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Manufacturer: Modiphius Entertainment

The End of Ten Thousand Years of Empire

The time of the Imperium is ending. Emperor Shaddam IV is about to enact a plan to destroy the popular House Atreides using their old enemy, House Harkonnen. But this is merely the spark that sets the Known Universe on fire. Ancient plans are in motion, and one woman's betrayal of her Sisterhood places the fate of the Imperium in the hands of her son, Paul Atreides. On the desert planet of Arrakis, the wheel of fate is poised to turn - and sweep everything in its path away.

A storm is coming, one that will tear across every planet in the galaxy. Your House will find themselves in the midst of that storm, but will you survive or be torn to shreds? Will you help the Atreides or watch Arrakeen burn in silence? Can you secure new spice supplies while the Harkonnen regime falters and fails to provide? Will you align with the insurgent Fremen, or seize the chance to bargain for more power from a desperate Emperor on the brink of losing his dynasty?

In this epic campaign, you can experience the events of Frank Herbert's groundbreaking novel Dune as part of the incredible story. While the main events may be set, the fate of your House is not. The fall of the Imperium and the rise of Muad'Dib will tear the Known Universe apart. Side with the Fremen against the Imperium and risk the Emperor destroying you too, but remain loyal for too long and you will face the onslaught of the Fremen Jihad. Can your House navigate the webs of plot and treachery to determine its own fate in this time of prophecy and destiny?

This 144-page, full colour, hardcover campaign book takes you from the Imperium Era to the Ascension of Muad'Dib Era. It also includes detail on continuing your campaign in the new regime, including the Qizarate as a new faction and detail on the state of the Known Universe after Paul takes the throne. The campaign itself is broken into four Acts, each with three full adventures, several more story seeds and expansion advice:

 •Act I: The Gathering Storm - House Atreides takes control of Arrakis, but there is more to this appointment than meets the eye. At the same time, House Ecaz enlists the player characters' aid to make a strike against House Harkonnen in revenge for their part in the Ecaz/Moritani war. Vendetta upon vendetta layers together, culminating in a brutal conflict on Arrakis.

 •Act II: Muad'Dib - Arrakis is under the control of the Harkonnen once more, and it appears everything is as it should be. But there are whispers of a new Fremen leader uniting the tribes, and the Harkonnen cannot contain the problem. CHOAM asks the player characters to investigate, and the secrets they discover will shake the Imperium.

 •Act III: Fall of the Imperium - Spice production has stopped and all eyes turn to Arrakis. The player characters must find their own supply of spice or their House may never recover. In the chaos, old feuds reignite as each House tries to hide its weaknesses and take advantage of those of their enemies. However, the situation on Arrakis is dire, and the player characters join the Houses of the Landsraad for a decisive reckoning with the Fremen and Paul Muad'Dib.

 •Act IV: War Across a Million Worlds - Paul Atreides is the new Emperor of the Imperium and everything has changed. His Fremen legions bring their religion with fire and steel to anyone who resists. A hundred plots and counter-revolutions swirl in the storm of the Jihad. Will the player characters and their House kneel before Muad'Dib or side with their peers to stop the worst of the atrocities? The time of the Imperium is at an end. Will your House prosper or become just one more forgotten casualty in a war across a million worlds?

Hardcover

4 out of 5 stars

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1 review

Good, but it's got some sand in the gears

Average rating of 4 out of 5 stars

Overall, I found this campaign/sourcebook to be interesting and frustrating at the same time. It is both a campaign (with several chapters and multiple adventures per chapter), but also tries to be a sort of sourcebook for the wider machinations of the Imperium during the events of Dune. It doesn't quite fulfill either one. There are some excellent parts of this campaign, especially in the first half. However, when you get into the latter portion, it starts to fall apart. The scenarios have your House participating in events that really stretch the imagination of why they would be there. Justification is given, but it is weak, in my opinion. I felt that a great opportunity was missed here to create something truly epic. More connection should have been made to the other source books for the Emperor's Court and Houses of the Landsraad, especially the latter. Being able to play off the larger House building mechanics using this campaign as a backdrop for player opportunities would have been excellent. Instead, playing in the wider Imperium as these events unfold because very difficult using the campaign as written, since the players will be railroaded to Arrakis. If a GM wants to play in the larger sandbox of the Imperium, then this book will become increasingly irrelevant. There are a lot of good ideas for GMs in this book though, and it definitely gets the brain working on how to expand on what is here. Its a good source, but could have been so much better.

June 23, 2024 9:59 PM

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