MedHammer 40,000 Ultramar

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Royum of Ultramar
Capital

Espandor

Official Languages

High Ultramari, High Gothic, Espandori, Konor Technical Dialect
Various Pidgens and Local languages somewhat recognized

Power

Regional Power

Size

Small-Medium sized segmentum
500 core worlds
Thousands of planets in the galactic southwest.

Head of State

The Regency Council, The Dauphin of Ultramar

Head of Government

Counsilier d'Ultramari

Governmental Structure

Migrant Armada (During The Great Treachery)
Feudal State, power shared between Theocracy and Aristocracy (Ultramari Crusade-41st Millennium)

State Religion/Ideology

The Aurelian Cult

Demographic

Humans, Tarrasque (Winged sub-species of kroot), Mud Caste T'au

Military Force

Ultramari Trilileurs (tithed to Imperium), Grand Army of Macharia, Various Local Armies, Ecclesiarchic Forces of the Aurelian Cult


Founded in Exile, and refounded during the Ultramari Crusade of M33, the Realm of Ultramar has far exceeded the "500 Realms" of Gulliman's founding and at its height covers much of the South West of the Ultima Segmentum. The region is internally fractious and is covered with squabbling noble princes, Mark II clad spiritual warriors, Religiously blessed pilgrims, and Imperial "Advisory Corps."

Differences from Vanilla

In Vanilla Warhammer 40,000, The 500 worlds of Ultramar are depicted as the most well goverened region of the imperium. Free from the brutal authoritarian control of The High Lords, and protected by the overly glorious and plot armor protected ultramarines. In midhammer, Ultramar is territorially much larger, and is a much less idyllic place. Conditions in the Imperium varry by the primarch governing them, but here ultramar is an autonomous basket case. Midhammer Ultramar is a cross between the Bretonnians of Warhammer fantasy and The Vanilla Imperium. Much of the work Roboute Gulliman put into administration and governance was lost during the Desolation of Lorgar and subsequent Reign of Darkness. Following Ultramar's Reconquest, the beauty and majesty of this realm was forever desecrated by the cultists and demonic forces of The Ruinous powers. Ultramar is an impoverished schizophrenic state where every single leader, noble, bishop, has its own army only loosely bound by the rules of religion and chivalry. The actual government is headed by a corrupt aristocracy while the actual affairs of the state are managed by the Aurelian Cult (MidHammer's Ecclesiarchy), spymasters (Vigil Ordinatii), and Noble militaries. The Divine Aurelian and The Queen Mother regularly interact within the Realm with pilgrims seeking the favor of the queen mother's favor, in the hopes of becoming Living Saints or Charismateurs (Grail Knights/Demonic Champions). The upside to all of these squabbling governments and petty armies is that The Realm is stable in its instability. While often incapable of mounting an offense, the number of small armies and warrior culture has proven to be a formidable opponent to the T'au Imperium, who have learned the hard way that conquering an Ultramari world is only the beginning of the battle, and often the prelude to a reconquest. When the Ultramari forces are able to mount an offense (usually at the behest of a Great Religious figure, or the Primarchs) the results have been spectacular, as a civilization that has no concept of peace, only varrying stages of war, gets the chance to display the courage and honor worthy of its great father.

Government

Counseiller d'Ultramari

The Governing body of The realm of Ultramar, though to say that they don't so much govern as much as they do "strongly advise." The Council is composed of the major political forces of the Realm, and primarily govern the "Grand Army of Ultramar", collect tributes of the Vassals, as well as control the Vigil Opertii.

Members Include:

The Steward
Leader of the Ultramari Realm. Position is inherited.
Aurelian Cult Nuncios
11 of the 13 Spiritual Lieges (ie all but Holy Terra and SUEU) have representatives on the council.
The Macragge Estates
Descendants of the Maccragge Migrant Fleet, the founders of the New Ultramar, the head noble houses or "Captains" all have positions on the Council.
Oeuil D'Ultramar and Adobers
The public head of the Vigil Opertii, he along with each publicly known branch of the Realm has a "Adober" seat on the council. The Vigil operti has a disproportionate sway in the council and often encourage them to focus on the particular interests in the vigil at the time.

