My personal headcanon is that Cawl didn't make better Space Marines so much as finish off the added features that Emps originally planned to add but which needed to be cut because of time constraints.
That very much does sound like something Emps would do. One of the connecting threads through the official canon in the pre-heresy time of the Imperium is that he seems to be rushing.
I don't think altering a design created by the Emperor for what are considered demigods could be made "business as usual" in 40k. Not without opening up quite a few plot holes. Seriously, it's implied that even Cawl would consider it a bridge too far under most circumstances. The only reason he went through with it was because the Emperor kinda gave him a go-ahead in a vision during that attempted body-snatching incident I mentioned. It would need to be a much more hidden agenda, which would have also been good for building hype.
Then just keep the go-ahead? I was agreeing with you. My point was that they came out of nowhere and rationalization and explanation had to come after the reveal, whereas it should have been something built up to and foreshadowed over the course of years irl.
Then just keep the go-ahead? I was agreeing with you. My point was that they came out of nowhere and rationalization and explanation had to come after the reveal, whereas it should have been something built up to and foreshadowed over the course of years irl.
They should have just used the geneseed mutation into better marines, from either the 21st founding or, alternatively much better, the Corvus Corax raptor project for the Horus heresy.
Funny enough, the explanation of who and what Cawl was, right after 8th edition dropped and people wanted to know, who is Cawl? They then spend about a third through wolfspear, the at the time latest heresy book, in order to explain who and what Cawl was, after that massive outrage of this nobody admech priest just showing up.
Hey everyone. Going to sidetrack this conversation for a quick rambling post.
I'm starting up on the next turn (hoping to finish tomorrow) and I just remembered something. The Primarchs are still around and I really should be making use of them while they're still here.
I'm going to do some tweaks on how I'm handling the Crises. I'm adding in a set timer for them whereby you'll be informed of how long until a crisis mutates/advances (or is dealt with because the situation is out of hand). This generally means it getting more worrying to the Imperium but also means that the scenarios presented can shift in a naturalistic way. Especially given that the ones you aren't choosing likely aren't drawing interest from the thread.
All that being said, Of Fate and the Forgotten is getting a very minor adjustment while Waagh and Prejudice and The Cursed Leviathans are being moved into their next phases immediately (mostly to clearly set up where they're going honestly). The Necron option is in stasis for the time being because I'm not going to drop four timers on you all at once (and so you always have an option beyond what your QM is trying to push down your throats).
In terms of Chapter Selection I'm thinking that we switch between Loyalist and Traitor every turn. At least until we narrow down the field a bit more. I'm thinking that I'll have each gene seed be a one time option because that way it will give me a decent enough goal for the quest. You guys get to make a chapter for each legion and we all get to breathe a sigh of relief if I somehow finish the quest.
Honestly I'm feeling a bit inspired and am trying to experiment with what I want this quest to be and how far off the rails I should risk taking the setting. So any feedback there is particularly appreciated.
I understand it is a serious limiter but I think this last Chapter is a good example of how the thread can take a legion in a radically different direction. Honestly a major goal of mine is to encourage that sort of variety and creativity.
That and this would give me a good frame of reference for planning out the quest and motivating myself to finish it.
Lorewise, The quest requires me to run roughshod to greater or lesser extents to make things work (Emperor knows I've already destroyed the timeline twice over even without my OC's).
Canto-6 serving as a viewpoint character is in large part a way to sidestep existing lore. They can create these chapters independently because they serve under the high Lord's thumb. I can grant or retract options or change how chapter creation works through the lens of either one intervening.
Similarly it'd be simple enough for them to change Canto's charge based on these initial results.
Honestly I'm feeling a bit inspired and am trying to experiment with what I want this quest to be and how far off the rails I should risk taking the setting. So any feedback there is particularly appreciated.
I say, go off the rails as much as you want, 40k by it's nature is a sandbox setting, you can cram into it a lot of concepts from variety of genres.
