Harakien Eldar Empire: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
Line 51: Line 51:
The Uris Guard is an old and important institution of the empire, a special division maintaining 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 the typical influx of information gathered from around the webway.  
The Uris Guard is an old and important institution of the empire, a special division maintaining 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 the typical influx of information gathered 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. This places 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 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. This places 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.
 
It is not uncommon for high-ranking members of the Uris Guard to challenge their commanding officers in the Anuk Harai after completing their service in the webway. Many feel that the skills they have gained in the unique trials of the webway are enough to tip the balance, and they are often correct. Time in Commoragh hones one's skills in a somewhat predictable manner and an inverse effect occasionally occurs following a major campaign in realspace, wherein junior officers challenge their commanders who are returning from the webway. The tradition serves the Harakiens well regardless, the strongest are ensured power either way.


==== The Administrative Nexus ====
==== The Administrative Nexus ====

Revision as of 14:16, 16 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 extends over a dozen worlds in Segmentum Pacificus. Though holding territories within the webway, the Harakiens maintain a separate and distinct culture. The empire is an eldar supremacist organization, and thus extends a great deal of rights and protections to any and all eldar under it. Lesser species are given no such accommodations.

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 with utilizing lesser races in any capacity they can, the lean times following the fall teaching 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. The Void King's 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 deeply into the consciousness of the empire. Ritualized combat is an important tradition within its ranks, as 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 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 their Eldar brethren who the empire outright refuses to deal with, the covens' callous manipulation of eldar flesh being at odds with Harakien beliefs in Eldar and purity. Former wyches are always greeted with open arms and face little difficulty matriculating into Harakien culture, their talent in close combat making these gladiators valuable in the fleet's brutal ground raids.

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 Harakien worlds and battlefields, their dances greatly valued for their historical significance and beauty, while their martial prowess have saved more than a few Harakiens from certain destruction. The empire has had no contact with any 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 means Oath of Blood in the eldar language, and 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 of Ku'Motsk's people 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 entites 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 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 such issues in the simple manner typical of him: both sides speak their case and Ku'Motsk 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 harks back to their origins as a fleet in the old eldar empire and serves to emphasize their preference for seamless transitions between aerial and ground combat. The fleet is divided into six regular battle groups, 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 their captains. In addition to overseeing their fleets, many of these captains are 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 the early days of the empire's existence. As a whole the fleet prefers to strike fast and hard against already weakened opponents, some sort of tactical advantage being gained before hostilities even commence. The use of combat vehicles is widespread, especially as a means by which to quickly 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, evasively maneuvering and utilizing short webway shifts to avoid foes while leaving devastating darklight implosion mines in their wake.

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, favors incubi teams.
  • 2nd Division, led by Captain Silys Vath.
Specializations: Aerial combat, favors 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)


These eight main fleet Divisions are themselves subdivided into further groupings. The specific nature of these groupings varies from division to division, but they all follow a general scheme. The largest of these groupings is the detachment, which is overseen by a commander. Each detachment comprises several thousand soldiers and are broadly organized to cover various aspects of war, such as ground combat or intelligence, which differ from division to division. The detachments are further split into squadrons, which comprise hundreds of warriors each. These squadrons are headed by a major, and fulfill the various battlefield roles necessary to the broad scope of their detachment. Finally, squadrons are split into a number of units comprising as little as one to as many as fifty individual warriors. Units are frequently reorganized according to need and skill, though most divisions keep their most successful and experienced units together.

Uris Guard

The Uris Guard is an old and important institution of the empire, a special division maintaining 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 the typical influx of information gathered 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. This places 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.

It is not uncommon for high-ranking members of the Uris Guard to challenge their commanding officers in the Anuk Harai after completing their service in the webway. Many feel that the skills they have gained in the unique trials of the webway are enough to tip the balance, and they are often correct. Time in Commoragh hones one's skills in a somewhat predictable manner and an inverse effect occasionally occurs following a major campaign in realspace, wherein junior officers challenge their commanders who are returning from the webway. The tradition serves the Harakiens well regardless, the strongest are ensured power either way.

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 and thus gaining access to its financial 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. The massive complex is a center for worship, but the manner of that worship is no mere prayer and piousness. Those dedicated to Khaine hone their bodies and minds toward warfare at all times, and the great shrine holds numerous rooms and facilities which serve to aid in this. Many areas of the temple are held at higher or lower levels of gravity, incubi spend months learning the styles of motion in combat in these unusual atmospheres. Some sections hold miniature ecosystems, tailored by harakien biologists to be the ultimate test of skill. Some rooms are even more unusual, such as those which house bottomless pits or celestial phenomena, but all serve a deadly challenge.

