House Cenwulf History - Version 5.2
House
Cenwulf History v5.2
Homeworld: Andlang
Military Patent:
Pre-Imperial
Military Grade: Tertius
From the earliest days of the Imperium
the nobles of House Cenwulf have upheld their vows of loyalty to the
Emperor with blood and iron. Grim and dour of spirit, merciless and
unflinching in battle, the nobles of Andlang are fearsome warriors
who stride to war within the armored shells of mighty Imperial Knight
Titans, dealing death to the enemies of mankind with blazing cannon
and roaring blades.
Origins
Like all Imperial Knight Households
the nobles of House Cenwulf and their mighty Knight Titans are
descended from the first human colonists who landed on inhospitable
worlds during the golden age of mankind. In the lost era of mankind's
first great expansion across the stars a colony ship of settlers
stumbled upon an unusual planet that would come to be known as the
Knight World of Andlang.
Situated in the Segmentum Obscurus,
roughly between Armageddon and Fenris lays the Vanyr system. The
colony ship that first entered the star-system discovered a number of
worlds that must have once teemed with life that had been rendered
dead and barren in some ancient catastrophe. Only a handful of hardy
plant and animal specimens remained on otherwise uninhabitable rocks
blasted with radiation, polluted with toxic chemical storms and seas
of caustic sludge. Only the foolish or truly desperate would have
chosen the Vanyr system as a home, indeed the human colonists nearly
passed the system by to seek better prospects elsewhere. Only the
discovery of rich mineral deposits by long-range probes motivated the
colonists to investigate further. The colonists found the second
world of the system to be particularly intriguing for the world was
littered with expansive ruins half-buried beneath irradiated sand,
sprawling battlefields of broken war-machines and the empty shells of
mountain fortresses jutting like grasping skeletal hands above toxic
clouds. Whatever alien race had once called the Vanyr system home it
had been wiped out in a devastating conflict that left behind little
but wasteland and ruin. Despite the terrible conditions of this
devastated world the xeno-archaeotech salvage could not be passed up.
Determined to make this world their new home the colonists set down
their ship in the mountains, as far from the radiation and poisoned
air of the lowlands as possible. Engines burnt out in the effort and
keel broken against the rocks the ship would never fly again, but it
would never need to, the human settlers had made their choice. They
named their new home after the vessel that had borne them there:
Andlang.
Those early colonists struggled to
survive against the hostile environment of their new home. Vicious
predators hardened to the extreme conditions preyed upon the settlers
even as radiation sickness, chemical burns and viral contagions
ravaged the population. Only the precious salvage of the ruins
offered the wealth necessary to import food and medicines sufficient
to survive. To recover that vital resource the colonists forged their
first Knight Titans. These early industrial walkers were the only
things capable of mounting the heavy weapons and powerful tools
necessary to fight off the predatory beasts, survive the terrible
storms and bring back the metal harvest which the people of Andlang
would rely on to survive for thousands of years. Over time the
warrior-heroes who piloted the knight suits became a ruling class who
marched out from mountaintop citadels to scour the lowlands for
salvage, cull dangerous beasts and fight off xenos invaders.
Alongside the emergence of the noble class the rest of Andlang's
society stratified into a feudal, ritualistic existence inspired by
the Trans-Nordyc cultures of Terra from which the colonists hailed.
Considered barbaric by the standards
of the Golden-age of Mankind the lords of Andlang rejected many of
the technological innovations of the age; advanced genetic
manipulation, artificial intelligence, warp-powered weapons, the
nobles of House Cenwulf would have none of it. So it was that when
the Iron Men turned on their masters and waged war against the
domains of man House Cenwulf survived for Andlang had no Iron Men.
When genetic manipulation ran rampant and hordes of bloodthirsty
mutants ravaged whole worlds Andlang endured. When the psykers
emerged among the ranks of mankind, devastating worlds with eruptions
of uncontrollable powers or drowning systems in nightmare the Vanyr
system remained intact. With each disaster contact and trade with the
wider galaxy dwindled until Andlang found itself almost completely
alone.
Cut-off from the wider galaxy the
people of Andlang were forced to fend for themselves. Food and
medicine became strictly rationed, weapons and munitions were
stockpiled, and soldiers manned the walls day and night, ever
watching for any sign of attack. In time enemies did come, pirates
and marauders, xenos and degenerate humans threw themselves against
the fortress walls and crossed blades with the warriors of the house.
