Warlords of the Eternal Maw: A Warhammer 40k Post-Heresy Chaos Warband Game

Opening Post
Location
Dresden, Germany

It is the time of the Great Scouring.

Above Terra, Warmaster Horus has fallen, his soul obliterated by the mortally wounded Emperor of Mankind.
Yet even enthroned on the Golden Throne on Terra, a rotting carcass writhing invisibly with power from the Dark Age of Technology, the Emperor remains Master of Mankind, Lord over a million worlds by the power of his will and the might of his inexhaustible Armies.

And guided through the daemon-infested miasma of the Warp by the beacon of His Astronomican, His vengeful Sons pursue all those that dared to betray the Emperor.

For while none safe for the Gods of Chaos can be said to have won Horus's War, not truly, it is the Host of the Warmaster that lost the most.

They are the discarded tools of Masters that have given their souls to monstrous higher forces, some willingly, some under duress, all of them deluded.
They are scattered, divided against themselves and weak against their enemies, fighting amongst each other as much as they fight their common foe.
They are traitors, not deserving of mercy and not expecting any, and they are weak, forced to run and hide from Loyalist Guns, for there can be no victory in any stand-up battle, not now, not in their state.

Only few Havens remain, for these forces, fleeing in all directions in the aftermath of the Siege of Terra: those that do promise fates worse than death to those that take refuge within them. Warp Storms wound the fabric of reality, large and small, and though it is utter folly to enter them, to the desperate Renegades they are the only option.

One of these is the Eye of Terror, a vast anomaly towards the Galactic North. Another is the Maelstrom, smaller then the Eye of Terror yet still vast, located within the Ultima Segmentum.

Yet another is the Eternal Maw, located within the Segmentum Tempestus. Smaller than its brethren, the Eternal Maw is nonetheless vast, a churning vortex where the material and the immaterial intermix and break down.

The forces that fled here soon found that they were cut off from returning to the outside world: any attempt to escape it led, inevitably, to destruction.

Time is meaningless, within the Eternal Maw: for some who entered it, mere moments had passed since that point, while others have fought within its confines for centuries. For all that dwell within it, however, it is an inescapable prison, the confines of their entire world. Some have been born within its confines, never knowing any other life, while others still cling to the outside, to the Imperium they helped forge and the war they lost.

Yet resigned to their fate or raging against it, none swallowed by the Eternal Maw can hope to escape it: a feat such as that is known by all to be impossible.

Until now, that is.




Hello, everybody, and welcome to Warlords of the Eternal War, a game of Player-created Chaos Warbands fighting each other in the (more or less, as the concept of linear time is somewhat broken down) direct aftermath of the Horus Heresy.

The game takes place entirely within the titular Warpstorm of the Eternal Maw, a Warp Storm created by myself for the purpose of this game. My aim is to create a feeling similar to that of the Legion Wars of canon, with many Warbands jostling with each other for influence, competing ambitions clashing, any would-be overlord hard-pressed to keep his allies and subordinates from killing each other and forced to make deals and play them as well the other powerful forces within the Eternal Maw against each other to stay on top. The Game will run until an Abaddon-style uniting figure emerges and a successful breakout from the storm has occurred, though to become such a figure is far from the only goal attainable within it: if everything functions as I imagine it, there will be plenty of ambitions, useful both for creating conflict between players but also for creating compromise.
That said, it is still a game concerning the Forces of Chaos: they already committed the greatest act of treason imaginable to them, and any smaller acts of betrayal are likely to seem small in comparison: easy to commit, yet also (somewhat) easier to forgive (provided a proper pound of flesh is extracted, of course).

Character Creation:
The Warbands, and the Warlords that lead them, are to be created using this Spreadsheet, stolen from inspired by @Hyvelic's excellent system in Age of Burning Stars. It will work slightly differently to it, however, owing to the less exalted position of these Characters. All this is explained on the sheet. The initial amount of points is at 1000, though up to 3000 more points can be gained through the Flaws.

Details on the Forces and Institutions which you and your Warlord can be allied to will be available on the Discord here, which is mandatory for all prospective players, as it also provides a space for quick and easy communication between players, a place for questions to be asked for me, and generally a community to exchange ideas and feedback and to possibly rp with one another. Information on the various NPCs and factions that can be hold a allied, rivalled, indebted to, etc. are also available there.

To apply, a filled-out Character Sheet, either within SV or as a linked Google Sheet or Document, is all that is neccessary. That said, any further flavor provided by you will be appreciated, as it'll allow me to come up with potential narrative hooks for the characters.

I will be limiting the number of characters within the game to twenty, provided more then that even apply, of course. This is to reduce workload on myself, as this is my first game and I wish to provide a somewhat decent quality in reports, something that likely will not be possible if I have to do them for more then twenty characters. Obviously, if less people apply, that won't be an issue, but I figured it'd be only fair to warn ahead of time.

Please remember, in creating your sheet, that this is primarily a narrative game, and that the final interpretation of what Flaws and Perks mean lies with me. Flaws are Flaws, and the Points gained through taking them are awarded for a reason: they can and will present a downside, ones which might be significant, depending on the cost of the Flaw. Further it should be noted that I do not believe in suboptimal builds: there is no skeleton key to winning that game, and though some builds might be better at certain things then others, the main drive for making a character should be whereever inspiration takes you, not whatever is an optimal or suboptimal build. A Character using a 1000 points might be exactly as enjoyable as one using 4000, and they will certainly be able to defeat each other, provided of course clever strategy and tactics taking advantage of their own Perks and the opponents Flaws is utilized.

Please remember also that you are not playing people in any way resembling the good guys here: you are playing Chaos Space Marines, men already gene-engineered and indocrtinated to be absolutely remorseless killers for a conquering regime and then turned from the service of that regime, the few restraints they might have had utterly swept aside. They are now, by and large, serving Gods actively feeding on the suffering of sentient beings, Gods that award awful actions taken in their name. They have, can, and will perform awful deeds: that should be kept in mind, when playing and writing them. This does not mean that they can't be compelling characters, of course, or that they can't have sympathetic character traits, but it should always be kept in mind that these are awful people, their actions not justifiable by any standards.

Turns:
Time....doesn't really work all that well, within the Eternal Maw, as it is a Warp Storm and the laws of reality tend to work badly if they work at all, and so turns will not be covering anything approaching a discrete amount of time: instead, the time covered will be kept intenionally vague, mostly covering whatever happens from one narrative beat to the next. I will attempt to keep up a relatively quick pace, but bear in mind that there might be the occassional delays: I am just one guy, and I do have other things besides running games on the internet to do (I know, it's sad).

Still I'm committed to keeping up the pace as best I can, and will try to warn ahead of time for any significant delays. Similarly, though missing a turn will obviously come with some opportunity cost, it can also be simply explained as the Warband being affected by the weird time distortion of the Eternal Maw, allowing people to jump in after abscence.

Stats:
Stats for the Warbands of the Players will be provided, and updated with each turn. They will be kept somewhat vague, and often not represent the actual strenght of a Warband all that well. Still, they might be useful, and so will be provided.

Map:
Trying to map out the ever-shifting, unreal nature of a Warp Storm is an impossible endeavor, and there will therefor not be a map in the traditional sense. Instead, each turn will bring a list of potentially interesting going-ons to react to, with most of these being reachable from anywhere within the Warp, though who reaches them at what time is of course determined by the capricious whims of the Gods more then by any notion of physical distance. There are some important fixed locations, such as Player Homeworlds and those associated with the various NPC Factions available within the Lore Section of the Discord Server: these will be compiled within a Google Sheet that will be made available at Game Start.


The Character Application Process will run for a week from the post of this Thread, closing at midnight (CET) on the 4th of December: if there is a significant slow-down beforehand, I might ask in thread if it can be closed earlier, and do so if there is no request for more time. You can, however, take your time regardless: this is not a matter of first come, first serve.

I hope you all have fun making your Warband, and to provide a game experience enjoyable to all. Here once again the Discord Link. I will be glad to answer any questions either there, or here within the Thread.
 
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The Dark King and His Merry Men
Imagine what it is to be an astartes.

The strength to pulp men, soldiers who have trained for war and equipped most readily towards it, with nothing but an errant flick of your hand. To have such speed that you can cleave through dozens of men by the time it takes a mortal to blink. To be so durable as to endure punishment that would make mortals weep, if it didn't kill them, and keep going. To be equipped with some of the most advanced equipment man has to offer. Equipment which only enhances you, in nearly every way. To see farther, hear deeper, and think faster than the unaugmented human mind can do.

Now imagine how it must feel when the revelation comes to you. To have seen some of the most battle hardened astartes be cut through like toys by a single man. To watch Demi-gods do battle as their sons clash all around them in treason most foul. To see eldritch monstrosities, daemons, stride across the earth. Their coyling energy ripping through men, twisting the mind until it snaps as the flesh mutates and turns to dust. The revelation that the astartes are not the pinnacle. Is not invincible. That he can die, just like any man. Like any mortal.

The Horus Heresy taught Illyrio this most bitter lesson. Its grand, sweeping battles. Valorous heroics and darkest betrayals. He has seen Titans simply annihilate whole companies of astartes. He has seen legions clash in bloody combat. Astartes versus astartes, bolter and blade. Mind and blood. The sweeping spears of the Custodian Guard cut through dozens of his brothers in mere seconds while the silent sisterhood rendered them without their access to the warp. Primarchs clashing with all the force of gods made flesh, blade and spell, mind and soul, burning against one another in fury and betrayal.

He has seen a primarch's blade cut through his brothers, and come for his own head.

