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A Broken Throne - The Crimson Lions
Posted 11 February 2016 - 06:41 PM
Amongst the ranks of the III, Clan Kradogg are a shadowy and mysterioud group of astartes, associated only with death and slaughter on a grand scale. Incidents such as the Groddon massacre are events writ large and often in Kradogg's history and it's astartes have developed a reputation for barbarism and savagery on a scale unmatched by any other than possibly the dreaded Drowned and Berzerkers of Uran. It is said that the only reason Hectarion suffers their existence is for use against foes who cannot be reasoned or negotiated with and must be utterly destroyed or foes against whom strategy and wiles are no aid, only grim determination and sheer bloody mindedness. Because of this, the astartes of Clan Kradogg are shunned by their bretheren, despite being, perhaps, the most loyal of all the III and the most willing to sacrifice anything, even their honour, for the ideals of the Crusade and the hope of a brighter dawn for humanity.
One of the numerous reasons for Clan Kradogg's estrangement from their fellow Clan's is their independence from the main body of the legion. This independence has its roots in the years immediately prior to the legions primarch on his homeworld of Mycenae. During this time, Clan Kradogg(Clan Moros as it was then known) was locked in a vicious campaign in the rad wastes of Iyya alongside their bretheren of the XVIII. Because of their duty to the campaign, Clan Kradogg were unable to assemble alongside the rest of their legion in greeting their newly discovered primarch and by the time that the war on Iyya was over, their primarch was at the forefront of the Great Crusade and he sent orders for them to continue their push north along the western fringes of the galaxy. Believing they had been exiled to these savave regions of space as a test by their new father, the astartes of Clan Kradogg threw themselves into one brutal war of attrition after another, ever incurring heavy losses but still roaring their proud war cry of "Til Uprannan! Til Valhall" that they had brought with them off the irradiated plains of Terra. However, as the decades dragged on, their ranks were whittled down as the Terrans hurled themselves into battles and assaults that were plainly suicidal in an attempt to prove themselves worthy of the mantle of the III and fewer and fewer recruits arrived from Mycenae, a world which grew more distant with each passing year as the Clan pushed into the dark and unknown regions of space. In order for the Clan to survive, it was forced to induct recruits from the worlds it conquered, worlds which they had payed for in blood. So it was that their new recruits came less and less from Mycenae and more and more from worlds like Aklos Prime, an irradiated wasteland whose inhabitants were groups of nomads who hunted and ate each other amidst the rad wastes they called home. While gene seed implantation gave these warriors the bodies of Crimson Lions, in many cases these new marines minds were utterly numbed to both their own and other humans suffering. While at first this changed little within the Clan, as the command structure stayed Terran for the most part, with the new astartes lacking the guile required of commanders, inevitably gaps opened up in the command structure as Terrans died and as the years went on, the Terrans numbers were whittled down to the point that they had to induct these new marines into the ranks of commanders. Once this happened, a slow change started within the Clan. It's attacks became less controlled and more violent but undeniably faster. In addition to this, the Clan began to use rad weaponry(outlawed in the rest of the legion) inviting horrifying deaths for both the user and the foes it was unleashed upon. Strategy became less and less important in these campaigns as the new commanders often used the simple stratagem of marching their men grimly forward into the enemy guns and winning through brute force and sheer determination than any particular strategy. However, the drive to prove themselves remained foremost in the minds of the astartes of Clan Kradogg and they went to new heights to try and achieve it, using combat drugs normally reserved for penal battalions(used in the highest possible dosage) and replacing limbs with bionics(due to the dangerous nature of their warzones, many of Clan Kradogg said that a new recruit was only a true warrior upon receiving their first bionic. This led to the bizare practice of chopping off a hand upon acceptance into the Clan and replacing it with a bionic). Even their armour didn't escape, as the new astartes of Clan Kradogg added in filters and extra plating to better serve them in the brutal warzones they often fought in(and to withstand the destructiveness of their own equipment, as many marines carried rad grenades into battle whenever possible). Ultimately, all these changes to their wargear were made in order to wage war more efficiantly and more swiftly than before and so earn the respect of their primarch and their Emperor. It was in this hope that Clan Kradogg marched into battle, roaring their new battle cry "Sruggu! Sruggu Mycenor" which, translated from Kradan(the language created by Clan Kradogg to serve as their battle cant, as many came from worlds where Imperial Gothic was but a distant memory) as "Blood! Blood for the Mycenor!".
Eventually, as the possibility of being noticed became ever more distant, Clan Kradogg became less and less like the other Crimson Lions and more like the Berzerkers of Uran, killers who lived only for the joy of feeling hot blood paint their faces or seeing their enemies cough out their dissolving lungs. Sons of sunless worlds, violence was one of the few joys truly felt by the astartes of Clan Kradogg. However, despite this increasing propensity for violence, the gene seed maintained some element of nobility in them, and they would frequently assault more heavily defended enemy positions rather than risk harm to non combatants and their foes would always be offered two chances to surrender: one before commencement of hostilities and another just before annihilation. It is only these last shreds of honour, preserved by their gene seed that makes them still recognizably astartes of the III for without these they would truly be lost to their own bloodlust.
Not entirely happy with the fluff just now, feels a bit too much like Death Guard or Night Lords lite and not enough Crimson Lions in there. Anyone have any ideas on how to make it more Crimson Liony?
And just for fun I decided to make a Clan Kradogg oriented character.
Myrvallen Juzi Fol, 250 points.
WS5 BS5 S4 T5 W3 I4 A2 LD10 SV3++
Wargear: Void hardened armour, Filtration systems, Bionics, Mercy, twin wrist mounted flamers, Frag&Krak grenades, Rad grenades, 3 Phosphex bombs.
Filtration systems: Any weapon which has the poison special rule gets its poison value reduced by 1, so 3+ would become 4+.
