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Index Astartes: Bright Lords (Feedback requested!)


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Index Astartes: Bright Lords

 

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"Lux Permanet!"

 

 

Origins

 

T
he Bright Lords' history begins with the 23rd Founding, also known as the Sentinel Founding. Following close after the disastrous Cursed 21st Founding and the infamous Age of Apostasy, the chapters of the 23rd Founding were created with a highly cautious eye towards ensuring that they would stay both pure and loyal. To lead one of these new Chapters, the High Lords of Terra selected Joachim Bornhald, an Imperial Fists captain of unimpeachable valor and integrity.

Emulating in part the traditions and heraldry of Sigismund, Joachim swore his "Bright Lords" into being upon three mighty and binding Oaths: "To bring the Emperor's light to benighted places; To safeguard His faithful against all evils; and to take no Homeworld, that the Chapter might always venture where needed most." Thus the chapter would be fleet-based, like its founding cousins the Marines Errant; and range across the darkest and most remote areas of the Imperium, in accordance with its leader's selfless, knightly ideals.

 

However, Bornhald's dream of making his mark in the annals of Imperial Fists successors would be dashed when, to his intense surprise, his new Marines all developed perfectly functional Sus-An membranes and Betcher's Glands. Though far too stalwart to question the High Lords' actions or turn away from his new responsibilities, he was dismayed by the realization that he had been supplied with marines from another Primarch's geneseed; and dismayed further by the prospect of misleading Astartes to revere another Primarch before their true sire. Thus, he resolved to teach them as best as he could to honor all loyal Primarchs; regarding Dorn only as a foster-father and looking instead to the examples of the Emperor and great Astartes heroes for guidance, rather than see his foster-sons brood upon an unknown lineage.

 

 

Early Campaigns

 

T
rue to their oaths, upon their founding the Bright Lords fleet immediately embarked on a crusade from Terra to the Eastern Fringe. Under Bornhalds steely guidance, the new chapter cut its eyeteeth in both naval and planetary combat against pirates, traitors,and the ever-present Greenskin menace. During this period the Chapter began to hone the tactics which would become its specialty; ferocious boarding actions, orbital assaults, and bottleneck defenses that drew on their founding cadres Imperial Fist tenacity and iron bolter discipline to carry the day.

 

http://www.fightingtigersofveda.com/BrightLords.jpg
Chapter colorscheme

 

Despite forging the fledgling Chapter a reputation as successful pirate- and ork-hunters, the pilgrimage to the Eastern Fringe would also see two of the Bright Lords most grievous losses, and the beginning of one of their most persistent troubles. Answering ceaseless calls for assistance during a relentless push towards the edges of Imperial space placed a significant drain on the fleet-based chapters resources, stretching supplies perilously thin and incurring losses of equipment that could not be easily repaired or replaced; the further from Terra they traveled, the worse these issues became, yet Bornhald pressed on regardless. Once their resources finally stretched beyond the breaking point, the Bright Lords suffered one of the most humiliating defeats in their Chapters history; failing utterly to stop a Kabalite invasion from laying waste to the Imperial shrine world of Astachor, destroying its temples and slaughtering or abducting the planets entire population. Ever since, the Chapter has nursed a particularly bitter and burning hatred for the Dark Eldar.

 

Their next tragedy came in the form of a pyrrhic victory, when the chapter lent aid to the desperate defense of a hiveworld against the forces of the Ruinous Powers. TheBright Lords spent themselves dearly in guarding the gates of Aldorhive, holding back tides of daemons, mutants and cultists from reaching the countless souls within the city. Though they managed to hold out long enough for Imperial Guard reinforcements to arrive and save the planet, many Bright Lords fell for their stubborn refusal to give even an inch of ground among them, most of the Chapters veteran Imperial Fist founding cadre. Bornhald himself was felled by a Daemon Prince; though he ultimately slew the monster, his mighty power maul was shattered in the duel, and despite his resplendent Terminator armor he was dealt too many mortal wounds for even an Astartes to survive.

