#Galactic Codex
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Defunct ME1 Website Codex Entries
In the interest of preserving rare documents related to Mass Effect, I'm transcribing here the Codex entries which were on the ME1 website when the game first came out. They are reproduced here as they form much of the basis by which we understand Mass Effect ; in some cases, they are phrased differently from the Codex in the actual game, with additional information, or contradictions (e.g. the given length of the Krogan Rebellions). Link here : https://web.archive.org/web/20130326112139/http://masseffect.bioware.com/me1/galacticcodex/index.html
Each Codex entry comes in two parts : the "lede" on the starting Codex page, and the entry itself. In an archiving interest, associated polls are included, though they do not represent anything more than the intended market's opinions prior to the game's release. Everything is quoted verbatim, though I have done some formatting modifications for ease of reading.
Note : since this was very much part of the promotion for ME1, the intended audience is clearly human, but it's difficult at times to see if it's an in-universe "we" or an IRL "we". The polls, however, are clearly out-of-universe.
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SPECIES
The Advent of Humanity on the Galactic Stage
In the decades since our first encounter with the greater galactic community, humanity has risen quickly to prominence, establishing colonies throughout the stars. However, our population growth and military strength have led to resentful speculation that an invitation to join the ranks of the Council itself is imminent. [Read More]
The Advent of Humanity on the Galactic Stage
In the year 2148, humanity discovered Prothean ruins on Mars. The remnants of Prothean technology scattered amongst these ruins allowed them to develop mass effect fields and faster-than-light travel. This led them to discover and reactivate the mass relay at the edges of Earth's solar system, giving them access to the mass relay network spanning the rest of the galaxy and bringing them into contact with the greater galactic community.
2148 AD : Humanity discovers a small cache of highly advanced alien technology hidden deep beneath the surface of Mars. Building on the remnants of this long extinct race - known as the Protheans - humanity quickly masters the science of mass effect fields, leading to the development of faster than light travel.
2149 AD : Spreading out through their own solar system, humanity discovers that Charon, Pluto's moon, is actually a massive piece of dormant Prothean technology - a mass relay - encased in ice.
Once activated, humanity discovers that the mass relay allows instantaneous travel across thousands of light years to a synchronized mass relay in another part of the galaxy.
There they discover several more dormant relays. Over the next decade humanity expands rapidly, establishing colonies and activating dormant relays to open up more and more unexplored regions of space.
2155 AD : To defend its rapidly expanding empire, humanity assembles a massive fleet and constructs an enormous military space station at the nexus of several key mass relays…even though they have yet to encounter another intelligent space-faring species.
2157 AD : Humanity makes first contact with another space-faring culture: the turians. Unfortunately, the encounter is far from peaceful. Over the next several months a brief but tense conflict known on Earth as the First Contact war ensues.
This conflict draws the attention of the Citadel Council - a multi-species government body that maintains peace and stability throughout the known galaxy. The Council intervenes before hostilities escalate further, revealing the existence of the greater galactic community to humanity and brokering a peace between them and the turians.
2165 AD : Humanity continues to expand, founding more colonies and establishing trade alliances with many of the other species who recognize the authority of the Citadel Council. In 2165 the Council makes official recognition of humanity's growing power and influence in the galactic community. Humanity is granted an embassy on the Citadel, the political and economic heart of the galaxy.
2183 AD : Commander Shepard - a promising young officer in the Human Alliance military - is assigned to the crew of the Normandy, the most advanced prototype vessel ever designed.
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Turians: Friend or Foe?
We fought these raptor-like aliens in the First Contact War, but have since settled into an uneasy co-existence with them. Despite their code of honour, discipline, and work ethic, the question remains whether these Council members are friends or foes. [Read codex entry]
Citadel Council Race: Turians
The turians were the last of the Citadel races to join the Council. Their features are avian, making them resemble humanoid birds or raptors. They have a reputation for skill and bravery in combat, but they are not known to be bloodthirsty. A rigid code of honor and strict discipline are the hallmarks of any turian officer. This includes humane treatment of prisoners and conquered enemies. A turian patrol unit will never willingly leave behind one of their own, no matter what the cost of saving them.
Turian society is highly regimented and very organized, and the species is known for its strict discipline and work ethic. Turians are willing to do what needs to be done, and they always follow through. They are not easily spurred to violence, but when conflict is inevitable, they only understand a concept of "total war." They do not believe in skirmishes or small scale battles; they use massive fleets and numbers to defeat an adversary so completely that they remove any threat of having to fight the same opponent more than once. They do not exterminate their enemy, but so completely devastate their military that the enemy has no choice but to become a colony of the turians.
Other species see them as "men of action," and they are generally regarded as the most progressive of the Citadel races. Since their culture is based on the structure of a military hierarchy, changes and advances accepted by the leadership are quickly adopted by the rest of society with minimal resistance.
WEB POLL : Turians are an honourable and disciplined race. Why do you think humanity warred with them immediately after first contact in the year 2157?
There was a misunderstanding that blew out of proportion - 64%
They feared our potential and saw us as competitors - 23%
They probably always attack first to probe for weaknesses - 11%
They wanted the planet Earth and our colonies for themselves - 3%
Other - read my comments - 2%
Total votes : 30656
[The website proceeds to try to set up a dilemma as to whether the turians can be trusted by connecting first to Nihlus's Codex entry - the "Friend" - then Saren's - the "Foe".]
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Spotlight on the Krogan Race
Explore the reptilian race known as the Krogan. Part one reveals how their harsh and unforgiving homeworld has affected their evolution. Part two delves into their tragic history and waning foothold in the galaxy. The final part spotlights Urdnot Wrex, one of the last krogan Battle Masters. [Read more]
Krogan Series Part 1 - Krogan Biology
The krogan are a species of large reptilian bipeds native to the planet Tuchanka, a world known for its harsh environments, scarce resources, and overabundance of vicious predators. The krogan managed to not only survive on their unforgiving homeworld, but actually thrived in the extreme conditions. Unfortunately, as krogan society became more technologically advanced so did their weaponry.
Four thousand years ago, at the dawn of the krogan nuclear age, battles to claim the small pockets of territory capable of sustaining life escalated into full scale global war. Weapons of mass destruction were unleashed, transforming Tuchanka into a radioactive wasteland.
Due to the brutality of their surroundings, natural selection has played a significant role in the evolution of the species. Krogan reproduce and mature at an astonishing rate. Their large shoulder humps store fluids and nutrients, enabling them to survive extended periods without food or water. Their thick hides are virtually impervious to cuts, scrapes or contusions, and they are highly resistant to toxins, radiation, and extreme heat and cold.
Biotic individuals are rare, though those who do possess the talent typically have strong abilities. Their most amazing physiological features are the multiple instances of major organs; these secondary systems are capable of serving as back-ups in the event of damage to the primary biological structures. This redundancy makes them difficult to kill or incapacitate in normal combat scenarios.
WEB POLL : What do you think is the most interesting part of krogan biology?
Redundant organs - 50%
Rapid reproduction and growth rate - 21%
Thick hides impervious to many dangers - 16%
Large shoulder humps that store fluids and nutrients - 14%
Other - read my comments - 2%
Total votes : 11673
Krogan Series Part 2 - Rise and Fall of the Krogan
Roughly 2000 years ago the krogan were a primitive tribal species trapped on a world suffering through a nuclear winter of their own making. They were liberated by the salarians, who "culturally uplifted" the krogan by giving them advanced technology and relocating them to a planet not cursed with lethal levels of radiation, toxins, or deadly predators.
But the salarian intervention was not without an ulterior motive. At the time, the Citadel was engaged in a prolonged galactic war with the rachni, a race of intelligent space-faring insects. The salarians hoped the krogan would join the Citadel forces as soldiers to stand against an otherwise unstoppable foe. The plan worked to perfection: within two generations the rapidly breeding krogan had the numbers to not only drive the advancing rachni back, but pursue them to their home worlds and eradicate the entire species.
Saviors of the Galaxy
For a brief period the krogan were hailed as the saviors of the galaxy. However, without the harsh conditions of Tuchanka to keep their numbers in check, their population exploded. Overcrowded and running out of resources on their new home planet, the krogan spread out to forcibly claim other worlds...worlds already inhabited by races loyal to the Citadel.
The so-called Krogan Rebellions continued for nearly three centuries. The krogan sustained massive casualties, but their incredible birth-rate kept their population steadily increasing. Victory seemed inevitable. In desperation, the Council turned to the recently discovered Turian Empire for aid. The turians unleashed the genophage on the krogan home worlds: a terrifying bio-weapon engineered by the salarians. The genophage caused near total infant mortality in the krogan species, with only 1 birth in every 1000 producing live offspring.
The Genophage
No longer able to replenish their numbers, the krogan were forced to accept the turian terms of surrender. For their role in quelling the Krogan Rebellions the turians were rewarded with a seat on the Citadel Council. The krogan, on the other hand, still suffer from the incurable effects of the genophage. Over the last millennium krogan numbers have steadily declined, leaving them a scattered and dying people. Faced with the certainty of their extinction as a species, most krogan have become individualistic and completely self-interested. They typically serve as mercenaries for hire to the highest bidder, though many still resent and despise the Citadel races who condemned them to their tragic fate.
WEB POLL : Was use of the genophage on the krogan justified?
Yes, it was necessary to stop the krogan from taking over the galaxy - 53%
No, it was cruel and should not have been used - 42%
Other - read my comments - 6%
Total votes : 8160
[Wrex's entry has been moved to "Characters"]
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The Quarians - Galactic Nomads
Some believe quarians are a cybernetic blend that can survive for a time in the cold vacuum of space. Others believe they are so used to living on their makeshift ships they never remove their survival suits. Most condemn them for unleashing a dangerous, synthetic life form on the galaxy. [Read more]
The Quarians - Galactic Nomads
A nomadic race of humanoid aliens, the quarians are generally shorter and of slighter build than humans. They dress in a scavenged assortment of materials, hiding their faces behind visors, goggles, or breathing masks. Some believe the quarians are cybernetic, a blend of machine and biology that can survive for a time in the cold vacuum of space. Others believe the quarians are simply so used to living on their substandard, makeshift ships that they never remove their survival suits.
Three hundred years ago the quarians created the geth, a species of rudimentary AIs, to serve as an efficient source of manual labor. But the geth rebelled against their quarian masters and drove them into exile. Now the quarians wander the galaxy in a flotilla of salvaged ships, secondhand vessels, and recycled technology. Other species tend to look down on the quarians, seeing them as scavengers and condemning them for unleashing a dangerous synthetic life form on the rest of the galaxy.
WEB POLL : Should the quarians be held accountable for unleashing the geth?
