NATION

PASSWORD

Age of Darkness [OOC | Warhammer 30K]

For all of your non-NationStates related roleplaying needs!

Advertisement

Remove ads

User avatar
Lunas Legion
Post Czar
 
Posts: 31099
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Sun Jul 18, 2021 10:13 am

Antimersia is accepted, should hopefully have the last apps sorted out by tomorrow/Tuesday.
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

User avatar
Krugmar
Minister
 
Posts: 2248
Founded: May 06, 2012
Iron Fist Consumerists

Postby Krugmar » Mon Jul 19, 2021 4:55 pm

-Outdated-
Last edited by Krugmar on Thu Jul 22, 2021 12:42 pm, edited 1 time in total.
Liec made me tell you to consider Kylaris

User avatar
Audunia
Spokesperson
 
Posts: 195
Founded: Jun 29, 2020
Ex-Nation

Postby Audunia » Tue Jul 20, 2021 6:10 pm

The Primarch or Astartes
Name: Heraklus Hamartia
Alias(es) and Titles: The Achean, The Aristos, The Hegemon, The Golden Lord, Unifier of Man, Glory of the Imperium, Autokrator
Appearance:
Image

Archetype: The Perfectionist
Personality: Arrogant to a fault, Heraklus knows his superiority to man and is not ashamed of it, possessing the skills and abilities to back up his claims, He is vainglorious and a glory hunter, seeking out the greatest challenges that are available to prove his point, though victory is the only thing he believes in. Though, he is not entirely flawed, as he is a military genius and quite ingenious, devising unorthodox strategies to tackle difficult foes, while also being incredibly well read and studious, a keen and enthusiastic learner, it is only once he surpasses you does his arrogance begin to show.
Fault: Unbelievably arrogant, he believes himself superior to almost every being in the galaxy, with only the Emperor exceeding him. His arrogance can be alienating to those that lack the tolerance to put up with it, while also leading him to underestimate genuine threats to him. Distrustul of psykers, only maintains a Librarius as a means to keep an eye on them.
Backstory: Torn from the Emperor's secret laboratory on Terra, Heraklus crashed upon the world of Acheana, a feudal world that enjoyed temperate climates and that was without a doubt, beautiful. His first memory is that of the warm winds brushing against his skin, the smell of sea salt filling his nostrils, and the bright sun glaring into his eyes. For the years he remained on Acheana, that very light would return to him in his dreams, confusing and tormenting him.

He was found by the travelling party of Queen Merope, which had come to rest upon the shore of the lake he had crashed into. Merope was famed as a fearsome warrior queen throughout the world, having already conquered her home island within her fifteen year reign, limited from expanding further by geographical issues. From the onset, Merope recognised the uniqueness of the child that had quite literally crashed into them, naming him Heraklus after the legendary hero who was purported to be the son of a god and had also arrived on the Earth from the sky. It was under the tutelage of Merope that Heraklus began his lessons, though his rapid growth in size and intellect proved to be a slight shock for the queen, but she simply responded by teaching him the ways of war from a much earlier age.

As the newly named son of the greatest queen, as well as his obvious advantages towards regular humans, Heraklus began to let it go to his head. In training with blades, he excelled far beyond his teachers and veterans, each bout he would defeat them in fewer and fewer turns, while in lessons of art and philosophy, he would create art that would bring tears to the eyes of many with little effort and debated effortlessly with the greatest minds the realm had to offer. He could outpace even the fastest horses and lift far more than even the strongest man could manage, thus he allowed the ideas of superiority go to his head. He slowly transformed from diligent student to arrogant expert in a matter of years, the only person he offered deference too was his mother Merope, who appeared to be the only person who could reign him in.

Despite his obvious abilities, Merope still felt hesitance in entrusting Heraklus with her army, afraid that her son might overthrow her. Instead, she sought to fully test the limits of Heraklus, challenging him to complete Three Labours before being granted the rank of general. The first challenge would be to kill the Nekean Beast, a giant beast that resembled a lion that terrorised the northern realms of her kingdom. Eager to earn his place and prove his superiority, he departed immediately. Finding the beast asleep, he brought his colossal blade down upon its neck, only for it to shatter against its neck, succeeding only in rousing the beast from its slumber. In their duel, he further tested its hide, finding it nearly impossible to pierce, confirming that there would be only one way to kill it. With his experience in the physical arts of wrestling, he forced the beast into submission, wrapping his arms around its unpiercable neck and tightened, slowly but surely choking the life out of the colossal beast before it slumped to the ground, lifeless. He carried the corpse with him back the Merope, the tale preceding him and reaching his mother before he had even reached home.

Greeted by an adoring crowd upon his return, he placed the giant corpse of the Beast before his mother who also showed her approval. A day of feasting and celebration only cemented in his mind what he already knew, that he was greater than any one else in his presence. The next day, he was granted his next Labour; to kill the Charybdiscylla, the monsterous six headed beast that preyed upon the crews of passing ships from its unreachable peak.

Departing for the cave, his first experience with the beast was the sudden disappearance of his right hand man as the one of the beast's heads shot down and plucked him from the deck. Bracing himself for the next attack, he decapitated one of its heads that had come to strike him, resulting in it withdrawing into its cave. Waiting for an hour to see if it would strike again, and upon seeing its reluctance too, he instead shed his bulky armour and began to climb the colossal cliff face. Shattering stone and loose grips did nothing to deter Heraklus as he continued to rise, battling off attacking heads that had realised what he was doing. Reaching the peak, beast threw the decapitated body of his friend at him, almost mocking him if the beast truly had sentience. Fuelled by anger, Heraklus slew the beast, ensuring its death was slow as he slowly whittled down its heads with successive decapitations, setting the creature to the flames once he had slain it, though he took the largest head with him to show his victory.

Returning to Merope, the celebrations were grander than before, though Heraklus was in no celebratory mood and shut them down with venomous words and lashing out, before he retreated to his own quarters, remaining there for many days. Upon his return, it seems as though nothing had ever happened and Heraklus returned to his usual self. A brief conversation between Merope and Heraklus led to his third and final Labour, to hunt the Falcyn of Asclepius, a grotesque bird that had been terrorising the isolated shepherds throughout the realm.

The beast's home proved impossible for him to get too, a swamp that would consume him if he got too close. Instead, he fashioned a series of arrows and shot the bird, after spooking it into the air. He took a number of its pure white feathers before returning to his mother, who then proclaimed him worthy of leading her armies, fixing three of the white feathers upon his helmet to signify his rank. He wasted no time in proving himself at war, overcoming the geographical challenges that had stunted Merope's conquests. He crossed the many seas with reinforced hulls that blunted the attacks of the beasts, forcibly connecting islands with artificial land bridges to march his armies across. Soon, much of Acheana fell to his forces.

Only one realm remained, the Empire of Ceryneia, that opposed Heraklus. It was then that the visions of blinding light returned to him, the painful episodes would result in his mind being filled with ideas of war machines. Metal boxes that protect his men that could traverse on its own, war machines that took to the sky to rain devastation from above. He brought the most industrious minds of the realm to him to create this and, in the process, set the Acheaneans on the next step on their evolutionary path. Faced with such an overwhelmingly advanced foe, the Ceryneias crumbled in a matter of weeks, yet the blinding visions did not pass, only growing in intensity and the plans that came from them growing in audaciousness.

Seeing the popularity, and might, that Heraklus had garnered, Merope set aside her crown in favour of her son, who became the Autokrator of Acheana and set his sights outward. Worshipped as one of the gods incarnate, Hereaklus set his sights outwards. Uncovered from the war spoils of the Ceryneians were a glut of archeotech that had been revered as divine, though illumination was granted only to Heraklus to what they were, an STC of void capable craft that enable Heraklus to lea his people to the stars.

It was in the void that the visions of blinding light became intolerable, each settlement of planets left him increasingly stricken to his bed with debilitating pain and an ever growing mind. He intended to return to Acheana to rest when they encountered the Imperium, in the form of of the Emperor's mighty vessel, Bucephalus. It was in the presence of the Emperor that Heraklus was reeduced to his knees, the blinding light radiating from Him proved too much for the Primarch, yet it was when the Emperor laid a hand upon him did the light vanish, the knowledge of his Legion and his purpose had been etched into his mind. Looking up at the Emperor, Heraklus swore then and there that He would be the only Lord of Heraklus and the only one to which he would kneel or bow.

It was from there that Heraklus departed his home world and was united with his Legion, the Achillean Spears, and departed with them to join the Crusade in earnest. His prowess in combat and duelling quickly became legend amongst the Imperium, the Spears becoming renowned for their shock assaults and the speed at which they conquered worlds, though they often left the rebuilding of the worlds to lesser men in their hunt for glory. It was at Ullanor that Heraklus experienced the pinnacle of his experience, facing off against the might Ork Empire and contributing one of the largest components of Astartes to the campaign, renaming his Legion the Sons of the Achean in commemoration of this victory.
War Gear: Anagnorisis: The majestic power sword of Heraklus, a blade that had put to death numerous foes of the Imperium.
Linothorax: Heraklus' power armour, golden with purple inlaid decorations reminiscent of Acheanean patterns, with a refractor field built into it.
Peltast: His bolt pistol, an ornately designed weapon.
Sarissa: An archeotech power spear

The Legion
Preferred Numeration: IX
Primogenitor: Heraklus Hamartia
Noteworthy Domains: Acheanean Hegemony
Combat Doctrine: Drop-pod assaults, line breaking, and decapitation strikes
Gene-Seed: While the gene-seed of the Achillean Spears is generally pure, the Betcher's Gland is remarked to be stunted in growth. Additionally, a small percentage of Spears will experience the Blindness, where they experience the same debilitating blindness that Heraklus had suffered from before meeting the Emperor. It isn't fatal, survival being a 100%, however it is considered to be excruciatingly painful, though survivors are noted to look somewhat serene in comparison to those that have no undergone it.
Preferred Size: 160,000
Appearance:
Image

Origins and History: The Astartes of the Achillean Spears were drawn originally from the sons of allied nobles of the Emperor, and as such they consistently held themselves to a standard higher than that of other legions. They were famed for the close coordination and synchronisation of attacks, as well as the sheer effectiveness of their world conquests. They possessed no noticeable flaws and were well regarded as beautiful with well sculpted faces, bringing them a wealth of fame amongst the Imperium's masses.

The unification with their Primarch also proved to be a celebratory moments, filling a hole many had felt within their soles, while his quest for glory and challenge meshed well with their pre-existing dedication to it, additionally gaining a reputation for unorthodox strategies when facing difficult opponents. Perhaps the biggest glory of the Legion was its presence at Ullanor, as one of the largest contingents they were heaped with glory and honour for their battle, never had they stood taller and their purple shined more than at the Triumph. With the disappearance of the Emperor, they have found themselves at a loss of what to do, as the Oath of Heraklus has them bow only to the Emperor and follow only Him and his sons into battle.
Legion Organization and Structure: Ilai: 10,000 Marines, the First Ilai stands at 30,000
Lochos: 1,000 Marines
Phalanx: 100 Marines
Taxeis: 10 Marines
Legion Command Hierarchy: Autokrator/Primarch
The Companions (Hetairoi)
Lochagos (Captain) - Leads a Lochos
Phalangiarch (Lieutenant)- Leads a Speira
Ouragos (Sergeant) - Leads a Taxeis
Hoplite (Battle-Brother)
Specialist Formations:[/blocktext] Myrmidons: The terminator clad bodyguard of Heraklus, numbered 50, though only 10 are ever present in battle. They are armoured in black and bronze.
Silver Shields (Argyraspides): The linebreakers of the Legion, formed of its veterans, it is renowned for its skills, prowess, and experience.
Legion Wargear Variations (if any): No major variations from typical legion equipment
Legion Vehicle Variations (if any): Possess a larger than average stock of drop pods
Legion Fleet: The fleet comprises of 570 main vessels, with numerous smaller craft that fulfil both logistical and combat roles
1x Gloriana-class battleship - Dynastos
5x Retribution-class battleships - Glory of Acheana, Olympia. , Proskynesis[i], [i]Illiad, and the Eye of Merope
6x Battle-Barges - Oasis, Thunderthrower, Swiftfoot, Xyston, Basilikoi, Kopis, Defiance of Issias

Legion Relics: Feathers of the Falcyn: Feathers that fell from the Falcyn of Asclepius, three of which Heraklus wears, though some still remain. They are used to identify valour within the legion and identify those in favour, Astartes are known to fight especially harder in the hopes of receiving them
The Banner of the Hegemon: The first banner given to Heraklus by the Emperor and the first one he took into battle, the First Phalanx bears the banner with pride and Astartes pray for the day they can lay eyes upon it.
Last edited by Audunia on Wed Jul 21, 2021 4:23 pm, edited 5 times in total.

User avatar
Lunas Legion
Post Czar
 
Posts: 31099
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Wed Jul 21, 2021 7:07 pm

Abu Rayhan al-Biruni is accepted, IC will be coming later this week.
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

User avatar
Krugmar
Minister
 
Posts: 2248
Founded: May 06, 2012
Iron Fist Consumerists

Postby Krugmar » Thu Jul 22, 2021 12:45 pm

Image

Current lineup, of legions accepted and under review

Image

Primarch's Iconostasis, an edited version of d1sarmon1a's THE ICONOSTASIS
Last edited by Krugmar on Mon Jul 26, 2021 7:53 pm, edited 1 time in total.
Liec made me tell you to consider Kylaris

User avatar
Prusslandia
Powerbroker
 
Posts: 8972
Founded: Jan 14, 2014
Ex-Nation

Postby Prusslandia » Thu Jul 22, 2021 3:51 pm

The Primarch or Astartes
Name: Lazarus Ignus.
Alias: Genarch.
Appearance: TBD
Archetype: Surgeon/Engineer - Utilitarian.
Personality: Withdrawn and more concerned with his research than anything else, Lazarus cuts an awkward figure, bereft of the charm or personality of his kin. He stumbles over pleasantries, uncomfortable with grand speeches or poetic statements. Outside of topics he cares for, such as xenology or his own research, he is quiet and absentminded, his mind clearly somewhere else. Only regarding his interests does the brunt of his personage come forth, a blazing intensity. A savant and a prodigy, with an intuitive understanding of the machinery of flesh and blood. He is arrogant, and some say obsessive, in regard to these matters but clearly incredibly knowledgeable. He is one of the best and brightest geneticists in the Galaxy, and he knows it.

This leads him to have an altogether uncaring view towards most people, tending to see them as little more than distractions to his research, or worse, as obstacles to be bypassed or removed. His genesons unfortunately suffer much the same fate; Only those with sufficiently interesting research, or the intelligence to discuss his work, earn his attention.
Fault: His single-minded focus on his/The Great Work, and his willingness to step beyond any bounds to achieve or otherwise continue it.
Backstory: As with all the Primarchs Lazarus was scattered from the depths of the Imperial Palace, landing on the world of Myrden. Split between warring techno-barbarians, his pod was recovered by the Consortium, an enclave of scientists and probably the closest to utopia on the planet. The last remnants of true Myrden civilization, they had been safeguarding their knowledge since the Long Night, performing all manner of research. Signal batteries had detected the fall of his craft, identified it as artificial, and quickly dispatched a reclamation force. They were expecting a fallen satellite, or perhaps a xeno scout craft. So their surprise was immense when they discovered a small, apparently human child in a genetor pod.

They gathered their bounty and returned him to their home, subjecting him to all manner of analysis. His hyper-complex genetic code, almost alien anatomy, and other features clearly pointed towards an artificial creation. After a short deliberation they decided to raise him as one of their own. It was in these sterile walls that Lazarus was named and raised, fed only the best of foods and taught everything they knew. In months he was the size of a small child but already far more intelligent than his tutors, displaying knowledge far in advance of what they could attempt to teach him. He quickly rose through the ranks, eventually becoming the Genarch.

In the years following he developed his own supersoldiers, equivalent to the Thunder Warriors, and used them to pacify the warring tribes. It was during these wars that he developed a proclivity for biological and chemical bombardment; Following a particularly bloody assault, he determined that it was far more efficient to wipe out the majority of the enemy from afar. After dispassionately culling the last few remnants of resistance, he focused all more keenly on his own research, satisfied that he could continue to do so in peace. However, this peace was not to remain; In the dawn of his conquest, Myrden found itself facing an altogether greater foe, that being the vile barbarism of the Ork. Fresh from their conquest of surrounding systems, the Waaagh! Had turned its sights toward the rad-baked arroyos and ruins of Myrden itself. Slamming multitudes of boarding vessels and warships into the planet, the xenos readily began to pillage the recovering populations of the world. Cities burned, inhabitants butchered and blown apart as the Waaagh! decimated all it could reach.

