And in the 41st Millenium, the Imperium stands, a mighty bulwark of glorious Humanity against the myriad
foes who would assail it. The Lords of Terra beat their breasts and dare all those who would think to assault
this mighty fastness. “Our dominion stretches from one spiral arm of the galaxy to the other,” they cry.
“Who dares to stand against the numbers of our armies, the strength of our fleets, the fury of our Angels
of Death?”
Yet, there are those who dare. For ten thousand years mankind has imagined itself ensconced within a mighty
fortress, safe, warm, and protected. They ignore the truth; they are not so far removed from their primitive
forbears, the savages who huddled around a flickering campfire and tried to ignore the hungry shapes that
prowled just outside their feeble light. Far from a vast dominion, the Imperium is simply scattered lights
against a vast and terrible void. And now, just as then, there are wolves in the darkness.
The enemies of the Imperium are legion. They howl in the night and scratch at the gates as the pitiful
masses cower in their beds. They pray to their long-dead god that the gates will protect them, but no gates
can hold forever. The Imperium will fall. And when it does, who then will survive? What of humanity will
last against the ages? The defenceless, leaderless masses of mankind? Or those few who dared to become the
most dangerous monsters of all?
Excerpt from THE APPROACHING NIGHT, declared Hereticus Extremis 811.M41
This is a WH40K Black Crusade campaign. It will be homemade sector, at least initially, between the Maelstrom and Dominion of Storms in Ultima Segmentum.
A complex region as two smaller warp storms buffet one another seemingly in constant contest making travel of the region hazardous at the best of times with one exception. Between the two storms there is a trail of worlds that somehow remain placid within the warp allowing easy travel through the storms so long as one can evade the myriad of other dangers. Within both storms are dozens of worlds which have fallen to chaos and those on the edges or within this trail are under a constant onslaught of dangers from both within and without. Even with the grand threat of chaos there are always more threats arising, xenos traverse these stars at will, using the warp storms to cover their movements from their hidden bases or to allow them to attack worlds with impunity. Eldar forever moving the fates to their own ends, orks attracted by warfare, and even necrons and tyranids are not unheard of within the sector without even counting those native to the region who prey upon humanity.
Yet the greatest threat is and shall always be the force of Chaos, the dread worshippers of Tzeentch, Khorne, Nurgle, and Slaanesh. Ranging from minor cults rooted out and destroyed by arbites to fearsome warbands with goals of forging their own Black Crusades to launch out from this Trail of Dust. Seeing this, humanity pressed by enemies on all sides. The forces of Chaos preying on all from within and from without. A dozen wars being waged at any one time with men and women dying in droves. With destruction and death around every corner I have but a single question. Which god shall you serve?
We will be using Orokos for the rolls. please make sure for campaign you put in "Omega's Crusade"
http://orokos.com/roll/c-Omega%27s+CrusadeRolls will be standard rolls, you get to assign your rolls to your stats though and get 1 reroll.
Pick your Pride, Motivation, and Disgrace rather than rolling if you wish.
Alongside the 1 item per infamy point you also get any number of common or lower items you want within reason.
Players will be anything, astartes, human, core archetypes, and advanced archetypes.
You can pick your alignment at will instead of having to pay for advances into your god's alignment and at character creation you may change alignment though do not use this to meta-game.
For people who may want something homebrew more than likely I will allow you to have it so you can invent your own thing and it will pretty much be a matter of agreeing on what it takes to get it. If you want something from fluff that is almost certainly possible and will just be a matter of statting it up and figuring out what it takes to acquire it.
Also, I am a complete proponent of refluffing things, you want a female astartes we can refluff that as Slaanesh changed your gender or a fallen Sister of Battle who has some boons on her already to account for the equality to an Astartes. Something like that. You want a Manreaper that is not Nurgle aligned? We can refluff that and alter it a bit to fit your god.
The weapon training trait is pretty poorly worded and overall stuff with it is weird. Everyone has weapon training with everything, even exotics.
