Uriel Salazar

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Uriel Salazar
Title/Honours

None ever accepted, referred to as the Executioner or the Arbiter by some

Discovered (period)

circa 817.M30

Legion

Thirteenth

Heraldry/Sigil

Distinguishing Traits

Humility, fierce sense of both justice and duty, and unparalleled willpower

Flaws

Many.

Fate

Shape-shifting Daemon Prince of Tzeentch

This page details people, events, and organisations from the /tg/ Heresy, a fan re-working of the Warhammer 40,000 Universe. See the /tg/ Heresy Timeline and Galaxy pages for more information on the Alternate Universe.

Uriel Shawmar Chanakh Salazar Bakaran, almost always known as Uriel Salazar, was the Primarch of the Justicars, the 13th legion of the Legiones Astartes. Uriel lead the 13th to a multitude of great victories, many unsung, and kept a watchful eye over the Imperium and it's citizens during his life. Ultimately though, he would fall to Tzeentch, becoming an insane shape-shifting Daemon Prince.

History

The Great Crusade

Uriels foray into the Great Crusade was extraordinary; with impressive speed and efficiency Uriel quickly overhauled how his entire campaign front was organised and functioned. Impressive victories were racked up with the speed and strategic brilliance only an individual deeply committed to his work could achieve. Uriel never accepted accolades, and rebuffed attempts to hold celebratory events in his or his legions honour, preferring to continue his work without distraction.
Uriel also garnered attention for his insistence on diverting legion resources to rebuilding conquered worlds, funding new colonisation efforts, enforcing imperial law, and improving and upgrading the equipment and training of the Imperial Army and PDF forces under his remit. The morale in Uriels sector, and the support for the Imperium reached levels significantly higher than elsewhere in the Imperium, to the point that many remembrancers and Administratum logisticians declared the statistics as anomalies or errors. It wasn't until the Heresy that the effects were verified.


Though while his conquests were celebrated, Uriel was concerned. Aside from his campaign conquests which proceeded with amazingly consistent success, Uriel had continued the legions mandate of hunting out and eliminating sorcerers across the Imperium. Though now combining their mission with counter-insurgency and counter-crime activities for efficiency, the groups intelligence unit consistently reported increases in sorcerous activity within the Imperium. But Uriel noticed that these upticks in Psyker activity were following a basic pattern of beginning as criminal activity, usually political corruption and smuggling, and then each progressed uniquely, but towards a single goal of insurgencies with no clear or identifiable end goal aside from anarchy and erosion of the social fabric of a world. It is unclear looking back if Uriel understood what he had found, but his own writings and orders imply he may have had at least a rudimentary understanding of what he had found. Though many documents and records of the legions activities were lost around the time of the heresy, there remain some administratum records, spared by sheer bureaucratic incompetence, that detailed a serious, long-term effort to combat this sorcerous threat covertly. I was able to use the systems listed to identify a pattern: crime went up, the 13th arrived, and crime went sharply down again. Using this pattern, I was able to map out the 13ths operations, and the sheer scale of what I found was astonishing; The absolute skill and ability required to do what they had done is sadly long lost to us, and one can only muse at the potential effectiveness of the Inquisition if this were not the case. Why Uriel chose to keep these operation so secret is unknown, but my theory, gleaned from my extensive knowledge on the XIII legion and its thrice-damned primarch and all records the Imperium holds on them, is that at least originally, Uriel may have been trying to protect the Imperium at large from a threat it didn't, and couldn't understand. However, significant doubt to this has been put forward by many of my contemporaries, especially focusing on the extensive destruction of all documentation relating to the subject, but none have been able to provide an alternative theory.


Sometime during 942.M30, Uriel requested a meeting with the Emperor and Malcador the Sigilite about the vast network of seemingly unconnected cults the 13th had been dealing with across the Imperium. With hindsight it is clear these cults were dedicated to the Ruinous Powers, but at the time Uriel was apparently reaching out to the Emperor for guidance because of what he had found. The meeting itself was a private affair that only Malcador the Sigilite and the Custodes Captain-General were also privy to, and no minutes were kept. But what is clear is that after this meeting, Uriel would continue his hunt for the elusive connection behind these cults with increased fervour and diligence. From recovered writings of the primarch himself, and those of his inner circle, Uriel's sense of duty and dogged determination seems to have ultimately driven him to attempt making sense of the insane, and thus into the clutches of the foul god Tzeentch. With the truth of Uriels fall obscured to us forever, one is left only with a wistful sense of irony at the guardian against chaos falling to the very same foe he was to face. But more than this, a feeling of wasted potential of once such a beloved and valiant example of what the Imperium could achieve.

