Loyalty is its own Reward (A Traitor Legion Chapter Master Quest)

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One of Night Lords's plot lines in Canon, is Decimus attempting to "reunite the Legion".

Maybe it will be related to this.
Well, we'll see. Personally I have my doubts about something as big as that but it'd be cool if we could yoink some cool relics or redeemable (very doubtful) Night Lords.
 
Could be we have been having hints dropped at our plot but we haven't put the pieces together yet. Like maybe that business with the Inquisitor lady could be involved with our plot.
 
Could be we have been having hints dropped at our plot but we haven't put the pieces together yet. Like maybe that business with the Inquisitor lady could be involved with our plot.
Mitsuhide? Personally, I doubt it. I think Sanction and Harker and Mitsuhide are their own separate plotlines from whatever Night Lord related stuff we'll have to deal with. However, Sanction could be happening soonish because of Pluvia's visions so we might see.
 
Guide to the Planets of the Aetelian Sector: Eramis New
Eramis


Classification:
Death World


Administratum Tithe: Decuma Prima


Population: 327 million


Capital: Kiith Akalon


Day Cicle Duration (In terran standard): 29 hours



"You call this a swarm, you've never seen a true swarm!!" – Eramisian guardsmen upon first seeing a tyrranid swarm.

"I leave you alone for a minute and your already surrounded by snakes, {why did it have to be snakes}." – inquisitorial stormtrooper after saving an inquisitorial acolyte during a Thanban expedition.

"After a long two centuries of war Eramis is now united under the banner of the emperor and with our cousins in the stars we shall live on for our families, our future, and our Emperor." – King Ramsis the first after the unification of Eramis


Overview:

Located in the Carybdis subsector of the Aetelian sector, the Death world of Eramis was discovered in 345.M37 by an imperial navy flotilla that had miss jumped into Eramis' solar system. What they found was a 3-way war being fought on the planet between the human inhabitants, the local wildlife, and a group of Orks that had found themselves crashed on Eramis. The imperial naval flotilla quickly destroyed the single Ork Kroozer in orbit of the planet and without their orbital support the ork forces that had landed on Eramis were quickly wiped out by a combination of the local wildlife, and orbital bombardment. Despite their gratitude to the imperium for helping them defeat the orks many of the human city states did not want to join the imperium, wanting to keep their autonomy and freedom. What followed was a long a brutal civil war between the imperium backed city states and the independent ones that last almost 200 years before all the planet's city states were united under the S'Jorn dynasty of the city state of Kiith Akalon, it was at this point where the people of Eramis officially joined the Imperium.

Despite the unification of the city states under the S'Jorn dynasty, some of the nobles in charge of other cities will often get arrogant and try to rebel against the rule of the imperium this will often result in a war that may last at a minimum of 10 years with the longest holding out for a full century. This is due to the dangerous nature of much of Eramis' surface, the Enfasa, the occasional Thanban frenzy, and the way that the Kiith's were constructed making them extremely difficult to siege. Despite the multiple uprising that occur on Eramis the imperium usually doesn't get involved for two reasons, first is that the other loyal cities will double their Tithes to make up for the lost revenue from the rebel Kiith's, and because the rebels are always put down eventually.

Eramis on the surface a pretty standard looking desert world, with sandstorms being common near the equator and most of the population residing in mountain ranges. Most of the population resides in mesa and mountaintop fortress cities called Kiith's. These fortress cities have been constructed on top of underground water reservoirs allowing for easy water access by the inhabitants. Eramis has multiple reasons for its classification as a death world, from the weather, the wildlife, to the very sand itself. First are the Enfasa, the most prominent predator on the planet, they are a species of 4-foot-tall beetle-like creatures with sandy brown shells, and razor-sharp legs and teeth. They are not difficult to kill with a few las bolts being enough to put one down. What makes them so dangerous is the fact that they attack in swarms of up to 1 million at minimum with the more common swarms being in the tens of millions. The people of Eramis have reported that over a dozen Kiith's have fallen to Enfasa swarms in their recorded history. The Enfasa constantly attack the Kiith's on a regular basis which has led to every single person on Eramis no matter their social status to be required to serve 5 years at minimum in the PDF. The second reason for Eramis' death world classification is the fact that the sand on Eramis is constantly shifting every second so if a person were to simple stand in the sand for about 10 seconds they would be swallowed by the desert. This has caused ground transportation to be almost impossible with much of the transportation between Kiith's being done by air or orbital transport.

