NationStates Jolt Archive


Khurganate Q&A/ Factbook Thread

Khurgan
21-09-2005, 04:19
History

The Khurganate came into being on the planet of Hecuba, home to a former Imperium colony. Isolated by numerous Warpstorms, the people of Hecuba lost much of their civilization, breaking up into numerous tribes. For centuries, the tribes lived peacefully amongst one another, but one day, a Warpstorm brought the touch of Chaos to the surface of Hecuba. Daemons swarmed the surface, warring amongst themselves for servants. The tribes viewed them as warring angels, and worshipped and reviled them. Eventually, one God of Chaos defeated the forces of the others: Tzeentch, the Changer of the Ways.

From the daemonic servants of the Weaver of Fates, the tribes learned of Tzeentch, and worshipped him. They reaped the benefits of their faith, recieving the gifts of their God, changed to be more than human. The leaders of many tribes became great sorcerers, and ascended to the lofty position of Daemon Prince.

By the decree of Tzeentch, the tribes began to war with one another, battling for supremacy, for the glory of Tzeentch, and the chance to become his Chosen. For millenia this continued, until finally, one tribe gained power over the others: the Khurgan. Lead by their daemonic Warmaster, Helion, they conquered the peoples of Hecuba, subjugating them to the will of Helion. In a battle with his rival Maa'kal, of the tribe of the Jaktahr, Helion defeated his nemesis, binding the greater Daemon Ish'Sur'Baal into his hide. For this service, Helion finally truly ascended, becoming the Chosen of Tzeentch.


Religion

Religion in the Khurganate is mandatory, with the worship of Tzeentch the only choice. The Tzaani religion is a part of life here, integrated into every daily routine. Prayers to the Changer of the Ways are said before meals, while working, even hypnotically implanted into dreams. Sacrifices are made, daemons are conjured and sanctified, and gifts are imparted to the most devout.

Tzeentch is the Great Sorcerer, the god of magic and master of the mutable time stream. He is known as the Changer of the Ways, the one who directs the fate of the universe. Tzeentch guides unwitting mortals along paths destined to increase his own power , though they may never realise their part in his plan. He shows favour to those who use intelligence to control the world, especially to wizards and magical creatures. He takes delight in the plotting and politicking of men, and favours the cunning over the strong, the manipulative over the violent. Tzeentch is the Great Conspirator, the master of plot and intrigue. Few of Tzeentch's plots are simple, and many appear contradictory to others, or against Tzeentch's own interests. Only Tzeentch can see the trails of potential futures weaving forward in time like multicoloured threads. Tzeentch's plans reach through time and space and can carry through untold centuries. For what is a mere hundred years to a god who existed before the dawn of time and will exist long after the world is no more.

His skin crawls constantly changing faces which leer and mock those who look upon him. As Tzeentch speaks these faces repeat his words, often with subtle but important differences in meaning. The god's puckered face is formed upon his upper torso, so his head and body are one. From above his eyes spring two sweeping horns of great length. He appears suspended above a sea of swirling multicoloured mist. In this form he speaks with his followers and in such shape he is depicted in his temples.

It is Tzeentch who holds the Realm of Chaos beyond time and space and it is he who watches over the destiny of the material universe. His plots are complex and interwoven, and he is the principal architect of secret alliances amongst the Dark Gods.
Chronosia
21-09-2005, 04:25
What is the Khurganate's attitudes to the other Gods of Chaos and their servants? Can you tell us more about international and interreligious policy?
Khurgan
21-09-2005, 04:29
What is the Khurganate's attitudes to the other Gods of Chaos and their servants? Can you tell us more about international and interreligious policy?

OOC: Khurgan acknowledges the existance of the other Chaos Gods, but regards their servants mostly as pawns, which is pretty much the opinion of any servant of Tzeentch. Non-Chaos Gods are regarded with skepticism, usually as another powerful being that will eventually serve as a pawn. As for other nations, more pawns (not that we'll admit it). We're good like that.

Technology will be coming up next, as well as fielding any more questions.
Khurgan
21-09-2005, 04:41
Weaponry of the Fleet

Lance Batteries- Massive energy weapons, lance batteries focus their individual beams into a powerful beam of destruction, a sum greater than the whole of its parts. These beams are as precise as a scalpel, strong enough to burn through the hulls of enemy vessels.