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. Gharian III is marked for conversion into an industrial world, while rumors persist that the Void King wants its neighbor turned into an Ork preserve for sport hunting.

Notable Members

Ku'Motsk, the Void King

The magnanimous sovereign of the Harakien Eldar Empire, Ku'Motsk holds absolute power within his realm due to the fierce loyalty of his skilled warriors, as well as the skill he demonstrates both on and off the battlefield. He is called Ifeth'yan, a term which translates to "Void King" or "King of Space" but can also mean "Empty King" or "Pretender", originally due to his status as a lowborn monarch who plundered in space. When the empire was officially formed, the sovereign and his followers took up the moniker with pride. He has proved more than worthy of the title, keeping his realm secure for over a century and holding an unimpeachable position of status in the dark city.

1st Captain Kieres, the Heartless

The man called Eakionlir, or heartless, is the most loyal and fervent supporter the Void King has. Kieries joined the imperial fleet as soon as he had come of age, seeing little to sate his natural love of combat in the old empire. Though he had only served for a few years at the time of the fall, Kieries has already begun to distinguish himself as a skilled combatant. When Ku'Motsk's fleet was set adrift, he was among those who helped the admiral maintain order in the ensuing chaos. As the fleet began raiding worlds, Kieries would further distinguish himself and move up the ranks.

The man would earn his name during the assault on the world Dynar II, which housed a gunpowder-level civilization. The humans who inhabited the planet were no match for the eldar in a straight fight, but their largest kingdom was inside a nigh-unassailable fortress. As the war council addressed the best way to deal with the situation, Kieres stepped forward and claimed he could break the siege himself. Though his advisers derided the young warrior, Ku'Motsk saw something in the boy. The commander allowed Kieres one day to do his work. When the deadline arrived, Ku'Motsk's advisers made their comments, but then the massive stone gate of the fortress began to lower. Out walked Kieres, nothing but silence in his wake. As the force ran into the city, they were met with nothing. Guards were dead at their posts, people lay peacefully in their beds with cut throats, and Kieries was holding the still-crowned head of the king in his hand.

Ku'Motsk took to the soldier, and in little time Kieries was the commander's most trusted lieutenant. The eldar called heartless enforced his superior's peace harshly, any who stood against Ku'Motsk would face Kieries. When the fleet rediscovered their lost kin in the webway and was absorbed by House Nakhar, Kieries would become Ku'Motsk's 1st Officer. Kieries detested the webway more than any under Ku'Motsk, he had almost no contact with those outside of his original fleet if he could avoid it. He was openly defiant toward those he saw ill-fit to lead, which included nearly every one of his superior officers besides Ku'Motsk. He held particular contempt for the admiral, Otelhar, who he saw as a coward and sneak. When Ku'Motsk made his play for control of House Nakhar, Kieries was instrumental to his success.

While the admiral had sent his commander off on a prolonged and intentionally pointless mission, Kieries remained behind. He prepared the men for what was to come, carefully weeding out the few who would stand for Otelhar, and organizing their ranks for the upcoming rebellion. He even arraigned the terms of Ku'Motsk's betrothal to the heiress of Uris, a much more difficult act according to Kieries. When the time had come to take power, it was the one called heartless who gave the first order. Kieries was given command of the 1st Division of the fleet as a reward for his loyalty, and has remained at its head ever since.

During the conquest of the planet Waken, which would eventually become known as Ku Harai, Kieries led his Heartless Brigade into fierce hand-to-hand combat against the planet's elite. His men devastated their opponents and broke into the enemy camp. Their officers surrendered and begged to be sparred, but Kieries showed no such mercy and cut them down. He and his men had completed their mission, the enemy command had been broken and their base secured, but something was wrong. The base was far too sparsely manned for a place that important. Kieries called out for a retreat, but it was too late. A firestorm erupted from within the ceramite building that had formerly housed the officers, he and many of his men were caught in the blast.