 

In the wake of this loss, the reins of leadership passed to Solomon Ivrahim; previously Captain of the Second Company. Even as he and his brothers mourned and honored the memory of the fallen, Solomon became certain in his feelings that Astachor and Aldorhive were not just calamities, but bitter and vital lessons. The foundation the Bright Lords had received from Bornhald and his Fists was exemplary, but its rigidity and unyielding adherence to convention was costing them dearly and repeatedly. Attempting to emulate the Seventh Legion so directly was simply bleeding the Chapter dry, Ivrahim argued; it was time to both rebuild,and rethink. The chapter would need to swallow some of the stubborn pride theyd inherited, and admit that Bornhalds ideals of valor and tenacity needed to be alloyed with greater flexibility and resourcefulness. His thinking resounded amongst the Chapters surviving leadership, and his novel policy of actively seizing and reusing assets from renegade forces to ease their supply lines enabled key victories in subsequent campaignsushering in the paradigm shift that has defined Bright Lords combat doctrine ever since.
 

Combat Doctrine

 

Though the Bright Lords combat doctrine is deeply rooted in the Codex Astartes, it has been heavily shaped by two realities the Chapters fleet-based nature, and the frequent supply issues brought on by their relative obscurity and remote operation. The Chapters naval forces are formidable, as in addition to their founding complement of ships, the Bright Lords have since commandeered and recommissioned a handful of pirate and renegade vessels. Thus, when possible, the Chapter prefers to leverage this advantage by taking the fight to the enemies of Mankind in space; destroying as much of the foe as possible before they can ever threaten to make planetfall. This has led to an extensive emphasis on mastering the art of boarding actions and ship-to-ship combat. The uselessness of most ground vehicles in void combat, as well as the Chapters limited motor pool, has similarly pushed them to emphasize the use of heavy weapon teams, Dreadnoughts, and aerospace craft such as Thunderhawks or Storm Eagles for their greater flexibility in varied or cramped combat environments. Multi-role capability, reliable availability, and versatility are watchwords within the Bright Lords combat doctrine, as they firmly believe that rigid tactics and poor logistics are sure roads to defeat a philosophy reinforced by their early battles and their frequently-strained resources.

 

Though most Astartes chapters tech-adepts will tinker to meet the needs of their chosen battlefields, the Bright Lords persistent supply issues have pushed them to improvise more than most. Bright Lords will frequently engage pirates and renegades or board space hulks as much for the precious resources and useful STC-tech they possess as to eliminate an enemy of Mankind. They will also happily scavenge the grounds of any battlefield they encounter or take part in, though this has occasionally lead to misunderstandings and even accusations of theft by Imperial allies.

 

Over centuries of making use of such salvage to fill gaps in their own supply lines, they have adopted a number of nonstandard weapons systems into their armories, some of which are considered outright obsolete by most Imperial forces such as the iconic twin-bolters used by many boarding squads in lieu of rarer Storm Bolters. Similarly, they make unusually extensive use of laser weapons for an Astartes chapter; for, as the Imperial Guard long ago realized, a las-weapon has effectively infinite ammunition when adequate power supplies are available, and the metaphor of scourging, weaponized light pleases the Chaplains. Thus, for instance, scavenged multilasers are a common sight on many Bright Lords vehicles, and lascutters often take the place of fuel-hungry meltaguns. Another characteristic result of is the armor of the Marines themselves - it is often cobbled together with parts from many different Marks, or even components fabricated wholesale by the Chapter's armorers. The Chapter has also been known to engage in barter with other Imperial forces to obtain what they need.

 

From an infantry standpoint, the Bright Lords approach is a well-rounded one. Eschewing neither ranged nor melee combat, the Bright Lords doctrine is to scourge the foe with heavy mid-range firepower as thoroughly as possible; so that by the time the fight devolves to close combat, the enemys strength is already broken and may be put to rout with ease by a countercharge of chainsword and bayonet. Constant combat experience on both sides of a boarding action has trained them to be equally comfortable digging in and tenaciously locking down a defensive position, or launching high-mobility assaults via drop pods and aerospace transport.