Estates

The Estates are the many noble houses of Macragge. The Estates represent the basic political unit of Ultramari Politics.

Grand Estates

The Planetary Nobles, Titanicus orders, and other Great houses. These are the most illustrious families of Ultramar who run entire continents as though they were personal property.

Maccrage Estates

Though not landed, the Maccragge estates are considered to be houses of the most noble birth in Ultramar. Their most blessed ancestors were from the Macragge of the Primarch himself. From the refugee fleet that was sent out during the Desolation of Lorgar, these individuals were the first to fight against the neverborne, bore witness to the Ascension of The Queen Mother, and rebuilt The Ultramari realm during their many great crusades. The Nobility of The Macragge Estates take on the name of their ancestor's vessel. Each of the Vessels' descendents (who can prove no less than 1/8 descent from the house are considered part of the "Manifest" (a sort of noble clan). The Manifests each have their own method of appointing Captains who then manage The House affairs.

Though being part of the Macragge estates does not garuntee an individual wealth and privilege, it certainly helps, and it offers numerous advantages including the sponsorship and protection of the Captaincy of the manifest. Members of a manifest are considered to be part of a separate government in Ultramar, and often the nobility and planetary governors have little control over members.

The Estate folk speak an archaic, and carefully maintained culture, often working to ensure that Maccragge's way of Life before the desolation is maintained.

Petit Estates

Maquis

Vassals d'Ultramari

Tarrasque Peoples

WuNi Enclaves

The Dauphin

There have, on occasion, been certain individuals blessed by the Aurelian to lead Ultramar in their time of need. These men and women are "The Dauphin" blessed with the Lord and Mother's own gifts for administration and holy power. When these leaders come Ultramar roars to life and suddenly the anarchic destitute realm rises above its squalor and begins its walk to greatness. When such leaders come to power their authority within Ultramar is all but absolute. There has not been such a being in Ultramar for thousands of years however.

Imperial Presence

Though the Realm of Ultramar is an "independent ally" of the Imperium by terms of treaty, it is in many ways more closely linked to the Imperium than its rival subject state, the also nominally independent Adeptus Mechanicus. While the Mechanicus is a begrudging servant of the imperium tied by economic and military dependence, the Royum Ultramar is for the most part militarily independent. The Ultramar Realm more closely bound on a cultural, institutional, and religious level than the Mechanicus. The imperium's presence is felt through its joint institutions with Ultramar, particularly the Codex Astartes chapters, who have a outsized presence in the region. Most major systems of Ultramar have some sort of Imperial presence.

Imperial "Consulates"

Magna Terra and most of major planets of the Imperium of Man keep Embassies and consulates in Royum Ultramar. These Embassies and Consulates are massive complexes, and are cultural and commercial hubs in their own right. Many of the Major Governors, System Administrators, Rogue Traders, and other organizations will charge the Imperium handsomely for privileged space in these embassies and consulates. Thus Space in these embassies serves as an additional source of revenue for the High Lords. These sums, while unfathomably large to most Ultramari, are little more than drop in the bucket of Imperial Largesse. It's not a source of revenue for the High Lords obviously, but its still important because these resources can fund regional activities in Ultramar. They are also funds that are set and collected by the local officials, so these fees are personally lucrative for the Embassy officials.

The residents of the Embassy can then use the extravagant and decadent embassy as a tool for the bribing and consorting with major Ultramari Officials. The Embassy of Espandor and the Saramanth Consulate are practically large citties where Wealthy Ultramari go to attend extravagant banquets and balls, as well as to shop the exotic wares of The Imperium. Outside the Walls of the Embassy are those impassioned and zealous Sisters and Fratres of the Aurelian Cult decrying the extravagance and avarice of these entering, perhpas unaware that their Spiritual Liege is likely inside.

