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by Orostan » Fri Mar 17, 2023 3:47 pm
“It is difficult for me to imagine what “personal liberty” is enjoyed by an unemployed hungry person. True freedom can only be where there is no exploitation and oppression of one person by another; where there is not unemployment, and where a person is not living in fear of losing his job, his home and his bread. Only in such a society personal and any other freedom can exist for real and not on paper.” -J. V. STALIN
Ernest Hemingway wrote:Anyone who loves freedom owes such a debt to the Red Army that it can never be repaid.
Napoleon Bonaparte wrote:“To understand the man you have to know what was happening in the world when he was twenty.”
Cicero wrote:"In times of war, the laws fall silent"
by Cilicia-Antioch » Fri Mar 17, 2023 4:50 pm
Primarch
Name: Merinda Nakhuda
Appearance: https://imgur.com/a/WDReRaF
Legion: Marines Ascendant
Archetype: Commodore/Logistician
Personality: Merinda is publicly known as an exemplary albeit low-profile (at least relative to a Primarch) fleet commander and as a Mother to the men and women of the Marines Ascendant. She is the foremost advocate of the Imperialis Armada among the primarch and strongly identifies with the naval traditions of the Imperium. She has strong track record of success in void combat and as someone who intimately cares for her Legion and those it serves along side as if they were her children. She refers to those she cares about as being part of her 'Ascended', turning it into a network of sorts that values fellowship and fraternity, with the Marines Ascended merely being its vanguard. She is seen as conscientious towards the 'little fellow', predominantly for her odd, near obsessive interest in improving the quality of ration packs. Increasingly however, she is transforming into some sort of tormented figure. Merinda is plagued by feelings of intense paranoia, which has manifested into a bunker mentality and an unusual superiority complex towards those outside her command or close knit circle. Unexplainable, disturbing visions of the future cloud her mind - with the harbingers of this future often being those outside her close knit circle.
For example, an Admiral she has known since she was found by the Emperor will be counted as brother or sister in arms, treated with the greatest generosity and comradeship any Primarch can muster for one so inferior; one that her Legion has only just started working with will be seen as an incapable enemy, scheming against her until she has judged that they have proven themselves. She will see herself as a servant of a ex-inhabitant of her now-destroyed homeworld, respectful and even humbled - but anyone else is beneath her gaze and is to be treated with aloof coldness. A whole set of deep and dark thoughts are building up inside her, ready to explode - having been a player in the brutality of the Great Crusades, she believes that the continuing bloodshed will be the doom of humanity and that when the Imperium runs out of enemies that it will inevitably turn upon its own. She wants to make sure that her 'Ascended' survive, and ultimately come to dominate the future. What keeps her from acting upon this is fear - she feels that she is the only one that sees what is coming.
Right now, she believes that the final trial will be one of survival for her legion and 'the Ascendant'. For any leader of a rebellion, she is more than susceptible for manipulation, which would bring to the table one of the most capable Admirals the Imperium has.
There are those among the Primarchs who know of Merinda's fears and among them, a theory has developed as to why she believes what she does. It was she who brought an apocalyptic end to her homeworld after all after years of bloodshed. The Great Crusade was not too different to the war fought by Merinda with the primitive fleet that she was found in command by the Emperor. The Imperium is to the Galaxy as she was to her homeworld. She sees the parallel between her actions and those of the Imperium.
Abilities: Merinda is susceptible to visions and hallucinations. In her mind, she believes them to be valid glimpses of 'potential futures', which can be averted. Whilst they have been helpful in the past, it is questionable as to whether it is now more ability or dehabilitation. They seem to have intensified with age and increased exposure to bloodshed, to the point that the vast majority of them now are apocalyptic. Merinda has refused examination by the Inquisition, Psykers or the Cult Mechanicus and doesn't take kindly to anyone questioning her on the matter, so the exact nature or source (for instance, daemonic or otherwise) of these visions are unknown.
Equipment: Merinda generally takes a functional view towards equipment, not naming them or taking sentimental value from them. In combat, she more often then not prefers a specially maintained plasma rifle (specially maintained to ensure a better chance of it not blowing up in her face like most) and carries a boltgun as a sidearm, as well as some concussion grenades. For melee, she wields power halberd she has named - though more often then not it remains next to her commander chair on her flagship -
History: When the Primarchs were scattered, Merinda found herself on the most curious worlds named Olympia Hope. Much of it, barring the continent she was on, was effectively a dead world. The continent she was on was the only product of a failed terraforming effort. Other people on the planet were located in 'habitat domes', which were under the effective occupation of 'the Olympians', who had established themselves as a sort of elite. The remainder of the system's population was based in space stations floating over gas giants, as well as a large, expansive belt of asteroids and minor planets, which the bulk of population found itself located.
The Belters and the Domeborn found the situation to be oppressive, under effective occupation of the Olympians. The Olympians in turn feared that the Belters and the Domeborn would rise up against them. It is in this climate of fear Merinda was raised into. With the Olympians so dependant on the belt for raw resources and minerals, service in the navy was highly respected. Whilst primitive and without any jump drives to leave their home system, the Olympian fleet was advanced enough to police the Belters. It was a vicious circle - the repressive policing of the Belters would lead to uprisings and violence, only to be followed by more reprisals. One may imagine a Primarch to be the one to break the cycle. Indeed, Merinda did - though not in the way one would imagine. Frustrated by the routine of suppressing rebel ships that would then hide only to return, Merinda led a mutiny against her officers, seizing command of the fleet that was her birthright. The fleet, although well respected as an institution, had increasingly developed a complacent atmosphere, one that Merinda felt was unwilling to do what was necessary.
It was there Merinda's visions began. First they were vivid and horrifying - visions of her being marched through her home city, hung for her insubordiance. But in time, they came to be of aid. Merinda gradually ferreted out the hiding spots of the Belters, whilst emphasising naval bombardments over the landing of troops to suppress unrest. This would eventually bring them to a final, decisive battle. Had the Belters won, tales of heroes against an oppressive, bloodthirsty tyrant is what the people of the Imperium would have heard. However unjust Merinda's cause was, this was her story; the Belter fleet was destroyed and what followed was the Belt. Asteroids, planetoids and dwarf planets all burned under sustained bombardment. The mining vessels that were captured would be repurposed, crewed by loyal Olympians. From Merinda's twisted logic, without anyone living on the Belt there would be no one left to be exploited.