The captain awoke suddenly, in tremendous pain, with a number of tall figures standing over him. He lashed out against them so furiously that he fell from his bed. As he crashed to the ground, he realized he only had his left leg. His left hand was missing too. He turned to face his supposed captors, the eldar battle medics who saved his life, and commanded they make him whole again. The surgeon from among them stepped forward, he told the frantic captain that he would have to wait and recover. Kieries propelled himself forward with his remaining hand, wrapping his body around the man, and pulled out a knife. He commanded the surgeon to do as he said, to refuse again would mean the loss of his hands.

Hours later, the captain stepped out of the recovery room on a gleaming, chrome leg. He inspected his new hand, it was the finest combat prosthetic available and incorporated an in-built pistol as well as retractable, razor-sharp talons. Kieries smiled as he looked at his new toy, his predatory grin giving the impression of a hungry wolf. With that, he put his armor on and drew his sword. Less than a day after his near-death, the man called heartless rejoined the fray with gusto. He killed nearly twice as many that day as he had the previous one.

The battle was won shortly thereafter, and Kieries stood proudly alongside his lord during the victory proceedings as Ku'Motsk began the first part of the Harai Kenn. The empire had been created, and in time Kieries would become known as the Sovereign's executioner. The man called heartless would be given command of the most difficult planets and harshest war zones in the empire, where his cruel style of leadership was most effective. A century of combat has honed his skill to legendary levels, he moves through war zones with casual fluidity. In battle, he assaults in a dazing array of strikes and slashes with his cybernetic talon and elongated klaive, the Sovereign's Justice.

2nd Captain Silys Vath, the First-born

Of those captains who have stood by Ku'Motsk's side since the beginning of the empire, Silys Vath is unique. Unlike most of the high-command, Vath was born in the webway shortly before the fall. The notoriously charming and handsome Silys Vath was once a jetbiker who made his living as a mercenary in the frequent conflicts of Commoragh. The boy had been enthralled by tales of a mighty captain who had come out of the void and brought House Nakhar fame and power. He tested for entrance to the fleet and was accepted, joining a squad of others with experience in mounted aerial combat under the captain who had so interested him. He quickly found his place in the fleet, finding himself more at ease around the void-traveled eldar than his own kin.

Vath was one of the few chosen to accompany Ku'Motsk into the void on the mission given by admiral Otelhar, he was exited and unaware that it was only a ploy by the admiral for more power. He was a frequent combatant in the underground fighting rings that took place in the storage bay of the ship, and gained a reputation as one of the strongest fighters on the ship. The captain came down to the storage bay during the off-hours one evening while Vath was to fight. The young warrior was terrified at the sight of his commander, fearing the unsanctioned fighting would result in disciplinary. It turned out he was right to be frightened, as Ku'Motsk himself would face Vath in the ring.

The captain was taller and heavier than most eldar, but he moved at least as quickly. Ku'Motsk delivered the first strike, but Vath dodged it and retaliated. His efforts were in vain, the captain was too quick and swept him off his feet. Vath was back up in an instant, and delivered a kick to the captain's chest. Everyone present was surprised, most of all Vath, it was known that no one had so much as touched the captain in over a decade. The soldier's hesitation cost him the match, as Ku'Motsk grabbed his leg and rocketed him into the floor. The captain was impressed, and offered Vath an invitation to stand at his side when they reached their destination.

Vath landed at Vrkova with his captain as planned, but the warriors were met with a surprise. The planet was inhabited by comparably primitive eldar, their leader seemed to recognize his. The two spoke for a while, and Ku'Motsk was brought forth to see the weapon they had been sent to retrieve. Vath and the others in the landing party followed along, but they were stopped at the great stone entrance of a darkened chamber. The captain was led in by the elder, Wyndir, and the men waited. Suddenly, they heard a shout from within. The captain had collapsed, and the men drew forth their arms.

Wyndir pleaded with them that he had done nothing wrong, the captain simple collapsed while examining an ancient artifact. The others in the landing party called for blood, but Vath intervened. So long as Ku'Motsk remained alive, so would Wyndir. Vath, his men, and the elder waited for hours. The party's patience was waning and they began to threaten Wyndir, then Ku'Motsk awoke. The captain waved off their concerns, he was fine and he wanted only to rest so he bid the men leave him for the night. Wyndir was suspicious and stayed behind, unbeknownst to the captain, so did Vath.

As the two leaders spoke at lengths about the nature of their fragmented and devastated race, Silys listened. The captain told Wyndir about the amazing things he had seen while he slept, and of the great and powerful voice that commanded him. Wyndir nodded sagely, knowing what Ku'Motsk could only suspect. The captain had been chosen for a great destiny, and the visions were his future. He told of a great empire, much like the old, and their place in it. Vath listened intently for hours, he was without any doubt that what the captain said was true, he knew none was more fit to lead.