You can make an infamy check to add or remove mutations of choice, no matter once you decide to do this the mutation is added or removed. The cost though is that you gain 2 corruption and roll an infamy check with another +1 corruption for each degree of failure. This is you rejecting overt chaos from your body or calling attention to yourself from the chaos gods to beseech power. Be wary as the powers of chaos are fickle and do not like to be abused.
As we are using advanced archetypes as well as cores archetypes there will be some changes to starting characters: This should result in roughly equal characters with equal corruption and roughly equal infamy.
Core Human
5,600 exp 15 corruption +9 infamy
Advanced Human
1,000 exp
Core Astartes
4,100 exp 15 corruption +9 infamy
Advanced Astartes
500 Exp
Name:
Archetype:
Pride;
Disgrace:
Motivation:
Appearance:
Characteristics:
- WS:
- BS:
- S:
- T:
- AG:
- Int:
- Per:
- WP
- Fel:
- Inf:
Skills:
Talents/Traits:
Gear:
Wounds:
Infamy Points:
Corruption Points:
Gifts of The Gods:
Psy Rating:
Psychic Powers:
Alignment:
Advances:
Experience Total
Current:
Spent:
Any questions or concerns? I am more than willing to help at any time.
Noteworthy Worlds
1. Corona: A torus world circling a bright purple star. At the center of the torus is a massive space station from which a daemon prince of Tzeentch rules the world. The surface of the world is ever changing and vast with the dimensions never consistent. Upon the surface of the world sorcerers rule floating moving platforms that vary in size from mansions to small cities while upon the surface slaves toil away mining for precious minerals to give to their masters in return for materials to keep them alive upon the lethal surface.
2. Inmuta: A large world around a white star it is nearly covered in jungles. The leaders of the cities of the world are able to be connected psychically through a machine they created on the world creating a unified world government. The warp is powerful on the world as a result psykers are more powerful than normal though force storms are very common on the world as well. Due to this psychically attuned lightning rods are present in all cities as well as high walls and daemon engines for defending from the many mutated beasts present in the jungles. In the mountains of the world are the forges from which the daemon engines which fight off the beasts of the jungle are made.
3. Liibrus: A world ruled by a warband of Thousand Sons, most of the world is vast desert except for at both poles where you can find immense pyramids. They have a teleportarium to travel from one pole to the other the northern pole is a large hive city and the southern the largest library almost any mortal has seen. Vast tomes long believed lost are guarded by the handful of sorcerers and their servants. Knowledge is not freely given here but instead traded for gifts and for favors.
4. Perikos: Then there is the system of 9 stars. 9 small stars are held in complex ever changing orbits with small planetoids, asteroids, and space stations. By the complex controls of the warp somehow despite their mad dance the stars and their orbiting bodes have never collided. Only psykers may guide the machines that allow the stations to be one with this insane and impossible dance and so are highly valued and given rich rewards for their efforts.
5. Deraburam: The triplets, there are 9 world in this system, they are rather small but are divided into 3 groups of 3 that keep precise rotation and always form a perfect triangle should a line be drawn between them. Each group circles the sun at the same rate and each world rotates at the same rate as all the others. The worlds in their group also circle about the center between them. So each world is rotating on it's North/south axis, circling around an invisible point precisely between it and 2 other worlds, and each group is going around their sun at the exact same rate. In this system almost 25% of children born are psykers. Even if someone where to just be passing through on a ship if a child was born in the system it would have a 1 in 4 chance of being a psyker.
5. Kiliose: a verdant lively world ruled by a daemon prince, on this world might makes right and non-psykers are considered subhuman. Psychic powers are more powerful here thanks to the daemon prince's pyramids constructed all across the world to empower psykers. Sorcerers constantly compete against one another for power here and to lay claim to large tracts of land often killing enemies preemptively. If a young up and coming sorcerer is noticed he often finds himself targeted and killed in a duel of fate if he refuses to serve him by a psyker of the land he is growing up in. The only thing stopping a single psyker from easily ruling everything is if any ever becomes too powerful all who neighbor him would unify against him
6. Gold Fleet: Here are the gold ships. Once a proud people from a planet with a large amount of psykers the Imperium set out to kill the entire planet and so forced them to flee into the warp storm. They are now nomadic peddling their trade as they can. Nearly a hundred ships in all they are easily distinguished by the fading gold of their once prominent hulls.