The Heresy

Post-Heresy

It is not known when Uriel ascended to become a Daemon Prince of Tzeentch, but the first confirmed sighting of the primarch as a daemon was at Terra itself, when a nightmarish daemonic beast duelling with [insert primarch here] transformed back into Uriel, causing fighting to stop at the shocking reveal of a beloved primarch believed to have been killed or lost in the early days of the Heresy. Since then it has been confirmed that Uriel is indeed a foul shape-shifting Daemon Prince of Tzeentch. Though most primarchs would become dramatically different after their fall to Chaos, Uriel would retain a few of his defining traits; his sense of duty, humility, and dedication most notably, though they were corrupted to new and darker ends. However, he would also become deeply and thoroughly insane, and obsessed with creating order or anarchy, only to orchestrate a reversal in a constantly evolving cycle of change.

Uriels scarily accurate understanding of people would take a darker twist, with Uriel becoming a patron saint of the insane; in the same way that some people become animal whisperers, Uriel can reach the insane. He understands them, help them up from where they had fallen. He calms them, makes "the monsters" that plague them go away, so they no longer felt so alone, so everything was better. This consequently has caused the Imperium serious trouble, as Uriel raises up those among the insane that show promise, especially psykers who are prone to madness, and sets them loose, forming cults all over the Imperium; apostle like figures, all insane in one way or another, constantly advancing the agendas of Uriel and his new master, Tzeentch. Uriel would find insanity to be a great method of change, as it was rarely predictable, and the methods of sapping an individuals sanity were endless.

Uriel also has occasionally surrendered himself into Imperial custody, shared a wealth of information on the traitors, xenos, and events across the galaxy, then facilitated an escape, leaving the Imperium to act on his information, often foiling the agenda's of other chaos gods. However, on numerous occasions, Uriel has been successfully imprisoned for long periods of time by the Inquisition, and banished on several instances. At one point, a extremely powerful radical Inquisitor trapped Uriel within a daemonhost, but Uriel being more than an average daemon was barely held within the bindings, and soon escaped once more.

Personality

Uriel would most readily defined by an unrelenting sense of justice and duty, a startling and genuine humility, and being possessed of such sheer willpower and single-minded focus that had seen him referred to as a "force of nature" on many occasions. He was also favoured by fortune, events often breaking to Uriels benefit. This would seem to be a good foundation for the weapon against chaos that Uriel was supposed to be. However, in light of the forever-damned events of the Heresy, one must ask: how did the primarch created to be the Imperiums weapon against chaos, fall to those same Ruinous Powers?

To answer this, one must look first to Uriel's youth; Here we see that Uriel was involved with war from a young age, as most primarchs were, but Uriel's humility and low social standing afforded by his birth kept him from seeking power or overall command as most of his other brothers had done. The war was the most obvious start of Uriel's lack of trust in authority, but it also is likely the beginning of his high regard for teamwork; in spite of inept leadership, it was teamwork that allowed Uriels men to survive and thrive. Only Gaspard Lumey held a similar humility and appreciation of where he had started as Uriel did, one a superhuman journalist, the other a paranoid detective, both with a strong belief in the common man, justice, and a distrust toward authority.

The influence Uriels adoptive family had upon his development is also of great import; Uriel has been described as possessing a startling understanding of people. Much of this can be attributed to Uriels adoptive father, Enoch, a former war veteran turned professional trainer of canids and other exotic animals. Uriel has been recorded on multiple occasions of recounting wisdom his father imparted upon him, often relating the training of canids and other dangerous fauna to the controlling of men. Combining this with a grounded appreciation of the realities of life for the average civilian, derived from his own life in the slums alongside them, Uriel had a perfect combination of understanding and tough but fair discipline that would make him an inspiring and effective leader.These traits would be a significant reason for Uriel's popularity among civilians and enlisted soldiers, who saw in Uriel a strong leader, who genuinely understood them, and looked out for their interests and well-being before his own, and sometimes even before the Imperium proper. His methods were often unorthodox, and ruffled many feathers among Imperial nobility, but none could deny the sheer level of support for the Imperium Uriel aroused in conquered worlds.
Uriel was not an intellectual like some of his brothers, but he had an incredibly keen mind, that was especially perceptive, and intuitive; always alert and aware of events around him. He was often described in private as being rather quiet, thoughtful, and startlingly insightful, with an alarming analytical ability. Somewhat interestingly, remembrancer Kala Eiek, who shadowed the primarch personally for many years, stated that he was overly serious, punctuated by frequent bouts of dry and dark humour. She goes on to record he was remarkably candid about topics that the Inquisition has since classified or outright redacted, but had a tendency to become a completely different person once trouble began, switching from this serious but entertaining and honest individual, to a grim and stoically professional pragmatism. His remembrancer portrait depicts him smiling, but in reality Uriel is recorded as smiling rarely, more often prone to a scowl or a stoic face of grim determination.

