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Index Imperialis: House Fásacha


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House Fásacha is a Questor Imperialis Knight House, located on the world of Tarakon. They are a warrior house, where martial honor is regarded in high esteem. Each Lord Protector that is not a part of his Exalted Court is given a charge of furthering the known expanses of the Wilderness Space and to ensure they send their best men to Tarakon to join the Wardens. An ancient House that has always guarded the Wilderness Zone that was finally discovered by the Imperium when the Explorator Fleets of Mjorn and Incendius Lux first went beyond the Gate of Blood to colonize the first Frontier Worlds. Sámhach de Fásach, the heir apparent, has been given the charge that she shall complete a taking. With oaths to the Mechanicus of Mjorn, this house has learned to excel in their roles as protectors of the Eastern Fringes.

History

Long before the rise of the Emperor and the birth of the Imperium, during the Age of Technology humanity reached out to the stars, eager to occupy new worlds and expand its burgeoning interstellar empire. Vast colonization starships carried eager human settlers, along with all the resources they might require, and landed on far-flung, often isolated worlds. Tarakon was among the first Knight Worlds that were founded at the very start of the Age of Technology, when scouts from Terra travelled far through the galaxy seeking planets to use as agricultural worlds to provide food for Mankind's burgeoning population, or as mining colonies to provide the materials needed to fuel their expansion across the stars. Indeed, Tarakon had already been established for thousands of standard years when the Imperium was first founded in the 30th Millennium.

By the 25th Millennium, ferocious Warp Storms had largely isolated the widespread human colonies, and the era that came to be known as the Age of Strife had well and truly begun. Tarakon was among those isolated for the longest time, it wouldn't be for many Millennia for it to be discovered by the Imperium.

After years of preparation in 126.M36, the Kabal of the Crystal Daggers launch an attack on the world of Tarakon outside the Ishtar Subsector, but even with the destabilization and distraction of the precursors to the Lunar Venatorii regiments, they were able to reorganize faster than planned and forced the Shards of the Renderers to retreat before being exterminate by the House Fásacha guardsmen, mostly the one of the Cavalry like the later 487th Lunar Venatorii Cavalry Regiment. This was the first major defeat in realspace of the Kabal of the Crystal Daggers, and since that day the Kabal swore to avenge this defeat and since has done a great number of raids in the surrounding area; waiting in the shadows for the perfect moments to strike.

By the time of M37 Incendius Lux and a now established and independent Mjorn were again ready to send a new wave of Explorator missions into the fringes. The fleets of Mjorn soon discovered an ancient Knight World named Tarakon, whose ruling House Fásacha had long served as the protector of the bleak planets that existed on the other side of the Sanguis Portus. Mjorn quickly struck an alliance with the House, and the Departmento Munitorum took advantage of the fact that hardened soldiers were drawn to Tarakon by House Fáscaha from across the fringes to form the Lunar Venatorii Cavalry Regimentum, and quickly established training academies and Schola Progenium facilities on Versliaus, Tarakon’s moon.

The Ishtar Sub-Sector was mercifully largely saved from the brunt of Hive Fleets Behemoth and Kraken and were able to devote forces to aid in their destruction, however the appearance of Genestealer Cults would soon emerge as a lasting threat. The Emergence of the Great Sautekh Dynasty would prove to much dire threat however, as its Necron Legions marched a war of expansion practically next door to the Sub-Sector, although fortunately it would largely be occupied with and act as a insulator against the Charadon Ork Empire. The T’au as well, in their expansions would frequently cause conflict as expeditions into T’au space occurred alongside T’au infiltration efforts into the Sub-Sector. These Shadow Wars would culminate in the Damocles Crusade, in which the forces of Ishtar devoted significant men and material. Although called off with the emergence of the Tyranids towards the close of M41 the conflict would be reignited in what would become known as Warzone Damocles. Amidst these conflicts the Fortress World of Cadia feel to Abaddon the Despoilers 13th Black Crusade, an event which resulted in the Galaxy split by the Great Rift and embroiled in Warp Storms.

As the Great Rift saw the Galaxy driven into madness the Ishtar Sub-Sector saw themselves besieged on all fronts. An increase in Chaos Cult activity resulted from the waxing power of the Von Grothe’s Rapidity, Hadex Anomaly Warp Storm, and Cyclonus Nihlus warp storms, Genestealer Cults began to rise up as tendrils of Hive Fleet Kronos snaked through the Sub-Sector searching for Chaos to destroy.

Opening of the Cicatrix Maledictum(0 ICM.M42)
Great Rift Opens and the Noctis Aeterna cuts off the systems of the Ishtar Sub-sector from each other and the wide galaxy. As darkness descends across the Sub-sector a variety of threats threaten to see it burn in the fires of war. Corruption and Heresy surges within the ranks of the local Ecclesiarchy and Mechanicus. The Frontier Worlds erupt into chaos as House Fásacha and the Lunar Venatorii struggle to repel a tide of Drukhari, Ork Freebooter, Chaos, and Harlequin raiders. Orks from the nearby Charadon Empire emerge near the Contrador system sparking continuous naval battles. Finally, the Bloodmoon chapter sees the Great Rift as the herald of the fulfillment of the Prophecy of Blood, and fervently seek to identify and defeat signs of the prophecy.

Hand of the Inquisition(48+ ICM.M42)
The Noctis Aeterna finally lifts and reliable travel in and out of the Sub-sector is finally possible. Inquisitor Belladonna of the Ordo Militarum works with Sector Administratum Command to ensure Departmento Munitorium control is reestablished over Sector military forces, in particular she focuses much of her attention to the Ishtar Fringes and the unusual control House Fásacha held over the Militarum Regiments stationed there. Although nothing is ever confirmed the sudden illness of the High Protector of House Fásacha and the strange deaths of several field officers and members of the General Staff are rumored to be her doing, it is considered coincidence that the replacements on the General Staff are much more in line with standard Imperial Doctrine and slowly the Adminstratum exerts more influence in the fringes, often leading to friction between the Adminstratum and House Fásacha.

Homeworld

Tarakon is an ancient Knight World of the Questoris Familia, whose ruling House Fásacha had long served as the protector of the bleak planets that existed on the other side of the Sanguis Portus. Mjorn quickly struck an alliance with the House, and the Departmento Munitorum took advantage of the fact that hardened soldiers were drawn to Tarakon by House Fáscaha and quickly established training academies and Schola Progenium facilities on Versliaus, Tarakon’s moon. One end of the Sanguis Portus Corridor, Tarakon and it's moon serves as a bulwark between the settled Imperial Worlds and the xenos infested Frontier Worlds. Home of the fearsome Wyrms and the Gallant House Fásach, it has become known for some of the fiercest warriors of the sector. Among the deserts and swamps of Tarakon large reptilian beasts known as Wyrms form the backbone of a ecosystem. Only the bravest venture near which are few, unless they are among the warriors of the Knight House. Tarakon uses these creatures that they can tame to bolster their forces.

Culture

Over time, House Fásacha developed a personal culture of their own, a blend of frontier and strait-laced values that even retained vestiges of chivalry. Such hazardous work in isolated conditions also bred a tradition of self-dependence and individualism, with great value put on personal honesty, exemplified in songs and poetry. The code also included the Gunfighter, who sometimes followed a form of code duello, in order to solve disputes and duels Extrajudicial justice is common in the frontier, such as lynching, vigilantism and gunfighting. The nobility of feudal worlds, still riding off to prove their honor with primitive electro-lances.

A code duello is a set of rules for a one-on-one combat, or duel. Codes duello regulate dueling and thus help prevent vendettas between families and other social factions. They ensure that non-violent means of reaching agreement be exhausted and that harm be reduced, both by limiting the terms of engagement and by providing medical care. Finally, they ensure that the proceedings have a number of witnesses. The witnesses could assure grieving members of factions of the fairness of the duel, and could help provide testimony if legal authorities become involved. House Fásacha culture places high value on a person's ability to handle himself in a brawl, or with a gun.

