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Last Edit: Jan 16, 2024 14:26:36 GMT by Last Order
Though they are not the only Adepta Sororitas presence in the Corinthe sector, the Order of the Argent Shroud is by far the most significant one. From their preceptory fortress on the moon of Sikyoni, thousands of sisters muster and battle against the enemies of the Imperium. Despite many of Corinthe's military forces being spread across the galaxy prior to the great rift, most of the Sikyoni preceptory's members were still present, so they are in full force and ready for defense.
As the fortress on Sikyoni is comprised of more than one preceptory, the leadership of the Order is a bit atypical. Normally, the preceptory would be led by a single prioress, or a canoness preceptor, but on Sikyoni, they are led by a prioress superior, who oversees all of Sikyoni, and each preceptory on the moon is then overseen as normal.
The Order of the Argent Shroud takes advantage of the extremely high population of the Corinthe system, where hundreds of billions of humans live, to restore the numbers of their order. The preceptories on Sikyoni recruit from the hives on Corinthe and the other planets in the system and once these acolytes have become full-fledged sisters, they often send them elsewhere to replenish numbers in systems where recruitment isn't so simple.
As expected of the Argent Shroud, they have a tendency to field hard-hitting, fast-moving units, so Sikyoni provides higher-than-average number of celestians, and a significant quantity of seraphim.
Due to the events of the Third War of Armaggedon, in which a great number of the Argent Shroud sisters were slain by orks, the sisters fo Sikyoni have a desire for vengeance, and are likely to engage the orks in the system with more fervor than other enemies.
The Order of the Key The orders famulous are not present on all planets in the imperium, but on ones like Corinthe that place a lot of stock in bloodlines, they tend to play a critical role. Dozens of missions across the hives operate in tandem to maintain the millennia-spanning genealogies of the great families. These records are eventually compiled and added to the archives in hive Grevena and guarded well.
The Order of the Key are some of the most valued individuals on Corinthe, rivaling the highest tier barons, and only outshone by the members of House Mora and the upper echelon of the Adeptus Mechanicus. Targeting one of these sisters with malicious intent would evoke the harshest response from authorities.
The Order of Serenity The Order of Serenity is one of the many orders hospitaller. They have a number of missions across Corinthe and spread throughout the sector. Their acts of healing have kept many of the less fortunate from an early grave, and their medical skills will undoubtedly be invaluable in the coming days.
Their white robes and unmarked black chimeras are a sign of better times for those who come across the order, but also cause them to blend in rather well with the Order of the Ardent Shroud, which causes some confusion among the general populace.
THE ADEPTUS ARBITES
THE FEUDAL ENFORCERS
The lawmen of the Imperium are known as the Adeptus Arbites, and they keep the peace to varying degrees based upon whatever the customs and expectations of that planet's government may be. In many cases, merely murdering a neighbor is not sufficient for the arbites to show up, as they generally protect the assets of those who rule over others, rather than those who are ruled over.
On Corinthe, the arbites are the militias and private armies of the various barons who rule over the hive sectors. They wear their colors, their armor, and wield their weapons to protect the influence of their baronial masters. They care little for the plight of the average person, and they have no interest in maintaining peace or justice. These arbites are hardly more than sanctioned bullies best avoided whenever they are seen.
Aside from the feudal troopers, the barons often act as judges in their precincts, and if necessary, may appoint more of their household to handle the same duties if it becomes too much of a responsibility or too much of a bore for them. Justice in these precincts is often rare, and when it does occur, it is often twisted in the baron's favor.
On Tiryn, the arbites are similarly feudal, but not quite as twisted. They enforce the laws and keep the peace, and are generally fair about it. Most of these men and women command great respect, because the arbites on Tiryn are made up almost entirely of veterans who served in the Imperial Guard. Thus, while still feudal law enforcers, the arbites of Tiryn are more impartial and actually strive to do a decent job.
