space wolf Posted yesterday at 01:35 PM Share Posted yesterday at 01:35 PM (edited) Founding: Ultima Founding Geneseed: Ultramarines Fortress Monastery:The Panther’s Lair – Located on the Mitra, the moon of Primordus. The Panther's Lair is nestled inside the sheer cliff face of the mountain Turaala. Hewn deep within the black basalt bones of Mt. Turaala, the Panther's Lair looks like its namesake, with giant stone paws jutting over an immensely deep chasm, hidden within a canopy of thick jungle forestry. It is unknown just how deep into the mountain the fortress monastery extends, however, on the most prominent side of the the fortress, dozens of blast door can be counted, if one knows where to look. Mitra: Is the jungle moon of Primordus. Mysteriously, much of the local flora and fauna that exist on Primordus are also found on Mitra, with one exception. The Atalan tree can only be found on Mitra, and is used extensively by the Void Panthers, in ritual weaponry and iconography. Disposition: The Void Panther disposition is one that values perseverance from adversity, through force of will. “If the will is strong,” they say, “then the body will follow.” Much of this mindset comes from the very culture that each one of them was born into; where the struggle for survival is paramount. The Void Panthers constantly test, and hone their mind, bodies, and wills, like a warrior sharpens a sword. Most of their rites and rituals involve some sort trial, be that physical or mental, that the participants must overcome. Their time in isolation has left a distinct mark on them, as they know, they are the only bearers of the Emperor's light in their corner of the galaxy. ++Inquisitorial Note == Inquisitor Trivor Gent, Ordo Hereticus++ While coming from pure Ultramarine Geneseed stock, the Void Panthers exhibit a rare and curious, possible mutation. Many members, especially the elder ones, in times of extreme stress, say they sometimes can sense the feelings of those around them. More specifically, some have even said, they can “almost feel” the physical pain of their brothers. Intensive research has been done by their own Apothecariate, and secretly, by the Ordos. The source of this ability, while still yet unknown, does not appear to be any sort of Warp taint. Empathic abilities such as this has be vaguely alluded to in ancient accounts, dating back to M31 (see ++REDACTED++), but there is no evidence of this happening with any other descendants of the Geneseed of Guilliman. Further study will need to be conducted. Battle Doctrine: The Void Panthers favor medium ranged engagements followed swiftly by shock assaults. Fighting on the jungle worlds and moons in the system has taught them the necessity of closing the distance and ending the fight as quickly as possible. Like the predators they model themselves after, they strike quickly, with deadly precision. Prowess with the blade is highly valued, as is the cunning needed to carry out complex battle plans. Incongruously, while much of the Void Panthers' doctrine celebrates precision, they also highly prize the ability to take punishment and keep fighting. As any of them would say, “One does not slay a mighty beast without risking it's bite.” Home System: The Void Panthers guard the unstable bridge that crosses the Cicatrix Maledictum in the galactic south. It is only open for about 9 months out of every decade. The Primordus system is located within that “bridge,” whereby, when it is closed, the entire system is cut off by intense warp storms. Surprisingly due to a staggering amount of Blackstone of unknown origins, located on all the major planet bodies in the system, the system itself seems to be protected; even when completely surrounded by the Warp. Because of this, the Void Panthers were tasked to protect this tenuous foothold. With a sizable contingent of Adeptus Mechanicus, whose purpose is to study the stone and the possibilities of making the opening permanent, success would ease the pressure off of Vigilus and be a great strategic boon to the Imperium. Because of how often the system is isolated the Void Panthers have to spend much of their time unsupported by the rest of the Imperium. Due to their prime recruitment stock spending their lives surrounded by the warp nullifying Blackstone, there is an unusually high occurrence of the warp pariah gene, in their bloodline. Recruitment Planet: Primordus Prime Environment: Containing one major continent (Tuganda) and several subcontinants, Primordus Prime has a varied climate, ranging from humid jungles, near the equator, to ranges of ice covered mountains toward the poles. Wildlife: Home to numerous species of megafauna, Primordus was almost classified as a death world, during the survey taken during the Great Crusade. The Apex of the local food chain is a species of feline, known as the Tugandan Panther. Standing at roughly seven Imperial Standard Feet tall from foot to shoulder, the Tugandan Panther is one of the largest feline species recorded in Imperial records. Revered by many of the locals as the epitome of strength and resilience, luckily they tend to stay away from human settlements, and can only be found it the deepest