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Morrdh
Powerbroker
 
Posts: 8428
Founded: Apr 16, 2008
Democratic Socialists

Postby Morrdh » Sun Jan 31, 2021 8:11 am

The Primarch or Astartes
Name: Alizarelia Kallax
Alias: The Pirate Queen, Scourge of the Antigan Cluster
Appearance:
Image

Archetype: The Reaver
Personality: Alizarelia has been described as being short-tempered and underhanded, though she herself insists she's pragmatic but has admitted she might be a little stubborn.

Curiously, there seems to be next to no record of Alizarelia ever stepping foot on a planet. When meeting with others, she's always arranged said meeting on onboard a ship or void-station.

Backstory: Like the other Primarchs, Alizarelia was flown across the galaxy far from Terra by the Ruinous Powers. Unlike most of the other Primarchs, the pod that contained the infant Alizarelia did not make planetfall on some lost world of humanity. Instead Alizarelia's pod was found adrift in the cold, dark void of space by a roving space pirate band searching for loot through the wreckage of a destroyed voidship. Finding the young Primarch, the pirates took Alizarelia to have been a survivor of the voidship's demise and brought her onboard their ship as a slave-captive.

It soon became apparent that the young Primarch was no mere human, broken bones and wounded prides attested to that after a few pirates thought she was easy pickings. Alizarelia also proved to be a fury in combat, often in the forefront of many a boarding action leading the pirates as they carved their way through the crew of a prey vessel. Within a few solar years she had assumed command of the ship after openly challenging and then besting the captain, soon after that she had gathered together a small fleet of raiders. This was round this time she gained the moniker 'Scourge of the Antigan Cluster' for the actions of her raiders against human and xenos alike in that sector of space.

After steadily growing her band of raiders and increasing infamy, Alizarelia came to the attention of the pirate lord Djanko Feckward. The pirate lord had been receiving reports of the so-called up and coming raider and, particularly after some of his own ships fell under Alizarelia's sights, arranged for a meeting. Wary of a trap, Alizarelia agreed to the meeting and spent a few hours alone with the pirate lord until their meeting was concluded. A deal was struck where Alizarelia would become one of Feckward's lieutenants and answer his summons, but would otherwise be semi-independent and free to operate as she had been. When Feckward died a few years later and the other lieutenants bickered over who would succeed him, Alizarelia simply slewed her rivals and seized control of Feckward's vast fleets whilst titling herself Pirate Queen in the process. The reach of Alizarelia's fleets expanded over the years that followed, growing beyond the Antigan Cluster and into the surrounding sectors. Whilst shying away from outright claiming planets as her own, she instead demanded tribute from various worlds in exchange for them being spared the attention of her raiders....for the most part.

It was in 825.M30 that Alizarelia became aware of a new force moving into her sector of space, though at the time she wasn't aware that this force was actually elements of the 6th Legion waging the Great Crusade. There was a number of clashes between the 6th Legion and Alizarelia's raiders, though for their part the raiders only targetted small scouting groups than avoided larger scale fleet engagements. But things came to a head when the 6th Legion made serious in-roads, despite frequent hit and run attacks by the raiders, into the Antigan Cluster and Alizarelia gathered together her ships for a major clash. Choosing the Arkwight Nebula as her battleground, Alizarelia lured the ships of the 6th Legion whilst most of her fleet powered down and let themselves drift on the solar winds. Once the 6th Legion came into range, Alizarelia's ships powered up and started unleashing volley after volley of fire.

Alizarelia had positioned her own ship, a light cruiser, along the flank of her fleet and led a group of ships to close-in on the 6th Legion who were reacting to the sudden and intense barrage of fire. Leading the charge, Alizarelia closed in what she took to be the enemy's flagship with the intent of boarding it. Whilst it is known that Alizarelia managed to board the vessel, what occurred afterwards remains unknown other than Alizarelia voxed an order for her fleet to stand down. Having issued further instructions to her senior captain, Alizarelia abruptly departed with the 6th Legion. It is speculated, but not confirmed, that she met with the Emperor but it is known that not long after leaving with the 6th Legion she took command of her own Legion; the 13th.

Christening them the Void Reavers, Alizarelia set about leaving her mark on the 13th Legion. It's tactics were refined and it's structure re-organised, though operationally there was little difference in how the Legion operated. Returning to the Antigan Cluster, Alizarelia selected the best of her raiders to be recruited into the Legion and added her fleets to the Legion's strength.

War Gear: Scourge - Chainsword once welded by the pirate lord Djanko Feckward, claimed by Alizarelia after taking control of Feckward's fleets.

The Legion
Numeration: XIII (13th) Void Reavers
Primogenitor: Alizarelia Kallax
Noteworthy Domains: Fleet based.
Combat Doctrine: Raider/Void Warfare specialists.
Appearance:
Image

Origins and History: The 13th Legion's origins lie in the Unification Wars of Terra, where due to it's low numbers it operated as a series of cadres of pathfinders forging ahead of the main Legions of proto-Astartes and Thunder Warriors. Their task was to locate enemy strongholds, then conduct small strikes to force cracks in the enemy's defences which the other Legions would then exploit to smash them apart. Though they operated far from the limelight, typically a silent role in the public conquests of the other Legions. Happy to operate in their own independent way, they became increasingly isolated among the ranks of the Legiones Astartes.

After the Emperor consolidated his hold on Terra and surrounding worlds, the 13th Legion was among the first of His hosts to depart the Sol system. At this stage the Legion was structured as a series of Pioneer Companies, tasked with seeking out lost worlds of Mankind and charting the strongholds of alien empires. It was here where the Legion's mastery of hit and run warfare established by the necessity of their mission. They were rarely more than one thousand against the dark empires beyond the edge of the maps, the brave few standing against the terrors of the outer dark far from aid and succour. They struck without warning, raiding and killing, drawing out the foe and testing its defences and tactics, always watching and learning -- broadcasting the knowledge won with the blood of their brothers so that the Expeditionary Fleets could bring the Emperor's wrath down upon the enemies of Mankind.

However, operating so far ahead in the vanguard of what became the Great Crusade meant they did so with little support and frequently out-ranged their supply lines. Doing this sapped the Legion's strength as it was slowly and surely eroded by the pressures of war. For a time it looked like the Legion would fight on to extinction, though the discovery of their Primarch transformed them.

Shortly after taking command of the Legion, Alizarelia renamed them the Void Reavers and set about re-organising them more along the lines of her raider fleets.

Legion Organization and Structure: The Legion split into so-called 'Fleets', though these vary greatly in size ranging reported from 5,000 warriors to as many as 20,000. This was purely down to the will of the fleet's commander, known the re-organised Void Reavers as High Captains.

The only other organisational unit of note is what is referred to as a 'band', this sits below the level of a fleet and is roughly equivalent to the standard company. Just like the larger fleets, the bands vary greatly in size from a few hundred to a few thousands. Similarly, the size and fighting style was up to the personal preference of the officer how led it who was called a Low Captain.

Lacking a true homeworld of their own, the Void Reavers recruit at random from human worlds they come across even if those worlds have been ceded to other Legions. Coupled with the more independent spirit of the Legion itself and it's individual units, difficulties tend to arise with other Legions.

The Void Reavers' strength is believed to be 70,000, though it's officers are lax with regards to filing reports.

Legion Command Hierarchy: Alizarelia Kallax
High Captain, each one in charge of each of the various fleets.
Low Captain, in charge of the smaller bands.
Master, functions as second-in-command to both ranks of captain.
Matelot- general name given to the Astartes of the Void Reavers.
Specialist Formations: n/a

Legion Wargear: Standard, though preference for short-range/close quarters based weapons.
Legion Vehicles: Favous gunships and rapid attack vehicles.
Legion Fleet: Estimated 1,500 vessels of all tonnages, ~20 battleships with the rest being light cruisers and escorts.
Legion Relics: n/a
Last edited by Morrdh on Mon Feb 01, 2021 4:01 pm, edited 10 times in total.
Irish/Celtic Themed Nation - Factbook

In your Uplink, hijacking your guard band.

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Lunas Legion
Post Czar
 
Posts: 31093
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Sun Jan 31, 2021 9:20 am

Drennus, Nehushtan and Lucian are all accepted, others are all either WIPs or pending changes before acceptance.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

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United Islands of Polis
Diplomat
 
Posts: 675
Founded: Jun 27, 2015
Democratic Socialists

Postby United Islands of Polis » Sun Jan 31, 2021 9:58 am

Ok I think my app should be fixed now.

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Lunas Legion
Post Czar
 
Posts: 31093
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Sun Jan 31, 2021 10:04 am

And Aleksandr is accepted as well, I'd recommend hopping on the discord since we're working out inter-Primarch relations currently on there
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

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Lunas Legion
Post Czar
 
Posts: 31093
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Sun Jan 31, 2021 11:55 am

Adalon Cyprus is accepted
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

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Bentus
Senator
 
Posts: 4495
Founded: Dec 18, 2013
Iron Fist Consumerists

Postby Bentus » Sun Jan 31, 2021 12:39 pm

Bentus wrote:Note that the Firebrands are heavily based off of the canon Legion of the same name. If it’d be preferred, I can try to think of an alternate name. Another fairly iffy bit in the backstory is Janessa’s connection with a Knight-training machine. I completely made that piece of kit up, so if it feels like it doesn’t quite fit with the world let me know and I’ll try to change things to avoid it.

-snip-


Initial pass at the app all wrapped up. Let me know if anything should get changed/feedback in general.
- - Bentus
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1 2 3 >4< 5
Possible threat.
Forces active in a warzone.
At peace.
Member of The Galactic Economic and Security Organization

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How Roleplays Die <= Good read for anyone interested in OPing

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Danubian Peoples
Ambassador
 
Posts: 1157
Founded: Sep 21, 2018
New York Times Democracy

Not WIP anymore I think

Postby Danubian Peoples » Sun Jan 31, 2021 6:22 pm

The Primarch
Name: Orestes Charon
Aliases: Primarch Charon or simply Primarch, Lord of Rytax, The Tyrant-Primarch (as an insult, strangely enough people who call him that tend to disappear..)
Appearance:
Image

Archetype: The Intriguer, the Deceitful, the Paranoid, the Dreadful

Personality:
On the surface level, Orestes appears as a calm, level-headed person, known to speak little and be more of a listener than a speaker. The only quirk one may notice from quick conversation with the Primarch is that he is a little secretive about certain aspects of his duties. In reality, this facade of a calm demeanor is maintained as little more than just that, a facade. Though he may not look like it, Orestes Charon is on the lookout for just about every sign of every sort within his peers, and even the most casual conversation inevitably descends into quiet yet rigorous mental note-taking and contingency planning on his end. He is extremely paranoid, and will stop at nothing if it means snuffing out a potential threat to his power or well-being.

Backstory:
Orestes Charon was and still is, Primarch of the 11th Legion. Separated from Terra by mysterious forces, Orestes' pod found itself in the civilized world of Rytax. Rytax was ruled by various tyrants and despots, each in charge of their own little nation-state, and constantly waging war both obvert and covert with each other. From upstart generals to would-be kings, just about every flavor of strongman autocrat populated Rytax's governments. This chaotic state of affairs had been maintained for centuries, the planet's society having much regressed during the Long Night. Upon landing, Orestes would have the fortune of being whisked away by the impoverished masses, the infant Primarch safe from the hands of cruel dictators and their forces. It was amongst these peoples that he would be christened, 'Orestes Charon,' an orphan from the stars.

The orphaned Primarch would rapidly develop in the years he spent on Rytax. His intellect and cunning especially, would enable him to begin practicing the art of intrigue. Long fancied as a quiet weapon by the tyrants of Rytax, even their poor practiced in the art, and Orestes started off swindling others and amassing a small fortune. Taking notice of his ever-increasingly strengths and skills, they began to move his way up in society, eventually worming his way up to the government of the local tyrant, a noble turned monarch known as King Calestes Batar. It was in this environment of difficult court politicking that Orestes' art of intrigue would truly emerge. Noticeably stronger and smarter than his peers, he used this to his advantage, intimidating and persuading some faltering members of the military to strike, first against his court rivals, and then against Batar himself, in a series of 'unfortunate accidents.' With a vacuum created in government, Orestes took the king's place as ruler, and continued plotting his moves.

Holding a new cushy seat as one of Rytax's tyrants, Orestes was not special. Many others had done such similar coups and insurgencies, overthrowing the ruling government only to take their place, their regimes built on sweet lies and fear factor. What set them apart was the abilities gifted to him by the Emperor's engineering. He began to expand his territories, first by consolidating the military into a force loyal only to him, and then by using that force to quash rival powers. When military might failed to emerge as an option, Orestes Charon would instead resort to covert operations. The right twist of a knife, the right bribes to the right people, he could make any nation fall to his knees, be it through arms or through intrigue. In time, a series of intermittent wars and critical assassinations would eventually render Rytax completely under Orestes' control. He was pronounced Lord of Rytax by his own government, and prepared to march on the stars.

The stars however, would instead march onto Rytax, and the Emperor, surrounded by a hundred or so of his mighty Custodes, embarked on Rytax's surface. Lord Orestes Charon at first considered the emperor a mere tyrant from the stars, but after the latter demonstrated his capability with frightening force, and the true nature of Orestes' origin, the Lord bowed down to the Emperor, and plotted to leave for Terra and be reunited with the 11th. In the days leading up to his departure, Orestes would set up an ineffectual 'Regency Council' to take his place as the rein-holders of Rytax, ensuring that nothing outside of his desires would occur planetside while he was away.

Upon being reunited with the 11th Legion, known as The Watchers, Orestes was not met with loyal soldiers awaiting command, but a fellow strongman ruler in the shape of Legion Master Crassus Mon. It seemed that despotism was hereditary, for one of Orestes' spawn had unknowingly taken up from him. Crassus was unwilling to concede power over the legion to his Primarch, having held undisputed control for decades now. Aiding the Legion Master in this endeavor was the so-called 'Dread Glave,' an ancient artifact looted from their campaigns that made the wearer tens times more feared, among his apeers. Being a Primarch, Orestes managed to resist the will-sapping effects of the glaive, and challenged the Legion Master for control.

The battle was quick and decisive, yet also bloody and brutal. It was a handy victory for Orestes, but even that came at a price. using all his strength, along with that of the Dread Glaive Crassus managed to inflict two grievous wounds onto his Primarch's face before being defeated. Though Charon was never one for forgiveness, such a slight would land the disgraced Legion Master an especially grim fate. Taking the Dread Glaive and control of the 11th for himself, Primarch Orestes Charon began to co-opt the dictatorial power structures set up by Crassus for his own ends. The position of Legion Master was destroyed, at last making Orestes the de facto Primarch of The Watchers. Crassus Mon himself would die a grim fate, the legion made to abandon him to xenos while on campaign.