7. Bierthose: There is a gas giant with 9 moons, each moon boasts a decent population for a moon and on the gas giant itself many people live. Through some mystery of the warp the wind currents of the gas giant occasionally solidify with the people of the world having learned how to predict and utilize these solidifying currents. They have also learned to trap these gases, trading them to the moons above who in turn trade valuable gases to ship who come through the system.
8. The Haven: The Haven, on the very fringes of the warp storm is a space station once abandoned but has since been taken over by a chaos sorcerer as a safe haven for psykers fleeing the Imperium. It is still run down but it acts as stop over point for raiders coming into or leaving the warp storm and the psykers surviving there ply their trade as they can.
9. Rih: There is a world nearly covered in gold from space one can see large areas of the planet coated in the fascinating substance. The golden material is psychoactive and so can be controlled by psykers or sorcerers. It was once magnificent place until the old ruler was slain and his sons took arms against one another. Now it is a horrifying place filled with monstrosities from the minds of the psykers from both sides with rogue psychically created beasts roaming the planet's surface as well as in many places the ground itself being hazardous to those who tread there.
1. Barrose: A world almost entirely covered in blood there are few landmasses upon this world and are fiercely contested by it's inhabitants. Strength and force of arms keep order here to protect the people from the massive leviathans and various dangerous beasts that inhabit the blood seas here. Floating cities, massive warships, and nomadic sailors survive upon the surface using tricks or strength to survive as well trading or raiding the landmasses for resources.
2. Ghekocid: A world dominated by a single large landmass this world is ruled by a powerful daemon prince. It is believed by many he has gone mad long ago though and spends all his time preparing for a black crusade but does so by forever demolishing his own forces. He divides all forces he commands into two groups and has his lieutenants do war with one another destroying each other's forces. It is his belief that only the strongest will survive and he will only accept the strongest thus making his own army more powerful after each time it is decimated.
3. Rellouse: A former hive world once wiped nearly clean of life it is now the home of the Red Dragon raiders. A Khornate cult they regularly raid Imperial space with the singular goal of inflicting as much death and destruction upon the Imperium as they can. Lead by the increasingly well renowned Captain Alais aboard his Grand Cruiser Desolation the Red Dragons are a fearsome force having taken many skulls for their god.
4. Sriatarum: It is from here the greatest war machines of Khorne are birthed. It is here the greatest axes are forged. It is here that that the greatest worshippers of Khorne come to prepare themselves to make war on his enemies. A massive world dedicated to death, thousands die every day in the blood forges or in the killing fields. The masters of this brutal world trade away their constructions for slaves and resources to keep their forges burning eternal to slay ever more enemies.
5. Celestine: Once a great Cardinal World of the Imperium when overtaken by the warp the convents of this world did everything they could to hold out as long as possible. A key world for the Adeptus Sororitas they refused to relent instead attempting to call for aid for as long as possible. It was a losing fight though as those of weakest will slowly fell to chaos and were cut down by the Sororitas and their comrades. None of their number would fall though, neither in battle nor to Chaos. Millions were butchered under chainsword blades when ammo ran out. They used all their rage and all their hatred in their fights and slowly were consumed by it. When the astropathic choir suddenly turned at last proclaiming the world of Tzeentch the Sisters of Battle brought everything to bear on them butchering every psyker on the planet someone drawn to them, hunting them. Only when it was finished did they look upon their armor coated in blood and bearing the heads of every psyker in the world to prove their demise did they realize their fall, and so with the fervor of their kind embraced it. Now world dominated by fearsome Khornate worshippers they have taken to the teachings of their new god as fearsomly as they did the old one.
