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1400739753820.Pdf Introduction Pg 1 The following set of rules are intended to be used for playing an RPG in Frank Herbert's Dune Universe. The rules are a hack of the World of Darkness rules system. The setting takes place in a non- canonical time-line approximately one-and-a-half centuries prior to the original Dune novel. The information used to compile the setting as presented here is collected from Frank Herbert's six Dune novels and The Dune Encyclopedia written by Willis E. McKnelly and published in 1984. Later works and novels are not drawn upon, although significant inspiration comes from the Dune 2 RTS video game, published by Virgin Studios in 1992. The cover artwork is a modified, early promotional poster from the David Lynch film, released in 1984, as is the image used for the page borders. The black-and-white drawings are taken from The Dune Encyclopedia. Information is presented here as it directly relates to the Chronicle that this booklet is intended to govern. I do not rehash the entire Dune Universe, nor go into depth regarding the World of Darkness rules system. That information is widely available from other sources (like the Dune Novels and World of Darkness books). This booklet assumes that the reader has at-least a passing familiarity with the Dune Universe. It will not explain who Ixians, Fremen or Bene Tleilaxu are. It will not explain the mechanics of space travel nor the history of the Spacing Guild. It contains only the information necessary for the campaign, and is provided mainly for ease of reference. Table of Contents Introduction 1 Setting 2 Character Creation 10 Backgrounds 12 Combat 20 Equipment 21 Maps 22 Character Sheet 24 -Version 1.3, gs. Setting Pg 2 Arrakis Far from the star systems of the Great Houses, outside the common trade lanes lies Arrakis—Dune. Third satellite from Canopus and orbited by the moons Krelln and Arvon, Arrakis is an arid planet with little atmospheric water. Most of its surface is covered in the shifting sands of the Deep Desert, while rocky outcroppings provide safe-havens for the human population and the few introduced species that manage to survive the harsh environment. Greatest amongst the native inhabitants of Dune are the fearsome Sandworms —monstrosities that travel the Deep Desert, and devour any living thing in their path. The North polar region of Arrakis contains areas of exposed bedrock that renders it inhabitable, protected by the Shield Wall of mountains surrounding the area. Here, Arrakeen, Carthag and other cities serve as way-stations for the members of CHOAM enforcing spice-harvesting contracts out on the vulnerable sands. In addition to defending against the Sandworms, the Shield Wall protects the better-settled areas from Coriolis Storms. These storms, whipped into motion by a combination of the planet's movements and the currents of the winds, can blow massive sand clouds at speeds up to seven-hundred kilometers per hour, rending flesh from bone. The Spice Melange occurs here, and only here. Because the Spacing Guild is dependent on the Spice to operate their Heighliners, the Spice is the most valuable substance in the universe, without which society would collapse. It is harvested by members of the Landsraad holding CHOAM contracts to operate on Arrakis, as well as by the local Fremen population and the occasional smuggler. South of the 60th parallel, Arrakis is a forbidding, desolate waste. All imperial settlements lay above this demarcation, and surround the pole. The Northern Polar Sink of Arrakis contains water locked in sand and ice, but is forbidden from being utilized to any significant degree. The Imperial climatologists understand little of Arrakis and even less about the Spice, and fear upsetting the ecological balance of the planet, and possibly disrupting the flow of Spice. Although the restriction against exploiting the pole is officially an Imperial decree, many assume that the Spacing Guild encourages it. Arrakis has none of the artificial satellites and scanners common to most worlds. These have been banned by the Spacing Guild over Arrakis, with the Guild stating that the search for Spice leads to innovation and competition in its harvesting. Purportedly, the Guild fears that a status-quo would be reached on the planet were satellites used to exploit the planet-surface, diminishing the desire to increase Spice production amongst the holders of CHOAM contracts. In addition to the cities erected by the Great Houses, the settlements of Arrakis include Fremen Sietches, smuggler camps, towns established by locals who have passed under the rule of countless CHOAM contract holders, and the botanical testing stations established long ago by the Imperium, now turned to the purpose of growing the planet's little