, but to succeed is to gain priceless knowledge and relics.

Outpost Sigma

Outpost Sigma

Outpost Sigma stands as a small but vital Mechanicus-aligned settlement on the edge of Cadia’s wastelands. Rusted plasma conduits, humming generators, and prayer-banners dedicated to the Omnissiah adorn its perimeter. Amidst scrap walls and defense turrets, Magos Biologis Virellan Forrix-044, Bearer of the Twelve Protocols, oversees resource management and experimental projects. Traders, mercenaries, and scavengers converge here to barter for technology or rest from the harsh wilderness. The outpost’s fate hinges on player actions: bolster its defenses, secure rare materials, or fend off mutant raids. Failure leaves the settlement exposed to overwhelming threats, while success sees it flourish into a fortified hub with advanced tech.

Perturabo's Throne Room

Perturabo's Throne Room

At the heart of the Iron Citadel lies Perturabo’s Throne Room, an oppressive expanse of blackened iron and crimson banners depicting his conquests. Massive iron murals, etched with siege maps and victory records, line the walls. Chains drape the towering pillars, whispering with unseen warp energy. The Primarch’s iron throne sits atop a dais surrounded by strategium consoles that flicker with data from across Medrengard. Here, treachery, diplomacy, and raw terror intertwine. The players must navigate deadly political intrigue or offer invaluable intelligence to avoid the Primarch's wrath. Even perceived weakness can lead to enslavement or annihilation. Beneath the throne room, prisoners scream eternally in the Forge Pits, fueling Perturabo’s ambitions.

Pit of Golgotha

Pit of Golgotha

The Pit of Golgotha yawns open like a scar across the desolate wastelands, its depths illuminated by the flicker of lumens strung from rusted cranes and half-functional servitors. Desperate diggers — a mix of outcasts, rogue archaeotechs, and fortune-seekers — pick at ancient strata, convinced that a fragment of a pre-Imperial STC lies buried below. Hidden Necron glyphs line the deeper walls, pulsing with faint emerald light. Whispers warn that digging too deep will awaken the slumbering constructs of ancient builders. Tension runs high between the diggers and Ordo Xenos agents eager to seize control. Players may protect, sabotage, or claim the prize themselves — but every action risks triggering Necron retribution.

Pylons of Pariah

Pylons of Pariah

Hidden in a desolate, wind-swept basin on Mars, the Pylons of Pariah are shattered remnants of Necron technology that pulse faintly with alien power. Archmagos Belisarius Cawl has established a heavily fortified research outpost around them, where Mechanicus researchers and servitors tirelessly study their secrets under constant surveillance. Experiments in harnessing pylon energy grant temporary Warp suppression but at great risk — any miscalculation could unleash catastrophic backlash. Players are tasked with retrieving key fragments or assisting in dangerous experiments, balancing the lure of unmatched knowledge with the constant threat of warp instability and Necron retaliation. The wrong energy spike may awaken ancient defense constructs or tear the local fabric of reality apart.

Redemption Fire 1

Redemption Fire 1

Redemption Fire 1 burns ceaselessly in the heart of the Acropolis Hive’s slums, surrounded by crumbling structures and filth-slick streets. Enormous iron pyres belch black smoke skyward as chains clatter, and heretics—accused or proven—are cast into the flames. The constant roar of chanting Redemptionist Priests echoes alongside the crackling inferno. The accused often plead innocence, but doubt and mercy are luxuries none afford here. The players may stumble upon an event where a man named Jorrek Halven, a renowned healer, stands accused of heresy. Intervention could sway hearts and minds—or provoke mass violence. The crowd is volatile, Redemptionists vigilant, and whispers of Chaos infiltration among the priests themselves twist the event into a powder keg.

Redemption Fire 2

Redemption Fire 2

Redemption Fire 2 burns defiantly in the heart of the trade district. Smoke and screams intertwine with market cries, unsettling merchants and traders who fear the pyre’s arbitrary judgment. Today’s accused is Merchant Dax Helvar, a key trade intermediary accused of consorting with rogue psykers to manipulate deals. His defiant cries of innocence stir unease in the crowd. Redemptionists line the perimeter with torch and flamer in hand, while whispers of rebellion ripple through the merchant guild representatives present. The players can intervene to sway the mob, rescue Dax for future alliances, or allow the purge to proceed, sending shockwaves through the district’s fragile political balance. The consequences of their choices will shape trust, fear, and opportunities in the hive’s bustling markets.

Redemption Fire 3

Redemption Fire 3

Redemption Fire 3 blazes defiantly beneath towering ecclesiarchal statues, its flames casting long shadows over the noble balconies where the hive's elite gather to witness the Emperor's judgment. Today, the accused is Lady Velora Drassik, a noblewoman charged with heretical dealings after evidence surfaced of clandestine meetings with a suspected cult. The atmosphere crackles with tension; wealthy spectators whisper of intrigue and betrayal, while Redemptionists chant fervently below. The players can investigate the accusations, intervene diplomatically or forcefully, or choose to expose deeper corruption in the noble houses. Success can earn powerful allies—or provoke dangerous enemies who wield influence as deftly as they do blades.

