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The Iron Hounds v.2.0.2


Warsmith Aznable

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[color=#000000; background-image:url(http://www.bolterandchainsword.com/hq2.gif); background-repeat: no-repeat; background-position: 8px 2px; padding: 12px 8px 12px 8px; border: 1px solid #DDD; margin-left: 0 auto; text-align: left; color: #fff; text-indent:50px; font-size:130%; width:50%;">The Iron Hounds[/color]


Who do you kill for, cousin? Who would you die for? The Imperium betrayed the Emperor as surely as the Emperor betrayed his sons. Do not seek your Way there. What reward do you see your brothers earning from the Gods of the Warp? Do not seek your Way there. Hwaet! I will tell you of the true Way. - The sorcerer Forn Grimnir, Gothi of the Iron Hounds.

T
he warband known as the Iron Hounds originated on a planet only known as IW-670-1.4/z, during the era of the Great Crusade, deriving from a garrison placed by the Iron Warriors Legion consisting of a reduced company. IW-670-1.4/z was a world of early and middle medieval levels of technology with tribal and feudal style culture, and, without the help of the Imperial compliance task force, the Iron Warrior garrison at first did little but observe from their fortress. As the years drew on without reinforcement, resupply, or even communication, the Iron Warriors garrison grew to rely more on natives for material, menials, and eventually entertainment.

Temptation

The heroic culture of the natives of IW-670-1.4/z was appealing to directionless and bored Iron Warriors. The garrison commander, in lieu of the long delayed Compliance task force, sought to expand Imperial influence using his limited manpower through strategic alliances with the warrior chiefs, lending squads and teams to their campaigns against one another. Over the decades the line began to blur between the Iron Warriors garrison and the natives they had been tasked to watch and bring to Compliance. Adoptions of individual warriors as honorary members of their warrior brotherhoods became commonplace, as well as the garrison apothecary eventually initiating recruits from among native adolescents. As the Space Marines were drawn into ever more convoluted alliances and increasingly secretive circles of confidence with the chiefs of the warrior tribes, the currents of native factionalism began to flow through the garrison. The strength of the Imperium and its Truth was finally put to the test, and the true nature of the forces behind the different warrior brotherhoods and clan alliances became clear to the Iron Warriors at a fateful conclave of tribal elders.

Seduction

Seven members of the command group were feasted and honored by a group of elders, using the previously unknown title of gothi, who were patently antagonistic toward one another. Called on to arbitrate a dispute between among them, the leadership of the Iron Warriors on IW-670-1.4/z retreated into private council with the gothar. Four returned, shaken to their very souls and silent on the fate of those missing. A swift and bloody purge followed, with only Space Marines adopted by certain tribes and brotherhoods allowed to live, the rest hunted and butchered.

Defiance

When the outside Galaxy finally returned to IW-670-1.4/z many decades later, the Space Marine garrison was barely recognizable as a Legion force. The Imperial Army commander, who brought supplies, iterators, and a small Mechanicus explorator team, was unsettled by the change, shocked by the irreverence the Iron Warriors had shown their Legion and Primarch by displaying odd symbols and colors on their armor and referring to themselves by the unexplained name of Iron Hounds. Reluctant to move against the Legionnaires and with no instructions forthcoming from Terra, a parallel garrison was established and a strained peace lasted until word of the Horus Heresy finally came to IW-670-1.4/z several years later, creating a cycle of low intensity conflict of raids and reprisals between the two ill equipped and forgotten forces, with the Mechanicus team unexpectedly siding with the Iron Hounds. This situation lasted until the system became a battle ground between forces of the Word Bearers and the Ultramarines during the Great Scouring.

Exile & Reappearance

The ensuing conflict rendered IW-670-1.4/z an uninhabitable waste, with the Iron Hounds escaping annihilation through bravado, luck, and treachery. Expecting the stoic and disposable support of an Iron Warriors force, the Word Bearers employed them to spearhead the assault on an Ultramarines battle barge. Consolidating their hold on the bridge of the ship, the Iron Hounds then turned on the Word Bearers and quit the battle, robbing the XVII Legion of a dearly bought advantage. What was left of their allies on IW-670-1.4/z was recovered with the organizational help of their Mechanicus allies and the Iron Hounds evacuated the system in the newly dubbed Child of Calamity. Turning their backs not only on the Imperium but their Legion, the Iron Hounds fled into obscurity for many centuries, only reemerging from whatever bizarre pilgrimage and exile they had imposed on themselves to recreate themselves as mercenaries for hire by anyone willing to meet their needs, pirates among the far space lanes of the fringes, and even at times unlikely saviors of isolated human settlements threatened by xenos incursion.