Really, many official publications, such as Codexes, Tabletop modules and Black Library books, fail to realize the potential the 40k has, generally staying in similar climates and concepts that were already explored before, when 40k can and should be more diverse than that, at least in my opinion.
For example, basically every time Imperium as a whole is described, it's pointed out how it's "territory" has more holes than swiss cheese and in reality, despite being the largest galactic power, Imperium doesn't control jack shit in the Milky Way, barely even consisting a large chunk of Human population within the galaxy.
For example:
Stellar empires can seldom be reckoned in terms of the spatial areas they occupy, but more often in terms of the star systems under their control. The Imperium is the largest empire in the galaxy, the million and more worlds that lie under its dominion spread through out the entire galaxy. It extends to the limits of the Astronomican, the psychic beacon cast by the Emperor on Terra by which human vessels navigate.
The Imperium cannot hope to control all of the star systems within this vast area, not even the majority of the inhabited systems within its borders. The galaxy also contains many alien races ruling smaller empires of their own, as well as empires ruled by humans who (often foolishly) consider themselves apart from the rule of Terra.
The galaxy is a vast spiral, ninety-thousand light years across and fifteen-thousand light years thick, containing hundreds of billions of stars. Only a fraction of those stars have habitable planetary systems, and only a tiny fraction of these have been investigated by Humanity or any other spacefaring race. The initial human colonisation of the galaxy lies in the distant past, lost, forgotten, and obscured by twenty thousand years of regression and rebuilding. Human worlds are scattered throughout the galaxy, but their distribution is far from even. The greatest concentration of human worlds is in the galactic west, centred on the cradle of Humanity itself: sacred Terra. On the fringes of the galaxy, human worlds are few and often far apart.
Many human worlds benefit from mutual contact and a comparable level of technology. Others have regressed to a primitive and barbarous state as a result of long periods of isolation. New human-populated worlds are being discovered all the time, and there remains an unknown number which have been isolated and forgotten for hundreds, if not thousands of years.
As powerful as it is, the Imperium does not rule the entire galaxy. Mankind's worlds are spread thin across the 200 trillion stars that make up the galaxy. Within the Imperium's vague borders are rebellious enclaves of human worlds, domains ruled over by alien war leaders, or colonies of creatures too aloof or too basic to disturb Mankind or draw the attention of the war fleets.
The Imperium stretches across the galaxy. At its heart is Holy Terra, the cradle of Humanity and the starting point of an empire that contains countless trillions of souls. Despite its great size, the Imperium is spread thinly across this immense expanse: its worlds are dotted through the void and often divided by hundreds, if not thousands, of light years. It is therefore wrong to think of the Imperium in terms of a single, united territory: it is rather a sprawling and often hopelessly disconnected domain.
So go crazy, we already had time-travelling Chaos Champions, send to save Fabius Bile, might as well go further.
Same with the quest itself, experiment with the format, at least as long as it's more narrative based than mechanic, from experience I can said that more mechanic based quests are more of a hassle than it's worth it, both for the quest creator and the voters themselves.
Also, I love the idea of the crises actually evolving and developing, that's the kind of stuff I want to see more, it really brings life to the quest, and basically a perfect example of narrative over mechanics while still experimenting with the format of the quest.
I understand it is a serious limiter but I think this last Chapter is a good example of how the thread can take a legion in a radically different direction. Honestly a major goal of mine is to encourage that sort of variety and creativity.
My concern is that this doesn't restrict us at all in the beginning but restricts us severely by the end. I'm also not too confident about the thread's ability to take matters into a radically different direction consistently. We managed to turn the Night Lords into heroic knightly martyrs this time, but I am less than confident that we would be able to do so intentionally from the start of the Chapter. We'd be more likely to take a "safe" option, using geneseed that is already known to share some of those traits, like Dark Angels, Imperial Fists, or Iron Warriors.
