…..…...PUBLIC HISTORY OF THE NECRONS.……..
The Time of the Tyr
The Tyr had existed as individual nations for hundreds of years. when a series of exploratory vessels, moving beyond their systems borders were intercepted by a vessel captained by an unknown vessel, captained by an individual known as Rak-Shul. An Old One he claimed, a race of ancient and supremely powerful beings who held dominion over the galaxy. Supposedly, he was the local ruler of this area of space and had detected their drive emissions. He expressed surprise that another race existed without one of his own as a progenitor. After further discussion and deliberation he labeled the Tyr the 'second born' and offered paradise if the they never again left their system except at his whim. Ponderously stating that their kind posed a threat to their 'Great Plan' and only with guidance could they be allowed to interfere. The Tyr, young and proud declined his terms and communication ceased. Though the ships were left unharmed as they turned back to report their findings.
Of course it was not long before a great plague soon descended upon the Tyr. Their already short lifespans were halved as cancerous lesions grew and multiplied. Quickly declared both incurable and named the 'Curse of Rak-Shul'. Every depth of mad science was plumbed to halt it's spread or weaken its effects as society veered toward total collapse. Eventually a desperate solution was found. Mass cloning bonded with mind transference, technologies long discarded for reasons of risk and unpredictability. Even this proved to be unreliable. Cloning produced thousands of bodies with only scarce few having even the hope of true viability and every mind transfer carried great risk of both failure and corruption. For the future of the Tyr however, and the merest chance of their races survival. It would have to do.
Great cloning tombs were created where billions of bodies were produced and recycled as bare thousands passed the rigorous tests.Only the elite, as they grew close to senescence were able to afford even the chance at a longer life. Bodies were created for them as they grew too old, too cancerous to function. They would attempt a conciusness transfer on a body built specifically for them, each time running the gauntlet of death through random chance and programming error. However even as millions died despite precautions, the techniques were refined and the proportion of successful clones increased. The Tyr dared to hope that eventually immortality could be within everyone's reach. Then the virus mutated. Ripping through the populace, decades of work was undone as the variables changed. Once again clones were restricted to the elite and scientists as knowledge preservation and stability were prioritised above all. Gradually as decades passed, the elite accumulated great wealth and knowledge, generations of lesser Tyr passed before their rulers would meet true death. As the populace grew accustomed to this, ever more often was the word 'lord' heard from those who served their superiors. Eventually, after centuries of battling the curse and staving off their civilizations end. The lords even renamed their race. From the Tyr meaning 'people' to the 'Necrontyr', the 'undying people', in rejection of the doom that Rak-Shul had deemed fit for them.
The Five Eras of the Necrontyr
The First Era
It is said that The Necrontyr thrice expended decades of effort to save their people. Each time a new mutation occurred to strike them down for their hubris. Ultimately, after nearly a century of failure. The Lord's of the Necrontyr, those lucky enough to survive in this world of the dead, decided that vengeance was all they had left. The Necrontyr prepared for war. Decades past and Necrontyr science expanded, they sent out phased scout ships and found hundreds of planets, hundreds of races all worshiping Rak-shul and his kin. Races blessed with the length of life and strength of body denied to the Necrontyr. They built their fleets and forged their armies, armed with newly invented gauss and tesla. In preparation for the fateful day they would find their foe for he could seemingly pass through light years in the blink of an eye. At last he was located. In the process of creating yet another race to love him, and despise the Necrontyr.
The Second Era
They struck at once, destroying him swiftly and suddenly and claimed his worlds'. As his people, without his control and guidance tore each other to pieces. The local Old Ones, seeing the growing catastrophe, gathered every dinghy, pleasure craft and merchantmen they possessed which mounted a weapon. They threw their hastily assembled armada at the Necrontyr battle fleets and watched as it was cast aside in fire and fury. Twice more this would happen as the Necrontyr fully claimed the Halo stars and sent cloaked colony ships far further afield. Eventually however, the Old Ones turned their minds fully to war. they created the Eldar and the Krork and levied them against the Necrontyr. Unfortunately for them by the end of the second era, they had lost their chance for an easy victory. The Necrontyr were strong and fortified, and the Crypteks meddled at will in sciences even the Old Ones barely understood. Still they could marshall the might of a galaxy against their foe.