The constantly shifting sands don't just swallow things they also rise things up temporarily. First are the large amount of ship wreak that have appeared of numerous races, sometimes Kiith's will send expeditions to explore these wreaks before they sink back into the desert those that are successful will often come back with salvage and supplies and sometimes even piece of important tech although nothing as valuable as an STC has been found. The second thing that is often vomited up by the desert are Thanban temples. The Thanban are a species of humanoid snake that are believed to have once had Eramis as their homeworld. However, whatever sentience they may have had is long gone as they are now a hyper aggressive feral species that will attack anything that comes near their dens. However, the Thanban may go out and attack near by Kiiths depending on if its nighttime or not. Their temples are remarkably well preserved despite them being consumed by the desert repeatedly, the oldest temple to be carbon dated is reported to be over 30 million years old.

Unknown to much of the population of Eramis the Ordo Xenos operate a hidden listing post and research facility on Eramis' largest moon of Kusha. This facilities mission is to monitor for when Thanban temples will appear and when they do, they send expeditions to the temples to both explore and recovery any Artifacts that may be left in the temples. These expeditions are highly dangerous as the teams must deal with the fact that the temple will sink again at any time, the Thanban within the temples, and the traps that are set throughout the temples.

-Eramisian Drop Korps: The local imperial guard regiment they are the only thing that is tithed from Eramis. Every single guardsman is a volunteer who has served at least 5 years in the Eramis PDF. Specializing in both Shock and awe attacks as well as Guerilla warfare the Eramisian Drop Korps will at best be a major nuisance to their enemies. Their favoured battle tactic is to drop behind enemy lines and conduct ambush campaigns against any enemy that they face. While they can operate as a standard regiment they are more commonly deployed in groups of 20 when behind enemy lines making it extremely difficult for the enemy to locate the regiment and wipe them out. The guardsmen of Eramis have gained a reputation of wanting the prove they are the best, but unlike many other regiments who boast about their accomplishments the guardsmen of the Eramisian Drop Korps focus only on the mission to let their accomplishments speak for themselves. They will often refuse to listen to orders from superior officers if they view the order as ether inefficient or idiotic. The standard uniform and loadout for the Eramisian Drop Korps is a set of full body flak Armor and an Accatran pattern lasgun. They are also equipped with reinforced pressure helmets more commonly used by pilots in the Aeronautica Imperialis. Every guardsman is also equipped with a grav chute for aerial and orbital insertion as well as a set of grappling and repelling cables if a grav chute is ether damaged, or not necessary.

-Notables of the Eramisian Drop Korps:

  • Colonel Aliana S'Jorn: The fifth child and only daughter of King Ramiel IX of Eramis, Aliana Defied her father's wishes and instead of leaving the PDF after her 5-year service, she instead volunteered for the imperial guard. Despite her status as a royal on Eramis she didn't let it go to her head and acted as if she was just another soldier. She is one of the greatest swordsmen in the Eramisian Drop Korps often being seen duelling enemies in combat with her power sword and ether killing them on her own or fighting until one of her subordinates can land the killing blow. She is widely respected by her troops, earning the nickname "Sky Queen".
  • Corporal Kaar Salim: Known to be a bit of a loner among his regiment Corporal Salim has distinguished himself as one of the best snipers in the regiment. He will often find the best place to hid in battle and start picking off enemy combatants one by one starting with enemy commanders. He refuses to use a scope on his Long-las relying solely on his eyesight and his helmet visor to pick off his targets. It's rumoured that he has never missed.


Trivia:
  • Guardsmen of the Eramisian Drop Korps seem to have in innate way of sensing traps, this sense has caused them to be favoured by inquisitors for their retinues.
  • Occasionally some particularly brave explorers on Eramis will try exploring some of the old abandon Kiiths that were overrun by Enfasa, these explorers are often never seen again.
  • In Thanban ruins, there exist a particular type of artifact that takes the form of glowing Orbs often in the colors, red, blue, green, purple, and orange. When these artifacts are removed the entire temple will collapse.
  • Despite them all of them looking similar, there are several distinct types of Thanban that have special abilities based on the colour of their scales, green can spit venom, orange has enhanced strength, etc.
  • Inquisitorial acolytes and interrogators will often be assigned to the inquisitorial outpost on Kusha as a type of training.


Authors Note: Well this took longer then I hoped but i finally completed it, here is my next entry into the Aetelian Sector, let me know what you all think.
 
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Being a fan of the homeworld series and there 2 games(there is no 3) I love what you have made red are the enfasa supposed to be the bugs from star ship troopers?
thanks, yep though they are smaller, slightly easier to kill, and have no space travel ability, but they are a lot more numerous. i see you figured out two of the inspirations for this world, i Love the homeworld games.
 