No, it's all in the past and what's done is done - 63%
Hmmm, I'm not sure yet - 21%
Yes, punishment should be fast and swift - 16%
Other - read my comments - 2%
Total votes : 21535
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Geth: Universally Violent Creatures
Residing in the Terminus Systems, the geth are a humanoid race of networked AIs who overthrew their masters 300 years ago in a brutal war. They have evolved since then into numerous sub-forms, and everyone in the galaxy approaches them with extreme caution. [Read more]
Hostile Entity: the Geth
The geth are a bi-pedal, humanoid race of networked AIs that resides in the Terminus Systems. The geth were created nearly 300 years ago by the quarians as laborers and tools of war. When the geth began to question their masters, the quarians attempted to exterminate them. The geth won the resulting war. The example of the geth has led to legal, systematic repression of artificial intelligences in galactic society.
The geth can learn and grow intellectually, but they progress far more slowly than an organic being. Still, the story of the geth's creation and evolution serves as a warning to the rest of the galaxy of the potential dangers of Artificial Intelligence.
The closer geth physically are to each other, the more intelligent each one becomes. Effectively, they "share" brain power. An individual geth has only a basic intelligence on par with animal instincts, but in groups they can reason, analyze situations, and use tactics as well as any of the organic races.
Over time the geth have evolved into numerous sub-forms - from the diminutive but highly agile hoppers, to the gigantic, lumbering geth armatures. It should be stressed, however, that in all forms the geth are to be approached with extreme caution as they are universally violent creatures.
WEB POLL : The geth are out of control and feared throughout the galaxy. What will you do the first time you encounter a geth?
Frag it - 57%
Talk to it - 22%
Outmaneuver or trick it - 15%
Avoid it - 7%
Other - read my comments - 1%
Total votes : 25359
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The Batarians, From Bring Down the Sky
Debuting in the Bring Down the Sky downloable content pack, the batarians are a disreputable species infesting the Terminus Systems and menacing human colonies. [Read more]
The Batarians - A New Race in Bring Down the Sky
A race of four-eyed bipeds, the batarians are a disreputable species that chose to isolate itself from the rest of the galaxy. The Terminus Systems are infested with batarian pirate gangs and slaving rings, fueling the stereotype of the batarian thug. It should be noted that these criminals do not represent average citizens, who are forbidden to leave batarian space by their omnipresent and paranoid government.
In 2171, humans began to colonize the Skyllian Verge, a region the batarians were already actively settling. The batarians asked the Citadel Council to intervene and declare the Verge an area of "batarian interest." When the Council refused, the batarians severed diplomatic and economic relations, becoming an inward-looking rogue state. Money and weapons funneled from the batarian government to criminal organizations led to many brutal raids on human colonies in the Verge, culminating in the Skyllian Blitz of 2176.
The rest of the galaxy views the batarians as an ignorable problem. The government is still hostile to the Systems Alliance, but beneath the notice of the powerful Council races. It is not known what the average batarian thinks about their enforced isolation, as the Department of Information Control ensures that only government-approved news enters or leaves batarian space.
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CHARACTERS
Gunnery Chief Ashley Williams
Williams is a reliable and dedicated officer, but her aggressive instincts and blunt speech might lead to complications should she be required to interact with civilians. [Read more]
Systems Alliance Profile: Gunnery Chief Ashley Williams
Personnel File
Name: Ashley Madeline Williams Rank: Gunnery Chief Military Vocational Code: B4 Current Posting: 2nd Frontier Division, Eden Prime
Date of Birth: April 14, 2158 Place of Birth: Vercingetorix Outpost, Planet Sirona, 61 Ursae Majoris System Blood Type: B-positive
Genetic Enhancements:
In-utero vision correction (maternal predisposition for nearsightedness)
Class-B Alliance Infantry Upgrade Package
Dossier
Following family tradition, Chief Williams enlisted in the Alliance Marines directly out of high school and was assigned to the Recruit Training Depot in Macapá, Brazil.
During training, she certified proficient with the standard-issue M7 Lancer assault rifle and light and standard weight combat hardsuits. She completed certification in zero-gee combat aboard the Rakesh Sharma Orbital Platform in Earth geosynchronous orbit. For Hostile Environment Assault Training, she was assigned to Fort Charles Upham on Saturn's moon, Titan. She was awarded a commendation for her bold assault technique in a field exercise simulating an attack on turian point defense emplacements.
Drill Instructor Gunnery Chief Ellison noted her steadfast endurance and aggressive instincts, and promoted her to the role of squad leader. After observing her effective tutelage of the less skilled members of her training unit, he promoted her to platoon guide. She maintains a friendly correspondence with DI Ellison.
Chief Williams has served in a number of ground force garrisons on Alliance colony worlds and industrial outposts. She has repeatedly requested transfer to a shipboard posting, but each request has been denied without comment by her superiors.
Every year since enlistment, she has used her mandatory week of leave to visit her family on Amaterasu. In 2181, she made an exceptional request for a week-long leave of absence from her posting at the Czarnobóg Fleet Depot, citing family issues.
Personal Observations
Chief Williams' platoon has logged unanimous positive feedback on her leadership in the recent fitness review cycle. Private Nirali Bahtia praised her focus on team-building exercises and "tough but fair" discipline.
Williams is a reliable and dedicated noncommissioned officer, but her service in rear-area garrisons has prevented her from gaining actual combat experience. Her aggressive instincts and tendency to speak bluntly are suitable for a field unit, but might lead to complications if her duties require her to interact with civilians. Additionally, her political opinions may be problematic, given the focus on improving relations with the Citadel.
WEB POLL : Ashley is part of your party as you carry out Spectre missions. Do you think her inexperience, bluntness, and aggressive tendencies will pose a problem?
No, I'll think she'll be a great addition to my team. - 39%
I'm holding off judgement and will give her a chance. - 32%
No. As Commander I'll keep my troops in line. - 25%
Yes, I'm quite worried about it. - 5%
Other - here's what I think - 1%
Total votes : 18746
Systems Alliance Profile: Gunnery Chief Ashley Williams - Profile Updated
From: Ashley Williams ([email protected]) Sent: June 17, 2183 22:03 UT To: Sarah Williams ([email protected]) Subject: Re: Hey sis
James left today. He's been reassigned to one of the new Rapid Response Bases out in the Kepler Verge. Lucky bastard. It's like the ancient west out there – pirates and slavers coming out of the Terminus Systems all the time. He gets to play the cavalry, riding out in frigates any time someone's house gets burned down.
I made some speech about how he was a valuable asset to the squad and he better make us look good out there, blah blah. I suck at speeches. I was cribbing from something I read back in history class. I don't think anyone noticed.
I'm going to miss him. Don't tell anyone.
So you think James is cute, eh? Yeah, well, when you said I should "go for him" – not gonna happen, kiddo. See, we have rules about "fraternization." You don't do The Deed with your fellow troops, especially if they're under you in rank. There's all sorts of problems that can happen when two people in the same unit get together.
Let's say your unit is in a tight spot. Some bug-eyed aliens are going to overrun the galaxy. They eat babies, smell bad, and don't have elbows. Nasty. You're told to guard the rear. To let everyone else escape, someone is ordered "hold this spot until we're gone." Someone has to be left behind. You think it's going to be someone you're sleeping with?
I've served with these guys for eight months now. Yeah, some of them make me feel tingly (and yeah, James was kinda scruffy-cute). I hope I never have to decide who lives and who dies. But if I have to, my decision can't be muddled up by magic-sparkly-hearts-and-stars feelings.
Anyways, I'm gonna knock off here. I've got dog watch in a few hours. Want to get a shower and a meal before then. Talk at you tomorrow.
- Ash
This message originated from an Alliance military network. It has been censored at transmission source for security purposes. Any reply may be read by military authorities.
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Agent Profile: Nihlus Kryik
Nihlus Kryik is one of the Citadel Council's most decorated Spectre agents. Cool under pressure, he has an uncanny ability to find an enemy's weakness and exploit it. [Continue]
Spectre Agent Nihlus Kryik
Nihlus Kryik is one of the Citadel Council's most decorated Spectre agents. Born in a small mercenary outpost outside Hierarchy space, he learned the hard way to fight for what he wanted. His father died when he was 16, and his mother forced him to join the turian military. His outsider status made life difficult; though he was always at the top of his class, his superiors and peers never truly accepted him.
As a soldier, Nihlus' skills were unquestionable. His attitude, however, often got him in trouble. On several occasions, he disobeyed direct orders to do what he thought was best. Although his instincts were usually proven right, his notoriety grew. Even when he single-handedly routed an enemy patrol, and saved his squad from ambush, his commanding officers berated him for his recklessness. His military career seemed to stall before it even began.
After being reassigned to a new squad for the third time, Nihlus was introduced to Saren Arterius, a fellow turian and a Spectre. Saren was impressed with the young soldier. He befriended Nihlus and offered to mentor him. Within a year of meeting Saren, Nihlus was asked to join the Spectres.
Free from the restrictions of military procedure, Nihlus excelled in his new role. He quickly stepped from his mentor's shadow and established himself as one of the Council's top agents. Since then, Nihlus has completed countless missions as a Spectre, each one more difficult and dangerous than the last.
Cool under pressure, Nihlus has an uncanny ability to find an enemy's weakness and exploit it. Though his methods aren't as brutal as Saren's, he will not hesitate to efficiently and thoroughly eradicate anything or anyone that stands in his way.
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Agent Profile: Saren Arterius
Saren Arterius is the longest serving turian member of the Spectres. Recently, he has become an outspoken opponent of human expansion in the galaxy, and many fear he may soon decide to take matters into his own hands.
Agent Profile - Saren Arterius
Saren Arterius is the longest serving turian member of the Spectres - the elite military operatives answering directly to the Citadel Council. For 24 years he has been an agent of the Council's will, a zealous defender of galactic stability in the unsettled border region of the Skyllian Verge.
Official records of Spectres are sealed, but it is known that Saren followed turian tradition and entered the military at the age of 15. In 2155 he was promoted to active service after only a year of training, though it is unclear whether his unit was involved in any of the battles against human forces during the First Contact War of 2157.
In 2159 he became the youngest turian ever accepted into the Spectres. Intelligent, cunning and capable, Saren quickly developed a reputation for ruthless efficiency. Although there were a number of unsettling rumors about the brutality of his methods, there was no denying his results.
In recent years Saren has become an outspoken opponent of human expansion. Like many other non-humans, he believes the Alliance has become overly aggressive in its efforts to establish the people of Earth as a dominant species in Citadel space. As a Spectre it is generally believed he will continue to follow the will of the Council in this matter, but there are some - particularly among the Alliance - who fear Saren may soon decide to take matters into his own hands.
WEB POLL : Do you think Saren is correct - are humans expanding too rapidly in the galaxy?
No - 51%
Yes - 33%
I'm not sure - 16%
Other - read my comments - 1%
Total votes : 14555
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Wrex, Krogan Battle Master
Urdnot Wrex is one of the last krogan Battle Masters: rare individuals who combine powerful biotic abilities with the devastating firepower of advanced weaponry... [Continue]
Krogan Series Part 3: Wrex, Krogan Battle Master
Urdnot Wrex is one of the last krogan Battle Masters: rare individuals who combine powerful biotic abilities with the devastating firepower of advanced weaponry. Born into clan Urdnot, he quickly gained fame for his prowess in battle. He became a leader of one of the smaller Urdnot tribes while still a youth - the youngest krogan to be granted the honor in 1000 years…until he was betrayed by his own people.
