![]() ![]() ![]() Open up Dune – Adventures in the Imperium: Agents of Dune and the first thing you see is a ‘Read This First’ pamphlet. It is with this set-up that Dune – Adventures in the Imperium: Agents of Dune begins. The spice drug melange is found on only one planet, Arrakis-or Dune-and since it is vital interstellar travel and commerce, control of the spice mining on Arrakis can make a house incredibly wealthy and it is within the power of the Padishah Emperors to both bestow and withdraw this gift. It is a future where the Bene Gesserit, a mysterious sisterhood guides and advises the emperor and every house from the shadows, yet has a secret agenda of its own where thinking machines have been outlawed and replaced by the human computers known as mentats and where interstellar travel is monopolised by the Spacing Guild whose navigators, heavily mutated by the spice drug melange, fold space and enable instantaneous travel from one system to another. ![]() This is an Imperium of great and noble houses-and some not so noble, that feud, jockey, and politic constantly for power, influence, and vengeance. Subtitled a ‘Roleplaying Campaign Experience’, it is both a starter set and more than a starter set for Dune – Adventures in the Imperium, the roleplaying game from Modiphius Entertainment based on the novels by Frank Herbert, set in the far future of the year 10, 191 during the reign of Padishah Emperor Shaddam IV. One is that you begin playing as soon as you open the box. Dune – Adventures in the Imperium: Agents of Dune is built on two key factors. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |