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the eldar not so much.
They've forgotten a lot since the war in heaven.
I was thinking not so much about the eldar as about the avatars of Vaul
the eldar not so much.
They've forgotten a lot since the war in heaven.
You'd basically need to awaken all of them and pray you've got enough of the ones with the bits of memory and knowledge relating to them then. The first isn't really sustainable, unfortunately.I was thinking not so much about the eldar as about the avatars of Vaul
far too ambitious. A decent was near the top limit for its role, a light cruiser would be pushing the limits of belivability. a Grand Cruiser crushes them. Unless you made it ridiculously expensive (Command Battleship level) due to advanced techSkyfall
Lorelie's first assessment of the warship designs recovered from the imperial trust had been... Interesting. She had holoprojectors set up to display the variety of new designs, all arrayed in scale across a grand hall. She had not been kind.
Decrying the ancients design approach, screaming out heretek-al statements about "Weak internal structuring", and how "a calamity could take a bigger wack than this battleship", she was disappointed. They were, despite her criticisms, very good ships, but they weren't a tenth what the myths of the dark ages were. Almost worse than her criticisms about the design however, was her almost universal initial response. "UGLY!"
There were innovations, sure, and the base level of technology was above what she was used to, but she instantly saw ways to improve all of the designs, as warships, for fighting against the modern enemies of humanity. She could make them pretty too.
One single ship stood out to her. Not the hulking Legend or Prophet, not the Well of Urd, nor even the stealth ships even she admitted had a certain, sleek charm.
No, Lorelie only fell in love with the last ship she looked at. The humble descent.
Skyfall class grand cruiser
Archmagos Lorelie Secoros work of homage to the descent class destroyer, the Skyfall class grand cruiser is the hulking culmination of her work upscaling the descent. Originally intended to weigh in as a light cruiser the project grew as the Archmagos happily enabled the scope to creep.
The enormous scale of this ship should render it unable to fly in atmosphere, and it's only through a vast array of flight systems, both gravetic and aerodynamic that it is able to stay airborne at all. While a certain degree of redundancy is built into this complex system it is vulnerable to battle damage. However, through use of the main engines and the hull as a lifting body, a lucky ship can return to orbit without the use of its gravetic systems.
Armed with turreted cruiserweight weapons on its underbelly the Skyfall brings more firepower to the planetary battlefield than anything up to, and including some Ordinatii. Lances almost the size of titans can destroy warlords in a single volley while the bombardment capacity of it's macrocannons can disintegrate armies in minutes.
These heavy weapons are supplemented by a vast array of point defence, a good proportion of which can be effectively targeted at the ground. The ship also has 50 launch bays, half of which are specialized for atmospheric craft, and the capacity to bring more than a million soldiers and their supplies into battle and deploy them quickly.
This all comes at a cost- the Skyfall loses in space against imperial era cruisers like the Luna, due to its unorthodox weapon layout and relatively light build, while being expensive, even for a grand cruiser. However, as a planetary assault platform, it is unmatched, able to duke it out with even a Titan legion or large Hive and win.
canon, a believable expansion of existing techWinged hussars.
The Hussar is quite possibly the most effective air superiority fight in widescale human use, created by Jaghatai Khan himself. However, it was made almost exclusively with his sons in mind and has a number of limits. Such is its sheer speed that only an Astartes can withstand it, and even their transhuman reflexes struggle to make full use of the craft. However, the design is promising and the powers have found a use for it never the less.
Sassanids Air suproity fighter.
Created by Imperium Secondus to fight the gleaming airborne constructs of the destroyer. Taking full advantage of Imperium Seconduses mastery of high energy systems, using an overcharged plasma reactor it is able to power a pair of heavy neutron weapons, typically a pair of heavy neutron repeaters. Every bit as fast as the Hussar it is based upon, the Sassanids makes a number of key improvements in its control scheme. Piloted by an advanced neural link that interfaces directly with the Astartes Balck carapace, and supplemented by VI systems that come perilously close to the threshold of abominable intelligence, the Sassanids makes it far easier for pilots to leverage the crafts staggering speed and maneuverability.
Dehqan Cybernetic air supremacy platform.
developed by the forge empire of Callamus, the Dehqan is a distinctly mechanicus take on the hussar. Streamlining the design and significantly reducing the cost, the Dehqan is slightly slower and less maneuverable than the Hussar, and carries only a single weapon in each wing, it also does away entirely with the cockpit. It instead requires a special detachable braincase to pilot. Removing their skull and putting their bodies into stasis, the pilot is installed into a special pod that sits at the heart of the aircraft. This allows any mortal with the needed cybernetics to pilot the craft and makes it far easier to shield the pilot from the craft's acceleration. The usage of so specialized a neural interface allows for a high degree of control, compensating for the decreased speed and firepower to a degree. While not as potent as the Hussar, it remains an extremely effective air supremacy craft, and one the forge empire can deploy in far larger numbers.
Hussar mark II
a simple refinement of the hussar, the mark II simply incorporates a number of technologies form the conclave to create a direct upgrade to the original. Instead of attempting to push the speed even further, attention has been paid to its durability. Incorporating Silversteel armor and the same ion sphere technology found in the Peregrine Fighter, allowing it to project a potent shield over a single hemisphere. In addition to increased survivability, its sensor suite and electronics have been enhanced with dark age designs, with the control scheme optimized for use with Ace armor. the increased power available due to more advanced reactor design has allowed replacing the nose-mounted impalers with a pair of neutron repeaters, notably increasing its firepower.
@Durin a quick tech omake.
Slap runes of air on itfar too ambitious. A decent was near the top limit for its role, a light cruiser would be pushing the limits of belivability. a Grand Cruiser crushes them. Unless you made it ridiculously expensive (Command Battleship level) due to advanced tech
1st 2 cannon, 3rd non cannonThe Three Monsters of the Concordat.
The horrors the drukhari inflicted on the galaxy are beyond counting. An infinite parade of nightmares of every scale and intensity. From a raider amusing themselves driving a single chamber maid mad, to an archon flaying alive the populace of a hive world, to the sadistic plagues of the homunculi, the sheer variety and inventiveness in their torments beggars belief. One homoculis known as Thraxius is infamous for unleashing monsters upon the galaxy, countless beasts and unique horrors prowl the dark by his twisted designs. His favored artistic flourish being the blurring of the lines of victim and victimizer. His monsters often suffer for their monstrosity, either through a mentality that finds their own nature horrifying, or a biology that mirrors the suffering of their victims in some way. Of particular note was a twisted trilogy of horror, a trio of races created to play upon mankind's fear of the xeno. Shockingly, all three have to one degree or another slipped the chains of their nature, becoming more than tableaux of misery and horror. The empire of ashes maintains contact with each, partially out of a sense of obligation for the nightmare their kin created them as, and partially in the hope that Thraxius may expose himself to try and set them "right". While he has lain low since the fall of the dark city, dozens of horrors that seem to bear his hallmark flourishes have been found lurking in forgotten regions of space, and so skilled a flesh smith could prove a dangerous tool for Vect and the God he serves.
Karitha
A race of squid like aquatic xenos, the karitha where made to be a race of truly horrific body thieves. Horrors from the dark to drag populations into a life of unending torment. In their natural state they are aquatic and squid-like, covered in a thick coat of long splitting tendrils. Should they implant themselves in a host these tendrils could force their way into the nervous system of a wide variety of sapient creatures, usurping control. If they grow old before given a chance they would be doomed to a life of blindness and helplessness, at best being inserted into an unfeeling metal shell. Horrifically, the mind of the host was not suppressed, they would be forced to witness and feel everything the new owner of their body does. How Thraxius kept this from leading to the races fall to chaos is not known.
Possession is not kind to the karitha either. It feels dim echoes of the hosts pain, and will often find the hosts body's attempts to fight it agonizing. Be it immune response causing their true form pain, or their hosts mad mental screaming tearing at their minds. The stress of possession almost inevitably shortens the hosts lifespan, and prevents the breeding of new hosts. Forcing them to constantly raid and war with all around them. This horrific state of mutual misery persisted for centuries. With them spreading throughout the galaxy as migratory fleets fled annihilation at the hands of the strong, or sought new hunting grounds after consuming all nearby sources of hosts. It was one of these fleets that found salvation. A new source of hosts proved impossible resilient, strange and rapidly advancing technology thwarted raid after raid as exhausted resource stores forced the marauding fleet to rest. Scouts seeking the source of this strength in time found the gleaming terminal world at the nations heart, and in turn the Cold mind of Sophont found them.
In time Sophont found an agent among the karitha, a researcher named Nabiin who had dedicated themselves utterly to trying to overcome the horrid fate of his people. Aided by divine inspiration, they were able to at last overcome Thraxius's safeguards, allowing the creation of artificial hosts. Using this as leverage they began a movement to totally forsake raiding. The easy availability of hosts, and the sudden near obsolescence of the raiding at the core of their society threw the Karitha into chaos. In desperation the leaders sought to suppress this new technology. Their people horrified at the thought of losing easy access to bodies rose up in rebellion. The civil war was long and brutal, but in the end with their raids stymied the ability to simply grow new bodies for soldiers proved an overwhelming advantage. Nabiin however refused rulership, instead creating a council of those who had proven themselves in the rebellion, leaving himself free to focus ever more on perfecting his hosts. Nabin and the teams under him have become nearly mythological figures to the modern Karitha, creating a number of technologies that would go on to be the foundation of their new existence. In a century the idea of taking a living host had gone from a necessity to unthinkable.
