Harakien Eldar Empire: Difference between revisions
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The heart of the empire, Ku Harai is a lush and verdant world which remains largely unspoiled. Though sparsely populated elsewhere, the planet has one massive city called Rhys on its largest continent. Rhys is the administrative center of the empire, and is home to the colossal domain of the Void King himself, who governs the planet directly. The planet is fully autonomous, providing its own necessities and only importing luxury goods. Ku Harai was the first world seized by Ku'Motsk and served as the location of the empire's formation following the bloody campaign against its original human inhabitants. Each year there is a massive festival called the Motskhar celebrating the formation of the empire, with representatives from each harakien planet and realm arriving for the week-long festivities. The city of Rhys is completely filled with all manner of delights to be experienced. Ritual combat amongst the Klaivex priesthood takes place from dawn to dusk the first day, the festival being the only place to see this spectacle beyond Khainash itself. Wych cults are brought in from Commoragh, hosting the finest in gladiatorial exhibition, and bringing out exotic and deadly creatures for the pleasure of the crowd. Even the reclusive harlequins have arrived at the time of the Mostkhar on occasion, dancing the histories of the old empire for the new. | The heart of the empire, Ku Harai is a lush and verdant world which remains largely unspoiled. Though sparsely populated elsewhere, the planet has one massive city called Rhys on its largest continent. Rhys is the administrative center of the empire, and is home to the colossal domain of the Void King himself, who governs the planet directly. The planet is fully autonomous, providing its own necessities and only importing luxury goods. Ku Harai was the first world seized by Ku'Motsk and served as the location of the empire's formation following the bloody campaign against its original human inhabitants. Each year there is a massive festival called the Motskhar celebrating the formation of the empire, with representatives from each harakien planet and realm arriving for the week-long festivities. The city of Rhys is completely filled with all manner of delights to be experienced. Ritual combat amongst the Klaivex priesthood takes place from dawn to dusk the first day, the festival being the only place to see this spectacle beyond Khainash itself. Wych cults are brought in from Commoragh, hosting the finest in gladiatorial exhibition, and bringing out exotic and deadly creatures for the pleasure of the crowd. Even the reclusive harlequins have arrived at the time of the Mostkhar on occasion, dancing the histories of the old empire for the new. | ||
The Motskhar is no mere hedonistic celebration, it is also the favored venue for unveiling technological innovations or discoveries by the mercantile association, and an important event for diplomatic relations among the disparate factions of Commoragh. The final event marking the close of the festivities, the Anuk'yan, is also the most anticipated. The Anuk'yan always takes the form of a massive tournament, testing combatants on exquisitely crafted, and extremely dangerous, custom designed battlefields. The winner is always offered a position in the sovereign division of the fleet if they were not already a member, current members are typically favored for promotion, in addition to the spoils of victory. The grand prize differs year to year, but it is always of incredible quality and value, usually it is a unique and powerful weapon or finely crafted armor, though rare beasts and even vehicles are not unheard of as spoils. | The Motskhar is no mere hedonistic celebration, it is also the favored venue for unveiling technological innovations or discoveries by the mercantile association, and an important event for diplomatic relations among the disparate factions of Commoragh. The final event marking the close of the festivities, the Anuk'yan, is also the most anticipated. The Anuk'yan always takes the form of a massive tournament, testing combatants on exquisitely crafted, and extremely dangerous, custom designed battlefields. The winner is always offered a position in the sovereign division of the fleet if they were not already a member, current members are typically favored for promotion, in addition to the spoils of victory. The grand prize differs year to year, but it is always of incredible quality and value, usually it is a unique and powerful weapon or finely crafted armor, though rare beasts and even vehicles are not unheard of as spoils. | ||
Revision as of 12:14, 6 October 2014
This page details people, events, and organisations from The /tg/ Heresy, a fan re-working of the Warhammer 40,000 Universe.
