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Elixis

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  1. The Yervin Crusade Campaign Dark Heresy, Rogue Trader, Death Watch (when available) On the edge of Segment Obscurus lies a sector of space know as the Yervin Sector. It is a wild untamed sector on the fringes of Imperial space with a dark history and an evil reputation. Even bordered on three sides by sectors enjoying full Imperial status, Yervin is mostly uncharted and unexplored. Raiders, frequently chaos tainted, regularly fly from Yervin into neighboring sectors. Ulmar Delovos, they youngest son of the nearby sector Jallarn’s Imperial Governor, has hopes of making a name for himself in the Yervin sector. He has been granted Imperial permission to lead a crusade to bring the Emperor’s Light to the darkness of the Yervin sector. A dozen rogue traders have been granted Writ’s of Trade in exchange for helping with the crusade. Dozens of Inquisitors and their retinues have joined the crusade. A full legion of Space Marines backed up by 150 regiments of Imperial Guards are seeking to bend Yervin sector to the Imperial will. This is not the mention the hoard of Adeptus arbrites, astra telepathica, astronomica, costodes, mechanicus, and Administatum that are following in their wake. Unknown to all is the actual history of the Yervin sector. During the Horus Heresy not all of the rebel Space Marines were chaos tainted. At least one legion tried to carve out their own little empire. The Ghost Walkers were originally a legion of Space Marines specializing in light recon and rapid strikes. During the Horus Heresy the chapter commander expected the Loyalist and Chaos sides to eliminate each other and began building a power base, hoping to step into the resulting void. When the Emperor broke Chaos’s hold on the Warmaster the Ghost Walkers knew their activities would soon be found out. They packed up everything and fled beyond Imperial space, finally settling in what would eventually be the Yervin sector. Over the next millennium they slowly conquered the heart of the sector. Three central hive worlds and 2 forge worlds all supported by 8 agri worlds are the core of their holdings. In their flight from the Empire they were caught in a warp storm. While most of the people in the fleet were unaffected the chapter’s Gene Seed was slightly altered. The Ghost Walkers began a slow decline into madness and Chaos. As they became a Chaos legion warp storms started to envelop their core holdings. The Warp and material realms now overlap in Yervin’s central region. Besides this threat there are 2 worlds with Necron artifacts and a fair sized Orc empire poised to invade from beyond Imperial sight. I am unsure if I will allow a mixed party of characters or have each player make a character for each of the three games.
  2. The Yervin Crusade Campaign Dark Heresy, Rogue Trader, Death Watch (when available) On the edge of Segment Obscurus lies a sector of space know as the Yervin Sector. It is a wild untamed sector on the fringes of Imperial space with a dark history and an evil reputation. Even bordered on three sides by sectors enjoying full Imperial status, Yervin is mostly uncharted and unexplored. Raiders, frequently chaos tainted, regularly fly from Yervin into neighboring sectors. Ulmar Delovos, they youngest son of the nearby sector Jallarn’s Imperial Governor, has hopes of making a name for himself in the Yervin sector. He has been granted Imperial permission to lead a crusade to bring the Emperor’s Light to the darkness of the Yervin sector. A dozen rogue traders have been granted Writ’s of Trade in exchange for helping with the crusade. Dozens of Inquisitors and their retinues have joined the crusade. A full legion of Space Marines backed up by 150 regiments of Imperial Guards are seeking to bend Yervin sector to the Imperial will. This is not the mention the hoard of Adeptus arbrites, astra telepathica, astronomica, costodes, mechanicus, and Administatum that are following in their wake. Unknown to all is the actual history of the Yervin sector. During the Horus Heresy not all of the rebel Space Marines were chaos tainted. At least one legion tried to carve out their own little empire. The Ghost Walkers were originally a legion of Space Marines specializing in light recon and rapid strikes. During the Horus Heresy the chapter commander expected the Loyalist and Chaos sides to eliminate each other and began building a power base, hoping to step into the resulting void. When the Emperor broke Chaos’s hold on the Warmaster the Ghost Walkers knew their activities would soon be found out. They packed up everything and fled beyond Imperial space, finally settling in what would eventually be the Yervin sector. Over the next millennium they slowly conquered the heart of the sector. Three central hive worlds and 2 forge worlds all supported by 8 agri worlds are the core of their holdings. In their flight from the Empire they were caught in a warp storm. While most of the people in the fleet were unaffected the chapter’s Gene Seed was slightly altered. The Ghost Walkers began a slow decline into madness and Chaos. As they became a Chaos legion warp storms started to envelop their core holdings. The Warp and material realms now overlap in Yervin’s central region. Besides this threat there are 2 worlds with Necron artifacts and a fair sized Orc empire poised to invade from beyond Imperial sight. I am unsure if I will allow a mixed party of characters or have each player make a character for each of the three games.