Home World


T
he Iron Hounds are primarily fleet based since the destruction of IW-670-1.4/z, spending most of their time traveling from conflict to conflict aboard the Child of Calamity, the same Battle Barge they escaped in. They have several planetary holdings hidden throughout the Galaxy, however, and make periodic pilgrimages for recruiting and religious activities. Their primary holding is the Hallow Moon, an agricultural planet situated inside the minor Warp anomaly known as “the Utgaard Phenomenon”. Here were settled the human survivors of IW-670-1.4/z, who preserved their medieval warrior culture and still serve as the primary recruiting ground for the Iron Hounds.

Guided by the eccentric impulse of their Jarl and the scheming of their Gothi, the Iron Hounds move throughout the Galaxy pursuing an agenda that is as seemingly random as it is at times bizarre.

Combat Doctrine
Golnir the Relentless, leader of the 8th Squad, Shield Biters
http://i78.photobucket.com/albums/j91/montismo/golnirupload.jpg


T
he Iron Hounds area a combined arms heavy company, and favor direct line-breaker actions and assaults. For an independent company of mercenaries they are surprisingly well equipped, boasting a startling array of war engines of both Imperial and apparent original manufacture, even fielding super-heavies and fighting in mutual support with the Dark Mechanicum. The use of cult troops of the Ruinous Powers is limited, with these being non-organic auxiliaries that rarely form the center of task forces. Ancient and terrible Cataphract robots of the Legio Cybernetica are regularly found in heavy support roles alongside the Iron Hound’s formidable armored elements. Their battlefield demeanor is professional and well disciplined, though their convoluted and impenetrable system of honor and ethics can cause fatal estimations in commanders who believe they know how they will act based on past observation.

Most often seen in the role of hired help in smashing enemy salients or conducting rapid combined arms thrusts, the Iron Hounds solve many of their tactical problems with heavy handed, if professional, directness. Outside of an obsession with thorough, systematic destruction embedded deeply within the psyche of those created with the gene-seed of Perturabo, the Iron Hounds are pragmatic and flexible. If every problem is solved with a hammer, the Iron Hounds have an exceptional selection of hammers to choose from. Favoring a mechanized infantry approach, the Iron Hounds are usually well equipped for artillery duels, armored maneuvering, or taking and holding ground with infantry in even small task forces, displaying an aversion to being unprepared bordering on the paranoid.

Culture & Organization


T
he warrior culture of IW-670-1.4/z remains strong within the Iron Hounds. The warriors hold social ranks parallel to their military ranks, with each social rank constituting a sort of fraternity that branches across the military squad organization. The lowest of these social designations is the Herjar Brothers, who are made up of the basic Marine warriors of the squads. Next is the Fyrdmen, each squad choosing their best warrior into this rank according to each squad’s particular tradition. Once chosen and confirmed, the Fyrd-Sergeant rules his squad absolutely. The highest grade of social fraternity is that of Thegn. The Thegns are traditionally chosen from among the Fyrdmen by the Jarl, who is the ultimate commander of the Iron Hounds, though may in practice be anyone who has earned his confidence. The Jarl uses his Thegns as fanatical bodyguards, with highly capable Thegns awarded the military rank of Leftenant and allowed to lead detachments of multiple squads in his place.

Each squad is a semi-independent unit with its own internal subculture and traditions. These are long established and do not change to suit the whims of individual squad leaders. Each squad has earned an honor name that reflects their individual nature, and carries a distinctive guidon that doubles as a religious icon. While different social ranks mingle outside of the squads, loyalty to one’s squad is absolute and for life. The obvious exception is the recruit squad, and the rivalry for exceptional recruits between squads needing replacements can be fatal sometimes. Some squads also carry distinctive markings on their armor or have positions that are awarded separate livery either by the squad or by the Jarl, usually a visual throwback to their Iron Warriors Legion roots.

When not campaigning, the warriors of the Iron Hounds spend their days engaging in traditional activities remembered from IW-670-1.4/z as well as practices assimilated from warrior cultures contacted since their exodus. These activities often include boisterous bragging sessions in the Jarl’s mead hall, lengthy recitations of heroic deeds, antagonistic contests between rivals, or even fatal honor duels. But savage displays and boorish behavior are not the sum of their past time activities. The Iron Hounds embrace anything they feel might refine their bodies, minds, or souls. Some are even highly skilled artists, craftsmen, poets, and even musicians, and participation in prolonged meditation sessions is just as frequent as blood sacrifice and feasting.

