The Rolls (Forever Knights)
As always, higher is better for you.

Founding: 84
Local Situation: 77

Freebootaz: 81
Free'erbootaz: 83
Gitz wrecked?: 73

Night Lords scouting: 65
Dark Eldar mauling: 67
Intervention: 25...
Salvaging it: 95
Loose ends?: 41

Night Lords Round 2: 55
Teach them Fear: 72
Ruin their century: 80

Way too many minor threats: 86
Seriously stop causing problems: 71

Black Crusade (how bad): 25
Harrying them: 87
Fighting: 90
A certain Necron...: 14
Give that back (DC 80): 81(!)
Further contributions: 85

Survival?: 87
How many?: 25
Recovery: 85

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I might need a different roller. Random.org likes you guys too much.

Obligatory fun fact, Serr's trait is named after the song Vovette Miserias from Limbus Company. The planetary traits were named after The Impossible Dream from the musical Man of La Mancha. The other trait (hope rides alone) was a reference to The Protomen and the arc words of their first concept album.
 
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Still sad that the other plans didn't won. The Forever Knights reference just doesn't work for me, especially when they are supposed to be optimistic, noble Space Knights who are ready to sacrifice themselves for glory and to protect others.

But other than that, very happy that the rolls went as they did, the events fit the character of happy-go-lucky, sacrifical Knights.
 
Welp, at least now we know that our job of taking care of the huge amounts of Piratical activity across the five Segmentums got taken down a notch or 5, certainly in the later centuries and how they managed to avoid dying to a doom of some kind that could have gone horrid and killed the chapter.
 
Clutch masters, the trick is that every legendary sacrifice inspires a new wave of heroes.

So even when we die, we still win, WE CAN'T LOSE!

Waiting for all the systems to get extra protection when each planet gets turned into a Shrine World after these brave sons of Curze totally Sanguinius.
 
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so . . . how does mr doom and gloom break it to the ones that gain the ability to see into the future?

With as much gentleness as he can. I won't do much character writing but Serr would have been a great Chaplain if he had been given the chance.

Prophecy is a pretty rare trait for you guys to manifest. If you had taken a planet with that bent, had rolled it from your list, or chosen to get better Librarians there'd be a lot more seers. Right now anyone that show the gift are immediately brought into Serr's circle so they can be taught how to interpret their visions and to help them cope.

There is no formal requirement that the Chapter Master be a seer, but it's going to be a trend for them going forward. Both because it's so associated with Serr and since apprenticeships mean he is going to have a hand in directly training those with the potential.
 
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With as much gentleness as he can. I won't do much character writing but Serr would have been a great Chaplain if he had been given the chance.

Prophecy is a pretty rare trait for you guys to manifest. If you had taken a planet with that bent, had rolled it from your list, or chosen to get better Librarians there'd be a lot more seers.= Right now anyone that show the gift are immediately brought into Serr's circle so they can be taught how to interpret their visions and to help them cope.

There is no formal requirement that the Chapter Master be a seer, but it's going to be a trend for them going forward.
I was going to say, having your supreme leader be someone that more or less, has an accurate-ish prophecy sight more or less for the rest of your life, would be something really important to consider, tactically and strategically of course.
 
Aww rip, not a fan of the Infinity Knights' theming but still happy the Chapter of fools rolled well.
Miguel Quijano better be canonized as an Imperial Saint by M42 or I will have some choice words to say about the Ecclesiarchy fools.
 
Second Chapter (Final): The Forever Knights
[X] Plan: Echo for Eternity - LOOK AT OUR LOOT
-[X] Something Better: Man is flesh and blood and so much less. The capacity for dreams might be it's only transcendent aspect. You will not take it from them. (Gain Trait: The Impossible Dream).
-[X] Chapter Name: The Forever Knights
-[X] Symbol: A sword pointed up, bisecting an infinity symbol
-[X] Colors: White and Gold
-[X] Chapter Creed: "Our deeds will live forever!", Battle Cry: "I have seen my death, and it is not today!"
-[X] Apprenticeships: Each Battle Brother of this Chapter is expected to oversee the training of one or more initiates that catch their eye. Such measures will reinforce specialization within the chapter, for better and worse.
-[X] Expanded Reliquary: The Chapter will be granted enough relics to equip it's greatest champions along with the facilities to hold and maintain many more.
-[X] Expanded Fleet: This Chapter's fleet of voidships will be reinforced with additional Strike Cruisers and a variety of escorts to support them.
(Granted for free due to mission)

[X] Chapter Name: The Forever Knights
-[X] Symbol: A sword pointed up, bisecting an infinity symbol
-[X] Colors: White and Gold
-[X] Chapter Creed: "Our deeds will live forever!", Battle Cry: "I have seen my death, and it is not today!"


