The Absent Father - A WH30k GSRPG - Claims and OOC Thread

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The Absent Father
A WH30k GSRPG



Remembrancer Sketch of the Emperor of Mankind (Commissioned...
Location
Australia
Pronouns
They/Them/Their
The Absent Father
A WH30k GSRPG




Remembrancer Sketch of the Emperor of Mankind (Commissioned by Regent Malcador, 799.M30)

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798 M30. Humanity stands upon the verge of greatness as the Terran Warlord, known only as the Emperor of Mankind, takes to the stars at the end of the Age of Strife. Backed by the superhuman warriors known as Astartes, the Emperor of Mankind pacifies Sol; laying low the Gene Cults of Luna, receiving the submission of the Cult Mechanicus, and purging the mutants of Neptune. With the Perpetual known as Malcador by his side, the Emperor of Mankind prepares to extend his reach across the Galaxy, bringing all of Humanity together beneath the eagle banner.

And yet, as the Great Crusade prepared to set out across the Galaxy...the Emperor of Mankind vanished and took his dream of a united Humanity with him.

000 M31. Across the Galaxy, the Primarchs rise to the fore. Gods. Angels. Heroes and Villains. These twenty men take control of their homeworlds, each of them backed by one of the twenty Legiones Astartes, and begin to unwittingly carry out their absent father's will. Crafted for a single purpose, the Primarchs carve out for themselves empires, ones made of dirt and steel, flesh and bone, and prepare to do that which the Emperor of Mankind could not. Twenty Great Crusades set forth from twenty Imperiums, each one hoping to be the one to see the Imperial Truth realised at long last, whether they know it or not.

This is a Warhammer 30k if you want to be pedantic) GSRPG set in the wake of the Emperor of Mankind's disappearance. Disappearing following the pacification of Sol, the Emperor of Mankind's absence has resulted in a Galaxy ripe for conquest and a deeply divided Humanity. The Primarchs have all received control of their Legions and set about establishing themselves amongst the stars, the Eldar continue their millennia old plots without fear of the Emperor's interference, and entire civilizations - both Human and Xenos - have risen up absent the crushing weight of the Imperium.

Players will take control of either the Primarchs, the Eldar Craftworlds, or a Custom Human or Xenos Faction and attempt to assert themselves in the Galaxy. Gameplay will consist of a mixture of traditional GSRPG elements, such as warplans and internal events, and mechanics made specifically for this game.

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An Artist's Imagining of a Gathering of the Primarchs

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Playable Factions/Claims:

Claims for the Absent Father will come in two forms; the first is Established Factions, canon figures and entities that require little to no elaboration in the claims process, while the second is Custom Factions, figures and entities that either have little to no canon information on them or are made up whole cloth. The former comprises all of the Primarchs bar Alpharius/Omegon and the Lost Primarchs as well as the Eldar Craftworlds. The latter consists of Alpharius/Omegon, the Lost Primarchs, and Custom Human and Xenos Factions. As well as this, those seeking to claim Horus Lupercal and/or Malcador the Sigilite may chose to claim one or both as if both are claimed as separate Factions, Horus Lupercal will have Cthonia inserted into the map and given control of a separate Sector whilst Malcador the Sigilite will receive control of Terra.

Those seeking to claim Primarchs should note that minor deviations from their canon situations are permitted provided they remain recognisable. Lorgar may have Kor Phaeron fall down a flight of stairs, removing him of that corrupting influence whilst still remaining a figure that is fundamentally the same. The only exception is Angron who may be claimed with the Butchers Nails removed provided his personality more closely resembles his more lucid moments due to the lethal effects that the Nails have upon the Primarch. As well as this, those claiming one of the two Lost Primarchs will note that they will be required to both provide an explanation as to why they were originally purged and note a character flaw that might be exploited by Chaos. This is to ensure that the Lost Primarchs are created with an eye towards avoiding any Mary Sue-ish characters that would not fit in with the rest of the Primarchs.

Finally, be aware that no Faction will be actively entangled with Chaos at the start of the game.

When making your claims, please make certain to use the correct format as improper claims will be rejected automatically. Moreover, the Three Claim System is not in place here; you may make as many or as few claims as you want, so long as you are interested in the Factions claimed.

Established Factions:

Primarch/Craftworld Claimed:
(If a Primarch) Deviations from Canon:

Custom Factions:

Lost Primarch II/XI: Name
Background: List a brief history of the Lost Primarch, one paragraph is fine.
Reason for Purging:
Character Flaw:
Desired Location:
Provide as rough or precise as a location as you desire.

Alpharius/Omegon
Background:
I only require a brief overview of their empire. Are they pirates? Did their empire arise out of their claimed homeworld? Did they pop up out of nowhere?
Desired Location:

Human/Xenos Empire:
Note both the name of your custom faction and whether they are Human or Xenos.
(If Xenos) Species Description: Keep it short and sweet. Are they humanoid? Are they evil space frogs?
Overview: Provide a brief look at your faction. Are they democratic or tyrannical? Noblebright or Nobledark?
Desired Location:

Claims will not be approved until 5/6 AEST to allow for all interested parties to make their claims.
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Player and Mod List:

God Mod: @Sidheach - Modding Ultima Segmentum

Regional Mods:
@JBO - Modding Segmentum Solar
@Maugan Ra - Modding Segmentum Tempestus
@Kerensky - Modding Segmentum Obscurus

Primarchs:

