Star Krakens
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Star Krakens | ||
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Battle Cry | "In Darkness Dwells!" | |
Founding | Recent, M39 or M40 | |
Successors of | Raven Guard | |
Successor Chapters | None | |
Primarch | Corvus Corax | |
Homeworld | Fleet-based (Mobius/ The Lighthouse) | |
Strength | Was 1500, now ~800. | |
Allegiance | Imperium | |
Colours | Sea green, black shoulders and copper/bronze trim |
So far a decent /tg/ custom Chapter, the Star Krakens are a Raven Guard successor chapter with a heavy emphasis on deep sea mythology, viking influence (but not THAT Viking influence) and ship-to-ship combat. They inhabit a region of space featuring the Deep, a dark nebula which obfuscates almost all attempts at scanning it. Though the details of their fluff are still very much under construction, they've produced a surprising amount of writefaggotry and art, proving that people really do want a Viking themed Chapter (instead of a wolf themed chapter.)
Chapter History
Spawned from the Raven Guard late in the 39th millennium, this young chapter was originally tasked by the Administratum to cleanse several small worlds in a distant, fringe territory of an increasingly brazen alien race designated the 'Grendel,' whom had been raiding nearby Imperial worlds and taking human slaves, as well as stealing stores of weapons and food. Despite the apparent technological sophistication, and newfound aggression, of the species, the Administratum had never updated their classification of from the original xenos minoris designation. As such, the Star Kraken found themselves allocated only a dozen strike cruisers, and a small support escort including minimal Imperial Guard support, a force deemed more than adequate for dealing with the expected threat.
The Heorot Crusade
The first Chapter-Master of the Star Kraken was an especially pious - and naive - young man named Achab, and it was he who lead the newly formed astartes on their crusade. Making planetfall on Caprice, a lightly industrialized mining world bordering on the Deep, and the subject of many Grendel raids, the Star Kraken had their first taste of combat, and they found it tasted like victory. With minimal losses the lightly entrenched enemy were driven from the planet, however the marines were confounded in their pursuit of the fleeing aliens as they skimmed through the dark nebula, distorting all auger readings to the point of uselessness. The Star Kraken assaulted Dreshara some weeks later with the same result, a total route of the enemy, many of whom were already withdrawing, with barely a loss suffered by man. By the time they had reached Ruenor, the Grendel had already withdrawn, fearing the advance of the mighty heroes of the Imperium. Only a single enemy vessel appeared still in range, and as it plunged into the dark clouds, Achab ordered a full pursuit. In the murky clouds of the shallows the Star Kraken uncovered the first of the Grendel Bastion Worlds, and without hesitation, Achab ordered a full assault.
Assault on the Bastion Worlds
Within hours it was clear the Marines had overplayed their hand. The Grendel, whom had been so flighty and reluctant to engage on previous battlefields, now assaulted Imperial positions with ferocity. Before the first day was over nearly a third of Achab's chapter lay dead, despite having dealt a crushing blow to the planetary infrastructure. Were it not for the Strike Cruiser's in orbit and their complete space dominance, the first Bastion world would surely have been the Star Kraken's tomb. By the end of the first month, and with decorous valour from both the astartes and the Imperial Guard, all the major warrens on the world had fallen. Although the back of the alien war machine was broken, on this world, at least, it was still the work of a year to root out and quash all alien resistance. An effort which cost Achab many marines. With the world conquered Achab still could not luxuriate, for the fleet had seen alien vessels retreating into the nebula, and so he knew more worlds like this one lay just out of sight.
Withdrawing from the nebula Achab consulted with the Administratum, requesting aid in the face of such overwhelming defence. Checking their records on the sector and approximated strength of the aliens the reply came back: "You have sufficient forces, cleanse these aliens via any means necessary." Being a holy man, and taking the words of the Holy Administratum based on Holy Terra to heart, Achab did just that.
He ordered his apothecaries to begin raising new marines. Many new marines. As many as they could, as fast as they could, without caution, haphazardly. With his new plan underway, Achab traced and found the second of the Grendel Bastion worlds, and launched an assault. The Star Kraken captured and fortified a small continent at the northern pole, and from there assaulted outwards, taking the Grendel down island by island, replacing their losses with raw neophytes from the liberated, shipped down to their beachhead from orbit. The losses mounted, and as he saw his brothers fall one after another, he began to hate the Grendel with a passion that went beyond holy.
The Grendel Purged
A decade was spent leapfrogging between the small continents and islands of the second Bastion world, carefully cleansing each one of alien taint before moving onto the next. Finally cornered on the opposite pole, the aliens put up a final stand, there claiming many human lives in a futile fight. As the last of the aliens died, repeatedly stabbed in the chest by Achab himself, human attention turned onto approximate position of the next world. The assumed position of the Grendel Homeworld. The Star Kraken withdrew from the nebula and rearmed, Achab chomping at the bit, unable to stand this slow but necessary build-up before the final battle. More frustrating still were the constant assaults on their supply lines, by opportunistic Eldar corsair, Ork Freebooters, unscrupulous human renegades and craven elements of the Guard whom had wearied of fighting. Unable to stand these delays Achab issued the fatal orders, for his apothecaries to raise yet more marines, and to dispatch these new recruits to hunt down and exterminate any who would harry the flanks. Ignoring warnings from his advisers that this would push the Chapter beyond Codex regulated strength, Achab personally banished the first apothecary who refused his order.
As their numbers neared twelve-hundred the fleet set off, and Achab was personally aboard the first drop pod to smash through the roof of the Grendel capital warren. They scoured the world, expanding outwards from this drop point, winning each meter with the lives of dozens of guardsmen, or more galling to the Chapter-Master, the life of a marine. As new battlefronts opened Achab threw himself into them, diving into the thickest portion of the fighting, throwing himself at the enemy with a zeal unmatched by his brothers. His friends, those who had known him the longest, those few who had survived the campaigns across both worlds, speculated that perhaps Achab wanted to die, wanted to end his life amongst his brothers out of some misplaced feeling of guilt, guilt for losing so many on that first assault, or perhaps guilt for failing the ordained word of the God-Emperor. Yet no matter how hard he fought, slugs and claws and explosive shells always found his brethren, and left him untouched. Achab himself began to feel he might be cursed, doomed to outlive them all.