Chapter Traits:
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Compelling Charisma (Night Lords): They speak and others listen. They are able to inspire others to greater deeds and to strike fear into the hearts of their foes.

Psychological Warfare (Night Lords): Marines of this Chapter understand how to manipulate their foes emotions to devastating effect. It is not enough to be able to inspire mere fear or loathing. Every emotion is a tool, each thought a weapon to turn against the self.

Strength from Zeal (Planet): Fervor can inspire greatness far beyond one's ability. Marines of this chapter are particularly famous for finding success far past what sense or logic would dictate. Even the master swordsmen should beware the fearless fool.

Giant Slayers (Planet): There are few acts more heroic then the weak standing against the strong. As such Marines of this chapter spend particular effort in learning how to defeat the greatest monsters that oppose them. It matters not if the foe is Dragon, Warboss, or Greater Daemon. Each foe will be humbled in turn.

Swift Currents (Void): Ships used by this Chapter are unusually capable of traversing the warp with speed and alacrity. They will rarely arrive late or be waylaid by interference.

The Vow of Misery (Chapter Master): It is said that Serr Vidantes saw only tragedy. First in the dooms of his brothers, and then what would happen if they did not go. This Chapter's halls will hold no feasts or great gatherings. For it will be mausoleum where the living are outnumbered by the dead. This chapter will never go beyond half strength (unless extreme measures are taken) but each Astartes will die a hero.

The Impossible Dream (Planetary Decision): Marines of this Chapter believe in the primacy of good in the face of evil. They embrace things like courage, honor, and selfless love in a galaxy that actively maligns such things. They are not necessarily naive or unaware of that fact, but they consider it meaningless against their charge. It is not enough to destroy evil Against a depraved universe they must strive to embody virtue itself. This mindset cultivates a certain willfulness that makes them nigh impossible to corrupt or break psychologically.

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Homeworld

Grand Quixote is a feudal world shaped by a chance encounter with a wandering Freeblade Knight. Though he had little in the way of renown or proper skill his innate charisma and talk of chivalry impressed the local population. When his debts came due he instantly joined the Great Crusade to escape his creditors. Unofficially adopted by the local regiment, Miguel Quijano would have many adventures with them. That is, before he died under the foot of an Orkish Gargant. That said Gargant then slipped and crushed Warboss Gitsmasha was kindly interpreted as heroic sacrifice rather then a fool's tremendous (mis)fortune. The people of Grand Quixote were optimists after all.

Attempts have been made to make Quijano an imperial saint but said requests always seem to be misplaced or forgotten shortly after investigation begins.

In the modern day the stories of Quijano have taken life of their own. The people of this world venerate the Knight as an ideal chivalric hero and strive to live up to his (mostly imagined) example. The Forever Knights for their part are held up as an example of a more attainable goal. If one cannot be a Freeblade, then they will settle for being Space Marines.
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Disputed Origins

Officially the Forever Knights are of an unknown gene seed with further details sealed under orders from the High Lords of Terra. Unofficially speculation upon their origins is rife.

Most common theories propose that they use an altered gene seed pattern of some sort. With it often being suspected that they are a failed attempt at curing the Blood Angel's geneflaws. Their behavior patterns, intensely extroverted demeanors and habit of fated martyrdoms points towards that as well.

Others instead propose that they are an unacknowledged Dark Angels successor ala [REDACTED] or [SEALED BY INQUISITORIAL ORDER]. It is generally accepted however that they are not Ultramarine descendants due to their limited numbers and idiosyncratic behaviors far outside the norm for the sons of Ultramar.

Rumors of them being from Traitor Stock are generally considered base slander rather then serious inquiry.
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Battle Doctrine

Despite their reputation as boisterous glory seekers the Forever Knights remain a highly pragmatic chapter in practice due to their charge and relatively low strength. This is most commonly expressed in their anti piracy practices but extends to the field of battle proper. The Forever Knights are known to engage in campaigns of harassment, denial, and targeted assassination against their foes. Often times they prefer to take to the field only when they believe it truly necessary. Upon the field they are a mostly codex compliant chapter. The major deviation being that rather then forming a separate Scout Company initiates are dispersed into every role serving alongside a more senior Battle Brother. The Tenth Company thus serves as a dedicated homeguard and crisis response unit.