Other Embassies

The Mechanicus
Mars maintains its own Embassy on Saramanth. Their main points are acquiring ancient archeotech and crusade era tech from Gulliman's reign, as well as

squabbling with the Royum Ultramar and the Imperial Embassy over the growth and prominence of the Heretical Aurelian Mechanicus.

Holy Terra
Maintains a Legate on Laphis, there to remain involved in ecclesiastical affairs, as well as serve as The Aurelian Cult's backdoor channel into the High Lords.
Grand Macharia
Keeps an Embassy on Sotha, affairs mostly involve the Hostvanstauffen Mercentile Empire, but also recently have been supplying Troops and supplies as the T'au war intensifies.

Regency Representatives

A portion of the Embassy is devoted to the Regency Cathedral, this magnificent complex is dedicated as a Seat for the Emperor of Mankind. Given that the Emperor is otherwise occupied, this portion is used by the Regency Council. The involvement the Primarch Council has with Ultramar fluctuates with the Interests of the Primarchs themselves. Occassionally when they see fit to grace their presence to the region they will involve themselves with the region. Prior to the rise of the T'au, the region of Ultramar was considered little more than a provincial backwater, and the Primarch's primary interest was in ensuring the Tithes from Ultramar are acquired for their campaigns.

Primarch Council interest in the Region

Magnus the Red
Has never actually stepped foot in Ultramar, but has selected representatives both to work will Bellasarius Cawl and to investigate the efforts to remove the taint of chaos from the region. Artifacts from the Dark Reign are of particular interest to Magnus, and will fetch a high price for opportunistic scavengers.
Fulgrim
Despite Fulgrim's noted contempt of Gulliman during his lifetime, Fulgrim has taken a suprising interest in Gulliman's former kingdom. Does he feel guilty about Gulliman's fate? Does he enjoy watching a chaotic, proud, and impassioned culture grow out the cracks and ruins of Gulliman's clean stoic utopia? Does he find Gulliman a more enjoyable person as a dead god, then a living brother? Does Ultramar represent a safe test subject for his experiments in terraforming? Or does Ultramar represent the "Gateway to The East," the departure point before he and his brother explore the uncharted stars of the Galactic East?
Whatever the Reason Fulgrim and Ferrus Manus are regular visitors to Ultramar, and have aided in the terraforming and repair of several destroyed planets. Most notably was his terraforming of Calth, providing the death world with a functional atmosphere.
Konrad Curze
The arrival of the Emperor's Condemnation is seldom welcomed, but on occasion the Lord of Night has come to Ultramar to track down some great bringer of injustice. The people of Ultramar are only too eager to help him, as the sooner he finds what he is looking for, the sooner he leaves.
Unbenowest to many, he often comes to Ultramar in secret to speak with the Vigilites, or with Oracles to consult his fallen brother regarding the Raven.
Lupercal
As legiarch, Lupercal has his representatives there to represent his interests in procuring tithed troops and ensuring the quality of the tithes. Horus actually has his own "Consulate" on Quintem. Quintem forms a training ground and organizing ground where the Imperial Trilleurs are staged, organized and inspected before Joining the Imperium's campaigns.
Like much of the Empire, Lupercal's interest in the region has expanded as the T'au and Tyrranic wars became more intense.
Sanguinius
Sanguinius has at times made tours of Ultramar, to the fawning adoration of its many denizens. However his interest in the region is minuscule.
Jaghatai Khan
An unoffical ambassador of the Imperium, Jaghatai Khan frequents Ultramar the most of any primarchs. He often aids the Realm in pirates, chaotic incursions, and ork incursions. Additionally as Official Keeper of the Codex, he is often meeting with the Sons of Gulliman to resolve issues or disputes arising among the chapters.

Ultramari Trillileurs

Despite being Ultramari in origin, and usually hailing from Ultramari Armies, the Trillileurs represents the Imperium's greatest presence in the Realm of Ultramar. Officially headquartered on the Desert World of Tarentus, the Ultramari Tillileurs are on occasion used by the Imperium to represent their authority in the region. Recruitment into the Trilileurs is handled by the Maquis who answers to a representative of The Legiarch, Horus Lupercal. The Maquis, despite being an Ultramari Official acts with the approval of the Imperium, and as such is authorized to act in the interest of providing quality troops to the Imperium's front lines.

Macragge Memorial Fleet

High Lords Representatives

The High Lords of Terra maintain a permanent presence within the Espandor Embassy, the High Lords have several interests to maintain in Ultramar, which include but are not limited to.

Cultural Soft Power
The High Lords want it to be clear to The Nobles, Priests, and People of Ultramar that Terra, and indeed, all of the segmentum solar is culturally superior to Ultramar. Ambassadors to the High Lords host lavish events, ceremonies, jousts, dances, and balls to ensure that the High Lord Ambassador is always on good standing with the leaders of Ultramar, and that their leadership pays homage to the superiority of Terra.
Segmentum Solar
The regions between Segmentum Solar and Ultramar are a nebulous and ever-shifting border land. Secure trade lanes free from ork infestations and piracy is crucial for the lifeline of troops and tithes comming from ultramar. Additionally many regions of the Solar Segmentum survive on the trade routes coming from ultramar.
Codex Chapters

By treaty of The Council of Terra, the Codex Astartes Chapters are Jointly managed by both The High Lords of Terra and The Leadership of Ultramar. Consequently control of deployment, creation, and regulation of these Codex Chapters is an important point of business.

Religious Affairs
Whether the High Lords of Terra like it or not, the Ultramar-rooted Aurelian Cult has a strong following in the Segmentum Solar, and as such religious disputes ultimately come back to Ultramar.

Codex Astartes

At the Embassy, there is an ambassador to The Lord Gulliman who oversees The Codex Chapters who are present in Ultramar.

Segmentarch Representatives

Though technically they are governed by the High Lords of Terra, the Segmentarchs have significant autonomy, and those that border the Realm of Ultramar, often have their own Business to attend to.

Vulkan of The Ultima Segmentum

Despite many of the other institutions having a presence on Ultramar, Vulkan and his Ultima Segmentum is often a more relevant and real face of the Imperium. The High Lords of Terra are some distant fasion icons that all the upper-crust like to dine in the name of, the Emperor is important, but is distant and almost mythical. And most of the Primarchs are legendary figures of history and idols to be praised in official ceremony. It is Vulkan who is considered to be a true leader of the Imperium, and his interests represent imperial interests. As Segmentarch of the Ultima Segmentum, Vulkan and Ultramar share a large border, and several mutual enemies.

Dorn of Segmentum Tempestus

Despite Sharing a border with The Tempestus Segmentum, very little is known about it. Stories of traders come back with haunting tales of large terrifying structures, tyrannids, necrons, and war without valor. The Dorn keeps no permanent embassy space. When he needs something from the Realm (supplies, resources, talent, troops) he will work with one of his Chapters. Particularly the Soul Drinkers Chapter whose Fortress Monastery is in Ultramar.

Other Imperial Presences

By the 41st Mellenium it was becomming clear to the Imperium that T'au War and Tyrranids were far greater threats than chaos was. As such, Ultramar, being on the forefront of both, has been recieving troops and support from the farthest reaches of the imperium. The Tallarn and Macharian Fleets as well as the Kroot nations have begun to appear with more frequency within ultramar.


Militaries

Ultramar is a heavily decentralized realm, and there are as many militaries as their are planets, nobles, and churches. Though most are negligable, the diversity of Ultramar has led to the rise of some truly exceptional, if not small, forces. These forces are regularlly called by Ultramar to defend against external threats as well as contributions to the Imperial tithes through the Trillieurs.

