The Primarchs gonna be so confuse considering some of what Lorgar says violates the Imperial Truth(gods, spirits, magic, undead...).

The Imperial Truth is in its most basic form word salad. Calling the gods 'Aetheric constructs that feed upon the psychic emanations of mortals', the spirits 'Liminal reflections of life on the planet' and the undead 'warp-forged puppets of post mortal remains' would not change anything about what we faced, but it would satisfy the Imperial Truth. The greater problem is that it does not solve the problem (TM)... you know, the big one. Chaos is the principal religion of the planet at the moment. You cannot just convince millions of people, a significant portion of which have seen some kind of Chaos 'miracle' that there are no Chaos Gods... what you can to is convince them that the gods with the blood and the horns and the tentacles are the bad guys (shoker!). We can do that with Prayer Eating to make sure that we are not feeding the Dark Gods. If we do that... that is when the Imperial Truth really breaks down. Our religion would be providing a quantifiable service to the populace over and above what the Imperial Truth can do.
 
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One day we're going to get around to giving Thalassa a anti-grav jetpack, and I'll laugh, and then be sad because I'll realise it means that Yzarc will never give us land bound foes like this to fight.

And another stunt, @DragonParadox

-[] For the Mechanicum, war is another of the sacred mysteries of the machine, and although Thalassa has not been initiated into its highest circles of the martial Ordos, she is no neotype. She knows Ninety Nine of the Calibrations of the Photonic Avalanche. She knows the First through third Resonant Orders of the Micro-Lase Matrix, and how to make them sing in harmony. And for the first time, she has the greater gifts of her god flowing through her mind, knowledge beyond knowledge of how those truths should be used, and a target before her to engrave them upon. So as she performs the final tests and tuning of the Machine God's Holy design, she to sings along to a harmony no one else can hear, ready to unleash both the laser and the maser, calibrated in pulse and electromagnetic frequency to perfectly match what her new senses told her was optimum to destroy the machine in front of her.

With perhaps too much Mechanicum techno-babble.

Just realised that Tomb Scorpions are actually tombs. There's the soul of a (probably unwilling) partially dead Liche Priest bound inside it animating it. Release from Bondage might work, ironcially, it might work very well because spellcasters like a Liche Priest are likely to have high Willpower.

The Imperial Truth is in its most basic form word salad. Calling the gods 'Aetheric constructs that feed upon the psychic emanations of mortals', the spirits 'Liminal reflections of life on the planet' and the undead 'warp-forged puppets of post mortal remains' would not change anything about what we faced, but it would satisfy the Imperial Truth. The greater problem is that it does not solve the problem (TM)... you know, the big one. Chaos is the principal religion of the planet at the moment. You cannot just convince millions of people, a significant portion of which have seen some kind of Chaos 'miracle' that there are no Chaos Gods... what you can to is convince them that the gods with the blood and the horns and the tentacles are the bad guys (shoker!). We can do that with Prayer Eating to make sure that we are not feeding the Dark Gods. If we do that... that is when the Imperial Truth really breaks down. Our religion would be providing a quantifiable service to the populace over and above what the Imperial Truth can do.

Yeah, the Emperor's solution was, 'No more worshippers, no problem', which is less sustainable without brutal totalitarianism than I hope he thought it was.
 
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One day we're going to get around to giving Thalassa a anti-grav jetpack, and I'll laugh, and then be sad because I'll realise it means that Yzarc will never give us land bound foes like this to fight.

And another stunt, @DragonParadox

-[] For the Mechanicum, war is another of the sacred mysteries of the machine, and although Thalassa has not been initiated into its highest circles of the martial Ordos, she is no neotype. She knows Ninety Nine of the Calibrations of the Photonic Avalanche. She knows the First through third Resonant Orders of the Micro-Lase Matrix, and how to make them sing in harmony. And for the first time, she has the greater gifts of her god flowing through her mind, knowledge beyond knowledge of how those truths should be used, and a target before her to engrave them upon. So as she performs the final tests and tuning of the Machine God's Holy design, she to sings along to a harmony no one else can hear, ready to unleash both the laser and the maser, calibrated in pulse and electromagnetic frequency to perfectly match what her new senses told her was optimum to destroy the machine in front of her.

With perhaps too much Mechanicum techno-babble.

Just realised that Tomb Scorpions are actually tombs. There's the soul of a (probably unwilling) partially dead Liche Priest bound inside it animating it. Release from Bondage might work, ironcially, it might work very well because spellcasters like a Liche Priest are likely to have high Willpower.

Hmm... I wonder if we could still get an ally out of this, an actual ally who we can trust? On the other hand how sane could they be after thousands of years in that thing? I do not think we have anything that can cure Derangements unless True Faith can do it and that does not seem to be quite its wheelhouse.

Adding the stunt, yours is better than mine, mostly because you know more about the Ad Mech theology than I do
 
Hmm... I wonder if we could still get an ally out of this, an actual ally who we can trust? On the other hand how sane could they be after thousands of years in that thing? I do not think we have anything that can cure Derangements unless True Faith can do it and that does not seem to be quite its wheelhouse.

Technically, if we were in Exalted, Pattern Reassertion Touch would work (although we'd need more extensions). Mental Illness/Insanity are usually Crippling or Sickness effects.

Derangements aren't conventional mental Illness, they're Mutations that transform the mind in a negative way, like a negative physical Mutation might mean you have no eyes and your face is reshaped as if you never had eyes, and have the same effects as physical Crippling that destroys your eyes. Both make you blind, but they're metaphysically distinct and need to be treated in different ways.