I - Lion El'Jonson - Caliban - @Bandeirante
II - Tona Tiuh - Aztlán - @JBO
III - Fulgrim - Chemos - @Gamelin
IV - Perturabo - Olympia - @averagename
V - Jaghatai Khan - Chogoris - @Dovahsith
VI - Leman Russ - Fenris - @triumph8w
VII - Rogal Dorn - Inwit -
VIII - Konrad Curze - Nostramo - @Argidoll
IX - Sanguinius - Baal - @Terran Imperium
X - Ferrus Manus - Medusa - @Kristopherw
XI - Grimgarg Ugnar-Digga - Grimgarg - @Ironanvil1
XII - Angron - Nuceria - @Maugan Ra
XIII - Roboute Guiliman - Macragge - @Kerensky
XIV - Mortarion - Barbarus - @Orange Boy
XV - Magnus - Prospero - @ZealousThoughts
XVI - Horus Lupercal - Cthonia - @Moonbeam
XVII - Lorgar Aurelian - Colchis - @Sidheach
XVIII - Vulkan - Nocturne - @Napolean_Barca
XIX - Corvus Corax - Deliverance - @Draorn
XX - Alpharius Omegon - ??? - @Taricus

Craftworlds:

Yme-Loc - @Ragabash1066
Saim-Hann - @SteelWriter77
Ivanden - @Theravis
Biel-Tan - @Atomicwalrus

Humans:

Constantin Valdor - Terra - @Awetduck
Federation-in-Exile - @EternalStruggle
Latverian Principality - Latveria - @KnightofTempest
Governorate of Draconith - Draconith - @Dadarian

Xenos:

Kig'Dak Confederacy - @Hyvelic
Lìog MhicConaill - Carlos McConnell - @Faust
Xrak Aristocracy - Xral - @Revan4221X
Raderötch Realm - Raderötch - @EternalLurker
Ulan Territories - Ulan - @Lord_Asmodeus

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A Remembrancer's Imagining of Eldar Guardians

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Mechanics

The Basics:

Rather than deal with military matters in more abstract terms, they will instead be dealt with via points. Points will be split into two types: Fleet and Manpower which will determine the size and composition of a Faction's military assets. These points can only be acquired through the acquisition of new Sectors, with the possibility of gaining three different types of specialised worlds therein, and can be spent however a Faction chooses.

The Galaxy itself will be split up into Sectors which are further divided between Explored Sectors, that is to say those Sectors with one or more systems already contained therein, and the self-explanatory Unexplored Sectors. While there are no special rules to Explored Sectors, whenever an Unexplored Sector is first encountered by any Faction, a series of rolls will be made to determine what lies within. These rolls may result in any number of things occurring, ranging from the discovery of a Forge World to the revealing of an Ork Empire.

Due to the setting itself, Chaos will not be an active force at the beginning of the game. With the Emperor of Mankind absent, humanity divided, and no force working in direct opposition to Chaos, the Eye of Terror will be relatively still and not actively interfering with the wider Galaxy. This means that at the beginning of the game, no Faction will be actively enthralled by Chaos though it will remain possible for them to fall at a later point in the game with assistance from the Regional Mod to facilitate the circumstances necessary.

For all intents and purposes Warp travel will function the same as in WH40k. The Astronomicon is functional and secure on Terra, fueled by an unknown source and protected by the Adeptus Custodes, the Webway is secure, and the form of Warp travel employed by the T'au is available to any Xenos Factions. Traversing the Galaxy takes no more than two turns unimpeded, with one turn covering half the Galaxy, however active interference and military campaigns can delay this indefinitely depending on the circumstances.

For more information and detail, please check the relevant heading.

Fleets and Manpower Points:

As already discussed, the formation of any Fleet or Army requires Points. In broad terms, Points are acquired either through the control of a Capital Sector - these being assumed to have been built up to such a degree as to put them light years ahead of any other Sector - and the control of an ordinary Sector. Fleet Points can be spent on specific ship types, allowing a Faction to control the precise composition of their navy and to specialise as they see fit, while Manpower Points reflect, in a broader sense, the general size of a Faction's army rather than specific units. On top of this, Elite Manpower Points can be acquired which represent recruits to the Legiones Astartes or the various non-Primarch equivalents to the Legions.

To be more specific, the ways in which Points can be acquired are;

Controlling a Capital Sector or Eldar Craftworld - 2,500 Fleet Points, 15,000,000 Manpower Points, 100,000 Elite Manpower Points

Controlling an Ordinary Sector (or Mining Sector) - 1,000 Fleet Points, 2,500,000 Manpower Points, 1,000 Elite Manpower Points

Controlling a Forge World Sector - 1,500 Fleet Points, 1,500,000 Manpower Points, 2,000 Elite Manpower Points

Controlling a Hive World Sector - 800 Fleet Points, 5,000,000 Manpower Points, 2,500 Elite Manpower Points

Controlling a Dense Sector - Dense Sectors are those Sectors that contain two Specialist Worlds. Dense Sectors provide the full point value of the highest ranking Specialist World, the ranking being Forge World > Hive World > Mining World, and half the value of the lower ranking Specialist World.