Mercy: While Juzi Fol has many weapons in his arsenal, by far his favorite is his war scythe, Mercy. With the blade being a trophy taken on Qarith prime, Mercy is a terrible weapon, fully capable of cutting an astartes in full battle plate in half. When in combat, it had the following profile:
S: User AP: 3.
Special Rules: Adeptus Astartes(Crimson Lions), Eternal Warrior, Fear, Feel No Pain(5+), Joy of the Kill, Prince of the Cursed.
Joy of the Kill: If Juzi Fol inflicts unsaved wounds on an enemy unit during the assault phase, he must take a LD test. If he passes then he gains attacks equal to the number of unsaved wounds inflicted. If he fails, he loses -1WS and -1LD.
Prince of the Cursed: If Juzi Fol is your armies Warlord, then your army may take the following Rites of War:
-The Long March: All squads with this RoW gain a 5++ Feel No Pain.
-March of the Doomed:
Posted 11 February 2016 - 06:49 PM
-The Sunless: All squads with this RoW gain Fear and Joy of the Kill but may never take an allied detachement.
-Shreds of nobility: If a challenge is issued to a character using this RoW, they may not refuse it.
-Once we were Lions...: All squads with this RoW may never fire overwatch or make Hit&Run moved but gain Counter Attack.
-Honour to the last: If a unit is reduced to under 25% of its starting strength, it re groups automaticaly and must advance towards the nearest enemy held objective.
Brother Klorokos Nol, 100 points.
WS4 BS4 S4 T5 W2 I4 A1 LD8 SV3++
Wargear: Void hardened armour, filtration gear, Heavy flamer, Chem munitions, Ivraxian munitions.
Ivraxian munitions: Virulent poisoned gasses created by the tech lords, these deadly fumes are capable of eating a way through even cataphractii plate.
S - AP2 Template, Poison(3+).
Special rules: Legiones Astartes(Crimson Lions), Fear, Feel No Pain(5+), Son of Fire.
Son of Fire: A mentally unstable pyromaniac, Klorokos Nol's love of fire tends to rub off on those around him. If he doesn't burn them alive first that is...
Any army containing Klorokos Nol may take Heavy Weapons Squads with Flamers as Troops choices.
Posted 20 February 2016 - 05:04 PM
The world of Mycenae is located in the galactic north west, close to the ocularis malifica, and is the homeworld of the III legion. Being around 23% larger than Terra, members of the Mechanicus who have studied the world believe it to be only 2.835 billion years old, making it one of the younger worlds they have come across. One of the worlds distinguishing features are its two moons, Feri and Hasti, which its inhabitants believe to be wolves, constantly pursuing the sun but never catching it(such myths, which I'm sure you'll agree bear a striking resemblance to some of those told by Fenrisians, have led some to theorise the two worlds inhabitants share a common ancestry).
The climate of Mycenae is quite temperate by the standards of an astartes recruitment world, being similair to that once enjoyed by the area's around where the Balt sea once was. In the summers, the land is quite warm and suffers frequent thunder storms(during which it's common for lightning to strike the ground or the world's inhabitants) and temperatures tend to range between 10 and 30 standard Terran degree's. In the winter, temperatures drop drastically and snow storms are common as opposed to the summers thunder storms. During these, unless a human is in shelter then they will often suffer what the inhabitants call "srúthan snear", which is when one has patches of skin ripped off by the storm. During this time, the sea's of Mycenae become particularly difficult to traverse as they become more violent and less predictable, with violent sea storms being a common occurence. During these, waves rise up which are over 30 metres high, swallowing ships beneth them never to be seen again, and so much rain comes pouring down onto the crude sail boats used by the Mycenaeans that the rain water can rise up to the crews knee's, sinking the boats, and the winds blow so strongly that they can capsize ships. While these also occur in the summer, it's possible for a ship to go through an entire journey without encountering one while in the winter a crew would consider themselves lucky to only experience a couple.
On its continents and islands, Mycenae's terrain is no more forgiving than its oceans. Amidst the mountains which rise up from the land there are any number of false paths, caves or slopes on which a person can fall to their deaths. Summer storms and winter snow in the mountains is also particularly dangerous in the mountains, as the lightning of storms often blasts large chunks of rock off of the mountains which then fall onto the few paths that exist, collapsing them and crushing anypone travelling on them while in a normal winter the snow will fall waist deep. Aside from these mountains, Mycenae is also covered with forests and grasslands. In the forests, the tree's can grow up to 100 metres tall, in the deepest parts of the forest rising up to block all light. It is Mycenaean belief that in these trees live the souls of those who have offended the gods, condemned to be trapped forever within the tree. Because of this, the forests are places to be feared and few Mycenaean's ever venture too far into them for fear of both the monstrous animals that dwell beneath the forest canopy and the vengeful spirits who are trapped there. The forests also mask many hidden dangers, as swamps are not at all uncommon beneath the trees. The mists produced by these swamps are often poisonous and if a person puts a foot wrong when traversing the swamp then they will become trapped and gradually be sucked down into the black muck of the swamp. Even rhe grasslands have hidden dangers, like the "nirim" bushes, bushes whose thorns contain a poison so stroblng that even a shallow wound from one puts you in danger of death.
