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Hello all! I've been out of the hobby for some ~18 years or so, at least, and when I was in it I never actually learned how to play, just did the modeling and painting side of things. I've been feeling that I needed to get back into old hobbies away from the computer so I wanted to get back into 40K, and this time maybe actually get into the actual game side of things as well. A buddy and I are intending to setup a few games to see how we like it, using a bunch of my old stuff (I have a few hundred dollars worth of unbuilt marines, all from 2004 or earlier).

I've been spending some time thinking up the direction I'd like to take my new homebrew chapter. I'm still working out the basics of their style and the like, and whether or not I want to go full Primaris or have it be an older chapter. I have a few questions on some of the finer points when it comes to how the lore and tabletop game shake out these days, and am struggling to find current information.

1) Tau and Tyranid tactics
First up, were I to decide to go full Primaris for the chapter, what are some typical unit setups and tactics for dealing with Tau and Tyranid armies? They are the two xenos that have always intrigued me the most, so I'd like to see if I can work in some expertise for fighting them into the core of the chapter's fighting style. I know Tau have always been a bit of a glass cannon, so I'm assuming some kind of deep strike and meelee build would be effective against them. Is that the case, and would that mean assault intercessors with jump packs as a sort of base infantry build? How would such a build fare against a 10th ed Tyranid army? I've read that the 'nids have been nerfed a bit, so I'm hoping this sort of tactic is viable against them as well so I can have a cohesive army that suits both.

2) Scouts
Back when I was last looking into returning to the hobby, Primaris were still pretty new to the field and the first codex including them was either not yet available or had only just been released. From memory no one really knew what the deal was with new recruits. I'm now reading that a traditional Scout role is indeed part of the process for primaris chapters. Now, from my understanding primaris marines are supposed to be even larger than "normal" marines, but I do not see any primaris scout models. Are standard scout models still used in this case? 

3) Chapter Codex
Of the chapters with their own additional rules beyond the standard codex, do any of them have any special features that help them be more proficient against Tau or Tyranids? If so I'll likely pick up that codex to understand it all more, but I'm not really sure where to look for the info to know what's what. It seems like, in 10th, there's less individuality in the chapters on the tabletop than there used to be, based on some of the comments I've seen around. Is that the case, or was that all early impressions of the new rules and in practice there's still a great deal of individuality in the chapters?

4) Index Astartes
While everything is really guidelines and we can do whatever we want, I recall there were some general rules for lore-friendly homebrew chapters that were widely accepted. Things like not shoehorning your chapter into established campaigns, making them the saviour of an established chapter, etc. Has there been any newer lore developments in the last ~15 years that have overridden or expanded upon the old general guidelines? Again with the understanding that I can ignore anything at will, but I would like to develop something that is at least somewhat consistent with the setting while still giving it my own spin.

5) Timeframe
Primaris are pretty new in the grand scheme. Whereabouts are we generally at in the lore, from a timeframe perspective? How old and established could a primaris chapter reasonably be at this point? Are we talking max tens, hundreds or thousands of years worth of exploits? This will likely be the determining factor with whether I go full primaris founding or something older. I'd like enough chapter history to build a narrative around, but I do quite like the Primaris models themselves and kind of like the idea of a clean slate chapter from that perspective. Intra-chapter politics of firstborn/primaris have been explored to death, I'm sure, so I'm not keen to do the same unless Primaris is still so young that a Primaris chapter hasn't been around long enough to really develop its own flavor.

6) Anyone up for a little input?
Is anyone willing to have a bit of an offline discussion in the not too distant future on new chapter lore who would be willing to help guide me in developing my chapter? I have a few general aspirations for it right now and am in the early stages of structuring the base of things, and want to make sure I get that right before diving too much into the details. Some of what I have isn't massively original, yet, so a little poking holes in what I'm thinking and some general suggestions or brainstorming with someone more familiar with the setting than I am would be a huge help! Most of what I have now is thoughts around the homeworld, as well as colour scheme and loose theme.


I have a couple other questions about the modeling side of things, but I'll post separately in the PCA section for that once I dig a little deeper into the current community rules there :)

Thanks for any and all advice! Pleasure to be back.

