Mechanytes
Revived several centuries ago, it is only recently that these people have reached the numbers needed to have any significant impact. Mechanytes were considered by those who know of them to be a tragic tale of squandered potential; once positioned to rise to match the big three, kinstrife and the machinations of Chaos extinguishing them just as they had a chance to earn their place among the greatest of Avernite peoples.
Physically Mechanytes appear as usually humanoid machines of a dizzying array of sizes and shapes. The only constant is at least two arms, and some form of face capable of expressing emotion. At the heart of every Mechanyte is a solidified sphere of crackling Warp energy, known as an Ember. The Ember is analogous to both the brain and soul of the Mechanyte, being the center of their self and power. Upon birth it is inserted into a blank template body that will be shaped over time to match the ideology, personality and combat style of the individual Mechanyte.
Notably, modern Mechanytes seem to differ significantly from their ancient forebears, as the Planet Mind seemed to have made tinkering with them something of a pet project. The result is a people who have become worryingly specialized in the specific role of champion among the Council of Peoples, to the point that in isolation they would likely struggle. This is something the more farsighted members of their race often contemplate, though few look so far into the future when the enemy stands before them today.
Despite recently returning, they possess a pair of refined disciplines preserved from their first incarnation. The first is a refinement of their instinctive self modification. Over time, if provided raw materials and external sources of energy, a Mechanyte will upgrade and customize their body, developing weapons, defenses and other technological tools that fit their worldview and self-selected role. They seem able to draw upon some sort of shared expertise and techbase, even Mechanytes who lack any real understanding of technology able in time develop extremely complex and well-designed forms, often developing novel weapons or systems. While some systems seem to act as foci for unique psionic techniques, many of them are purely technological in nature. In modern times Mechanytes seem to primarily be drawing upon the techbase of the Grand Conclave, with some parts taken from other peoples of Avernus should a Mechanyte identify strongly with them.
When first born, Mechanytes are able to easily power and animate a roughly Ogryn-sized body, if they lack any notable power draws. Over time the Ember will grow in both size and potency. While simple time seems to allow the Ember to grow, most growth seems to come from their growth as a champion. Each new skill or legend causes their Ember to swell in power. The first paragon Mechanyte notably exhibited a massive increase in the power output of their Ember after surpassing the mundane limits of skill. Accomplished and older Mechanytes can power bodies that match the size of Armiger Knight Titans. While in theory capable of further enlarging their shell as they grow in power, few Mechanytes do so, instead preferring to mount weapons and utility systems of increasing potency and sophistication.
Aside from their ability to shape themselves, the second recovered psionic discipline's name has not been translated out of their native language. It is as much a philosophy as it is a psychic technique, it is in essence a belief that one should embody their philosophy and reason to act in all things at all times. It passively empowers the user so long as they act in accordance with their own established beliefs and philosophy, but can also be actively used in battle. By asserting their philosophy to their foe, they essentially challenge them, asserting their worldview upon fate itself. However, this technique is as much a means of debate as it is a means to gain tactical advantage. Their opponent may respond in kind, asserting their own philosophy and understanding of combat, starting a Clash of Ideals.
During a Clash of Ideals, it becomes nigh impossible to simply disregard what your opponent says, without in some way refuting it. It should be noted that physical combat does not stop during a Clash, instead taking place concurrently to the debate, with attacks and parries blending with making ideological points and counterpoints, each side gaining or losing advantage as they gain or lose ground in the Clash of Ideals. While it is possible to lie during a Clash, it is both difficult and dangerous, as a false belief will be brittle, and can easily cost the deceiver the battle. There are, in general, four ways for a Clash to end. The most decisive is when one side begins to doubt, to wonder if their own ideology may be flawed. This is by far the most decisive way to lose a debate, and the resulting twisting of fate ensures that the doubter will find at most a hollow victory, and even then only if they possess an otherwise overwhelming advantage. The second is for one side to prove themselves a hypocrite, by word or action betraying their philosophy. This can mean they were either lying, or when presented with a chance to demonstrate their beliefs they failed to do so. This is the other way to end the Clash with one side claiming a massive advantage, though even with fate being twisted chances for one side or the other to prove themselves a hypocrite often must be engineered. The third and most common is that neither side notably fails, and instead the two views will directly clash, with the victor being determined by a variation of the narratives invoked. It is rare for one side or another to gain notable advantage in this case, unless one side's position is truly abhorrent in the eyes of the Warp. Lastly, is a draw. Neither side gains notable advantage from the debate, though both will have gained insight into the other.