Perhaps it is a mutation within him. Some cruel jest of the god he unwillingly serves. Or it may just be a pretty lie that all astartes tell themselves. Something to firm their resolve when they come across something in this dark, damnable galaxy that truly shakes it. Know No Fear is a joke. A pretty lie. Astartes are men. And men feel fear. Illyrio knows this, for he feels fear. To meet an equal on the field of battle is to invite the possibility of death. To part from the mortal coil unprepared, with no way to return, and picked apart by daemons while all you can do is scream.

Illyrio has seen so many men better than him die. Stronger men. Smarter men. Faster, tougher. Primarchs have died, beings so much more, so infinitely greater, than he; cut down like countless before them. Even the Emperor, a being so beyond most life, a practical psychic god with his sheer power and control, is a corpse sitting on his golden throne. Horus, the best of the primarchs, is nothing. Wiped away by his father in their final battle.

No, Illyrio is well acquainted with fear. He seeks to avoid the fate of those greater and lesser than him. The fate that has taken all those who breathe and think. Illyrio will not die. He refuses to. And yet, he is trapped in the Eternal Maw, a warpstorm of such power that it seems as if it will never fade. There seems to be no way out of this hellish existence. But still, Illyrio marches forward. No matter the cost to him, or preferably those around him.

He will do anything to live.
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THE DARK KING AND HIS MERRY MEN

Skeknar was, all told, simply a minor officer within the Eighth Legion. He was not the War-Sage Malchorian, whose inspiring leadership could've signaled a different path. Or First Captian Sevetar, whos skill with a blade was practically unmatched in all the legions. With none in the Eighth holding the same influence as he with the primarch, or over the legion itself. No, Skeknar was not a towering figure during the Great Crusade, or the war that followed it when the Emperors lies were made clear to all. He was a simple line officer, leading his own squad of brothers as they turned their guns on those they once called comrades. The fools who were too blind to see, or who scorned the Night Lords and their ways despite all the victories brought by the hands of the Night Haunter and his sons.

Still, even if he was but a minor cog he was one that served well. In every major engagement fought by the Night Lords during the Heresy, he was there. Even as his squad was whittled away and his company ravaged in bloody conflict, he still managed to live. From the running battles against the Lion and his Dark Angels, all the way to the gates of Terra itself. Truthfully, he should've died then. An Imperial Fist Dreadnought had him right in its sights...but then Horus died. While the retreat of his mongrel sons ended in the death of many, for Skeknar they managed to allow him to escape. Not that it was their intention, of course. But a squad of Sons of Horus pelting down the corridor, fleeing to be with the corpse of their father, is a thing that gains the notice of a dreadnought. Using that split second distraction, Skeknar managed to flee. From the sounds of the heavy bolter fire, the Sons of Horus weren't so lucky.

He was there with the others of the Eighth, when the primarch deemed that they would continue their war against the Imperium in the far reaches of space. Instead of following the other legions into their warped hidey holes. As ever, Skeknar did as he was told. But the rot that had settled into his legion and primarch started to become apparent to him then. His own company captain died when one of the Ultramaines split offs ambushed them. Instead of being immediately replaced, dozens fought over the mans position. Skeknar realized right then and there that the legion was doomed. The rot may not have been the same as it was in the other legions, the stink of warp corruption wafting over the others. But all the same, the Imperium would come for them eventually. Even divided into their bastard chapters, they could still overwhelm them.

So Skeknar broke from the will of his primarch in the first time during his life. He seized control of the Dark Lament, and instead of returning to Tasulanga with the other companies, he fled for the Eternal Maw. Some of the Lament saw to question this, of course, but he beat them down and rallied them with his words. If the primarch called, then they would return to his side. But the Night Haunter had shut himself in his tower, leaving the legion to its fate. When he scoured the former captains quarters, he found a legion relic that had gone missing. A crown the Night Haunter had tossed aside in one of his fits. The irony was not lost on Skeknar, but instead of hiding it away he decided to bear it as his own.

His time in the Eternal Maw has proven...unique, so far. He has managed to earn the enmity of Waratay III and its Grand Conductrice when his raiding managed to damage valuable shipments. Some sort of equipment that was apparently supposed to help them further their insane quest and worship of the 'motive force.' And what he found to be useless junk. Beyond that, successive battles against rival warbands saw him driven into the distasteful, vice-like grip of the Consuls of Blight and Change. Corrupted to the soul, but they provided a stable supply of geneseed in which he could at least build his forces back to company size. That some of it wasn't the Night Haunters was no longer a thing that mattered. But this had a price, one that hangs on Skeknars neck like a heavy blade. Perhaps one day he will be free of the dark debt that chains him the Lupastur VII and its insane politics.

One day.​
 
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Panoptes

A head has abandoned the Hydra.

Panoptes is a child of Alpharius Omegon. That is all which can be said of him for sure. A great many people, those who may be said, with all due respect, to not be keyed in to the Maw's eternal shadow-games believe he is an agent of the Alpha Legion still. Sometimes, the story goes that he is a Daemon's puppet, or a Daemon's puppeteer. Has he ascended already, was he ever Astartes? Others think all these proposed histories are rumors and fabrications. The records of the Alpha Legion, and really they would be the best to know, instead tell a fairly simple story. They tell of a treacherous Legionnaire who led a strike team deep into the Imperial Vaults, and there went well and truly mad. He slaughtered his team, upended the mission, and holds no more loyalty to Lord Alpharius's grand designs.

The fallen Astartes pursues the Maw's hidden truths and artefacts for the sakes of Chaos and his personal madness alone. He dispenses his knowledge only rarely, but delights in infiltrating, conversing with, and for the sake of a reward assisting the Maw's Warlords. Between his training, his Psychic power, his Daemonic assistance, and his Techno-Sorcerous teleportarium, he can be quite hard to stop.

Panoptes commands no armies, and has little interest in doing so. However, he has still drawn to himself a small network of curators, slaves, and madmen who oversee his collected relics and operate his warship. Two stand out. First is the infamously personable and seemingly impossible to kill Astartes Shome, who loves to interview the Maw's inhabitants, an experience which is not necessarily nightmarish as it is with Panoptes himself. Second is the sorceress Pichip Nisi, useful in that for every batch of wild theories and completely imagined threats she dreams up, a handful of her predictions will be spot on with deadly accuracy.
 
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The Fetid Fleet
Set Sail! Catch Scurvy! It's Time to Raid the Warp Seas!

Mortarion was a fool, Pyrox decided.

When his Primarch brought the Legion to Grandfather Nurgle, he was enlightened. Mortarion was a shepherd guiding a lost flock towards their salvation, to the knowledge that all shall reach the end the same. Astartes or Xenos, Loyalist or Traitor, all will end in Nurgle's Garden, in the Plague Father's loving embrace.

Mortarion was a prophet blessed by the Lord of Decay, but he led the faithful to their lowest. His Primarch joined Horus in a fool's errand. The Siege of Terra was a disaster. The other Primarchs in their Long War refused to bear witness to Nurgle's salvation.

Mortarion was a fool to have faith in his brothers, who didn't see the light.

Mortarion was a fool to allow his Legion, his faithful flock, to shatter and scatter into the stars.

Thus was a tragic truth, but it was the situation that Pyrox Voyal found himself at the end of the Siege of Terra. The Astartes was a fearsome Captain, leading a detachment of the Legion's fleet alongside a large part of their mortal followers. Chased from the stars, he and his brothers fought and died for.

With each passage through the Immaterium, with each encounter with the Corpse Emperor's pawns, his brothers and their flocks dwindled. With each loss, however, came another blessing from the Plague Father.

With each bitter defeat and mocking shout from the Corpse's loyalists, their will strengthened, with each mutation and test from Nurgle, their faith doubled. Until, eventually, they reached what they thought to be salvation.

The Eternal Maw was a mighty Warpstorm. Not near the size or presence of the Eye of Terror or the Maelstorm, but a large and formidable beast in its own right. It was the final jump, with salvation right at their fingertips, that Pyrox and his brothers suffered the most. Terrible mutations struck their fleet, decimating their mortal armies and his brothers.

The pride of his fleet was ruined, merging with other vessels lost to the warp to birth a bloated Space Hulk, half his company, 50 brothers who fought and survived the Long War lost in an instant.

They had made it to the Maw, but what a cost it took.
 
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The Tyrants of Blood
"Rage to shake the bones of the Dead, wrath to sunder the hardest of armor, death to drown a thousand worlds, all tempered by blood, skill, and patience."
~ Terminator Lord Sothrak, Leader of the Tyrants of Blood

From Tera, he took his first weapon from the Techno-Barbarians of the Sa'afrik from their leader for which he had the glory of taking the head of.

In the Great Crusade, he was one of the 8,000 brothers who made up the 'Bloody 13th' who carved a great score of hides in the enemies of the Emperor. In this, he was but a mere Apothecary, on the front always competing with his brothers for who would reap the bloodiest toll from those who stood before them! This was their glory! Not the worlds conquered, not those brought into the Imperium, not even the battles won! No! The bloody toll of the 13th was the glory of the Hounds!

Such was the truth and story for the Great Crusade, from the transition of War Hounds to the World Eaters. From the Wars on Terra to the Ghenna Massacre. Where the Bloody 13th went, Sothrak reaped the toll from both his enemies and his own brothers all the while the weapon in his possession grew and grew.