Seeking to spread their new found revelation, they became Sophonts first true missionaries. Seeking to free their kind form the chains of their nature, and preaching the trans formative power of technology. The empire of ashes was a surprising ally in this. Providing Intel on the location and strength of Karitha empires and marauder fleets. Between the efforts of Sophonts followers, and the growing harshness of the galaxy, it is believed that no Karitha who follow the old ways now exist. The last known band of them was run to ground in the expanse with the aid of Ruick in the lead up to the first miasma crusade.
In modern times, the karitha are scattered throughout the galaxy, both as empires of their own or enclaves in other empires willing to accept them. Their population growth is slow, as each Karitha necessitates the creation of a host body. Over time a vast array of bodies have been created, from human likes ones intended for diplomats to hulking war bodies, to the near total robotic bodies of the Iron born. Between genetic modification and surgical advancement, it has become possible to move a relatively young Karitha between hosts, making it fair easier to ensure the most skilled among them are given the best host bodies. At their height the largest Karitha empire was almost 200 worlds strong, and maintained close alliance with another few dozen worlds nearby. However, this empire died with its god during the Plague of Retribution, with less than a tenth of its population escaping.
The fall of their largest empire, and centurirs of long range crusades has left the Karitha a scattered people, with countless petty empires ranging from single world polities to a dozen or so systems scattered throughout the galaxy, with the very largest poses little over 30 systems. The majority of their surviving population has actually integrated into other empires. The need to produce a body for every member of their populace can strain pure Karitha star nations, but as part of larger societies the ability to customize their bodies tends to see them drift towards middle to upper middle class social strata, enabling them to take advantage of the ability to customize their forms. As such, almost every concordat aligned power of significant size plays host to at least a small Karitha enclave.
Spiritually, they have taken the death of their god fairly well. Sophant had always taught them to rely upon themselves, and their worship had always been more about the ideals Sophant espoused rather than glorification of their deity. At present, most worship the yet born god Takrar. A god of iterative growth and technological advancement, said to be the final invention Sophant was working on when it was slain. They are aided in this by the orphaned devas of Sophant, as well as the Concordats respect for their claim on salvaging Sophants technology and relics. The gods of the concordat seem to be treating this as a test case, an attempt to create a new god to fill a useful role. Many have commented that such a god being born of an experiment is extremely fitting.
Masakh
The Masakh are a somewhat physically inconsistent species, believed to be based upon the Kroot their appearances change based upon their diet. Typically they will be between 2.5 to 3 meters in height, with their bulk being extremely variable. Among their few consistent features is a flat head with six eyes and large broad mouth. Much like kroot they will to an extent take on the characteristics of their diet, though to a far lesser extent and with a disturbing restriction, they will only take traits from eating the flesh of sentient races. Denied such food they will slowly devolve into non sapient quadrupeds that bear a significant similarity to kroot hounds. Should they gorge themselves on thinking flesh after such a devolution, they can recover sapience though with significant memory loss.
While they need relatively little thinking flesh to maintain sapience, they benefit from consuming it in large quantities. Growing significantly stronger and more robust should it become a major part of their diet. Given their intended victim, human flesh is most useful to them, providing a larger physical boost than it should. Thraxius seeded their initial populations in areas forgotten by the larger imperium, often sneaking large populations onto primitive worlds unable to defend themselves. Upon many worlds they were either exterminated by the local populace, or exterminated them in turn dooming them to existence as non sapient hounds, but in a few unfortunate corners of the galaxy, they founded their butcher empires.
Instead of eradicating the conquered humans upon these worlds, they enslaved them. Forcing the terrified remnants of the humans civilizations of these worlds into the lives of livestock. Unlike the Karitha, the Masakh had no need to become nomadic, fed as they were by the breeding and butchering of humans and other unfortunate xenos for meat. Taking up stolen human technology, these butcher empires would expand into the stars. Thraxius had picked his sites well, and while many were eradicated by an enraged Imperium, many remained below notice until the throne failed, some even working as mercenaries in exchange for slaves for particularly corrupt governors.
After the fall of the Imperium, the butcher empires seeded throughout the galaxy persisted as they had since their inception. Some thrived in the now unguarded galaxy, others being destroyed by petty Imperium's or other threats. The factory farming of sapients resulting in only sporadic unrest as while few Masakh possessed the coldness to work in their horrific slaughterhouses, fewer still would bother thinking about where their food came from. This changed when a Karitha crusade fleet came upon them, and their god recognized the Masakh as Kin to the Karitha, both a product of the same deranged mind.
At first there was peace between the two races, the Karitha seeking to convert the Maskah, to turn their wayward kind away from the role they had been made for. While the butcher empire was initially open to the idea of such an advanced species seeking to alleviate their near endless need for thinking flesh, the relationship soon soured. Preachers of Sophont decried the slaughter of sapient's, dragging the horrors of the slaughterhouses into the eyes of the public, evacuating small communities of escaped humans, and in one case broadcasting the tale of an escapee from a slaughterhouse live over an entire world. In response, the rulers sought to expel the Karitha, but by now unrest was beginning to simmer. Supported by the far more advanced Karitha a coup soon overthrew their rulers, and began the Masakh's long road away from their origins.
Initially strict rationing of existing stores and cryo technology was used to ease the transition, but even still large swaths of the population reverted to a feral state. Ultimately, it was a morbid mission of mercy from the empire of ashes that stabilized the situation. A number of cargo ships fresh from a battle against an orcish waaagh arriving with their holds full of the bodies of their slain foes. While they could spare little further assistance, they greatly accelerated research into exactly why the Masakh needed sapient flesh to survive and allowed for the creation of a partial solution. With the assistance of Eldar bio science, a way to process a corpse into a far greater quantity of corpse starch than merely butchering it was devised. Using a type of psychoactive fungus and chemical processing, it was now possible to produce far more food from a smaller supply of thinking meat. Orks proved surprisingly compatible with this process, their partially fungoid bodies reacting well to the fungal processing. The result is a single Ork could now provide as much meat as butchering a dozen humans, and in an easy to store and ship form.
What was once a butcher empire was now reborn as an empire fed upon war. Orks were seeded across every world, with a few resource worlds re-purposed to grow Orks en mass under the watchful guns of the Masakh. For their part the orks seem to find this arrangement agreeable, there is always a fight just over the horizon, and who cares if the dead are looted with the rest of the grubbins? Indeed, its not uncommon for long lived Ork warlords to develop fondness for local commanders, sometimes to the point of declining to take advantage of distractions though only occasionally.
Over the centuries this system has been further refined. With worlds given over to free range Ork populations maintain strong orbital defense, as well as dedicated bombardment monitors to ensure that the Orks never advance far enough to become a threat. Aside from regular attacks upon Orks, many Orks will also trade slain rivals to the garrison in exchange for scrap metal and the occasional lasgun. The danger is somewhat mitigated by a heavy investment in resources, and it has over time proven to be an excellent way to blood troops, allowing local forces to acquire experience with relatively little risk, though it is not unheard of for things to go wrong in unexpected and nigh impossible ways, resulting in significant losses to the garrison forces.
Once the system was set in place, the Masakh followed their siblings example, and set out to put an end to the butcher empires of their kind. However while the Karitha could often put an end to their wayward kinds horrors with words alone, the crusade fleets of the Masakh proved far more violently inclined. Unlike the Karitha their system is not a pure improvement, being both more dangerous and expensive to maintain, often necessitating them to force the butcher empires to adopt it at gunpoint. Since the formation of the concordat and the death of Sophant, this practice has decreased somewhat, both due to their being relatively few butcher empires left, and the various nations of the Masakh being too pressed to afford looking for them. But when one is found, the furry they display at their wayward kin can approach genocidal, some wonder if this is to a degree deliberate, a ploy to assure their allies, but few can say.
In the modern day, the first empire found by the Karitha has prospered, becoming the , republic of Macaitor and reaching a respectable size of just over 80 systems, though they possess few mature stare empires besides Macaitor. With most of the populace fed upon orks the modern Masakh is powerfully built and has a faintly greenish tinge to them, and often possess an appreciation of martial pursuits. Their soldiers receive a larger ration of ork starch and are notably larger and more aggressive. As could be expected, their army is to a degree built to be effective against orkish forces, as their empires tend to attract more waaaghs than typical. Much like the Karitha, many empires host Masakh populations, with many governments finding the production of a specialized form of corpse starch a small price to pay for a race so suited to act as soldiers, with the elite formations of many worlds makeing use of well fed and heavily armed Masakh. In addition to this, most Masakh empires maintain and rent out large mercenary armies, fighting alongside political allies in exchange for resources and the bodies of those they slay.