Perhaps the most underappreciated aspect of their strategy is in the simple fact that few enemy leaders are able to resist a challenge. A Corsair without the respect of their crew will swiftly perish, same for a Freeboota Kaptain or a Chaos Warlord. Even a victory might weaken their claim if they are injured or seem sufficiently pressed by their foe. In such situations the knights have been known to focus their efforts upon retreating in good order and waiting for their foe to turn upon themselves.

Their strategies are highly focused upon decapitating enemy command, leadership and negation of heavy assets. Most often this is done by 'Fated Champions', these Battle Brothers have been prophesized to die and thus are expected to make the most of what time they have left. Freed of fear or doubt these Champions often manage to defeat foes many times their greater. Even their failures have been known to galvanize their fellows. Eager to avenge dishonor as they would be to celebrate a greater victory.
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Unique Units:

Squires (Apprenticeships): Rather then the traditional scout company initiates are trained by an individual battle brother. These Squires are expected to accompany their Teacher in whatever roles they serve. Notably, even full Battle Brothers will assume this role when training as specialists or preparing for promotion into Chapter leadership.

Teacher (Apprenticeships): Rather then being a rank or unit this is a title given to any Battle Brother overseeing an Initiate's training.

Errants (Homeworld): In a Chapter with such strong beliefs and emotions it is inevitable that there be disagreements or fractures. When a Battle Brother believes they are needed in a location or role beyond what the Chapter assigns them they may take an oath of Errantry. As such they will be freed to pursue their goals as a freeman until they return to the Chapter and resume their duties. Any Squire of theirs may freely decline to join their Teacher's errantry and another Battle Brother will continue their training.

Fated Champions (The Vow of Misery, Expanded Reliquary): A battle brother who has appeared in The Chapter Master's visions. These brothers are given warning so that they might settle their affairs and make their last testament to the Company Chaplain. They are also granted access to the Chapter Reliquary so they can be equal to their circumstance. While most do not survive their trial, they face it with great skill and valor. Those that do avert their doom are rewarded with Terminator Honors and immediate promotion into Veterancy.

Chapter Master // Seer (The Vow of Misery, Apprenticeships): Due to the influences of Serr Vidante it has become the common practice that each Chapter Master have the gift of prophecy. They use their gifts to ensure that each Fated Champion meets their doom as best they can, and thus protects the chapter as a whole.
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Notable Relics

Rocinante: This Strike Cruiser serves as the Forever Knight's Flagship and boasts exceptional speed when traversing both the warp and real space. Notably it has been nearly destroyed and repaired so many times that it looks more like an up gunned and up sized cargo ship then the majesty of it's peers.

Lux Victoria: A lascannon of particular renown. It is known to recharge it's shots in less then half the time of standard. Such is the fervor of it's machine spirit to smite evil. When sufficiently roused it has been known to leave it's targets wreathed in ethereal flame.

Night's Bane: A Power Axe taken from a Khornate champion of little skill but great lung capacity. His boast of said axe being "The Knight's Bane" was gleefully reinterpreted after the weapon was purified. This axe's power field is known to shine particularly bright when activated.

The Seven: A set of seven different weapons each representing one of the seven imperial virtues. Traditionally wielded by the Company Captains of the Second through the Ninth.

Cervantes's Quill: A Power Lance used by an unusually dour battle brother. Though he was of a quiet disposition, his skill and boldness created a legend of it's own. It is said that any who wield this weapon will be granted a semblance of his talents. The traditional weapon of the First Company Captain.

Joy and Grief: This pair of Lightning Claws was once wielded by Serr Vidante. It is said that their wielder may not be slain until they meet their promised end. Until then they must endure both the grief of parting from their brothers and the joy of duty.

Castigation of the Moirai: A Storm Shield that bears particular animus against the witch, the sorcerer and the daemon. It's wielder is almost entirely immune to their powers and witch sight. Written on the shield is the inscription "We are who we choose to be". (On loan to the Blood Ravens for the foreseeable future)

Pyre of Thaddeus: This Jumppack was designed with the ability to flare it's thrusters to vent heat and flame rather then merely to gain lift. It was named for a Brother of the Blood Ravens who was cut down by treachery. It's unique design is meant to grant it more utility in enclosed spaces such as a ship's hull. (Gifted from the Blood Ravens)

Bane of Serpents: A particularly large Power Sword intended to be wielded two handed. For reasons unknown it is nigh impossible for armor or sorcery to protect against this weapon. This sword has given true death to many a daemon but bears a particular hatred for Slannesh's spawn.