End of the Heorot Crusade
Finally, after two decades, and at great cost to his Chapter - not to mention the uncountable expense of human lives - the Grendel Homeworld was cleansed. Achab returned to his orbiting vessel, his Captain's were relieved, expecting their leader to turn them out of the dread nebula, the last of the Grendel worlds now laying deceased below them. Instead he roared onto the bridge of his cruiser, demanding the serf he had left in charge tell him the trajectory of escaping alien vessels. There had to be some, they had always escaped before, deeper into the cursed nebula, into the darker parts their auger arrays just couldn't penetrate. The vessel's commander threw himself on Achab's mercy: the alien ships had outnumbered them significantly, and although their weapons were no match for Imperial might, the vile xenos had begun using their vessels as weapons, seeking to ram their cruisers, forcing them to focus on maneuvering nimbly to avoid being sunk. In all that confusion, and with the auger arrays difficulty, they had no way to track every vessel...
Achab had the man flogged, publicly. He prepared to turn his vessels on the depths of the nebula, to plunge into it like the dagger he had used so often to tear open the thick burlap chests of the aliens on the world below, but other troubles drew his attention, and with frustration so hot no other man could have born it, Achab turned away from the nebula. For the marines he had left to eradicate the corsairs, freebooters and renegades had failed in their task: they had done nothing more than stir up a hornets nest.
And those hornets were heading straight for the Star Kraken's homeworld.
The Alliance of Three Fleets
By the time Achab had managed to withdraw his weakened forces from the nebula they were already many weeks behind the reported gathering of their enemies. Vastergo, Captain of his Scouts, had witnessed the amassing fleet first hand: dozens of vessels of many varieties; the delicate, swan-like frigates of Eldar corsair; the molten lumps of metal and rock the Ork called voidships; and many Imperial vessels of varied design, all of whom brazenly identified as renegade. All on a single vector, heading straight for the marines ancestral homeworld: Aoilis.
They made haste as best they could, staggered and strung out as they were, but in the end succeeded in nothing more than arriving in time to witness the end of their world. A powerful blow, struck right to heart of their fortress monastery, penetrated the crust of Aoilis, causing magma to spout from the planet like blood from an arterial wound, and rendering life on its surface impossible for millennia. With their hearts bowed by a great sadness, the Captains prepared to withdraw their vessels, knowing it was impossible to mount an effective assault as disarrayed as they were. Eleven vessels withdrew, but the twelfth plunged onwards, and the call to arms came: Achab, ordering the fleet to engage. Loyal still to their Chapter-Master the fleet followed their Captain, and became entangled in a brutal battle. No side managed to draw blood, both fleets being caught out of place and unable to organize, but the damage was severe, and finally bowing to the will of his Captains Achab ordered a withdrawal, cursing over the auspex the whole time.
The Fall of Achab
Yet Achab would not let up. Even as the Administratum ordered them to retreat, to await reinforcement from an Imperial fleet even now inbound, Achab drew up plans to launch a devastating ground assault. For the Alliance had moored their ships in the gravity well of a small moon, well in sight of the wounded Star Kraken, and had fortified a position in an abandoned facility there. Twelve men looked at the holographic overlay on the enemy positions, so artfully acquired by their scouts, and eleven of them saw a trap, clearly baited. Only Achab saw opportunity, and even without the support of his Captains, he would launch the assault on the next day.
That night his Captains met in secret, and they voted unanimously to end their Master's life. He would be given one last chance to repent, and if he refused - when he refused - his fate would be sealed. The men clasped hands on this, and with a great weariness in their chests, they awaited the final confrontation.
The Kraken fleet screamed in on the moon, and as Achab had predicted the enemy fleet scattered and withdrew. Now open to a ground assault, Achab ordered marines to pods, and he himself strode down the launch corridor of his great vessel, clad in the armour that had seen him through the Heorot Crusade unscathed. One last time his Captain's begged him to change his course, to withdraw in compliance with the Imperium's wishes, to await reinforcement so that they might truly vanquish this unholy collaboration of aliens and men. Without a word he climbed into his drop pod, the first which would crash down on the world, and looked expectantly at his men.
With regret, no other man climbed into the pod. They launched it with Achab aboard. Alone.
It is said that during the descent to the world below he never stopped cursing. At first his brothers for their betrayal, and then the Imperium at large for forsaking him, and finally the universe itself, for failing to recognize the glory of the mighty Star Kraken. When the pod finally impacted the Captains stood silent, and with heavy hearts listened as Achab fought the grand alliance of aliens alone, slaying many before he finally fell. Then, even as the silken voice of an Eldar insulted their honour, trying in vain to tempt them into following their Chapter-Master. It might have worked, if the Captains of the Star Kraken felt they had any honour remaining to them. Instead they retreated from the system.
Seclusion in The Deep
Their vessels wounded, their men numbering barely half strength, and now without a homeworld, the Star Kraken withdrew completely. They wandered, and eventually found themselves once more in the sector which had claimed so many of their brothers, as well as Achab's sanity. Seeking simply to withdraw and heal their wounds, both physical and psychological, the Star Kraken dove into the black nebula, and therein found a great prize.
Known now as the Lighthouse, but then as the dual devices of Huginn and Muginn, they came to possess two great articles of ancient technology, along with a cache of breaching shields abandoned during the Heresies. After years of study the Chapter's tech-marines managed to activate the ancient devices, and they found a small portion of the previously unreadable nebula revealed to them. Able to observe other vessels moving in the Deep, the Star Kraken fell upon a corsair, identified as the alien whom had so taunted them as they had withdrawn from their world so long ago. Taking revenge upon this craven xeno was the first of many boarding actions the Star Kraken would carry out in years to come.
