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=Summary of Legion XII= Numeration: The Vth Legion Primogenator: Oramar Elthiran Cognomen (Prior): The Knife Ears Observed Strategic Tendencies: Hit and run tactics using psychic teleportation, wielding pyromancy and xenotech Noteworthy Domains: The Eye of Terror Alliegence: Renegade ==Homeworld== Azrimuth was a world where bright crystal formations rose like mountains from low salt flats. The people of Azrimuth were pre-industrial savages who fought each with other with blackpowder weapons on their sand-sailers, weaving at break-neck speeds through the forests of monolithic crystals. Oramar Elthiran was the most feared of all the salt pirates, for his skill with a blade was legendary. Oramar was far more than a mere pirate, however. He was a treasure hunter. He and his crew searched for the white bone buried deep beneath the sand. With a knowledge of the wind and the lay of the land, Oramar was able to know where he might find openings into the great superstructure below, and within those dark crypts he found many ancient xenos artifacts. Foremost among them was a monofilament whip made of unknown metal which was so thin that it could not be seen by the eyes of mortal men. Second, a pistol which fired bladed disks instead of bullets, and needed no blackpowder. He wore armor which seemed to be made entirely of pearl, but which could deflect bullets without a scratch. ==Legion Tactics== The Warp Raiders prefer hit and run tactics. Astartes with the psyker gene quickly learn the arts of teleportation and illusion, as well as other schools of witchcraft. They use these spells and incantations to confuse the enemy and tear them apart from a thousand directions. ==Legion Organization== The Legion is divided into scholastic cults. The Burning Flames, the Darkwalkers, and the Fleshtakers are only a few of the thousands of schools of thought. Each scholastic cult is headed by an Archademic Lord, who is peerless master of the sorcerous ways of his cult. The Archademic Lords of the greatest cabals are as follows: ===Ja'far Aqrab, Master of the Silver Mask Cabal=== Ja'far wields mighty scorpion claws recovered from the armories of Azrimuth. His cabal teaches the art of Telepathy. Ja'far maintained close ties to Imperial Navigator houses, and members of his cabal often serve as astrotelepaths for the Warp Raiders, facilitating long distance communications. Those who have truly mastered the art of the Silver Mask can employ their telepathy for illusory purposes, creating phantom enemies or making themselves temporarily invisible. His familiar is known to change forms every time you blink. ===Khalid Al'Ghul, Master of the Crimson Flame Cabal=== Khalid wields a power spear, and favors jump packs in combat. His cabal teaches the art of pyromancy. Khalid has a fetish for destruction, and delights in the obliteration of his enemies. Among the Sahabat, Khalid could be said to be the only one who is truly, evil. While Oramar and his kin made dark pacts with chaos in order to defeat them, Khalid himself secretly wished to help them destroy realspace. Some men just want to watch the world burn. His familiar burns with rage, often taking the form of a dragon. ===Mu'adh Ib, Master of the White Spider Cabal=== Mu'adh wields a pair of haywire pistols. His cabal teaches the art of teleportation and warp translation. Cabalites of the White Spider can tear holes in the veil of reality, allowing physical entrance into warpspace. Mu'adh's cabal often jumps erratically across the battlefield, sowing chaos and confusion. The White Spiders also serve an important role on Warp Raider vessels, facilitating the translation into the warp for long distance travel. Mu'adh's familiar often takes the form of a white spider with long spindly legs. ===Jabal Kaine, Master of the Black Void Cabal=== Jabal wields a howling wraithbone blade whose sonic discord is a powerful weapon in its own right. His cabal teaches the art of negation, defending themselves and others from sorcery. Cabalites of the Black Void are highly resistent to psychic powers, can resist the corruptive influence of daemons, and those who have mastered the school can even banish physically manifested daemons. Jabal Kaine himself stays loyal to the emperor, believing his Primarch's any-means-necessary attitude was callous and arrogant. His familiar takes the form of a black wolf. ===Umar Djeric, Master of the Blue Lotus Cabal=== Umar wields a powerful Hrud cannon whose blasts create temporal distortions. His cabal teaches the art of telekenesis, moving objects with their minds. The favored battlefield tactic of Blue Lotus Cabalites is to use their powers on themselves, flying over the battlefield with heavy weapons and psychic assaults. Their