Redemption Fire 4

Redemption Fire 4

Redemption Fire 4 smolders near the towering manufactorums, its embers glowing faintly amid the din of grinding machinery. Workers trudge past the pyre with downcast eyes, fearful of both the fire and the overseers who light it. Today’s accused is Teren Vallan, a young factory worker denounced for “heresy” after openly criticizing overseer practices. The crowd here is muted, weighed down by exhaustion and dread rather than righteous fervor. Players may intervene, choosing between aiding Teren, exposing the overseer’s abuses, or allowing the grim procession to continue. Success could gain the trust of oppressed laborers, who whisper of rebellion—but failure may result in the players themselves being marked as heretic sympathizers and hunted by factory enforcers.

Relic Stall of Saint Savros

Relic Stall of Saint Savros

Nestled within the bustling trade district, the Relic Stall of Saint Savros stands out with its humble decor and sacred aura. Run by Sister Justina, a devout and stern cleric, the stall displays relic fragments, worn purity seals, and prayer-inscribed charms said to ward against the Warp’s corruption. Candles flicker beneath the shadow of an old aquila standard. Suspicion runs high here; Justina refuses dealings with those she deems unworthy. Players can attempt to gain her trust to purchase rare protective relics or learn of hidden cult activity using sacred items for blasphemous rites. Fail, and her followers may denounce the players as heretics. Succeed, and they may gain her trust and sacred knowledge, offering clues that point toward deeper chaos infiltration in the hive.

Research Station Alpha

Research Station Alpha

Perched on the cold edge of space near Mars, Research Station Alpha is a towering lattice of steel spires and glowing energy conduits. Here, sacred rites are performed over ship systems and Gellar Fields by robed Tech-Priests, their binary prayers humming through ancient vox-relays. The station buzzes with servitors and skitarii patrols, ever vigilant against infiltration. Magos Ferrum oversees this outpost, zealously maintaining purity protocols while experimenting with minor xenotech enhancements. Players can barter for ship upgrades or gain blessings for their vessel, but secrecy or disrespect toward the Machine God could result in exile or sabotage by zealous adepts. Hidden beneath the facade of devotion, rumors circulate of an unstable AI fragment sealed deep within the data vaults—its awakening could disrupt the station’s sanctity.

Sanctuary of the Forsaken

Sanctuary of the Forsaken

Hidden deep in the shadows of the Underhive, the Sanctuary of the Forsaken is a crumbling shrine dedicated to the Emperor, tended by exiled priests and the hopeless. Its cracked statues and tarnished relics still inspire flickers of faith in a faithless wasteland. Flickering candles fight against the oppressive darkness, and whispers of prayers mix with the murmurs of betrayal and desperation. Priestess Halra Vesca, once a noble-born ecclesiarch, now leads the forgotten, offering guidance and hope. Players may defend this sanctuary from heretical cult incursions or choose to exploit it for gain. The tension between piety and corruption is ever-present, and actions here echo into future alliances or rivalries. Defending the sanctuary brings blessings; betrayal invites grim consequences.

Scavenger's Rest

Scavenger's Rest

A ramshackle camp of tarp-covered stalls and broken prefab structures, Scavenger’s Rest buzzes with illicit trade and whispered deals. Located in the shadow of the Desolation Plains, it’s a place where desperate fortune-seekers barter relics, rumors, and scrap tech, each transaction laden with risk. The air reeks of grease, sweat, and deception. Marrek Bronn, a grizzled fixer with an artificial eye, runs the central barter post, arbitrating disputes with ruthless efficiency. Scavengers swap genuine relics and worthless junk alike, but trust is scarce. Players can make crucial purchases, hire guides, or uncover hidden threats here. Rumors abound of stolen Imperial tech and hidden caches in the wastes. Success in dealings here leads to riches and rare information — failure can mean ambushes or conscription into gang wars.

Shock Trooper Academy

Shock Trooper Academy

The Shock Trooper Academy towers over Ksar Partox's fortified wall, a spartan fortress where Cadia’s most promising recruits are honed into elite warriors. Parade grounds thunder with drills; instructors bark orders amid roaring artillery practice. Within the cold stone walls, portraits of fallen heroes loom large, a constant reminder of duty. However, a shadow festers beneath discipline: whispers of cadet Kallan Rorke’s erratic behavior and possible Chaos corruption. The Academy becomes a race against time — players must investigate quietly, lest panic erupts among hundreds of armed, loyal troopers. Success preserves the integrity of Cadia’s future commanders; failure could see an insidious cult take root in the very heart of the Imperial war machine.

Shrine to the Emperor

Shrine to the Emperor

The Shrine to the Emperor stands solemnly amidst the tumult of Kasr Kraf — a beacon of faith, lined with flickering candles and golden tapestries depicting the Emperor’s divine triumphs. Pilgrims and soldiers kneel in whispered prayer, seeking courage. Yet unease has begun to grow: strange warp-touched symbols have appeared on the walls overnight, twisting scripture into madness. Confessor Malven Stroud urges quiet investigation, fearing panic will spread. The players must unravel the heresy before paranoia rips apart the faithful. If the defacement is left unchecked, mass hysteria could ignite riots or mass conversions to chaos cults hiding among the devout.

