The Campaign is set on the world of Traxis V in the Calixis sector. It is a, generally, unremarkable world whose sole export is Promethium. At one point, the world was a lush green agri planet, but a large meteor impact drastically changed the climate and now the world is dry and arid. The planet has very little surface water and only has 3 hive cities on it, all three of these sit atop of vast water reserves. In between the cities is The Wastes, a dried up seabed. The Wastes are populated by several tribes who revere a being called the Iron Angel, which supposedly gave them the blessing of the vehicle.

These tribes are the ones who mine the Promethium, they run camps that pump it out of the ground and then they run the crude to Fire Town, which is an old Promethium refinery. Fire Town then processes it into various forms, with half always being refined into "guzzolene" and given back to those who brought the crude. The various tribes are constantly at war with one another, thankfully firearms are rare and expensive in The Waste, so most of their fighting is done with melee weapons and primitive ranged weapons.

Traxilla: Traxilla is the Capital Hive, and main port, of Traxis V. It is unremarkable as far as hives go, except that gears and other vehicle related objects are featured prominently in the art and decor. Strangely the people of Hive Traxilla have regular contact with the residents of The Waste as that is where they get the refined Promethium required to keep the planet functioning. The underhive is particularly nasty, filled with all kinds of mutants and other things.

Forge City Proxima Aqua: Called the Fortress of Firepower by the Waste tribes, this Adeptus Mechanicus Forge Hive makes all of the firearms used on Traxis V. Wasters will drive to the Fortress in large convoys bringing with them tons of scrap which they trade to the Tech Priests, called the Silver Fingers, for guns. The Forge City actually has an incredibly low population, as it was decimated by the meteor impact. As such most of the city is run by Servitors who also serve as its protectors. The city is kept functioning by the several thousand tech priests who survived.

Bleak Heights Hive
: Called Dark Town by the Wasters, this Hive may have physically survived the meteor, but the people inside didnt. This Hive is dead and abandoned, and the Wasters are going to let it stay that way. Everyone who has tried to turn this Hive into a base or tried to go in for scrap or to scrounge never comes out again.

So thats Traxis, the PCs will be arriving in Traxilla because their boss, Inquisitor Staven Arcturos, has been receiving disturbing prophecies concerning this planet. When they make Planetfall they will be met by Ragnar Bloodklaw who is one of Staven's Interrogators. He will inform the party that mutant attacks in the underhive have stepped up and hes gonna need their help in figuring out why.

*que underhive battle sequence*

The party eventually figures out that an Excommunicate Traitoris Inquisitor named Tolbrun Khan is behind the mutants getting all riled up and that he seems to be getting help from somewhere. *que investigation* The Party finds out that Tolbrun is getting guns from somewhere in the Waste. Ragnar tells them to contact X, who is another of Staven's Interrogators.

The party heads out into the Waste in a vehicle to find X. Party gets attacked by Tribals who wreck their vehicle. X finds party and helps them get another vehicle and points them in the direction of a helpful tribal, Gutgash. Gutgash will help them but they have to help him first. He sends them to go clear out an old Promethium Rig that is overrun by "nasties".

Party goes to clear out the "nasties" after they do so they realize that the Nasties are tainted by Chaos shenanigans. The Plot Thickens.They return to Gutgash, who points them to a Silver Finger called the Iron Herald, who is making guns to Tolbrun. Pcs go to confront the Iron Herald, during the firefight a squad of Arbites shows up and demands that everyone surrenders. The Arbites are led by Inquisitor Astrid Skane, who found out about this while investigating Baron Magnus Quintos.

The Iron Herald surrenders and Skane finds out the party is also Inquisition. While she doesnt like their boss, she knows he is a professional and decides to let the party in on what she found out. Information is traded. They find out that Baron Quintos is backing this whole mutant mess for some reason. Skane believes it is to take over the Governorship. Party contacts X and tells them whats going on. X tells them to go to the Upper Hive and contact Y who is also one of Staven's Interrogators.

The Party arrives at Y's place and get the run down of the Baron. The Baron is a simple man who owns several business interests in Traxilla, he has one son, Castus, and his wife died some years ago. Y finds it strange that the Baron would try to overthrow the Governor as he was never a particularly ambitious man. Y says that she will do some investigating and lets the party figure out heir next move. *i wing it* Shortly after this Tolbrun stages a jail break and gets the Iron Herald out of wherever he was being held and they disappear into the underhive.

Through typical PC ingenuity the party figures out that the Baron has a daughter who is actually a very advanced mutant and he keeps her hidden in a wing of his home. He is backing Tolbrun because Tolbrun believes that mutants are the next step in humanities future and if he won she would be able to live a normal life. The PCs also figure out that the Barons son doesnt like his father and is the more typical scheming noble.

Thats all ive got for an outline right now, though i do have what is actually going on. Tolbrun has been "fixing" some of the more worse off mutants in the underhive by using a mutagen that the Baron got for him. The Baron in turn was put in touch with these people by his son, who was approached by them. They promised him control of his families wealth and business for helping him, of course the idiot took it. These mysterious backers are actually Tzeentchian cultists who simply want to try to destabilize the subsector. The Cultists in turn got the mutagen for yet another mysterious backer. This backer was posing as a fellow Cultist but is in actuality a Phaenonite Inquisitor who wanted to test the mutagen and several warp weapons and the cultists just happened to be a convenient deniable asset.

So basically the Baron and Tolbrun are getting duped (they are the sympathetic villains) by the Son, who is a jerk. The Son is getting duped by Tzeentch cultists, who are in turn getting duped by a Phaenonite. Complicated enough yet

What i need now is two more Interrogators as ive got Ragnar fleshed out. X is obviously an outdoors-y ranger type and Y is obviously the social one. Other than that, general ideas are always welcome.

Spoiler: Ragnar Bloodklaw
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Ragnar is a massive, grizzled bear of a man, who wields a massive Power Axe and an equally massive Shotgun. He is clad in thick slabs of Carapace armor at all times and looks more like a crazed barbarian than an Inquisitorial agent, the cloak made out of a bear that he killed with his bare hands isnt helping.


Enemies

Spoiler: Beastmen Gor
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WS 32 BS 22 S 46 T 36 (6) Ag 32 Int 18 Per 30 Wp 25 Fel 20
Wounds 14
Traits: Brutal Charge, Natural Armor (2), Natural Weapons Horns 1d10+4, Unnatural Toughness x2
Skills:Climb, Common Lore (Underhive), Concealment, Speak Language (low Gothic), Survival +10
Talents: Basic Weapon Training (Solid Projectile, Primitive), Melee Weapon Training (Primitive), Sprint