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IA: The Draconic Invictors


Kezza921

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This is a major WIP still and currently I have been working on it on and off for most of the past few months. The colours of the chapter will be bone armour, blue as a secondary colour and gold accents. The marines will be converted to have some aspects added which I am still yet to decide on. However the main feel/look I am going for is a celtic/slavic vibe with draconic features. aspects I have thought of for their look is scales on the armour (draped over or as apart of the armour), totemic items that link back to their homeworld culture, bones or other items as trophies from hunts, rune engravings (which is highly likely on the librarians and chaplains) and they will mainly wield spears and hammeraxes as melee weapons. I have included Librarians and Chaplains into the description as they play important roles within the chapter itself.

 

Successors of the White Scars and apart of the Ultima Founding. Despite the youth of the chapter they have adopted a new step into the trials. One that is not a test of the aspirant but a part of the trials all the same. This new step occurs at the end of an aspirant's trials. It is unknown if this step does anything for the marine or it’s merely a placebo effect because no matter the marine they always feel tied to their clan and family which bolsters their morale. This step is from the culture of their homeworld. They have adopted the drinking of the “Dragons Fire”, a fiery alcoholic drink that's meant to mimic the hot breath of the beasts that once called their homeworld home. It’s an act of the denizens of their homeworld to mark a coming of age. It’s marked as being a part of the world where the now near extinct apex predator of their homeworld and a part of each other. While on their homeworld it is near extinct the beast exists on other planets of the solar system. There are a variety of subspecies; they all have aspects that unify them, a winged beast and their scales are as hard as ceramite and they can project bolts of heated plasma from their mouths.

 

Customs of the Chapter

On their homeworld the culture and customs of the native population and the recruits have resulted in impacts on the chapter as a whole. These range from minor cases such as the “Dragons Fire” a fiery drink that makes the coming of age for all to for more major impacts such as the adoption of a clan like structure. Each clan is self-governing and is for all purposes the equivalent of a company. This brings a great deal of unity among each clan and each person whether human or astartes they see them as family. Each clan handles its own recruitment, recruiting from different sections of the homeworld. 

 

After they have been trained by a sergeant they must undertake the first trial. The first testing the mind of the aspirant and their purity. Unlike some other chapters the chapter serfs must also pass this test. It is in this trial that they will face temptation if they pass they move onwards to serve the chapter or continue on with their trials. There are several other trials that take place after this which are reserved for aspirants on the path to become a space marine. While some of these are commonplace of the chapter others are unique to the clan. Once one has passed the trials set by each clan they move onto the final aspect of their trials. They are given the Dragons Fire in a coming of age ceremony. The final task of an aspirant is to hunt one of the draconis variants that inhabit several worlds in the solar system where their homeworld resides. Though this never occurs on the homeworld due to the draconis species being brought to near extinction. The only known members of the species native to the homeworld are kept by the chapter itself. Some do not return, succumbing to the beast they hunt. This has formed a chapter cult around this custom and the beasts they hunt. The eventual chapter marines often wear trophies from their hunt on their armour. This flows into wearing trophies from challenging hunts or fights, those they deemed worthy of remembrance.

 

Unlike other chapters the pilots of their aircraft are not piloted only piloted by techmarines but some members of the clans who have proven themselves have been given the knowledge and skill to fly. Almost every marine wishes for this honour. This is the result of them idolizing the winged draconic beings of their home system and the desire to feel the rush of freedom that the aircraft gives. Much like how their progenitors desire the freedom given to them in the seat of a bike. This is carried on into the chapter's dislike for dreadnaughts. Every single marine views becoming one a fate worse than death. Knowing if they are trapped within one of these mechanical coffins they will never feel the freedom of being in the cockpit of an aircraft or voidcraft.

 

Another way that the chapter has taken to venerating the winged draconic beings of their home system is the use of plasma weapons. This is due to the winged beasts firing bolts of plasma from their mouths. This has led to the chapter having a large stockpile of plasma equipment at their disposal.