Much like the Karitha, they weathered the death of Sophont fairly well, though many mourn that it was slain before it would help them truly cast of their need to eat the flesh of thinking beings. In the wake of its death many have taken to the worship of Etix, finding its dogma of confronting harsh truths appealing due to the demonization of the Butcher empires apathy, and willingness to ignore the horror of its slaughterhouses. Surprisingly, Dominion of the Longest night is also fairly popular, with many seeing refusing to look away from the dark corners of one's own civilization as a vital trial that all must undergo. Zaeedis popular among the mercenary armies fielded by many Masakh empires, though many find the philosophy of yarhim to reminiscent of the butcher empires to follow his creed.
Carexians
The Carexians are a techno organic race. Their veins flowing with oil and strange rubber like flesh peaks out beneath bio ceramic plates. Unlike most races, the Carexians do not directly reproduce, instead they increase their numbers by infecting other species. The infection can be carried out in a number of ways, but the most common method takes two weeks to complete, during which the victim will enter an extremely suggestible state, and will experience temporary spikes of xenophobia directed at their old species. During this time they are intensely vulnerable to indoctrination, and will if left alone, develop a type of predatory disdain for their former race. In the modern day those undergoing the change are chemically sedated to avoid this, and all transitions are monitored to ensure the period of suggestibility is not taken advantage of, though initially it allowed the Surexians to spread among unsuspecting imperial worlds.
The initial physical changes are subtle, and for years can remain detectable only under close examination. Biomechanical tissue replacing organs and muscle, retractable claws or fangs of living ceramic, all manner of hidden weapons to create a deadly urban predator. The newborn Carexian will even be able to exert a degree of control over its form, but over time its changes will grow more and more pronounced. Metallic scales and claws, pale metallic exoskeletons covering their form, within a decade baring outside assistance it will be obviously inhuman, decades past that and it will soon be hard to tell what race it once was. Technically, Carexians are ageless, able to persist indefinitely as their bodies slowly grow ever stranger, however in practice most will live for only two hundred to four hundred years as individual entities. As they age their bodies and minds mutate ever farther, and the will to keep these changes from slowly going rampant increases. Eventually, they will shift into a sessile form known as an Elder. It should be noted that in almost all cases, by the time this occurs the Individual will not particularly mind.
The majority of elders will merge with existing aggregates, joining with a gestalt mind, though some will remain as individuals. Acting as bio-mechanical cognators, Elders thought processes are greatly sped up, and even ones composed of a single Carexian is capable of impressive multi-tasking. As the numbers of individuals increases, an aggregate will gain access to both increased processing power and new memories. Elders are able to exert a degree of control over the forms of their kind, though all but the youngest can reject this influence. This enables them to oversee the conversion process, as well as hand craft the conversions of particularly valuable individuals. Typically the largest aggregate on a world will be given some executive position, and will spend a great deal of its time assisting the body planning of its populace. In general, the larger and more educated the aggregate, the more complex forms it is able to guide its populace into. Satellite elders composed of either a single or small group of individuals will often be installed in either super heavy vehicles as a pricepts, or wired into major industrial complexes to act as managers. Elders are truly ageless, but are sessile and near helpless unless wired into a mobile platform.
Their history is long and complex, but they consider their time as a civilized people to start with the Rising, and subsequent formation of the Commonwealth of Flesh. Led by an infected Astartes champion named Asmodeus, they were able to conquer the Terisiare sector in a brutal decades long conflict, striking in the wake of the emperor's death. Despite being the founding of their civilization, the Rising and its leaders are still viewed as controversial figures. Many of the humans who suffered in the wars went on to live lives as Carexians, speaking at length of the horrors endured before ultimately adding their memories to the aggregates who came to rule the Commonwealth, searing the horror of losing such a war into the cultural zeitgeist of their race. To this day, the Carexians are loathe to forcefully convert others, seeing it as a deep violation that it little better than murder. Despite this, the Commonwealth of flesh was shockingly expansionist, swelling to over four hundred systems at its height before a disastrous war.
The key to their expansion is two fold. First was their clever and somewhat underhanded leveraging of their position as the strongest local power. While they were loathe to conquer, they would often go to extreme lengths to force nearby empires to allow their citizens to become Carexians, partially out of a deep seated belief in the freedom to choose, and partially out of cold calculation. Many powerful individuals in human or xeno empires would accept transformation upon their deathbeds, creating diplomatic allies within the ruling classes of nearby empires. Countless petty impurms and xeno empires willingly joined the Commonwealth of Flesh as member states. The second was the forming of their strange god, the Fleshmeld. Congeling out of the faith and reverence the Carexians held for their elders. How it formed so quickly is something of a mystery, but it is suspected to be related to the nature of the greatest conglomerate, being a merger of countless powerful and old souls. The fleshmeld was both strange and relatively powerful for a deity, it's powers perfectly suited to assisting the Carexians. In addition to greatly bolstering their military, the Fleshmeld also enabled them to purify worlds, leading to something of a land grab as they conquered and purged nearby chaos powers.
Their only true rivals was a rump state known as the Blooming crusade, a nearly sector sized polity at its height, it was an astartes dominion rulced by the Amaranth's Bloom chapter, the fomrer guardians of the Terisiare sectore before the Rising. It was dedicated utterly to the destruction of the Commonwealth at any and all costs. Wars upon the Crusade were always bloody and horrific as the fanaticism drilled into the populace saw entire worlds fighting to the death, with many invasions of their worlds ending as the defenders set of hidden exterminatus weaponry to deny the Commonwealth its prize. However that same fanaticism led them to over focus on military buildup, ultimately crippling their their economic development and ironically preventing them from fielding sufficient forces to threaten the Commonwealth. Lacking the will to conquer the Blooming Crusade, or the ruthlessness to commit to a sustained campaign of extermination, and feeling the power Blooming crusade ultimately offered little threat, the Commonwealth of Flesh largely felt itself secure enough to afford the luxury of mercy. A decision they would come to deeply regret.
Lacking local rivals, blessed with a strong god, possess a populace well suited to war and possessing above average technology, the Commonwealth of flesh made the near fatal mistake of thinking themselves safe. When the Concordat reached out to the Fleshmeld, the commonwealth rejoiced, seeing an opportunity to spread the freedom to choose one's flesh throughout the galaxy, and earning an ally against the frequents Star father crusades they faced. They were confident that so far from the black impuram, they would not face anything they could not defeat.
Initially, their optimism was proven correct. The first few Nugle crusades that crashed into their empire were swiftly and mercilessly obliterated, severely underestimating the might of Carexian soldiers and technology. However, as the efforts of Nurgle to take vengeance swelled, soon a crusade beyond their ability to survive was launched, but this to was something they thought they had prepared for. Through careful manipulation, and the aid of several members of the concordat, they had provoked a large Star father crusade and through decades of painstaking manipulation had seen it arrive along the same course. It is quite likily the plan would have worked, had it not been for the Blooming crusade.
How they learned of the plan is not known, but somehow they learned of the plan, and seeing a chance to at last slay their ancestral enemy, they struck. Caring words of the plan, and a treasure trove of intelligence on the commonwealth to both chaotic crusades, they ensured both that they would strike from different directions, and know to shield themselves from scrying. Further, they launched a massive series of suicide raids at key rally points and outposts, blinding the commonwealth of flesh to their plans failure at the cost of almost their entire fleet. Their scrying disrupted by a forewarned foe, and their mundane scouts dead or tied down, the commonwealth of flesh was caught utterly off guard by the two crusades slamming into it from opposite sides, beginning a ruinous war that would come to be known as the Sundering.
Outnumbered, out of position and off guard, the commonwealth fought a brave but futile defense against the twin crusades. The war lasted decades and saw the ruination of over two hundred worlds, all the while taunting transmission from the Blooming Crusade could be heard echoing the void, as they declared their victory over the xenos threat to the galaxy. Once victory became impossible, the Fleshmeld turned to desperate measures to save its people. Over the course of several years entire sub sectors were abandoned as the surviving Carexian military withdrew into its core territories, leaving billions to dark fates. As the chaos forces surged forward, the commonwealths god carried out its final act.
A grand ritual the likes of which has not been done by the pure for millennia, a working to shred anything within the warp for over a thousand light years. Such a ritual was not without cost or risk. Even with the assistance of the concordat it took the sacrifice of the Fleshemled, every great elder conglomeration and the populace of dozens of worlds to power, and such bloody workings are always risky. Chaos has done much to taint the idea of such rituals, and a working that involves the death of its caster will have no one to correct it should it run amok. Yet by some desperate miracle, the ritual largely worked, with only a few hundred million dying from the backlash. For three three months and three days a pitch black warpstorm swallowed the commonwealth of flesh, consuming or driving away any damon foolish enough to dare risk its wraith. When the storm cleared, only the one hundred worlds of the Terisiare sector were in Carexian hands.
In the rituals wake the warp currents of the commonwealth had been utterly remade. Flowing from the rituals center point in the capitol to the outer reaches of what was once their territory, making striking out far easier than in, if this was an intended or unintended effect none save Adashi know. The ritual strike had been well timed, and the invaders had lost the bulk of their fleet and too many of their lords to remain united. Faced with what many saw as a distant and broken for, the swiftly fell to infighing. Shattering into countless petty empires, leaving the last sector of the Commonwealth sounded by a large wasteland of over three hundred chaos held systems.