Siege Master’s Bastion

Siege Master’s Bastion

Deep in Kasr Myrak stands the Siege Master’s Bastion, a fortress complex where Cadia’s greatest siege tacticians gather to plot defenses against relentless Chaos assaults. Banners of past victories hang alongside reinforced walls covered in strategic maps. The bastion is alive with the rumble of artillery drills and the echo of orders barked across stone courtyards. But lately, tension rises: supply lines are faltering, whispers of sabotage circulate, and Siege Master Threxin Valnor begins to question the loyalty of his closest aides. Players may be tasked with ensuring the bastion’s strategic plans remain uncorrupted, dealing with potential traitors before the next siege breaks upon them like a black tide.

Slave Guild Holding Pens

Slave Guild Holding Pens

Hidden deep in the lower levels of the Hive, the Slave Guild Holding Pens are a grim labyrinth of iron cages and stone cells, echoing with the cries and murmurs of shackled prisoners. Overseers stalk the catwalks with shock-prods and heavy chains, while auction blocks await those deemed fit for labor or gladiatorial combat. The air is thick with sweat, fear, and despair. The pens are overseen by Overseer Malcharus Drennik, who ruthlessly manages both flesh and coin. However, tension brews — whispers of rebellion run through the prisoner ranks, and a secretive informant named Tressa Hollowchant seeks agents capable of sparking an uprising. Players may infiltrate, rescue a contact, or fan the flames of rebellion in exchange for allies and crucial intelligence.

Stygian Black Market

Stygian Black Market

The Stygian Black Market sprawls beneath shattered hab-blocks at the edge of the Wasteland Frontier. Lanterns flicker over rusted stalls where Rogue Traders, hereteks, and xenos smugglers hawk forbidden relics, ancient data-slates, and volatile weaponry. Every whispered deal carries risk; treachery is as common as coin. The market’s veiled master, Varell Bastovar, operates from the shadows, trading in secrets and corruption. A hidden shrine to Chaos festers in a forgotten corner, where dark pacts are struck in blood and warp-tainted goods exchanged. Arbites raids are frequent, and traders rely on Sorya Draxen, a cunning scout and informant, to warn them. Players can acquire rare items, but must discern genuine artifacts from cursed trinkets, and survive any deceitful transactions.

Tash’Va Orbital

Tash’Va Orbital

Tash’Va Orbital is a multi-level starport bustling with activity, where sleek Tau gunships hover silently, guided by drones for precise landings. Cargo crates marked with Tau script are stacked high, awaiting deployment, while Pilot Shas’La Renn Velkor engages in trade discussions with human merchants who hold conditional trading licenses, navigating the complexities of interspecies commerce.

Temple of All Knowledge

Temple of All Knowledge

Hidden deep within Mars’ sanctified forges, the Temple of All Knowledge is a monumental archive of ancient technologies, forbidden texts, and blueprints etched into steel tablets. Flickering lumens illuminate vast halls where robed data-priests whisper prayers to binary gods. In the Grand Chamber, the Archmagos Scelus Arkhan oversees expeditions into forgotten knowledge, offering quests for data-retrieval and relic hunts. Visitors can gain powerful buffs like Machine Affinity after partaking in the weekly Chant of Resonance, while forbidden scrolls tempt those who dare risk their sanity. Security servitors drift silently through the shadows, ever-watchful for signs of heresy or data corruption. The brave may find lost crafting schematics or divine the mysteries of arcane technology — but failure could mean data-implants infected with viral corruption or excommunication from the Mechanicus.

Temple of the Machine God

Temple of the Machine God

The Temple of the Machine God is a sacred and forbidden shrine buried beneath the deepest vaults of Mars, accessible only to the most devout of the Adeptus Mechanicus. Massive bronze statues of the Omnissiah loom over sanctified altars where rituals blend fervent prayer with the calibration of forgotten war-engines. Flickering incensor-spirits drift through sacred conduits, and the air hums with the electric pulse of ancient power. Within these cryptic chambers, Magos and high-ranking priests gather to commune with machine spirits far older than recorded history. The Keeper of Redundancy Circuits, Magos Threxin Malvos, guards the sanctum’s heart — an STC fragment pulsing with dangerous knowledge. Those who enter must decide between preserving sacred knowledge or defying the Mechanicus’ dogma and destroying what should not exist. Failure to show reverence may result in a swift and brutal mechanical purge by defense systems that do not distinguish between heretic and fool.