The traditional culture of House Fásacha has been called a "culture of honor", that is, a culture where people avoid intentionally offending others, and maintain a reputation for not accepting improper conduct by others. A theory as to why the House Fásacha had or may have this culture is an assumed belief in retribution to enforce one's rights and deter depredation against one’s family, home and possessions. The House Fásacha culture of honor is often tied to the relative persistence of dueling, a cultural phenomenon in which special caution is taken to not offend others and misconduct is not taken lightly (dealt with swift and firm retribution). A high premium is placed on toughness in this culture of honor, because one is expected to defend one's resources and deter predators.

According to the House Fásacha laws, each Baron is authorized up to fifty personal armsmen, all other Armsmen are sworn to their holdings and the planet not the Baron. Those personal armsmen are the Baron’s Own Guard. Every personal armsman an officer's commission in the House Fásacha Army Armsmen. The first responsibility of personal armsman, based on their sworn oaths of loyalty, was to their Baron. This meant that activating their Army commissions could only be done with their Baron's permission.

Notable House Nobles

High Protector Moar de Fásach - The current High King of House Fásacha and as such is Imperial Governor of Tarakon, a hardened career warrior, often displayed a calm and collected demeanor, rarely showing any signs of fear in extreme circumstances. He buried his emotions deep inside himself, causing some to see him as cold and uncaring. He possesses a indomitable will for justice. Through years of training and experience, he developed heightened levels of endurance and reflexes.

Lady Protector Sámhach de Fásach - De Facto High Protector and Heir Apparent, Possessing great wisdom in warfare, she was a fierce warrior that sparks fear and admiration among her enemies, colleagues, and allies. Although she holds a calm and collected demeanor, she possessed such a strong and overbearing presence that others are intimidated by her whenever she questioned their mistrust towards her abilities. She is a very strong-willed person and had a very strong charisma.

Countess Dóiteáin de FaStoirm - Honor-bound to help the Ordo Mechanicus, specifically Adam Clarke. Young for a Knight Pilot, her status in the house is high due to her accomplishments and her connections to various Imperial Organizations. She seems to be a skilled diplomat.

Baron Ionsaí de Fásachian - Baron Court leader during a campaign against expanding Ork Empires. Edited by TechCaptain
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The "Notable House Nobles" don't have any way to distinguish them from each other, for the reader; as there are no tabs (automatically deleted when *.txt or *.doc file is converted to *.html) to separate each paragraph, the list is a difficult-to-read "wall of text." I advise either adding a blank line after each paragraph, bolding the names of each noble the paragraph is about, or both.
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Is the coat-of-arms a goat's head? A mule, symbolizing how stubborn the Knights are in attack and defense?

It’s supposed to be a crowned horn dragon to symbolize becoming the great beasts they conquered.
Some draconic traits- flames spilling out the mouth, or a mouth full of sharp teeth- will minimize the chance of such confusion.

 

Incidentally, do House members hunt dragons and then ritually eat the beasts' hearts, as a rite of passage to mark their promotion from squires to full knights? Will they ritually eat other enemies to take in the latter's strengths, e.g., after destroying an Ork Gargant, the Knight Scions will recover the xeno corpses for ritual feasts, symbolically taking for themselves the Orks' fearlessness and ferocity in battle?

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Is the coat-of-arms a goat's head? A mule, symbolizing how stubborn the Knights are in attack and defense?

It’s supposed to be a crowned horn dragon to symbolize becoming the great beasts they conquered.
Some draconic traits- flames spilling out the mouth, or a mouth full of sharp teeth- will minimize the chance of such confusion.

Incidentally, do House members hunt dragons and then ritually eat the beasts' hearts, as a rite of passage to mark their promotion from squires to full knights? Will they ritually eat other enemies to take in the latter's strengths, e.g., after destroying an Ork Gargant, the Knight Scions will recover the xeno corpses for ritual feasts, symbolically taking for themselves the Orks' fearlessness and ferocity in battle?