Back on Olympia Hope, outraged Olympians and Domeborn rose up against the leadership of the Olympians, who had done little to bring this warlord to heel. Where they were once enemies, they were now allies united by an anathema. They refused to allow Merinda back unless in chains. Merinda begged for visions that would show her path back, one in which she and those who had served under would return. But it was in vain. In fear, the families of the crew of the ships were first detained by the planetary authorities, then imprisoned, then executed. Unable to bear the suffering of those who followed her, Merinda ordered the bombardment of her home planet. All of it would die - even the small corner of paradise that had been her home.
The remaining Olympians became a spacebourne force. An urgent need to find a new home became essential - the survivors would all starve, because of the apocalypse that Merinda had brought upon. Merinda ordered the construction of a fleet of colony ships, using the surviving shipyards and all the resources that could be exploited from the system. Orbital agro-stations were constructed to sustain the survivors. She would find her people a new home. It would take generations to reach the nearest system with inhabitable worlds, but they would not yield to fate.
All these fears evaporated when the Imperium found them. With the Belt near ruined and no inhabitable worlds to be found, it was clear to see that this lost Primarch had brought ruin to her own system. Imperialis Amarda officers were stunned to find that Merinda, unlike other Primarchs, had an aptitude for void combat. The Emperor welcomed her daughter back, gifting her a legion - the Angels of the Exalted Sun, a rather conventional Legion. Merinda immediately began making her mark, sidelining Terrans and renaming it the Marines Ascendant, a legion focused around ship-to-ship boarding and naval combat. It would not have a homeworld and would recruit from those who were born and raised as spacers.
The Marines Ascendant were a welcome presence to the Imperial Armada, adding additional boarding capacity and gunnery expertise to Imperialis Amarda fleets. Additionally, the lack of a homeworld and their affinity for the void meant the Marines Ascendant was able to act as a rapid reaction force of sorts, free of the friction of deploying and undeploying from a homeworld other legions were frustrated by. Merinda strictly governed the conduct of the Marines Ascendant, ordering them to treat the naval auxilaries as if they themselves were part of the Marines Ascendant. The first of 'the Ascendant' - individuals or groups of people who have met the favour of Merinda - emerged. Merinda herself became greatly enamoured by the humble sailor and strove to improve their welfare in the brutal, uncaring Imperium. Her calls often met deaf ears, barring her call to improve ration packs, which was managed after the Cult Mechanicus salvaged the technology of the orbital agro-stations from her homeworld. Merinda regularly scrutinises the quality of ration packs, to the resentment of the Administratum.
The Great Crusade brought her stability that she had lacked. As time went by, she became ever increasingly attached to those under her command. She saw the Great Crusade as noble, but hated how good men and women of the Imperium had to sacrifice themselves against xenos and deviants. Whilst void combat was her specialisation, her Legion would still deploy like any other, albeit their doctrine in plantetary warfare was more focused around achieving a quick, decisive victory via shock and awe, supporting naval bombardments, eschrewing the usage of heavy vehicles to avoid excessive maintenance and focusing on establishing beachheads for auxilaries as opposed to being the vanguard itself. Increasingly, she became more inclined to resort to exterminatus, not wishing to risk the lives of those under her comamand. Whilst she was achieving quick victories, it was all for naught when all it would result in was barren worlds. She came close to censure, with criticism being directed to her wasteful exterminatuses and timidity in ground assaults. She was made to utilise plantetary invasions once again, to her resentment.
It was at this point began increasing their proportion of Destroyer Squads within the Legion and routinely utilising their restricted arsenal, as well as deploying Dreadnoughts on a more regular basis (rather than treating them as a sparingly used asset). But the bloodshed has become too much for her - a particularly devestating siege saw the Legion suffer heavy casualties, slipping Merinda into ever greater madness. The Legion has halted campaigning and it is said Merinda has slipped into seclusion, only coming out for occassions where it would be treasonous for her to say no. It is an open secret that since her seclusion the Marines Ascendant have started developing ever more potent weapons for their Destroyer squads and are secretly constructing more ships, though whether this is just another product of her paranoia or if she intends to do something bold with it remains to be seen.
Legion
Name: Marines Ascendant
Number: XI (I believe this is the number that is free, otherwise whatever one is free)
Primarch: Lady Commodore Merinda Nakhuda
Geneseed: Marines Ascendants like their Primarch have a tendency to develop visions outlining 'potential futures'. They're not as dehabilitating as they are for their Primarch for now, though its difficult to tell whether this will continue as Merinda strictly bans any research into the matter.
Preferred Size: Happy for OP to determine based on size of the proposed fleet
Appearance: Bleu de France with gold shoulders pads
Combat doctrine: Naval combat, ship-to-ship boarding, rapid response, expeditionary warfare, orbital bombardments, shock and awe, planetary landings/beachhead maintenance
Legion Organisation and Structure: The Legion is organised into 'Force Detachments' of 30,000 men and women, of which there are six 'Battalions' of 5,000. A 'Landing/Boarding Party' (the term of usage dependant on the current deployment) is made up of 100 Legionnaires and is further divided into a 'Section' of 10. The unusually large size of Force Detachments and Battalions is due to the fact Marines Ascendants due to the large sizes of ship crews - Marines Ascendant are expected to participate in the smooth running of the ship they're on and larger forces add greater capacity to the commanding officers of a vessel. This does mean there aren't as many Force Detachments as there would be Divisions (or whatever name a Legion has for it) in other Legions.
Legion Wargear: Standard, with a greater proportion of Destroyers then most Legions. Weapons ideal to close combat situations and boarding (for instance, shotguns) are greatly valued.