and wildest parts of Tugandan Jungle. Other Dangerous Wildlife of Note: Terrorbirds: A carnivorous terrestrial avian, they resemble their Terran Prehistoric namesake. Standing at roughly six feet tall, these birds hunt prey in the tall grass of the plains and brush of the tall deciduous forests. Known for hunting prey of all sizes, they hold a particular hazard to humans, as they are highly aggressive, and extremely cunning. Strangle Trees: Similar in appearance to the extinct Terran Willow tree, the Strangle Tree is a rare type of plant, that is both aggressive and carnivorous. It uses its quick flexible limbs to constrict its prey. The desiccated corpses of its victims litter the base of the trunk where it drinks up the nutrients spilled from those rotted forms onto the soil. "When we stare into the Void , eventually, the Void stares back. And when it does, it trembles at the sight of us." Inhabitants: The people of Primordus have been inhabiting their world for millennia. Liberated during the Great Crusade, they accepted Imperial rule readily. However, because Primordus had no particular strategic significance, the Imperium quickly moved on, and left the local rulers to their own devices. Dangerous even then, Primordus Prime was initially fated to be classified as a death world, however because of the inhabitants’ local governmental structure, and their relative success, Imperial records keepers ultimately classified Primordus as a Feudal world. Possessing of a feudal system, Tuganda is littered with city-state regions controlled by kings and warlords. Due to the harshness of the terrain and aggressiveness of the local wildlife, the people of Primordus Prime, grow up hardy and wise, if not a touch barbaric. All of the settlements appear to be built around the ruins of some other civilization. Built in ages long forgotten, each city’s walls are a patchwork of ancient cyclopean black stone ruins, with strange glyphs carved upon them, and the more roughshod work of the most recent inhabitants. The reason they build their settlements within these strange ruins is simple, the aggressive plant and animal life seem to be repulsed, providing some much needed respite from the hazards of the wild. Even behind the protective walls of the cities, however, life is hard. With very little ability to farm due to the hyper aggressive nature of the local plant life, the inhabitants sustain themselves through the small communal farms located within the city walls (often stunted by the same ruins that stunt the more wild growths), and hunting the great beasts. The cultures among the different settlements are varied, but they all share this singular commonality. Life outside, these handful of stone sanctuaries is fraught with dangers. The “barbarian tribes,” (according to those in the “civilized nations”) live short, brutal lives, where anything gained is done so through blood and steel. Making their homes often in cave systems, for the simple amount of protection they provide, the “barbaric peoples” are not so different from their urban counterparts. Much of their time is spent hunting, like their city counterparts, but also raiding, and mercenary work are very common. Many cities will pay tough warriors handsomely, to add even greater skill in bush-craft to their military ranks. “Mail will give a man a survivor’s chance – Steel will make him dangerous – but cunning will make him a predator.” Common Cultural Practices: The Riddle of Steel: Metallurgy is an important foundation for the people of Primordus. Regardless, of city or social status, arms and armor are prized over almost everything, and for good reason. Not only must these people brave the wilds for everything they have, but must also defend it against other such people. As such, men who know how to “speak the tongue of steel” are regarded in the highest of esteem. Known as “shapers,” “steel sculptors,” or “steel speakers,” their positions have grown into one that is both religious and practical. The spiritual leaders of their given communities, they guide their people, down the Great Hunting Trail. With their wisdom, they help every person discover the answer to the “Riddle of Steel.” The Riddle is the question upon a warrior’s death, Hemperator, the god of light and sky, will ask the newly departed soul. Imperial Cult scholars believe this to be a local derivation of “The Emperor,” he is viewed as the source of order and wisdom, by the local inhabitants, something prized above everything in such a wild place. Should the wayward soul not know the correct answer, it is believed an eternity of doom awaits—an eternity of torment, conducted by the four great behemoths. Thus the “Shapers” help each person in their community find the answer to the Riddle. It is believed only through trials, such as hunting the great animals of Primordus will the truth reveal itself. The Great Hunt: Held every year the Great Hunt is a festival celebrated across all Tuganda. The festival has a wide variety of rituals depending on which community is celebrating. However, in all communities the Great Hunt culminates in one simple rite. Those young hunters who seek to become one of the “Chosen,” the “Warriors Supreme of Hemperator,” will travel to the highest mountain within their region. Speakers say these mountains became holy sites, when aeons ago, Hemperator's chosen signaled their significance with blinding pillars of light from the sky. Traveling alone, they must find along the way a trophy worthy of their skill as hunters. Once they reach the mountain, they must scale its heights to the offering site, with their trophies. A difficult climb without carrying the dead weight of an animal, once at the top they will present their trophies. If the Hemperator is pleased with their offering, it is said they will be whisked into the sky to become one of the “Chosen,” never to be heard from by their families, again. It is known by the people of Primordus that only offerings showing the youth's skill and valor have a chance of being accepted. Pelts of Tugandan Panthers are known to be prized most of all, as to hunt the hunter, requires the highest of skill, if one is to survive. Other offerings such as mail and weapons of steel won through battle, and Terrorbird feathers are thought to be of value to Hemperator as well. Even so, showing up with these trophies is no guarantee of acceptance. Most die in the endeavor, while a handful of others, return home with tales of a terrifying masked warrior who, insulted by the meagerness of their offering, rejected them, and “cast them off the mountain.” Organization: Over the centuries the Void Panthers' organization has significantly diverged from the Codex Astartes. Lodges: Due to their isolation, it is a necessity to be more flexible with their organizational structure. They are loosely organized into Lodges. As a brother progresses through the ranks he will enter a new Lodge as his skills grow and his responsibility increases. The Void: This is the first lodge a battle brother is inducted into after “walking” the Wheel of Pain and completing the transformation into a true Adeptus Astartes. This lodge is used to reinforce the lessons learned during their aspirancy, these Astartes typically serve the standard Infantry role. This allows them to gain experience in all manner of fighting situations, and perfect the skills of the predator. In other chapters they would be part of an intercessor squad, but Brothers of the Void form a much less strict grouping called a Host. A host consists of five to twenty Brothers of the Void whose ranks are increased by future brothers still walking the Wheel. Their numbers are selected based on the tactical needs of the given mission. Iconography: The Void, black backdrops with stars and other celestial bodies. Colors are typically red, yellow, and black. Depictions of chains often feature among the Void motif. Traditions: Commonly amongst the Brothers of the Void is the use of chains to secure their weapons. This is both a practical and spiritual necessity. These chains are a visual reminder that one must always be centered, and that will is a much more potent weapon in the warp than the weapons the chains are connected to. They bind them to their service to the Emperor. When times become trying, they remind them of that commitment. The chains are made from the iron bark of the Atalan Tree. A type of tree that grows only on Mitra. The Moon: As the young Void Panther's skill as a “predator” grows, he masters the art of stalking prey and closing the distance for the quick and quite kill. After the Astartes' has proven himself as a Brother of the Void, he will be inducted into the Lodge of the Moon. Brothers of the Moon typically serve as close assault support and scouting/infiltration units. The Lodge of the Moon, symbolizes the protection of night when a hunter can truly come to grips with his prey. Iconography: Moons of all phases. Colors are typically black, silver, white, sometimes dark blues and reds are also seen. Traditions: Brothers of the Moon often ritualistically paint their helmets in scrawling designs, as a warning to their foes, the intricate markings are typically the last things they often see. The Sun: The Sun signifies heat, strength, and overwhelming power. Moreover, during the day is the most difficult time to hunt prey, as the hunter doesn't have the benefits of the cloaking darkness of night. For this reason, only veteran brothers of the other two lodges get inducted into the Lodge of the Sun. They usually serve as fire support, heavy weapons teams, and vehicle operators. Only experienced hunters can be trusted to effectively use these highly valuable, and in the case of their isolation, often hard to come by weapons. Iconography: Suns, sunrays and beams, triangles are also common. Colors are often red, yellow, orange, and white. Traditions: Fire support is not something that comes instinctive to the Void Panthers. Despite their Ultramarine predecessor's preference to flexibility, they often prefer medium to close ranged engagements. Despite this, Brothers of the Sun know the necessity for these powerful weapons, and the tactics needed to employ them. They have grown to appreciate the patience required to strike from a distance, and strictly enforce this in their newer members. Seneschals of the Sun are often seen with swagger