The sundering saw the commonwealth of flesh lose over three quarters of its holdings, two thirds of its population, its leaders and its God, yet they remained unbowed. As soon as the warpstorm abated, they struck. Seizing key industrial and resource nodes, making use of supply caches they had hidden in the void in the lead up to the retreat. While even brief occupation by chaos can be damaging, in many cases the industrial centers were largely repairable, giving the embattled commonwealth a fighting chance at survival.
The war of reclamation has waged for centuries at this point, consuming the vast majority of their attention. Despite this, Carexians have become a common sight among concordat forces. Using a void heavy strategy of raiding and orbital bombardment to islote and cripple worlds and allow deep strikes at chaos empires that seem to be establishing local hegemonies, a strategy they initially lacked the ships for. To remedy this, the commonwealth traded the use of its armies to the various concordat powers for the use of their fleets. Many of their soldiers have reacted to the Sundering by becoming desperate to never fail again, resulting in a fanatical drive to protect their comrades and civilian charges. This has seen these lent forces fight with admirable bravery and borderline fanatical desire to save as many civilians as possible. Their courage and drive has made the trade of armies for fleets something more than a business transaction, and forged ties they have further leveraged.
Their diplomatic outreach is not without snags however, as they still retain their belief that every being has the right to choose their flesh, and will loudly evangelize this belief to any who would not react with violence, and a few who would. The Benefits of allowing this are obvious, as even absent an established elder Carexians are potent shock troops and it makes significant life extensions available to the entire populace, however the social disruption of allowing the formation of suxican enclaves, and the rising of influence elder conglomerates, as well as the sheer discomfort with the idea of forsaking one's race has caused their efforts to meet with mixed success. Future their preaching has caused a number of diplomatic incidents with external powers, as many imperial remnants find their ideals horrifying.
Their ties with the Karitha and Masakh are complex. All three feel a degree of kinship in their shared origins, but the Carexians have both escaped and embraced their nature. The commonwealth of flesh, a nation where humans en mass forsake their humanity of their own will, is if anything a greater horror than the monsters they were made to be. Indeed, Thraxius has expressed admiration of what they have become while taunting kill teams. Yet, neither the karitha or Masakh can truly find fault with the Carexians governance. Indeed, many masakh willingly convert, finding that as a Carexian they no longer no longer need to consume the flesh of sapients. So far the three have a number of joint teams looking to study their own bilogies, and see if there are any beneficial interplays. So far they have found a few promising interactions between their three natures but development has been slow due to none of them being able to commit major resources to the effort.
Carexians have become fairly polytheistic in the wake of their gods death, with it being common to worship the concordat as a whole while paying special attention to two or three gods. Among the general population, faust and Zaghash by far being the most common of these. The priesthood of Zaghash has done much to provide comfort to the survivors, and faustians have done much to form the battered and displaced remnants of a once mighty empire into true communities. However, the sheer rage of the Suyreixans has led to the darker side of faust beginning to show. The first cries to exterminate rather than conquer the Blooming crusade originated from faust's priests, seeing no point in offering a shred of mercy to such foes, darker still, some of the more extreme preachers speak openly of applying this merciless approach to all potential threats. The Dominion of the longest night is a large minority of the general populace, with many finding the idea of taking strength from their recent tribulations comforting, and the idea of forsaking their old kindness towards the weak tempting. Some have observed that many who fall into the worship of the Longest night would otherwise be susceptible to chaos. Ruick has also found something of soft following, with few holding him in primacy but often receiving special mention for his work in purifying chaos tainted worlds. Adashi is a complicated god to the commonwealth, as the serpent was the one who constructed the ritual that saved them at such great cost, as such he is respected but also to a degree feared, seen as a ruthless god associated with desperate measures and dark necessities.
@Durin that thing i asked you about. thanks for vetting it.
canon a good importWaitwoods
Upon the verdant world of Ethuirus, evolution proceeded on a unique course. Most species in the galaxy are innately mobile, and generally an offshoot of animals. On Ethuirus, however, it was the plants who gained intelligence as well as true souls. To be precise, it was the trees, which became psychic. How this occurred exactly is unknown, but what came after upon Ethuirus was the total dominance of the Waitwood trees , asserted over millennia and resulting in the eventual forestforming of the entire planet.
These Waitwood forests pooled the effective psychic powers and intelligences of their species as a whole into a single collective of minds, bridged by the roots of each tree. While incredibly weak individually (weaker than even a minor psyker) and with little true intelligence in the singular, in the aggregate they had both immense power as well as an eldritch mind, with their trillion of trees reaching complexities far beyond the conception of any individual single sapient.
By nature, though, the Waitwoods are also patient beyond imagining (ironically though, they are the least patient of the tree species). Ethuirus turned into a Forestworld, they (or rather the hivemind that was the world-forest) were content to spend centuries plumbing the warp for mysteries, reaching out with their thoughts to scry upon distant worlds and stars for new knowledge. The warp then was far calmer, for the Aeldari Gods still lived and fought their losing battle against Chaos.
The Aeldari Gods of old were trapped by their own choices, unable to avert the coming cataclysm that would consume them along with the Aeldari Empire. It was a nightmare, yet still they tried to find a way out of it, impossible as it might be. The Waitwood Forest-Mind was still but a speck to the gods even in their furthest decline. It was Cegorach, the Trickster, who saw them first, leading the astrally projecting Forest-Mind away from the rest of the Eldar Gods.
---
Cegorach among the Aeldari Gods was the most able at bending and breaking the rules of Asuryan's Edict of non-interference with the Materium. Where other gods might have banished or killed the Waitwood entiny, the trickster god chose to converse with the alien Waitwood Forest. Translating the conversation between god and near-god into words would be difficult enough, and keeping the full meaning of it would be about impossible.
Suffice to say, the Waitwoods learned much of the coming cataclysm, as well as the Aeldari Gods and their mythology. One of secrets thought to them was the location of an Eldar Maiden World, then infested by orks who would slaughter the escaping Eldar that arrived there. Implicit was the suggestion that the Waitwood entity save the Exodite Eldar from the cruel fate that would befall them. The Trickster-God then banished the Waitwood Entity from their domain, warning them that other gods would not be as kind.
There was a great discussion within the Waitwood entity then, processed over long decades and centuries over the great forests across their planet. Attempting to visit the immaterium again was suicidal, with the entities there wielding more than enough power to squash them as bugs. Knowledge of the great cataclysm to come created consternation among the trees. Learning of the fleeing Exodite Eldar much curiosity.
It would be unsurprising that they at last decided then to reach out to the Maiden World, scrying the entirety of the planet as the Exodites arrived at last, fleeing from the debauchery of the Aeldar Dominion. When the Orks in a great Waagh attacked them in the prelude to a slaughter that would be repeated many times over, the Waitwood entity forced open a Warp Portal to the planet, offering the Exodite Eldar sanctuary upon it's own world.
Desperate and guided by a Harlequin who had 'happened' to be with them at the time, the Exodites anchored that very same portal to where they had landed, before evacuating en-masse. On the other side of the great portal, they found a verdant forest-world, pristine and sculpted. Over time, they would learn of the secrets of the entity which had rescued them from destruction.
---
The Waitwoods exist in great Forest-Worlds, where the individually weak trees are effectively combined in their trillions into an immeasurably titanic force. Though the theoretical power of a Forestworld in its entirety should be enough to extinguish stars, the power wielded by a Waitwood Forest-World is far lesser, 'merely' acting upon the scales of an Alpha+ psyker.
This they wield to near constant use, proving immensely adept at reshaping continents and their ecosystems over the course of decades and centuries into the ideal environment for the Waitwood species. While on the planetary scale they wield their power with immense skill and discipline over immense periods of time, the hivemind is not quite as able in the short term, resorting to destroying foes with brutalistic strikes of power without real finesse.
Their planets are inhabited by Exodite Eldar, who fled there around the 29th Millenium. They have a unique symbiosis with the Waitwood Entity, with the Exodites being able to draw power from the Waitwood psychic gestalt as opposed from the Warp as a whole, effectively using the Waitwood Gestalt as a protective measure against Slaneesh (at least prior to Ynnead's birth). However, this only works on planets where the Waitwood entity is firmly established - Which in the case of the Waitwoods means the conversion of the near the entire planet into a Forest-World.
Waitwoods do not expand to other worlds well: They must implant saplings which grow to maturity over decades and reach their fullness of strength over centuries. Additionally, due to the dangers of open warp portals, such a colonization attempt would not have the assistance of the original forest entity beyond that of a few groups of Exodites. Indeed, it is all but necessary to have a cooperative polity on the other side of the portal for any successful colonization attempt.
@Durin
AN: How forgetful of GW, not importing the Wood Elves from WHF to 40k.