Legion Fleet: 1 Gloriana-class Battleship the Angel of the Exalted Sun, modified with a Nova Cannon, additional macrocannon batteries and strengthened armour. 17 Battleships, 10 Battlecruisers and a multitude of cruisers, light cruisers and escorts make up the remainder of the fleet. It is an open secret that Merinda has requisitioned further warships
History: The Marines Ascendant was found as the Angels of the Exalted Sun - the 'Exalted Sun' being a metaphor for the Imperial Truth. Made up of Terrans, it was a fairly standard legion without any particularly distinguishing features. When Merinda was found, she radically restructed it and sidelined Terrans, bringing in her own corps of officers from among the surviving Olympians. The friction surrounding this never really disappeared among the Terrans who once held senior roles within the Marines Ascendant, though many have since been killed. Only another Primarch would be able to insinuate that Merinda deliberately put them in dangerous and lethal situations to cement her reforms. Regardless, Merinda restructured them based on her experience of naval warfare.
Marines Ascendants place a great deal of emphasis on the ships they're assigned to, actively participating in day-to-day crew tasks and in ship traditions. Auxilaries on these ships are valued as part of the 'Ascendant', a title commonly awarded to the crews of Imperialis Armada vessels that the legion is assigned to accompany. It is not uncommon for a Marines Ascendant to have family members on the legion ships they serve and friendships with crewmates are encouraged. The most dangerous place to fight a Marine Ascendant is on 'the ship they are from'; they will fight for it with their lives. Pragmatism as much as Merinda sentimentality concerning the Ascendant is the reason for this; a Imperial ship's crew is enclosed together for years, even decades, on end and it is of great importance that it can function properly. In void combat, they utilise their strength to ensure that macrocannons can be fired more frequently then other Imperium warships and their strict regime of boarding drills ensures that a broadside of boarding pods or a lightning strike is even more of a potent threat then the powerful broadside.
The Marines Ascendant became renowned for the support it would offer to Imperialis Armada fleets during difficult, hard fought battles, as well as possessing the capability to act as an expeditionary, rapid response force. They would be called upon frequently by far-off Battlegroup Admirals to aid. Their combat doctrine has meant that its record of ground combat is patchy, often focusing upon establishing beachheads for auxilaries and overemphasising naval bombardments and shock and awe to win longer, more protracted campaigns. This has meant it has often been undervalued by the wider Imperium - a forlorn hope charge against an entrenched position makes for a better story then a well-executed boarding action - but among the Imperialis Armada they are considered the most welcome legion to have among them. As years have gone by greater scrutiny has been given to the Marines Ascendant combat doctrine by others in the Imperium, with particular attention given to their patchy record of ground combat. Critics came to see the Marines Ascendant as wasting the capabilities a Space Marine possesses, and this criticism only intensified when Merinda came solely to rely upon Exterminatus as the default resolution to a conquest once the orbital space of a planet was secured.
After being censured, the Marines Ascendant has begun hoarding and developing more and forbidden weapons. Destroyer squads make a greater proportion of their legion and the legion is unique in that those who make up a Destroyer squad aren't stigmatised. Increasing note has also been given to how members of the legion treat those without a long record of fighting along side them, often seeing them as little more than cannon fodder and being unwilling to help or even abandoning them in the heat of conflict to warp to a battle they deem to be more worthy of their time. The paranoia of Merinda is trickling down, resulting in a bunker mentality. This is intensifed by the sentimentality a Marines Ascendant feels for those it has known for a long time to the point they're considered to be among 'the Ascendant', for they consider them to be brothers and sisters in arms and fear what the future holds for them as much as themselves. The Marines Ascendant are a force on the verge of a crisis of confidence concerning their place in the future, as well as those they care for.
by Great Confederacy of Commonwealth States » Fri Mar 17, 2023 5:15 pm
Primarch
Name: Praetor the Librarian
Appearance: Praetor is most distinguished by his helmet, which has no vision slits as he has no need for them. His face plate instead bears the blindfolded skull, a personal symbol of Praetor
Legion: Legion XII - Praetorians
Archetype: Witch hunter
Personality: Praetor is, of all his brothers and sisters, perhaps one of the most leved-headed and diplomatic among the Primarchs. His skills in telepathic communication make him a diplomat among his syblings, a role he fulfills gladly. He is a very capable listener and a potent keeper of secrets, which lend in a reputation as trustworthy. His helpful nature should, however, not be mistaken for a peaceful nature. His love for his siblings has grown in him a hatred for the Chaos Gods, whom he despises for having cast them all throughout the galaxy. They are a stain he wishes to remove from the galaxy root and stem, and all the calm of his demeanor with his family is replaced with rage and fury when dealing with sorcerers, psykers and witches.
At the same time, however, he is always afraid of the coming Madness. He tries to wield his powers in the name of the Emperor and all that is good in the galaxy, but he knows that he needs to be careful and vigilant. It is this care and fear that most seperates Praetor from his siblings, who have no way to relate to his feelings on the matter.
Abilities:
Psyker - Praetor is a powerful psyker, capable of great feats of ability, meant to make him able to go toe-to-toe with the psykers he is meant to root out from the galaxy. His abilities are mostly combat-orientated, and beside a leader he is also a teacher for the legion that follows him. His primary abilities are telepathic, and include powerful mind reading abilities. For those weaker than space marines, Praetor can even compel them to act against their own wills and according to his.
Grand Astropath - Not only is Praetor a very skilled and talented astropath, capable of both sending and receiving astropathic communication with great clarity, but he is also so in tune with the warp (and his mind has the required strength) that he can receive messages that were not meant for him to see. This allows him great knowledge of the goings-on in the Galaxy, but is limited to the time and effort it would require to listen in to those events. Due to his abilities as the Grand Astropath, Praetor has gotten a reputation of being able to see the future, although this of course not the case. However, access to the goings-on throughout the universe allow him to make educated guesses. However, opening his mind to the Warp has left him blinded, and always vigilant that the Madness might overtake him.