From the space wolves on Gehenna, he took many blades in likeness to their Genefather. From the Loyalists on Istvan III, he took many more axes from his once-brothers. From the Ultramarines a swatch of skulls and weapons. On Durge, the distinct LACK of weapons drives his hatred of that petulant legion to this day. And the siege was where his bloodiest swath was done, and many more than he could ever count fell to his blade and axe. All from the side of Angron, as his Devourer, his terminator Bodyguard, did all these and many more were claimed.

In the retreat from Terra, in revenge against He who seemed to defeat his Gene-Father Angron, did Sothrak gather his great warband and tempt the Blood Angels into his clutches! A slaughter was had that day, reducing the numbers of Blood Angels in this galaxy by a score and four. In that battle, he had melted down all the many many weapons he had collected, from the swords of Space Wolves to the fists' of the Ultramarines he smelt. And in the blood of a hundred Bloody Angels overcome with the Black Rage, did he quench the newly forged blade.

He gave those who ran and those who were soon to arrive a message;

"I show you all now, that the World Eaters are all who can lay claim over the Blood of this realm! Let it be known, the Tyrants of Blood will return and wipe away the stains cast upon Angron's form!"

Into the great Maw did they then descend, and a great many more victories did they gain. From the raiding of the Pleasure Palace of Serapiciji Aha'eha, to the ravaging of Lupaster VII, from the assisting of Nieutewn II's enemies to the dark Debt Sothrak took with Yadroliq Joyu, to the turning of their non-World Eater Allies, a bloody toll fed to the Maw, and a deeper one still to reap!

BLOOD FOR THE BLOOD GOD!!!
SKULLS FOR ANGRON'S THRONE!!!

 
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The Extravagant Host

The Extravagant Host



Aurelius "Fork-Tongue" Bombarsa
Warlord of the Extravagent Host


Kar'dren Urvok - Warband Champion


Vardessus "Silver Tongue" Urenerros - Priest of Slaanesh


Tharom Alusar - High Possessed


Harken Bragga - Chief Warpsmith


Szaveret "Heart-Shriek" - Raptor Apex
Szaveret Heart-Shriek "Heart-Shriek"[/url]


Vareel Pletiniaria - Mistress of Mortals


Backstory - More to Come

The Hell World known as Adrel'thos has been in continuous habitation for what might be tens of thousands of years, or millions of years. It is impossible to tell within the Maw. What is as certain as anything can be is that when some of the remnants of the Emperor's Children and a few other Legions arrived on the world, it already had a bustling civilization of Humans and xenoforms. The world was far from defenseless, but none had ever seen anything quite like the Traitor Legions, and after some brief skirmishes and a tense standoff, an accord was reached, and a large section of the world was given over to the Astartes as their sole fiefdom. This has been the state of affairs for long enough, in the Maw, for children to have been born and raised under their rule. It was into this ur-reality that Aurelius Bombarsa was born. The world of Adrel'thos itself was well suited to the Emperor's Children, and worship of the Mother of All Lust was widespread and dominant on the world. Upon a first observation, none would credit the world as being a place of Chaos worshipers and Daemonspawn locked into an inescapable warpstorm betwixt realities. Verdant fields and forests of many colors, a vibrant sea filled with life, gleaming tower-cities of silver, gold, and other more exotic materials, these are just a few of the wonders and marvels of this seemingly exceedingly habitable garden world. Of course, that is just the face the world wears. None of its wonders and glories are a lie, but as befitting the Prince of Perversity, nothing is as it seems and all hold terrors far in excess of the wonders. The forests and fields whose colors at first bring awe, may soon bring overwhelming synesthesia as the shifting and mutable colors become too powerful, the colors morphing into unreal and unimaginable shades, an assault on all the senses, and the creatures which dwell in these places are no less pleasing, and hide no less monstrous an unreality beneath their bewitching colors. The living seas are both living, and full of life. Too much life. The waters themselves seem to be alive, constantly churning and hungering, and the unholy riot of things which live within it follow the same mad passions. They proliferate, change, fight, and devour at a disturbing rate. Although certain base forms are recognizable over time, living forms seeking perfection in a crucible of death, in their desperation for life and their need to exceed all limitations there is an impossible variety to them, and it can be said that no two beasts of the seas are quite alike. The gleaming towers are testaments to a thousand architectural styles honed to perfection, their curving, jagged, swirling or blunt forms somehow all pleasing to the eye in countless alien ways. But of course, within these towers the powerful live lives of debauchery perhaps unmatched since the fall of the Eldar Empire. Humans, Xenos and Daemons mingle and mix freely in every sense, intrigue and sacrifice, artistry and excess. Anything you could possibly want can be found in these jeweled realms, though a long and extatic death is as likely as any other outcome. And of course, to support such hedonism and the pursuit of ever greater heights of perfection and ambition, the toiling work of countless slaves, daemons and beasts is required, though even these have their own strange and awful beauty in their tailored shapes and opulant fashion, where even the lowliest menial slave is outfitted in such a way as to enhance their qualities to the utmost, all for the pleasure of their lords and masters who must look down upon them from their heights, and to please Slaanesh to whom ugliness is an affront, though what defines ugliness is of course as malleable as the warp itself.
 
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The 13th Company
The 13th Company of the Iron Warriors Legion has always had a long and sordid history. From the beginning service in the 13th Company has been plagued by misfortune. The 13th would be shunned by the greater Legion due to their misfortune.


During the Height of the Great Crusade the 13th would face off against many a foe and would each and every single time find themselves due to a mix of bad luck, misfortune and straight up sabotage unsupported and facing off against some of the worse odds. Yet each and every time the defiant 13th would claw itself back into the fight and win via underhanded and dirty tactics.


The Heresy would change nothing. They would be thrusted into the teeth of the loyalists time and time again. Many of the 13th believed that their superiors wanted to dispose of them due to the immense hated of the 13th and their record.


During the Siege of Terra the 13th would be placed on the forefront of the battle and would clash heavily against the Imperial Fists in a series of charges and counter charges. It was during this that they were fired upon by fellow Iron Warriors. A act that broke the trust of the 13th and caused them to attack and proceed to slaughter an entire Company of Iron Warriors in retaliation with Invictus himself decreeing over the Vox that The Lord of Iron was no Lord of the 13th. With that the 13th fought it's way to through the Iron Warriors Lines in a bloodied frenzy that would consume some of the Company so much that they would become devouted worshippers of Khorne in the aftermath.


Luckily for the 13th and perhaps the only time luck has ever helped them the slaying of Horus and the unorganized retreat from Terra allowed them to steel several ships and make way from Terra. Eventually ending up in the Eternal Maw where they would make deals with Dark Forges and enlist their own service to a the Dark Forge of Lupastur VII
Home Base: Dark Forge
Flaws: Cruelty, Pride, Wrath
Virture: Focused
Ambition: Vengeance
God: Undivided

Warband Flaws

Rival Warband -100 Harbingers of Iron
Rival Dark Forge -200 Wreight
Dark Debt -300
Fanatics -500
Vassalage -500
Total Points 3,100
Total Spent: 2,700

Warband Strength: Company, Three Characters +200
Chaff Strength: Extraordinary 2 Mortal Characters +500
Fleet: Weak +200
Flagship: Gladius 0

Warband Elites:
Beastmen x2: 100pts
Warp Smith: 300pts

Warband Perks
Bonds of Brotherhood +500pts
Drop Pod Capable: +100pts
ThunderHawk Warriors: +200pts
Veterans: +200pts

Warlords Type: Warp Smith 200pts
Wargear: Powersword 200pts
Perks:
Veteran of the Long War 200pts
A Surprise 100pts
Charismatic 100pts
Flaws: Betrayer -500pts
Invictus the Broken, Invictus the Betrayer, Invictus the Coward. These titles and names follow the former Officer. But they do not speak the whole tale. Invictus was one of the last Terran Born Iron Warriors to be inducted into the Legion. He would be present at the decimation of the Legion at the Orders of the Lord of Iron. He would take part in the Campaign against the Black Judges where he would witness the callous disregard for the lives of the Legion. A bitter pill to swallow but one he swallowed. He would become a Tech Marine and would be inducted into the 13th Company. His time in the 13th would see him grow more and more bitter towards both his Gene Father and the Legion as a whole. But loyalty was carved into his bones. So he kept his mouth shut. The Drop Sight Massacre would see Invictus raise to the position of Company Captain due to misfortune with Plasma Guns all of which occurred too frequently.

The remainder of the Hearsy would see Invictus lead his bitter Company time and time again into the maws of the enemy. Only to be sent once more into the fray with no mention of honor or respect. The final nail in the coffin was during the Siege of Terra where the 13th was trying to dislodge a Company of Imperial Fists from their position that the 13th began taking fire from a Iron Warrior Company. The slaughter that occurred afterwards sealed Invictus as a traitor to the Legion and to Perturabo. With Invictus swearing that he would kill his Gene Father even if it took him a Thousand Millennia to do so.
Ferrum the Apothecary

Stats


Total Points 1,800

Total Spent 1,800

Speciality: Medicine +500

Wargear: Powersword +200


Perks

-Liked +100

-Intelligent +200

-Talented +200

-Master Medicine +600

Flaws

-New Blood -200

-Fanatical -300

-Ambitious -300



Ferrum at the time of the Horus Heresy was a young and talented recruit who had the misfortune of being assigned to the 13th. But his fellow Battle Brothers quickly took the intelligent and talented recruit under their arms of brother hood. Binding him in their Iron Chains as one of the 13th. He was quickly sent to learn under their only Apothecary at the time and was found to a sponge for Medical Knowledge. All attempts were made by the Company to preserve this great treasure from the battlefield so that he could grow further in his field. Upon the betrayal by the rest of the legion during the Siege. Ferrum was one of those who have into the blood lust of battle and became a devoted worshipper of Khorne although he would still serve his duty as the now Chief Apothecary of the Company.