Time and again enemies were thrown back but each time House Cenwulf's
capacity to endure the next assault decreased. Unable to sufficiently
feed or supply its subjects and warriors House Cenwulf had to make a
difficult decision, to hold out and hope to survive long enough for
the storm to break, or risk everything by going on the offensive.
After much debate the nobles of the house almost unanimously decided
to attack. What few void-worthy craft remained to the house were
mobilized and the bulk of the knights took to the stars, undertaking
nearly suicidal blind jumps into the warp to attack their enemies in
neighboring systems. Though these raiding operations were costly they
ultimately proved immensely successful. Outposts of pirates, mutants
and xenos were exterminated, ships were recovered and towed back to
Andlang, holds full of captured food, weapons and technology.
Besieged enclaves of human survivors were liberated and protected and
the domains of House Cenwulf grew to encompass around a dozen
inhabited worlds in eight systems. In exchange for military
protection these worlds provided a tithe of resources to House
Cenwulf, filling the larders and storehouses of Andlang with the
wealth of their newly acquired protectorate domain. Though many
knights fell during this time the limited industrial and
manufacturing capacity of Andlang was enough to forge small numbers
of new suits and the ranks of the house remained relatively stable.
The security and stability provided by
House Cenwulf drew survivors and refugees to the Vanyr system in
shocking numbers. Hundreds of junker ships barely void-worthy
struggled into the system, cast out from the brutal tides of the
warp. Some of these ships died before making it into the system,
others had to be purged for their crews had gone mad, become
possessed or carried dire illnesses. Many others however made it into
the system largely intact and suddenly House Cenwulf found itself
with many thousands of new mouths to feed. At first these arrivals
put a dire strain on resources but in time the Sacristans of the
house marshaled the arrivals and began to set up settlements and
colony outposts elsewhere in the system for them. Most of these
settlements were focused on resource extraction, mining precious
metals and rare minerals from the asteroids and dead rocks of the
system. In exchange for these resources House Cenwulf provided food
and security. One colony was established on the fourth planet, a
largely barren rock with a barely breathable atmosphere. With the
assistance of the Sacristans of the house efforts were made to
Terraform the planet and establish agri-complexes there. At first
this settlement proved barely worth the effort but in time the crude
attempts to stabilize the environment and work the ashen soil began
to bear greater fruit. In time the world earned the name Folkvangr
and grew into a functioning and productive Agri-World, supplying much
of the food for the Vanyr system and other worlds within House
Cenwulf's protectorate domain.
Increased trade and traffic through
the system grew the orbital infrastructure of Andlang considerably.
Accreted over centuries from the welded-together hulks of dead ships
a network of void-docks, warehouses and shipyards gathered in orbit
to service the needs of trade through the region. The system defense
fleet also grew considerably, ultimately numbering dozens of monitor
and escort craft and a handful of larger cruisers capable of carrying
the strike-forces of the house. Though losses to the tides of the
warp were regular the short blind-jumps to reach neighboring systems
became relatively reliable and safe, though time-consuming. Often
ships would have to sail for weeks to reach the boundaries of their
destination system after having translated from the warp thousands of
kilometers off-target. Such difficulties were ultimately a small
price to pay to maintain the burgeoning fiefdom of House Cenwulf.
Despite the best efforts of House
Cenwulf's nobles xenos invasions and pirate raids against their
domains remained a constant threat. During this time the most
devastating and frequent attacks to the Vanyr system came from Ork
pirates whose ramshackle fleets would regularly be washed up in the
system by the erratic tides of the warp. The rich material resources
of the system and the presence of a formidable enemy to fight made
Andlang a promising target for the orks to attack and attack they did
regularly and with great enthusiasm. At first the lethal radiation,
toxic and corrosive nature of the lowlands of Andlang all but wiped
out the greenskin invasions before they could gain much ground. In
time however the orks demonstrated their race's considerable
capability for adaptation and became increasingly able to overcome
the natural hazards of Andlang in their quest to meet the knights of
House Cenwulf in battle. Over the centuries of warfare between the
nobles of Andlang and the frequent ork invasions the xenos became
increasingly wont to deploy heavily cybernetically augmented
foot-soldiers supported by vast cadres of walkers of all shapes and
sizes from the small clunking forms of Killa Kan's to the mighty
Stompas and occasional Gargant. To the horror of House Cenwulf's
scions and sacristans the orks began to exhibit a perverse mockery of
the culture and traditions of the Imperial Knights themselves. The
pilots of the xenos walkers and the mek's who made them began to
enjoy an elevated status over their peers and started to display
crude personalized heraldry and to deploy and fight in the imitation
of the knightly banners and lances of the house. No matter how
thoroughly House Cenwulf tried to eradicate this affront to their
honor inevitably some small number of greenskins would escape the
system to spread their perversion further among their kind. To this
day attacks from the orks and their twisted mockery of the knights
remains a regular threat to the system.