6. Karas: A seemingly normal temperate world karas belies a great and terrible purpose. The people of this world hold a terrible hatred for the Imperium and in particular for the Emperor. Drilled to perfection, flawlessly trained, and utterly devoted to the death of the Corpse Emperor the men and women of Karas are a recruiting ground for some of the most elite fighters of the those who worship Khorne or oppose his enemies. The only thing holding the world back from greatness being the lack of resources forcing a mostly agrarian society with what little mineral resources given over to the small war foundries that dot the world.
7. Seclose: Eight planets orbiting a blood red sun. Toxic worlds with their environments dangerous to breath without protection. Most of the humans of these worlds spend their time within the habitation domes where one can at least survive. The environment has been destroyed by the worlds having been turned over to the singular goal of waging war upon one another. Each one is pockmarked by the quarries from which resources are extracted to create weapons of war. Each has their own separate and varied orbit but throughout the year regularly come close enough to at least one other world to the point that they share atmosphere and from each flyers are launched to begin the assault. Then for as long as possible they wage war upon one another before withdrawing back to their own world.
8. Tartaros: Ruled by a Daemon prince Tartaros is a world turned over to ferocious gladiatorial games of all kinds. In the thousand pits every day men and women die for testing themselves against one another as well as beasts and even daemons. Those who succeed in impressing the lord of this world find themselves granted glorious boons of war so long as they swear to take these boons and make war upon the Imperium of Mankind.
Nurgle World
1. Plastes: Renowned for the most heavily armored tanks and being able to produce countless other items as needed Plastes is most well known for it's shipyards. It is one of a rare few worlds with the massive shipyards capable of constructing not only cruisers but vessels all the way up to massive battleships. These rare behemoths are notoriously armored above and beyond their Imperium counterparts as they follow the doctrine of Nurgle at the cost of some speed but are all the more fearsome for it.
2. Caliubus: Even from space looking upon the world one can see the moving writhing masses below. This world seems to be alive and according to those who live upon it, it is. The ground is fleshy seemingly made of writhing bundles of unfleshed muscles. Flora is uncommon though appears to be living beings as well and are known to protect themselves. The fauna are strange as well, almost exclusively large beasts nearly as large as a hab block they burrow into the fleshy ground by pressing themselves between the fleshy fibers of the planet.
3. Paludem: A bright green verdant world truly beautiful to behold, until one begins to break through the atmosphere to the ground below. Upon approach one realizes the entire world, from north to south pole is a single unbroken swamp. All across the planet are the pleasant and often helpful followers of Nurgle who maintain the swamp as their priests dictate. It is not a harsh religion as the Imperial Creed is but a pleasant one that focuses strongly on the importance of family and talks of how the swamp makes them all one family. Promethium is commonly found on the world along with various gases, plants useful for toxins or medicines, and animals with similar uses making it a common trade port for those willing to descend to the planet's surface.
4. Castelli: One of the few worlds even remotely easy for the Imperial Navy to access this world is a fortress, a bastion of Chaos power against the Imperium. In the skies above workers are in constant effort to take apart the shattered hulls of Imperial warships who have failed in their attempts to break the world held in the name of Nurgle. A thousand times they say it has been assaulted and a thousand times the Imperium has been thrown back from the thick walls and dense swamps of this world.
5. Moratoria: A world declared under the protection of a Death Guard warband. It is in many ways similar to an Adeptus Astartes homeworld. It is the base from which they strike at the Imperium from as well as where they recruit new applicants and a refuge to which they may withdraw. It is open to any who wish to meet with the Death Guard which surprises many but true followers of Nurgle understand this as the Death Guard warriors only wish to welcome in the members of their family.