The Lower Hive Precincts Deep in the hives and other areas the barons don't much care for, the arbites operates as normal. They are the black clad enforcers and investigators that tend to keep some modicum of peace, but these areas of the hive are notoriously dangerous. Gangs run wild and often control large swathes of territory, and the arbites need to be very cautious about stepping on their toes.
The feudal enforcers of the barons often disagree with the presence of these arbites and the two groups will butt heads over who has authority where. It is rare that it develops into any outright fights, but the feudal arbites tend to be more aggressive than they should be, and it is not out of the question.
THE ADEPTUS ASTARTES
THE AURORA CHAPTER
While no Space Marine chapter calls Corinthe their home, nor even the system, the Aurora Chapter does have their home world on Firestorm which is on the outer edges of the sector.
However, due to the Cicatrix Maledictum, the Aurora Chapter is cut off from the rest of Corinthe, unless someone is ready and willing to dare warp travel without the guiding light of the astronomican. The sole exception is the Strike Cruiser Righteous Retribution, which carries the third company of the Aurora Chapter. It was in the system rearming at Arkhaion when warp travel became too perilous to risk without great need.
It is likely that the Righteous Retribution will attempt to return to Firestorm, rather than remain in the system for long, however, the space marines would be a great asset if they were convinced to remain and assist with Corinthe's defense.
Other Chapters There are other chapters with some of their angels of death in the area. The Sons of Orar also use Corinthe to rearm, and will likely attempt to link back up with the forge world to ensure a steady supply of armaments and vehicles for their own defenses.
The Sables Swords chapter is a little farther away, but not so distant that their presence would be unexpected. However, they are distressingly close to the Ygma Monolith, so as the Necrons battle against the forces of chaos in the region, it is possible that war will consume the chapter well before relief arrives.
It would not be unthinkable for other chapters to be in the area. Corinthe's ability to refuel, rearm, and repair all classes of voidships, as well as produce war machines like land raiders, means that space marine chapters often use Corinthe's products. They may attempt to break through to the system, or they may already be present and looking for ways home.
THE ADEPTUS MECHANICUS
THE MASTERS OF CORINTHE
The Adeptus Mechanicus consider themselves to be the true masters of Corinthe, and with good reason. House Mora and their subservient houses are entirely reliant upon the great forges to keep their knights operable and to equip their vast armies. Without the blessings of the Omnissiah, their efforts would surely grind to a halt. Thus, the Mechanicus influence is undeniable.
House Mora may rule over the hives and provide bodies to work the forges, but their leadership is mortal, prone to dying in battle, and live short lives of mere centuries, whereas Archmagos Ksenia Vale has overseen the forges for nearly seven millennia, and has undoubtedly influenced the leadership of House Mora the entire time.
The command of all mechanicus in the sector inevitably falls upon the archmagos, including the legions of skitarii, the cybernetica cohors, and the powerful warmachines of the collegia titanica. However, she does not command them alone, but instead employs numerous subordinates, each who wields great influence as they protect and bend Corinthe to the Omnissiah's will.
The techpriests and skitarii of Corinthe wear robes of black trimmed in gold and lined with Martian red on the inner surface. They are known for supplying a large number of enginseers for the Imperium, and for harboring a host of rare technology and unique STCs in the vaults of Corinthe that allow them to produce some peculiar things.
Other Mechanicus Elements Other mechanicus factions, such as those hailing from other forge worlds, are rare on Corinthe. The planet's tech-priests guard their forges and knowledge jealously, and thus, any other mechanicus presence is likely to be someone or something attached to another element, such as voidships or regiments of the Imperial Guard who were in the system to resupply.
THE ASTRA MILITARUM
THE CORINTHEAN GUARD
The Corinthean Guard represent Corinthe across the sector and the greater Imperium, and wear Corinthe's red and gold colors. They are not particularly noteworthy for anything, and utilize predominantly standard-issue equipment and receive basic training.