Not enough for a 3 order of magnitude size increase
Mostly failed the DC, which admittedly was the hardest as I saw a few ways to abuse them
Mostly failed the DC, which admittedly was the hardest as I saw a few ways to abuse them
I never really responded to this at the time, but I honestly think this kind of stuff is a really good idea. Obviously I can't speak for the QM, but I think all this stuff seems like it would fit in well, without being too overpowered. The only criticism I might make is that it seems to, if anything, balance things too harshly. As an example, the Advanced Knowledge Implantation Chairs seem pretty prohibitive in terms of cost, and beings four times as expensive for only a 30% increase in efficiency seems like a poor tradeoff to me at least. I think you could afford to either increase its efficiency or reduce the cost a bit, without it being too overpowered.Force-Multiplier Technologies
Advanced Knowledge Implantation Chairs.
Callamus, like most of the Imperial successors, has found the majority of it's supply issues in the higher tiers of materials, but these materials cannot be produced by simply drowning the task in bodies, and require great technical knowledge and skill to craft. Servitors designed to fill this role were attempted, but it proved nearly impossible to make them sophisticated enough for even advanced materials, nevermind those for exotic weapons or to be used in relics. So, increasing the average skill of the common man was turned to. As the Mechanicus that remained in the fall of Mars and rise of monsters and war as the Black Imperium spread was centered heavily on Callamus, and the highly Progressive nature of the Callamus Mechanicus, with perhaps only the Secundus Mechanicus exceeding them, and only regarding xenotech, it was relatively simple to release higher sciences to the common people, especially because massive amounts of resources and effort were directed into achieving yet greater knowledge. The problem was teaching them, which was itself twofold. Firstly, the individualistic nature of people meant that a truly standardized regimen for teaching was impossible. Second, not everyone was mentally equipped to learn the sort of higher physics and technical knowledge necessary, especially for higher-end materials.
The advent of the Conclave and the technological exchange therein had offered a partial solution. The Knowledge Implantation Chairs, relics of the Dark Age, allowed skills and knowledge to be imparted directly into their user. While there were limitations on them to avoid disruption of one's sense of self, and how expensive they were limited them further to important roles such as doctors and military specialists, simply reducing the time and energy necessary to teach important soldiers and scientists their skillsets was a major boon. It came as little surprise when this was one of the first technologies to be researched for improvements once the upheaval from the deluge of petty STCs and subsequent restructuring of much of their industry and settlements ended, as a better educated workforce was more productive in every field.
The project was a collaboration between Archmagos Golin, who specialized in interfacing with machines and constructs that aided in this, and Archmagos Wyrin, who specialized in teaching, but had put aside the usual gaggle of apprentices following her to add her skillset to this. Over the course of 40 years, they came up with four designs, one of which was the Advanced Knowledge Implantation Chair. It had a number of safeguards built in to increase the amount of information an individual could be granted, both in the short-term and long-term, but could also 'teach' a dozen at a time, instead of the original machine's singular occupant. Of course, the price was 4 times as high, and, disregarding the greater number of simultaneous, users its performance was only about 30% better, but this did a great deal to increase the quality of the workforce meant to work on more advanced materials, especially when combined with the other three devices.
Simple Knowledge Implantation Chairs.
Where the Advanced Knowledge Implantation Chair quadrupled the cost in order to increase the performance and number of simultaneous users, the second of the machines sacrificed half of its performance to halve the cost and allow 2 dozen users. The original simply couldn't be used on menials with any frequency due to their cost and potential negative side effects. While this version had few safeguards against the latter, it was cheap enough and could imbue knowledge into enough people to be mass produced and be reasonably expected to rapidly return on the investment. Indeed, the average menial rose in skill by quite a bit, and so did productivity.
Mass Knowledge Implantation Chairs.
The third invention was essentially a method to rapidly implant information into the minds of the young, or to give tactical briefings in minutes that might otherwise have require most of an hour. While it cost twice what the original design did, in part because it had some of the Advanced Chair's protective features, it had a maximum occupancy of 100. Of course, it also lost the ability to convey more than a dozen pages of information to a person without a break, and no more than a hundred over the time the basic design could transmit a thousand. It also saw use in teaching the youngest menials basic sciences and math in their scholas, as the simple concepts could be implanted without difficulty even by this version of the chair and left little impact compared to major skills and complicated sciences, which left more time for conventional schooling of higher concepts, and identifying those with enough potential to be worth using the more potent chairs on.
Rapid Knowledge Implantation Chairs.
The last invention was meant to give crash courses. If major casualties were suffered in an assault and replacements needed to be deployed as soon as possible, this chair could be used to implant a month of the normal chair's information in a week. However, it was somewhat unstable, and carried a 1% risk of simply burning the user out. That might not sound like a great deal, but when the number of candidates for their use was usually somewhere in the thousands on any given day with multiple war fronts active at any given time, casualties started to appear fairly rapidly. Additionally, this chair cost 3.5 times as much as the original design and did not allow for more than one user. So it was only really used if the Battle Congregations had taken mass-casualties. It was by no means the assured early death of the Thunder Warriors, but they were used sparingly.
Mass Growth Vats.
While Knowledge Implantation Chairs were useful, the Biologis sect of the Callamus Mechanicus was more interested in increasing their numbers. Specifically, in streamlining the process of making Servitors to fill out their ranks. There was no such thing as too much allied chaff after all, but they'd been stumped on this for some time. To that end, they pored over the many, many STCs obtained in the Conclave for inspiration, and happened upon some medicinal compounds they felt would help. Essentially, the vat was filled with a sort of 'anti-Juve-nat' which led to rapid growth by rapidly aging the cloned Servitors and sliced the process of growing their bodies to a tenth of the old timeframe, though this merely halved the time taken by the actual process of making them. This could easily be scaled up for hundreds per vat, and soon entire complexes sprung up with this technique used to mass-produce the lesser variants of Servitors. Of course, the more heavily modified Servitors couldn't use this method reliably, but the common Gun or Construction Servitor was little more than a modified human body without any original mind to speak of, and so had no problems gathering the necessary nutrients form the soup of chemicals and nutrients they were made in.
@sabreFather
How's this? I don't think we ever got Tranth to mess with the Chairs did we?
Any chance you'd consider trying to come up with a neurotech specialist? I think it's a field that tends to be overlooked, yet which could also have some really enormous benefits, both for us and the other Imperial Remnants.Callumite Magi
Akadia Lethe II
M- 18: An ex-explorator Fabricator Lethe is no stranger to war, but prefers to leave command to those trained for it.
I- 27: Highly experienced in matters of stealth, Lethe is an expert manipulator and skilled at finding and using secrets.
A-48: There are few administrators in the galaxy more skilled than Fabricator General Lethe.
L-42: Fabricator Lethe is the head of the largest Forge Empire in the galaxy. While she is not as knowledgeable in certain areas as some of her most skilled Archmagi, she is an undeniable master when it comes to Robotics, Industry and Administration.
D-49 (58): An unusual rarity when it comes to the Mechanicus, Lethe is an unmatched negotiator and has unified the battling egos of her polity to an unprecedented degree.
P-52: Fabricator Lethe's will was put to the test by Archangyls of the Abomination and the questioning of her fellows and come forth unbending.
C-34: Fabricator Lethe's augmentation's grant her immense power, and she has no small experience in combat. However she does not have a martial disposition, with the brunt of her strength coming from the artefact The Gift of Mars.
Stunningly Beautiful-(+4D, +1I, far more likely to persuade people of the opposite sex) Fabricator General Lethe's beauty is enough to melt the iron hearts of the Mechanicus, that alone should say enough.
Apex Augmentations (+5M, +2I, +8A, +6L, +5D, +5P, +10C *3 melee damage, *3 health, increase armour by 5, bio lightening, +50 to detection rolls, regenerator, suffer no negative effects from aging) Fabricator General Lethe has taken advantage of her unique nature and has a suit of genetic augmentations applied to her that take her into a realm equal to the astartes mentally and physically, along with a slew of other upgrades. With additional technology from the Conclave it is being seen if she can improve these further.
Supreme Genetic Receptacle (Increases the level of genetic augmentations that can be applied to her by 1 step according to technology, +100 to designing augmentations for Fabricator General Lethe) Long before she rose to the position of Fabricator General, it was discovered that Akadia Lethe's genetic code was supremely suited to receive genetic augmentation, an existence of remarkable rarity. Over time she has been the recipient of dozens of procedures that would have killed another hundreds of times over.
Lethe (+2L, +2D) Fabricator General Lethe is undoubtedly descended from her legendary ancestor, having inherited both her mind, diplomatic ability and distinctive appearance.
Paragon Piety- Unbowed, Unbroken (Immunity to morale damage, mind altering effects and surprise) Once captured by Ophelia, an Archangyl of the Second Circle attempted to corrupt her mind, but was utterly rebuffed. Lethe returned uncompromised and confirmed as pure.
Fabricator General of Callamus (+2M +3I, +8A +10L, +6D, +10P +4D with Callamites) Akadia Lethe leads the largest mechanicus remnant and one of the galaxies largest surviving polities and does so with immense skill.
Grandmaster Administrator (+12A) Long centuries of command have turned Fabricator Lethe into a nearly unparalleled administrator.