Chapter Specifics
Combat Tactics
The Star Krakens are space combat specialists, engaging almost exclusively in ship-to-ship combat and boarding enemy ships. This is made possible by their sizable store of Breacher Siege Squad wargear, found soon after they arrived in the Deep. They make almost exclusive use of Tempest rounds in their Bolters, as they are extremely effective in the close confines of boarding actions.
As for tactics, they are inspired by the Void Kraken - a monstrous, silicate-based lifeform that makes its home in gigantic asteroids and feeds on minerals therein. The ferocity of the Void Kraken is legendary: if any ship strays too close to the asteroid nest, it will emerge from its home - and tear the vessel apart. So too do the Star Krakens fight - stalking their prey from the darkness of the Deep, then emerging with a furious barrage of cruiser fire, and a great multitude of boarding torpedoes, being fired directly at the enemy vessel, a maneuver colloquially referred to as the 'Lateral Drop Pod Assault,' so the Battle-Brothers may fight the enemy on their home decks.
Chapter Organisation
The Star Kraken are organised into a non-standard arrangement: Every company has a single scout squadron, five tactical units, two assault units, one devastator unit and a unit of veterans whom accompany the Brother-Captain. This configuration best suits the nature of the Deep, where the Strike Cruisers of the Kraken are often separated by weeks of travel time, yet still expected to operate despite such isolation from one another. Likewise these units may be of differing strength or size dependent on the vessel they serve aboard, as individual Captain's may scale their forces based on experience, and any number of the companies veterans may be serving aboard the Holdfast at any given time. The exception to this rough rule is the First Company, who replace their scout unit with the Chapter's only unit of Terminators - Mokoyll, first company commander, believes there is no situation that can be solved via scouting, that can't be more effectively solved with a full terminator assault.
Flag Officers
Aboard each Strike Cruiser of the Star Kraken there are several notable officers, men of rank whom lead the company - and the charge - in times of peace and war. These Flag Officers are analogous to other Codex adherent battle brothers, but due to the nature of the Kraken fleet and the Deep itself, each has a rich and varied responsibility when compared to their more terrestrial bound peers.
Commodore (Chapter Master)
Brother-Captain
Librarian
Star Kraken Librarians are both battle psykers and mystics, who act as teachers and leaders. Like in any other Chapter where Librarians are employed, when the marines discover one of their recruits have psychic powers, then they are send off to the Librarium. The recruit must not only survive the same training regime where only the fittest survive to become Astartes, but also survive the gruelling training that will make the recruit into a Acolytum. Star Kraken Librarian training, however, is far more difficult than usual. While in other Chapters only a handful survive to become Librarians, it is not uncommon for all the recruits to not survive the training. Those who do survive, on the other hand, could be considered the deadliest members of the Chapter.
Wielding mostly their runic force staves , their powers kept in check by psychic hoods, and their armor annointed with purity seals to keep the fangs of the warp at bay. On the battlefield, the Librarians use a form of cryokinesis to freeze enemies or create horrific psychic images, which can turn even the strongest of will into drooling madmen. Off the battlefield, the Librarians teach the recruits alongside the Chaplains. While the spiritual leaders teach them Chapter traditions and beliefs, the Librarians teach them history and tell about legends, mostly of their Primarch, Corax.
Techmarine
Chaplain
The Chaplains of the Star Krakens are the Spiritual Leaders of the Chapter. They guide their brothers on the battlefield and inspire them to greater acts of heroism. Armed with the Crozius Arcanum, they might also take a holy power blade into battle. Not a bolt pistol, nor any other gun. Just a power weapon is sufficient.
On the battlefield, Star Kraken Chaplains are the ones who draw first blood and lead their brothers to victory. Preaching the word of the Emperor and clashing with the Chapter's enemies, they are true warrior priests. Like the chapter's Apothecaries, the Chaplains are very protective of their brothers and will jump into a horde of Grendel to save them or to retrieve their bodies.
Apothecary
Star Kraken Apothecaries are a stout group of specialists among the chapter. Tasked with aiding their brethren with their medical skills and wisdom, these Space Marines are welcome in any group. Of course, they are Space Marines first and foremost, meaning that they are as good in dealing the same horrid injuries they usually heal. One particular characteristic of theirs is that they tend to be very protective of their brethren. When a battle brother gets critically injured, then the Apothecary is possessed of a tranquil fury and will even slaughter his way directly to aid a wounded brother.
The Apothecaries of the Star Krakens use various substances and materials found in the Deep in their medical procedures. Usually Apothecaries are part of a Command/Librarium/Reclusiarch Squad, but with the chapter understrength, the apothecaries have spread themselves amongst the squads, to keep losses to a minimum, and preserve the chapter geneseed. In conjunction with the techmarines, they have issued many bionics to the chapter, and specially designed helms with many optics to enhance vision and awareness, and to better preserve the craniums of their brothers, thus increasing their battle-proffeciency greatly
Roster
First Company - Strike Cruiser Novgorod
The first company, or Danegeld of the Star Krakens is captained by Canute Mokoyll, a veteran of countless boarding actions. Mokoyll and his terminators are feared across the deep for their brutal boarding actions. Fitted with brutal close range assault weaponry, ranging from might thunderhammers to ferocious lightning claws, the veterans are a force to be contended with, especially in the cramped corridors of a ship or station. A common tactic of Mokoyll's is to "flood the ship" when boarding. Distracting command points and drawing aggression elsewhere, strike teams of his marines gain control over the ship's systems and vent the atmosphere of the ship into space, often catching the ship's crew off guard and butchering them as they scramble for rebreathers and environment masks. This also has the added benefit of isolating resistance, as well as keeping the majority of the ship and it's cargoes intact for later examination.