As the landing party made to return to the ship above the following day, Ku'Motsk and Wyndir parted jovially as though old friends. When they had arrived, Vath took his captain aside. He told him what he had heard and pledged himself to Ku'Motsk as emperor, then he bid the captain rally the others to his cause. The captain pondered for a moment, and nodded. That night Ku'Motsk gathered the men and told them of what was to come, of the great empire their noble blood deserved, and was met with a great cry of approval. The fleet moved toward their home, the port of Uris, and prepared to war against the childish admiral, Otelhar.

When the ships under Ku'Motsk returned to Uris, they were greeted by the gleeful admiral. Kieries arrived soon after, his men eradicated Otelhar like the insignificant worm that he was. The captain was not the Duke of Uris, and his plan would commence. The fleet was mustered and they moved toward the planet then named Waken, itching for combat. Vath led his Sky-Reapers in the first ground assault of the campaign, their victory earning him the name First-Born. Following the recitation of the Harai Kenn and Ku'Motsk's ascendency, Vath was the first to take what is now known as the Anuk Harai. He challenged Kieries to a test of skill to prove his status, their duel lasted a week and ended only when their commander stepped in. Ku'Motsk declared the duel had shown him all he needed to see, then granted Vath command of the 2nd Division.

In the years since, Vath has been an active combatant in a number of conflicts. His victory over the monstrous Thressians earned him notoriety, but Vath's command at Khainash changed him, his normally carefree nature was diminished somewhat by the sheer magnitude of the events he witnessed. The 2nd captain still leads his Sky-Reaper Jetbike Squadron into battle, with Vath himself atop a monstrous bike of his own design called the Scythe, though the Sky-Reapers are now followed into battle by dozens of similar groups. The coming of the First-Born is unmistakable, the skies are blackened and the earth shakes with the hum of his terrifying cavalry.

3rd Captain Ralis Sinderion, the Hidden-handed

Ralis Sinderion is quite unlike many harakians, he has no great lust for the visceral thrill of melee. The satisfaction that the 3rd captain finds in war is of a different sort, that of besting an opponent in a high-stakes battle of wits. He has served under Ku'Motsk since their time together in the imperial fleet before the fall, in fact it was the Void King himself who gave Sinderion his nickname long ago. He has been an essential, if often unseen, part of Ku'Motsk's rise to power.

Sinderion was the son of an eldar intelligence officer. His father taught him the ways of grand strategy from a young age, and the importance of seeing the entirety of a given situation. It was not long before the young Ralis began applying these teachings to his interactions with others, finding a talent in understanding their motives and needs from the cues of body and voice. When he was of age, Sinderion followed in his father's footsteps and joined the military. He was assigned to the Imperial Fleet and would serve for many years without note before being assigned to Ku'Motsk's command. The two would serve together for over a decade before the fall, forming a bond of mutual respect that would serve them well in the coming years.

The Hidden-handed was there when the imperial fleet was thrown into the depths of space, and it was he that suggested the means for its survival. The crafty eldar stressed caution, and his intelligence reports were the deciding factor in whether or not a planet was set aside for war or trade. There were few matters that he was not consulted on, his skill for the subtleties of war was unmatched by any in the fleet. When Ku'Motsk decided to move forward and conquer, Sinderion held his tongue. When he watched the broken body of Argen Vel tumble into the frenzied warriors, he was grateful for his decision.

When the fleet arrived at the port of Uris, Sinderion was with Ku'Motsk as he dined with Duke Nakhar. He watched their interaction silently, carefully appraising each of the men. Sinderion thought he could easily become a player within this house, his talents toward intelligence-gathering and spy work would be valuable toward any noble, but this duke did not impress him. His ambitions were much larger than the petty squabbles of the dark city, and all he had witnessed in the past decade showed that Ku'Motsk was the surest avenue for making them a reality.

Over the next two decades, Sinderion worked with his former admiral and now captain in unseen ways. Ku'Motsk was ill-suited to the underhanded business that was life in the dark city, it was only through the Hidden-Handed's careful interventions and counter-plots that the captain avoided death by the many hidden blades at his throat. The captain's chief rival and commander, admiral Otelhar, was the orchestrator of many of these plots, but Sinderion's counter-plays made him look like a sneaking child by comparison. When the admiral arraigned for Ku'Motsk's trip to the void in a vain attempt to seize power, Sinderion stayed behind and assured that his captain's counter-coup would go off without a hitch.