For many long centuries House Cenwulf continued to grow and prosper even in a time of general chaos and bloodshed throughout the galaxy. The number of knight armors and nobles to pilot them grew slowly while the resources and defenses of the Vanyr system and her neighboring domains swelled. In 873.M30 the sudden arrival of a small fleet of ships at the boundary of the Vanyr system brought pickets and patrols scrambling to intercept. Even as the first elements of the 113th Expeditionary Fleet entered the system they were faced with a small but heavily armed defense fleet demanding they stand down or turn back. Unknown to the nobles of House Cenwulf the Imperium had arrived and things would never be the same again.
For many long centuries House Cenwulf continued to grow and prosper even in a time of general chaos and bloodshed throughout the galaxy. The number of knight armors and nobles to pilot them grew slowly while the resources and defenses of the Vanyr system and her neighboring domains swelled. In 873.M30 the sudden arrival of a small fleet of ships at the boundary of the Vanyr system brought pickets and patrols scrambling to intercept. Even as the first elements of the 113th Expeditionary Fleet entered the system they were faced with a small but heavily armed defense fleet demanding they stand down or turn back. Unknown to the nobles of House Cenwulf the Imperium had arrived and things would never be the same again.
The
Great Crusade
After a few tense moments of standoff
the small fleet of ships that entered the Vanyr system in 873.M30
announced over the vox that they were the vanguared of the 113th
Expeditionary Fleet of the Emperor of Mankind's Great Crusade to unit
the scattered worlds of humanity under a single unified empire. The
officers of the defense fleet were shocked at this news and passed
word swiftly to their lords back on Andlang. After several days of
long-delayed messaging back and forth the picket was ordered to wait
for the arrival of the rest of the 113th Expeditionary
Fleet before escorting the representatives of the Emperor to Andlang
for a formal welcome. Within the week much of the rest of the fleet
had arrived and was taken in system with great formality and fanfare.
The city of Jotunheim turned out in mass to greet the new arrivals,
watching in awe as massive and powerful gunships in gold, gray and
red dropped down from orbit and landed at the sky-docks. A parade
conveyed the visitors from the docks through the inner-district to
the household keep itself. When the doors of the great hall of
Jotunheim's household spire were thrown open and Leman Russ, Primarch
of the VI Legiones Astartes strode through the nobles of Andlang were
struck with awe. Massive, powerful and charismatic Leman Russ quickly
won the nobles to the Emperor's cause and with much feasting and
spirited competition Andlang, the Vanyr system and the whole of House
Cenwulf's protectorate domains were brought into formal compliance.
The similarities in the cultures of the Fenrisians and the people of
Andlang were striking and obvious, even their respective languages
clearly shared a common root. Various representatives from different
factions of the Martian Mechanicum made a number impressive bids
attempting to purchase the fealty of House Cenwulf, however the
material strength and stability of the house meant that Jarl Skjor
Cenwulf was well positioned to reject these offers and chose to swear
fealty to the Emperor of Mankind, not the priesthood of Mars. From
that day onwards the armor and hulls of House Cenwulf's knights would
bear the Aquila of the Imperium.