 

Chapter Cult

 

T
he Chapter's belief system contains two major divergences from the norm. The first is that, while they acknowledge that the Emperor was a mortal man in life, they consider him to have undergone an apotheosis as a result of his heroic sacrifice in defeating Horus and ascending to the Golden Throne. They believe that this apotheosis is itself a revelation: That as the emperor was once mortal but became divine, all of humanity is fundamentally capable of spiritual transformation into similar, if lesser, angelic beings called Elohim after death. This is accomplished by following the Emperor' mighty example, and thus having lived a suitably noble, selfless, and heroic life - a concept summarized as Tzedakha, or Righteousness. The Loyal Primarchs and many great Astartes heroes are naturally ranked among the highest and greatest of the Elohim, but tellingly, many human Imperial saints and champions such as Sebastian Thor are also counted highly among the ranks.

Lacking knowledge of their own primogenitor, it is to the concept of the Emperor and his Elohim that the chapter give reverence. Because of this creed, they place particular weight on the holy duty of guardianship over Imperial civilians; knowing that even the humblest drudge contains a spark of potential Emperor-nature within.
 

The second divergence lies within the chapter's Techmarine cult, and grew from its practice of Elohim worship. While they go through the proper motions to acknowledge Mars and the Omnissiah,  the true object of their veneration is Ferrus Manus, the most technologically gifted of the Elohim, as their intermediary to the Emperor's divine technological knowledge. Marking their left gauntlets silver in their chosen patron's honor, they have become informally known as the Silverhands, and their membership is greater than the handful of officially Mars-approved Techmarines. To support the chapter's strained resources and tendency to salvage, Marines of suitable curiosity or modest aptitude are inducted into the cult as journeyman members, trained just enough to share the load of maintaining the Chapter's armories and safeguarding its relics. Understandably, this practice has led to some friction with certain elements of the Mechanicus.

 

Homeworld

 

F
ounded as a fleet-based chapter, the Bright Lords initially had no homeworld or central base of operations; and indeed swore an oath at their founding to claim no planet as their own. However, during the latter half of Chapter Master Ivrahim's reign, the Fourth Company stumbled across a derelict Ramiles-class star fortress while escorting a flotilla of Imperial pilgrims through an Ork-infested area of space. With a monstrous Ork fleet chasing behind them, Captain Shor Aharon and the  pilgrim leaders decided it was their solemn duty to divert the fleet, in order to rescue the mighty fortress from falling into Orkish hands.

 

Abandoning the flight to safety, Astartes and pilgrim alike shed blood together in a ferocious battle to repel oceans of greenskin boarders from the space station until the Forth Company's techmarines could reach the control sanctum and bring the Ramiles' defenses online. When the mighty installation finally stirred to life, its countless weapon batteries quickly began to turn the tide until only Imperial forces and drifting wreckage remained. The triumphant Bright Lords claimed the Ramiles as their own; and, in honor of the bravery shown by the mortals who had fought beside them to recapture it, offered the weary pilgrims sanctuary as Chapter Serfs.

Ever since, the Ramiles - named Siyyon Shachar in the Iebrogothic dialect of its pilgrim settlers, and alternately known as "The Citadel" or the Fortress of Dawn in Low Gothic - has served as the Chapter's fortress monastery. The pilgrims now live on the station and crew the Chapter's fleets, serving as their primary recruitment population, and mortal and Astartes have become one seamless culture over time.

The Star Fortress itself has been heavily refurbished and even expanded since its reclamation, with multiple internal cities; constant work over the course of the chapter's four millenia of existence has added extra power systems, defenses, industry, and even Gellar fields, all scavenged from hulks and combat prizes. The result is a mighty bastion capable of acting as a mobile homeland, shipyard, and factory for the entire Chapter.