Sinderion would be an essential part of the empire's rise, it was his suggestion to take Waken, and he was the first to reach the planet. He and his men infiltrated deep into the society, sabotaging its manufacturing bases and seeding disinformation into the populace. For two years, the forward agents hid among the populace, planting the seeds of rebellion and suspicion. When Ku'Motsk and his fleet arrived, Waken was reduced from a mighty stronghold to a fragmented and inefficient place. So it would be on many planets following Ku'Motsk's ascension, Sinderion's hidden hands touched all.

The Hidden-Handed's rise to the position of 3rd captain was not won through skill with the blade or blaster, rather he took his title in the manner he was most suited for. He faced Silys Vath in the Anuk Harai, and Vath promised to make it difficult for him. As the sovereign signaled them to start and Vath charged him on his mighty jetbike, pistol at the ready, but Sinderion did not move. Many who bore witness thought he had frozen in terror. As the mounted warrior was about to reach his opponent, he pulled the trigger of his blast pistol. The gun exploded in his hand as the bike's grav-engines gave out simultaneously. Vath was out cold, Sinderion was the victor, and the watching Ku'Motsk and Kieries could not stop laughing.

In the years since, Sinderion and the 3rd fleet have remained the empire's peerless spymasters and saboteurs. When a siege cannot be broken by sheer force, the 3rd is called in. The Hidden-handed is also the Void King's greatest diplomat, his charming manner coupled with his deep understanding of the minds of others has benefited the empire's relations with other eldar. Vrkovan Exodites and Noble Commorites alike have expressed a deep fondness for the captain. He typically does not enter the battlefield once war turns hot, but when he must he arms himself with only long-ranged weapons such as dark lances and dresses in thick ghostplate armor, preferring to stay far from direct combat.

4th Captain Sisyk Alovar, the Vulture

The oldest member of the harakien empire by two centuries, Sisyk Alover is a decrepit, hunched Eldar with a hooked nose and beady black eyes. In the realm of stellar warfare, he is matched only barely by the genius of the Void King himself. He is unambitious when compared to his peers, long ago learning the virtue of being able to outlast one's problems rather than rising over them. Like his old friend Ralis Sinderion, the old Vulture appreciates subtlety and focuses on the broad stokes of combat and the long game.

At the time of the fall, Alovar served as a commander under Ku'Motsk in the imperial fleet. He had been with the admiral for many years, taking an interest in tutoring him in the art of war, and had seen the boy rise to his position above his own with a quiet pride. Ku'Motsk was grateful to his teacher, and was always sure to give the old man preferential treatment and due deference. Respect was far more important than simple status to Alovar, it lasted far longer and was more substantial. He would rather hold a lesser position for a thousand years than rise to the highest and be cut down by others' ambitions.

After the fall Alovar's skill kept the fleet alive when they were in at their most vulnerable, in the void. With so few ships, the loss of one would cripple Ku'Motsk's forces. He took to a reliance on void-trickery and conservative tactics, and in their decade adrift Alovar had not lost a single ship. The stress of his command was wearing on him and, when the admiral spoke of his plans to move forward, the Vulture nearly collapsed. He went ahead without dissent, he outlasted his entire race and he would survive this foolishness as well.

When the fleet arrived in Uris, Alovar was relieved to find that their new patrons had a sizable armada of their own. He swiftly got to work organizing the numerous inefficiencies that the admiral Otelhar had missed, turning the fleet of Uris into a force to be reckoned with. He was satisfied to work in this capacity, freed from the constraints of survival he could experiment with riskier tactics. The unbound Alovar was inspired, and worked tirelessly at his art.

Content to his role and loyal to his former student, the events that led to Ku'Motsk's rise passed quickly and Alovar barely noticed. When the fleet expanded out into the void, he was thrilled to try out his new tactics against a new foe. His initial strike against the fleet of Waken was exciting to the old Vulture. Utilizing rapid motions in three dimensions to confound his foes, Alovar was successful in drawing their fire upward. As the enemy slowly turned up, they were caught from below and gutted by swift eldar cruisers that ripped into realspace from the webway. Their forces decimated by Alovar's advanced strike, the Wakenians had no recourse against the main force and Ku'Motsk did not lose a single ship.