Equipment:
Void's Call - personalised empyreal lance staff
Malleus Maleficarum - two-handed power hammer called
Prophet's Helm - a specialised helm with no visor that helps amplify his other senses, and protects against psychic attacks
Custom armour
History: Praetor was originally lost to the world Danazi, where his coming in a streak of fire was seen by the Blood Sages as a bad portent of things to come. His pod was located by adventuring inquisitors and he was chained, turned into some relic and stored in the vault of the Sage Temple Fortress. It was not long before it was discovered that this child held special gifts, and his visions were seen as a potentially powerful tool for the Sages, who interpreted his visions as prophetic and try to harness their truth for themselves. They were all of them deceived, because Praetor could only relay what was happening elsewhere in the galaxy; an ability that took from him his sight in the physical world. Praetor chose not to divulge greater truth or knowledge, but to read his captors' minds and turn their wishes and fears against them. Their adherence to Praetors messages would turn the Sages mad, and their fortress was eventually overtaken by others, who saw Praetor as a boon. And in time, they too would be maddened by the suffering of the galaxy, and even then they could not turn away from the oracle that they saw in Praetor. In this manner, Praetor lived through the development of this world from a feudal-theocratic one to one governed by the early steam engine and the flash of gunpowder. It was then that he was released on the order of the Emperor of Mnark, his dying act of mercy being to free Praetor from his bonds. Years he spent in exile, in the far corners of the world, running from frontier to frontier until the whole world had been cultivated. It was only then that he turned to action. Feeling the inpending approach of something for which he had to be ready, he engaged in a Warp-powered spree of violence throughout the planet, gathering the forces that eventually overtook the planet and removed those mages and their descendants who had used his powers for ill. And with his new-found realm he set up a signal powerful enough to guide his wayward legion to him.
Placed at the head of his Praetorians, Praetor was entrusted with a task he knew only too well: the eradication of those psykers which formed a threat to the Empire. Given large operational freedom, Praetor was tasked with dealing with those Xeno civilisations which held the highest number of magi and could therefore pose a threat. There were magic kingdoms ruled by powerful warlocks and their magic armies. Some planets were witches lairs, worldwide labyrinths that would try to make invaders mad. Some were machine worlds that had enslaved tens of thousands of psykers and turned them into weapons. No matter; the psykers of the XII Legion tore down their monoliths and raised the imperial banner on them all the same, burning whatever remained that could even hint at the existence of their predecessors. And as the Great Crusade drew to a close, the Praetorians turned inwards and became hunters of a new kind, cleansing the worlds within the Imperium of whatever looming psyker threat they were experiencing, cataloguing all in their fortress library at the Alexandrium.
Legion
Name: Praetorians
Number: XII
Primarch: Praetor
Preferred Size: 100.000
Appearance: Silver reflective armour with white horsehair crests; their sigil a silver, blindfolded skull on a white background
Combat doctrine: Psyker warfare, anti-insurgency, psychological warfare, heavy use of tactical and strategical intelligence, melee combat
Legion Organisation and Structure:
Legion Father - Praetor
Nine divisions of 10.000 space marines each, including the double-strength and elite Praetorian Guard division, each commanded by a tribune (and the Praetorian Guard division being led by two tribunary consuls)
One hundred chapters of 1.000 space marines each, commanded by an aedile
One thousand centuries of 100 space marines each, commanded by a marine centurion
Twenty thousand Contubernia of 5 space marines each, commanded by a decanus
Legion Wargear: The legion is especially known for their custom bolters, which come attached with underslung flamethrowers connected to a tank on their back. Every space marine in the legion is trained to use a thin retractable triarius or long spear based on the Empyreal lance.
History: The legion had always been recruited from a wide variety of worlds, as one of the possible destinations for sanctioned psykers. The survival rate of the training are very low indeed, owing in part to the strict psychological control that the marines undergo, as well as the debilitating disabilities that come from being and training with other psykers. Yet, there is no other choice: to be witch hunters means to understand the enemy and to be able to resist their dread powers, mostly by being trained in them yourself. It is said that Praetorians see more death before their consecration than afterwards. And, it is also said, Legion XII performs half its witch hunting charge in its recruitement. Of those that survive, incredible discipline is demanded, and they always need to be vigilant for the first signs of madness in their battle brothers.
Their new homeworld is the Alexandrium, which was once the world Danazi, and which houses their library fortress. Here, their legion collects its research, only accessible to them or those chosen by the Emperor himself on pain of immediate execution. This research helps to understand the nature of the galaxy, and helps predict how and when sorcerers spread their filth through the galaxy. From these headquarters the legion protects against the forces of evil sorcery throughout the galaxy.
Before the reunification with their primarch, the XII legion was known for its brutality. They often took out their revenge on worlds that harboured sorcerers and witches, mostly on account of their own suffering: if they had gone through that process and managed, then there was no excuse for anyone to fall to the madness of the Warp. Besides, it was the duty of every citizen f the galaxy to stand against such evil, so any population under the thumb of a psyker autocrat was held personally liable and met with reprisals. Despite their brutality, or perhaps because of it, they were effective in their charge. Reuniting with their primarch changed some things. Praetor was a kind and understanding father to his children, and helped guide them through the worst of their tribulations. He also gave their brutality focus; no longer would it be borne from simple rage. Rather, their tactics would be aimed and precise, based on credible information and strategical assessments. When brutality was deployed, however, it was all the more brutal for it, having found a justification and a rational purpose.
The gene seed of the Praetorians suffers from a few defects. Their occulobes are often defective, and if they are not, they rarely survive the psyker training the space marines go through. Their Sus-an membrane is also defective, preventing the space marines from entering suspended animation, although this is probably for the best given the potential fragility of their minds in such a state.
by Krugmar » Sat Mar 18, 2023 3:15 pm
Orostan wrote:-snip-
Cilicia-Antioch wrote:-snip-
Great Confederacy of Commonwealth States wrote:-snip-
by Cilicia-Antioch » Sat Mar 18, 2023 3:16 pm
by United Islands of Polis » Wed Mar 22, 2023 8:40 pm
by United Islands of Polis » Wed Mar 22, 2023 8:41 pm
by Great Confederacy of Commonwealth States » Thu Mar 23, 2023 1:56 pm
Krugmar wrote:Orostan wrote:-snip-
Accepted on the following conditions:
- The Imperial force Tarun was fighting should be a small scouting force. If he was facing his legion even with reverse engineered technology he'd quickly be overrun. Primarchs are powerful but without the proper resources they can't turn all situations around (such as Angron on Nuceria). Plus his legion would quickly realise they were facing a Primarch, as stated in the app, and stop the attack. One possible solution is that his legion arrived, they fought an inconclusive battle which resulted in them retreating when they identified him. Due to the warp it (for them) took the Emperor two years to arrive, thus allowing Tarun to boast that he held off the Imperium for two years alone before submitting voluntarily. It'd be a lie, but that'd be something fun to explore in his fall to chaos.