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thanks, yep though they are smaller, slightly easier to kill, and have no space travel ability, but they are a lot more numerous. i see you figured out two of the inspirations for this world, i Love the homeworld games.
Its very easy to see and now i have a another world to put on the list to take Recruits from to fill up our chapter

We gonna need with it after this war and the back to back mass raids
 
Its very easy to see and now i have a another world to put on the list to take Recruits from to fill up our chapter

We gonna need with it after this war and the back to back mass raids
nice i also based it off of Lego ninjago and tomb raider. Oh we are most definitely going to need more recruits we've all ready lost about 30 to 40 marines if i remember right and we only just started attack the first planet. also technically Homeworld has 4 games (dont forget deserts of Kharak)
 
nice i also based it off of Lego ninjago and tomb raider. Oh we are most definitely going to need more recruits we've all ready lost about 30 to 40 marines if i remember right and we only just started attack the first planet. also technically Homeworld has 4 games (dont forget deserts of Kharak)
Huh i consider deserts its own thing so it is still 2 but with catalysim it would be 3 yes
 
So I've done some quick math to take count of the current number of Nowalijki and Neophytes that we have and how many we'll need to replace the current missing numbers in companies (not counting for Yerma losses yet since it hasn't been updated)

Neophytes: 88
Nowalijki 1st phase: 80
Nowalijki 2nd phase: 4 (Yes, 4, curse you bad rolls!)

So, pretty bad batch to replenish numbers for our 2nd phase rookies. Next turn is going to be rough due to the losses we will be sustaining in Yerma so we'll need to hope for good rolls. However, I have also taken the liberty to count how many Nowalijki we need to fulfill all the empty spots on our current companies before we can even think of establishing a new company. That number is (once again, not counting current losses in the Yerma campaign) 15 Marines in the 2nd, 5 in the 3rd, 4 in the 6th, 14 in the 7th, 56 Marines + Veteran sergeants in the 9th, 8 Veterans for the 10th. In total, we need 102 Marines to fulfill our current losses.

However, our current losses in the Yerma campaign are 46 Marines so far. So the current numbers we need to bring all current companies to full strength are 148 Marines. That seems pretty daunting but we usually get high rolls for recruiting Neophytes. We also knew that Yerma was going to be a tough nut to crack as the EotM have been here for several millennia, building up and fortifying their planets. However, I'll point out that in the next few turns, if everything goes well, we'll be getting 168 recruits (not accounting for eventual attrition and causalities) which means we'll slowly regain our losses.

Things might seem bad now but an important thing to note is that our losses have been sustainable. We can loose a bunch of Marines and bounce back, regardless of facing Chaos or not. The extra recruits from Arcronix and Bracaim have definitely helped with our numbers but even with just recruiting from Luctus, we can keep on moving forward without having to pick and chose what deployments to go on. However, I would still like to recommend that once we establish a new company that we keep a reserve company on Luctus once per turn to ensure we don't loose Nowalijki anymore than we have to. Each turn, a different reserve company garrisons Luctus so that our rookies keep getting experience.
 
Guide to the Planets of the Aetelian Sector: Syndra Libertas New
Planet Name: Libery's Rest Officially: Syndra Libertas


Classification: Hive World


Population: 150 billion


Imperial tithe: Exactis Prima


"What the Traitors on Hlios One hear from the imperial line of the Red Guard:"
View: https://youtu.be/bsNVzwuJeVk?si=NQsh6_kLX6nbzy83


Planet Overview: Liberty's Rest is an Imperial world with a deep and complex relationship to the Emperor's rule. Unlike most Imperial worlds that follow traditional feudal or autocratic structures, Liberty's Rest is governed by the Combined Syndicates of Liberty's Rest (CSLR), a unique political system where powerful trade unions, workers' councils, and revolutionary syndicates control both the economy and the military. While the planet is nominally loyal to the Emperor and the Imperium, its political system is decidedly unorthodox, often rubbing against the more conservative figures of Imperial governance.

Despite the Imperium's demands for fealty to the Emperor and its traditional monarchical power structures, the CSLR's commitment to worker control, equality, and social justice sets it apart from the majority of Imperial worlds. Liberty's Rest is constantly balancing between its rebellious history, its revolutionary ideals, and its need to function within the larger, hierarchical Imperium.

Political Structure: The Combined Syndicates are a series of worker-run councils and syndicates that govern every aspect of life on Liberty's Rest, from resource extraction to urban planning and military command. The Commissariat of Liberty's Rest, as it's known, consists of elected leaders, known as Commissars, who are drawn from the ranks of the major syndicates. These leaders serve terms that are limited by democratic elections within their respective syndicates, ensuring a system of constant rotation and accountability (in theory). The position of planetary governor is reserved for the Commissar-General, the highest-ranking figure of the CSLR, who balances the demands of the planet's workers with the pressures of Imperial bureaucracy.

