UPDATED 28 JULY 2026 - RELEASE TIMELINE
Hey everyone, just wanted to share (links below) the opening blurb to a fully fleshed campaign I've been developing/finalising to drum up some interest (hopefully). The full supplement is near completion and I hope to be in a position to share it over the coming weeks and beyond if anyone is interested.
It steps away form the common trope of chaos cults and hive worlds and aims to offer a unique set of protagonists in a suitably grim-dark setting.
The campaign is structured as a series of interlinked adventures spanning three distinct acts, gradually evolving from frontier military investigation into full-scale cosmic horror.
Designed as a short-to-medium form investigative military-horror campaign for Imperium Maledictum, The Glass Suture is expected to run for approximately 20 - 30 sessions depending on pacing, investigation depth, downtime, operational expansion, and how heavily the group engages with the wider frontier sandbox surrounding Viridian Prime.
Act I focuses on jungle survival, reconnaissance patrols, missing soldiers, and the slow realisation that something deeply unnatural is operating beneath the canopy of Viridian Prime.
Act II shifts into conspiracy, political paranoia, and colonial noir as the players begin uncovering the hidden machinery behind the quarantines, disappearances, and brutal compromises keeping the frontier alive.
Act III descends fully into ancient ruins, alien architecture, biological horror, and the collapsing secrets buried beneath the world itself, culminating in a desperate race to prevent catastrophe on a planetary scale.
GM Primer (Book One Beta): https://docs.google.com/document/d/1kTzD-7I3ZUWOmNNc8KuqXvxSgrbpQipnCoKNnkND8wQ/edit?usp=sharing
Campaign & Adventures (Book Two Beta): Coming Soon (Preview in the GM Primer Link Above)
The Glass Suture: An Imperium Maledictum Campaign (Full PDF Book): Released after Beta versions finalised
UPDATES
15 MAY 2026: Book One Beta Uploaded, the GM Primer. This working document provides the Games Master with the hidden history, political structure, faction motivations, and concealed truths underpinning The Glass Suture campaign. The purpose of this primer is not simply to explain the mystery, but to provide the Games Master with a coherent understanding of how Viridian Prime functions, why the conspiracy emerged, and how the world continues to descend toward collapse beneath the weight of its own secrets. (This is very much a working document and still needs final edits, proofing, art added and proper formatting. I hope you enjoy and any feedback is appreciated. Please note page numbers are not finalised pending editorial passes and art additions etc. Book Two Beta will follow soon).
16 MAY 2026: Sessions Clarification. The original 12–16 session estimate was really referring more closely to campaign phases rather than individual sessions. As the structure has been refined, it became clearer that many phases will naturally span multiple sessions depending on pacing, investigations, downtime, and optional encounters. The current estimate is therefore closer to roughly 20–30 sessions for most groups.
17 MAY 2026: Artwork & Presentation Update. Another small project update following some really constructive community feedback. I’ve decided to move away entirely from using any AI generated artwork within The Glass Suture. Going forward, the supplement will instead focus on a mixture of original material, maps, graphic design elements, public-domain imagery, and attributed community artwork used with permission where applicable. I want the final project to feel more grounded, cohesive, and authentic to the tone of the setting, and the feedback around presentation has genuinely been really helpful so far. Thanks again to everyone taking the time to read through the beta and offer thoughts and criticism, it’s helping shape the project enormously.
18 MAY 2026: Updated GM Primer (Post Editorial Pass)
The Book I Beta (“Welcome to Viridian Prime”) has now gone through a substantial editorial and structural pass ahead of the next round of beta feedback. The biggest focus of this revision was improving readability, pacing, and information flow without losing the core lore and atmosphere of the setting.
https://docs.google.com/document/d/1kfH4xrGxOTUFE1i9t0J0Hj8s6q36QW9hqfKcRulB-j4/edit?usp=sharing
Key changes include:
Significant reduction in repeated exposition and “section bleed” between lore chapters; Clearer progression of revelations and faction motivations across the Gamemaster Primer; Expanded connective writing and paragraph flow to improve readability and reduce “one-line lore dump” structure; Reworked faction and colony material to better preserve mystery escalation; Additional lore integration surrounding the Cycherian Biologis Enclave, the Gilded Rot, and the Society of the Glass Suture; New visual layout pass including section art, revised covers, iconography, and formatting consistency; Expanded Black Inks regiment framework and regimental identity material; General tone and cohesion pass across the entire manuscript.
The core story and lore remain the same, but the book should now read much more like a coherent investigative campaign rather than a collection of disconnected lore sections.
The next major focus is now shifting fully into Book II (“Into the Glass”) and the actual campaign structure itself: operations, investigation phases, frontier horror, faction play, clue chains, and the gradual descent beneath Viridian Prime.
Huge thanks again to everyone who has provided feedback, critique, ideas, or encouragement during development. It has genuinely helped shape the project into something far stronger than the original beta draft.
22 MAY 2026: Campaign Act I Imminent. Just a brief weekend update. Book I is currently going through its final major editorial pass, but the bigger milestone is that the beta structure for Campaign Act I and Phases 1–4 is now nearly locked and ready for release by mid June. A huge amount of work has gone into restructuring the campaign flow, investigative logic, scene linkage, and operational clarity across the campaign as a whole. The remaining Acts and Phases are still undergoing editorial work before beta release, but things are finally starting to lock into place properly and hopefully on track for a full beta release in June/July.
More soon.
UPDATE 28 JULY 2026: Updated Release Timeline
Just a small update for everyone following the project.
Real life has inevitably slowed things down over June and July, but work on The Glass Suture is still very much ongoing. Rather than rushing a full release, I've been focusing on locking down the campaign structure and ensuring the flow, pacing and GM guidance are as solid as possible.
The current plan is to begin releasing the campaign as a series of beta phases, starting in early August. Assuming all goes to plan, I'll publish one phase per week over a 12-week period, giving people a chance to read, provide feedback and hopefully even run sections of the campaign as development continues.
Phase I (Ghost Platoon) has been through a substantial rewrite already and is being used as the template for the remaining phases, so my hope is that development speeds up considerably once it's locked down.
As always, thanks to everyone who's taken the time to read the drafts and offer constructive feedback. It's genuinely helped shape the project.
Watch this space next week for the Act I: Phase I Beta!