 

Company Organization

Each company is known as a clan and is responsible for its own recruitment and management. This has led to the chapter being semi-feudal in nature. When an aspirant is taken in by one of the clans they are taken through the trials that are overseen by the clans librarians and chaplains. When a clan recruits they occasionally get those who are strong enough in psychic ability or wish to progress into the role of the chaplain, techmarine or apothecary they will remain within the clan though should the need arise they sometimes work as a part of other clans when they cannot do it themselves. Though they may act as a part of another clan their home is and always will be with their clan and view them as family.

 

Much like a company of a chapter having its own areas, each clan has its own dedicated areas within the chapter's fortress monastery. This is very similar to how other companies would have theirs. However there are a few areas that each clan would have. This includes a small hall dedicated to honouring the members of the clan. This is separate from the great hall which is for the chapter as a whole. Finally each clan has its own dedicated crypt. However all other parts of the fortress monastery are for the chapter as a whole and is seen as such by all of the clans.

 

It should also be noted that each clan holds a small holding within the location of the world where the clan was originally born. The clan will always try to recruit from this location before branching out to other worlds to recruit from. A clan will never recruit from another clan's grounds. Though recruitment from other worlds are shared among the chapter.

However, unlike other chapters the space marines are often very close to the chapter serfs of their clan which they view as family and treat them as such. This has been frequently looked down upon and seen as a weakness by other chapters but the clan and chapter see this as a strength of unity. While they do not see the chapter serfs of other clans as family they do treat them with a great deal of respect and view them in a way as a stepfamily member.


Librarians

Before its rediscovery the population of psykers was not overly excessive but it was more common than other worlds of the imperium. This resulted in the development of a monk-like subculture. Much like the runepriests of the space wolves and the stormseers of their progenitor chapter they use the natural power of their homeworld. It’s this that serves as a limiting intermediary that protects them against the malign influences of the warp. Post rediscovery these practices were all but lost. However it was the founding of the chapter and discovery of the old monastery that reawakened the practice and its common place within the culture.

The Librarians of the Draconis Invictors serve the chapter in numerous ways and their identity is spread out. As with all other recruits they are recruited by a clan and their first calling is often to that clan. Though with librarians they also remain in the chapter as a whole and occasionally have roots or some kind of connection to the monastic order. To the clan they serve as advisors, guide and teach initiates of the chapter the lore and history of the clan. When an initiate is first chosen a librarian is present at each of their trials. Except for their final one. To the chapter they undertake the role that librarians of all other chapters would undertake. The final role they undertake is their role within the monastic order of their homeworld.

Due to the nature of the Librarians and their connection to each clan they are sometimes used interchangeably with chaplains. An example of this is if a space marine feels they are in need of guidance they can see the clans' chaplains or librarians for guidance; in rarer cases they may seek the guidance of both. This is due to the nature that each represents and they will often have different advice they can and will offer the space marine. A librarian will offer more practical advice while a chaplain will offer more spiritual advice.

 

Chaplains

Chaplains of the Draconis Invictors have a similar role within the chapter as the Librarians of the chapter; they still have a crucial role within the clan and the chapter as a whole. Like the librarians they are with the aspirant from day one. Unlike the Librarians whose roles have a strong focus on the homeworld culture the chaplains focus is on promoting the values of the chapter as a whole and the spiritual health of the marines. This includes veneration of the Emperor and the values of the draconis.

Like the wolf priests of the space wolves the chaplains of the Draconis Invictors are known for having draconic skull helmets.

 

Homeworld (Uber WIP)

The Homeworld of the Draconic Invictors is known as Ormr and is classified as a Civilized World. It's a lush tropical world sporting a variety of dense jungles, floating mountain ranges that float in the air and coastal reefs. Before its rediscovery its religion revolved around the winged beasts in a totemic/shamanistic way and a monastic order of psykers was born on this world. Which was saved by the founding of a space marine chapter on the world and which progenitor had a positive view on psykers in a religious capacity. The technology of the world itself is on the level of Advanced Space or Warp Travel. Despite this type of world not being ideal for space marine chapter the culture of the population is one where warriors are idolized in history and a warrior culture was born on this planet.
 

Edited by Kezza921
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You're off to a good start. The following idea needs refinement, though.

Unlike other chapters the pilots of their aircraft are not piloted by techmarines but instead every marine of the chapter learns and is capable of flying aircraft.