The betrayal opened Wrex's eyes to the truth about the krogan: most would rather die in battle than try to rebuild their society through peaceful means. Realizing the warrior culture that once valued courage, strength, and honor had been reduced to glorifying pointless violence, Wrex turned his back on the rest of the krogan.
Over the past three centuries he has served no master but himself, working as a bodyguard, mercenary, soldier of fortune, and bounty hunter; there is little in the galaxy that can still surprise him. He doesn't speak often, but when he does his words are direct and often shockingly blunt - and people tend to listen.
Despite his brutish appearance, Wrex rarely loses his temper. The mere threat of his anger is usually enough to get what he wants. When his fury is unleashed, however, it is a truly terrifying sight.
WEB POLL : Would you have Urdnot Wrex in your party?
Yes, I can use all the firepower I can get - 88%
No, he seems too mercenary-minded - 10%
Other - read my comments - 3%
Total votes : 16674
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TECHNOLOGY
M35 Mako
The Mako is a light infantry fighting vehicle you'll get to use when exploring planetary environments. Equipped with laser-guided ordnance, micro- thrusters, and laser detection arrays, it's an essential tool to have in your arsenal. [Read more]
Technology : M35 Mako
For 20 years, the standard "battle taxi" of the Systems Alliance Marines was the M29 "Grizzly" Infantry Fighting Vehicle (IFV). While excellent in long-term planetary campaigns, the Grizzly's bulk and weight made it unsuitable for rapid deployment across the Alliance's expanding sphere of influence. To fill this increasingly important role, the M35 "Mako" IFV was designed to fit in the small cargo bays of Alliance scouting frigates. The M35's small size and low weight allow it to be easily deployed to virtually any world.
Since Alliance marines may be required to fight in a variety of planetary environments, the Mako is environmentally sealed and powered by a hydrogen-oxygen fuel cell. For deployment on low-gravity planetoids, it is equipped with micro-thrusters and a small element zero core, which can be used to increase mass and provide greater traction.
The "eezo" core can also be used to reduce mass, allowing the Mako to be safely air-dropped. This allows frigates to deploy their shore parties while limiting the ship's exposure to defensive anti-aircraft artillery. When used in conjunction with thrusters, mass reduction allows the Mako to extricate itself from difficult terrain.
The Mako's hull is covered with laser detection arrays, which forewarn the crew of enemy laser-guided ordnance. Ground-penetrating radar allows detection of anti-vehicle mines and other subsurface anomalies. These will be brought to the attention of the crew by the vehicle's micro-frame computer system.
Several combat support vehicles using the Mako's basic chassis are manufactured for Alliance surface garrisons. These include a recon drone controller, a mobile air defense platform, and the M38 military ambulance nicknamed "Moby" because it is painted white during peacekeeping operations. Shipboard Marines exclusively use the tactically flexible and heavily armed base model.
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Normandy
Optimized for solo reconnaissance missions deep within unstable regions, and using state-of-the-art stealth technology, the Normandy is a prototype deep scout frigate. [Read more]
Technology : Normandy
Frigates are swift, flexible warships. Unlike larger vessels, they are able to land on planets. Although lightly armed, Alliance frigates usually carry a squad of marines for security and groundside duty.
The most important role filled by frigates is scouting and reconnaissance. Thanks to mass effect technology, ships and communications can travel faster than the speed of light. Sensors, however, are limited to the speed of light. If an enemy ship is a light year away, a stationary observer will only be able to see it when its light arrives in a year.
An attacker will always gain surprise against a defender; attacking ships moving faster than light will arrive long before their light speed-limited sensor data does. For defense, fleets are surrounded by spheres of scouting frigates. These vessels detect enemy ships passing by them, and transmit warnings to the main body. The Normandy is a prototype "deep scout" frigate, developed by the Systems Alliance with the assistance of the Citadel Council. It is optimized for solo reconnaissance missions deep within unstable regions, using state-of-the-art stealth technology.
For centuries, it was assumed that starship stealth was impossible. The heat generated by routine shipboard operations is easily detectable against the absolute-zero background temperature of space. The Normandy, however, is able to temporarily "store" this heat in lithium heat sinks deep within the hull. Combined with refrigeration of the exterior hull, the ship can travel undetected for hours, or drift passively for days of covert observation. This is not without risk. The stored heat must eventually be radiated, or it will build up to levels capable of cooking the crew alive.
Another component of the stealth system is the Normandy’s revolutionary Tantalus drive, a mass effect core twice the standard size. The Tantalus drive generates mass concentrations that the Normandy "falls into", allowing it to move without the use of heat-emitting thrusters. The heat sink and Tantalus drive systems allow the Normandy to loiter undetected in an enemy system to monitor traffic, or drop infiltration teams on enemy worlds. Should the Normandy’s design prove useful in field tests, it is expected that a follow-up class incorporating "lessons learned" will be produced.
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writingpoorly · 6 months ago
Text
Mando'ade
It has come to my attention that a lot of the posts on here about Mandalorians are missing a lot of context? Now, there is admittedly not as much canon information about them as I would like, but I would love to talk to some like minded people about the culture.
Jaster Mereel for one seems completely underrated as a character on here. People seem to boil him down to *Let me into the Jedi Archives!!!* It was funny, the first few times i saw it, but that's all people really seem to talk about with him. Jaster is a history buff, sure, but this man literally got kicked out of what amounts to the police for exposing corruption (in a very Mando way). He drifts as a bounty hunter, researching his fragmented culture before posting a codex for other mandos on a good way to reconcile the traditions of the past with modern morality and somehow becomes a galactic leader from what amounts to a forum post.
He adopts a kid who's family got killed practically in front of him and gets killed a few years later when his second in command betrays and kills him.
This is epic stuff and noone really talks about it outside of the niche fanfics I've found (usually mando-obi fics). Please I need to know more people think about this stuff.
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dorothylarouge · 4 months ago
Note
What was the galaxy's political landscape like after the Empire lost its dominance - how much sway did it still hold, did a neoliberal New Republic get established etc.?
And did Luke reestablish the Jedi Order, if so what was his version like?
After the Battle of Endor, the Empire fractured, with a number of individual warlords carving out their own petty kingdoms and mini-empires, such as the warlord Zsinj and Treuten Teradoc, who formed the polity known as the Greater Maldroon and attracted Grand General Veers and Grand Admiral Sloane to his service. For a brief time, Mas Amedda ruled what remained of the centralized Imperial government in his capacity as Regent, but he was politically outflanked and removed from power by Ysanne Isard, director of the Imperial Security Bureau. Amedda fled for Byss at the center of the galaxy, where he formed an Imperial Royalist Confederation, which he continues to lead. Isard would continue to lead the rump Empire until its defeat by the Republic at the Battle of Coruscant, at which point what was left of the centralized Empire collapsed and Isard killed herself rather than be captured. Most of the Imperial warlords weeded themselves out, and only a handful of Imperial factions remain. These include the Central Committee of Grand Moffs, who rule Kessel and what was formerly Pyke space, dominating the galactic spice trade, and the Iron Triad, a criminal enterprise led by former Grand Moff Ubrik Adelhard, which became a major player in the galactic underworld after the collapse of the Hutt Cartel.
The largest and most successful Imperial remnant is the Pentastar Alignment, which nominally rules much of the galactic north. It was formed by Ardus Kaine, Grand Moff of Oversector Outer, in the months after Endor, and declared independence from Coruscant about a year after the Emperor's death. Defections from other warlord states caused the Alignment's ranks and territory to swell, and Kaine secured his place as the most powerful remnant leader after his defeat of Zsinj at the Battle of Dathomir. Soon afterward, he began his efforts to consolidate the Alignment as a state and cultivate a cult of personality by circulating the Pentastar Codex, a work of political theory he wrote that outlined the principles and policies of Kainism, a more cosmopolitan form of paternalistic national conservatism which replaced Palpatine's New Order as the Alignment's state ideology. These political efforts, as well as Kaine's marginalization of the Moff Council, rankled hardliners in the military and intelligence service, and in 10 ABY the New Order faction or the integralists, led by Dedra Meero and Gilad Pellaeon, launched attacks on Kainist positions, beginning the Pentastar Civil War, which remains ongoing.
The New Republic, by 10 ABY referred to mostly as simply the Republic, reorganized itself from the Rebel Alliance immediately following the Battle of Endor, and soon after the Senate convened its first session on the temporary capital of Chandrila. Elections were not held until following the Liberation of Coruscant, by which point clear political factions had had time to form in the Senate. From its founding to 8 ABY, the Republic was led by Mon Mothma as Chancellor. However, she was forced from power following a series of politically damaging incidents, including a poorly-conceived amnesty program for former Imperials, and she was succeeded by Leia Organa, who quickly pushed through political reforms to stabilize the Republic, including splitting the position of Chancellor into the offices of Chief of State and Prime Minister, and establishing a formal cabinet.
There are four major political blocs in the Senate, two in government and two in opposition. The largest parties in the Senate mainly began as the result of a split in the Progressive Party, the political arm of the Rebel Alliance. The blocs are:
The Organa Bloc, consisting of the Progressive People's Party, the Liberal Party, and the Federalist Party: center to center-left, with the PPP itself being a social democratic party under Leia's leadership.
The Iblis Bloc, consisting of the People's Union Party, Reform Party, and Libertarian Party: Led by Corellian firebrand Garm Bel Iblis, they are a left-wing to far-left grouping in coalition with the Oragana Bloc.
The Fey'lya Bloc, consisting of the Progressive Conservative Party, the Constitutionalist Party, and the Free Hyperlanes Party: Led by Bothawui Senator Borsk Fey'lya, they are a conservative, center to center-right grouping which serves as the official opposition who are steadily growing in popularity in part due to Fey'lya's populist appeals to alien unity against human hegemony.
The Mothma Bloc, consisting of the Galactic Unity Party, the Core Alliance, and the Anti-Jedi Party: A looser-knit grouping of mainly non-aligned right-wing parties, this group is nominally headed by Leida Mothma, daughter of Mon Mothma, who unlike her mother is a traditionalist conservative. Her party, the GUP, is often considered a successor to the Galactic Integralist Party, which had been the state party under the Empire, and is full of Imperial sympathizers, apologists, and outright former Imperials, and pushes for a normalization of relations with the Imperial successor states. The group also includes the Core Alliance, a group of important Core Worlds joined together to maintain their traditional privileges within the Republic, and Alyx J'onzz's Anti-Jedi Party, a fringe group of conspiracy theorists.
After Endor, Luke Skywalker went on walkabout for several years, exploring various Force traditions, discovering Jedi lore, and connecting with Force-sensitives, including surviving Jedi. He returned a Jedi Master, and formed the Order of the Jedi Knights, or New Jedi Order, in 8 ABY, with his Temple erected on the Jedi homeworld of Tython. The Order now has over a hundred members, and Luke leads the High Council with the title of First Master. Luke has reformed the Jedi in many ways, such as relaxing rules against attachments and distancing it from an official capacity within the Republic. These changes are disquieting to the Old Guard faction within the Jedi, led by Master Oppo Rancisis, who often makes his opposition to Luke's policies known in heated arguments in the Council chamber.