Though its largest city is named Sanctuary, the station is far from perfectly safe. During the battle to reclaim the fortress, places within its depths were so deeply seeded with Orkish spores that the station has had an intractable, low-grade infestation of squigs and gretchin ever since. The Chapter's serfs must launch intermittent raids into the fortress depths to prevent this infestation from getting out of hand, though they never quite manage to properly wipe the greenskins out; a state of affairs that keeps the recruiting population's martial skills honed.

 

Organization

 

F
or the most part, the Bright Lords are organized along the lines of the Codex Astartes. However, their larger-than-normal fleet means that they have more Captains than Companies; with each Fleet Captain afforded equal rank to a Company captain, plus a permanent retinue of Marines for ship defense. When a promising leader arises from amongst the Chapters veterans but no Captaincies are vacant, the individual in question will sometimes be promoted to the rank of Knight-Lieutenant. While some Knight-Lieutenants act as second in command to a Fleet or Flag (Company) Captain, others are given small independent commands of their own; which exist outside the Company structure.  All together, this means that the Bright Lords are quietly pushing past the upper boundaries of Codex-compliant Chapter size, a fact the remoteness of their work and the desperate need of more Imperial strength has allowed to go overlooked thus far by the powers that be.

 

Because of the Chapters severe shortage of Terminator suits, its First Company is organized somewhat differently to most. Only those Marines of such heroism that they might serve as Honor Guard in another chapter are allowed to wear Terminator armor; a small and sacred brotherhood known as the Dawnguard. The rest of the first company is composed primarily of squads of stormbolter-toting Torchbearers the Chapters most elite boarding specialists, who fulfill many of the roles of conventional Terminators via the combination of refractor field generators, heavy ballistic shields, and sheer grit.

As of the present day the Chapter is without a reigning Master, following the loss and Dreadnought interment of their long-sitting and highly celebrated leader Leonhardt Victoriege roughly a century ago. During such times when the Chapter Master is missing or unable to lead, the Bright Lords are collectively led by the Sanhedrin; a high council of the Chapters Captains, plus ranking members of the Librarium, Apothecarion, Reclusiam, and the Silverhands. The final member of the Sanhedrin is the Chapter Paladin, a variation on the tradition of the Emperors Champion. As chosen exemplar of the Chapters creed and martial prowess, the Paladin bears its finest Relic Blade and rarest suit of Artificer Armor to war; and is afforded status akin to both a Captain and a Chaplain combined.

 

Geneseed

 

T
hough the Bright Lords geneseed was originally of the utmost purity, it underwent some genetic drift in the first few centuries after the Chapters founding before restabilizing. Members of the Chapters Apothecarion theorize this may have been the result of accidental cross-contamination of the Chapters stock by the Imperial Fists geneseed harvested from Bornhald and his founding cadre. Whatever the precise reason, two clear mutations have emerged. The first is atrophy of the Omophagea, to the point that Bright Lords are incapable of the fabled Space Marine ability to learn by eating. Combined with their creed, this has led them to regard the idea of consuming sentient xenos or worse, human flesh as both spiritually unclean and utterly barbaric.

 

The second mutation is in the Melanochrome organ, causing it to tamper with a Marines pigmentation. Whatever their original complexion, Bright Lords tend towards an olive skintone, curly dark auburn hair, and bright green eyes over time; though sometimes individual genetic quirks interact in a manner that produces even more outlandish colorations. With their geneseeds original source unknown, and its subsequent mutations making identification essentially impossible, the Bright Lords merely thank the Emperor that its idiosyncrasies are neither crippling nor degenerative; then put the matter from their minds. They are grandchildren of the Emperor, foster-sons of Bornhald, and Elohim in the making; and that is good enough.

Not bad. I have only one objection: the presence of feral Orks on the star fort. Besides the question, "Orks are animate fungi! Where on a star fort is there enough soil (or rotting corpses) for such large fungi to grow on?" there's also the danger they might blow up the star fort by accident, e.g., by starting a cooking fire near ammunition magazines or power plants.

