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Index Astartes: Lions Eternal [Updated 18/05]


Ferrus Manus

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Notes:

ORIGINS

 

- Founded during the 15th such event.

- Charged with defending the are around the maelstrom in the wake of the rise of several ork empires.

- Aeneas Helikaon, known as the Lion of Guilliman/Lionheart after actions in XX Campaign, of the Eagle Warriors is chosen to lead them.

 

++This article has been updated since the end of the First Iron Gauntlet Challenge. The Combat Doctrine section is a post deadline addition, for the purposes for working out word count. ++

 

Origins

 

I have moulded them in my image, forged them into a loyal weapon. When I die in the Emperor's wars, there will always be a Lion of Guilliman. Standing guard on this frozen world, they shall forever be the Lions Eternal.”

- Master Helikaon on the naming of the Chapter

The history of the Lions Eternal Chapter began during the first half of the 35th Millennium with the announcement of the 15th Founding. As with all such previous events there was great rejoicing across Holy Terra as the High Lords declared the creation of more of the Emperor's chosen warriors. Still mindful of the disastrous events of the 13th Founding, the Magi Biologis tasked with forming these new brotherhoods were wary of using the genetic code of the more deviant legions; and so the Chapter that would become the Lions Eternal was born of the geneseed of the Eagle Warriors Chapter, and thus of the bloodline of Roboute Guilliman.

 

Only warriors of great renown were chosen to lead these new brotherhoods. From the Eagle Warriors Chapter a Captain by the name of Aeneas Helikaon was sent to instruct their newly founded cousins. Known as the Lion of Guilliman by his brethren, Helikaon had served the Emperor for nearly all of his three hundred year life. As a captain in the Eagle Warriors chapter, he had lead his warriors through many crusades, each defending the areas of space conquered by Guilliman during the days of the Great Crusade. His weapon of choice was the blade known as Incorruptus, a weapon which ever since his death that blade has been passed down from Chapter Master to Chapter Master. He was a pious warrior, known for spending hours upon hours within the Chapter chapel reverently praying to the Emperor for guidance and to protect him from corruption. Helikaon was well respected within his parent chapter and his advice was often looked for. It seemed he was the perfect choice to raise the young chapter.

 

The Chapter was charged with suppressing rising Ork empires around the region of space known as the Gates of Varl, the memories of the Beast still haunting the vaunted offices of the High Lords. It was a task that Helikaon and his warriors took to with great fervour. World after world fell to the wrath of the new Chapter; dozens of systems were liberated from the Green skins.

 

Homeworld

 

They will endure. They will endure the storms and the freezing temperatures; and if the Emperor wills it, they will endure to enter our brotherhood.”

Anon on the people of Ursrik.

Many millennia ago, before the coming of the Imperium, Ursrik was a thriving civilised world. Its people lived in harmony with their surroundings, living in cities filled with architectural wonders. For much of the era known as the Age of Strife Ursrik was left alone in the void, forgotten by the rest of the galaxy. However, in the end, the universe is not that kind. Some time before the Emperor's Great Crusade reached the utopian world records indicate that the planet was invaded by xenos – though they fail to mention of which race the aliens belonged to, only that they inflicted great pain and misery upon the Ursrikeans and the surrounding planets. For several centuries this became the norm for the people of Ursrik; forced into servitude at the hands of their sadistic alien masters. It was only with the arrival of the Emperor's VI Legion that the people were liberated, though at some cost. Ursrik had always been one of three planet's orbiting the system's star. It is not clear how or even who unleashed the destructive forces required, but when the Imperial flag was raised over the liberated world its sister planets had been destroyed and the system's star had become unstable. It had begun to die. Ursrik died with it.

 

Ursrik is a world sheathed in ice, beneath which the decaying remains of ten thousand years worth of civilisation lie much of it forgotten by the native peoples. Great mountains break its troposphere. The planet's surface is racked with harsh blizzards and violent storms, constantly testing the populace. Such are the ferocity of the storms that light barely reaches the planet’s surface, meaning that times of daylight are a true blessing for the people. The planet has no oceans, those that once existed having long frozen over. Many have compared the chapter to the icy world they live on: cold, unforgiving and brutal. Ursrik's warmer months are triggered by an event known as the Tempering, when the system's dying star emits high-intensity solar flares. These flares cause the planet's cooling core to warm to the point that it creates great instability in the tectonic plates, triggering great earthquakes. In which times it is often said that Ursrik itself is trying to exterminate the last vestiges of life, allowing it to die alone in the solitude of space. It is in the aftermath of event that the clans emerge from the various shelters and return to roaming Ursrik's surface, seeking the food and supplies they will need for the next great winter. It should be noted that these seasons are not set lengths of time, the warmer periods have been documented to last several Terran years before the Ursrikeans have been forced to retreat into the planet's depths once more. Whilst these ruined remains of a forgotten civilisation offer solace from the wrath of Ursrik itself, they offer little protection from beasts that seek refuge within them. Years can go by without the clans being able to emerge from their sanctuaries. During this time they plunder their depths, seeking lost technologies and other valuables that can be bartered for food and other essentials from one of the few settlements across the planet during the more hospitable of Ursrik's seasons.

 

The planet, however, is not the only threat to human life: Giant ice-burrowing worms armed with barbed tails and row upon row of razor sharp teeth; a man-eating plant-form, visually akin to a large mass of kelp, that is known to break through sheets of ice and drag its prey down into the frozen deeps; and most deadly of all the Moros, literally meaning death in the tongue of the people. It is a beast rivalling a battle tank in size, clawed hands and daggers for teeth – or at least the legends say. To see one of the Moros is to die, only the gene enhanced Space Marines can consider themselves a threat to the creature and even they have been known to die by the beast’s claws. Yet, despite all this, the Ursrikeans have managed to build a way of a life, a culture, one which has existed for millennia, adapting alongside their dying world.