The majority of the Corinthean Guard are people scraped from the floors of the hive and stuffed into a uniform before they are shipped off to die for the Emperor. The remaining portion are members of the great houses who have "earned" staff positions and operate as the officers for the guard.
Thus, the Corintheans make up for their lack of training, equipment, and resolve with numbers, a tactic that is not unfamiliar to the Astra Militarum. Morale is often shaky at best, and resentment is rife, as they are often compared to their neighbors, the Tirynese Chosen, who tend to be everything they aren't and more.
THE TIRYNESE CHOSEN
On paper, and at a glance, the Tirynese Chosen are the perfect army for the Imperial Guard. Hailing from Tiryn, these martial-minded individuals band together into a rather elite fighting force courtesy of vast, generational brainwashing and conditioning on their home world. Tirynese people value nothing more than military service, and from the day they are born, they prepare for it. The problem they face is that only so many are chosen for that resplendent honor, and thus the competition is extremely fierce.
There are, of course, other issues. Despite their ability to hold a line better than most guard regiments, to land shots that would be unthinkable for the Corintheans, and to maintain morale and cohesion in even the worst of situations, the Tyrynese prove they are not to be relied upon.
They've gone a bit beyond reasonable, and have reached a level of fanatacism that makes them utterly incompatible with almost all other guard regiments, including officers from Corinthe who have a disastrously high rate of death among the Tirynese regiments. They have no respect for anyone not as dedicated as themselves, and often refuse to work with them, or believe them to be incompetent.
They will hold a line when needed, but they also have zero compunctions about staying and fighting to the last man, and will often do so, even if it means disobeying orders. Their search for glory and death for the Emperor often results in entire regiments undermining strategies despite their otherwise professional demeanor, and though they will unilaterally cause extreme casualties in their enemies where others would not, they must be deployed very carefully and with great forethought, because they can become unpredictable without warning.
The best way to subvert their tendencies is to leave the Tirynese to command themselves, as they respond far better to their own officers than outsiders. A Tirynese Chosen told to retreat is likely only to accept that order from one of their own, or someone proven in battle, because they will undoubtedly believe them to be a coward, and thus, worth ignoring.
The Tirynese are clad in traditional purple and teal cloth with atypical charcoal flak armor of an odd design, and particularly noted for their unique lasrifles. Often as long as they are tall, these slender Tiryn-pattern rifles come standard with long, deadly bayonets making them look more like spears than rifles. Where other lasrifles tend to put down a volley of mostly ineffective lasfire, the Tiryn-pattern lasrifles pack a rather incredible punch, but have very slow rate of fire and tend to run out of ammunition quickly.
However, that suits the Tirynese quite fine, as they often prefer to engage their foes with their bayonets.
Other Guard Regiments Other planets in the system generally do not have a large tithe of manpower for the imperial guard, and provide other resources instead. When they do send off some excess manpower, they tend to integrate into the Corinthean Guard.
Other regiments in the system could come from another system or planet in the sector, or from further beyond and are resupplying at the forges. However, Corinthe is not known for keeping its forces close to home, but rather for sending them elsewhere, so those that remain were likely preparing to depart, or have stumbled in since warp travel was cut off.
THE EMPEROR'S INQUISITION
THE ORDO HERETICUS
Hidden away on the moon of Sikyoni, enshrouded by the various preceptories of the Order of the Arden Shroud, the Ordo Hereticus of the Emperor's Inquisition maintains a large conclave meant to police the Corinthe sector of heresy. It has done so for for many centuries, and with a good deal of success. Heresy has always been low in the sector when compared to elsewhere, but that could all change.
These witch hunters have found themselves without a leader, for Inquisitor Bartomay Varn disappeared following the appearance of the Cicatrix Maledictum and hasn't been heard from since. He left no particular orders, nor even mention of his absence, but just seemingly vanished one day, leaving behind one of the sector's more elusive mysteries.