Controlling a Settled Exodite World (Eldar Only) - 1,000 Fleet Points, 1,000,000 Manpower Points, 2,000 Elite Manpower Points

Once spent Points will remain with a Faction until depleted. Even if a Faction loses a major Forge World in an engagement, for instance, ships built using the Points provided by said Forge World will not disappear. Instead, they will remain with that Faction until such a time that they are destroyed at which point they cannot be replaced. Similarly, a Faction's armies will not decrease in size if a Hive World is lost however as soldiers are more easily lost than soldiers, they will undoubtedly be bled off quite quickly in protracted fighting. It should be made clear then that these Points are a one time gain and may be spent at a Faction's leisure.

As a note, if a Sector is contested, this meaning that a hostile Faction has managed to invade, but not conquer, the Sector, it's Points are considered to be lost until such a time that it is re- secured.

Monasteries - 1,000pts
  • This class comprises the gargantuan monastery ships employed by the Legiones Astartes.
Battle Barges - 450pts
  • This class comprises the highly individualised battle barges employed by the Legiones Astartes.
Battleships - 345pts
  • This class is typified by the Emperor Class.
Battlecruisers - 250pts
  • This class is typified by the Mars Class.
Grand Cruisers - 230pts
  • This class is typified by the Vengeance Class.
Cruisers - 185pts
  • This class is typified by the Dictator Class.
Light Cruisers - 115pts
  • This class is typified by the Dauntless Class.
Frigates - 40pts
  • This class is typified by the Sword Class.
Destroyers - 35pts
  • This class is typified by the Cobra Class.
Battleships - 380pts
  • This class is typified by the Void Stalker Class
Cruisers - 225pts



    • This class is typified by the Dragonship Class
Light Cruisers - 135pts
  • This class is typified by the Aurora Class
Frigates - 70pts
  • This class is typified by the Hellebore Class
Destroyers - 40pts
  • This class is typified by the Nightshade Class
Escorts - 40pts
  • This class is typified by the Shadowhunter Class
Battleships - 275pts
  • This class is typified by the Or'Es El'Leath Class
Cruisers - 180pts
  • This class is typified by the Lar'Shi'Vre Class
Escorts - 50pts
  • This class is typified by the Kir'Shashvre Class
Xenos Factions may chose to instead use the point values for either the Humans or the Eldar provided it is consistent. This is merely the T'au List from Battlefleet Gothic as no other Xenos Faction possesses an armada to the same extent as the T'au and provided as an option.

Note that building a vessel does take time, particularly when dealing with larger ships such as the Emperor Class, and will take one to two turns to construct. Repairs will generally only take a single turn, or less, to occur however a Regional Mod may determine that the damage done to a ship requires significantly more time to repair in which case they may rule that it will take multiple turns to finish repairs.

In contrast, Manpower Points do not provide a Faction with the ability to specialise their ground forces but instead encompass all personnel and materiel required to prosecute a planetary invasion or defence. Everything from Guardsmen to Logistical Personnel to Knights fall within the bounds of Manpower Points and it is assumed that each Faction ensures that their armies are suitably well rounded when formed. Similarly, Elite Manpower Points will encompass everything relevant to the functioning of a Legion or Elite Unit including Dreadnoughts and Terminators. There is therefore no need to affect the composition of a Faction's armies to the same degree as it's Fleets, particularly as it would be unfair to demand such attention to detail when dealing with numbers in the tens of millions.

In both cases, Points are recouped when the item they are originally spent on is lost. This means that if a Vessel is destroyed, the Points used to originally purchase it are freed up to be respent on a new Vessel provided doing so does not exceed your current Fleet Points Total.

Unique Ships and Weapons:

The sole exception to all of this involves Unique Ships and Weapons. These are ships like the Phalanx or the Gloriana, the gargantuan warmachines known as the Ordinatus, or other weapons and ships of a size and scale that sets them apart from all other contenders. Some, such as the Phalanx, exist at the beginning of the game however others can be constructed throughout the course of the game under specific circumstances.

Two things in particular are required to create a Unique Ship or Weapon. The first is a Forge World, which is necessary as the degree of skill and scope of manufacturing demanded can only be met by the sheer industrial might of a Forge World. The second is a Mining World, one of the only worlds capable of supplying the sheer quantity of material required to build a weapon as big as something like an Ordinatus. Provided a Faction possesses both of these, they may embark on the construction of one of these overmighty weapons - with consultation with a Regional Mod to determine whether it is both feasible and what it will be capable of - a process which will take, at a minimum, 50 years.

Only one such project may be embarked upon at a time by the relevant Forge Worlds, thus prohibiting their mass production, and they can be destroyed or even seized if they are attacked by a rival Faction before their completion. Once ready, however, they will provide an immeasurable boost to the war effort of the controlling Faction and will require extra effort to take down if encountered by their enemies.

Planetary Garrisons and Defences:

It is assumed, for the sake of argument, that ever Sector possesses enough manpower to see to it's own defence without detracting from the Manpower Points provided to fuel a Faction's war efforts. These Planetary Garrisons are almost universally of a lesser quality than the soldiers fielded by a Faction in their armies and largely exist to blunt enemy attacks while reinforcements are dispatched to relieve them. On top of this, the capital of each Sector is also assumed to have some Planetary Defences in place, ranging from void shields to the orbital weapons platforms witnessed at Calth, to aid in their defence.

Provided a Faction possesses an unused Mining World, they may choose to further enhance the defensive capabilities of a Sector, building more complex defences and creating a Fortress World over the course of 25 years. A Fortress World, once finished, is capable of holding out against a determined onslought for decades, if need be, and requires significant investment in order to take.