Flight training demands a lot of time, fuel, and other resources. It's unlikely any Chapter has enough aerospace flyers, or fuel for these aerospace flyers, or time to train every Marine to be a pilot- especially when countless wars are competing for the Chapter and its Marines' attention.

 

It's possible the Chapter trains a large number of Marines to operate unpowered gliders, but again, such training must compete for each Marine's time and attention, against hand-to-hand combat training, time on the firing range and other marksmanship training, maintenance of individual arms and armor, etc.

The final task of an aspirant is to hunt one of the draconis variants that inhabit several worlds in the solar system where their homeworld resides. Though this never occurs on the homeworld due to the draconis species being brought to near extinction.

Did the Chapter transplant dragons to other planets under its control? If so, what do those planets' human inhabitants, if any, feel about such an act?

 

How many planets, in how many star systems, do the Marines rule over? How have these planets' different environments influence the transplanted dragons' evolution, i.e., will they evolve into breeds as divergent as chromatic dragons in the Dungeons & Dragons franchise?

It's a lush tropical world sporting a variety of dense jungles, floating mountains

Do these mountains float on water, i.e., they're mobile islands made of "stone" that floats? Or do they float in the air, like the Hallelujah Mountains in the movie Avatar?

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3 hours ago, Bjorn Firewalker said:

Flight training demands a lot of time, fuel, and other resources. It's unlikely any Chapter has enough aerospace flyers, or fuel for these aerospace flyers, or time to train every Marine to be a pilot- especially when countless wars are competing for the Chapter and its Marines' attention.

 

It's possible the Chapter trains a large number of Marines to operate unpowered gliders, but again, such training must compete for each Marine's time and attention, against hand-to-hand combat training, time on the firing range and other marksmanship training, maintenance of individual arms and armor, etc.

The original idea was pulled from the Dark Angels though for them it's a single company. A better option would be that those who prove themselves among the various clans. All those who don't have the knowledge or skill to fly still fear being a dreadnought as a worse fate than death cause it means they will never fly.

 

3 hours ago, Bjorn Firewalker said:

Did the Chapter transplant dragons to other planets under its control? If so, what do those planets' human inhabitants, if any, feel about such an act?

 

How many planets, in how many star systems, do the Marines rule over? How have these planets' different environments influence the transplanted dragons' evolution, i.e., will they evolve into breeds as divergent as chromatic dragons in the Dungeons & Dragons franchise?

I original idea was that they evolved naturally. These are on two other worlds in the system. Though thinking on it transplanting the dragons would be a better reason and either way it will require a larger post. One that will be done soon.

 

Currently the only other worlds that have them are the 2nd world and the 5th world within the system. Both were previously uninhabited by humans.

On a side note I will have to expand on the worlds the chapter controls. 

 

3 hours ago, Bjorn Firewalker said:

Do these mountains float on water, i.e., they're mobile islands made of "stone" that floats? Or do they float in the air, like the Hallelujah Mountains in the movie Avatar?

 They float in the air like the Hallelujah Mountains in the movie Avatar. The chapters Fortress-Monastery was intended to be within a floating mountain range.

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The mountains in Avatar float because of they're composed of unobtainium, which interacts with the planet's magnetic field in strange ways. Do the Chapter planet's mountains float for a similar reason? If so, how's the Chapter's relationship with the AdMech? As tense as that between the Na'vi and the RDA in Avatar, because the AdMech wants to evict the Marines from their own Chapter planet, and seize the unobtainium analogue there? Close, with the AdMech offering superweapons and other war materiel, in exchange for the right to harvest the unobtainium analogue and other resources on the planet?

 

And how can the Chapter itself use the unobtainium analogue? If has antigravity effects instead of the electromagnetic effects unobtainium has in Avatar, does this mean the Chapter has a MASSIVE amount of Land Speeders and other antigravity vehicles- maybe a gunship fitted with anti-gravitic plates to improve its maneuverability in a planet's gravity well, with in-game bonuses to its speed?