When the Great Crusade at last came to a conclusion, and the Emperor departed for Terra, the Primarch sprung into action. Having seen first-hand the ease at which regimes could be toppled, Orestes grew had been steadily growing paranoid. He would initiate a great purge amongst the ranks of the legion, removing any and all dissenting factions from its ranks. Even his fellow Primarchs, and even the Emperor himself would not be spared the paranoia. The God-Emperor of Mankind in particular, presented perhaps the greatest threat to Orestes' power. Powerful in his own right, and in theory helming the forces of the Imperium, the Emperor could easily swipe the rug from under Orestes' feet, if he so choosed. The other Primarchs had their own share of power and empire, though Orestes also managed to see within at least some of them great opportunity to further his own schemes. And so Orestes centralized his control, both as Lord of Rytax and Primarch of The Watchers. Upon his return to his domains, he dissolved the Regency Council, and relocated the Legion's operations with him, to ensure distance from the prying eyes of Terra, and utmost loyalty from his forces.




War Gear:
The Dread Glaive: Chief amongst Orestes' possessions is the so-called Dread Glaive, looted from the person of the late Crassus Mon. Written on its blue-black surface are glowing runes written in a sickly green, their meaning lost to time. The glaive when turns the wearer into something feared and dreaded to others. Even the bravest of mortal souls are known to shake under its influence. The glaive also amplifies the brute strength of the wearer, the hand upon it is worn deliviering blows far stronger than without, enough even to wound a Primarch. Despite the strength it provides, its psychological properties are perhaps its greatest asset. Crassus, then Orestes have both used it to keep control over The Watchers, and its properties have also been employed to make enemy forces break rank and shatter out of fear. The glave's effects seem to be discriminate, allowing the wearer to choose upon which to inflict its will-sapping curse. Orestes himself only wears the item when not with the Emperor or his fellow Primarchs, as despite all its power, it is not useful against persons of Orestes' caliber and above, and as a means to hide the full extent of its properties from their eyes.


The Legion
Numeration: 11th (XI), known as The Watchers
Primogenitor: Orestes Charon
Noteworthy Domains:
The Realms of Lord Orestes Charon: A medley of star systems under Orestes' command whose capital planet is his adoptive homeworld of Rytax, roughly 50-strong. The following are some of its holdings.

Rytax: The capital planet, so to speak of Orestes' own little sub-empire, the civilized world was for a very long time, dominated by backstabbing tyrant warlords seeking little more than to bite at each other's heels and absorb each others' polities. Thanks to the efforts of Orestes Charon, the world has at last known peace and even prosperity, though at great cost. A great specter of autocracy has cast itself over the planet, more complete and total than even that of the most Orwellian tyrants of its past. The forces of the The Watchers, aside from being centralized on the planet are known to patrol its surface for dissent in the name of their Primarch, as do more conventional but just as terrifying secret police organizations. The planet's citzenry are on the surface, loyal members of the Imperium, but in truth, it is Orestes that reigns supreme, even in their minds. The underground movements to venerate the Emperor as a deity, and even the secular nature of the Imperial Truth have been quashed, replaced by a cult of personality around Orestes himself.

Other Planets, Moons and Systems: Be it conquered by Orestes' during the time before he joined the Great Crusade, or integrated from conquests of the 11th Legion, the other holdings of The Realms of Lord Orestes Charon are, depressingly, are in varying stages of becoming more or less the same as the capital. The breadth of these other worlds was once quite spanning, but many were gifted to more direct Imperial governance during Orestes' efforts to centralize power. Now all that remains are those close to Rytax, close enough to be well within Orestes' reach.

The Fortress of Amarran: Located in what was once the ancient Near East of Terra, the Fortress of Amarran was the original garisson of the legion upon its formation. In the years since, it has fallen far from grace. The numbers operating within its halls have been greatly reduced, and only the most ardently Primarch-loyal Astartes are found inside, so as to ensure that no one gets any ideas in this position of being far from Orestes' control. The Fortress serves as the face of the 11th and Orestes' realms for the rest of the Imperium, and much effort is made to downplay the, perhaps less savory elements of the operations of both. Should Orestes be on Terra, he is likely to be here.
Combat Doctrine: The Watchers are known to operate using a mix of deception and terror, both overt and covert, doubly so when the Primarch is with them, as a means to shatter the morale of their foes and ensure their ranks break. Every avenue possible is exploited to fulfill this goal, from surprise ambushes, to deadly night raids, and honor and glory have been lost to the wind. Even clandestine treaties of piece offered by the legion might be little more than a trap, a means to quickly and decisively execute the enemy's leadership and sow chaos amongst their forces. The Watchers are even known for their liberal use of destroyer weaponry, the nightmarish potential of their arms, useful enough own their own is capable of sapping the will out of even the bravest army.
Appearance:
ImageImage
Typical Legion Appearance and Symbol

Origins and History:
The XI Legion, the Watchers, was named as such thanks to their duty, to aid in the Emperor's quest to reconquer the galaxy and guide it under his stewardship. Forged from the gene-seed of Orestes Charon, the Legion was at first optimistic about finding their Primarch, though in time that began to wear. War after war and still no word from their father, the XI Legion grew weary. But they pushed on, for they were Astartes, and continued in the Great Crusade, hoping that they may one day find their Primarch.

And then there was the discovery of the Dread Glaive. In the aftermath of a campaign against some xenos, a small detachment of the Watchers remained on the planet to search out the ancient technologies of their foes. What they instead discovered was a massive underground complex, unknown even to the xenos that previously occupied the planet. Though most of its halls lay inaccessible due to millenia of wear and tear, they absconded with one artifact, the Dread Glaive. In the ranks of this small detachment was one Crassus Mon, and it was he who found and took the glaive.

Already armed with an authoritarian and despotic streak, Crassus was quick to discover the properties of his new artifact. Keeping it a secret from his fellow Astartes, he would rise up the ranks of the Watchers through the Great Crusade, surreptitiously using the Dread Glaive's powers to intimidate and cow his fellow Marines into easing his rise through the legion's command. When at last he came face to face with the Legion Master, Crassus Mon demanded his superior to submit, and he, sensing that Crassus was in stark violation of Legion practices, flatly denied. The two did battle, and Crassus Mon handily won, by at last revealing the full power and presence of the Dread Glaive, and using it to first crush his foe's morale, and then his body.

His old foe left at his feet, Crassus made himself the effective dictator of the Watchers and their domains, establishing both a centralized command structure, and a far less scrupulous meaning behind the legion's name. His rule was resented, with many Astartes lambasting him for taking the Primarch's place, but with the power of the Dread Glaive and other unsavory means, he managed to keep himself in power. Crassus Mon began feeding the fires of lost hope, those flames whose fumes espoused tales of a Primarch to never be found. And it would've worked to ensure the Legion Master's authority, were it not for the untimely arrival of the Primarch.

When Crassus Mon and Orestes Charon did battle, it was practically a mirror image of the last struggle for power. Except this time, Crassus was the Legion Master, and he was handily defeated much like his predecessor. But before he hit the floor, Crassus Mon left one last parting gift to his Primarch, a blow from the Dread Glaive that resulted in two great wounds running the length of Orestes' face. A clean execution would be two kind for this slight. Crassus Mon would be abandoned to only the most vile xenos on the next campaign.

Orestes quickly supplanted the Legion Master as undisputed dictator, and usurped the latter's power structures for his own tyrannical means. Even though the two were alike in being power-hungry autocrats, there were some lines that even Crassus would not cross, and his Primarch had very much lept across those lines. A great purge descended upon the Watchers, targeting any and all who might doubt the Primarch's will, from old loyalists clinging on to the late Crassus, to the remaining resistors of autocratic and 'un-Imperial' rule. Their numbers though decimated, would quickly find themselves rebounding, as a flood of new conscripts from Orestes' own domains would come to take their place, as the Legion's operations relocated to Rytax. While this sudden replacement might've caused dissent amongst the ranks, the sheer terror and dread exuberated by Orestes kept the remaining non-Rytaxian Astartes in terrified obedience. The Rytaxian tongue would quickly become the lingua franca of the Watchers, and even the last vestiges of the Imperial Truth, already worn away by the reign of Crassus, would give way to loyalty only to Primarch of the Watchers and Lord of Rytax, Orestes Charon.

While Legion culture was changed to the point of near-unrecognizability, the military side of things went comparatively untouched. Key word, comparatively. One of the lines Crassus did not cross was that of Destroyer weaponry, the Legion Master choosing to keep the use of the savage arms to a minimum. Orestes, already familiar with the brutality of war thanks to his time of Rytax, had no such inhibitions. The use of such arms became widespread. Other such military innovations from Orestes followed. While the Watchers were already conducting clever ambushes and other such terrorizing, the Primarch made them far more dominant. The legion became known for spreading a truly nightmarish presence on the battlefield, in an effort to break the enemy's spirit and crush them under their heel. They gained a reputation as calculated savages who would throw even the smallest scrap of honor asunder if it meant victory.

Legion Organization and Structure:
The Watchers since Crassus Mon's days has been divided into a series of chapters, each numbering about ten thousand, their number of chapters varying depending on the Legion's numbers. At the moment, there are 15 chapters corresponding to a Space Marine body count of 150,000 in total. Each Chapter is helmed by a Chapter Master, and each Chapter Master is directly subservient to the Primarch. Though they can operate the chapter autonomously, and are oftentimes given the authority to do so, they are ultimately in service to their Primarch. Each Chapter is further divided into 10 Companies, each numbering 1,000. Though in theory a microcosm of the relationship between the Emperor and his children, the Chapter Masters hold little power. Their only duty is to execute his will on the ground. If and whenever Orestes is present on the battlefield, it is his will that governs the tactics and strategy, that of the Chapter Masters' is sidelined, even if they fight alongside him. And should he find their command deficient, there will be... consequences.

Accompanying the Primarch is his duties of helming the Watchers is the so-called War Council. Despite the formidable name, the War Council is merely a band of Orestes-sycophants and advisers that serve to inform the actions he takes as Primarch. Should Orestes Charon be unable to act as Primarch, command of the XI Legion defaults to them, in a similar manner to the Regency Council for Orestes' position as Lord of Rytax.

There seems to be a somewhat significant discrepancy, about 5,000 strong, between the number of chapters and their forces, and the total quantity of Astartes, perhaps explained by 'irregular' formations.

In total, the number of Astartes is about 155,000.
Legion Command Hierarchy:
Primarch Orestes Charon and/or the War Council
Chapter Master
Company Commander
Sergeant
Corporal
Recruit
Specialist Formations:
The Primarch's Guard: Parallel from the wider command structures of the XI Legion are the Primarch's Guard, a secretive detachment numbering about 5,000 Astartes, they are spread out through the ranks of the Legion, and lack their own formations. They feign subservience to their commanding officer, but in truth receive receive direct orders from the Primarch himself. The Primarch's Guard is responsible for ensuring loyalty across the Legion, arranging for the untimely deaths of anyone seen acting against the will of Orestes. Though the Legion is largely self-policing in this regard, with even the lowliest Space Marine entrusted with the duty to turn on their own should they dare dissent, there are occassions where the forces of a unit are insufficient to quash insurrections from within. Judging from appearance, the Primarch's Guard seem to blend in with their peers, and that is by design. Without anything to distinguish them from other Astartes, they are expert infiltrators amongst the Legion's ranks, complete with fabricated documents, ready to flash to their 'commanding officer' should he grow suspicious of their presence. And when the deed is done, they will vanish to Orestes knows where, and cognitive dissonance will do the rest, as if they never existed. Not only does this make them very good at their job, the idea alone of the Primarch's Guard keeps every Astartes in line, and even dissenters are known to keep their mouth shut, lest their peers be direct agents of the Primarch in disguise. Many of the Legion's psykers are in fact members of the Primarch's Guard, as a means to ensure that some of the least vunerable to Orestes' deception remain loyal to his cause, and that those capable of seeing through the deception of the Guard are within its ranks.


Legion Wargear:
The Watchers use the usual wargear, though with far greater proportion of Destroyer weaponry, liberally distributed amongst the ranks.

Legion Vehicles:
The Watchers sport the usual variety of vehicles.

Legion Fleet:
Numbering at about 400 vessels, the fleet of the Watchers is quite standard for Legion fleets. The fleet's flagship, the Glorinna-Class Battleship the Lord Colossus, is a massive battleship, the fiercest single vessel in the fleet,and serves as the command center for the Legion when they go on campaign. In terms of ship-type divisions, the fleet boasts 60 Battle Barges, 120 Strike Cruisers, with the remaining 220 vessels comrpised of various escort ships as well as logistics craft.

Legion Relics:
The Rock of Traitors: Said to be carved out of a mountainside from Rytax, the Rock of Traitors is a massive slab of stone measuring at least two Astartes in length, width and breadth. On its surface is etched the name of every Astartes thought to have betrayed the will of the Primarch, who was then executed. Despite this duty, the Rock of Traitors is not a very good measure for the number of its own renegades caught and killed by the Watchers, for in truth, the number could be much higher or lower. Some names are said to be fabricated, mere inventions of Orestes to boost his own body count, while others are excluded as a means to truly kill their legacy, even after death. The Rock's true purpose is not as an inefficient archive, but as propaganda. Publicizing a list of traitors like this is a big statement to make, one that loudly declares that rebels will be caught and killed, and that these are their names.
Last edited by Danubian Peoples on Sun Jun 06, 2021 2:25 pm, edited 16 times in total.
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This nation does not reflect my IRL views on anything.
Sorry for any mistakes I make with regards to history while roleplaying in historical RPs. Also I am not a qualified historian or academic. None of the make-believe I do is likely to stand up to academic scrutiny.

Valdez Islands is my puppet.

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Theyra
Negotiator
 
Posts: 6423
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Mon Feb 01, 2021 2:46 am

The Primarch
Name: Miztli Huitzilihuitl
Alias: Great Jaguar, Champion of Kalramia, Hidden One
Appearance:
Image

Archetype: Honorable Warrior/ Guerrilla Warrior
Personality: Cool-headed and collected, Miztli can be seen as rather distant from his fellow brothers and sisters. Preferring to spend time with his legion and is very much interested in astronomy. A strong warrior and expect tactician, Miztli leads from the first if possible. Miztli has a personal code of honor that he rarely deviates from and can be stubborn on issues he deems important.

Backstory: Miztli the like the rest of his siblings, were spirited away from the Emperor due to the machinations of the forces of chaos. Drifting through space until he ended up on the jungle world of Kalramia. Where the world once had an advanced culture dating back to The Age of Strife that fell for unknown reasons. The survivors reverted to hunter-gathers societies that by the time that Miztli's arrival, the people of Kalramia were in the early stages of an bronze age.