Not quite they do have to hunt one down to prove worthy, eating is not necessarily a part of it. Further since Wyrms (Dragons) are somewhat revered they must use all of the Wyrm in the crafting of their suits, their weapons, and yes eating cooked meat of the Wyrm happens. While their brothers on the moon must capture eggs and raise tame Wyrms to become part of elite Wyrm riders.

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Here is what I have on the wyrms themselves though it can use some cleaning up.

 

The Tarakonian Wyrm are large, serpent-like creatures that hails from the ancient Knight World of Tarakon, located in the Ishtar Sub-Sector in the Segmentum Ultima. Often, these large draconic creatures are utilised by the regiments of the Lunar Venatorii Cavalry Regiments of the Astra Militarum and by Knight men at arms as mounted-aerial cavalry.

 

Biology

Wyrms from their narrow, golden, large-eyed heads, to their pointed jewel-toned ears, to the magnificent wings which, the wyrm was a thing of multicolored, jeweled beauty, slim and supple and quite as large as the shed, largest getting 45 meters long in the wild. These great creatures came from Tarakon. Their large size and vicious claws give them ample ways to create carnage. The jewel-toned scales deflect las weapons and are tough enough to absorb quite the impact. In order for a Noble to Pilot a Knight or lead a Venatorii Cavalry Regiment one must brave a Wyrm nest and raise a bonded Wyrn, gaining the honored title of Sealgair. Any of the common citizenry who manage to succeed and gain the title of Sealgair shall be allowed to join the House as a Armiger retainer. Only the greatest of warriors produced in the Ishtar Fringe could hope to become bonded to a Wyrm. Those most recently bonded with their Wyrms serve in the Calvary Regiments before being made full Sealgair and get their own Venatorii Cavalry Regiment.

 

They are described as having forked tail ends with a defecation opening between the forks; however, most artistic renderings depict their tails as having spade-shaped tips. Wyrms are described as carnivorous, oviparous, warm-blooded creatures. Like all of Tarakon's native large fauna, they have six limbs – four feet and two wings. Their blood, referred to as ichor, is copper-based and green in color. They have crystalline eyes that change color depending on the Wyrm's mood. Newly hatched Wyrms are the size of very large dogs or small ponies, and reach their full size after eighteen months. Because young Wyrms grow so fast, their riders must regularly apply oil to their hides to prevent the skin from cracking or drying out. A Wyrm's scales are largely, but not entirely, impervious to heat as well, and serve as protection for the more vulnerable flesh and musculature beneath. As a dragon ages, its scales thicken and grow harder, affording even more protection.

Its gem-like scales are the color of valuable precious stones of every shade imaginable having a subtle shift of color on any one Wyrm. It is impossible to list the enormous variety of hues that make up the Wyrm's brilliant coloring, but they can be divided into three broad color groupings: Blues, ranging from dark blue to silver and mother-of-pearl; Reds, ranging from copper-red to dark red and reddish-black; Greens, which include every imaginable shade of green and yellow and even dark brown, emerald green and burnished gold. Although these three principal color groups are not usually mixed, a Wyrms's coloring is rarely uniform. In general, it's scales are several hues from one of the main color categories, with a metallic luster which is hard to define. When the scales have a pale, opaque appearance, it is a sure sign of ill health. These Wyrm has powerful limbs with six digits on each foot that end in sharp claws. It has gigantic, elegant wings. A ragged, membranous crest runs from its shoulders to the tip of its tail. This dragon's head is wide and it has a mouth that takes up most of its face. This dragon has strange membranes that function as ears. It has large slitted nostrils located close together. The back of these Wyrm's head and neck is protected by thick bone.

 

The Wyrm is a homoiothermic reptile. In other words, it is a warm-blooded creature and it's body temperature is controlled internally. This characteristic enables it to adapt to the different climates of it's very extensive habitat and to maintain it's activities both day and night throughout the year, as it is not dependent on the warmth from the sun like the other reptiles. The dragon is the largest known flying creature on Tarakon. To maintain it's enormous bulk in the air, it's physical structure has had to be different from that of other reptiles. It's wing bones fit on to broad shoulders which support the powerful wing muscles; these require an extraordinary articulator system unknown in other species. The bones are tougher than reinforced plascrete and much lighter. It is important to note that the bones of a Wyrm are hollow like bird reducing their mass, scientifically: any creature with the physiology of a Wyrm can flight well and at great speed.