"Let them breath the void, brothers. For Mobius, the First, and the Chapter!" - Captain Mokoyll
Second Company - Strike Cruisers Balmung and Gram
The Second Company are the Spears of the Void, a reference to their blinding assaults into the midst of their foes. Of the eleven Star Kraken companies, they are perhaps the most enigmatic, shunning the company of fellow Krakens unless absolutely necessary. The company is loathe to part with one its craft, seething with fury when they are forced lend even a single thunderhawk to another company, despite possesing more than any other two companies combined, and small fleet of gunboats. They patrol the Deep led by the mighty ship Balmung, which is supported by Gram, a lesser vessel. The whole company is lead by Captain Olaus the Mangled, a twisted and cynical man who deeply mistrusts his fellow Astartes.
Third Company - Strike Cruiser Dread Lantern
Company sigil is the Fouled Anchor. Formerly known as the Lantern Bearer this vessel was renamed when its new Captain took command, a bold action flying in the face of Chapter tradition - something this Brother-Captain is known for.
Fourth Company - Strike Cruiser The Trident
Jointly commanded by Brother-Captain's Kester, Olavi and Young Nyran - the Blade, the Barrage, and the Kraken respectively - the Fourth Company are a highly disciplined Chapter, envied amongst some of their peers for the striking balance they've achieved between disciplined military unit, and a family-like clan.
Fifth Company - Strike Cruiser Herlov
Previously Captained by Brother Isaias, whose death marked the last living link between the Ten Flags Council and the ancient Chapter Master Achab. Currently commanded by the young Librarian Alus, nominated to the role unanimously by his battle brothers and in accordance with Isaias dying wish. Their vessel contains a piece of Wraithbone, a trophy from a most difficult battle
Sixth Company - Strike Cruiser Unnamed
Little is known about the sixth company, unless you, anonymous reader, would like to fill us in..?
Seventh Company - Strike Cruiser Beinum
Thorolf Frin commands the Seventh Company, which is more of a band of marauders than a company. Described even by their brethren as a vicious crew, the marines of the Seventh employ four assault units instead of two, and are rarely seen in port. The encouragement by Thorolf has allowed the seventh company to become a disorganized rabble where other companies send their "difficult" initiates, making up for the Sevenths inability to recruit its own new marines.
Eighth Company - Strike Cruiser Sigurd
Brother-Captain Tyr is the nominal leader of the Eighth Company , the smallest of the companies. Their last captain, brother Yoms, lead the company into a brutal ambush by eldar raiders, devastating the company. Now it is only thirty marines strong, and must rely on hit and run tactics to be of any use to the chapter. A single trap could very well spell doom for these brothers. Not that the rest of the chapter cares, for none of them will lend aid. The Second is especially cruel, with Librarian Alus informing the company that the second covets their ship, and that they will claim the Sigurd should the Eighth ever be destroyed
Ninth Company - Strike Cruiser Rurik
The great marine Thorkell the Tall commands the Ninth Company.
Tenth Company - Strike Cruiser Otrulegur
Edvard commands the Tenth Company. He and his brothers currently guard the invaluable resources of Mobius whilst they await the reconstruction of their vessel, damaged after serious conflict with
Varangian Guard - Strike Cruiser Holdfast
For as long as the Holdfast has served in this capacity, it has been under the command of Captain Vastergo. Known colloquially as 'The Eleventh Company' the Guard's complement of soldiers are, in fact, an ever-shifting sea of all the Kraken's tactical inclinations, he and his command staff remain permanent fixtures aboard the vessel, a self-enforced exile that some say dates back to a disagreement between the Captain and his brothers during the Fall of Achab.
Mutations of the Geneseed
Like all Raven Guard descendants the Star Kraken have alabaster skin and eyes completely devoid of any white. Perhaps through repeated exposure to vacuum, or through Achab's constant press on the apothecaries to replace the Chapter's mounting losses during the Heorot Crusade, the Star Kraken have regained the use of their Mucranoid organ. This is something of a mixed blessing, as it is not wholly restored, but is given to fits of hyperactivity: these bouts can leave the marine feeling short of breath and uncomfortable in the most temperate of environments, and drive them to seek the comfort of extreme cold or low oxygen.
The Phorcius Sector
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Founded by an Imperial Reclamation Fleet in 885.M36, the Phorcius Sector straddles the border between the Segmentum's Ultima and Tempestus, and is on the far edge of the Astronomicon's light. It is something of a wild sector, with little presence of any true Imperial justice, which has allowed it to fall into villainy. For centuries the unifying force of the sector hasn't been any one faction of Imperial government, but rather a vast conglomeration of Rogue Traders known as The Primrose Cabal: these powerful men exploit the many underdeveloped worlds for their own ends, with nary a care for anything beyond their own coffers.
Geographically speaking Phorcius is a rather barren stretch of the void, due in part to its most fascinating feature: a supermassive dark nebula the locals refer to only as "The Deep."
Notable Planets with the Sector
XV-113A7J
Known only by the Administratum numerical designation of XV-113A7J, this cold, dim world, sitting at the very edge of its stars habitable zone, has 90% of its surface covered by water. Its sole landmass, barring a few island chains, is located in the planets southern hemisphere. It's a dreary, wet locale beset by high winds and frequent storms. Agriculture is nearly impossible and the many creatures that inhabit the land include the Valravn; winged canines rumored to be able to take the form of a man, Arturachs; highly aggressive herd animals, and Gargugas; large armor amphibians that burrow into the ground and ambush passers-by. The few hundred souls who make up the human population are crammed into Port Elvers and tend to the automated fleets that harvest the ocean for exotic cuisine to sate the appetites of the sector nobility.
Vetinin
A world, much like XV-113A7J, that is almost entirely covered by vast oceans of salt water. Massive farms of water plants and animals are harvested to feed the nearby frontier and mining worlds. The surface of the planet is abundant with volcanoes, and as such, the thermal activity ensures that the vast seas are rich in mineral and nutrients for the creatures that live there.
The capital of Vetinin is called Higher Purpose, it's located on a gigantic, raised slab of rock just below the surface of the ocen. Portions of this massive monolith have been mechanized, allowing sections to be raised for space craft to take off and also to land. At night, the artificial lights ignite the ocean in color, shining like a beacon in the infinite oceans. The planet, especially Higher Purpose, if often the target of nearby Orks, who raid the farmers and floating cities with great, rusted, smoking machines, and Grendel forces.