It has been noticed that Clashes of Ideals can often spark growth in Mechanytes similar to life or death clashes, so long as the debate is meaningful, and has a real chance of swaying both parties, and those involved deeply believe in their ideals. As such, most Mechanytes have either extremely well developed and personalized philosophes, or have adopted the ideology of a charismatic leader, though often putting their own spin on it. The usage of this discipline has had a
profound effect on Mechanyte society and culture, both ancient and modern. The better one embodies their ideology, the stronger their belief and the better able to defend it they are, the stronger they become. As a result of this, most Mechanytes are at least competent philosophers. While this seems to have notably increased the strength of each individual Mechanyte, it has created a number of challenges for maintaining social cohesion, as it has created an intense sense of individuality, with individuals developing countless mutually exclusive ideologies.
Much of Mechanyte society has been shaped by the last two members of their first iteration, and they can not be discussed without at least briefly touching on their ancient history. The Mechanytes were a rising power when the Orkwings began their ancient conquest of Avernus, having achieved a respectable amount of strength in the tens of thousands of years of their existence. Much of there pre-Orkwing history has been lost to time and tragedy, but one thing that is known is that they would have regular semi ritualized wars, a practice the Orkwings forcefully put a stop to.
Under the rule of the Khanate, all dissension was quashed, any who sought to challenge the vassal council were treated as rebels. The Khanate was a distant master, but would step in to restore order should the vassal council request it, or they felt it necessary. For a time, they prospered under the Khanate's rule, growing in industry and knowledge, reaching heights that had some wonder if given time they may become a peer to the Trolls. However, the Khanate enforced quiet rather than peace, quashing those who broke the peace with little care as to
why. Backstopped by such a potent master, the vassal council found its rule essentially unchecked. Their descent from just rulers to tyrants was slow, the result of generations of small expedient compromises, petty indulgences and the slow emergence of a ruling caste. By the time the million-year rule of the Khanate had ended, Mechanyte society had degraded from a meritocratic republic to a caste-based totalitarian oligarchy, with the very forms of its citizens being determined by the government.
After the Khanate's sudden collapse, civil war became a certainty. While internal reforms were attempted, the sheer inertia and arrogance of the leader caste saw them crushed, and their proponents mutilated. It is debatable if this act actively sparked the initial revolts, or merely made them inevitable, but such distinctions are pointless now. The civil war was a brutal affair, the vassal council resorting to atrocities in a doomed attempt to cow the rebels, but instead merely inviting reprisal. The civil war raged for nearly ten thousand years, even as their infrastructure crumbled, their knowledge was lost, and their once-great empire was reduced to scattered bands of embittered warriors hunting each other.
This would come to a head during what would come to be known as the Stolen Hope. One last attempt at peace, taking place in the ruins of their former capital on the ten thousandth anniversary of the war's beginning. Through careful diplomacy, centuries of effort and no few battles, the last scattered bands of champions were called to a peace conference, to at long last end what had long since become a pointless war. Once they had all been gathered, fighting broke out. The ensuing combat was a confusing melee as contradictory and nonsensical orders filled the air, and traps and constructs came to life, killing dozens of millennia old warriors. By the day's end, only one still lived, the great peacemaker who had dedicated centuries to orchestrating the conference. Atop the cooling corpses of the last of the Mechanytes, the Changeling removed its mask and took a bow.
While the Mechanytes were indeed rendered extinct, there were however, still two survivors of a sort. One of the many horrors that became all too common in the war was the practice of Ember Dousing, where a Mechanyte's Ember would be pulled from their shell and mutilated, rendering the victim sterile and incapable of ever joining to a body again. Two such unfortunate souls were whisked away by the Planet Mind, and would in time form the seed of the Mechanytes to rise again.