The Harakien Eldar Empire is an expansionist militant successor of the fallen Eldar Empire. Led by Ku'Motsk, the Void King, they seek a return to the glory of the past through conquest and battle. Based both in the webway and in realspace, the Harakien Eldar are known for utilizing lightning tactics to overpower their opponents through vicious aerial and ground assaults. At the time of the Great Crusade, their influence expands over a dozen worlds in Segmentum Pacificus.
Summary of the Empire
Beliefs
Harakien eldar consider themselves to be the direct inheritors of the old empire, the chosen few who are destined to lead the eldar race back to greatness. These eldar consider their species to be the superior form of life in the galaxy, all eldar life is highly respected within the empire regardless of affiliation. Though they consider all other life to be inferior, the harakien eldar do not find extermination to be a sporting solution in dealing with a conquered foe. They have no qualms against utilizing lesser races in any capacity they can, the lean times following the fall taught them the importance of utilizing all available resources.
Worship of Kaela Mensha Khaine is tolerated within the empire, and actively encouraged on certain planets. Many within the realm consider its sovereign to have been chosen by the shattered god to redeem his people through conquest and war, especially the Khainite Klaivex priesthood of Khainash and their Incubus followers.. His success in rapid expansion of the empire is thought by many to be a mark of favor, as is his reputation as a skilled warrior. Khainite values are ingrained deep into the empire, ritual combat is an important tradition within its ranks and war is seen as the ultimate art-form.
The harakien empire, historically based in the webway, has an excellent reputation with many in the dark city. The empire disagrees with many of the practices of its debased kin, such as the creation of halfborn eldar slaves and their use as slaves, but shares its enthusiasm for gladiatorial combat and uses mainly Commorite weapons and wargear in its arsenal. The haemonculus covens of the dark recesses of the webway are the only amongst them who the empire outright refuses to deal with, the covens' callous manipulation of eldar flesh is at odds with beliefs held most dear to the harakiens. Former wyches are always greeted with open arms, their talent in close combat makes these gladiators valuable in the fleet's brutal ground raids and they typically have little difficulty matriculating to harakien culture.
Though they keep each other at an arms length, the harlequins and harakiens have little trouble understanding each other as both groups are concerned with the rebuilding of their once great empire. Harlequins are welcomed with great enthusiasm on all imperial worlds, their dances are greatly valued for their historical significance and beauty, and they are cherished allies on the field of battle. The empire has had no contact with eldar beyond those in the webway, the one exception being the exodites of Vrkova, who are an independent realm under the empire's protection.
Harai Kenn
Harai Kenn is Oath of Blood in the eldar language, it is from this that the empire draws its name. This oath outlines the major beliefs of the empire in the poetic form of the old eldar and was originally spoken by Ku'Motsk at the time of his conquest of the planet that would later come to be known as Ku Harai. This event formally marked the transition from a band of warriors into a sovereign empire. Each member of the Imperial Fleet speaks this oath at the time of their formal admission, and it is known and respected by most within the empire. It outlines the manifest destiny of the eldar race, provides provisions for dealing with other species and factions of eldar, and also exalts the imperial values of cunning, pragmatism, fidelity to one's race, and decisive action.
Organization
The Harakien Eldar Empire is comprised of three distinct groupings under the Office of the Sovereign; these include the Imperial Fleet, the Administrative Nexus, and the Mercantile Association. The Office of the Sovereign, which is essentially just Ku'Motsk, has few responsibilities. The main purpose of this office is to resolve issues which arise among the others. The Void King deals with this in the simple manner typical of him, he hears both sides and makes a final decision. Though the Sovereign does his best to deal with each issue practically, on particularly opaque or minor issues he tends to give the fleet first priority and the mercantile association last.
