It's also kind of hard to seperate the geneseed from the primarchs. After all the reason we know these chapters the way they are now is because of those primarchs so it's hard to seperate the geneseed from the primarchs and still make sure they're recognizably *that* legion. I enjoy the way you're doing it though @Dream Logic where the choices of chapter leadership are made pretty explicity to be much more important than just the geneseed.
[X]Plan: The Myrmidons.
-[X] Waaagh and Prejudice (Orks, Khorne): Bronze Midir has been blessed with skill and hubris in equal measure. The iconoclast is not content with his own god's displeasure. Instead he seeks to challenge the Twin Gods for the souls of their children. He has made a throne from the corpses of eight Warbosses and raises the banner of eternal war. To him rally Stormboyz, Freebootaz, Gretchin and every Greenskin that values strength above all else. For now the disfavored gathers his strength but soon the Red Waaagh will march for Armageddon. At his command they build a tremendous fleet, better to burn them in port then face them it in battle. (This Crisis will progress in one turn)
-[X] Alpha Legion: Buried beneath their father's egomaniacal plans lies a deep well of competence. The Alpha Legion is known for their skill at subterfuge but perhaps their most remarkable ability is in coordination. They would have been masters of combined arms, if only they had bothered to try. Too blinded by imagined glory, and too insecure to see their own potential. Set them right.
[X] Plan: Pride in Prejudice
-[X] Waaagh and Prejudice (Orks, Khorne): Bronze Midir has been blessed with skill and hubris in equal measure. The iconoclast is not content with his own god's displeasure. Instead he seeks to challenge the Twin Gods for the souls of their children. He has made a throne from the corpses of eight Warbosses and raises the banner of eternal war. To him rally Stormboyz, Freebootaz, Gretchin and every Greenskin that values strength above all else. For now the disfavored gathers his strength but soon the Red Waaagh will march for Armageddon. At his command they build a tremendous fleet, better to burn them in port then face them it in battle. (This Crisis will progress in one turn)
-[X] Emperor's Children: Fulgrim's children deserved better. Few in number so they learned to excel in all things instead. So it was and so it will be again. This stock demands greatness and brings all it's attendant tragedies. Yet they will never be lesser for it.
[X] Plan Social Engineering Arms Race
-[X] Of Fate and the Forgotten (Tzeentch, Imperium): 'Outis the Journeyman' seeks The Thousand Sons in the hopes that sharing sorcerous knowledge might break Tzeentch's hold. Meanwhile the Alpha Legion has been spotted across the Segmentum Pacificus laying the groundwork for...something. The Dark Angels have promised to investigate these things. Best to assist them and try to disrupt whatever plans have been laid.
-[X] Word Bearers: The most patient legion, preferring pointed words to swords and bolter. Without the pressures of the Great Crusade you will be able to take better advantage of their strengths. The same hands that build wonders can bring ruin to any foe. Give them purpose and they will work miracles.
[X] Plan: Until they see the glow of our barrels.
-[X] Waaagh and Prejudice (Orks, Khorne): Bronze Midir has been blessed with skill and hubris in equal measure. The iconoclast is not content with his own god's displeasure. Instead he seeks to challenge the Twin Gods for the souls of their children. He has made a throne from the corpses of eight Warbosses and raises the banner of eternal war. To him rally Stormboyz, Freebootaz, Gretchin and every Greenskin that values strength above all else. For now the disfavored gathers his strength but soon the Red Waaagh will march for Armageddon. At his command they build a tremendous fleet, better to burn them in port then face them it in battle. (This Crisis will progress in one turn)
-[X] World Eaters: Before Angron, before the rage and slaughter the War Hounds had been a different breed. Once, they were used an iron fist. A premier mechanized fighting force left to degenerate for lack of supplies. They will always be great warriors, it will be your choices that make them something more.
[X] Plan Big Brain? Meet BIGGER BRAIN!
-[X] Of Fate and the Forgotten (Tzeentch, Imperium): 'Outis the Journeyman' seeks The Thousand Sons in the hopes that sharing sorcerous knowledge might break Tzeentch's hold. Meanwhile the Alpha Legion has been spotted across the Segmentum Pacificus laying the groundwork for...something. The Dark Angels have promised to investigate these things. Best to assist them and try to disrupt whatever plans have been laid.