Miztli was found by a tribe called the Vul, where his arrival was considered a good omen and he was raised by the tribe's leader. As the years went on, it became apparent was not a normal child, as he aged faster and displayed unmatched strength and a fighting spirit that led him to the tribe's greatest warrior when he was sixteen. As Miztli grew, so his interest in the world and the stars. The tribe's priest taught all he knew, including history, astronomy, and more. Though as he learns what he could, did the raids against the Vul, mainly by other rival tribes increase but, the tribe, with Miztli's help fend them off. Then the large Empire of Aidai entered the region and launched their own raids against everyone. As Miztli would learn, the Aidaians practiced human sacrifice to please their gods and would even eat their sacrifices. It was during one such raid that despite Miztli's best efforts as Aidaian superior weapons and numbers overwhelmed the Vul and most were captured. Miztli himself was severely wounded and was one of the few to escape the Aidaian's crutches. Though not on his own accord as he was dragged away from the battle by two survivors.

Once Miztli was healed, he started to formulate a plan to save his tribe and disguised himself in order to enter the empire's lands and scout out where they keep their sacrifices. Finding out his tribe was sent to the Aidaian capital and he followed as fast as he could. As he scouted the city and found where sacrifices were kept. Miztli discovered that most of his tribe including his parents were already sacrificed and it sparked a great anger in him. Vowing that the empire would pay for this and would be destroyed by his hand. Heading back to his home region and gathered what warriors were left. Miztli knew that he did not have the numbers to challenge the empire, even if he gained the support of the other tribes. Thus, he focused on hit and run tactics, setting up ambushes and hindering the empire's ability to fight while he rallied the other tribes to his side. Succeeding after much talking and reminding them of their common enemy that is the Aidaians.

After three years of guerrilla warfare, Miztli was finally ready to attack the empire in earnest. First by launching a series of raids, ambushes, and other guerrillas tactics in order to writtle down the Aidaian army. Once they were weak enough, Miztli launched an all-out attack. Personally leading the charge and would defeat the Aidaian army. From there Miztli's army seemed unstoppable as they conquered Aidaian cities through either brute force, intimidation or subterfuge. Freeing any slaves or sacrifices that he found. Some cities joined willingly as they were tired of the Aidaian's way and added their number to the army. Eventually, reaching the gates of the Aidaian capital and which Miztli issued a challenge to the Aidaian emperor, face him in combat and the city will be spared or be a coward and the city will be crushed. The Aidaian emperor chose not to fight so Miztli stormed the city and the power of the Aidaian empire collapsed. The emperor having been killed during the fighting and his family was spared. Miztli would spend the time afterward purging what was left of the Aidaian army and any holdouts. Once the war was finally over, his army rather disband and return their old ways, they decided on staying with Miztli. As he seemed like a good leader and one they were honored to follow. Realizing the power they had at his fingertips, he had control over a large territory, had a loyal army, and now with the last of the Aidaian empire gone.

Miztli consolidated his newly found power and created the Vul Empire, named after his home tribe. His first act as emperor was to rebuild the damage caused by the war, enacting new laws that forbid human sacrifices and other such measures to ensure the wellness of his new kingdom. Sometimes sending expeditions to the ruins to recover what technology could be found and expanded the empire and would later control the planet. Miztli deeds spread far and wide and he would become a legend among the Kalramians. Ruling fairly and ushered in an age of peace for the Kalramians.

It was five years later when a hooded stranger entered his court during an annual festival that included tests of strength and honor duels between warriors. This hooded stranger would challenge Miztli to an honor duel and his terms were that the loser would swear fealty to the winner. The count laughed as they thought that no one could defeat Miztli and Miztli promptly accepted. The fight would last for hours as the superhumans fought each other, neither one gaining ground. That was until the stranger managed to get the upper hand and defeated Miztli. Out of breath, Miztli asked who the hooded stranger was and the hooded stranger reveal himself as the Emperor of Mankind and was Miztli blood father. Miztli knew what the stranger said was true and due to his honor, he swore fealty to his father and Kalramia joined the Imperium. Taking command of the Twelfth Legion and modeling it to his liking. A new age was coming and Miztli was ready to face it.

War Gear:Obsidian Blade - Master Crafted Power Macuahuitl made by Miztli after taking command of the Twelfth Legion, sharp enough to cut through most armor and was said to be unbreakable.

Long Whisper - Master-Crafted Instigator Bolt Carbine

Crown of the Vul, a feathered headpiece that contains a strong refactor shield generator.

Jaguar Armor - Artificer Armour that was custom made for Miztli that is both stronger and lighter than standard armor and contains a clocking generator.

The Legion
Numeration: XII
Primogenitor: Miztli Huitzilihuitl
Noteworthy Domains: Kalramia and the surrounding systems.
Combat Doctrine: Asymmetric warfare, close-quarter combat, surgical strikes
Appearance:
Image

Origins and History: The 12th Legion known as the Phantom Warriors, the 12th was among the original twenty space marine legions that served the Emperor of Mankind with his goal of uniting the galaxy under his rule. Honing their skill in close-quarter combat and hit and run tactics that led to the demise of their foes. Often choosing to weaken an enemy with surgical strikes and raids before finishing them off in close-combat.

The Phantom Warriors used to be called the Solar Hunters before the finding of their Primarch who changed their name. Miztli trained his legion in his ways of asymmetric warfare and was applauded their skills in close-combat. The newly christen Phantom Warriors were tested by Miztli to see if they were worthy warriors and their test was the Ork held world of Ionia. There they used what lessons they were taught and used them to weaken and cause confusion in the Orks ranks enough where they led a final charge that ended in a melee with the Phantom Warriors cutting down the Orks. Securing the world for the Imperium and Miztli congratulated his legion that they had earned the right to be Phantom Warriors.

The Phantom Warriors would prove themselves in several other campaigns where Miztli would lead them personally and would gather a collection of scars on his body. the legion was quick to adapt to their primarch's culture as a way to connect with him and would be allowed by Miztli to interact with their families on Kalramia when not on missions.

Legion Organization and Structure: Totaling at 250,000 and divided into ten divisions that each contain 25,000 marines. Each led by a Topileh that is hand-picked by Miztli himself and is apart of his war-council. Which exists to give him advice and are expected to give their honest assessment or suggest another plan of attack if they feel it is necessary. Which are divided further into 10 brigades that number at 25,000 that are led by a Tlacateccatl. In the event that their primarch is unavailable for orders, the Cihuacoatl or Lord Commander becomes acting commander of the legion and is able to give out orders until the primarch is available once again.

Legion Command Hierarchy:
Grand Tlatoani (Miztli Huitzilihuitl)
Cihuacoatl (Lord Commander)
Topileh (10 division commanders)
Tlacateccatl (Brigade commanders)
Otontin (Captain)
Cuauhocelotl (Lieutenant)
Papalotl (Sergeant)
Cuextecatl (Marines)
Tlamani (Fresh Marines)

Specialist Formations:

Spectres - The elite unit of Phantom Warriors that is made up of the best infiltrators, saboteurs, and scouts. The Spectres are normally armed with silent sniper rifles, explosives, melee weapons, and other tools. Often operating behind enemy lines to disrupt the enemy such as sabotage and assassination. Considered to be among the best infiltrators in the Imperium.

Sun Guard - The elite bodyguards of the primarch, each Sun Guard is handpicked by Miztli and is given the best equipment and weapons the legion has.

Jaguars - Elite masters of close-combat, the Jaguars are made up of the best close combat fighters the legion has. Given power and relic weapons and given strong refactor shields. The Jaguars are a force to be reckoned with when close up.

Legion Wargear: Standard wargear though with more close-quarter and silent weapons than normal.

Legion Vehicles: Standard being more mobile and stealthy than normal.
Legion Fleet: Led by the Gloriana-class Battleship the Kalramia's Sword, the fleet includes six other battleships, Twelve battle barges along with hundreds of cruisers, escorts, and other spacecraft
Legion Relics: Spear of Thoria - A ancient Power Spear found in one of the ruins on Kalramia and is capable of discharging energy at a target

Bane of Aidaia - A master-crafted Power Maul that was once used by Miztli that now rests at the legion's fortress-monastery.

Silent Death - A master-crafted silent Bolt Sniper Rifle that is used by the most gifted Spectre and is said to never miss once a target has been acquired

Stalker Armor - Artificer Armour contains advanced cloaking technology that renders an individual invisible to both sight and any sensor. Also lightweight and stronger than most power armor.
Last edited by Theyra on Mon Feb 01, 2021 4:14 pm, edited 2 times in total.

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Lunas Legion
Post Czar
 
Posts: 31093
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Mon Feb 01, 2021 5:53 am

We already have an XIV Legion, currently open numbers are VII, XII and XVI through to XIX.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

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Lunas Legion
Post Czar
 
Posts: 31093
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Mon Feb 01, 2021 3:03 pm

Both Orestes and Alizarelia are accepted, for those of you who haven't joined the discord yet I'd recommend doing so.
Last edited by Lunas Legion on Mon Feb 01, 2021 3:04 pm, edited 1 time in total.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

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Bentus
Senator
 
Posts: 4495
Founded: Dec 18, 2013
Iron Fist Consumerists

Postby Bentus » Mon Feb 01, 2021 3:06 pm

Lunas Legion wrote:Both Orestes and Alizarelia are accepted, for those of you who haven't joined the discord yet I'd recommend doing so.


Any feedback on the characters in the Corsairs app so far?
Last edited by Bentus on Mon Feb 01, 2021 4:24 pm, edited 1 time in total.
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Theyra
Negotiator
 
Posts: 6423
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Mon Feb 01, 2021 4:14 pm

Lunas Legion wrote:We already have an XIV Legion, currently open numbers are VII, XII and XVI through to XIX.


Missed that, changed it to the twelfth, and changed the name of the legion to something more appropriate

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Tethrys
Secretary
 
Posts: 30
Founded: Jan 25, 2021
Ex-Nation

Postby Tethrys » Mon Feb 01, 2021 8:21 pm

Hello I am not sure if I missed it being denied or accepted but I placed an app and I'm not sure if it got missed. Can I get some input on it if it needs worked on?
Last edited by Tethrys on Mon Feb 01, 2021 8:22 pm, edited 1 time in total.

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Imperialisium
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Posts: 13572
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Tue Feb 02, 2021 3:27 pm

Bentus wrote:Note that the Firebrands are heavily based off of the canon Legion of the same name. If it’d be preferred, I can try to think of an alternate name. Another fairly iffy bit in the backstory is Janessa’s connection with a Knight-training machine. I completely made that piece of kit up, so if it feels like it doesn’t quite fit with the world let me know and I’ll try to change things to avoid it.

Unit Name: Legio Atarus (“Firebrands”) - IIIrd Corsairs Maniple
Appearance: Warlord, Reaver
Legion Organization:
Marshal - the sole leader of the Legion, and their overall commander
Princeps Senioris - the most experienced princeps, often tasked with managing overall strategy for the Legion through a council composed of their number.
Princeps Primus - princeps who have experienced enough combat so as to be entrusted with the command of multiple maniples working together within a larger battlegroup.
Princeps Captain - the most experienced princep within a maniple, they effectively lead their squadrons into conflict and effectively serve as battlefield commanders.
Princeps - the commander and pilot of an individual god-machine.
Moderati - support staff within a titan, under the direct command of their princeps. Some of them are princeps-in-training and will eventually advance to control a god-machine of their own.
Tech-Priests and Securtari - support staff tasked with maintaining and protecting the titans and their crew. They have their own individual ranks and serve as valuable members of the Legion as a whole.

Notable Character Backstory(ies): See below
Combat History: The Firebrands are a young Titan Legion, recently having been founded on a Forge World founded in the first early years of the Great Crusade. While such a young Legion with the capacity of the Firebrands is a true rarity, their founding was far from a standard affair. Exiled from their original Forge World due to political disputes during their initial re-integration with Mars, the Firebrands were founded with an already-respectable contingent of god-machines, but it took time for them to develop the capacity to replenish their ranks. The unusual circumstances surrounding their founding, and their lack of a storied history, often leads to tensions between the Firebrands and other Legions of similar size. With a reputation as ungrateful upstarts, the Firebrands have found themselves being given recruits that were unwanted by their peers, although this fact has eventually become a symbol of pride for the legion as they deliberately choose unorthodox or problematic princeps for their own.

Driven by a desire to carve out a proper history for their Legion, the Firebrands are often deployed in smaller numbers throughout the Crusade, searching for worthy battles in which to prove themselves rather than restlessly waiting for combat to come to them. This has forced the individual princeps and maniples within the Legion to learn how to operate as small, independent units on the field of battle. Often fighting far from their Forge World and integrated into a variety of different forces, the princeps of the Firebrands must be able to adapt and learn from shifting situations in the field. But as each maniple rotates back home for repairs and rest, they bring with them knowledge from their campaign, causing the doctrine of the Legion to be one of change and flexibility, even while its peers tend to remain stuck in their ways.

However, the Firebrands are hamstrung by the still relatively small size of their Forge World’s manufactorums. Although nobody would claim that their home is underdeveloped, the sheer industrial might required to produce the god-machines of the Titan Legions requires decades - if not centuries - to be established, and nearly as long to bear the fruits of their labour. Without ready access to such facilities, the Firebrands heavily rely on lighter and smaller titan classes, with Reavers and Warhounds filling the vast majority of their ranks. The IIIrd Corsairs, under the command of Princeps Bookamer, is one such example of this. An independent maniple deployed in support of the Emperor’s mighty astartes, the Corsairs operate five Reaver class titans. Although each is a powerful weapon to be reckoned, they must still leverage their maneuverability and teamwork in order to successfully take down the more powerful war machines of the hated xenos.

Note that the below refer to the IIIrd Corsairs specifically, rather than the Firebrands as a whole.
Commander Name: Clarke Bookamer
Commander Age: 64
Maniple Organization: The Corsair maniple is a tried-and-tested Titan formation, popular throughout the Adeptus Titanicus from the half-forgotten times of the Age of Strife. Prioritizing speed and maneuverability for rapid raids and flexible assaults against any opponents, the formation is composed of five Reaver-class titans that work together as a pack. Against weaker foes, the powerful war machines can use their powerful weapons and armour to quickly decimate any opposition, while being able to work as a cohesive team to bring down foes that would otherwise outmatch any one of their number. The formation has the added advantage of not requiring the larger, and more difficult to produce Warlord-class of titan, making it ideal for the Firebrands.

The IIIrd Corsairs are structured primarily around their five Reaver engines, but the support staff and equipment necessary to send such weapons onto the field numbers more than a thousand. Within each Reaver, a single princep and two moderati serve as its pilots and command staff, while a single techpriest is responsible for maintaining and nurturing its plasma reactor. Helping this techpriest in his task of keeping the war machine functioning during combat, are a host of servitors scattered throughout the titan’s internal structure, ready and waiting to perform any necessary repairs.