sticks, that they use to viciously strike new Sun Brothers should they show anything other that pure cold stoicism in the heat of battle. The Eclipse: The significance of the eclipse is that it encompasses all celestial bodies in the Primordus sky. Brothers of the Eclipse are the eldest most experienced members of the Void Panthers. Veterans of centuries of warfare, they have the honor of holding the leadership positions within the chapter, as well as wearing the chapter's terminator armor. Many also serve as the chapter's Seneschals, the sergeants to other squads within the other lodges. Iconography: Suns and moons combined. Colors include, black, white, red, and yellow. Traditions: Eclipse Brothers are the elite of the chapter. They are the apex predator; deadly in all cycles of the day, and with all weapons. Having mastered all types of the hunt, they no longer operate within a squad or Host structure. It is at this point they are given the future role within the chapter. Often they are made seneschals of a host of a lodge their demeanor most readily favors. However, some truly zealous brothers are chosen for the Speaker Corps. Leadership: Chieftain: The current Chieftain, or Chapter Master, is Lord Arslan Bataar. The deciding factor for his ascension to Chieftain, was his victory in the Trial of Conflict, proving he is the strongest and most cunning warrior among the Void Panthers and winning the Horns of Power. He is a hero found only once in a millennia, as he is not only the wearer of the Horns of Power, but has also become the bearer of the Sword of Portents. Carried by the greatest of the chapter's champions, it is only the second time since their founding, that the Chieftan has carried the Sword. Arslan, leads the Void Panthers with ruthless cunning and insane bravery. Often leading from the front, he is not reckless. If he is at the center of the battle there is a very good reason. Notable Responsibilities: Master of the Wheel: As the Chapter Master, Arslan serves as the Master of the Wheel of Pain. His role is to devise the tests and trials used to ensure their Acolytes have the will to stand against the Emperor's foes. With the assistance of the Twilight Council, each trial is meticulously designed to test the aspirants where they are weakest. To forge their wills into steel. Supreme Namer: Officiator of the Rite of Naming, Arslan is responsible for this as the wielder of the Sword of Portents. Jinong: Jaga Baratu is the Jinong or highest ranking of the Steel Speakers. He along with the Speaker Corps are responsible for the Void Panther's spiritual well-being. The eldest of the Void Panthers, he is revered by his brothers as a font of wisdom. Notable Responsibilities: Witchfinder: Jaga is responsible for rooting out any taint from the Warp within their Acolytes. The Void Panthers have a complex relationship with psychic ability. Due to the human stock they recruit from, they have an abnormally low occurrence of latent psychic ability. Additionally, due to the proximity to the Warp, psychic ability is even riskier. Twighlight Council: An advisory council to the Chieftain, it consists of available Orlacs, senior level Astartes from the Steel Speaker Corps and Apothecariate. Apothecariate: The corps of Apothecaries that administer to the medical needs of the chapter. They are often attached to a particular Ja'un as needed. Steel Speaker Corps: Acting as the Void Panther's spiritual guides, they are the quintessential “warrior priests.” Notable Responsibilities: Chaplain Duties: They provide the same function as a Codex Chaplain. The Great Hunt: Experienced speaker are chosen every year, to test those that complete the Great Hunt. They perform a vital role in the recruitment of new brothers. Machine Rites: There is a subset of Steel Speakers, who specialize in the functioning of steel. Due to the culture they came from, the Void Panthers, have a spiritual reverence for forged steel. However, that typically only applies to what can be hammered and forged traditionally. It takes a special kind, even among the Speakers to seek out the arcane knowledge of the Machine God. These individuals are marked by the Machine Gods color (red), and no longer typically perform the traditional duties of a Steel Speaker, as they are no longer believe that willpower is stronger than that of the machine. They are no longer devoted to hardening humanity into steel and are now devoted to the steel itself. Ja'un: A Ja'un is a company, in the Codex's lexicon. The Void Panthers currently have seven such Ja'uns. Each Ja'un is organized to be as flexible as possible, with an even distribution of assets across the Chapter. Due to the lack of specialization, they not only have fewer Ja'uns than aCodex chapter would have companies, but the numbers within each Ja'un is typically more. The Void Panthers, have long ago seen the necessity to have more than one thousand brothers. Orlac: The Orlac is the equivalent to a Captain as far as the Codex is concerned. Each Orlak leads a Ja'un, or Company. The Void Panthers currently have 7 Ja'uns. Seneschal: The seneschal is one who has attained the knowledge of the “Apex Predator.” As such, they use