Imperial Fleet
The fleet comprises the empire's warriors, officers, and high command. The harakien eldar make no distinction between their army and navy, a tradition which back to their origins as a fleet in the old eldar empire and serves to emphasize their favoritism for seamless transitions from aerial to ground combat. The fleet is divided into six regular battle groups each headed by a captain, the Uris Guard which is rotated every five years, and the Sovereign's Division which is commanded by Ku'Motsk himself. While the core of each force is the same, each grouping has certain tactics or units they favor above others, largely due to the high degree of autonomy given to its captains. In addition to overseeing their fleets, many of these captains is also responsible for the governance of planets within the empire. Rank is determined through challenging one's immediate superior in the Anuk Harai, a strenuous test of combat and strategic skills. The challenger is immediately given his superior's position should he win.
Because each of the captains of the various fleets in the empire are given a large degree of autonomy, there are certain inherent differences between them. The 1st,2nd, 3rd, and 4th fleets in particular have styles of combat that have evolved to reflect the styles of their commanders, who have held their positions since early in the empire's existence. Though these differences are significant, certain basic elements remain the same. The fleet prefers to strike fast and hard against a weakened opponent, typically ensuring tactical advantage before a fight through various means. The use of combat vehicles is widespread both as weapons of war or a means by which to deliver a strike at the heart of the enemy.
The fleet excels at space combat, the 4th and 5th divisions being particularly skilled in this area. The Void King is himself noted for a particular genius concerning void warfare, and his Sovereign Fleet is made up of veteran space combatants. The fleet generally prefers to utilize conservative tactics in space, darting around and utilizing short webway shifts to avoid foes while leaving devastating darklight implosion mines in their wake. They will strike above their enemies, eradicating them before they can even draw their weapons in defense.
Divisions
- Sovereign's Division, led by the Master of the Fleet: Ku'Motsk, the Void King.
- Specializations: Rapid massed aerial strikes followed by ground combat, aerial combat, boarding actions, space warfare
- 1st Division, led by Captain Kieres, the Heartless.
- Specializations: Rapid aerial delivery of close assault troops, favoritism toward incubi teams.
- 2nd Division, led by Captain Silys Vath.
- Specializations: Aerial combat, favoritism toward massed jetbike squadrons.
- 3rd Division, led by Captain Ralis Sinderion.
- Specializations: Sabotage, infiltration, psychological warfare, intelligence gathering.
- 4th Division, led by Captain Sysik Alovar.
- Specializations: Prolonged aerial bombardments, space warfare
- 5th Division, led by Captain Lhemen'Ti.
- Specializations: Aerial combat, boarding actions, space warfare
- 6th Division, led by Captain Ju'Rhin.
- Specializations: Rapid massed aerial strikes followed by ground combat.
- Uris Guard, Directly overseen by Duchess Ae'Rhinia Nakhar.
- Generalists (note: this is due to the rotating nature of this division)
Uris Guard
The Uris Guard is an old and important institution of the empire, this special division maintains the empire's presence in Commoragh. The guard is rotated in its entirety every five years, none are permitted to serve permanently within it due to the Sovereign's fear of the corrupting nature of the dark city. Any warrior can be selected for the Uris Guard at any time, with the only exceptions being the captains of the various divisions and those currently in the guard. At the time of the exchange, each captain brings the men chosen from their fleet to the webway port of Uris and a month-long conference is held. The Uris conference, as it is known, gives the leaders of the empire an opportunity to discuss matters of import to the empire and discuss the typical influx of information from around the webway.
The Uris Guard itself is comprised of a number of diverse units, drawn from many different places and with varying skills. Some soldiers are uncomfortable with life in the dark city, while a number of others revel in its many delights. Unlike the other divisions of the Imperial Fleet, the guard is not headed by a captain. The Void King's wife, Duchess Ae'Rhinia Nakhar is the ruler, but in name only. So long as her demands are met, she pays the guard no mind. The soldiers are put into difficult positions due to operating without the command they are accustomed to and their abilities are thereby honed, especially considering the trials of the dark city.
The Administrative Nexus
The all-seeing bureaucracy of the harakien eldar, the nexus is responsible for maintaining the day to day operations of the empire. The administrative nexus is responsible for overseeing the servant races, shipping and transportation between planets, administration of the empire's factories and other facilities, as well as the governance of many of its worlds. The Nexus is technically overseen by Ku'Motsk, but rarely does he take an interest in its activities.