Movement Through the Galaxy:

With the Warp in a relatively calm state, the Galaxy has become a far more accessible state. The Warp Storms have died down, the Chaos Gods are concerned with matters beyond the ken of mortal minds, and the light of the Astronomicon has meant that those once confined to a single star system have had the whole Galaxy opened up to them.

What this means is that the average Vessel can travel half the map in a single turn without interference while the whole Galaxy can be traversed in two. This means that contact between Factions can be assumed to occur without impediment (though contact cannot be made until one has physically traveled to the other) and that Factions do not need to worry about Fleets vanishing in the Warp only to reappear ten turns later. There are, however, exceptions to this;

A Battlegroup will travel slower and can be more easily intercepted, a Vessel that is blitzing through unexplored Sectors (to be covered under the next heading) runs the risk of missing things or even awakening fell powers, and it is entirely possible for the Ruinous Powerss to eventually reignite the Warp Storms of old and render Warp Travel nigh on impossible.

Exploration and Conquest:

When a Faction decides to spread out from it's Capital Sector, it will encounter one of two things; the first is an Explored Sector, one already containing a reveal system, for which a Faction can make immediate plans of either conquest or diplomacy. The second is an Unexplored Sector, the composition of which is a mystery to the Faction.

When an Unexplored Sector is crossed into by a Faction, a Regional Mod will make a series of rolls on a chart to determine what is contained within that Sector. This may result in an entirely unextraordinary Sector, with nothing more than an Agri or Feral World located within it, or something unusual. This means that exploration is a literal roll of the dice which may result in a Faction striking veritable gold, with the possbility of a Sector being revealed to contain a Forge World, or encountering a new foe, with the possibility of that same Sector being occupied by a nascent Ork Empire. Once uncovered, a Sector's composition will not change - barring the establishment of a Fortress World - and a Faction may make plans for it without needing to wait for rolls to be made in the future.

It should be noted that multiple Unexplored Sectors can be passed over at a time provided the Faction makes plans for it. While this has it's benefits (swiftly revealing vast swathes of the map) it has two drawbacks; the first is that the Vessels cannot act on anything discovered in their exploration until they stop. If a Forge World is discovered halfway through their trip, they are forced to pass it by without trying to annex it to their Faction. The second is that Hostile Factions can be awakened in this manner and if they are, they will undoubtedly assault the Vessels moving through their territory. As this may occur far from friendly lines, this runs the risk of the exploratory Vessels being destroyed without hope of reinforcement.

The system of rolls, which will be made in the OOC Thread as required, are as follows;

Initial Roll;

Non-Hostile - 1-80
Hostile - 81-100

Non-Hostile Roll;

No Significant Worlds Encountered - 1-40
A Garden World/Exodite World is Discovered 41-45
A Forge World is Discovered 46-55
A Mining World is Discovered 56-65
A Hive World is Discovered - 67-75
A Dense Sector is Discovered 76-80
A Non-Hostile Human Starfaring Civilisation is Discovered - 81-88
A Non-Hostile Xenos Starfaring Civilisation is Discovered - 89-93
An Unawakened Tomb World is Discovered - 93-95
Something Wonderful is Found (Mod Determined) - 96-100

Dense Sector Roll;

Forge World & Hive World - 1-33
Forge World & Mining World - 34-66
Hive World & Mining World - 67-100

Hostile Roll;

A Hostile Human Starfaring Civilisation is Encountered - 1-35
A Hostile Xeno Starfaring Civilisation is Encountered - 36-65
An Ork Empire is Encountered - 66-75
A Dark Eldar Hunting Ground is Discovered - 76-85
A Pirate Band's Hunting Grounds are Discovered - 86-90
An Eldar Corsair's Hunting Grounds are Discovered - 91-97
An Awakened Tomb World is Discovered - 98-99
Something Terrible is Found (Mod Determined) - 100

Once a Sector has been uncovered, a Faction may make plans to conquer it. Much like in other GSRPGs, these plans will take the form of War Plans, which detail the general strategy employed and the forces employed in the campaign. War Plans may not be longer than 1,000 words in length, not including the listing of forces and any headings, in order to make it easier for Regional Mods to decipher them. War Plans themselves will be covered in a later heading.

It should finally be noted that an entire Fleet is not required to scout a Sector. A single Vessel is all that is require, especially as non-starfaring civilizations are incapable of challenging even the least intimidating Vessels of the Great Powers of the Galaxy.

The Warp and Chaos:

As already discussed, the absence of the Emperor of Mankind means that at the beginning of the game, Chaos will be in a state of apathy. Without a force actively working against them, none of the Chaos Gods will be attempting to corrupt the Primarchs or further plunge the Galaxy into anarchy, but will instead be chilling within the Eye of Terror. The Warp is relatively calm, or calm enough that there are no active warp storms splitting the Galaxy asunder, and Chaos Cults are not an active concern at the beginning of the game.

This means that no Faction will start off enthralled to one of the Chaos Gods however it will be possible for this to change. Any Faction seeking to fall to Chaos may coordinate with their Regional Mod to orchestrate circumstances under which they may do so. Once a Faction does fall to Chaos, it is expected that they will behave accordingly - so break out the skulls, spikes, and pus - and that there will be consequences for embracing the literal embodiment of evil.