The Imperium of Man has ensured that the few jagged mountains, that jut out from the oceans, are the foundations for towering cities that serve as both managerial offices and rallying points for military forces on the planet. Fishermen, Nauti-farmers and deep dwellers all use these cities as gathering points for their harvests, so that they can be processed and exported. Extensions of these cities are vast, floating processing platforms that absorb various kelps and fish. Some have built platforms that rest on the backs of massive colonies of pitch-black jellyfish, whilst others have plunged into the depths and founded cities to harvest the sea grass and to hunt the leviathans of the deep that have never seen the light of day.
Dreshara
Named after the colony vessel that brought the first settlers, dissension amongst the leadership quickly caused the settlements to engage in a full blown civil war. Widespread fighting quickly eroded the planets technological base and its people are now divided into small city-states, villages and nomad tribes. Barbarism runs rampant and the remnants of technology have fallen into superstition and ignorance, even more so than the rest of the Imperium. Formerly a Star Kraken recruitment world, a widespread shift in cultural beliefs, that run counter to acceptable deviations from the Imperial Creed, have caused the Star Krakens to relinquish their patronage. The planet is now under an Ecclesiarchy reformation campaign, spearheaded by the Adeptus Sororitas.
Jjojos
The sulfur world of Jjojos is a noxious and foul place, with average surface temperatures well over 170 degrees Celsius. It is a rocky and utterly inhospitable world, with towering basalt cliffs and mountains, wickedly sharp obsidian razor-plains, and lakes of boiling sodium. The world is a relatively recent addition to the sector, having only been brought forth from the Deep a mere eighty years ago. What is curious, however, is the presence of a series of Eldar ruins, including a complex communications array. These ruins are far older than the planet's life in the Deep, and it was the investigation of these ruins that lead to the terrible incident that forced High Chaplain Siewurd of Nine Nails to undergo penance. Since the ill-fated exploration mission, the planet has been declared forbidden for all servants of the Imperium.
Akkari
Akkari was so named for the collection of derelict ships surrounding its atmosphere in almost neutral orbit. Explorator Fleets sent by the Adeptus Mechanicus have begun investigating this phenomena and taken to researching the technology left by the derelicts, as well as breaking down much-needed components to replace the oft-embattled Star Krakens fleet. Human colonists have begun terraforming the surface, which is mostly comprised of wetlands and some outcroppings of mountainous regions in curious triangular pattern in different regions of the planet. The mountains are all comprised of the same materials at a cursory glance (some precious metals, etc) and ensconce the same amount of area within their beings. As of right now, colonists have yet to enter and explore the areas, however they have begun marking for mining purposes the major deposits of materials within the mountains.
Bivarar-Havn
Bivarar-Havn is one of the more densely populated Hive Worlds of the Star Krakens sector, mostly because of its location on the fringe of the sector, which allows for trading, and provides a port for other ships and Rogue Traders skirting the area. It also provides an abundance of available work for the middle class.
The various Star Kraken Brother-Captains often take their vessels here for rearmament and repair, due to the availability of their materials, rarity and uniqueness of their stores, and their worker's skills in engineering and labor. It's rumored that a hull welded by an Artisan Shipwright is nigh impenetrable, and several Star Kraken veterans would not be so quick to disregard this rumor. In exchange for labor and goods, the Star Krakens will sometime lead patrols into the lower habs of the Hives at the Governor's request, to help settle unrest and bring some order to the normally lawless lower class.
Bivarar-Havn is also a prime locale for recruitment, as their knowledge of ship maintenance and engineering is deep and second only to the Adepts of the Mechanicus, however the Star Krakens find the humans of Bivarar-Havn far more tolerable. Occasionally, Wright-Guild leaders, who normally engage in barter with Rogue Traders, will happen across items of great interest to the Brother-Captains of the Star Krakens, and will offer them up as first-come, first-serve, ensuring that Bivarar-Havn is one of the most protected Hive Worlds in the sector.
Baunn
An arid world dotted with hundreds of landlocked seas. Numerous kingdoms surround these seas vying for power while great empires rise to claim as much water as they can. Vast, empty deserts make the bulk of the planets surface with foolhardy and enterprising trade caravans trekking between civilizations. Due to the distances and lack of population, the deserts are frequently used as training grounds for mechanized Imperial Guard regiments, with the various kingdoms going to great lengths to secure the prestige and riches that comes with hosting these regiments. Rumors run rampant of vast alien ruins across the deserts, but so far no one has found anything, at least not anyone who has returned.
Marius
With many shrines dedicated to Cannoness Marias, this world was the originally designated Capital world of the sector. It houses organisations for the Ecclesiarchy, the Administratum, a Commandery of Sisters and other organisations of political importance. However, with the position of the black nebula, exerting influence over the sector became a difficult task, requiring an arduous journey around the Ekman Spiral to avoid any risk of becoming lost. With this obstacle, and without the direct influence of the military, the capital slowly came to rule the sector in name only.
Fetillus Svel
When the Navy split from the Ecclesiarchal fleet in M37, after the disappearance of their admiral, they set boldly off, discovering for themselves many of the worlds Rimward of The Njord Strait. Fortuitously, as they were in desperate need of resupply, they came across Fetillus Svel. Many worlds, when rediscovered, fall into a state of shock, or dismay, or panic. The Tech-Priests of this world simply asked: "What took you so long?" They had been stockpiling fuel, munitions and components since the Heresy, and were more than prepared to resupply any loyal fleet. Quickly the world became the seat of military power in the sector, and colloquially: "The Military Capital."