Separate to the titans themselves, the IIIrd Corsairs are accompanied by the Secutarii. The military wing of the Mechanicus tasked with defending the great god-engines of the Titanicus, each Secutarii would gladly give their life to defend the great creations of the Machine God, and have cast aside much of their biology in favour of the cold circuitry of their faith. At 625 strong, the Secutarii contingent of the IIIrd Corsairs defend the Titans both while they are undergoing repairs behind the frontlines, as well as while they carve a path of destruction towards the enemy. Also accompanying the maniple is a single dedicated cargo-hauler, intended to enable for the transport of their war engines to-and-from an orbiting fleet.
Campaigns Unit has participated in: The Great Crusade (not sure what else to put here)
Doctrine: The Corsairs pride themselves on the flexibility of their tactics. Unburdened by the ponderous pace of the mighty Warlord, but still able to weather more of a storm than the fast-footed Warhound, their Reavers are able to adapt to the changing needs of the battlefield. By placing a focus on their maneuverability, the maniple are able to engage war machines greater than any one of their number by outflanking and ambushing their opponents. And with the same token, they can avoid being over-extended in combat by covering for one another and having the necessary speed to disengage and withdraw before losing one of their valuable mounts.
Unit Relics: (Optional)

Name: Janessa Ignatova
Alias:
Age: 36
Appearance: Janessa
Organization Character Belongs to: Firebrands (IIIrd Corsairs)
Rank and Titles: Princeps
Personality: Quick to anger, and a raging storm once she is, Janessa can be as uncontrollable as the machine spirit of her titan. She is driven by passion and emotion, with the thrill of the battle and the promise of adrenaline making her perfectly at home in the thickest of the fighting. Normally, her raging hot personality and short fuse would be a poor combination for a princeps, but her ferocity in combat is matched only by her skill at maneuvering her Reaver. A talented warrior, Janessa relishes the opportunity to get up close and personal with her foe, striking them when she is able to see the whites of their eyes.

Believing that it is folly for a princeps can only fight at their prime when their body is as ready for combat as their Titan, Janessa prides herself on maintaining her physical strength and endurance. She is motivated by a desire for excitement and adrenaline rather than an especially deep-rooted sense of duty, having grown tired of such a concept while being raised within her House. She is under no illusions that she is just another cog in the gargantuan war machine of humanity, but she refuses to relinquish her right to relish every moment of her life, choosing instead to live it to the fullest she can.

Backstory: Born into one of the knightly Houses which had sworn fealty to the Mechanicus, Janessa’s youth was spent embroiled in the political maneuverings of court and the ceaseless traditions of her House. As a younger daughter of her House’s patriarch, she was destined to be wedded off as a consort for political convenience. Her life’s purpose would have been to produce plentiful male heirs to pilot the ancient war machines that gave the Knight Houses their power. It would have been a life of relative ease and luxury compared to the majority of humanity, and apart from the risks of a politically-motivated assasination she could have expected to live out the length of her days in wealth and comfort.

But Janessa seethed at even the thought of such a monotonous existence. What was the purpose of comfort for comfort’s sake? Why should she care about wealth if it was simply handed to her and not earned through her own deeds? She found the trappings of tradition and her House’s stratified hierarchy to be both suffocating and enraging. As a child, she promised to never succumb to such a pitiable existence, and she quickly settled on a means of escape. Tradition dictated that no woman should pilot one of her Household’s knights, but if one of the ancient machines were to choose her as its wearer, then her father would have no choice but to either accept her into the House’s rank or cast her out as a freeblade. Either option sounded like music to the young Janessa’s ears and promised her the life of adventure that she sought.

Her efforts to train herself in the martial skills required, coupled with her boisterous and stubborn personality, gave her family pause. A far cry from the gentle lady that was expected, they whispered of the difficulties they’d have in finding a husband to take her hand. But Janessa paid their condescension and scoldings no mind, until she was struck by a tragedy on her fifteenth birthday in the form of a sudden betrothal. The marriage itself would take place in a matter of weeks, at which point she’d begin to perform her duties for the remainder of her years.

Distraught at the news, and having thought that she’d have more time to escape from her fate, Janessa was driven to desperation. That very night she acted on a fool’s hope. Sneaking out from her room, she entered into the forbidden armoury of her House, where its mighty Knights lay dormant. Even setting foot within such hallowed grounds would have earned her the unbridled fury of her father, but no punishment could deter her from her even the slimmest of hopes. Although she had not received the implants necessary to connect herself to a true Throne, she had seen enough of her brothers prepare for their Ritual of Bonding with the far more rudimentary training rig that her House kept for just such a purpose. Without any hesitation or fear, Janessa reached out to touch the ancient piece of technology, attempting to force a connection with its dormant spirit. Without any prior training or the years of preparation that would necessarily go into the lead-up to such an attempt, the blowback was immediate, and the sheer mental pain caused her to blackout within moments.

When she awoke, Janessa was being cared for by her House’s staff, with her father himself driven into a furious rage at her ready dismissal of their family’s traditions. This act of careless defiance was to be the last straw, and no noble of note was ever going to consider her as a consort after something like this. And yet, word of her actions did catch the eye of the Firebrands legion. Despite Janessa’s close brush with death as a result of her actions, she had nevertheless managed to complete the connection process - if only for the briefest of moments. The willpower and determination in order to achieve such a feat was rare indeed, and it marked her out as a candidate for a role that she’d never imagined: the princeps of a titan.
Archetype: Warrior, Brawler
Personal Accoutrements of import:
Red Queen - Reaver-class Titan
Equipped with a Titan Chainfist and Power Fist, the Red Queen is a terrifying sight to behold on the battlefield. With its only ranged weapon being a Turbo Laser Destroyer, Janessa’s Titan is built to get in close and personal with its foes, and to wrench them apart piece-by-piece once it does.

Name: Clarke Bookamer
Alias:
Age: 62
Appearance: Clarke
Organization Character Belongs to: Firebrands (IIIrd Corsairs)
Rank and Titles: Princeps Captain
Personality: A loyal man to a fault, Clarke has dedicated himself to his Legion and is determined to earn them a place of respect amongst its peers. He sees his maniple as his family, and would do anything in order to protect them. Although he is a talented princep in his own right, Clarke measures his success not by kills or tallies, but by the achievement of victory and the wellbeing of those under his care. Embedded within the carapace of a titan, he too often fears that princeps lose sight of the bigger picture and the greater cause of which they are a part. But Clarke knows that even the mightiest weapon of war is doomed to failure and defeat if it marches into battle alone, or if it neglects to maintain the staff and logistics necessary to support its advance. To avoid falling into such a trap, he eschews the tendency for Titan maniples to become insular and separate from the other forces that they fight alongside. He regularly tries to work with his fellow commanders, learning from their own doctrines and experiences while offering his own advice where he can.

Backstory: Born on Terra, Clarke was imbued with a sense of duty from a young age. He grew up with tales of the Unification Wars and of the awe-inspiring might of the Emperor and his Legions. Set up joining the Imperial Army to contribute what little he could to the glorious march of humanity into the stars, he was instead pulled aside once his suitability for the role of princeps was identified. It was a greater honour than the Terran had ever imagined he’d receive, and he threw himself at his role with a fervor driven by duty.

Proving himself to be a cunning tactician and an astute strategist, Clarke first served his first few years as a moderati aboard a warhound titan before receiving command of his own mount. In that time he rapidly gained experience from the battlefield, and even his superiors came to appreciate his advice during maneuvers, as well as his ability to easily interact with the non-Titanicus forces that supported their advances. As a young Legion, the Firebrands were always eager to promote raw talent and merit, and Clarke saw himself being given command of his own maniple at the young age of 47. Since then, he has done his part for the Great Crusade and plans to continue to proudly serve his Legion until either they achieve ultimate victory, or he falls in the field.
Archetype: Honorable Commander
Personal Accoutrements of import:
Voltisaer - Reaver-class Titan
Equipped with a Volcano Cannon, Laser Blaster, and Apocalypse Missile Launcher, the Voltisaer lends its weight of fire to its peers from the rear of the field. This position allows Clarke to maintain a holistic view of the flow of battle, maintaining a constant vigilance on new threats that may attempt to outflank or surprise his subordinates. From this perch, he is able to issue new orders and instructions in the heat of the fighting.

Name: Mirella Palmien
Alias:
Age: 31
Appearance: Mirella
Organization Character Belongs to: Firebrands (IIIrd Corsairs)
Rank and Titles: Princeps
Personality: The youngest princeps within the IIIrd Corsairs, and the most fervent believer in the Great Crusade itself, Mirella is eager to prove her dedication to the Emperor and to the Imperium. She carries herself with pride as she sees herself as carrying out the Emperor’s will on the battlefield, and she shies away from actions that she thinks He might otherwise disapprove of. This can make her come across as being something of a stick-in-the-mud, as well as a stickler for the proper rules and etiquette in every engagement. However, while she may outwardly appear confident and self-assured, Mirella is inwardly riddled with doubts. Doubts about whether her actions are truly what the Emperor would have willed, when even He criminalizes the Imperial Cult that she secretly follows. She selfishly longs to be recognized for her faith and fervour, but fears that the opportunity will never come.

Backstory: Mirella remembers little of her earliest years, apart from the pain and suffering of a world under siege. Out on the fringe of the Imperium, Mirella’s home was a civilized world which had willingly sworn fealty to the Emperor when His armies had descended from the heavens. With an already theocratic-bent to their system of government, the planet of Tessold subscribed to the Imperial Truth as was demanded, but prying the rituals of idolatry and religion away from its population was a slow and arduous process that was never truly completed. This work of integrating the planet into the Imperium was notably set back when a neighbouring xenos empire - attacked by the encroaching forces of humanity, mounted a violent assault on the conquered world to exact some token of vengeance upon their aggressors.

Unprepared for the advanced technology of the assailants, the rudimentary PDF of Tessold was routed in a matter of weeks, leaving isolated pockets of defenders fighting desperately for survival as the xenos began to exact their violent plans upon the helpless population. Mirella - still a child - was carried by her parents as they fled into the countryside with the planet-wide surge of refugees. Hope was all but lost for the people of Tessold, and yet they still clung to the faith that the Imperium would come to their aid, and in the end their pleas for deliverance were answered. Hungry and exhausted, Mirella remembers emerging with her parents onto a devastated battlefield to see a shimmering figure of gold standing over the defeated remains of their foes. Even in the distance, His presence brought tears of joy to the civilians who could glimpse Him among his astartes. A glimpse was all that Mirella herself could steal, but that briefest moment placed the wide-eyed child on the path that would define the rest of her life.

In the aftermath of the invasion’s devastation, Mirella’s parents returned to their roles as members of the planetary elite to find that their influence had increased ten-fold with the demise of so many of their competitors. Raised as a member of this new nobility, with her duty to the Imperium in exchange for saving the life of her and her planet, Mirella dreamt of serving in the Great Crusade - although she had always assumed that it would be as an officer in the Imperial Army or Navy. Instead, she was identified as a candidate for princeps - one of the first from her world to be granted such an honour. With no small chip on her shoulder, Mirella immersed herself into her role, and she is now a valued member of the IIIrd Corsairs.
Archetype: Wide-eyed Zealot
Personal Accoutrements of import:
Deliverance - Reaver-class Titan
Equipped with close and medium-range fire support, the Deliverance’s Gattling and Laser Blasters can decimate enemies that encroach too close, while its Apocalypse Missiles have the capability to deal death on foes that may wrongly think themselves safe across the battlefield. Often serving as both a mobile screen for her peers, while covering the more close-ranged titans’ advance, Mirella’s own fervour can seep into the machine spirit of her god-machine, driving them both onwards with a desire to scour the earth of any signs of their enemies.

Name: Asmodius Perie
Alias:
Age: 92
Appearance: Asmodius
Organization Character Belongs to: Firebrands (IIIrd Corsairs)
Rank and Titles: Princeps
Personality: A devout and trained follower of the Omnissiah, Asmodius is still a tech-priest at heart, despite his long tenure within the Titan Legions. His experience both as a member of the mechanicus’ priesthood and as a moderati has earned him a place as an experienced advisor for his maniple. With more decades of service under his belt even than his Princeps Captain, Asmodius is often consulted for input in the maniple’s plans. He also more readily feels a kindred spirit with the maniple’s secutarii. The other princeps, not having grown under the Omnissiah’s teachings like he has and still largely within their organic forms, still face an inevitable gulf between them and their key support staff. Asmodius often works alongside them as they perform the rites of the Machine God on the maniple’s titans, and he may just as easily be found performing maintenance on one of the God-Machines as training for his role as its pilot. As a tech-priest, Asmodius ultimately still harbours an unquenchable thirst for knowledge and technology, and he would often press his Captain to dedicate at least some of the maniple’s resources to secure valuable artifacts in the name of the Mechanicus and their Forge World.
Backstory: Grown and raised on the Firebrands’ Forge World, Asomidus was selected for the Titan Legions at an early age. His innate abilities weren’t sufficient to have him risen to the rank of Princeps however, and he spent decades serving as a moderati before eventually receiving the honour of a promotion. In that time, he never strayed from his origins as a member of the Mechanicus and his loyalty to the Cult remained strong.

Even though princeps and moderati tend to eschew the bodily modification so popular within the priesthood, due to the impact it can have in their ability to ward off madness while connecting with their Titans, Asomidus considered it to be a worthwhile cost to honour the Omnissiah. Over the years he has undergone a number of common alterations to better perform his tasks as both a moderati and a tech-priest, with his body’s organic components gradually giving way to the purity of metal and circuitry. At the same time, he went to great lengths to prevent his mind from growing weak by engaging in the intellectual pursuits that drive the Cult Mechanicus onwards into the future. He has a passion for discovering and understanding new technology, and out of all of the members of the IIIrd Corsairs he has the most innate knowledge of the workings of their god-machines.

Archetype: Tech-Priest
Personal Accoutrements of import:
Majesti Belli - Reaver-class Titan
Armed with the same loadout as Mirelli’s Deliverance, the Majesti Belli serve in the same role as an all-rounder within the maniple. Able to respond to a range of threats and adapt itself to the flowing tides of battle, the Majesti Belli is responsible in no small part for giving the IIIrd Corsairs the flexibility that they need to succeed against larger and more numerical foes.


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Acerbez
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Postby Acerbez » Tue Feb 02, 2021 4:07 pm

Tethrys wrote:The Primarch or Astartes
Name: Anza
Alias: The Bloody Lady, Lady Raven, The Fanatic, The Crow Hag (not in her legion's company though)
Appearance:
Archetype: Crusader, Human Zealot

Personality: While she would agree with most that actions outweigh words, Anza has the belief that words of wisdom by those who act are what keep mankind moving on the proper course. So she is as well known to sit and listen to the tales of simple men and women when presented the opportunity as she is to sit and listen to the words of wise scholars and philosophers. However that being said, it is her own bent on speech making to her own troops and people that shows her naturally confident and boisterous nature.