The two survivors are in many ways lesser than they were. While they remembered enough to recover the basics of their people's arts, the more complex forms and what the world did with them between their awakening and acquisition are nothing but a hazy feeling of anticipation. Nevertheless, they do what they can to guide and train the new generation. Ironically, the two have become bitter rivals over the direction the Mechanytes should take, though there present state prevents them from doing more than debating and insulting one another.
Of the two, the more personable is Stellakamor. He was born as an aerial courier under the vassal council, before joining in the rebellion and rising to great heights within its ranks. He was among the first to resort to repaying atrocity with atrocity, and fell further than most during the millennia of war. Ironically, he was not Doused by the loyalists, but by his own commander, as punishment for an attempted coup, fueled by his own lust for power and arrogant belief that only he could achieve victory. His ideology reflects his treacherous nature, believing in adaptability over all other things. The path to victory is formless and ever-shifting, opportunities are rare, fleeting and can come in any form. Over time this belief in flexibility extended even to his morality. The combat style he teaches is his ideology applied to battle. Mixing in blades, blasters and the ability to shift into a high speed aircraft, it focuses on controlling the engagement and seeking out your enemy's weakness and ruthlessly exploiting them. While form shifting is somewhat less common among the new generation of Mechanytes, variants of his style are nevertheless quite lethal.
He preaches that Mechanytes were robbed of their destiny, that glory was within their grasp before being snatched away by Chaos. That it is the duty of the new generation to reclaim their legacy, to achieve power and through power protect and rule their lessers. While notably over half of the modern Mechanytes follow his ideology to some extent, few adhere to it closely. Most agree that personal strength and flexibility are paramount, but there is little consensus on how they should treat those weaker than themselves, let alone believing they are somehow above the other peoples of Avernus.
The other survivor is named Blastwave and is both the best and worst of the old Mechanytes. He was born to the leader caste, and was the one to lead the charge for reform, citing the deep injustices and cruelty of the vassal council. For this he was mutilated, his ability to emote removed, and his emotions surgically stripped from him. Bereft of empathy, he would go on to become quite possibly the most notorious war criminal of the civil war. Whether it was mass executions, mass Mechanyte experimentation, or another atrocity, there was no taboo he would not violate. Cold logic dictated the war must end, and this overrode all other concerns. Records of exactly who Doused him are unclear, but there would be few who would not do so given the chance. His ideology is very simple; his people must survive there is no room for sentiment in this. The combat style he teaches is a reflection of this brutal truth; forsaking complex maneuvers or feints, the focus instead is on simple overwhelming firepower. Commit fully to the attack, and destroy what must be destroyed to achieve victory, regardless of the cost.
In practice, he preaches that the Mechanytes have missed their chance to become a major player. The galaxy is too chaotic, too full of great powers and too perilous for them to make any reasonable attempt to become some sort of galactic hegemon. As such, the most logical path is to serve honorably and selflessly against the Long Night, earning respect and favor from the major powers. This not only increases their odds of survival against the horrors of the Night, but also ensures that should the sane triumph they will be well-positioned to pivot into the role of trusted servants or allies of the rising galactic hegemon. While fewer Mechanytes cleave to Blastwave's ideology, most that do embrace its core tenets of service and duty, with many coming to see them as an end in and of themselves rather than a means to an end.
The reason for the two survivors' importance is due to the modifed method of reproduction. In antiquity, Mechanyte reproduction was tied closely to their ideology. The central act to reproduction was a vigorous debate to form a new ideology that would act as a starting point for the newborn Mechanyte. The strength and outlook of a Mechanyte's parents would have a profound effect on the individual. This has been totally done away with, as by technical definitions modern Mechanytes are sterile, needing external infrastructure to reproduce. All Mechanytes are born from the Ember forge, a massive spiritual and technological construct capable of rapidly producing Embers of a uniform strength. At its core sit the mutilated Embers of Blastwave and Stellakamor, the two acting as the parents for the entirety of the new generation. Notably, the Ember forge has been built to be able to expand, incorporating new embers into itself. Exactly what that would mean for future generations is unclear. At present, the Ember forge lies within a lizardmen city, under the temporary custodianship of a Huanglong dragon known as Sidratha. It is known that in time care will pass to a worthy Mechanyte, just as in time more Embers will join the two elders in shaping their people.