 

The fact that life even exists under such conditions is a miracle and more, each life form is forced to either adapt or die. The human population is both resilient and unrelentingly stubborn, refusing to be defeated by their death dealing home. The Ursrikean people live in large clans, their people raised as hunter-gatherers. The clans roam the land as nomads forever moving with the herds of creatures that they hunt for food. On a planet as unstable as Ursrik, there are very few places that permanent settlements exist. Those that are exist as trading posts for both the clans and off world visitors. The roaming clans often trading furs and trinkets for food, weapons and other vital items they need to survive. Despite their barbaric environment, the planet’s people are anything but. They do not war with one another like on many worlds of the Imperium; instead, they live in a state of close co-operation. They trade with one another: the tribes of the mountains offering the thick pelts of the mountain beasts in return for much needed timber from the tribes of the Valley; whilst the city dwellers trade rusting rifles for the textiles of the peoples of the wastes. Each of the clans is led by an elected individual, or an Ataman, and their spiritual shaman. Much like the rest of the Imperium, the peoples of Ursrik have their own variation on the Imperial Cult. They believe that everything – both living and non – has a soul that interact with each other in a parallel plain. The Emperor rules over this plain and has influence over each soul, and thus can have a determining effect on their lives. A person's soul can be destroyed if they displease their spiritual master and thus cannot continue to guide their descendants from the other plain. As such, they very strictly follow their religious practices and codes of honour.

 

As might be expected, the Lions Eternal are loathed to change the fortunes of their people, believing that such conditions rear excellent recruits for the chapter. Once every generation or so, the chapter calls on the clans to send their best youths to Charon Peak, a great mound of ice and stone atop which the recruits compete to earn their place in the Chapter throughout a series of tests and challenges. To get to the Peak, potential aspirants must make their way across the across the frozen landscape, evading or neutralising each and every threat that comes their way. Those that make it to the Peak have already passed an almighty test – they have defeated Ursrik itself. For those that pass the initial testing by the Chapter their trials have only just begun. For those that are deemed worthy of the Chapter's notice are taken to the Lion's Fortress-Monastery, the Basilica Eternia, which resides on Iga, Ursrik's only moon. It is here they undergo the long process from wiry youth to a chosen warrior of the Emperor. Where the planet of Ursrik is dying, its moon Iga is dead. A lifeless husk of rock that orbits the planet, some have even theorised it is in fact the remains of one of the original planets of the system that simply became trapped in Ursrik's orbit. It is upon this wasteland that the Lions Eternal Chapter made their home. The Basilica Eternia stands as a solitary bastion upon Iga's surface, its walls covered in gun turrets and void capable weaponry. It is from here that the Chapter holds its vigil over its self-appointed ward, and forever defended by at least one company of its warriors.

 

Despite the Chapter's limited interactions with the Ursrikeans, during times of rest they often walk upon the planet's surface. The Ursrikeans take great pride in their skills as hunters, abilities that are further honed when they are elevated to the ranks of the Chapter. As such, great honour is afforded to those that hunt the native beasts of Ursrik when the Astartes are not at war. Indeed, many in the Chapter set great store by the amount of pelts that decorate each warrior's cell within the Monastery, each skin further proof of the warrior's skill.

 

Organisation

 

As befitting sons of Gulliman, the Lions Eternal are organised as the Codex demands: ten companies of one hundred warriors; the first of which is the Veteran Company and contains the Chapter's greatest warriors, each a hero of great renown. Known as the Lion Guard, great deeds on the field of battle are not enough to earn entry into this brotherhood. Passage into this august body is only granted after the warrior in question slays one of the mighty Moros of their icy homeworld, claiming its pelt for their own. The second through to fifth companies are the Chapter's Battle Companies and form the backbone of any strike forces they assemble. The sixth through to ninth are the Reserve Companies which are outfitted as two Tactical companies and an Assault and Devastator company respectively. The final company is the home of the Lion's Scout brethren, those that are seeking to earn their place amongst their power armoured brethren. Due to the Chapter's way of war, the Scout Company tends to be slightly larger than most other Chapters simply to ensure there is a ready supply of recon warriors.

 

Beyond this, the only notable deviation the Chapter has developed from their liege lords great work is a slightly larger Librarius. This is believed to be as much as a physical manifestation of the Chapter's cult, in which the Librarians play an important role, as it is Ursrik's noted increased percentage of psychic population. It is not uncommon to see a Librarian attached to a Lion's strike force, many scholars believe that they are often attached to a company on a permanent basis much like the members of the Chaplaincy.

 

Combat Doctrine

 

Much like the vast majority of the sons of Guilliman, the Lions Eternal follow the tenets of the Codex Astartes with a vehemence. This flexible approach to warfare enables the chapter to react to many different situations, rather than just relying on one specific doctrine of war. However, due to the Lion’s close proximity to Ork held planets the Chapter has developed an approach which, over the millennia, has begun to be favoured over other strategies. The Lions pride themselves on their swift and unrelenting assaults, often deployed through waves of Drop Pods and Thunderhawk gunships. To the Lions Eternal the more brutal a war the quicker it is over: the quicker a war is over, the quicker they may move onto other battle fronts, and fight the Emperor’s battles once more. The Lions have been known to seek out the enemy warlord and then assail their position with every weapon in their arsenal. This approach tends to rely on the mass deployment of their Scout marines in seek and destroy missions to harass the enemy in a way that will draw out their masters, which has often led to high casualty rates amongst the Lions' neophytes.

 

Despite the Chapter's strong adherence to the Codex Astartes, there is one notable aspect of the Lions' war making that has survived the millennia since the Chapter's inception which as come not from the word of Guilliman but that of the High Lords of Terra. Upon the creation of the Lions Eternal, the High Lords charged the Chapter with the destruction of several emerging Ork empires near the area of space surrounding the Maelstrom. Upon their realisation that not all the Orks could be destroyed and that some would have to be contained, the Chapter developed what they now call 'Hunts'. Every ten years or so, campaigning permitting, the Chapter will gather in the skies of Ursrik and declare a Hunt. This hunt is a purging of a series of neighbouring systems held by the Orks. The main objective of this purge is to reduce the Ork populations down to a negligible number, but over time these Hunts have been used to further the honour of the Chapter. Upon completion of a Hunt the Chapter's heroes present their greatest and notable kill. He who is deemed to have slain the greatest enemy is granted the title of First Hunter, until the next hunt begins.

 

Beliefs

 

The Chapter's cult revolves around what they know as the Law of Three, that each warrior is composed of three distinct elements: body, soul and name. Of these three aspects, only the body does not survive beyond a warrior's worldly death. Upon a warrior's death their body is wrapped in purity seals and accounts of the warrior's deeds. In a ceremony attended by only their closest brothers the body is then burnt, releasing the warrior's soul into the Emperor's eternal afterlife. The only worldly remainder of the deceased being their Progenoids, extracted upon his death, allow him in part to live on through the actions of his descendant Astartes.

 

Within the Chapter a warrior's name is composed of three parts: the birth, clan and given names. The first two parts need little explanation, the former is given by a child's parents where the latter is generic to their brotherhood. The third part however is more significant. Upon a neophyte's induction into the chapter's creed they undergo a ritual in which they are given a third name based on a Librarian's reading of the Emperor's Tarot. This name will have belonged to a line of deceased battle brothers, and in its bestowing the Lions believe that part of those warrior's strength is imparted upon the living brother. Because of this, as with the brethren with which their geneseed descends from, it is not uncommon for brothers to research the lives and deeds of the warriors with which they share their new name, seeking to gain a greater connection with his long dead brethren.

 

The third and final tenet of the Law is that of the Soul, and it is by far the most important. The Chapter believes that every living thing has a soul, from the smallest microbe to the greatest void predators, and that they all interact with one another on a seperate spiritual plane. The soul is eternal and lives on in an afterlife which is ruled over by the Emperor himself. It is only through prayer, ritual and life long dedication to the creed that can gain them entry to the afterlife to await the End of Days. The Astartes believe that through the act of killing the enemies of the Imperium they take on the souls of the dead, enhancing the strength of their own. This idea bleed through into other aspects of their lives, such as hunting, which take on a much more ritualistic approach because of this. Like many of Animistic cults, the Chapter believes that the souls of the ancestors watch over them, aid them and guide them and through spiritual communion they can connect with them. In the effort to protect their eternal souls the Astartes of the chapter are notably pious, often spending their spare moments in prayer or in some form of spiritual undertaking. They are also rather superstitious, a trait which is believed to carry over from their childhoods. The tattooing of important writings from the Chapter's creed and spiritual symbols is a common occurrence within the Chapter and it is a rare sight to see a Battle-Brother with little to no scripture adorning his wargear.

 

Geneseed

 

The Lions Eternal bear the geneseed of Roboute Guilliman, descending from his line through the Eagle Warriors Chapter. Since the dawn of their creation each of their genetic tithes have been deemed of a high purity, with little to no deviation. Like the vast majority of the sons of Guilliman they are in possession of all nineteen organs which are implanted in their aspirants over a Codex dictated period of between five and ten years. One divergence to note however, due to the Chapter's spiritual beliefs, unlike other Chapters which will harvest a brother's implanted Progenoids when they have fully matured, the Lions Eternal will only remove these implants upon a Battle-Brothers' death. Given the importance of the Progenoids in the reproduction of new geneseed, many Chapters have often argued with the Lion's reasoning behind this approach as it will invariably result in unnecessary geneseed loses.

 

Battle Cry

 

We are the Lions! For Ursrik!”

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I'm in a rush so I'll be back later with more.

 

If the planet is covered in thick sheets of ice, what land is there to flood once the solar flare season starts? Which also begs the question, how can land recover if it is frozen/under thick sheets of ice? Also, is the solar flare season on a regular "cycle" or does it start unexpectedly?

 

Last but not least, good to see you back, congrats on the 10-year anniversary, and good luck with the Iron Gauntlet. :tu:

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While certainly an interesting world, it comes across as a copy of Fenris. The main distinctions is that the dying star emits solar flares that thaw the ice, rather than Fenris's erratic orbit bringing it closer to its dying star, and that there are no overt Nordic themes or wolf-names.

 

There's certainly room for similar worlds in the Imperium, but it feels like the things that make Fenris unique are being borrowed wholesale. If this is intentional (and I suspect so, considering the Space Wolves are directly mentioned), it's no real deal-breaker for me. If not, it needs some work to better differentiate it. I will mention that current lore has Fenris almost manufactured into its current state, so extreme its conditions as to be impossible except for the possibility that it had been deliberately molded.

 

I also partially agree with Dos. Wouldn't the period of recovery be during the thaw? That's when life is blossoming again. If you mean the land itself, the geography, then it seems out of place. While with Fenris this period is one of turbulent, tectonic upheaval, only severe weather conditions are mentioned. If it was, then it'd make sense that the planet stabilizes in-between, and that maybe the people think of the ice as the protective sheet that quiets the world. And maybe it's literal, the immense ice sheets absorbing the solar energy effectively enough to protect the world's denizens from it.

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Well, it's always important for us of the old guard to support one another! 

 

I do agree that, presented in isolation as you have done, that the planet sounds particularly Fenrisian. Certain aspects, such as the tumultuous and dramatic shift between seasons, do ring very heavily of the Space Wolves' homeworld. I personally like the idea that this world, being a long-dead relic, could have frozen hives buried beneath the surface; ancient relics that scavengers use to survive and sustain themselves as best as possible. If you wish to incorporate the seasonal ideas, you could have people retreating underground for warmth and then emerging in the summer. I like the idea of civilians huddling close to the feeble warmth of ancient plasma reactors - the hives/bunkers/underground complexes could have 'core areas' that are inhabited and 'fringe areas' that can only be reclaimed at the right time. 

 

Either way, I'm subscribing to the thread and look forward to seeing your updates! 

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It's weird being the old men, but that's no way for me to say hello to a familiar face. It's been a while, Ferrus!

 

I'll echo the people before me, very Fenrisian for better or worse.

 

"“They will endure. They will endure the storms; the freezing temperatures; the predatory beasts; and if the Emperor wills it, they will endure to enter our brotherhood.”– Anon on the people of Ursrik."

 

 

 

 

Maybe I've spent too much time in the dark, underbelly of the internet, but Anon is shorthand for "anonymous". I don't think that's intentional on your part, and I don't think that's just me. The quote's also a tad boring, but maybe I'm being too presumptive thinking "They will weather the weather" is clever and worthwhile writing. I'd also change the last bit to "they will endure the trials of our brotherhood", as it sands "they will endure to enter" doesn't flow right.

 

The last remaining satellite of a dying star, Ursrik, the homeworld of the Arctic Lions Chapter is located near the area of space known as the Gates of Varl. Before the arrival of the Imperium Ursrik was once one of three planets, each of which teemed teeming with indigenous life. It was during the Great Crusade that the mighty legion of Russ came across the system. The first and second planets were bombed from existence due to the large presence of Orks; their debris still haunting haunts the system. Then, Over the last ten thousand years, as the system’s nameless sun began to die, Ursrik died with it.

 

 

"near the area of space" or "in the area of space"? What exactly is or, I suppose, are the "Gates of Varl"? Why name drop the Space Wolves in particular? Presumably there were people on the planets beforehand so what was that civilization like if it has any bearing on the Ursikeans now? "bombed from existence due to the large presence of Orks" is a strange sentence, and also weird for the Great Crusade to exterminatus inhabitable worlds because of orks when the legions were still around. What are the implications of the planet "dying" besides getting cold for most of the year except when it's not. Considering there's still life on it it's strange to say it "died".

 

The planet's surface itself is covered in thick sheets of ice, beneath which freezing oceans rage. Great mountains break the ever present stormy cloud line troposphere, below which deadly snow storms rage to the point that the planet’s surface rarely sees large amounts of light. However, during a time known as the Tempering, in which high-intensity solar flares emitted from the dying sun cause areas of the planet to thaw out allowing the wrathful seas to break through, flooding vast areas of land. Alongside which hurricanes and typhoons and tsunamis of freezing water and ravageing the landscape, before finally freezing back over and allowing the land to recover. In which times it is often said that Ursrik itself is trying to exterminate the last vestiges of life, allowing it to die alone in the solitude of space.

 

 

Here's the especially Fenrisian part. If the weather is supposedly trying to kill all life on the planet, why would it "allow the land to recover"? Wouldn't it be more sensical to have it so that the water expands each season and so it's more dangerous when the next Tempering occurs?

 

The fact that life even exists under such conditions is a miracle and more, each life form either adapts or dies. The human population is both resilient and unrelentingly stubborn, refusing to be defeated by their death dealing home. The Ursrikean people are grouped in large clans of warrior peoples, each member of their society is taught to fight from birth.

 

 

"each life form either adapts or dies" sounds redundant since that's how life works anyway. Are the city folk also warrior clans?

 

On a world where food and shelter come in are scarce supplythe warrior clans are often at wage war with one another, often simply fighting for their survival. There are few places on the planet where permanent settlements can be built; but where such places exist they can be as can deadly as the wars of the clans, in a more considered manner. Where the warriors of the roaming clans are made strong by their trials of survival, the people of the cities must seek other ways to prove their worth to their trans-human masters. They do so through a series of seemingly never ending gladiatorial matches, fought in arenas hewn from the ice, each contest to the death – so that only the worthy may survive.

 

 

How is there a shortage of food on a planet inhabited by monsters? What does everyone eat? Snow? People? Aren't the permanent settlements going to be at the tops of the mountains where the people don't have to contend with the weather? Are the gladiatorial matches separate from the trials? Is it a choice to participate?

 

However, the numbers of war dead pales in comparison to the numbers slain by the planet’s indigenous predators: Giant ice-burrowing worms armed with barbed tails and jaw upon jaw row upon row of razor sharp teeth; a man-eating plant-form, visually akin to a large mass of kelp, that is known to break through sheets of ice and drag its prey down into the frozen deeps of the ocean; and most deadly of all the Moros, literally meaning death in the tongue of the people. It is a beast rivalling a battle tank in size, clawed hands and daggers for teeth – or at least the legends say. To see one of the Moros is to die, only the gene enhanced Space Marines can consider themselves a threat to the creature and even they have been known to die at the beast’s claws. And yet, despite this, the Ursrikeans have managed to build a way of a life, a culture, one which has existed for millennia. Despite their barbaric environment, the planet’s people are anything but. The leaders of the clans, or the Ataman, are voted into power by their peers, such a system results in leaders that are respected and obeyed without hesitation.

 

 

Ice worms? Oh mighty Shai-Hulud! Also I like the kelp-blob monster. Why are they called the arctic lions again? Is the Moros supposed to be a giant snow lion? Can they be named after the kelp-blob monster?

 

As might be expected, the Arctic Lions are loathed to change the fortunes of their people, believing that such conditions rear excellent recruits for the chapter. Once every year, mere weeks after the Tempering the chapter calls on the clans to send their best youths to the Charon Peak, a great mound of ice and stone atop which the recruits fight to earn their place in the Chapter. To get to the Peak, they must make their way across the across the frozen landscape, evading or neutralising each and every threat that comes their way. Those that make it to this place have already passed an almighty test – they have defeated Ursrik itself. 

 

 

What's the hike like? It would be cool if there was some change in the weather that made it so that the path was only clear during a certain span of time and the hopefuls had to complete the journey in that window, like a Moses parting the red sea moment.
 
How was my NightrawenII impression?
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Looks like we're all crawling out the woodwork msn-wink.gif

Thank you all for the comments...

I agree that Ursrik does resemble Fenris, it's something I was aware of when I starting reading through my previous drafts and it's something I am keen to move away from - especially as the sons are Russ are mentioned at the start of the section. For me, the Homeworld section is the most important in this IA, as the Chapter will be heavily influenced by its native traditions, so I'm very keen to nail it. I think the one thing that struck me when I went through my old material was the amount of ideas, both clashing and (perhaps) outdated that crop up through the last 10 years. So, I had a read through several of my favourite IAs on this board. Mol, I noticed that at one point you've listed your interpretation of the Castigators almost like a 'go-to' reference to check your work against. I thought I'd give this a go and it turned out to be a very clarifying exercise:

- “Barbaric” Ultramarines (Homeworld influence) – Uncompromising, cold, honourable

- Proud, nomadic hunters

- Descended from Gulliman, through the Eagle Warriors

- 15th Founding – earlier than original, to bring in line with dates suggested in Liber Timeline

- Homeworld: Ursrik – Frozen, dying planet. (Chance to explore 10000 years of decay – Hive to death world? Was it partially engineered/ accelerated by the Chapter? See Mol's comments)

- Recruitment is planetary only, from both nomadic tribesmen and 'city dwellers.'

- Fortress-Monastery Basilica Eternia. Located on Ursrik's only moon: Iga.

- Codex Organisation, 10 companies. 16 suits of Terminator armour. Librarians have a more elevated position than most Chapters – think Shamans.

- Organised “Hunts.” Specifically declared purges of surrounding Ork worlds. Warriors compete to slay Ork warlords and champions. Title of 'First Hunter' given to warrior who kills most significant targets

- Beliefs: The concept of 'soul' is important within the Chapter. Ancestral guidance, Law of three.

+++

Are the city folk also warrior clans?