Mental illness/trauma is the same. It depends on the cause. If you were directly reality warped to be insane, you'd need anti-Shaping. If you suffered mental trauma by bad experiences, you'd need anti-Crippling. If you're suffering from an infection with neurological symptions, you need anti-Sickness.
 
Technically, if we were in Exalted, Pattern Reassertion Touch would work (although we'd need more extensions). Mental Illness/Insanity are usually Crippling or Sickness effects.

Derangements aren't conventional mental Illness, they're Mutations that transform the mind in a negative way, like a negative physical Mutation might mean you have no eyes and your face is reshaped as if you never had eyes, and have the same effects as physical Crippling that destroys your eyes. Both make you blind, but they're metaphysically distinct and need to be treated in different ways.

Mental illness/trauma is the same. It depends on the cause. If you were directly reality warped to be insane, you'd need anti-Shaping. If you suffered mental trauma by bad experiences, you'd need anti-Crippling. If you're suffering from an infection with neurological symptions, you need anti-Sickness.

I am pretty sure WoD just models everything to do with mental illness as derangements, as long as it is not specific to a certain splat, like say a Vampire's Low Humanity it is a derangement. There actually is a gift that fixes derangement, at least temporarily and opens a path to the person getting better. Let me see if I can find it.
 
I am pretty sure WoD just models everything to do with mental illness as derangements, as long as it is not specific to a certain splat, like say a Vampire's Low Humanity it is a derangement. There actually is a gift that fixes derangement, at least temporarily and opens a path to the person getting better. Let me see if I can find it.

WoD does, but Exalted doesn't, and it's exalted where the Crippling and Sickness keyword mentioned in Wholeness Rightly Assumed cones from.

Something to consider in this assignation is that we may want to switch up who is fighting who, because of this.

Article:
However, many of the Mortuary Cult's Liche Priests believed these sculptures to be an abomination, whose presence would curse the land, for surely such beasts had no right to exist on the mortal plane. Following a century of plague and famine, the superstitious kings of Nehekhara agreed that the Necrosphinxes were to blame, but none dared destroy them in case it angered the gods of the Underworld. Instead, vast pits were dug in the desert in which the Necrosphinxes were buried and all but forgotten with the passage of time

The Liche Priests do not think that a Necrosphinx is animated by the soul of a valiant warrior like the other war-statues that walk beside the Tomb Kings' skeletal legions. Instead, they believe that the sinister gods, Pha'a and Usekhp, breathed life into these horrifying creations. These malevolent deities are said to dwell within mighty tombs beneath the sands, buried by the other gods for their destructive ways.


Note that when it says 'The Liche Priests do not think that a Necrosphinx is animated by the soul of a valiant warrior'. They'd know, as they could see and manipulate souls and perceive other supernatural phenomena (like daemonic possession, which these strongly resemble). They were the ones who bound the souls of dead heroes to statues, so they'd know that hadn't happen, and could directly see what was actually happened.

If the Liche Priests thought that these constructs were deeply evil, they probably were.

As a result I think we should swap Dharok to fight the Necrosphinx, as his anti-evil powers are much more likely to trigger, and he's just as good at using True Faith as Lorgar is.
 
The Liche Priests do not think that a Necrosphinx is animated by the soul of a valiant warrior like the other war-statues that walk beside the Tomb Kings' skeletal legions. Instead, they believe that the sinister gods, Pha'a and Usekhp, breathed life into these horrifying creations. These malevolent deities are said to dwell within mighty tombs beneath the sands, buried by the other gods for their destructive ways.[/article]

Note that when it says 'The Liche Priests do not think that a Necrosphinx is animated by the soul of a valiant warrior'. They'd know, as they could see and manipulate souls and perceive other supernatural phenomena (like daemonic possession, which these strongly resemble). They were the ones who bound the souls of dead heroes to statues, so they'd know that hadn't happen, and could directly see what was actually happened.

If the Liche Priests thought that these constructs were deeply evil, they probably were.

As a result I think we should swap Dharok to fight the Necrosphinx, as his anti-evil powers are much more likely to trigger, and he's just as good at using True Faith as Lorgar is.

Yeah, but Lorgar is worse at dealing with giant stompy things and also it is 1 AM for me, will consider more in the morning.
 
Yeah, but Lorgar is worse at dealing with giant stompy things and also it is 1 AM for me, will consider more in the morning.

That's very fair, speak to you tomorrow.

For consideration then:

Usirian who we have facing Lorgar is a Necrosphinx.
Ankhaten who we have facing Dharok is a Warsphinx.

Necrosphinxes look like this:


They're giant sized melee focused flying centaur statues with giant scythes for arms and a scorpion tail.

Warsphinxes look like this:


They're giant statues of lions with a bladed tail usually used as mounts for Tomb King characters. They're pretty kill-y, but probably the least of all the options we have to fight save the Tomb Scorpion. They're smaller than Necrosphinxes as though they're the same length, they don't have the centauroid human shaped torso on top of the leonine one in place of the head, so are notably lighter.

If we want to focus Dharok on the more dangerous of the War and Necrosphinx, it's certainly the Necrosphinx.

You can get a good idea of quite how massive they both are from this:



If you look at the size of the two, you can see they're basically the size of a building but the Necrosphinx is a lot bigger and beefier.

We should also compare these to a Hierotitan and Tomb Scorpions.