 

The Wyrms muscular system is one of the most fascinating and one of the most complicated. Magos Biologis have evaluated the power in the bite of a Wyrm to put to an average of 2 ton per cm cube (in comparison it could easily gnaw plasteel). As a matter of fact, Wyrms are very powerful. Their leg and "arm" can support great charge without much difficulty.

 

The scales are pentagonal, and shaped like a teardrop, with two long sides and two shorter ones, and a very short fifth side attached to the skin. The Wyrm can make them stand on end whenever he likes to preen them. Remember, the Wyrm is a very clean creature and takes great care always to keep it's skin and scales clean and immaculate. In their normal position, the scales overlap very neatly and, thanks to a tiny cavity in the surface, they fit into each other to allow perfect freedom of movement. Magos Biologis close study of a scale, observed the following characteristics: the innermost part is composed of a compact hairy formation firmly rooted in the epidermis. On the hair follicle there are some tiny glands which secrete a substance that adheres firmly to the skin. This substance is rich in minerals, which determine the hardness and the color of the Wyrm's scales. The external surface has a horny, translucent texture, which gives the scales their habitual luster. The Wyrm does not need to sloughs off his skin like most other reptiles, as the scales grow, they are renewed automatically, like human nails and hair. They are not shed from the body, except in case of illness.

 

There is no retina for their eyes but instead the light receptors are distributed homogeneously in the eyes. This means a photoreceptor near the surface can see the object far away and you go deeper into the eyes, the photoreceptors are able to view objects that are closer. This would also means that the eyes are always focused no matter the distance of the object. Wyrms with crystalline eyes have an angle of vision around 220 degree (i.e. the eyes slightly on the side) and an overlaps of 110 degree. The object inside the overlapping degrees of both eyes would greatly increase the resolution of the object while the remaining angle of vision would be less defined (but much better defined than the visual acuity of the corner of our eyes). The degree where the vision of the dragon overlap would be equivalent to the area of sharpest focus and would be obviously much greater than a human's.

 

The reproductive system of these creatures is internal, it means that at the look of their external physiognomy, it is hard (not to say nearly impossible) to determine if this Wyrm is a male or a female, only the general behavior and the small change in their color can provide informations about the Wyrm's gender. Wyrms lead egg like reptiles and bird, eggs are protected by a hard shell that with time will weaken to let the new baby dragon break it more easily. The incubation period of these creatures is mostly unknown. The Wyrms eggs are rich in calcium and it is supposed that the newborn Wyrms eat is shell to not waste the nutriment in it. The mating process is known as Wyrm-slide: the two partners fly high in the sky and after a moment they grab each other and close their wing and make free-fall. Then at less than a hundred feet from the ground they open their wing and land.

 

Relationships and Uses

Once a Wyrm has bonded with a rider, that Wyrm will not allow anyone else to mount it while its rider lives, no matter how familiar said person might be to the Wyrm, although they are willing to accept another person upon their backs when their own rider has mounted as well. When the rider of a Wyrm dies, that Wyrm can bond with a new rider. The Lunar Venatorii Cavalry Regiments use these Wyrm Riders for Aerial combat and as elite forces.

 

The Wyrm rider is able to keep an eye out on spots that Wyrms normally can't see as well, including above and behind. Wyrms being apex predators are not normally inclined to look above or behind them when in flight and this is the primary method of attack during Wyrm on Wyrm combat. Those mounted on Wyrms are sharpshooters able to kill enemy Wyrm riders before they have a chance to report back and able to target enemy commanders from Wyrm back with their pistols. Always having an eye out enemy sharpshooters targeting fellow Wyrm riders. This is the best way to eliminate a Wyrm rider or Wyrm so they pay particular attention the field of battle with Sharpshooters. The Wyrms, themselves, are used in strafing infantry, or scouting. Their job is to climb high in the sky and then dive straight at an enemy Wyrm, aircraft, or formation.

