Page 6 of 9

PostPosted: Sun Jun 21, 2020 7:43 am
by Lunas Legion
Prusslandia wrote:I have a few different ideas, let me know what you guys think would work best/is the most interesting, or if you want any elaboration.

1. Massed shock-infantry/attrition warfare specialists formed out of criminals given the choice of death or conscription (whether as Legionnaires or Auxilia). Primarch crashed on a literal prison planet. Learned lessons of power as opposed to justice, and strength as opposed to mercy. Obvious Night Lords inspirations, but not torturers. Power-hungry, dominance driven.

2. Fighting scientists, for lack of a better term. High population of apothecaries in comparison to other Legions, who regularly research and experiment on themselves/their brothers, within Imperial bounds of course (officially). Primarch raised by mutants just non-deviant enough time quality as Abhuman, and has worked as a doctor of sorts since. Regularly recruits mutants and deviants due to ‘sturdy’ geneseed, making them beautiful ala Blood Angels. Compassionate but arrogant.

3. Propagandists/infiltrators. Prefer supporting local coups and political elements that are pro-Imperial. Fighting more of a culture war as opposed to a straight fight. Primarch grew up in a noble court rife with intrigue and backstabbing, leading him to become a shrewd politician. Why fight when another can fight for me? Not asymmetric specialists like Alpha Legion, but moreso orators who use Astartes when absolutely necessary.


I'd say go for 2 personally. An entire legion of Fabius Biles sounds pretty cool.

PostPosted: Sun Jun 21, 2020 8:09 am
by Imperialisium
Option 1 would be my suggestion as that offers a more unique route regarding the Night Lords inspiration.

Option 2 we have a few people doing various aspects of that

Option 3 is also something currently unused

PostPosted: Sun Jun 21, 2020 4:15 pm
by Prusslandia
Do we have a timeline as to which Primarchs were discovered?

PostPosted: Sun Jun 21, 2020 4:36 pm
by Lunas Legion
Prusslandia wrote:Do we have a timeline as to which Primarchs were discovered?


Yeah, earliest you can go is fourth, latest nineteenth, in between that everything but 5th, 12th, 14th, 17th is open.

PostPosted: Sun Jun 21, 2020 5:25 pm
by Imperialisium
Prusslandia wrote:Do we have a timeline as to which Primarchs were discovered?


By currently established descending order (first to last)

Vasilisa
Atlas
Angeline
Titus
Eyrian
>space to be filled in between Eyrian and Clausewitz cause currently 100-110 year gap
Clausewitz
>Gap To be filled
Uriel
>Gap to be filled
Samael
Gap to be filled
Indrania

PostPosted: Sun Jun 21, 2020 6:38 pm
by Belvenska
Imperialisium wrote:
Prusslandia wrote:Do we have a timeline as to which Primarchs were discovered?


By currently established descending order (first to last)

Vasilisa
Atlas
Angeline
Titus
Eyrian
>space to be filled in between Eyrian and Clausewitz cause currently 100-110 year gap
Clausewitz
>Gap To be filled
Uriel
>Gap to be filled
Samael
Gap to be filled
Indrania


I'll take second to last for Akito if it isn't a bother.

PostPosted: Sun Jun 21, 2020 6:52 pm
by Lunas Legion
Belvenska wrote:
Imperialisium wrote:
By currently established descending order (first to last)

Vasilisa
Atlas
Angeline
Titus
Eyrian
>space to be filled in between Eyrian and Clausewitz cause currently 100-110 year gap
Clausewitz
>Gap To be filled
Uriel
>Gap to be filled
Samael
Gap to be filled
Indrania


I'll take second to last for Akito if it isn't a bother.


You can add him onto the list on the google sheet that's pinned in the discord, it's where most of this stuff is.

PostPosted: Sun Jun 21, 2020 7:15 pm
by Prusslandia
Obvious russian and night lord influences are obvious. If the conlang stuff is too much I’ll remove them, just let me know, I figured they would add flavor. Hope the appearance stuff isn’t too on the nose. Excited to see what you guys think so far.

The Primarch
Name: Sarov Mercatus
Alias: Vor Burzum, The Ghoul, Butcher of the Pit, numerous other gang appellations.
Appearance: Measures in at 11 feet and 8 inches. Numerous facial and body tattoos. Canines are overdeveloped, and the skin is naturally pale, nearly albino.


Personality: Ruthless, charming, and driven by a cunning best described as animal. Sarov views the world in stark colours befitting his penitentiary upbringing; A collection of threats, allies, and variables in between. While doggedly loyal to those he considers allies, especially those who wear the vakshi of the Ghouls, he will manipulate nearly anyone to fulfill his own goals.

He believes in strength, in the freedom to take what you will and rule what you can. While as thrilled by violence as any Ghoul, he does not view it as an end unto itself, but merely as a tool to further his own goals. This can be said for cruelty as well. Those who bask in either deserve nothing but contempt in his mind.

In his own private ruminations, Sarov does not trust the Emperor, nor the Imperium. He feels that he has simply traded Overseer for Imperator, and views His withdrawal from the Great Crusade as a signal of his weakness. This is only compounded by the lording of weaklings over Astartes. His efforts to make his Legion an insular and self-serving culture have succeeded, but this was not done with secession specifically in mind. He is wary to rebel without allies, or Imperial weakness, and so he continues to prepare fleets and shore up defenses.

Backstory: In the northern reaches of the Segmentum Obscura sat the prison-planet Burzum, affectionately named such by it’s inmates. An urban hellscape of violence and deprivation, it had accepted new prisoners since the Dark Age of Technology, and numberless souls had been born and killed on it’s metallic surface. Prisoners worked in the myriad factories and mines dotting the planet, overseen by the genebulked enforcers of the Pentax Regime, the totalitarian state which held a tight grip on the local cluster. Disorganized rebellions would occur, and would be put down with lethal brutality.

It was during such a rebellion that a pod preached the smog, crashing down into the edges of Housing Complex s88, hurtling through layers of metal and rockcrete. Carrion-feasting mutants set upon the vessel almost immediately, wretching it open and seeking to feast on the flesh they sensed within. By the time extermination-automata reached the vessel, the child within had slaughtered the beasts to pieces, though he was heavily wounded in turn. Cataloging the lost primarch as yet another unauthorized reproduction, he was sentenced to summary life imprisonment and brought to the warrens of s88.

It was here that Sarov grew up, his impressive size only heralding his rise from lowly skaga to Vor of s88, the title wrested from it’s previous holder in a bloody challenge that gained Sarov the appellation ‘Ghoul’, so titled after the mutants which haunted Burzum. It was here that he began to work towards something greater than minor bossdom. He initiated brutal gang violence, prioritising the recruitment of ex-soldiers and mercenaries to train his Urzod into a formidable fighting force. Rivals were manipulated into revolt when they could be challenged directly, allowing the Overseers to cut them down one by one. Arms and armor were stolen off the assembly line, explosives placed and key codes fabricated. In time he controlled the planet in all but name, and he set out to take what he desired.