The Third Era
The Necrontyr at first were sent floundering by the sudden appearance of the warrior races marshalled against them. Forced to rush several battle fleets from other fronts they managed to force a stalemate. Then ever so slowly they were Driven back. Counterattack and scorched earth were used but the gargantuan forces of the Old Ones pushed ever onward. Deathmark strikes and mindshackle subversion were utilised against generals and admirals but their world's still burned and died. Christaline Singularity cannons clashed with particle whips in the void, as Kork Stormtroopers fought grinding campaigns with Immortal Legions. The Old Ones pitted their psionic mastery against the technological ascendancy of the Necrontyr. Eventually after centuries of grueling conflict, the Old Ones thrust a strike at the throne world of the Necrontyr. In cataclysmic battle despite its mighty defences, mundane and otherwise they shattered it into 3 though it cost them a mighty toll. Necrontyr resistance was reduced to their other incredibly fortified core world's as central authority collapsed.
The Fourth Era
As the Old Ones and their progeny began to lay siege to the Necrontyr core worlds a lull came to the galaxy. However, as the first fortress worlds began to buckle, a harrowing message was sent out from the centre of their own empire. Necrontyr battle Fleets, dozens of them along the length of galactic east were burning the unprepared and unguarded rear of the Old Ones.
The colony ships sent out in the second era had borne fruit. Grand armadas emerged from hidden successor kingdoms. Lone Necrontyr realms in the heart of the Old Ones territory lashed out. The galaxy writhed as for the first time the Necrontyr had near parity in world's and numbers. They fought with hatred born of jealousy and vengeance as they struck down the same immortal Old Ones again and again. Alas for the Necrontyr their empire had broken down into dynasties, each one moving to carve for themselves the greatest region of space. For no king could be selected among them and the Throneworld had fallen. Their battle fleets though, even unco-ordinated, smashed world after world, fleet after fleet. The Old Ones growing desperate as their pristine, jewel like kingdoms shattered were forced to rely on ever more extreme methods. Creating warp beings dedicated to war and violating a dozen of their own laws to do it.
Eventually the throneworld, centuries after it was smote, reappeared having been rendered into an immense planet-ship in secret. The three Triarchs, the last remaining rulers of the throneworld. Having swiftly reclaimed dominion of the core worlds, held a grand conclave demanding the dynasties return to subservience.
They were refused
The wars of succession began
The Last Era
The galaxy burns. The Krork are rendered barbarians by a mind virus and they infect a thousand systems, the Eldar brace and fortify in the remains of their empire and the Old Ones lash out with ever more forbidden armies and sorceries. While to resist this was an ever more fractured Necrontyr, warring with themselves near as much as their enemies. Offering to fix all of this came the star gods. Great beings of energy who had fed off the stars themselves since the dawn of time. Granted form by Necrontyr science. They offered Instant dominion over the Necrontyr dynasties, immortality in the form of biotransferrance to living metal shells and the ability to actually slay the immortal Old Ones in the Aether, from their own as yet unbleached sanctum. Finally, the Ctan would personally aid the Necrontyr in their grand purpose, helping destroy forever the eternal enemy. In exchange for these grand boons, the Necrontyr would serve the star gods in perpetuity as their privileged retainers, ageless and eternal.
Their former hopes of victory tasting of ashes in their mouths, and in awe of the star gods power, the Triarch agreed to the pact. The last era of the Necrontyr ended. As the Ctan feasted upon their souls, cast aside in the foundries of biotransferrance. The age of the Necrons began.