Lazarus could not brook this disruption to the Great Work; Over the next few years Lazarus tirelessly, quietly cleansed Myrden of the Orkoid genome; Airborne growth inhibitors, prion weaponization, neurotoxins and other such methods (Including simple atomic/phosphex-analogue saturation) were used in terrible synchronicity. In the end, one could say that Lazarus was pleased; Outside the scholarly confines of the Consortium, not much life remained. Irradiated tribals eked out a hardscrabble existence, surviving the myriad monstrosities that stalked the near-lifeless wastes of that world.

It was soon after this that the Emperor arrived.

The reunion was short and direct; The Emperor explained who He was, what Lazarus was, and why he was created. He told His son of the degradation affecting his Legion, and that He needed his help. Lazarus agreed on the condition that his research continue relatively unimpeded. Barring certain projects, the Emperor agreed. They made for Terra with great haste.

It took him roughly a year to cure his sons of the taint that afflicted them. They were decimated, almost rendered extinct, and in the wake of this near-death they would be reborn. The survivors were brought to Myrden and put down the warrior-caste Lazarus created, though he did secret samples and documents away. They learned biology and medicine, purification and purgation at the foot of their gene father, each becoming an Apothecary. Those who were unable to learn were quietly sent off to other Legions; Lazarus needed a base of capable researchers if he was to continue his work. Aspirants were recruited from a variety of irradiated worlds, to ensure a diverse genome. It took 15 years for the Sixteenth to be ready, but they proved themselves worth the wait, eliminating entire xenos empires with cold, clinical efficiency. From the Rangdan Xenocides to the crusades of Ullanor they have served, eliminating those who would think it withstand the rationality of the Great Crusade.
War Gear: TBD, but essentially a top-tier narthecium analogue, alongside an artificer chain-axe. Terminator plate chock-full of medical systems and the like.

The Legion
Preferred Numeration: XI.
Primogenitor: Lazarus Ignus.
Noteworthy Domains: Myrden and a sum of research facilities scattered throughout the Imperium. The vast majority of these facilities are ran in coordination with the Mechanicum, while the remainder are ran by the Purifiers. Black Project research is primarily conducted in the depths of Myrden within a highly-classified facility.
Observed Strategic Tendencies: Biological/Chemical warfare, extermination/purgation, and anti-xenos operations. Hostiles will be primarily fought by auxilia, with Astartes deploying against hard targets and in head-hunting actions, until a lethal agent has been optimized for hostiles. This is first deployed against high-density targets, then in grid-pattern until desired saturation is achieved. Auspex and aerial elements sweep the area for remaining enemies, which are purged by auxilia supported by Astartes squads. AO that exceed Astartes casualty projections are subjected to high-lethal agent deployment, followed by HE and phospex salvoes.
Gene-Seed:
STABILITY: Stable.

MUTATIONS:
The Wasting: A quick-progressing neural degradation that cut off the brain from first the limbs, then the senses, and finally the vital organs. Those that stubbornly stayed alive long enough found themselves interred within dreadnoughts. Cured, though Lazarus maintains steady observation of his Legion to ensure it does not appear again.

QUIRKS: Higher general intelligence; Lack of social graces and dispassionate mindsets are not uncommon.
The Purifiers
Preferred Size: 60k.
Appearance: TBD
Origins and History:
Like all of the Legions, the Eleventh were born on Old Terra. Meant as the grim fist of the Emperor, they would march at their enemy, implacable and enduring incoming fire as they blasted the enemy with phosphex and rads. Their geneseed was sturdy just as well; It took to Aspirants incredibly well, allowing for a diverse range of genomes, including those foully mutated. They absorbed casualties with ease. There were always waifs and savages looking to become demigods.

However, tragedy struck. XI geneseed stocks were affected by a strange mutation, wreaking terrible havoc on their anatomies. Known as the Wasting, it was a progressive neural degradation, limbs and organs gradually becoming completely cut off from the brain. It would strike quickly and with little warning, and thousands of Legionaries died; Those that survived could only serve within a Dreadnought, and thus lead to the high numbers of the Interred in the Eleventh Legion.

The Apothecaries of the Legion worked day and night trying to cure the affliction, but the answer always seemed just out of reach. Were it not for the discovery of their genefather they would have gone extinct, and by the time he was found only hundreds remained. But by his efforts they were saved.

Following this, a rebuilding occurred within the Legion. They would not slog and endure, needlessly throwing themselves into enemy fire, but would bombard the enemy with gas and disease, fire and smoke, only descending to execute a crippled foe. Comparatively speaking they would have the largest apothecarion in the Imperium. They went from a legion of grim knights, stalwart and brave, to a force of cold and clinical exterminators. Dispassionate researchers they became, ascending the ranks not through virtue of arms but through quality of research, the efficacy of their viruses and extermination strategems. Where once they would have put a city to the sword and axe, they now killed the enemy with a weapon perfected for their own biology.

Simple. Efficient. Glorious.

The Great Work goes on. Glory to Humanity, illuminated in progress and knowledge.

Legion Organization and Structure:
Legion: 60 Thousand.
Gene-Host: 20,000 Astartes, led by a Genetor-Lord.
Task Force: 1,000 Astartes, led by a Task Force Commander.
Company: 100 Astartes, led by a Company Captain.
Squad: 10 Astartes, led by a Sargent.


Legion Command Hierarchy:
Genarch
^
Genetor-Lord/Apothecarion
^
Company Captain.
^
Sargent.
^
Legionary.

Specialist Formations:
Clade Psykanus: The Psykers of the XI, focusing upon the manipulation of living matter, and it’s protection and purgation.

The Interred: The Dreadnoughts of the Legion, almost entirely composed of the surviving Astartes which suffered the Wasting.

Unit 808: Destroyer-Corp equivalent (with an added focus on melee capability), those who solely specialize in such as opposed to pursuing the Apothecarion. Composed of Terminators.

Legion Wargear Variations: High amounts of Terminator plate and Destroyer Weaponry (With standardized training for both), chem-munitions, various methods of chemical/biological/radiological warfare.
Legion Vehicle Variations: A focus on aerial dispersal craft/orbital insertion craft, heavy armor/artillery and troop transports. Near no fast-attack craft such as jetbikes or jump-packs.
Legion Fleet: TBD
Legion Relics: TBD
Last edited by Prusslandia on Fri Jul 23, 2021 3:25 am, edited 1 time in total.
Add 7000 to 8000 posts to my post count.
(•_•)
( •_•)>⌐■-■
(⌐■_■)
I’m back owo

User avatar
Oblivion2
Ambassador
 
Posts: 1412
Founded: Mar 01, 2007
Inoffensive Centrist Democracy

Postby Oblivion2 » Mon Jul 26, 2021 2:43 pm

I’d like to toss my hat in the ring if I still could. Would it be better to tag up on one of the empty legions or do something human at this point?
Warhammer 40k Enthusiast
Devoted student of Alternative History
Proud Canadian


“What man is a man who does not try to make the world a better place?”
- Unknown

User avatar
Revlona
Negotiator
 
Posts: 7284
Founded: Jan 23, 2017
Father Knows Best State

Postby Revlona » Mon Jul 26, 2021 2:58 pm

Oblivion2 wrote:I’d like to toss my hat in the ring if I still could. Would it be better to tag up on one of the empty legions or do something human at this point?


There are still legion spots open and if you wanna be a major player that's probably the route to go
Last edited by Revlona on Mon Jul 26, 2021 2:59 pm, edited 1 time in total.
Lover of doggos

User avatar
Lunas Legion
Post Czar
 
Posts: 31099
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Mon Jul 26, 2021 3:16 pm

Revlona wrote:
Oblivion2 wrote:I’d like to toss my hat in the ring if I still could. Would it be better to tag up on one of the empty legions or do something human at this point?


There are still legion spots open and if you wanna be a major player that's probably the route to go


Yeah we still have two legions open if you want to do a legion.
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

User avatar
Oblivion2
Ambassador
 
Posts: 1412
Founded: Mar 01, 2007
Inoffensive Centrist Democracy

Postby Oblivion2 » Mon Jul 26, 2021 3:21 pm

Lunas Legion wrote:
Revlona wrote:
There are still legion spots open and if you wanna be a major player that's probably the route to go


Yeah we still have two legions open if you want to do a legion.