Edited by Ryno
7 hours ago, Ryno said:

Hello all! I've been out of the hobby for some ~18 years or so, at least, and when I was in it I never actually learned how to play, just did the modeling and painting side of things. I've been feeling that I needed to get back into old hobbies away from the computer so I wanted to get back into 40K, and this time maybe actually get into the actual game side of things as well. A buddy and I are intending to setup a few games to see how we like it, using a bunch of my old stuff (I have a few hundred dollars worth of unbuilt marines, all from 2004 or earlier).

I've been spending some time thinking up the direction I'd like to take my new homebrew chapter. I'm still working out the basics of their style and the like, and whether or not I want to go full Primaris or have it be an older chapter. I have a few questions on some of the finer points when it comes to how the lore and tabletop game shake out these days, and am struggling to find current information.

1) Tau and Tyranid tactics
First up, were I to decide to go full Primaris for the chapter, what are some typical unit setups and tactics for dealing with Tau and Tyranid armies? They are the two xenos that have always intrigued me the most, so I'd like to see if I can work in some expertise for fighting them into the core of the chapter's fighting style. I know Tau have always been a bit of a glass cannon, so I'm assuming some kind of deep strike and meelee build would be effective against them. Is that the case, and would that mean assault intercessors with jump packs as a sort of base infantry build? How would such a build fare against a 10th ed Tyranid army? I've read that the 'nids have been nerfed a bit, so I'm hoping this sort of tactic is viable against them as well so I can have a cohesive army that suits both.

The generic Meta Units are stilla thing - like an Aggressor Bomb (Aggressors and attached leader(s) including a Biologis with the exploding hits Fire Discipline Enhancement) but faction specific counters are less common than before as many of the factions have gotten a second build pattern like Bugs being able to go Little Horde, or Big Bugs.  You'd do better to talk about build styles.  Little Bugs/Green Tide/etc vs Big Bugs/Knights/etc vs TEQ/Wraithguard/etc

 

Quote


2) Scouts
Back when I was last looking into returning to the hobby, Primaris were still pretty new to the field and the first codex including them was either not yet available or had only just been released. From memory no one really knew what the deal was with new recruits. I'm now reading that a traditional Scout role is indeed part of the process for primaris chapters. Now, from my understanding primaris marines are supposed to be even larger than "normal" marines, but I do not see any primaris scout models. Are standard scout models still used in this case? 
 

Old bolter scouts are still theoretically valid, but the sniper scouts are not still a current thing.   The new unit is taller, and a mix of both with sniper rifles turning into a single Special/Heavy Option in addition to the normal Heavy ML/HB option. 

 

Other units that have had something similar would be the Sternguard, and one can assume others are in line for this treatment (Vanguard, Deathwing Terminator Squad, etc) 

Quote



3) Chapter Codex
Of the chapters with their own additional rules beyond the standard codex, do any of them have any special features that help them be more proficient against Tau or Tyranids? If so I'll likely pick up that codex to understand it all more, but I'm not really sure where to look for the info to know what's what. It seems like, in 10th, there's less individuality in the chapters on the tabletop than there used to be, based on some of the comments I've seen around. Is that the case, or was that all early impressions of the new rules and in practice there's still a great deal of individuality in the chapters?

The difference between chapters has been significantly rolled back - its almost entirely now in the Detachment rule (Most of which are universal options) and Chapter Specific units like Deathwiing, Ravenwing, Sanguinary Guard, etc.

Quote


4) Index Astartes
While everything is really guidelines and we can do whatever we want, I recall there were some general rules for lore-friendly homebrew chapters that were widely accepted. Things like not shoehorning your chapter into established campaigns, making them the saviour of an established chapter, etc. Has there been any newer lore developments in the last ~15 years that have overridden or expanded upon the old general guidelines? Again with the understanding that I can ignore anything at will, but I would like to develop something that is at least somewhat consistent with the setting while still giving it my own spin.
 

Same as above.  Differences between Chapters is pretty much gone.  You can run your homebrew with a Counts As but that's about it.   There's no rules process for customization of a home brew anymore.  Fluff wise, the Indomitus Campaign represented by the proliferation of Primaris means there is more room for Home Brew than ever before. But it will mean little on the tabletop. 

