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The Morgrin Campaign - Phil Thomas +++Thought for the day+++ |
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Warbands ![]()
To start with, your Warbands have only one or two members; the Warband's Leader, and one follower. This is assumed to be the Leader and his closest or most useful companion.
We will use the ready reckoner to begin with, and using that system, the Leader can be anyone or anything, but he MUST be the Warband Leader. He MUST also be given the LEADER Ability.
The first follower must be worth no more than 200 pts. This will generally restrict you to a human follower, but not always. Once again, the follower can be anyone or anything, but they cannot be worth more than about 200 pts by the Ready Reckoner in the Inquisitor Rulebook.
If you have trouble creating a Character, talk to the GM. He'll be happy to help you out.
You cannot use a Character from the Inquisitor Rulebook! You can certainly use one based around one of the Rulebook ones, but the Characters should be created by the player, rather than copied down from a book. The GM can help you out with this, as well as check over all the finished Characters, to make sure none of them are too powerful.
Exceptions might be made to the above conditions for unusual Warbands, but these conditions are meant to give everyone an even starting in the Campaign.
Lastly, The Warband must have a background story. Make sure you give your Leader a good background. It does not need to be long and complex - the simpler the better. But you will need to think of what kind of person your Warband Leader is; what his motives for coming to Morgrin are, why he became an Inquisitor/Rogue Trader, etc. You should also do a short background story for your other Character, but you should concentrate more on your Warband leader.
This Background will help the GM to decide where you start in the Campaign, and allow him to decide what you would and would not be doing as you play your character. It would certainly be more helpful if the background contained a fair amount of detail, but too much will just get in the way.
If you have trouble thinking of a Background story for your starting Characters, then read through some of the background in the Inquisitor Rulebook, or read through the briefing for the Campaign for inspiration. If all else fails, talk to the GM - once again, he'll be happy to help you out.
Recruitment ![]()
We will be recruiting more followers during the course of the Campaign, so the Warbands will grow. There is room in the Campaign for any type of Character you like - all you need to do is recruit them (you'll be told how to do this later - it might take different motivations to recruit different characters).
The GM will be creating these Characters, so be careful what you wish for. They will come with pre-generated equipment and statistics, though you can certainly tell the GM what you want out of the characters. They will also come with their own short backgrounds, so all you have to worry about are your starting Characters.
Everything will be reviewed by the GM before the campaign starts, including your characters and background stories. If you need help with anything, or have any questions ask the GM.
The Morgrin Campaign - Players Brief![]()
An Inquisitor Campaign By Phil Thomas
Background:
There have been strange disturbances in the Cheruba Sector. A sudden increase in psychic taint over the past decade, warp disturbances ranging from the mundane to the severe inhabit the sector, and there have been reports of several alien raiding parties drawn towards the main Imperial strongholds. All these, and more varied and more subtle, but no less dangerous, threats have been centered around the Chantilla System.
Several factions have been drawn to the system, unbeknownst to eachother… for the time being. Inquisitors have been drawn to the Hive World of Morgrin Chantilla and its neighbouring systems, each for their own purposes, with their own hypothesis on what is happening, some of which are more ludicrous than others, but most are convinced that the forces of Chaos are somehow involved. Rogue Traders have been drawn to the surrounding systems, seeing the alien and pirate raids as an opportunity for profit, while the Tech-Adepts move to fortify their precious research colonies and forge worlds. Other characters have made their way to the sector for their own various reasons, and every one of them will eventually meet - either peacefully, or in open conflict.
The Cheruba Sector:
The Cheruba Sector is in the Galactic Far North, located at the apex of a triangle between the Galactic Rim and Northern limit of the Imperium's reach, and the dreaded Eye of Terror. This places it in a dangerous predicament, with chaos on one side, and alien empires on another. It is, therefore, well-garrisoned, with a major fleet base located in the Chansoran System, and every inhabited world adequately defended by Adeptus Arbites Enforcers, and regiments of Imperial Guard or Planetary Defence Forces.
The Chantilla System: The players find themselves drawn to the Chantilla system, namely the third world in the 8-planet system, Morgrin Chantilla. Hive World, and epicentre of both the Cheruba Sector, and the mysterious happenings that have drawn the attentions of so many. The Chantilla system is in the dead centre of the Cheruba Sector, where all of the Warp corridors through the sector meet. The majority of Imperial citizenry are found on the Hive World of Morgrin Chantilla, although there is an Industrial world in the direct vicinity, along with a mining colony in the outer edge of the system, and a small Adeptus Mechanicus Research colony.
1. Barren Rock (Rogue orbit). Uninhabited.
2. Barren Rock. Uninhabited.
3. Morgrin Chantilla, Hive World. Pop. 8.5 billion.
4. Chantilla IV, Industrial World. Pop. 1.35 billion.
5. Gas Giant. Uninhabited.
6. Terraformed (Binary orbit with AMTR125á). Uninhabited.
7. AMTR125, Adeptus Mechanicus Research Colony. Pop. 120,000.
8. Gas Giant. Uninhabited.
9. Outer Rim Asteroid Belt. Mining Colony. Pop. 350,000.
Morgrin Chantilla:
The 3rd planet in the Chantilla System, Morgrin Chantilla is a world covered with ash wastes and burning seas, typical of most Hive Worlds. There are five Hives on the main continent, Morgrin Major, with water purification plants and power generation windtraps on Morgrin Minor.
The Imperial Palace can be found in the Southernmost of the Hives - Hive Morgrin. The Great Courthouse of the Adeptus Arbites can also be found in Hive Morgrin, the largest Arbites centre in the entire Sector. By no means the largest Hive, Morgrin is the richest, and therefore most powerful.
Sola's Island is a massive refinery that covers the entire surface, and subsurface, of the island; the link between the water and power plants in Morgrin Minor and the great Hives of Morgrin Major. Surface shipping routes and pipelines spread outwards from the Islands, feeding both continents. The Docklands on the island are the single largest docks for both surface and starships on the planet.
A map of the planet is attached.
Other Planetoids:
Local Contacts:
The Chantilla System.
Elsewhere within the Cheruba Sector: