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The Warcallers - Hunters and Storytellers


Codex Grey

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+++ Warcallers +++

‘We stand on the shoulders of giants.’
 
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+++

 

Original Post

Spoiler

Back when I used to frequent the forum, I was, like many, a proponent of the idea that if you wanted to keep your Chapter lore as believable as possible within the context of the official 40k universe, you should just make a fairly young Ultramarines successor, unless the core ideas for your Chapter required something different. Being an Ultramarines successor should not hinder the development of a Chapter with a distinct feel and tasty themes, and should not just result in an Ultramarines clone.
 
Still, I somehow ended up making making two 3rd founding Chapters from non-UM geneseed. :D
Nothing wrong with this, but I always had this gnawing feeling that I should try to make a distinct young UM Successor, to prove the theory right (even though there plenty of examples on these forums of great DIY UM successors).
 
So that's the goal of this topic: Make a relatively young Ultramarines successor that is not just an Ultramarines clone.
EDIT: Though I might stretch the notion of what makes a "young" Chapter with some of the ideas :D
 
Below is the ideas I have for the moment. Not much, and I'm not sure how far I'll get with these guys, but I'm interested in your thoughts and any suggestions.


Original Outline

 


WARCALLERS
 
Core ideas - Hunters of enemies and lore. Storytellers, hero worshipers and sonic harassers.
EDIT: I'm trying to convey a duality in their personality. On one hand they are calm and patient hunters of both lore and prey. On the other, they believe in channeling the memories of past events and great heroes to strengthen themselves in battle. This combined with an urge to create new 'moments of glory' to inspire and pass on to new generation means that when they do strike, they do so with reckless fury.

ORIGINS
 
-26th founding. Takes the name and homeworld of a lost Chapter of the same name. 
 
-Training Cadre from the Genesis Chapter. All new recruits are drawn from this feral homeworld of excellent hunters.
 
-Spends early years fighting in a multi-Chapter crusade, learning from other Chapters, harnessing and further developing their aptitude for infiltration and close quarters fighting.
 
HOMEWORLD
 
-Feral world with hardy stock of recruits.
 
-Legends of the lost Chapter are shared and kept alive in the tribes through oral traditions, stone carvings, monuments, ritual scarring and tattoos. These practices were quickly adopted by the new Chapter.
 
-Old fortress monastery contains some clues to hidden Chapter vaults and locations throughout the galaxy that may hold relics an information on the lost Chapter.
 
COMBAT DOCTRINE
 
-Patient hunters. Infiltration specialists. Seek out information, on and off the battlefield, to gain power, then use that power.
 
-When they strike, they do so with gusto. Roaring and screaming, shouting names of ancient heroes and blowing hunting horns made from massive beasts, both to hype themselves up and to demoralize their opponents. Ferocious in close quarters. 

ORGANISATION
 
-Very Codex, but tend to rely on equipment for speed.
 
-Seeker Squads: Kill Teams lead by Librarians in search for lost lore about their predecessors and other useful information. Members are drawn from volunteers from all companies, eager for adventure, to prove their worth and for the stories they can pass on.
 
BELIEFS
 
-Greatly influenced by their homeworld's population.
 
-Believe in the power of knowledge and stories. Believe that they become stronger by remembering great battles and deeds, harnessing and channeling the power of dead brothers and legendary heroes.
 
-dreadnoughts are SUPER important to them.
 
-librarians are also important and have great autonomy. Librarians play a crucial role in extracting memories and implanting them in their brothers, so that all can see the greatness of past events.
 
-slightly obsessed with discovering the fate of the predecessors.
 
GENESEED
 
-Most likely Ultramarines lineage, unknown immediate precursor Chapter. Genesis Chapter training requested by the Imperium, but they have no records of siring the former warcallers.
 
- Bobby G  is the greatest hero. His return has inspired many seeker squads to seek him out so that they can relay the memory of him to their brothers.
 


WIP Timeline

 


Dates are not final.

M36-38 - Unknown founding. The first Warcallers are created from an unknown Chapter of the Ultramarines gene-line to secure (system/sub-sector/region X). Records state they take (planet X) as their homeworld, establishing a fairly small fortress-monastery. Unclear if the the fortress is one of several facilities or if their main base of operations is somewhere else.

M40 - After several years of recorded service, the first Warcallers are never mentioned again in any know records. Based on accounts from the population of their homeworld, it is believed that they are lost somewhere towards the latter half of this millennium.

738.M41 - 26th Founding. The new Warcallers are created (from the gene-stock of the old wc?) to fill the void left by the old. Gifted with the old Chapter's homeworld, they receive a large influx of initial recruits from the the planet's population. A cadre from the Genesis Chapter is commissioned by the Imperium to oversee their training.

826.M41 - The X Crusade. The new warcallers cut their teeth in an Imperial crusade, fighting mostly in a support role alongside several other Chapters. Wisdom and stories are shared between Chapters and the Warcallers are eager to learn. Towards the Crusade's end, most of the Genesis Chapter training cadre die in a heroic sacrifice.

832.M41 - The first of what will later be called Seeker Teams is formed and embark on a journey to return the bones and artifacts of the Genesis Chapter to their homeworld Newfound. They are met with respect, but when asked if they know of the Genesis Chapter's involvement in the founding of the first Warcallers, there are no records to indicate this to be case. The Seeker Team continues it's journey to McCragge and visits the shrine of Guilliman before returning back home.

850.M41 - Spurred by the gaps in their Chapter's history and their strong belief in the power of knowledge, three Seeker Teams lead by librarians are formed to uncover any clues about the first Warcallers history and ultimate fate.
(could be fun if two of them find some small, perhaps intriguing, but ultimately insignificant information about the wc1, but the third seeker squad is never heard from again?)

Towards the end of the millennium, galactic turmoil increases and the warcallers get to preoccupied with other duties so seeker activity quiets down. After primaris are included into their ranks, the wc once again creates seeker teams to find lore. Perhaps the great rift has somehow helped revealed some clues or something. Idk.
early.M42 - Torchbearer taskforce reaches Warcallers. The primaris are welcomed into the fold, just as eager to learn of their Chapter's history as the firstborn are of learning about the times right after the Horus Heresy.

early.M42 - Seeker Team is sent out to meet Guilliman in person and relay the experience back to the rest of the Chapter.


 


Current thoughts:

Spoiler

Why would the Imperium replace a Chapter that they do not know the fate of? I think I've seen examples of this from both official and non-official sources, so I don't think it's unheard of or a problem. But I would love to get some opinions on this.

What could be a good reason for an entire Chapter to be lost? I don't have to answer this, as the mystery is enough I think, but it could be cool to hint at what actually happened. Any ideas?

 

I need quotes for each section of the article, but I'm drawing blanks. What ideas and perspectives can I portray through these quotes? Speaches, teachings, etc? Dialogue is not my strong suit.




As always, C&C is welcomed. Thanks for reading.

Edited by Codex Grey
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Index Astartes: Warcallers

 

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The Warcallers are patient hunters, ever diligent in pursuit of their foe and of forgotten knowledge. They venerate the power of stories, which connects them to the spirits of their ancestors and fuels their every deed, dedicating substantial resources to seeking out more. Created to fill the void left by a lost Chapter, the Warcallers are determined to live up to their legacy and to uncover the truth about their predecessors’ unknown fate.

 

 

Origins

 


In 738.M41, the 26th founding of new Adeptus Astartes Chapters was initiated. Several of the new Chapters were created to take up the tasks of older ones lost to the ravages of war. The original Warcallers were one of these, whose history stretched back to an unknown founding sometime between M37 and M38. They were last mentioned in Imperial records in late M40 and are believed to have disappeared sometime after this. Noted as sons of Roboute Guilliman, little else is known aside from several recorded engagements from their time as wardens of the Caligo sub-sector. Their absence from the region soon became a problem only a new Chapter could solve.

 

The new Warcallers were created from the old Warcallers' gene-stock on Mars, taking their name, heraldry and homeworld, Ortus, which was mostly unscathed by the conflicts of Caligo. A large portion of the initial recruits came from this planet's population of hardy hunters, whose culture quickly influenced the nascent Chapter. A veteran cadre from the Genesis Chapter was commissioned by the Imperium to oversee their training, with instructions to join the newly formed campaign to retake several Ork-infested systems in the Caligo sub-sector. which the Warcallers would once again oversee after the campaign's completion.

 

During the campaign, as they slowly swelled their numbers, the Warcallers fought mostly in support of other more established Chapters, leveraging their natural talent for infiltration and intel gathering. The young warriors were eager to learn and reveled in the company of other Astartes, absorbing every retelling of great wars and heroic actions the others were willing to share. Inspired by their fellow Astartes, the Warcallers developed an urge to prove themselves, and the opportunity came in one of the closing battles of the campaign. As the Orks decimated Imperial forces in a final act of defiance, the Warcallers mustered all their ground forces and threw themselves at the greenskins’ flank in a ferocious counter-assault. The attack took its toll on the Chapter’s already low numbers, including the heroic death of the Genesis Chapter veterans, but the ploy proved effective. The Imperial forces survived, the Orks were broken and victory was secured. The Warcallers were celebrated as heroes and the stories of the campaign still shapes the Chapter to this day.

 

After successfully reclaiming the Caligo sub-sector, the Warcallers have kept watch and their name brings stability to the region as it once did before. Few have threatened their control, which left them free to strengthen their dominion and seek out their lost history. However, with the turmoil following the opening of the Great Rift, priorities have shifted and the Chapter is spread across numerous fronts. Yet there are those among them who believe that to overcome the coming struggles it is still crucial to learn from the past.

 

 

Homeworld

 

 

Ortus is a small and harsh world of mostly water, dotted with islands that form a giant archipelago, covering nearly a quarter of the surface. The small amount of land combined with the gravitational effects of its two moons causes unpredictable tidal cycles, often accompanied by devastating storms. The numerous islands play host to a variety of dangerous creatures to hunt and exotic plants to harvest, uniquely adapted to the conditions of the archipelago. While the larger islands might have been more suited for agriculture, they are mostly found in the harshest climates of the equator, and are littered with both ancient mechanical debris and various craters, ranging from hundreds to thousands of years old. These places are known as the forsaken lands, home to evil spirits and metal monsters, shunned by the living.

 

With an environment ill-suited for long term agriculture, the resilient people of Ortus live a semi-nomadic life as hunter-gatherers, moving from island to island in a perpetual quest for a better life. They make rafts and boats as well as primitive tools and weapons out of what material they can find, including ancient scrap metal of unknown origins. The bulk of the population lives together in the Great Tribe, surviving through larger numbers and cooperation. While splinter tribes occasionally split off, these rarely survive for long due to natural disasters, disease, lack of sustenance, infighting or direct conflict with others. Only the Great Tribe has survived in some form for as long as records of Ortus has existed, unified by their shared culture of oral history and ancestral worship. They believe the spirits of their forebears live on and guide them through their memories, using stories to keep the memories alive. The people of Ortus provides a hardy stock of recruits and many of its customs has greatly shaped the Warcallers themselves.

 

To the Great Tribe, the Warcallers are known as gods who periodically come to steal away the most worthy children to join them in the skies. This all too real children's story serves to motivate young boys to prove themselves worthy to the tribe and by extension the gods, hoping to escape to a better life in the sky. The gods have noted the value of this setup and has done little to disrupt it. The only direct contact the Chapter made with the people of Ortus since returning was sending unarmored envoys to speak with the tribe elders in a secret meeting. Wanting to learn more about their forbearers, the envoys asked the elders to share their stories about the gods. Beyond vague accounts of the few times they had previously made their presence known to the people, and the latest extended period were the gods had not been seen, little else was gleamed from these stories.

 

The original Warcallers made Ortus their homeworld sometime after their founding and is recorded as their only source of recruits. When the reborn Warcallers arrived, they found a relatively small Fortress-Monastery at the center of the planet's largest forsaken landmass, covered in mostly sand and rock. Called the Monument, the Fortress-Monastery was built around a huge and naturally formed monolith, covered in ancient symbols theorized to represent historical events, though it is unclear if the original Warcallers, the tribes or others first carved them. Beyond this, the Monument's halls were close to empty save for some equipment, a handful of minor artifacts, banners, trophies and an intact geneseed vault. Due to its small size and lack of contents, it is speculated that The Monument was only one of several facilities the original Warcallers maintained, although others have yet to be found.

 

 

Beliefs

 

 

The Warcallers have adapted their homeworld’s reliance on oral history and ancestral worship into a strong belief in the power of stories and knowledge in general. They believe they become stronger by remembering legendary battles and emulating the heroic deeds of those who came before. They are even convinced that the spirits of fallen warriors live on in the Immaterium, that they can call on their presence and then harness and channel their power through their own actions. In fact, they often call upon specific spirits to help overcome specific challenges, but only if they know them and can form a connection with the individual spirits. Some older spirits may be stronger than others, but actual memories are thought to form stronger connections than simple knowledge. If a warrior fails in their goals, it is considered a sign of weak connection with the spirits and a source of much personal shame.

 

Unsurprisingly, the Warcallers have integrated stories and storytelling into most aspects of their customs and ceremonies to facilitate their spiritual connections. Stories are viewed as a way to turn simple knowledge into something closer to memories. From recruitment to higher ranks, the Warcallers constantly recount the stories of warriors and leaders, both recent and ancient, who embody the ideals of the roles they are to assume. Whether it’s the noble sacrifice of the Genesis Chapter Cadre in defense of their allies or the cool-headed leadership of their Primarch in the aftermath of the Horus Heresy, the Chapter has no lack of heroes to draw inspiration from. Out of all of them, the Emperor is the greatest. Also known as the Great Spirit, the Warcallers may call upon Him as they would any other spirit, even if only the worthiest can form a meaningful connection. 

 

To help them remember and channel their spirit-kin, each Battle-Brother collects and carries many trophies of great victories and tokens of fallen brothers. In addition, they paint their armor with ashen white markings, often in a similar style to the simple markings of the Ortus tribes, commemorating important events in their careers so that all around them might see their entire story at a glance. By the time a warrior enters the Veteran Company and dons the white company colors, their whole armor is almost completely white with markings. Even the Chaplains, whose armor is traditionally black, cover almost every inch of plate in white script and symbols, so that they can better recite their knowledge to their fellow Warcallers. In addition, endocanibalism, where an Astartes ability to experience the memories of fallen brothers by consume their flesh, is an important part of many rituals, which may sometimes be be conducted on the eve of battle as well.

 

With their reverence for knowledge and stories comes a thirst to seek out more. Wherever they go, the Warcallers dedicate time and resources to learn whatever they can to become stronger, and even request to share stories with those they fight alongside as well, a behaviour which is met with a wide variety of responses. However, what drives them the most is the lack of knowledge of their predecessors, which is viewed as a hole in the spirit of the Chapter itself. While they know that the original Warcallers might be truly lost, many believe that somehow, they may still find and reconnect with their spirit-kin and become whole.

 

 

Organisation

 

 

The Warcallers revere the wisdom of Roboute Guilliman and adhere to the organisational principles of the Codex Astartes, maintaining a ten-company structure, each consisting nominally of a hundred warriors. As a relatively young Chapter, they lack the powerful arsenals of older Chapters, but have found success in relying on infantry, cunning and more readily available equipment and vehicles. They have no Battle Barges and only seven Strike Cruisers, but have built up a healthy fleet of smaller vessels. Little else sets them apart from the norm, except for a larger than normal Librarium and the formation of Seeker Squads.

 

The Librarium and its members play an important part in the directives of Chapter Command. Librarians are respected for their role in seeking out and preserving knowledge and are revered for their ability to psychically extract and share memories between brothers. They also have great autonomy and the authority to request special resources to accomplish their goals, which is how Seeker Squads are formed. Seeker Squads are teams of Battle-Brothers, assigned from any Company, who have volunteered to assist a Librarian in a quest for knowledge, often in the hopes of experiencing great stories of their own that they may pass on to the rest of the Chapter. These missions rarely result in anything concrete, though many Warcallers value the journey itself almost just as much as any potential discovery.

 

Dreadnoughts are revered as tragic heroes to the Warcallers. On one hand, their interment into sarcophagi denies their spirit passage into the Immaterium to join their fallen brothers. On the other, they serve as powerful connections to forgotten times through their ancient memories. Consequently, the Chapter has relatively few Dreadnoughts and they rarely deploy the ones they have in combat, partly because they don’t fit their preferred combat doctrine, but mostly for the risk of losing their precious memories. If they are deployed, Dreadnoughts become beacons of strength to the Warcallers, striding through the battlefield like totems of power. 

 

 Seeker Squad Activity

 

 832.M41 - What is now known as the first Seeker Squad is formed and embark on a journey to return the bones and artifacts of the Genesis Chapter training cadre to their homeworld, Newfound. They are met with respect and hospitality, but when asked if they know of the Genesis Chapter's involvement in the founding of the first Warcallers, there are no records to indicate this to be case. The Seeker Squad continues it's journey to McCragge and visits the shrine of Guilliman before returning home to Ortus.

 

 850.M41 - Spurred by the gaps in their Chapter's history, three new Seeker Squads are formed. Each lead by Codiciers of the Librarium, their primary goal is to uncover any clues about the original Warcallers' history and ultimate fate. Over the next few decades, two squads return having recovered a lost weapons cache of the Chapter and vague accounts from Imperial allies about the Warcallers historical deeds. All contact with the third squad is lost after a few years and they are never heard from again.

 

 899-999.M41 - Towards the end of the millennium, galactic turmoil increases and the Warcallers are preoccupied with other duties. Only a few Seeker Squads are formed and only one set out at a time. Eventually, seeker activity quiets down as priorities shift.


 Early.M42 - A Torchbearer taskforce reaches Warcallers. The Primaris are welcomed into the fold, just as eager to learn of their Chapter's history as the firstborn are of learning about the times right after the Horus Heresy. In addition, several Librarians and even non-psyker brothers experience visions and unprecedented connections with their spirit-kin. Despite the high demand of Astartes support, the Era Indomitus sparks a revitalization of Seeker Squad activity. There are currently four active Seeker Squads in circulation. One recently returned from seeking out Guilliman in person, both to pay their respects and to relay the experience back to the rest of the Chapter. Another has traveled north of the Great Rift and have not been heard from for over a year.

 

 

 

Combat Doctrine

 

 

"It is time. Sound the horns of the hunt!"

 

 

The Warcallers train for and partake in a wide range of combat scenarios, as expected of the Adeptus Astartes. However, they prefer to exploit their natural affinity for infiltration and to learn as much as possible about their foes before they strike. This has led to a reputation of being a slow to answer calls for aid, but the Warcallers strive to compensate by ensuring success. When they finally do strike, they typically rely on speed and aggression, using jump-packs, bikes, speeders and gunships in favor of heavier equipment.

 

After learning what they can about their opposition and plans have been laid, the warriors call upon their spirit-kin to guide them in battle. While their customs and ceremonies off the battlefield are designed to remember, during combat they serve to channel power. Chanting, singing, call-and-response speeches, with rhythmic chest beating and stomping, followed by horn-blowing and death wails are typical affairs. These death wails continue as they attack, often broadcasted through vox-amplifiers to terrify weak-willed enemies, while preemptively mourning those brothers who will pass away in the fight and guide them into the Immaterium. 

 

Despite all their careful planning, the Warcallers often fight with a reckless fury once they have committed to an engagement. In the heat of battle, they can fall into a spiritual trance, fueled by emotion and operating on near instinctual level. However, there is also a somewhat more rational reason for this behavior. Just as they use stories and memories to strengthen themselves, many are compelled to create new stories through their deeds, moments of glory and victory, to pass on and inspire future generations. Even if it comes at a great risk to themselves and sometimes their mission.

 

 

Geneseed

 

 

According to Imperial and Chapter records, the original Warcallers were gene-sons of Roboute Guilliman. While it's not known if they had any direct predecessors beyond the Ultramarines, the current Warcallers have never seen any reason to doubt being of the thirteenth legion's stock. The continued genetic purity and stability of their geneseed only serves to strengthen their conclusion. Still, not knowing for sure further fuels their continued quest for enlightenment.

 

 

---

 

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Edited by Codex Grey
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 Why would the Imperium replace a Chapter that they do not know the fate of? 

- The Emperor's Tarot declares it.

- To honur a Chapter that had to have been destoyed in the Emperor's Service.

- To hide from the sector that the original Warcallers was destroyed, which was deemed bad for moral.

- As a kind of way to hide that the original Warcaller was secretly exterminated by the =][= (for reasons).

- A administratum mistake, they were just supposed to overtake the Warcallers role in the area, but instead also was given their name, recruitment world, and colours.

- Somebody in power liked the Warcallers (maybe only from reading about them) and wanted them recreated. 

 

 What could be a good reason for an entire Chapter to be lost?

- Facing a Ork Waaaagh!/Necrons/Craftworld/similar and dying to the last marine with any calls about what was going on, or for support, being lost to the Warp.

- They entered the Warp to fight a big struggle (like a Black Crusade/Mega Waaaagh!/sector sized conflict/such) and never reappeared into realspace.

- Was secretly exterminated by the =][= (for reasons).

- Alpha Legion.

- Unknow, but strange xeno-artefacts/remains of some unknown xeno-race were found here and there in the remains of their fortress-monastery.

- They are not lost, the current Warcallers are the old ones, but they have lost their history and dramatically changed their ways so when they find remains of their of their old history they belive that it belongs to a previous Chapter. 

- They are not lost, the current Warcallers are the old ones, but they were all memory scrubbed and had their history destroyed/confiscated by the =][= becouse of some reason, and the lie of them being lost and a new Chapter taking over the name, colours and role of the Warcallers was created to prevent questions, it was not expected that they "new" Warcallers would become obsessed in finding out what happened to the "old" ones. 

- They begun to show unacceptable mutation/degenerations and decided to leave everything and go on a suicide crusade against dangers foes in areas where the Imperium's presence is not that notable, as a way to prevent their memory from being tarnished.

- Went renegade and the =][= covered it all up.

- An internal conflict turned into a civilwar where those that did not die went renegade/become Black Shields, and the =][= covered it all up.

- They are not lost, but the reason the information about why/how they were destroyed was misplaced by the administratum.