 

Dropping grenades and bombs from Wyrm back as well as targeting enemy commanders in dives are effective ways for the Wyrm Riders to fight while in flight. But as well the Wyrms ferocious teeth and claws make especially effective weapons in melee situations besides the melta tipped lance they carry.

Edited by TechCaptain
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Taking inspiration from How to Train Your Dragon? Why not Super Dimension Fortress Macross (adapted for English-speaking countries as Robotech) as well, i.e., use parts from the Stormhawk/Stormtalon to kitbash a "Skyknight" that can fly alongside the wyrms?

Because young Wyrms grow so fast, their riders must regularly apply oil to their hides to prevent the skin from cracking or drying out.

How do wild wyrms keep their skin from drying out? Do wyrm mothers have oily saliva, with which they oil their young? Do wild wyrms hunt whales so they may smear the blubber upon their young (or themselves, if they're large enough)? Do they have a symbiotic relationship with a plant whose fruit is exceptionally oily, the wyrms using its fruit to oil themselves, the plants using the wyrms to spread the pollen impregnated in the oil?

The reproductive system of these creatures is internal, it means that at the look of their external physiognomy, it is hard (not to say nearly impossible) to determine if this Wyrm is a male or a female, only the general behavior and the small change in their color can provide informations about the Wyrm's gender

Could a pheromone sensor be used to distinguish male and female wyrms? Or will it be easier to say wyrms are natural hermaphrodites, or able to change gender like the frogs described in Jurassic Park? Edited by Bjorn Firewalker
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Taking inspiration from How to Train Your Dragon? Why not Super Dimension Fortress Macross (adapted for English-speaking countries as Robotech) as well, i.e., use parts from the Stormhawk/Stormtalon to kitbash a "Skyknight" that can fly alongside the wyrms?

Actually I took inspiration from the Jouster Series by Mercedes Lackey and I love the idea of a SkyKnight that flies that would mesh well. I do have the major Astra Militarum on the Moon using the Wyrms as the core of their formations. The elite of the elite, I believe you have read the Lunar Ventorii stuff.

 

 

Because young Wyrms grow so fast, their riders must regularly apply oil to their hides to prevent the skin from cracking or drying out.

How do wild wyrms keep their skin from drying out? Do wyrm mothers have oily saliva, with which they oil their young? Do wild wyrms hunt whales so they may smear the blubber upon their young (or themselves, if they're large enough)? Do they have a symbiotic relationship with a plant whose fruit is exceptionally oily, the wyrms using its fruit to oil themselves, the plants using the wyrms to spread the pollen impregnated in the oil?

 

So the Desert Wyrms use sand to scratch off the itchy skin flakes and give each other sand baths basically for the desert ones, while the Swamp breed (there are a few) uses underwater reeds and what not for the same purpose. But I do like the idea of oily fruit or plant that would help in the wild. Whales don't work though because there is no body of water big enough for that really. Tarakon is a mostly desert planet with swamp areas and rivers. Think deep Egypt for inspiration.

 

The reproductive system of these creatures is internal, it means that at the look of their external physiognomy, it is hard (not to say nearly impossible) to determine if this Wyrm is a male or a female, only the general behavior and the small change in their color can provide informations about the Wyrm's gender

Could a pheromone sensor be used to distinguish male and female wyrms? Or will it be easier to say wyrms are natural hermaphrodites, or able to change gender like the frogs described in Jurassic Park?

 

Pheromone sensor idea is the one I like best of this set of suggestions. Though maybe having a subset of hermaphrodite wyrms might make sense giving them a tri gender kind of society. The frog one I am going to leave to Jurassic Park lol.

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  • 3 months later...