Finding a new passion in executing his duties. Ensuring that the wounded returned to the battlefield to either spill blood or have their blood spilled in return. Forever continuing the cycle in the name of Khorne.
Canis The Trainer

Stats

Specialization: Training 100pts

Wargear: Force Weapon: 100pts

Perks

-Veteran of the Long War 200pts

-Talented 200pts

- A Surprise 100pts

-Master of Training 600pts

Flaws

-Rival Hero -100pts
Canis the Trainer is one of the longest serving Veterans of the 13th. He has seen battle after battle and has been forged into a hardened soldier. He has had a hand in training the majority of the current Legionaries in the 13th due to his post as head trainer of the new bloods that would enter the Company as replacements. Getting them up to speed on any training needed and continuing their training.
Hyperion The Ruthless

Total Points 1,900pts
Total Spent 1,900
Specialization: Champion 200pts
Wargear: Thunderhammer 300pts


Flaws
-Ambitious -300pts
-Fanatical -300pts
-Stupid -200pts
-Rival Hero -100pts "Toran Rhel"

Perks
-Master Champion 600pts
-Veteran of the Long War 200pts
-Dark Blessing 300pts


Traits
-Beserker 200pts
-Dulist 100pts

Hyperion the Ruthless is the current Company Champion and the Iron right hand of Invictus often serving as his enforcer and his body guard. Hyperion is not gifted of smarts but he is gifted in brawn and grit. His fighting prowless being the only reason why he has survived the long years since his induction into the 13th. He would during the Siege of Terra begin worship of the Blood God and would relish in the Carnage of the 13th's Retreat. Now he fights in the name of Khorne against the enemies of the 13th.
Atticus The Warp Smith

Total Points 1,900pts

Spent Points 1,900

Stats

Speciality: Intelligence 300pts

Wargear: Powersword 200pts


Flaws

-Dark Debt Lupastur VII -300pts

-Rival institution Wreight -200pts

-Rival Hero -100pts

-Ambitious -300pts


Perks

-Master Intelligence 600pts

-Talented 200pts

-Intelligent 200pts

-Veteran of the Long War 200pts

-Bionics 100pts

-Liked 100pts


Warp Smith Atticus was once like Invictus himself a Tech Marine. Atticus was one of the first Olympia Born Marines inducted into the Legion. He quickly was sent off to Mars to become a Techmarine like many before him who showed an inclination towards machines. After his induction into Cult Mechanicus Atticus would return to the Legion be given the unfortunate assignment to the 13th. But with grin dower and loyalty to the Legion he would accept his fate. Like the rest of the Company as the years passed and the Hearsy occurred he grew bitter and resentful to the Legion. Until like many his loyalty snapped and was replaced with rage and anger. In the aftermath he would throw away any loyalty to the Legion and to the Mechanicus. Instead now seeking to bend machines to his will and combine it with flesh or warp to make horrifying abominations. Going as far as to ask to study at Lupastur VII in return for a future service so that he may gain even more knowledge to further his own agenda.


Packmaster Bolgrin The Doombull


1,900 total

1,900 spent


Speciality: Champion 200pts

Wargear: Chainaxe 200pts


Perks:

-Master Champion 600pts

-Fanatical Loyalty 200pts

-Talented 200pts

-Dark Blessing 300pts

-Courageous 200pts


Flaws:

-Madness -500pts

-Stupid -200pts

-Rival Hero -200pts


Packmaster Bolgrin The Doombull was once a Officer in the 33rd Beastmen Regiment of the Imperialis Auxilia. Being a Beastmen especially a Minotaur Bolgrin was a brutal warrior if lacking in Intelligence he more than made up for it with sheer brawn. Attached to the IV Legion as auxiliary forces Bolgrin would be on the forefront of sieges and sweeping campaigns. When the rot of Chaos spread through the Traitor Legions the Auxilia was not spared. Bolgrin would follow his Astartes Lord's into damnation pledging himself to the powers. Bolgrin and his Regiment would routinely cross paths with the 13th Company of the Iron Warriors, an acquaintance that would both save and damn The Doombull as he became known as.


In the aftermath of the Siege of Terra during the retreat Bolgrin would follow the Captain of the 13th Invictus in the 13th's own retreat from Terra and into the Maw. In the Maw the Doombull like many of his fellows would become corrupted by the Warp the Doom Bull would become even more hulking and blood thristy then ever but at the cost of his sanity. Now he is more a ticking time bomb then a Officer. The Doombull exists as a mad Beserker. A homage to Khorne and only controlled by his Astartes Lord's and little else.


Packmaster Gorn The Maimed

Total Points: 1,600

Total Spent: 1,600

Speciality: Leadership 200pts

Wargear: Chainsword 100pts


Flaws

-Maimed -600pts


Perks

-Master Leadership 600pts

-Survivor -300pts

-Talented -200pts

-Fanatical Loyalty -200


Gorn the Maimed is the technical 2nd in command of the Beastmen behind Bolgrin. But in actuality Gorn is the brains of the operation while Bolgrin and his Beserkers run riot. Gorn and his men use their chaos to take their objectives and overall accomplish the mission on time and as scheduled.


Gorn himself was once also a Officer of the 33rd and was often paired with Bolgrin due to his stunning leadership to compliment Bolgrin's brutish might. Like Bolgrin he would follow their Astartes Lord's into damnation but unlike Bolgrin Gorn would retain his sanity and not lose himself in blood lust. Gorn earned the title the Maimed when he was horrifically maimed by a Imperial Fist Marine during the Siege of Terra. Said Marine broke Gorn's Spine and tore off his left arm before the marine was beheaded by Bolgrin in a blood filled frenzy. Bolgrin would drag his fallen brother in arms to the transport and would ensure his survival and continued status in the Warband.


Helic Paterson The Tracker

Total Points 1,200

Total Spent 1,200

Speciality: Scouting 100pts

Wargear: Chainsword 100pts


Perks

-Master Scout 600pts

-Talented 200pts

-Fanatical Loyalty 200pts

Flaws

-Rival Hero x2 -200pts


Helic Paterson The Tracker is a former Sergeant in the 7th Luna Regiment of the Solar Auxilia. Helic was assigned to the Regiments Scouts and was trained in the art of Recon, Intel Gathering, Sabotage and other more subtle ways of war. The 7th Luna Regiment was one of many assigned to the 4th Legion and saw some of the most Horrific battles of the late Crusade Period. Then the Hearsy and battlefield after battlefield in which Helic honed his craft and became a small time hero of the Regiment.


Like many Mortals he would fall in line behind his Astartes Lords and would end up like many others on board a ship in the 13ths control. From there he has employed his talents in the Maw.


Domicus The Silent

Total Points 1,200

Total Spent 1,200

Speciality: Assassin 200pts

Wargear: Needle Rifle 175pts


Traits

-Hunter 100pts

-Sniper 100pts


Perks

-Master Assassin 600pts


Flaws

-Rival Hero x2 -200pts



Domicus the Silent is a legendary figure among the Mortals serving under the 13th. No one knows the true identify and history of Domicus. All they know is that he is a silent killer. Stalking his prey for days and weeks on end. Then at the perfect moment taking a single shot. Killing his prey and then moving on silent as the void of space.


Even the Marines of the 13th have great respect for Domicus and his uncanny ability to in a single shot send an entire enemy force into disarray. There are many skeptics who believe that Domicus could have been one of the many Assassin's that did the Emperor's dirty work although no one is sure. All they know is that he never misses.
 
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The Apostels of Change
Apostles of Change

The Lord of Change is full of surprises. While the Apostles of Change are devoted to Chaos Undivided, The Lord of Change holds a special place to Warlord Maldar Starran, who has relied heavily upon the sorcerous gifts in his ascent to power. One of the new blood, having only arisen in the ranks after the completion of the retreat to the Eternal Maw, his leadership, charisma and not insignificant gifts in sorcery saw him pledge himself into vassalage to the Dark Forge in exchange for the ships and equipment to strike out on his own. Leading what the followers he could pry away from other failing leaders through his natural charisma, he found a place and has carved out a small niche for himself under the patronage of the Dark Forge. Now, freshly freed from the terms of his vassalage, following a series of hard battles that have left him indebted to a demon and his ground forces somewhat depleted. Maldar Starran has also recently earned the ire of several warbands and a significant demon, however he now stands ready with the ability to choose his own path.


Warlord Maldar Starran


Warpsmith Khaddarath


Admiral Valerius Dy'nalen


Champion Hallus Heirsus

Mortal Cultist Psyker - Redranacus Verti

Beastman Champion - Porventhous Harcana
 
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The Broken Legion
Totenarc Buboe was but a sergeant during the heresy, he was a soldier of the Death guard on that fateful day when Horus fell. When the rest of the legion retreated to the eye several contingents broke away. Part of this were elements of the 4th company which under Buboe's former commander fled into the Eternal maw. In those days Totenarc was like many of the death guard, corrupted by the touch of the plague god and dammed to his service. However Totenarc saw the truth of the gods in all their majesty, that they were nothing more than the hateful echoes of a malicious galaxy, since that day he has hated the gods and striven to free himself from their shackles. In time, with his command squad he he managed to make a pact with a being to break the link with nurgle when he was aboard the spacehulk wretched carrion, an act which while doted on by the grandfather himself has earned himself the ire of several of his daemons and followers. The pact also left a deamon of nurlge inside his body, one whom Totenarc fights everyday for his very soul. This act of his drew the eyes of all four of the great gods themselves. Even the power he made the pact withisr beyond his comprehension, and has yet to call in its dues.