While the planet's political system is fiercely independent in structure, it still answers to the Emperor. The Commissar-General maintains a loyalty to the Imperial Throne, and the planetary government sends tribute, resources, and military support to the Imperium in exchange for protection and recognition. The problem is that the CSLR's leadership often pushes the boundaries of Imperial dogma, advocating for the rights of workers and the suppression of Imperial nobility, which sometimes causes tension with more orthodox Imperial officials.

The Imperial Governor's Office is present but largely symbolic, representing the Emperor's presence on the world. The Governor might hold a ceremonial position or act as an intermediary between the CSLR and the broader Imperium, but his influence is limited. The Commissar-General answers directly to the Emperor's will, but the planet's laws are often a complex blend of traditional Imperial edicts and syndicalist ideology.

Military: Liberty's Rest's Guard Regiment known as the Red Guard are invaluable to sector command fiercely resolute, they say that it takes a Cadian to stop a Red Guard Trooper, usually drawn from the multiple hive factory city's around the world all equipped with very utilitarian equipment but the difference comes from the mixture of deep red, black, dark blue, and tans and browns of their battle fatigues reflecting the proletariat's traditional colors. They wear berets, patrol hats, and functional, utilitarian combat gear rather than ornate armor and uniforms or gilded insignia. Each Regiment carries a banner representing their world's workers' collective usually with hammers, wrenches or even other syndicate imagery. While they still follow a chain of command, the Red Guard favours a more egalitarian approach within their ranks. Officers often come from the ranks of regular soldiers, having earned their position through merit and fervour. Rank insignia are functional, showing leadership without the trappings of aristocracy. Sergeants and officers are often seen as "Comrades," symbolizing their commitment to the cause and solidarity with the soldiers.

Economy: The economy of Liberty's Rest is a mixture of socialist syndicalism and industrial capitalism. While the planet produces massive amounts of resources—ranging from weapons and war machines to agricultural goods—these industries are collectively owned and managed by the workers themselves. The syndicates control the means of production, distribution, and labor. Production is centralized in giant state-run factories, but decision-making is done by worker councils, which ensure that the rights of laborers are protected in theory.

This system works relatively well in maintaining production output, and the planet's industrial base makes it a valuable asset to the Imperium. However, it also causes friction with more traditional Imperial sectors, as the planet's workers have significant autonomy and a sense of entitlement to the fruits of their labor, something not typically seen in the Emperor's other domains.

The planet is also a crucial player in the Imperium's vast supply chains. Its military-industrial complex churns out weapons and equipment, including Imperial Guard regiments' standard issue gear, which is mass-produced in the planet's factories. Trade unions and guilds set wages for the workers, and the social welfare system ensures that citizens are taken care of, though the quality of life often varies between the working classes and the elites. There's a growing tension between the wealthy industrialists and the revolutionary syndicates, though, and some factions within the planet's leadership push for more equitable distribution of resources.

Culture: The culture of Liberty's Rest is one steeped in revolutionary fervor, but it is also pragmatic, shaped by the need to operate within the confines of Imperial law while still adhering to its syndicalist principles. Public life is governed by a cult of collectivism, with the planet's propaganda constantly emphasizing the virtues of solidarity, equality, and unity.

Revolutionary songs, literature, and art are common, portraying the ongoing struggle of the workers against both the tyrannical imperial off-world nobles and the imagined capitalist oppressors from within the Imperium. The working classes are heavily indoctrinated into these principles, though there's a lingering undercurrent of dissatisfaction among those who feel that their needs aren't fully being met.

While the syndicalist culture of Liberty's Rest retains a strong sense of worker unity and collectivism, the Emperor's worship is paramount. The Imperium's faith is deeply ingrained in the population, but it often manifests in a more communal form of reverence. The citizens of Liberty's Rest see themselves as soldiers in a holy war, each individual contributing to the war effort for the glory of the Emperor. Public prayers are often recited in factories before work begins, and massive imperial shrines are built within industrial complexes to honor the Emperor.

While the planet is heavily influenced by its industrial society and syndicalist governance, it is equally devoted to the Emperor, and the Ecclesiarchy maintains a firm presence to ensure that the Emperor's will is followed.

Influence in the Imperium: Liberty's Rest's role within the Imperium is tenuous at best. While it provides vast amounts of resources and military support, the planet's rebellious past and its unorthodox political structure make it a thorn in the side of more traditional Imperial Lords and high ranking officials. The High Lords of Terra look down on the planet's decentralized, worker-driven government, but they can afford to ignore it due to the planet's industrial and military output and timely payments of the Emperors tithe.

The planet's position is often one of political intrigue, as powerful Imperial figures and lords seek to either reform Liberty's Rest or bring it back fully under Imperial control. The planet's leadership, while loyal to the Emperor, is often in conflict with these high-ranking officials, who see the planet's radical syndicalist government as a challenge to the Emperor's divine authority.