Torpedoes- Gargantuan projectiles, Khurganate torpedoes are generally about thirty meters long, packing a deadly melta warhead, as well as a logic engine to provide guidance. Armored and occasionally void shielded, these torpedoes can break a smaller vessel in half.

Nova Cannon- Launching a huge implosive round at insanely high speeds, the Nova Cannon round implodes either on impact or a predetermined distance from its target, cracking the hulls and killing the crews of its targets.


Khurgani Teleport Array- Similar to the teleporter arrays of the Imperium, Khurgani arrays propell a being through the Warp, to exit again at a predetermined destination. However, in contrast to the Imperial arrays, the Khurgani variant also causes an eruption of Warp Fire immediately before the beings transported emerge. This serves to clear the area of life with minimum collateral damage, as Warp Fire, while incredibly deadly to living beings and their immediate surroundings (clothing, armor), has little effect on inanimate objects.

To be continued...
Rotovia-
21-09-2005, 04:57
OOC: Have you considered turning the oxygen up on your planet? No, just kidding. Seriously though, since it obviously the greatest duty of your people to conquer other tribes. What importance is nationalism? For instance do Kurganatians seek to conquer other races. Are Kurganatians divided into classes or castes based on their conquest by other tribes?
Khurgan
21-09-2005, 16:25
OOC: Have you considered turning the oxygen up on your planet? No, just kidding. Seriously though, since it obviously the greatest duty of your people to conquer other tribes. What importance is nationalism? For instance do Kurganatians seek to conquer other races. Are Kurganatians divided into classes or castes based on their conquest by other tribes?

First of all, yes, the people of the Khurganate (collectively the Khurgani, although this also refers to the specific tribesfolk of the Khurgan) are divided into various tribes, although they don't tend to be specialized. Each tribe is lead by its own Warmaster, and the tribes are always in competition, either political or military. Backstabbing is common, both figuratively and literally, as befits true servants of Tzeentch.

Each tribe is able to govern itself as it sees fit, as long as it continues to pay its tithes of gold and soldiers to Tzaanlord Helion. In return for their fealty, they are protected by the Khurgan.

As for nationalism, most tribes are extremely patriotic, partly due to the threat of violence, partly due to religious ideals, partly due to a belief that the tribes of Hecuba are naturally superior to others, which in turn leads to a desire to conquer. The Vulcan Campaign to retake the Imperium's lost Forge Worlds is the latest example of this trend.
Khurgan
21-09-2005, 16:50
The Military

The Khurganate's armed forces are divided into several groups: the Navy, the Legions of Change, and the Tzaangard.

The Navy- Controls the armadas of the Khurganate. From the massive Changer of the Ways to the smallest fighter or landing craft, the Navy is the far-reaching arm of the Khurganate. The Navy also has the awe-inspiring power to declare Exterminatus, to eliminate all life on a planet in one fell swoop. Whether by Life-Eater Virus or Warp Interface bombs, the target of Exterminatus is rendered sterile for centuries.

The Legions of Change- The ground forces of the Khurganate. Formed from the tithes of men given to the Khurgan by their subjects, the Legions of Change are the grunts of the Khurganate. They number in the millions, devoted servants of Change. Lead by Sorcerer-Priests, the Legions conquer all in the name of Tzeentch.

The Tzaangard- Especially blessed by Tzeentch, the Tzaangard are super-human monstrosities, armored behemoths with the power of a demi-god. With their rune-encrusted power armor melded to their flesh, these tactical geniuses are the equivalent of the Space Marines of the Old Imperium.
Khurgan
22-09-2005, 02:28
Military Structure


Infantry Organization

Fire Team- 3 men, 1 with specialist weapon or heavy weapon
Squad- 3 Fire Teams, 1 sergeant. 1 heavy weapon, 2 specialist weapons
Century- 6 Squads
Maniple- 2 Centuries
Tribune- 8 Maniples
Line- 2 Tribunes
Legion- 3 Lines (5760 men)