Edited by Bjorn Firewalker
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System of Krien (Home system of the Draconis Invictors)

Krien I - A small planet that has no water of any kind and where the temperatures are unbearable, rivers of molten metal and magma flow freely

Krien II - Planet of near terra size, a desert world of strong heats and limited water. Limited strategic value and thus no human presence. However, it has a stable ecosystem with the notable apex predators of draconis variants. The draconis of Krien II have browns and yellows to help them hide in the deserts. What is more unique of these draconis is their ability to burrow into the sands and have developed ambush tactics. It has a trio of moons Krien IIa and Krien IIb both have limited value as mining sites, but they have yet to be developed.

Between Krien II and Krien III lays an asteroid field that has a strong mining presence due to the rich amounts of industrial metals.

Krien III - locally known as Lesk. A continental world, larger than Terra and is classified as an Argi-World and is under the control of the chapter. The common level of technology on this world is at the level of early space flight. Though it's mostly driven towards the end goal of producing food. The food grown on this world goes towards Ormr and the nearby systems. A particular location is the Jarn system in supplying the Adeptus Mechanicus. Outside of this food goes to the Ziin system and numerous other imperial systems in the area.

Krien IV - Known as Ormr, larger than Terra and is the homeworld of the space marine chapter Draconis Invictors. A tropical world, one of the most notable features is mountains floating in the sky. This is possible due to an antigravity substance locally known as Vahk-Bo; a metallic substance that even in small amounts it's enough to aid any craft within the gravity well of a planet. The mechanicus craves this material but grudgingly accepts that it's under the control of the chapter. This acceptance is mostly due to the other materials the system provides the forgeworld. Another notable feature is the lone moon of Ormr, Ilia. Small but capable of supporting life with a stable atmosphere and ecosystem and with the notable feature of the draconis variants. The moon is the favoured location for the final trial of the Draconis Invictors. These draconis are the most similar to what was originally on Ormr.

Krien V - A death world, cold and snowy. The air has low levels of oxygen, without aid a human is capable of surviving for minutes. Despite the low levels of oxygen in the atmosphere the draconis variants are still capable of thriving. The draconis have evolved to have white and grey hides, adapted to help them better camouflage. This is a favoured stop for the final trial for the clan in the polar regions of Ormr.

Krien VI - A gas giant with numerous moons, the only notable of the moons is Krien VIi. A small moon that is a temperate forested world that has a thriving ecosystem. However, despite this it has not been touched by humans due to having no strategic value due to lack of resources and limited size.

Krien VII - Another gas giant with a few moons and several planetary rings made up of dust and debris from failed moons.

Beyond Krien VII is another asteroid belt that has a strong mining presence collecting exotic and industrial minerals.

 

System of Ziin (System under the control of the Draconis Invictors) a binary star system. Unlike the Ormr system where the draconis variants have naturally evolved the chapter has introduced them to several worlds. Some of the worlds of this system are used as recruiting worlds for the chapter. While some other worlds have been used as hunting worlds by the marines as training.

 

System of Jarn (Nearby system under the control of the Adeptus Mechanicus and loose allies of the chapter)

Jarn I - Small death world that is of adequate temperature to support human life, but the atmosphere has low levels of oxygen and water is limited.

Jarn II - Is a medium sized feudal world, locally known by multiple different names and is known as Jarn II by others. It is mostly left to its own devices as the Adeptus Mechanicus has no value in it.
Between Jarn II and Jarn III an asteroid belt dominates the area. However, resources are limited so very little mining is taking place. The other dominant feature between the two worlds is a ship graveyard left over from a fleet engagement. The Adeptus Mechanicus is researching and pulling apart what is left.

Jarn III - Known as Jarn Prime large ocean world that has been turned into a forge world by the Adeptus Mechanicus. The atmosphere has been poisoned and there is not much left of the oceans. However, life has managed to endure despite this fact. A single moon orbits the planet and it's large for a moon being the size of a small planet. The world is perfect for support human life and is a Knight World that is allied with the Adeptus Mechanicus.

Between Jarn III and Jarn IV another ship graveyard resides but it's a much smaller one than the previous one as it's the size of a small skirmish but from the same conflict.

Jarn IV - Small death world that is icy and cold. It is not suitable for human life due to the poisonous atmosphere.

Jarn V - The outer most world of the solar system is a large gas giant that's dominated by numerous small moons and asteroids that are heavily mined by the Adeptus Mechanicus 

 

 

Edited by Kezza921
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