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Ok, I had a creative brainwave yesteday and I came up with a nice back story to a campaign. Here it goes:
Campaign: Siege of Glastheim Secundus
In year year 746.M41, a Rogue Trader by name of Eliphias Korr excavated an ancient artifact from beneath the shifting sands of the long dead planet Zhorr IV. Seeking fortune, Korr travelled to the nearby system of Glastheim where he knew the Adeptus Mechanicus there would pay a high price for such archaeotech. It was on the eve of the transaction that Korr did disappear. No trace was left of him, save for a blood scrawled message. "It is alive."
The artifact soon found its way into the hands of the Adeptus Mechanicus after months of plot and counterplot, upon which dozens of arcane data probes and psyk-augurs were trained upon this artifact. The featureless, white artifact yielded no secrets - remaining inscrutable even after weeks of the most intense probing. Theories and debate flared within the Mechanicus, some led to believe they had fallen for a fake, some believing that the artifact existed in the Warp and realspace simultaneously, among a host of other equally incredible statements. Nothing conclusive is known of this artifact, save that its tubular, asymmetrical structure pains the eyes that dare to look upon it and that it possibly predates the Imperium by thousands, if not millions of years. Cross-referencing of data files within the Ordo Xenos is inconclusive and adds more weight to the thesis that this artifact is not of Tau, Eldar or even Necron origin.
It is currently packed in time-locked stasis beneath the indomitable adamantium capital-fortress of Glastheim Secundus, kept under the watchful eyes of a thousand upon a thousand agents of the Adeptus Mechanicus and their most revered constructions and guarded by legions of cybernetically enhanced Skitarii. An entire planet of a five billion people and five Guard regiments stand ready to repulse any invader. The artifact now awaits extraction to most holy Mars, where it will be scrutinised by even more advanced augurs and probes thought long lost in the Dark Age of Technology and known only to the Fabricator General and his immediate staff.
Unbeknownst to the inhabitants of Glastheim Secundus, the artifact is not dormant. After it was transported to the Glastheim system, the presense of warp energy from the warp-realspace transition awakened within it a long dormant intelligence, neither daemonic or otherwise. Even in its time-stasis, it now emits a keening psychic resonance imperceptible to the primitive psychic sensors available to the Imperium. Only the ancient augurs on Mars are so powerful as to detect the barest portion of this signal.
Were it able to be detected, this psychic resonance would find itself being heard light years away from the very edges of the galaxy.
After the artifact's activation, portents most dire proliferated at an extreme rate. The Guard Raven of the Governor's Palace fell to its death, despite being able to fly. Psychic hexagrams of warding now fail and activate intermittently, as if some sort of code were being transmitted by their instability. Incidents of rebellion and psychic mutation have spiked 474.12% in the last Administratum Cycle, far beyond Arbites toleration capacity.
These portents all point to the ominous: The planet's doom is nigh and a time of great darkness shall descend on mankind once more
Forces of the Imperium muster from all over the Segmentum to the Glasheim system in pursuit of their own goals
Agents of the Inquisition descend like furious hawks upon the population in a holy frenzy of psychic purging and witch hunting. The sheer scale of their slaughter serves only to heighten the taint of rebellion and discontent at what the populace sees as a most repressive Imperium. Things are starting to get out of control, with the Inquisition presence far too small to suppress the planet-wide chaos. It will be soon before the most holy Grey Knights and Sisters of Battle arrive to stabilise the situation with flame and sword.
Unhinged by the death of his Guard Raven and the growing dissent, the Imperial Governor has sent for reinforcements from across the segmentum. Entire regiments of Imperial Guard as far away as Cadia and Valhalla have been shipped in as a precautionary measure. This is to be one of the Governor's most wise decisions in this campaign.
Space Marines operating in the sector keep a close watch on events unfolding in the region, and stand ready to strike down any invader with deadly precision and force. A Raven Guard Strike Cruiser from nearby Deliverance has already entered the system, and is now in active patrol around the periphery planets.
The Skitarii legions of the Mechanicus power up as new combat algorithms and weapons enhancements are fitted in response to the growing chaos. They still await the arrival of a transport from Mars for the artifact.
The forces of darkness are not dormant, and watch ever closely to the world of Glashtheim Secundus.
Orks ravaging the neighbouring Vanaheim system pause and turn away from their internicine conflicts. The psychic emanation from the artifact has augmeented their gestalt psychic fields, and the power of the WAAAGH! burns every stronger within them. They feel the resonance like a keening call, a father calling to his sons. They put aside their petty warring and join forces in an unholy gathering. They board their Space Hulks and captured Imperial craft and head towards Glastheim with an unforeseen sense of unity. The every ground trembles when the Orks fight, and it is certain that the world shall split asunder when they disgorge from their craft in an orgy of frenzied destruction.
