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.


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