The Age of the Necrons
Vast armies of immortal soulless machines strike out from the core worlds. Unburdened by maintaining their vast cloning cities and the infrastructure of sustaining the populace, The Necrons war machine was accelerated beyond any mortal capability. In place of the populace which had cost so much merely to keep alive, now stood army nearly twice the magnitude of what the core worlds could have ever fielded. They overran the successor kingdoms and added them to the Triarchs forces.
The Webway with the Dolmen Gates, arcane interfaces granted by the Ctan is breached and the Old Ones within forced to give battle. Vast Hordes of Eldritch horrors bathed in the power of the nearby immaterium war with the silent Necron legions. Concepts are given form by Old One warmasters and flung at the Necron lines. One by one, however, they are overwhelmed and one by one, they begin to fall. The Old Ones had always had a refuge deep within the aether, a place of peace where they could recover even from death itself and from which they drew their psionic might. The Necrons, in the heart of the webway. Where the walls of the immaterium grew thinnest, constructed great weapons to fire upon these comatose Old Ones. Where they could not protect themselves. Where at last, they could not hide.
The environment of this place, was a reflection of the galaxy. For Millions of years it was a still pond, groomed and kept by the Old Ones. As the war in heaven progressed, it grew...'choppy' and anguished. still a place of respite but also one to keep a wary eye. Alas when the Necrons began firing upon their comatose brethren, the Old Ones still alive did the only thing they could. They stirred the pond. With a great working they shattered the peace of the Aether and distorted it until those within were hidden from view. They Warp Writhed as the woking continued, creating titanic monsters whose mere presence caused reality to collapse nearby.
The Necrons would purge the rest of the Webway, kill every last Old One they could find. But those within the Aether would be lost to them. Hidden behind the unknowable whirls and tides of the Aether turned wild and hostile even to its former masters. Witnessing a few consumed by the tides of the immaterium and with their armies broken and exhausted by centuries of battle, the Necrons considered those Old Ones lost to the aether and withdrew.
Now the Ctan demanded their final price. Their bargain had been fulfilled. The Old Ones destroyed and their works lay in ruins. Now the Necrons would have to honor their debt. Warrior slaves for Eternity, they would be divided amongst the star gods to serve at their leisure. To feed their insatiable hunger for souls forevermore. To cull the worlds of the galaxy for their gods until the last of the stars winked out. The Necrons exhausted by their war could not resist, their fleets lay in ruins and the star gods had done nothing but grow in power. Feasting upon the souls of the fallen.
However Nichathyst, The grand arbiter, second lord of the Triarch, pointed out that the works of the Old Ones were not yet ground into dust. The Krork were scattered and lost but the Eldar, the Eldar still possessed a sizeable kingdom in the galactic northwest. Still guarded the last of the Old Ones with reverent fury. This would be the Necrons death pyre he announced. When the last Eldar fell they would fulfill their bargain. The Ctan, eyeing the glut of rich souls before them and sated by having so recently fed upon the last of the Old Ones, acceded to this mild delay.
The Necrons mass for their last conquest, at a star near the elder empire. The warfleet of the Triarchs with the first and second lords present, display the still potent might of the only race to conquer the galaxy. Their fleet outmasses some of the smaller planets in the system their numbers more than some entire civilisations ever mustered. every Ctan comes, eyeing each other and keeping distant from the likes of the Nightbringer or the Outsider, for they had taken a liking to consuming each other as much as mortals. They gather around the star to feast upon its energies before the conquest of the Eldar begins and Szarek , The Silent King, Third of the Triarch, plucks a star from the celestial orrery. In the sudden detonation of a sun pulled billions of years from the future, the Ctan as a race, and the pride of the Necron warfleet cease to exist.