-[X] Iron Warriors: Traditionally they were used in meatgrinder sieges and garrison units behind the lines. However this usage ignores the unique strengths this geneline brings to bear. Most notably the gene seed is stable and plentiful alongside with a knack for creative problem solving.
[X] Plan: Emperor Reapers.
-[X] Waaagh and Prejudice (Orks, Khorne): Bronze Midir has been blessed with skill and hubris in equal measure. The iconoclast is not content with his own god's displeasure. Instead he seeks to challenge the Twin Gods for the souls of their children. He has made a throne from the corpses of eight Warbosses and raises the banner of eternal war. To him rally Stormboyz, Freebootaz, Gretchin and every Greenskin that values strength above all else. For now the disfavored gathers his strength but soon the Red Waaagh will march for Armageddon. At his command they build a tremendous fleet, better to burn them in port then face them it in battle.
-[X] Death Guard: Though few in number it seems that any psykers born of this gene seed will be particularly powerful to compensate. Otherwise the Death Guard were almost painfully reliable. Favoring straightforward tactics where they could leverage their superior durability and discipline. The path stretches into eternity, but they will endure all the same.
[X] Plan Magic must fight magic
-[X] Of Fate and the Forgotten (Tzeentch, Imperium): 'Outis the Journeyman' seeks The Thousand Sons in the hopes that sharing sorcerous knowledge might break Tzeentch's hold. Meanwhile the Alpha Legion has been spotted across the Segmentum Pacificus laying the groundwork for...something. The Dark Angels have promised to investigate these things. Best to assist them and try to disrupt whatever plans have been laid.
-[X] Thousand Sons: The awakening of their psykers blunted the growth of this legion. Not merely in number but in their other skills. This gene seed is remarkably adaptable. Shorn from Magnus's grasp what remains is almost a blank slate. Some intellectual tendencies, higher then average rate of marginally weaker psykers, some preternatural perceptiveness, but a relatively unspecialized breed all told.
Don't worry Dream Logic, you can hardly read other people minds. Also good point, I myself dislike the idea that somehow geneseed "rewrites" people to be mini-Primarchs, when the Chapter culture clearly shapes the person more than any implant influence. Geneseed have natural affinity to certain things, and can make you better at those things.
But ultimately, nothing prevents White Scars succesors from being good at building fortifications and be bad at bike riding or Spac Marine with Leman geneseed from disliking wolves. Death Guard geneseed will most likely make you tougher than other Marines but it doesn't mean you will be perfect, little Mortarion.
Also, yeah, it would just have to be incredible boring for you to write "just Ultramarines" or "just Emperor's Children".
It's probably talk from other Chapter creations quests, where people concentrate on geneseed itself rather how to shape the Chapter itself, that influenced me when I wrote that. Very sorry for that.
I hope it didn't come off as too confrontational there.
I really do like that people can spot what legion lines up the most easily (which I completely missed in this case). Unfortunately I'm also a bit too paranoid about things being 'boring'.
Genuinely going to be fun to draw up Lunar Wolves. Going to be renovating some planets as well. Want to make sure they're all at least worth a look for you guys.
Regardless. Going to start up the update tonight. Will likely have it done in a day or two, depending on how sane I am after the Limbus Company update tomorrow.
For why it is a relic. Relics are as much defined by history and perception as they are their actual merits as wargear.
As for why the Ultramarines would keep it in their vaults. It is quite literally the weapon that ended Hive Fleet Behemoth as a threat and saved their homeworld. Keeping it is also seen as a way to honor the World Serpents and their sacrifice. As such they're loathe to use it unless the threat is equal to the one that created said relic. Anything less would be some cross between sacrilege and grave robbing.
For why it is a relic. Relics are as much defined by history and perception as they are their actual merits as wargear.
As for why the Ultramarines would keep it in their vaults. It is quite literally the weapon that ended Hive Fleet Behemoth as a threat and saved their homeworld. Keeping it is also seen as a way to honor the World Serpents and their sacrifice. As such they're loathe to use it unless the threat is equal to the one that created said relic.