Following the rise of the empire and the Void King's ascension, Alovar took the Anuk Harai against Sinderion. He was reluctant, but both his prospective opponent and Ku'Motsk convinced him that he deserved to be made captain. Alovar was no combatant, so he challenged Sinderion to stellar war games. The mock-battle went on for weeks, each ploy by one side was met by a plot by the other. Eventually Alovar maneuvered Sinderion's ships into a poor position, there was no retreat but into a massive star. Sinderion conceded, and none has matched the Vulture in his chosen challenge since. The 4th fleet, much like the third, holds an important specialist role within the Empire as masters of the void. Whenever a space campaign is launched, the Vulture is put in command, even the sovereign's fleet follows his orders. Alovar himself rarely leaves his ship, and when he is forced to fight, he does so from a razorwing jetfighter.

Knight Commander Daerfin of Vrkova

The first Harakien Dragon Knight, and the commander of their division, Daerfin of Vrkova is a quiet warrior known for letting his actions speak for him. The narrow-eyed, thin-lipped Eldar gives a strong impression of utter joylessness, and his unkempt hair and simple clothing is telling of his harsh Exodite origin. He is never without his mount, the large and powerful cold one he calls Aka'Ris. Though he prefers the company of his own kin, Daerfin is a favored hunting partner of the Void King. Ku'Motsk frequently calls on the commander for his unique perspective, often breaking his hours-long meditation, much to the Vrkovan's chagrin.

Following Ku'Motsk's ascension to sovereign with the first Harai Kenn, and the re-branding of Waken into Ku Harai, the fleet moved toward Vrkova. The Void King met with the priest-king, Wyndir, and they discussed the integration of Vrkova into the new empire. The debate lasted several hours, with the Exodite leader adamant on the condition that Vrkova be granted a certain degree of self-determination and its citizens never eligible for conscription. Ku'Motsk offered his old friend more than limited self-governance, they would administer themselves completely. All in exchange for annual payment in the form of a squadron of elite Dragon Knights, and of course permitting trade with the empire and the occasional diplomatic visit. These knights, he knew, were sacred warriors among the Exodites and Wyndir would not give them lightly, but their power was astounding to behold. After some consideration, Wyndir accepted. Daerfin and his men were the first to join the harakiens.

In the time since his absorption into the harakien fleet, Daerfin has proven himself a skilled warrior and commander. He allows the harakien knights to make the best use of their unique skill sets through his experience in warfare, keeping his men at a level of usefulness as cavalry comparable to Vath's Sky-Reapers. If not for their extremely limited numbers, the Dragon Knights would have spread throughout the fleet quickly. He leads his force at the head, charging forward atop Aka'Ris and launching blasts of darklight from his lance at the opponent.

Kaelon Asmodae, Ur-Hierach of the Khainite Priesthood

Kaelon Asmodae is an imposing figure in the thick, grey plate of his station, his natural height and size are exemplified by its design. Unlike other Incubi his helmet has three horns, with the extra one acting as a symbol of his office. Below the helmet, one can just barely make out his scarred, milk-white eyes and near-permanent snarl. The Ur-Hierach is completely blind, but he is unparalleled in the art of melee combat. His demiklaives are shorter and thicker than most, their unique design and weighting allows for more swifter and more penetrating blows. Students of Asmodae, as well as those privileged to have seen him fight, have noted his uncanny ability to parry and defend through a whirlwind of blades. In his long history as the leader of the Khainite priesthood he has deflected bullets and cut lesser blades in half, never allowing harm to come to himself.

Asmodae was a liutennant under Silys Vath before the formation of the Khainite priesthood. He was a skilled close combatant, and many within the division had high hopes for him. He was among those who were sent for the initial strike on the planet then known as Temperance, a primitive world with little in the way of population. The jungles of the planet were filled with the draconic beasts known to the eldar since time immortal, and the landing party quickly realized that they stood upon a long-abandoned imperial maiden world. Vath was gleeful on hearing the news, without any real defense the planet seemed to be a marvelous gift just ready to be taken. The 2nd division quickly began converting portions of the globe-spanning forests into arable land. After a few months of this, the planet itself seemed to stir.