The conflict went easily enough at first, as the Overseers were never truly at home in the concrete jungle. Killers sprang from forgotten maintenance ducts and mining tunnels, a surging tide of butchery. It was the Citadels which presented the hardest part of the conflict.

Massive fortresses of adamantine and ceramite, the Citadels were ringed by 100km of bare earth covered with minefields, monowire and all manner of gun emplacements. For every inch taken hundreds of gangers died, and when the Citadel would finally be breached such atrocities occurred to go without description. This occurred upwards of a dozen times on the planet, wreaking terrible casualties before the final Overseer was slain.

Sarov took the system itself soon after, using it as a launching pad for a dizzying amount of raids against both the Pentax and other polities. It was such a raid that brought the attention of the Imperium, as an Imperial vessel was attacked and scuttled during a diplomatic meeting between the Pentax and Imperium. This conflict escalated to the point that a force of Astartes were sanctioned to deal with the raiders. Imperial forces easily reached Burzum itself, but found themselves in a bloody siege planetside, losing dozens of Astartes in the confusing maze of hives and the heavily-defended Citadels.

The Imperials were close to sanctioning heavy bombardment when pictfeeds revealed what was obviously a Primarch leading the criminals. The Imperium managed to convince Sarov to a ceasefire, but the arrival of the Emperor was what ensured a peace. After heavy discussion Sarov declared an agreement with the Emperor, assuming control of the III Legion, then known as the Cyclones.

He spent over two years culturally shifting the III, quickly weeding out those Terran-born criminals which refused the Zakonye. The usage of Burzumi was enforced, his most loyal followers uplifted into Astartes, and those who held Imperator above their Vor and Vodnik. By the time of Ullanor the III had truly become Sarov’s Ghouls, an incredibly insular and close knit brotherhood.

War Gear:

[box][size=85][align=center]Sarov’s Ghouls
Numeration: III
Primogenitor: Sarov Mercatus.
Noteworthy Domains: While the III does recruit from penal colonies and ward institutions across the Imperium, the majority of its forces are drawn from Burzum.
Combat Doctrine: Attrition based siege warfare, with a speciality for urban/hive combat. Siege doctrine best summed as ‘To break in, you must imagine how you would escape’. Hive combat devolves into frenzied melee and ambush tactics.
Inversely, the Ghouls suffer heavy casualties in open conditions, using trenches and massed infantry charges to take the day. Penal auxilia bear the brunt of the attack, but Astartes casualties are almost always assumed.
Appearance:


Origins and History: ...
Legion Organisation and Structure: ...
Legion Command Hierarchy: ...
Specialist Formations: ...

Legion Wargear: ...
Legion Vehicles: ...
Legion Fleet: ...
Legion Relics: …

As said above, Sarov has transplanted the culture of his upbringing almost entirely into his Legion. In particular he has fostered a heavy use of Burzumi, the highly contextual thieves-cant used by the inmates on his homeworld. It’s teaching is forbidden to those outside the Legion, punishable by heinous torture and public execution. Some terms have made it outside of the Legion despite this however, likely through remembrancer-linguists.

Vor: Highest authority in a territory, roughly translates to ‘Lord’. When affixed to a location, it signifies control of such. In context of the Legion the title is reserved solely for the Primarch.

Vorbûk: “Lords Hand”. The inner circle which advises the Vor, primarily composed of favored Pakhan.

Burzum: Depending on context, meaning either prison or referring to Burzum itself.

Vakshi: Tattoos/scarification.

Skaga: A slave/a nobody, pulled directly from the Burzumi term for excrement.

Urvodnik: A member of a Vodnik.

Vodnik: Commonly interpreted as a gang or criminal organization, but much closer in meaning to a fraternity/brotherhood.

Zakonye: Code of conduct for Urvodnik, ranging from punishments to specific Vakshi.

Uvrat: Murder/Killing.

Uvrat-Zakonye: A sanctioned murder or duel, depending on the involved parties. Duels can occur during a time of war, but this is frowned upon; Should the challenger succeed and lead the mission/battle to failure, he will be executed.

PostPosted: Sun Jun 21, 2020 8:19 pm
by New Sriker
I don't mean to sound rude by any means, but have any of the Operators or Admins seen my App? :?:

PostPosted: Sun Jun 21, 2020 10:05 pm
by Imperialisium
New Sriker wrote:The Primarch or Astartes
Name: Juno Dominus
Alias: Spartacus, The Slave King
Appearance: Juno Stands at 9’5 and wears a set of red and white armor. He has short brown hair, his irises are a lighter red, while his pupils are black.


Personality: Kind, Talkative, and charismatic, Juno is known for being a beacon of light in even the darkest of times. He will try his best to make his fellow primarchs happy in their times of sorrow and grief, and will always try his best to make his brother Creatrix laugh. Juno’s days not in the battlefield consist of checking up on the men of his legion, or preparing for the next battle.

Backstory: Like his fellow primarchs Juno, the 18th Primarch, was sent far away from his father and Terra by the Gods of Chaos. Unlucky to young Juno, he would land onto a planet that would not treat him as a child, but as property. The world he had landed upon was named Victoria, a beautiful feudal world full of lush forests and large plains, and a wide array of wildlife, But this world had one major problem. Victoria was ruled by a Warlord who was known as Emperor Dominic, Upon landing on Victoria Juno was found in the garden of Dominic’s Palace. The Guards took the child to Dominic, who angered at the fact his garden was destroyed by Juno’s capsule, decided to enslave the child and make his whole life's purpose the replanting and building of the Imperial Garden. At the age of 14, Juno had finished his task on his own despite the fact that it took the Empire 85 years to build the original garden, Dominic, who had grown spiteful of his slave for his strength and work ethic, sent him to die in the Gladiator Pit of the capital.

The Pit would teach Juno the harshness of battle, since he was used to being a palace slave. On his first day he was sent against the champion of the Pit, A large man known only as the Barbarian, The fight started between the two men, At first it seemed like the Barbarian had just claimed another victim but, in a fit of fear and anger, Juno grabbed the man and slammed him to the ground break the former champion’s spine and ending his life. That night Juno looked at his hands like they were not his, but those of a monster’s, After three more years of fighting, Juno had gained the moniker “The Slave King”. Dominic hated the fact that the boy who ruined his garden and that he had sent to his death in the Pit,still lived and was even being called a king drove the once proud Emperor of Victoria to plan the execution of Juno. Some of the noblemen of Victoria, who were expected to help with the planning of Juno’s death, went and warned him of Dominic’s plans. On the day his death was meant to happen, Juno was summoned to Dominic’s palace to give a private show in front of Dominic and some other nobles of Victoria. While fighting a few warriors that one of the nobles had brought for him to fight, he noticed the large number of Imperial legionnaires entering the area where he was fighting his opponent, and in a moment's notice he stopped fighting the other gladiator and attacked the legionnaires. Shocked at this, the men that were just fighting Juno came to his side to fight the legionnaires, after an hour long battle most of his enemies lied dead or wounded, the other freed gladiators planned on killing the injured enemies, Juno has a different idea and asked those who were left “ Join me or leave to face me on a different battlefield”. Many of the legionnaires that hadn’t been killed accepted the offer and joined Juno’s growing army. On their way to leave the Imperial Palace, Juno split off from his men to track down the slave holding cells, when he found the cells he let the slaves go but one of the slaves looked to healthy to be in the cells, he grabbed this imposter slave by the collar lifting him in the air, It was the once great Dominic. Dominic tried bargaining with the giant for his freedom, but Juno lifted his blade and said “I am no corrupt official, I am Spartacus, The Slave King” right before ending the Emperor’s life.