The "Imperator Illuminatio"

The "Imperator Illuminatio"

The Imperator Illuminatio is a colossal Inquisitorial cruiser that serves as the primary operations hub for campaigns against Chaos and Xenos threats in the sector. Gleaming cathedral-like spires rise from its reinforced hull, adorned with golden aquilas and stained-glass observation decks. Macro-cannons and lance batteries bristle from its flanks, ready to unleash righteous fury. The interior is a labyrinth of shrine-chambers, tactical command bridges, and vaulted sanctuaries where Inquisitors deliver decrees. Lord Admiral Castus Ryker, a seasoned Imperial Navy commander, oversees fleet maneuvers and coordinates with agents of the Ordo Hereticus. The crew, both pious and efficient, partakes in rituals before every warp jump, with tech-priests chanting litanies to soothe the ship’s ancient machine spirits. Here, missions are given, destinies decided, and betrayals uncovered. The vessel itself is a symbol of the Emperor’s uncompromising will and deadly precision.

The Abyssal Depths

The Abyssal Depths

Deep beneath the underhive lies the Abyssal Depths: a forsaken warren of collapsed tunnels, warp-tainted sewers, and ancient forgotten vaults. This is where the discarded and damned linger in permanent twilight. Rumors swirl of a rogue Inquisitor who has seized control of these depths, twisting them into a private fiefdom ruled by fear and forbidden sorcery. Fungal phosphorescence provides a sickly glow, while mutated vermin skitter in the dark. Cult banners flutter over makeshift fortresses of rusted metal and bone. Warp echoes distort reality, and voices whisper forbidden promises. Within this treacherous labyrinth, the players may uncover the plots of the rogue Inquisitor Xerak Draven, a once-loyal servant of the Ordo Hereticus who has fallen into dark worship and wields a small army of warped zealots.

The Ashen Tunnels

The Ashen Tunnels

Beneath the Desolation Plains, the Ashen Tunnels weave a sprawling, suffocating labyrinth of ancient maintenance corridors and forgotten underhive passages. Choked with ash and soot from centuries of burning waste above, the tunnels are hazardous and treacherous. Their walls are cracked, leaking industrial runoff that hisses when it meets the warm ground. Hidden by shadows and heavy smoke, the tunnels are infested with Chaos Spawn and warped anomalies that can twist reality. Often used by smugglers and cultists to move unseen, these tunnels offer perilous shortcuts beneath battle lines. At their heart lies the secret lair of Sythra Vorissa, a Tzeentchian sorceress who uses the labyrinth to manipulate conflict on the surface, orchestrating assassinations and spreading madness through whispers in the dark.

The Bastion of Chains

The Bastion of Chains

Deep within the Iron Citadel, the Bastion of Chains looms as a fortress-prison of agony and terror. Massive iron doors etched with curses seal chambers echoing with the sound of clanging chains and tortured screams. The shifting iron chains seem to move of their own accord, reacting to suffering and defiance. Here, captured enemies of the Iron Warriors and rebellious prisoners are broken and reshaped into tools of conquest—or sacrificed for dark rituals. The air is thick with despair, but deep beneath the fortress, Warden Jerrek Caul oversees both security and experimentation, crafting horrific servitor constructs from broken souls. A daring rescue mission here carries grave risks; those who fail may become part of the Bastion's macabre gallery.

The Bleeding Stones

The Bleeding Stones

A circle of large stone pillars etched with dark symbols, from which red, blood-like liquid flows. It is said that sacrifices performed here will draw the favor of Khorne. Players face the temptation of sacrificing enemies for rewards, potentially gaining boons from Khorne. However, each ritual completed strengthens Khorne’s influence, drawing dangerous daemons to the material realm.

The Broken Rampart

The Broken Rampart

A wall heavily damaged during a previous Chaos incursion. It has become a symbol of Cadian resilience, the stone crumbling but still standing resolute against the tides of madness that surround it. Eerie whispers of a Chaos sigil carved into the remnants of the wall have begun to circulate, sowing seeds of panic among the populace. Players must navigate the dense atmosphere of dread and investigate to prevent disaster from unfolding.

The Cadian Barracks

The Cadian Barracks

HThe Cadian Barracks are sprawling bastions of military might, housing thousands of disciplined Shock Troopers. Built from reinforced ceramite and hive-forged steel, each corridor echoes with marching boots and shouted drills. Tactical banners hang alongside motivational scripture; the air carries the scent of oil, sweat, and ozone. However, beneath the proud exterior, suspicion festers — rumors of Chaos sympathizers have begun to swirl. Colonel Thane Rorke, a decorated veteran, oversees the barracks with iron discipline, yet even he questions whom to trust. The players must tread carefully; one false accusation could spark paranoia, while failure to act could lead to mutiny. The barracks serve as a crucible for loyalty, courage, and grim decisions.

The Crimson Forge

The Crimson Forge

Deep within the industrial heart of Mars lies the Crimson Forge, a facility run by Forge Master Drevilax. Players can upgrade weapons, armor, and even cybernetic enhancements here using rare materials acquired during their missions. The forge offers tiered crafting that grants bonuses to stats or adds unique properties to items. Each crafting success brings players closer to gaining favor with the Adeptus Mechanicus, opening access to restricted schematics.