Like most astartes recruitment worlds, Mycenae boasts many dangerous animals with whom its inhabitants must do battle. The two most famous are undoubtedly the Stone lions and drakfaraigge. The Stone lions are enormous predators, often nearly 12 metres long, who live in the lower caves of the mountains and prowl the grasslands, frequently hunting the humans of Mycenae instead of their usual prey, the herds of krigini. These lions earnt their name not through their grey pelts but through the toughness of their skin, which is tough enough to withstand some axe blows. Given their enormous size, this makes stone lions difficult beasts to hunt or fight and it is a point of extreme pride for any warrior to have killed a stone lion, even amongst the astartes. The drakfaraigge are the second most well known of Mycenae's beasts. No one knows how long or large drakfaraigge actually are, for no one who has seen an entire drakfaraigge has even returned, their knowledge vanishing beneath the waves with them. The most that many see of them is their neck as they rear up above a longship to destroy it and its crew and this often rises up 10 or 15 metres above the water, although the largest I've ever heard of was that killed by Hectarion shortly before he conquered the last of Mycenae's tribes which apparently rose 30 metres out of the sea(although the truth of this tale is often questioned). While it isn't unknown for Mycenaean tribesmen to triumph over a drakfaraigge, such victories are by far the minority of cases and mostly the drakfaraigge will win and drag its prey down beneath the waves of the oceans. Because of this, it is these beasts that the Mycenaean's fear most of all the animals which inhabit the depths of their oceans, although many warriors view drakfaraigge as the ultimate challenge to overcome. However, many Magos Biologis theorize that those drakfaraigge who hunt on the surface are ony juveniles and the adults hunt in the deeps.
However, while there are many other deadly fauna which inhabit Mycenae's surface(storm crows, wood bears and snow wolves to name just three) I shall stop this analyses here.
The people of Mycenae are a hardy folk, living out short, violent lives amidst the endless trials that their homeworld provides. Mainly living along the coast or the outskirts of the forests of Mycenae, the Mycenaeans divide their year into three distinct times. The first is the time of battles. During this time, those Mycenaean tribes who survived the winter relatively intact begin to expand, forcing other, less fortunate tribes off of their land and claiming it for themselves or re claiming the land they lost the last summer. Because of this, battles between tribes are common and it is often now that a tribes young warriors are blooded. This period lasts only a short while however, before the next begins. The time of peace is when the tribes begin to prepare for the winter, harvesting as many crops as they can and stockpiling food in preparation for the winter. While there is limited raiding during this time, it is mostly peaceful(aside from having to fight off stone lions and other fauna) and during this period trade tends to flourish and it's for trade rather thahn raiding that the tribes take to seas in this period(with the exception of those who live on the islands of Mycenae who raid all year round).
However, as soon as winter begins and the time of peace is over, the tribes warlike tendencies return and, as winter starts to set in, they fight each other in one last attempt to sieze more land, wealth and food for themselves before true winter arrives. These wars also serve as a medium through which the older members of a tribe(generally anyone aged over 30) may die a glorious death in war for when winter well and truly begins a tribes oldest men will often announce that they are going hunting and are then never seen alive again. For some, their bodies are found frozen with tears frozen to their cheeks and their hands beginning to blacken from frostbite when summer comes again but for most, they are never seen again,
Edited by Sigismund229, 20 February 2016 - 05:12 PM.
Posted 20 February 2016 - 05:12 PM
This constant cycle of battle and raiding combined with the dangers of the world on which they live have combined to make the Mycenaeans ideal recruits for the adeptus astartes, even if they can't provide as many recruits as more developped worlds(a man on Mycenae is considered to be old by the time he is 30). Indeed, one of the things which many of the III who hail from Mycenae said they found most surprising when they left their home was the idea that humans were able to die of old age, as their homeworld produces so may dangers that dying of old age is something which hardly ever happens on Mycenae(this is also likely the reason why no Mycenaean has ever lived long enough for nerith to kill them).
++ Excerpt from the legiones astartes written by (redacted) of the (redacted) legion. ++
Posted 01 March 2016 - 06:51 PM
Posted 03 March 2016 - 07:53 PM
By and large they preferr to avoid it if at allpossible but if it's inescapable then they accept it and move on
What's the Lions' outlook on collateral damage?
Posted 04 March 2016 - 06:52 AM
Posted 10 March 2016 - 05:35 PM
I finally wrote an exemplary battle for the Crimson Lions!
Posted 10 March 2016 - 10:19 PM
Origins: The blood of Albyon
The origins of the III legion lie in the Kingdom of Jurfik. While the Kingdom had existed for much of the Age of Strife, centred around old Yorkshyr, it experienced an enormous expansion in the latter years of the Age of Strife as its King's extended their dominion far from the Kingdom's ancestral heartlands and into the regions inhabited by the Nordyk tribes and the region was filled by the "Nordzee" or North Sea. As evidenced by their rapid expansion, the people of Jurfik were both warlike and brave, inclined to reach for the axe rather than the plough. As such, they warred frequently with their neighbours, the eastern Nordyk tribes, the Suomensku nomads, the Jermani and the other Kingdoms of Albyon. So it was that when the Emperor finally came to conquer the Kingdom of Jurfik, he realised that negotiation would be of little use, only brute force.
However, his armies were, at first, defeated, destroyed or driven back at the battle of Sternfald. Seeing that this was a foe who would not be easily subdued, the Emperor led the next expedition personally and included within it the newly created V legion of the elite Legions Astartes as well as hundreds of thousands of well drilled and disciplined Pruss Jaeger regiments.
When the two armies met, at the foot of Mons Batonica, a sacred location to the people of Jurfik, it was beneath skies from which thunder raged and rain fell. Led by King Artorus, the warriors of Jurfik fought fiercely and well, exacting a heavy toll on the forces of unity. For each warrior of Jurfik who fell, one of the Emperor's soldiers fell also. At the centre of this slaughter was King Artorus, swinging his axe beneath his raven flag and cutting down Imperial warriors by the dozen. Beside him were his Hirt, his chosen warriors, each one prepared to fight to the death for their King. Wherever the courage of the men of Jurfik began to fail, the example set by these fine warriors as they carved a way through the men of Pruss would bolster their resolve and they would fight on. The battle continued like this for a day and a night, with the blood of the fallen forming muddy pools at the feet of those who fought.
The climax of the battle came at dawn of the second day, as King Artorus and his Hirt charged the Emperor and the V legion. As the leaders of the two armies met, the Emperor beneath his eagle standard and Artorus beneath the raven of Jurfik, their bodyguards clashed with a terrible roar that could be heard for miles. While the Emperor and King Artorus were both skilled warriors, the outcome of their duel was not decided by martial skill. King Artorus was not killed by the Emperor, as is often claimed, but by an un named Prussan Jaegar who put a precision shot through Artorus' neck, leaving the King of Jurfik to fall down to the Emperor's feet. The battle was over. The Emperor had won.