Grand Army of Ultramar

The Espandor Tercios

Grottoliers of Calth

The Talassar Grenadiers

McCragge Noble Fleet

Cavaliers of St Konor

The Cavaliers of the Order of St Konor, despite what the title implies, are not from Konor. The Cavaliers are found throughout the imperium and hail from great noble families. To be a knight of The Order of St Konor, is to have a great Titan commissioned and blessed by the Aurelian Mechanicus of Konor and Gantz. These Hulking titans of war travel through Ultramar for personal gain, patriotism or on occasion blessed by the Queen Mother.

Charismateur Cavaliers

There are Cavaliers who have been called upon by The Queen Mother of Ultramar, those who are successful in achieving her quest have become Charismateurs just as most successful pilgrims do. Unlike most charismateurs, who upon death leave only a holy suit of armor, or a flaming blessed sword, the entire Titanicus Mech is Blessed by the Light of The Queen Mother. This is both a blessing and a curse, as following the death of its rider, the Titan refuses to act for any pilot it deems unworthy of the Queen Mother's favor. The Machine spirit itself is replaced by an Angelic spirit of the Aurelian, and its holiness attracts machine spirits to attach itself to this noble being. Those who have been found worthy of activating the Titan, are granted the mightiest bane against Lord Gulliman's Foes.

Konor Soutienaires

Masali Zinglins

Hailing from the many agriworlds of Masali, the Zinglins are hardy warriors, if under-equipped. Despite the rigid orthodoxy of the Masali Holy Seat, the farmers of these Agriworlds tend to bring their own folk beliefs and practices with them, merging local superstitious with the Tarrasque cults of the Walking eagle. The result is that many of the Zinglins have bizarre rituals practiced before and after battle including ritual dances, ancestral worship, and (in the case of the T'au, Tyrannids, and other Humans) ritual consumption of their enemies. What they lack in proper equipment, they make up for in fear and ruthlessness. The T'au refer to the Masali system as M'Iur'tae'mont (Land where the Soul Dies), and many T'au Fire Warriors have embraced execution for mutiny than to travel there.

Recruitment

Given that the Ultramari Trilileurs are Headquartered in their system on Tarentus, the Local Nobility take care of most of the region's other defense needs, and Most Masali recruits join The Trilileurs, The Vigilites or The Religious Acolyts of The Hands of Gulliman. The peasantry and those without the skills or means to join these more illustrious organizations have turned to their fanaticism for their god, The Aurelian and have banded together to form the first defense of the planet. These groups or Zinglins, were originoally little more than peasant militias, after millenia of exposure to the Tarrasque Mercenaries, and growing intensity of the T'au incursions, the Masali have become fiercer, more fanatical, and more brutal.

Appearance

Just as they emulate the Ferocious Fighting style of the Tarrasque, The Masali Zinglins have borrowed heavily from Kroot and Tarrasque costume. It is not uncommon for the Masali to wear T'au and Human bones around their body, usually taken from fallen foes. Some of the "MehDyqs" or apothecaries will even wear Shrunken heads of their fallen foes.

In emulation of the Kroot, the Zinglins will often wear a large bird skull on their forehead. This is often an actual skull from a massive bird that dwells in masali, but it is also on occasion a Kroot Skull. These are considered to be a great honor, the wearer is said to be possessed with the Spirit of the Fallen Tarrasque.

The Masali Zinglins are often rarely clothed, and armored, unless said armor is stolen from T'au warriors. The MehDyqs do have some unique methods to convert the bones and skin of tau, into a farm of armor, but it does little except against blades and weak energy weapons. Some Masali will wear T'au armor as a sort of battle trophy, and decorate it with skulls and holy symbols (The number 13 or 400, the Aquilla, the Ultramar "U," the color Blue).

Otherwise, the Massali Ziglins are effectively naked. Their bodies are adorned with feathers, leather, and Blue Paint, which they wear into battle.