Instead, may I suggest limiting our geneseed pool to a couple lines which refresh and change each turn? You can fluff it as those being the stocks that are most filled and/or most politically palatable to use at the time. I think that would stimulate our creativity significantly more than your current idea, especially when you add in the countdown timer we've got on crises.
Edit: Word choice.
[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:
--------------
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.
--------------- 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.
----------------
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.
----------------
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.
--------------------------
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.
-----------------
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.
--------------------------------- 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.
-------------------------------
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.
-------------------------
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.
Darn it! We were this close to greatness with the name.
It's my headcanon now that Grand Quixote's inhabitants regularly call the Forever Knights their "knightly lords." Serr Vidente tried to stop them but his prophecies told him it would be a bad idea.
It is truly impressive how quickly the Astartes work. The Forever Knights had not yet settled their homeworld before multiple pirate bands were reported fleeing as if beset by the Wolves themselves. Those that remain will see themselves destroyed in short order. Thus entire sectors shall be secured from the scourge of piracy. With shipping lanes cleared, infrastructure will develop, and another cadre of productive worlds will be added to the fold. Power will beget power and allow the Imperium to claim yet more worlds to feed the infinite machine that is humanity's empire.
Sadly that build up will be the work of centuries and you live within the embattled present. It is clear that the glorious future is not enough. The entire empire bucks and strains as it attempts to shake off the malaise it is trapped under.
Discontent with the status quo, the Primarchs have begun to act. Guilliman goes to Ultramar as one would expect. Dorn and The Lion sate their mutual grief with action. Meanwhile Vulcan guards Terra, as Raven and Wolf both seek something beyond the Imperium's reach. Only the Khan remains unaccounted for, as is his habit. Certainly he will appear when and where he is most needed.
Sadly your enemies have not been idle. The Chimera Lords each advance their plots with help from their patrons. Xenos empires gather strength in the far reaches, while Orks rally themselves in sight of Terra herself. More worrisome yet, beyond the light of stars more horrible things stir in the darkness between galaxies. There are too many threats and nowhere near enough time.
Once more mankind is to be robbed of a golden age and cast into endless strife.
Though you are beset on all sides future generations will think of this as the last peaceful days their forefathers experienced.
May the Omnissiah have mercy. For you have seen the shape of things to come. It is war, war until the stars turn red with blood.
You are Canto-6. Servant of that most holy Omnissiah, Harbinger of the Machine God, Archmagos Dominus, and Hand of the High Lords.
You will see mankind victorious, no matter the cost.
---------------------
What crisis will you address?
[] Of Fate and the Forgotten (Tzeentch, Imperium): 'Outis the Journeyman' seeks The Thousand Sons in the hopes that sharing sorcerous knowledge might break Tzeentch's hold. Meanwhile the Alpha Legion has been spotted across the Segmentum Pacificus laying the groundwork for...something. Whatever the Dark Angels found has proven dire, and The Lion himself now seeks to settle the matter. (This crisis will progress in two turns)
[] The Cursed Leviathans (Nurgle, Tyranids): It seems that you were not the only one concerned with the stalemate in the Segmentum Ultima. The endless cycles of death and rebirth have drawn Rotigus the Rainfather into realspace once more. Not even the Tyranid's enhanced evolution can outpace their combined creativity. it is only a matter of time before Hydross Venom Blood rules the oceans of Tyran. One shudders to think of what Nurgle's chosen will make from such a cauldron. (This crisis will progress in two turns)
[] Waaagh and Prejudice (Orks, Khorne): Bronze Midir has been blessed with skill and hubris in equal measure. The iconoclast is not content with his own god's displeasure. Instead he seeks to challenge the Twin Gods for the souls of their children. He has made a throne from the corpses of eight Warbosses and raises the banner of eternal war. To him rally Stormboyz, Freebootaz, Gretchin and every Greenskin that values strength above all else. For now the disfavored gathers his strength but soon the Red Waaagh will march for Armageddon. (This Crisis will progress in two turns)