Totenarc with his new found freedom saw only one constant in the galaxy, one virtue which would be worth saving in this accursed galaxy. That was the bonds of brotherhood with his felows. With the help of an army of the beastmen and mutant tribes he had charmed from the depth of the spacehulk he set about extracting the mass of a battlebarge to a sembalnce of competence, its depts cleared of the worst deamons and monsters turning it into an effective warship. With this ship and its new crew he has steadily rallied allies and brothers to his banner. He preaches the doctrine of brotherhood, that under the gods they were all kin. Clad in gunmetal grey armor, striped of all paints and colours they once bore, the broken legion accepted astartes from all former legions and all creeds. Indeed a not insignificant number of his force are fanatical in their own worship of the powers. Over the years and or months, in the maw it is never clear, he has made many allies and more foes. The warbands practise of accepting all has drawn the ire of several warbands who hunted for its members.

The Broken Legion
Home BaseFleet Based
Flaws (Pick Three)Pride
Curiosity
Envy
Virtues (Pick One)Ambition
Ambition (Pick One)Domination
GodUndivided
Warband StrenghtCompany, Three Characters
200​
Chaff StrengthModerate, 1 Mortal Characters
200​
Fleet StrengthMinor
300​
FlagshipBattlebarge
750​
Warband PerksVoid Warriors
300​
Ally: Dark Forge Neuitewn II
300​
Bonds of Brotherhood
500​
Thunderhawk
200​
Warband FlawsFanatics
-500​
Daemon's Ire * 2
-600​
Rival Warband * 5
-500​
Dark Debt
-300​
Enemy: Holy communion,-200
ElitesBeastmen
50​
Warlord Totenarc BuboeChampion
0​
Chainsword and bolter
0​
Nexus of Destiny
1000​
Eye of the Gods
Charismatic
100​
A Surprise
100​
Apostate
-300​
A Surprise * 1
-100​
Possessed
-500​
Net
1000​



Hathur three hornTechpriest Delta-Alpha-Victor-EtaApothaceary Horsus AximonChampion Harmony 'the changed'Sergant Helmut Arcan
Leadership
200​
Master Specialisation: Technology600
Medicine​
500Champion
200​
Training
100​
Chainaxe
200​
Chain Axe
200​
Master:Specialization
600​
Daemon Weapon
500​
Void Warrior
300​
Liked
100​
Intelligent
200​
Force Weapon
100​
Duelist
100​
Tactician
300​
Fanatical Loyalty
200​
Talented
200​
Intelligent
200​
Master:Specialization
600​
Visions
300​
Survivor
300​
Fanatical Loyalty
200​
Talented
200​
A Surprise* 3
300​
Relic Gear
300​
Void Warrior
300​
Ally:Institution
200​
A Surprise
100​
Liked
100​
Tactician
300​
Technology
300​
Veteran of the Long War
200​
Possessed
-500​
Bionics
100​
Berserker
200​
Leadership
200​
Madness
-500​
Idealistic
-200​
A Surprise * 2
-200​
Diplomat
200​
Maimed
-600​
Idealistic
-200​
Rival:Hero
-100​
Bionics
100​
Fanatical-300Random Mutation
-100​
Rival:Institution
-200​
Idealistic
-200​
Cumbersome mutation-300A Surprise
-100​
Cumbersome Mutation
-300​
A suprise (good)100
Fanatical
-300​
Old
-300​

Hathur Three horn:
Hathur was the leader of the three horns, one of the middiling sized tribes within the space hulk. Hathur was always destined to excel; inteligent, charismatic, brave he was every inch the hero ... shame he was born in a misamic hell that the carrion was. Being the first to bend the knee to Totenarc he was raised above the otehr brayherds and leads the beastmen tribes of the broken legion. Hathur is fanatically loyal to totearc and views him like a god, the man who saved his people from the depths of hell and brought them sail the stars. Totenarc is afterall the best commander one could hope for in the eye, largely doting on his mortal servants ... almost as if the noble origins of the chaos marines shone through in this one case.

Techpriest Delta-Alpha-Victor-Eta
A rising star of forge world neuitewn D-A-V-E is the chief mechanist of the broken legion, tending to its fleet of thunderhawks and equipment. He is like many of the best of the dark mechanicum; namely utterly insane. He views reality, sensibility or morality as meer suggestions when formulating his inquires, he worships progress as a god itself and only his warp induced attachedment to totenarc is stoping him trying to turn a frigate into a warpsapce bomb.

Apothecary Horus Aximon
Horus's mind was broken at terra, he was abord the vengeful spirt when the emepror slew horus and saw ... something. Since then he has been obsessed with the creation of the perfect astates so chaos may finally triumph. He is impressively competent but with his feed stock he lacks any real chance of realsing his goal

Harmony the changed
Harmony was the name Elias Hapenzolen took for himself after the heresy, formerly the commander of the 24th millenial Elias was curropted by a deamon balde taken on a nameless world from a smirking prophet and since then has ... changed. Still a wirl wind of death Harmony is an ever altering mass of flesh, barely cogent at the best of times. Its likely he only follows totenarc as he gets to fight intresting oppoents with which to test his skill. That said he dose seem to subscribe to Totenarc's ideas of brotherhood, a rarther curious combination.

Helmut Arcan
Helmut arcan is an old hand. He was old when totenarc joined the death guard and trode a similar path to totenarc. Helmut was his second in command during Totenarc's liberation and with the rest of totenarcs force was simiarly cleansed of the plauge gods taint. An expert of insturction, a rare skill in the maw, he is in charge of training the new mongrels to something aproaching competency. He has something of a chequred past as well, having gained the ire of the Ice queen and her servants for crimes unkown.
 
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Hvund's Ravagers


"We are far from Fenris." A gravelly voice regretfully concluded. The blood-slick snows were so far, out of reach. They could never return - Hvund knew that much. The Wolf King had cast them out long ago; he'd declared them anathema. Russ had set the rest of Tolv upon them, until they were chased into the storm. Their meager fleet was ill-suited to protracted engagements. And these whelps he had to fight with. Inductarii, they called them in High Gothic.

Whelps. That was what he called them. Inexperienced, raw.

The Wolf King had abandoned them. But there was another king. A king of blood and brass. He would either look kindly on their efforts, or he would turn his face from Hvund. Win or die. That was his rule.

--- --- --- --- --- ---

The foundation of the perfidious warband, the self-styled "Hvund's Ravagers", is a Claw (AN: a cognomen, used by the 6th Legion, for a small tactical unit ranging in size from a squad to a larger task force of several squads) of the 6th Legiones Astartes. While the Space Wolves are taciturn and uncommunicative by nature, especially when it comes to traitor elements, we know this. The Claw was part of the Twelfth Great Company, Tolv. In the past that was prelude to the Great Heresy War, the claw was attached to the 16th Legion. While disposition, intentions, and location are murky, we know for certain that Thegn Hvund followed Horus into treachery.

Reports of their activity during this time are fragmentary. It is known that some of the Claw's officers were alongside Tolv at Prospero. Other sources still place warriors in grey armor at the Desert World Tar-Namib for the majority of the conflict. Yet, after the Siege of Terra, Hvund and his Claw returned to Fenris. Their infidelity had not gone unnoticed by the Wolf King. Thegn Hvund was replenishing his numbers, harrowed by the conflict, with Fenrisian "Newblood" Astartes - a slipshod result of the expediency demanded by the Heresy War. He clearly wished to serve two masters - Horus and Russ. Yet, as soon as he turned to leave, he was cast out by Russ. The hounds of Tolv were set upon him, and his name was stricken from the Legion rolls.

As they turned from Fenris, the Claw blazed a trail of destruction to the southeast, towards an aetheric storm known only as the Eternal Maw. As of this writing, they have yet to return. Yet the sons of Russ are watchful for the traitors still.

Let us pray Hvund has perished, milady.

-An undated communique from an Acolyte to the Inquisitor Thusnelda

Hvund

The aging leader of the Ravagers is a hardened warrior. He strikes awe simply by his age; he first appears in sagas of the Wheel of Fire. His age aside, Hvund is a dab hand with his axe, and possesses a predator's mindset. He seeks survival - and ultimately, vengeance on the Wolf King.

A look at the Indomitus-pattern Terminator plate Hvund wears will reveal a long history of service, though much of it has been lost to his increasing devotion to Khorne and the fires of recent warfare. Heraldic emblems, such as the red axe on his pauldrons or the eye of the Sons of Horus, tell of a saga cut short and condemned to the dust of history. Other symbols still, such as the Gyre Triskel, speak of his sheer determination despite the odds. And of course, there is a single XII - crossed-out, in mockery of his former Company.

Drenga

Newbloods. Inductarii. Whelps. Whatever they are called, these mass-produced Astartes are regarded as being set apart from their brothers. As such, the Blooded Claw Drenga seeks to prove himself above all. Great feats, mighty deeds are his obsession - and he has the strength to do them.

Drenga fancies himself a Champion, and Hvund is quite keen on encouraging this mindset. Seeking the foe's monstrous creatures or their own champions, he is eager to strike them down. To add their saga to his own.