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anghraine · 5 months ago
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I played a bit more of my overhauled Paragade Vanguard run, and I'm still struck by how incredibly good the game looks. I love the way you get your first dim glimpse of the Citadel before you really know what you're looking at:
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The whole sequence is just really cool.
Also, I enjoy the Codex entries a lot? I loved the explanation of "light lag"—that is, the combination of FTL travel with the perception delay of visible distant events you can see, but not in real time. I'm also morbidly fascinated by the very weird position of the volus in galactic politics, because I'd totally forgotten they're considered "a client race" of the turians and have actually been allied with the asari and salarians since long before the turians themselves were in the picture, Council politics-wise. Justice for Din Korlack!!
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ryuuka-balaen · 2 months ago
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star wars legion is so so close to being a great wargame but its sorely lacking in VARIETY
which is super sad considering its set in Star Wars, probably one of the most expansive media properties out there.
like yeah theyve got your four main factions of Grand Army of the Republic, Confederate of Independent Systems, Galactic Empire, and Rebel Alliance. amd theyve got the Shadow Syndicate, yoinked from the animated tv series / the Solo movie
thats great!
what about old republic. sith empire? dig a little deeper than that, theres a huge amount of mandalorian culture to explore. how about some trandoshans engaged in The Great Hunt? i wanna hear about the war on mon calamar between the Quarren and the Mon Calamari. they didnt even include hutts, the gangster guys everyone knows. theres an ewok only detachment, enough geonosians to barely assemble an army, and half a detachment of wookiees. thats cool. now lets hear about the massassi. what about the taung? the guys that founded the popular mandalorian culture? those guys are pretty neat they should have a few models
one of the things that makes/made warhammer so popular is that it has SO MANY factions and codexes to choose from, and each of those options has ~20 different official colour schemes to pick from as inspiration for your army. sure theres a lot of boring ultramarines players but outside that no two collections will be the same and thats a huge part of the appeal!
the people making legion just went "yeah heres your stuff from ths movies. and maybe a few tv show tie-ins too. have fun." WHERES THE CREATIVITY
MAKE SHIT UP !! THATS THE BEST PART OF STAR WARS
anyway. for my second Legion army, since ive got the files for it anyway,
wouldnt it be fun
wouldnt it be cute
if i ran a slightly abridged Blizzard Force skirmish detachment of Sith Empire Troopers, lead by the False Emperor Darth Malgus
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like to slap that bald head. reblog to slap that bald head.
the list i want to run doesnt fit ~exactly~ into Blizzard Force because I want an At-St / sith empire scout walker so im swapping the required support unit for a heavy unit (amd therefore its Just An Empire Army, not a Blizzard Force detachment) so i wont actually get the blizzard force detachment rules but thats fine, I'm just using it as a guideline :>
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if ive got enough filament i should have my Sith Empire list printed and ready for battle within a week :)
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ronqueesha · 13 days ago
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Another 40k lore post on my day off.
It's not 100% canon in every book or codex you might read. But many sources in the lore say that humans have a hard time looking at Aeldari for long periods of time. There is something off about their appearance, something that our brains instinctively recognize as wrong even though their bodies and faces resemble ours in superficial ways.
Rogue Trader brings it up in the very first narration of Yrliet's introduction:
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It's not quite accurate to say that Warhammer 40k is just Warhammer Fantasy but in space. The origins are much more complicated. But the truth is that in the 1980s, Games Workship sold the same models for both franchises, and so clumsily had their elves - but in space. Orcs - but in space. And even dwarves - but in space. 40k's original space dwarves were called Squats, and they were mutated abhumans just like ogryn and ratlings still in canon. (who were originally fantasy ogres and halflings respectively)
The squats largely disappeared from 40k lore for decades as the franchise slowly evolved into its current form and largely moved away from being Warhammer Fantasy - but in space. A retcon that the company acknowledged several times. Sometimes seriously, but often as a joke.
But recently, space dwarves have come back to 40k canon as the Leagues of Votann. They are a completely separate faction from the Imperium now, and something of a rival human civilzation without any of the religious dogma or willful ignorance of the Imperium. In humanity's earliest days of space exploration, possibly even before the dark age of technology, generational ships carried a group of human colonists to mineral-rich worlds near the galactic core. There they created their own civlization amid several high-gravity planets.
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Speaking of abhumans, there are 100% catgirls canon in 40k. They're called felinids and they're another abhuman offshoot who mutated on their distant colony world. We have no idea what they look like, but they keep getting mentioned over and over again. Cassia talks about them once in Rogue Trader.
The only concrete fact about the felinids that we know about is that their homeworld is called Carlos Mcconnell.
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lumi-klovstad-games · 7 months ago
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Warhammer 42K: The Age of Reclamation
So, I have been working on a Warhammer 40K alternate timeline (and have been for a little bit) that incorporates my fanon Lost Primarchs and their Legions. AND IT'S FINALLY DONE. ISH. Well, the sandbox is ready for play, at least.
The return of the Lost Second Primarch, Ailani and her Second Legion, the "Imperial Hospitallers", in the waning days of M41 was accompanied by a shriek of psychic jubilation across Human Psykers throughout the galaxy. "The Time of Ending is challenged!", they cried and laughed, "The game begins anew!"
This was followed in the 42nd Millennium with a further psychic event, in which Psykers and Adeptas Sororitas both were overcome by a vision of unparalleled glory: "They have been reclaimed! The Age of Reclamation is imminent!" it was pronounced.
To the great confusion and interest of nearly all galactic powers, loyalist versions of the Traitor Primarchs and their respective Legions, iterations that represent the "Best Possible Version" of each, utterly lacking in the flaws that led the originals to Chaos during the Horus Heresy, subsequently appeared, engaged in battle against the enemies of Mankind. Over a scant 3 decades, they have been reintegrated into the Empire, though not without suspicion.
The presence of these "Reclaimed" Primarchs and Legions promises to move history in a VERY different direction as new versions of those who once fought to destroy the Imperium now rise to become its greatest champions. However, the threat presented by the Chaos Primarchs is not ended: the original Traitors still persist, unchanged, and most assuredly will not take kindly to the news of their uncorrupted and incorruptible doppelgangers.
Each of the Reclaimed Primarchs maintains a memory of what their original selves did up until the end of the Horus Heresy, but, rather than a lived memory, their knowledge and experiences are more like a bad dream they have just woken up from, and it is only as they open their eyes once more and look out at the state of the Galaxy do they realize the horror and the shame of what their original selves had done. None of the Reclaimed felt the guilt more keenly than Horus and Lorgar, who looked at the state of mankind and the Galaxy and wrestled intensely with the knowledge that it is largely their handiwork from another life.
Horus perhaps felt the need to do better most keenly. Casting aside his old name, he embraced the name "Osiris", and soon came to believe he had risen from the dead to embrace his true destiny of redemption. The Sons of Horus restored their name to the Luna Wolves, and reported for duty, embracing the Crusade to come, ready to burn their path to forgiveness and absolution across the stars, even as they were divided up into Codex Compliant Chapters by their Primarch — all the better to never to be in a position to threaten mankind ever again. But though the Luna Wolves now consist of many packs, they know how to assemble and fight as one, if needed, and the day may come sooner than they think whence such a reunion is needed.
Refusing all offers of a position of leadership out of shame, Osiris has sent himself into a grueling never ending Crusade of redemption, pushing himself to his limits to, in some way, atone for sins that are not even fully his. He does not shoulder this burden alone, and his Marines follow him on his endless quest, hoping to one day right the scales, and wipe the name of the Horus Heresy from memory and relevance, determined to atone for the Heresy, even if the quest might devour him wholly in the end. If it takes their very lives to wash away the stain of the Heresy, then they will give them freely. In the end, their aim is to ensure that the name "Horus" becomes a relic of history, supplanted by "Osiris," a symbol of redemption achieved through sacrifice and undying loyalty to the Imperium.
Lorgar has taken it upon himself to seize control of the Ecclesiarchy, and now seeks to undo the cultural damage his prior work, both as Loyalist and Traitor, had done to the Imperium. Adopting the name "Gregorium", he works tirelessly, to say nothing of working carefully yet diligently, seeking to unravel the Gordian Knot of tyranny, paranoia, and repression the Lectitio Divinatus unleashed. The Word Bearers became known as the Truthbringers, which maintained close ties with its successor chapters. All Space Marine Chapters of Truthbringer stock serve effortlessly alongside the Sisters of Battle, each side galvanized by the other's zeal and commitment to the Imperial Truth, even as High Father Gregorium steadily tries to reform and redefine that Truth to become ever closer to the Emperor's original vision.
Unfortunately, such is the ten thousand year rut that the Imperium has existed within that many prefer the backwards beliefs and the regime that is beyond even the concept of cruelty. They refuse to leave the dark hovel that has been the Imperium of Man for generations upon generations, for to risk anything else is to lose all they, and anyone who has ever lived, have ever known. And so Gregorium must move much slower than his sense of duty impels him. Ironically, this has rendered the Truthbringers’ original methods from the Great Crusade more useful than ever: no mere transhuman butchers, but builders of cities and societies, preachers of good news and pious goodness. That which originally vexed the Emperor of Mankind now serves the original plan, and Gregorium is a patient man. Whether it takes ten years or ten thousand, his soul burns bright with the sense of purpose he had always desired; he will work until the work is done, however long it takes.
Magnus assumed command of the Adeptus Astra Telepathica, and began working to improve the lot of Psykers around the Imperium. He makes his immense knowledge of the Warp and the threats therein a weapon, one that is wielded by many a branch of the Emperor's Imperium of Man to terrific effect. The Reclaimed Thousand Sons take up the name of "Warpwatchers" and they and their new successors devote themselves wholly to eradicating demonic threats, wherever they may be found. Magnus does not change his name because he, famously, did nothing wrong. He does, however, adopt the title "The Just" to distinguish himself from "The Red".
Unfortunately, while Warpwatchers and their Successors who undergo the Rubicon Primaris or are born as Primaris Marines in the first place see moderately to significantly reduced rates of mutation, their gene seed remains flawed to the point of gradual but inevitable non-viability, forcing these Marines to rely upon their Father and a host of Tech Magi trained in the art of Gene Seed crafting by Belisarius Cawl himself, to provide regular donations of freshly cultured gene seed, lest the Legion and its many sons be eventually swallowed up forever by the insidious twisting of their flesh. Magnus the Just has given some consideration to the thought of taking his Father’s place on the Golden Throne as he now believes the plan had been for his original self, but has so far been dissuaded by Guilliman – there is no guarantee even the Emperor might eventually recover from such decay as his body has undergone thus far; he may simply die if removed from the Throne. Or, as the Cawl Inferior has theorized, the worst case may be that the Emperor DOES recover, but what emerges from the Throne Room may not be what went in 10,000 years ago.