Edited by Gamiel
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I really need to get back into the writing side of the hobby. Some good stuff here, brother.

 

I like the idea for the Chapter a lot, but I can't help but wonder if having your young new Ultramarines Chapter take very closely after an old, established Chapter (down to adopting their predecessor's customs) isn't undermining your mission statement a tiny bit. :sweat: :laugh.:

 

As for what happened to the previous Chapter, I think the best route would be to suggest multiple possible fates, varying from "eaten by xenos" to "died on a penitent crusade" or "simply vanished one day, save for a single serf who never spoke of what happened".

 

I also wonder what is meant by describing the Warcallers as "Sonic Harassers"?

I'm probably missing the sensible explanation, as per usual, but it confused me a bit. :wacko:

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Thanks, Gamiel. Such ideas get the noggin goin'.

 

I like the idea for the Chapter a lot, but I can't help but wonder if having your young new Ultramarines Chapter take very closely after an old, established Chapter (down to adopting their predecessor's customs) isn't undermining your mission statement a tiny bit.

Thanks, Ace. This might sound like I'm trying to save face, but I was going to acknowledge this, but somehow forgot.

The idea came from thinking about how to expand the other ideas of history buffs who like telling and finding stories and knowledge.

I guess the rest works well enough without it, but I feel it adds something... extra. On the other hand it might just come off as trite if not done correctly.

 

I'm a bit torn right now. Should I keep it or drop it? I think I'll amend the mission statement a bit anyways.

 

I also wonder what is meant by describing the Warcallers as "Sonic Harassers"?

 

I'm probably missing the sensible explanation, as per usual, but it confused me a bit.

They scream and shout. They sing and chant to boost themselves up, while blasting noise through speakers to terrorize others. You know, like my neighbors :sad.:

It's underdeveloped as a "core idea", so I might knock it down to just an aspect of their character.

Edited by Codex Grey
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 -Believe in the power of knowledge and stories. Believe that they become stronger by remembering great battles and deeds, harnessing and channeling the power of dead brothers and legendary heroes.

Can see endocannibalism being big in their culture, to keep each others memories and stories alive. Maybe also eating others whose storiest they want. 

 

Can see them as trophy takers (don't need to be traditional things like heads or scalps), and/or marking themself and/or their equipment after dead-making (maybe many armours/weapons/other equipment have a saga of their own and is expected to act a certain way, makng them good for some stuff but bad for other). To have something to point to when telling their stories. 

 

 -dreadnoughts are SUPER important to them.

 

-librarians are also important and have great autonomy. Librarians play a crucial role in extracting memories and implanting them in their brothers, so that all can see the greatness of past events.

Maybe both of them are never deployed without at least one bodyguard? 

 

 

Thanks, Gamiel. Such ideas get the noggin goin'.

 

I like the idea for the Chapter a lot, but I can't help but wonder if having your young new Ultramarines Chapter take very closely after an old, established Chapter (down to adopting their predecessor's customs) isn't undermining your mission statement a tiny bit.

Thanks, Ace. This might sound like I'm trying to save face, but I was going to acknowledge this, but somehow forgot.

The idea came from thinking about how to expand the other ideas of history buffs who like telling and finding stories and knowledge.

I guess the rest works well enough without it, but I feel it adds something... extra. On the other hand it might just come off as trite if not done correctly.

 

I'm a bit torn right now. Should I keep it or drop it? I think I'll amend the mission statement a bit anyways.

You should keep it, since they don't really know how the original Warcallers where can there be fun stuff done with them finding out things about the old Wc that they did not know and debating if they should change their ways to better fit the old-Wc's or keep going as before but honouring the new knowledge in some other way. 

 

As you describe them they are more based on the natives stories about the original Warcallers then the original Warcallers (who you could decide were very different if you wanted)

 

 

I also wonder what is meant by describing the Warcallers as "Sonic Harassers"?

 

I'm probably missing the sensible explanation, as per usual, but it confused me a bit.

They scream and shout. 

and let it all out

:tongue.:

 

 

 

They scream and shout. They sing and chant to boost themselves up, while blasting noise through speakers to terrorize others. You know, like my neighbors :sad.:

It's underdeveloped as a "core idea", so I might knock it down to just an aspect of their character
 

Maybe they have "heralds" that proclame their great deeds before open battle, maybe with a call and respons system for parts of it from the rest of the forces? 

 

When moving in the open lots of singing about their history and the deed they have done.

 

Some orders are communicated through sound signals (drums, horns, etc) or groups give those signals when reciving orders as a way to show that they are doing it and psyching the enemy (Drums, drums in the deep. They are comming).

 

Lots of banging of their weapons/hands on their armour shields.

 

Have you seen The Dead Lands (2014) ? That one show how warriors use posing and shouting to both work themself up (not really needed for SM) and psych their enemies, and is also a good movie in itself.

Edited by Gamiel
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Back when I used to frequent the forum, I was, like many, a proponent of the idea that if you wanted to keep your Chapter lore as believable as possible within the context of the official 40k universe, you should just make a fairly young Ultramarines successor, unless the core ideas for your Chapter required something different. Being an Ultramarines successor should not hinder the development of a Chapter with a distinct feel and tasty themes, and should not just result in an Ultramarines clone.

 

Still, I somehow ended up making making two 3rd founding Chapters from non-UM geneseed. :biggrin.:

Nothing wrong with this, but I always had this gnawing feeling that I should try to make a distinct young UM Successor, to prove the theory right (even though there plenty of examples on these forums of great DIY UM successors).

 

So that's goal of this topic: Make a relatively young Ultramarines successor that is not just an Ultramarines clone.

EDIT: Though I might stretch the notion of what makes a "young" Chapter with some of the ideas :smile.:

 

Yes I fully agree. I like many when I started wanted ALL the bells and whistles, but as I read more I developed my own take I too came to the conclusion. Ultramarines are a great progenitor, and the later the founding the better.

 

 

 

WARCALLERS

 

Core ideas - Hunters of enemies and lore. Storytellers, hero worshipers and sonic harassers.

 

ORIGINS

 

-25th or 26th founding. Takes the name and homeworld of a lost Chapter of the same name. 

 

 

 

This is pretty easy to solve. Do you want to build firstborn models or just primaries?

 

 

 -All new recruits are drawn from the this feral homeworld of excellent hunters.

 

HOMEWORLD

 

-Feral world with hardy stock of recruits.

 

-Legends of the former Chapter are shared and kept alive in the tribes through oral traditions, stone carvings, monuments, ritual scarring and tattoos. These practices were quickly adopted by the new Chapter.

 

-Old fortress monastery contains some clues to hidden Chapter vaults and locations throughout the galaxy that may hold relics of their past.

 

 

I think this is the best place to start before you get to far ahead of yourself. Forget the Chapter for a minute, and just develop the culture on the planet. Feral planet so I think primitive. Anything you cannot understand is magic. What did seeing a Dropship do to the population?

 

I picture the first chapter being a bit more involved and then vanishing one day. Imagine meeting god and then the next day god is nowhere to be found. They Primitives then are ever searching for more signs of divinity. Now the replacement chapter is closer to the Red Scorpions in its recruitment. They have no contact. So when an aspirant is taken, the nativs take it as a sign, but to the aspirant it is merely a sign that they have been chosen to find the first of their name. Not very well articulated but I hope that makes sense.

 

 

 

 

 

 

 

COMBAT DOCTRINE

 

-Patient hunters. Infiltration specialists.