Volja, Aspiring Champion

A veteran of Prospero, Volja is Hvund's chief enforcer. Having offered body and soul to Khorne, he has nonetheless kept a measure of sanity found lacking in other champions of the Brass King. Even still, his chief objective remains murder. Taciturn and grim, Volja bounds across the battlefield, his pack of Aspiring Champions beside him. When he hits home, it is with the force of a crushing tidal wave.

docs.google.com

Hvund

HvundHome Base: Fleet Based Flaws: Pride, Cruelty, WrathVirtues: Courage Ambition: Vengeance God: Khorne Warlord: Terminator Lord - 300 pts Wargear: Power Axe, 225 pts Perks: Veteran of the Long War, 200 ptsWarband Strength: Quarter Company, -50 pts Chaff Strength: MinorFleet Stren...

Thegn Hvund Red-axe

Volja's Blood-Pack -
5x Aspiring Champions, led by Volja

The Blooded - 5x Grey Slayers

Reivers of the Maw - 4x Grey Hunters

Drenga's Beastslayers - 10 Blooded Claws, led by Drenga
 
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The Fated Coven
crawling from the ruin of Fenris and Prospero, the survivors of this company escaped to the warp with their psychic talents, but not without a price
their leader, the great sorcerer Azkalon received the most insulting gift from Nurgle while in the warp, the flesh change come again
now with a timer on their lives, they must acquire psychic lore and power to accomplish their objectives, reverse the flesh change (by triggering the rubric once again or another method) and burn Fenris to the ground


Azkalon
Greatest sorcerer of the coven and ex-Praticus of the Ahzek Ahriman, with psychic powers and lore unmatched but suffering from the burden of the thousand sons Geneseed, the flesh change , inflicted by a deamon of nurgle


Limaris

the Chief apothecary of the Coven, he is charged with researching the flesh change, harvest gene-seed, and normal apothecaries duties


Karadrin
diplomat of the coven, he is completely unable to use psychic power
he was only able to survive the rubric without turning to dust with the timely intervention of Azkalon, shielding him with his psychic might

Enarin
Chief serf master of the fated coven and strategist
rescued from a sacrifice pit on the warp, he grew fiercely loyal to the cause of the coven, and now with sweat and tears risen into an important position in the hierarchy
although not an Astartes Enarin was gifted as a psyker and had superb talent in tactics and training, he was put in charge of training, recruiting, and managing the "mortal" forces of the coven

Felax the Ascendant
Chief mortal tech priest , he arms and aids the remmants of the prosperian guard


Helrimm
Master of the sorcerers, Helrimm was once one of the chiefs of Sorcery in Prospero , recruited by Azkalon to serve the coven and help Limaris in his research



Kalis
An Iron warrior Warpsmith that was stationed to serve the Coven during the siege of Fenris during the battle of the Fang, now he serves the coven as the chief warpsmith and the synergy between the sorcerers


Traxis
Traxis is one of the captains of the Coven and its Champion, specialized in Combat, commanding the Coven forces from the front in valiant battle

Ludwig Weber
a corrupted assassin from the Officio Assassinorum , now he fights for the coven and the changer of ways
 
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The Warriors of Silence
docs.google.com

Sisebek The Mindeater

Sisebek The Mindeater Home Base: Fleet Based Flaws: Curiosity, Doubt, Cruelty Virtue: Intelligence Ambition: Knowledge God: Tzeentch Warlord: Sorcerer Wargear: Force Weapon (Force Sword) Perks: Veteran of the Long War, Survivor, Visions, Nexus of Destiny, Eye of the Gods Flaws: Dislikable, Curs...

The Warriors of Silence

A small warband, the Warriors of Silence quietly stalk the stars at the whims of their master, the Architect of Fate. Consisting of a band of Rubrics, silent as the grave, and their equally mute sorcerer leader, the Warriors of Silence make for an eerie group, rarely at the centre of attention in the conflicts of the Eternal Maw, but a constant, almost invisible, presence nonetheless. They are reputed to be particularly subjected to the whims of Fate, however, endlessly dancing to the silent tune of the Changer of Ways, with all of the fortune and misfortune that this brings. Fate is fickle, but it appears to have a special plan for these shadows of men, assuming that they continue to survive the trials it places before them.


Sisebek the Mindeater
A former member of the Athanean Cult of Telepathy, Sisebek was once a Librarian of the Thousand Sons, born on Prospero and participant in the Great Crusade. All this would be brought to an end, however, by the machinations of Fate, and the destruction of Prospero, along with the death of his very own Magister Templi at the hands of none other than Magnus himself, would deeply disillusion the Librarian with his Primarch. When Ahriman summoned like-minded sorcerers to partake in his Cabal, Sisebek joined with him, and was one of those who enacted the terrible Rubric of Ahriman, cursing most of their Legion with undeath. Plagued with regret ever since, Sisebek has spent most of his exile in solitude, vowing to never speak again until the Rubric was undone. A silent, taciturn figure, Sisebek has since spent his time hunting for the knowledge to help fulfill his vow, scouring both the libraries that he could find and the minds of anyone who might possess the knowledge that he seeks. This does have a tendency to render his victims silent and broken shells afterwards, further reinforcing his reputation as one that ends all sound. He rarely appears outside of his quarters, and when he does, it is garbed for battle, wielding his Force Sword and the sorceries that centuries of learning have produced.


Amennakhti the Executor
Once a friend of Sisebek, Amennakhti is now beyond such human bonds, his body reduced to dust and his will driven forward through sorcerous means. The deadliest of the Rubrics at Sisebek's call, Amennakhti is the one most relied upon to bring about the total destruction of his foes. Wielding one of the dreaded Soulreaper Cannons, he is known to carve his way through his enemies, melting flesh and ceramite alike under the unholy barrage of his weapon. There is no heart left within Amennakhti to feel pity, and all that he once was has been replaced, he is now simply the Executor of his master's will.


Sati the Speaker
Not all of the followers of Sisebek are the silent Rubrics however. To achieve his goals, he has gathered a collection of mortal cultists and psykers that may do his bidding with a level of subtlety and finesse that an Astartes, let alone one cursed by the Rubric of Ahriman, could never achieve. The most favoured of these is Sati, once a witch fearful of her own powers, that was raised by Sisebek into learning what she might achieve should she master those powers. In recognition of her talent and devotion, she was appointed to the role of Speaker, the greatest honour any mortal could achieve under Sisebek, for it is she who speaks for him, using her words as much as her sorcery to pull others under the sway of the Great Deceiver.

Jerahmeel the Summoner
Where most of the crew aboard The Silence speak in hushed whispers at the most, Jerahmeel is of a very different kind. A young Dark Apostle of the Word Bearers, he makes for a thunderous and imposing presence. Having turned to the dedication of Tzeentch by the Daemon inside of his Dark Crozius, he is convinced that it is his destiny to spread the word of the Changer of Ways far and wide, having become convinced that the voices in his head are holy guidance. Temperamental and with strong moodswings, he appears at odds with most others on the ship, who tolerate him due to his extensive knowledge of Daemonology. For his part, he considers his service onboard the ship to be another step on his holy mission, and is resentful that he, with his fiery orations, has not been granted the honour of Speaker, that role instead going to a mere mortal witch. He is constantly competing with Sati for influence among the crew and the ship's master, who tolerates this as long as it doesn't go out of hand, since it keeps both of them sharp.

Sofh the Silencer
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Not all those who seek Sisebek's attention do so by the way of their word however, and of the secretive cultists, who endlessly reform themselves into new factions, the one known as Sofh is likely the most dangerous. Rarely either seen or heard, she yet inspires dread in all, great or small, for at a single command by her master she could kill anyone aboard the ship before they even knew that she was there. Preferring to live in darkness on her own, she is said to blend in with the environment, and often subjects those coming for an audience with her a mock demonstration of the fleeting nature of their lives, and how quickly they could end if she so chose. Where Sati is loved, Sofh is feared, and Sisebek knows exactly the value of fear.
 
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Name: Commander Zitel Nick, of the Blissful Resonance Warband
Home Base: Fleet Based
Flaws: Pride, Curiosity, Wrath
Virtues: Genuine
Ambition: Legacy
God: Undivided, formerly Khornite
Warlord:
Terminator Lord = 300

Wargear:
Standard Gear = 0

Perks:
Charismatic = 100
Veteran of the Long War = 200
Survivor = 300
Trustworthy = 500

Flaws:
Apostate = -300

Warband:
Strength:
Half company = 0

Chaff:
None = 0

Fleet:
Weak = 200

Flagship:
Gladius = 0

Elites:
Warp Smith = 300

Perks:
Thunderhawk Warriors = 200
Void Warriors = 300

Flaws:
No Home = -100
Rival Warband (Tyrants of Blood) = -100
Rival Warband (The Rage Born) = -100
Enemy (The Undercult) = -200
Daemon's Ire (The Ferryman) = -300
Dark Debt (Speenodza IV) = -300



Characters: 2 from company size, 1 from Warp Smith
Speciality:
Medicine = 500

Traits:
Void Warrior = 300

Wargear:
Standard Gear = 0

Perks:
Liked = 100
Bionics = 100
Survivor = 300

Flaws:
Rival: Ristodemus "The Carrionbringer" = -100
Rival: The Crimson Bastion = -200
Rival: The Undercult = -200
Speciality:
Assassination = 200

Traits:
Sniper = 100
Dead-shot = 200
Diplomat = 200

Wargear:
Standard Gear = 0

Perks:
Charismatic = 200
Visions = 300
Master: Assassination = 600

Flaws:
Random Mutation = -100
Addiction (Pure Geneseed) = -200
Fanatical (Tzeentch) = -300
Dark Debt (The Devoted of the Ninth Ring) = -300
Speciality:
Escaping = 100

Traits:
Duelist = 100

Wargear:
Powersword = 200

Perks:
A Surprise = 100
A Surprise = 100
A Surprise = 100
Intelligent = 200
Talented = 200

Flaws:
Distractable = -100
 
Chaos is it's own greatest enemy destroying the warriors, the weapons, the armor and everything else it needs on each other.
Every bullet spent upon each other robs us not only of the bullet but of the man it kills.