At the same time, Liberty's Rest stands as a beacon for rebellious factions across the Imperium. It's a symbol of the workers' struggle against the Imperial hierarchy, and while it's part of the Imperium, it constantly pushes the limits of Imperial tolerance.

———————————————————————
And done hope you guys enjoys my favourite faction in HOI 4 kiserreich mod in my favourite universe. Took a while but it's done and Thunder I know the emperor worship might not work don't worry have another draft for it to take over.
 
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Planet Name: Libery's Rest Officially: Syndra Libertas
Okay, the concept is cool, first of all. The thing that runs weirdly is both the God-Emperor Worship and the clashes for the planetary politics. The Emperor worship is due to your approach being very similar to a Great Crusade-era interpretation, and while that's cool and the Ecclessiarchy allows an impressive amount of variation in doctrine, the sole obligatory sticking point is that He is THE God. Otherwise is heresy.

As for the clashes with outside elements trying to change the planet's governance, while dislike and disdain are expected, the Administratum doesn't care how a planet rules itself as long as it pays the Tithe.
 
dont regret it its a tool to be used nothing more a good creator use it to inhance and pretty up its work
So while trying to get that omake out what you said is quite right in making it look more pretty. Really makes a good proof reader and flavor text advisor but it's actually a good advisor to in giving me an idea on how to write a scene where instead of 6 battle barges arriving together it's 6 battle barges arriving one by one which makes the scene much better.

I got the means to make part 1 just like in the opening post which helped in changing things in the scene.
 
So while trying to get that omake out what you said is quite right in making it look more pretty. Really makes a good proof reader and flavor text advisor but it's actually a good advisor to in giving me an idea on how to write a scene where instead of 6 battle barges arriving together it's 6 battle barges arriving one by one which makes the scene much better.

I got the means to make part 1 just like in the opening post which helped in changing things in the scene.
Wonders of using new tech in how they are meant to be used look forward to what you cook up for the omake
 
And Then There Were Eight New
There you go. Part 1.

And Then There Were Eight

The control room of the Inquisitorial fortress, usually a hub of methodical efficiency, had fallen silent. As silent as a dead world.

At the center of the chamber stood Inquisitor Abraham Harker, his posture composed, his expression unreadable as he studied the shifting hololithic projections before him. Only his eyes betrayed his thoughts—grave, sharp, and searching.

Around him, the fortress crew had faltered, their discipline momentarily shaken by what they saw. For a heartbeat, they had forgotten their training. But Harker's presence—honed by centuries of duty to the Ordo Hereticus—was enough to pull them back into line.

This was not expected.

Ships arriving in the Jalente System were a common sight. Most were cargo vessels, fulfilling Terra's Due, transporting the agri-world's bounty to feed the Imperium's countless subjects. The presence of an Inquisitorial fortress had earned the system a reduced tithe, but traffic remained steady. The only other ships to frequent Jalente were occasional Imperial Navy patrols or vessels bearing members of the Holy Ordos, drawn to the fortress hidden beneath the planet's golden fields.

Until now.

At first, it was just one. A Battle Barge, wrenching itself from the warp into real space like a wounded leviathan. Even in its ruined state, its sheer presence spoke of power—a relic of war, a fortress of the Emperor's might, now left in tatters.

Its hull, once armored in adamantium and ceramite, was torn open in places, entire decks gutted, venting shattered remains and frozen corpses into the void. Ancient sigils of the Adeptus Astartes—some barely recognizable—adorned the vessel, their meaning obscured by time and battle scars. Its engines flickered, struggling, dying—a machine spirit whispering its last breath after enduring unspeakable horrors.

Then came another.

And another.

One by one, more Battle Barges emerged from the warp's grasp, all bearing the same terrible wounds. Signs of damage that any voidsman would dread—the unmistakable scars of a Gellar field breach. They had seen the things that lurked beyond reality. And they had survived.

The control room's auspex scanners screamed alarms, their shrill cries piercing the mounting tension in the air. Menials and tech-priests scrambled at their consoles, desperate to acknowledge each warning, but the reports were coming too quickly, too numerous. The severity of the situation outpaced their attempts to analyze it. They could not keep up.

Amidst the growing chaos, Harker remained at the center of it all. His expression grew graver with each passing second, his complexion paler—betraying the steely poker face he had perfected over a century of service. The silence in the control room was gone, replaced by frantic murmurs and the sharp, panicked clicks of consoles. Yet, Harker remained unshaken. For now.

With an attitude appropriate to his position, he spoke the words that would cut through the growing panic of those present.