 

Better to have the Marines hold Blood Games to test the fort's internal defenses.

Well, I think you already know I'm a fan of this Chapter. PS, you should totally share the Torchbearer squad pics. :wink:

 

Perhaps a solution to the concerns of Bjorn would be to relocate the Orks to some sort of prison barge? Simply a vessel with no weapons nor independent means of propulsion, which the Chapter drags along (or blows up) whenever they need to move the Fortress Monastery. The barges may not be ideal living environments for Orks, but Orks have survived in the depths of Hive Cities and other infernal places, so it's not without precedent that they could breed within these confines.

 

The advantage of the barge idea would also be that the Bright Lords can simply blow them out of the sky should they become over-infested.

Easier to just have the star fort have its own combat servitor manufactorum, and have Marine candidates test themselves against its products. (Feel free to write your own answer to the question "Where did they get the bodies used to manufacture the servitors?") Only a Khorne worshipper is reckless enough to keep Orks nearby for "training," as a successful revult and takeover can see that prison barge become a "Battlestar Gal-Ork-Tika" for the former prisoners, and used against the star fort.

I enjoyed reading this! The fall of Astachor and the defence of Aldorhive are both really effective; Aldorhive shows them winning against all odds, despite the cost. Astochor shows that even when they lose, it's pretty much because they've pushed themselves harder and for longer than any human could. Loved it.

 

Then Ivrahim takes over (boo, hiss!) and his reforms are what starts the Bright Lords along the road of... adaptation? Innovation? INVENTION?!

 

It'd be interesting to see how they get along with the Mechanicus. There have been several vehicle types that have been adapted by Marine chapters and have become semi-standard issue... but these guys seem to almost take liberties with the extent of their tinkering. At the same time... I kinda wonder, is that the reason that they are so starved of resources? Because they're avoiding contact with the AdMech?

 

The culture of the Chapter is also pretty nicely distinct. The naming conventions, the specialist formations... all very nice without being "too much".

  • 2 weeks later...

Not bad. I have only one objection: the presence of feral Orks on the star fort. Besides the question, "Orks are animate fungi! Where on a star fort is there enough soil (or rotting corpses) for such large fungi to grow on?" there's also the danger they might blow up the star fort by accident, e.g., by starting a cooking fire near ammunition magazines or power plants.

 

Better to have the Marines hold Blood Games to test the fort's internal defenses.

 

 

Easier to just have the star fort have its own combat servitor manufactorum, and have Marine candidates test themselves against its products. (Feel free to write your own answer to the question "Where did they get the bodies used to manufacture the servitors?") Only a Khorne worshipper is reckless enough to keep Orks nearby for "training," as a successful revult and takeover can see that prison barge become a "Battlestar Gal-Ork-Tika" for the former prisoners, and used against the star fort.

 

I hear your points, but I wanted to have some modest degree of inherent danger to living in the Star Fort; and considering who the Chapter won it from, Orks seem like a perfect tie in.

 

What if instead of intentionally allowing feral orks, which are much more dangerous (particularly since they could potentially result in Oddboyz capable of doing huge harm to the station), there was a low-level but pervasive infestation of gretchin that has never been 100% successfully stamped out, despite significant efforts? That way the Serfs still have something to keep their fighting skills honed against, but which doesn't pose such an existential threat to the station.

 

The main issue with a training-servitor factory is that it seems out of step with the Bright Lords' resource issues to have an entire factory just for sophisticated cyborgs that are going to be immediately smashed to bits. There's also no threat to the Shacharites from servitors like there is with greenskins.

 

Wargamer's prison barge idea is also a solid one - it's hard to make a Battlestar Galorktica if the barge has no weapons, propulsion, shields, or warp drives. It'd basically just be a giant mazelike nest of cargo crates full of Orks.