Primrose
Discovered in M39 by Allary Wentworth the 1st, a modest trader and paternal great grandfather to the famous Allary Wentworth the 4th, this single barren world - just slightly larger than Holy Mars - has been exhaustively terraformed into a picturesque garden world. No longer reliant on the Forge Worlds for voidship repair (Allary the 3rd dragged a moon here, and turned it into a minor Forge World) the world has quickly grown to become the Economic Capital of the sector, and even peasants on backwater feudal worlds know they owe their livelihood to the Primrose Trading Cabal and Allary Wentworth.
Donnybrook
Donnybrook's unorthodox title comes from the name of the Rogue Trader, Kalis "Donnybrook" Vestan, who discovered it at the end of M40. Claiming it as his own, he fought a brief war with the Imperial Navy before his fleet was crushed in orbit above the planet. The wreckage of his flotilla still orbits the planet. The world is comprised mainly of lava flows, a result of the thousands of volcanoes on the world. The settlers on the planet have done the exact opposite of what many would expect and made their homes inside dormant volcanoes. The heat shielded buildings are powered by the thermal energy that wafts up from beneath. Most of the settlements are crowded around the north of the planet as there is little tectonic activity there. The center of the planet is largely devoid of life. Most of the lava from the volcanoes pools at the equator of the planet, making a giant ocean of lava in the center. The aptly named “Sea of Fire” is home to strange creatures called the Yulth.
These beasts are large lizard like creatures that spend most of their time resting on pumice islands or swimming in the lava. They require little sustenance and drink only the condensation on their backs. These creatures are prized for their heat resistant scales and diamond hard fangs, making them a valuable commodity. Efforts to domesticate them have failed as they nearly impossible to catch alive, much less train them. They are mainly caught by cargo haulers with Yulth bone tipped harpoons and taken back to the settlements. Each Volcano specializes in a different metal, chosen by which metal is the most prevalent inside the volcano.
The high quality steel and servitor parts of Clan Ytterbium make it the richest followed by Clan Thulium whose metal is used in the fashioning of las weapons. The one major conflict this world has experienced was a brief war between the clans Gadolinium and Holmium over a dormant volcano rich in Scandium. The mainly air based conflict was finally stopped when a taskforce of Star Kraken Thunderhawk gunships intervened, marking high losses for the relatively light clan ships. An agreement was reached and the two clans rotate ownership of the volcano. A small garrison of Star Kraken marines are kept on the settlement to deter any power grabs, duty on this planet however is considered a punishment because the work is so uneventful.
The Deep
The Deep is a nebula stretching across most of the Phorcius Sector and trailing off into territories outside of the Astronomicon's light. It is made up of a so far unidentified compound with many curious effects; as well as severely limiting physical visibility, it renders conventional auger arrays totally inoperable and dampens communications systems, severely limiting their range. To look out of a vessel and into the deep is like looking at a black canvas, totally bereft of any detail, with even the light of the stars themselves being lost in the mire of the nebula clouds. Long exposure to this sightless, unreadable traverse can have unusual psychological consequences for those caught within, noted for inspiring an almost immediate sense of claustrophobic panic in the average man, and going so far as to drive high order Mechanicus priests temporarily mad.
Locations of note within the Deep
Mobius/The Lighthouse
Mobius is a collection of asteroids caught in the Lagrange point between the Phothom Sinkhole and [something else]. An ancient outpost which came to be called "The Lighthouse" stands on the largest of these Asteroids, serving as the primary base of operations for the Krakens. It functions, along with Huginn and Munnin, as a massive scanning array that allows the marines to navigate part of the Deep with relative ease.
The Phothom Sinkhole
A small black hole situated just outside of Huginn's Light, the Phothom Sinkhole is - like any black hole - a hazardous phenomena, but the Sinkhole is made doubly so by the nature of the Deep; many vessels, unable to take regular auger scans, do not realise they're caught in its gravity well until it's too late, and they disappear into the dense, murky clouds surrounding it, never to be seen again. The Phothom Sinkhole does have one advantageous effect on the area, however - it has thinned the nebula around itself, creating the Calm Belt, an area more easily navigable than other parts of the Deep.
Icacian Eye
The Mariner's Cove
The Grendel Star
Potential Webway Hub
XV-024A7J
Relations
Each Other
Although there are no recorded instances of two Kraken vessels ever coming to blows, many Brother-Captain's have long, tumultuous relationships with one another. Rivalries between certain ships, their crews and marine complements, are sometimes perceived as healthy, with each attempting to 'one-up' the other in their attempts to bring glory to both the Imperium of Man and the Star Kraken in particular. Every Strike Cruiser maintains a rich verbal history of its deeds, and in many cases the Captain has his acolytes carve murals of notable events onto the inner walls of the vessels meeting places, known as Great Halls, as well as making trophies of vanquished foes hull. These serve not just as morale boosters to the marines aboard, but also establish certain bragging rights amongst visiting Captain's - it's almost assured that one Captain, jealous of the chitinous plating of a fallen Tyranid vessel holding the place of honour in his rival's hall, will throw himself into the next battle with fervor so that he, too, might hold such a trophy.
The Varangian Guard and the Imperium
Although the majority of Star Kraken operations are concerned with patrolling and protecting the worlds surrounding the Deep - as well as cleansing the Deep of its own internal terrors - the chapter is careful not to neglect its duty to the Imperium at large. To that end the Varangian Guard, a special company of Kraken veterans, serving aboard the Strike Cruiser Holdfast, are on permanent detachment to the Segmentum Ultima. The Holdfast itself is forbidden to enter the Deep, and instead spends time every three years on its fringes, allowing veterans from any of the ten companies to join freely - or to leave freely, if they so desire. This creates an unofficial 'Eleventh Company' of veterans, sometimes only numbering a few combat squads, other times nearing a full one hundred marines, whom serve on foreign battlefields. Only the Captain and his guard are a permanent fixture, men descended from the chapters initial migration into the Deep.
The Varangian Guard have served with distinction in many of the famous theaters of war across the sector, earning the Star Krakens an outstanding reputation for honour and ferocity, and so glorifying the Holdfast that the Captain has begun etching his victories onto the outer hull, due to a scarcity of space within the vessel's great halls.