- 'The less physically intensive process of becoming a marine that would be legionaries of the 19th go through results in a lower rejection rate and allows the 19th to maintain higher numbers than most other legions.' This doesn't make work. Becoming an Astartes is a very intense process no matter the legion. Some are just more physically intensive than other (i.e. Marauders due to increased size), but they all have a baseline. Larger sizes would be dependent on the legion either a) just has a gene-seed with a lower rejection rate or b) has a recruiting world or worlds noted to have a higher than normal suitability for their gene-seed, and a bit of c) has the Primarch focused on training and recruitmentCilicia-Antioch wrote:-snip-
Accepted. Just a note that although female Primarchs exist, all Space Marines are male due to factors in the Emperor's decision making (mainly ease of mass production).Great Confederacy of Commonwealth States wrote:-snip-
Just wanted to note that the Emperor wouldn't have informed any of the Primarchs (bar Ravadiana) of Chaos and the Warp Gods, nor designed them to be resistant to it. The Emperor seems particularly interested in not having them interact with it at all. I realise this probably kills your concept a bit so wanted to say it sooner rather than later. I'm unsure about the Astropathic part, as they'd either be very susceptible to madness or possession, even as a Primarch, or be bound to the Emperor like other Astropaths and be blinded and possibly suffer from other sensory disabilities.
I've added info for Atlas and Ekkehart to the OP.
by Prusslandia » Fri Mar 24, 2023 8:16 am
PrimarchName: Oberon.
Appearance: Working on it, but same as before in general description; Albino skin, black nocturnal eyes, and gleaming fangs.
Legion: Pale Huntsmen, Third Legion.
Archetype: Hunter/Lone Wolf.
Personality: Oberon is a not a man in a true sense, much like any Primarch. He is an animal of seemingly infinite patience, but a howling and almost sanguinary rage lies with him. It is the thrill of the hunt, that feeling when you sink your blade into the most fearsome prey and watch as it takes its last, rattling breath that dwells within Oberon.
He views other people nakedly, as threats and potential predators/prey, a state of functional paranoia. Those who earn his respect, such as his legion, are viewed in a sense as friendly predators and pack-mates; trusted to hunt beside him and die with him. He is much more humorous and relaxed around them. But around those he is unfamiliar or unfriendly with, he can best be described as quiet or cold. A languid predator, quiet stillness capable of exploding into violence instantaneously.
Abilities: Wraith-Slip, more or less. Referred to as being ‘Not-There’ by Oberon.
Equipment:
Skull-Taker: Archeotech Power Spear. Collapses when not in use, capable of piercing various materials.
Hungering Claws: Arm-blades on each gauntlet of his armor.
Hunters Plate: Armor crafted for Oberon, capable of withstanding blows while ensuring his speed and stealth are unrestricted.
In addition, Oberon is known to keep smaller melee implements - knives, hand axes, etc - on his person both on and off the battlefield.
History:
Like all other Primarchs, Oberon was stolen from the depths of the Imperial Palace, his genetor-pod hurtling through the Warp to crash upon Nuceria. Blanketed in eternal shadow, Nuceria was a death world, a maze of rusting hives and twisting jungle. Once her surface had held great coliseums, slave-warriors brutalizing one another for bloodthirsty crowds and cruel nobility. But in the fire and ash of the Long Night, the rule of man had ended. A dominion of beasts replaced it.
Such beasts were the first that found the quiet child in the guttering wreck of the genetor-pod, slinking creatures of fang and claw. They set upon the orphaned babe with wild hunger, but howls of carnage turned to howls of fear as the child ripped them into pieces, eventually fleeing into the night as the boy supped on them. In this world of predators and endless shadow Oberon grew, learning the ways of survival. He learned to hunt in total silence, to unleash all of his brutality in one explosive moment upon his prey. He made use of gifts both physical and personal as he grew; He discovered an ability to ‘hide’ his presence, enabling him to ghost right past watchful predators, or drop right onto his prey.
As time passed and his skills grew, he hungered for fiercer prey, no longer satisfied with even the inhuman abominations that bayed for blood. He began to stalk the concrete jungle for Man, for Raider-tribes and scavenger clans. Like a scythe to wheat he took to them, hunting them in the rust and mud of that shadowed world. ‘The Pale Demon Which Makes Trophies Of Men’, he became known, polished skulls and flayed bodies becoming feats of his bloody prowess.
Through years of survival had transformed himself into the ultimate predator, a whispered demon of tribal legend, a pale ghoul which crept through the night. The nomad clans would avoid his game-trails whenever they could, leaving tributes of meat and supplies in order to ward off his predations. In this time he taught himself to read and write, fashioning the name Oberon from some obscure text he salvaged. Amongst his salvaging he recovered Skull-Taker, an archeo-lance of unknown design. Collapsing into a rod, it was capable of piercing nearly any material, its point humming with a crackling energy.
Eventually, Nuceria was found by the fleets of the Great Crusade; A Legiones Astartes fleet, helmed by the Primarchs Morgan and Metillius. They sent explorer teams and Legionaries to explore the sunless, overgrown ruins of that death-world. Mere hours had passed before the lifesigns of the explorers went silent, as the Astartes relayed being picked off, one by one, by an unseeable force. As support began to arrive from orbit, the brothers witnessed the helm-feed of the last Legionary; It was with this kill that Oberon revealed himself, and the two Primarchs immediately recognized the third for what he was. Morgan began formulating and constructing a cage
Metillius deployed immediately and brazenly strode the wild jungle, yelling for his newfound brother to come and face him on even ground; Around him hung the remains of his sons, and aftermath of a feeding. Time ks a strange thing, on that shadowed world, but for a time Metillius stalked the coliseum ruins. A flash of white flesh from the air itself came suddenly, and the duel began. Oberon fought with the savage abandon of a wild predator, clawing and stabbing and biting; Metillius fought his kinsman as any Gladiator would a deadly beast. The fighting was fierce, the dust and dirt of a dead civilization wet with demigod blood. At the apex of the duel Metillius turned Skull-Taker against its master, and was - it is said - poised to to strike down the Pale Hunter. But Morgan arrived in a flash of lightning, bedecked in war-plate. He affixed a transponder to the wounded and dazed Oberon. Transporting him away into the containment Morgan had constructed.