However, the Emperor did not order the execution of the remainder of King Artorus' army, as many had expected. Instead, he offered the warriors of Jurfik a choice: join his burgeoning empire as warriors and fight for him or die free men. While some chose to die rather than serve a foreign ruler, the majority(including King Artorus' brother, Rolon) chose to fight for the Emperor. It was these warriors who became the first astartes of the III legion, the Blood Wolves.
Fighting for the Emperor, the Blood Wolves began to carve out a new legend for themselves, a new chapter in their people's history. From the ashes of their defeat at Mons Batonica, they emerged triumphant in the fires of a dozen other campaigns, including the conquest of Ursh, after which they encased the tyrant Kalaggan's head in silver and hung it from their banner. Led by Rolon(for the blood of the Kings still commanded great respect in the legion) the Blood Wolves campaigned across Terra, until, finally, unity had been achieved, payed for with the blood of Albyon. However, the III legion's legacy and legend were just beginning.
Edited by Sigismund229, 14 August 2016 - 04:44 PM.
Posted 10 March 2016 - 10:35 PM
Edited by bluntblade, 10 March 2016 - 10:37 PM.
Posted 10 March 2016 - 10:53 PM
A Captain Hereward needs to feature Tell you what, some Welsh influence could be a nice touch for one or two Clans. I studied in Aberystwyth and did a lot of kayaking, so I have a whole ton of river names to use.
Hmm...I may just write about an Ancient Hereward the Wake(so named because he never goes into stassis) in my next story...
And on the subject of Welsh influences, knock yourself out. I use a lot of pre Roman Brythonic names for Mycenaeans anyway so wouldn't stand out as too different
Posted 14 March 2016 - 03:43 AM
The Lion Packs by Gerold Camraig
There are several instances in which a Legion Astartes’ Terran culture clashed with that of their Primarch’s adopted world. In most cases these conflicts ended with a more or less complete shift to the culture that their father brought.
In the case of the III Legion however, the space marines found a civilisation much like those which had raised them, and the sheer size of the Myceneaean domain allowed for a great deal of diversity. Consequently many of the Legion's “Clans” retained a large degree of their heritage, often displayed in their heraldry and wargear.
The Lions’ Cradle
After the fall of Narthan Dume, the military covenant between Albyon’s warlords splintered, and the region descended into war. Shortly after the close of the parliament, Jurfik rose to overshadow all its neighbours. Using their armies of genehanced soldiers and “Ironside” proto-dreadnoughts, they carved out enough territory to border both the East Nordyk enclaves and Jermani. Cambrai acquiesced to vassal status, and much of Caleiodoni languished under the iron-shod boot.
Despite its ascendancy though, Jurfik never mustered the strength to subdue its neighbours, as wars stretched the gene-soldier armies to every corner of its domain. Thus the mountain fastnesses of Giwanedd, the fortresses of Kynt and the steel-clad warriors of Meriac held out against the hegemony, while the Caleiodoni fought a spirited resistance, eventually pledging themselves to the forces of Unity to overthrow their masters. Beyond their borders the small states of Cernath, Ulesur, Conaghet, Dublay and Monsteyar all vied messily for dominance. Ultimately however, all bent their knees to the Emperor, and the III Legion gained its first warriors.
Roughly analogous to the First Companies of other Legions, Mycenor are led by the Primarch himself. They embrace the culture of Mycenae with greater fervour than any of their brothers, having been drawn from other Clans after the reunion, having been drawn from other Clans after the reunion, and many among their number grew to manhood in Hectarion’s company. The deeds of these 6000 brothers are told with almost as much awe as their master.
Fighting wherever the battle is fiercest, the Clan enjoys an effective monopoly on Terminator armour, borne by the elite Improdoi as befitting their joyful embrace of the melee. The of the Clan is made up of the veteran Hypaspists and the Legion's finest planetary assault specialists, the Inroiar. Given their long individual careers, the Hypaspists favour a range of wargear, but one aspect unites their weapons- they are all geared towards the ferocious scrum of the phalanx.
Drawing its initial recruits from the mountain strongholds of Giwanedd, maintains the fierce mobile tactics that allowed the people of Giwanedd to endure in the shadow of Jurfik until they aligned with the Imperium. They were also prolific wielders of the aether, using it to safeguard and conceal their keeps against aggressors, a legacy seen in the Clan's large contingent of Gutuatros psykers.
As such this small Clan boasts a greater concentration of tactical squads than their fellows, whilst their Cocidii scouts are also more prominent than their peers and equipped similarly to standard assault marines. Unlike other clans, they find little use for belligerent Sperothai units. Owing to their relative dislike for front assaults, they are the Legion's most prolific users of Mk IV armour, as the Mechanicus are more willing to trust them with such valuable assets than most Lions. Masters of manoeuvring at speed in tight surroundings, they favour long-range weapons over melee combat, their culture suppressing some of the Getae’s more boisterous tendencies.
These Astartes tend to operate in small, flexible units, and frequently deploy a few companies to support their more numerous counterparts. However they have earned renown for daring actions fought alone, such as the celebrated Kiavahr Compliance in which their assault units tore through the Tech-Guilds’ spires to liberate the populace.
Myrvallen Gwythdr Antathos of the ancient Mawddach wartribe leads the Clan, one of the few psykers to hold such a lofty command within the Legions. It was at his instigation that they chose Ceredigia for their base, the Myrvallen deeming the mountainous, rain-swept world to be “just like home”.