That they are not even truly in control of their own reproduction is something of a sore point for the Mechanyte people. This is unlikely to change in the near term, as the need for security of so centralized a means of reproduction ensures that it will be a long time before they are ready to guard it with the thoroughness needed. There is, however, hope that Sidratha may soon step aside, as they have publicly stated that there are several promising candidates among the mightiest of the Mechanytes for their replacement, something that has driven their greatest champions to push themselves even harder.
Once a Mechanyte is born, their ember is placed into a mechanical shell known as a protoform, a blank slate body intended to be easily shaped by the ember within it. Due to drawing some level of knowledge and training from the Embers within the forge, Mechanytes are born with basic knowledge of the world and rudimentary skills in the arts of their people. Typically, they will spend the next five or fifteen years seeking out further training, learning and philosophical inspiration. By the end of this period, they are considered adolescents, and will embark on The thousand trials.
The Trial is when a Mechanyte sets out from their home, and seeks to experience the world and grow. It can be thought of as a formalized process of young warriors heading out into the world to seek fame and fortune. They are left to fend for themselves with limited support in one of the lower escalation regions of Avernus. While most are deposited into small settlements maintained in an escalation 5 region, those who show great promise may gain immediate access to more dangerous lands. Once they arrive they will test themselves against the wildlife, and seek out what new experiences that they wish. At first, they will be confined to the initial region they were deposited in, and must overcome trials to be allowed to leave. In general, the trials needed to allow a Mechanyte to gain access to another region are designed to be difficult enough that overcoming it will ensure that they are able to survive most common dangers of the new region, though some serve other purposes.
During the trial Mechanytes will receive a basic stipend of resources or currency, but will need to seek out further work if they wish to acquire more. Most often this will be done through guilds intended to put them in touch with those seeking mercenaries or hunters. Mechanytes will commonly sell their services to outlying settlements such as human bushmen or other such analogues. Young Mechanytes have a strong tendency towards curiosity, and as such the time spent among other peoples often results in them learning a great deal about other cultures and species. It is not uncommon for Mechanytes to take deep inspiration from the heroes or achievements of other peoples, often seeking to emulate them in some way.
As time goes on, the tribulations will become less and less structured. Eventually it falls away almost entirely, transitioning from a system of guidance to a form of accreditation, where they can overcome trials to prove themselves ready for specific tasks or training regimes. This can range from the legendarily difficult and bizarre Trial of the Depths needed to earn a place in the Mechanyte cavers' guild, to the mundane such as the Trial of Wings needed to earn a pilot's license. At this point, most Mechanytes have a solid foundation for both their ideology and combat style, and are considered full adults. The dividing line between adolescent and adult is often blurry, more a matter of personal growth than achievements, though most have at least earned access to escalation 7 zones by this time.
From there Mechanytes will begin to pursue career specific training, having decided upon what role they wish to pursue. Most often, this involves slotting themselves into a military role among the armies of the council, though not always. Some seek more unusual paths such as earning their way into the caverns, or even seeking to set out alone into the galaxy. A small handful may even seek out purposes outside of battle. The most common route for a Mechanyte to take is to seek out the Trial of the Soldier to earn a place among the armies of the council. Unusually, this trial can be attempted either individually, or as part of a unit. While there is a large degree of variance due to their growth being based more on personal growth than time, most Mechanytes are ready for deployment after around a century.
In terms of psychology Mechanytes have a strong tendency towards fervent beliefs, and almost no inborn response to social pressure. While capable of following the chain of command, individual Mechanytes will cleave to their personal ideology over almost all other concerns. While this can and has caused issues on the battlefield, so long as they respect their commanders they are far more likely to raise concerns after a battle rather than disobey orders. While some have an ideology and temperament totally unsuited for life as a soldier, such individuals most often never seek to join any military. It has been noted that telling a Mechanyte that they cannot do something is often an exercise in frustration, telling them that they can only do something if they prove themselves capable of it somehow first is often met with agreement, so long as the proposed test makes sense. It is unknown if this an inborn trait, or the result of their upbringing.