their advanced wisdom to guide the younger, less experienced brothers. They serve as the leaders of any particular Host, or as the Codex would call them, Squads. Acolyte: Unique to the Void Panthers, the Acolytes are aspirants that have not yet completed the transformation to Adeptus Astartes. Usually these individuals in a compliant chapter would be put on a squad devoted to scouting. Not so, in the Void Panthers. They are put in with the rank and file battle brothers, to understand what they are facing, for themselves. This is known as the Trial of Combat, and is one of the ten Spokes of the Wheel. They are guided and cared for by the Seneschal of the Host. They will only leave the Host, when they either prove themselves worthy or die. There is no time limit to how long this takes. However, since each member is named in the Book of Names alongside the Seneschal who approved their worthiness, each Seneschal is very exacting in ensuring Acolyte is worthy. Otherwise he could bring shame upon his own legacy. Significant Rites: Right of Ascension: The ceremony conducted when a battle brother joins a new lodge. The rites differ from each lodge, based upon what they specialize in. Like most of the rituals in the chapter, the rite takes the place of some sort of challenge, in which the participant must prove their worthiness, usually through triumphing through some sort of physical or mental hardship. Trials in the past have taken the form of, ritual duels, staredowns, bullrings, and games of strategy. Regardless of the form, it is the the Lodge-Master, a position held by one of the Orlacs, designs the rite. Should the participant fail the rite, they must stay in the lodge they are currently in, until they again prove themselves worthy for another attempt. Rite of Combat: The ritual starts fairly simply. The participant is given armor and weapons, and assigned to a Void Host. The participant will then be a part of that host under the guidance of the Seneschal until they have proven to the Seneschals satisfaction, they are worthy to walk the final spokes of the Wheel. These aspiring Astartes, are considered to be “under” this right, until they have died, or proven themselves. Rite of Conflict: This ritual has a unique prize, the Horns of Power. When the bearer of the Horns dies, this rite is held to determine the new owner. Any and all challengers are welcome to participate, however, it is typically accepted that only those of the Eclipse Lodge are experienced enough to have a chance at triumphing. This ritual takes place in an underground arena, built within the Panther's Lair. It is a single elimination duel. However, each participant is forced to undergo a series of exhausting trials, to tire them to the point of mental and physical exhaustion. Then, they engage their opponents. Depending on the number of participants, this ritual can last for days. None of the participants are allowed to sleep until they are defeated, or are declared the winner. The Horns of Power holds a relic of ancient design that allows the warrior to shrug off even the most deadly wounds. Because of this, the chapter wants it in the hands of a warrior that truly can perform under the most adverse of circumstances. The bearer of the Horns of Power is considered the greatest single warrior of the Void Panthers, until he dies. Rite of Naming: A ceremony held for every new full fledged Astartes, this is one of the few rites that is not a test, in the traditional sense. The Bearer of the Sword of Portents, will use the sword to look into the new Astartes' future. The sword never shows a clear picture of the future, however, the bearer will usually see enough to be able to interpret the new Astartes' death. He will then relay this vision to the participant to allow them to reflect upon this. The idea behind this, is knowing your own death will further breed a steel willpower. At this point based on what the Bearer saw, he will give the new Astartes a new name, and record that name in the book of names. Rite of Willpower: The fifth spoke in the Wheel, the Rite of Willpower is a trial that takes place in the mind. After initial hypnotherapy, the participant is put through a series of mental tests, designed specifically for them to test where they are weakest. Whether its their pride, fear, or pathos, the Steel Speakers designing these trials, do their jobs well. Indeed, some do not make it through this test, as they are driven to insanity. The majority that do, become even stronger warriors. Significant Relics: The Book of Names: The Book of Names is a massive tome, filled with lists and lists of names, and how they heroically die. This is recorded when they first get their name during the Rite of Naming. Their names and potential deaths are recorded, and once they die, their accomplishments and honors are transcribed for record. In the extremely rare occasion when a a brother is dishonored, that is recorded as well. While the Void Panthers do possess electronic records of all of these, they maintain these paper records out of a sense of tradition. The Horns of Power: The Horns of Power is a headdress with an extremely small force shield embedded inside the