 

Quote


5) Timeframe
Primaris are pretty new in the grand scheme. Whereabouts are we generally at in the lore, from a timeframe perspective? How old and established could a primaris chapter reasonably be at this point? Are we talking max tens, hundreds or thousands of years worth of exploits? This will likely be the determining factor with whether I go full primaris founding or something older. I'd like enough chapter history to build a narrative around, but I do quite like the Primaris models themselves and kind of like the idea of a clean slate chapter from that perspective. Intra-chapter politics of firstborn/primaris have been explored to death, I'm sure, so I'm not keen to do the same unless Primaris is still so young that a Primaris chapter hasn't been around long enough to really develop its own flavor.
 

The Indomitus Era - basically starting when Cadia Fell - resulted in the resurrection of the UM Primarch Guilliman, and he spent about a century averting disaster by gathering up almost all the Primaris Marines into something like a thousand Chapters worth of them going from hotspot to hotspot as well as dropping off Primaris reinforcements to existing chapters (Like coming in at the last minute to help the Blood Angels and all their successor chapters defending Baal from the Nids) or creating entirely new chapters to defend a new/renewed stronghold of the Imperium.  As Mentioned that took about a hundred years.  Immediately after that, Guilliman left to return to Ultramar, and finally cleansed his home system of Mortarian's forces - not sure how long that took but significantly less than a century.  At some point after that The Lion awoke from his 10,000 year coma and started warping around Imperial Worlds recruiting some of his fallen sons, killing others, before having the restored Blood Angels find him and take him to his own ambushed Dark Angels and successor chapters just in time to rescue them from Angron. 

 

40k is big and inconsistent so I would stick to the rule of cool for a homebrew chapter.  The beauty of the space marines is they are flexible and can pick tactics that reflect the units available and their mission.  More fun this way and more lore accurate than blue marines always do blue marines things

22 hours ago, Tacitus said:

The generic Meta Units are stilla thing - like an Aggressor Bomb (Aggressors and attached leader(s) including a Biologis with the exploding hits Fire Discipline Enhancement) but faction specific counters are less common than before as many of the factions have gotten a second build pattern like Bugs being able to go Little Horde, or Big Bugs.  You'd do better to talk about build styles.  Little Bugs/Green Tide/etc vs Big Bugs/Knights/etc vs TEQ/Wraithguard/etc

 

Old bolter scouts are still theoretically valid, but the sniper scouts are not still a current thing.   The new unit is taller, and a mix of both with sniper rifles turning into a single Special/Heavy Option in addition to the normal Heavy ML/HB option. 

 

Other units that have had something similar would be the Sternguard, and one can assume others are in line for this treatment (Vanguard, Deathwing Terminator Squad, etc) 

The difference between chapters has been significantly rolled back - its almost entirely now in the Detachment rule (Most of which are universal options) and Chapter Specific units like Deathwiing, Ravenwing, Sanguinary Guard, etc.

Same as above.  Differences between Chapters is pretty much gone.  You can run your homebrew with a Counts As but that's about it.   There's no rules process for customization of a home brew anymore.  Fluff wise, the Indomitus Campaign represented by the proliferation of Primaris means there is more room for Home Brew than ever before. But it will mean little on the tabletop. 

 

The Indomitus Era - basically starting when Cadia Fell - resulted in the resurrection of the UM Primarch Guilliman, and he spent about a century averting disaster by gathering up almost all the Primaris Marines into something like a thousand Chapters worth of them going from hotspot to hotspot as well as dropping off Primaris reinforcements to existing chapters (Like coming in at the last minute to help the Blood Angels and all their successor chapters defending Baal from the Nids) or creating entirely new chapters to defend a new/renewed stronghold of the Imperium.  As Mentioned that took about a hundred years.  Immediately after that, Guilliman left to return to Ultramar, and finally cleansed his home system of Mortarian's forces - not sure how long that took but significantly less than a century.  At some point after that The Lion awoke from his 10,000 year coma and started warping around Imperial Worlds recruiting some of his fallen sons, killing others, before having the restored Blood Angels find him and take him to his own ambushed Dark Angels and successor chapters just in time to rescue them from Angron. 

 

 

Thanks for the detailed input! Ok so there isn't sort of a meta around dealing with a specific enemy, but it's far more situational than that? 

 

 

For the homebrew, sounds like the flavor is pretty much all headcannon flavor and the tabletop doesn't really change much as a result?

For timeframe, we're looking at probably less than 200 years at the most for the age of an Ultima founding chapter then. Enough time for some decent battles, but not enough for a really storied reputation, more or less. Bit of considering to do!

 

 

20 hours ago, tychobi said:

40k is big and inconsistent so I would stick to the rule of cool for a homebrew chapter.  The beauty of the space marines is they are flexible and can pick tactics that reflect the units available and their mission.  More fun this way and more lore accurate than blue marines always do blue marines things


Some things haven't changed, then :biggrin:


Thanks for the info, everyone! Lots to consider. Overall it seems like I'm just overthinking this and I should just build/write some stuff that I like.

23 hours ago, Ryno said:

For timeframe, we're looking at probably less than 200 years at the most for the age of an Ultima founding chapter then. Enough time for some decent battles, but not enough for a really storied reputation, more or less. Bit of considering to do!

 

There is a fudge for this, with some Primaris chapters basically "reviving" chapters with storied histories.

 

(Such as the Scythes of the Emperor, who were almost entirely wiped out by Tyranids, or the Soul Drinkers who somewhat-fell to Chaos before redeeming themselves.) 

On 2/10/2024 at 8:58 PM, Tacitus said:

The Indomitus Era - basically starting when Cadia Fell - resulted in the resurrection of the UM Primarch Guilliman, and he spent about a century averting disaster by gathering up almost all the Primaris Marines into something like a thousand Chapters worth of them going from hotspot to hotspot as well as dropping off Primaris reinforcements to existing chapters (Like coming in at the last minute to help the Blood Angels and all their successor chapters defending Baal from the Nids) or creating entirely new chapters to defend a new/renewed stronghold of the Imperium.  As Mentioned that took about a hundred years.  Immediately after that, Guilliman left to return to Ultramar, and finally cleansed his home system of Mortarian's forces - not sure how long that took but significantly less than a century.  At some point after that The Lion awoke from his 10,000 year coma and started warping around Imperial Worlds recruiting some of his fallen sons, killing others, before having the restored Blood Angels find him and take him to his own ambushed Dark Angels and successor chapters just in time to rescue them from Angron.

 

This was mostly true, however the timeline was retconned way back in the first year of 9th Edition with the publication of Godblight. Originally the Indomitus Crusade lasted 112 years and Guilliman's participation in the Plague Wars as represented in the Dark Imperium trilogy took place immediately afterwards, lasting only a couple of months at most. But with the release of Godblight, the Dark Imperium trilogy now takes place only a dozen years into the Crusade and only marks the ending of its first phase.

 

Guilliman's arrival at Baal had been set seventy years after the opening of the Great Rift. It's now set around fourteen years in, very shortly after the end of Godblight.

 

Since the timeline reset - almost four years now - we haven't really had any stories or lore set more than a couple of decades since the Rift opened. Whereas the Vigilus conflict was originally set at some vague time many decades into the Indomitus Era and presumably after the conclusion of the Crusade, it's now firmly set within the first decade. Likewise, the events in the Pariah Nexus originally shown in Psychic Awakening were a little unanchored to the timeline, but are now known to have begun almost immediately after Guilliman's return to Terra (even the Indomitus novel, which wasn't published until 9th Edition and shows the Ultramarines becoming aware of the Nexus events in year nine of the Crusade, now no longer makes any sense timeline-wise as the Imperials were aware of the situation much earlier).

 

Unfortunately, there hasn't been any effort on the part of Games Workshop to re-visit the original 8th-Edition timeline Practically everything published back then was set either late into the Indomitus Crusade or after its conclusion. With 9th it was all moved a century earlier, aside from "orphan" stories like Spear of the Emperor. Recent Black Library fiction has been set at about the two-decade mark after the Fall of Cadia and opening of the Great Rift, although I don't remember a conclusive dating for either the Lion's return or the start of the Fourth Tyrannic War. We also don't know if the original date for the conclusion of the Indomitus Crusade is still valid as GW seems to have decided to leave their options open.

On 2/13/2024 at 6:36 AM, Lord Nord in Gravis Armour said:

 

<snip>


Thanks for the extended info! So it sounds like there plot holes are larger and more plentiful than they were when I was last invested. I suppose I can take that as an opportunity..

Current thinking is a new Primaris chapter with a homeworld sort of at the edge of the Tau 5th sphere expansion, with frequent Tau and Tyranid battles. I'm now going through trying to figure out how to give a wolf-themed army individual character. I don't want to go the stereotypical norse mythology route, we've got plenty of that already. Tactics based more on typical wolf tactics, markings similar to wolves, etc. Sticking with the animal, in other words.