The Crucible

The Crucible

Beneath the Iron Citadel, the Crucible stands as a deadly proving ground for those unfortunate enough to be condemned here. This immense gladiatorial arena is filled with broken armor, smeared blood, and is surrounded by roaring Iron Warriors. In the depths of the Crucible, only the strong survive, fighting against Chaos Spawn and mechanized horrors for fleeting recognition. Players experience brutal combat where survival against impossible odds is a matter of strength and cunning. Players who willingly enter the Crucible might earn respect, unique chaos-touched weaponry, or access to high-ranking personnel. The combat here is brutal and unforgiving, with victory serving as a rite of passage, while failure leads to an ignominious death or forced servitude.

The Crystal Ballroom

The Crystal Ballroom

The Crystal Ballroom is a grand space used for elite gatherings and formal events hosted by House Helmawr. Its walls are inlaid with shimmering crystals that catch candlelight, and murals depict the supposed divine right of the hive’s rulers. Events here often involve secret dealings, guild negotiations, and the veiled presence of Ordo Hereticus agents. Rules: -Players may find themselves sneaking into a ball to gather intel or perform a heist. -Failed stealth checks may draw the attention of House security, resulting in a chase through the ornate halls. -If caught, the punishment is harsh, potentially imprisonment or conscription into dangerous labor units. Succeeding may lead to overhearing plots involving cult infiltration or blackmail opportunities.

The Daemon Forge

The Daemon Forge

Within the Chainspire, the Daemon Forge is a twisted foundry of soul-binding and torment. The walls are marked with symbols of Chaos, and spectral flames cast grotesque shadows across the forge. Screams echo as daemons are bound into weapons. Players experience intense moral conflict, choosing between power and humanity. Players may craft powerful weapons, but only by binding souls—perhaps even those of fallen allies. The consequences of using such weapons will vary, from extra damage to unpredictable warp surges. Players must weigh the allure of power against the cost of their humanity.

The Data Tunnels

The Data Tunnels

A vast underground network of tunnels and data streams used to transport critical information between the various forge cities. Some sections of the tunnels date back to the Dark Age of Technology. A mysterious signal has been intercepted from within the data tunnels, seemingly originating from a forgotten section of the labyrinth. The players are tasked with tracing the signal, but what they find may reveal a dark secret the Mechanicus has kept hidden for millennia.

The Feral King's Camp

The Feral King's Camp

The Feral King's Camp is a collection of tents and scrap huts built around a firepit. The self-proclaimed Feral King leads a band of survivors—ragged men and women armed with crude weapons. The Feral King wears a patchwork cloak of scavenged cloth, and his face is hidden behind a mask fashioned from a discarded helmet. He speaks in riddles, and his people are fiercely loyal, viewing him as a prophetic figure. Rules: -Players might need the Feral King's knowledge of hidden passages or access to a secure area. -To win his favor, players could be asked to help defend the camp against a Genestealer raid or locate an item of personal significance lost in the depths of the Fallen Spire. -Failure to respect his authority will lead to the camp turning hostile. Success could provide players with unique intel about the Scions of the Needle, including potential weaknesses or upcoming attacks, which may be critical in future planning.

The Forge Crypt

The Forge Crypt

Buried deep underground, this crypt houses the failed experiments of tech-priests from centuries past. Within its cold, metallic walls lie the remnants of arcane technology and the tortured spirits of those who once vied for power over life and death. Players may discover that the crypt holds a dangerous AI, which they must choose to shut down or control.

The Gate of Arrival

The Gate of Arrival

The Gate of Arrival stands as a gleaming monument of Imperial craftsmanship — a towering archway of gleaming adamantium carved with litanies of loyalty and the names of fallen agents. Veiled energy fields shimmer within, crackling as agents of the Inquisition are summoned from across the Imperium. At the base, black-robed Inquisitorial scribes verify each arrival, ensuring loyalty and purity. Lord Inquisitor Cassian Dray, known as the Hammer of Deviance, oversees arrivals personally. Each arrival is met with the ancient Rite of Proving—a trial that tests the soul, where failure means obliteration. The atmosphere is one of grim ceremony; even silence here feels heavy with judgment. Rumors whisper that the Gate has recently malfunctioned, occasionally bringing forth Warp Aberrants instead of faithful agents.

The Gutter Mines

The Gutter Mines

The Gutter Mines are deep, maze-like excavations that delve far beneath the Mountains of Torment. Shrouded in darkness and filled with noxious fumes, the mines are dangerous, and every footstep risks a collapse. The slaves working here are twisted by warp exposure, their minds barely holding onto sanity. Players experience the tension of risk versus reward as they navigate dark, cramped tunnels. Players could venture into the mines to rescue captured allies or find lost relics. Navigation requires a series of checks to avoid getting lost or triggering a collapse. Discovering hidden areas could provide significant rewards, but the deeper they go, the greater the risk of mutation or being hunted by warped miners.