The Grendel
The Grendel are a minor species of xenos once inhabiting a tiny band of worlds on the far fringe of the Segmentum Ultima. In the late 39th millennium they took to raiding nearby Imperial worlds; stealing weapons, crops and taking imperial citizens to serve as slaves on their bastion homeworlds. Local naval patrols were confounded in their efforts to track or pursue these raiding fleets due to a local phenomena: a dense black nebula which obfuscates all attempts to scan it. The Grendel would skim the surface of this nebula, obscuring their ships from pursuit, only to emerge and strike another world once the navy had retreated.
An individual Grendel stands at nearly seven foot, has natural claws that can rend into ceramite and is capable of great feats of natural strength. They wield unusual weapons which combine traditional firearms with cybernetic and biological components, and each firearm seems to have a different ammunition profile: from a standard metal slug, biological components such as teeth, or even an organic cocktail of nano-particles which render the victim hallucinogenic, disorientated or even diseased. This has a devastating effect on enemy forces, making it impossible for combat medics to predict just what kind of injuries they'll see after a skirmish.
Eldar
The slipperiest foes of the Chapter are easily the eldar. The Deep is an occasional raiding spot for the dark kin, but it is the craftworlders who hate them more. For a burgeoning Exodite world, formed from the evacuees of an exceptionally small and damaged craftworld, was ruined by the command of the Ancient Mariner, sparking the hatred of Biel-Tan, which had seen the world as another step on the road to a new eldar empire.
Writefaggotry!
Collected in this section are longer tales of the Star Kraken, their champions and their exploits. To be considered a 'chronicle' the fiction must exceed 1000 words. Many of these do so in spades.
The Depth-crossing Ritual
A curious young Inquisitor seeks to discover the dark secret hidden by the isolated Marine chapter, only to find himself blocked at every turn "for his own safety"
All Hands on Deck
Renegade Pirate Caglish and his dread crew of pirates find the vessels around the Deep to easy pickings, until the day they suddenly find themselves the prey.
Initiation Rites
Brother-Captain Isaias travels to a desolate world on the edge of the Deep, there to collect twelve young recruits - the price owed to the Star Kraken by a formerly enslaved people.
Black Fist Boarding
Harjek and his hardened squadron - the Black Fist of the Fourth Company - launch a vicious assault on an Ork vessel.
Can't Keep a Void Dog Down
A mysterious vessel adrift on the fringes of the Deep attracts the attention of the Eighth Company and Captain Tyr, who find things aboard are less clear cut than they first appear to be...
The Nautalica Action
The Kraken tell a legend of a dark moment in their history, before the fall of Achab, when they came to blows with certain of their kin around the wasted moon of Nautalica. Chapter scholars today debate the veracity of this tale, unsure if it is indeed history or just a cautionary tale to warn neophytes against hubris, but still it lingers on...
We Rise
A tale that chronicles the events that caused the naming of fourth company's first tactical squad, Squad Black Fist.
The Fear of Death
Moyokll and Siewurd, two titans of the Star Kraken, prove that sometimes words can be the most powerful weapons...
"Negotiations"
Out of thrones, out of time, out of luck and in unfriendly seas? What's a Void Dog to do when his Cruiser is in need of repairs?
Sin of the Chapter
Characters
Amongst the Star Kraken several names are known to all, either through glory or infamy. These are just a few of the champions whose names are upon the lips of many young aspirants whom seek to join the Star Krakens.
Commodore Achab
The deceased Commodore of the Star Krakens. Nearly brought ruin to the chapter, reducing them from a 1500-man overstrength chapter to a brotherhood of barely 800 souls through his insane and suicidal campaigns. Died after being abandoned by the chapter.
The Mariner
The captain of the Albatross, a Star Kraken vessel that was lost and presumed destroyed. Years later it returned, the only survivor it's captain, who was discovered amidst the bodies of his brothers, who had died gruesome deaths fighting creatures of the Warp to protect their Captain. The Mariner is said to catch glimpses of the future through his madness, and initiates visit the haunted shell of the Albatross to hear his predictions, and to learn the lesson of sin and condemnation from their oldest brother.
Wotan Hamiltonius
Wotan is the techmarine hero and revered engineer of the Star Krakens. Although completely blind and without ocular implants, it is said he fights as well as any of his sighted brethren.
Mokoyll The Great Destroyer
Canute Mokoyll is amongst the oldest of the veterans of the Star Krakens, having inherited captaincy from Sweyn Frok two centuries ago. He sits as the First Company's representative on the Ten-Flag Council. Mokoyll is a leviathan of a man, tall even for a space marine, and minor modifications have been made neccesary for him to wear the tactical dreadnought armor. His right eye is a mutli-optical bionic replacement, made on his request to better aid him in the dark and lightless space-hulks he frequents.
His trademark equipment includes the relic hammer which he has dubbed Alffinnur, which he retrieved from the wreckage of a world under his first command, as well as his heavily customised tactical dreadnought armour. He has adorned his armour with additional ablative ceramite plating from the numerous ships he has breached with his company, along with decorations using the bio-luminescent markings common among the chapter's decorations. Canutes eyes are set firmly on leadership, not just as first among equals. His goal is to become Commodore, Chapter Master of the Star Krakens.
Siewurd of Nine Nails
Siewurd is the feared High Chaplain of the Star Krakens. A cold and haughty figure, he speaks with a hoarse voice and grinds on the metal teeth of his cybernetic jaw. The High Chaplain is known for his harsh expectations of faith from his fellow brothers. Siewurd's title comes from the nine runic nails he pierced into his right arm in penance for a sin he committed early in his command. He wields the mighty relic Dagonssultr, a chainfist that incorporates a Crozius Arcanum into it.
The Three Points Of The Trident
The fourth company is traditionally lead not by one captain, but a council of three. These marines are known as the points of the trident, three to match the ship they are carried by. It has been this way since the time of Captain Alfonsius, who lived in the time of Achab and voted in the council of the ten flags. He believed that even company captain could stand alone, and that there should be more than one. As three representatives of the company travelled to the councils of the chapter, he decided that there would be three captains; The Barrage, The Blade and the Kraken.