The Farseers of the ancient Eldar from all the craftworlds feel the psychic resonance. They feel immeasurable heights of joy, as if they have rediscovered a long forgotten part of their history and feel the torturous anguish of despair, as they realise that the resonance comes from an Imperial world. The connection between the mysterious Eldar and this artifact is unknown, but they are determined to capture it for their own ends. Fleets of Eldar converge upon the system and wait for the most opprtune moment to strike. They know a great siege will engulf Glastheim Secundus and know it shall be a war of attrition. The Eldar have not the advantage of numbers, but they will seek to capitalise on another faction's gains to gain access to the artifact.
Their dark kin also feel the resonance and joy at the propsect of slaves and revenge against their Eldar enemies. They too send raiding forces to the system. It is not yet known which force they will attack first, the Eldar or the Imperials.
Tyranids from a long dormant splinter fleet of Hive Fleet Leviathan has been reactivated by the psychic resonance and Hive Queens calve at an alarming rate. The fleet heads towards the source of the signal and bring with them the possbility of wholesale carnage.
One impossibly ancient Necron Lord stirs within his forbidden catacomb once more. It sees the stars teeming with life and raises Tombships and countless ranks of Warriors in defiance. It is of little fortune that the system of Glastheim offers the highest concentration of life for light years around.
Perhaps most feared and most hated of all foes, the damned forces of Chaos gather like crows around a dead carcass. The attack has been planned long in advance, with elements from the Alpha Legion working tirelessly to sow dissent on the already weakened world. Chaos Lords from the Night Lords legion joy at the prospect of enslaving the populace and sowing dark terror. Forces from the World Eaters can smell blood even from within their vast strike craft. Iron Warriors take up the challenge of storming the famed defences of Glastheim Secundus' main capital-hive. Most dangerous of all are the forces of the Thousand Sons, specially led by Ahriman for this task. Of all the xenos and humans, he alone has scryed the pupose of this artifact and can see it turned to the glorious purpose of Tzeentch and Tzeentch alone. His forces are bolstered by allied Chaos renegades from the Emperor's Children and Black Legion, who have already been paid with arcane weaponry and slaves. However, Tzeentch is the master of change and there is an even chance that this unholy alliance shall be betrayed. Either way, a Chaos victory shall open the entire sector to the depredations of Chaos.
The ships of Chaos are now in transit from the Eye of Terror, and stand ready to unleash an untold scale of death never before encountered. Analysts from the Imperial Strategos collective already predict that this conflict could flare into an Armageddon scale conflict. Should Abbadon the Despoiler arrive...
The ultimate objectives of the forces of darkness is to either obliterate the populace and the Imperial forces or to caputre the artifact. These are equally dire options. However, as the forces make planetfall and intelligence makes its way to the top, all forces will inevitably seek to capture the artifact for their own evil deeds.
There is still hope for the Imperials yet. Should the Mechanicus convoy reach Glastheim Secundus in time and transport the artifact back to Mars, the attackers will have to pursue the Adeptus Mechanicus' ships - the most highly advanced ships known to Man - back to the indomitable Sol system. This is an impossible task. If the Imperials hold out long enough for the transport to arrive, they will achieve a resounding victory. If the artifact is captured, then the Imperials will have lost utterly.
Luckily (or perhaps unluckily) for the imperial forces, a warp turbulence has been induced by the artifact's activation. Enemies will find their ships translating off target at different times, and this will offer the Imperial Navy docked at the port of Glastheim Quintus time to pick off lone ships. This will make the task of defending the capital-hive of Glastheim Secundus much easier, although the Navy will ultimately be destroyed by the sheer number of enemy ships coming in to fight. However, this also means friendly vessels will not be able to join the battle in time, save for the imperial forces nearby,
The forces of darkness will inevitably fight each other for the ultimate prize of victory, and their internal conflicts shall make the task of defending much easier. Should the attackers unite, however unlikely that is, then all hope is lost.
(end of campaign story)
I will be releasing the exact campaign details and objectives for each faction later. I can envisage this being an uber fun campaign with losts of strategic play and massive epic battles, with the breaching of the hive's walls a really EPIC EPIC EPIC battle.
tell me if you like this story
and remember to give REP to posts you like.
Last edited by phr0z3n; October 21st, 2008 at 00:40.
dude thats in my opinion better than the background for medusa 5. rep for you
Lets go massacre something
I am a sexy shoeless god of war!
thank you very much
anyone else like it? shame to see my effort go to waste
Reaaalll cool!!! i'm totally digging it man! I cam see how you are gonna use every form of 40k in this! (from appoc. to kill team). I can't wait to see this put into play and see the rules and battle reports! KEEP US POSTED!
PM me about Aurora Prime Vassal fights! Willing and ready!
Those crazy Rouge Traders digging up featureless artifacts in deserts, they should know better by now.
Seriously though very cool background to get a lot of different races together.
"God is dead" Nietzsche- 1886
"Nietzsche is dead" God- 1900
Why are there scams? http://www.youtube.com/watch?v=Q71FLDIMBc8
Dude, awesome ideas. Can I attempt to tie part of it in to some fluff I'm thinking of writing? Nothing to impact the outcome, promise.
Sure, go ahead.
Just tell me what you are working on exactly.