Magnus has spent many hours trying to reach his father’s psyche, beseeching him to tell him what to do, and how best to apply his gifts. So far, he has gone without an answer, and perhaps that is best for his very soul. Whether this absence of communication is due to the Emperor's fading state or some deeper purpose remains unknown. Perhaps the lack of an answer is a trial for Magnus, a test of his patience and judgment, meant to force him to chart his own path and prove the worth of his gifts on his terms. For now, Magnus holds his course, his dedication unshaken, trusting that the path of righteousness and redemption will eventually reveal itself in full.
Pertuabo stepped, perhaps a bit too effortlessly, into the shoes of the MIA Rogal Dorn as Master of the Defense of the Imperium. Adopting the name "Aegis", he collaborates with Roboute Guilliman in overhauling the defensive lines of the Imperium of Man. Though Aegis is a much improved man compared to the original Pertuabo, he still takes a well earned and perhaps smug satisfaction of not just restoring Dorn's great defensive works and strategies, but also improving on them. His Iron Warriors took the new name of the "Steelforged" to indicate that they have been "reforged" without the impurities that led to their original counterpart's fall to Chaos, and made better and stronger for it. They begrudgingly accepted being divided up into myriad new chapters, acknowledging the value in smaller unit tactics, but like the Imperial Fists, retain protocols to temporarily reassemble, even so far as to full Legion Strength, should it be deemed tactically or strategically necessary. To the great chagrin of the High Lords of Terra, the Steelforged and their many successor Chapters have been significantly more liberal with these “reunions” than the Imperial Fists have been, though typically only a handful of Chapters temporarily join together, united by shared lineage and common cause. As of this time, the Fourth Legion has NOT seen fit to reassemble.
The Steelforged have once more become the tip of the spear in many Astartes operations; unwilling to sit idly by and wait for the call to react. Like the Black Templars, they and their successors are nearly always on Crusade, with each Crusading Chapter many times the regularly proscribed "full strength" of the Codex Astartes, an engine of war certainly and surely working its way from one end of the galaxy to the other towards the Imperium's greatest threats, with massive secondments to the Deathwatch and Solblade initiatives, including whole Chapters enthusiastically volunteering for the latter. Their deep involvement in these organizations stems from their belief that the Imperium must strike at its foes preemptively rather than simply react to attacks. For Aegis, the defense of the Imperium is not just about reinforcing walls and waiting for enemies to come; it’s about pushing out, taking the fight to the galaxy’s greatest threats, and ensuring that every world held in the Emperor's name is worth defending.
The Reclaimed Angron took more time than his brothers to shed himself of the expectations of pain from the Butcher's Nails that no longer afflicted him. Indeed, the memory of those torture devices now seemed like a distant nightmare that he had finally awoken from. Free to think, free to FEEL as he wanted, he shed his name of rage and violence, and took the name "Archeos", after a famed and just warrior prince from Terra's distant past. Even so, even freed to feel the scope of the complete human experience, Archeos knew he was a warrior at heart. But, no longer a rabid dog of war or a devourer of worlds, he could choose for the first time what kind of warrior he wanted to be — and his heart wept upon learning Sanguinius' ultimate fate. And so Archeos stepped up as best he could to fulfill his fallen brother's legacy, to be for the Imperium what Sanguinius had once been. His steps thus far in the role have been uneven and inexperienced, marked by a warrior’s eagerness to act and a lack of experience with statesmanship and empathy. Yet his sincerity is undeniable, and his effort to bring a new kind of honor to the Astartes is genuine.
The Reclaimed World Eaters reformed as the Spartican Brotherhood, taking their name from an oppressed underclass rebellion from ancient Terra, and symbolizing how they now exist to fight for all those who exist in the gutters of the Imperium, the selfsame gutters from which they were once lifted from to glory. The Sparticans in particular show a streak of selfless nobility and empathy towards even the lowest citizens of the Imperium in their operations that rivals even the Salamanders, though they bring with them still the same boisterous love of savage and intense combat that once defined the War Hounds and the World Eaters.
The last thing Konrad Curze remembered was his death. It was as final an end as any might have hoped for. Yet he awoke, and felt life in his lungs. And the nightmares… the nightmare visions that had plagued him from his childhood, were now tempered by visions of beauty and nobility. Somehow, the whole scope of the future now finally lay open to him. Taking the name "Lucian" to distance himself from the monster that had preceded him, he became the Master of the Adeptus Arbites, finding an outlet for his intense drive for justice, as well as an advisor to Guilliman, counseling his brother with the contents of his myriad visions.
Lucian believed strongly in reforming the Arbites and Imperial Justice, so that it might be more just, but this clashed with his strong need to punish the guilty. In the end, a massive overhaul of Imperial Justice was conceived and executed by Lucian and Guilliman, creating the Departmento Justito, in which those of the Imperium who had grown fat and corrupt feasting on the Imperium's soul like a parasite would finally all face justice, one after the other. Due to the scale of corruption and hypocrisy within the Imperium's bloated structure, it's ever maze-like and cavernous endless bureaucracies, and unwillingness to look too closely into the precise dealings of its noble houses and Rogue Trader dynasties, this might prove to be perhaps an impossible task, doomed to last another ten thousand years, but one which feeds Lucian's never-ending craving for justice. The Reclaimed Night Lords, free of their darkest aspects, took the name "Duskbringers", and became once more a force of frightening intimidation, shock and awe, and psychological warfare, much as a lone vigilante might use theatricality and deception to create an effect on a city's criminal population far greater than what he typically could have accomplished alone. The Duskbringers are more than a Space Marine force; they and their successors have become an Icon, an Idea, and one which has taught all those enemies of the Imperium which hide in shadows to fear the dark.
The Reclaimed Fulgrim and the Reborn Emperor's Children were discovered by the 3rd Company of the Redemptor Roses, a loyal Chapter of the Adeptus Astartes forged from the original Fulgrim's gene seed in the late 40th millennium. After much diplomacy, Fulgrim managed to convince his sons of the reality: that Traitor and Primarch were now two VERY different men. Taking the name "Caelum", he guides his Reclaimed Legion, now known as the Exalted Sons, down the difficult road of reintegrating with the Imperial forces, dividing into myriad chapters, and adopting the Codex Astartes into their existing combat doctrines. The Redemptor Roses, led by their Chapter Master, Gautier Boudreaux, have largely taken the lead in managing this integration, giving the Exalted Sons the benefit of their long experience and commitment with being heirs to the legacy of the Great Crusade-era Third Legion while wrestling with the knowledge and the reality of what that legion ultimately became, and their pains and efforts to avoid the same fate.
Caelum himself has taken to lending Roboute Guilliman his expertise as a natural polymath, with the keen intellect that once saved and united Chemos without firing a shot now turns to assisting his brother in reforming the Imperium and helping coordinate its massive war machine, though on campaigns of particular importance, he will depart Holy Terra to join his Sons in battle. Much of Caelum's time on Terra has been spent fussing over the quality of life of the Imperium's Citizenry, and the struggle to convince them to accept better standards than the regime has permitted them to even WANT for ten thousand years. Caelum seeks to introduce art, music, poetry, and the finer things to every level of Imperial Life, though he frequently finds his efforts stymied by the quagmire that is the Adeptus Administorum, the Ecclesiarchy (despite Gregorium's best efforts), and the Inquisition.
The Exalted Sons, meanwhile, have integrated the Redemptor Roses' fierce commitment to banishing the chance of Chaos Corruption, and they and their successors have joined in many campaigns alongside those of the Luna Wolves and the Ultramarines and their kin, and have reminded the galaxy precisely why they were once considered the apex of what it meant to be a Space Marine during the Great Crusade, so long ago. Caelum’s presence on Terra and in the Imperium’s war efforts serve as a constant reminder that redemption is a path of both creation and destruction—destroying the old to create something better. He constantly advocates for the acceptance of beauty as a fundamental aspect of life, not a distraction from it, striving to make the Imperium a place where the human spirit could thrive, even amid endless war. It is a struggle that consumes him as much as the martial demands of leading his sons into battle, but one he pursues with the same fervor he brings to every aspect of his being. In this way, Caelum and the Exalted Sons seek not only to reclaim the legacy of the Emperor's Children but to transcend it, leaving behind a legacy far brighter and nobler than any they had once imagined.
Mortarion claimed the name "Thanatos" for his own, and the Death Guard were reborn as the "Pale Hawks", the Imperium's first, and best, line of defense against the forces of Chaos and its insidious corruption. Ever watchful over the areas of the Imperium long ago neglected by the Administorum and Departmento Munitorum, the Pale Hawks rove in great Casts across the fringes of the Imperium, bringing hope and protection to long isolated worlds that have not had them in ages. To that end, the Pale Hawks and their Successors find themselves working alongside the forces of the old Second Legion, the Imperial Hospitallers, in a reborn version of the Great Crusade of ancient times - bringing the God Emperor's protection, and his intended standard of living, to even the most distant and forgotten worlds. And where Chaos might be found, the Pale Hawks find themselves working closely if uncomfortably alongside the Warpwatchers and their sons, with the sons of the 15th Legion holding much wisdom and knowledge in the matters of the Warp and its inhabitants, and bring a gift for killing them, not simply banishing them. Thanatos, though not a particularly politically-minded Primarch like some of his brothers, often advises Guilliman and the other politically active Primarchs on matters relating to Chaos incursions, plagues, or other threats that require quick, decisive action. As much of his Son's duty and role has them ministering their talents to the Dark Imperium, he must rely on the Psykers of the Astra Telepathica to communicate his advice to his brothers on Holy Terra, which, even free of his corruptive traits, is a reliance he still would vastly prefer to not have.
He must also work alongside Ailani in dealing with the various Rogue Trader dynasties and fiefdoms of the Dark Imperium, fiefdoms which, while still loyal in the broadest sense, have developed an uncomfortable ease with their own way of doing things in their long isolation and independence that frequently conflicts with Thanatos' own sense of what loyalty ought to look like. Despite the difficulties posed by these challenges, Thanatos and the Pale Hawks remain steadfast in their mission to cleanse the Imperium of Chaos’s taint. They act not only as warriors but also as healers and guardians, seeking to mend the wounds left by ten thousand years of war and neglect. For Thanatos, redemption is not an end in itself, but an ongoing struggle to make the Imperium a better place, a struggle that will continue as long as the galaxy remains a battlefield. In this endeavor, the Pale Hawks would not falter, for they had become more than mere soldiers—they were the shield against the darkness, the bringers of hope to the forsaken, and the harbingers of humanity’s rebirth.
The Reclaimed Twin Primarchs of the 20th Legion, Alpharius and Omegon, took the names of Kaleidos and Janus, though both answer only to Kaleidos for anyone but each other. Together, they are once again the Ghost Who Walks In Many Places, and their Alpha Legion has been reborn as the Lernaean Serpents, a further reference to the Hydra of Myth and Legend. The Twins have taken command of the Solblade Initiative, finding the Tyranid threat both a clear and present danger to the Imperium, but also a shifting, ceaseless foe that is truly worthy of their talents and warfighting intellect; a chance at long last for the 20th Legion to show its quality and earn glory long overdue since the Great Crusade.