Reality bends and breaks at this violation of its laws. The immaterium spills into the void for thousands of lightyears in every direction. Suns nearby shatter as the chronomantic wake of the fallen star interacts with their own timeline. Armies and fleets from a dozen eras are flung into the void. Planets appear and disappear seemingly at random in nearby sectors as reality strains to reassert itself. When all settles a vast swathe of the galaxy is considered uninhabitable and though the cost was great the Necrons were liberated.
But the Deicide and the resultant breach had done too much damage. The Necrons were under assault from all sides. Eldar raiders struck at their flanks, Krork warbands, individually pinpricks outnumbered the stars in the sky, and the Old Ones last working seemed to spill ever more monsters into the void each year. Even after these were taken into account, half a dozen lesser threats loomed. The Necrons for all their might had to withdraw.
The Necrons retreat to wait out the millennia. Repair what damage they can and anticipate the moment where they could reclaim the fallen glories. Szarekh as the last remaining of the Triarch goes on an exodus from the galaxy. Relinquishing the command protocols, he seeks redemption in the rest of the universe. He sets the last of the personal army of the triarchs, the praetorians on a mission. To preserve the last of the Necrons, and if nothing else to preserve their culture.
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Stasis Log - Showing Only Priority Rating - Extreme
Prediction engines estimate collapse of Eldar hegemony between the next 0.007 and 347 million years with a large grouping of possible ends around 56 million. following projected collapse a secondary power will likely seize hegemony before inevitable collapse into smaller states…. Recommended as an ideal time for the awakening.
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Krork infestation detected, technical sophistication rated as post industrial, threat rating low….deploying Canoptic countermeasures.
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Repairs completed, estimated permanent losses of 2.3%
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Warp event rating 3.9/12 Dailoths occurred within estimated distance of 3 marches, low level aeldritch entity manifestation expected….. Pylon activation unnecessary, Activating canoptic countermeasure
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Repairs Completed estimated permanent damages of 4.1%
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Krork infestation detected, technical sophistication rated as crude spaceflight, threat rating medium ...deploying Canoptic countermeasures. readying reserve legions for activation
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Reserve legions activated, Eldar intervention probability rated as low
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Repairs Completed estimated permanent damages of 12.3%, reserve legions returned to stasis
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Triarch visitation logged, repairs effected, estimated permanent restoration of 0.4% of maximum capabilities
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Native species logged as having achieved technical sophistication level of pre industrial
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Native Species logged as having achieved technical sophistication level of industrial
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Native Species logged as having achieved technical sophistication level of post industrial
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Native Species logged as having achieved technical sophistication level of crude spaceflight
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Native Species logged as having achieved technical sophistication level of primitive interstellar. rating threat level as low, readying canoptic countermeasures.
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Krork infestation detected, technical sophistication rated as crude spaceflight, threat rating medium ...deploying Canoptic countermeasures. readying reserve legions for activation
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Reserve legions activated, Eldar intervention probability rated as low
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Awakening armoured cohorts, Eldar intervention probability rated as moderate
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Repairs completed, estimated permanent damage as 13.7% returning reserve legions to stasis, returning armoured cohorts to stasis
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Foreign habitation detected, technical sophistication rated as lesser interstellar, threat rated as medium, readying reserve legion for activation
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Assault on stasis chambers detected, deploying canoptic countermeasures and reserve legion, estimated Eldar discovery as low
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Deploying armoured cohort, estimated Eldar intervention probability rated at moderate
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Repairs completed, estimated permanent damage as 13.7%
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Suspected Eldar fleet detected, estimated technical sophistication at moderate galactic, probability of Eldar or dependency ...high. Deploying fleet assets. Facilities E,K and NJ phase shifting.
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Stored energy exhausted, facilities E,K and NJ re-entering realspace
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Repairs completed, estimated permanent damage as 99.7%
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Krork infestation detected, technical sophistication rated as lesser interstellar, threat rating high, observance protocols in effect.