The oldest and largest Clan, Briganda embody Albyon’s warrior spirit at its most aggressive, inheriting the ethos of Jurfik. Consequently, the Clan retains a great emphasis on cohesive, aggressive tactics, being among the foremost practitioners of the III Legion's renowned phalanx tactics. They also favour the use of mechanised elements, fielding a greater proportion of Dreadnoughts than any other Clan.
Rather than establishing veteran companies, they use their Aishetari to provide a stabilising influence for the boisterous Getae and quickly teach them the ways of the shield walls. They are commanded by Myrvallen Serenos, known as the “Althing” to his troops. He has led them through many exemplary actions, most famously the Veroch War against the Orks of Warboss Thargetha.
The heraldry and wargear of Briganda bears many reminders of Jurfik’s Saxun culture as well as the Nordyk traits of its neighbours. Some posit that it contains large numbers of recruits from Fenris, as its livery bears a remarkable resemblance to that borne by the Kaerl armies drawn from that world. Spears and short swords predominate among their close combat weapons, and officers favour helmets customised to resemble ancient Saxun wargear.
While their methods are typical of the Crimson Lions, Ikenos nonetheless stand out from their Legion peers in a few ways. This is largely due to their Caliodoeni roots, which placed considerable importance on individual prowess as well as group cohesion. This is considered to be the legacy of the northern state’s wars against Nordyk countries such as Skandmark. Myrvallen Bannock Meig leads the Clan by example, a titan of close combat who favours a large, slashing sword over the more common gladius or falcan blade, as do his Pezhetairoi elite.
These influences were diluted somewhat by the high numbers of Cthonian neophytes, and today the Clan is drawn from a number of systems within Mycenae, primarily Etrusque, but their bullish attitude had been eagerly adopted by new recruits. Their livery’s most notable feature is the decorative “kilt” tunic donned by officers on formal occasions.
Unsurprisingly, Ikenos practice the kind of aggressive, regimented tactics which define their Legion in the popular consciousness. The breadth of their campaigns, fighting alongside elements of the Fire Bearers, Iron Bears and the then Morning Stars, only helped to cement this image of the III and the prestige of Tincomos’ warriors.
Clan Karakal are an oddity among the jovial Lions. Drawing heavily on Cthonians and grim warriors from the Nordzee provinces of Jurfik, they evinced a chilly aloofness early on. However, their character was truly cemented after the Mortax Compliance against the Orks. As the people of Mortax had risen up valiantly against their oppressors, the Clan accepted a great many youths into their ranks.
Best known of these is the Clan's current leader, Myrvallen Cruach Karakal. Having spent his childhood fighting in the industrial wastes, Karakal viewed with disdain those lacking the strength to fight against xenos, as well as those who failed to yield to Imperial power. Such views distanced him from his fellow Myrvallen, and it is conjectured that they or the Primarch himself bear some responsibility for the small size of the Clan, which stands at just 6000 warriors. However, Karakal’s insistence on recruiting almost solely from Mortax has also played a part in stunting the Clan's growth.
Despite their small numbers, Karakal have earned infamy through their merciless approach to the Great Crusade. While the rank and file adhere to the Breacher methods of the wider Legion, Myrvallen used Destroyer units as the template for his pezhetairoi, the dreaded Black Guard. They eschew some Destroyer weapons such as rad-grenades, but their ruthless conduct outdoes even those fearsome Astartes, save for the Blood Boilers of the VIIth Legion. As such, they are only deployed when no quarter is to be given, typically led by the Myrvallen with his huge, two-headed power axe.
Numbering 12,000 astartes and commanded by Myrvallen Finleil Erran, Clan Daran represent the Legion's legacy from Conaghet. In terms of tactics they are typical of their Legion, and they are well-regarded if not revered for their conduct alongside the Fire Keepers and Godslayers.
The most notable thing about them arguably their ebullient character as a Clan; one Army officer likened their fighting to a good-natured bar brawl. They also boast of their reputation as the heaviest drinkers in the whole Legiones Astartes, and as such their victory celebrations have become the stuff of legend. Niklaas himself posited that the banquet they held on Barbarus was the only cheerful thing the Death World had ever seen.
At just 2000 astartes, Tauranga constitute the smallest Clan following a brutal war of attrition on Treyatan. They survived through the adoption of hit-and-run tactics, using jetbikes to lure their enemies into the teeth of their infantry. Myrvallen Tyrconus and his Pezhetairoi go so far as to ride jetbikes into battle, something which is unheard of amongst other Clans. Similarly to Clan Balda, their organisation has become much more flexible as they adjusted to their reduced strength and newly established doctrine.
The deserts of Ayni Prime contribute nearly a fifth of the Clan's intake, and little of their Jurfik legacy survives today. They work alongside relatively few of their fellow Clans, who largely regard the men of Tauran as eccentrics. However, they get along well with the free-spirited Clan Daran.
Numbering 9000 astartes and commanded by Myrvallen Galav Hothor, Askar are one of the Legion's most prestigious Clans. Known as the Wardens of the Cadian Gate, they stand guard over this volatile region of space, on the outskirts of the Empire of Mycenae.
Their Meriac heritage has left them with an appearance and tactics closer to the Mediaeva of ancient Europa than their fellows, preserved by an affinity with feudal worlds, from which they recruit extensively. Their leaders favour more individualistic methods than the shield wall and are revered as great knights. This culture has led to veterans and officers quartering the Clan's sigil with a personal sigil bestowed on the warrior in honour of his deeds. Hothor’s own sigil depicts a great pair of jaws, those of a saurian beast he felled on Ibsen.
Commanded by Myrvallen Venutius, Clam Garda were initially drawn from the heavily fortified realms of Meriac and Kynt. Thus they have developed a remarkable aptitude for siege warfare. Foremost among their strategists is Rix Tironnos Fort-Breaker, who masterminded the destruction of several daunting fortresses on such worlds as Gorryk and Troja. The Clan found kindred spirits in the people of Jurakk, a world of mountains and hills, where siege warfare is the dominant form of conflict.