Without inquisitor Varn at the helm, others will have to step up and direct the efforts in the sector. With chaos closing in on all sides, it is only a matter of time before the witch, the mutant, and the heretic begin appearing in every shadow, and only so long before they become bold enough to step out from the darkness.
Other Ordos and Conclaves There are other ordos in the sector. The Ordos Malleus and Xenos both have small outposts in the system, but nothing to the scale that the Hereticus conclave has.
Minor conclaves have come and gone, rising and fading from prominence as their duties expire or became unnecessary, and could begin showing up in greater number as the system is forced to rely upon itself rather than seek outside aid.
THE NAVIS IMPERIALIS
BATTLEFLEET CORINTHE
Battlefleet Corinthe is the primary defense fleet for the entire sector, and has often been regarded as undermanned, underfunded, and lacking the necessary voidships to handle any problem that might arise. Most of the ships manufactured in the sector were sent off to Kar Duniash to be deployed elsewhere in the Imperium, rather than reinforce the sector's battlefleet.
After the fleet's flagship, the Baleful Retribution, an Emperor-class battleship, limped back into the system with only part of its escort in tow, Magos Vale ordered increased production across the system. Factories howled and roared as ancient forges burst to life, and assembly lines rarely used except by necessity were brought to life, and with them, the restoration of the Corinthean fleet was underway.
It would take time, however, and with so many threats looming on the horizon, every ship would be needed.
Other Fleet Elements As a central point in the segmentum, Corinthe is a place often traveled, and that means a lot of fleet elements that do not belong to the sector end up there. Now, many are trapped and swiftly being repurposed from whatever goals they had before into the sector's battlefleet.
Transport ships and freighters are pressed into service ferrying materials from the mining worlds and asteroid fields to the great forges, and to getting manpower and food from places of surpless to those of scarcity. Warships that belonged to other sectors or other fleets are given little choice in the matter. There is no where for them to go, so they join Battlefleet Corinthe.
Very few remain truly independent, and those that do might draw the watchful eye of the Ordo Hereticus.
THE QUESTOR IMPERIALIS
THE GREAT HOUSE OF MORA
Long before Corinthe became what it is today, it was a feudal world ruled by knights in their incredible war machines. They battled for supremacy over land and resources, and over time, came to establish various hierarchies. When Corinthe reconnected with the Imperium, it was house Mora that stood at the top of that hierarchy, and it has remained that way for most of the world's history.
Corinthe, once a verdant green paradise, slowly, but surely, became a monstrosity of stone and steel. Plains and fields were ripped up, forests burned to the ground, and entire oceans drained to make way for more factories and workshops. The feudal world swiftly became the forgeworld it is today, and hasn't looked back since.
House Mora, under the leadership of Thaddeus, has done everything it can to retain order on their planet. Where others may have faltered, turned away from the Emperor, and embraced chaos and corruption, Thaddeus and his household knights have doubled down on their faith and dedication, and swore to uphold the Emperor's will in the sector even if they were blinded to his light.
Thaddeus has been a reasonably good leader. While he may not have all the skills and knowledge required to become great, he has the force of personality to inspire the people of Corinthe in their darkest times. For all other things, he has Magos Vale to fall back on. Her endless knowledge and great wisdom serves him well, and in turn, he respects the wishes of the Mechanicus, and their age-old accords.
Together, High Monarch Thaddeus and Archmagos Vale seem ready to lead Corinthe through the worst that is to come, but can mere mortals truly stand against the tide of darkness?
Other Great Houses House Mora is merely the greatest among the houses of Corinthe, but subservient to them are many more, each headed by a powerful baron who rules over a portion of one of the three massive hive cities and could command up to a dozen knights in battle, along with their household armies.
These men and women are the elite, the aristocracy of Corinthe, and play their little political games. Each treasures their geneology, and relies upon the Order of the Key to maintain them. Stretching back milennia, these records prove who is great and who merely exists, and it is not uncommon for them to laud the accomplishments of forebearers as their own.