Grandmaster of Industry (+8L +4A +80 to industry related technologies) In her efforts to make Callamus as great as it can be Fabricator General Lethe has made it her goal to understand the Industrial technology that is at the heart of it all, and has made several improvements herself over time.
Grandmaster of Robotics (+8L +2C, +2A +80 to robotics related technologies) Keenly interested in preserving life Fabricator Lethe has encouraged the improvement of robots in hopes of reducing the casualties on valuable soldiers and has created numerous improvements herself.
Ex-Explorator (+3M, +3I, +5L, +4D, +4P, +5C less likely to die) In her youth Fabricator Lethe was an explorator who even managed to recover a rare STC template. This showed her a great deal of Segmentum Temptestus, and influenced many of her skills.
Benevolent Caretaker (+5A +6D +2 Civilian Moral, -25% cost for educational, medical and other projects that assist the greater population.) During her time as Fabricator General, Akadia Lethe has greatly improved the living conditions of Callamus, increasing education, health care and general quality of life.
Beloved by the People(+2I, +4D +2 Civilian and Military Moral, reduce cult growth by 10%) For her actions and the prosperity she has brought them, the people of Callamus truly adore Akadia Lethe.
Artefact: The Gift of Mars (+6C, 24AP, *2 damage, *3 against chaotically corrupted machines, amplifies lightening +5D with Mechanicus Members) Crafted in the forges of Mars by the then Fabricator General, as praise for the first Akadia Lethe's expert founding of Callamus, the Gift of Mars is a massive cog axe, with a unique red power field. Crafted from solid adamantium by the last Fabricator General of Mars, the weapon is so heavy that it is nearly impossible to lift without aid, with only Akadia's genetically infused strength allowing it, but it is a nearly unmatchable weapon and symbol.
Fabricator General Akadia Lethe was one of thousands of descendents of the original legendary founder of Callamus, educated in the schools of the machine where her unique genetic susceptibility was discovered. Despite being a curiosity little was thought of it beyond a small amount of experimentation and Lethe graduated with high marks.
While it was expected she would move towards the path of the Forge Master, instead she opted to join a recently formed Explorator Fleet with her friend Lataminus.
Despite most Explorator fleets usually being quite sedate affairs in the modern day, primarily exploring the territory Callamus itself controls, the commander of this fleet heard rumours of an ancient dark age facility and took the fleet beyond Callamus's borders, into an Ophelian ambush who were using an existing facility as bait.
There she was captured, and subjected to an attempt at mental domination at the hands of a powerful Archangyl, but miraculously she managed to fend off the attempt, escaping into the facility.
The story goes that she prayed and showed respect to the machine spirit of the complex and by doing so, was able to enter and took control of its cybernetic guardians, routing the Ophelians, rescuing the survivors before sending out a distress call.
When they were finally rescued Lethe had managed to recover a large amount of advanced technology, including several complete industrial STCs, which managed to send her star surging and ensured her promotion to Forge Master and Magos at the prodigal age of 89.
For the next two centuries Lethe seemed content to develop her skills, grow her connections and act as one of the best Forge Masters in Callamus, learning industrial, robotics and administration during this time as well as supplementing the red robes, with the white of the Altima and the green of the Organists.
Despite impeccable credentials she was not initially in the running to replace her predecessor during the so called time of troubles. During potentially Callamus's darkest period the previous Fabricator General launched a disastrous attack on the Maynarkh dynasty, which resulted in his death, the deaths of his senior Magi and the opening of an entirely new front on the already besieged polity, one that they were losing ground on. This coincided with renewed Ophelian aggression, a waaargh and far increased divisions within the polity itself.
With no Fabricator General to unite them, the factions and forge worlds argued whilst their enemies drew ever closer, unable to decide on a new leader, egos and ambitions refusing to back down and compromise.
This was where Akadia entered the picture.
While extremely young by Mechanicus standards, she had great prestige and perhaps more importantly had developed her skills in an area most Magi simply ignored, diplomacy.
Despite being one of the Altima, she managed to bring the Praelia behind her with the promise of increasing funding to the Callumite military, and with both Praelia and Altima supporting her and being able to outclass her rivals in the political sphere she managed to secure herself as the 11th Fabricator General.
Akadia proved to be as good as her word, giving Archimandrite-General Secutos a practically unlimited budget, while implementing numerous Altima proposals to improve education and living standards across Callamus. This was made possible only thanks to her unrivaled administrative genius and diplomatic skill letting her convince the usually highly independent Fabricator Generals to follow her lead.
Within fifty years the situation had managed to reverse. While Callamus was still threatened on all fronts, its industrial capacity had grown by a staggering level for such a short time, the number of tech priests being recruited, educated and pressed into service had grown by leaps and bounds, the menial population was quiescent, healthy and devoted to the Fabricator General and the various Forge Worlds and factions enjoy a level of cooperation that had not been seen since the polities foundation.
Despite predictions of doom, Akadia Lethe has managed to continue this trend, improving the polity in ways great and small, encouraging factions to experiment and improve the technology under their care (the bio skittari that make up an increasing portion of their fighting strength have come about from experimenting with her DNA and sponsorship of the organist faction are an example of this.)
Before the conclave, only a few questioned Lethe's abilities, muttering about the incident with her capture, wondering if there was some secret that she did not divulge. However, the mind boggling amount of holy technology from the Conclave has silenced any detractors, and given her an even greater degree of control.
At present she is focused on rapidly implementing the technology gained at a ludicrous pace. She has also been noted as studying the nano technology gained at the conference, looking to adapt it for wider scale purposes.
In person Akadia Lethe is an imposing woman standing over seven foot tall, with a striking combination of dark skin, gold hair and eyes. Generally described as "enchanting" even by members of the mechanicus, she tends to spend her time either working or playing with her daughters, the Lethians.
Archmagos Lataminus- The laser savant
M-20: Far from inexperienced Lataminus is far from a great leader, especially when it comes to inspiring troops.
I-9 (42): Subtly is a word he knows, yet chooses not to follow unless its within one of his creations.
A-6 (35): Lataminus prefers to let his friend the Fabricator General deal with such things. However he is very mindful of logistics and ergonomics with regards to his devices, considering such things carefully.
L-56: Lataminus is probably one of the galaxies greatest experts in his field, that field being the domain of lasers and light.
D-3 (15): Caustic, acerbic, steel tongued, acidic, vulgar these are all terms that people have used to try and describe Lataminus, none of them truly capture just how rude, stubborn and generally unpleasant he is.
P-42: While not on the same level as his only friend, Lataminus managed to survive their capture by the Ophelians without breaking and has a level of dedication and focus to his craft that is terrifying.
C-45: Possessing a body with some of the most powerful las weaponry in the galaxy, combined with a great amount of experience using said weapons has made him a deadly combatant.
Savant: Light (+10 L, +50 to all technology rolls involving light, -20D, -15A, -15I, -120 to all rolls to create technology outside of this specialisation): Lataminus is a savant in all senses of the term, skilled beyond all sense in a single thing, yet tragically deficient in almost any other area.
Paragon of Las Tech (+12 Learning, +120 to all technology rolls involving Lasers) Lataminus rapidly became one of the leading experts in laser tech, pioneering dozens of new systems for them on space and on land.
Laser Paragon: Stars in the Night (Increases the efficiency of laser based designs allows for exploration of las tech outside of accessible tech levels, allows for normally impossible applications of Las tech to be created) Possessing an unparalleled understanding of light has let Archmagos Lataminus create weapons of increasing power, while also maintaining a level of cost effectiveness and skill that ensures they will continue to be active long after other weapons have failed.
Learning Paragon: "I'll show them!" (+75 to creation rolls when attempting to create something widely deemed impossible. Reduces DC for impossible inventions to the merely impossibly improbable.) Lataminus has a habit of proving people wrong, especially when they tell him he can't do something because its impossible. While he's not managed it with every invention, his FTL drive for example didn't work, he's still managed some truly impressive creations.
Ex-Explorator: (+3M, +3I, +5L, +4D, +4P, +5C less likely to die) In his youth Archmagos Lataminus was an explorator who even helped to recover a rare STC template. This showed him a great deal of Segmentum Temptestus, and influenced many of his skills.
Best and only Friend: (+13D when dealing with Callumites, will be quiet and let Akadia talk, less likely to cause a scene, loyal to Akadia Lethe) Despite his skills Lataminus owes his current standing and success to his only true friend Akadia Lethe. His known friendship helps him in interactions with others and has taught him that it is best to hold his tongue.
Warmachine: (+3M,-2D +5C) Lataminus has developed his body into an extremely potent crucible of war, equipped with some of the most advanced las weapons in the galaxy.
Xenotech experimenter: (+5L, -3D with conservative magi, familiar with many types of xeno las tech, willing to use uncorrupted xeno tech) Latiminus's single minded desire to advance his craft has led him to utilise alien technology in numerous designs, although his most advanced creations remain his eyes of wonder.
Niche developments: (+2L, slightly reduce penalty for working in areas outside of speciality, significant with Lethe's assistance.) With much coaching Akadia Lethe has taught her friend how to apply his genius to other areas of technology by recontextualising them as a light based problem. She's even managed to get him to design a melta gun.