Despite rejecting the Sidon Protocols of the Mechanicum the High King did strike several pacts of trade and technological exchange with the Mechanicum, and in particular with the Forge World of Lokabrenna whose own cultural roots also shared similarities with those of House Cenwulf. In exchange for new knight armors, advanced training for the Sacristans of the house and access to various technologies the Magos of Lokabrenna were granted the rights to establish a Mechanicum outpost and forge complex on the barren but mineral rich fifth planet of the system. In time this world, dubbed Ydalir, would grow into a proper Forge World Minoris under the aegis of Lokabrenna and would even become home to a garrison of God-Machines of the Legio Sirius. Of particular interest to Jarl Skjor during the negotiation of this arrangement was the technology of the Mechanicum Skitarii. For many centuries the Huscarls of the house had been necessarily few in number, forced to wear bulky and cumbersome environment suits and suffer radiation sickness and other illnesses whenever called upon to fight alongside their knight lieges on the surface of Andlang. With the assistance of the Mechanicum the house could transform their professional troops into cybernetic warriors like the Skitarii, protected and hardened against the hazardous environment of their homeworld and better equipped to fight alongside and assist their knight lords in battle. Though the adepts of the Mechanicum were loath to share their secrets the significant material wealth of the Vanyr system and the archaeotech lore held in the archives of House Cenwulf were sufficient to close the bargain. To this day the Huscarls of House Cenwulf bear many similarities to the Skitarii of the Mechanicus, often replacing upwards of fifty-percent of their bodies with cybernetics, shrouded in rad-resistant storm-coats and armed with esoteric weaponry the professional troops of House Cenwulf prowl the polluted wastes of Andlang, ever-ready to defend their homeworld and their lieges against all threats.
Despite rejecting the Sidon Protocols of the Mechanicum the High King did strike several pacts of trade and technological exchange with the Mechanicum, and in particular with the Forge World of Lokabrenna whose own cultural roots also shared similarities with those of House Cenwulf. In exchange for new knight armors, advanced training for the Sacristans of the house and access to various technologies the Magos of Lokabrenna were granted the rights to establish a Mechanicum outpost and forge complex on the barren but mineral rich fifth planet of the system. In time this world, dubbed Ydalir, would grow into a proper Forge World Minoris under the aegis of Lokabrenna and would even become home to a garrison of God-Machines of the Legio Sirius. Of particular interest to Jarl Skjor during the negotiation of this arrangement was the technology of the Mechanicum Skitarii. For many centuries the Huscarls of the house had been necessarily few in number, forced to wear bulky and cumbersome environment suits and suffer radiation sickness and other illnesses whenever called upon to fight alongside their knight lieges on the surface of Andlang. With the assistance of the Mechanicum the house could transform their professional troops into cybernetic warriors like the Skitarii, protected and hardened against the hazardous environment of their homeworld and better equipped to fight alongside and assist their knight lords in battle. Though the adepts of the Mechanicum were loath to share their secrets the significant material wealth of the Vanyr system and the archaeotech lore held in the archives of House Cenwulf were sufficient to close the bargain. To this day the Huscarls of House Cenwulf bear many similarities to the Skitarii of the Mechanicus, often replacing upwards of fifty-percent of their bodies with cybernetics, shrouded in rad-resistant storm-coats and armed with esoteric weaponry the professional troops of House Cenwulf prowl the polluted wastes of Andlang, ever-ready to defend their homeworld and their lieges against all threats.
The coming of the Imperium also transformed the wider domains of House Cenwulf. Folkvangr and the other worlds under the aegis of the house gained their own Imperial governors and established offices of various Imperial agencies and bureaucracies including the Arbites, Administratum and Telepathica, they began to provide tithes to the Imperium and raise regiments for the Imperial Army. Millions of soldiers newly raised from the worlds of the Vanyr sector scattered to the stars, joining distant expeditionary fleets and earning glory in battle. House Cenwulf itself committed over seventy knights, the bulk of the existing strength of the house to the 113th Expeditionary Fleet alone. As new knight armors arrived from the Mechanicum of Lokabrenna yet more nobles would take ship and join the Great Crusade, serving with more than two dozen Expeditionary Fleets, fighting alongside seven different space marine legions and several different Titan Legios and Imperial Knigth households. For the next century House Cenwulf's nobles would earn great glory and renown across scores of battlefields.