[X] Waaagh and Prejudice (Orks, Khorne): Bronze Midir has been blessed with skill and hubris in equal measure. The iconoclast is not content with his own god's displeasure. Instead he seeks to challenge the Twin Gods for the souls of their children. He has made a throne from the corpses of eight Warbosses and raises the banner of eternal war. To him rally Stormboyz, Freebootaz, Gretchin and every Greenskin that values strength above all else. For now the disfavored gathers his strength but soon the Red Waaagh will march for Armageddon. At his command they build a tremendous fleet, better to burn them in port then face them it in battle. (This Crisis will progress in one turn)
[X] Sons of Horus: This gene seed calls out for red battle, to face the foe and make itself pure once more. They will make fine pathfinders and vanguards for mankind's armies. Let them rally their brothers and mend what bonds have been broken. Has the time for redemption finally come?
The rats are impotent.
The Storm Lord is silent.
The Lion should be equal to his task.
Ominous binaric transmissions can be handled through the proper channels.
You cannot effectively marshal the Orks, not yet. Not while the Twin's God gaze remains unfocused.
Thus you will see to the death of Khorne's disfavored. Perhaps the Blood God might even be grateful enough to answer a long held question of yours. Amongst the Four why are his champions so hostile to their god? Angron, Kharne, Skarbrand, Mirdir! The list goes on. Though if all goes well it will be one entry shorter. Speaking of...
For their part Midir is a truly formidable foe. His skill in combat touches upon the sublime, and his raw strength is a rival for the primarchs. However it is a singular strength. Like so many of Khorne's foremost Midir has little care for anything beyond direct combat or the means to spill blood.
While his Waaagh is large and motivated it is deeply unorganized. Each tribe and crew largely keeps to themselves rather then mingle with their peers. Without the usual degree of violent replenishment his forces have somewhat waned. Their efforts foremost focused upon a creation and shepherding of the various Kruizers, Roks, and Space Hulks necessary for their journey.
Given these factors there are a variety of approaches that might be taken. A shadow war would destabilize his empire but lacks obvious targets and would be contested by Orkish Kommandoes on favorable terrain. A void war might split his forces...or merely martial their strength to one location. Meanwhile conventional war would face a large but disorganized resistance. Killing Midir would end the threat, but requires slaying one of Khorne's most favored, and risking The Blood God's intervention.
There are many solutions to the problem but there are no easy ones...
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Who shall lead the Chapter?
[] Champion Chi Tu, The Stalwart: Originally he had been contented. He was granted respect, battle and a place of honor within the legion. It had blinded him. While serving amongst the White Scars he ignored the works of his brothers. He thought their words born of mere discontent rather then treachery. It was only when they declared rebellion that he understood how far they had fallen. Then he slew the brothers three in battle, and vowed to shun glory forevermore. (Gain Trait: The Weight of Duty)
[] Captain Apollyon, The Messenger: Once known as 'Little Abaddon' this one had risen far and fast by imitating the First Captain. Unfortunately the Despoiler cared not for his reflection. Apollyon was exiled to the scouting companies and swiftly forgotten by those in power. Humbled yet resentful, he came into his own. When Abaddon offered him a place by his side, Apollyon lacked the words to respond. As such he contented himself with unleashing a campaign of sabotage and murder upon his traitorous kin. (Gain Trait: Silent Heralds)
[] Herostratus, The Anti-Theist: Let it be known that even the most ardent supporters of the Imperial Truth thought that this one was unbearable. With many of his brothers disappointed when he remained loyal. Alas, he was fanatically dedicated to the Emperor's vision. His absolute contempt proved shield and sword against warp craft and sorcery both. Though there is one irregularity in his service record, The Lord Sigilite pre emotively banned him from setting foot upon the world of Artemisia....though no reason was ever given. (Gain Trait: Iconoclast's Creed)
[] All of them: Yes, the Mournival ultimately failed, and the Warrior Lodges were always dens of corruption. However they existed in response to real issues within the culture of the legions. Issues that the chapter structure has alleviated but not solved. Instead of authority flowing from the center, it might be constructed from the bottom up. With leadership chosen by the needs of the moment and the consent of their brothers. The Lunar Wolves would be particularly suited to such an experiment. (Gain Trait: Brotherhood of Equals)
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Where will they be stationed?