Hierotitans are basically giant statues animated by the soul of a dead priest. They're big, and can basically throw magical melta beams and soul attacks around.

Tomb Scorpions are by far the smallest. They're about the size of a small car, compared the the building/bus sized others, so a fraction of the size and direct melee capacity. Their big advantage is that they can burrow and make surprise attacks.

To be honest, I'd rearrange things so that:

Dharok faces the Necrosphinx. It's by far the most powerful melee combatant of them all and is pretty likely to be metaphysically evil, so he's probably able to beat it to death while using Psychoportation to keep to its flanks or back where it's much less able to attack at full force. He can even try True Faith to redeem the evil Will animating it.

Lorgar faces the Tomb Scorpion. It's an ambush predator, which Lorgar's Precognition is the best counter to, and Lorgar has both Biocontrol 3and Psychic Healing 3 and Synergy 4 to combine them. It also has no ranged weapon, so Lorgar can start with using True Faith to redeem the Tomb Priest inside or breaking the bindings on the priest that animated it and then if that fails move on to carving it up with a Melta Gun while draining its Willpower occasionally.. No need for him ever to get into range of its pincers or sting, thanks to his Precog.

Thalassa faces the WarSphinx. It's big and nasty and dangerous in melee, if less so than the NecroSphinx, but has no ranged attacks. She can use Psychoportation to hold the range and just carve it up with a multi-Melta and a las canon. Along the way she could try Release from Bondage to free the hero's soul piloting it,

Fan continues to face the Hierotitan. It's a very, very tough for for him, given his limited counter magic, difficulty dodging an enemy that can also fire speed of light maser beams, and the soul attacks. Not quite sure what to suggest beyond what we already have.
 
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I would not want to count on the character with only human amounts of HL never getting caught. I'd rather put Thalassa on the one enemy whose attacks she can partially hard counter from the start.

Another thing to consider about Lorgar vs Dharok is that the former is considerably more tanky than the latter, when it comes to just taking damage

Soak: 10 dice + 5 automatic successes
Health Levels: []-0 (x30) []Inc
vs
Soak: 10 dice + 2 automatic successes
Health Levels: []-0 (x15) []Inc

Better Soak and twice as tanky, if someone is going to fight a monster whose main power is 'Big and Stompy' it should probably be Lorgar out of all of us
 
Votes as they stand.
Adhoc vote count started by Yzarc on Jun 30, 2024 at 2:05 AM, finished with 67 posts and 10 votes.

  • [X] Fight the Champions. Each of you face one Champion: Our magic vs Your magic
    -[X] Before the battle starts grant wishes to your companions:
    --[X] Lorgar Synergy 4 (14 XP); Psychic Vampirism 2 (4 XP) Psychic Invisibility 1 (2 XP)
    --[X] Thalassa Psycoportation 4 (14 XP) Psychic Vampirism 2 (4 XP) Precognition 1 (2 XP)
    --[X] Dharock Psycoportation 4 (14 XP) Psychic Vampirism 2 (4 XP) Precognition 1 (2 XP)
    -[X] Usirian vs Lorgar: Try to use True Faith to exorcise any bound undead it may summon, Steel mind against any fear effect of its scream then Solar Hero Style, try to finish it off with Enuncia
    --[X] Meeting the construct's burning eye, Lorgar speaks his Truth, his Faith unshakable, "No, Gods. No Masters. Only Man!" In the light those words call up the gold of the necrosphinx is revealed for what it is, tarnished, stained, the vessel for the fragment of a evil god far from its home and from its time, and, so, vulnerable before the power of a demigod of the present. Even as its magic struggles, the malicious will embodied in the construct sends it leaping forward, its wings carrying it through the great clouds of sands cast up by its weight as if fired from a cannon, but Lorgar is forewarned, his glimpse of the future through the warp telling how he can safely leap forward to meet it, where he can turn its great momentum against it, for with its great speed it triggers his refractor field. The archeotech device can turn away the macroshell fired by one of the God-Machines of the Mechanicum, and compared to that even the Necrosphinx's great speed and mass is as an arrow against a stone wall. The moment of shock, of the sudden stop is all he needs, as he reaches out with claws wreathed in the golden lightning of a disruption field to carve himself deep enough into the construct where he can reach some vital component that can be disassembled with Syann or unmade with Vorien.
    -[X] Sutekh vs Fan: Use EGO-INFUSED PATTERN PRIMACY to ignore its reality warping, MHM to fly and rip it apart. Enuncia as a finisher to render them down to parts
    --[X] Reality buckles like a pool into which a a stone has been cast, it shimmers with the somber colors of the underworld, from the mouth of a dead god judgement on the interloper who would trespass. But Fan Morgal is not still upon the ground but free as a leaf on the wind whistling with the sounds of far off industry. The wind is shaped into the weapons of war, the tools of disassembly
    -[X] Ankhaten vs Dharok: Psycoportation to get into position then Solar Hero Style to pound the thing into the ground
    --[X] Avoiding Ankhaten's tail spike as it whips through the space he occupied miliseconds ago, Dharok reappears in this darkened layer of the Umbra with screaming whisps of the Warp still clinging to his armour, but he refuses to let that slow him down as he adopts the Form of the Solar Hero, a living echo of the heroes of the dawn. This construct is tough, solid stone reinforced with some unknown sorcery, but the Solar Hero does not care, for his Fists are Iron, and his psycoportation has taken him to where his power fists can strike true
    -[X] Kharatep vs Thalassa, make herself immune to poison then use a combination of Psycoportation and sheer speed to keep away while she blasts the enemy apart (Action 1: Preternatural Awareness, Action 2: Psycoportation to be as far away from the thing as she can Action 3 Death by a Thousand Cuts to get more actions; Use willpower with Iron Resolve on Preternatural Awareness to take away as many dice as you can for the scene)
    -[X] For the Mechanicum, war is another of the sacred mysteries of the machine, and although Thalassa has not been initiated into its highest circles of the martial Ordos, she is no neotype. She knows Ninety Nine of the Calibrations of the Photonic Avalanche. She knows the First through third Resonant Orders of the Micro-Lase Matrix, and how to make them sing in harmony. And for the first time, she has the greater gifts of her god flowing through her mind, knowledge beyond knowledge of how those truths should be used, and a target before her to engrave them upon. So as she performs the final tests and tuning of the Machine God's Holy design, she to sings along to a harmony no one else can hear, ready to unleash both the laser and the maser, calibrated in pulse and electromagnetic frequency to perfectly match what her new senses told her was optimum to destroy the machine in front of her.
    -[X] Anyone whose Temporary Willpower drops below 4 uses Sap willpower on the enemy to get more
    [X] Fight the Champions. Each of you face one Champion: Our magic vs Your magic
    [X] Fight the Champions. Each of you face one Champion: Our magic vs Your magic
    -[X] Usirian vs Lorgar: Try to use True Faith to exorcise any bound undead it may summon, Steel mind against any fear effect of its scream then Solar Hero Style, try to finish it off with Enuncia
    -[X] Sutekh vs Fan: Use EGO-INFUSED PATTERN PRIMACY to ignore its reality warping, MHM to fly and rip it apart. Enuncia as a finisher to render them down to parts
    -[X] Ankhaten vs Dharok: Solar Hero Style to pound the thing into the ground
    -[X] Kharatep vs Thalassa, make herself immune to poison then just try to run laps around the thing shooting it (Death by a Thousand Cuts Preternatural Awareness, Invisible means Undodgeble)
 