Travails of Dusk: A Stalker Pattern Bolter that is unusually quiet and unerringly accurate. For those with the proper temperament, is a devastating weapon against the enemies of mankind.
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Chapter History

Founding: The Forever Knights were born of an unknown gene stock and settled upon the world of Grand Quixote. Chapter Master Serr Vidantes made serious efforts to embrace his new homeworld and honor their culture while raising up the first generation of recruits. Helped by the relative lull in pirate activity caused by The Scouring.

Freeboota Incursions: The first time the Forever Knights would deploy en masse was to face down the Orkish Freeboota, Kaptain Bluddflag. While the Ork himself proved too canny to be caught his subordinates were far less capable. Over the course of years The Forever Knights managed to reduce his fleet down to just a handful of ships. It was only with the sacrifice of nearly his entire his crew that the Kaptain bought enough time to escape capture.

The Three Front War: The Sofia Sector had been facing continuous raids from both Renegade Night Lords and the Drukhari 'Black Bloods' Kabal for the better part of a decade. With the local battlefleet devastated the slaver bands had turned upon each other in an attempt to gain complete control of the subsector. Such a thing could not stand. Thus the Forever Knights planned to assist the remaining Navy assets in a hammer and anvil strike upon both their foes at once.

Initial prognostics had been better then expected with the Dark Eldar swiftly being pincered and destroyed not just by Imperium forces but the opportunism of their mutual foe. Unfortunately the Admiralty proved too cowardly or incompetent to properly contest the Night Lords flanking maneuvers.

It was only the bravery of Brother-Captain Cervantes that averted disaster. Rather then engage in a traditional broadside he ordered his strike cruiser to charge the enemy flagship at full speed. Faced with the threat of ramming the traitors scattered and broke their encirclement. While most of them escaped the Chapter destroyed one of their foes while averting disaster.

Curse of Vengeance: What followed was a long campaign of subterfuge, shadow war, and glorious interdiction. The Night Lords traditionally relied upon ambush and trickery to even the odds against their loyalist cousins. All things that failed. Their ambushes were predicted, their tricks unable to change providence, and their weak wills crushed by a determined foe.

While the Knights would lose a great many battle brothers they reaped a terrible and irreplicable toll upon the Eighth.

Ten Thousand Skirmishes: For better and for worse the majority of the Forever Knight's duties consisted of putting down relatively minor pirate bands and or crushing upstarts before they could gather a truly threatening strength.

Most noteworthy amongst these might be The Necron Pirate Lord Arkhenaten who had threatened to raise an armada of ten thousand ships to plunder one million worlds. That threat was averted by the sacrifice of Chapter Master Cervantes and his strike team. While it claimed their lives they were able to board Arkhenaten's flagship and slay the Pirate Lord upomn his throne. Without their commander the fleet were able to be destroyed wihtout issue.

The Thirteenth Black Crusade: When the call came to defend Cadia the Forever Knights eagerly answered. Though unfortunately very few of their ships were able to reach the planet. Instead they mostly had to content themselves to defending against The Despoiler's scouts or outriders.

Intervention: The first three companies of The Forever Knights managed to reach Cadia proper whereby they rapidly deployed themselves to relieve allied forces. It is estimated that half of the Battle Brothers present perished in such interventions, but their efforts saved many times their number and bought the planet another day.

The Infinite: Unfortunately a Teacher and Squire caught the eye of one Trazyn the Infinite who swiftly locked them within a stasis field. Thankfully the treacherous Necron had second thoughts about doing so when a group of Fated Champions swiftly teleported to his location bearing a letter written by their Chapter Master. While the contents of said letter are unknown it proved dire enough to dissuade the ancient and broker something approaching an apology from him.

The Blackstone Fortress: Two dozen Forever Knights joined the doomed efforts to board and destroy The Despoiler's Blackstone Fortress. When it became clear that he intended to crash it into the planet they managed to destroy one of the engine chambers and buy precious hours for the defenders to evacuate. Such an act was invariably fatal but they were lives gladly spent.

Force Commander Aramus: An unexpected hero of the War for Cadia was Force Commander Aramus and his Penitent Crusade. Eventually gathering members of a dozen chapters and regiments to his banner. His actions saved many of their brothers, some of whom honored their life debt by pledging themselves to his redemption.