Many of those who fought alongside
House Cenwulf prized the nobles of Andlang for their discipline and
coordination, much appreciating their willingness to forego personal
glory to achieve wider battlefield objectives and follow orders
thoroughly and precisely. In particular the Iron Warriors and Iron
Hands legions both approved of and sought the continued support of
House Cenwulf after serving alongside its nobles, however the scions
of Andlang did not share this sentiment, viewing the cold and
ruthless calculus of both legions with great disapproval. After one
particularly disastrous campaign House Cenwulf nearly came into
direct conflict with several companies of World Eaters. Only the
intervention of the Expeditionary Fleet command and the immediate
reassignment of House Cenwulf's forces prevented a brutal civil
conflict from occurring. Jarl Skjor Cenwulf would eventually take to
the stars himself and led his warriors in glorious campaigns for
several decades before receiving unexpected orders from the Warmaster
Horus in early 005.M41, ordering the house to return to Andlang and
muster in strength for a deployment to another campaign. Though the
orders were strange the High King of House Cenwulf had little reason
to doubt or suspect the word of the Emperor's favored son and so the
orders were followed. Within a matter of months much of House
Cenwulf's strength had returned to Andlang, mustering at Jotunheim in
preparation for receiving their new orders.
The
Horus Heresy
As the unofficial capitol of the Vanyr
sector the world of Andlang was used to musters of forces. Jotunheim
in particular was one of the few places on the planet where large
forces could be gathered without exposure to the toxic lowlands. The
convergence of the spur on which Jotunheim was built with the
northern and southern expanses of the eastern mountain range provided
a stretch of relatively flat plateau several kilometers across. This
area had only grown over the years as House Cenwulf expanded and
flattened the surrounding area to create an open field for
tournaments, musters and demonstrations. Following Warmaster Horus'
orders the bulk of House Cenwulf gathered for review before
Jotunheim. Nearly two hundred knights, four hundred and sixty
armigers, sixty-thousand Skitarii, forty-thousand Thrall militia and
hundreds of Ironstrider, Onager and Sentinel walkers made up the
forces of House Cenwulf. In addition to these forces five thousand
Skitarii, battle-servitors and Cybernetica automata had been
committed to the muster by the Mechanicum of Ydalir and a further
thirty-thousand freshly raised Imperial Army soldiers from Folkvangr,
as well as some eight-thousand from other worlds in the protectorate.
In total the better part of a hundred and fifty-thousand soldiers and
war-machines gathered in and around Jotunheim in preparation to
embark on this new campaign Horus had promised.
Even as the muster was making final
preparations for departure a new fleet entered the Vanyr system and
began to approach Andlang. The fleet was from the Mechanicum of Sarum
and claimed to have been ordered to join the muster by the Warmaster
Horus. Sarum promised to commit several maniples of Titans of the
Legio Audax plus banners of vassal knights, as well as fifty-thousand
Skitarii, Secutarii, Cybernetica and battle-servitors to the muster.
High King Skjor, though grown old and tired, nevertheless remained
every bit as cunning and cautious as he always had been. Something
about the approach vectors of the Sarum fleet and the tone of the
Mechanicum communications put the High King on guard, like a wolf
sensing the approach of a more dangerous predator Skjor felt that
something was amiss. The great gathering of the house was a stirring
sight of strength but also an enormous target, gathered for parade
outside the fortress of Jotunheim the great bulk of the house could
be wiped out by orbital bombardment in moments. Tacitly giving the
Sarum fleet permission to approach Skjor began to order lances back
into the fortress while putting the hearth-fleet on high alert. The
priests of Sarum must have detected the lighting of the
hearth-fleet's shields for moments later all pretense was dropped and
the Mechanicum fleet opened fire on their erstwhile allies. Had the
traitor fleet been in close formation with the unshielded loyalists
and had the household forces remained gathered in the open the
ensuing destruction would likely have been total, the scions of
Andlang and their fleet wiped out in a single brutal strike. Out of
position and facing prepared opponents the Sarum fleet failed to
achieve the devastating alpha-strike they needed and battle was
joined in earnest. Outnumbered and outgunned the hearth fleet kept
close formation and retreated to the far side of the planet, covered
by anti-orbital weapons from the surface.