  3. The Yervin Crusade Campaign Dark Heresy, Rogue Trader, Death Watch (when available) On the edge of Segment Obscurus lies a sector of space know as the Yervin Sector. It is a wild untamed sector on the fringes of Imperial space with a dark history and an evil reputation. Even bordered on three sides by sectors enjoying full Imperial status, Yervin is mostly uncharted and unexplored. Raiders, frequently chaos tainted, regularly fly from Yervin into neighboring sectors. Ulmar Delovos, they youngest son of the nearby sector Jallarn’s Imperial Governor, has hopes of making a name for himself in the Yervin sector. He has been granted Imperial permission to lead a crusade to bring the Emperor’s Light to the darkness of the Yervin sector. A dozen rogue traders have been granted Writ’s of Trade in exchange for helping with the crusade. Dozens of Inquisitors and their retinues have joined the crusade. A full legion of Space Marines backed up by 150 regiments of Imperial Guards are seeking to bend Yervin sector to the Imperial will. This is not the mention the hoard of Adeptus arbrites, astra telepathica, astronomica, costodes, mechanicus, and Administatum that are following in their wake. Unknown to all is the actual history of the Yervin sector. During the Horus Heresy not all of the rebel Space Marines were chaos tainted. At least one legion tried to carve out their own little empire. The Ghost Walkers were originally a legion of Space Marines specializing in light recon and rapid strikes. During the Horus Heresy the chapter commander expected the Loyalist and Chaos sides to eliminate each other and began building a power base, hoping to step into the resulting void. When the Emperor broke Chaos’s hold on the Warmaster the Ghost Walkers knew their activities would soon be found out. They packed up everything and fled beyond Imperial space, finally settling in what would eventually be the Yervin sector. Over the next millennium they slowly conquered the heart of the sector. Three central hive worlds and 2 forge worlds all supported by 8 agri worlds are the core of their holdings. In their flight from the Empire they were caught in a warp storm. While most of the people in the fleet were unaffected the chapter’s Gene Seed was slightly altered. The Ghost Walkers began a slow decline into madness and Chaos. As they became a Chaos legion warp storms started to envelop their core holdings. The Warp and material realms now overlap in Yervin’s central region. Besides this threat there are 2 worlds with Necron artifacts and a fair sized Orc empire poised to invade from beyond Imperial sight. I am unsure if I will allow a mixed party of characters or have each player make a character for each of the three games.
  4. This was the start of a RT campaign I'm running. All the players come from a RT family that has existed in the Calixis sector for almost 400 years. The family patriarch, the great grand father of the pcs, decides what jobs each of his family members do. If he says you are to be an armsman you will be, or you will be kicked out of the family. While the PCs have been shoved into professions, they haven't been given jobs yet. The beginning of the campaign has them ushered into the patriarch's presence. He has decided to give the party's RT the chance to be the 12th RT lord-captain in the family (there are currently over 300 family members). The Patriarch has acquired a warrant of trade for the Koronos expanse, allowing the family to expand there. The PCs are being given a ship and must prove their worth to the house. Their first test of their worth is getting to the expanse. The ship they have been given is a surplus military crusier that needs a lot of work to be ready to use. The patriarch provides the PCs with PF 20 in resources. Navigating the maze of task needed to get the ship flying made for a very interesting first few games. Once the party did start toward the expanse, they found out that the warrant of trade required them to assist any Inquisition agents that request it in the expanses.
  5. this happened during a 2nd ed AD&D game. I had a demon do enough damage to slay me out right. I failed my savings throw, but my elven chainmail made it's roll. The DM ruled that i was strained through the chainmail (it had me in a bearhug). the guy running the cleric looked at me and said "sorry i dont have raise grease spot"
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