To be mechanicus in chaos is to be a creator in a faction obsessed with self destruction. It is to be building a house as children run around with torches.

We can not destroy the imperium this way.

For us, that's all we care about. The first last and only thing is the destruction of the imperium.
That is our loyalty to chaos.
That is what we work towards not just with creating, arms and armor but saving the lives of those we can, and when that fails making them servitors so our work may continue.

We are the warmakers.
Amateurs study tactics experts study logistics


Now given a space hulk and under the direction of the ad mech we are to make the most out of our talents.
docs.google.com

Chaos Hospital

1000 Home Base: Dark ForgeFlaws: Pride, Cruelty, Curiosity Virtue: Intelligence Ambition: Immortality Allegiance: Undivided Warlord: Warpsmith (200) Warlord Perks: The Surprise: 100Charismatic: 100 Trustworthy: 500New Blood: -200 Warband Strength: Half Company Chaff Strength: ModerateF...
 
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The Vanguard of Orchids

The Vanguard of Orchids

Oh you are crystalline, I say, you are made of pain
For only suffering can create such beauty
And only suffering can wipe out your tears

Home Base: Void Station
Flaws: Vanity, Pride, Cruelty
Virtue: Patience
Ambition: Perfection
God: Slaaneesh

Warband strength: Half Company
Chaff strength: Medium
Fleet strength: Weak
Flagship: Gladius
Perks: Thunderhawk Warriors, Ally Warforge - Barokvin VIII
Flaws: Demon's Ire - The Ferryman, Dark Debt
Elites: Terminators

The exact origins of the Vanguard of Orchids are shrouded in ambiguity. While at its core composed of splinters of the Emperor's Children Legion, its current incarnation came around largely as a coalition of the remnants of various smaller warbands as they retreated into the Maw in the messy aftermath of the Siege of Terra, borught together under the sovereignity of Warlord Serept Furizba.
As any self-respecting Slaneeshi group, the Vanguard abides by the philosophy of "work hard and party harder". The Marines and cultists of the Vanguard believe that beauty is the greatest ideal in life, and it is something that can be found, or created, even in the depths of the Eternal Maw. In a slightly different context, this worldview could very well bloom into the ideal of the stoic warrior-poet, or romantic rememberancer of war, but such humble aims are unfit for followers of the Lord of Excess. The Orchidean ideal is both a warrior and artist in equal measure, finding something resembling a brief moment of fulfillment in the exquisite grotesqueness of mortal agonies and the subtle avant-garde choreography of the battlefield. In the pursuit of this goal, they can exhibit a level of rationality and self-discipline not associated with the sterotpyical Slaneeshi. Largely inward looking, the Vanguard is content with working as mercenaries in exchange for supplies and unusual items they think can help create the new masterpiece. As a result, they think of themselves as the greatest and smartest among the warbands of the Maw, for they do not allow petty distractions and impossible ambitions to distract them from their neverending quest for greater perfection of their ecstatic crafts.
Most others think they are just annoying and full of shit, but still remain savvy enough to know a fight picked with the Vanguard of Orchids is not one easily won.


(only has two arms actually, image not strictly accurate)
Warlord Serept Furizba, the Unparalleled One (title self-assigned)
Warlord Type: Champion
Wargear: Powersword
Perks: Dark Blessing (serpent hybrid)
Flaws: Dislikeable, Addiction

Not much is known about Furizba's life before the retreat to the Great Maw and their forging the warband under their interpretation of Slaneeshi philosophy. At the very least, it is generally assumed that Furizba used to be a Marine of the Emperor's Children Legion who turned their small band of surviving fellow Slaneeshis into the core of a larger warband but even if that much is true is unconfirmed with the Warlord and their fellow Warband veterans choosing to be silent on the issue.
What is known for certain and obvious at first sight is that Serept Furizba has known the blessing of the Prince of Pleasure. Their face and upper body uncannily graceful and androgynous (to a degree that might otherwise cause some confusion, but luckily everyone knows There Are No Girl Marines), while their legs have merged and transfigured into a majestic serpentine tail, black and slick and constantly oozing an oily substance that smells like combination of pugent organic waste and elegant perfume, equally revolting and intoxicating.
Furizba is insufferably smug and vain Even by the standards of Slaneeshi Champions, spending most time lounging in their throne room attended by mortal slaves tasked with the sisyphean task of keeping their tail clean. The Warlord is also known to be very fond of Viridian wine, a fine drink made from the dying tears of the innocent (or at least the relatively uncorrupted) and also grapes. As the sem-innocent are equally difficult to find within the Maw as the conditions for decent viticulture, this can be a bit of a problem. The Warlord claims to be able to quit at any time, but not even their staunchest loyalists believe that.
Due to the above reason, it's not terribly uncommon for some upstart to think Furizba weak and challenge them for leadership of the warband. Such a bold individual generally spends the last moments of their life in the Warlord's serpentine embrace, their bones snapping one by one under the unrelenting pressure.


Virgo Setenarius, the Gambit Player

Specialty: Leadership
Wargear: Powersword
Perks: Intelligent, Veteran of the Long War
Flaws: Distractable

The Warlord's chief advisor on matters of tactics and strategy, Virgo Setenarius is arguably one of the most instinctively gifted strategists in the Maw, a trait that can be as much a virtue as a fatal flaw. He prides himself as an unbeatable player of games, be it in dice, cards or strategy , often challenging others in the warband as well as any guests, and sees the art of warfare as simply the greatest and most challenging among them. His designs are often infused as a spark of brilliance, but his effectiveness is foiled by ego – if made to choose between a practical move set to succeed or a flashy but high risk one, he is bound to choose the latter. The consumate Slaneeshi strategist differs from a Tzeenchian schemer much like a warrior dedicated to the Prince of Excess differs from the Khornate – the core goal being not obfuscation for the sake of obfuscation but rather the feeding of his own ego. To Virgo, the perfectly executed strategy is one the enemy comes to understand a second after it is too late to counter. In this pursuit he generally treats mortal followers as expendable pawns, and other Heretic Astartes as valuable but ultimately expendable figures. It remains unknown what in his mind's board is the King, to be protected at all costs until the bitter end.


Lahijan, the Elder
Specialty: Training [expert]
Perks: Liked, Intelligent, Veteran of the Long War, Expert [training]
Flaw: surprise flaw

Most Chaos Marines are quite selfish narcissistic sorts. This goes doubly for those who follow Slaneesh, and the Vanguard of Orchids is no exception. Lahijan the Elder is, however, a certified nice guy.
A jovial veteran of the Long War, Lahijan has an unusual degree of basic respect for mortals and an outlook that can be described more as "extremely amoral" rather than outright malicious, making him something of an anomaly. While others in the warband focus on the pursuit of self-perfection, Lahijan has settled into the role of wise mentor to both other Marines and even the more talented parts of the chaff, seeing aiding in the improvement of others as the greatest art one can achieve. Some say this means something is deeply wrong with Lahijan, which doesn't change the fact he remains a sort of glue that holds the warband together.


Irjud, the Gorefeaster
Terminator Leader
Specialty: Champion
Trait: Duelist
Perks: Courage, Daemon Weapon, Survivor
Flaws: Idealistic, Rival Hero (Hallus Heirsus)

The foremost of the warband's dreaded Terminator forces, Irjud is perhaps the single strongest and most skilled warrior within the Vanguard of Orchids, matched only by the Warlord and (quietly) said by some to be the one who could beat them in combat and reform the band under stronger, worthy leadership. Thus far Irjud has shown himself utterly disinterested in such shows for power, preferring to spend time tending his private rose garden, writing poetry and training to be a greater and greater warrior. His only ambition, bound into an almost quaint code of honor, is to find more worthy foes that he could best in fair one on one combat. After besting his enemy he honors them by dealing a paralysing non-lethal blow and then [REDACTED] while they're still alive, then [REDACTED] until [REDACTED] with the [REDACTED]. Outside of combat, he is generally considered a pretty gentle guy and a little shy.