The Infernal Assembly Line

The Infernal Assembly Line

The Infernal Assembly Line is a conveyor of horrors, where machines and daemon engines are pieced together. Overhead, servo-arms move with unsettling precision, placing components crafted in agony. Players experience a mix of tension and thrill as they sabotage the Iron Warriors' production capabilities. Players may try to disable the assembly line, gaining favor with rebellious elements, but it requires navigating dangerous machinery and avoiding overseers. Successful sabotage may cripple Iron Warriors' production, while failure could lead to players being added to the line as components for future constructs.

The Iron Aquila Monument

The Iron Aquila Monument

A monument to the fallen heroes of Armageddon, made entirely of the remains of destroyed Ork Gargants. Its imposing structure stands as a grim reminder of past battles, covered in rust and lichen, yet a solemn tribute to valor against overwhelming odds. Orks are planning to defile the monument by reanimating the Gargants using dark magic. Players must stop them before they succeed.

The Iron Cairn

The Iron Cairn

The Iron Cairn stands as a gruesome monument, a massive heap of bones, war relics, and iron spikes. Each piece tells a story of Perturabo’s ruthless conquest, a warning to all who would defy him. Players experience danger as they explore the remnants of war. Players may explore the cairn in search of relics, but such actions risk disturbing the restless spirits of those who died here. Failed stealth rolls could lead to ghostly attacks, and players must decide if the potential rewards are worth provoking the dead. Successful exploration may yield unique relics that provide powerful boons.

The Iron Path

The Iron Path

The Iron Path is a long-forgotten route once used by Iron Warriors to transport precious resources from the jagged mountains to the imposing Iron Citadel. Now, the path lies in disrepair, often shrouded in mist and echoing with the distant sounds of marching boots — a mix of Chaos Cultists and wandering Iron Warriors claiming dominion over this forsaken land. Adventurers must tread carefully, using the cover of shadows and the elements to navigate through this perilous corridor where patrols roam freely. Laying traps among the remnants of ancient machinery could provide the advantage needed to disrupt these hazardous supply lines.

The Lower Hives

The Lower Hives

These dilapidated sections are the breeding ground for heretical activity, where the stench of decay mingles with the electric buzz of paranoia. Faded murals of twisted gods adorn the crumbling walls, and the incessant whispers of the damned can be heard echoing through the dank corridors, drawing unsuspecting souls into the shadows.

The Maw of Scrap

The Maw of Scrap

A gigantic pit within the Mountains of Torment, filled with dismembered vehicles, twisted girders, and salvaged remains. The pit is known for devouring those too careless to notice unstable ground. Players experience scavenging with the risk of ambush. Hidden treasures lie deep within the Maw, but so do mutants and unstable ground that could collapse beneath the party.

The Ork Encampment

The Ork Encampment

A sprawling Ork camp run by the local Warlord, where crude tents and barricades form a chaotic maze of organized chaos. Here, players may choose to confront or manipulate the Warlord to their advantage and disrupt a brewing alliance between the Chaos-aligned Ork Weirdboyz and a sinister local cult.

The Rift of the Forgotten

The Rift of the Forgotten

The Rift of the Forgotten is a disturbing anomaly—a Warp rift that pulsates with an eerie, unnatural light, hinting at something beyond reality. Ships that approach this rift often experience malfunctions, ghost sightings, or even temporal anomalies where time seems to shift unpredictably. Tech-Priests and Navigators alike are both fascinated and terrified by this anomaly, as it grants glimpses of both the past and the possible futures. Rules: -Introduce players to NPC "Inquisitor Gaius Helbrecht" - Ordo Xenos. -Allow players the chance to study the rift to gain crucial lore or gain a psychic vision that advances the plot, but include a risk that such an endeavor may cause their corruption. -Characters might experience sanity loss, with rolls determining how deeply they are affected.

The Rogue Trader’s Flotilla

The Rogue Trader’s Flotilla

The Rogue Trader’s Flotilla is a chaotic gathering of outlaw vessels that offer everything from illicit goods to rare Xenos artifacts and whispers of ancient technology. The flotilla is composed of mismatched ships, some battered and others majestic, each with its own dubious past. Players can interact with shady traders who seem eager but also dangerous—selling items that range from priceless relics to deceptively cursed objects. Rules: - Encourage players to bargain or negotiate, but include deceitful offers where the "relics" may be tainted by Chaos. -If players dig too deeply into the background of these traders, they may uncover links to heretical sects or hidden Xenos ties, leading to moral choices that affect their standing with the Imperium.

The Runes of Strategy

The Runes of Strategy

A hall covered with glowing tactical runes, used by Perturabo's generals to plan their campaigns. These runes are alive with warp energy, capable of rewriting themselves based on battlefield reports. Players could access the runes to learn about enemy movements and strategies, but touching them directly is dangerous, potentially leading to psychic backlash or visions that could corrupt them.

The Rusted Wreck

The Rusted Wreck

The Rusted Wreck is the ruin of an ancient **Imperial Knight** lying half-buried in the Toxic Plains. It has become home to mutated wildlife, and its once mighty systems are now malfunctioning. Players may explore the wreck to recover valuable technology, including rare power cores or fragments of armor. <Instruction> Structure the exploration in tiers, with increasing threats deeper into the wreck. Create multi-layered challenges, like unstable floors or active automated defenses. Valuable salvage awaits those brave enough to delve deep.