In my mind, and I'm pretty sure there's several examples of this in the fluff (notably Fenris and Baal), even words as extreme as this - especially where the Astartes are keen to avoid contact with the population - there would need to be 'trading posts' or very minor settlements where the inhabitants to go to get basic off world items, such as ore for weapons etc? So this is what I'd see these 'cities' as, fixed points of civilisation where the nomads can trade for pieces they need to survive. The gladiatorial bouts were a way of allowing those that man these locations a way to gain the Chapter's notice and inclusion into their ranks.

How is there a shortage of food on a planet inhabited by monsters? What does everyone eat? Snow? People? Aren't the permanent settlements going to be at the tops of the mountains where the people don't have to contend with the weather? Are the gladiatorial matches separate from the trials? Is it a choice to participate?

Food: It's not that there's a shortage, more that many of the native fauna is too dangerous to kill for food. I'd suggest that the above idea helps mitigate this, perhaps?

Settlements: Not necessarily, just in places where the land is stable and isn't going to result in the settlement's destruction as the season's change. In Dante - worth reading, btw - I'm sure I remember a passage where Dante arrives at the place of Challenge and struggles with the nature of the settlement when he's spent his whole life as a nomad. As for the gladiatorial bouts, see above.

What's the hike like? It would be cool if there was some change in the weather that made it so that the path was only clear during a certain span of time and the hopefuls had to complete the journey in that window, like a Moses parting the red sea moment.

How was my NightrawenII impression?

I quite like this, ties in with this seasonal idea too, seems to add to the danger of the journey.

Intense, thought provoking. On point happy.png

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Solar flares melt away sheets of ice revealing land mass that's flooded shortly after... So wait, the dirty savages (Locals) live in the tundra, is that's what happening here?

Besides that, glorious idea time!

- Instead of Chain-swords, Chain-spears. I know the Prince of Crows used one, maybe your Astarte's use them in mass. A nifty little gimmick that expresses their tribal heritage.
- You know previously established Librarian psyker abilities, perhaps create your own that invoke blizzard/ice abilities. Make a hallway suddenly freeze over or freezing winds, that fun stuff.
- Successful aspirants could keep slain creatures/flora and later use it to decorate their power armor; a sentimental trait.

I gotta get going but hope that sparks a few idea's.

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Fenris aside, Is it important for the Space Wolves to be involved? Aside from the background that there was and continues to be a local Ork problem, what do the Space Wolves and two planets blown to smithereens add to the Chapter?

 

What does barbaric ultramarines mean? It sounds like an oxymoron. How do you spin the Greco Roman Ultramarines into noble savages? And then how do you spin the noble savage without aping the Space Wolves or White Scars? Mind, I'm not expecting a perfect answer, I don't think GW knows how to avoid the crossover.

 

I like Mol's idea for the dead cores of hives in the ice.

 

How does a shaman differ from a codex Librarian? What are the additional powers and respects afforded him? How does that affect the relationship between Chaplain and Librarian?

 

What is ancestral guidance? What is the law of three? Are Librarians important because they can communicate with the ancestors? Is there a burial ground where they can communicate with the ancestors? If there is, is it on the planet? The Fortress Monastery?

 

The presence of trading posts doesn't answer the question of where the food itself comes from though. Hunting parties would make sense, but that might require also toning down your wildlife or adding smaller game to the ecosystem. A food chain of all predators sounds cool but doesn't make much sense.

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Solar flares melt away sheets of ice revealing land mass that's flooded shortly after... So wait, the dirty savages (Locals) live in the tundra, is that's what happening here?

 

Besides that, glorious idea time!

 

- Instead of Chain-swords, Chain-spears. I know the Prince of Crows used one, maybe your Astarte's use them in mass. A nifty little gimmick that expresses their tribal heritage.

- You know previously established Librarian psyker abilities, perhaps create your own that invoke blizzard/ice abilities. Make a hallway suddenly freeze over or freezing winds, that fun stuff.

- Successful aspirants could keep slain creatures/flora and later use it to decorate their power armor; a sentimental trait.

 

I gotta get going but hope that sparks a few idea's.

 

That was the idea originally, but the draft which I've nearly finished now (and will probably post up tomorrow night) takes a slightly different tact. 

Interestingly, the pelt idea was one I was already considering, perhaps as a badge of seniority or honour, i.e the more pelts that decorate your cell the greater a hunter/warrior you are. However, I think I'd restrict their wearing them to those of the 1st Company or higher, as a badge of rank or something.  

 

 

Fenris aside, Is it important for the Space Wolves to be involved? Aside from the background that there was and continues to be a local Ork problem, what do the Space Wolves and two planets blown to smithereens add to the Chapter?

 

What does barbaric ultramarines mean? It sounds like an oxymoron. How do you spin the Greco Roman Ultramarines into noble savages? And then how do you spin the noble savage without aping the Space Wolves or White Scars? Mind, I'm not expecting a perfect answer, I don't think GW knows how to avoid the crossover.

 

I like Mol's idea for the dead cores of hives in the ice.

 

How does a shaman differ from a codex Librarian? What are the additional powers and respects afforded him? How does that affect the relationship between Chaplain and Librarian?

 

What is ancestral guidance? What is the law of three? Are Librarians important because they can communicate with the ancestors? Is there a burial ground where they can communicate with the ancestors? If there is, is it on the planet? The Fortress Monastery?

 

The presence of trading posts doesn't answer the question of where the food itself comes from though. Hunting parties would make sense, but that might require also toning down your wildlife or adding smaller game to the ecosystem. A food chain of all predators sounds cool but doesn't make much sense.

 

The mentioning of the Space Wolves as originally just because I didn't want the whole cliche of well Gulliman's legion found the planet, so a Chapter of his sons will rule it. The whole part about it being re-discovered during the GC was just a bit of meat to the bones, but if the mention of Russ is reinforcing the Fenris connection too much they can easily be swapped out. 

 

Before I move onto your next points, let me preface it with this. A lot of those points were based on concepts in my head which will get expanded upon in different sections. Some probably wont be as key or important as they sound, it depends how they work when I get to that section.

 

Barbaric Ultramarines - Admittedly, even I think the word barbaric is too far in the other direction. But when I wrote those notes I couldn't think of a better word. The easiest way to get across what's in my head would be to imagine a unit of Roman Auxiliaries from say Bavaria or Gaul - or at least Simon Scarrow's depiction of them in the series. Sure, they're a roman formation, with roman armour, weapons and tactics but they still keep they're traditions, tattoos, furs and pelts and they're probably still going to want to take a head or two during battle. 