Origin of the XVII Legion: The Imperial Heralds
Origin of the XVII Legion: The Imperial Heralds
In the earliest days of the Great Crusade, the Emperor of Mankind sought to unify the scattered remnants of humanity under a single banner, forging a galaxy-spanning empire free from the superstition and tyranny of Old Night. To achieve this monumental task, he created the Legiones Astartes, twenty mighty Space Marine Legions, each embodying a unique aspect of His grand vision.

Among these mighty Legions was the XVII, later known as the Imperial Heralds. From their inception, the XVII Legion was different. While other Legions were created to conquer, to explore, and to defend, the XVII was forged with a unique and somber purpose: to deliver the Emperor's ultimatum to those who clung to false gods and ancient superstitions. Where enemies stood against the Emperor because of their belief in gods or the superstitions bred by Old Night, it would fall to the XVII Legion to deliver the Emperor's ultimatum: recant or be destroyed.

The Emperor named them the Imperial Heralds, an elegant title that spoke of the grand purpose for which they had been created. Yet, among their fellow Astartes warriors, they were often referred to as the "Iconoclasts," a more brutal appellation coined in appreciation of the zeal with which they cast down the idolatrous temples and cultic strongholds of Old Night. This dual identity reflected their dual mission: to herald the truth of the Emperor and to annihilate the falsehoods that had taken root across the galaxy.

The first recruits of the XVII Legion were chosen from the sons of exterminated foes of the Emperor, trained and raised to know the crimes of their forebears and the price of forgiveness. These were not ordinary warriors but individuals who understood the weight of redemption, the cost of failure, and the cold fury that came with a second chance. This upbringing instilled in them an unmatched zealotry, a fervent devotion to the Imperial Truth that set them apart from their brother Legions.

Gene-seed and Genetic Stability
The XVIII Legion was a unique and remarkable force within the Emperor's grand vision of the Legiones Astartes. Their gene-seed is known for its extraordinary stability and purity. This genetic material provided the foundation for their transformation from mere humans into transhuman warriors of unmatched strength, resilience, and loyalty.

From the moment of their creation, the gene-seed of the XVIII Legion exhibited a level of stability that was unparalleled among the other Legions. Unlike other Legions, which often experienced mutations and genetic deviations over time, the gene-seed of the Imperial Heralds remains remarkably pure. This purity ensured that there is no drop in genetic quality, allowing for consistently high acceptance rates among new recruits. The absence of significant mutations also meant that the Legion suffered fewer of the physical and psychological issues that sometimes plagued their brother Legions.

This genetic stability translated into several notable traits that defined the Imperial Heralds. One of the most prominent characteristics was their extreme resilience to harsh conditions. Whether they were deployed in the frigid expanses of ice worlds, the scorching deserts of arid planets, or the toxic environments of irradiated battlefields, the Imperial Heralds demonstrated an uncanny ability to endure and thrive. Their bodies adapted swiftly to the most hostile environments, making them formidable warriors in any theater of war.

In addition to their resilience, the Imperial Heralds possessed instinctive stealth capabilities. Even in the heavy armor of a Space Marine, they moved with a grace and silence that belied their imposing presence. This ability allowed them to conduct covert operations, infiltrate enemy lines, and execute precise strikes with deadly efficiency. Their stealth was not merely a result of training but an inherent trait encoded within their very genes, a gift from the Emperor that set them apart from other Legions.