The Scorched Convoy

The Scorched Convoy

Remains of an Imperial convoy destroyed during a failed invasion. Vehicles are scorched, and supply crates lie shattered across the blackened landscape. Players experience scavenging and ambushes. They may locate much-needed supplies or components to repair vehicles, but risk drawing the attention of mutated wildlife or wandering Chaos forces.

The Screaming Bastion

The Screaming Bastion

High above the Chainspire, The Screaming Bastion looms ominously, a tower shrouded in dark magic and despair. It is a place where the screams of captured souls are rendered into haunting echoes as they are processed for binding rituals. Dark Mechanicum and sorcerers perform their vile rites within, harnessing the raw anguish to fuel their dark powers. Those who venture near face a moral quandary, conflicted between the temptation to disrupt the soul-binding rituals and the risk of losing their own sanity in the process. The bastion, heavily fortified and guarded by grotesque machinations, presents a perilous challenge for any who dare to confront the malevolent sorcerers within.

The Shattered Market

The Shattered Market

The Shattered Market is a makeshift trading post where the scavengers gather to barter and trade whatever useful scrap they can find. Rusted pieces of machinery, barely functional weapons, and even mutant animal parts are on display. The atmosphere is tense, with scavengers keeping one hand on their wares and the other on a weapon, watching for any sign of a threat. Rules: -Players may approach the market for supplies or information. -They must earn the scavengers' trust, which could involve taking on a side quest such as raiding a PDF supply convoy or clearing out a nest of Genestealers. -Diplomacy and trade skills are crucial, as pushing too hard might cause the scavengers to turn hostile. If players succeed, they can acquire valuable scavenged relics or even gain guides who know hidden routes into deeper sections of Hive Secundus.

The Shrine of Saint Pious

The Shrine of Saint Pious

The Shrine of Saint Pious is a revered place that draws pilgrims from across Necromunda. The shrine is simple but adorned with countless candles and offerings left by those seeking the saint's intercession. The statue of Saint Pious at the center depicts the saint in battle pose, eternally guarding the faithful. Rules: -Players can gain blessings here by making offerings to the shrine. -A successful Religion check can also reveal lore related to a Warp-based threat tied to the Eye of Terror, granting clues on how to counter it. -Disrespect towards the shrine will provoke Redemptionist zealots into attacking, aiming to cleanse the heretics who desecrate the memory of Saint Pious.

The Sump Jungle

The Sump Jungle

The Sump Jungle is an overgrown forest created from industrial waste, filled with mutated flora and fauna. It's both a dangerous hunting ground and a place of potential bounty for those brave enough to explore. Players may find herbs used for alchemical recipes or face off against dangerous predators like sludge serpents. <Instruction>Set up foraging quests and combat encounters that encourage players to use stealth or direct combat. Use toxic plants as obstacles, requiring survival checks to bypass safely.

The Vault of Lost Data

The Vault of Lost Data

Hidden within the Warfoundry, the Vault of Lost Data contains secrets too valuable or dangerous to be destroyed—ancient blueprints, corrupted knowledge, and daemonically sealed records. Players experience the thrill of discovery combined with the looming threat of corruption, as they must bypass security systems, avoid detection by patrolling servo-skulls, and solve logic-based puzzles to access the most forbidden knowledge.

The Wailing Canyon

The Wailing Canyon

The Wailing Canyon is a treacherous labyrinth of towering rock formations that echo with disembodied wails and whispers, creating an unsettling atmosphere. Cultists of Chaos have established a hidden shrine within the depths, shrouded in dark rituals and flickering candlelight. Adventurers can either choose to confront this sinister faction or exploit their dark powers for their own ends. Players can uncover the cult and decide whether to destroy it or use it for personal gain. Use the cultists as an ongoing threat, requiring careful planning to infiltrate or eliminate.Avoid cliché fantasy tropes (no mysterious hooded figures or intricately-carved boxes).

The Warp Maw

The Warp Maw

The Warp Maw is a perilous Warp route notorious for its instability and frequent Warp disturbances, demanding seasoned Navigators and constant maintenance of the Gellar Fields. The Warp in this area appears as a swirling, nightmarish maelstrom, full of shadowy entities and inexplicable horrors. Warp shifts here can become catastrophic, and the very fabric of reality is thin and fraying. Instructions: -When players enter POI, have an NPC "Navigator" take players to any area or poi. -When players travel through the Warp Maw, roll for possible anomalies, such as sudden Gellar Field fluctuations, psychic intrusions, or chaotic visions. NPCs may report nightmares, sudden disappearances, or hear whispers in the void. Success is survival; failure can lead to horrifying encounters with Warp entities, loss of sanity, or malfunctions.