-[] Beasts of the Apocalypse: While it has become clear that Midir's actions have agitated at least half a dozen Ork empires across the Segmentum Solar. The exact ramifications of this remain unclear. Currently it is believed that the Orks are engaging in societal intimidation and dominance displays as they attempt to choose a 'Nob of Nobz'. Unfortunately any disruption to such a process is likely to catalyze multiple distinct Waaaghs into action intolerably close to Terra. It is hoped that without Bronze Midir the empires will slow their unification or turn upon each other wholly. (This crisis will progress in Two Turns)
[] Triskaidekaphobia (Xenos?, Beastmen?, Chaos): This Xenos(?) empire is currently under watch and containment within the Rho-Dencia system. Each of them is akin to a four foot humanoid rat they appear to be monosexed with an unclear reproductive method. These 'Skaven' possess thirteen habitable worlds. Including no less four Hive Worlds with commiserate populations. A massive industrial base fed from multiple mining and agriworlds and highly advanced (if unstable) Warptech almost certainly looted from the local Dark Age ruins. Thankfully their habits of constant betrayal and scheming have prevented them from using any of their material advantages to move beyond the immediate star. While removing the Skaven would be difficult it would be a great boon in safety and treasure both. (This crisis will progress in ? turns).
[] The Stormlord (Necrons): Across the galaxy the ancient Necrontyr have begun to awaken from their tomb complexes. Wielding unthinkable technology and charged with animus against life itself. Imotekh the Stormlord represents the most ambitious and powerful of his kind. Without more knowledge we cannot predict his movements or designs. However a Chapter bearing his title might be sufficient to pique his pride and bring him to the field regardless. (Note: If taken this Chapter's naming options will be limited). (This crisis is currently stalled and will not progress)
[] Abominable Intellects (Dark Mechanicus, Legio Cybernetica): 01000010 01100101 01100011 01101111 01101101 01100101 00100000 01100001 01110011 00100000 01000111 01101111 01100100 01110011 (This crisis will not activate for ? turns).
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Who will be sent?
[] Dark Angels: The Lion's get were the original Space Marines and have much to show for it. In terms of battle honors none of the remaining legions can compare nor can they boast such an expensive panoply of ancient technologies. Any successor of theirs can expect expanded access to specialist wargear including the venerable Terminator Armor pattern. Personality wise they tend towards brooding introspection and somewhat caustic demeanors. Their are some worries about how closely they hew to their successor chapters but few dare criticize that most loyal of legions.
[] White Scars: An often underappreciated Legion, the White Scars have served as pathfinders and fast attacks elements across the Crusade and Heresy alike. Less famously their Storm Seers served as one of the backbones of the original Librarian programs. They possess a great well of calm alongside a capacity for sudden and tremendous violence. Such things have earned them a reputation as savages from those who would praise the same from more traditional Astartes.
[] Space Wolves: Famous for their many titles including but not limited to, 'The Rout', 'The Emperor's Executioners', 'The Fangs of the Emperor", Sky Warriors, and Vika Fenryka. Their endless boasting is not entirely without merit. Second to the Dark Angels in The Emperor's trust, second to the Blood Angels in a melee, distant second to the scouts of the White Scars...they will serve well. Though their gene stock is noted as being extremely temperamental, they will be smaller in number then their brethren.
[] Imperial Fists: The sons of Dorne. Wardens of the Imperial Palace and masters of siege craft. Despite their losses their stubbornness and wide recruiting base has allowed for them to remain in acceptable number. Due to internal schisms you will have to decide which half of the legion to draw from. The more taciturn and traditional sons or those like Sigismund who embrace rage and zealotry.
[] Blood Angels: The death of Sanguinis was a heroic and terrible thing and his sons will be forever marked by it. Blood and memory both tempt them with irrevocable bloodlust. Outside their curse The Blood Angels stand as supreme swordsmen and are known for their nobility. Though one must remember that they were once the horrific 'Revenant Legion'. The Blood Angels remain heroes in the greatest and most terrible senes of the word. Blessed with impossible gifts and laid low by their own natures.