After a long guerilla war against the remainder of the Empire’s forces that lasted ten years, Juno had defeated the once large slaver empire and had formed his own empire from the ashes, Juno issued reforms including the banning of slavery . One day while patrolling a prominent trade route, Juno walked into one of the few refugee camps around Victoria, he was giving out rations and helping the refugees then he noticed a particular figure. This figure was about his height only slightly taller and wearing a robe, the man walked up to Juno and extended a hand, upon seeing the man put his hand out Juno shacked the man’s hand and told him to follow him. The man walked alongside Juno for a good while talking about Victoria and the problems that still need solved, after a few hours of talking, joking, and getting to know each other, the man stood up and took off the robe showing his glorious golden armor and his long brown hair. The man declared himself as the Emperor of Mankind, and the father of Juno. Upon the decree, Juno pulled out his blade and told his father “I’ll fight alongside you father and free the oppressed from their wicked overlords and return them to the great Imperium”. Since that day Juno the Slave King has fought to better the lives of humanity across the galaxy, alongside his sons the 18th Legion also known as the Liberators.


War Gear: Juno has his old gladiator gladius on his side and an eagle clawed gauntlet, he also carries a bolter incase he needs needs to fight from afar

Tyrant Killer: Juno’s gladius has the word Liberation forged on it, and the blade is able to cleave through marine power armor and has saved his life more than he can count.

The People’s Claw: A gauntlet forged by the slaves freed from one of the many raids on slaver camps, it’s known for being able to pierce even the toughest of armors.

The Legion
Numeration: XVII Legion, The Liberators
Primogenitor: Juno Dominus/ Spartacus
Noteworthy Domains: Victoria, It’s moon Luna, and a few systems near it.
Combat Doctrine: Guerilla Warfare, Defensive measures, and sabotage.
Appearance:


Origins and History: The 19th Legion before finding its primarch was known for its pyrrhic victories in most of their major battles, since the doctrine of war for them was “Push until they fall” which resulted in many deaths but always in victory. When they found their Primarch Juno, the legion’s numbers were at a low 3,000 since they had lost 3/4 of their legion facing a large Ork WAAAGH, Juno upon taking command of the 19th issued in a new regimen of training and started the recruitment of Victorian soldiers. The process of becoming a space marine in the Liberators was a hard but fun journey, which involved a lot of sparring and near the end of training, having to spend a month in the great woods of Victoria and live off the land. The Geneseed of the Liberators has only one flaw, the battle brothers of the 19th, if exposed to great danger or near to death will go into a fury thinking of themselves as Juno in his early days in the Pit, but this only seems to happen to the Victorian born marines. The 19th are known to prioritize keeping casualties low on not only the legion’s but also those of the Imperial Guard, which has gotten them a good reputation with the Imperium’s civilian population. The Legion now consist of 175,000 marines, split into 5 cohorts of 3,500 each cohort is split into 5 Centuriae of 700 men, then finally they are split into squads or contubernium of 140.

Legion Organisation and Structure:
Legion Command Hierarchy:
Primarch: Juno Dominus
Legatus ( Legion’s second in command)
Centurion (Captains of the 198th)
Decanii ( The 18th’s Sergeants)
Prime Legionary (Veteran Marine)
Legionary (Everyday Marine)

Specialist Formations:
The Exploratores: These are the scouts of the Liberators and are known for setting up effective ambushes and acts of sabotage. There are 20 per Contubernium.


Canis Inferos: The Canis Infernos or Hell Dogs are the heavy specialist of the Liberators, the Dogs are an effective fighting force donning their intimidating Terminator armor, but usually provide support in sieges or are used as the frontline on high target ambushes. There are 10 Hell Dogs per Contubernium.


Legion Wargear: Standard issue Legion gear, but a large amount of Gladiuses which the Liberators use instead of standard issue chainswords or axes.
Legion Vehicles: Not many ground vehicles besides transport vehicles.
Legion Fleet: The 18th Legions fleet is a pretty standard fleet with nothing special included in it. It includes 1 Gloriana-class Battleship The Hope Bringer, 10 Avenger-class Grand Cruisers,140 Tempest-class Strike Frigates, and 5 Cobra-class Destroyers.
Legion Relics:N/A


Accepted (a couple typos say 19th btw. Just so no one confuses what number you’re taking)

PostPosted: Sun Jun 21, 2020 10:12 pm
by Imperialisium
Prusslandia wrote:Obvious russian and night lord influences are obvious. If the conlang stuff is too much I’ll remove them, just let me know, I figured they would add flavor. Hope the appearance stuff isn’t too on the nose. Excited to see what you guys think so far.

The Primarch
Name: Sarov Mercatus
Alias: Vor Burzum, The Ghoul, Butcher of the Pit, numerous other gang appellations.
Appearance: Measures in at 11 feet and 8 inches. Numerous facial and body tattoos. Canines are overdeveloped, and the skin is naturally pale, nearly albino.


Personality: Ruthless, charming, and driven by a cunning best described as animal. Sarov views the world in stark colours befitting his penitentiary upbringing; A collection of threats, allies, and variables in between. While doggedly loyal to those he considers allies, especially those who wear the vakshi of the Ghouls, he will manipulate nearly anyone to fulfill his own goals.

He believes in strength, in the freedom to take what you will and rule what you can. While as thrilled by violence as any Ghoul, he does not view it as an end unto itself, but merely as a tool to further his own goals. This can be said for cruelty as well. Those who bask in either deserve nothing but contempt in his mind.

In his own private ruminations, Sarov does not trust the Emperor, nor the Imperium. He feels that he has simply traded Overseer for Imperator, and views His withdrawal from the Great Crusade as a signal of his weakness. This is only compounded by the lording of weaklings over Astartes. His efforts to make his Legion an insular and self-serving culture have succeeded, but this was not done with secession specifically in mind. He is wary to rebel without allies, or Imperial weakness, and so he continues to prepare fleets and shore up defenses.

Backstory: In the northern reaches of the Segmentum Obscura sat the prison-planet Burzum, affectionately named such by it’s inmates. An urban hellscape of violence and deprivation, it had accepted new prisoners since the Dark Age of Technology, and numberless souls had been born and killed on it’s metallic surface. Prisoners worked in the myriad factories and mines dotting the planet, overseen by the genebulked enforcers of the Pentax Regime, the totalitarian state which held a tight grip on the local cluster. Disorganized rebellions would occur, and would be put down with lethal brutality.