horns. This allows the user to shrug off even the most powerful of wounds. Such is the rarity and status associated with this relic, in order to wear it, the bearer must be the champion of the Rite of Conflict. The Sword of Portents: Much mystery surrounds the Sword of Portents. Even the secretive and knowledgeable Adeptus Mechanicus, cannot explain its origins. Some believe it is an ancient relic from the Golden Age of Technology. Others believe, it is a piece of ancient xenos technology that has been reforged and fashioned into a weapon made to serve humanity. Some even whisper that it may even be one of the lost crone blades of the Aeldari or contain some sinister warp entity. Whichever the case the Sword of Portents is simultaneously the Void Panther's most cherished of relics and their most potent weapon. It's blade is made from an unidentified substance, that as of yet, has not met anything it could not cut. The jewel centered in its hilt, called the Primordus Eye, is fabled to provide its users with visions of the future. The Rite of the Eye: Once every bearer of the Sword dies, a new bearer must be chosen. This is known as the Rite of the Eye, wherein those who seek the honor of bearing the Sword of Portents must test their wills against its awesome inner power. The prospective bearer must grasp the hilt, with the intention of bearing it. Many witnesses have described the former bearers entering a trance like state, which could last anywhere from a few standard minutes to several hours. Bearers have described the experience as a battle of wills. One such bearer recounted, he was sucked into a fantastical arena within a void, where he had to defeat a mythical beast in single combat. Another describes having to best a Sphynx in a game of riddles. The current bearer, Arslan Baraata, described how he felt as if his hands were being grasped in an iron grip as he was being pulled into an abyss. He resisted that pull with all of his strength, will, and courage. He was ultimately able to win the deadly tug of war. Whatever the test, bearers believe that the blade seeks to test the prospective bearer where they are weakest. This indeed is a dangerous test, as those who fail, never wake from the trance. Only the mightiest of the Void Panthers try, thus it is usually the Chapter Master, the most seasoned, the most cunning, that is able to dominate the strong will that seemingly inhabits the blade. Once the bearer has proven himself to the Sword, it will obey his mental commands. What commands and how it obeys are mysteries only the bearers know, and they do not speak of them—ever. Should the bearer die, the Sword has in the past allowed itself to be carried back to the fortress monastery, however such temporary bearers are simply unable to remove the Sword from its sheath. ++INQUISITORIAL NOTE++ The Sword of Portents is a weapon of great and mysterious power. Three theories prevail upon researching its origins: I. The Sword is a weapon made during the golden age of humanity. Either it was found or given to the Void Panthers, by someone of high rank within the Imperium, likely Guilliman himself. It should be noted, Lord Ferrus Manus and Xth originally liberated Primordus during the Great Crusade in M31, and is noted of spending some months on the surface, his purpose is unknown. II. The Sword originates from the Warp, and is possibly a demon weapon of unknown origin. Either it has somehow been tamed (see index on Axe of Morkai), or it has not and is subtly influencing this chapter of Astartes. The suspicion of that alone is enough for the Ordo Malleus to call for their extermination. They have yet however, shown any signs of taint that would be deemed actionable by the greater Inquisition. III. There is some evidence to suggest the Eye of the Panther, is really an ancient piece of xenos technology known as a Soul Stone. Somehow the xenos entity inside has some interest in helping the bearers should they prove worthy. Rumors of such an artifact match accounts that this may be one of the accursed “Crone Blades,” of the Aeldari. If that is the case, there is no telling how it came into Imperium control. Currently awaiting contact from Ordo Xenos, Agent ++REDACTED++ sent to infiltrate ++REDACTED++, for further information. The Hammer of Hemperator: This relic is currently carried by Steel Speaker Gruune. The eldest of the Steel Speakers that specialize in the steel itself. Tradition holds that his hammer can be used to construct or fix anything. Indeed when used it battle, it seems as though matter that is struck by the hammer is completely atomized. This has led to Gruune being called “The Destroyer,” despite the fact that his primary function is to create and fix. Our enemies are many, but fortune favors us. With the closing of the bridge, our enemies are that much closer to us. - Jinong Jaga ++INQUISITORIAL NOTE++ Adversaries: With the nature of the space around the Primordus system, ironically the Void Panthers have sever significant adversaries. Ah-Tech Ahten Dynasty: The xenos known as are suspected to have a significant presence in the Primordus system. It is likely they are the source of the Blackstone located on many