Backstory:
Anza landed on the world of Erebus and grew up in the harsh environment here new home world provided. Here the human populace had been forced into a form of servitude by xenos oppressors. These aliens, the Altae were a brutal race of amphibian creatures that forced their slaves to worship them as they would gods. Going so far as requiring human sacrifice in lavish celebrations that were simply dubbed feasts. Here hand chosen priests would select from the populace those that would serve as a meal for their masters. Initially as a young girl, Anza herself was one of the chosen to be served to the Altae. Instead as she lay drugged and bound on the table like altar, Croccul, a leader among his people spared her. Though perhaps spared would be the wrong term. Instead he made her his high priestess, realizing there was something different about her than the other human stock of Erebus.

For years the child Anza would learn all she could from Croccul, while acting the part of his high priestess. Croccul grew overly fond of Anza, treating her like a prized pet even giving her the name Lady Raven which slowly replaced her own name in use among both humans and Altae. Slowly but surely she selected those most loyal to their Altae masters as the sacrifices, while gathering her own followers whom she taught much of what she learned from their 'gods'. Eventually, woman grown, Anza would convince her master to hold a massive feast. The greatest of all the Altae rulers would attend, even their terrifyingly large soldiers, wrapped in seemingly magical metals would be given some leeway in enjoying such a gathering. Here is where Anza sprung her trap. While the humans of Erebus lacked the means to truly poison their gods they could drug them into a stupor. Weaken them for the moment that would come. When it did however Anza was the only human within the main hall serving the rulers of the Altae alongside Croccul.

When Anza emerged from the great hall, she was drenched in the blood of her master and his fellows. Following this the people of Erebus, now led by their queen went to work with their stolen Altae weapons, that they had no way of knowing were reworked from ancient human technology, to fortify their home for the inevitable retaliation. However in their wait nothing ever came. That is to say nothing of the Altae ever came. instead the Emperor landed on the world. Initially negotiations went poorly. Anza and her people commenting they would not bend to a god ever again, even one that was human. However for weeks Anza and the Emperor would discuss and negotiate. Finally upon being convinced she was in fact the daughter of this offworlder, Anza requested he complete a challenge. Should he succeed she would follow him in all his endeavors, should he fail he would not only leave her and her people in peace but would help to protect them should the Altae return. Humoring her the Emperor agreed.

Famously the young Lady Raven told him a story of how Croccul had allowed her to keep a raven as a pet something that had humored the creature at the idea of his pet having a pet of her own. Thus that was the origin of her name. She then demanded of the emperor to bring her the tooth of a Raven and she would follow him. Laughing at the thought she was struck hard by the emperor enough to send her to the ground. The man simply picked up a tooth knocked out of her mouth and offered it to her.

At first Anza was enraged at the turn of events, however she gradually fell to laughter as she saw the situation. Following this, Anza had the tooth cast in gold and wore it as a necklace at all times, both to show her devotion to the Emperor, and to remind her of choosing her words carefully.

Following this Anza's first act would be assuming leadership of her legion. The seventh legion would be hers, and so they set out to join her father's conquests. The first of which would be to conquer and exterminate the Altae as a whole and free the other worlds of humans they had enslaved. Over time Anza would make a name for herself as a bloodthirsty hunter of xenos across the galaxy. Her hatred for aliens spilling over from the Altae onto all non humanoid races. While some like the Eldar would largely be spared the direct focus of her hatred for the physical similarities, any non-humans became lesser in her eyes, and the belief all of the galaxy should be ruled by man became prevalent. She even has performed ceremonies of mass sacrifice of alien populations to the Empire itself as if it were a being with a sentience. Though this is truly in mockery of her long dead masters.


War Gear:
Raven's Tooth: Initially nothing more than a golden necklace with her own tooth acting as the gem, the Ravens Tooth would later be forged into a black armored neck plate with a feathered cloak on the back, though the tooth remains embedded in the front plate covered in gold, the main function is to create an emergency shield and breathing apparatus should Anza be placed in such a scenario. It has yet to ever actually be needed however.

Spear of Erebus: Forged from Croccul's ceremonial sword for sacrifices and his own bones the Spear of Erebus is a deadly and powerful weapon especially when used in conjunction with the natural abilities of a Primarch. The weapon is known to be coated in lightning in battle maximizing it's damage.

Reckoning Sword: Forged from small amounts of the metal of each of the leaders of the Altae the Reckoning sword and it's sibling blades all have no truly unique features besides their durability and storied sharpness. This blade is one of a set of thirteen with the other twelve going to the members of the Circle, Anza's most high ranking followers.

Shell of Aspis: A re-forged set of battle armor from the depths of the Aspis Vault recovered from ancient human ruins sometime in the past by the Altae. While it has lost some of it's original appearance the Shell of Aspis is a powerful and unique set of armor used only by Anza.


The Legion
Numeration: VII
Primogenitor: Anza Umber

Noteworthy Domains:
Erebus-Seventh Legions 'homeworld' being as it is Anza's homeworld.
Aspis-A small system with a massive vault like fortress once held by the Altae who once enslaved the humans of nearby systems including the world of Erebus containing advanced ancient human technologies, most of which were sadly destroyed by the Altae in their efforts to remake them for their own gain.
The Void Cluster- The region conquered by the Knights of the Void under Anza through the extermination of the Altae.

Combat Doctrine: In battle the usual doctrine is ambush tactics or direct assault in most scenarios. Campaign wise the Knights of the Void typically shoot to rally local humans to their side, or should they lack the human population to do so simply cut straight to utilizing terror warfare against xenos populations with special focus on religious and political leaders to demoralize and strike fear into their enemies.

Appearance: Here is an image, the symbol on the left shoulder is that of a skull of the now extinct Altae species.

Origins and History: It was a fitting coincidence that the seventh legion should be known as the Knights of the Void as their Primarch grew up on a planet named for the personification of that same void. Changing only their icons to that of the skull of Croccul the Legion quickly grew used to Anza's leadership. With their first task that of exterminating the Altae and seizing their conquered lands for humanity, the Legion was exposed to a great amount of atrocities committed by the Altae against humans, and through every battle and on every world, their contempt for xenos slowly grew into that of full blown hatred. After liberating the whole of the Erebus system, the legion moved on to destroy every last holdout of the Altae race. Eventually coming to their capital, a former human fortress known as Aspis. Here the Knights found the Altae had taken long abandoned human technology for their own, looting and desecrating a human vault of technology and designs to help them conquer and oppress the descendants of it's own creators. Little of the greatest treasure remaining could be restored or reused. However the Vault of Aspis would become the main operating base and de-facto capital of the seventh's domain.

Legion Organization and Structure: The 7th legion is divided into twelve divisions each led by a Knight-Magistrate often simply called Magistrate, which compose Lady Raven's circle, essentially her seconds in command. Among them the First division is roughly a time and a half the size of the other divisions as new marines are placed here until they serve in their first campaign. The leader of the first division is thereby also the first among equals of the Knight-Magistrates, with the unofficial title of Knight-Lord. Each Knight-Magistrate and Anza herself have under their direct command a Knight-Commander who largely acts as their second in command and can be split off to lead a half division easily. Each Knight-Magistrate as well as their Knight-Commander typically have a group of five Knight-Captains, excluding that of the first division which has twelve.

Each division is split into five parts known simply as (wanted to use hosts but that was already used ) chapters led by a Knight-Captain. Below him the rank structure is simply that of Lieutenants leading platoons, and sergeants leading squads.

Legion Command Hierarchy: Accidently tied that into the organizational structure but it is as follows.
Primarch- Lady Anza
Lord-Robin Argyle
Magistrates- Umber Todd, Myst Korwinn, Nave Mason, Ollie Meral, Angel Bann, Jae Cornel, Maron Brandt, Clair Selman, Carmine Mercant, Nix Orchid, Titus Rhyt
Knight-Commanders
Knight-Captains-
Knight-Lieutenants-
Knight-Sergeant-
Knight-Corporal-
Knight-
Recruit-

Specialist Formations:
The Circle of Blades- Composed entirely of Lady Anza, Lord Argyle, and the eleven other Magistrates, each holds one of the reckoning blades made from the slain rulers of the Altae. Lady Anza's own was it was made from the metal of the highest rulers of the Altae after she butchered them at their own feast.

The Knights Aspirant- Newly made Knights as well as some of the best veterans make up the first division which is led by Anza's second in command and composed of a time and a half as many marines as the other divisions. The main hope is that by placing newer marines with the best of their veteran brothers that life expectancy and skill will filter into their heads both on the battlefield and off.

The Scarlet Knights- The personal guard of Lady Anza using an inverted scheme of armor coloring, the Scarlet Knights are some of the most zealous and skilled members of the legion. Their hatred of xenos is nearly that of their Lady's and they are often the leading perpetrators of Lady Anza's form of extermination and terror warfare against xenos races.

Legion Wargear:

Reckoning Blades: The Reckoning blades are a set of thirteen swords forged from the blades of the butchered Altae lords. Each member of the Circle including Lady Anza has one.

Largely the wargear of the seventh is not unique, however there are the rare instances of unique plasma weapons collected from the Vault on Aspsis, however the cases of such a thing are rare and growing rarer with no way of repairing damaged pieces of equipment from that time, and thus the items are a closely guarded tool of the legion.

Legion Vehicles: Nothing truly unique here.

Legion Fleet: The Legions fleet is sizeable however it is not the largest in use by Space Marine forces. While there are many large vessels the majority is by far the supporting smaller ships. These smaller ships are primarily what make the seventh's fleet of ships seem so large.

Legion Relics:

The Scarlet Blade: Utilized by the Knight Commander serving as the Primarch's second and leader of the Scarlet blades, the Scarlet blade was found in the ruins of a human world within the Void Cluster. It is an odd weapon and while not sentient it seems to increase the blood thirst and violent tendencies of whoever wields it. That is why only the Marines with the greatest restraint can carry the blade and lead the Scarlet Knights.

Thorn Crest: A small emergency shield device fitted onto the helm of the most skilled of knights shaped like a wreath of thorns.. Only one is used by each division limiting it to only being used by the Magistrates chosen champions of their division.


Hey Tethrys!

After some discussion with the Operator board, the only major qualms we had gathered was the context of the Knights aesthetic and terror tactics being a somewhat odd mesh. Additionally the trend of many of already present variations of 'terror tactics' in accepted applicants. Along side the archetype of your choosing-that perhaps "defenders of humanity" type or fervant believers of the imperial truth (or whichever truth they value about their society or the emperor's) would fit your chosen archetypes more amicably. Feel free to share your thoughts. Just as i said, a bit hard pressed with another Terror legion variation. The protectors of humanity are turning into not.... Lol

The rest of the entries are more or less acceptable, provided they stay in the realm of 30k aesthetic. Feel free to join the discord. There's smaller tid bits the other players and operators have invested IC info into.

Theyra wrote:The Primarch
Name: Miztli Huitzilihuitl
Alias: Great Jaguar, Champion of Kalramia, Hidden One
Appearance:
Archetype: Honorable Warrior/ Guerrilla Warrior
Personality: Cool-headed and collected, Miztli can be seen as rather distant from his fellow brothers and sisters. Preferring to spend time with his legion and is very much interested in astronomy. A strong warrior and expect tactician, Miztli leads from the first if possible. Miztli has a personal code of honor that he rarely deviates from and can be stubborn on issues he deems important.

Backstory: Miztli the like the rest of his siblings, were spirited away from the Emperor due to the machinations of the forces of chaos. Drifting through space until he ended up on the jungle world of Kalramia. Where the world once had an advanced culture dating back to The Age of Strife that fell for unknown reasons. The survivors reverted to hunter-gathers societies that by the time that Miztli's arrival, the people of Kalramia were in the early stages of an bronze age.

Miztli was found by a tribe called the Vul, where his arrival was considered a good omen and he was raised by the tribe's leader. As the years went on, it became apparent was not a normal child, as he aged faster and displayed unmatched strength and a fighting spirit that led him to the tribe's greatest warrior when he was sixteen. As Miztli grew, so his interest in the world and the stars. The tribe's priest taught all he knew, including history, astronomy, and more. Though as he learns what he could, did the raids against the Vul, mainly by other rival tribes increase but, the tribe, with Miztli's help fend them off. Then the large Empire of Aidai entered the region and launched their own raids against everyone. As Miztli would learn, the Aidaians practiced human sacrifice to please their gods and would even eat their sacrifices. It was during one such raid that despite Miztli's best efforts as Aidaian superior weapons and numbers overwhelmed the Vul and most were captured. Miztli himself was severely wounded and was one of the few to escape the Aidaian's crutches. Though not on his own accord as he was dragged away from the battle by two survivors.

Once Miztli was healed, he started to formulate a plan to save his tribe and disguised himself in order to enter the empire's lands and scout out where they keep their sacrifices. Finding out his tribe was sent to the Aidaian capital and he followed as fast as he could. As he scouted the city and found where sacrifices were kept. Miztli discovered that most of his tribe including his parents were already sacrificed and it sparked a great anger in him. Vowing that the empire would pay for this and would be destroyed by his hand. Heading back to his home region and gathered what warriors were left. Miztli knew that he did not have the numbers to challenge the empire, even if he gained the support of the other tribes. Thus, he focused on hit and run tactics, setting up ambushes and hindering the empire's ability to fight while he rallied the other tribes to his side. Succeeding after much talking and reminding them of their common enemy that is the Aidaians.

After three years of guerrilla warfare, Miztli was finally ready to attack the empire in earnest. First by launching a series of raids, ambushes, and other guerrillas tactics in order to writtle down the Aidaian army. Once they were weak enough, Miztli launched an all-out attack. Personally leading the charge and would defeat the Aidaian army. From there Miztli's army seemed unstoppable as they conquered Aidaian cities through either brute force, intimidation or subterfuge. Freeing any slaves or sacrifices that he found. Some cities joined willingly as they were tired of the Aidaian's way and added their number to the army. Eventually, reaching the gates of the Aidaian capital and which Miztli issued a challenge to the Aidaian emperor, face him in combat and the city will be spared or be a coward and the city will be crushed. The Aidaian emperor chose not to fight so Miztli stormed the city and the power of the Aidaian empire collapsed. The emperor having been killed during the fighting and his family was spared. Miztli would spend the time afterward purging what was left of the Aidaian army and any holdouts. Once the war was finally over, his army rather disband and return their old ways, they decided on staying with Miztli. As he seemed like a good leader and one they were honored to follow. Realizing the power they had at his fingertips, he had control over a large territory, had a loyal army, and now with the last of the Aidaian empire gone.

Miztli consolidated his newly found power and created the Vul Empire, named after his home tribe. His first act as emperor was to rebuild the damage caused by the war, enacting new laws that forbid human sacrifices and other such measures to ensure the wellness of his new kingdom. Sometimes sending expeditions to the ruins to recover what technology could be found and expanded the empire and would later control the planet. Miztli deeds spread far and wide and he would become a legend among the Kalramians. Ruling fairly and ushered in an age of peace for the Kalramians.