While the Lernaean Serpents took to the splintering of their legion into chapters the easiest of all the Reclaimed, nobody who knows their methods is convinced for even a minute that the Chapter has TRULY divided – they are simply doing what they have always done best: breaking up into decentralized warbands, each committed to its task. Among the Solblades, Kaleidos and his Marines impart that same knowledge and wisdom to the constituent forces, teaching even the lowliest Guardsmen and PDF volunteers how to be effective combatants no matter how many "heads" are "sliced off" by such a foe as the Tyranids -- to the Solblades and Imperial Guard units trained by the Primarchs and their Sons, whether their force is 2 million men strong or just 20, they will always have a strategy to be as effective as possible, even in environments where traditional communications or the chain of command collapses entirely. “Every soldier a rifleman, every grunt an officer.” Everyone knows everyone else's job well enough to do it effectively, should the need arise to do it.
The Lernaean Serpents and their myriad warband Chapters also specialize in rapid reorganization and shifting battle plans, essentially becoming the Imperium's foremost experts on warfare against hive-minded opponents. The Twin Primarchs have seen Holy Terra precious little since their return. Their place is not on the benches of politics, but on the battlefield, proving their ingenuity and strategic brilliance time and time again against the largest, keenest mind the Imperium has yet encountered. And what’s more, they appear to be gradually winning, offering hope that, even against the ceaseless onslaught of the Tyranids, newfound ingenuity and resourcefulness can yet prevail. With Kaleidos’ leadership style finally proving its mettle under fire, their leadership is beginning to influence other Imperial forces, encouraging a more flexible and resilient approach to warfare across the galaxy. While their methods do not suit all factions or chapters, the lessons learned from the Lernaean Serpents may yet shape how the Imperium adapts to future threats, proving the wisdom of Ultramarines Chapter Master Marneus Calgar: “Rules should never make a prisoner of intelligence.”
Saorlaith, the Lost Eleventh Primarch, has been the most recent Reclamation alongside her Legion, the Black Eagles. Motivated to return at long last by whispers in the weave of time, overheard in her scrying at the far edge of space. The Sorceress Queen has decided that now is the proper time to return, for it is now, and no other time, in which her people, ten thousand years in exile, finally have a future they might call their own, but such a future demands decisive action on Saorlaith's part. The dread wailing of the Carnefex now drones across hundreds of worlds, the harbinger of the Crow Queen's return.
Arriving, as Ailani did, to an Imperium who has no memory of her very existence, and led not by the Emperor, but by his struggling sons, Saorlaith casts her lot in with her siblings, for she is older and wiser, and recognizes that she can either protect her people's culture and interests from the inside, or be forced to go it alone in exile once more. Unwilling to deny her people the worthy future she had seen in her dreams, she swallowed her pride and prepared to bend the knee to Roboute Guilliman, Lord Commander of the Imperium. To her shock, Guilliman did not accept her subservience, telling her instead that she "would best serve the Imperium as you are: a Primarch, not a puppet", and that her input would always be welcome. Heartened by acceptance she had never had before, Saorlaith became a staunch ally and confidante of Guilliman, and has found that her reincarnated brothers are MUCH easier for her to find common cause with. She also took quiet relief that, at least for the time being, Leman Russ was nowhere to be found, though she does not doubt for a moment that the Great Wolf will one day return on his own, for her sorcery has told her that "the Reclamations are not yet complete."
The Black Eagles follow the Codex Astartes in some form, though it is broadly interpreted and often recontextualized by the savage and mystic warriors, resulting in one of the loosest interpretations of the text to date, but still one fairly in line with the spirit of the thing. Their roving warbands have delighted in the strength of the enemies they now face across the galaxy, a fitting trial for some of the mightiest and most competitive fighters in Imperial History, long may the crows feast on the bodies of their enemies.
As the Age of Reclamation unfolds, the Imperium finds itself on the precipice of hope, a stark contrast to the desolation that followed the Horus Heresy over ten millennia ago. The emergence of these Reclaimed Primarchs and their noble Legions reignites a flicker of optimism among humanity, rekindling faith in a future where unity, redemption, and purpose may yet claim triumph over the chaos that has plagued the galaxy for so long. The specter of the past looms large, yet the actions of these reborn champions suggest a path forward—a path illuminated by the potential for healing and the restoration of the Emperor’s vision. While the mechanisms of the Reclamation of the Traitors is not understood, for the first time in ten thousand years, the Imperium glimpses the possibility of renewal, a chance to reclaim its lost glory and forge a brighter destiny amid the stars. The Age of Reclamation is not merely an era of war, for while in the Grim Darkness of the 43rd Millennium, there is only war, hope now dares bud from beneath the corpses. Perhaps, just perhaps… all is not yet lost.
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drunkenskunk · 8 months ago
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So, I'm laying in bed, waiting for the painkillers to kick in, with an ice pack strapped to my knee, and I'm letting my mind wander. And I'm thinking about Warhammer 40k, because of course I am, this is what I do when I'm bored and in pain.
While laying here, I got to thinking: when were the first "official" conflicts between humanity and the all the other Xenos factions? So I'm just delirious enough to be like "let's figure this shit out."
And I'm already needing to start off with a mulligan, because the Orks, the Eldar, and the daemons of Chaos have always been ubiquitous in the Warhammer galaxy ever since humanity first walked upright, so trying to pin down "first contact conflict" is a mugs game. It would all be pre-Dark Age of Technology. Who the fuck knows for sure.
So who else is there: in terms of "major" Xenos factions (that is: armies with a codex), we got the Tyranids, the Tau, the Necrons, and the Leagues of Votann. Which is less than I hoped, but about what I expected for James "SPESS MEHREEN" Workshep.
So: the Tyranids. The First Tyrannic War was in 745.M41. However: if we really want to be specific and pedantic (and I do), then the first time the Imperium ran into the Tyranids was "sometime" around 500.M41 when genestealers were first encountered on the moons of Ymgarl. Then again, I'm not actually sure we should count that, considering that the Imperium wouldn't even make that connection themselves until much later.
Next: the Tau. Technically first "contact" was in 789.M35, when an AdMech explorator ship, Land's Vision, found the planet that would eventually be named Tau, and recorded a primitive species that had mastered simple tools and fire. But because that planet became inaccessible due to a warp storm, and the records got lost in the chaos of the Age of Apostasy, we (again) probably shouldn't count that. First real conflict was the Damocles Crusade, between 742.M41 and 745.M41... and it only ended because the Tyranids showed up.
Moving on: the Necrons. Technically, they've been "around" even longer than the Eldar. But they've mostly all been fucking asleep in their tomb worlds, except for a select few who woke up early (looking at you Trazyn). So, really, if we're ignoring shit like Szarekh the Silent King returning from his self imposed exile in response to the Tyranids showing up (are we noticing a pattern here?), first "official" conflict with the Imperium was the Sanctuary 101 massacre in 897.M41.
And finally: the Leagues of Votann. And, again: they've been "around" for who knows how long. It's heavily implied that their generation ships left Earth for the galactic core before even the Dark Age of Technology. But they mostly kept to themselves and didn't venture outside the holds in the galactic core until Cadia exploded and the Cicatrix Maledictum cut the galaxy in half, forcing them to leave. Finally, an "alien" faction being introduced to the setting that has nothing to do with the fucking Tyranids.
And, y'know... looking at all that? That really does kinda put in perspective why everything seems to have gone to shit in 40k, doesn't it?
Between the end of the Horus Heresy in 014.M31 and the start of the Damocles Crusade in 742.M41, the only things the Imperium of Man had to really worry about were Orks, Eldar, daemons, and renegades/traitors. Like, none of that is great (and a lot of it is self inflicted), but that kind of setup seems manageable. The Eldar never show up in huge numbers, and daemons require incredibly specific circumstances to even manifest outside The Warp. Hell, even the Orks for most of that time are basically just a nuisance, since a warboss on the scale of Urlakk Urg wouldn't be seen till Ghazgkull. Really, the most dangerous thing the Imperium had to worry about during that stretch of time was regular humans rebelling (rightfully so) in the face of the Imperium being a nightmarishly oppressive theocratic fascist state.
That's 10,000 years or so that you could almost call relatively stable, where the vast majority of issues were problems that it inflicted on itself. Business as usual.
AND THEN
In the span of just over 250 years, there's several wars with the Tau, the Tyranids show up over and over again, the Necrons start waking up, and... then the Leagues of Votann are also here now lol
Something, something, decades where nothing happens, and weeks where decades happen, etc.
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armitekh · 27 days ago
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Nephrekh Dynasty + Lore
I mentioned in another post that I own a necron army. I only play against friends or in a narrative crusade group.
My necrons are from the Nephrekh Dynasty which is really cool. The colour scheme is mainly gold with green accents. The territory of this dynasty is somewhere in the galactic core and it's extemely wealthy. Therefore also the gold.
Their main goal is not to return to their flesh bodies but to transform to beings made out of light. Probably because the Phaeron of this dynasty, Sylphek (weird name), is obsessed with the star of their crownworld (and insane, indirect quote out of a codex: 'he thinks he's a celestial deity given material form and that the other dynasties just want to steal his energy and artifacts'). The phaeron has a necrodermis made out of pure metagold, even the warriors contain traces of that material, which allows them to transform into light for a short amount of time (because of necron science). That was also reflected in the 9th edition rules. Units from that army always advanced 6 and could walk through terrain. So they were really fast (for necrons) and could move through solid matter or other units.
All that was my reason to paint my army in this scheme.
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mostly-magical-polls · 2 months ago
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Hello! I have an idea for a poll for you! Well, two actually!
Best dark-skinned magical girl competition
To shed some light on the representation in the genre! Possible contestants include:
- Anthy Himemiya [Revolutionary Girl Utena]
- Sailor Pluto [Sailor Moon]
- Glenda [Petite Princess Yucie]
- Electric Rose [The Electric Rose]
- Elegant Frost [The Electric Rose]
- Sonic Arrow [The Electric Rose]
- Shadow Haze [The Electric Rose]
- Chaos Aria [The Electric Rose]
- Astra Reign [The Electric Rose]
- Mina Kisaragi [Getsumento Heiki Mina]
- Cure Soleil [Star Twinkle Pretty Cure]
- Cure Sunset [Happiness Charge Pretty Cure]
- Cure Wave [Happiness Charge Pretty Cure]
- Alchemical Aether [Sleepless Domain]
- Alchemical Earth [Sleepless Domain]
- Alchemical Water [Sleepless Domain]
- Gemini [Zodiac Starforce]
- Libra [Zodiac Starforce]
- Pieberry [WitchSpring R]
- Luna [WitchSpring R]
- (So far) Unnamed Black Witch [Wicked Spot]
- Star Guardian: Guardian of the Stars [I Don’t Want To Be A Magical Girl]
- Diamond Heart [Magical Warrior Diamond Heart]
- Amethyst Heart [Magical Warrior Diamond Heart]
- Norah Tanner [Agents of the Realm]
- Adele Silveira [Agents of the Realm]
- Paige Fierro [Agents of the Realm]
- Jordan Liu [Agents of the Realm]
- Galactic Purple [magnifiqueNOIR]
- Cosmic Green [magnifiqueNOIR]
- Radical Rainbow [magnifiqueNOIR]
- Prism Pink [magnifiqueNOIR]
- Arcturus, Guardian of Heaven [Shattered Starlight]
- Trini Cortes [The Blue Codex]
- Princess Love Pon [Princess Love Pon]
- Sparkle Cadet [Craig of the Creek]
- Sahara [Wheels & Roses]
- Hina Singh [Star Realm Rogues!]