It was during such a rebellion that a pod preached the smog, crashing down into the edges of Housing Complex s88, hurtling through layers of metal and rockcrete. Carrion-feasting mutants set upon the vessel almost immediately, wretching it open and seeking to feast on the flesh they sensed within. By the time extermination-automata reached the vessel, the child within had slaughtered the beasts to pieces, though he was heavily wounded in turn. Cataloging the lost primarch as yet another unauthorized reproduction, he was sentenced to summary life imprisonment and brought to the warrens of s88.

It was here that Sarov grew up, his impressive size only heralding his rise from lowly skaga to Vor of s88, the title wrested from it’s previous holder in a bloody challenge that gained Sarov the appellation ‘Ghoul’, so titled after the mutants which haunted Burzum. It was here that he began to work towards something greater than minor bossdom. He initiated brutal gang violence, prioritising the recruitment of ex-soldiers and mercenaries to train his Urzod into a formidable fighting force. Rivals were manipulated into revolt when they could be challenged directly, allowing the Overseers to cut them down one by one. Arms and armor were stolen off the assembly line, explosives placed and key codes fabricated. In time he controlled the planet in all but name, and he set out to take what he desired.

The conflict went easily enough at first, as the Overseers were never truly at home in the concrete jungle. Killers sprang from forgotten maintenance ducts and mining tunnels, a surging tide of butchery. It was the Citadels which presented the hardest part of the conflict.

Massive fortresses of adamantine and ceramite, the Citadels were ringed by 100km of bare earth covered with minefields, monowire and all manner of gun emplacements. For every inch taken hundreds of gangers died, and when the Citadel would finally be breached such atrocities occurred to go without description. This occurred upwards of a dozen times on the planet, wreaking terrible casualties before the final Overseer was slain.

Sarov took the system itself soon after, using it as a launching pad for a dizzying amount of raids against both the Pentax and other polities. It was such a raid that brought the attention of the Imperium, as an Imperial vessel was attacked and scuttled during a diplomatic meeting between the Pentax and Imperium. This conflict escalated to the point that a force of Astartes were sanctioned to deal with the raiders. Imperial forces easily reached Burzum itself, but found themselves in a bloody siege planetside, losing dozens of Astartes in the confusing maze of hives and the heavily-defended Citadels.

The Imperials were close to sanctioning heavy bombardment when pictfeeds revealed what was obviously a Primarch leading the criminals. The Imperium managed to convince Sarov to a ceasefire, but the arrival of the Emperor was what ensured a peace. After heavy discussion Sarov declared an agreement with the Emperor, assuming control of the III Legion, then known as the Cyclones.

He spent over two years culturally shifting the III, quickly weeding out those Terran-born criminals which refused the Zakonye. The usage of Burzumi was enforced, his most loyal followers uplifted into Astartes, and those who held Imperator above their Vor and Vodnik. By the time of Ullanor the III had truly become Sarov’s Ghouls, an incredibly insular and close knit brotherhood.

War Gear:

[box][size=85][align=center]Sarov’s Ghouls
Numeration: III
Primogenitor: Sarov Mercatus.
Noteworthy Domains: While the III does recruit from penal colonies and ward institutions across the Imperium, the majority of its forces are drawn from Burzum.
Combat Doctrine: Attrition based siege warfare, with a speciality for urban/hive combat. Siege doctrine best summed as ‘To break in, you must imagine how you would escape’. Hive combat devolves into frenzied melee and ambush tactics.
Inversely, the Ghouls suffer heavy casualties in open conditions, using trenches and massed infantry charges to take the day. Penal auxilia bear the brunt of the attack, but Astartes casualties are almost always assumed.
Appearance:


Origins and History: ...
Legion Organisation and Structure: ...
Legion Command Hierarchy: ...
Specialist Formations: ...

Legion Wargear: ...
Legion Vehicles: ...
Legion Fleet: ...
Legion Relics: …

As said above, Sarov has transplanted the culture of his upbringing almost entirely into his Legion. In particular he has fostered a heavy use of Burzumi, the highly contextual thieves-cant used by the inmates on his homeworld. It’s teaching is forbidden to those outside the Legion, punishable by heinous torture and public execution. Some terms have made it outside of the Legion despite this however, likely through remembrancer-linguists.

Vor: Highest authority in a territory, roughly translates to ‘Lord’. When affixed to a location, it signifies control of such. In context of the Legion the title is reserved solely for the Primarch.

Vorbûk: “Lords Hand”. The inner circle which advises the Vor, primarily composed of favored Pakhan.

Burzum: Depending on context, meaning either prison or referring to Burzum itself.

Vakshi: Tattoos/scarification.

Skaga: A slave/a nobody, pulled directly from the Burzumi term for excrement.

Urvodnik: A member of a Vodnik.

Vodnik: Commonly interpreted as a gang or criminal organization, but much closer in meaning to a fraternity/brotherhood.

Zakonye: Code of conduct for Urvodnik, ranging from punishments to specific Vakshi.

Uvrat: Murder/Killing.

Uvrat-Zakonye: A sanctioned murder or duel, depending on the involved parties. Duels can occur during a time of war, but this is frowned upon; Should the challenger succeed and lead the mission/battle to failure, he will be executed.


This is looking pretty dope so far! Also the Conlang adds a lot of character so a welcome addition.

PostPosted: Mon Jun 22, 2020 5:51 am
by Prusslandia
I've seen some apps with numbers above 300k, so I'd like to doublecheck. Would 250k or so be acceptable, or is that too high (or low)?

Thanks Imp! Been working hard on it.

PostPosted: Mon Jun 22, 2020 7:17 am
by Prusslandia
Tentative finished app.

The Primarch
Name: Sarov Mercatus
Alias: Vor Burzum, The Ghoul, Butcher of the Pit, numerous other gang appellations.
Appearance: Measures in at 11 feet and 8 inches. Numerous facial and body tattoos. Canines are overdeveloped, and the skin is naturally pale, nearly albino. Armor is in Legion colours, and without the more ostentatious decoration.
Image

Image

Personality: Ruthless, charming, and driven by a cunning best described as animal. Sarov views the world in stark colours befitting his penitentiary upbringing; A collection of threats, allies, and variables in between. While doggedly loyal to those he considers allies, especially those who wear the vakshi of the Ghouls, he will manipulate nearly anyone to fulfill his own goals.

He believes in strength, in the freedom to take what you will and rule what you can. While as thrilled by violence as any Ghoul, he does not view it as an end unto itself, but merely as a tool to further his own goals. This can be said for cruelty as well. Those who bask in either deserve nothing but contempt in his mind.

In his own private ruminations, Sarov does not trust the Emperor, nor the Imperium. He feels that he has simply traded Overseer for Imperator, and views His withdrawal from the Great Crusade as a signal of his weakness. This is only compounded by the lording of weaklings over Astartes. His efforts to make his Legion an insular and self-serving culture have succeeded, but this was not done with secession specifically in mind. He is wary to rebel without allies, or Imperial weakness, and so he continues to prepare fleets and shore up defenses.

Backstory: In the northern reaches of the Segmentum Obscura sat the prison-planet Burzum, affectionately named such by it’s inmates. An urban hellscape of violence and deprivation, it had accepted new prisoners since the Dark Age of Technology, and numberless souls had been born and killed on it’s metallic surface. Prisoners worked in the myriad factories and mines dotting the planet, overseen by the genebulked enforcers of the Pentax Regime, the totalitarian state which held a tight grip on the local cluster. Disorganized rebellions would occur, and would be put down with lethal brutality.