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Krork infestation progressed to technical sophistication of interstellar
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Krork infestation progressed to technical sophistication of borderline galactic, threat rating extreme, deploying mindshackle countermeasures. Chance of successful subversion...moderate
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Krork infestation regressed to technical sophistication of pre industrial, observation protocols ended
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Warp event rating 11.4/12 Dailoths occurred
Distance unestimateable. Submersion in aetheric currents possible, deploying pylons, pylon field strength estimated at 34%, likelihood of dimensional cascade...low. Probability of Eldar "end of days" scenario...high. Estimated time till collapse of local secondary power hegemony 10000 - 15000 years.
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Foreign habitation detected, technical sophistication rated as borderline galactic, threat rated as high, observance protocols in effect.
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Krork infestation purged by foreign habitats.
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Krork infestation detected, technical sophistication rated as post industrial, threat rating low, observance protocols in effect.
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Time since suspected collapse of Eldar empire, 11021 years. estimated state of New hegemony ...near collapse. Probability of success given available resources, low to moderate.
.….....BEGINNING AWAKENING PROTOCOLS…….
The First Question O Lord of Necrons. where lies your domain
Starting location
In what region of the galaxy was your world
[ ] The Core Worlds,
the Heart of the Necron Empire. Through fire and blood were these territories claimed and no dynasty would willingly relinquish a world they held in this region. Thus each is a masterpiece of Necron technology vast foundries and deep tombs line the crust of these worlds, each a jewel in their dynasties crown.
- Many ancient and noble dynasties founded their crown worlds here, once fully awakened you will be at the heart of Necron power, as secure from aliens as possible and surrounded by powerful rivals.
- Purists, the core worlds follow tradition to the letter, considering themselves the height of civilisation.
- In standard galactic geography this is in the halo stars fairly close to the eye of terror
[ ] The Successor Kingdoms.
The vast kingdoms founded in the second era in secret. They were the Ones to emerge from the shadows to strike deep into the enemy's rear. Their kingdoms, long established share many borders. However the grand awakening continues haphazardly and sporadically. There is plenty of opportunity to redraw ancient boundaries
- Located primarily along the Galactic North and East,
- The realms here are typically based around a core of developed Necrontyr world's, with territories composed hundreds of outpost world's focussed on resource extraction.
- The 18 dynasties. The successor kingdoms hold sway here jockeying for power as they compete for available land and space
[ ] The Hidden Realms
Where the successor kingdoms saw little Old one presence and flourished, the hidden realms in the galactic centre and west faced them in strength. The realms that managed to survive here are fortresses, built to last the ages. Either hidden through phase technology or made grand citadels whom to approach is to face death. There are many bolt holes of the like made here and each that saw a measure of success, but no vast sprawling realms were created. Of course now in a region where primitives abound, there are opportunities everywhere
- Isolationist. The Necron dynasties here knew themselves to be alone in the universe. Cut off from the rest of the empire they are self sufficient and standoffish to outsiders.
- Fortified. These world's were each fortress' near unparallelled. Well garrisoned and with reserves at the ready in case of emergency.
- Heartlands of the imperium. Your in Terra's backyard, the heart of an empire at war and on the constant lookout for anything suspicious
[ ] The Frontier.
Few Necrontyr colony ships made the vast voyage to the far south of the galaxy, the realms that did spawn had little help either. Though no Necrontyr realm could be called truly destitute, these perhaps came the closest, with the least proud Lord's or enigmatic crypteks journeying here. However when one is isolated from the metropole, one can get away with things that would normally be forbidden so long as it is kept from any undesired eyes.
- Homesteads and settlers. These settlements were unsupported by the homeworlds and possessed few ships making the full journey. They are quite underdeveloped by Necrontyr standards
- Distant. A full galaxy lies between you and the ancient centre of Necrontyr power, your as alone as you can be out here. For better and for worse.