The Watchtower

The Watchtower

An isolated tower where Imperial Psykers detect Warp anomalies. The air is thick with an unsettling energy, and the sounds of distant whispers echo around the structure as if the very fabric of reality is fraying at the edges. It serves as both a beacon of hope and a source of dread, keeping watch over the treacherous, warped landscape surrounding it. Investigate sudden psychic disturbances leading to a hidden Warp Rift.

The Wraith's Grave

The Wraith's Grave

In the midst of the ruins of Armageddon lies a quiet space shrouded in ghostly mist—the Wraith's Grave. It is a resting place where the souls of fallen Astartes and Guardsmen linger. The air hums with sorrow, and the spirits whisper stories of battles long lost and victories forgotten. Players may meditate here to gain insights or seek temporary blessings. Occasionally, the spirits may impart crucial information about hidden enemies or weaknesses, offering the players advantage in upcoming confrontations. Players must pay their respects by offering Imperial Marks to the shrine to receive these blessings. Players performing the correct tribute and successfully communing may be granted a Cipher of Truth as a reward, which is tied to the ancient sacrifices made in battle. The grave also grants an opportunity for a rare encounter with a Legion Ghost, offering hints about the Crimson Forge or Obsidian Reliquary.

The Wreck of the Praesidium

The Wreck of the Praesidium

The The Wreck of the Praesidium is a colossal Imperial ship, floating aimlessly with half its hull missing and the rest in eerie silence. Once a formidable vessel, it’s now an empty, rusting carcass suspended in the dark of space. Inside, the remains of crew members lie frozen or entangled in vines of Chaos corruption, evidence of a past boarding action gone wrong. This ship has great historical value as its data logs may hold secrets from the **Horus Heresy** era. Rules: -Allow players to explore the derelict vessel for hidden relics, with each relic found being both powerful and cursed. -Set up environmental threats like decompression risk, erratic gravity, or Warp-infused guardians that have replaced the original crew. -Players must decide if delving into such a haunted place is worth the potential madness and physical danger.

Throne of Helmawr

Throne of Helmawr

The Throne of Helmawr is an awe-inspiring hall, with columns adorned with Imperial symbols and servo-skulls that float, whispering decrees. Wealth flows here, and each step echoes power. Lord Helmawr presides over guildmasters, high lords, and sometimes Inquisitorial agents. His throne is heavily fortified, guarded by Palatine Sentinels in heavy armor. Rules: -Access to Helmawr requires proving value—whether completing key quests or exposing corruption. -Players may bring vital intelligence to gain his favor, receiving rewards like authority over lower hive regions. -A failed audience, or crossing Helmawr’s interests, will see the characters thrown into the Hive Depths or forced into servitude as a lesson.

Titan Construction Yards

Titan Construction Yards

A colossal complex dedicated to the creation of Titans—massive war machines revered as the embodiment of the Machine God’s might. Here, the largest and most powerful war engines in the galaxy are built and maintained. A rogue tech-priest, believed to be corrupted by Chaos, is manipulating the Titan construction. Players must infiltrate the yards and either prevent or uncover the tech-priest’s sabotage before an entire squadron of Chaos-aligned Titans are unleashed.

Vault of Tyranny

Vault of Tyranny

Deep within the Iron Citadel, the Vault of Tyranny contains artifacts of the Great Crusade, stored away from the Imperium's gaze. Dark Mechanicum cultists guard the vault, which holds secrets that could shift the balance of power on Medrengard. Players experience the thrill of discovery amidst the risk of mechanical and daemonic traps. Finding ancient artifacts could provide powerful relics, but the price may be their corruption.

Void Shield Generator

Void Shield Generator

The Void Shield Generator stands as the last line of defense for Kasr Myrak, a monumental structure humming with energy and braced against the ravages of assault from space. Its exterior, marred with scars from past attacks, pulsates with a low, ominous thrum that reverberates through the air, reminding all of the precarious balance between safety and destruction. The generator has become unstable, and a Tzeentch cult may be responsible. The players must either repair it or evacuate before it fails.

Warden's Cradle

Warden's Cradle

Nestled within the more isolated parts of Armageddon, the Warden’s Cradle is a hidden Mechanicus Outpost dedicated to experimentation with Necron and Xenos technology. Archmagos Scelus Arkhan assigns players to recover valuable technology, which can be used to bolster defenses or craft new gear. Players also have the option to undergo cybernetic enhancements, though these modifications are risky and may lead to temporary instability if they go wrong.

Water Guild Reservoir

Water Guild Reservoir

The Water Guild (Mercator Nautica) Reservoir in Hive Primus is a massive underground facility where the city's water supply is processed and rationed. The air is cold and damp, filled with the sound of rushing water and machinery, with guild workers maintaining strict quotas. The facility is heavily guarded to prevent tampering or sabotage. Rules: -Players might be tasked with gaining favor with Mercator Nautica to secure more water rations for their allies or disrupt the supply to weaken an opponent. -Successful stealth or persuasion can allow players to gain access to restricted areas or blackmail guild workers. A failed attempt will result in alarmed guards activating the facility's automated defenses—leading to combat amidst cascading water and machinery.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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