They promptly delivered him to his sons.
He hunted across the Gloriana of the Third Legion for a fortnight, mutely refusing to communicate with them. Slaves, ship-crew, Astartes - He made prey of them all. Refusing to shame themselves and their father, the Dusk Raiders isolated the vessel.
Amit found him in the dank darkness of the deep ship, having tracked him for several days. He spoke with his father, hunted and killed with him, for a week more. At the end of that time Oberon met with his sons, and simply commanded them to survive on Nuceria for a year living as he did; Those that resisted or refused, he killed personally.
After that year, his Legion was reborn and rechristened the Pale Huntsmen. They became Hunters of the void and frontier, silently murdering alien and human alike. He taught them to become like him.
But Chondax has come. The time for blood is now, and the Call is getting louder and louder. He will test himself against his siblings, and determine who is strongest. He will reap a bounty of skulls and trophies, or die trying.
Legion
Name: Pale Huntsmen.
Number: III.
Primarch: Oberon.
Preferred Size: 80,000.
Appearance: Bone-white armor; They are festooned with trophies, kill markings and dried blood. Many will wear masks of human or Xenos bone upon their helms, or craft their own beast-visage.
Combat doctrine: Strategic Tendencies: Infiltration, Assassination, Asymmetric Warfare, Melee Combat, Reconnaissance, Vanguard Operations, Night-Fighting, Rapid Assault. (Though not explicitly known for it, siege-breaking as well, Astartes infiltrating to decapitate hostile VIPs/command personnel and to create weak points to allow the main force to break through)
Tactical Overview: Huntsmen are extraordinarily patient Astartes, and treat each battle as another hunt to win. After infiltrating, they may wait for weeks for the perfect time to strike, but when they do it is hard and fast, almost always in melee. They will pursue their quarry unrelentingly should they flee - And unless impossible, will likely herd the target into designated kill-zones; Replete with all manner of traps and awaiting ambushers. Furthermore, the Huntsmen are known to utilize specially trained auxilia - grouped in cells termed ‘Hunting Parties’ - as forward scouts and intelligence-collectors, and occasionally on Hunts.
Terror tactics do find use amongst the Huntsmen, but moreso incidentally than out of any intent to cause fear; The hanging, flayed corpses of your comrades - and a 2-ton howling berserker bursting from the shadows as you are looking above - tends to inspire fear.
The Calling: A genecurse which inhabits every Hunter of the Eleventh; The Calling is the descent into an animalistic, atavistic mindset - Those who succumb to the Call begin to lose nearly all of their higher faculties, becoming little more than highly-intelligent, predatory animals.
Legion Organisation and Structure: Huntsmen are organized into a variety of adhoc units, detailed below.Great Clan: Anywhere from 5000-10000 Astartes. Sector-grade organization. Led by an ‘Elder’.
Clan: Roughly 1000 Astartes, usually spread out over a theater conducting Hunts and performing special tasks (infiltration and murder) for local high command. Commanded by a ‘Blooded Huntmaster’.
Warpack: An adhoc collection of several packs, led by a ‘Huntmaster’
Pack: Squad-level organization, 4 legionaries and 1 officer (Talon).
Culturally the Huntsmen are incredibly insular. Packs are incredibly close knit, even for Astartes, and are loathe of outsiders. With body language and vocalizations like animals, Huntsmen cast a feral image. The polished skulls and spines on their belts only add to the monstrous image their mutations grant.
Legion Command Hierarchy:
Oberon
^
Elders
^
Blooded Huntmaster
^
Huntmaster
^
Talon
^
Blooded Hunter
Specialists:
Destroyers: Terminator-clad heavy assault and devastation troops, utilized against hard targets. The majority of the Dreadnoughts of the III serve within the Destroyers.
Shadow Walkers: Huntsmen who possess psychic capabilities.
Night Hounds: The infiltration and assassination specialists of the Third.
The Lost: Those who permanently become lost in the Call, given over to predatory instinct and kill-need. They are armed with chainfists and powerclaws, and many of those that implant the Nails find their way into the Lost.
Legion Wargear:
Vehicles: Low number of super heavy vehicles and ‘standard’ troop carriers. High number of drop pods, speed-bikes and air transport however. Jump packs abound.
Astartes: Wrist-Blades, Thunder-Lances, Stealth Technology, Hunter’s Plate (Not standard issue, but allows for the wearer to retain the agility and stealth of Scout armor while still bearing the protective capability of standard plate), Power-Daggers, Teleportation Transponders, Ursus Claws, Dreadclaw Drop-pods. While not widespread, some Legionaries do utilize the Butchers Nails, recovered during their rebirth and utilized to provide more killing ferocity and power - and to render them all but immune to possible interrogation - on the hunt.
History:
As with all Legions the Eleventh originated on Terra, a cruel weapon made to conquer a cruel world. Drawn from the savage Xeric tribesmen and craven criminals of the subterranean warrens, they were christened as the Dusk Raiders. Infiltration, reconnaissance and assassination were their remit; Legionaries would strike as the sun fell, butchering those they find in silent frenzy before fading away in that same silence. Other Astartes, those with more furor in their veins, would simply rush into melee en-masse, a howling horde of destruction and death. Loosed upon those who thought themselves hidden from the Throne in great bastions, they would slip through cracks or simply batter the walls down in bloodthirsty furor.
When Oberon arrived he found them wanting. Bringing them to Nuceria, he forced his legionaries to survive that brutal womb; many died, but those that survived were reforged into exactly what Oberon desired. Silent, efficient hunters; closely bonded to their packmates, capable of lying in wait for hours, or tracking the most elusive prey, or evading the deadliest predator. Since that time the Eleventh have deployed either directly with Oberon - Searching for and hunting new prey - or have floated between those campaigns with the thickest combat, and therefore the best trophies.
by Theyra » Sat Apr 08, 2023 4:18 pm
Primarch
Name: Vin Tallow
Appearance:
Legion: White Wardens
Archetype: Reluctant Soldier, Exploror
Personality: Calm, Reserved, Friendly, Patient, Distant, and Protective
Abilities: N/A
Equipment: Bane of the Beast - a Power Maul found by Vin in one of the many ruins of Zesichi
Remorse - Custom made plasma pistol that Vin made some time after joining his legion
Artificer Power Armour - power armor that was given as a gift to Vin by the Emperor
History: Vin was lucky to have been found before the cold elements of his new homeworld claimed him. For his pod landed on the ice world of Zesichi inside of one of the old ruins that dot the surface. An expedition team, by chance spotted his pod land in a nearby ruin, came to investigate, and found him. The team was not sure of what to make with his sudden appearance of a newborn baby but decided on taking the infant back to their underground home. For the people of Zesichi live underground after an unknown catastrophe caused the once lush planet to become a frozen wasteland. Forcing the survivors underground and would soon split into several nations that controlled the parts of the massive caverns that lie under the surface.