Another, more worrying aspect of the XVIII Legion was the unusually high number of psykers among their ranks. The gene-seed of the Imperial Heralds seems to encourage the development of psychic abilities, resulting in a disproportionately large number of psyker-adepts within the Legion. These psykers, drawing power from the Warp, could wield formidable abilities in battle, from devastating psychic assaults to protective wards that shielded their brothers from harm.

Perhaps the most striking and unique feature of the Imperial Heralds was their physical resemblance to the Emperor. While there were natural variations in skin color, every member of the XVIII Legion bore a remarkable similarity to the Master of Mankind. This resemblance was more than superficial; it was a reflection of their genetic heritage and their role as the Emperor's emissaries. With their noble features and regal bearing, the Imperial Heralds inspired awe and reverence among allies and enemies alike, serving as living symbols of the Emperor's authority.

Early Campaigns and Unity
The XVII Legion, known as the Imperial Heralds, was forged in the fires of the Unification Wars on Terra. During these brutal conflicts, the Emperor sought to unify the warring factions of humanity under His banner, creating the foundation for what would become the Imperium of Man. The Imperial Heralds played a role in these early campaigns, their resilience, stealth, and unwavering loyalty marking them as one of the Emperor's most trusted instruments, resulting in him granting the honor of fighting the last battle of the Unification War.

The Battle of the Terran Arctic - The Last battle of the Unification War
The Casket of Storms, the first and most treasured relic of the Legion, was used during one of the most pivotal moments in the history of the Imperial Heralds: the final assault on the last remnants of opposition hiding in the icy desolate lands of the Terran Arctic. This campaign marked the end of the Unification Wars on Terra, and the Casket of Storms played a crucial role in ensuring the Emperor's victory.

The final fortress of the cultists and rogue demagogues was situated in a remote, heavily fortified stronghold amidst the frozen wastelands. The cultists had taken refuge in this seemingly impregnable location, confident that the harsh climate and their fortified defenses would deter any assault. However, they had not anticipated the power of the Casket of Storms.

As the Imperial Heralds approached the fortress, they were met with a barrage of enemy fire and saw that a direct assault would be costly. Legion Master Tyrion Valen, recognizing the need for a decisive and overwhelming tactic, ordered the deployment of the Casket of Storms.

The Conjuring of the Blizzard
The activation of the Casket of Storms was a sight to behold. The sky darkened, and the winds began to howl with an unnatural fury. Within moments, a massive blizzard materialized, its intensity far beyond any natural storm.

The blizzard engulfed the fortress, reducing visibility to mere inches and plunging temperatures to lethal levels. The Imperial Heralds, their genetics and training making them impervious to the extreme cold, moved silently and unseen through the storm. Their enemies, however, were not so fortunate. The cultists and demagogues found themselves blinded, disoriented, and freezing, their defenses rendered useless against the wrath of the storm.

The Slaughter in the Storm
The Imperial Heralds executed their attack with precision and ruthlessness. Utilizing their innate stealth capabilities, they infiltrated the fortress, striking down the enemy with silent efficiency. The priests and cult leaders, the architects of the rebellion, were the primary targets. One by one, they fell to the Heralds' blades and bolters, their blood staining the snow.

The Heralds also focused on destroying the places of worship within the fortress, eradicating the symbols of heresy and rebellion. Each shrine and altar was shattered, the relics of the cults ground into the icy ground. The combination of the storm's fury and the Heralds' methodical assault left the enemy in complete disarray.

In the chaos of the blizzard, the cultists' resistance crumbled. Those who attempted to flee were cut down by unseen foes, while those who tried to regroup found themselves isolated and surrounded. The storm raged on, its fury a testament to the Emperor's wrath, as the last vestiges of opposition were obliterated.

The Great Crusade
As the Unification Wars drew to a close and the Great Crusade began, the Imperial Heralds were dispatched to the far reaches of the galaxy. Their mission: to bring worlds into compliance with the Emperor's vision, using both diplomacy and force where necessary. The Legion's resilience to harsh environments allowed them to operate in some of the most inhospitable regions of the galaxy, from toxic wastelands to frozen tundras and scorching deserts.

The Compliance of Nyxara
The Imperial Heralds embarked on numerous campaigns during the Great Crusade, long before they were reunited with their Primarch. One of their most significant early campaigns was the Compliance of Nyxara. Nyxara was a world enveloped in perpetual twilight, its skies filled with swirling, luminescent clouds. The planet was ruled by a theocratic regime that worshipped ancient star gods, resisting any attempts at integration into the Imperium.

The Imperial Heralds descended upon Nyxara with a blend of diplomacy and force. Clad in their black armor and bearing the eagle-winged mace, they offered the Nyxarans a chance to join the Imperium peacefully. The theocracy, however, saw the Emperor as a false god and rejected the Heralds' ultimatum. With negotiations at an impasse, the Imperial Heralds launched a series of surgical strikes against the theocracy's strongholds.

Their resilience to harsh conditions proved invaluable as they traversed Nyxara's treacherous terrain. Stealth units infiltrated enemy lines, dismantling defenses and assassinating key leaders. The Nyxarans, unprepared for such precision and ferocity, found their resistance crumbling. Within weeks, the Imperial Heralds had brought Nyxara into compliance, establishing a new order that revered the Emperor's Truth above all.