Notable organizations and individuals
Coldarm
One of the more divisive figures among the Mechanytes, Coldarm found profound inspiration in the story of the dead god Dominion of the Longest Night. Her ideology that only those strong enough to survive deserve to resonated with the young Mechanytes, forming the basis of her ideology. Coldarm preaches the philosophy of strength above all else. If you are weak, at best you will die, and at worst you will distract someone who isn't weak. As such the weak must seek strength, and bow to those who possess it. They lead a band of other Mechanytes who they have bested in battle, and thus earned the right to command. At present, she is a loyal soldier of the Council of Peoples, as she was bested by a champion sworn to them. As such, she acknowledges their strength as greater, for now. Her combat style reflects her belief in brute strength, forsaking anything more complex than raw might and durability.
Ordo of the Uniform Body
One of the stranger orders to form, the Ordo of the Uniform Body was founded by a Mechanyte who took inspiration from Faust, being inspired by the story of so weak a being achieving galaxy-shaking deeds through teamwork and determination. The ordo focuses around a technique that allows several sufficiently close Mechanytes to temporarily merge their forms. The resulting gestalts form a new being greater than the sum of its parts. The Ordo believes strongly in unity of purpose and the power of bonds between comrades. While they take deep inspiration from Faust, it is wrong to say they worship her, instead seeing her as someone they would emulate rather than worship. They seek to one day shake the galaxy with the strength of their bonds.
Thunder Clap
A Mechanyte who first earned acclaim by acting as a mercenary for the Remnant Kingdom, facing and overcoming some of the very worst Avernus can throw at them. They believe that there is no perfect approach to anything. That any methodology, ideology or technology exists in the world it was formed in and even the best of it will flounder should the world change around it. They cite the wondrous technologies of the First Worldship, which have been made useless by the changing galaxy, as the most clear example of this. They believe that at present, the state of the galaxy leaves room for little beyond a desperate struggle for survival, so the war against the long night should be given total focus. However, they are not blind to the fact that this will change in time, and are one of the few Mechanytes to speak of the extent of the changes their people will need to undergo once they can be more than soldiers. In battle they are notable for flash-forging weapons around them through a combination of exotic technology and an emulation of the trolls' natural transmutation. Most often they conjure an endless array of guns, standing in the middle of a hurricane of custom-built ordinance.
The Ordo of the Acorn
An ordo of Mechanytes that formed once it became known that Jane Oakheart was the one who slew the Changeling, avenging among many others the first incarnation of the Mechanytes. The Ordo seeks to repay that debt, but have run into the issue that they are nowhere near the level where they could be useful to her. As such they work tirelessly to refine and expand their collective skillsets. Their intention is to eventually reach the point where they are effective support soldiers for her, a lofty goal given her sheer and growing skill. Jane for her part has said she sees potential in the group, and has given them broad directives for what she would value in support troops. For their part, the Ordo of the Acorn has committed themselves to intense training, regularly testing themselves against Jacob Oakheart. So far, they have managed to push him, but have yet to come close to besting him.
Stilts
While almost all Mechanytes are visibly mechanical, Stilts can be mistaken for a mundane Knight Titan at a glance, something they take as a compliment. They have taken deep inspiration from the Aesir and seek to emulate them. He has by in large adopted their ideology of duty and service over all, seeking to become a slayer of champions so as to clear the way for others to achieve victory. He has a notable career as a mercenary dragon slayer and hunter, squaring off with some of the deadliest dragons on Avernus and coming out on top. Known for taking trophies for both practical and sentinel reasons, it is not uncommon to see him wear dragon bone or scale into battle. Most often he carries the skull of one of his first notable kills upon his pauldron, the clean hole in its temple plugged with gleaming adamantine. In battle, he wields a massive pile bunker known simply as Spike and a large shield. Atop his back he bears a pair of modular weapon mounts able to take various weapons appropriate for his knight sized frame. While most Mechanytes are no larger than an armiger, Stilts is slightly larger, and has been known to use supplementary power sources, being notably better at incorporating mundane technology into his body than most.
@Durin finally finished that write up. thanks to @StormySky for helping spell check this monster.