 

-When they strike, they do so with gusto. Roaring and screaming, shouting names of ancient heroes and blowing hunting horns made from massive beasts.

 

 

Now are they patient because of their culture or because of their quest. As well as agreeing with you on Ultramarines, I hold the opinion that their must be a single tenant that unifies the chapters theme. If it is to find the long lost chapter than everything must stem from that. They are patient because research requires that, but they act quickly because they cannot afford a clue to escape them.

 

 

 

ORGANISATION

 

-Very Codex, but tend to rely on equipment for speed.

 

-Seeker Squads: Kill Teams lead by Librarian in search for lost lore about their predecessors and other useful information. Members are drawn from volunteers from all companies, eager for adventure and for stories they can pass on.

 

 

I have nothing more to as here. People who make unique organisation for the sake of it drive me insane. Very little need to .

 

 

 

 BELIEFS

 

-Greatly influenced by their homeworld's population.

 

-Believe in the power of knowledge and stories. Believe that they become stronger by remembering great battles and deeds, harnessing and channeling the power of dead brothers and legendary heroes.

 

-dreadnoughts are SUPER important to them.

 

-librarians are also important and have great autonomy. Librarians play a crucial role in extracting memories and implanting them in their brothers, so that all can see the greatness of past events.

 

-slightly obsessed with discovering the fate of the predecessors.

 

GENESEED

 

-Ultramarines OR another Ultramarines successors.

 

- Bobby G  is the greatest hero. His return has inspired many seeker squads to seek him out so that they can relay the memory of him to their brothers.

 

 

 

A few points here, overall I think it is great. Dreadnoughts would indeed be very valuable for their experience and knowledge, considering they are trying to learn of something.

 

I would say though "slightly obsessed" does not cut it. This is the 40k universe. They are either not interested or interested 200% of the time.

 

Before Primaris I would have suggested Silver Skulls successor (My Praedicators are), but their lore might have developed too much since then for it to be something that works for you. The have Prognosticators, which would fit your theme perfectly.

 

 

 

 

 

 

Why would the Imperium replace a Chapter that they do not know the fate of? I think I've seen examples of this from both official and non-official sources, so I don't think it's unheard of or a problem. But I would love to get some opinions on this.

 

 

Bureacracatic Labyrinth on Terra. You could try get fancy, but I like the idea that they planned the chapter for a purpose, made this mistake, and now instead of fully embracing the job they were made for, they are obsessed with uncovering this "mistake"

 

 

 

 

What could be a good reason for an entire Chapter to be lost? I don't have to answer this, as the mystery is enough I think, but it could be cool to hint at what actually happened. Any ideas?

 

 

I have Imperial Fists on the mind at moment unfortunately so if it was that I would say the entire chapter responded o the Last Wall Protocol but never made it, but in this case, I wouldn't tell the reader. You can have the answer, but write it well and let the reader fill in the blanks

 

 

 

 

 

 

 

 

 

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I'm a bit torn right now. Should I keep it or drop it? I think I'll amend the mission statement a bit anyways.

Definitely keep it, a good idea is a good idea. :thumbsup:

It's still an example of one of the many things one can do with a recently-founded Ultramarine Successor to give them character and life of their own.:happy.:

 

Also, I am right onboard with tribal storyteller marines trying to rebuild a semi-mythical past of questionable accuracy.

 

They scream and shout. They sing and chant to boost themselves up, while blasting noise through speakers to terrorize others. You know, like my neighbors :sad.:

It's underdeveloped as a "core idea", so I might knock it down to just an aspect of their character.

Ah, right, now I get you. :biggrin.: 

 

I'm sure Reivers are supposed to have vox-boosting tech in their masks for sounding out terrifying roars and the like in combat, perhaps that's something could see wider use amongst the Warcallers - mounted on Rhinos or similar, attached to Assault Squads/Bladeguard or maybe even just a couple of marines per Tactical/Intercessor Squad.

 

The Warcallers might even borrow a page from the Night Lords and have their Techmarines hijack enemy vox frequencies to broadcast the Chapter's war shouts over the top of enemy communications.:tongue.:

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Have you read the fan project War of the False Primarch's Index Astartes: Death Eagles or ABD's Spear of the Emperor? Both are about (in a way for the later) Chapters that have taken over some of the trappings of a Chapter belived lost.

 

Regarding the Death Eagles is it reveled that the first DE was not destroyed which makes the DEII suffer from a bit of a personal crissis (don't remeber if it's mentioned in the Index article, but this Fb have this qoute about them: "While at the time I also saw no other way to avoid open war between the re-emergent original chapter and their forces, the discovery that they wear the funeral colours of a chapter thought destroyed drove an already morbid chapter, prone to martyrdom actions, deeper into darkness. The idea they are an abomination that should never of been, a cursed founding, has driven deep into their psyche.")

 

In the Spear of the Emperor we have a member of the Mentors chapter, who were given the colours and number of the Star Scorpions, interacting with a chapter that saw the Scorpions as their brethren, and find out that they find it insulting that he walks around in the Scorpions's colours.

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Gamiel

Can see endocannibalism being big in their culture, to keep each others memories and stories alive. Maybe also eating others whose storiest they want.

 

 

Can see them as trophy takers (don't need to be traditional things like heads or scalps), and/or marking themself and/or their equipment after dead-making (maybe many armours/weapons/other equipment have a saga of their own and is expected to act a certain way, makng them good for some stuff but bad for other). To have something to point to when telling their stories.

Yes and yes :smile.:

I've already alluded to the markings somewhat in the Heraldry picture. The idea is that throughout his career, a marine will cover more and more of his armor in white markings commemorating his heroic fallen brothers. By the time they reach the 1st Company their almost covered in white.

 

You should keep it, since they don't really know how the original Warcallers where can there be fun stuff done with them finding out things about the old Wc that they did not know and debating if they should change their ways to better fit the old-Wc's or keep going as before but honouring the new knowledge in some other way.

I like this.

 

Have you read the fan project War of the False Primarch's Index Astartes: Death Eagles or ABD's Spear of the Emperor? Both are about (in a way for the later) Chapters that have taken over some of the trappings of a Chapter belived lost.

I know a little about them, but have not read the full article/books. Might prove inspirational. Thanks

 

---

Minigiant

This is pretty easy to solve. Do you want to build firstborn models or just primaries?

I'm not really concerned with the modelling side, but I think a mix of Primaris and firstborn marines would work nicely from a lore perspective.

I'm avoiding the Ultima Founding (the 27th, which I think is what you're referring too?) as I like the idea of them seeking out their Primarch to relay the experience to their brothers.

I think I'm leaning towards 26th founding, as they don't really need the extra thousand years of history.

 

I think this is the best place to start before you get to far ahead of yourself. Forget the Chapter for a minute, and just develop the culture on the planet. Feral planet so I think primitive. Anything you cannot understand is magic. What did seeing a Dropship do to the population?

 

I picture the first chapter being a bit more involved and then vanishing one day. Imagine meeting god and then the next day god is nowhere to be found. They Primitives then are ever searching for more signs of divinity. Now the replacement chapter is closer to the Red Scorpions in its recruitment. They have no contact. So when an aspirant is taken, the nativs take it as a sign, but to the aspirant it is merely a sign that they have been chosen to find the first of their name. Not very well articulated but I hope that makes sense.

Primitive, yes. I'm thinking nomadic, forced by some natural phenomena on the world. Perhaps their shamans (psykers?) play a large role in guiding them through these forced travels or something.