However, opportunities arise in these new times. Will the houses remain loyal, or will they seek to upend the status quo that has held strong for so long? It may be a gamble, but one that could certainly pay great dividends if it works in their favor.
Last Edit: Oct 31, 2023 13:45:42 GMT by Last Order
As darkness descends upon the Corinthe sector, Nurgle looks to spread his love through virulent plagues and poxes. His champions gather on the fringes of the sector, ready to begin spreading their filth, and in the shadows of the Imperium, heretical worshippers of the plaguefather begin rising up, sowing chaos and discord, and plunging the worlds into horrible bouts of suffering as seemingly incurable diseases ravage the population.
Nurlges forces seek the bountiful harvest of lives for Corinthe. Billions await and soon, they may fall to Nurgle's whims as so many others have before them.
Cult of the Second Flesh Deep within the hives of Corinthe, trouble brews - quite literally. Under the patient management of an esteemed chaos sorcerer, the Cult of the Second Flesh grows in numbers. They seek to spill out into the hives like the plagues they brew in great cauldrons, and when they do, billions will suffer.
For now, their number are few, but it is only a matter of time before their influence spreads, and the few arbites in the underhives will be unable to stand against them without aid. Gangs and civilians are unlikely to ever band together and oppose the cult, and are far more likely to fall prey to it, and bolster its numbers with their souls.
The Carrion Lords Warband This warband of the Death Guard traitor legion lurks in the sector, their fleet gathering and poised to strike. Their numbers may not be great, but it takes far more than mere guardsmen to stand against such dangerous foes. All of Corinthe could be in danger if they turn towards the system before preparations are complete and defenses remain insufficient.
Led by the venerable Galen Lister, the festering hulk secured away in an ancient Leviathan-pattern siege dreadnaught, the Carrion Lords are one of the greatest threats that the sector now faces. If Lister's twisted and broken mind loses its patience and acts sooner rather than later, perhaps Corinthe will fall before it ever has a chance to rise.
THE CULT OF KHORNE
THE BLOOD LEGIONS
The forces of Khorne are not subtle, and soon they will descend upon Corinthe to relish the bloodbaths as billions fall beneath their blades. The only thing holding them at bay is the Sautekh dynasty of necrons, which has taken a great deal of the legion's attention as of late.
However, splinters have broken away from the main daemonic warhosts and now make their way towards the Corinthe sector.
The Blood Hunters Warband A daemonic host has gathered beneath the banner of Vashna, Queen of Pain, and are supplemented by the Blood Hunters, a warband of the World Eaters traitor legion.
Vashna, a Herald of Khorne, has promised blood aplenty for any that gather under her banner, and has already descended upon the most distant worlds of the Corinthe sector. It is only a matter of time before these blood-crazed monsters find their way to Corinthe, butchering all that stand in their way.
Last Edit: Oct 31, 2023 15:28:12 GMT by Last Order
Orks are a problem everywhere, especially where the fighting is the fiercest, since few entities in the galaxy love a good fight as much as an ork. The problem with orks isn't just their penchant for fighting, nor their ability to bend reality to their collective whim, but that they are incredibly difficult to get rid of.
Orks are mostly fungus, and contrary to appearances, they grow from spores, and those spores are very difficult to get rid of. Effectively, once an ork moves in, orks are there to stay, and the Corinthe sector has had an ork infestation as long as anyone can remember.
Fortunately, they've been able to keep it under control. The downside, however, is that with current events unfolding as they are, policing the ork population is going to get that much harder, and if one of the ork warbosses manages to get their act together and unites all the boys, then a brand new WAAAGH!! could erupt and engulf the sector in fightin' and lootin'.
THE WARBOSSES
GITMUK GUTSMASHER
Gitmuk Gutsmasher is the most noteworthy of the three warbosses, in that he is the only one actively attempting to unite all the orks under his banner. The problem he faces is the lack of unity. He may be one of the big three, but there are so many upstart warbosses in the way that getting the WAAAGH!! together is going to be no easy feat.