 

Shamans - My point here was more that they're still Librarians and their role would be little different to that of any other Chapter, but they might be moving towards say the Silver Skulls - though no where near as extreme - in that they are often asked for guidance on any number of issues and there is less of a stigma about them than there would be with another Chapter. 

 

Most of your next questions will be answered in the beliefs section. The way I've seen the Chapter for a while now is drawing on Inuit beliefs and ideas. A lot of which revolve around the concept of the soul and its different natures (three). I'm still in the process of trying to convert the ideas to a more 40k/ Astartes format so I still don't have a lot of the answers on that front. They were more notes for further exploration/ expansion. As for the Chapter's fortress, it only occurred to me after I had posted this that I made no mention of it, at all. I'm in the process of adding it to the next draft. For me, it will be on Ursrik's solitary moon, and the Chapter will keep themselves to themselves. But again, the ancestral guidance thing ties into this nature of the soul idea (which will probably relate into how all Chapters see their geneseed, just taken a few steps further).

 

I agree, most of the clans food would come from hunting parties and the list of fauna presented in the section is by no means exhaustive. I was trying to highlight some of the threats that the clans face. As you say, there would definitely be a food chain full of minor (and much less deadly) creatures which they could hunt. 

 

But anyway, lots of food for thought there KHK. Much appreciated as well. I hope that's made my thoughts a tad clearer, but as always I'd like to hear people's thoughts on the matter.

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Something about using the pelt as a status symbol seems a tad... Cliche? I'm not sure if that's the correct word but it feels done if you get what I mean. Perhaps the pelts could be ceremonial wear for religious sermons or something like that. Maybe it's just me but status symbols seems a bit, Space Wolfy? Anyway, that's just my thought on the pelt thing, it could be epic to everyone else.

Otherwise utilizing the Chain-Spears would be nifty. I kinda feel spears need a touch more expertise to properly utilize their utility. If you're making a pre-dominantly close range Chapter, the Chain-Spears might further emphasize their expertise.

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Something about using the pelt as a status symbol seems a tad... Cliche? I'm not sure if that's the correct word but it feels done if you get what I mean. Perhaps the pelts could be ceremonial wear for religious sermons or something like that. Maybe it's just me but status symbols seems a bit, Space Wolfy? Anyway, that's just my thought on the pelt thing, it could be epic to everyone else.

 

Otherwise utilizing the Chain-Spears would be nifty. I kinda feel spears need a touch more expertise to properly utilize their utility. If you're making a pre-dominantly close range Chapter, the Chain-Spears might further emphasize their expertise.

 

I've left the pelt idea in there for now, personally I quite like it. But I will leave it open to be convinced otherwise. 

 

I've never really imagined these guys as leaning to one style over the other, they're fairly codex in their approach.

 

Also, I've edited my new Homeworld draft into the original post, it takes into account the ideas that have have been mentioned above. For me, I'm much happier with it, it feels much less 'Fenris-y' - or at least I think so. C&C welcome. 

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Before the arrival of the Imperium Ursrik was once one of three planets, each teeming with indigenous life. It was during the Great Crusade that the mighty legion of Russ came across the system. The first and second planets were bombed from existence due to the large presence of Orks; their debris still haunts the system.

 

 

What is the significance of this? Do the Space Wolves incorporate Ursik into the Imperium? Do asteroids from the planets debris hit Ursik and accelerate the ice age? Why is it important for me to know that there used to be 3 worlds and 2 of them were destroyed? If it's not important, why is it here at all? It's put front and center at the introduction, so it's too forward to be filler and it's too irrelevant to be content.

 

beneath which the fossilised remains of ten thousand years worth of a deteriorating civilisation lie

 

 

"Fossilized" and "deteriorating" used this way really don't make sense to me. I understand you're trying to say the ruins are fossils and the civilization is dying, but together it doesn't flow right. This is also strange because deteriorating peoples usually don't have civilizations, or at least not democracies like you describe later on. It's strange for a world that's supposedly in crisis and with everything slowly dying to retain the semblance of order.

 

Why aren't there people living in the mountains? Above, on, under, in, whatever? Are some of the mountains the skeletons of hive cities?

 

I like the idea of the Tempering being inconsistent. It's a little Game of Thrones-y but it works for the idea of a world in its death throes.

 

Why aren't they farming in underground? Mushrooms, Moss. It makes the plant slime monster scarier too.

 

Who brought the people the word of the Emperor? Was it during the Great Crusade? When did it turn to religiosity? 

 

Why would monsters kill more than war dead if the war dead are from all the time the people are huddled together in underground tunnels and the monster dead are presumably from when hunting parties go out for food? Unless monsters are also breaking into tunnels? I'm not saying its out of the question, do you have a massive ice worm already written.

 

Where are the permanent settlements and how do they differ from the underground tunnels? Are the tunnels not permanent settlements?

 

Wouldn't it make more sense for the marines to wear the pelts rather than hang them up on a wall?

 

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How was my NightrawenII impression?

One should never forget that a certain words, phases and names should not be spoken aloud, for they resound in dark and terrible places and bestir the unfathomable horrors which slumber there.

 

The answer is: You're doing it wrong.

 

First, there is this planet called Valhalla. So yeah, someone had this idea before.

Second, if there are caches of technology buried beneath the sheets of ice, then the Adeptus Mechanicus would be quite interested.

 

 

That being said. Ferrus Manus, I think you are lead astray. By others and, quite ironically, yourself. From your remarks I gather you want a culture renown for its tenacity, resistance and deep-rooted mysticism. There is nothing like that in the last draft. What you have here are fur-wearing, smelly savages who sleep with their axes. Which means you run'o'mill deathworlders.

On the other hand, the above are hallmarks of Salamanders Legion in their FW Horus Heresy iteration. So, I think you should look this way a little.

 

 

~ NightrawenII

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Alrighty... This idea might get me beaten and crucified for heresy but... No hunting tribes. Lets visit the fur trade for a moment and explore that era, where there was a scant amount of civility and hunting was just, if not more popular. You don't need well-oiled barbarians traversing the tundra fist fighting bears but you can still get that Siberian vibe you're after. This shouldn't take away from their hearty nature if that's what you're afraid of. Humans throughout the ages have survived numerous calamities, perhaps this is one of those instances. Once technologically advanced humans resort to black powder arms and loose communities foraging and hunting. Either way, surviving in this frozen hell-hole would toughen anyone up. Plus, there's a certain degree of self-preservation in the face of disaster.