Recovery: All told the losses suffered in the Thirteenth Black Crusade amounted to four companies and their accompanying fleets. In the present The Forever Knights have gathered their surviving members upon their homeworld to gather their strength and train the next generations. In recognition of their valor upon Cadia they are to be granted access to the Gene Vaults of Holy Terra and have their tithe rescinded for the next four centuries.
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Diplomatic Relations

Imperium (General): Well respected as most Astartes are. Doubly so for any who know their long history of last stands or heroic interventions, especially amongst those who served on Cadia.

Astartes (General): Amongst their cousins the Forever Knights are considered to be particularly valiant...when they actually take the field rather then rely upon their chapter fleet. A long history of such actions has finally started to silence such doubts though.

Ecclesiarchy: They have the paperwork ready to turn Grand Quixote into a shrine world should the Chapter ever go extinct. A rather positive if somewhat opportunistic relationship.

The Imperial Navy: For all their efforts the Forever Knights are not looked upon favorably by Naval Command. They are simply deemed to be too unpredictable for reliable action. Left unsaid is that their heroics tend to garner much more attention then The Navy's contributions to any engagement.

Night Lords: Their hatred serves as a thin veil to hide their deep well of fear.

Dark Eldar: Generally the Drukhari loathe marines of this chapter for being a persistent thorn in the side of any raids on Imperial Worlds. Many an Archon has died at their hands.
-Asdrubael Vect: Sent them a bottle of Astartes grade wine for their part in eliminating quite a few nuisances to his rule. For their part the Knights refuse to drink it (for a wide variety of reasons) but cannot rid themselves of a gift given in (shockingly) good faith.

Pirates (General): Fear and loathing in equal measure.

Pirates (leadership): Deeply hated and feared. Besides the direct threat posed by the Astartes this chapter understands how to ruin the logistic and social structures a pirate band relies upon for stability. Thus most leaders quietly try to avoid them whenever possible.

Necrons: This Chapter seems to antagonize any Necrons they meet to a degree even greater then most biological life. Naturally they take a rather dim view of the metal monstrosities.

Blood Ravens: Though the two chapters rarely cross paths they regard each other in extremely high regard for their competence, self sacrifice, and care for their fellow Astartes. Notably the Forever Knights are one of the few chapters who wholeheartedly embrace The Blood Raven's habits of exchanging masterworks.
--Force Commander Aramus: A handful of this Chapter's Astartes have joined Aramus's Penitent Crusade. Most notably the Librarian Aldonza who's limited divination talents synergize quite well with the Force Commander's preferred order of battle.

Trazyn the Infinite: Trazyn is somewhat frustrated that his attempt to collect only a single knight and squire was met with threats of eternal pursuit and complete annihilation. He has accepted (at gunpoint) that they won't be joining his collection in the near future.
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Second Chapter done!

These guys are absolute bullshit by the way. They randomly turn regular battle brothers into Company Champions and get fired up if they die in battle. Oh, and they trade The Night Lord's stealth for being almost unbreakable and a lot of headhunting skill.

Timeline wise they don't make the most major waves but are out there doing The Emperor's work regardless. On Cadia they aren't able to save it but they made Abbadon bleed more to get less.

I really don't like the Primaris Marines for a variety of petty reasons so I'm going to leave it ambiguous whether they exist here. If the thread has strong opinions feel free to speak up.
 
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Rocinante: This Strike Cruiser serves as the Forever Knight's Flagship and boasts exceptional speed when traversing both the warp and real space. Notably it has been nearly destroyed and repaired so many times that it looks more like an up gunned and up sized cargo ship then the majesty of it's peers.
A Strike Cruiser? Not a Battle Barge?
Force Commander Aramus: An unexpected hero of the War for Cadia was Force Commander Aramus and his Penitent Crusade. Eventually gathering members of a dozen chapters and regiments to his banner. His actions saved many of their brothers, some of whom honored their life debt by pledging themselves to his redemption.
ARAMUS NEVER DIES! God I miss From The Brink...
 
Battle Barge requires us taking the option for it and can only take it ones.

Were saving it for a fleet or crusade chapter.

Astartes (General): Amongst their cousins the Forever Knights are considered to be particularly valiant...when they actually take the field rather then rely upon their chapter fleet. A long history of such actions have
Incomplete btw.
 
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