of the planets. The last update we got from our ++REDACTED++ stated the Void Panthers have made contact, and have managed to contain them. They do not know where the supposed “Lord” of this “dynasty” is, but they been able to keep the vast majority of the known Necron crypts from awakening. Current dismemberment and study of those in stasis, by the Adeptus Mechanicus, is still ongoing. Signal analysis indicates there may be one to four C'Tan shards within the system, however a location cannot be verified. Cult of the Horned Rat: Just outside of the Primordus system, on a planetoid named P1UN43R, there have been recent readings of aberrant life forms. Last known information about the planetoid, was from the Ordo Hereticus, tracking a strange cult blooming within the mining colony. With the appearance of the Cicatrix Maledictus, this celestial body now being directly exposed to the warp. There is no telling what is festering in that colony, which is right within striking distance of the Primordus System. Edited yesterday at 02:23 PM by space wolf Link to comment https://bolterandchainsword.com/topic/384920-index-astartes-the-void-panthers/ Share on other sites More sharing options...
space wolf Posted yesterday at 02:24 PM Author Share Posted yesterday at 02:24 PM (edited) reserved Edited yesterday at 02:34 PM by space wolf Link to comment https://bolterandchainsword.com/topic/384920-index-astartes-the-void-panthers/#findComment-6083231 Share on other sites More sharing options...
space wolf Posted yesterday at 02:27 PM Author Share Posted yesterday at 02:27 PM (edited) So what do you all think? Anything, glaringly wrong? Opinions on content, good, bad, indifferent? In my head cannon, they are really unknowingly, successors to the World Eaters. I was trying to hint at that, without being too heavyhanded...did that come across? Does anyone know how to format it better? Some of the photos I'd really like to put to one side and have the text wrap around them. Edited 12 hours ago by space wolf Added additional questions Link to comment https://bolterandchainsword.com/topic/384920-index-astartes-the-void-panthers/#findComment-6083232 Share on other sites More sharing options...
Codex Grey Posted 7 hours ago Share Posted 7 hours ago I didn't really pick up on anything relating to the them being WE descendants, beyond the Inquisitorial blurb about sharing pain, so I would say it's subtle enough (Maybe I missed some other hints?). In fact, it's so subtle that I wonder why it's included. To me, a good reason to make a traitor geneseed Chapter is to explore the idiosyncrasies of the traitors in a loyalist context without the influence of Chaos. But beyond the Inquisitorial blurb, I don't see any aspects specific to the WE explored in any way by the Void Panthers that couldn't be explained by other factors. And while I do like the thundercats and conan flavor profile, I'm unsure where the WE angle fits into it. What is it about them being WE descendants you like or want to explore? Maybe give that a bit more focus (while still being subtle of course. Again, I might be missing something) Other than that, the one thing that sticks out to me is the degree of divergence from the Codex. Nothing explicitly wrong with this, though I personally prefer to limit such changes to a few impactful ones that I feel I can properly justify. And while I think you can justify organizational changes with things like cultural influence from their homeworld, my issue with that is time. Perhaps if they were a slightly older Chapter, it would feel more reasonable for these changes to happen over time, though I suspect you chose Ultima founding to better justify the possibility of them coming from WE geneseed, yes? Simplest solution would be to drop the WE angle and make them older, but that depends on what you want. As for image formatting, the options are limited, but there are some. While editing, double click on any image you have inserted. This brings up some options for image formatting, like resizing and alignment. For example, the image below was inserted without formatting. This second image was inserted, the resized and right aligned. Hope that helps. Link to comment https://bolterandchainsword.com/topic/384920-index-astartes-the-void-panthers/#findComment-6083346 Share on other sites More sharing options...
space wolf Posted 2 hours ago Author Share Posted 2 hours ago Thanks for the feedback! Honestly, I had the same doubts you've seemed to bring up, so I agree. Make them older, drop WE ancestry. As for codex divergence, I've come up with a solution for that, within the word doc ive been working from. They've diverted because they have no choice. They no longer have the numbers. Based on an epic defeat within the Primordus system, where they lost a good number of their chapter and the fact that they are essentially stuck in a bubble with their enemies, they made changes based on necessity, and cultural heritage. Codex Grey 1 Back to top Link to comment https://bolterandchainsword.com/topic/384920-index-astartes-the-void-panthers/#findComment-6083365 Share on other sites More sharing options...
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