The Siege of Tythoria
Another notable campaign was the Siege of Tythoria, a fortress world surrounded by dense asteroid fields. Tythoria was a bastion of rogue human warlords who had fortified their planet against any external threats. The Imperial Heralds were tasked with breaking through the formidable defenses and bringing the world into the Imperial fold.

The asteroid fields presented a significant challenge, but the Imperial Heralds' adaptability and strategic prowess came to the fore. Using advanced navigational technology and their natural stealth capabilities, they maneuvered through the asteroids, avoiding detection and setting up a blockade to cut off supplies to Tythoria.

The siege itself was a masterclass in tactical warfare. The Imperial Heralds launched coordinated assaults on key fortifications, their psykers using their powers to sow confusion and fear among the defenders. The warlords' strongholds fell one by one, each victory punctuated by the Heralds' unwavering resolve. The final assault on the central fortress saw the Imperial Heralds overcoming insurmountable odds, their resilience and sheer determination leading them to victory.

The Purge of Xalathor
Xalathor was a world overrun by a virulent Warp xenos species that had enslaved the human population. The Imperial Heralds were dispatched to eradicate the Warp xenos threat and liberate the enslaved humans. This campaign tested their endurance and combat prowess to the limit.

The Warp Xenos, dubbed as the Enslavers, were a particularly vile species with a predilection for taking over the minds of Humans, had made extensive use of the planet's extreme conditions to resist all attacks, taking over the attackers to increase the number of thralls under their control.

This was made worse by Xalathor's climate, which oscillated between blistering heat and freezing cold, conditions that would have crippled a lesser force. However, the Imperial Heralds' resilience to harsh environments allowed them to adapt and thrive.

They launched a multi-pronged attack, targeting the Xalathor's central hive-city and slaying the controlling Enslavers. The Heralds' stealth units infiltrated deep into enemy territory, planting explosive charges and sabotaging key installations. Their psykers played a crucial role, hiding from the Enslavers and creating chaos within the Xenos ranks.

The final battle saw the Imperial Heralds storming the primary capital palace, a massive structure that housed the majority of the Xenos. The fighting was brutal, with the Heralds facing wave after wave of Xenos. But their unyielding spirit and tactical superiority saw them through. The hive was destroyed, the Xenos slain, and the human population liberated.

The Cleansing of Erebos
Erebos was a world shrouded in perpetual darkness, its surface a labyrinth of underground caverns and tunnels. The planet was a haven for cults and rogue psykers, who had turned Erebos into a stronghold of heresy and corruption. The Imperial Heralds were sent to cleanse the planet and restore order.

The darkness of Erebos was no deterrent to the Heralds, whose capabilities and innate resilience allowed them to navigate the treacherous terrain. They employed advanced tactics, using their psykers to locate and neutralize rogue psykers and cult leaders. The Heralds' faith in the Emperor gave them an edge over the twisted denizens of Erebos.

The cleansing was methodical and relentless. The Imperial Heralds moved through the tunnels and caverns, their black armor blending with the shadows. Each cult stronghold was infiltrated and destroyed, each heretic purged with righteous fury. The Heralds created fields of psychic nullification, disrupting the rogue psykers' abilities and leaving them vulnerable to capture or execution.

The final assault on the largest cult fortress was a testament to the Heralds' strategic brilliance. They used their psykers to create illusions and sow confusion among the cultists, then launched a coordinated attack that overwhelmed the defenders. The cult leaders were captured and publicly executed, their deaths a stark warning to any who would oppose the Emperor's will.

The Legacy of the Imperial Heralds
These early campaigns solidified the reputation of the XVII Legion as the Emperor's most steadfast and adaptable warriors. As they continued to conquer and bring worlds into compliance, the Imperial Heralds exemplified the ideals of unity, order, and resilience.

Notable Members
The XVII Legion, known as the Imperial Heralds, boasted many illustrious members, each contributing to their legacy of unwavering loyalty and strategic brilliance.

Legion Master Tyrion Valen
Legion Master Tyrion Valen is the epitome of a strategic genius, renowned for his ability to devise complex battle plans that often led to swift and decisive victories. His command of the Imperial Heralds during the Compliance of Nyxara showcased his talent for combining diplomacy with military might. Valen's unyielding faith in the Emperor and his innate tactical brilliance made him a respected and feared leader.

Sargent Zephyrus Dorr
Sargent Zephyrus Dorr is a powerful psyker, his abilities honed to perfection through rigorous training and unwavering devotion. His role in the Siege of Tythoria was pivotal, using his psychic powers to create fields of confusion and fear among enemy ranks, ultimately breaking their will to fight. Dorr's mastery of the Warp was tempered by his steadfast loyalty to the Emperor, ensuring that his powers were always used to further the goals of the Imperium.

Scout Sergeant Kaelus Dray
Scout Sergeant Kaelus Dray is a master of stealth and infiltration, his exploits during the Purge of Xalathor earning him a reputation as a ghost on the battlefield. Dray's ability to move unseen and strike with deadly precision made him a key asset in dismantling the Kynara hive structures. His resilience to extreme conditions and his unerring focus on the mission at hand were hallmarks of the Imperial Heralds' ethos.

The Nameless Herald
Known only as the Nameless Herald, he is the last of the original Heralds chosen by the Emperor himself, having abandoned his name upon being chosen. He is the spiritual heart of the Imperial Heralds, his fiery sermons and unshakeable faith inspiring his brothers to greater heights. During the Cleansing of Erebos, his presence was instrumental in maintaining morale and guiding the Heralds through the darkness. His ability to wield faith as a weapon against the heretics of Erebos cemented his status as a revered figure within the Legion.