[ ] The Triarchs
A direct subject to the imperial Triarch authorities, you have always stayed out of the petty squabbling of the dynastes. Supplied with the most high tech and capable of Necrontyr technologies you individual soldiers are unmatched in pure individual efficacy. However, Great portions of your hosts were taken to commit the deicide and you are left with whatever remains, and with no dynastic loyalties to support you
+ Your soldiers are per unit some of the most effective soldiers the galaxy can muster
+ Your loyalty to the Triarchs means that those who fear their return will be unlikely to bother you
+ Have access to some of the secrets of your masters
+ Triarch Praetorians have a higher opinion of you and you have access to official channels to ask for their assistance
- Your armies largely fell in the Deicide leaving you with a much smaller pool of soldiers
- Other Necrons are envious of your advanced technology and may seek to take it from you by force or otherwise
- Your nominal superiors are all either very dead or left the galaxy, leaving you without any promise of quick reinforcement.
- Your World was tied into the economy of a galactic realm, its output predetermined before colonization had even begun, your very good at your worlds specialty, not so much anything else.
[ ] The Eighteen
You are a subject of one of the 18 great dynasties of the Necrontyr. Those whose kingdoms vied for power in the 4th and 5th eras. Your armories were full and your legions well equipped. However in this era of awakening you find the dynasties look to each other for any sign of weakness to pounce upon, as ancient rivalries come to the fore. Furthermore you are a small piece on a large board and it is difficult to find places of acclaim when there are many more powerful and prestigious lords vying for any position of authority in the kingdom.
+ Your wealthy dynastic ties have supplied you with a vast store of legions and war-machines at your command
+ You have many allies in your dynasty able to support you both politically and militarily
+ Part of a vast realm that others would fear to act against
- Your a small cog in a large machine, unless you perform some notable deeds political advancement will be difficult
- As a member of a large realm your personal demesne was quite specialised meaning that acting independently will be quite difficult
- There a 17 factions of relatively equal strength to your masters who would take great joy in seeing your kingdom brought down a notch, enemies everywhere
[ ] A Local dynasty
You have sworn yourself to one of the hundreds of lesser dynasties of the Necrontyr who dot the stars. Not the most wealthy or prestigious of masters but ones who definitely appreciate your presence. You wield some measure of authority here as your world represents a sizable portion of the dynasties power and the Phaeron knows it. However their relatively meagre strength means that their armies were never the grandest or the most potent and if a truly formidable foe made itself your enemy, they may not be able to offer assistance
+ While not completely self sufficient your world had to supply most goods for itself as it was not part of a vast trading network. Getting your world up and running should not be overly difficult
+ Your dynasty is not one of the greatest, they claim ownership of a bare handful of tomb worlds. However one of those is yours, and you have a great amount of sway in deciding policy, especially if you can gain a competitive edge above your allies
- Your dynasty is not one of the greatest and cannot provide the protection others could. The crude powers of this day stand a credible threat to its might, let alone any of the grand dynasties. You must tread carefully.
- Your every move will be watched and noted by the phaeron, you represent a significant amount of his power and thus amount to a significant threat to them
[ ] Yourself
You have not sworn an oath of loyalty to any faction. You have no protection but also no obligations. furthermore, due to you own exile to remain viable your world had to be self sufficient.
+ Your world has never known the authority of a greater authority than your own dynasty. Its roots are strong and it has supported itself for centuries and millennia. Assuming the long sleep proceeded as planned reactivation should be as simple as reigniting the antimatter cores. Your world was set up such that it can run itself perpetually
- You are utterly alone in the universe, though dynasties great and small may court your allegiance. Unless your promise them something there is no safety net. Eldar raids, Krork attacks, barbarian infestations. They are up to you to deal with
Note that there is no real limitation for allegiance based on location. The successor kingdoms are where most of the power of the 18 lie but they can still project power elsewhere. Same goes for every other option. Of couse the Triachs centre of power was far from the frontier so that would nullify some of their advantages but it is still a fully valid option