"Report," Harker's voice was even, betraying no hint of emotion, yet commanding all attention as his gaze remained locked on the eight Battle Barges.

A nervous acolyte, grateful for the clarity of a direct order, turned from his station to address him. "My lord, we are still verifying, but... these ships are broadcasting Imperial identification signals—dating back to the Great Crusade to the Traitor Legions. All of them."

The hololithic projection updated with new identifications:

  • Rising Aquila of the Emperor's Children
  • Unbreakable Litany of the Iron Warriors
  • Fear of Judgement of the Night Lords
  • Icon of Wrath of the World Eaters
  • Resilience of the Death Guard
  • Lesson of Wisdom of the Thousand Sons
  • Lunar Glory of the Sons of Horus
  • Unrelenting Zeal of the Word Bearers
Harker registered the information with a grimace. More questions, then.

He turned to the tech-priest in charge of the control room. "What do you know, Metellus?"

The tech-priest, whose body was a living testament to implants and augments, seemed momentarily caught between his reverence for the Omnissiah and a growing curiosity. "By the Omnissiah... The machine spirits here... they hear the agony of the eight. These ships have been broadcasting transponder codes thought to be lost for millennia."

Harker glanced back at the hololith. The ships, now nearly dead, once-mighty vessels forged from Mars, had become husks. Some bore wounds that looked unnatural, their scars hinting at the terrible fate the ships endured when their Gellar fields failed during the warp jump.

Despite their condition, everyone knew what they were. Warships belonging to the Emperor's Angels. And for reasons unknown, they had come here—especially those belonging to the Traitor Legions, which, despite their entry, did not show the earmarks of being completely warped beyond recognition. This was no ordinary return.

However, the Inquisition's protocols were clear: Any unsanctioned Astartes force was to be treated with the utmost suspicion. Even the most loyal of Chapters did not appear unannounced, let alone in numbers like this.

His train of thought was interrupted as the vox-systems flickered. The tech-priests overseeing the fortress' communications network were frantically working to unscramble the corrupted transmissions.

Then, the first message came through.

"This is Captain Severus of the 516th Expeditionary Fleet to any Imperial Forces in the system. We've suffered heavy casualties and our ships are in dire need of repairs. We require assistance immediately!"

Harker's hands clenched behind his back.

Another transmission crackled through, albeit garbled.

"This is Captain—static—of the 125th Expeditionary Fleet. Heavy casualties sustained. Assistance required."

And another, in even worse condition.

"This is —static— of the 28th Expeditionary Fleet. —static— assistance —static— help us!"

A cavalcade of transmissions flooded the control room, each struggling through the static.

"—static— 13th Expeditionary Fleet! —static—"

"—static— extradimensional xenos —static—"

"—static— assistance —static—"

"—static— casualties —static—"

The fortress control room was deathly silent. Every adept, every officer, every servitor froze, as if the galaxy itself had stopped spinning. Harker was the first to react and ask a rhetorical question.

"Tell me I misheard."

Metellus answered. "No, the transponders are true and the machine spirits say the eight, while in agony, have yet to be fully corrupted."

And so, Harker, in all his years of service and having witnessed countless horrors, took a deep breath. The most recent of surprises—the most significant in his lifespan—was not an easy one to comprehend. His mind began to formulate his response.

These ships—these warriors—should not exist.

As they belonged to the Traitor Legions, they should have been cast away with the rest of their brethren as warbands, or exiled into the Eye of Terror after the Scouring.

And yet here they were. Damaged but not corrupted.

A fleet lost in the warp for ten thousand years. Trapped in the nightmare of the Immaterium, suffering horrors beyond imagination, fighting for a crusade long ended by treachery—only to escape here, to an Imperium that had forgotten them.

Harker exhaled, slowly, controlled.

The potential ramifications were terrifying.

The Ecclesiarchy would demand their execution. The Adeptus Astartes would see them as no different from their current traitor brethren, condemning them to suffer the fate of all traitors. The High Lords of Terra would want them purged, studied, or worse.

And Harker?

Harker had to decide what happened next.

He turned to the nearest vox officer.

"Prepare a transmission."

The officer hesitated. "My lord?"

Harker's eyes were cold as the void.

"If they are who they claim to be, then they have fought for the Emperor before the arch-traitor ruined it all. The least I can do is hear them out."

A pause.

"Get me their commanders."

Another pause, before Harker assured everyone present.

"They're broken. This fortress is more than capable of handling eight heavily damaged battle barges."

The vox officer nodded before transferring control of the vox to Harker.

He steadied himself before giving the response that would change everything.

"…..This is Inquisitor Abraham Harker, do you hear me, Captain Severus, and everyone else?"
 
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There you go. Part 1.