Necrons, Orks, and Other Hostile Xenos:

It is possible, while exploring the Galaxy, for a Faction to uncover a hostile Xenos population. Whether Orks or Necrons, the uncovering of such a population will result in the creation of an NPC Faction that can and will act in accordance with the whims of their species. Orks will expand as quickly as possible, overrunning Sectors and spread uncontrollably until their leader is killed, while Necrons will aggressively defend the Sector they are encountered in. It should be expected that any such hostile Faction uncovered while expanding can and will behave competently, within the bounds of what is competent by the standards of their species, and should therefore be treated accordingly by other Factions.

Ork List

Battleship – 260pts

Kroozer – 140pts

Escorts – 40pts


Fleet Template


Battleship – 1 – 260pts

Kroozer – 3 – 420pts

Escorts – 8 - 320pts


Necron List

Cairn Class Tombship – 500pts

Scythe Class Harvest Ship – 275pts

Shroud Class Light Cruiser – 155pts

Jackal Class Raider – 50pts

Dirge Class Raider – 40pts

Fleet Template


Cairn Class Tombship – 1 – 500pts

Scythe Class Harvest Ship – 3 – 825pts

Shroud Class Light Cruiser – 5 – 775pts

Escorts – 9 - 400pts

Craftworld Eldar Specific Rules:

Unlike other Factions, the Craftworld Eldar operate on slightly different rules to the other Factions. They cannot take Sectors and use the Points from them like other Factions, they traverse the Galaxy through the Webway and Webway Gates, and they cannot make deals or submit to Chaos. This means that Craftworlds are limited to their initial Point total and will cease to exist if their Craftworld is destroyed.

However, those Craftworlds willing to invest the necessary time and energy can circumvent this. Craftworlds may choose to resettle Exodite Worlds (both those uncovered in exploration and those already existing on the map) and attempt to reestablish themselves as a sedentary Faction. Should a Craftworld successfully seize and control an Exodite World for ten turns, or approximately fifty years, that Exodite World will become a Settled Exodite World, complete with a new map icon, and provide them with Points. They may only do this with Exodite Worlds, however, and if at any point the Exodite World is lost, the progress made is entirely undone.

Final Note:

Mechanics will be tweaked and fine tuned as the game goes on as issues are identified and rectified.

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Humans Battling Orks

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Miscellany:

War Plans, Espionage, and Modding:

When carrying out any activity that will impact another Faction, either Player or NPC, Plans must be submitted to the Regional Mod responsible for the area those Plans will take place in. These Plans will then be resolved by the Regional Mod and their outcome posted in the IC Thread for all to see. This may include the invasion of another Faction, the carrying out of espionage behind enemy lines, and so forth. All plans must be kept within 1,000 words in length for ease of modding with Regional Mods being free to send back any plans over that length.

Plans should be sent to the Regional Mod under the heading FACTION NAME - ABSENT FATHER - PLANS through PM. Use only a single Conversation thread per Regional Mod to make it easy for your Plans to be found and if you feel your Plans have been missed or forgotten, simply send another message in that Conversation thread to gain their attention.

Regional Mods will be responsible for modding certain Segementums, the exact distribution of which will be determined after claims are sorted.

Internal Events:

As is tradition for GSRPG, domestic developments not affecting other Factions may be handled through Internal Events. These are single posts dealing with a specific issue, ranging from cultural fads to infrastructure projects, that are written by the Player for their Faction. These do not need to be run by the Mods, although you can seek their blessing if you are worried about whether your event is too much or not, however if the Regional Mod feels that these events make no sense for the Faction, are nonsensical, or would generate backlash not shown in the Internal Event, they can post their own Events noting any backlash. This will be rare, however, and will only occur in particularly egregious cases.

Turns:

Turns will be 5 Years IC in length and will take anywhere from 1 to 2 weeks OOC to conclude. If you require an extension due to personal circumstances, please request it here in the OOC Thread so that time can be given to you.

Turn Posts:

Unlike in other GSRPGs, there will be no Turn Posts in the Absent Father. Instead, an Almanac Thread will be created and all relevant information to your Faction will be kept in there using the Template that will be provided. This is so that said information is readily accesssible to the Regional Mods and won't get lost in the midst of diplomacy and internal events in the IC Thread.

Faction:
Head of Faction:

Government Type:
Capital Sector:

Current Point Total:

Fleet -
Manpower -
Elite Manpower -


Navy:
Number of Battleships, Cruisers, Etc

Army:
Name of Army, Name of Elite Units, etc

Discord Link
 
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Lost Primarch II/XI:
Malal
Background: Landing on the planet of Ogress in the far reaches of Segmentum Obscuris, the Primarch who would be named Malal landed on a world split between many city states with each state being metropolitan in nature and made up of a variety of Xenos. A society built upon ritual warfare and tolerance with warfare intentionally limited to as few casualties as possible and the resolution of these 'Flower Wars' being often the peaceful surrender and integration of the losing side.

In this society of tolerance and ritual a Primarch was raised and is often the way excelled, rising quickly to the leadership of one of the smaller techno-cities before pushing outward using his brilliant tactical mind to slowly subsume the rest of the planet in his new state, his Great Republic that he headed as popular leader.

Reason for Purging: Refusal to crusade against non-threatening aliens and refusal of direct order by the Emperor to institute the exterminatus.
Character Flaw: Naivity and Unwillingness to believe a situation require extreme violence.
Desired Location: Somewhere in Segmentum Obscuris towards the Exodite worlds.