Famed Legion Relics
The Imperial Heralds are known for their sacred relics, each a symbol of their unbreakable bond with the Emperor and their storied history.

The Eagle-Winged Mace
The Eagle-Winged Mace is a revered weapon wielded by the Nameless Herald. Forged in the fires of Terra and blessed by the Emperor Himself, the mace was a symbol of authority and justice. Its intricate design, featuring wings that seemed to shimmer with an inner light, struck fear into the hearts of enemies. The mace was said to be unbreakable, its power a testament to the Emperor's will.

The Skull Helm
The Skull Helm is a relic worn by the Nameless Herald. This helm, crafted by the Emperor from bone-like material and adorned with arcane runes, to protect the user from the Warp's malevolent influences. The helm has become a symbol of the Heralds' mastery over the unknown and their unwavering resolve in the face of darkness.

The Casket of Storms
The Casket of Storms is one of the most revered relics within the XVII Legion, the Imperial Heralds. Gifted by the Emperor Himself, this ancient device holds the power to command the very elements, creating extreme weather conditions to aid the Legion in their battles. The casket is a beautifully crafted artifact, adorned with intricate engravings of storm clouds, lightning, and fierce winds, symbolizing its immense power.

The relic was forged in Terra during the Golden age of Technology, using materials and techniques lost to time. The casket is small enough to be carried by a single Astartes, yet its power is vast and unrelenting.

The Battle of the Terran Arctic, where it was first deployed, has became a legendary tale among the Imperial Heralds. The use of the Casket of Storms was hailed as a masterstroke, a demonstration of the Emperor's wrath. The relic itself was enshrined as the most valued possession of the Legion, a symbol of their unbreakable bond with the Emperor and their unparalleled prowess in battle.

To this day, the Casket of Storms is kept under the strictest guard, its use reserved for only the most dire of circumstances. The memory of that fateful blizzard serves as a reminder of the Legion's might and the Emperor's grace, a testament to the enduring legacy of the Imperial Heralds.

In the annals of the XVII Legion, the Casket of Storms remains a revered symbol of their greatest victory, a relic that embodies the fury and mercy of the Emperor. The blizzard that once swept through the Terran Arctic, decimating the enemies of the Imperium, continues to inspire awe and reverence among the Imperial Heralds, a storm that will never be forgotten.

Legion Relations
The Imperial Heralds maintained complex and varied relationships with other Legions and factions within the Imperium, their actions and ethos shaping these interactions.

The Ultramarines (Formerly known as the War-Born, the XIII Legion)
The Imperial Heralds share a mutual respect with the Ultramarines, both Legions valuing discipline and strategic acumen. Joint operations, such as the Compliance of Nyxara, often saw the two Legions working in unison, their combined strength bringing swift victories. The Ultramarines admired the Heralds' resilience and adaptability, while the Heralds respected the Ultramarines' organizational prowess and tactical discipline.

The Luna Wolves
The Luna Wolves, known for their aggression and ferocity, had a more complex relationship with the Imperial Heralds. While the two Legions often collaborated on large-scale campaigns, their differing approaches sometimes led to friction. The Luna Wolves admired the Heralds' precision and effectiveness but often chafed at their more measured, strategic approach. Despite this, the Legions maintained a professional respect, recognizing the strengths each brought to the battlefield.

The Thousand Sons
The relationship between the Imperial Heralds and the Thousand Sons was one of cautious camaraderie. Both Legions had a high number of psykers, leading to a shared understanding of the challenges and responsibilities that came with such power. Joint operations, such as the Cleansing of Erebos, saw the two Legions working together to harness their psychic abilities for the greater good. However, the Heralds' strict adherence to the Emperor's teachings sometimes clashed with the Thousand Sons' pursuit of knowledge, leading to a respectful yet wary alliance.

Mars
The Imperial Heralds had a strong relationship with Mars, their advanced technology and archeotech often sourced from the Martian forges. The Heralds' campaigns frequently required the use of specialized equipment and machinery, making the support of Mars invaluable. In return, the Heralds provided protection and assistance to Martian expeditions, their resilience and tactical prowess ensuring the safety of valuable assets and personnel.

Conclusion
The XVII Legion, the Imperial Heralds, stood as paragons of loyalty, resilience, and strategic brilliance within the Imperium. Their notable members, sacred relics, and complex relationships with other factions and Legions painted a picture of a force dedicated to the Emperor's vision of unity and order. Through their storied history, the Imperial Heralds exemplified the ideals of the Imperium, their actions and legacy a testament to their unbreakable spirit and unwavering faith.
 
@Yzarc who is training heralds in Psychic arts? Malcador or Emperor himself?

Which psychic discipline they have greatest mastery? Daemonology and Theosophamy? Or they focus all psychic skills in Sons with various Psychic Cults or division spealized in a discipline?
 
@Yzarc who is training heralds in Psychic arts? Malcador or Emperor himself?

Which psychic discipline they have greatest mastery? Daemonology and Theosophamy? Or they focus all psychic skills in Sons with various Psychic Cults or division spealized in a discipline?
Same as the Thousand Sons. Initially a combination of the Emperor and Malcador.

As for what discipline, as far as I know, the Emperor never thought them beyond how to protect their minds and some Wards. So what they know is what they figured out.
 