And Then There Were Eight

The control room of the Inquisitorial fortress, usually a hub of methodical efficiency, had fallen silent. As silent as a dead world.

At the center of the chamber stood Inquisitor Abraham Harker, his posture composed, his expression unreadable as he studied the shifting hololithic projections before him. Only his eyes betrayed his thoughts—grave, sharp, and searching.

Around him, the fortress crew had faltered, their discipline momentarily shaken by what they saw. For a heartbeat, they had forgotten their training. But Harker's presence—honed by centuries of duty to the Ordo Hereticus—was enough to pull them back into line.

This was not expected.

Ships arriving in the Jalente System were a common sight. Most were cargo vessels, fulfilling Terra's Due, transporting the agri-world's bounty to feed the Imperium's countless subjects. The presence of an Inquisitorial fortress had earned the system a reduced tithe, but traffic remained steady. The only other ships to frequent Jalente were occasional Imperial Navy patrols or vessels bearing members of the Holy Ordos, drawn to the fortress hidden beneath the planet's golden fields.

Until now.

At first, it was just one. A Battle Barge, wrenching itself from the warp into real space like a wounded leviathan. Even in its ruined state, its sheer presence spoke of power—a relic of war, a fortress of the Emperor's might, now left in tatters.

Its hull, once armored in adamantium and ceramite, was torn open in places, entire decks gutted, venting shattered remains and frozen corpses into the void. Ancient sigils of the Adeptus Astartes—some barely recognizable—adorned the vessel, their meaning obscured by time and battle scars. Its engines flickered, struggling, dying—a machine spirit whispering its last breath after enduring unspeakable horrors.

Then came another.

And another.

One by one, more Battle Barges emerged from the warp's grasp, all bearing the same terrible wounds. Signs of damage that any voidsman would dread—the unmistakable scars of a Gellar field breach. They had seen the things that lurked beyond reality. And they had survived.

The control room's auspex scanners screamed alarms, their shrill cries piercing the mounting tension in the air. Menials and tech-priests scrambled at their consoles, desperate to acknowledge each warning, but the reports were coming too quickly, too numerous. The severity of the situation outpaced their attempts to analyze it. They could not keep up.

Amidst the growing chaos, Harker remained at the center of it all. His expression grew graver with each passing second, his complexion paler—betraying the steely poker face he had perfected over a century of service. The silence in the control room was gone, replaced by frantic murmurs and the sharp, panicked clicks of consoles. Yet, Harker remained unshaken. For now.

With an attitude appropriate to his position, he spoke the words that would cut through the growing panic of those present.

"Report," Harker's voice was even, betraying no hint of emotion, yet commanding all attention as his gaze remained locked on the six Battle Barges.

A nervous acolyte, grateful for the clarity of a direct order, turned from his station to address him. "My lord, we are still verifying, but... these ships are broadcasting Imperial identification signals—dating back to the Great Crusade to the Traitor Legions. All of them."

The hololithic projection updated with new identifications:

  • Rising Aquila of the Emperor's Children
  • Unbreakable Litany of the Iron Warriors
  • Fear of Judgement of the Night Lords
  • Icon of Wrath of the World Eaters
  • Resilience of the Death Guard
  • Lesson of Wisdom of the Thousand Sons
  • Lunar Glory of the Sons of Horus
  • Unrelenting Zeal of the Word Bearers
Harker registered the information with a grimace. More questions, then.

He turned to the tech-priest in charge of the control room. "What do you know, Metellus?"

The tech-priest, whose body was a living testament to implants and augments, seemed momentarily caught between his reverence for the Omnissiah and a growing curiosity. "By the Omnissiah... The machine spirits here... they hear the agony of the eight. These ships have been broadcasting transponder codes thought to be lost for millennia."

Harker glanced back at the hololith. The ships, now nearly dead, once-mighty vessels forged from Mars, had become husks. Some bore wounds that looked unnatural, their scars hinting at the terrible fate the ships endured when their Gellar fields failed during the warp jump.

Despite their condition, everyone knew what they were. Warships belonging to the Emperor's Angels. And for reasons unknown, they had come here—especially those belonging to the Traitor Legions, which, despite their entry, did not show the earmarks of being completely warped beyond recognition. This was no ordinary return.

However, the Inquisition's protocols were clear: Any unsanctioned Astartes force was to be treated with the utmost suspicion. Even the most loyal of Chapters did not appear unannounced, let alone in numbers like this.

His train of thought was interrupted as the vox-systems flickered. The tech-priests overseeing the fortress' communications network were frantically working to unscramble the corrupted transmissions.

Then, the first message came through.

"This is Captain Severus of the 516th Expeditionary Fleet to any Imperial Forces in the system. We've suffered heavy casualties and our ships are in dire need of repairs. We require assistance immediately!"