Accepted into the Cult of the Machine at an incredibly young age the Tech Priest Lataminus quickly made numerous enemies with his abrasive, disrespectful and at times almost heretical beliefs and opinions (as well as out right insults.) The only person seemingly capable of standing the man was Akadia Lethe, who found his frequent attempts to drive her away amusing more than insulting.
Despite frequent close calls, Lataminus was able to survive in part due to Akadia's intervention and his own genius. While tightly focused there is likely not an human in the galaxy as skilled in his domain as he, in particular las technology. Creating his signature "pulse" las style and demonstrating it with the creation of a far more potent turbo laser Lataminus should have been a rising star, but instead floundered significantly.
Even still his contributions to the poility in weapons and industrial applications of his lasers kept him comfortable and inventing, despite provoking the ire of the conservative faction on numerous occasions.
With Arkadia Lethe's rise to Fabricator General, Lataminus was granted vast resources and allowed to unleash his creative genius sometimes to great success (such as the creation of the Precision Laser Cutting System that revolutionised Callamus's production of advanced material) and impressive failures like his abortive FTL drive.
With knowledge from the Trust in particular Neutron Weapons, Lataminus is working himself harder than ever on two main areas after rapidly competing the ship scale neutron weapons.
First an even grander version of the Superlance, to strike at enemy battleships from extreme range.
The second a secret project assigned to him by the Fabricator General herself rumoured to be related to her experiments with the Legio Cybernetica.
Osagos Proval
Age 624
M- 14 Not a skilled tactician, but knowledgeable in how his creations are used.
I- 10 Highly unskilled in the back room dealings of the mechanicus, he prefers his work.
A- 25 Very adept at marshalling his resources for his various projects.
D- 15 Remarkably skilled diplomatically by the standards of a tech priest.
L- 52 A genius when it comes to the biological.
P- 35 His faith in the Quest for Knowledge is Strong
C- 25 His augmented frame compensates for his lacking experience.
Archmagos Biologis (+4L, +2D, +1I, +2P, -1M, -1C)- Osagos Proval has ascended to the honoured rank of Archmagos, one of the highest ranked members of the organist faction and a master of flesh and bone.
Tech-Priest ( +4L, +2P, +1C, -2D, -1I, -1M)- Osagos Proval is a fully ordained member of the Adeptus Mechancius, the Tech-Priesthood of Mars who build and maintain the Imperium's more advanced technology.
Augment Designer: (+4L, +3P, +4C, +50 to designing biological augmentations) Proval has made his career out of designing biological alternatives to cybernetics or augmentations cybernetics simply cannot perform the function of and having them perform as well if not better than metal alternatives.
Military Logistician: (+4A, +2L, +2M) In order to make his designs as efficient as possible for military operations Proval has studied military supply theory extensively.
Father of Bioskittari: (+6L, +3P, +4D with Callumites, +20 to rolls involving bio skittari) Proval was the mind behind the Bioskittari initiative during the resource wars of Callamus. The resource-efficient warriors saved the polity an economic and military crisis and while traditional skittari remain, bioskittari are a staple of Callamus's forces.
Genetic Cataloguer: (+4L, +2A, +2P +10 to genetic engineering rolls) Proval has made it a habit of ensuring that he has access to as many approved genetic sequences as possible. In his pursuit of this he set up the precursor to the modern-day clinic system that provides free healthcare to the menials of Callamus in order to catalogue them.
Grandmaster of Genetic Engineering (+8L, +80 to genetic engineering rolls) Proval is likely the greatest expert in genetic engineering in Callamus, able to weave effective combinations of DNA that would fall apart in others hands.
Potent Augmentations Package: (+2 all stats, *2 damage, +1 armour extended life) Derived from his study of Akadia Lethe II his personal genetic augmentations are not as extreme, but turn him into a potent individual.
Paragon of Learning: The Flesh is Strong (All biological augments designed by this character have significantly increased, albeit varying, rates of power, efficiency and ease of implementation.) Despite much scorn from his fellow in the Mechanicus Proval has demonstrated the strength of flesh, creating legions of incredibly efficient warriors, and augmentations powerful enough to rival astartes.
One of Callamus's most respected and revered Magi for pulling the polity from a nearly catastrophic end. This was known as the resource crisis, brought on by the immense slow down of transportation following the end of the astronomicon. While Imperial tithes were no longer a problem, Imperial aid had also vanished forcing Forge Worlds to rely upon their local subsectors for resources. This aid was often lacking as it is a rare forge world that can operate at anything resembling full efficiency on such meagre resources, with Callamus alone surviving well.
Something needed to change, but this was at a time, much like in the Trust, when the Conservative faction within Callamus was making its final stand. Enter Archmagos biologis Paraval, who went to the then Fabricator General with an ingenious solution. There was a way to cut down on expenditure of resources, by simply rerouting them away from the Skittari. Instead a transfer to primarily genetically enhanced bio skittari who required primarily food as upkeep instead of constant maintenance to repair breaking down augmetics would ease the budgets of most forge worlds immensely whilst a solution was found.
In spite of protests, the Fabricator General of the day allowed Osagos to test his hypothesis on the Skittari of Callamus and found that his results were positive.
Ordering a mass implementation and promoting him to the position of Archmagos, Osagos Proval has since then continually improved the bio skittari that have become a staple of the polity.
Bellona Garval
Age 326
M 37 Skilled from long experience in the art of war.
I 26 Hiding in ditches and hacking data terminals has served this one well.
A 16 She knows how to manage her funds.
D 13 A quiet person who prefers their own company when possible.
L 54 Impossibly skilled at seeing how best to improve and reuse technology.
P 34 Her faith in the Omnissiah has been tested, but ultimately found strong.
C 45 A veteran of long combat combined with powerful augmentics and weapons.
Tech-Priest ( +4L, +2P, +1C, -2D, -1I, -1M)- Bellona Garvall is a fully ordained member of the Adeptus Mechancius, the Tech-Priesthood of Mars who build and maintain the Imperium's more advanced technology.
Archmagos Constructus: (+4L, +2D, +2M, +2P, +1I, +1C +10 to designing weapons) A master of constructing and building new weapons of war, Bellona Garaval has ascended to a position of extreme power within the mechanicus.
Ex Enginseer (+4L, +4M, +5C, +3D with Callumites +30 to repair rolls) Enginseers are some of the most respected members of Callamus, with Archmagos Bellona surviving three tours of service as one.
Genius of Design: (+5L, +50 to designing improvements to existing equipment, +50 to utilising existing equipment in novel ways.) Archmagos Bellona is not especially skilled at creating new ideas from scratch, but she can optimise what already exists, or take an old item and apply it in an innovative ways with terrifying ease.
Combat Veteran: ( +5C, +3M) Like many Callumite Magi, Garaval has experience in combat and has internalised those lessons.
Battle Engineer: (+2L, +1M, +30 to repair rolls, +20 to designing fortifications) A member of the Praelia, Archmagos Garaval is renowned for her ability to build defences, and repair damaged equipment even in the midst of battle. Her greatest achievement in that regard was the repair of the Imperator Titan Gratus Ferrum during its duel with an Archangyl.
Warmachine: (+8C, +1M, -1D) Archmagos Garaval has modified herself into a powerful engine of destruction.
Learning Paragon Trait: Iterative Design (Can find means of improving currently accessible tech on a variable DC, can attempt to simplify existing techs to reduce their cost.) Archmagos Garaval tends not to create designs of her own, but is able to take another's creation and often bring significant improvements to it based on other patterns or her own genius.
One of the younger stars of Callamus who rose to prominence thanks to the sponsorship of Fabricator General Akadia II, Bellona started her life bound for the Enginseers of Callamus. Supervising fortifications, battle strategies and War automatons, she would have likely risen high in this role, but inevitably been slain in the eternal conflicts which grip the great powers.
However, her intellect saved her from that fate, noble as it maybe. During the depths of combat against the forces of Ophelia on the world of Seklis II, she successfully simplified the pattern of the Impaler Carbine which is standard for Callumite forces. These modifications were rushed, but they allowed her commanders to rapidly outfit milita forces with an effective weapon, and hold off the Abomination's forces.
Following this display she was snatched up by the growing conclaves and choires of researchers dotted around Callamus, where she proved to have an easy grasp of creating varients of designs from existing tech, and simplifying what was available to her.
Snatched up by the Fabricator General, shortly before her ascension to her current position, Archmagos Bellona heads up innumerable projects, with her greatest success being in the Boar line of vehicles, with its dozens of variations all baring her personal touch.
In the modern day she has been assigned the role of combing through the new technologies provided by the conclave, applying her intellect to it to simplify what she can for easier mass production.
Archmagos Lorelie Secoros
M- 8: She should not be allowed to command, not even the ships she so loves to create.
I- 13: An understanding of Mechanicus intrigue is no substitute for skill in the game.
A- 31: Capable of effectively administrating research departments hundreds of light years apart.
D- 26: A charming personality combine well with impressive degrees of piety.
L-53: She knows what she loves, and has endeavoured to master it utterly.
P-34: Her faith in the beauty of the Omnissiah's works has pushed her to immense displays of faith.