 

I'm actually thinking the opposite. The new Warcallers are very close with their people, extracting all they know of the old Chapter directly. The old Chapter, on the other hand, were more reclusive, which explains why the people don't really know too much about them, except for highly embellished legends. This also helps to justify why they have adopted so many of the worlds customs in such a short time.

 

Now are they patient because of their culture or because of their quest. As well as agreeing with you on Ultramarines, I hold the opinion that their must be a single tenant that unifies the chapters theme. If it is to find the long lost chapter than everything must stem from that. They are patient because research requires that, but they act quickly because they cannot afford a clue to escape them.

The most central theme I think would be their belief in the power of stories and memories, so their urge to find and generate more stems from this. But this belief came from the nomadic hunter tribes who keep their knowledge alive through stories as well, and the tribes are patient hunters. So it's a little bit of both.

 

I also want to convey a duality in their personality. On one hand, they rely on gathering and learning from information, lore and memories - their patient side. On the other hand, they believe they can channel the power of their knowledge and memories (taking the power of stories to a more superstitious level) through voice, dance, trophies and markings, etc. - their fast and furious side. The latter side also stems from a desire to create new memories, moments of glory, for newer generations, leading to a bit of recklessness as well.

 

I have nothing more to as here. People who make unique organisation for the sake of it drive me insane. Very little need to .

Totally agree on sweeping, unnecessary changes to standard Chapter structures. But I like smaller flavorful tweaks or additions that fits with a Chapter's character.

 

I would say though "slightly obsessed" does not cut it. This is the 40k universe. They are either not interested or interested 200% of the time.

You have a point :smile.:

 

Before Primaris I would have suggested Silver Skulls successor (My Praedicators are), but their lore might have developed too much since then for it to be something that works for you. The have Prognosticators, which would fit your theme perfectly.

The Silver Skulls are one of my favorite official Chapters. I attempted to flesh them out several years ago, before there was too much info on them. That topic was lost several years back. Anyways, like you said, I don't think they really fit these guys.

Right now I'm thinking something fairly generic as their parents, to avoid strong personalities that might prevent the adoption of the homeworld culture.

 

Bureacracatic Labyrinth on Terra. You could try get fancy, but I like the idea that they planned the chapter for a purpose, made this mistake, and now instead of fully embracing the job they were made for, they are obsessed with uncovering this "mistake"

You know there is something very appealing about it simply being a mistake.

 

I'm starting to like the idea of the old warcallers doing something that might be considered heretical, so that the new warcallers would have to deal with this revelation if they ever found out the truth, especially if the new warcallers currently view the old ones as flawless heroes.

 

---

Ace

Definitely keep it, a good idea is a good idea. thumbsup.gif

 

It's still an example of one of the many things one can do with a recently-founded Ultramarine Successor to give them character and life of their own.

That's what I told myself to feel better :wink: Alright I'm keeping it.

 

 

Thanks all

Edited by Codex Grey
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I think this is the best place to start before you get to far ahead of yourself. Forget the Chapter for a minute, and just develop the culture on the planet. Feral planet so I think primitive. Anything you cannot understand is magic. What did seeing a Dropship do to the population?

 

I picture the first chapter being a bit more involved and then vanishing one day. Imagine meeting god and then the next day god is nowhere to be found. They Primitives then are ever searching for more signs of divinity. Now the replacement chapter is closer to the Red Scorpions in its recruitment. They have no contact. So when an aspirant is taken, the nativs take it as a sign, but to the aspirant it is merely a sign that they have been chosen to find the first of their name. Not very well articulated but I hope that makes sense.

Primitive, yes. I'm thinking nomadic, forced by some natural phenomena on the world. Perhaps their shamans (psykers?) play a large role in guiding them through these forced travels or something.

 

I'm actually thinking the opposite. The new Warcallers are very close with their people, extracting all they know of the old Chapter directly. The old Chapter, on the other hand, were more reclusive, which explains why the people don't really know too much about them, except for highly embellished legends. This also helps to justify why they have adopted so many of the worlds customs in such a short time.

 

Now are they patient because of their culture or because of their quest. As well as agreeing with you on Ultramarines, I hold the opinion that their must be a single tenant that unifies the chapters theme. If it is to find the long lost chapter than everything must stem from that. They are patient because research requires that, but they act quickly because they cannot afford a clue to escape them.

The most central theme I think would be their belief in the power of stories and memories, so their urge to find and generate more stems from this. But this belief came from the nomadic hunter tribes who keep their knowledge alive through stories as well, and the tribes are patient hunters. So it's a little bit of both.

 

I also want to convey a duality in their personality. On one hand, they rely on gathering and learning from information, lore and memories - their patient side. On the other hand, they believe they can channel the power of their knowledge and memories (taking the power of stories to a more superstitious level) through voice, dance, trophies and markings, etc. - their fast and furious side. The latter side also stems from a desire to create new memories, moments of glory, for newer generations, leading to a bit of recklessness as well

 

Really though, how much can the second chapter learn from a bunch of nomadic primitives?

 

If you want nomadic, I think I would have them travel between "holy" sites, sites where the first chapter were spotted. It is there they exchange stories.

They offer their children at these sites. If one is taken it is a sign that these "Angels" still exist.

 

When they become an aspirant they start to learn that these stories stretch out across the universe.

 

The first problem I see is how many stories would a young boy know, it is the elders who know of these things but they are not suitable candidates.

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Suggest that you make a list about what the Warcallers II know about the Warcallers I - maybe with some comments about some of the stuff more being guesswork

 

By your description do it feels like Kor'sarro Khan with a head and left-arm swap (and some knife work toward the WS symbols) would fit well as a HQ, his hunting bird and skull trophies fit well with the themes you have given them

I'm thinking nomadic, forced by some natural phenomena on the world.

Or maybe just a decree from the Warcallers (new or old) that they may not stay in an area longer then 10/20 years.

 

If you want suggestions on natural phenomena that could force them to being nomadic if you are interested.

 

The most central theme I think would be their belief in the power of stories and memories, so their urge to find and generate more stems from this. But this belief came from the nomadic hunter tribes who keep their knowledge alive through stories as well, and the tribes are patient hunters. So it's a little bit of both.

I also want to convey a duality in their personality. On one hand, they rely on gathering and learning from information, lore and memories - their patient side. On the other hand, they believe they can channel the power of their knowledge and memories (taking the power of stories to a more superstitious level) through voice, dance, trophies and markings, etc. - their fast and furious side. The latter side also stems from a desire to create new memories, moments of glory, for newer generations, leading to a bit of recklessness as well.

Another post from the War of the False Primarch project: The Diet of Fools and the Annulus Umbra where I think you will find the writing under the "Death Eagles I" headings interesting Edited by Gamiel
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By your description do it feels like Kor'sarro Khan with a head and left-arm swap (and some knife work toward the WS symbols) would fit well as a HQ, his hunting bird and skull trophies fit well with the themes you have given them

I think I want to focus the population more towards African or perhaps aboriginal influences, with a hint of a mad max post apocalyptic flair. Don't want to step too much on the toes of the white scars.

 

Suggest that you make a list about what the Warcallers II know about the Warcallers I - maybe with some comments about some of the stuff more being guesswork

Good idea. Although right now there's a lot of things up in the air until I make some firm decisions about what direction to take these guys.

But for now:

 

What the new Warcallers (wc2) know about the old Warcallers (wc1).

 

- Records of the WC1 go back to somewhere around M.36. (Might make them younger. The old wcs don't have to be too old either for the concept too work).

 

- Wc1 operated mostly in the sector surrounding their homeworld and are recorded in several battle reports, but they seemed to have always been reclusive.