 

 

 

I enjoyed reading this! The fall of Astachor and the defence of Aldorhive are both really effective; Aldorhive shows them winning against all odds, despite the cost. Astochor shows that even when they lose, it's pretty much because they've pushed themselves harder and for longer than any human could. Loved it.

 

Then Ivrahim takes over (boo, hiss!) and his reforms are what starts the Bright Lords along the road of... adaptation? Innovation? INVENTION?!

 

It'd be interesting to see how they get along with the Mechanicus. There have been several vehicle types that have been adapted by Marine chapters and have become semi-standard issue... but these guys seem to almost take liberties with the extent of their tinkering. At the same time... I kinda wonder, is that the reason that they are so starved of resources? Because they're avoiding contact with the AdMech?

 

The culture of the Chapter is also pretty nicely distinct. The naming conventions, the specialist formations... all very nice without being "too much".

 

I'm super glad to hear that you found the chapter interesting and entertaining! That was long ago impressed on me as one of the more important qualities for an IA to have, since otherwise no one reads it!

 

Why do you boo Ivrahim? Without him, the Chapter probably would have overextended itself badly enough to fall to pieces a millennia or two ago. :tongue.: Ivrahim's reforms didn't cause the Chapter the ability to fight tenaciously, it just taught them to fight a little smarter. :wink:

 

As regards the Mechanicus, it would likely depend a lot on the particular Magos they're dealing with, but generally I see the relationship between the Mechanicus and the Chapter as one of neglect rather than outright hostility- the Bright Lords are a relatively young, obscure chapter in a distant part of the galaxy, and a little bit heterodox, so they're often just snubbed and passed over or at a very low priority for equipment and services compared to the rest of the Imperium that's in the mechanicus' better graces. This then has the side-effect of reinforcing the Bright Lords' tendency to try and fend for themselves equipment-wise as much as possible.

 

This would be somewhat of a chicken-and-egg issue though, yes, since the further efforts to take care of their own supply lines on their own initiative would tend to reinforce the relationship that causes elements of the Mechanicus to snub them in the first place.

 

Glad you like the Chapter's character without feeling that it is overthemed. Their flavor comes from a lot of places, but there is a significant degree of inspiration from Judaism and Hebrew history and language (hence "Iebrogothic"), as a counter to the much more common convention of borrowing Christian religious elements for pious or knightly chapters (i.e. the Black Templars). As well as a good dash of romantic Arthurian conceptions of a fraternal order of heroic, honorable knights; and my inveterate hard-on for storm bolters, autocannons, laser weaponry, and older/unorthodox Marks of gear and armor.

What if instead of intentionally allowing feral orks, which are much more dangerous (particularly since they could potentially result in Oddboyz capable of doing huge harm to the station), there was a low-level but pervasive infestation of gretchin that has never been 100% successfully stamped out, despite significant efforts? That way the Serfs still have something to keep their fighting skills honed against, but which doesn't pose such an existential threat to the station.

Use squigs instead. No opposable thumbs, no ability to use technology (besides the bombs that other Orks strap on their backs), no psychic powers... just teeth, claws, and sheer mass. Keep them on the periphery of the star fort, away from the command center, power plant, and ammo magazines, so they don't blow up the fort by accident.

Wargamer's prison barge idea is also a solid one - it's hard to make a Battlestar Galorktica if the barge has no weapons, propulsion, shields, or warp drives. It'd basically just be a giant mazelike nest of cargo crates full of Orks.

 

I wouldn't be surprised if the Orks somehow turn the prison barge's air tanks (for its life support system) into weapons and a rocket engine, and then survive the resulting lack of air (long enough to get somewhere) because their Orky psychic powers bent reality to Orky will.
  • 6 months later...

 

What if instead of intentionally allowing feral orks, which are much more dangerous (particularly since they could potentially result in Oddboyz capable of doing huge harm to the station), there was a low-level but pervasive infestation of gretchin that has never been 100% successfully stamped out, despite significant efforts? That way the Serfs still have something to keep their fighting skills honed against, but which doesn't pose such an existential threat to the station.