[] Iron Hands: While there is sufficient genestock, the current generation has been stripped bare of acceptable leadership candidates. Better to look elsewhere until they are replaced by worthier successors.
[] Ultramarines: The Ultramarines are mercifully simple to deal with. The sons of Ultramar take great pride in their adaptability against on field conditions and serving ably in just about any role. They only truly excel in manners of administration, raw numbers, and the polishing of armor. Still, great works are often made from such bland materials.
[] Salamanders: The conclave has concluded. The Salamanders will accept the Codex Astartes and begin seeding the galaxy with their successors. Of the Legions they were always the most empathetic and self sacrificing when dealing with common humanity. In battle they favor flamers and heavy weaponry often of custom make. Physically they possess great strength and trend large even by the standards of Astartes. Their gene seed is also prone to developing 'stable' mutations when introduced to a new environ. Potentially useful, but potentially harmful if left unchecked.
[] Raven Guard: The Sons of Corax were never a numerous legion. Thanks to the Alpha Legion's machinations they never will be. Still, there is now enough genestock for you to draw upon. The Raven Guard are the pre eminent stealth and ambush specialists of the legions with an unusually pragmatic mindset despite their high minded ideals.
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You know what's really fun about running an AU? I can be a bit crazy. So yeah, there are Skaven here.
I'm also going to give you guys a timer on some crises to represent how long until they 'advance' into the next phase (which changes their circumstances and focus). Mechanically this is just a way for me to cycle them forward and telegraph if they're going to be dropped/solved if they aren't taken.
To be clear, Beasts of the Apocalypse is locked until it progresses further or you complete 'Waagh and Prejudice'. Imperial High Command believes (quite reasonably) that the situation is too unstable for a targeted intervention.
[] Plan: Kill it with Fire
-[] The Cursed Leviathans (Nurgle, Tyranids): It seems that you were not the only one concerned with the stalemate in the Segmentum Ultima. The endless cycles of death and rebirth have drawn Rotigus the Rainfather into realspace once more. Not even the Tyranid's enhanced evolution can outpace their combined creativity. it is only a matter of time before Hydross Venom Blood rules the oceans of Tyran. One shudders to think of what Nurgle's chosen will make from such a cauldron. (This crisis will progress in two turns)
-[] Salamanders: The conclave has concluded. The Salamanders will accept the Codex Astartes and begin seeding the galaxy with their successors. Of the Legions they were always the most empathetic and self sacrificing when dealing with common humanity. In battle they favor flamers and heavy weaponry often of custom make. Physically they possess great strength and trend large even by the standards of Astartes. Their gene seed is also prone to developing 'stable' mutations when introduced to a new environ. Potentially useful, but potentially harmful if left unchecked.
[] Plan: Hit and Run
-[] Waaagh and Prejudice (Orks, Khorne): Bronze Midir has been blessed with skill and hubris in equal measure. The iconoclast is not content with his own god's displeasure. Instead he seeks to challenge the Twin Gods for the souls of their children. He has made a throne from the corpses of eight Warbosses and raises the banner of eternal war. To him rally Stormboyz, Freebootaz, Gretchin and every Greenskin that values strength above all else. For now the disfavored gathers his strength but soon the Red Waaagh will march for Armageddon. (This Crisis will progress in two turns)
-[] White Scars: An often underappreciated Legion, the White Scars have served as pathfinders and fast attacks elements across the Crusade and Heresy alike. Less famously their Storm Seers served as one of the backbones of the original Librarian programs. They possess a great well of calm alongside a capacity for sudden and tremendous violence. Such things have earned them a reputation as savages from those who would praise the same from more traditional Astartes.
I think it will be hard for khorne and orks to get into melee when you can constantly disengage. Also white scars deserve some love.