2 hours ago, Ryno said:

Current thinking is a new Primaris chapter with a homeworld sort of at the edge of the Tau 5th sphere expansion, with frequent Tau and Tyranid battles. I'm now going through trying to figure out how to give a wolf-themed army individual character. I don't want to go the stereotypical norse mythology route, we've got plenty of that already. Tactics based more on typical wolf tactics, markings similar to wolves, etc. Sticking with the animal, in other words.

Maybe another warrior culture?

1 hour ago, SvenIronhand said:

Maybe another warrior culture?


Any suggestions come to mind? I've struggled with human analogous cultural references that haven't been done to death on marines.

For extended info, my current intent for the homeworld is an iron-rich ringed planet. Thinking the rings would significantly destabilize the climate (summer hemisphere gets a lot of additional sunlight as it's reflected off of the rings, winter side gets substantially less since it's partly shadowed by the rings, creating a massive temperature difference that really messes with the global climate's stability). Think stormy, ringed Mars, almost entirely covered with snow and ice, I guess. 

Setting wise, from my understanding Tau have significant air superiority, and prefer warm dry climates. The planetary climate I'm thinking would put pressure on them (generally much colder than they'd prefer, and the unstable climate creates near constant intense blizzards preventing most air travel). This sets the Tau on the backfoot for the first encounter with the chapter, in theory, and leads into some initial tactical ideas for the chapter when combatting Tau forces, lore-wise.

Am I talking out of my rear, or does that pass the initial sniff test?

15 minutes ago, Ryno said:


Any suggestions come to mind? I've struggled with human analogous cultural references that haven't been done to death on marines.

For extended info, my current intent for the homeworld is an iron-rich ringed planet. Thinking the rings would significantly destabilize the climate (summer hemisphere gets a lot of additional sunlight as it's reflected off of the rings, winter side gets substantially less since it's partly shadowed by the rings, creating a massive temperature difference that really messes with the global climate's stability). Think stormy, ringed Mars, almost entirely covered with snow and ice, I guess. 

Setting wise, from my understanding Tau have significant air superiority, and prefer warm dry climates. The planetary climate I'm thinking would put pressure on them (generally much colder than they'd prefer, and the unstable climate creates near constant intense blizzards preventing most air travel). This sets the Tau on the backfoot for the first encounter with the chapter, in theory, and leads into some initial tactical ideas for the chapter when combatting Tau forces, lore-wise.

Am I talking out of my rear, or does that pass the initial sniff test?


Definitely passes the sniff test to me. As for the cultural references, what about a Central Asian culture? Somewhere between Persian and nomadic/Turkic. Emphasis on wolves working as a pack, traveling together, always shifting position to cover one another, etc.

 

You could also use some Persian/Central Asian philosophy emphasizing dual natures of things, duality, opposed halves, etc—thinking Zoroastrian and similar influences. Light vs dark, like that, based on the radically differing natures of the separate parts of their home planet. 

13 hours ago, Ryno said:


Thanks for the extended info! So it sounds like there plot holes are larger and more plentiful than they were when I was last invested. I suppose I can take that as an opportunity..

Current thinking is a new Primaris chapter with a homeworld sort of at the edge of the Tau 5th sphere expansion, with frequent Tau and Tyranid battles. I'm now going through trying to figure out how to give a wolf-themed army individual character. I don't want to go the stereotypical norse mythology route, we've got plenty of that already. Tactics based more on typical wolf tactics, markings similar to wolves, etc. Sticking with the animal, in other words.

You could try making a chapter called the Luna Wolves.  Sadly it looks like the 30K page is for Sons of Horus so it doesn't provide the bits I thought it might. 

