Difference between revisions of "Q-KNT-2151"

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|Cognomen    =                            <!-- The name of your Army/Force -->
 
|Cognomen    =                            <!-- The name of your Army/Force -->
 
|allegiance  =        Loyalist                    <!-- Loyalist/Traitor/Orks/Undecided/Unknown -->
 
|allegiance  =        Loyalist                    <!-- Loyalist/Traitor/Orks/Undecided/Unknown -->
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|owner        =        Biggy
 
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Revision as of 22:05, 25 May 2015

House Tuatha Knightly Household

[[Category:]]


Q-KNT-2151
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Baylonian Insurrection Ribbon.pngSavage Campaign Ribbon.jpgRallying of Trugoy Ribbon.jpg


Division

Questoris Familia

House

House Tuatha

Designation:

Q-KNT-2151

Cognomen:

Allegiance:

Loyalist

Owner:

User:No information


Loyalist.png


History

The Knight World of Eire-Nua


Discovery and Colonisation

The planet of Eire-Nua lies in North-eastern arm of the galaxy on edge of the region known as the Ghoul Stars. The planet was discovered and flagged for colonisation early in 18th millennium. Even at it’s peak however, the wheels of the Imperium of Man moved slowly and the colonisation fleet that was dispatched to the planet did not make planetfall until the closing stages of the 21st millennium and the twilight of the Age of Technology.

The colonists that landed on Eire-Nua hailed predominantly from the state of Albyon on Ancient Terra and were of a hardy breed imbued with a fierce warrior-pride and considerable martial skill. Both would be sorely tested in the years immediately following the colonisation.

The human colonists landed upon the single super-continent that dominates the northern hemisphere of the planet. A slow orbit and a relatively dim star means that the continent never truly experiences night. The landmass exists in a perpetual twilight that results in a dank mist that covers the swampy moors of the island-continent that quickly soaks any who venture into it to the bone. The swamps and moors are pierced periodically by craggy highlands pocked with deep caves and crevasses where gnarled and twisted flora ekes out a tenuous existence in the sun’s feeble light. Despite the apparent inhospitality of the planet when the colonists arrived however, it was not unoccupied.


The Subjugation of the Fomorians

The various species indigenous to the planet collectively referred to themselves as Fomorians. A bestial race of savages that ranged from relatively small canine like creatures to large brutish cyclopean warriors the size of an ogryn, the Fomorians had a culture that centred on cannibalistic sacrifices that were believed to appease and invite the favour of dark spirits that inhabited the ever-present mist. Despite only having evolved into a stone-age society, the Fomorians were a dangerous foe to the newly established colonies. The creatures’ ability to yoke the gigantic beasts of the swamp to their cause proved devastating and more than one colony was overrun by flailing claws, stone clubs and razor-sharp fangs before the first knight-suits were constructed and began to turn back the Fomorians and their warbeasts.

The saving grace in those early years was the fact that the colonists discovered the Fomorians innate fear of the highlands. The creatures disliked leaving the safety of the mist-shrouded lowlands and would often refuse to do so. The colonists constructed their halls and workshops in the crags of the Eire-Nua highlands. They dug deep into the mountains, building strongholds with the aid if the ever-growing army of knight-suits from which they were able to sally forth and take the fight to their bestial adversaries. Initially a threat to lone humans, the highlands were home to savage flights of perytons. In a relatively short time however, these creatures were domesticated and the seneschals of the noble households began to utilise the creatures as mounts. Individual, far-roaming spotters, mounted upon these swift flying perytons were able to spot approaching Fomorian armies long before they became a threat to the mountain strongholds of the Tuatha (the name the colonists had begun to use in reference to the noble families) who protected the communities that sprawled out into the mist at the base of each clan stronghold. Over time the breeding of peryton became an important part of each settlement.

With the domestication of the peryton and the completion of many suits of knight armour, the threat of the Fomorians was effectively ended. Although some small tribes of the feral creatures remain, many more were destroyed or taken as slaves by the colonists. Indeed, loosing enslaved Fomorian warriors upon their kin became a common practice in order to save human lives. Many household guard and men-at-arms forces of the Tuatha today retain small units of these creatures that can be used as expendable shock troops on small pockets of foes the manage to escape the wrath of the House Tuatha knights.