Vin was taken back to the Kingdom of Enor, where he became the topic of many citizens of the kingdom before being adopted by a notable noble family. Growing up, Vin was given a noble education and surprised his family and tutors by the pace that he was learning. That and the rate he was growing and while most were taken back by Vin's growing mind and body. Some would come to see Vin's gifts as a sign that he was a freak. Something, not human due to an old Zesichian legend about a monster that hid among humans before revealing itself and killing many before being hunted down. The Beast of Zorsia, they called him but, Vin would mainly ignore this and focus on his education. Though he would grow to hate the name and, at one point, beat up one of the few that kept calling him that.
When Vin became of age, he had many options in front of him. But for him, rather than joining the army or become involved in politics. Vin chose to join the kingdom's expeditions group, one of many groups created to explore and salvage the surface ruins for any advanced tech, lost knowledge, or anything of use. Something that appealed to Vin, and for a few years, Vin would explore the surface, studying what ruins they could find and sometimes made some discoveries and find some advanced tech. It was during one of these expeditions when a sudden blizzard surprised them and forced them to stay in place. For hours Vin and his team weathered the cold, and when the blizzard finally lifted did they return to Enor.
But, to their dismay, things had changed for the worse for the kingdom. While they were gone, the neighboring Kingdom of Verio launched a devastating surprise attack on Enor. Using spies to plant bombs at strategic locations and detonating them when the invasion started and causing confusion among the people. Enor's forces were overwhelmed, and the kingdom would fall. The royal family was killed, along with most of Vin's family. Angered by his loss of family and kingdom. Vin would make plans to avenge his family and liberate his kingdom from the Verio. For years he planned, gathered allies, and waited for the opportunity to strike. This came when the Verio king died suddenly, and his children fought with each other over who would rule. Causing a civil war that provided the ideal chance to retake his home. Starting a rebellion that would liberate Enor after a year of war. When it came to selecting a new king to lead Enor, the people knew exactly who would be more than capable of leading them, and Vin was crowned King of Enor.
Vin's first actions as king were to rebuild the kingdom and the military. Once that was done, Vin launched a war against the Verio, with Zeno personally taking apart in the fighting. After three years, the Kingdom of Verio was conquered and made apart of Enor. From there, Vin thought he would be content. His family was avenged, his home librated, and his former enemy Verio conquered and no longer a threat. But, this was not enough for Vin. After seeing the divided nature of Zesichi and wanting true peace. Vin resolved to unite Zesichi under his banner. Using diplomacy and war to add each nation to his own before finally after the fall of the Onsa Republic, was Zesichi united. Vin made himself Sovereign of Zesichi after an old Zesichian title, and Vin found himself not content once again. For he wanted to expand his people's reach to the stars, a feat they once had in the past. Vin created several outposts on the surface and, after finding the information needed to build a ship from an old datapad. Did the Zesichians launch their first spaceship into space and later ships to explore the solar system.
It was during one of these explorations near the edge of the system that Zesichian detected foreign ships in the system. Vin, at first, was cautious with these new arrivals, choosing to meet on one of the Zesichian spaceports, and what he discovered he could have never guessed. It was the Emperor of Mankind, and that he was here to find Vin, for he was his son. Vin asked what the Emperor wanted, and he only asked that the Zesichians join the Imperium and that Vin join him at his side. At first, Vin did not know what to do, but after seeing the might of the Imperium and how futile it would be to resist and waste the lives of his people. Vin agreed to the Emperor's terms, and Vin left Zesichi with the Emperor to join his Legion.
When Vin met with his legion and brought them to Zesichi in order to integrate them with his people, learn their ways and foster a better connection to the people of Zesichi and to him. Renaming them from their original name, the Consuls Imperius, to the White Wardens. Then going on several campaigns with his legion and added more worlds to the Imperium for the Great Crusade. Now ready to aid the Imperium during this troubled time
Legion
Name:White Wardens
Number: IV(What number spot is open)
Primarch: Vin Tallow
Preferred Size: 135,000
Appearance: White Wardens
Combat doctrine: Close-Quarters Combat, Siege Breaking, Infiltration and Sabotage
Legion Organisation and Structure:Order - 13,500 Marines, and there are ten of them
Sect - 1350 Marines, and there are ten of them
Company - 135 Marines and ten of them
Squad - 9 marines
Legion Command Hierarchy:
Primarch
Legion Sovereign - Second in Command of the Legion
Order Commander - Astartes in command of an Order
Sect Leader - Astartes in charge of a Sect
Sentinel - In charge of a company
Lieutenant
Sergeant
Corporal
Legionnaire - Fresh Recruit
Legion Wargear: More close-quarters weapons than normal, more stealth-oriented equipment and vehicles than normal.
History: The White Wardens first started as the Consuls Imperius, a Terra born legion that excelled at siege breaking. But, under Vim, he from his own experience, he taught them how to fight in close quarters, infiltration, and sabotage. The legion on gone on several campaigns to test their worth and skills to the Imperium during the Great Crusade. Only when they were reunited with their Primarch did their start to really show their worth. After taking the time to connect to Vin's people and bolster their number with Zesichian recruits. Did the now named White Wardens to start the campaign against the Ork Kingdom of Feros 5. It was the first real test of the legion with their Primarch. With Vin leading the charge, the 4th engaged the orks, and after causing disarray with the orks ranks by how the Wardens infiltrated their lines and caused chaos. Always sabotaging critical war resources, leaving the orks without their heavy munitions and more, and soon Feros 5 was cleared of orks. Liberating the human population of the planet and made Vin proud of his legion. Something that the 4th was grateful for and would go on more campaigns and have similar success.