He and his warband are currently located on Volos, a moon of Tiryn, that was home to a long-since abandoned colony of the Imperium, but is now mostly overrun by orks. Removal of the orks has been difficult due to warbosses like Gitmuk who have managed to remain defiant against all odds.
The second challenge that Gitmuk faces is his lack of voidships. His warband is almost entirely ground-based, and has no opportunity to take on the rest of the system and bring the fight to the Imperium rather than his fellow orks.
BURBOG 'EADHUNTER
Burbog 'eadhunter is a bit of a weird case when it comes to orks. He's an ork that doesn't just like to fight, he likes to win, and will go to just about any length to do so. He's cunning, he's sneaky, he's more than happy to play it dirty because every victory leads to another fight, and the crazier and dirtier a fight, the more exciting it is.
Burbog and his band of kommandoz are located on Tiryn proper, and that is their biggest fault. The ability to expand is met with resistance by the locals, and the locals tend to like fighting just as much as the Burbog and his boyz, so they're more than happy to burn his encampments to the ground before he ever gets really established.
Whether Burbog manages to lay claim to enough of Tiryn to start his own WAAAGH!! or gets out into the rest of the system and goes from there, it is clear that his cunning is a problem for any foe that faces off against him.
WURZOG FIZZBANG
Wurzog Fizzbang is Gitmuk's biggest competitor. What this tech-minded ork lacks in boyz, he more than makes up for it with fancy gear and loot. Most importantly, perhaps, is that the Wurzog has a fleet of ships, far more ships that he has need for, which makes Wurzog's base on Volos a prime target for other warbosses looking to get off the planet.
However, his encampments are often filled to the brim with traps and gadgets designed to fell other orks, so getting in is more difficult than it may seem at first glance.
Wurzog lacks the general charisma some other warbosses have, which makes it difficult to surround himself with boyz. Those that do follow him tend to be a bit on the runty side of things, or similarly attuned to tech.
Feral Orks of Corinthe While most orks in the sector are accustomed to technology and of the more advanced mindset, there are those deep in the hives of Corinthe that aren't.
These feral orks pop up from time-to-time and cause trouble in the underhives, often warring with some of the hive gangs before they are put down and eradicated. However, eliminating them entirely has proven difficult, or impossible, as hunting them all down is out of the question.
The Tyranids have been a threat to the Imperium for quite some time, but not so much for Corinthe. In recent years, a spacehulk named the Bringer of Sorrow dropped out of the warp on Corinthe's doorstep and threatened to drag the system into disarray. Hivefleet Moloch unleashed a tendril that struck out towards the Bringer of Sorrow, as if it were a beacon, and though the hulk was destroyed, the tendril was not completely eradicated.
Fragments of the hive fleet tendril have lain dormant across the sector, occasionally causing some trouble here and there, but generally nothing threatening to the greater security of the sector.
However, that has changed. A new hive fleet, dubbed Kronos, is rushing headlong through the Imperium and into the Corinthe sector. Whether this will cause the remnants of Moloch to become active once more or not remains to be seen, but either way, a great threat is once more on the doorstep to Corinthe, and the Dark Angels are unlikely to come to their rescue again.
Hive Fleet Kronos Though Corinthe might not be the hive fleet's intention, the sector does fall right upon its intended path. Some who possess a little more intuition than others have speculated Kronos has less interest in the realm of man than other hive fleets, because it is uniquely attuned to the warp.
It pushes a great bulwark of psychic dead space ahead of itself, and its warrior forms seek to avoid direct confrontation, but instead prefer to engage at range. This has led these scholars to believe the Kronos is intended to fight the forces of chaos.
Whether that is a boon in disguise or just another threat to be dealt with as usual remains to be seen, but the leadership of Corinthe would likely find it in their best interest to take advantage of this phenomenon and turn Kronos against their heretical enemies.
Last Edit: Oct 31, 2023 17:59:44 GMT by Last Order
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