I’ll work something up. Did we have something similar to an edict of Nikea?
Warhammer 40k Enthusiast
Devoted student of Alternative History
Proud Canadian


“What man is a man who does not try to make the world a better place?”
- Unknown

User avatar
Audunia
Spokesperson
 
Posts: 195
Founded: Jun 29, 2020
Ex-Nation

Postby Audunia » Mon Jul 26, 2021 3:56 pm

Oblivion2 wrote:
Lunas Legion wrote:
Yeah we still have two legions open if you want to do a legion.


I’ll work something up. Did we have something similar to an edict of Nikea?


We have not, but hatred of psykers is always encouraged

User avatar
Oblivion2
Ambassador
 
Posts: 1412
Founded: Mar 01, 2007
Inoffensive Centrist Democracy

Postby Oblivion2 » Tue Jul 27, 2021 10:43 am

The Primarch or Astartes
Name: Domhnall Ainfean
Alias(es) and Titles: World Wanderer, Lord of the Green, Prime-Seer, High King of Vola, Primarch of the Eighteenth Legion
Appearance:
Image


Archetype: Wanderer, Seer, Wise King
Personality: Introspective, Melancholic
Fault: Quietly craves the approval of his elder siblings and Father, Psyker with a predisposition to precognitive visions, the primarch’s eyes appear to change colours and shift patterns without any traceable intervals.

Backstory: Hurled through the Warp, the god-child that would become The Lord of the Green landed upon the planet Vola, along the furthest trajectory that early human settlers had traveled away from their cradle world. A verdant world, Vola was once host to a reasonably advanced human colony, but an event that the locals call ‘The Reckoning’ led to its demise and the scattering of the populace into hundreds of much more primitive tribes. These tribes all scratched out a living amongst the beasts and forests of Vola, who while not as large or deadly seeming as the beasts of a planet such as Caliban, seemed to hunt with a far more human sort of cunning.

It was by one of these tribes that the young Godling was found and fostered by for what amounted to his childhood. Naming him Domhnall and giving him their tribe-name, the child was raised as lovingly as a motherless boy could be. The boy seemed quiet, and was more inclined to read the various scrolls, slates and books that the tribe possessed than play with others his age. Not that he remained their size for long. Like all of the Emperor’s progeny, young Domhnall quickly grew to a towering height, with an intellect to match his incredible strength. All in all he spent two years with the Ainfean tribe before speaking his first words to those who would have fostered him:

“You have my thanks, for sheltering me while I remained a boy. I will forever remember this debt and repay it a thousandfold. But to do so, I must find lost knowledge that lay out there in the Green. I will return to you, on the eve of The Reckoning come again.”

Setting out from his home with nothing but his wits, the young Primarch wandered the world; collecting old tomes and curious artifacts. Learning from the mysterious druids and wise men who wandered the world as he did, and coming to know the many tribes of Vola. His quests were many and fantastical, but far too numerous for this simple record to keep. Domhnall however had found what he was searching for; the origin of The Reckoning. Every 1,211 years, the planets of the Vola system would align with the planets of seven other systems in the sector. This convergence would create a ritual resonance which would release warp energy among the surfaces of the planets, causing mass mutations, psychic madness, and release creatures of the warp to cavort upon the surfaces of these worlds until the ritual alignment ended, leaving only mutated animal life and the wreckage of civilizations in its wake.

Armed with this knowledge, Domhnall again set out to wander the world, only this time with a much urgent purpose. He began to unite the tribes under his leadership. Some by diplomacy, others warfare, and still more at the insistent urging of that tribe’s seer or wise woman. It took the better part of three years to unite the peoples of Vola, but another four to prepare for The Reckoning. The people were prepared, but still a key component of the défense was lacking. So it was that the new High King of Vola set out into the world for the third and final time with his crown of bronze and iron upon his brow. This time he would seek those wise men who had wandered as he did on his first quest, The Green-Walkers. Mystics, Seers, and Sorcerers were some of the names given to the elusive Green-Walkers, for they seemed to work magics that even the wisest of the tribespeople could not.

The Primarch searched and searched for the Green-Walkers, alone in wilds and ruins. Always it seemed as though they were a step ahead of even his superhuman cunning. Until that is, in the final year before the Reckoning. Finding himself in a forest glade that he could not remember entering, Domhnall was approached by a kindly looking old man, who identified himself as Albax of the Green. He had been watching the Primarch during his time on Vola, and had come to offer him the chance to add the might of the Green-Walkers to his own. To make the people of Vola whole, once more. But to do so, he must become a Green-Walker himself. He had already come so far, wandering and learning as he had. But now he must learn to read the stars, the bones, the runes, and to bend the very world to his will. Then when he had done all that, he could face the darkness within himself and become a Green-Walker. Only then, could the King save his people.

Accepting Albax’s bargain, Domhnall began to sup upon the knowledge of the Green-Walkers, learning the secrets of the past, present, and future. He felt his mind awakening over the year, becoming more sensitive to the world around him and to the thinning of the veil in the lead up to The Reckoning. As his training complete, Albax took the young King to the Mountains of Angtageria, where it is said the heart of the world lay protected by creatures of shadow and mist.

There the old Druid showed Domhnall to a hidden cave entrance that would lead into the very depths of the mountain. Inside, he would meet his own inner darkness. He would be tempted, the things there would attempt to drive him mad, and then they would try to kill him. If he could survive what lay inside and return whole of mind, body, and spirit, the King would be a Green-Walker in truth.

It isn’t known what the World Walker faced inside the Heart of the World, but when he returned three days and nights later, there was a certain sad wisdom to his bearing. Upon being inducted into the ancient Order of the Green-Walkers, Domhnall charged Albax with bringing the entire order back to the ancient home of the Ainfean Tribe in preparation for the Reckoning. The Young King returned to his once home, greeted as an old friend as the people’s of the world too began to gather. Tribal rulers renewed oaths of fealty, Warriors drilled, and mystics began to prepare wards and spells to protect them against the creatures of the Reckoning. When it came, it was sudden as a storm. The sun appeared to die in the sky, the winds howled, and the earth seemed to groan as unholy things poured from every hole in the ground and tear in the sky.

Fear gripped the mortals of the world as their doom came upon them, but their Lord walked among them, spoke a soft word here, gripped a shoulder there. A calm began to settle as other warriors took strength not just from the Demi-God who led them, but from the men and women beside them as well.

Vola was united, in body and in spirit.

The battle was tremendously fierce. The tribesmen fought in the forests, like creatures of shadow themselves. They fell upon daemons with clubs and iron blades marked with runes by the Green-Walkers, and sent them screaming back to the abyss they came from. Domhnall was seemingly everywhere at once, slaying monsters and banishing Daemons with words of power and swings of his massive greatsword. Before long however, the Demi-God King of Vola was met blade to blade by the Lord of the Reckoning, a terrible creature of midnight blue who stood taller than even Domhnall. He bellowed brimstone and breathed fire, but the World Walker did not relent for a moment, clashing with the Daemon in an exchange of mighty blows. Domhnall however had limits, while the creature of darkness did not. Domhnall’s wounds began to slow him and a back handed blow drove him to his knees.

The heart of every mortal seemed to be gripped by icy claws as the Lord of The Reckoning descended upon the young King. It was then that the Lord of the Green smiled a bloody smile and staggered to his feet, hurling himself at his foe one last time in an exchange that left the Primarch’s blade shattered. But his sight had shown him the path to victory, deprived of its length, the blade became a knife, and the knife plunged into the creature's black heart, as its remaining runes flared and destroyed it utterly.

The armies of Vola rallied then, and the tide turned. The Reckoning was over. It was then that massive ships descended from the skies, bearing the sigil of the two headed eagle. From one stepped two glorious figures; a Demi-God much like the High King himself, and another, far more glorious figure of Golden Armour and soul-bright majesty.

The Imperium had come.

War Gear:

Song of Sorrow: The High-King’s Blade. Said to have been forged using the arts of the Green-Walkers, the ornate greatsword appears to be a focus for Domhnall’s psychic abilities in addition to being an exceptionally well crafted blade.

Aegis of Arnea: Said to be forged from the remnants of Legendary Volan Hero Soras Arnea, the Aegis is a well crafted suit of power armour tailored to the Primarch's incredible size. Etched in various protective wards, the armour is said to bring protection from evil spirits and ill fortune. Regardless of the truths of the beliefs, the armour on the field of battle is often a sure sign of impending victory for any Astral Walker who sees it.

