Navigating the Great Ocean

The void is realspace: the gulfs between stars. The Warp (Immaterium) is a turbulent extra-dimensional medium used for faster-than-light travel. Warp currents, storms, and predatory entities make passage perilous; a vessel relies on a Navigator to see the tides of unreality and on a Gellar Field to keep the warp at bay.

Key Concepts

Encounter Seeds

  1. Distress vox from a ship translated decades late—crew unchanged, calendar not.
  2. Warp tide shifts: your plotted course now skims a daemon-haunted shoal.
  3. Silent pilgrim flotilla demands escort through a predicted calm—payment in relics.

Rules & Flavour Hooks

Model warp travel as risky downtime: test navigation, hull integrity, and crew resolve. Offer boons (shortcuts, time dilation benefits) alongside threats (possession attempts, system strain, lost time).

GM Tip

Use shipboard rituals, liturgies, and red-lit corridors to underline the uncanny atmosphere of a warp passage.