C-32: Immensely powerful augmentics compensate for lack of skill
Tech-Priest ( +4L, +2P, +1C, -2D, -1I, -1M)- Lorelie Secoros is a fully ordained member of the Adeptus Mechancius, the Tech-Priesthood of Mars who build and maintain the Imperium's more advanced technology.
Archmagos Naupegus: (+5L, +4A, +4P, +2D, -2M, -3I, +25 to ship technologies) No other in the Forge Empire of Callamus exemplify the ability to design and construct new void based technologies, no matter the form.
Noble Upbringing (+2L, +2D, +1I, -2A, -1M) Born the scion of one of the many noble families that still exist supplying Callamus's forge worlds with raw materials, Secoros was selected at a young age for the mysteries of the machine.
Artistic Flair: (+5L, +3P, +3D) A remnant of her noble upbringing and a personal passion, Archmagos Secoros attempts to venerate the Omnissiah through beauty as well as technology.
Eye for Details: (+3L, +3A, +1I, +1D) A keen eye has saved numerous projects from minor flaws in design that could have led to disaster.
Big is Beautiful: (+3L, +3P +25 to projects above cruiser size) Archmagos Secoros sees large ships and structures as the perfect canvases on which to create icons to the Omnissiah's glory.
Industrial Mandate+4L, +5A +25 when working on industrial projects.) Ever since Fabricator General Lethe took the position Archmagos Secoros has produced ever-increasing numbers of orbital infrastructure for the polity. This has only accelerated with the addition of the automated mining ships and more power to play with than ever.
Deceptive complexity: (+4L, +2I) Although her preference for large ships may lead some to believe otherwise Archmagos Secoros has a knack for eeking the most out of a very small area, creating systems that seem simple, but are actually very complex.
Paragon Learning Trait: Complete Quality Assurance: (Reduced complete destruction chance of designs, decreased repair time, an increase of ease to produce high-quality designs.) Quality is a word usually associated with Archmagos Secoros. Everyone of her designs are, designed to be safe, reliable, enduring and beautiful. Hat she succeeds at this is demonstrative of that quality.
Total Cybernetic Rework (+2 to all stats, +10C, +5 armour, *2 health) A long project that saw her fully converted to cybernetics aside from her brain, Archmagos Secoros's body is a lethal weapon and a terrifying fashion statement.
Strange by some standards, Archmagos Secoros is from the family of a minor mining nobility, whose planets supply the voracious appetites of the Forge Worlds. Born into this odd void between true power as a tech priest, but not being one of the infinite workers, Secoros pushed herself towards the real power of the polity. Gaining acceptance into the schools of the machine, she set about setting herself apart both in skill and diplomatic knack. Combined with genuine piety in the machine god she, her rapid rise through the ranks was unsurprising to most. What was much more interesting was her genuine innovation in the area of the void, in part inspired by her unique approach to the subject.
Whilst possessing a style associated with the Mechanicus, and certainly not ignorant of such affairs, for the most part the priests of the machine tend towards quite utilitarian designs. Indeed hodgepodging various styles, eras and other things is often fairly common so long as the machine spirit does not protest and the result is functional. Archmagos Secoros disagreed, instead applying her love of artistry to her work, creating both stunning ships, that combined form and function to create a greater seamless whole.
So effective was her work especially on the Calamity Battlecruiser that became one of the polities mainline ships, that the Fabricator General enlisted her, as her expert on void construction, working on everything from industrial fabricators to massive dreadnaughts.
Although many of her creations including her beloved Calamities have been rendered outdated by the Conclave, Archmagos Secoros works to bring Callamus's void power up to speed, and works excitedly on the Calamity MKII.
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Well this took longer than expected, anyhow some ideas for Callamus's leader and learning paragons.
Hopefully, 1 or 2 will make canon
@Durin
First of all, thanks for all the work on the wiki! Secondly, I think the problem isn't so much that it's a race that reproduces via infection which is a problem - that is kinda what genestealers do, after all. Instead, I think that the issues stem from how the other elements could be abused. With vat grown humans or other organisms for example, there could be a genuinely ludicrous birth rate. And with something like Orks, or the Tyranids, you could end up with some kind of techno-organic version of the New Devourer from 50k. Added to that, the enormous intelligence of the gestalt consciousness they share, and the fact they supposedly have advanced technology, means that they could very rapidly snowball as the number of Elders increased, getting vastly more powerful technology.would the basic idea of a race that reproduces via infection be viable? the concept of an otherwise virtuous society where giving up ones humanity is seen as just part of growing up is one I find fascinating.
omakes aside, wiki updte. I finished the vehicles and non weapons page, excluding the knights and titans.
First of all, thanks for all the work on the wiki! Secondly, I think the problem isn't so much that it's a race that reproduces via infection which is a problem - that is kinda what genestealers do, after all. Instead, I think that the issues stem from how the other elements could be abused. With vat grown humans or other organisms for example, there could be a genuinely ludicrous birth rate. And with something like Orks, or the Tyranids, you could end up with some kind of techno-organic version of the New Devourer from 50k. Added to that, the enormous intelligence of the gestalt consciousness they share, and the fact they supposedly have advanced technology, means that they could very rapidly snowball as the number of Elders increased, getting vastly more powerful technology.
I never really responded to this at the time, but I honestly think this kind of stuff is a really good idea. Obviously I can't speak for the QM, but I think all this stuff seems like it would fit in well, without being too overpowered. The only criticism I might make is that it seems to, if anything, balance things too harshly. As an example, the Advanced Knowledge Implantation Chairs seem pretty prohibitive in terms of cost, and beings four times as expensive for only a 30% increase in efficiency seems like a poor tradeoff to me at least. I think you could afford to either increase its efficiency or reduce the cost a bit, without it being too overpowered.
Additionally, I would also like to suggest that you consider improvements that could be made to other kinds of tech. Going with the theme of neurotech from the Knowledge Implantation Chairs, what about the Djinn Skein Gladiatoria? Something to make it cheaper or more effective in any way could have a really enormous impact on the quality of troops that we and the Imperial Remnants can field. In terms of ideas, what if it had some kind of time dilation effect, so you could amass massive amounts of experience and training in a very short space of time? Or what if it could train muscle memory and reflexes, rather than just giving you experiences?
Similarly, stuff like Mind Catchers, Mind Impulse Units, and more are all examples of very advanced neurotech where even small improvements could be hugely useful. Improvements to Servitors and Cogitators could also be really useful, and would definitely be "force multipliers" like you envisaged.
Any chance you'd consider trying to come up with a neurotech specialist? I think it's a field that tends to be overlooked, yet which could also have some really enormous benefits, both for us and the other Imperial Remnants.
As an example, inspired by Ilbgar's omake, Knowledge Implantation Chairs are an incredible asset. More effective and cheaper chairs mean that they can have a larger impact on the overall education of our citizens, which in turn will increase their economic productivity, and also make them more effective at whatever it is they do. Additionally, one of the main bottlenecks that we face, is that while it's possible to cheaply create vat-grown humans, our ability to grow our population faster is constrained by the difficulty in adequately educating them to a high enough level. As such, Knowledge Implantation Chairs that can be built more cheaply and which are more effective would allow us to have a faster rate of population growth, particularly for the AdMech, and in turn have a larger economy and a larger military.
Other kinds of neurotech would also be incredibly useful to have. Cheaper or more effective Djinn Skein Gladiatoria would improve the quality of our troops a lot, or allow Secundus to rapidly train conscripts to fight the Destroyer. This could allow them and us to field larger and more effective armies, as soldiers could be trained more quickly than before, and to a higher standard, cutting down on the amount of service and training previously needed.
Better Mind Impulse Units would lead to greater battlefield performance in terms of controlling Titans and Knights, and could also potentially be used in other vehicles, greatly improving their performance. Better Mind Catchers would provide an edge against the dangers of scrapcode. For both technologies, enough advancement might also allow them to be applied and used in different ways, like controlling factory systems and improving economic efficiency. There really are absolutely enormous possibilities.
First of all, thanks for all the work on the wiki! Secondly, I think the problem isn't so much that it's a race that reproduces via infection which is a problem - that is kinda what genestealers do, after all. Instead, I think that the issues stem from how the other elements could be abused. With vat grown humans or other organisms for example, there could be a genuinely ludicrous birth rate. And with something like Orks, or the Tyranids, you could end up with some kind of techno-organic version of the New Devourer from 50k. Added to that, the enormous intelligence of the gestalt consciousness they share, and the fact they supposedly have advanced technology, means that they could very rapidly snowball as the number of Elders increased, getting vastly more powerful technology.
Aren't most thingsIs the price the only thing that makes the Skyfall unworkable?
And Titans work great in 6foot tall tunnels
Would a sufficiently large titan be able to enlarge a 6 foot tall tunnel?
Probably.Would a sufficiently large titan be able to enlarge a 6 foot tall tunnel?
Cybernetic guardians? So this was a legit dark age facility with battle robots within it?The story goes that she prayed and showed respect to the machine spirit of the complex and by doing so, was able to enter and took control of its cybernetic guardians, routing the Ophelians, rescuing the survivors before sending out a distress call.