Editing
Green Wardens
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Organization=== While in theory the Green Wardens abide by the Codex Astartes, in practice they diverge from it in number of things. The most notable difference is that the duties of Librarians, Chaplains and Apothecaries are all merged within one role: the Druid. The Green Wardens possess incredibly large amount of psykers (almost a fifth of the entire Chapter), although they are relatively limited in their powers as compared to other Astartes psykers. They did, however, overcome this fault by learning how to perform powerful rituals as group. Majority of them focus on improving their healing capabilities are known as Dìonadair (roughly translated in Gothic as "Protectors"). The minority of them that could be classified as offensive psykers are known as Fearg or "Furies". While Fearg are usually found as entourage to Captains of the Green Wardens which turn their focus on major internal conflicts, Dìonadair tend to be part of smaller squads that usually roam the galaxy and lend their aid to whoever needs it. The non-psyker members of the Chapter, collectively known as the Rangers, are not locked in membership of a single company which are called Covens. Rather, they swap between themselves depending on needs of each Coven. Covens are generally defined by their acting captains and their personalities, usually succinctly described by each Captains title, which is given on their promotion. There is always at least one company-sized contingent of Astartes deployed on Asturias (not counting the 10th Scout Company), while others spread out in the galaxy, usually declaring a certain system or region as their point of interest and in which they reside until their goals are accomplished. This usually entails helping calm down political hostilities, build and improve infrastructure, teach local populace of medicine and defensive tactics, etc. One peculiar thing about the Green Wardens is that they have a rather old average age of their Astartes. This is due to the fact that, since they rarely immerse in open combat, their casualties rate is incredibly low. Thus, Wardens can expect to reach quite an old age. Every single Ranger and Druid is venerated as teacher, and they value their experiences above all else except the Emperor, whom they revere and call Neach-Glèidhidh Mòr, or the Great Guardian. On top of rarely participating in battles, the healing powers of Druids are more often than not enough to bring back to life even the Wardens that have been proclaimed dead. These Wardens are then entombed into Dreadnoughts, which are also basically the only vehicles the Wardens possess and would ever use. The Dreadnoughts, known as the Shìorraidh ("Eternals"), are reserved only for the hardest of battles where millions of civilian lives could be at stake, which they will protect with every ounce of their being. They also serve as advisors to the leadership of the Chapter: the Chapter Master, the Captains and the Conflagration of Druids. Important thing to note is that the Chapter has no Techmarines. Rather, like their suspected progenitors, each member is taught all the necessary skills to maintain their own gear. What is beyond their capabilities, the Wardens request the aid of the Mechanicus which is given freely as do Wardens give their to the Imperium in general. The Green Wardens possess one particular rule which is deemed incredibly wasteful at best and borderline heretical at worst by the Inquisition and the Administratum. When a Warden does fall in combat, their geneseed is not recycled. Rather, the Druids retrieve the geneseed and using secret methods known only to them transform it into a seed. The seed is then planted in the plains of Asturia, where it grows into a breathtaking Star-Oak. These luminescent trees are known to grow hundreds of meters tall and are believed to harbor the soul of the dead Warden who is venerated as a hero of the Imperium. His name and deeds are inscribed into the bark of the Star-Oak, and the tree itself is considered a sacred shrine often visited by both the young and the old when in need of an advice. More than one Warden has sworn that they heard whispers of the dead hero when they needed it the most, carrying words of encouragement. ====Recruitment and Training==== Druids play a large part in recruitment of potential neophytes for the Green Wardens. Druids regularly roam the Asturias system, gazing into the very souls of the young children they encounter, looking for the ones who appear as legitimate potential to be recruited. These children are known as the "Green Souls" and represent the most kind, caring, empathetic that the humanity has to offer. Even though they are taken young, the Chapter encourages them to maintain relationship with their families, believing that by knowing their family enables them to grow and care and consider all of humanity as their family. Captain of the 10th Scout Company is always a Druid and carries the title of Aràch, the Nurturer. When young Scouts are deemed to be ready for the next part of their training, they are assigned to one of the other companies where they are instructed to gain valuable experience of how the galaxy functions. When this stage of their training is completed, they return to their homeworld and their Fortress-Monastery, the Triskellion. There, under the watchful eyes of the Chapter Veterans, the Aspirant needs to venture into the wilds of the plains, forests, deserts and tundras of Asturias. Their quest is to find an adult specimen of one of Majestic beasts of Asturias, defeat it without killing it and then claim its offspring as his future, life-long companion. There is a plethora of these beast living on Asturias, remnants of ancient human experiments brought to the planet and genetically engineered to understand and live among the humans. From powerful Goliath Axe-Bears and Dire-Dingos, over majestic Terra-Eagles, Hydra Turtles and Chimeran Apes, to even Irontail Pythons, these extraordinary animals exhibit incredible intelligence and abilities. When Aspirant finishes its quest and brings back young beast back to Fortress-Monastery, they both undergo a series of both magical rituals and technological improvements called the Soul-binding. In doing so, the Warden and his companion achieve connection in both soul and body that transcends regular bonds. In the rare circumstances when a Green Warden does fight, their enemies are faced with two-pronged assault performed in perfect unison, like it is orchestrated by a single mind with dual bodies. The Man and the Beast fight together, covering each other's weaknesses and enabling each other's strengths, like a magnificent dance.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information