 

- The people of their homeworld view them as heroic gods, but have made up many inaccurate details through embellished legends that are retold over generations, like evolving myths. (Maybe the greatest catalyst for them worshiping their former reclusive masters was when the planet was attacked by alien forces and the tribes could witness first-hand the wc1 in action.)

 

- They have currently recovered a few wc1 artifacts and relics from various places, but very little information about their fate.

 

Or maybe just a decree from the Warcallers (new or old) that they may not stay in an area longer then 10/20 years.

 

If you want suggestions on natural phenomena that could force them to being nomadic if you are interested.

OoooOOOoOooo! Maybe the old wc manufactured the phenomena to create hardship for the people to overcome, in order to breed stronger recruits?

 

In any case, suggestions for what this phenomena is would be greatly appreciated.

Edited by Codex Grey
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Suggest that you make a list about what the Warcallers II know about the Warcallers I - maybe with some comments about some of the stuff more being guesswork

Good idea. Although right now there's a lot of things up in the air until I make some firm decisions about what direction to take these guys.

But for now:

 

 

 

OoooOOOoOooo! Maybe the old wc manufactured the phenomena to create hardship for the people to overcome, in order to breed stronger recruits?

 

In any case, suggestions for what this phenomena is would be greatly appreciated.

 

I am of the opinion that they know nothing. Apart from living in their former fortress-monastery (Perhaps not even that) they know nothing, and this void of knowledge, void of stories, that drives them to try to discover them

 

 

OoooOOOoOooo! Maybe the old wc manufactured the phenomena to create hardship for the people to overcome, in order to breed stronger recruits?

 

In any case, suggestions for what this phenomena is would be greatly appreciated.

 

I would stay away from anything like that, it just creates extra wrinkles that would then need justifying, and the more you justify something the further you move away from a single cohesive narrative to your IA

 

 

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I am of the opinion that they know nothing. Apart from living in their former fortress-monastery (Perhaps not even that) they know nothing, and this void of knowledge, void of stories, that drives them to try to discover them.

Yes, I'm leaning towards the less they know the better, but right now I'm exploring ideas. I think it would be cool if the wc2 were drip-fed info on wc1 throughout the years, just enough to keep their appetite wet.

 

I would stay away from anything like that, it just creates extra wrinkles that would then need justifying, and the more you justify something the further you move away from a single cohesive narrative to your IA

I fail to see how justifying something moves me away from a cohesive narrative.

 

Like I said, right now I'm exploring ideas, so I'm not ready to cut stuff before there's stuff to cut :smile.:

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I would stay away from anything like that, it just creates extra wrinkles that would then need justifying, and the more you justify something the further you move away from a single cohesive narrative to your IA

I fail to see how justifying something moves me away from a cohesive narrative.

 

Like I said, right now I'm exploring ideas, so I'm not ready to cut stuff before there's stuff to cut :smile.:

 

 

In the example I was referencing, it was suggesting genetic and social engineering, that is an entire plot point, not just something to acknowedge and move away from in my opinion. So my comment was refering to the dangers of having too many "big" things going on; 2nd Chapter, Story telling; Genetic and Social engineering

 

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Gotcha. Well, I may end up simply alluding to possible reasons for why things are the way they are, providing a springboard for further narratives in other forms, while keeping the IA more focused on the essential details about who the wc2 are..
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In any case, suggestions for what this phenomena is would be greatly appreciated.

* The planet's  rotational speed and orbit are perfectly synchronised, resulting in a local day and a local year being of identical length. Life exist in the constantly moving twilight-belt with the native life either surviving by hibernating through the day-summer and night-winter, only living one season or in by being in constant movement. The people live a nomadic lifestyle on the back of animals.

* an Ocean World with uncountable islands that spread out to make up an endless archipelago. The small amount of land combined with the gravitational effects of its three moons causes severe storms that often accompany severe and unpredictable tidal cycles. People move from island to island, making semi-permanent villages that last until the next great storm, followed by the tribes moving to a new, not wasted, islands.

* A water world where the general lack of resources, and the scarcity of arable land, has resulted in a belligerent nomadic lifestyle focussed around ocean-going ships capable of supporting an entire clan.

* nothing but grassland and semi-desert, making the nomadic lifestyle following grassers animals the most profitable one.

* Desert world where the native tribes moves from oasis to oasis, staying as long as there are food for their animals and then move on to the next oasis, leaving the old one to regrow.

* the planet’s summer and/or winter is extreme and the population is always on the move to stay ahead of the extreme season.

* the population see the Titan sized grassers that are constantly on the move across the landmass as totem-representatives of the Emperor, with each of the tribes having “adopted” one of them as their beast and constantly follow them.

* The planet’s constant tectonic upheaval stirs up volcanoes, magma flows, and collapsing calderas, with the population constantly moving away from the dangerous areas to the ones where the fertile ash-soil have been covered in greenery.

 

 

 

 

What the new Warcallers (wc2) know about the old Warcallers (wc1).

 

- Records of the WC1 go back to somewhere around M.36. (Might make them younger. The old wcs don't have to be too old either for the concept too work).

 

- Wc1 operated mostly in the sector surrounding their homeworld and are recorded in several battle reports, but they seemed to have always been reclusive.

 

- The people of their homeworld view them as heroic gods, but have made up many inaccurate details through embellished legends that are retold over generations, like evolving myths. (Maybe the greatest catalyst for them worshiping their former reclusive masters was when the planet was attacked by alien forces and the tribes could witness first-hand the wc1 in action.)

 

- They have currently recovered a few wc1 artifacts and relics from various places, but very little information about their fate.

What about their fortress-monastery? Did they have one on the planet, on it's moon, maybe not a single fortress but many smaller keep-monasteries, or was it a void ship/station, or something else? Maybe the Wc2 have not found any fortress-monastery but also no records about the Wc1 having a void ship/station as their fortress-monastery. If they have found Wc1's fortress-monastery, have they moved in and rebuilt, or have they left it alone and created a new one for themself? Also, what about any possible decedents of the Wc1's chapter-serfs that have kept on living in the fortress-monastery ritually doing duties that no longer have any meaning?

 

If you do a timeline do I suggest having there any time they find something interesting about the Wc1

 

Maybe they could/did find something out by speaking with long vigil Deathwatch marines/dreadnaughts who had meet a member of the Wc1

 

Have they been given any duties (to hunt a specific enemy/thing, guard an area, always send a squad to an seemingly unimportant planet, etc.) that the Wc1 ones had? If so, how have they reacted to that? 

 

Maybe they visited some planet in the sector/subsector and the greeting ceremony named them with some (to them) unknown title that they had no previous knowledge about and the planets archive had no explanation for, just a list of titles to call “the Warcallers” when they visit.

 

Maybe the Wc2 have found a (damaged) list of engagements that the Wc1 were part of and  are now hunting for information about the CSM warbands, spacehulks, and such that are not mentioned as being destroyed during the conflict. Maybe they have taken up themselves to hunt and cleans a spacehulk that they know/think the Wc1 was sent into at one time.

 

 

 

 

I would stay away from anything like that, it just creates extra wrinkles that would then need justifying, and the more you justify something the further you move away from a single cohesive narrative to your IA

I fail to see how justifying something moves me away from a cohesive narrative.

 

Like I said, right now I'm exploring ideas, so I'm not ready to cut stuff before there's stuff to cut :smile.:

 

 

In the example I was referencing, it was suggesting genetic and social engineering, that is an entire plot point, not just something to acknowedge and move away from in my opinion. So my comment was refering to the dangers of having too many "big" things going on; 2nd Chapter, Story telling; Genetic and Social engineering

I don't really see the prolbem. The Howling Griffons do that to their homeworld after all.