[] Fleet Based: The Chapter will have all their facilities held within their Chapter Fleet. Rather then limit themselves to one world they will be granted authority to recruit from any unclaimed world they come across. Such measures provide great freedom, if little direction for a new Chapter. (Planetary Decision: Ex Nihilo)
[] Crusade Fleet: This marine will shun a homeworld so that they can wage war unfettered across the stars. They will be granted an expanded Chapter Fleet and will be granted certain other privileges deemed necessary for their role. Even so, such conditions serve as crucibles. They will earn victory over their foes or they will face extinction. (Planetary Decision: Crusade Vows)
[] The Caledonian Fleet: The world of Alantea was one of the first found during the Great Crusade. It's daughters have long distinguished themselves as admirals, diplomats, arms men and champions at the forefront of The Great Crusade. With the pace of Imperial expansion slowed the clan matriarchs now look elsewhere to find glory for their children. Fresh from the breaking of Waagh Teeftakeh they are eager to face stronger foes. Thus they have offered us this bargain. They will tithe their fleet and most promising children, but in exchange the astartes will not touch the soil of their homeworld. (Planetary Decision: Of Artemis and Orion)
[] Ikara-Hete: In the time before history this world had been a paradise. Now it is mere wasteland, haunted by a war no living being can recall. The Ikarans are in eternal contest with each other, Ork tribes, and the hollow things that arise from beneath the earth. Amongst all kinds they most beware those with red eyes. The ones lost to hatred and glory. They are champions, blessed and cursed with martial brilliance. Such that it threatens to overwhelm every other aspect of the self. This planet breeds a fierce and willfull people. It would allow nothing else to survive it's trials. (Planetary Decision: The Red Eye Disease)
[] Rekk Verr: This world is a near endless flatland broken only by a ruinous mountain. It lacks almost any standing water, instead recycling what little there is in into a planetwide storm system or forming brief oases. Thus the people of this world are constantly on the move. Forming migrant caravans with horse and vehicle both. When two or more meet they engage in the rite that gives the planet it's name. A running battle across countless miles. Fueled with blood and pride. Won with swiftness and iron. They call it, The Road War. (Planetary Decision: Sacred Engines)
[] Gemini-4: A set of colonized asteroid-shipyards in the model of Sol's Jovian Moons. Lacking the same level of infrastructure the people of this station instead specialize in cannibalizing hulls and technologies. As such they are known to create recombinant hulls in the vein of space hulks and have developed the Velite type Terminator armor which sacrifices protection for speed and replicability. They are a capable and pragmatic people, if somewhat unorthodox in their thinking. (Planetary Decision: Limited Resources)
[] Tenebris Silva: This planet is an artificial death worlds. The planet is host to a variety of invasive species from feral orks to giant grox, Venusian man eaters, Nyxian night terrors and the odd Catachan barking toad. Originally the planet was meant to serve as a training ground but casualty rates proved too dire for that to be practical. It has since been colonized with repentant criminals. While soldiers drawn from this population are more then capable there is some disagreements on what traits to select for within the population. The most common split being whether to focus upon raw skill or try to engender specific mental states. (Planetary Decision: Forging the Crucible)
[] Vennia: An ocean world populated with sailors, nobles, and upjumped merchantmen. The nobles of this world believe strongly in a form of public honor. A game of innuendo and wit in which missteps are harshly punished. Challenges for honor or position often result in ritual duels with blade and pistol. Meanwhile upon the seas and slums the poor fight simply to survive. Such an environment means they often hold debates at dawn, duels at noon, draw pistols at dusk, and wield daggers in the dark. An unconventional choice for astartes, but they will get results all the same. (Planetary Decision: Honor For All)
[] Ithician: An island world caught in a long and distant orbit from it's star of Penelope. The people of this world suffer under an endless battery of storms above, predations of sea monsters below and a dozen warring city states besides. The people of this world are a clever if superstitious lot with much stock being placed in prophecy and divination. They are dedicated to the study of all things, such that they might learn direct fate itself. (Planetary Decision: Diviner's Intervention)
[] Aidan: A land of harsh mountains, gentle valleys and man eating sheep. The soldiers of Aidan are known for their discipline and boldness upon the field. Amongst the Astra Militarum they are the foremost experts in orbit to ground operations and shock assaults upon fortified positions. It is often said that by the time the astartes are finished with their pre batttle rituals, that the Red Dragons will have have won the war, secured the peace, and trained a replacement. An exaggeration, but only just. (Planetary Decision: Raising Dragons)
[] Durga: A world of cold deserts and buried hopes. The people of this world were promised paradise once. Though the Seventeenth was recalled before they could make good on their word. In their ignorance the people of Durga believed themselves to blame for their abandonment. For generations they have labored for redemption, to expunge what was base from themselves. They would be honored for their foremost sons to become angels. If granted their paradise, they would take to the stars with unmatched zeal. (Planetary Decision: A Place for the Faithful)
[] Jundyr: A rather novel death world. Whereas most are defined by a multipolar assortment of flora, fauna and environmental factors, this one has dragons. There are a variety of other beasts too of course, but nothing near so incredible. Within the jungles they are avoided, but upon the mountains? They are hunted. With ingenuity and teamwork teams of hunters perform feats that the one cannot. This is a people defined by adaptability and trust more then the stereotypical hyper competence. (Planetary Decision: The Sky Tyrants)
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Accidentally deleted this entire thing when I was almost finished.