The Mercantile Association
A guild of traders representing many of the finest minds in the empire, the association is no mere salesman's club. The Mercantile association connects investors and merchants to researchers, scientists, and engineers together in a powerful network. Initially a private organization hoping to sell eldar innovations throughout the galaxy. The association was absorbed by the empire not long after its inception, gaining access to its networks and enforcing the empire's isolationist policies. Despite this, the association maintains a number of its own stellar vessels and has expanded its gaze far beyond the empire's reach. Rumors abound that high ranking members of the association still trade with non-harakien worlds.
Planets
Ku Harai
Ku Harai | |
---|---|
Segmentum |
Pacificus |
Sector |
Harakien |
Sub Sector |
Harai |
System |
Viran |
Population |
180,000,000 |
The heart of the empire, Ku Harai is a lush and verdant world which remains largely unspoiled. Though sparsely populated elsewhere, the planet has one massive city called Rhys on its largest continent. Rhys is the administrative center of the empire, and is home to the colossal domain of the Void King himself, who governs the planet directly. The planet is fully autonomous, providing its own necessities and only importing luxury goods. Ku Harai was the first world seized by Ku'Motsk and served as the location of the empire's formation following the bloody campaign against its original human inhabitants. Each year there is a massive festival called the Motskhar celebrating the formation of the empire, with representatives from each harakien planet and realm arriving for the week-long festivities. The city of Rhys is completely filled with all manner of delights to be experienced. Ritual combat amongst the Klaivex priesthood takes place from dawn to dusk the first day, the festival being the only place to see this spectacle beyond Khainash itself. Wych cults are brought in from Commoragh, hosting the finest in gladiatorial exhibition, and bringing out exotic and deadly creatures for the pleasure of the crowd. Even the reclusive harlequins have arrived at the time of the Mostkhar on occasion, dancing the histories of the old empire for the new.
The Motskhar is no mere hedonistic celebration, it is also the favored venue for unveiling technological innovations or discoveries by the mercantile association, and an important event for diplomatic relations among the disparate factions of Commoragh. The final event marking the close of the festivities, the Anuk'yan, is also the most anticipated. The Anuk'yan always takes the form of a massive tournament, testing combatants on exquisitely crafted, and extremely dangerous, custom designed battlefields. The winner is always offered a position in the sovereign division of the fleet if they were not already a member, current members are typically favored for promotion, in addition to the spoils of victory. The grand prize differs year to year, but it is always of incredible quality and value, usually it is a unique and powerful weapon or finely crafted armor, though rare beasts and even vehicles are not unheard of as spoils.
Vrkova
An exodite eldar world, Vrkova is a fully autonomous unit within the empire at large. Ruled by the priest-king Wyndir, the vrkovan exodites are a peaceful people with a sober manner that contrasts sharply to that of the wild harakien eldar. Vrkova is a wild and uncivilized place; its scattered settlements are organized along tribal lines, and its people live harsh and simple lives. The planet was absorbed peacefully into the empire immediately after its formation. In exchange for the protection provided by the imperial fleet, Vrkova provides a small number of elite dragon knights to the imperial fleet each year.
Gelden III
A manufacturing planet overseen by 1st Captain Kieries. The planet is covered with numerous immense factories manned by a subjugated human population overseen by a small number of eldar administrators. Gelden III was conquered early in the empire's ascendency. The planet's inhabitants were advanced and proved a difficult foe to face in straight combat. After the first battle, Ku'Motsk pulled his men back and the geldens thought themselves victorious. As they celebrated in the streets, the Void King unleashed the first strike of a bombardment that would go on continuously for one full month. When the assault craft landed in the streets of the planet's largest cities, the few of those that still resisted were swiftly eradicated. The surviving human population be permitted to live as servants in the new regime, a precedent that would be used in similar situations.