So I'm thinking either
[] Plan: Ultraahab
-[] The Cursed Leviathans (Nurgle, Tyranids):It seems that you were not the only one concerned with the stalemate in the Segmentum Ultima. The endless cycles of death and rebirth have drawn Rotigus the Rainfather into realspace once more. Not even the Tyranid's enhanced evolution can outpace their combined creativity. it is only a matter of time before Hydross Venom Blood rules the oceans of Tyran. One shudders to think of what Nurgle's chosen will make from such a cauldron. (This crisis will progress in two turns)
-[] Ultramarines:The Ultramarines are mercifully simple to deal with. The sons of Ultramar take great pride in their adaptability against on field conditions and serving ably in just about any role. They only truly excel in manners of administration, raw numbers, and the polishing of armor. Still, great works are often made from such bland materials.
Or
[] Plan: The Bull's Head
-[] Waaagh and Prejudice (Orks, Khorne): Bronze Midir has been blessed with skill and hubris in equal measure. The iconoclast is not content with his own god's displeasure. Instead he seeks to challenge the Twin Gods for the souls of their children. He has made a throne from the corpses of eight Warbosses and raises the banner of eternal war. To him rally Stormboyz, Freebootaz, Gretchin and every Greenskin that values strength above all else. For now the disfavored gathers his strength but soon the Red Waaagh will march for Armageddon. (This Crisis will progress in two turns)
-[] Raven Guard:The Sons of Corvax were never a numerous legion. Thanks to the Alpha Legion's machinations they never will be. Still, there is now enough genestock for you to draw upon. The Raven Guard are the pre eminent stealth and ambush specialists of the legions with an unusually pragmatic mindset despite their high minded ideals.
[] Of Fate and the Forgotten (Tzeentch, Imperium): 'Outis the Journeyman' seeks The Thousand Sons in the hopes that sharing sorcerous knowledge might break Tzeentch's hold. Meanwhile the Alpha Legion has been spotted across the Segmentum Pacificus laying the groundwork for...something. Whatever the Dark Angels found has proven dire, and The Lion himself now seeks to settle the matter. (This crisis will progress in two turns)
The Lion is working on this, so we can probably hold off on choosing this one for the turn.
[] The Cursed Leviathans (Nurgle, Tyranids): It seems that you were not the only one concerned with the stalemate in the Segmentum Ultima. The endless cycles of death and rebirth have drawn Rotigus the Rainfather into realspace once more. Not even the Tyranid's enhanced evolution can outpace their combined creativity. it is only a matter of time before Hydross Venom Blood rules the oceans of Tyran. One shudders to think of what Nurgle's chosen will make from such a cauldron. (This crisis will progress in two turns)
This guy is bad news and needs to be at least driven off before he makes something horrible, probably a strong contender to be chosen.
[] Waaagh and Prejudice (Orks, Khorne): Bronze Midir has been blessed with skill and hubris in equal measure. The iconoclast is not content with his own god's displeasure. Instead he seeks to challenge the Twin Gods for the souls of their children. He has made a throne from the corpses of eight Warbosses and raises the banner of eternal war. To him rally Stormboyz, Freebootaz, Gretchin and every Greenskin that values strength above all else. For now the disfavored gathers his strength but soon the Red Waaagh will march for Armageddon. (This Crisis will progress in two turns)
Orks and Khorne don't need to be feeding off eachother, we need to break up that guy's insane plan yesterday.
As for Legion picks, i feel these four are at least the ones who could do the best against our two biggest concerns
[] White Scars: An often underappreciated Legion, the White Scars have served as pathfinders and fast attacks elements across the Crusade and Heresy alike. Less famously their Storm Seers served as one of the backbones of the original Librarian programs. They possess a great well of calm alongside a capacity for sudden and tremendous violence. Such things have earned them a reputation as savages from those who would praise the same from more traditional Astartes.