The Age of Strife and the coming of the Milesians


As the 25th millennium drew to a close Eire-Nua had become a stable Knight World under the control of House Tuatha. Trade had been established with nearby worlds and the husbandry of peryton as beasts of war and an indigenous species akin to water buffalo as a food resource had become a staple of the colonies. The Age of Strife cut off Eire-Nua from the fledgling Imperium completely. Solar flares from the dim star the planet orbited knocked the planet out of synchronous orbit and for a time the dim twilight became total night. Much of the flora and fauna on the super-continent died in the years of darkness and the Tuatha struggled to keep the breeding colonies of buffalo and peryton alive. When the planet eventually righted itself the day of regiments of peryton riders soaring above their knightly lords had passed. The peryton are still bred but their numbers have never recovered and to this day they remain a symbol, of prestige for high-ranking sacristans or bondsmen. Just as the sun rose on House Tuatha’s highland strongholds (titled Sidhe Halls) for the first time in a millennium, the Milesians came.

Milesia was a system several light years from Eire-Nua. The system’s sun had died and the last of the abhuman settlers had managed to flee the region before their worlds died completely. The Milesians were abhuman, closely resembling the species that would come to be codified as Neandors. Heavyset, hunched, red-haired and with prominent brows and thick jaws. The Milesian fleet broke the atmosphere of Eire-Nua in a blaze of light, much as the Tuatha had done millennia before. Despite initial attempts at diplomacy, the pride of the nobles of House Tuatha would not permit an equitable resolution with their near human cousins. The war that resulted devastated both peoples and lasted for 2 centuries. House Tuatha had their knights and loyal bondsmen but the Milesians had greater numbers. Both sides utilised Fomorian mercenaries (the creatures seemingly having avoided any decline during the time of darkness) and eventually the Milesians forced the Tuatha back to their Sidhe Halls.

Despite having ostensibly won, the Milesians could not breach the strongholds of the Tuatha. Eventually a messenger astride a peryton brought the Milesian chieftains an offer of truce. After lengthy discussions a peace was finally reached which granted the Milesians equal status to the sacristans and bondsmen of the knightly houses. They could share the settlements that sprawled beneath the Sidhe Halls but only the pure-blooded Tuatha nobles could ever join with the throne mechanicum as knightly lords. The Fomorians remained as a slave-caste to both Milesian and Tuatha.


Rediscovery and Heresy


By the time the great crusade finally reached Eire-Nua during the great expansion in the 31st millennium the Milesians and the Tuatha were no longer 2 separate peoples. Only the bloodlines of the nobles had remained true to their Tuatha roots. The sacristans, bondsmen and men-at-arms that made up the rest of the feudal society on the bleak, mist-shrouded world were human but the traits of the neandor were still quite prominent. Red hair dominated almost completely and as a species this blended people tended towards a stocky build, with thick hair and prominent jawlines.

It was the warriors of the 6th legion, the Wolves of Fenris that would bring Eire-Nua back into the Imperial fold. The Space Wolves parted the mists of Eire-Nua aboard a trio of stormbirds. Leman Russ the feral primarch of the 6th legion descended the ramp of the first stormbird flanked by his two great fenrisian wolves and terminator clad members of the primarch’s inner circle to be confronted by ranks sacristans and men-at-arms. At the head of the force, astride a massive peryton sat the current high sacristan. After a heated ‘discussion’ Russ was led to the doors of the closest Sidhe Hall. What transpired between the nobles of House Tuatha and the lord of Fenris is unknown but when the Wolflord emerged from the stronghold it was beside the residing Tuatha noble. The two figures were laughing and drinking from two great ale-horns, the primarch’s hand resting upon the shoulder of the Tuatha nobleman.

The wolves of Fenris and House Tuatha would form a close bond and House Tuatha knights and sacristans would fight beside the 6th legion in many battles of the great crusade. When the betrayal of the Warmaster and the heresy erupted, like many knight houses, House Tuatha forces were spread across the breadth of the great crusade. Steadfastly loyal to Leman Russ and through him the Emperor, the nobles of House Tuatha retained their unshakeable loyalty throughout the heresy across multiple battle zones.