Their wargear comprises large numbers of static siege weaponry, so they tend to work alongside Clans such as Daran and Baldan to supplement their cumbersome forces, as well as the Shepherds of Eden. Warriors of Garda frequently attribute these collaborations to maintaining their humanity and willingness to treat opponents mercifully. Defeated opponents are often surprised by the treatment they receive from their conquerors.
Tactically the Clan makes extensive use of the phalanx, but tend to deploy it on a much smaller scale than their fellows. Their shield wall advances to crush any remaining foes once whatever bulwark stands in their way is breached.
At 18,000 astartes, Myrvallen Vellocatos’ Clan dwarf most of their fellows. Originally they drew the bulk of their membership from Dublay, Monsteyar and Ulesur, resulting in a strong Keltiq influence that persists today. Aesthetically it manifests in distinctive tattoos replicated in patterning on their warplate, and tactically they display a looser approach than most Clans. Their Getae tend to take a few years longer to settle into the disciplined mindset of the shield walls, demonstrating a cheerful irreverence for unit cohesion and caution.
Other than their appearance and conduct, Senonos conform to most III Legion practices and are well-regarded by their fellows, a certain exasperation with their Getae notwithstanding.
Commanded by Myrvallen Deraeddon the “Ripper of Cthonia", Clan Siluros originated from Cambrai and Dublay. However these influences have been somewhat diluted by wide-ranging recruitment throughout Mycenae’s feral worlds and a large intake of Cthonians. Deraeddon and his Clan are famed amongst the ranks of the Crimson Lions for their wielding of flaying knives as a sigil, rather than displaying their Clan heradlry on the right shoulder guard. The primal ways of the tribes are also evident in their fondness for weapons such as axes and mauls, although this has little effect on their overall tactics.
Their code of honour is also well-known, a curious mix of Cthonian and Cambrai ideology, as well as the ways of several tribal societies. This is known as the "Rules of Engagement", based on an expectation of honest, straightforward engagements and a willingness to surrender when the Lions are clearly victorious. If their enemies adhere to these rules they will generally be treated magnanimously.
Those who flout them, however, can expect neither mercy nor a quick death, as the flaying knives leave their sheaths. It is noted that neither the enemy populace nor the rank and file are targeted for such retribution, although both military and political leaders alike meet with grisly ends for their perceived transgressions. As a result, the broader Legion holds the Clan at arm's length, often withholding them from more delicate compliances.
While in most respects a perfectly normal Clan of Crimson Lions, Enthos is defined by a widespread technological expertise among its Astartes. This began with their origins among the tech-keeps of Cernath, which spent decades fighting to preserve its position between the might of Jurfik, Frank and Merciac, as well as the Hiberin raiders of Ulesur and Dublay. Consequently the people of Cernath were forced to maintain techmological superiority over their neighbours.
This attitude survives today, and has been nurtured by a high proportion of recruits from industrialised planets, and even a few Forge Worlds within Mycenae. As a result a high of Clan Enthos learn to maintain and improve their equipment, or even construct it themselves, and a large portion of the Clan are techmarines, known as Madrai. They are easily recognisable, as ornate suits of armour are commonplace among their ranks. Although clearly based on standard-issue patterns, these suits each bear unique modifications from their owner. Despite this, the Legion fights with singular cohesion, so much so that they are sometimes likened to Skitarii.
Edited by bluntblade, 23 July 2016 - 01:05 PM.
Posted 29 March 2016 - 12:49 PM
Hectarion shut his eyes and took a deep breath of the air of Mycenae. While all around him a snow storm raged, ripping off small sections of his skin, he felt utterly calm. On this world, on his home, the weight of his and his brother's obligations to the Imperium seemed to lift from his shoulders. Here, he could simply head out to the wilds, beyond the touch of the galaxy at large. Yet nothing could lift the shadow of guilt from his heart and nothing could stop the spectres who haunted his waking moments. Daer'dd, Alexandros, Pionius, his father, Leman, Maridius, Vericos...he had failed them all. He should have been able to save them somehow. The fact that they were dead and he still lived reminded him that he had been alive too long. He was a relic now, just like Ærrion.
No one now remembered the Great Crusade, its ideals, the ideals the Warmaster had gone to his death for. Terra, Cadia, the Blood Crusade. Hectarion had seen them all. He remembered them how they had been rather than as the legends they were increasingly becoming. The Qarith triumph. When he closed his eyes, Hectarion could see still the moment when Alexandros was crowned Warmaster as clearly as if it were yesterday. The cheers, the ship's salutes and the glory of the moment, a glory later shattered by the Stormborn. He now understood how Ærrion must have felt during the Great Crusade. Nobody else knew and so you fought to drown the memories in blood and for a time it worked but it never banished them for good. They always came back. We are gods of war, beings of infinite power and yet I wouldn't wish our life on anybody. The Warmaster's words, words Hectarion had never felt to be truer.
Yet for all his sorrow and regret, Hectarion endured. He fought for his father's ideals and his father's dream of a united humanity, the dream whose last, best hope had long since faded, along with the brotherhood of the primarchs. He didn't do so out of rage but out of resignation. He had said why to Gwalchavad once when his brother had spoken of peace. Peace may come but I shan't live to see it. My destiny was carved in stone from the minute I first opened my eyes in my pod, from the minute father created me. Victory or Hados' Halls. That's my fate brother. The only thing that changes is how I get there.
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Posted 29 March 2016 - 02:16 PM
Open for Comissions, just PM me. The Wardens of Light were like golden blades, cutting down their enemies scarring the darkness.
Posted 29 March 2016 - 08:21 PM
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Posted 30 March 2016 - 12:41 AM
To onlookers, the IIIrd legion are the model of what astartes can and should be: strong, proud and disciplined. Ferocious in war and magnanimous in victory, the Crimson Lions prowess in close quarters has become legend. However, they pay a dark price for this prowess, a price they don't allow any outside of their ranks to see, not even their closest brothers. It is the curse.