It was during such a rebellion that a pod preached the smog, crashing down into the edges of Housing Complex s88, hurtling through layers of metal and rockcrete. Carrion-feasting mutants set upon the vessel almost immediately, wretching it open and seeking to feast on the flesh they sensed within. By the time extermination-automata reached the vessel, the child within had slaughtered the beasts to pieces, though he was heavily wounded in turn. Cataloging the lost primarch as yet another unauthorized reproduction, he was sentenced to summary life imprisonment and brought to the warrens of s88.

It was here that Sarov grew up, his impressive size only heralding his rise from lowly skaga to Vor of s88, the title wrested from it’s previous holder in a bloody challenge that gained Sarov the appellation ‘Ghoul’, so titled after the mutants which haunted Burzum. It was here that he began to work towards something greater than minor bossdom. He initiated brutal gang violence, prioritizing the recruitment of ex-soldiers and mercenaries to train his Urzodnik into a formidable fighting force. Rivals were manipulated into revolt when they could be challenged directly, allowing the Overseers to cut them down one by one. Arms and armor were stolen off the assembly line, explosives placed and key codes fabricated. In time he controlled the planet in all but name, and he set out to take what he desired.

The conflict went easily enough at first, as the Overseers were never truly at home in the concrete jungle. Killers sprang from forgotten maintenance ducts and mining tunnels, a surging tide of butchery. It was the Citadels which presented the hardest part of the conflict.

Massive fortresses of adamantine and ceramite, the Citadels were ringed by 100km of bare earth covered with minefields, monowire and all manner of gun emplacements. For every inch taken hundreds of gangers died, and when the Citadel would finally be breached such atrocities occurred to go without description. This occurred upwards of a dozen times on the planet, wreaking terrible casualties before the final Overseer was slain.

Sarov took the system itself soon after, using it as a launching pad for a dizzying amount of raids against both the Pentax and other polities. It was such a raid that brought the attention of the Imperium, as an Imperial vessel was attacked and scuttled during a diplomatic meeting between the Pentax and Imperium. This conflict escalated to the point that a force of Astartes were sanctioned to deal with the raiders. Imperial forces easily reached Burzum itself, but found themselves in a bloody siege planetside, losing dozens of Astartes in the confusing maze of hives and the heavily-defended Citadels.

The Imperials were close to sanctioning heavy bombardment when pictfeeds revealed what was obviously a Primarch leading the criminals. The Imperium managed to convince Sarov to a ceasefire, but the arrival of the Emperor was what ensured a peace. After heavy discussion Sarov declared an agreement with the Emperor, assuming control of the III Legion, then known as the Cyclones.

He spent over two years culturally shifting the III, quickly weeding out those Terran-born criminals which refused the Zakonye . The usage of Burzumi was enforced, his most loyal followers uplifted into Astartes, and those who held Imperator above their Vor and Urzod were culled. By the time of Ullanor the III had truly become Pale Ghouls, an incredibly insular and close knit brotherhood.

War Gear:

Overseers Bane: A spiked-powermace looted from a high-ranking Overeer, suspected to be either archaeotech or xeno-influenced in origin. Hits hard enough to rupture ceramite, as the former Legion Master found out.

Pale Ghouls
Numeration: III
Primogenitor: Sarov Mercatus.
Noteworthy Domains: While the III does recruit from penal colonies and ward institutions across the Imperium, the majority of its forces are drawn from Burzum.

Burzum: A maze of manufactoria, prison complexes and defensive positions. Gangs regularly wage war with one another upon it, fighting for the eye of the Ghouls themselves. With a population dwarfing many worlds, this concrete jungle is the primary recruitment site for the Legion. It boasts the famed Citadels, as well as a constant garrison of 15k Ghouls, regularly rotated in and out to ensure combat effectiveness.
Combat Doctrine: Attrition based siege warfare, with a specialty for urban/hive combat. Siege doctrine best summed as ‘To break in, you must imagine how you would escape’. Hive combat devolves into frenzied melee and ambush tactics.
Inversely, the Ghouls suffer heavy casualties in open conditions, using trenches and massed infantry charges to take the day. Penal auxilia bear the brunt of the attack, but Astartes casualties are almost always assumed.
Appearance:
All Astartes of the III are covered in Vakshi. They also share the pale/albino skin, overdeveloped canines, and black eyes of their primarch.

(Couldn't find a picture of just the insignia, but this is a relatively good view).
Image

Image



Origins and History: Like all other Legions, the III first saw action on Terra during the Unification Wars. Many were children from the prison-warrens that dotted the wastes, given new life as soldier-servants, but the majority were pressganged criminals and their descendants. Utilised as disposable weapons, they would be fielded in massive charges against fortified positions, claiming victory even as hundreds of Astartes lost their lives. They were cruel, vindictive sadists, not fighting for a love of Empire or even their own lives, but out of little more than a desire for bloodshed. Losses were disregarded, as there were always more criminals, more orphans to press into the Cyclones.

When Sarov Mercatus was found, he looked upon them with disgust. These were his sons, those meant to fight beside him? He refused the thought, and began a purge not dissimilar to those carried out by his own siblings. They were brought to Burzum and taught the ways of Zarkonye, of the thrill of power and the need for strength. Slaughter the Skaga, take what your strength earns you, but respect and trust your Vodnik. To be strong, to be cunning, was to be free. Those who resisted these teachings were openly challenged and killed, feasted upon as the ultimate disrespect. Aspirants from Burzum flooded the Legion, only speeding up the process tenfold. Years passed and what emerged was entirely different from what had entered. They had earned the name Sarov’s Ghouls.

The Cyclones were sadists and butchers all, little more than a weapon to be directed at enemies of the Emperor. A ticking time bomb of disloyalty and near-suicidal disregard.

The Pale Ghouls are an insular warrior-brotherhood. Challenges for control and leadership are common, but unnecessary disrespect is rarely seen. Cruelty and violence, once close to idols, have become merely tools to be used to achieve power. Within the Legion trust is given and loyalties largely assured, but to assume a Ghoul will help an outsider without gain is almost unthinkable.

While not done with secession in mind, the Ghouls are in a prime position to raise the flag of defiance. While respected as cunning and strong, the Emperor is not their Vor, and does not hold their personal loyalties. They resent the rule of Skaga’Puv, of the High Lords, and view the Emperor’s withdrawal as their Primarch does. Zarkonye demands they assert themselves, and they look to their Vor for guidance. Only time will tell how they proceed.


Legion Organisation and Structure:
Unlike some other Legions, the Ghouls operate in highly fluid groupings, with only a few distinct rankings. This allows for usually seamless transitions of command in the event of capture or casualty, and for an easy time at combining forces, or breaking them into distinct sub-units. Larger or smaller groupings are created as need be. However they suffer issues of internal instability due to their dominance-obsessed culture, which can be exploited, as seen in headhunting actions against the III on Persiphax 9.