6. Aliquid: The world of dust and ashes. It is believed that once this was a verdant and bright world but long ago decayed into nothingness leaving only ruins behind and horrible shadows. The only real draw to this world is the seemingly countless xenos artifacts buried beneath the sands in the ruins of this world. Protecting these ruins though are the shadows of those who came before, there was once a human expedition to this world and they setup several large cities. Something happened upon this world though and has since driven the people into the darkest depths of depravity now feeding on each other and any foolishness to come to the planet to seize the bounty there.
7. Clora: Said to be home to the most skilled biologis in the sector Clora is also home to the greatest diseases outside of Nurgle's Garden. They are some of the greatest masters of life and death on the hive world of Clora with it's nearly 50 billion people living in close confines constantly spreading diseases and infecting one another. The world itself as humans have made it is one of the greatest dedications to Nurgle
1. Allathoseia: A massive world ruled by a daemon prince, a world so covered it machines it could be mistaken for a Mechanicus forge world. Innumerable humans slave away happily in service to their Daemonic overseer the very air of planet is permeated with drugs emanating from the plants which grow all across the world. Obsessed with experiencing everything life can offer him the daemon prince will bestow tremendous gifts on any who can grant him a new experience.
2. Glory: A massive structure of seemingly artificial construction it holds the shape of a flawless 6 sided diamond. Slowly traversing it's way through the warp storm on a circular path it is inhabited by millions as it is nearly completely hollow. Ruled by a council of 6 pirate lords it act as a haven for them, a trade port for many, and a home of decadence and sin for countless.
3. Aeternam System: Around a beautiful pink star 6 separate orbits of planetoids exists. The first orbit has 6 planetoids, the next 12, 18, 24, 30, and the last 36. Those closest to the star are the largest and richest of these worlds. Dozens, even hundreds of warlords at time via for control of the immense wealth of these worlds. For these worlds truly have great wealth. Originally founded by powerful pirate lords their kingdoms shattered in time and their wealth scattered across the worlds and new wealth found and brought here. Many planets have deep strains of gold and jewel easily mined with minimal equipment. Many have flawless environments for growing any kind of plant and raising the most flawless animals. Each world could be a utopia unto itself. Everything is poured into the war for more though. None will be happy enough until they rule the entire system. Some claim this is the strongest hub of Slaanesh's influence where men kill one another with their bare hands just to reach for ever more excess.
4. Scelious: Once an Eldar world, humans came to to this world and rather than exterminate the Xenos captured and enslaved many. In time Dark Eldar came to retake it but the humans won the battle capturing even the ships they arrived upon and too many more captives keeping them and breeding them as slaves. Half-eldar are not uncommon here on this world, a strange lower class beneath humans yet above the full breed Eldar who are nothing but chattel to the Slaaneshi worshippers who joyously sacrifice their play things to their dark god to feed her eternal hunger and reap great rewards in turn.
5. Summa: On this beautiful pristine world 66 city states fight one another with 1 city remaining neutral between them. In that neutral city is an academy dedicated to perfecting warfare to which each city sends their best to learn more and to pass on their knowledge. It is a world of grace and beauty and practices such in their warfare. Every city wishes only perfection in all things and so warfare must be perfected as well. Stringent codes of honor and rules of war are enforced upon participants to ensure the flawlessness of the world and each city follows these rules for to do otherwise is to admit they are imperfect.
6. Cantus: A world turned over to the arts. Nearly half the planet is a single massive foundry for precision machining and at the same time is a single vast musical instrument. At the heart of this massive foundry is a lone heretek driven mad centuries ago by Slaanesh who whispered a single note into his ear with her voice. He now spends centuries attempting to find a note as flawless while practicing perfection in hopes of causing her to appear once more and speak but a work more to him so he may hear her again. To acquire the resources to make his machine grow he trades away machines he builds for raw materials and slave or servitors.
Personae Dramatis:Dark Eldar Wych Kaillan Veskara - Fallen MuseRenegade Alexander Atreides - EisenhornWarpsmith Cremutus - Midget616 Pirate Prince Alaistair Godwin Lafayette - Omega Idolitrex Magos Calistarius - MortarionApostate Castiel Artemisia - BurningDaisies