Located upon Mycenae, Mount Haras is the fortress monastery of the Lions. However, underneath its high walls and grand courtyards, in the dungeons, from the darkest vaults can be heard howls and roars of bloodlust, madness and hate. While most dismiss the noises as a trick of their mind, the Crimson Lions know better. It is no trick but a reminder of the price payed for their prowess in battle.
The sons of Mycenae are no strangers to the rush of battle, far from it. However, there are some who allow their ferocity and bloodlust to consume them, some whose minds give in to the curse of their gene seed, a curse they didn't even know existed. Once they have passed this point, it becomes nigh on impossible to restrain them and they become more beast than man. Surging forwards from the shield wall, they fight their way into the enemy ranks with a speed unmatched by even the most ferocious getae. For many, this will be their end and they will be killed by their savagery, although they will have exacted a greater toll on the Imperium's enemies than many of their brethren will do in their entire service. Yet a rare few survive, defeat their foes and feast upon the flesh of the slain. It is these unfortunates who are imprisoned beneath the Lion's Keep, baying for their foes blood.
Those that are imprisoned rather than summarily executed on the spot are chained up in the deepest dungeons of the Lion's Keep, their cries and howls unheard by all but a few. All but dead, their personalities obliterated by their base desires, these poor souls are given one last chance for a glorious death in battle. Assigned as a rearguard or a vanguard in a siege assault or boarding action, to observers these astartes are brave heroes, dying for their brothers and the Imperium. The truth is far darker. They are not heroes but beasts, given a last chance to die with honour and given the Emperor's peace if they survive, their gene seed left to rot for fear that it would spread the curse to the next aspirant implanted with it if harvested.
Edited by Sigismund229, 30 March 2016 - 12:42 AM.
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Posted 06 April 2016 - 09:27 AM
A fleet of the Crimson Lions approached the space hulk Corpse’s Hoard with a level of caution that might surprise many who know the Legion's reputation. While the remains of human ships from such cultures as the Fushikya Tech-Empire and Calithia offered a tantalising prospect of archeotech, the hulk also bore clear signs of xenos occupation. Indeed, as the Legion drew near a fleet of small vessels launched to attack them. They were swiftly identified: the savage Rak’gol. Dispatching the attackers, two of the Lions' more idiosyncratic Clans began to scour the behemoth for archeotech and purge it of the infestation.
To this end, elements of Clans Balda and Enthos deployed onto the ship. The warriors of Enthos engaged the alien menace head-on with Rix Cikollius in the lead, putting their strength and tech-prowess against the cyborg monsters. Meanwhile several companies of Baldan performed a reconnaissance by force. Exploiting their skill at manoeuvring fast in tight spaces, they led their brothers through the hulk, flanking groups of Rak’gol, identifying the easiest routes and locating potential bounties of technology. At times they worked as just three large strike forces, at others splintering into smaller units to operate more flexibly.
Despite their formidable arsenal, the most advanced used by any warriors of the IIIrd, Enthos suffered a steep toll as the xenos launched dozens of vicious attacks, and the Rak'gol might well have surrounded and butchered them had they fought alone. However, with Myrvallen Gwythdr leading them, the warriors of Balda guarded the flanks of Antron's men and foiled ambushes against them. Attacking mobs of xenos were often trapped between the two forces and broken against the Legion's shields. In one particularly intense battle, Peredur Rhuddnant of Balda slew a Rak'gol Abomination, crippling the leadership of the xenos. The Lions, as ever, proved themselves the undisputed masters of fighting aboard ships and space stations.
Over three days of constant fighting, their strength bolstered by reinforcements, the two Clans purged the hulk, enabling operatives from the Mechanicus to begin combing the vast structure in earnest. Some devices were unacceptably corrupted by xenos embellishments, and two of the STC templates were corrupted. However, the search did turn up several items of mining tech, and an STC which would form the basis for the Scarabus pattern of Explorator constructs. Appropriately, these would see extensive use searching hulks in the decades to come.
The search completed, the fleet bombarded the hulk, fragmenting it before it could drift back into the Warp. The remnants were then strip-mined for useful materials, before being left as mute testament to the prowess of the IIIrd Legion.
Edited by bluntblade, 10 June 2016 - 12:59 AM.
Posted 03 May 2016 - 09:24 PM
Primarch: Dievas Vilsas
Observed strategic tendencies: Operations in low light conditions, marine warfare, drop pod assaults, campaigns of annihilation, anti-pysker operations, pathfinding.
Notable dominions: The legion's homeworld of Pragaras and several dozen secret resupply stations scattered across the galaxy.
Colour scheme: Grey, white and black.
Pariahs: While relatively rare(only about 5% of any batch of recruits) some Black Guard develop the pariah gene once their gene-seed is implanted. While these pariah's are powerful individuals, their powers slowly and very painfully kill them.
Side effects of the IInd legion gene-seed: While many primarchs gene-seed had an effect upon the appearance or character of their sons, few were as extreme as those caused by the IInd legion gene-seed. Once implanted with the gene-seed, a recruits skin turns a deathly white, his irises turn purple(and as he grows older this will gradually spread and darken until his entire eye is black) and his teeth change shape until they become more fang like and predatory. These physical side effects, while extreme and lending the astartes of the IInd terrifying appearance, don't indicate gene-seed instability and the gene-seed of the IInd is of about average stability. However, this still causes some to view them with suspicion.
Culture: Names of the Black are mostly baltic in origin. The Black Guard revere the bones of the fallen, carrying their comrades skulls into battle hanging them off their armour by chains so that their souls may continue to taste blood. The Black Guard have entire series of catacombs beneath their fortress monastery where they place the bones of the dead named the Pathways of the fallen.
As trophies, the Black Guard take their enemies scalps and hang them from their belts or their shoulder guards.