Gelden V
A frozen, uninhabitable planet which is notable only for its abundance of formerly untapped raw materials and its proximity to the manufacturing base on Gelden III. The sole inhabitants of Gelden V are penal mining slaves and their brutish overseers, often eldar too cruel to fit with the empire at large. This planet is also overseen by 1st captain Kieries, his brutal tactics often being necessary to keep the peace.
Kournos
A sparsely populated agricultural world, Kournos was the only human planet to join the empire willingly. Its inhabitants had nearly all been destroyed by a decade-long famine caused by the failure of ancient and forgotten technology. When the harakien fleet arrived, they were greeted as gods sent to deliver the dying people from their fate. Its discoverer, 3rd Captain Ralis Sinderion, was known for his shrewdness and way with words. He told the kournoans that he would lift the curse on the planet's soil, and that it would be as a garden of the gods. They need only serve the gods and they would be permitted to share in this bounty. The Kournoan population eagerly accepted, and the planet was made into the land of enormous, fertile fields that it is today. Sinderion administers this planet still, and is venerated by the people.
Thress
A heavily-forested planet, Thress was originally home to the thressians, a race of stubborn, hairy, three-eyed giants. Standing at nearly 3 meters, and weighing well over 200 kilograms, the average thressian male is a brutish, horned savage that delights in bloodshed. The female of the species is even more dreaded, at nearly double the size and weight of the males, though rarely seen. The thressians resisted eldar rule for years before finally being nearly eradicated by 2nd Captain Silys Vath. The only remaining thressians on the planet are relegated to one massive gated reservation in the southern hemisphere. During the protracted campaign, Vath developed a taste for thressian hunting and a respect for their tenacity. It has become a popular, if rarely indulged, sport among the empire's finest. The remainder of the planet was converted into an agricultural world, manned by imported Kournoan laborers.
Khainash
If Ku Harai could be considered the heart of the empire, Khainash would be its soul. The planet is dedicated to the eldar god of war, Kaela Mensha Khaine. A colonial world set aside for the regrowth of eldar civilization, Khainash is considered by the most spiritual to be a holy land. This reputation comes from the events surrounding its acquisition. The planet was originally thought to be uninhabited by any sapient species by its discoverer, 2nd Captain Silys Vath. When arriving on the planet, the eldar forces awoke the slumbering tomb beneath them and were forced to face a foe long thought dead. As the last of the necron forces awoke, Vath prepared his final stand. Though his men fought well, they were no match for the silent machines, and many were slaughtered. As the warriors prepared for their death, blades raised and heads held high, an immense solar flare erupted. The necrons were destroyed almost to a man by the resulting electromagnetic pulse, it was a miracle. Now, the planet is a center for the Priesthood of Khaine. It's klaivex battle-priests constantly hone themselves in the art of combat in their great shrine, leaving only to found monasteries on other worlds and teach those who would become Incubi their art.
Nakhar
Named in honor of Ku'Motsk's original patron, Duke Nakhar, the planet is a colonial world set aside for the regrowth of eldar civilization. Nakhar is the most populous planet in the empire, and the largest source of its soldiers and administrators following Commoragh. The planet's temperate and peaceful nature makes it the favored home for those eldar seeking to have children, as all imperial citizens are encouraged to do. It was won relatively recently in an extremely asymmetrical campaign against a primitive and scattered human civilization by Ku'Motsk himself.
Gharian III & Gharian IV
Gharian III and its sister planet Gharian IV, are the most recent acquisitions to the empire. Both planets were originally infested with orks who had warred against each other for centuries. The planets' discoverer, 4th Captain Sysik Alovar quickly found himself overwhelmed by the greenskins. The 1st and 3rd fleets reinforced their compatriots and the longest campaign in the empire's history began. The orks were many and powerful, but the eldar were careful to ensure their foes were completely eradicated. The protracted combat went on for a decade before the greenskins were eventually defeated, with the inclusion of the 6th fleet and the personal fleet of the Void King himself turning the tide. Alovar's scouring of the twin planets is still far from complete, and it is estimated it will be many years before either planet can be made useful.