Use squigs instead. No opposable thumbs, no ability to use technology (besides the bombs that other Orks strap on their backs), no psychic powers... just teeth, claws, and sheer mass. Keep them on the periphery of the star fort, away from the command center, power plant, and ammo magazines, so they don't blow up the fort by accident.

Wargamer's prison barge idea is also a solid one - it's hard to make a Battlestar Galorktica if the barge has no weapons, propulsion, shields, or warp drives. It'd basically just be a giant mazelike nest of cargo crates full of Orks.

I wouldn't be surprised if the Orks somehow turn the prison barge's air tanks (for its life support system) into weapons and a rocket engine, and then survive the resulting lack of air (long enough to get somewhere) because their Orky psychic powers bent reality to Orky will.

 

Finally went back and edited the section on the Station being infested into something more reasonable:

 

"Though its largest city is named Sanctuary, the station is far from perfectly safe. During the battle to reclaim the fortress, places within its depths were so deeply seeded with Orkish spores that the station has had an intractable, low-grade infestation of squigs and gretchins ever since. The Chapter's serfs must launch intermittent raids into the fortress depths to prevent this infestation from getting out of hand, though they never quite manage to properly wipe the greenskins out; a state of affairs that keeps the recruiting population's martial skills honed."

  • 2 weeks later...
Well I am officially a fan of the Brightlords, particularly after your amendments. I agree with Bjorn I am looking forward to reading about how recent events have affected the Brightlords and how they feel about the offered new recruits
  • 4 weeks later...

Just started reading your IA and I'm curious, are your first Chapter Master Joachim Bornhald and your chapter badge a reference to the the Children of the Light from the Wheel of Time series?

 

Otherwise a very interestong read so far!

  • 3 weeks later...

Just started reading your IA and I'm curious, are your first Chapter Master Joachim Bornhald and your chapter badge a reference to the the Children of the Light from the Wheel of Time series?

 

Otherwise a very interestong read so far!

Well spotted! :wink:

 

Glad you're enjoying the Bright Lords. As you can tell, they're not much like the Children otherwise, but I'm a big fan of the Wheel of Time and enjoyed sneaking in a few shout-outs.

  • 2 weeks later...

Great work on the Bright Lords, I really like what you are doing:thumbsup: Although not a big fan of The Wheel of Time, I like the symbolism. It's a good touch. The Squig and Gretchin infestation is a nice addition to your lore. Definitely creates great potential for interesting adventures, mayhem, and humor...... and who doesn't LOVE Squigs:biggrin.: Looks like great fun..... good luck:wink: 

I'm also not the biggest Wheel of Time fan, but I definitely enjoyed the world-building that went into that setting, and the Children of the Light are definitely an easy transition to 40k.

 

It sounds strange to say that the High Lords specifically chose this Captain to lead to the Chapter. Aside from ordering the Founding to happen, what further involvement would they have had? I think it'd read better if it simply stated that he was chosen and not state by whom.

 

To be honest, I'm rather okay with the idea of a founding cohort being of a different genetic origin than the Chapter itself. There's nothing in lore that says founding cohorts even exist, let alone that they must follow, every single time, the exact same structure that is often used by those creating DIYs.

 

 

Just started reading your IA and I'm curious, are your first Chapter Master Joachim Bornhald and your chapter badge a reference to the the Children of the Light from the Wheel of Time series?

 

Otherwise a very interestong read so far!

Well spotted! :wink:

 

Glad you're enjoying the Bright Lords. As you can tell, they're not much like the Children otherwise, but I'm a big fan of the Wheel of Time and enjoyed sneaking in a few shout-outs.

I'm also a massive wheel of time fan so I loved the little touch. I played with the idea of a band of the red hand inspired army for a little while as well.

 

I don't see why the high lords couldn't specify who would lead the chapter, that seems like it would be an easy task for a group thst decides when foundings happen. Perhaps not overtly but vehind the scenes perhaps?

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