 

As for Historical Human Cultural Appropriation- Greco Roman has been fairly popular, outliers being the Egyptian Magnus, the Mongol Khan - Fulgrim was called the Phoenician, but realistically that's mostly just trying to hide more Greco Roman themes.  There's a decent argument to make Lorgar into the Spanish Inquisition.  The Dark Angels started out as Teutonic Knights - but he's taking a pretty hard left turn into Arthurian legend with the Lion being the Green Knight making room for the Sons of Dorn to move into sole proprietorship of the Tuetonic Knights with a guy named Sigismund. The Iron Warriors are easily understandable as Russian, especially of the Soviet WWII era.  World Eaters have a strong fictional Blood Beserker vibe going.  Blood Angels and somewhat Night Lords both have a Space Vampire feel even down to a good vs bad Twilight vibe that predates Twilight.  Mortarion isn't too far off from the Roman God of Death, Mors.  The Salamander's home world is literally Prometheus.  The Ultramarines have their leather skirts and Consuls of Vice Consuls.  Alpha Legion with their Ninja Dragon motifs are pretty easy to see. Truth be told, there are a number of Human Cultures that haven't been appropriated yet.   Depending on how creative you are - you could do Macedonian, with the Dreads and Warsuits taking the place of War Elephants.   A biker army could easy be Native American rather than Mongolian.   A French culture that highlights the Hammerfall Bunkers and infantry in Aegis Trenches in a Maginot Line., 

 

Awesome, thanks for the input! Admittedly I'm not overly familiar with a lot of the complexities of central Asian cultures, so I'll definitely do some reading there. I thought about a Native American angle, as well. While I definitely need to learn a lot more, I've always been very intrigued in particular by the west coast native art. Now living off the coast of British Columbia, I'm much more immersed in it, as well. There's a lot of inspiration to build from with it. Depending on how literal it gets, some sort of totem pole inspired objective markers or something might be fun to work with... The closeness with nature is another aspect to it I quite enjoy, and it plays into some of the ideas I had for the culture of the chapter and people of the homeworld, too.

Thanks again! Lots of research to do :) 

22 hours ago, Ryno said:

Any suggestions come to mind? I've struggled with human analogous cultural references that haven't been done to death on marines.


Chechen/Nakh cultures of the Caucasus more generally emphasize the wolf as a totemic animal, with them being held to be "as free as wolves". 

10 hours ago, Ryno said:

Awesome, thanks for the input! Admittedly I'm not overly familiar with a lot of the complexities of central Asian cultures, so I'll definitely do some reading there. I thought about a Native American angle, as well. While I definitely need to learn a lot more, I've always been very intrigued in particular by the west coast native art. Now living off the coast of British Columbia, I'm much more immersed in it, as well. There's a lot of inspiration to build from with it. Depending on how literal it gets, some sort of totem pole inspired objective markers or something might be fun to work with... The closeness with nature is another aspect to it I quite enjoy, and it plays into some of the ideas I had for the culture of the chapter and people of the homeworld, too.

Thanks again! Lots of research to do :) 

I'd be careful of the PNW Native Americans vs NA as a whole.  Its easy to metaphorically replace the light cavalry of the Plains Indians with Outriders and bikes.  Its a lot harder to metaphor in canoes and whaling.   Especially since you don't really have to be that strict.  I mean a lot of people point to Magnus as Egyptian because pyramids and some of the art involved.  But I think GW took a hop-step to go from Egypt -> Pyramids -> Pyramids -> Aztech/Central American Natives -> Human Sacrifice -> Ahriman's Rubric.   Throw in some Aztech/Incan/etc art/motifs next to the Egyptian ones and badda bing badda boom.

My current thought is to look at a variety of tribal cultures and look for commonalities to pull inspiration from for a logical cultural progression based on the setting of the homeworld. Likely more work as I need to build and communicate a local culture while also extrapolating further what the chapter's culture is, without being a wall of text that ultimately isn't super interesting. In other words, I think it'll be less a case of overt culture adaption to 40K, and more pulling at themes and belief structures and seeing how they may develop on an unstable mostly ice-covered world. How does the unpredictable climate affect cultural progression? What significance may planetary rings play? How do local wolf-analogs factor into the belief system? How do all of these factors play into the chapter's identity? That sort of thing.

That said, on a personal subjective level I do gravitate more to the PNW nations as I've always quite liked their distinctive art style, and being in BC where there is a bit more effort of western communities to honor and support those cultures, as token as it may be, it's more visible as well. Admittedly I really would like to spend more time learning about and honoring the various indigenous cultures of the region.

[EDIT - So, I've written nearly 3000 words of backing lore on the chapter today. In the end, the cultural portion is pretty small right now. I could expand it further, but I may not need to at all. At least, not right now. As I continue with the chapter I'll probably explore that through specific stories...]

Edited by Ryno

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