Uriel was however afflicted with many faults; he had a paranoia and distrust of authority that quite often made him hard to work with, along with a frustrating habit of playing devils-advocate that could easily veer into simply being contrarian. His dryly sarcastic sense of humour and directness was often viewed as mocking or rude, even when not intended as such. He was also deeply bitter, cynical, and would even rarely fall into morose moods that would spill into self-loathing and regret over the events of his youth. Uriels single-minded determination and infallible sense of duty could also on occasion see him pursue a goal obsessively, well beyond reason, this ultimately being the reason he would fall to chaos.

Wargear

Uriel's armour


Uriel has an armoury that strikes some as unnecessarily extensive, and others as beyond paranoid; Most commonly however, Uriel is seen carrying several slug pistols, including a bolt revolver. Sometimes he wields a shotgun of a calibre one can only guess at. He is never without the pair of adamantium power daggers forged by his brother-primarch Brennus as a gift; they are nearly always concealed on his person with an alarming multitude of other assorted weapons. His right arm is a high quality cybernetic, replacing the hand he lost in his youth. His armour is of the highest quality, as befitting a primarch, but plain and simple in design, only sporting a plain black cloak for decoration. He is often accompanied by one of his canids or a pack thereof, and if the battlefield suits it, one of his cybernetically enhanced raptors flies above him transmitting a literal birds-eye-view of the surrounding area directly to Uriels helmet feed.






A fan's Attempt at Rules

PTS WS BS S T W I A Ld Sv
Uriel Salazar: 410 6 6 6 6 6 6 6 10 2+/4++



Unit type: Independent Character, Infantry.

Wargear: Adamantine Blades, Adder's Plate, Uriel's Arsenal.

Special Rules: Adamantium Will, Bulky, Eternal Warrior, Fear, Fearless, Independent Character, It Will Not Die, Master of the Legion, Precise Insertion, Preparation.

Adamantine Blades: Uriel's paired daggers. Adamantium blades, often coated in poison. SU-1, AP1, Paired (+1A), Poisoned 4+, Rending.

Adder's Plate: Primarch armor, forged by the mightiest blah blah you know the story.

Uriel's Arsenal: Choose as many of the following as you're willing to pay for.

Assault Bandoleer: (30pts) Not a literal bandoleer, but a collection of hardpoints and pouches attached to Uriel's armor. Has the following benefits: Counts as assault and defensive grenades, and twin-links all shooting attacks.

Breacher: (60pts) A shortened, lighter version of the thunder hammer, designed for close quarters fighting. SU+2, AP2, Sunder.

Disruption Hub: (20pts) A backpack with a bunch of advanced techy shit. All units deepstriking within 12" double their scatter and subtract 1 from their mishap rolls.

Demolition Charges: (25pts) A bunch of bombs. S8, AP2, 12", Heavy 1, Ordnance, 7" blast,

Target Locator: (75 pts) Basically what it says on the tin. S:D, AP1, Heavy 1, 7" Blast, Infinite Range, Ordnance, One Use.

The Twins: (65pts) Uriel's favored weapons for a melee, an axe and a revolver. Because Uriel is from Texas, I guess. Uses the following profiles: S:U AP2, Master Crafted, Paired (+1A) or S5, AP4, 16", Assault 3.

Xetan Diplomicy: (40pts) A big goddamn shotgun. S6, AP3, Assault 2, 2" blast, 24", Shred, Rending.

Zael's Laurels: (80pts) The being known as Zael is purely fictional; the name of this Archeotech halo is purely coincidental. Offers a 3++ invuln save, and for one game turn of your choosing reduces the strength of all incoming attacks by 2.

Precise Insertion: Uriel may either Infiltrate or Deep Strike without scatter.

Preparation: Always know your enemy. Words to live by. Uriel has Preferred Enemy: Everything, and confers it to all units with Legiones Astartes: Justicars within 6".

The Primarchs of the /tg/ Heresy
Loyalist: Alexandri of Rosskar - Arelex Orannis - Brennus - Gaspard Lumey - Golgothos
Onyx the Indestructible - Roman Albrecht - Shakya Vardhana - Tiran Osoros
Traitor: Aubrey The Grey - Cromwald Walgrun - Hektor Cincinnatus - Inferox - Johannes Vrach
Rogerius Merrill - The Voidwatcher - Tollund Ötztal - Uriel Salazar