Calvary Organization

Decuria- 9 Riders, 1 Decurio
Turma- 3 Decuria
Ala- 10 Turma (300 men)


Armor Organization

Squadron- 3 Tanks
Maniple- 6 Squadrons
Tribune- 8 Maniples
Legion- 8 Tribunes
Khurgan
22-09-2005, 17:43
Open for questions while I finalize my Armor organization.
Khurgan
26-09-2005, 18:46
The Collegia Technologicae

Devoted to the pursuit of technological knowledge, the Magi of the Collegia provide for the needs of the Khurganate's vehicles and weaponry. The Collegia's deep knowledge of the operations of mechanical constructs makes them a natural choice to operate the Forge Worlds of the Khurganate, as well as design new patterns and repair older ones.

The members of the Collegia are constantly tinkering with their charges, attempting to get the last bit of performance out of them. This leads to new breakthroughs, such as the Khurgan-pattern Shadowsword, whose secondary multi-fuel generator allows the Titan-killing Volcano Cannon to fire more often and on the move. These practices are invaluable to the Khurganate, and a testament to the Collegia's devotion to Tzeentch.
Khurgan
26-09-2005, 19:16
Planets of the Khurganate

Hecuba System
Atropos- 1st planet of the Hecuba system. Heat well beyond normal human tolerance. Home to the Hellhounds Legion.

Hecuba- Fourth planet of the Hecuba system, Homeworld of the Khurgan people, seat of the Tzaanlord Helion, Tzaanlord of the Khurgan. Heavily populated, the surface of Hecuba is scarred from centuries of inter-tribal warfare, polluted by toxins that refused to die out, even after their targets had perished. It is a testing ground for those dedicated to the Changer of the Ways, a catalyst for glorious Change. Home to the Grey Warden Legion.

The Maze- Orbiting Hecuba is a vast array of satellites, maneuvering in a labrynthine pattern, unfathomable to all but a few. These satellites house the largest prison network in the Khurganate, home to millions of criminals. Only the Grand Masters of the Grey Wardens knows the key to deciphering the dizzying patterns of the satellites, and thus the locations of each prisoner.

Clotho- The first Forge World of the Khurganate, the sixth planet in the Hecuba system. Producers of the Khurgan-pattern Shadowsword, and home to the most extensive shipyards in the Khurganate. The entire planet is slavishly devoted to producing the weapons and armaments of the Khurganate.

Lacheis Belt- An extensive asteroid belt in the Hecuba system, fifth "planet." Utilized as a mining base and defensive installation.

Manticore System
Manticore Tertius- One of the primary Agri-Worlds of the Khurganate. Produces large amounts of gene-fixed grain and groxen. Home to the Solar Fists Legion.

Tigrus System
Tigrus- A Forge World of the Old Imperium, Tigrus was the first conquest of the Vulcan Campaign. Tigrus is home to the formerly lost Hunter-pattern battle cannon shell, as well as the Leman Russ Vanquisher.
Khurgan
27-09-2005, 02:39
The Astartes

Among the newest servants of the Khurganate, the Space Marines are the equals of the Tzaangard in both skill and importance, a fact which the Tzaangard do not relish. This has lead to intense rivalry between the Astartes and the Tzaangard, sometimes at the expense of their duty.

Legions of the Astartes

Umbral Blades- Created in response to the threat of the Umbrans of Hive Fleet Nergal (Tyranids to the rest of the galaxy), the Umbral Blades train extensively in anti-Umbran tactics, taking advantage of their innate psyker talents to tap into the Hive Mind, corrupting stimuli and gaining a near-prescient advantage over their foes. However, these actions take their toll on these brave psykers, often leaving them blind, dependant on Umbrans for their vision. Umbral Blade colors are blue-black with a pale violet trim. The Primarch of the Umbral Blades is Victor Noctos.

Hellhounds- Clad in red and gold, the Hellhounds are the dogs of Helion. The Hellhounds are psykers to a man, although nearly all of them display a leaning towards Pyrokinetics above all other psychic disciplines. This trend manifests itself in Hellhound battle doctrine, which includes a large amount of flamer and melta weaponry, as well as incendiary explosives of all kinds. The Hellhounds are noted pyromaniacs, delighting in burning things, their enemies and allies alike. For this reason, the Hellhounds are normally only summoned for offensives from their home on Atropos. Their Primarch is Aduro, the Dracomancer.