MAGNUS THE RED
"The Crimson King", the "Sorcerer-King", "Cyclopean Magnus", the "Red Cyclops"


CORVUS CORAX
"The Black Crow", "Death's Shadow", "The Raven King"​
 
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Horus Lupercal "the First Primarch"
Primarch of the XVI Legion "Luna Wolves"

OR

Fulgrim "the Phoenician"
Primarch of the III Legion "Emperor's Children"


OR

Perturabo "the Lord of Iron"
Primarch of the IV Legion "Iron Warriors"
 
THE BLOOD AXE CLAN



Head of Faction: Warboss Grimgarg Ugnar-Digga (Lost Primarch XI)
Reason for Purging: Orkiness
Character Flaw: Orkiness
Background:
When the Digga scavengers, their green warpaint shielding them from the burning sun the beat down on the world of Duzguzak, sped their ramshackle buggies towards the crash-site, they had no idea how much what they would find would change their world. Escaping before the Orks who dominated the world could arrive, they would take what scav they could from the ruined craft, but it was the child they found in the wreckage who would grow to take the human tribes of the world to glory.
Given the name Grimgarg, he would grow with fantastic speed, demonstrating immense strength, his skin remaining tinged with green even without warpaint, and his teeth developing into tusk-like protrusions.
With a seemingly innate understanding of technology, he would often venture alone into the ancient deep catacombs, where most Diggas feared to go, to return with wealth of scav to fuel his tinkering habits. It was after one such journey that he would craft the archeotech weapons that would become his mark, the twin Blood Axes, from a lustrous crimson metal of unknown origin.
Inevitably, Grimgarg would come to head his band of Diggas, arming them with his creations, and honing them as more effective warriors, to unite all the Diggas of Duzguzak into an army that would no longer merely fend off the Orks, but conquer them.
In the end, the defeated Orks would hail Grimgarg as the Chosen of Gork and Mork and would follow him as their Warboss, becoming part of his Blood Axe Clan.
It was only with the arrival of the fleet of his sons about his world, those who would become the Blood Axe Legion, tusk-visaged, lesser reflections of himself, that Grimgarg would understand his true heritage, a Primarch, creation of the Emperor of Mankind, but one infused with a portion of the genetic inheritance and vitality of the Orks.
 
Mechanicum of Mars
El'Uriaq Tyrant of Shaa-Dom (Dark Eldar)
Background:

Head of a shadow empire of star systems in the galactic north. Not a true empire but a collection of officially unaffiliated human civilization linked by trade and commerce. Alpharius/Omegon has taken control of them from the shadows infiltrating each nation's government and controlling their economies. Officially some of these nations are kingdoms, others empires, some enemies, others allies and even others at war but in all their actions are ultimately the will of Alpharius/Omegon.
Desired Location: Preferably ambiguously in the North and unkown but if I need to settle on one the Gothic Sector
 
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Alpharius
Background:
Left on Terra, missed in the maelstrom that dispersed the 20 primarchs throughout the galaxy, seemingly forgotten by the forces that dispersed them. Still hidden from the public at large by the imperial administration (In this case meaning the Custodes and Malcador).
Desired Location: Terra (As co-operative player)
 
Perterabo of the 4th legion, Emperor of Iron; lord of Olympia and master of the Black Citadel. (Strong preference)

King Rogal Dorn of Inwit

Robbote of Ultramar
 
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Primarch/Craftworld Claimed: Ferrus Manus
(If a Primarch) Deviations from Canon: Accepts his hands have changed, wishes to force the odd metal into submission rather than remove it.

Primarch/Craftworld Claimed: Vulkan
(If a Primarch) Deviations from Canon: None.
 
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Primarch/Craftworld Claimed: Mortarion, The Pale King, Warlord of Barbarus and Primarch of the 14th Legion
(If a Primarch) Deviations from Canon: Thanks to advancements in breathing apparatus technology as well as he and his Death Guard's physiology having more time to adapt to the poisonous fog of Barbarus, Mortarion was able to finally lead his Death Guard to complete the eradication of the cruel overlord Xenos race that had plagued the people of Barbarus since time immemorial. Mortarion himself slew his adopted father, the High Overlord Necare in a legendary duel, He claimed his ''fathers'' battle scythe Silence as trophy from his adopted fathers cold dead corpse.

Human/Xenos Empire: League of Thor
(If Xenos) Species Description: Squats
Overview: (their basically Space Dwarfs)
Squats are Abhumans descended from human colonists from the galactic core, the squats are stubborn, insular and fiercely independent, with technology far in advance of many of their human neighbors, productive mining worlds and heavily fortified settlements known as Strongholds.

To ensure greater chance of survival in this hostile galaxy, many Squat Strongholds have united thanks to their many mutual defense and trade pacts in the form of Leagues. The League of Thor is among the most prominent and powerful Squat Leagues scattered about Squat Space, known for their trading expertise and powerful military.
Desired Location:
Somewhere in the Squat Homeworld region shown in the map or just in the galactic core. As for starting for starting planet or system name, The ''Karak'' system/planet will do.
 