Ah yes those gifts were from the emperor 100% from him cough cough

edit : i meant the adaptation to not only survive but trive in harsh enviorments and the stealth capabilleties
 
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Is there any exchange of information between them and sons?

Does blight Crisis and Flesh change already occurred?

Is Thunder warriors directly added to Heralds ranks after they are stabilized with their Gemeseed?
 
Is there any exchange of information between them and sons?
Yes, though the Heralds are sticking to the Emperor's handful of instructions while the TS are already experimenting. So they are further along than the Heralds.
Does blight Crisis and Flesh change already occurred?
You do not know this, but it is still too early for the Flesh Change to hit them yet as the marines of both legions are just awakening as Psykers.
Is Thunder warriors directly added to Heralds ranks after they are stabilized with their Gemeseed?
This is something you do not know. The fate of the TW are still reserved for a later vote.
Ah yes those gifts were from the emperor 100% from him cough cough
To be fair, Blood Ravens can be descended from Loyalist Word Bearers as they do fit there better, since they do not suffer from the Flesh Change and Eliphas does keep calling them Brothers.
 
Also I am wondering why Emperor not reacting after seeing They are invoking Faith based Miracles? All of those are invoked in his name. Canon Lorgar would have used such incidents to force Emperor accept his Godhood. Info shows that everybody is aware of such incidents and such incidents are not censored by Imperial Propaganda department or by Malcador. Why so?

Imperial army under Heralds and enemies or people saved by them must have seen such events. It will create greater number of God Emperor worshippers. Why Emperor not stopping them or at least censoring such information from population?
 
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Ancient star gods? Were they a C'tan cult?



Our Legion by this point are like Eternal Wardens from The Lost Primarch Quest.


Valen's unyielding faith in the Emperor may be problematic.


Ah good, this means befriending Robby G would be easier.


the Heralds' strict adherence to the Emperor's teachings is definitely something we have to deal with, but again Lorgar of original timeline managed to do that despite being a manchild with two bald fucknuggets whispering in his ears so it should be easier for our Lorgar.(especially since he killed Kor, so if Erebus shows up he is wise enough to kill him on spot)


I have a feeling Kelbor gonna love us the moment he finds out about our new methods of extracting and replicating STCs and just disapproving Big E as the Omnisciaah by creating a real demigoddess of the Machine God.
 
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Also I am wondering why Emperor not reacting after seeing They are invoking Faith based Miracles? All of those are invoked in his name. Canon Lorgar would have used such incidents to force Emperor accept his Godhood. Info shows that everybody is aware of such incidents and such incidents are not censored by Imperial Propaganda department or by Malcador. Why so?

Imperial army under Heralds and enemies or people saved by them must have seen such events. It will create greater number of God Emperor worshippers. Why Emperor not stopping them or at least censoring such information from population?

True Faith in the sense we are using it does not require religion. You can invoke it based on a secular ideology and indeed that is what they seem to be doing.
 
True Faith in the sense we are using it does not require religion. You can invoke it based on a secular ideology and indeed that is what they seem to be doing.
They are invoking in Emperor's name. It is more or less what they do. I am not talking about how they do that. Rather how it appears to Imperials snd Emperor. They are basically invoking Emperor's name and throwing miracles left, right and center and showing no signs to stopping any time soon. If it looks like a duck, swims like a duck, and quacks like a duck, then it probably is a duck. Normal people will not try to figure out whether they are using true faith or Psyker powers. They seen those guys invoking Emperor's name and miracles are appearing before them which will certainly increase number of God Emperor worshippers.
 
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They are invoking in Emperor's name. It is more or less what they do. I am not talking about how they do that. Rather how it appears to Imperials snd Emperor. They are basically invoking Emperor's name and throwing miracles left, right and center and showing no signs to stopping any time soon. If it looks like a duck, swims like a duck, and quacks like a duck, then it probably is a duck. Normal people will not try to figure out whether they are using true faith or Psyker powers. They seen those guys invoking Emperor's name and miracles are appearing before them which will certainly increase number of God Emperor worshippers.

If it looks like a duck, swims like a duck, and quacks like a duck the Imperial Truth will pretend it's a confused badger with a weird nose. Hypocrisy is the heart of the whole system.
 
Regarding Miracles, what they do now is only limited to Counter Magic and repel daemons. Those are not really miracles per say and very similar to what the Emperor already does.

They are also not PUBLICALLY doing it.

See how no mention of Daemons were made in the Artic attack and Erebos. They also have only True faith 5 max and you need 6 for true miracles.

This also gives him some troops who can fight daemons and win, so he is currently using them as Grey-knights equivalents or is considering using them like that.

The post is a propeganda peace from very early in the crusade. So keep that in mind that this is only what the Imperium WANTS the public to think.
 
If it looks like a duck, swims like a duck, and quacks like a duck the Imperial Truth will pretend it's a confused badger with a weird nose. Hypocrisy is the heart of the whole system.
True but those are official opinion. Even Zenith of Imperial truth Emperor is forced to admit that despite paying lipservice to Imperial Truth Many of Imperial worshipping him secretly in their home. He is being constantly bombarded with their Prayers. He can not just kill them because skilled personnel are so hard to find so he gritted his teeth and forced to endured that and planned to deal with after Crusade. We all know how that ended. Now Imperials have greater proof of his Godhood. No matter what Emperor says they will not just accept that. Thry may think this is a test or pay lipservice to Imperial truth. But it will certainly create greater number of hidden worshippers.
 
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