It was five years later when a hooded stranger entered his court during an annual festival that included tests of strength and honor duels between warriors. This hooded stranger would challenge Miztli to an honor duel and his terms were that the loser would swear fealty to the winner. The count laughed as they thought that no one could defeat Miztli and Miztli promptly accepted. The fight would last for hours as the superhumans fought each other, neither one gaining ground. That was until the stranger managed to get the upper hand and defeated Miztli. Out of breath, Miztli asked who the hooded stranger was and the hooded stranger reveal himself as the Emperor of Mankind and was Miztli blood father. Miztli knew what the stranger said was true and due to his honor, he swore fealty to his father and Kalramia joined the Imperium. Taking command of the Twelfth Legion and modeling it to his liking. A new age was coming and Miztli was ready to face it.

War Gear:Obsidian Blade - Master Crafted Power Macuahuitl made by Miztli after taking command of the Twelfth Legion, sharp enough to cut through most armor and was said to be unbreakable.

Long Whisper - Master-Crafted Instigator Bolt Carbine

Crown of the Vul, a feathered headpiece that contains a strong refactor shield generator.

Jaguar Armor - Artificer Armour that was custom made for Miztli that is both stronger and lighter than standard armor and contains a clocking generator.

The Legion
Numeration: XII
Primogenitor: Miztli Huitzilihuitl
Noteworthy Domains: Kalramia and the surrounding systems.
Combat Doctrine: Asymmetric warfare, close-quarter combat, surgical strikes
Appearance:
Origins and History: The 12th Legion known as the Phantom Warriors, the 12th was among the original twenty space marine legions that served the Emperor of Mankind with his goal of uniting the galaxy under his rule. Honing their skill in close-quarter combat and hit and run tactics that led to the demise of their foes. Often choosing to weaken an enemy with surgical strikes and raids before finishing them off in close-combat.

The Phantom Warriors used to be called the Solar Hunters before the finding of their Primarch who changed their name. Miztli trained his legion in his ways of asymmetric warfare and was applauded their skills in close-combat. The newly christen Phantom Warriors were tested by Miztli to see if they were worthy warriors and their test was the Ork held world of Ionia. There they used what lessons they were taught and used them to weaken and cause confusion in the Orks ranks enough where they led a final charge that ended in a melee with the Phantom Warriors cutting down the Orks. Securing the world for the Imperium and Miztli congratulated his legion that they had earned the right to be Phantom Warriors.

The Phantom Warriors would prove themselves in several other campaigns where Miztli would lead them personally and would gather a collection of scars on his body. the legion was quick to adapt to their primarch's culture as a way to connect with him and would be allowed by Miztli to interact with their families on Kalramia when not on missions.

Legion Organization and Structure: Totaling at 250,000 and divided into ten divisions that each contain 25,000 marines. Each led by a Topileh that is hand-picked by Miztli himself and is apart of his war-council. Which exists to give him advice and are expected to give their honest assessment or suggest another plan of attack if they feel it is necessary. Which are divided further into 10 brigades that number at 25,000 that are led by a Tlacateccatl. In the event that their primarch is unavailable for orders, the Cihuacoatl or Lord Commander becomes acting commander of the legion and is able to give out orders until the primarch is available once again.

Legion Command Hierarchy:
Grand Tlatoani (Miztli Huitzilihuitl)
Cihuacoatl (Lord Commander)
Topileh (10 division commanders)
Tlacateccatl (Brigade commanders)
Otontin (Captain)
Cuauhocelotl (Lieutenant)
Papalotl (Sergeant)
Cuextecatl (Marines)
Tlamani (Fresh Marines)

Specialist Formations:

Spectres - The elite unit of Phantom Warriors that is made up of the best infiltrators, saboteurs, and scouts. The Spectres are normally armed with silent sniper rifles, explosives, melee weapons, and other tools. Often operating behind enemy lines to disrupt the enemy such as sabotage and assassination. Considered to be among the best infiltrators in the Imperium.

Sun Guard - The elite bodyguards of the primarch, each Sun Guard is handpicked by Miztli and is given the best equipment and weapons the legion has.

Jaguars - Elite masters of close-combat, the Jaguars are made up of the best close combat fighters the legion has. Given power and relic weapons and given strong refactor shields. The Jaguars are a force to be reckoned with when close up.

Legion Wargear: Standard wargear though with more close-quarter and silent weapons than normal.

Legion Vehicles: Standard being more mobile and stealthy than normal.
Legion Fleet: Led by the Gloriana-class Battleship the Kalramia's Sword, the fleet includes six other battleships, Twelve battle barges along with hundreds of cruisers, escorts, and other spacecraft
Legion Relics: Spear of Thoria - A ancient Power Spear found in one of the ruins on Kalramia and is capable of discharging energy at a target

Bane of Aidaia - A master-crafted Power Maul that was once used by Miztli that now rests at the legion's fortress-monastery.

Silent Death - A master-crafted silent Bolt Sniper Rifle that is used by the most gifted Spectre and is said to never miss once a target has been acquired

Stalker Armor - Artificer Armour contains advanced cloaking technology that renders an individual invisible to both sight and any sensor. Also lightweight and stronger than most power armor.


Theyra, your app doesnt have anything that appears to have anything in particular the operator board was against. Feel free to join the discord, There's smaller tid bits the other players and operators have invested IC info into.
Last edited by Acerbez on Tue Feb 02, 2021 4:36 pm, edited 1 time in total.
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Audunia
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Founded: Jun 29, 2020
Ex-Nation

Postby Audunia » Tue Feb 02, 2021 4:28 pm

Astartes
Name:Belteshazzar Opis
Alias: The Whispering One
Appearance:
Image

Archetype:The Loyal Son
Personality: Belteshazzar is a feared figure within the Vipers Astra and his personality gives his reputation reason. Usually a severe, grim, and quiet individual, he rarely shouts or raises his voice. Like his father, Belteshazzar is single-minded in purpose but he differs greatly. He is supremely patient and possess an iron will. Uniquely, he cherishes his defeats in battle, as they afford him the opportunity to learn and better himself.
Backstory: Belteshazzar was born in Nuzi to a destitute nomadic family, who risked life by travelling the vast deserts of Nuzi in pursuit of finding water to trade. However, living such a life meant living was fraught with dangers, and his family was raided numerous times by raiders, or forced to hand over their meagre possessions to ensure their safety, however as he aged, Belteshazzar became less pleased with this life. By 12, he killed his first man, a bandit who had attempted to steal the water the family were able to posses, and he found he was good at this task. The following year, his family was again accosted but this time it was by a soldier. Belteshazzar refused to obey and killed the soldier, however this was witnessed by Nehushtan, his future Primarch. Intrigued by this act, Nehushtan spoke with the boy and his father. Even in the presence of this superhuman being, Belteshazzar refused to apologise for his actions, which humoured and impressed Nehushtan. At the time, Nehushtan had met his father and was looking for Nuzians to restock the Vipers Astra, and asked the boy if he wished to become one, to which Belteshazzar agreed.

He became one of the first Nuzians to be inducted into the Vipers Astra, and as he aged, it became apparent he possessed a colossal will and endurance, which catching the eye of his Primarch and the ire of some of the Terran officers, many of whom were still Terran nobles and refused to be upstaged by a savage from the desert. To rid themselves of Belteshazzar, they organised for the boy to undergo trials significantly harder than others, but each time they were disappointed as Belteshazzar triumphed, though Belteshazzar felt annoyed at the singled treatment and grew to resent the Terrans that commanded him.

Upon his induction as a full Astartes of the Vipers Astra, he exhibited to same endurance and willpower that had caught the attention of his superiors, but also marked by a degree of extreme violence during battle. He soon began to be viewed as poster boy of sorts for Nuzian aspirants, but he again disliked being singled out as such and withdrew into himself to avoid becoming a symbol, developing a sullen personality to deter anyone who attempted to befriend him. As the Crusade wore on, Belteshazzar was recognised for his effectiveness and promoted accordingly, reaching the rank of Sar Mat within 30 years, an unbelievable feat and many believed it was Nehushtan's influence that accomplished this. In this new rank, Belteshazzar became most comfortable and also infamous, questioning his Primarch's plans openly and disagreeing with some of the Sar Mat Exemplar, who would have previously been seen as above criticism, again earning the ire of his Terran superiors. As retribution, Belteshazzar was to lead the Vipers Astra involvement in the Rangdan Xenocides, shoring up the battered Men of Steel until the main fleet of the Vipers could arrive.

During this conflict, Belteshazzar sustained serious wounds, but most notably was the near destruction of his voice-box following a melee confrontation with a Rangdan leader. This resulting damage meant that his voice became huskier and paining him to speak louder than his regular voice, leading to him being referred to as the Whispering One. In recognition for his efforts during the Rangdan Xenocides, he became a member of the Nabu and the Usur, morale officers of the Legion and he received the responsibility of using the doomsday weapons possessed by the Legion, but continued to lead the 4th, 5th, and 6th Imni as the men refused to be without their commander. Recognising Belteshazzar's popularity, and becoming sick of the 'yes-men' atmosphere that developed in his Exemplars, Nehushtan made Belteshazzar a Sar Mat Exemplar and became infamous for his clashes with the Primarch over tactics and assignments. Though some may be horrified at the concept of disagreeing with their Primarch, Belteshazzar is motivated by his duty to his Primarch to argue, as to leave him unquestioned would be to disadvantage the Legion. Additionally, as a Nabu, Belteshazzar has become the enforcer of the Primarch's will in the Legion, enforcing order and carrying out his judgements.
War Gear: Nabu Power Armour:Standard Mark IV power armour in all black, with his pauldron trim remaining red. Additionally, he possesses a pauldron shaped in the style of a viper's head.
Combi-flamer: Combi-flamer
Serpent's Coat: One of the few decorations allowed to be worn, it acts as a refractor shield.
Chainsword: Chainsword
Last edited by Audunia on Tue Feb 02, 2021 4:46 pm, edited 2 times in total.

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Tethrys
Secretary
 
Posts: 30
Founded: Jan 25, 2021
Ex-Nation

Postby Tethrys » Tue Feb 02, 2021 9:06 pm

Thanks for the reply. I will work on the app to get it to fit l better first chance I have. I will bank away from the terror tactics and more into a sort of salamanders mentality of paragon defenders though I think altering my primarch to be especially anti-religion would be cool after rereading my app being as she was forced to sacrifice her fellow humans in an alien religion for years. It would be cool to have her especially detest religion in a vengeful sort of manner.

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Acerbez
Diplomat
 
Posts: 603
Founded: Sep 09, 2017
Iron Fist Consumerists

Postby Acerbez » Tue Feb 02, 2021 10:21 pm

Tethrys wrote:Thanks for the reply. I will work on the app to get it to fit l better first chance I have. I will bank away from the terror tactics and more into a sort of salamanders mentality of paragon defenders though I think altering my primarch to be especially anti-religion would be cool after rereading my app being as she was forced to sacrifice her fellow humans in an alien religion for years. It would be cool to have her especially detest religion in a vengeful sort of manner.


Absolutely, That'd work really well and ideally spread the variation. There wouldn't be any qualms against having those ideals either. There is talk on the discord of possible 'emperor worship' but nothing concrete among any particular legion- as most are either "Imperial truthers" or just not concerned with religion.

If it helps build on your current idea, there is a primarch that is looking to push the 'humanity over all' sort of religion. Not certain if you view your primarch looking to open worship towards the emperor, humanity, or the imperial truth- or somehow none at all. Just to add some context about whats currently going on. Though usually at the very least, imperial truth or your own primarchs ambition.

Regardless, looking forward to it and like i said, please feel free to join the discord. :lol2:
Last edited by Acerbez on Tue Feb 02, 2021 10:29 pm, edited 2 times in total.
Roleplay in Aeterna Publicae

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Bentus
Senator
 
Posts: 4495
Founded: Dec 18, 2013
Iron Fist Consumerists

Postby Bentus » Wed Feb 03, 2021 11:33 am

Accepted Primarchs
NameLegionGenderArchetypeRPer
AnzaVII Knights of the VoidFCrusader, Human ZealotTethrys
Orestes CharonXI WatchersMThe IntriguerDanubian Peoples
Alizarelia KallaxXIII Void ReaversFThe ReaverMorrdh
Nehushtan SaraphVIII Vipers AstraMThe AnvilAudinia
Uriel FebuaXIV Brazen BeastsMBrute/WarriorLunas Legion
DrennusIV JudgesMThe JudgePrusslandia
Lucian CalronaIII Unifying SonsMStrategist/TacticianRevlona
Saphira and RazielXX Twilight's BladeM and FLone Wolf/HunterKrugmar
Aleksandr ZorkastanovII Primordial GuardMOrderly, Just, LearnedUnited Islands of Polis
Brelo ViakeXII IndomitablesMInfiltratorRodez
Kortaez AisaIV Heralds of the ScaleMVigilante, Zealous, PerfectionistAcerbez
Indrania Stratia MegasaI Star SwordsFExplorer/UtilitarianLunas Legion
Atlas MonomakhX Steel MenMWarrior-PhilosopherKrugmar
Ravadiana PegasonVI HierophantsFThe PsykerSegmentia
Vasilisa SanguinaV Sun AngelsFThe Witch-HunterImperialsium
Adalon CyprusXV Umbral HornetsMThe ReaperAntimersia
Last edited by Bentus on Wed Feb 03, 2021 11:46 am, edited 1 time in total.
- - Bentus
- -
1 2 3 >4< 5
Possible threat.
Forces active in a warzone.
At peace.
Member of The Galactic Economic and Security Organization

NationStates Belongs to All, Gameplay, Roleplay, and Nonplay Alike
Every NationStates Community Member, from Raider Kings to Brony Queens Make Us Awesome.
"Though I fly through the valley of Death, I shall fear no evil. For I am at the Karman line and climbing." - Bentusi SABRE motto

North America Inc wrote:13. If Finland SSR or Bentus anyone spams the Discord with shipping goals, I will personally tell your mother.