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"The Vigilant" - "Lord of the Phalanx" - "Warlord of Inwit" - "The Unyielding One"
"The Soldier"

Emperor Rogal Dorn




Malcador the Sigillite



 

Roboute Guilliman
XIII
'Great One' • 'Battle-King' • 'Master of Ultramar'


Leman Russ
VI
'Wolf King of Fenris' • 'Lord of Winter and Ruin' • 'The Great Wolf'


Vulkan
XVIII
'The Blacksmith King' • 'The Eternal' • 'The Master of Rock and Soil'
 
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Claims in no particular order of preference

Primarch/Craftworld Claimed: Lion El'Jonson, High King of Caliban

(If a Primarch) Deviations from Canon: Since the Emperor doesnt shows up, the Lion follows the purge of the Great Beasts with a takeover of Caliban. By the time the future Dark Angels do show up, the Lion has busied himself with dragging Caliban out of its feudal isolation

Primarch/Craftworld Claimed: Lorgar Aurelian, Bearer of the Emperor's Word

(If a Primarch) Deviations from Canon: Kor Phaeron passes away in the meantime between the schism wars and the arrival of the Legion, while Lorgar's dedication to his new mission of spreading the Emperor's Word leads to greater and bloodier purges against the Old Gods worshipers in Colchis
 
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Sanguinus
Deviations from Canon:

Sanguinus accepts the worship of the Pure Folk of Baal, and has constructed a massive fortress garden from which he rules the planet and constructs his military forces, preparing to expand to the stars.

Magnus the Red
Craftworld Iyanden
 
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1. Primarch Claimed: Fulgrim the Prefector
Deviations from Canon:

The Prefector remains focused on developing the planet of Chemos from an industrial backwater with little capability to sustain life to something approaching the basis for an interstellar expansion to seek more resource-rich agri-worlds. By game start, Chemos is back in peak production and leisure time is no longer a rarity.



2. Primarch Claimed: Sanguinius
Deviations from Canon:

With the bloody crusade against the mutants of Baal having awakened a spark of his true nature in the Primarch, Sanguinius - having a premonition of his divine destiny and the coming of the Father - resolves to seek him and further his campaigns to liberating what worlds he can between him and the power that comes.



3. Human Empire: Mordeneux
Overview: A set of worlds that regressed to their medieval era and never really got over it. They were only credibly re-united when a Psyker, having a premonition of Dark Age era weapons caches, lead a series of victorious battles which culminated in her being named Heresiarch of the sector. With a network of vassal knightly orders subservient to the premonitions of their succession of leaders, they are a religious and superstitious people.
Desired Location: Northwest Segmentum Tempestus
 
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Primarch Claimed: Angron
Deviations from Canon: When Angron stood with his brothers and sisters at Desh'ea, it was not the Emperor who came to claim him, but the War Hounds Legion of the Adeptus Astartes. They hurled themselves into battle in support of their gene-sire, and in the aftermath pledged to serve him. Angron, laughing, accepted their fealty, and their Apothecaries were able to use captured notes and specialists from the planet to successfully remove the Butcher's Nails from his mind.

Today, Angron is still a fearsome warrior, a berserker on the field of battle who fights with the single-minded savagery of a gladiator-slave, but when the battle is done he is able to reign in his anger and celebration with his sons and siblings. He places an incredibly heavy emphasis on bonds forged through shed blood and shared pain, and accepts neither slavery nor any form of governance too close to it for his sensibilities.

(Basically I'm leaning heavily on "Spartacus the Primarch" characterisation for this one)
 
TBF gonna call you over on discord if I cant finish it in writing today have two deadlines today


Lost Primarch II/XI:
Tona Tiuh The Feathered Snake, The Blue-and-Red Sun, Supreme Daycounter of Aztlán, Primarch of the Heartwrenchers
Background:
At the far edge of the eastern edge of the Galaxy, far from most human habitation lies the savage planet of Aztlán.
Orbiting the twin star system of a red ("Tlalolo") and blue ("Huiquetza") star in a queer and volatile orbit the planet is the sight of some of the more radical climate shifts humanity has had to learn to adapt to since the great collapse. Lacking any bodies of water greater than glacial lakes, it is dominanted by massive mountain chains often topped by the pyramid shaped Sunfortresses the natives inhabit. Its vegetation will radically change every century coinciding with their proximity to either of their parent stars. "Red" season are accompanied with great cooling and drying as what water the planet has gets frozen in mountain glaciers, both drying out the countryside and providing protection to the Sunfortresses against outside invaders who would try attack them for resources. "Blue" season meanwhile see a warming, causing valleys and hills to be transformed into dense vivid jungles, bursting with animals and plants.
Atzlán is a quite primitive society knowing barely of breechloading weapons and possessing only small hover vehicles for trade between Fortresses (the wheel had strangely fallen out of use).
Tona Tiuh would be found by a Winged Beast of the great Sunfortress of Chicha-Baque, near Lake Amlo, the planets principal body of water. Given his massive size and body strength Tona would be adopted into his father's societal caste of scavengers and warriors whose task it was to protect their home during red and extend and feed it during blue seasons. His fast rise through the ranks would eventually grant him the title of "Feathered Snake" after the most rarely seen of all beasts of the forest.
Yet to his detriment Tiuh would soon discover that he was more than a mere warrior. For as he reported and got to know the Sunpriests, the caste responsible for rule and charting of stellar seasons, his mind awoke, simply from overhearing them discussing concepts they thought far beyond the mind of a Winged Beast. Slowly at first, but ever faster Tiuh taught himself the principles of observation, calculation and more, soon in secret eclipsing even his masters in understanding. And it was then that he made his terrible discovery: Not only would the next red season come faster than anticipated, it would be so great that even Lake Amlo would freeze over, threatening the survival of all the inhabitants he was sworn to protect.
In an act of utter sacrilige Tiuh, not willing to remain inactive of a preventable future lead his fellow beasts in an overthrowal of the Fortresses' leadership. Then, faced with the still imminent starvation of his people, he lead them southwards to their eternal rival of Texmecoco demanding entrance as already the new season had fallen on them. At first the leaders of the city, despite knowing of Tiuh's great prowess in battle were determined to seek battle, rather than allow the possibility of their own people starving for the benefit of his. It was then, that Tiuh revealed how far his plans had gone: Not only had he seen what would come with the next season, not only had he planned to take control away from his masters, he had forseen even the need to emigrate and reconcile with the enemy. Thus he had lead his men to gather far more food than usual, enough to feed not only the men from Chicha-Baque and Texmecoco, but even the starving people of Mamatinta who would arrive exactly two weeks later as anticipated by him. With those matters seen to Tona Tiuh would lead his people through the coming season of Red, spending his time drilling a new form of rule and organisation into the Winged Beasts. Come the blue season they would already call themselves the "Heartwrenchers" as he lead them out in a swift and brutal campaign that saw him conquer the entire planet and put it under the vigorous "Red and Blue" Calendar he had designed, through gun and obsidian sword once and for all through power and cold calculations ensuring the survival of all his people.
As the Red Season of Tiuh enters its tenth year the Supreme Daycounter has just celebrated his unification of Atzlán in the resettled Chicha-Baque, when suddenly the skies above his own realm burst open to reveal warriors as dark, tall and unknowable as he himself was.
For the Heartwrenchers were more than just a caste. They were a legion.
And there were still far more stars for Tiuh to chart.