The Broken Blade: The remnant’s of Domhnall’s first blade. Made of nothing more than steel and etched in runes of Green-Walker design, the Broken Blade serves as the High-King’s knife in combat. Despite its seemingly simple origins, it still seems to hold great power against creatures of the empyrean.

Vola’s Promise: A heavy bolt pistol given to the King by the weapon smiths of Vola using knowledge gifted to them by the newly come Imperium. The bolt pistol was a promise that the people of Vola would join their King in swearing fealty to the Emperor, and to help free any people’s who still lived in fear of the Reckoning in the systems it affected.

—————————————————————————

The Astral Walkers
Preferred Numeration: XVIII
Primogenitor: Domhnall Ainfean

Noteworthy Domains:
Vola, Légion Homeworld, Tribal World
Nantes, industrial World, freed of the Reckoning

Combat Doctrine: Asymmetrical Warfare, hit and run, local coordination, shock assault, anti-warp creature, anti-Xenos, lightning strike, reconnaissance.
Gene-Seed: Mild flaws include the eye changing nature of the Legion’s Psykers, over-active Larraman’s organ which leads to increased scarification, flaw in the Cataleapsean Node prevents dreaming.

Preferred Size: 80,000

Appearance:
Image


Origins and History: The Eighteenth Legion had always remained smaller than its sister legions. Preferring to stay mobile and operate in the fringes of Imperial Advance, the Eighteenth found that a smaller, cleaner line of supply suited them far better than having a larger legion would. As such, the 'Lightning Legion' as it was known before being reunited with their Primarch managed to keep apace with other Imperial Expeditionary fleets. This also allowed the Legion to gain a somewhat stoic nature when it came to working alongside their allies; they have no qualms working with mortals or Astartes alike, but are always remarked upon as being somewhat quiet and distant. Since being reunited with the Primarch Domhnall, the Eighteenth have now become known as the Astral Walkers. Keeping their habits of working along the fringes of Imperial Advance, the Astral Walkers have added Volian mysticism and tribalism to their repertoire. The Astral Walkers were among the last of the Legions to be reunited with their Gene-Sire, Domhnall having been discovered a scant handful of years before Ullanor.


Legion Organization and Structure:
The Astral Walkers Legion is divided into five Great Clans of sixteen thousand Astartes each. From there, the Great Clans are sub-divided into companies which follow standard legion organization from there. However occasionally a formation called a Fiann will be formed from various units into a new temporary unit of one hundred to two hundred Astartes, often to complete a special tasking that a regular unit might not be capable of handling.


Legion Command Hierarchy:

Grand Chieftain: Leader of a Great Clan, and a member of the King's Moot, a formal cadre of advisors.

Green-Walkers: The equivalent of Librarians in the Astral Walkers. One amongst their number is elected to sit upon the King's Moot and represent them.

Rigfennid: A rank denoting leadership of a Fiann, considered a step above a Company Captain.

Fennid: A rank denoting present or past membership in a Fiann. Respected throughout the Legion as a veteran of exceptional skill.


Specialist Formations:

Fiann: A specialist formation typically comprising one hundred to two hundred Astartes. Led by a Rigfennid, Fiann's are formed from warriors in any company within the Legion for a Specific purpose. Known Fiann archtypes are as follows: Pathfinders, Wyrding, Hunters, and Oathsworn

Green-Walker Sept: Organized into a single body called the Sept are the Green-Walkers, mystic psykers who fulfill the role of Librarian's found in other legions. The Green-Walkers are known for their precognitive methods of casting runes, bones, or dreamseeing a vision of the future. Called more to the elemental and mystical arts, the Green-Walkers are the Legion's finest tool against creatures of the warp and foul Xenos. The most unique ability of the Green-Walkers however is said to be the battle chant, a war song of sonorous quality that aids in the battle trance of the Astral Walker's legionnaires. While in the throes of the battle trance, the Legionnaires almost seem to fight as one, and with a sense of the battlefield that seems to border on precognitive. While perhaps not the most adept Psykers in the Legions, the Green-Walkers remain unique amongst their brethren.

Duskbreaker Guard: Champions of the Astral Walkers, the Duskbreaker Guard are recruited only from the finest fighters in the Legion who have survived either overwhelming odds, or slaying some great foe. The Duskbreaker Guard are tasked with the protection of the Primarch, the Grand Chieftains and occasionally a Rigfennid.

Legion Wargear Variations (if any):
Legion Vehicle Variations (if any):
Legion Fleet: TBD, but mostly smaller, faster ships. The fleet is headed however by a Modified Oberon Class Battleship Reckoning's End

Legion Relics:

The King's Shards: Shards of Domhnall's first blade that he broke in battle with the Lord of the Reckoning. Still seemingly imbued with the enchantments found upon the blade, the shards have been used in anything from fetishes, cores for Force Weapons, and Crux Terminatus adornment.

Arnean Plate: Power armour fashioned in the style of the High-King's own. This suit of armour is inscribed with various wards of protection in addition to being superbly forged. While Imperial science insists the armour carries with it no more additional protection than a suit of Relic Armour, wearers of the plate swear that it has turned aside blows from creatures that have disemboweled other Astartes. Given the process in manufacturing even a single suit of this armour however, it is exceedingly rare and gifted to only the most worthy of champions.
Last edited by Oblivion2 on Tue Jul 27, 2021 12:24 pm, edited 3 times in total.
Warhammer 40k Enthusiast
Devoted student of Alternative History
Proud Canadian


“What man is a man who does not try to make the world a better place?”
- Unknown

User avatar
Wysten
Minister
 
Posts: 2604
Founded: Apr 29, 2017
Ex-Nation

Postby Wysten » Tue Jul 27, 2021 9:40 pm

Commander Name: Azim Molla II
Commander Age: 45
Unit Name: 23rd Rayhani Auxiallry Regiment
Unit Appearance:
Image

Unit Strength and Organization:
Total:
12,000 Troops
700 Chimeras
100 Leman Russ Tanks (Variants Included)
90 Basilisks
20 Hyrdas
20 Praetor Armoured Assault Launchers
Unit Doctrine:Rapid and Multiple breakthroughs of the enemy’s front tactically in order to ensure the exploitation and destruction of said forces operationally in order to tie into a wider strategic goal.
Notable Character Backstory(ies): Azim Molla II is the second generation of generals serving under the Rayhani Auxiallry. His father Azim Molla I served as some of the first Auxillary officers under Rayhan during the 500 Stars Campaign and gained the rank of Major General. After the taking of the world Oridinus V Azim Molla I retired and married into the local nobility, after which Azim Molla II was born. After being sent to the Schola and being within the upper ranks of his class Azim was given command of his father’s unit and has led the unit for ten years now.
Combat History:
500 Worlds Campaign
Battle of Jimail
WAAAAAGH Grazgrukk Offensive
Siege of Dorin IV
Unit Relics: (Optional)
Famous qoutes
"Half the battle is fought on the OOC forums"
~ Albert Tzu, 1984
(-_Q) If you support Capitalism put this in your signature!
GENERATION 15: Social experiment. When you see this, add one to the generation and copy this into your signature.

User avatar
Slane
Lobbyist
 
Posts: 12
Founded: Sep 02, 2018
Ex-Nation

Postby Slane » Sat Jul 31, 2021 1:33 am

Can I reserve the III Legion?

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

Postby Bentus » Sat Jul 31, 2021 5:03 pm

Still catching up on the IC, but finally put together an app for a character! Hoping to try something a bit different with them and have two apps: one for the 'present' when they're an adult, and another for when they're younger. I'm intending to use the younger app for flashback scenes.

Name: Ada Vilisturu
Alias:
Age: 16 (26 years before the present)
Appearance:
Image
Organization (if any): Navis Nobilite, House Vilisturu
Ranks and Titles Scion, Apprentice Navigator
Personality:
Ada is curious and inquisitive. Unwilling to allow large questions to go unanswered, she can be stubborn and intransigent in her pursuit of answers. And yet, she is hesitant to open herself up to the world around her. As a Scion, she was taught how to ingratiate herself within Imperial society, but she never once felt at home within Court. To smile softly and walk with the air of a Scion, to show the proper deference to the nobility while appearing engaged while they speak, Ada hates the trappings of her birthright. Despite a lifetime of training and preparation, all she can do is put up a convincing facade when expected. If it weren’t for her sense of duty and responsibility, she would love to instead spend her time buried with her books, on her own away from the false camaraderie of politics and high society.