Food for thought, I just feel compelled to say something, anything that might contribute to your Chapter. That, and I like the idea Astarte's mingling with locals, appraising pelts and sharing a tale with locals. I don't expect you to do that but it's a fascinating concept. Imagine an Astarte's, by the fire, without his armor and his says "Gather round children, let me tell the of how I used this very bolter to slay, and cook, the meat we consume this very eve."

Yea yea, it's silly but dammit, it's fun to imagine!

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@KHK - The piece at the start of the section was a small overview of Ursrik being brought into the fold of the Imperium, and yes Russ' legion were the one's to reclaim the planet in the name of the Emperor. So in terms of the planet's history I feel like its important enough that it can stay. Onto the questions:

Why aren't there people living in the mountains? Above, on, under, in, whatever? Are some of the mountains the skeletons of hive cities?

 

There probably are. I can totally see there being different factions of clans: the Mountain tribes, the Peoples of the Plains, the City Dwellers and the Valley tribes. Similarly to the other clans, I imagine they would all have their own ways of surviving the winters. 

Why aren't they farming in underground? Mushrooms, Moss. It makes the plant slime monster scarier too.

Again, I don't see why they wouldn't - especially if they are there for several years. However, I still see the tribes trying to stockpile their resources for when they are forced into their 'hibernation.'

Why would monsters kill more than war dead if the war dead are from all the time the people are huddled together in underground tunnels and the monster dead are presumably from when hunting parties go out for food? Unless monsters are also breaking into tunnels? I'm not saying its out of the question, do you have a massive ice worm already written.

While I can see there being predators stalking the long dead halls of the hives (think that scene from 2012, with the wolves in the hospital) but I took this line out the next draft, it didn't really add anything to the piece. 

Where are the permanent settlements and how do they differ from the underground tunnels? Are the tunnels not permanent settlements?

I'd imagine they be in places where they were safe to be built. Most of the planet is sat on/ near geological fault lines, hence the drastic nature of the Tempering. So they would have to be built in the few places where there was none to minimal geological activity. Personally, I see them as makeshift settlements that have just grown up over time - a bit like modern day shanty towns crossed over with some of the settlements from the Fallout series. As for the tunnels, I'd say no. While there would be an air of enforced permanence about them, there would be times when sections might become unusable - claimed by another clan, collapsed in etc - so while the clans might have their own 'territories' they would be mindful that they might not be there next time they get back.  

Wouldn't it make more sense for the marines to wear the pelts rather than hang them up on a wall?

They would do, but I like the idea of them using the pelts of slain prey to decorate their personal spaces. Plus, its not all that different to mounting heads in hunting lodges.

 

@NightRawenII Firstly, the Valhalla reference was somewhat irksome. Apparently in moving away from Fenris I've come closer to another GW world. However, upon reflection I feel like there are enough differences between the two to keep me from want to dive back to the drawing board. As for your second point, I don't completely agree but I have tried to bring across the religiosity of the Ursrikeans in the latest draft. Perhaps it needs further detailing, though I don't think it helps we are looking at this section in isolation from the rest of the article. 

 

@Badass Interesting that you've mentioned those the first point, see below. As for how the Lions interact with the people, personally, I've never really liked the idea that marines interact with their people more than necessary. I feel like it conflicts with the whole leaving their lives behind idea. 

 

+++ 

 

I've been thinking about the Ursrikeans a bit recently. My intention was for them to draw on Inuit influences and their hunter-gatherer aspects. Thinking on it some more I am wondering whether instead of the clans being at constant war with one another, in fact the opposite is true. Do they work together to survive on an adhoc basis when needed? Perhaps they compete through a very ritualised hunting method to attract the Chapter's attention. This would further tie in with their animistic beliefs better, I think. After all, they're not wiping fellow men from existence. I'm not sure. I'd like to hear your thoughts on the matter.

 

 

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@NightRawenII Firstly, the Valhalla reference was somewhat irksome. Apparently in moving away from Fenris I've come closer to another GW world. However, upon reflection I feel like there are enough differences between the two to keep me from want to dive back to the drawing board. As for your second point, I don't completely agree but I have tried to bring across the religiosity of the Ursrikeans in the latest draft. Perhaps it needs further detailing, though I don't think it helps we are looking at this section in isolation from the rest of the article.

I was going to use Inwit, but then again Valhalla serves my purpose better.

 

With the level of humankind's technology, the death of a world does not spell doom of culture. Yes, it's transformed by the new condition, but not truly eradicated. Which brings me to my other concern, far more important than the other, the people of Ursirk didn't put much spirit in their struggle for survival. To me, devolving into scavenger-barbarians is a bottom line in options when faced with (un)natural disaster.

 

 

~ NightrawenII

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Ferrus, I apologize in advance for fear of coming across as callous, but you're not doing yourself any favors right now. As much fun as world building may be, and trust you me I know it's fun, it isn't that important.

 

I'll plug my own Iron Gauntlet just for the sake of argument. I wanted the patugains to have seals or sea lions play the role of work dogs. NightrawnII's suggested that they shepherd manatees. Inspired, I did a little research, learned that seals are better swimmers than sea lions, learned that sea lions walk better than seals, learned that seals and sea lions can cross breed so there's a biological justification for paugain seal lion mutts, and so on. In medias res, I thought it was all fascinating. Now, take a step back with me and realize that absolutely no one cares if 400 years before "present" the Astral Reavers Chapter Master's household chores as a small boy involved taking the family seal out to shepherd the manatee aggregation (did you know that a group of manatees is called an aggregation?) to graze on algae and water plants. It's cute, it gives depth, it might even be objectively good world building, but in the context of an Index Astartes it Does. Not. Matter.

 

The piece at the start of the section was a small overview of Ursrik being brought into the fold of the Imperium, and yes Russ' legion were the one's to reclaim the planet in the name of the Emperor. So in terms of the planet's history I feel like its important enough that it can stay.

 

 

You're writing yourself baggage. What does it mean that the Homeworld was introduced to the Imperium during the Great Crusade? Was it a wasteland when it was discovered? Was it still a hive world? Did they have a faith? Did they embrace the Imperial Truth? Are Russ or the Space Wolves folk legends and heroes? It all ties back to the issue of why is this important? If you don't mention it, then it can't be an issue. If you do mention it, then why did you mention it? I need to ask again why does it matter if there were two planets in system that were destroyed because of Orks? Did the debris from the destroyed planets hit Ursrik and start the ice age? It's too prominent to be a background tidbit and it's not significant enough to establish the narrative.