Combat Reports for Q-KNT-2151

Campaigns

Baylonian Insurrection
Baylonian Insurrection Ribbon.png

Prelude

Even before the shocking actions of Istvaan filtered through to the Australis Ultima ..→

Savage Campaign
Savage Campaign Ribbon.jpg 162.007.M31 Savage Traitor

With the flames of the Heresy spreading like wildfire throughout the Sector, both forces are ..→

The Rallying of Trugoy
Rallying of Trugoy Ribbon.jpg

Prologues

The Warmasters great betrayal is announced to the galaxy with the bloody brutal ..→


Battles

Battle Name Date Planet Battle Outcome Battle Summary
Baylonian Insurrection~Act 1 139.008.M31 System Wide Loyalist

With the recall of all Imperial forces to the Trugoy System leaving the Oteal system largely defenseless the Governor based on Laigach prepared his forces for invasion from the enemy on two ..→

Baylonian Insurrection~Act 2 158.008.M31 System Wide Traitor

Using their holdings on Dur-Kazit as a staging point the Traitors were the first to strike out in a renewed attempt to seize territory after a brief respite fractured by sporadic strike force ..→

Baylonian Insurrection~Act 3 216.008.M31 System Wide Traitor

Maintaining the momentum from their advances in the previous stage of the Campaign the Traitors fleet secured the naval lane between Dur-Kazit and Laigach while the Loyalists continued to ..→

Baylonian Insurrection~Act 4 292.008.M31 System Wide Traitor

Even with a number of covert strikes against Dur-Kazit written off as failures, the Loyalist command pushed ahead with the all out assault against the Traitors territories on the Fortress World. ..→

Baylonian Insurrection~Act 6 388.008.M31 System Wide Loyalist

With both forces reaching a certain level of impasse the Campaign entered a new stage of attrition; both factions launching harassing assaults against each others strongholds in an attempt to break ..→

Baylonian Insurrection~Act 7 464.008.M31 System Wide Traitor

Whether it was the failed attempt to cripple each others ships or a planned change of tactics, the Traitors were no longer willing to play the same game. Entering a new phase of the Campaign the ..→

Baylonian Insurrection~Act 8 541.008.M31 System Wide Unresolved

With the act of rebellion the Baylonian Synod brought the wrath of not only the Loyalists but the Traitors as well. Their intention to reclaim their lost empire and stand apart from the warring ..→

Baylonian Insurrection~Zone Mortalis Operation 12 388.008.M31 Dur-Kazit Loyalist

A rescue operation to recover the Salamanders Primarch, Vulcan.

Baylonian Insurrection~Zone Mortalis Operation 14 388.008.M31 Cipaar Traitor

The Rescue of V’Ren

Kyros V’Ren’s eyes suddenly burst open from his meditation as he heard a firefight erupted from outside his cell. He had been trapped in the Imperial Fist holding facility ..→

Savage Campaign~Operation Five 468.007.M31 Savage Traitor

With both forces exhausted and undermanned from the previous phase of the invasion a short period of securing and harassment ensued, allowing the Loyalists to regroup and attempt to co-ordinate with ..→

Savage Campaign~Operation Six 471.007.M31 Savage Traitor

Attempting to recover lost ground from the significant loses in the previous engagements, the Loyalists forces pushed hard into Traitor held territory and launched multiple offensives against the ..→

The Rallying of Trugoy~ACT of Heresy: Grox 063.008.M31 Grox Loyalist

A Forgotten Legacy

Grox1.jpg

Before the conflict had truly begun the Loyalist forces had sent an advance scouting fleet into the Truogy system to source resources and ..→

The Rallying of Trugoy~ACT of Heresy: Impasse 063.008.M31 Impasse Loyalist

Dark Experiments

Impasse 1.jpg

The Retlaxi Mechanicum were tasked some time ago by Horus to begin construction of an underground research laboratory in order to research ..→

The Rallying of Trugoy~ACT of Heresy: Trugoy 063.008.M31 Trugoy Loyalist

The Corruption of Office

Trugoy 2.jpg

Although the Governor of Trugoy was quick to reaffirm his loyalty to the Emperor, it was a hollow pledge indeed; resentful at ..→

The Rallying of Trugoy~Ep.3 - Crushing of Grox 311.008.M31 Grox Traitor

With the revelation of the existence of underground titan hangers buried beneath the surface of Grox, the war on the planet evolved into a wide spread skirmish and exploration campaign with both ..→

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