The first is Brother-Captain Olavi, the Barrage. It is Olavi’s responsibility to direct the ship in a battle, and he leaves the helm in wartime only for the rare in atmosphere battles the company fights in. Olavi is as fierce as the many guns he commands in battle, as quick to anger as he is to laugh. He has no hair on his head and a thick jaw, broken only by a scar that runs across the right side of his face. Most of his exterior is a bluff though, hiding the calculating mind that truly makes decisions. Although he listens to his fellow captains and the many voices that clamour to give him advice, truly he is immovable. Once a course is set in his mind, he will not be turned aside.
Second is Brother-Captain Kester, the Blade. Kester is master of the company’s armoury and supplies, keeping the ship and the crew stocked with weapons and rations. He also commands the companies assault squads, Squad Spear point and Squad Helfangar. Older by far than the other two points, Kester is one of the few marines in the company that maintains a beard. His is long, red and waxed into three downward pointing spikes. A favourite jest of his is to refer to his beard as the trident, and to give it orders as Olavi does the ship. Most of the company view Kester as a grandfatherly figure, patient beyond measure and equally forgiving. Those that mistake this for weakness need only see him on the battle field to realise their mistake, where he fights like a demon of the deep.
Finally, there is the Brother-Captain Nyran, the Kraken and leader of the company veterans. It is his duty to command the ship in times of travel, and to represent the company to all outsiders, whether they be humans, other chapters or something else entirely. Tall for an astartes, Nymar looks every bit the hero. His skin is pale, his hair is lustrous and his features are unbroken or spoilt. Some might say that his beautiful appearance conceals a rotten core, but it would be treasonous for a member of the 4th company to do so. The youngest of the three, his appointment was the final wish of the previous Kraken. Although a new point is generally selected by a vote, it was allowed for him to bypass it. The other captains reasoned that the vote would have been taken in the wake of his most famous deed, the slaying of a Tyranid hive tyrant, and he would have likely succeeded anyway. With his claim somewhat murky, his footing in a debate would not be so firm and his brothers would have a reason to ask him to step down, should he prove unsuitable. Now Olavi constantly encourages the use of the leverage. Nyram takes liberty after liberty with his power, ordering others around as if he alone was master of the 4th company. Only his impressive string of victories keeps him in command.
Captain Olaus The Mangled
Surtr Olaus is a deeply superstitious and cynical man, known for his mistrust of his fellow Astartes. He received his name due to extensive injuries he received at the ill-fated Revolt of Zjoldus during his time in the Deathwatch. Half of his face, his left arm, his right forearm, most of his chest, and both of his legs have been destroyed and replaced with cybernetic prosthetics. He commands the mighty strike cruiser Balmung, and in battle he wields the mighty power-sword Lævateinn.
Hymnals and Prayers
The Star Kraken have a rich oral tradition, something they've carried with them from the cradle of their homeworld into the cold depths of space. Sampled below are some of the more popular hymns and prayers of the Kraken, recited during Crossing Ceremonies and other ritualistic moments aboard each Strike Cruiser (dependent on the zeal of its Brother-Captain.) In Darkness Dwells
In Darkness Dwells that fearsome might
Which heeds its summons to our side
Through war and battle, brawl and fight,
On black tides our boats will ride
From strange home to stranger ports still
Roaming the depths, as is our fate
On ancients ships, by Emperor’s will
On the void’s winds that deliver our hate
Ten flags of ten heroes, lost in the dark
To resurface again when the time is right
Manned by the lost ones is the old ark
Hear the oars strike in the sea with no light
To chapter and master I now speak my vow
To ship and crew I give my life
Emperor guide me to fight your foes now
Emperor guide me to win in this strife
“Arise, arise!” the kraken is beckoned
“Arise, arise!” with ten ship bells
“Arise, arise!" all foes shall be reckoned
“Arise, arise!" in darkness dwells! On Black Tides
In darkness dwells that fearsome might
Which heeds its summons to our side
Through war and battle, brawl and fight,
On black tides our blows do ride.
From a strange home we sail toward ports stranger still,
On ships ancient and weary with weapons striking true
In Death's name we travel, the Old King claims our kill
Our guns blaze blood hot, our enemies lay corpse blue
See Also
Gallery
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Earliest design, found in OP for second thread. Shows mild indications of heretical designs (horns, overly organic looking ornamentation)
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More drawfagging
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Master and Commander, anyone?
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HOLD THE LINE
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"What's that dripping sound?"
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Another potential logo design
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Provisional armor design #1
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Provisional armor design #2
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Provisional armor design #3
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Provisional armor design #4
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Provisional Veteran/Varangian armor
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Legacy logo design from thread #3.
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A proper Star Kraken, note the hazard stripe chainsword and general air of badassdom.
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Provisional Terminator armor design #1
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Half Star Kraken, Half Knight of the Cross, Half AWESOME
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Senior Tactical Marine, Third Company, Star Krakens.
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The Ancient Mariner, bowed by the weight of crimes.
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If the Deep were Cheers, then everybody would know these guys names.
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Some of the nasty proto-biotic weaponry employed by the Grendel. Do they grow it? Do they breed it? Fuck knows, but it sure is heretical.
External Links
- Thread 1 http://suptg.thisisnotatrueending.com/archive/27776983/
- Thread 2 https://archive.foolz.us/tg/thread/27798163
- Thread 3 http://suptg.thisisnotatrueending.com/archive/27813830/
- Thread 4 http://suptg.thisisnotatrueending.com/archive/27844934/
- Thread 5 http://suptg.thisisnotatrueending.com/archive/27868904/
- Thread 6 http://suptg.thisisnotatrueending.com/archive/27888730/
- Thread 7 http://suptg.thisisnotatrueending.com/archive/27920564/
- Thread 8 http://suptg.thisisnotatrueending.com/archive/27948478/