Renovated/retconned the majority of the old planets (looking at you Gemini-4!). The two new ones are very fun by the way. One is straight up Mad Max but Ikara holds some secrets of it's own.
Each of your three CM candidates favor a somewhat different focus on waging the war, with the wildcard option fully depending on what you take in the next phase. Speaking of! That one will be very defined by the homeworld and what is taken during the next phase, but you can safely assume that it will be mostly reasonable(TM).
[]Plan: Trailblazers
-[] Captain Apollyon, The Messenger: Once known as 'Little Abaddon' this one had risen far and fast by imitating the First Captain. Unfortunately the Despoiler cared not for his reflection. Apollyon was exiled to the scouting companies and swiftly forgotten by those in power. Humbled yet resentful, he came into his own. When Abaddon offered him a place by his side, Apollyon lacked the words to respond. As such he contented himself with unleashing a campaign of sabotage and murder upon his traitorous kin. (Gain Trait: Silent Heralds)
-[] Jundyr: A rather novel death world. Whereas most are defined by a multipolar assortment of flora, fauna and environmental factors, this one has dragons. There are a variety of other beasts too of course, but nothing near so incredible. Within the jungles they are avoided, but upon the mountains? They are hunted. With ingenuity and teamwork teams of hunters perform feats that the one cannot. This is a people defined by adaptability and trust more then the stereotypical hyper competence. (Planetary Decision: The Sky Tyrants)
We want them to be a vanguard and assassination force right? I think the best way to facilitate that is to make sure that they aren't glory focused which is what captain Apollyon reflects, and supremely adaptable which is what Jundyr will help enhance. Also it's probably best if these teams have good teamwork which Jundyr will also help in.
What theme are you referring to? Hunters and vanguards? In the writeup it says that they are known for teams of hunters and adaptability. Also we already did a Salamanders chapter so we already used the most fitting chapter for this world.
[] Plan: FRIENDSHIP
-[] All of them: Yes, the Mournival ultimately failed, and the Warrior Lodges were always dens of corruption. However they existed in response to real issues within the culture of the legions. Issues that the chapter structure has alleviated but not solved. Instead of authority flowing from the center, it might be constructed from the bottom up. With leadership chosen by the needs of the moment and the consent of their brothers. The Lunar Wolves would be particularly suited to such an experiment. (Gain Trait: Brotherhood of Equals)
-[] Jundyr: A rather novel death world. Whereas most are defined by a multipolar assortment of flora, fauna and environmental factors, this one has dragons. There are a variety of other beasts too of course, but nothing near so incredible. Within the jungles they are avoided, but upon the mountains? They are hunted. With ingenuity and teamwork teams of hunters perform feats that the one cannot. This is a people defined by adaptability and trust more then the stereotypical hyper competence. (Planetary Decision: The Sky Tyrants)
[] Plan: Call On The Wolves
-[] Champion Chi Tu, The Stalwart: Originally he had been contented. He was granted respect, battle and a place of honor within the legion. It had blinded him. While serving amongst the White Scars he ignored the works of his brothers. He thought their words born of mere discontent rather then treachery. It was only when they declared rebellion that he understood how far they had fallen. Then he slew the brothers three in battle, and vowed to shun glory forevermore. (Gain Trait: The Weight of Duty)
-[] Aidan: A land of harsh mountains, gentle valleys and man eating sheep. The soldiers of Aidan are known for their discipline and boldness upon the field. Amongst the Astra Militarum they are the foremost experts in orbit to ground operations and shock assaults upon fortified positions. It is often said that by the time the astartes are finished with their pre batttle rituals, that the Red Dragons will have have won the war, secured the peace, and trained a replacement. An exaggeration, but only just. (Planetary Decision: Raising Dragons)
[]Plan Hunters of the Imperium
-[] All of them: Yes, the Mournival ultimately failed, and the Warrior Lodges were always dens of corruption. However they existed in response to real issues within the culture of the legions. Issues that the chapter structure has alleviated but not solved. Instead of authority flowing from the center, it might be constructed from the bottom up. With leadership chosen by the needs of the moment and the consent of their brothers. The Lunar Wolves would be particularly suited to such an experiment. (Gain Trait: Brotherhood of Equals)
-[] The Caledonian Fleet: The world of Alantea was one of the first found during the Great Crusade. It's daughters have long distinguished themselves as admirals, diplomats, arms men and champions at the forefront of The Great Crusade. With the pace of Imperial expansion slowed the clan matriarchs now look elsewhere to find glory for their children. Fresh from the breaking of Waagh Teeftakeh they are eager to face stronger foes. Thus they have offered us this bargain. They will tithe their fleet and most promising children, but in exchange the astartes will not touch the soil of their homeworld. (Planetary Decision: Of Artemis and Orion)
Fully going with the hunting theme, while building on the Luna Wolves famed charisma and brotherhood.
