Campaign Info
Updated: 2026-02-26
Overview
This is a living, open-ended Dominion Campaign set in the disputed underhive zone known as Sump Sink-17 - a sprawling network of collapsed hab-blocks, polluted waterways, and forgotten industrial infrastructure sitting beneath Hive Primus. No fixed end date, no fixed player roster, the campaign persists as a shared setting that gangs move through, leaving their mark on the hive as they rise, fall, recruit new blood, or disappear entirely.
The campaign supports any number of active players - it works well with as few as 2 and scales comfortably to 8 or more. Players can join, leave, and return mid-campaign without disrupting the game. It runs at a pace of approximately one battle per player per fortnight, arranged between players at their own convenience.
The Living Setting: Sump Sink-17
Sump Sink-17 is divided into three Zones, each with its own flavour, territory types, and special rules. The Zones represent different depths and dangers within the underhive.
Zone 1 - The Sprawl (Upper Underhive): Hab ruins, gang territories, black markets. Relatively safe. Rich in loot but fiercely contested. This is where new gangs establish themselves.
Zone 2 - The Drowned District (Mid Underhive): Partially flooded tunnels, rogue industrial machinery, toxic spills. Higher risk, higher reward. Experienced gangs compete here.
Zone 3 - The Sump (Deep Underhive): Near-lawless. Mutant warrens, ancient vaults, and things that should not be disturbed. Only the most powerful gangs venture here - and not all return.
Fortnightly Rhythm
The campaign runs on a two-week Cycle cadence:
| When | What Happens |
|---|---|
| Ongoing | Players arrange battles at their convenience - aim for at least 1 per Cycle |
| End of Cycle (fortnight) | Arbitrator updates territory map, collects income records, rolls Cycle Event |
| Every 5th Cycle | Narrative Arc climax scenario announced with 1 Cycle’s notice |
| Anytime | New players may be inducted, returning players resume |
Campaign Record Keeping
The Campaign will be tracked on Munda Manager.
House Rules Summary
| Rule | Detail |
|---|---|
| Any Player Count | Campaign scales from 2 to 8+ gangs; map grows as players join |
| Territory Cap | Zone 2 max 3, Zone 3 max 1 per gang |
| Map Scaling | 3 Sprawl + 1 Drowned District territory per starting gang; new territories added when players join |
| Bounty System | Anti-snowball escalating rewards for defeating dominant gangs |
| Underdog Hire | Lowest-rated gang gets one free Hired Gun per Cycle |
| Lockdown | Absent players’ gangs frozen for up to 3 Cycles |
| Joining Mid-Campaign | Bonus starting credits scale with average gang rating |
| Cycle Events | One random event per Cycle keeps the setting alive |
| Campaign Phases | Cycles 1–5 = Occupation (claim unclaimed territory, no gang-vs-gang takeovers); Cycle 6+ = Takeover (fight for held territory) |
| Narrative Arcs | Every 5 Cycles a climax scenario drives the story forward |
| The Tidal Cycle | Cyclical zone contamination (0-5) drives battlefield hazards, income shifts, and zone reclassification; contamination rises, peaks, and recedes in a tidal cycle |
| Gang Legacies | Arbitrator awards legacy bonuses at each arc boundary for measurable achievements; max 3 held at once; bonuses can carry to successor gangs |
A Note on the Spirit of the Campaign
This campaign is designed to tell stories, not crown champions. A gang that gets wiped out and rebuilds from nothing is as much a part of the setting as the dominant power. Write down what happens to named fighters. Remember the betrayal in Cycle 3. Let the map tell a story.
The campaign ends when the players decide it ends - or when the next one begins.
Welcome to Sump Sink-17. Watch your step.