 

Also, I would say that what makes a chapter interesting is not when there is one single cohesive narrative but instead there are layers of narratives that are intertwined, often contrasting with each other.

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Thanks, Gamiel! You're really putting in work on generating ideas.

Some of these are quite intriguing.

 

Also, I would say that what makes a chapter interesting is not when there is one single cohesive narrative but instead there are layers of narratives that are intertwined, often contrasting with each other.

I would say both can work :smile.: If done right, but also depending on your personal preference.

 

I feel I kept a fairly cohesive focus with my Void Slayers, so with these guys I want to try something a little bit different. Have some fun with it, so to speak.

 

Anyways, thanks for all the comments, I do appreciate it.

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Suggest a CULTURE part of the OP, where you have things that they do that are not seen as part of the other things, like what they do when having free time. 

 

A list of names and any nomenclature that's not Codex standard would also do a lot for giving them character of their own - Captain Proximo give different impression to Impis-chief Godongwana 

 

 

 COMBAT DOCTRINE

 
-Patient hunters. Infiltration specialists. Seek out information, on and off the battlefield, to gain power, then use that power.
 
-When they strike, they do so with gusto. Roaring and screaming, shouting names of ancient heroes and blowing hunting horns made from massive beasts, both to hype themselves up and to demoralize their opponents. Ferocious in close quarters. 

Suggest two exemplary battles/places in their timeline, where each of those combat doctrines is the main reason why they won. Also one where they show of the combination of their tactics.

 

 

 

-Believe in the power of knowledge and stories. Believe that they become stronger by remembering great battles and deeds, harnessing and channeling the power of dead brothers and legendary heroes.

Suggest that each Scout has to gather a story from some group they meet (allie or enemy) before they allowed into the 2:nd company.

 

Maybe the Wc dislike attacking enemies who they can't name, or want to gather as much knowledge as possible before striking, or wait to attack untill they at least know the name (if sentient) of their leader. 

 

Maybe they have a tendency to stay their blades so an enemy can name themself and their deeds, even when they would win more by attacking while he speaks, so they can retell those at later times. 

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A list of names and any nomenclature that's not Codex standard would also do a lot for giving them character of their own - Captain Proximo give different impression to Impis-chief Godongwana.

I generally, and specifically with these guys because I want to keep them relatively codex, avoid these sorts of things.

I personally feel this is often overdone and should be reserved for very specific things that need it, primarily those that don't exist within standard codex structures.

---

 

I've added a work in progress timeline to the OP to get a sense of how much time I have to work with and how to space out events. This will most likely not be included in the final article, but serves as a tool to work out the underlying logic and development of their character.

 

I've also settled on the Genesis Chapter as the training cadre. The Genesis Chapter are staunch followers of the Codex and the ideals of Guilliman in general. They look up to the Ultramarines and are always to answer their calls for aid.

They feel like fitting mentors for the warcallers, as they are fairly generic but have their own mild form of hero-worshipping of the Ultramarines and Guilliman.

Edited by Codex Grey
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I think at this point you have your ideas, and what you need to do next is really flesh out that homeworld. Really build the chapter from a homeworld influenced perspective (forgetting WC1), then once you have a good foundation with that, then add WC1 as a narrative element

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  • 2 months later...

I've made a first pass on both the Origins and Homeworld sections, setting the premise for how and why they became who they are.

I went for the archipelago nomads idea from @Gamiel , as it just stuck with me for some reason. Though right now I'm a bit stuck, trying to figure out what details to fill in, what to leave out, before I move on to the remaining sections that will go more into who they are. So I thought I should ask for some thoughts on what I have so far. 

EDIT: Also, any name suggestions for the region of space that their homeworld Ortus is located in?

 

Edited by Codex Grey
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On 4/9/2022 at 9:56 AM, Codex Grey said:

-Seeker Squads: Kill Teams lead by Librarians in search for lost lore about their predecessors and other useful information. Members are drawn from volunteers from all companies, eager for adventure, to prove their worth and for the stories they can pass on.

Suggestion: Lexicanium usually only fight alongside Epistolaries , as part of their training, when they reach the rank of Codicier they are allowed to fight without oversight alongside combat forces. To become a Epistolary a Codicier need to have served in a Seeker Squad and have uncovered lost lore about their predecessors or other useful information of some magnitude (either collective or in one stroke). Epistolaries are seen as to important to send out with so little protection that a Seeker Squad gives, unless it is something truley important 

 

On 4/9/2022 at 9:56 AM, Codex Grey said:

M36-38 - Unknown founding. The first Warcallers are created from an unknown Chapter of the Ultramarines gene-line to secure (system/sub-sector/region X). Records state they take (planet X) as their homeworld, establishing a fairly small fortress-monastery. Unclear if the the fortress is one of several facilities or if their main base of operations is somewhere else.

M40 - After several years of recorded service, the first Warcallers are never mentioned again in any know records. Based on accounts from the population of their homeworld, it is believed that they are lost somewhere towards the latter half of this millennium.

Should ad some stuff between M36-38 and M40 showing what the first Warcallers did that have been remebered or found, could be lots of stuff that is just the name of a conflict or an act, with the comment being that no more is known.

 

On 4/9/2022 at 9:56 AM, Codex Grey said:

(could be fun if two of them find some small, perhaps intriguing, but ultimately insignificant information about the wc1, but the third seeker squad is never heard from again?)

Agree

 

On 7/4/2022 at 11:05 AM, Codex Grey said:

Though right now I'm a bit stuck, trying to figure out what details to fill in, what to leave out,

Fill in everything you get an idea about, if it is to much or you think should be left out, take it out later. Creat first, cut later

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9 hours ago, Gamiel said:

Suggestion: Lexicanium usually only fight alongside Epistolaries , as part of their training, when they reach the rank of Codicier they are allowed to fight without oversight alongside combat forces. To become a Epistolary a Codicier need to have served in a Seeker Squad and have uncovered lost lore about their predecessors or other useful information of some magnitude (either collective or in one stroke). Epistolaries are seen as to important to send out with so little protection that a Seeker Squad gives, unless it is something truley important 

This makes sense. Maybe not a requirement for Epistolary rank, as the discoveries are actually few and far between, but it would mostly be the Codisier who lead seeker squads. In any case, I think this might be overly detailed information to include in the article though, and may needlessly tie down the mechanics of how the librarians and seeker squads operate. Unless, this is somehow crucial info for the reader understanding of the concept, but I don't think it is. (See the organisation section for how I have detailed the Librarians' and Seeker squads' role)

 

9 hours ago, Gamiel said:

Should ad some stuff between M36-38 and M40 showing what the first Warcallers did that have been remebered or found, could be lots of stuff that is just the name of a conflict or an act, with the comment being that no more is known.

More than what is alluded to in the Origins? Or sprinkled somewhere else? I'm a bit cautious about going into too much detail in the Origins.

 

9 hours ago, Gamiel said:

Fill in everything you get an idea about, if it is to much or you think should be left out, take it out later. Creat first, cut later

Sounds like something I would say :biggrin: I agree, however, I actually think what is there is all that needs to be there. I was curious if others felt something was missing though.
I have since made a minor change to the flow of the second paragraph, Might make some more, though 'll leave it for now.

In the meantime, I have now filled in the Beliefs, Organisation and Combat Doctrine sections as well.

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