Hey guys, this section says that it's for battle reports but also for campaigns. As a result I wanted to share some of the progress I've made towards the INQ28 campaign we're going to be running (probably over the winter).
I've been working on a small campaign setting based (to a degree) on the studio's world of Karis Cephalon. I liked the setup of Karis Cephalon, with the mixture of farming, mining, industry and cities. As a result, I wanted to create a similar world, which I've named "Nova Castille" after one of the hives on Ichar IV. (I thought it was too good a name to waste on a hive!) A civilised world with farms and mines, a slave underclass with a elite of landowners (the only ones allowed to vote).
However, Nova Castille isn't going to be a complete rip-off of Karis Cephalon; I've also taken some influence from the various Dark Heresy sourcebooks, along with the Cirian Legacy campaignbook.
To kickstart my players and the Inquisitors involved with Karis Cephalon, I've created this document:
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REF: Inq/VVSOP2123/NC
AUTHOR: Inquisitor Rixx
SUBJECT: Nova Castille - An Overview
>>ATTACHED PLANETARY DATA DOWNLOAD<<
>>TRANSMITTING<<
>>RECEIVED<<
Planet: Nova Castille
Mean Orbital Distance: 145,900,000KM
Mass: 0.995
Orbit: 0.97
Rotation: 0.94
Equa. Diam.: 12,900KM
Gravity: 1.12
Satellites: 1
Planetary Capital: Cantium
Founding
Nova Castille was originally settled during the Golden Age and was rediscovered during the Great Crusade, c.350.M30 by the Blood Angels Legion.
Notable Historic Events
:: Until the late 33rd Millennium, Nova Castille was ruled by a Monarchy. A popular revolt led by trade and farming leaders and aided by much of the planetary defence forces overthrew the ruling elite and established a semi-democratic process. The Planetary Governor is now an elected official voted for by the ruling elite. This electorate is formed by farm and mine owners – those with economic influence gain political influence. The new regime was officially recognised by the Adeptus Terra in 881.M33.
Features
:: Nova Castille has a mix of agricultural and industrial economy, and is largely self-sufficient. Individual wealth is based upon slave labour for the majority, and most of the people on Nova Castille are either members of - or work for – one of the large merchant families that hold most of the planet’s wealth. The Ecclesiarchy does maintain its own independent holdings on the planet, however.
:: Nova Castille possesses a large mutant population which forms a slave labour force for the planetary economy. Local laws segregate such slaves, and they have no legal rights. There have been several abortive slave revolts in the planet's history but none have seriously threatened the power of the ruling classes.
:: The trade cartel known as the Lazarine syndicate has a number of holdings on Nova Castille, including the opulent Carnivora in the midst of Cantium known as the ‘Red Circus’, along with a number of insignificant mining facilities.
Past Inquisitorial Involvement
:: See separate sub-files on Slave Trading, Licensed Mutants. No reported investigations within the last fifty years.
Unsubstantiated Data
:: The family of the current Imperial Commander has been investigated several times over the last three centuries for connection with diabolic cults, irregular practices and possession of unholy artefacts and materials. No conclusive proof was discovered in all cases.
:: Portents in the warp have led many seers of the Inquisition to suggest Nova Castille is located at the centre of an astrological convergence that will last for several years and narrow the gap between real space and warp space, allowing daemons and other entities to break through more easily.
:: Nova Castille is believed to host numerous Dark Age Technologies, including a weapon known as the Angel [ref: Codices of Alurha, Vol.5: 'The Angel of Destruction was brought forth and the light of death razed the sinful city to ruins.'] Excavations across the planet have found little evidence to support this fanciful tale.
:: Whilst the ruling elite is keen to protect its economic interests through mutant labour, it appears that elements do exist on Nova Castille are anti-mutant, launching extended campaigns of violence against the mutant ghettos. This mysterious organisation goes by the name of “The Eagle’s Claws”.
:: The criminal cartel known as the White Snake dominates the sub-sector, distributing a dangerous narcotic known as ‘haze’. Past investigations [see files 22357/A & 96238/E] seem to promote the theory that ‘haze’ is derived from an ore that originates from Nova Castille, but this has never been proven.
:: Farmers from the lowland farming region of Deepsuth have reported a spate of bizarre Grox mutilations.
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The "Unsubstantiated Data" section effectively provides a number of leads for the Inquisitors to investigate, and it will determine how they interact with eachother. There are a number of other groups on Nova Castille, some of which will be immediately obvious to the players, but some of which are content to operate behind the scenes. The Mutant Rebels, the Eagles' Claws, the White Snake Cartel and the Lazarine Syndicate are just a few of the dangerous individuals on Nova Castille.
In the next post I'll introduce the four Inquisitors who will begin our campaign.