Slowly, like an army of ants, their blackened carapaces drew forth from the deep. Seeing the faces of their race's most hated and enduring enemy, the men of the 2nd division felt something they had not truly felt since the fall, true fear. There was no doubt, the enemy they faced were none other than the Necrons. Vath did not hesitate, he began screaming at his commanders to switch out the poisoned splinter ammunition for its electromagnetic variant. He descended to the planet and met with the forward team, these automatons were a threat to the entire empire and they needed to be stopped now. He spoke to his men grimly, telling them that the enemy must be stopped here, even if the planet and the 2nd division had to die with them.

Asmodae and the forward guard were attached to Vath's Sky-Scythe division, their intelligence was the most up to date and they were ready to move. Little was said as they prepared, the captain simply pointed forward and the charge began. Kaelon had never been a jetbiker and, as soon as the foe was met, he dropped from the air and entered the fray. He landed near the center of the mass of metal men and began cutting them down. When one was felled, Asmodae turned to another foe, only to confront the one he had just killed moments later. His compatriots fared much worse, and flayed eldar bodies began to collect beneath him. For what it was worth, Kaelon had not met a foe so worthy of his hatred and all of his skill in years. He doubled his futile efforts and, as hope began to leave him, the sky seemed to be cut open by a massive flame. This would be the last thing that Kaelon Asmodae would ever see.

The massive sword of flame in the sky was ignored by their soulless foe, but only for a moment. As it lingered, the enemy seemed to falter and fail. Within a few minutes, the entirety of the enemy forces lay inert on the ground. It seemed as though the massive solar flare they had all witnessed had shut down the Necron technology in a massive electromagnetic pulse. Cautiously, the eldar began to collect their dead and inspect the fallen enemy. Asmodae was pulled from underneath a pile of his foes, and taken for medical treatment. As the shock began to wane, the surviving soldiers began to cheer and shout. Kaelon only said one thing the whole time, that this was a miracle.

He was not alone in his assertion, many who witnessed the spectacular event had taken to calling it a blessing of Khaine. In the nights following his blinding, Asmodae began to experience powerful revelatory dreams. The voice of Khaine was calling him, he would say to his men, calling him to spread his words and truth. Though some decried the lieutenant as a charlatan, many more respected his mission and in time he had a significant following. The 2nd Commander himself could not deny that the events on Temperance were profound, and gave Asmodae a position of governance on the planet. In the century that followed, Asmodae founded the priesthood and trained its Incubi. The name he gave the planet, Khainash or Place of Khaine, became its official title as the fame of the priesthood grew. Soon, the Khainites were a force in their own right, their klaivex evangelists founding shrines across the empire's many worlds. Incubi of the priesthood are a valued, if often feared, commodity within the imperial fleet and at least one squad can be found on any given ship.

The now Ur-Hierach Asmodae is a feared commander, though he never works alone. When he is not on the front-lines of one of the empire's many wars, Kaelon trains himself and his chosen klaivex hierachs constantly. His skill with a blade is only rivaled by that of 1st Captain Kieries, though the pair are close friends and frequent sparring partners. The blind swordsman is a devout and proud servant of his god, his sole joy is combat and those that follow him know that to walk with the Ur-Hierach is to face death. Those who have stood by his side for long are hardened by constant warfare and, though they are few, are among the best combatants in the empire.

Denari Kouorern, Chief Executive of the Mercantile Associarion

Denari Kourern is the most powerful woman in the harakien empire, every exchange of goods is subject her scrutiny. Her clout surpasses that of even the Duchess Nakhar, though Ae'Rhinia would be loathe to admit it. She is also much younger than the other major players within the harakien empire and, unlike many of its leaders, was born within its borders. She is highly ambitious, having gained her power through careful politicking and negotiations before even reaching a century in age. She is a frequent visitor to the court of the Void King, their discussions are held under tight security. These intimate visits are closed to all but the chief executive and the sovereign, but their many loud hours together produce far-flung results.

Kouorern believes that the empire represents true freedom for its people and administers the association with that in mind, frequently coming into conflict with the military on matters of trade freedom. The administration's main goal under her has been to expand trade into unknown regions, her fleets work with civilizations beyond the eye of the empire and often make contact many years before the military. The association's charter gives them free reign on these matters and there have been many times the imperial fleet has discovered a seemingly new planet, only to find that Kouorern's hands have already reached it. In matters of military, it is the executive who acts as the greatest barrier to conquest, seeing indigenous peoples as a resource with more inherent value than their use as slave labor.

History of the Harakien Eldar

The Fall of the Old Empire

Lost in the Void

The Webway

Rise of the Empire

The Invasion

The Reformation

Writing

http://pastebin.com/u/Aefythlir