“Journey through the Shadow of the Stars”
Basic premise
On the Exodite world of Vaelir-Tain, in the Forgotten Belt between the Eye of Terror and the Solar Segment, the unprecedented has occurred – Farseer Elyrion Shael has lost his judgement after a series of prophecies showed him the fall of both Aeldar and Mon-Keigh in one fire. He believes that the only way to prevent a complete collapse of reality is to deliver a key prophecy to the people themselves – and directly to the Imperial Governor of Sector Byele.
To prove it, Elyrion stole Craftworld Ulthwe’s ship, an ancient Void Stalker named Vaenor’s Grief, and disappeared into a webway portal towards the Imperial border.
Ulthwé reacts
The Farseers of Ulthwa immediately recognized the threat: if Elyrion reached Mon-Keigh, it could set off a chain of events that would change the fate of the entire galaxy – or destroy the very future of Aeldar.
Therefore, the Ulthwe Council decided not to intervene directly to avoid the attention of the Inquisition.
Instead, they hired two cabals from Commorragh – promising them access to the Ulthwe spirit-matrix in exchange for the “silent removal” of Elyrion.
The conflict is developing
Farseer Elyrion has made an emergency landing on the outlying Imperial colony of Fractura Secundus, an ice and ash colony where Imperial forces – the “Northern Tempest”– are currently operating . They have been tasked with protecting a research facility that analyses warp fluctuations.
When Elyrion arrives, he requests an audience, claiming to bring “a warning for the Empire – a gift from Fate itself”.
At that moment, the webway gates open – the Cabals and the Cults of Commorragh seem to materialize among the ruins of the colony and a bloody hunt begins.
Target:
- Drukhari: locate Elyrion (objective in the middle) and capture him (action within 1″ contact distance).
- Imperium: prevent capture and carry Elyrion to safety (transport or 3 rounds of holding).
Special rules:
- Warp Storm: at the end of each round, each player rolls a D6. On a 5+, a warp lightning strike (D3 mortal wounds to the nearest unit to the Elyrion) is rolled.
- Night fight: the first two rounds have a -1 to hit for shooting over 18″.
- Elyrion’s Madness: during the Imperial Command Phase, if a Farseer is within 6″ of any Drukhari unit, roll a D6 – on a 1, perform a Smite on the nearest Drukhari unit.
ADDITIONAL SPECIAL RULES
Warp Disruption Zones:
Elyrion’s 18″ zone “pulses” every lap. Units in it roll D6: for 1-2 suffer D3 mortal wounds.
Rival Cabals:
Each Drukhari army can betray the other 1 time per game: after the announcement, the player gains 1 extra CP and rolls D6, at which point on a 4+ the nearest teammate’s unit takes D6 damage.
Honour or Pragmatism:
After Round 4, the Imperium can decide to kill Elyrion (to prevent him from falling into the hands of the Drukhari) or save him. The outcome will determine the winner of the campaign.
ENDING AND NARRATIVE DENOUEMENT
| Result | Implications |
|---|---|
| The Empire will save Elyrion | “The prophecy of the Ice Star” will fall into the hands of the Inquisition. The warp storm is subsiding, but the galaxy is shaking. |
| The Drukhari will kill Elyrion | Elyrion’s soul explodes into a webway, consuming thousands of Commorragh souls – the Eldar Prophets speak of a “Fifth Death”. |
| The Drukhari will take him alive | Ulthwé is forced to launch an invasion of Commorragh. A new conflict arises: the “War in the Webway”. |
| The Empire will kill him at the will of the Inquisition | Warp breaks. Fracture Secundus is deleted from all records. |