Mystery Cult
Veteran of the 6th squad, Grave Dancers, displaying honor stripes and an oath parchment on his left shoulder guard
http://i78.photobucket.com/albums/j91/montismo/veteran-lc-f-ia-1.jpg


M
ost curious about the Iron Hounds is their conflicted relationship with the Ruinous Powers. Icons of Khorne adorn many of their war machines and are carried as fetishes of their Assault squads. Other Chaos icons and fetishes have been observed to be employed or possessed by Iron Hound members, though the slavish reverence expected of a Chaos cultist is noticeably lacking, nor have any shrines or other blasphemies been raised to the Dark Gods on any world they have attacked. The cult units that act as their auxiliaries are clearly hirelings and outsiders, treated with indifference or outright hostility at times. Testimony from survivors of their assaults and occupations report no proselytizing, and Imperial shrines and icons have sometimes been ignored, other times only dispassionately dismantled as if an afterthought.

The Iron Hounds, in fact, worship “the Old Dead Gods of Mankind”, mythical personalities that resemble in nature the extinct Eldar family of gods and have many names and incarnations. According to their belief system, these gods died some time ago, and exist in an afterlife that is held to not be the Warp, but a place called The Pure Land. A Warp entity known by the name of Khalder is said to travel between the Pure Land and this world, and transport offerings of the Iron Hounds and tales of their valor and accomplishments to the Old Dead Gods, who are thought to enjoy them. Upon death an Iron Hound’s soul travels to an in-between world they call Wælheim, where they may be saved from annihilation or damnation by Khalder, providing he has been judged worthy by the Old Dead Gods, usually through a stylish death following a heroic life. This internal mystery cult is guided by the mysterious Forn Grimnir, who holds the social rank of Gothi and is in practice second in command of the Iron Hounds.

That a Warp Entity of some kind favors them with attention is indisputable, and their faith is unshakable. Whatever the truth of the matter is, their fanatical belief maintains the Iron Hounds as an impenetrable and unbreakable military and cultural institution.

Current Personalities
The Avatar of Khalder
http://i78.photobucket.com/albums/j91/montismo/avatar-f-ia.jpg


The Iron Hounds are ruled by Jarl-Captain Bolverk, an unpredictable figure prone to mood swings. His behaviors swing between extremes of boisterous and brooding, sometimes ruthless, sometimes inexplicably merciful. His word is law within the Iron Hounds, and his eccentric behavior is rarely questioned.

The sorcerer Forn Grimnir is the spiritual director of the Iron Hounds, a position they call Gothi. He leads the meditation sessions as well as presiding over sacrifice and ritual. At times when the Jarl withdraws completely the Iron Hounds look to him for leadership.

Hold-Thegn Har Ulfgrim is the commander of the Comitatus, the Jarl’s bodyguard of Terminator veterans.

First Thegn Volundr oversees the 10th squad, Skull Hammers, the armored element of the Iron Hounds and effective company motor pool. A former Tech Marine, he maintains the company’s relationship with the Dark Mechanicus, and also labors to create unique and terrifying war engines.

Fyrd-Sergeant Atrithi holds the distinction of being the only Fyrd to decline elevation to Thegn, preferring to remain with his 7th Squad, Blood Riders, the company’s fiercely independent contingent of beast cavalry.

"The Avatar of Khalder" is a champion title held by a single member of the Iron Hounds at any given time. Selected through ritual divination and trials of combat, the Avatar relinquishes his name and foreswears any personal attachments, including any friendships or alliances, and becoming an ascetic recluse. Only for war will the Avatar emerge from his meditations and prayers, dedicating his lonely life to guide others to the glory of the Pure Land through his fanatical and selfless acts of heroism. In combat the Avatar is filled with divine rage, and it is considered a sign of the Old Dead Gods approval if the Avatar of Khalder cuts down one of his own companions in the heat of melee. In times of peace the Avatar lives in seclusion and contemplation, performing devotional acts of meditation and endurance for the inspiration of the novices and regular Herjar-Brothers.

Battle Cry


“To Wælheim! To Wælheim!” / “Blood! Blood! Blood!”

A call and response traditionally initiated by the ranking member present, though Herjar Brothers in fits of passion have been joyfully answered by even the Jarl himself. Along with the official battle cry, the Iron Hounds are known to sing during battles. The Heavy Weapons squad is particularly known for this, having earned the name “Battle Singers”.
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  • 3 weeks later...