[] Plan: For the Might of Righteousness
-[] Captain Apollyon, The Messenger: Once known as 'Little Abaddon' this one had risen far and fast by imitating the First Captain. Unfortunately the Despoiler cared not for his reflection. Apollyon was exiled to the scouting companies and swiftly forgotten by those in power. Humbled yet resentful, he came into his own. When Abaddon offered him a place by his side, Apollyon lacked the words to respond. As such he contented himself with unleashing a campaign of sabotage and murder upon his traitorous kin. (Gain Trait: Silent Heralds)
-[] Durga: A world of cold deserts and buried hopes. The people of this world were promised paradise once. Though the Seventeenth was recalled before they could make good on their word. In their ignorance the people of Durga believed themselves to blame for their abandonment. For generations they have labored for redemption, to expunge what was base from themselves. They would be honored for their foremost sons to become angels. If granted their paradise, they would take to the stars with unmatched zeal. (Planetary Decision: A Place for the Faithful)
I don't think it would be wise to select all of them. I think it would cause them to split up. Of it was a different chapter then I would say yes. But this one if from a traitor stock. I rather they be united then split in three. Besides, we don't want a mini civil war.
[] Plan: Dragons who are brothers
-[] All of them: Yes, the Mournival ultimately failed, and the Warrior Lodges were always dens of corruption. However they existed in response to real issues within the culture of the legions. Issues that the chapter structure has alleviated but not solved. Instead of authority flowing from the center, it might be constructed from the bottom up. With leadership chosen by the needs of the moment and the consent of their brothers. The Lunar Wolves would be particularly suited to such an experiment. (Gain Trait: Brotherhood of Equals)
-[] Jundyr: A rather novel death world. Whereas most are defined by a multipolar assortment of flora, fauna and environmental factors, this one has dragons. There are a variety of other beasts too of course, but nothing near so incredible. Within the jungles they are avoided, but upon the mountains? They are hunted. With ingenuity and teamwork teams of hunters perform feats that the one cannot. This is a people defined by adaptability and trust more then the stereotypical hyper competence. (Planetary Decision: The Sky Tyrants)
[] Plan: Dragons who are brothers
-[] All of them: Yes, the Mournival ultimately failed, and the Warrior Lodges were always dens of corruption. However they existed in response to real issues within the culture of the legions. Issues that the chapter structure has alleviated but not solved. Instead of authority flowing from the center, it might be constructed from the bottom up. With leadership chosen by the needs of the moment and the consent of their brothers. The Lunar Wolves would be particularly suited to such an experiment. (Gain Trait: Brotherhood of Equals)
-[] Jundyr: A rather novel death world. Whereas most are defined by a multipolar assortment of flora, fauna and environmental factors, this one has dragons. There are a variety of other beasts too of course, but nothing near so incredible. Within the jungles they are avoided, but upon the mountains? They are hunted. With ingenuity and teamwork teams of hunters perform feats that the one cannot. This is a people defined by adaptability and trust more then the stereotypical hyper competence. (Planetary Decision: The Sky Tyrants)