House Fásacha Model

 

 

Because I forgot to post it here. Here is a Model done up suppose to be in the Colors of the House. I messed up a bit but ended up liking this coloration a bit better. Would love further opinions on colors or other ways to flesh out this Knight House. 

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Notable Knights

 

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Catháin (Knight Preceptor) - As a Knight Preceptor, this Mighty Engine of War shows the suprememcy of House Fásacha. Personally piloted by the High protector or their Sucessor, taming the machine spirits is a first task of perspective leaders of the House. Lady Protector Sámhach de Fásach has taken over politing this Ancient Knight that has served the High Protectors through more than one Era. Her temperment and presence on the field matches well with the Machine Spirit, becoming like one on the field of battle.

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Cú Chulainn (Questoris Knight Magaera) - A Questoris Knight Magaera, Cú Chulainn is one of the oldest and probably the rarest Knight in the inventory of House Fásacha. Thanks to the introduction of Forge World Mjorn the arcane and complex systems of the Lighning gun have been maintained in great condition for the years on it. The High Protector's own top advisor and bodyguard, is the one that gets to pilot this walking legacy.

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Dullahan (Questoris Knight Styrix) - A Questoris Knight Styrix, Dullahan is so named for the ancient mythological creature of legend said to take the form of a headless rider on a solid black wyrm. According to Trakonian legend, this terrifying creature of folklore uses the spine of a human as a whip. The Dullahan is said to be a herald of death that summons the soul of a dying person. If it calls out your name, you will immediately drop dead, an apt moniker that epitomises the terrible firepower wielded by this rarest of Knight engines.

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Ellén Trechend (Knight Castellan) - House Fásacha's Seneschal and top General, gets to pilot the awesome might of the Largest Imperial Knight of the House. This Knight Castellan has seen countless defenses and expeditions into the wild spaces of the Ishtar Sub-Sector. Piloted by the ancient family line of the Fuadach family in House Fásacha, some of the most famous Generals of Ishtar Subsector for both the House and the Astra Militarum has come from this family.

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Oilliphéist (Cerastus Knight-Lancer) - Named for Great reptiles of legend that unlike the Tarakonian Wyrms that get bonded are vicious monsters of the Rivers and Swamps of the lowlands of Tarakon. Piloted by Countess Dóiteáin de FaStoirm, this great warmachine is a bane to those that would abuse the trust of the Imperium and the Adeptus Mechanicus for Hereteks are a favored prey of the Countess.

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Craorag Bánánach (Armiger Helverin) - Piloted by a loyal de Sealgair (honor-granted into the house for deeds of bravery in raising Wyrms or fighting Wyrms), this smaller Knight has proven itself in battle many times racking up kills that would be impressive even a larger machine. One such kill was when it eliminated a enemy Wraithseer with precise fire into it.

 

 

 

Notable Family Lines

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de Fásach: The current high family, ruling House Fásacha since a time before the Imperium existed.

de Fuadach: One of the most ancient families of martial expertise and full of leaders. The de Fuadach have been honored multiple times with Generals of both the House Armies and the Astra Militarum in it's line. Martial glory and honor in the leadership positions is still currently holding onto such honors.

de FaStoirm: The FaStoirm are a rising star in diplomacy. Known to connections with several Imperial organizations giving a relative minor family more power within the house politics. Especially since some members of the house are honor-bound to help the Ordo Machinum

de Fásachian: An Ancient family who ha somehow always ended up on the outside of the politics of other families. The primary Noble Pilot, a Baron has excelled against Orks in the Ishtar Fringes and beyond earning great acclaim and honor for the family.

de Sealgair: While not technically a family line, it is a title of honor that is granted to anyone of great feats especially the Wyrm Riders, Armiger vassals and trusted lower lords. This is an elevation of status as de Sealgair are members of House Fásacha who have proven themselves beyond the mettle needed.

 

 

Edited by TechCaptain
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The Tarakonian Lokozelwurm are large, armored Carnivorous creatures that hails from the ancient Knight World of Tarakon, located in the Ishtar Subsector in the Segmentum Ultima. These Feline and Dracoid Featured creatures that are a constant threat to Human settlements on Tarakon.