Harker's hands clenched behind his back.

Another transmission crackled through, albeit garbled.

"This is Captain—static—of the 125th Expeditionary Fleet. Heavy casualties sustained. Assistance required."

And another, in even worse condition.

"This is —static— of the 28th Expeditionary Fleet. —static— assistance —static— help us!"

A cavalcade of transmissions flooded the control room, each struggling through the static.

"—static— 13th Expeditionary Fleet! —static—"

"—static— extradimensional xenos —static—"

"—static— assistance —static—"

"—static— casualties —static—"

The fortress control room was deathly silent. Every adept, every officer, every servitor froze, as if the galaxy itself had stopped spinning. Harker was the first to react and ask a rhetorical question.

"Tell me I misheard."

Metellus answered. "No, the transponders are true and the machine spirits say the eight, while in agony, have yet to be fully corrupted."

And so, Harker, in all his years of service and having witnessed countless horrors, took a deep breath. The most recent of surprises—the most significant in his lifespan—was not an easy one to comprehend. His mind began to formulate his response.

These ships—these warriors—should not exist.

As they belonged to the Traitor Legions, they should have been cast away with the rest of their brethren as warbands, or exiled into the Eye of Terror after the Scouring.

And yet here they were. Damaged but not corrupted.

A fleet lost in the warp for ten thousand years. Trapped in the nightmare of the Immaterium, suffering horrors beyond imagination, fighting for a crusade long ended by treachery—only to escape here, to an Imperium that had forgotten them.

Harker exhaled, slowly, controlled.

The potential ramifications were terrifying.

The Ecclesiarchy would demand their execution. The Adeptus Astartes would see them as no different from their current traitor brethren, condemning them to suffer the fate of all traitors. The High Lords of Terra would want them purged, studied, or worse.

And Harker?

Harker had to decide what happened next.

He turned to the nearest vox officer.

"Prepare a transmission."

The officer hesitated. "My lord?"

Harker's eyes were cold as the void.

"If they are who they claim to be, then they have fought for the Emperor before the arch-traitor ruined it all. The least I can do is hear them out."

A pause.

"Get me their commanders."

Another pause, before Harker assured everyone present.

"They're broken. This fortress is more than capable of handling six heavily damaged battle barges."

The vox officer nodded before transferring control of the vox to Harker.

He steadied himself before giving the response that would change everything.

"…..This is Inquisitor Abraham Harker, do you hear me, Captain Severus, and everyone else?"
Nice job I like your first part. Quick little nitpick it says their are 6 battle barges when their are 8. Can't wait to see the next part 😁
 
Nice job I like your first part. Quick little nitpick it says their are 6 battle barges when their are 8. Can't wait to see the next part 😁
Yeah I noticed and fixed it.

It was an interesting try out. Definitely looked better than before my previous omakes when I only had my brain without AI that made text not as easy to read on the eyes. Really wouldn't be able to figure to add in sound effects like —static— or the battle barges coming in one by one if I tried writing this in the past.

Then as I slowly write it out I do it like a building block. Take bits and pieces or add it in as a draft before it gets proofread and improved to look better.

Next part can be much harder or moderate to do if I want to add in all the viewpoints from all the eight or just focus on Severus.
I really want to cook one day for Severus meeting Rylanor.
 
Okay, the concept is cool, first of all. The thing that runs weirdly is both the God-Emperor Worship and the clashes for the planetary politics. The Emperor worship is due to your approach being very similar to a Great Crusade-era interpretation, and while that's cool and the Ecclessiarchy allows an impressive amount of variation in doctrine, the sole obligatory sticking point is that He is THE God. Otherwise is heresy.

As for the clashes with outside elements trying to change the planet's governance, while dislike and disdain are expected, the Administratum doesn't care how a planet rules itself as long as it pays the Tithe.
Ok for the emperor one knew I was stretching it a little but that's an easy fix like I said in the post, for the other one you want more of an because the tithes are paid out of sight out of mind?
 
Yeah I noticed and fixed it.

It was an interesting try out. Definitely looked better than before my previous omakes when I only had my brain without AI that made text not as easy to read on the eyes. Really wouldn't be able to figure to add in sound effects like —static— or the battle barges coming in one by one if I tried writing this in the past.

Then as I slowly write it out I do it like a building block. Take bits and pieces or add it in as a draft before it gets proofread and improved to look better.

Next part can be much harder or moderate to do if I want to add in all the viewpoints from all the eight or just focus on Severus.

I really want to cook one day for Severus meeting Rylanor.
I feel like doing the different perspectives for all 8 chapter masters would be more interesting but just doing Severus' perspective should be easier
 
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