How Roleplays Die <= Good read for anyone interested in OPing

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Acerbez
Diplomat
 
Posts: 603
Founded: Sep 09, 2017
Iron Fist Consumerists

Postby Acerbez » Wed Feb 03, 2021 4:21 pm

Operator Edit


Accepted Primarchs
NameLegionGenderArchetypeRPer
Indrania Stratia MegasaI Star SwordsFExplorer/UtilitarianLunas Legion
Aleksandr ZorkastanovII Primordial GuardMOrderly, Just, LearnedUnited Islands of Polis
Lucian CalronaIII Unifying SonsMStrategist/TacticianRevlona
Kortaez AisaIV Heralds of the ScaleMVigilante, Zealous, PerfectionistAcerbez
Vasilisa SanguinaV Sun AngelsFThe Witch-HunterImperialsium
Ravadiana PegasonVI HierophantsFThe PsykerSegmentia
AnzaVII Knights of the VoidFCrusader, Human ZealotTethrys
Nehushtan SaraphVIII Vipers AstraMThe AnvilAudinia
DrennusIX JudgesMThe JudgePrusslandia
Atlas MonomakhX Steel MenMWarrior-PhilosopherKrugmar
Orestes CharonXI WatchersMThe IntriguerDanubian Peoples
Brelo ViakeXII IndomitablesMInfiltratorRodez
Alizarelia KallaxXIII Void ReaversFThe ReaverMorrdh
Uriel FebuaXIV Brazen BeastsMBrute/WarriorLunas Legion
Adalon CyprusXV Umbral HornetsMThe ReaperAntimersia
Saphira and RazielXX Twilight's BladeM and FLone Wolf/HunterKrugmar
Last edited by Acerbez on Wed Feb 03, 2021 5:47 pm, edited 1 time in total.
Roleplay in Aeterna Publicae

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Tethrys
Secretary
 
Posts: 30
Founded: Jan 25, 2021
Ex-Nation

Postby Tethrys » Thu Feb 04, 2021 5:35 am

I believe I made the alterations to my app for Anza and the VII that were needed. If I missed anything or need to make further changes, just let me know. I will hopefully be back on my desktop by Saturday so I can more easily make alterations and changes as they are needed and more easily take part in any discussion on discord.

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Segmentia
Powerbroker
 
Posts: 8796
Founded: Jan 16, 2010
Psychotic Dictatorship

Postby Segmentia » Thu Feb 04, 2021 11:24 am

Commander Name: Lord-General Gregor Zvite
Commander Age: 57
Unit Name: The Voln Iron Guard 2nd Army Group
Appearance: Voln Iron Guard standard infantry uniform
Voln Iron Guard Standard infantry uniform
Organization: The 2nd Army Group is organized into several armies, spread across several systems, with extensive but straight forward chains of command.
Campaigns Unit has participated in: In the centuries of continued service, the Voln 2nd Army Group has participated in hundreds of campaigns.
Doctrine: Like all Voln Iron Guard formations, the 2nd Army Group is an adaptable force, well versed and trained to undertake various forms of combat, along with specialist formations. Generally however the Voln Iron Guard likes to employ overwhelming amounts of firepower and numbers against their enemies, including air, artillery, armor, and infantry assets.
Notable Character Backstory(ies): Lord-General Gregor Zvite is noted as having risen through the ranks from a basic infantryman to his current position. Once his natural talent for strategy and command was apparent he was somewhat fast-tracked in regards to promotions.
Combat History: Extensive
Unit Relics:

Name: Gregor Zvite
Alias: The Hammer of Voln
Age: 57
Appearance: Gregor Zvite

Organization Character Belongs to: Voln Iron Guard 2nd Army Group
Rank and Titles: Lord-General
Personality: Gregor Zvite can be described as a simple speaking, almost brash, man. While not quick to anger, he is quick to speak against things he disagrees with especially in military matters.
Backstory: Born on the world of Voln and its martial society, Gregor was the son of military officers, though he received a fairly standard education, as his parents were only junior officers. In his teens he, like every teen on Voln, joined the Voln Junior Guard, where over the years Voln youth are trained and shaped for futures in the Iron Guard. Zvite didn't excel at any of the tests for officers, and when he was old enough he was shipped to the Iron Guard and trained as a simple infantryman.

It wasn't until his second campaign that his superiors did start to notice a spark, a natural knack for warfare that seemed to have just needed the shove of combat to develop. Gregor was put under career observation as he started climbing the ranks into NCO territory, where he truly started to shine. His superiors fast-tracked him into the actual officer corps, and he continued to shine, though he never lost the plain speaking gruffness of a regular trooper and NCO.

Decades later, and Zvite now sits as the Lord-General of the 2nd Army Group, one of several Voln army groups, and has a plethora of medals and commendations, as well as victories, under his name.

Skills and Experience/Career Summary: Gregor Zvite is a highly accomplished Imperial Army strategist and commander.
Personal Accoutrements of import: A First Edition, physical copy of Primarch Vasilisa Sanguinas' 'Tantum Bellum ' which he says is long-winded but still a good read.
"We've lost control! Now for the love of Earth...and the Sovereign Colonies, we've got to do what's right."

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SherpDaWerp
Technical Moderator
 
Posts: 1896
Founded: Mar 02, 2016
Benevolent Dictatorship

Postby SherpDaWerp » Thu Feb 04, 2021 10:56 pm

The Primarch
Name:
Casmirre
Alias: The Unbending, the 18th Son, Lord Commander of Draenor, Primarch of the Lost Hunters, "That Stubborn Bastard" to members of his inner circle, who know they won't get killed for saying it
Appearance:
[ lightly-tanned caucasian skin; snow-white hair pulled back into a bun for combat convenience; steel-grey irises; often seen wearing a golden mask covering the lower half of his face, shaped into a grotesque pattern ]
ImageImage


Archetype: Stubborn, Fearless, "The End Justifies The Means"

Personality: Rigorous mental and physical discipline comes naturally to Casmirre. He does not make choices rashly, and every action is precise and selected. If you think you can goad Casmirre into making foolish choices, you're sorely mistaken. However, such discipline can easily turn to obstinance without care. Casmirre often refuses to take or even consider a course of action other than the one he has chosen, leading to a rigid inflexibility in battle.

Casmirre is never one to shy away from taking the path less travelled - doing what has to be done, no matter how horrific the consequences - if that is the path he has chosen. He will regret every civilian casualty, but once his mind is made up, nothing can stop him from achieving his goal, no matter the cost.

Backstory:
When the primarchs were scattered, Casmirre found himself on the far outer fringes of the galaxy. Having spent so much time in his pod, he had started to mature before leaving, and indeed, spent half a decade consciously flying through space. This was more of a boon than a bad outcome, though, as he landed on a planet utterly unforgiving to human life. Spending his formative years learning to survive in the harsh jungles of Draenor. It was here he first developed a stubborn streak - having determined his routine as a way to survive alone in the jungles, he was set in it for decades, perhaps even centuries.

Given its status as a near-Death World on the edge of the galaxy, large-scale human civilisation had never encountered Draenor. Indeed, if it weren't for Casmirre's landing, the world might have missed the war altogether. Sorely lacking in true "sentient" life, the beasts of Draenor could perhaps have lived an eternity unknown to the universe.

Eventually, a Rogue Trader Militant, hunting for a profitable world to exploit, stumbled upon Draenor and its jungles. Upon sending an exploratory team to the surface, she discovered a world full of wonders, of exotic and deadly flora and fauna that would surely fetch a high price upon sale to any one of the corrupt officials commanding nearby systems. But among these wonders was something even more concerning. A pod, clearly bearing imperial markings, and to the resident psyker of the group, had traces of contact by the God-Emperor himself. Casmirre, watching from above and obscured by dense foliage, watched these strange offworlders inspecting his only home as if it were some sort of museum curiosity. All these mentions of an Emperor, a Crusade, and strangely enough, Primarchs, stirred something within him (having learned broken gothic from the vox-speakers of the pod in decades before it's power source finally corroded).

Several hours of intense discussion later ("We should take the pod. It's clearly archeotech. Imagine how rich we'll be!" "I don't know, maybe it's not the best idea to mess with anything the Emperor's done. What if the ecclesiarchy finds out?") the team resolved to take the pod with them. For Casmirre, this was simply too much. Now they were taking his home with them? He leapt from the trees, and after a quick skirmish, Casmirre found himself staring down the barrel of a rather large Meltagun. The expedition force wasn't without injury - at least half of them lay unconscious on the floor, and another sixth nursing severe bruising - but despite the hostility, they attempted to parley with the Primarch. Unable to compromise, and unwilling to leave the planet he had spent so many years on (and holding a significant combat advantage over the team, despite the heavy weaponry), the Rogue Trader and her team had another rapid-fire discussion about what to do with the Emperor's son ("We should notify the astartes - surely they'd reward us for finding a literal primarch" "They'd be just as likely to shoot us on sight. Leave him here - they'll find him one day"). This discussion went much the same as the first, with potential profit winning out over caution and safety.

Leaving Casmirre and his pod on Draenor where they found them, the Rogue Trader's fleet astropath made the mentally taxing link with the segmentum fortress (and surviving the wall of defences that slam into place around unplanned psychic contact with an Astartes Librarian) and notified them of the discovery. Recognising the importance of such a discovery, the necessary contacts were made and the Emperor himself was soon dispatched (along with the 18th Legion) to reclaim the lost Primarch.

With the coming of the space marines to Draenor, large swathes of the planet were cleared for training and military outposts. Nevertheless, the legion resolved to keep equally as much forest, for the dangers within served as a particularly apt training ground for marines. Great hive spires and elaborate cities were constructed, and Casmirre was appointed as their ruler. The Emperor himself gave Casmirre and the 18th a grace period of a century or so to establish operations and create a semblance of order on the world, before returning to the Crusade alone.

Casmirre would name the 18th the Lost Hunters, and set about enforcing strict routine within the legion.


War Gear:
Found Fortune: A pair of combi-plasma pistols, master crafted by the artificers of the 18th.
Hunter-Gatherer: A primarch-sized power sword with a unique (at least, outside the 18th) hooked blade. With an oversized power field generator attached to the blade (in an attempt to ensure the field covers the point of the hook), it often crackles heavily with electric energy, and can cleave through even the most heavily armored of foes.
Casmirre's Knife: A knife fashioned by Casmirre during his long years alone on Draenor. Upgraded with the latest in power field generation, the knife retains an edge sharp enough to kill even power armored foes, but it's small size relative to Casmirre's primarch-ly stature ensures it sees little use.

Remains of the Irilaum: The Irilaum (as it would come to be known) was a beast first encountered when the 18th began clearing Draenor. Casmirre, wishing to know more of this beast he had spent so much time alone on Draenor with (and yet never encountered), resolved to slay it alone. After a protracted battle, Casmirre returned to the center of the 18th's fortifications, dragging the corpse of the Irilaum behind him. To remember it, as what truly was the natural apex predator of Draenor, he fashioned a cloak and mask from its remains. [ these accoutrements don't offer him any skills or abilities, rather, they serve as a reminder of his homeworld ]
Artificer Power Armor: Armor crafted to fit the stature of a Primarch, painted in the colors of the 18th legion.

The Lost Hunters - XVIII Legion
Numeration:
XVIII
Primogenitor: Casmirre
Noteworthy Domains:
Draenor
other areas tbd
Combat Doctrine: Balls-to-the-wall firepower. Get the job done immediately, no matter the cost.
Appearance:
[ armor in a similar color scheme to the Ultramarines (blue/gold); often wearing pelts or trophies of notable beasts/enemies they have killed. High-ranked astartes of the 18th often have more trophies than armor visible ]

Origins and History:
The 9th legion to be created on Terra, the 18th spent a significant period of time primarch-less, a fact which has sown seeds of jealousy in the minds of some older legionnaires. In the long stretch of time prior to Casmirre's discovery, they were the executioners of the Emperor, doing the dirty work that no other legion wanted to. With the highest rate of victory-by-exterminatus among any legion, outsiders are often suspicious of the true motives of the Lost Hunters, and yet, none can deny their efficacy.

The 18th served in many campaigns, often remaining embroiled long after other legions considered the job done. Even if it required scouring the world to the last man, woman, and child, the 18th would do the job. From "pacifying" the Orks at Antaem, to the now-infamous Rangdan Xenocides, to the battle of [REDACTED], and many other [REDACTED], the 18th gained a fearsome reputation as the Emperor's least-concerned marines.

While newer recruits lack the motivation that comes from trying to find one's primarch, they make up for it in determination and willpower, as each one must spend at least a decade alone in the forests of Draenor as an astartes scout prior to donning their full Power Armor for the first time. In keeping with the legion's philosophy, despite the high rate of attrition in this process, it has been kept as one of the legions now-oldest traditions - it produces some of the most efficient and cold-hearted space marines that the galaxy has ever seen.

Legion Organization and Structure:
Legion Command Hierarchy:
Of course, Casmirre is the command figure of the entire legion, though he has 18 highly-ranked generals (2 for each "chapter") that serve as his inner circle and honour guard. Each chapter has a Lord Executioner as the overall head figure, with a significantly more specialised second in command. Chapters vary in size wildly depending on their purpose and content. Within each chapter, there are formations of varying numbers, but invariably with a Lord Hunter in command. These Lord Hunters are in command of around 5% of the chapter each, and each one reports directly to their Lord Executioner or their second-in-command. Serving under the Lord Hunters are Stalkers, who each command a squadron of ~20 individual Astartes.

Specialist Formations:
Each of the 9 chapters has its own specialisation.
The first chapter is the Company Veterans, with the Executioner-Champion as second-in-command. Strictly speaking, every commander in a higher position than Lord Hunter is a member of the first chapter as well as their nominated specialisation. The second chapter is the Cognitionist, with the Executioner-Librarian (or -apothecary or -chaplain, as specialisation) as 2ic. (librarians, apothecaries, and chaplains) The third chapter is the Celeritatem, with the Executioner-Pilot as 2ic. (fast attack, bikes and ships) The fourth chapter is the Mechanicus, with the Executioner-Forgemaster as 2ic. (vehicles. All the vehicles.) The fifth chapter is the Armistos, with the Executioner-Eradicator as 2ic. (heavy weaponry) The sixth chapter is the Infantem, with the Executioner-Herald as 2ic. (standard troops) The seventh chapter is the Vigilators, with the Executioner-Vigilator as 2ic (scouts) The eighth chapter is the Destroyers, with the Executioner-Warmonger as 2ic (siege warfare) The ninth chapter is the Mortificators, with the Executioner-Voidmaster as 2ic. (space warfare)[/tab]
Legion Wargear:
The 18th wields much the same wargear as its contemporaries, though given their place as the down-and-dirty legion, they have access to more specialised weaponry for dealing with tough-to-remove foes. Contemptor dreadnoughts are commonplace (well, as commonplace as any Dreadnoughts should be). Stasis and rad weaponry is, while not widespread, more common than most legions, and their battleships come standard with a large number of orbital weapons.

Individual marines are most commonly seen wielding bolters, with meltas and flamers the most common choice for "special" weaponry.

Legion Vehicles:
Again, mostly standard vehicles for the 18th. Shock tactics and difficult assaults necessitate the deployment of more drop pods, including the rarer Lucius pattern drop pods, used to deep strike dreadnoughts into the battle.

Legion Fleet:
The flagship of the 18th is the Galatea, a twenty-kilometer-long capital ship with enough weaponry to Exterminatus half a star system before reloading. Alongside it flies a standard-looking space marine fleet, though closer inspection reveals a host of brutal weaponry.