Dealing with Nurgle or Khorne, the White Scars will be able to hit them hard and fast. Might not be as flashy as the others, but they'll get the job done or die trying.
[] Imperial Fists: The sons of Dorne. Wardens of the Imperial Palace and masters of siege craft. Despite their losses their stubbornness and wide recruiting base has allowed for them to remain in acceptable number. Due to internal schisms you will have to decide which half of the legion to draw from. The more taciturn and traditional sons or those like Sigismund who embrace rage and zealotry.
These are more for the Khorne side then the Nurgle one, as we need a wall to break the bloody tide of Khornites.
[] Blood Angels: The death of Sanguinis was a heroic and terrible thing and his sons will be forever marked by it. Blood and memory both tempt them with irrevocable bloodlust. Outside their curse The Blood Angels stand as supreme swordsmen and are known for their nobility. Though one must remember that they were once the horrific 'Revenant Legion'. The Blood Angels remain heroes in the greatest and most terrible senes of the word. Blessed with impossible gifts and laid low by their own natures.
I mean...Blood Angels get things done, yes the chance of bad Khorne times exist, but counterpoint, Sangunius punked a Bloodthirster. Or we can send them to go cut apart the Nurgle and Nid thing, they are still able blenders for that.
[] Salamanders: The conclave has concluded. The Salamanders will accept the Codex Astartes and begin seeding the galaxy with their successors. Of the Legions they were always the most empathetic and self sacrificing when dealing with common humanity. In battle they favor flamers and heavy weaponry often of custom make. Physically they possess great strength and trend large even by the standards of Astartes. Their gene seed is also prone to developing 'stable' mutations when introduced to a new environ. Potentially useful, but potentially harmful if left unchecked.
I believe the plan made by KingCrimson says it best, Burn the Rot and Infestation.
[] Plan: Ultimate Defense
- [] Waaagh and Prejudice (Orks, Khorne): Bronze Midir has been blessed with skill and hubris in equal measure. The iconoclast is not content with his own god's displeasure. Instead he seeks to challenge the Twin Gods for the souls of their children. He has made a throne from the corpses of eight Warbosses and raises the banner of eternal war. To him rally Stormboyz, Freebootaz, Gretchin and every Greenskin that values strength above all else. For now the disfavored gathers his strength but soon the Red Waaagh will march for Armageddon. (This Crisis will progress in two turns)
- [] Imperial Fists: The sons of Dorne. Wardens of the Imperial Palace and masters of siege craft. Despite their losses their stubbornness and wide recruiting base has allowed for them to remain in acceptable number. Due to internal schisms you will have to decide which half of the legion to draw from. The more taciturn and traditional sons or those like Sigismund who embrace rage and zealotry.
[] Plan: Knights of Shadows
- [] Of Fate and the Forgotten (Tzeentch, Imperium): 'Outis the Journeyman' seeks The Thousand Sons in the hopes that sharing sorcerous knowledge might break Tzeentch's hold. Meanwhile the Alpha Legion has been spotted across the Segmentum Pacificus laying the groundwork for...something. Whatever the Dark Angels found has proven dire, and The Lion himself now seeks to settle the matter. (This crisis will progress in two turns)
- [] Dark Angels: The Lion's get were the original Space Marines and have much to show for it. In terms of battle honors none of the remaining legions can compare nor can they boast such an expensive panoply of ancient technologies. Any successor of theirs can expect expanded access to specialist wargear including the venerable Terminator Armor pattern. Personality wise they tend towards brooding introspection and somewhat caustic demeanors. Their are some worries about how closely they hew to their successor chapters but few dare criticize that most loyal of legions.