The Ghouls are organized as follows. (These count Astartes, as attached Auxilia can easily number in millions.)

Ghu-Vodnik: The Legion in entirety, hovering around 250,000 strong. Rarely ever fully assembled, due to the concerns of the Crusade, but always prepared.

Dy-Vodnik: Normally 10,000 Legionaries, this is the largest standard sub-Legion grouping, forming an operational base with which Pakhan can coordinate their own forces. “Brotherhood of 10,000”.

Adyn-Vodnik: 2,000 strong detachment. Equivalent to a Chapter in other Legio. Broken into Kompanis.

Kompani: Ranging from 100-500 strong, this is the main field grouping for the III.

Vodnik: Squad-level organization, 9 Urvodnik led by 1 Avoritet.

Legion Command Hierarchy: (Rank next to rough equivalent)
Vor - Primarch
Vorbuk - Council/First Chapter
Pakhan - Captain
Avoritet - Sargent
Urvodnik - Legionary
Specialist Formations:

Vorbuk: Functioning as both council and bodyguard to the Vor, the Vorbuk comprise the Terminators within the Legion.

Legion Wargear: Possesses a high percentage of jump packs and melee weaponry. All marines are trained in the use of jump packs. Noted to lack volkite weaponry almost entirely, preferring bolters and melta-weapons.
Legion Vehicles: The Legion makes heavy use of the kharybidis drop-pod, but has few specialist vehicles such as gravbikes and superheavy tanks.
Legion Fleet: 50 capital ships, and 230 escort ships.
Legion Relics:

Burzum Citadels: Defensive emplacements dating back to the Dark Age of Technology armed with extreme firepower, though this technology is not well understood by the Legion techmarines, who are incapable of replicating it.

As said above, Sarov has transplanted the culture of his upbringing almost entirely into his Legion. In particular he has fostered a heavy use of Burzumi, the highly contextual* thieves-cant used by the inmates on his homeworld. It’s teaching is forbidden to those outside the Legion, punishable by heinous torture and public execution. Some terms have made it outside of the Legion despite this however, likely through remembrancer-linguists.

Vor: Highest authority in a territory, roughly translates to ‘Lord’. When affixed to a location, it signifies control of such. In context of the Legion the title is reserved solely for the Primarch.

Vorbûk: “Lords Hand”. The inner circle which advises the Vor, primarily composed of favored Pakhan.

Burzum: Depending on context, meaning either prison or referring to Burzum itself.

Vakshi: Highly detailed tattoos given to Urvodnik.

Skaga: A slave/a nobody, pulled directly from the Burzumi term for excrement. Denigrative term for outsiders.

Pika: “Little Knife”. The teeming throng of goons and hopefuls seeking to join the Vodnik. Primarily refers to Aspirants.

Patsani: Mercenaries and other outsider forces commanded by the Ghouls. Refers to auxilia in most cases.

Chirgek: Corruption of Chirurgeon. Apothecaries of the III, with the honor of imprinting Vakshi.

Bakna: Respected associate, but not a member of the Vodnik. Imperial military attached to the III either attain this moniker, or quickly request reassignment.

Gastroya[/b]: Originally used to refer to an outside, but equally strong criminal organization. Now used in reference to Astartes outside of the Ghouls.

[i]Skaga’Puv
: “Excrement Spewing Weakling”; A term for Overseers, bureaucrats, and politicians.

Sukadva: One who has broken the Zarkonye, a traitor, worse than even Skaga.

Urvodnik: An initiated member of a Vodnik.

Vodnik: Commonly interpreted as a gang or criminal organization, but much closer in meaning to a fraternity/brotherhood.

Ghu-Vodnik: The Ghouls as a whole; “Brotherhood of Ghouls”.

Zarkonye: “Law of the Strong”; Code of conduct for Urvodnik, ranging from punishments to specific Vakshi.

Uvradna: War, conflict, etc.

Uvrat: Murder/Killing.

Uvrat-Zarkonye: A sanctioned murder or duel, depending on the involved parties. Duels can occur during a time of war, but this is frowned upon; Should the challenger succeed and lead the mission/battle to failure, he will be executed.

Pakhan: Rank between Vor and Avtoritet, responsible for large groups of men.

Avoritet: “Authority”. Captain equivalent, originally responsible for individual cell blocks.


*These are not 100% strict definitions, but more general in meaning, and as stated dependent on context. Burzumi is easily malleable as well due to its origins, allowing for concepts and loanwords to easily enter its lexicon. Slang abounds.

PostPosted: Mon Jun 22, 2020 8:05 am
by Imperialisium
Prusslandia wrote:Tentative finished app.

The Primarch
Name: Sarov Mercatus
Alias: Vor Burzum, The Ghoul, Butcher of the Pit, numerous other gang appellations.
Appearance: Measures in at 11 feet and 8 inches. Numerous facial and body tattoos. Canines are overdeveloped, and the skin is naturally pale, nearly albino. Armor is in Legion colours, and without the more ostentatious decoration.


Personality: Ruthless, charming, and driven by a cunning best described as animal. Sarov views the world in stark colours befitting his penitentiary upbringing; A collection of threats, allies, and variables in between. While doggedly loyal to those he considers allies, especially those who wear the vakshi of the Ghouls, he will manipulate nearly anyone to fulfill his own goals.

He believes in strength, in the freedom to take what you will and rule what you can. While as thrilled by violence as any Ghoul, he does not view it as an end unto itself, but merely as a tool to further his own goals. This can be said for cruelty as well. Those who bask in either deserve nothing but contempt in his mind.

In his own private ruminations, Sarov does not trust the Emperor, nor the Imperium. He feels that he has simply traded Overseer for Imperator, and views His withdrawal from the Great Crusade as a signal of his weakness. This is only compounded by the lording of weaklings over Astartes. His efforts to make his Legion an insular and self-serving culture have succeeded, but this was not done with secession specifically in mind. He is wary to rebel without allies, or Imperial weakness, and so he continues to prepare fleets and shore up defenses.

Backstory: In the northern reaches of the Segmentum Obscura sat the prison-planet Burzum, affectionately named such by it’s inmates. An urban hellscape of violence and deprivation, it had accepted new prisoners since the Dark Age of Technology, and numberless souls had been born and killed on it’s metallic surface. Prisoners worked in the myriad factories and mines dotting the planet, overseen by the genebulked enforcers of the Pentax Regime, the totalitarian state which held a tight grip on the local cluster. Disorganized rebellions would occur, and would be put down with lethal brutality.

It was during such a rebellion that a pod preached the smog, crashing down into the edges of Housing Complex s88, hurtling through layers of metal and rockcrete. Carrion-feasting mutants set upon the vessel almost immediately, wretching it open and seeking to feast on the flesh they sensed within. By the time extermination-automata reached the vessel, the child within had slaughtered the beasts to pieces, though he was heavily wounded in turn. Cataloging the lost primarch as yet another unauthorized reproduction, he was sentenced to summary life imprisonment and brought to the warrens of s88.