Arch Adminisrata Azani Vorkhsbarak, the Voidheart
Specialty: Intelligence
Trait: Diplomat
Perks: Liked, Intelligent, charismatic, Surprise Perk
Flaws: Fanatical

A hypothetical impartial observator would agree that any worshiper of Chaos, especially one who is a mere mortal human, is insane or at the very least broken on some fundamental level. There are many understandable reasons why one would decide to turn away from the light of the Emperor, but the price asked by the ruinous powers is terrible indeed and most anyone who survives long enough into betrayal will be rendered little more than a gibbering mutated lunatic.
Then there are the complicated ones.
Azani Vorkshbarak was born within the lower levels of a hive world by the name of Zarada. At one point a powerhouse that excercised sovereignity over several neighboring systems in a sort of petty empire, the hive's power suffered a near total collapse several centuries prior rendering it a permanent warzone of gangs fighting over scarce resources needed to survive. By her time, one of the gangs got poweful enough to become a formalised political movement, and then a government that was gradually restoring some measure of stability and even prosperity to the planet – the Zaradan Directory. As a young member of the Administration, a government body that resembled a civilian form of the later Empire's infamous Commissariat rather than any truly "administrative" entity, she came to be one of the few who not only respected, but loved the system. When the Directorate was inevitably approached by the emissaries of a foreign, far more powerful Empire they gracefully accepted vassalage and plotted revenge in silence.
The opportunity for revolution came with the rebellion of Horus. To the elites of the Directory it was a war of liberation and they were fully willing to sacrifice the souls of their people to achieve it. Azani Vorkshbarak was mobilized as an officer in the war, within an army that mostly consisted of worthless undisciplined underhive scum. She did a remarkably good job with what little she had at hand, but obviously it did not turn the tide of the war. She was forced to retreat into the Maw in shame, but not before learning that the Imperials had cleansed her home planet of all life for the crimes of heresy and rebellion. Filled with despair, she led her small band of deserters to survival with nothing but unbroken self-discipline and burning hatred for the False Emperor.
When they encountered the Warlord of the Vanguard of Orchids she was offered a choice – kneel and swear eternal servitude, or perish in indescribable agony. Nobody exactly offered a chance to surrender before, not really. Everything in this place was just trying to kill everything else. She cried tears of joy as she knelt and allowed darkness to embrace what was left of her soul. When she was ordered to select the weakest third of her followers for slow and exquisite death at the hands of the Vanguard, she did so matter of factly and without a shred of regret.
With talents and instinct, she would rise quickly through the ranks, proving herself a talented negotiator and organizer, being among other things the one responsible for the warband's beneficial relationship with the Barokvin VIII Dark Forge. Called either "The Vanguard's eyes and tongue" or "Furizba's favorite pet mortal" depending on who's talking, the Voidheart remains as sharp, collelted and outwardly reasonable as ever, regardless of the sigils of Slaneesh now adorning her old uniform or the cold, hopeless joys she takes from her part of the Warband's cruelties.
 
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The Eightfold Crucible
The Eightfold Crucible
The Space Marines were designed by the Emperor to be his army, a tsunami of destruction rolling across the galaxy, while regular humans were relegated to support roles and garrison duty. Is it any wonder then that so many succumbed to hubris? But things did not always go according to plan. The 36th company of the Iron Warriors began no different then their brothers, utilized for grinding siege warfare that no one else wanted to do, spurred on by the hateful glare of their gene-sire. After their numbers were devastated during the purgation of a particularly resilient xenos empire within Segmentum Tempestus, the commanders gathered to discuss what to do next. They could no longer afford to carry on with the same sort of astartes-heavy strategies they used to, but neither would they allow themselves to stop and wait for reinforcements, for Perturabo had ordered heavy compliance quotas, and none in the company would dare to do anything to invoke the wrath of their father, much less report to him with the shame of failure around their neck. Thus, a new strategy was found.

Emptying out the death worlds and underhives of the planets along their path, supplemented by penal battalions the Imperium was all too happy to be rid of, the 36th company amassed a vast armada of mortal soldiers with which it carried out subsequent invasions, the actual astartes being used as speartips or rapid deployment units to the heaviest fighting in strategies that were eerily prescient to the ones the astartes would be forced to adopt after the breakup of the legions. The 36th company learned many things in those campaigns, new strategies, new methods of utilizing and training the humans under their command, but most of all, they learned some small sliver of respect. As the rest of the future traitors and even many loyalists continued to sink into their own elitism, the 36th company increasingly came to view humanity as genuinely capable rather then as a burden or as children.

When the Horus Heresy came, they did not hesitate to raise their arms against the corrupt and weak Imperium. Sent to fight alongside the Word Bearers to reinforce their containment of the Ultramar Sector, they spent much of the war engaged against the hated and self-righteous Ultramarines who had always looked down on them, taking special delight in utilizing the skills of corruption taught to them by the Word Bearers to turn the Ultramarines own decadent citizens against them. Of course, we all know how this story ends. Horus squandering his gifts through arrogance, the traitor legions broken and hounded across the galaxy into the warp storms, the corpse of the False Emperor placed into his golden chair by his witless lackeys.

Like many of the more organized traitor forces, the 36th company first attempted to link up with other 4th Legion units and hold their ground, and when that failed carried out an organized retreat to the nearest safe zone. However, as they attempted to resist the Great Scouring, the attitude of their fellow traitors grew increasingly grating. They had been soundly defeated, and yet their fellows wallowed in delusional arrogance and needlessly wasted resources, butchering and brutalizing entire planets that, with the right training and motivation, could have kept the Imperium's forces occupied for years, or at least force them to declare exterminatus and deny themselves the resources of an entire world. Increasingly disillusioned, the 36th company finally broke and fled to the only true refuge for traitors, the warp storms.

Along the way, the 36th company would begin the first of the military unit production runs that they would become infamous for. The planets along the way were emptied out, the citizens were herded into the bowels of the cavernous transport ships, and the experiments began. No two ships were exactly alike in their styles, with methods ranging from measured warp exposure, to mass cybernetic augmentation, to simply denying their captives the resources for survival except for what they could take from one another. Or more often all of them and more, as data and results were shared to further refine the program. Millions of Imperial citizens went in, and by the time the fleet arrived at their new home planet of Ferrusk, a tenth of that number in bloodthirsty but obedient creatures emerged. The space marines themselves had come to a realization during their flight. Forget the attrition warfare and endless fortifications. This, this is what they were meant to do, this is what truly ignited their passion. The 36th company of the Iron warriors was no more. The Eightfold Crucible was born.

Since then, the Eightfold Crucible has been busy forging a reputation as the best place for warbands to go to purchase relatively high quality human (or at least humanoid) soldiers, your payment taken either in resources, or interesting items and technologies that the Crucible can use to further augment their craft.


The mysterious leader of the Crucible, all that is known about him is that he has been the leader of the crucible since at least the early days of the Horus Heresy, or possibly even earlier, that much of his time is spent overseeing his planet, and that he has the single most rare trait for a chaos warlord to have, being trustworthy. A man of his word, he has deliberately avoided betraying or shorting anyone else in the Eternal Maw, and while some may deride this as weakness, the Overseer does not care, for he has more important things to attend to then short-sighted fools (liberally insulting the people he has met does not count as betraying them).


How Xen came to be a part of the Crucible, let alone one of their highest ranking members, is not known, what is known is that his personality is completely and utterly terrifying, even to hardened survivors of the Eternal Maw. Namely, his unshakeable positivity. Constantly cheery and upbeat, Xen never hesitates to give genuinely positive and helpful advice to his trainees alongside the usual slaaneshi combos, praising them for doing the best they can and inspiring them to do better, either through words or the many inspirational quotes he has had etched into the walls of his fortress. If you can ignore the fact that the things he encourages you to do are unspeakable atrocities, he's a pretty cool guy.


Surprisingly cowardly by the standards of a space marine, Gremius prefers to stay out of the firing line during combat. Fortunately, he is also the Crucible's chief apothecary, and as such is able to justify this behavior without raising too many suspicions.


One of Xen's more successful projects, Telima Bios leads an elite assassination unit, which means the Crucible likes to insert them into Imperial centers of government and then watch as the population falls into panic after watching their leadership that was calm and collected one day get turned into mince meat on live broadcast the next.


One of the Crucible's experiments has been the establishment of their own religious sect that would allow for both more precise customization of the mental components of their projects, but also to allow for a spread of their influence to worlds not directly under their control. Geradine Fleshspeaker is an early prototype of this project, and is devoted to the Crucible with a fervor that would make their old Word Bearer comrades proud. Now if only he could stay on task more consistently, but no alpha version ever launches without bugs.

docs.google.com

Eightfold Crucible

Home Base:Colliseum World Flaws: Greed, Curiosity, Depravity Virtues: Industrious Ambition: Domination God: Undivided, although individual followers of specific gods can be found Warlord (The Overseer): Warpsmith (200) Warlord Equipment: Power Sword (200) Warlord Perks: Trustworthy (500) Chari...
 
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Player Roster
The Servants of the Gods stand assembled.
Undivided
The Lost, The Broken, And the Damned

Panoptes, Seeker of Knowledge @Another Amoeba
Azarad of the Black Edict @KreenWarrior
Invictus, Broken Lord of the 13th Company @CommanderBlade
Xanther of the Harbingers of Iron @firespier
The Overseer of the Eightfold Crucible @Twiggierjet
Maldar Starran, Lord of the Apostels of Change @Draorn
Totenarc Buboe, Master of the Broken Legion @averagename
Nurgle
The Admiral and the Pox Lord
High Admiral Pyrox Voyal of the Fetid Fleet @Pale King
Pox Lord Calgathus of the Heralds of Ruin @SteelWriter77
Tzeentch
The Eater of Minds
Sisbek, Master of the Warriors of Silence @Caspoi
Khorne
Two Hounds, a Wolve, and a Smith
Hrocc the Charnelbound, Leader of the Rageborn @Dovahsith
Sothrak, Master of the Tyrants of Blood @ThatGuyMike
Hvund, Leader of Hvund's Ravagers @Nemesis_Scar
Flavespian, Forgemaster of the Hateful Forge @BlackCrown
Slaanesh
Seekers of Perfection and Transcendence
Aurelius Bombarsa, Warlord of the Extravagant Host @Lord_Asmodeus
Serept Furizbar, Master of the Vanguard of Orchids @TaxHarbinger
None
Two Kings, a Loafer, and a Spy
The Dark King, Seknar, and his Merry Men @triumph8w
Avere Felsword, Lord of the Swords of Caliban @Hyvelic
Tyal Kas, Master of the Iron Bond, @Taricus
Harrowmaster Mycenaius Dolus, Master of the Hydra's Gaze @ZoneofEndless

Thank you all for your Applications.

The IC Thread will hopefully be up at some point tommorrow or at the very least during next week. Until then, you have time to fill out rivalries, Vassalages, and anything else that might be missing.
 
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