 

Biology

A lean and agile feline-like creature, the Lokozelwurm's musculature is pronounced and impressive, providing power for protracted runs and leaps. The speed of its neck and jaw strike is swift, Also said to be able to burrow and travel through the sand at high speeds. In addition to conventional ripping and tearing, the Lokozelwurm can also deliver a lethal blow from its thin armored tail. An impact from the tail is strong enough to defend against other Lokozelwurms. The creature's senses are so highly developed that, depending on atmospheric conditions, it can detect prey up to thirteen kilometers away.

 

The Lokozelwurm has Fourteen sensory quills that sprout from sections of armor plating that encircle the rear of its skull. The function of the quills is still a mystery, but it has been hypothesized that they may be tied to an internal mechanism of prey location; possibly echolocation or another sensory pinpointing system. The quills also flare up and produce a more menacing appearance. The plates themselves are cartilaginous in nature. It's bones are biologically produced carbon-fiber, makes their bones much lighter and stronger than any organic Terran equivalent.

 

It also has an armored neck and back, a massive distensible jaw, and twenty-eight centimeter long sharp teeth. Its fourteen external sensory quills are colored bright red and yellow. The upper lip folds back for maximum tooth extension, said to be venomous, or to attack with poisonous breath, and to make a high-pitched or hissing sound. The Lokozelwurm approximately 20 feet (6 meters) long. It has six long legs, and two sets of opercula on each side of its neck. When sensing for prey or for threats it can raise its front body and two front legs, standing on its four back limbs as it sniffs the air.

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Why spell the "wurm" in "Lokozelwurm" with a "u" instead of an "o" or a "y"? When I searched for "wurm" into Wikipedia, I got an article on a river in Germany, its name thought to derive from "warm" (hot springs feed it), so does the Lokozelwurm have a "hot body" to deter parasites? Will study of Lokozelwurm bodies allow the Chapter to build high output solar panels with which to power lascannons (in-game, grant +1 Strength to the weapons)?
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A play on the Tatzelwurm actually. https://en.wikipedia.org/wiki/Tatzelwurm Though it is planned for them to be a desert creature that is naturally hot and the main antagonististic creature of Tarakon besides the flying Tarakonian Wyrm which is revered. The Lokozelwurm is meant to be a feared creature of the Night that attacks in ambush and can take a Knight down if not careful. Also mixing some https://en.wikipedia.org/wiki/Machairodontinae to represent it's feline nature and sabertooth gape. Edited by TechCaptain
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  • 7 months later...

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Since the Discovery of the Disciples of the Jagged Iron, House Fásacha has led the charge to face off with the Chaos Knights that protect these Heretics. As a matter of honor that those of the noble class could have fallen to such depths and have infected the region that was their remit to protect is a stain the House has vowed to wash in blood out of existence. Since then, the Ellén Trechend has been deployed to oversee the campaign as Barons and other Nobles curry favor launching attacks onto this vast world of corruption. A golden Knight adopted of the House has so far had the greatest successes. Warglaives and Moiraxes of their number have unleashed a hunt that hasn't been seen in centuries. Rumors have been told of the Dullahan and the Oilliphéist have been deployed to futher the efforts. 

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  • 4 weeks later...

House on Display in May

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Catháin                                                                                                           Ellén Trechend

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The Twin Armiger Warglaives. They need a story as they are now a permanent part of the house forces. 

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The Original Knight Moriax. He is getting two brothers.                               Gold Baron

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Primary Objective Tournament of May 2023 The full army plus the Preceptor because the Machine Spirit was lonely.

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They were posed next to the brilliant enemy of Game 4 Chaos Knights. I think I need to add them as another facet of my lore besides the Silver Chaos Knights of the Disciples of Jagged Iron. 

 

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But I need a name and a tale for these. Though the Big Knight is supposed to be one heck of a lady. Her and the Tentacle Armiger were Psykers,  and one of the Shooters was a CP farm. Three were Melee centric for distraction from this House Vestrix player. 

 

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