After three weeks with only the one comment, can I assume that there are no hair pulling-ly bad issues? I see some words I'd like to change here and there, and a couple of sentences I'd like to say in a different way, but for the most part I think I'm happy with this as a base. It was hard to keep cutting things out that I wanted to add, but my thought with this was that it should be about a page in a theoretical magazine, no more than two. My first attempt was sort of bogged down in details, and I definitely wanted to avoid WALL OF TEXT descriptions this time around.

 

Most distinctive about them for me to get across was their unique mystery cult and their highly protected insularity, which is supposed to support their guns-for-hire yet "orange and blue morality" attitude. I endeavored to make a warband that absolutely nobody would be real allies with, but not blatantly offensive enough (being secretive about their true beliefs on a near Alpha Legion level) that it wouldn't keep a bigger warband or even a radical enough Inquisitor from paying to wreck something for them.

I just have a problem with how they came to separate themselves from the IW to join up with the local chieftian. Unless they practice some psycho-chaos indoctrination voodoo rituals, there is no way even the most charismatic can take IW loyalty from their primarch or terran IW from the Emperor. Even during their garrison duties that made them bitter, they resented the Fists or to a smaller extent the Emperor for having them placed in such menial tasks, but no one ever went against Perturabo as they loved him.

 

Other than that, looks good.

I added the suggested reason for breaking through the Legion loyalty in the Origins section. Trying to make it more readable, still struggling with desire to add hundreds and hundreds of words, and trying to bring it as close to "regular 40k feel" without losing my core concept.

 

So that is iteration two of version two up there right now.

 

I need to get the Iron Hounds IA done so I can start dreaming up a Loyalist force...

Nice to see some original ideas, but I'm surprised the proto-Hounds didn't resolve the convoluted alliances and bloot feuds between the various tribes of that nameless planet, by seizing leadership over the tribes.

 

As for the beings they worship... Do the Old Dead Gods accept Khorne as one of their own, tolerate him as a comrade, barely tolerate him as a means to an end, or what? From what I know about religion, gods tend to be EXTREMELY jealous and intolerant of others.

Nice to see some original ideas, but I'm surprised the proto-Hounds didn't resolve the convoluted alliances and bloot feuds between the various tribes of that nameless planet, by seizing leadership over the tribes.

 

That would have been in the period between culling their own number after the conclave of gothar and the coming of the Imperial Army or even the destruction of their Home World. I need to think about how I can add a reasonable address to that question without going more than two sentences.

 

As for the beings they worship... Do the Old Dead Gods accept Khorne as one of their own, tolerate him as a comrade, barely tolerate him as a means to an end, or what? From what I know about religion, gods tend to be EXTREMELY jealous and intolerant of others.

 

I mean for the truth behind what they worship to be ambiguous, open to debate and healthy skepticism rather than my directly adding an entirely new layer of reality to the 40k world. I don't want to break away from the idea of "player shared universe" with definitive statements that significantly alter or contradict established canon. In that respect I want to give the impression that the Iron Hounds are religious weirdos even among other Chaos Marines, but do have some kind of mojo working for them that any outsiders couldn't deny even if they didn't understand how.

 

Thanks for the feedback, I really do appreciate it.

I mean for the truth behind what they worship to be ambiguous, open to debate and healthy skepticism rather than my directly adding an entirely new layer of reality to the 40k world. I don't want to break away from the idea of "player shared universe" with definitive statements that significantly alter or contradict established canon. In that respect I want to give the impression that the Iron Hounds are religious weirdos even among other Chaos Marines, but do have some kind of mojo working for them that any outsiders couldn't deny even if they didn't understand how.

Sounds like Khalder is a minor Chaos god, like Malal/Malice. The "Old Dead Gods" likely exist only as a deception that Khalder is using to manipulate the Iron Hounds. As for Khorne... Well, it's unrealistic to have the Hounds honor the Blood God, when they already have Khalder (even assuming Khalder denies being a god, to better manipulate the Hounds), but it's DAMN AWESOME for one Chaos entity to pull be the Starscream to another.

Sounds like Khalder is a minor Chaos god, like Malal/Malice. The "Old Dead Gods" likely exist only as a deception that Khalder is using to manipulate the Iron Hounds.

 

That's exactly the sort of speculation I want to encourage. I don't want to confirm or deny, or even know myself, what exactly is the truth of it. I'm really only interested in depicting what they believe and how it affects what they do (and how I model them). It's supposed to be a mash-up of Pure Land Buddhism and Germanic/Norse Paganism. Samurai Vikings, if you will, led around by an absolutely mental Chaos Lord and his scheming and manipulative Chaos Sorcerer partner, along with their menagerie of bizarre allies.

 

I've been struggling for a long time with how to represent that last sentence in a fleshed out article. That's the ultimate goal, right there.

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