 

My advice, step back from the homeworld for a bit and figure out what you want your Space Marines to be.

Barbaric Ultramarines - Admittedly, even I think the word barbaric is too far in the other direction. But when I wrote those notes I couldn't think of a better word. The easiest way to get across what's in my head would be to imagine a unit of Roman Auxiliaries from say Bavaria or Gaul - or at least Simon Scarrow's depiction of them in the series. Sure, they're a roman formation, with roman armour, weapons and tactics but they still keep they're traditions, tattoos, furs and pelts and they're probably still going to want to take a head or two during battle. 

 

 

 

 

Work backwards. What factors from the Chapter's history, homeworld, culture, environment, mentors, allies, enemies, whatever, get you from where you are to where you want to be?
 
EDIT I figured I'd just add a little something. Consider Fenris has in its roster of wildlife: Drakes, Elk, Ice Fiends, Mammoths, Wolves, Great White Bears, Krakens, Ripperfish, Sea Dragons, Snow Harts, and Underfangs. At face value, regardless of whether or not the Fenrisian Kraken is a Tyranid or if its teeth are used to forge frost blades, do I care about anything besides the wolves? So why is your Chapter called the Arctic Lions?
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I'm heading to London for a few days, so before I go I thought I may as well post up my latest draft for comment. Ironically, I think it deals with one or two of the points you guys have raised. 

 

 

With the level of humankind's technology, the death of a world does not spell doom of culture. Yes, it's transformed by the new condition, but not truly eradicated. Which brings me to my other concern, far more important than the other, the people of Ursirk didn't put much spirit in their struggle for survival. To me, devolving into scavenger-barbarians is a bottom line in options when faced with (un)natural disaster.

 

True, but then why would they utilize this technology on a world that has little to offer the Imperium, at least until the arrival of the Lions? That being said, I imagine the Ursrikeans to be the descendants of those that couldn't find a way to escape the dying planet. Plus, this is over a span of time greater than that of our currently recorded history. 

 

 

You're writing yourself baggage. What does it mean that the Homeworld was introduced to the Imperium during the Great Crusade? Was it a wasteland when it was discovered? Was it still a hive world? Did they have a faith? Did they embrace the Imperial Truth? Are Russ or the Space Wolves folk legends and heroes? It all ties back to the issue of why is this important? If you don't mention it, then it can't be an issue. If you do mention it, then why did you mention it? I need to ask again why does it matter if there were two planets in system that were destroyed because of Orks? Did the debris from the destroyed planets hit Ursrik and start the ice age? It's too prominent to be a background tidbit and it's not significant enough to establish the narrative.

 

Yeah, I'll agree that in its previous state it wasn't very strong. I've had another look at that paragraph and I feel like its a lot stronger now. 

 

 

 I figured I'd just add a little something. Consider Fenris has in its roster of wildlife: Drakes, Elk, Ice Fiends, Mammoths, Wolves, Great White Bears, Krakens, Ripperfish, Sea Dragons, Snow Harts, and Underfangs. At face value, regardless of whether or not the Fenrisian Kraken is a Tyranid or if its teeth are used to forge frost blades, do I care about anything besides the wolves? So why is your Chapter called the Arctic Lions?

 

The honest answer is I don't know. It was just the name that stuck back in the day and I'm loathed to change it. I've been having a think about an in-world answer for it. As it stands the Moros are supposed to be a lion-like creature, so it will probably link with that, despite the cliche. I think the answer will come when I've finished writing up the origins section next week. 

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I'm gonna agree with others and say to maybe steer clear of the Wolves.

 

Also, I love the sound of the world. It's brutal. Besides the kelp, that's just terrifying.

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With regards to the name, I am open to suggestions to alternatives. Some thoughts I have include Storm Heralds, Void Hunters and some variations on each. Something that captures the violent nature of their homeworld or their hunter gatherer heritage. Otherwise, I may try and avoid discussion how they've been named at all.
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Having both the first Chapter Master called Lionheart and the Moros feels forced. I'm also not entirely sure why he'd be called the Lion of Guilliman, but okay. Why the Maelstrom? Isn't there a lot of baggage there with the Badab War in M41?

 

What does it mean that the Lions learn the name of their gene-seed lineage? Do they know histories or just an arbitrary list of names? Is there greater significance to that? You mention adopting the old warriors name so does the Lion just repeat the same name or does each battle brother have a name that's, come M41, upwards of 6000 years long?

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Having both the first Chapter Master called Lionheart and the Moros feels forced. I'm also not entirely sure why he'd be called the Lion of Guilliman, but okay. Why the Maelstrom? Isn't there a lot of baggage there with the Badab War in M41?

 

What does it mean that the Lions learn the name of their gene-seed lineage? Do they know histories or just an arbitrary list of names? Is there greater significance to that? You mention adopting the old warriors name so does the Lion just repeat the same name or does each battle brother have a name that's, come M41, upwards of 6000 years long?

 

For me, I'm trying to avoid linking the Moros to the naming of the Chapter. It would make more sense (at least in my mind), that a Chapter is named for its first commander's nomenclature rather than a predator on the world they adopt. As for the Lion of/Lionheart, they were intended as an either/or type of deal. Personally, I'm leaning toward the Lion of Guilliman. I don't think its that much of a stretch to imagine this as some sort of honorific - after all, the first master of the Black Consuls was known as the Bane of Lorgar. 

 

As for the Badab War, true but over 6000 years - or indeed, upon discovery of Ursrik - the Chapter has moved away from the Maestrom enough not to get involved. That, or they were simply too busy dealing with Orks at the time of the rebellion. 

 

In terms of naming, I think that upon ascension to the Scout company the aspirants would undergo a ritual with the Chapter's Librarians upon which they would receive their given names. So while they might go into it being known as Aluki, they would come out as Aluki Aesir Hakon. Whereby the might go on to learn the histories of every brother to be given those names. Likewise, I think they would seek to learn the histories of the brothers who belong to the line of their geneseed; these would become the 'ancestral' spirits that would guide them for the rest of their lives. This could lead to a culture of not extracting geneseed until the brother's death, resulting in a greater loss of it in certain situations. As its loss during life would mean a desertion of their guiding spirits.

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