powers can also be used aggressively, however, stopping enemies in their tracks or even crushing their bones from a distance. His familiar takes the form of a small blue monkey. ===Khazyr Akna, Master of the Darklight Palace Cabal=== The Cabal is named after an enormous Eldar Dark Matter mining station, found lost in the lower Immaterium. The cabal uses the harvested dark matter not only to produce crude approximations of Dark Matter weapons, but also as a powerful reagent for equally dark sorceries. Suspected relation to the Black Suns. Khazyr's familiar is an iridescent black serpent, whose end always seems to be just out of sight. ==Legion History== ===Azrimuth=== Oramar was hurled down upon the dunes of the planet Azrimuth, a bleak, arid world of salt flats and vast crystalline mountain ranges. The young Primarch was discovered and raised by the primitives of the world, who traveled the endless deserts of Azrimuth in sleek sand-sailers that took inspiration from the ruins that littered the plains. Resources were sparse upon Azrimuth, its deserts offering little in the way of food or water, and its people were appropriately ruthless - war between the nomadic clans that populated the world was the ancient way of things, broken only intermittently by ephemeral truces and alliances of convenience that shifted and faded like the very sands of Azrimuth itself. In such an environment, it was inevitable that Oramar would soon enough rise to prominence amidst his peers, for he had grown from babe to young man in what seemed a mere blink of the eye, absorbing the knowledge of his fellow clanmates and surpassing them in their arts of choice with astounding speed. What's more, he possessed a knack for the ways of fate, a sixth sense that his clanmates soon came to trust with their lives - it seemed that Oramar always knew when the worst of Azrimuth's shard-storms was approaching, or when their rivals were waiting in ambush amidst the crooked crystal formations that littered the dunes; sometimes, during the Time of Witch, he could even tell his fellows how many foes they would face and how they would be armed. Soon enough, Oramar's innate knack for seeing into the unseen would tell him of things no native of Azrimuth had ever been privy too. The planet was littered with the remains of an ancient xeno race, perhaps even more than one, and beneath the world's vast salt flats waited immense, sunken catacombs left to rot by their former denizens. Intrigued beyond measure by the ruins of Azrimuth's surface, Oramar soon discovered that greater bounties waited beneath the dunes, and through sandcunning and unnatural instinct he was able to locate the ancient entryways into these subterranean warrens. There, in the dark, he found many things - things that would continue to puzzle the Primarch for decades to come. Advanced weapons and strange tools brought fortune and wealth to his clan, but Oramar's fascination was with the writings that had been left by Azrimuth's former rulers. He spent many moons poring over the meaning of these glyphs, stitching together from them a frayed account of Azrimuth's ancient past and how its old inhabitants had been brought low. The aliens inscriptions spoke of things he had no knowledge of, of worlds beyond the physical and leering creatures that peered into the souls of men. This would be the beginning of an obsession for Oramar, as he would see such tales mirrored on a thousand other worlds beyond Azrimuth, across the great span of the galaxy. ===Great Crusade=== The Warp Raiders kept to the furthest fringes of the galaxy for many years in the crusade, far from any eyes that may have alerted the Emperor to their witchcraft sooner. When their archaeological pursuits brought them into proximity with the Sky Serpents, however, word traveled quickly. Oramar and his Archademics attempted to teach Xun's librariams their ways, and it was quickly whispered among their ranks that these sorceries were far more dangerous than the Warp Raiders let on. Word reached the Emperor soon afterward, and he called for a great council at the planet Nikaea, where the Primarchs and their kin would debate the crimes of Oramar. Many brothers defended the arts of sorcery in general, but few could deny that Oramar was delving too deeply and greedily into the Great Ocean. When it was revealed that the Warp Raiders used warp entities called tutellaries to aid them in their magics, the Emperor decreed that Oramar and his legion were to be put to death. Masters of telepathy are not easily caught, however, and Oramar's raiders fled across the sky into the Eye of Terror, where they remained until the Warmaster called them back to rebel against their father. ===The Heresy===
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