Legion Relics:
Executioner's Hook-Blades: All executioner-rank astartes in the Lost Hunters recieve a hooked power sword, fashioned after their primarch's famed weapon.
Hunter's Rifle: A bolt-sniper passed through generations of scout marines, said to have killed countless great beasts in Draenor's jungles.
See re-written app; I'll update this post with a link once it's posted.
Last edited by SherpDaWerp on Sat Feb 06, 2021 11:22 pm, edited 1 time in total.

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Ossric
Bureaucrat
 
Posts: 59
Founded: Oct 15, 2020
Ex-Nation

Postby Ossric » Fri Feb 05, 2021 8:32 am

The Primarch or Astartes
Name:Malliston Stygia
Alias: The Frozen King, Malliston The Young, The First Warden
Appearance: only slightly taller than a normal marine and thinner than most primarchs. Odd "moon tan" skin making it almost greyish in color with ash blonde hair and grey eyes. He appears physically trapped as a young man or late adolescent.
Archetype:Warden, Guardian
Personality: Very slow to anger but holds a grudge practically indefinitely. He is not emotionless but very sedate in how he acts.
Backstory: Landing on the world of Tharus, Malliston was initially heralded as a gift from the gods by the village that found him. He was treated like royalty having all he desired as he showed more and more skill and power than any other the people of Tharus had seen. It was not to last as those that resided on Tharus were the slaves to others far more technologically advanced than themselves. Hearing of this growing threat the true rulers of Tharus moved to intervene. Seizing upon the young primarch they returned to their own cities on Zavrin, Tharus' moon. While there Malliston was repeatedly placed into a rudimentary form of cryo stasis that severely harmed his body, only to be removed from it and experimented upon or studied. The process was nothing less than torture. However refusing to submit to this date Malliston plotted his escape, eventually murdering his guards as they transferred him and freeing other prisoners to help him revolt. Fighting a nearly hopeless guerilla war Malliston became increasingly desperate to find an edge. His group of freed prisoners, now called the Wardens of Tharus (very tempted to use grey wardens because he is literally grey in skin color but I feel I might be sued haha) launched a nearly suicidal attack on the command and control station for the Zavrin moon city. Losing nearly his whole force and weathering injuries of his own Malliston finally achieved his goal and took control of the city. Venting all but a select few areas of their atmosphere killing millions in moments. The following years would see Malliston and his Wardens taking control of both Zavrin and Tharus. The former torturers made into scientific slaves and used to better life for Malliston's growing kingdom. Sadly the affects on his body from his earlier treatment became apparent. He is forced to return to Zavrins cryogenic system once every century for a month or his body degrades and he must repeatedly receive supplementary medication from his own scientists. Fearing his own end at this Malliston became obsessed with producing an heir by any means and one of his own blood. So it was that he had several children taken and genetically altered to become 'his' however they were all lesser in his eyes and so we're subjected like he himself was to experiments and alterations to further enhance them. The vast majority would die, a great many others becoming little more than vegetables. The select few that survived the process became his honor guard replacing his Wardens. Living as princes and princesses under their father the king. Sadly they were as mentally unstable as their siblings had been physically. This would eventually prove a failing plan as each of his surviving children sought to lessen their opposition to rule before he succumbed to his ailment. Eventually leaving him with three children all who seemed to age far faster than himself and in fact far faster than normal humans. Refusing to have more failures as children Malliston could only watch as they withered and died as well. Turning instead to focus on his growing kingdom Malliston steadily expanded the territory he held until eight full star systems fell under his sway. Still though he felt heartbreak, believing that he would eventually die and his legacy would be forgotten. It was then that the Empire came. After an initially cautious interaction Malliston begrudgingly bent the knee so to speak, believing the Empire would be the only way to ensure his name remained throughout the passage of time.

War Gear:

Hand of the Warden: image
The Hand of the Warden is an ornate volkite pistol with an axe head fitted below the barrel doubling it as a melee weapon.

Stygian Fang: image
The Stygian Fang is a sword crafted for Malliston himself that has a thin necrotic field surrounding the blade causing those struck with it to be further harmed by a flesh eating energy of varying lethality based on placement and size of the wound.

Stygia's Armor: image
Stygia's Armor is specially designed to crate a minor cryo-stasis field within his suit that eliminates his need to repeatedly return for treatments on his homeworld. Sadly this has also exacerbated his problem decreasing the time needed between either receiving treatment or being within his suit to mere months rather than the far greater freedom he experienced before hand. This has led to him rarely leaving the armor except in some ceremonial moments where he is clad in his far more ornate and decorative golden armor.

The Legion- The Stone Wardens
Numeration: XVI
Primogenitor:Malliston Stygia
Noteworthy Domains: Domain of Stygia, a set of around 8 systems centered on the Tharus system. Original homeworlds of Tharus and Zavrin renamed to Stygia and Enyo respectively.
Combat Doctrine: Slow steady meticulous warfare to wear down an enemy. A sort of Defensive Attrition coupled with smaller fast moving counter attacks to further damage stalled enemy offensives.

Appearance: Image
Origins and History:The Stone Wardens originally were known as the Imperial Keepers however once reunited with their primarch, Malliston changed their name to match the group of warriors that had followed him for several years already. Inserting his own warriors into the ranks of the legion as he did so. Following this Malliston set his legion to front line conflicts hoping to secure both his and his new children's legacy forever by winning grueling battles for the Emperor. This sort of glory hound nature led to battles that needn't even be fought such as the Pacification of the Cyrilian System which a more diplomatic primarch and legion could have found a more peaceful resolution to bring the fledgling Cyrilian Republic under the control of the empire. Following this brutal campaign the Emperor publicly reprimanded Malliston and placed him on defensive roles, something that allowed to truly shine as his stalwart nature truly came to light. As time progressed the earlier campaigns filled with unnecessary violence and bloodshed were replaced with the Stone Wardens coming to be considered stoic and steadfast guardians of the people across the ever growing border of the Empire. The most memorable of these would be the Brachus Incursion. Here the Brachian Empire, a sizeable state composed of several alien species as well as humans invaded a rather distant part of the Empire with several agri worlds and a small number of hive worlds. During the campaign the Stone Wardens stood almost entirely alone for the first stages of the incursion however for every inch of ground taken by the Brachians the invaders paid in blood. Soon the Brachian offensive stalled and the Stone Wardens launched their counter offensive pushing the invaders quickly away and furthermore into Brachian territory. Soon Malliston and his Wardens had secured victory over the invaders and burned the worlds of the Bold Brachians to cinder.

Legion Organization and Structure: The Stone Wardens are split into five War Hosts, each one has Around 25,000 marines each War Host further splits into twelve companies each composed of 2,000 marines except the two support companies which usually specialize in either fast attack or artillery support with slightly more marines filled into the support companies to make them a fully functioning company along with additional capabilities. Beyond the companies the legion breaks down into centuries of roughly 100 marines which split into sections of twenty five and lastly into squads of five.

Legion Command Hierarchy:
First Warden/Primarch/King: Malliston Stygian
Warden Commander/Warden Marshal: Leaders of the War Hosts
Captain: Leaders of a Company
Centurion: Leader of a Century
Lieutenant: Leader of a Section
Sergeant: Leader of a Squad
Corporals: Typically lead a fire team of two
Marine: Basic member of the Legion

Specialist Formations:

The Support Companies of each War Host are heavy in forces leading them to have additional marine units to be more flexible and responsive alongside their more specialized weapons to better meet different scenarios. That is to say, the support companies are a full strength company with additional marines and equipment focused on the objective of defensive attrition styled combat with heavy vehicles and weapons designed around bombardment and siege style conflict. Supplementing this is a wing of fast attack forces that, though small in scale aggressively attack stalled enemy forces before retreating back to the bulk of the Legion's lines. The idea is a sort of wearing the enemy down of their energy before hitting them with a one-two-punch of a devastating heavy weapon attack and much smaller fast moving close combat assault.

The group called the Old Stones are made by the handful of original Wardens that followed Malliston that still survived to Malliston joining the empire.

Legion Wargear:
The legion has a few volkite weapons carried by members of the Old Stones.

Legion Vehicles:
Stone Warden vehicles are often modified slightly sacrificing an out of speed for superior armor.

Legion Fleet:
The Fleet of Stone Wardens is abnormally large with the flagship Warden's Tower acting as a massive fleet support vessel allowing it to work to repair or refit the fleets vessels including it's capital ships.

Legion Relics:

The Old Stone Volkite weapons will likely be passed down among Stone Warden Veterans once the Old Stones have all passed away. More than likely elite veterans of the legion will likely become known as Old Stones.
Last edited by Ossric on Sun Feb 07, 2021 2:35 pm, edited 4 times in total.

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Postby Parcia » Fri Feb 05, 2021 4:08 pm

Commander Name: Leonid “Okami” Hanamura, Jumpmarshall of the 1st Regimental combat command, overall commander of the 109th.
Commander Age: 157
Unit Name: 109th Harakoni Stormtroopers “Helljumpers”.
Appearance:
Clad in thick carapace armors, balistically lined fatigues and their distinctive if not infamous jump packs, the Helljumpers are a tall, well muscled lot of men and women owing to their years of training in jump school as well as the round of genetic tailoring and bodily augments every trooper must undergo in order to be rated as a member of the elite unit.

Their Regimental (they are stormtroopers, not imperial army) colors are a simple red and gold, normally set on a sandy tan cameo scheme often in some digital design.
Organization:
125,000 men and women spread across 5 regimental combat commands, lead by 1st command’s Jumpmarshal.

Based aboard the modified Leonidas class battle cruiser Arethusa’s Wrath.

Campaigns Unit has participated in:
The Harakoni war of Unification.
The Ullanor campaign.


Doctrine: shock warfare, Hive/Urban assault and warfare, rapid infiltration and civilian pacification.
Notable Character Backstory:

Jumpmarshal Leonid Yoshida Hanamura - commander of the 109th, veteran warrior and a veteran of the crusade. Noted for descending from a long line of Harakoni warriors and being among the last of the “Kensei” or Sword-saints, ordained masters of the Harakoni Katana and its forms of combat. Known for leading his men from the front and being easily the largest man in the regiment.

Captain Arthur Marius - captain of the 1st command’s 1st battalion, veteran of the ullanor campaign and note ork slayer, noted for wielding the Blade of Damocles, a relic power sword, along side a powerful plasma pistol.

Let. Cmd. Ellianora von Classe - noted markswomen and sic of the 1st battalion, as well as the regiments highest scoring sniper. Terran born expat to Harakon.


Combat History
Unit Relics:

“Grass Cutter” - an ancient blade predating the wars of unification, forged in the fashion of southern Harakoni blades (read: Katana) and by all accounts comprised of an unknown steel alloy the imperium as been unable to replicate fully, much to the Mechanicus’s chagrin. The blade is forged to a mono-molecular edge and can damage the likes of Astartes grade ceramite plate. Being the only known example of such a weapon, it is the badge of office for the Jumpmarshal of the 109th and has been since the regiments inception.

“The blade of Damocles” - a Western blade of much more common make (read: Xephos), this relic power sword is gifted to Harakoni of great honor and courage. It is currently in the possession of the 1st Command’s Captain Marius, commanding officer of the 1st command’s 1st Battalion.

“Arethusa’s Banner” - a Hand sewn battle ensign forged by the wife of the founder of the 109th, is currently flown as the personal banner of the Jumpmarshal and hoisted as the ensign of the 109th’s detached Leonidas class Battlecruiser, the Arethusa’s Wrath.


Name: Leonid Yoshida Hanamura
Alias: “The Okami/White wolf of the South”
Age: 157
Appearance: by no means a small man, Hanamura stands at a mountain like 6 feet 11 inches tall, and well over 7 feet when clad in his suit of powered armor and wielding his relic blade, Grass Cutter. Being a southern Harakoni, he sports the old Terran asiatic features of an angular face, pale skin, Raven hair and almond shaped eyes. His stature is further helped by his rounds of augmentations and gene tailoring. He often wears his hair in a traditional bun atop his head.

Organization Character Belongs to: 109th Harakoni “Helljumpers” stormtrooper regiment.
Rank and Titles: “Jumpmarshal” and Commander, “Kensei”, “The Skull-faced death.”
Personality:

A man of paradox, Hanamura is a stout, stoic and unyielding man of moral and mental will, yet cares deeply for his men. More then willing to send them in to near certain death in missions, yet is deeply effected by the casualty list when it reaches his desk.

As likely as he is to sit out minor actions and stay at his office post in the command tent, he is often seen wielding his family’s relic blade “Grass cutter” and leading his men from the front while clad in his personal suit of powered armor that resembles the ancient armors of old Terran warlords of the asiatic tribes.

In open combat he is zealous and reserved, lethal yet not with out mercy when fighting the wayward sons and daughters of man. In truth, what seems like pure paradox is in fact a balance, as it is believed by those of the Hanamura clan that all things, especially the warrior, must be in balance.

Those that know him personally, that can see past this veneer of steel, will find a warm, polite and friendly man who values his few good friends as much as he values his personal sense of honor.

Backstory:

Born to an ancient house of southern Harakon, Hanamura is the heir to one of the largest warlord families on the planet, with a bloodline supposedly stretching to the near fabled times off old Terra. Being born the oldest heir naturally set him on the path of being a ruler, possibly even a planetary governor as the warring families of south Harakon were rarely interfered with by the wider Imperium less their endless shadow wars effect the tithe of war-materials and men.

Like all Harakoni, Hanamura enjoyed a childhood of hunting while airborne, quickly developing the inborn sense of direction and 3D orientation while also cultivating his geo-spatial thinking. He took to the Army in his youth in an attempt to escape a likely young death at the hands of an assassin should he take over his father’s estate. In the dead of night, to be exact, and taking the Family’s relic blade Grass cutter with him.

He shot through the ranks of the regular Harakoni war hawks quickly, being transferred between different cohorts before being folded in to the elite 109th during their entry in to the Ullanor crusade, fighting the green skin menace. During this he would garner respect over multiple actions, eventually being given command of the 2nd regimental command and leading it to glory.

Towards the end of the campaign the 109th’s was felled by a minor Ork warboss, then evened personally by the now 150 year old swordsmen in a duel. This action won him the command of the entire 109th.

Skills and Experience/Career Summary: theater level combat command, hand to hand combat, bladed combat and a surprisingly high level of stealth training.
Personal Accoutrements of import:

Grass cutter - see above.
Hanamura family war panoply - a suit of relic grade powered armor fashioned in the likeness of the tradition armor of shogun warriors of ancient Terra and Harakon. Fitting strength and movement enhancing tech, a personal shield emitter, and suspect system.
Last edited by Parcia on Mon Feb 15, 2021 4:26 pm, edited 15 times in total.
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