But there is no escaping the knowledge of why the Navis Nobilite needs its Scions. As a Scion, Ada’s role is to perpetuate a lie that the Navigator Houses present to the wider galaxy: that their mutations are minor and ignorable, and that the genetically selected beauty and grace of the Scions is representative of all of their kind. The reality is instead what Ada has seen on the lower levels of her family’s estate, buried deep beneath the surface of Terra. Secluded and isolated basements where her kin, driven mad and horrifically mutated beyond any semblance of humanity, eventually live out the ends of their lives. No matter how she may try to ignore it, this unignorable reality weighs heavily on the back of Ada’s mind.

Backstory:
Pre-screened even while still within the womb for genetic defects and favorable traits, Scions are the carefully crafted faces of the Navigator Houses, and they present a sharp contrast to the reality of the inevitable, grotesque mutations that a Navigator will experience as they age. With many in the Imperium already holding wary and unfavourable opinions of both the mutant and the witch, the Houses take great care in managing their public image through the use of their Scions, and they are expected to feel at ease while navigating the social and cultural circles of Imperial high society.

Ada is destined to be one such Scion, serving as a representative for the esteemed and prominent House Vilisturu. By dint of her lineage, she was destined for greatness and responsibility, for she was born of some of House Vilisturu’s finest stock. Her grandfather was the Novator of her entire House, and her mother served as nothing less than the Paternoval Envoy amidst the Imperium’s highest offices. Both figures loomed large in Ada’s upbringing, even if they themselves were rarely present, and the expectations for the young navigator were high from the start.

Even from a young age, Ada’s natural abilities seemed to vindicate the genetic screening that had led to her conception, and she was gifted with an innate ability to manifest the powers provided by her Navigator gene. However, difficulties and challenges quickly began to emerge as she time and time again struggled within the realms of diplomacy and social maneuvering. Even as a child, she showed only a forced interest in her classes or the machinations of Courtly affairs. While her peers would ingrain themselves within extravagant events to debut themselves to the outside world, or display a knack at building connections and ties with those around them, Ada chose instead to lose herself in the halls of her family’s library.

Much to the dismay of her family, she preferred the company of dusty tomes and fresh texts from beyond the estate’s walls to vibrant social scenes. While her tutors and elders did their best to train her for her role as a Scion, she would never take up her duties with the natural grace of her peers. But as she grew older, Ada would more than make up for this failing as her abilities as a Navigator increasingly came into their own.

Even at her young age, Ada has already guided short merchant voyages through the tumultuous seas of the Warp. Earning praise and kudos from captains and traders who saw their travel times slashed under her watch, Ada found herself increasingly dealing with high expectations from her wider family. Through a combination of political wranglings behind the scenes, and her own demonstrated talent, Ada was selected for the honour of serving as a the apprentice of a Navigator aboard one of the Primarchs’ flagships. Compared to the standard, local routes plied by the merchant fleet, this would be a contract of far greater renown and prestige, as well as danger and difficulty.

It is hoped that such a prominent role for someone so young will increase Ada’s standing within the gossipping courts of the Navis Nobilite in the future, securing further influence for her House when she comes of age. There is also some hope among the girl’s family, that she may finally grow into her role as a Scion more holistically, and learn how to navigate the more social aspects of her duties.
Notable Skills and Experience:
Apprentice Navigator: While she is naturally gifted, Ada is still young. She can feel her way through the currents of the warp, and is learning how to properly utilise her abilities in service of the Imperium. But as a Navigator, she faces far less dangers in the warp than other types of psyker.
Novice Scion: Trained in the arts of diplomacy and intrigue, Ada nevertheless feels out of place in the halls of high society. She despises the gossip and intrigue that consume the courts of nobility, when the stars beckon to be explored. But she knows her duties, and will put her training to good use when required.
Important Personal Equipment:


Name: Ada Vilisturu
Alias:
Age: 42
Appearance:
Image
Organization (if any): Navis Nobilite, House Vilisturu
Ranks and Titles Scion, Navigator
Personality: Ambitious and often outspoken, Ada can display a stubborn determination when focused upon a goal. Insatiably curious, she has picked up a pragmatic approach to problem solving that betrays a desire to be self-reliant. Years spent beyond the fringes of Imperial space, with only her Rogue Trader and his retinue to rely upon, has forced her to learn how to be self-sufficient and confident with her abilities. But Ada’s time in the lawless regions of space has also made her slow to trust, even if she greets everyone with a flawless smile. To those she knows well however, and to those that she considers to be under her care, Ada can be unwaveringly loyal. After all, as a Scion her actions reflect not only onto herself, but onto her House as a whole.

Backstory:
Tutelage by one of the great Navigators of her generation, service aboard a Crusade Fleet, direct subordination to one of the infallible Primarchs, and more than a decade surviving and thriving beyond the edge of space with a Rogue Trader: Ada has more experience than most Navigators twice her age. And since she was little more than a child, she has proven herself to be worthy of the responsibilities and duties.

Ada first truly made a name for herself while serving Domhnall Ainfean and her Legion, and her good fortune of being taken under the Primarch’s wing helped build her into the woman she’d eventually become. As one of the youngest Navigators to ever helm a vessel in the Crusade, Ada was forced to grapple with high expectations and challenges that she’d otherwise have been ill-prepared to face. But she would rise to the challenge each time, learning and growing in the process.

Over the years, Ada would grow close to the Primarch, and would come to be one of the few mortals that may even be able to call the greater woman her friend. But eventually another opportunity would arise that would draw Ada away from the Astral Walkers. A Rogue Trader with a fresh Warrant of Trade came to offer a contract for the still-young Navigator. As a merchant captain, he had flown with her many years before, and had never forgotten the quality of her skills. Now that he was set to journey beyond the edge of the Imperium, he wished to recruit her for the dangerous but lucrative role as his prime Navigator.

At first, Ada would refuse. She was adamant that her responsibility lay with the Astral Walkers, and that it would be unthinkable for her to resign from such a post. But Domhnall stepped in to intervene, for she knew that Ada silently wanted for nothing more than the grand adventure that she was being offered. The chance to go out and truly explore, to satiate her curiosity in a way that few ever could, was a dream come for the wanderlust-consumed Navigator. And so, she implored for her to take the Rogue Trader up on his offer, and venture out to see the stars.

And so, that was exactly what Ada did. For more than a decade, she travelled with the Rogue Trader and his crew. Their adventures took them far beyond reach and even contact with the Imperium of Man, deep into space that at times had never been touched by man or woman. Ada explored ancient tombs and ruins from the Age of Strife, fought with pirates and hateful xenos alike, and even negotiated trade settlements with lost colonies and independent worlds. The adventures made the Rogue Trader rich, and his successes allowed him to build a flotilla and reputation of his own. While many Trader expeditions fail to even return to the Imperium, Ada’s employer would return triumphant, with his original crew all sharing in his success.

But as they arrived back in secure and civilized Imperial space, they found that much had changed in the years of their absence.

Notable Skills and Experience:
Navigator: A powerful psychic, Ada is able to wield the powers of a Navigator with a practiced ease. She can feel her way along the currents of the warp, and if she chooses, bend them to her will. While not a high-level battle psyker, this still makes Ada a frightening force for a mortal to behold on the battlefield.
Scion: Trained in the arts of diplomacy and intrigue, Ada can navigate the halls of high society as deftly as she can the depths of space. Coupled with the influence that the name of her House can carry, this gives her considerable prowess in any negotiations that she may take part in.
Voidcraft: In a Rogue Trader vessel, everyone needs to pull their weight. While she was only ever officially the ship’s Navigator, Ada would regularly aid and learn from the craft’s Voidmaster. This has given her an understanding of the Imperium’s archaic spacecraft that few outside of the Navy possess.
Xenology: Ada’s travels beyond the Imperium have led to innumerable encounters with xenos races - some friendlier than others. She has had to learn and adapt to the alien as part of her duties, and is one of the few souls in the Imperium to have engaged in peaceful negotiations with alien races - as is the responsibility of one serving a Warrant of Trade.
Important Personal Equipment: Personal shield generator
Last edited by Bentus on Sun Aug 01, 2021 5:13 pm, edited 3 times 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

User avatar
Audunia
Spokesperson
 
Posts: 195
Founded: Jun 29, 2020
Ex-Nation

Postby Audunia » Sat Jul 31, 2021 5:13 pm

The Primarch or Astartes
Name: Kopis
Alias(es) and Titles: The Areia, The Promachos
Appearance: Kopis
Archetype: The Twin
Personality: Sullen and stern, Kopis is a man who wants objectives done and done quickly. His is laconic to a fault and holds not worth for pomp , he is austere in both mannerisms and in war.
Fault: Kopis has vey little, if any, patience, wishing to see an objective done quickly and being wrathful when things take longer than he had ordered it to take.
Backstory: Kopis crashed upon the same world as Heraklus, though while Heraklus crashed into the realm of Merope, Kopis crashed into the realm of Ceryneia, a nation far worse than that of Merope’s. It’s lands were harsh and brutalistic, the military way of life being the expected profession of all men.