It was here that Sarov grew up, his impressive size only heralding his rise from lowly skaga to Vor of s88, the title wrested from it’s previous holder in a bloody challenge that gained Sarov the appellation ‘Ghoul’, so titled after the mutants which haunted Burzum. It was here that he began to work towards something greater than minor bossdom. He initiated brutal gang violence, prioritising the recruitment of ex-soldiers and mercenaries to train his Urzod into a formidable fighting force. Rivals were manipulated into revolt when they could be challenged directly, allowing the Overseers to cut them down one by one. Arms and armor were stolen off the assembly line, explosives placed and key codes fabricated. In time he controlled the planet in all but name, and he set out to take what he desired.

The conflict went easily enough at first, as the Overseers were never truly at home in the concrete jungle. Killers sprang from forgotten maintenance ducts and mining tunnels, a surging tide of butchery. It was the Citadels which presented the hardest part of the conflict.

Massive fortresses of adamantine and ceramite, the Citadels were ringed by 100km of bare earth covered with minefields, monowire and all manner of gun emplacements. For every inch taken hundreds of gangers died, and when the Citadel would finally be breached such atrocities occurred to go without description. This occurred upwards of a dozen times on the planet, wreaking terrible casualties before the final Overseer was slain.

Sarov took the system itself soon after, using it as a launching pad for a dizzying amount of raids against both the Pentax and other polities. It was such a raid that brought the attention of the Imperium, as an Imperial vessel was attacked and scuttled during a diplomatic meeting between the Pentax and Imperium. This conflict escalated to the point that a force of Astartes were sanctioned to deal with the raiders. Imperial forces easily reached Burzum itself, but found themselves in a bloody siege planetside, losing dozens of Astartes in the confusing maze of hives and the heavily-defended Citadels.

The Imperials were close to sanctioning heavy bombardment when pictfeeds revealed what was obviously a Primarch leading the criminals. The Imperium managed to convince Sarov to a ceasefire, but the arrival of the Emperor was what ensured a peace. After heavy discussion Sarov declared an agreement with the Emperor, assuming control of the III Legion, then known as the Cyclones.

He spent over two years culturally shifting the III, quickly weeding out those Terran-born criminals which refused the Zakonye . The usage of Burzumi was enforced, his most loyal followers uplifted into Astartes, and those who held Imperator above their Vor and Urzod were culled. By the time of Ullanor the III had truly become Sarov’s Ghouls, an incredibly insular and close knit brotherhood.

War Gear:

Overseers Bane: A spiked-powermace looted from a high-ranking Overeer, suspected to be either archaeotech or xeno-influenced in origin. Hits hard enough to rupture ceramite, as the former Legion Master found out.

Sarov’s Ghouls
Numeration: III
Primogenitor: Sarov Mercatus.
Noteworthy Domains: While the III does recruit from penal colonies and ward institutions across the Imperium, the majority of its forces are drawn from Burzum.

Burzum: A maze of manufactoria, prison complexes and defensive positions. Gangs regularly wage war with one another upon it, fighting for the eye of the Ghouls themselves. With a population dwarfing many worlds, this concrete jungle is the primary recruitment site for the Legion. It boasts the famed Citadels, as well as a constant garrison of 15k Ghouls, regularly rotated in and out to ensure combat effectiveness.
Combat Doctrine: Attrition based siege warfare, with a speciality for urban/hive combat. Siege doctrine best summed as ‘To break in, you must imagine how you would escape’. Hive combat devolves into frenzied melee and ambush tactics.
Inversely, the Ghouls suffer heavy casualties in open conditions, using trenches and massed infantry charges to take the day. Penal auxilia bear the brunt of the attack, but Astartes casualties are almost always assumed.
Appearance:
All Astartes of the III are covered in Vakshi.

(Couldn't find a picture of just the insignia, but this is a relatively good view).




Origins and History: Like all other Legions, the III first saw action on Terra during the Unification Wars. Many were children from the prison-warrens that dotted the wastes, given new life as soldier-servants, but the majority were pressganged criminals and their descendants. Utilised as disposable weapons, they would be fielded in massive charges against fortified positions, claiming victory even as hundreds of Astartes lost their lives. They were cruel, vindictive sadists, not fighting for a love of Empire or even their own lives, but out of little more than a desire for bloodshed. Losses were disregarded, as there were always more criminals, more orphans to press into the Cyclones.

When Sarov Mercatus was found, he looked upon them with disgust. These were his sons, those meant to fight beside him? He refused the thought, and began a purge not dissimilar to those carried out by his own siblings. They were brought to Burzum and taught the ways of Zarkonye, of the thrill of power and the need for strength. Slaughter the Skaga, take what your strength earns you, but respect and trust your Vodnik. To be strong, to be cunning, was to be free. Those who resisted these teachings were openly challenged and killed, feasted upon as the ultimate disrespect. Aspirants from Burzum flooded the Legion, only speeding up the process tenfold. Years passed and what emerged was entirely different from what had entered. They had earned the name Sarov’s Ghouls.

The Cyclones were sadists and butchers all, little more than a weapon to be directed at enemies of the Emperor. A ticking time bomb of disloyalty and near-suicidal disregard.

The Ghouls are an insular warrior-brotherhood. Challenges for control and leadership are common, but unnecessary disrespect is rarely seen. Cruelty and violence, once close to idols, have become merely tools to be used to achieve power. Within the Legion trust is given and loyalties largely assured, but to assume a Ghoul will help an outsider without gain is almost unthinkable.

While not done with secession in mind, the Ghouls are in a prime position to raise the flag of defiance. While respected as cunning and strong, the Emperor is not their Vor, and does not hold their personal loyalties. They resent the rule of Skaga’Puv, of the High Lords, and view the Emperor’s withdrawal as their Primarch does. Zarkonye demands they assert themselves, and they look to their Vor for guidance. Only time will tell how they proceed.


Legion Organisation and Structure:
Unlike some other Legions, the Ghouls operate in highly fluid groupings, with only a few distinct rankings. This allows for usually seamless transitions of command in the event of capture or casualty, and for an easy time at combining forces, or breaking them into distinct sub-units. Larger or smaller groupings are created as need be. However they suffer issues of internal instability due to their dominance-obsessed culture, which can be exploited, as seen in headhunting actions against the III on Persiphax 9.

The Ghouls are organized as follows. (These count Astartes, as attached Auxilia can easily number in millions.)

Ghu-Vodnik: The Legion in entirety, hovering around 320,000 strong. Rarely ever fully assembled, due to the concerns of the Crusade, but always prepared.

Dy-Vodnik: Normally 10,000 Legionaries, this is the largest standard sub-Legion grouping, forming an operational base with which Pakhan can coordinate their own forces. “Brotherhood of 10,000”.

Adyn-Vodnik: 2,000 strong detachment. Equivalent to a Chapter in other Legio. Broken into Kompanis.

Kompani: Ranging from 100-500 strong, this is the main field grouping for the III.

Vodnik: Squad-level organization, 9 Urvodnik led by 1 Avoritet.

Legion Command Hierarchy: (Rank next to rough equivalent)
Vor - Primarch
Vorbuk - Council/First Chapter
Pakhan - Captain
Avoritet - Sargent
Urvodnik - Legionary
Specialist Formations:

Vorbuk: Functioning as both council and bodyguard to the Vor, the Vorbuk comprise the Terminators within the Legion.