Favoured strategies: When assaulting a world, the Black Guard launch themselves right into the centre of the world's defences via drop pod and then slaughter anyone they find on the world's surface, not caring whether they're civilians or soldiers and they keep killing anyone they find until the people surrender(and if they don't receive a surrender they don't stop so they annihilate entire worlds). Because of this destructive warfare they also use rad nades a lot.
When fighting armies the Black Guard hit as hard as they can(preferrably at night or just before the dawn) and carve the enemy formation up into multiple small pockets. These pockets then destroyed by concentrated bolter fire and charges.
To help frighten the enemy the Black Guard make a terrible howling noise instead of a battle cry and then emit it at maximum volume from their helm speakers.
Role in xenos races and either bringing human-occupied planets into compliance or destroying them if they resisted.' class='bbc ipSeoAcronym'>GC: due to their very brutal tactics, the Black Guard were sent out ahead of the Great Crusade away from prying eyes and that's where they stayed, at the forefront of the Great Crusade and fighting foes so brutal that only utter annihilation would suffice. Returned to Imperial space every few years to pick up fresh supplies and new recruits from their homeworld and then set off again into the void.
Gene-seed manipulation: In order to improve their own gene-seed, the Black Guard took samples of other legion's gene-seed and analyzed them for strengths and weaknesses. The strengths the Black Guard then try to incorporate into their own gene-seed and they use the weaknesses to train the new Black Guard recruits how to fight space marines from other legions(so that they're prepared to fight against every foe the galaxy can throw at them).
Posted 03 May 2016 - 09:34 PM
Open for Comissions, just PM me. The Wardens of Light were like golden blades, cutting down their enemies scarring the darkness.
Posted 03 May 2016 - 09:38 PM
I'll put up the fluff I meant to post tmrw when I get on my computer again. In the mean time, can someone delete my last post where I posted my notes on the Black Guard?
Posted 04 May 2016 - 07:43 PM
Lenus leapt forwards, his long hair blowing in the wind. Roaring, he exposed his sharpened and adamantium capped teeth as he landed amidst the Eagle Warriors. Striking out, he plunged the buzzsaw of his narcethium into one of the Eagle Warriors chest plates, driving it down with all his might. Dark, rich blood sprayed from the wound, covering his narcethium in gore, turning the once white instrument red with blood. Withdrawing the implement he gripped another Eagle Warrior by the head and pulled his head back to expose his throat, which Lenus promptly sank his teeth into. Ripping back, he tore a huge gobbet of the Eagle Warriors throat away, causing blood to gush forth. Snarling as he felt a combat blade sink into his thigh, Lenus launched his axe hand backwards, smashing the fist into an Eagle Warriors helmet and then swinging, burying his axe deep in an Eagle Warriors chest.
All around him, Crimson Lions were piling into the XIII, smashing their shields forward and then thrusting with gladii or hacking with axes. One, brother Nodens a member of the Cocidii, was hacking a path through the front ranks of the Eagle Warriors with two axes, clearly heading for the leader figure. While such a venture was likely suicide, one didn't interfere with those touched by Belatucadros unless you wished to lose your life. Nodens stayed in sight for a while before he disappeared from view, blocked by a fresh wave of Eagle Warriors. Driving his fist up, Lenus punched the redactor through an Eagle Warrior's jaw, causing blood and brain to spatter out from the top of the legionnaire's helm. Turning, Lenus then drove his head forward, smashing it into the half iron face of a Corpora Ferro, wincing from the audible crack of his bone that followed, and then punched forwards with the redactor again.
Stepping back, Lenus picked up one of his fallen brothers shield and backed up until he was in line with the surviving members of his Brotherhood. Forming a loose shield wall they faced the Eagle Warriors for several minutes, neither side moving. Then the XIIIth charged with a roar and the IIIrd legion shield wall clanged shut and ceramite collided with the unmistakable sound of betrayal.
Posted 05 May 2016 - 02:10 PM
Some more detail on the specialist elements of the Crimson Lions(the apothacerion and librarius)
The Sagartaith(essentially the libraries and chaplaincy rolled into one)
- Earcachos(plural: earcachai)- A young trainee who has manifested psychic ability and passed the trials to enter into the Sagartaith.
- Teagascai(plural: teagascai)- An experienced member of the Sagartaith who has chosen not to become part of an order but instead to train the earcachai.
Orders of the Sagartaigh
- The Faithai-Members of the Sagartaith who have chosen to further develop their skills in all forms of the art of prophecy.
- The Firrinoimeadai-Members of the Sagartaith who are extremely zealous and dedicated to the Imperial Truth. Specialise in leading the Lions to war and inspiring their brothers to ever greater feats of courage in service of the Imperial Truth as well as looking for those who seem to display signs of bloodlust and so may fall victim to the curse of the Crimson Lions gene seed as well as leading those who do in one last glorious charge at the enemy(if they survive the battle during which they fall victim to it).
- The Gutuatri-Conduct the rituals that form the bonds of brotherhood amongst the CL. Mend their brother's broken pride etc.
Ranks within the Sagartaith
Laochos(the equivalent of codicier), Paithos(the equivalent of an epistolary), Taisechos(the chief librarian of an order), Konungos(the head of the Sagartaith).
- Dochtuir-A trainee apothecary who hasn't chosen to dedicate himself to an order yet and is still learning the basics of an apothecaries craft.
Orders within the apothecarion
- Leighai- Apothecaries who have chosen to specialise in safe guarding the purity of the Crimson Lions gene seed as well as trying to eliminate any flaws from it.
- Cneasai- Apothecaries who have chosen to specialise in finding new recruits to induct into the legion as well as implanting them with the various organs that will turn the recruit into a legionnaire.
Ranks within the apothacerion
Alauros(normal apothecary) Fialeghai(a more senior apothecary, responsible for training new apothecaries) Dryos(a senior apothecary who is responsible for the gene-seed of a single Clan as well as carrying that Clan's banner into battle), Konulaighos(the head of an order of the apothacerion).
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