Kopis was found by the king of Ceryneia, Antiogenes IV, who found himself wondering why such a healthy child had been abandoned amongst the mountainous paths that dominated its north. He took the child with him, and quickly realised that Kopis was like no ordinary child, growing at a seed much greater than natural. Within weeks, Kopis had already mastered the philosophies of the nation and grasped the ways in which wars were waged. He was entered into the training system of Ceryneian children, toughed for war, though instructors frequently found Kopis to outclass even the best amongst them. This humiliation was met with frequent beatings, which Kopis would endure without complaint, though he was withdrawn from the training after a few years when it became clear there was nothing they could teach him that he didn’t already know.

He was placed in command of a number of regiments of the Ceryneian military, which at that time was undergoing a series of expansionist conquests. Kopis’ forces were incredibly adept at this, being at the bleeding edge of the advances which is where he received his name of Kopis, the name of the sword which the Ceryneians wielded.

Soon, rumours began to sneak in about the superhuman being nameed Heraklus who lived across the sea, the tales reminding Kopis of his own capabilities. Antiogenes IV began to suspect the same thing, with it being decided that to maintain the secrecy of their weapon, Kopis would remain hidden, his victories attributed to others or to Doru, the name of the ever-present spear of the armies, suggesting they won the battle due to their supremacy with the spear.

Conflict with Heraklus was inevitable as his forces began to arrive in Ceryneia, easily overwhelming the generals, all except Kopis. He proved to be the only general that could frustrate Heraklus’ plans, blunting attacks, attacks from the rear, it proved no end of anger to Heraklus that he wasn’t able to find the general who continued to frustrate his plans. Even when Kopis was defeated in battle by Heraklus, he would disappear from the field far faster than Heraklus could cross it, eluding him right until the end of the war.

The surrender of Ceryneia saw Kopis and Heraklus meet for the first time, the realisation that they were not only the same, but twins, an empty feeling within them being settled upon their union. Heraklus wanted to announce it to the world, but Kopis cautioned against it, not only preferring his anonymity, but also the idea of Ceryneia possessing a demi-god might set the Meropians against him. Agreeing, Kopis continued to act in Heraklus’ shadows, committing to the areas deemed too messy for Heraklus’ appearance but still requiring a demi-god’s touch.

He was present at the meeting of the Emperor and Heraklus, his own meeting being scrubbed and the contents of which known only to the Emperor and Kopis. In the years following, he has remained hidden, his conquests hidden amongst the bureaucracy of the Great Crusade, with his rare appearances being chalked up to Heraklus being there, even if records have him being elsewhere.

Heraklus’ personality also helps cover Kopis’ existence, as Kopis’ victories will be bragged about as Heraklus, and the idea of a twin of Heraklus not being just as boistreous or arrogant as him.
War Gear: Achillean Spear - An archeotech power spear from which the Legion had derived its old name.

[/i]Golden fleece[/i] - An identical set of armour to his brother, although with the Lambda rather than the Falcyn as its symbol

Aegis - An archeotech storm shield resized to fit the Primarch

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

Postby Bentus » Sun Aug 01, 2021 5:14 pm

Bentus wrote:-snip-


Made some slight edits. In particular after talking with Seg and Oblivion, have switched the Primarch that Ada served with form Titania to Domhnall.
- - 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

User avatar
Slane
Lobbyist
 
Posts: 12
Founded: Sep 02, 2018
Ex-Nation

Postby Slane » Tue Aug 03, 2021 8:46 am

The Primarch or Astartes

Name: Cornelia Caelestis

Alias(es) and Titles: The Onyx Mother, The Queen Artifex, Regina Magno Cerebri

Appearance:
Image


Archetype: Engineer

Personality: Cornelia is very gregarious, always socialising and talking with her siblings, always wanting to know what her siblings desired so she could create and fulfill them.

Fault: Cornelia is always one to hold a grudge against anyone who wrongs her or those she deems as family. She will either ignore and bewilder them or take offensive action against them.

Backstory:
On one quiet night above the starless skies of Magno Cerebri, an unexpected anomaly took place. Barreling through its atmosphere was one solitary pod of unknown origin. Aboard it was one of the 20 Primarchs meant to aid in the unification of humanity. The pod crashed into a mansion taking out close to half of the structure itself. As the inhabitants of the mansion frantically and chaotically, there they discovered the pod and its occupant, a young child. The child was adopted into the wealthy and artisanal merchant family of Caelestis and was officially named Cornelia.

Despite having landed on a planet where the sun is never seen, and the air barely breathable, her childhood was a fulfilling and happy one. She was quick to get along with her older and younger siblings, making her very popular amongst her family. However due to the genetic difference in Cornelia and her siblings, she began to outpace them in every way imaginable. Seeing this, her father introduced her to his craft of weapon making and soon Cornelia began to fall in love with the craft and art of producing weapons. Her father would build her her own workshop, providing her with the necessary materials to experiment and build her own weaponry. She would then spend most of her days locked in her workshop, experimenting and testing new technologies wherever they were made available to her. However, this peace would not last for long.

In her twelfth year of life, her family's prominence grew tenfold due to her astounding products and creations. Due to this the other prominent families in the area took to subterfuge in an attempt to undermine the Caelestis family. Her father was murdered on his way home to his estate one night, and in a fit of fury and rage, Cornelia set out to avenge her father and resolve the grudge. She rallied her family's private army and marched onto the estates of the great families that offended her. However, there was no fighting or struggling for Cornelia and her men due armaments she had created. She slaughtered everyone who stood in their way, bombarded any blockade meant to stop her, and burned their domains to ash, the whole campaign of revenge took place in the span of three years.

She returned to her family expecting a warm welcome after having embarked on a long campaign, however she was met with disdainful and prejudiced eyes. Understanding the reason for this, she packed a bag and left her estate for a reflective and meditative journey. Wandering for over two and a half decades, Cornelia exposed herself to society outside her privileged life. There she saw the daily goings-on of the workers and labourers, of craftsmen and artisans, of the middle class and those in poverty. She dabbled in trade and bargained with merchants and guilds, she had rented rooms in well-off inns and shabby shanties. She had realised what being in family meant. Cornelia then decided to return home.

Upon her return however, the once lush and vibrant mansion that was her home is now dilapidated and in disrepair. Her once prideful and prestigious family was on the brink of complete collapse due to financial mismanagement. Entering her home, she was greeted no longer by prejudiced stares, but by warm hugs from her adoptive siblings and mother. Seeing the state of her family, she would spend the next five years rebuilding and earning much greater revenue as a weapons and armaments producer. In addition, she had spent those five years also stomping out any insurrectionists and groups who threatened her kinsmen, ultimately consolidating the Caelestis' authority and power over Magno Cerebri.

After having unified her homeworld under her rule, her ambition grew larger as she began to prepare for a large-scale campaign against the neighbouring worlds. Her first target was the world of Agros Aurea, a bountiful and fertile world with plentiful food and resources. The campaign for Agros Aurea was bloody and brutal, countless dead littered every battlefield and skirmish resulting in a culling of the local population. She had secured the agri-world in the span of three years, and rebuilt it in one year with the massive amount of funding she had amassed beforehand. Having secured a world to provide a constant supply of rations, and her homeworld to produce new armaments, Cornelia would go on and spend the next decade conquering and subjugating the remaining worlds. She offered peace to those who would accept it, and fire to those who denied her. Overall, her campaigns would be bloody, brutal, and sometimes gratuitous.

Cornelia, after achieving victory in her final campaign, sought to rebuild and put down any insurrections and revolutionaries that went against her will. She would scour her system for fifteen years before finally she had succeeded and rooting out the rot and, rebuilding the infrastructure and stability of the nine worlds under her. Her homeplanet of Magno Cerebri saw much prosperity and peace thereafter.

She would then spend the next five years in her private workshop, developing and producing new firearms and munitions, until the Emperor arrived. Cornelia, upon realising that her large frame and taller stature was much like the figure who stood before her, welcomed her with open arms and displayed much of her inventions and creations.