- Kanna Fujiyama [Magical Rion-chan]
- Flora [Winx Club]
- Aisha [Winx Club]
- Uri [Angel’s Friends]
- Talia [Lolirock]
- Izira [Lolirock]
- Vera [SpectraSpell]
- Caramel [Revenge of the Candy Snatchers]
- Karta Kloss [Diamond Dive]
- Dame Daffodil [Dame Daffodil]
- Saffron Wave [Saffron Wave]
- Hecate [Saffron Wave]
- Adaeze [Adorned by Chi]
- Red magical girl who’s name I couldn’t find online [Cloudy Wondrous]
- Violet Amaryllis [Calia Nova]
- Amara [AMARA]
- Long haired pink one who’s name I couldn’t find [Maho Shonen]
- Guardian Radiance [Radiant Light Guardian]
- Eclair [Sea Witch in Training]
- Nyra Dupre [Muted]
- Battle Princess Peony [Goodbye, Battle Princess Peony]
- Magical Maiden Mimi [24/7 Magical Maiden Mimi]
- Neoma Cruz [High Spirits Neoma]
- Rene Garcia [Dusk & Dawn]
- Jazmine [Magical Girl Institute]
- Noori [Renata: Goddess for Hire]
etc!
My other idea is..
Best show within a show magical girl competition
Possible contestants include..
- Pururin [Welcome to the NHK]
- Meruru [Oreimo]
- Magical Girl Lovely Hurt [Hacka Doll the animation]
etc!
for the first one i dont feel like its my place as a white person to hold a tournament like that and the second im not sure how many entries we could really milk outta it u kno
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kelemengabi · 8 months ago
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Ring Galactic vortex embrion
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inquisitorhotpants · 11 months ago
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well looks like I'm gonna run a SW5e game set in the Krynverse
which means it's time to get off my ass and start writing codex entries again
kinda looking forward to it, I love writing those
also get to write Empress Nox and Satele Shan hammering out the Galactic Balance Accord, which is basically a Jedi-Sith diplomatic exchange program, whose sole purpose is to attempt to end the hatred and fear and bloodshed between the two factions (this may be the first time Satele Shan cannot stop herself from going "are you S E R I O U S" out loud at Nox).
I'm actually very excited for all this cause I logged into SWTOR about two weeks ago and it's changed so much that it feels like the game I really loved isn't really there anymore? And that makes me sad.
BACK TO THE KRYNVERSE WHEEEEEEEEEE
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constantlymisspelled · 2 years ago
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23 - Discrimination (Yeah I went there)
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i) Species;
a) All Sentient Species recognised by Mandalorian Law are completely within right to be adopted, adopt, and live within Mandalore, and Mandalorian Society. b) If a Species wishes to be added to the data base, a General Notice for Recognition can be applied for through the Mandalorian Archive of Galactic Sentients. The Mandalorian Archive of Galactic Sentients will also keep in check genealogy to take notice of the rare cases of possible gene modification and cloning. The Mandalorian Archive of Galactic Sentients is the official government and information authority for all occasions regarding inter-species law in Mandalorian Space. c) Sentient Species cannot be outlawed from sectors or systems – Mandalorian Law stresses the difference between a Species, and its local Governments. For example, a fleeing Zygerrian is not guilty of the crimes of the Zygerrian Empire. d) Sentient Species cannot be barred entry into clubs, pubs or venues due to their species. e) Sentient Species cannot be required or told by schools, family, or others to physically alter traits and physical features that do not cause harm. For example, a Zabracki shall not be demanded to wear a headdress to attend classes for the safety of other students.
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ii) Sex;
a) Mandalorian Law recognises separate biological sexes for all documented species under the Mandalorian Archive of Galactic Sentients. b) Mandalore recognises the separate sexes, sub-sexes, and individual genders within the Species Codex held by the Bounty Hunter Guild Associations. c) Mandalore retains its right to utilise the genderless and sexless terms and wordings in day-to-day use. d) Medical Professionals, and those whose services require said information are the only beings within Mandalore allowed to require a response to request of an individual’s sex, species, and gender information. e) Job applications and education shall not require confirmation of sex or gender for acceptance or application. f) Mandalore and the Mandalorian Sector practices the use of a multitude of private and communal refreshers – schools in the Mandalorian sector will tend to have two segregated bathrooms for the two more common humanoid sexes, a disabled bathroom, a unisex bathroom, and the communal bathrooms utilised in most military settings. Individual sectors can offer a differing, or greater range of choices – for example, Ordo Minor, which has the selection of disabled bathrooms, individual bathrooms, and the communal bathrooms with no segregation of any sort. g) Married Mandalorians are not required to inform anyone of their or their spouse’s gender or sex. h) Sex work in Mandalore falls under the Fair Work Acts, and is acceptable under strict and heavily monitored conditions. A Mando’ade who worked in this sector of business is permitted to apply to other forms of employment. Attempts to block applications and transfers of employment is both discriminatory to the Mando’ade’s financial freedoms and their sexual freedoms.
iii) Religious Interpretation;
 a) Incomplete
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iv) Language;
a) Mando’a’s multitude of accepted forms are not to be excluded, impeded or banned in any way within Mandalorian Space. b) Mando’a is to be taught at every school in Mandalorian Space in the sector’s most common forms. c) No Mando’ade should be barred in any way from learning Mando’a. d) Speaking a Freed language is a protected right, and those found guilty of excluding or discriminating those speaking or who have spoken Freed language fall under Sentient Discrimination and can face charges at both Mandalorian and Galactic Courts. e) Speaking Basic is not banned in any way, but it is not a specific requirement to graduate, educate, be credited or to have a job. f) Basic cannot be a prerequisite in jobs that do not have any relevance to the speaking of the language. For example, a mechanic does not need to speak fluid Basic to practice on Ordo Prime or Manda’yaim. g) Learning to speak, read and write is a Right, not a privilege, and those barring students for financial reasons either in low or high levels of education will be held to account under Mandalorian Law. Learning languages in Mandalore is a Protected Right, and not to be interfered with by external pressures. h) Clan Foundlings wishing to continue to learn their pre-adoption language is a protected right under Mandalorian Law. Foundlings will not be punished for use of their pre-adoption languages.
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v) Ability;
a) All Clan members, regardless of their capacity or ability to fight, are crucial to Clan Welfare. b) Clan members, or Mando’ade who are visually or verbally impaired should have allocations made for their comfort and to ease participation in day-to-day life. This includes species that routinely have these impairments, for example, nocturnal species being allowed to be as active as they require at their biologically required hours. c) Clan members, Mando’ade or warriors who have been injured to the point of being removed from combat have completed a great service for their Clan and their community, and any discrimination or exclusion of these Mando’ade is punishable by law. d) Mando’ade born with non-life-threatening defects are to be treated as ordinary Mando’ade under Mandalorian Law. e) Mando’ade born with life-threatening birth defects are catered for under the Public Health Acts, and can even be served at external hospitals around the galaxy under the Mandalorian Resources and Children Protectorate. Parents can make direct calls for assistance to the Mandalorian Protectors, and can expect near immediate response and support in the occasion of life-threatening illness or injury. This is a right under Mandalorian Law. f) Mandalorians with movement impairments, mental impairment and illness, and other neurological discrepancies are protected under Mandalorian Law. In the event of a Neurological Unsound Mando’ade hurting a child, the Mano’ade risks becoming institutionalised. g) Those of impaired, separated, different nature or disposition, and disability are completely able to be charged with serious offences. However, much like criminal justice, intent must be proved for charges such as ‘murder,’ or the charge will simply be held as high degree grievous assault and manslaughter. Ability Impaired Mandalorians will still face a firing squad if found guilty of War Crimes, Child Abuse, or Sexual Assault. h) Mando’ade that cannot live by themselves can either select, or have a carer selected for them out of their Clan or Community that passes Health and Carer Training and Psychological Evaluations. The selection will take place after their diagnosis with impairment. If a Clan member has already been acting as the Mando’ade’s carer, provisioning will be made for that Clan member to have access to appropriate resources and training without separating the Carer from their charge.
[Again, if anyone has any criticism, I am open to any form of assistance you can provide. Sections like this are close to my heart, as I have members of my family who cannot give informed consent, or have a disability that stops them from being able to hold a job. When the time comes, I'm hoping to link a master post for disability and medical beskar'gam symbols to this post so that disabled verde can colour and pattern their armour appropiately, and have it understood.]
[back to main Codex]
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sepublic · 10 months ago
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In response to some claims that Noxus is the true hero of Prime Hunters -and indeed, I did play with this belief a couple times in the past- I have to reconsider his character and how the writers actually intended for him to come across. Between being called a zealot, the Vhozon being described as a monastic race with a fanatical view of morality, and a 'Vhozon codex'. And I feel like this dude is meant to be more of a Holy Crusader, Knight Templar type character.
In other words, he's bad news; He seems more noble at a glance, but it becomes apparent from extended interaction that Noxus holds very dangerous views. It's worth noting that the specific sources describing his motives to seize the Ultimate Power, whilst not working with Samus, are "to prevent it from falling into the hands of lawbreakers or the unworthy."
Nothing is said about not using the Ultimate Power; They do have a criteria for those who can have it, and apparently the Federation isn't one of them. Another source also says, more condemningly:
"The Vhozon race makes its home in the icy outer rim of the galaxy, where it wages constant war on the forces of chaos and evil. Noxus follows his race's strict moral and spiritual code, and has become a bounty hunter to administer justice to felons and sinners throughout the galaxy. Though the Vhozon and the Galactic Federation share a strong belief in justice, they define the word very differently. The Vhozon are absolutely merciless to those who violate their strict rules of morality, and their methods have left them at odds with the galaxy's other civilized societies. When Noxus heard the telepathic communiqué, he did not hesitate to set a course for the Alimbic Cluster. He is determined not to allow the ultimate power to fall into the hands of a heretic."
So yeah, these guys actually sound like assholes. The "Tough on crime" sort, not much different than Evangelicals who like to push their beliefs on morality onto others and insist on making them law. I bet Noxus is a loser who hates pre-marital sex.
This reminds me of how in the Zero Mission manga, we actually had a brief sub-plot of the Federation being comprised of more reasonable politicians and views (represented by Keaton's tenure as Chairman), while others were much more fanatical and fascist about things (hence Vogl's term). Given Sakamoto's insistence on attributing the corruption in Other M and Fusion to a rogue faction of the Federation, and not the Feds as a whole, I think this makes sense; Plenty of governments aren't monoliths who all agree on the same thing.