Reason for Purging: In another world and time Tiuh's obsession with reading the stars and future would eventually lead him to see what future path his father's work would take. Already divorced from his brothers, sons and subjects through his natural apathetic nature the Feathered Snake chose to take his own life, devoid of any motivation to continue his current path. If to preserve or prevent the future to come non could be sure. As the primarchs and their sons were to be models of the perfect tools to be used and discarded as the Emperor pleased it was chosen to bury knowledge of the sacrilige that one of his own sons would escape servitude in such a cowardly way.
Character Flaw: Apathy. Tiuh sees the paths of the stars as the only thing guiding his plans and machinations. The lifetimes of men, astartes, even his own do not register in a mind ever obsessed with what he perceives of as "the long plan", thus utterly divorcing him of any of the tools he would use to achieve that plan.

Desired Location: Ultima Segmentun, South-Eastern Edge





Dark Angels and Lion El Johnson
With more flower of French chivalry this time!



Only Malcador in Sol without Horus
Cause trying to remain a neutral instance of reason is sure to go over well.
 
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In more or less descending order:

Human Empire:
Federation-in-Exile
Overview: A frontier colony that lost contact with the rest of the Dark Age human civilisation during the Cybernetic Revolt, and never regained it during the subsequent Age of Strife. They continue the old policies of universal equity, and see themselves as the only legitimate successor state to the old Terran faction. However, their technology suffered during an Iron Men attack, and so although what they have left is universally understood and applied it has fallen to around the level of the mass Imperium, and thus below the Mechanicum or Mechanicus.
Desired Location: Eastern Ultima.

Craftworld Claimed: Biel-Tan

Primarch Claimed:
Corvus Corax
Deviations from Canon: Minimal. Corax still engaged in his successful slave revolt, and was soon met by his Legion, which helped pacify Kiavahr. Now he is ready to go out and explore the galaxy, and kick more tyrants in the chin.
 

I took the liberty of highlighting the various known start positions of the Primarchs. Alpharius and REDACTED II/XI are unknown, seemingly, however we do know that II was found third and XI was probably found nineteenth. I did make a chart to illustrate the Emperor's guide around the galaxy outlining the path to each Primarch if he had went straight from one world to the next, but it ended up looking rather messy so I decided against posting it.
 
  1. Rogal Dorn, This choice is acceptable. It's position on my list will be fortified further.
  2. Horus Lupercal, For my brothers are scattered across the stars. The Crusade is not yet dead, not whilst my hearts beat.
  3. Leman Russ aka Wolf Wolf of the Wolfy Wolves...Space Vikings in SPACE. Ragnarok has torn down Mankind, the Allfather is either missing or slain and my sons come to lift us to the stars once more. What more could a Wolf-King ask for?
To be fair, I'm fine with most options.
 
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Primarch Claimed: Konrad Curze
Deviations from Canon: Instead of having to fend for himself Konrad was found by a foundry worker by the name of Arnold who raised him along with his three foster siblings with dreams of a fairer world where the workers of Nostramo may enjoy the fruits of their labor. Conrad's childhood came to an abrupt end when the Crimelord Purple-Hun burned down his family home. That day the Night Haunter was born, a bloody campaign of vengeance saw the Purple-Hun, the factory thugs, the nobles... anyone who oppressed the weak, who preyed upon the poor, who took that which did not belong to them, die a gruesome death. Their burning corpses lit the streets of Nostramo for the first time in its history and the Night Haunter pledged to his growing number of followers that wherever evil reigned, wherever there was exploitation, injustice or tyranny he would emerge from the night with bloody claws.

The Night Lords have taken this message to heart and stand ready to bring justice and equality to the galaxy. Whatever the cost and through any means. The innocent need fear nothing, the guilty shall be left in bloody pieces.
 
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