Legion Wargear: Possesses a high percentage of jump packs and melee weaponry. All marines are trained in the use of jump packs. Noted to lack volkite weaponry almost entirely, preferring bolters and melta-weapons.
Legion Vehicles: The Legion makes heavy use of the kharybidis drop-pod, but has few specialist vehicles such as gravbikes and superheavy tanks.
Legion Fleet: 50 capital ships, and 230 escort ships.
Legion Relics:

Burzum Citadels: Defensive emplacements dating back to the Dark Age of Technology armed with extreme firepower, though this technology is not well understood by the Legion techmarines, who are incapable of replicating it.

As said above, Sarov has transplanted the culture of his upbringing almost entirely into his Legion. In particular he has fostered a heavy use of Burzumi, the highly contextual* thieves-cant used by the inmates on his homeworld. It’s teaching is forbidden to those outside the Legion, punishable by heinous torture and public execution. Some terms have made it outside of the Legion despite this however, likely through remembrancer-linguists.

Vor: Highest authority in a territory, roughly translates to ‘Lord’. When affixed to a location, it signifies control of such. In context of the Legion the title is reserved solely for the Primarch.

Vorbûk: “Lords Hand”. The inner circle which advises the Vor, primarily composed of favored Pakhan.

Burzum: Depending on context, meaning either prison or referring to Burzum itself.

Vakshi: Highly detailed tattoos given to Urvodnik.

Skaga: A slave/a nobody, pulled directly from the Burzumi term for excrement. Denigrative term for outsiders.

Pika: “Little Knife”. The teeming throng of goons and hopefuls seeking to join the Vodnik. Primarily refers to Aspirants.

Patsani: Mercenaries and other outsider forces commanded by the Ghouls. Refers to auxilia in most cases.

Chirgek: Corruption of Chirurgeon. Apothecaries of the III, with the honor of imprinting Vakshi.

Bakna: Respected associate, but not a member of the Vodnik. Imperial military attached to the III either attain this moniker, or quickly request reassignment.

Gastroya[/b]: Originally used to refer to an outside, but equally strong criminal organization. Now used in reference to Astartes outside of the Ghouls.

[i]Skaga’Puv
: “Excrement Spewing Weakling”; A term for Overseers, bureaucrats, and politicians.

Sukadva: One who has broken the Zarkonye, a traitor, worse than even Skaga.

Urvodnik: An initiated member of a Vodnik.

Vodnik: Commonly interpreted as a gang or criminal organization, but much closer in meaning to a fraternity/brotherhood.

Ghu-Vodnik: The Ghouls as a whole; “Brotherhood of Ghouls”.

Zarkonye: “Law of the Strong”; Code of conduct for Urvodnik, ranging from punishments to specific Vakshi.

Uvradna: War, conflict, etc.

Uvrat: Murder/Killing.

Uvrat-Zarkonye: A sanctioned murder or duel, depending on the involved parties. Duels can occur during a time of war, but this is frowned upon; Should the challenger succeed and lead the mission/battle to failure, he will be executed.

Pakhan: Rank between Vor and Avtoritet, responsible for large groups of men.

Avoritet: “Authority”. Captain equivalent, originally responsible for individual cell blocks.


*These are not 100% strict definitions, but more general in meaning, and as stated dependent on context. Burzumi is easily malleable as well due to its origins, allowing for concepts and loanwords to easily enter its lexicon. Slang abounds.


Accepted, and yes 250k legion size is allowed. I see it is currently 320,000 so if it can be lowered to 250k then that would be groovy.

PostPosted: Mon Jun 22, 2020 8:33 am
by Prusslandia
Sounds good, will edit that.

PostPosted: Wed Jun 24, 2020 10:19 am
by Danceria
Oooh baby here we go.

PostPosted: Wed Jun 24, 2020 5:32 pm
by Imperialisium
roster has been updated

PostPosted: Thu Jun 25, 2020 2:39 am
by Astarten
Hi ho! has the 2nd legion numeration been taken/reserved? if not I would like to reserve it for an upcoming app ^_^

PostPosted: Thu Jun 25, 2020 3:53 am
by Lunas Legion
Astarten wrote:Hi ho! has the 2nd legion numeration been taken/reserved? if not I would like to reserve it for an upcoming app ^_^


Nope, we don't have a Legion II app yet.

PostPosted: Thu Jun 25, 2020 4:04 am
by Astarten
Lunas Legion wrote:Nope, we don't have a Legion II app yet.


Noice. You'll have one incoming

PostPosted: Thu Jun 25, 2020 4:48 am
by Ormata
Astarten wrote:
Lunas Legion wrote:Nope, we don't have a Legion II app yet.


Noice. You'll have one incoming


Welcome aboard!

If you're able to I would suggest joining up on the Discord. Waaay easier to talk stuff over on the app, bounce ideas, etc.

PostPosted: Thu Jun 25, 2020 5:05 am
by Astarten
Ormata wrote:Welcome aboard!

If you're able to I would suggest joining up on the Discord. Waaay easier to talk stuff over on the app, bounce ideas, etc.


Ayy I'll like that. Is it alright if you post up the link? I can't seem to find any on the main OOC page

PostPosted: Thu Jun 25, 2020 5:11 am
by Ormata
Astarten wrote:
Ormata wrote:Welcome aboard!

If you're able to I would suggest joining up on the Discord. Waaay easier to talk stuff over on the app, bounce ideas, etc.


Ayy I'll like that. Is it alright if you post up the link? I can't seem to find any on the main OOC page


Wait. Heck. I'm sorry I'm used to games allowing Discord entry for all people. Gotta put an app up first I believe, then the link is TG'ed to you.

Sorry about that. Ack.

Any thoughts about what you want to do?

PostPosted: Thu Jun 25, 2020 5:14 am
by Astarten
Ormata wrote:Wait. Heck. I'm sorry I'm used to games allowing Discord entry for all people. Gotta put an app up first I believe, then the link is TG'ed to you.

Sorry about that. Ack.

Any thoughts about what you want to do?


Oh right hahaha its fine no worries. At the moment I'm reading through all the previously accepted apps to get a feel at what's been done/over-saturated in terms of primarch personalities and the types of legions/combat doctrines adopted.

I don't really want to make a legion or a primarch that's too similar to what's been used alot by the other players.

PostPosted: Thu Jun 25, 2020 5:30 am
by Lunas Legion
Astarten wrote:
Ormata wrote:Wait. Heck. I'm sorry I'm used to games allowing Discord entry for all people. Gotta put an app up first I believe, then the link is TG'ed to you.

Sorry about that. Ack.

Any thoughts about what you want to do?


Oh right hahaha its fine no worries. At the moment I'm reading through all the previously accepted apps to get a feel at what's been done/over-saturated in terms of primarch personalities and the types of legions/combat doctrines adopted.

I don't really want to make a legion or a primarch that's too similar to what's been used alot by the other players.


Most of the current legions have some overlap, but we don't have anyone like the White Scars/Raven Guard currently.