War Gear:

Pavaha - Artificer Terminator Armour made for a Primarch.

Taucherzorn - A powerfist with sharp blades on its knuckles.

Coctione Tempus - An Artificer Volkite Calivers made personally for the Primarch Cornelia Caelestis.

Furia Divina - Cornelia's secondary weapon of choice, an Artificer bolt pistol strapped to her waist.


The Legion: The Umbral Praetors

Preferred Numeration: 3rd/III

Primogenitor: Cornelia Caelestis

Noteworthy Domains:
Magna Cerebris (Capital/Industrial World)
Agros Aurea (Agriworld)
Etiam Multis (Hive World)
Caerulei Adfert (Fortress World)
Pit Iaspis (Mining World)
Sui Iuris (Civilised World)
Thalassius (Ocean World)

Combat Doctrine: Having produced much of her Legion's armaments and munitions, Cornelia and the Third Legion value any sort of technological advantage, and superior and overwhelming firepower to best any opponent. Using plenty of explosives, arillery, and large caliber weaponry meant to smash even the sturdiest and thickest of built fortifications that block her path. Along with this, they are also widely known for their strong assault troops who quickly and efficiently charge and obliterate any frontline.

Gene-Seed: Middlingly stable, however a scarce mutation causes every 1 in 150 legionnaires to develop scaly skin, and become even more durable and robust at the cost of the rapid deterioration of their general health.

Preferred Size: 150,000

Appearance:
Image


Origins and History:
During the later days of the Unifaction Wars on Terra, the III Legion was tasked with the relentless chasing and hunting of Terran techno-barbarian tribes who refused to side with the Emperor. Everything that came into contact with the treads of the III Legion never saw the next day. They were present during the culling of the Thunder Warriors, as a contingency plan in the event the XV Legion’s encirclement had been breached.

Although the III Legion didn't partake in the conflict and encirclement of the Thunder Warriors, all those they had hunted down before were mercilessly and brutally taken care of and disposed of. This swift maneuvering and almost blitzkrieg like tactics would continue to serve the III Legion in The Great Crusade. Along with this, the Legion had a strong sense of camaraderie and brotherhood amongst each other, they were originally called The Black Guard.

The Great Crusade marked the beginnings of the III Legion's exploits and claim to glory. They were often called upon to quickly hunt down and efficiently dispose of xenos. This rapid and ultimately risky tactic would continue to take place within the Legion until they had met their Mother, who renamed the Legion to The Umbral Praetors.

The initial meeting between the Legion and Cornelia went well, however upon their new Mother's review of their tactics and strategies, there would be friction. Cornelia was of the mind that large amounts of firepower, explosives, and overall weaponry while keeping manpower safe from constant threat, while the III Legion continued to follow their reckless and careless strategies in an attempt to overpower their enemies with sheer volume.

However, in one campaign led by Cornelia against the xenos, she was able to prevent and reduce the amount of casualties sustained by the Legion had they used their regular tactics. From this point onwards, Cornelia had earned the respect of the III Legion for protecting their brothers-in-arms and ensuring that they would be in top form in the following campaigns and conflicts.

Legion Organization and Structure:

Total number of active Astartes: 150,000

Praesidium:
The equivalent of a chapter of space marines, numbering at 12 chapters-equivalents with 12,500 each..
Continebant
The equivalent of a battalion. Each Continebant is comprised of 3,125 space marines, equating to four battalions per chapter.
Cataracta
The equivalent of a company. Each Cataracta is comprised of 625 space marines, equating to five companies per battalion.
Vindex
The equivalent of a squad. Each Vindex is comprised of 25 space marines, equating to twenty five squads per company.
Legion Command Hierarchy:

Primarch/Umbral Domine
Legio Magister (Colonel)
Navarchus (Captain)
Dioikitis (Lieutenant)
Iochias (Sergeant)
Dekaneas (Corporal)
Legionnaire


Specialist Formations:

Kriegsrat: A war council headed by the Primarch and joining her are her most distinguished and accomplished veterans.

Ochroniarz: The bodyguard unit of Cornelia herself. Marked by the difference in the burgundian colour of their armour instead of the usual black, these select few are given priority in their Mother's new inventions.

Firmi Excubitor: The III Legion's branch consisted of those with the geneseed defect, placed into Terminator plate. They are often called up to act as vanguard unit, or storm key positions lightly affected by the preceding barrage. They are equipped with Terminator Armour.

Tsakar Dare: The III Legion's branch of specialised sappers. Sent under the cover of night, they are capable of both defending themselves and guaranteeing the success of their explosive missions. Often called upon to destroy whole cities or defenses unabated by artillery and support fire.

Corvo Militiae: The III Legion's branch designated to destroy and pulverise titan-grade weapons. During any campaign, any large explosion is a result of their activities.

Legion Wargear Variations (if any):

Standard loadouts are given to the legion, however it is of note there is a slightly larger amount of Terminator Armour present. Moreover, those that belong to the Firmi Excubitor and the Tsakar Dare are given access to a wider selection of melee weaponry due to the nature of their duties. Additionally, each Vindex will have with it a support weapon be it in the form grenade launchers, or heavy bolters, or any available ones.

Legion Vehicle Variations (if any):

The III Legion's vehicles are specifically catered to endure and complete sieges, leading to an increase of amount for Basilisks and Medusas.

Legion Fleet:
326 ships with 26 capital ships

Notable ships:
1x Gloriana Class Battleship - Ignes Industria
1x Apocalypse Class Battleship - Malum Aeternas
1x Nemesis Class Fleet Carrier - Mors Venientis
7x Battle Barges - (variety of names: Hisn Kayfa, Szczecin, Krag, Heriotza Beltza, Ukarimu, Fhirdiad, Vaidhata)

Legion Relics:
None for now
Last edited by Slane on Wed Aug 04, 2021 2:11 am, edited 1 time in total.

User avatar
Lunas Legion
Post Czar
 
Posts: 31099
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Wed Aug 04, 2021 7:49 am

Cornelia is accepted, updating the roster now.
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

User avatar
Lunas Legion
Post Czar
 
Posts: 31099
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Fri Aug 06, 2021 1:22 pm

Pellolk Tyronan 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

User avatar
Parcia
Powerbroker
 
Posts: 7830
Founded: Feb 11, 2016
Democratic Socialists

Postby Parcia » Sat Aug 14, 2021 3:41 pm

Commander Name: Marshal Kirna Von Maros
Commander Age: 58
Unit Name: 5th Pythian Guard - Mounted
Unit Appearance: Short version - US kit circa 1944-45
Long Version: Standardized Web gear and uniform fatigues, with a "Steel pot" style helmet and its attachment. The armor is cheap and minimal, with a standardized Flack armor jacket being provided that provides adequate protection from ballistics and thermal attacks as well as shrapnel and blast effects. Standard Rifle is a semi-automatic 8mm Autogun, with wide spread issuing of .45 autopistols and stubguns, as well as heavy stubber teams and various small scale uses of locally produced vehicles and field weaponry.

Unit Strength and Organization: 11,000 men total, divided among roughly 10 battalions - 5 Light Infantry, motorized/mounted, 3 entirely mounted "Mountain" battalions, and 2-3 support battalions including armored elements and fire support/logistical elements.
Unit Doctrine: Maneuver warfare, irregular warfare and mounted operations
Notable Character Backstory(ies): WIP
Combat History: No major operations beyond minor pacification campaigns against fringe local elements and Civil Unrest.
Unit Relics: (Optional)

This is mostly a side Character of a unit, one that will likely be used in smaller side plots and what not. Im mostly putting it down so I can keep track of its exploits.
So apparently Cobalt has named me a Cyber terrorist, I honestly don't know to be Honored or offended.
Right leaning Centrist from Florida No I am not The Floridaman...hes my uncle. Other then that dont @ me about politics, im leaving that
hell hole behind until I leave Uni.
I reserve all rights to my posts, OCs, and contributions to any threads I post on.
I'm a Pagan too, figure that shit out!
http://www.threadbombing.com/data/media ... e_Lock.gif storage
Hooyah Navy.

Previous

Advertisement

Remove ads

Return to Portal to the Multiverse

Who is online

Users browsing this forum: Cylarn, Exabot [Bot], G-Tech Corporation, Great Confederacy of Commonwealth States, Reverend Norv, The GAmeTopians, Torrocca

Advertisement

Remove ads