produce. Setting Pg 3 Major Features Above the 60th parallel are a number of inhabitable areas either laying on, or protected by bedrock. Chief amongst these bedrock features is the massive Shield Wall. If Arrakis' sands are seen as its seas, then surely the Shield Wall is its greatest (and perhaps only) continent. Protected by the Shield Wall are the Hagga Basin, Imperial Basin and Minor Erg. The Basins lay above the dune level considered Arrakis' equivalent of sea level, while the Minor Erg is of the same elevation as the planet's great deserts. No spice can be found in the areas within the Shield Wall, but these regions are the most-hospitable on the planet. Safe from worms, the few settlements on Arrakis are largely clustered around the basins and the erg. North of the Shield Wall is the Polar Sink. As one nears it, worm activity ceases, temperatures drop, and humidity begins to cling to the sands' surface. In the heart of the polar sink lies the North Pole, a region of sand-locked ice. Few areas disconnected from the Shield Wall are habitable. The False Wall, however, sports a small number of communities, and both Habbanya and Shibaya ridges are believed to house Fremen communities. Spice harvesting is largely limited to the area immediately south of the Shield Wall. Due to the threat of worm attacks, harvesters cannot stray far from the carry-all bases that deliver the moving factories to patches of the melange. As a result, few crews stray into the Deep Desert where spice is more plentiful, but refuge from worms is non-existent. Spice can be found north of the Shield Wall in smaller, less-pure patches, but these are rarely worth the investment of manpower and machinery, when richer fields lay just south of the continent. Setting Pg 4 Cities The planet Arrakis is a non-awarded Siridar Fief. The Imperial Padashah Emperor has delayed awarding the planet to appease the Combine Honnete Ober Advancer Mercantiles—CHOAM. Because of Dune's economic importance, the Emperor has allowed all the Landsraad to bid on CHOAM Spice contracts, with the winners each being awarded the opportunity to travel to Arrakis and compete for the support of the CHOAM board of directors. Whoever wins the CHOAM board's nomination will be awarded the planet. The Padashah Emperor has put in place a Judge of the Change to ensure that the competition follows the forms of the Great Convention, the Guild Peace and the Faufreluches. Currently, House Metulli of Novebruns, House Moritani of Grumman, House Thorvald of Ipyr and House Harkonnen of Giedi Prime all hold cities on Arrakis, from which to begin production and impress the Board. It is rumored that CHOAM intends to accept one or two additional bids, but it is unknown to which Houses these might be awarded. Each of the Great Houses awarded a bid have been granted control of one city, to use as a staging point to demonstrate their Spice-producing capabilities. Arrakeen Arrakeen is currently held by the forces of the Padashah Emperor. It is ruled by Pardot Kynes, the Imperially appointed Judge of the Change, and boasts a contingent of Sardaukar sent to ensure that the forms are followed in any conflicts arising between the competitors. Arrakeen is the largest and most cosmopolitan city on the Planet. All of the Great Houses on CHOAM's board of directors have enclaves within the city, from which they observe the houses competing for the fiefdom. Other interests, including the Spacing Guild and Bene Gesserit, also maintain a presence in the city. Setting Pg 5 Carthag The newest city on Arrakis, Carthag was established in a flurry by House Harkonnen, when Dimitri Harkonnen, son of the current Baron Grigori Harkonnen, arrived on the planet to begin executing that House's bid. It is a militarized city ruled with an iron fist, located on the smashed ruins of a smaller town, whose folk were put to work in the Hakonnen's shining new fortress. The Harkonnen appear to be paranoid to a fault, and it is rumored that even the Judge of the Change has had trouble entering the warren-like fortress- city. Isimpo Sprawling on the Hagga Basin, Isimpo is a city built around a number of ancient, Imperial Testing Stations that were established before the discovery of the Spice Melange. Thanks to the work done in generations-past at the testing stations, Isimpo has the largest market of fresh produce on all Arrakis. The stations and the basin around them produce poverty grass, onions, bis-naga and even melons, as well as a variety of shrubs, herbs, dwarf trees and wild-flowers. Isimpo has been taken by House Metulli and is currently ruled by Duke Martin Metulli himself—the only House Head so-far willing to risk his presence on Dune. Lamrab On the edge of the Minor Erg, Lamrab is currently controlled by House Moritani.
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