Though Vin would have to hold back his legion at times due to the fact that the 4th was used to conquering rather than peacefully absorbing human nations. Something Vin had to make it very clear was that war was a last resort rather than the first when dealing with other human groups. Something that some of his legion did not like but could not go against their Primarch as Vin had made some example of those that chose to disobey his orders. So the legion learned to hold back their aggression and only let it out when it was allowed. Something that Vin was glad to see happen, and he and the legion would go on more campaigns together. Now Vin and the Wardens stand ready to serve more missions for the Imperium during this troubled time.
by Wochaystein » Sun Apr 09, 2023 2:08 pm
Character
Name: Engelbert Heinrich
Age: 44
Appearance: A tall and willowy, pasty skinned man with dark yellow eyes, a square jaw and a large nose. He has fine, black hair dyed with rainbow colours, has a medium-length goatee that is two shades lighter than his hair, has a small scab on his face, and he has piercings in six places. He is usually seen carrying his pict-captor
Homeworld: Ustaynga
Status: Remembrancer
Abilities:
- He has perfect memory and can remember absolutely everything he sees, hears, or experiences.
- He also possesses minor telekinetic abilities that he can use to move small objects with his mind, usually things within arm's reach.
- He has a photographic memory which lets him store all information in his mind so that it is easily accessible at any time.
Personality: Wacky, Optimistic, Incompetent and Disinterested in new ideas
Equipment: An archaeotech pict-captor and sketch tools
History: Engelbert is a remembrancer from Ustaynga, an extremely religious and highly traditional world. He got involved in the Great Crusade after getting scouted by one of his planet's officials (who is an underground priest of the planet's now-proscribed religion) who saw his minor telekinetic abilities as a gift from their pantheon's god of destiny—a facet of the Emperor. Engelbert has been assigned to various legions over time and usually ends up with whatever legion that needs remembrancers at the moment, though he prefers being assigned to Emperor's Eagles forces since they are less "crazy" than other primarchs' forces. While serving with the Steel Men under Atlas during the Pacification of Chorion campaign, he developed a rivalry with Astartes Librarian Kratos Aren, who he believed was a charlatan since he believed the space marine's psychic abilities were nowhere near as advanced as claimed it would be.
by Krugmar » Sun Apr 09, 2023 2:51 pm
Wochaystein wrote:Question: Is XIV open for a primarch/legion app? Considering posting for it if yes. If not, here's my character application (provisional):
by Wochaystein » Sun Apr 09, 2023 2:57 pm
Krugmar wrote:Wochaystein wrote:Question: Is XIV open for a primarch/legion app? Considering posting for it if yes. If not, here's my character application (provisional):
All legion and primarch slots are filled. You are free to apply for marines within the legions.
On the character, Remembrancers are fairly new, only really being introduced around Ullanor I believe, so it's unlikely he'd have served in several, or at least previously been in the Steel Men. The Steel Men also don't have an active Libarius by the time of the Remembrancers, and I'd have assumed Engelbert would keep his pysker abilities on the down low?
Character
Name: Engelbert Heinrich
Age: 22
Appearance: A tall and willowy, pasty skinned man with dark yellow eyes, a square jaw and a large nose. He has fine, black hair dyed with rainbow colours, has a medium-length goatee that is two shades lighter than his hair, has a small scab on his face, and he has piercings in six places. He is usually seen carrying his pict-captor
Homeworld: Ustaynga
Status: Remembrancer
Abilities:
- He has perfect memory and can remember absolutely everything he sees, hears, or experiences.
- He also possesses minor telekinetic abilities that he can use to move small objects with his mind, usually things within arm's reach.
- He has a photographic memory which lets him store all information in his mind so that it is easily accessible at any time.
Personality: Wacky, Optimistic, sees himself as incompetent and disinterested in new ideas
Equipment: An archaeotech pict-captor and sketch tools
History: Engelbert is a remembrancer from Ustaynga, an extremely religious and highly traditional world. He got involved in the Great Crusade after getting scouted by one of his planet's officials (who is an underground priest of the planet's now-proscribed religion) who saw his minor telekinetic abilities as a gift from their pantheon's god of destiny—a facet of the Emperor. Engelbert has been assigned to the Emperor's Eagles legion. He was let in to a group of remembrancers who are particularly interested in the Astartes, and Engelbert has made a name for himself as one of their more competent members.
He usually spends his free time writing poetry and reading inspirational historical texts like The Book of Destiny or On the Warrior's Path. Sometimes, he might leave his comrades to visit museums on planets that have been recently explored by Imperial forces—which is almost always given how vast the Imperium is—and take pictures with his archaeotech pict-captor.
by Wysten » Sun May 14, 2023 10:17 pm
Character
Name: Roland
Age: 200
Appearance:
Homeworld: Maltya
Status: Chapter-General Roland
Abilities: None
Personality: Roland is stern, serious, and stubborn. A living manifestation of a rock dug into the ground that cannot be moved once it has made up its mind.
Equipment:1x Power Hammer “Unspoken Deeds”, 1x Cataphractii Pattern Terminator Armor
History: Roland was merely a young man when his gene-father landed Melchoir landed on his home world and Order. Like most other people of the lower ranks of Maltyan society, Melchoir was seen as an angel sent by the Gods to unite or destroy the planet. Joining the primarch’s army, Roland followed his future gene-father into battle across the globe. When the Emperor eventually arrived, he was raised to Astartes along with other members of the Order.
However, despite being told by the Emperor that He is not a God, Roland still stuck to the belief that the Emperor is one and this the Primarchs are his angels. He was sent to rid the galaxy of the Alien and the Heretic. While this was an outspoken belief among those close to the Primarch, eyes were still drawn toward the Legion. Fearing that mass worship of the Emperor would get out and doom not only the poor fools who believed but whatever planets they conquered, Roland volunteered to act as a scapegoat for the Legion. Taking with him some 2,000 of his brothers, the Chapter-General went on what amounted to exile as he led his own Expeditionary Fleet to the Galactic South East to conquer and secretly spread the word of the Emperor. However, Roland and his followers seem to be the only thing standing between civilization and the ravening hordes of the Iron Circle.
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