Solar Fists- Somewhat smaller than normal Astartes, the Solar Fists are the elite scouts and saboteurs of the Khurganate. Their psyker talents run the gamut, from Hydrokinesis, to projective empathy/telepathy, to telekinesis. The Solar Fists wear a mottled green, black, and brown suit, and utilize camoflague in all their operations. Their homeworld is Manticore Tertius. Their Primarch is Alphonse Sola.

Grey Wardens- The Grey Wardens are the guardians of the Maze, the Khurganate's vast network of prison satellites orbiting Hecuba. Charged with safeguarding their prisoners, the Grey Wardens also serve as an elite police force, putting down insurrections across the Khurganate. They are based on Hecuba itself, and are lead by their Primarch, Gregor Ironblood.
Elephantum
27-09-2005, 03:12
Planets of the Khurganate

Hecuba- Fourth planet of the Hecuba system, Homeworld of the Khurgan people, seat of the Tzaanlord Helion, Tzaanlord of the Khurgan. Heavily populated, the surface of Hecuba is scarred from centuries of inter-tribal warfare, polluted by toxins that refused to die out, even after their targets had perished. It is a testing ground for those dedicated to the Changer of the Ways, a catalyst for glorious Change.

Clotho- The first Forge World of the Khurganate, the sixth planet in the Hecuba system. Producers of the Khurgan-pattern Shadowsword, and home to the most extensive shipyards in the Khurganate. The entire planet is slavishly devoted to producing the weapons and armaments of the Khurganate.

Tigrus- A Forge World of the Old Imperium, Tigrus was the first conquest of the Vulcan Campaign. Tigrus is home to the formerly lost Hunter-pattern battle cannon shell, as well as the Leman Russ Vanquisher.
Are these only the major planets? It seems you would need some agri- and mining worlds to supply these planets. One is scarred and polluted, and the other two are forge worlds. Do you artificially grow food?
Khurgan
27-09-2005, 03:17
1) It's a WIP. I'm still adding planets.

2) Algae farming, while rather disgusting, is a very common method of obtaining food, and takes place in vats across the Khurganate. On Hecuba, the fact that the planet is a Daemon World helps, as food can be created simply by thought, if your psychic talent is strong enough. In fact, there is a large industry on Khurganate Daemon Worlds revolving around the production of food-stuffs by Psykers.
Khurgan
03-10-2005, 19:00
Tzaangard Legions

Created long before the Tribes initiated the Exodus and left Hecuba to begin the conquest of the Old Imperium, the Tzaangard have marched the surface of Hecuba for centuries. Created by infusing a human with the raw power of Chaos, Tzaangard are a masterpeice of Chaotic evolution. Standing a full two heads taller than a man, Tzaangard are garbed in rune-adorned power armor, carrying massive storm-halberds, a creation of the Old Imperium combining a storm bolter and a pole arm.

Specific Legions Coming Soon
Khurgan
06-10-2005, 00:06
Important Persons

High Tzaanlord Helion- Ruler of the Khurganate, Tzaanlord of the Khurgan, High Priest of the Lord of Chaos, Right Hand of Change, Burning Fist of the Warp, Chosen of Tzeentch. Commands the Changer of the Ways, the flagship of the Khurganate.

Ish'Sur'Bhaal- Foremost advisor to Helion, a Greater Daemon of awesome power. Said to answer only to Tzeentch himself in the daemonic hierarchy. Bound into the flesh of Maa'kal of the Jaktahr, and thus Tzaanlord of the Jaktahr by right of conquest.

Tzaanlord Arcturus- Commander of the Grey Fire of Tzeentch, a Cataclysm-class battle cruiser. Commanded the reclamation of Tigrus. Tzaanlord of the Pardos tribe.

Sergeant Daniel Quixos- A soldier in the Legion of Change. An unwitting descendant of radical Inquisitor Quixos. Participated in the seige of Tigrus, responsible for reclaiming the lost Tigrus Pattern for the Leman Russ Vanquisher, as well as the Hunter-pattern battle cannon shell.