My point being, I wonder if the Vhozon would've supported Vogl, if they share similar views. Or if they're too extremist for even that side of the Federation, which is representative of how a lot of right-wing groups can disagree with one another, and even accuse of others of not going far enough.
I bet the Vhozon believe suffering is purifying because they evolved on a freezing planet they had to fight to survive on; They kept warm by generating friction from spinning, hence their gyroscopic abilities. They had to fight to keep themselves alive, and this translates to a disciplined lifestyle due to resources being scarce.
The Judicator carries ice from Vho, a bit of home on its wielder at all times, that unleashes Vho onto the immoral galaxy; They believe Vho’s frozen crucible forged a just society out of the Vhozon, and spiritually believe the Judicator as a vessel to bring this deliverance off-world. The Judicator can apprehend and lead to a sentence to learn from; Or it can destroy. It is the wrath of Vho, which the Vhozon worship almost like a god in and of itself. You either adapt and survive, or be wiped out.
This leads to an idea I had for a story where Samus meets Noxus, on his own, for the first time prior to Hunters; Like in a Metroid TV series that adapts all of the major arcs, while having plenty of episodic adventures between and even during said arcs.
Based on what we know of the Vhozon, I can absolutely see them participating in the war against the Space Pirates (since Weavel is also a rival to Noxus) when they first used Metroids against the galaxy. Following Mother Brain's defeat, the Metroids could no longer be controlled and turned against their Space Pirate commanders; With no choice, many Space Pirates destroyed and/or abandoned the Metroids on the planets they occupied, knowing the Federation would be obligated to perform clean-up for them; It was a way to save their own skin and also take some Feds down in the process of aborting their Metroid program.
The task of exterminating Metroids from former Space Pirate bases was often commissioned to bounty hunters like Samus, the greatest Metroid slayer in the galaxy, as well as other ice-wielding mercenaries like Rundas. Noxus wasn't hired by the Federation, but he chose to lead his own crusade against the Metroids regardless, because from a Doylist and Watsonian standpoint, his freezing Judicator is exactly the kind of specific weapon needed to kill the Ultimate Warriors.
Samus and Noxus encounter one another, team up; He seems like someone with the same ideas and views, the same goals, just like Rundas before. Noxus has some antiquated and eccentric beliefs, but whatever… But then they come across some stray Space Pirates. Noxus' Judicator can be used to encase victims in ice, not freezing them solid, but still leaving them confined for Federation police or anyone else to arrest them later.
But due to his ranking within the Vhozon codex, Noxus has the authority to take liberties as he deems fit, to judge on an individual basis (hence his crowning weapon’s name, the “Judicator” that places heretics at such deciding mercy to begin with). And even though the Space Pirates are neutralized as a threat and even pleading for mercy, Noxus decides to just execute them right here and there, instead of waiting for the Federation to arrest them.
Cue a moral dilemma for Samus, who objects to this, begrudgingly. Noxus asks what's the difference between this and her massacre of an entire base on Zebes; That's different, Samus insists, she was in their territory and had to fight to survive and succeed. They gave her no choice, they had no intention of backing down or surrendering. Maybe this could be a moment of growth and reflection for Samus; Remember how you can find a Space Pirate hiding from you in Zero Mission, and kill them anyway? Yeah. It seems Samus has a tendency in canon to reconsider her actions, such as the Metroid genocide of SR388 later on…
Coldly, Noxus brings up rumors that Space Pirates murdered Samus' family on K-2L. Samus retorts that she decides how she feels about that incident, and especially how she chooses to live afterwards. And last she checked, all pirates involved in that massacre are dead, except one, but he's not here.
Yet as far as Noxus is concerned, it's proof of Space Pirate policy towards innocents; These pirates would do the same if given the same opportunity. Is that not proof of guilt, the dark intentions in their hearts?
But they haven't, we don't know that yet, Samus argues. There's a reason why the sentence is lesser for an attempted crime, VS one pulled off. Noxus scoffs and insists this is why the Federation is weak, and Keaton a disgrace for reversing Vogl's policies.
Noxus finally brings up this point; Even if she personally disagrees, he's not asking Samus to do it. She can still look the other way. At the very least, she's not going to fight Noxus for them, is she? He's an ally to her, she knows that; He just helped her exterminate all Metroids on this planet! Samus needs Noxus more than these Space Pirates, he is of more contribution to the galaxy than this scum; It's a simple choice, a calculus between a greater and lesser evil (not that Noxus considers himself evil, but this is Samus' semi-reasonable perspective).
Samus fights Noxus anyway, and beats him because it's Samus. She ends up freezing/trapping Noxus, in an ironic mimicry of how he apprehends 'sinners' with the Judicator, and lets the Federation arrive to arrest the Space Pirates, and deal with Noxus themselves. Noxus is left pissed off as hell when Samus leaves, hence their... disagreements over the Ultimate Power.
Makes it appropriate that Noxus is seen fighting Trace, who also hails from a fanatical race bent on imposing their will; Although the Kriken seem way less concerned about moral superiority, and much more upfront about wanting to rule through Might makes Right. Unlike the Vhozon, they just want to take over the galaxy, rather than "bringing about moral influence" which is just a roundabout means of conquest if you think about it.
Given Vho is on the outer rim, I wonder if that puts them close to Kriken territory; Given mentions of waging constant war, I bet the Vhozon have a tendency to agitate open conflict with the Kriken, unlike the Federation which prefers diplomacy and is desperately trying to keep it because you do not want a full-scale war against an empire that makes the Space Pirates look like chumps. So again, the Trace-Noxus rivalry is perfect.
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striderincosmos · 10 months ago
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Codex Entry: Primer on Personal Weapons of Major Galactic Races
With the galaxy being as dangerous as it is, only about 35% of it falling under the Council-set guidelines of ‘Safe’, there is a remarkable industry centered around the production of small arms. Several megacorporations and conglomerates have made their name by having at least one company dedicated to providing the galaxy and its militaries with the tools of their trade. However, due to differences in mindsets and tactical priorities, each race’s arms have taken on one or more unique traits, covered below alongside prominent companies.
Human
Human arms manufacturers, such as Beretta-Benelli Arms and Colt-Smith & Wesson Americas under Hahne-Kedar, Hanwha Defense Concern and Howa Machinery under the Ryukami Zaibatsu, or more recent companies such as Jormungandr Weapons Design, largely prize versatility and ease of modification, allowing soldiers to adapt their weaponry to the circumstances presented by their battlefields and for personal preferences. Most human-designed weapons come with multiple firing modes, if not multiple types of ammo usage patterns to fit multiple barrels. It is not a stretch to say that every Alliance soldier’s weapon is unique, no matter how small the mod might be. Some of the most iconic human-produced weapons include the Lancer line of assault rifles produced by Howa Machinery and used by the Alliance military under the designation M-7, the rectangular, blocky K19 ‘Kessler’ pistol produced by HK and issued as a sidearm, and the Frontiersman line of civilian pistols and rifles offered by C-SW.
Turian
Turian weaponry, as exemplified by offerings from Armax Arsenal, Cipritine Armory, or Palaven National Defense, emphasizes precision and reliability of use, often renowned for their durability in the field. While most turian weaponry eschews fully automatic fire, the power usually used to sustain such fire is instead channeled towards the stopping power of their individual shots, or towards modifying the ammo for unique use cases. Notable turian designs include the Cipritine Armory Phaeston, nicknamed by humans the ‘Turian AK’, the Armax Khrysae sniper rifle, which includes an explosive ‘anti-material’ setting, and the PND Joruna submachine gun, tailormade to pierce through kinetic shields, biotic barriers, and armor while retaining a compact, security team-ready design.
Salarian
Salarian designs from companies such as Aegohr Munitions, Halana Tactical Council, and Jezzela Equipment put an emphasis on modified munitions and stealth, slotting in well with the UISC military focus on covert operations, surprise attacks, and maneuver-focused warfare. Such weapons are also favored by those less scrupulous types who wish to catch their opponents off-guard, allowing for a chance to either press the attack or escape. Example weapons include the Scorpion pistol supplied by Aegohr, capable of launching delayed or remote-detonation explosives, the Seeker battle rifle, which comes fitted with a VI that conforms the trajectory of projectiles with split-second activations of ME-fields to desired locations, and the Veil sniper rifle, built to ensure completely silent, unseen usage in the field.
Asari
Asari weaponry, as designed by what few companies like Relessa Defense and Shadowtree Limited there are, are a rare sight in the wider galaxy, both due to the diplomatic nature of the asari’s culture and the emphasis placed by the Asari Military Conclave on their inherent biotic prowess. However, weapons meant to work alongside biotic-focused tactics or make up for any situations where biotics would not be wise to use are found in the possession of most asari soldiers. These weapons are usually capable of being enhanced by biotic power as well, some eschewing the typical alloy mono-block ammunition design to act as amplifiers and foci for biotic power. Examples include the Relessa Acolyte heavy pistol, designed to break through shields and armor that impede biotic attacks, the Shadowtree Tempest assault rifle that acts as the standard platform of the Military Conclave, and the Pulsar biotic focus (or BiFo), fulfilling the role of a submachine gun.
Krogan
Krogan arms are, in most krogans’ words, ‘no frills, all thrills’. Whether they are produced by what manufacturing concerns like Aralakh Weapons Foundries still exist on Tuchanka, or in dozens of ‘homebrew’ manufactories spread across the galaxy alongside their creators and clients, krogan weaponry’s main focus is on raw stopping power, coupled with explosive potential. Examples include the AWF Ogre battle rifle, a two-shot powerhouse that creates rounds almost as large as pre-Mass Effect humanity’s gunpowder-driven bullets, shell casing and all, the Hurex Offensive Claymore shotgun and Graal spike thrower, and the Rachni hand cannon, developed by AWF during the war against its inspiration as a close-in weapon for those krogan found in the press against the creatures, or having charged into close combat against them. Sniper rifles and other long-range implements are a rarity among the krogan due to being regarded as cowardly, though personalized, usually hand-crafted examples exist.
Quarian
While the quarian people, their homeworld and most of their industrial base lost in the Morning War, largely use what weapons they can acquire from human, turian, asari, and salarian sellers, there are still examples of truly quarian craftsmanship that are created on what ships in their massive Migrant Fleet have been converted into mobile manufactories. Named after the ships that they occupy, Tenkelii, Jukoris, and Zebel, companies known among the Fleet as the Triumvirate, are the last bastions of the quarian’s unique style of weaponry. Instead of using alloy mono-blocks, quarian weaponry utilizes miniature plasma generators to create ‘bolts’ of plasma contained in ME-Fields, trading penetrating power for efficacy against shields, barriers, and synthetic targets. With ship bulkheads that the quarians want to minimize the risk of a breach within, and with the geth as their ancient foe, such weaponry is truly a fitting companion to those quarians who manage to acquire one. Examples include the Tenkelii Khalgetr assault rifle, unique in modern weaponry for its ‘particle beam’ mode, Zebel’s Reegar carbine, and the Ganetka pistol produced on the Jukoris.
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