Equipment

Most equipment for the Masali Zinglins are little more than re-purposed farming equipment. Weapons like scythes, mechanical saws, blackpowder rifles, and mining lasers are common, as well as tyrannid body parts that can be repurposed into blades. However, as certain clans mature, and acquire more equipment, the equipment notably improves. Certain "elite" warbands can be found with various T'au firearms, Trilileur Equipment, and Tarrasque Rifles. Zinglins who accompany Tarrasque warbands, are known to acquire specialty equipment from the grey and black markets.

Sepulchre Pelerins

Maccragge, Konor, Espandor, and Calth are regularly flooded with pilgrims of the Faithful. These pilgrims from all across the Imperium are often those left behind by the Imperium and Ultramar's war machine. Veterans, orphans, and dregs are driven by despiration to religious zeal and come to serve The Queen Mother. Many die in the trip never making it to the Holy sites, for those that make it they often are unsure of how to serve the queen mother. Thus in the interim, it is not uncommon for Pilgrims to pledge themselves to The Spiritual Liege of Maccragge. The result is the Pelerins, these soldiers come from a variety of backgrounds and military experience, from brigands, to gang leaders, to Militarum veterans, to aspiring neophytes. The Pelerins are roughly ordered into a military organization and sent on collective quests on behalf of the Spiritual Liege of Maccragge.

Chevaliers of Saranoth

Nouva Tholium Fossoyeur

The Zuaves of Prandium

Aurelian Astartes

Ecclesia Gendarmerie

Tarascon Militaries

The Aurelian Ecclesiarchy

The Spiritual Lieges

The Avilla Ancillae

Church Administration

Ancillae Minor

Collegio Minor

Fratres

Acolytes

The Living Saints

Charismateurs

Daughters of Tarasha

Black Eutenites

Adeptus Neglectes

The Vigil Opertii

"The Vigil Operti has changed much since its ancient founding."

The Intelligence service of the Royum de Ultramar, this ancient organization predates the Creation of the realm, founded by Rouboute Gulliman during his early governance. It was the Vigil Opertii who first alerted Roboute Gulliman of the Betrayal of Calth and disinformation campaign led by Lorgar Pseudaurellian. During the Ultramari reconquest, agents of the Vilgilantes aided the MacCragge government in exile, providing vital information and destabilizing enemy strongholds through sabotage and assasinations. Their time living in the shadows of Luther's demonic reign of Ultramar has hardened and fanaticized the order. It prowls Utramar for threats from Chaos as well as new threats like the T'au and Tyrranids. The Vilgites have both a public and private face, they are well known and respected among all Ultramari forces, but their actual activities are for the most part unknown. Officially, the Vigilites answer to the Counseiller and Collegium, though who answers to who is suspiciously unclear.

Vigil Gorjio

One of the most recent creations of the Vigilites, the Xenos order origionally was created for the pseudo-benevolent reason of redirecting Xenos forces to the betterment of Ultramar. However, following the T'au revolt their mission parameters has changed towards containment and extermination of xenos races. It is rumored that they have agents throughout the Segmentum Tempestus, observing Dorn's methods in annihilating the Tyrannids.

Vigil Tamlapan

Essentially the Ordo Malleus from Vanilla, they originated from the "Dark Years" of Chaos controlled Ultramar.

Vigil Gralis

The most secretive institution in Ultramar, these forces exist to protect Ultramar from allies. Their particular targets are The Adeptus Mechanicus, and The Inquisition.

Vigil Ettimengri

The origional and oldest sect of the Vigilites, origionally used by Roboute Gulliman to crust rioters on Calth, the Ettimengri focus on internal stability of ultramar. Given that Ultramar lacks a true central authority, they are mostly focused on threats to the Aurelian Cult. Unlike the other two sects, who are known to have a rivalry with each other. Vigil Ettimengri cooperates with both Malleus and Etranger to root out threats to Ultramar. For instance, they work alongside the Tamlapan for rooting out signs of Corruption and Chaos worship, while they aid Gorjio with Genestealer Cults and signs of T'au Infiltration.