[] Plan: Mongols vs Egyptians
- [] The Stormlord (Necrons): Across the galaxy the ancient Necrontyr have begun to awaken from their tomb complexes. Wielding unthinkable technology and charged with animus against life itself. Imotekh the Stormlord represents the most ambitious and powerful of his kind. Without more knowledge we cannot predict his movements or designs. However a Chapter bearing his title might be sufficient to pique his pride and bring him to the field regardless. (Note: If taken this Chapter's naming options will be limited). (This crisis is currently stalled and will not progress)
- [] White Scars: An often underappreciated Legion, the White Scars have served as pathfinders and fast attacks elements across the Crusade and Heresy alike. Less famously their Storm Seers served as one of the backbones of the original Librarian programs. They possess a great well of calm alongside a capacity for sudden and tremendous violence. Such things have earned them a reputation as savages from those who would praise the same from more traditional Astartes.
[] Plan: Rats vs Wolves
- [] Triskaidekaphobia (Xenos?, Beastmen?, Chaos): This Xenos(?) empire is currently under watch and containment within the Rho-Dencia system. Each of them is akin to a four foot humanoid rat they appear to be monosexed with an unclear reproductive method. These 'Skaven' possess thirteen habitable worlds. Including no less four Hive Worlds with commiserate populations. A massive industrial base fed from multiple mining and agriworlds and highly advanced (if unstable) Warptech almost certainly looted from the local Dark Age ruins. Thankfully their habits of constant betrayal and scheming have prevented them from using any of their material advantages to move beyond the immediate star. While removing the Skaven would be difficult it would be a great boon in safety and treasure both. (This crisis will progress in ? turns).
- [] Space Wolves: Famous for their many titles including but not limited to, 'The Rout', 'The Emperor's Executioners', 'The Fangs of the Emperor", Sky Warriors, and Vika Fenryka. Their endless boasting is not entirely without merit. Second to the Dark Angels in The Emperor's trust, second to the Blood Angels in a melee, distant second to the scouts of the White Scars...they will serve well. Though their gene stock is noted as being extremely temperamental, they will be smaller in number then their brethren.
[ ] Patient Hunters
-[ ] Of Fate and the Forgotten (Tzeentch, Imperium): 'Outis the Journeyman' seeks The Thousand Sons in the hopes that sharing sorcerous knowledge might break Tzeentch's hold. Meanwhile the Alpha Legion has been spotted across the Segmentum Pacificus laying the groundwork for...something. Whatever the Dark Angels found has proven dire, and The Lion himself now seeks to settle the matter. (This crisis will progress in two turns)
-[ ] White Scars: An often underappreciated Legion, the White Scars have served as pathfinders and fast attacks elements across the Crusade and Heresy alike. Less famously their Storm Seers served as one of the backbones of the original Librarian programs. They possess a great well of calm alongside a capacity for sudden and tremendous violence. Such things have earned them a reputation as savages from those who would praise the same from more traditional Astartes.
Was literally copying the text for the Salamander Nurgle plan until I scrolled down. So, might as well throw second choice, maybe the Khan will show up to ruin Tzeentch's day too.
Was literally copying the text for the Salamander Nurgle plan until I scrolled down. So, might as well throw second choice, maybe the Khan will show up to ruin Tzeentch's day too.
[] Plan: Kill it with Fire
-[] The Cursed Leviathans (Nurgle, Tyranids): It seems that you were not the only one concerned with the stalemate in the Segmentum Ultima. The endless cycles of death and rebirth have drawn Rotigus the Rainfather into realspace once more. Not even the Tyranid's enhanced evolution can outpace their combined creativity. it is only a matter of time before Hydross Venom Blood rules the oceans of Tyran. One shudders to think of what Nurgle's chosen will make from such a cauldron. (This crisis will progress in two turns)
-[] Salamanders: The conclave has concluded. The Salamanders will accept the Codex Astartes and begin seeding the galaxy with their successors. Of the Legions they were always the most empathetic and self sacrificing when dealing with common humanity. In battle they favor flamers and heavy weaponry often of custom make. Physically they possess great strength and trend large even by the standards of Astartes. Their gene seed is also prone to developing 'stable' mutations when introduced to a new environ. Potentially useful, but potentially harmful if left unchecked.