Denied a swift victory the traitors
were forced to engage in a grueling and lengthy campaign of conquest
and suppression that would drag on for four long years. At first,
aided by maniples of Battle-Titans of the Legio Audax and several
companies of World Eaters the armies of the traitors proved brutally
effective, tearing down several fortresses, scattering the warriors
of House Cenwulf and savaging the loyalist domains. Folkvangr burned,
Ydalir was besieged and many outposts and settlements throughout the
system were slaughtered and destroyed. In time through reinforcements
to the enemy dried up, whatever wider campaigns were going on denied
the enemy fresh troops. The hundreds of thousands of conscripted
cultists died at a brutally swift pace, many succumbing to the harsh
environments or native predators of the worlds of the Vanyr system
even without the help of the guns and blades of House Cenwulf. The
Titans and Knights of the Legio Audax were outnumbered by the banners
of House Cenwulf and unfamiliar with the conditions. The corrosive
rains and toxic fogs of the lowlands played havoc on the systems and
senses of the traitors while the warriors of Andlang were in their
element. Eventually, and at great cost, the traitors were driven from
Andlang, then Folkvangr and finally Ydalir, the last few enemy ships
escaping into the warp, hounded all the way by the vengeful survivors
of the household Hearth fleet. Though victorious the forces of House
Cenwulf were battered and much depleted. Around seventy-five knight
armors and a little over a hundred armigers still functioned. Tens of
thousands of Huscarls had died in addition to several hundred
thousand Thrall militia. The forces of Folkvangr and Ydalir had fared
even worse, both worlds savaged almost to ruin by the traitors. The
World Eaters in particular had taken great delight carving their way
through the agri-communities of Folkvangr, leaving nothing larger
than a worm living. Millions had perished and with much of the crops
of Folkvangr burned food supplies were dwindling quickly. It would
take years for House Cenwulf and its domains to lick their wounds and
regain their strength. For the time being House Cenwulf would bar the
gates and nurse its wounds, preparing for the next enemy to arrive.
For the next five years though nothing of consequence happened. No further enemies arrived, only the occasional refugee ship fleeing distant massacres. As before House Cenwulf took in those they could and continued to rebuild and repair, watching the stars for signs of danger. Eventually, in 014.M31 ships of the Ultramarines Legion translated into the system, prepared to reconquer the worlds of the sector in the name of the Emperor. Instead they found themselves confronted by the ramshackle fleet of House Cenwulf demanding to know their allegiance and intentions. The Ultramarines quickly realized the enemy was long gone but that House Cenwulf had not learned of what had happened to the Emperor. It was with heavy heart that the envoys of the thirteenth legion relayed the news that Horus had fallen but that the Emperor had been grievously wounded and interned permanently into the life-sustaining mechanisms of the Golden Throne. Horrified the nobles of House Cenwulf, already possessed of a dour and grim demeanor, grew even more horribly withdrawn and fatalistic. To the shock of the Ultramarines the nobles struck the proud aquila's from their armor and repainted them as skeletal birds of death. Though the sons of Guilliman thought this act distasteful they were wise enough not to make a point of it. Instead they welcomed the aid of Andlang's grim warriors and departed the Vanyr system with ships of House Cenwulf in tow, packed with lances of knights and regiments of vengeful soldiers.
For the next five years though nothing of consequence happened. No further enemies arrived, only the occasional refugee ship fleeing distant massacres. As before House Cenwulf took in those they could and continued to rebuild and repair, watching the stars for signs of danger. Eventually, in 014.M31 ships of the Ultramarines Legion translated into the system, prepared to reconquer the worlds of the sector in the name of the Emperor. Instead they found themselves confronted by the ramshackle fleet of House Cenwulf demanding to know their allegiance and intentions. The Ultramarines quickly realized the enemy was long gone but that House Cenwulf had not learned of what had happened to the Emperor. It was with heavy heart that the envoys of the thirteenth legion relayed the news that Horus had fallen but that the Emperor had been grievously wounded and interned permanently into the life-sustaining mechanisms of the Golden Throne. Horrified the nobles of House Cenwulf, already possessed of a dour and grim demeanor, grew even more horribly withdrawn and fatalistic. To the shock of the Ultramarines the nobles struck the proud aquila's from their armor and repainted them as skeletal birds of death. Though the sons of Guilliman thought this act distasteful they were wise enough not to make a point of it. Instead they welcomed the aid of Andlang's grim warriors and departed the Vanyr system with ships of House Cenwulf in tow, packed with lances of knights and regiments of vengeful soldiers.
Jarl Skjor Cenwulf had died early in
the campaign against the Dark Mechanicum invaders but his son Beirand
had risen to take command and led the warriors of House Cenwulf in
the campaigns of the Scouring for over a century before he finally
fell fighting the traitors of the Iron Warriors on a barren and
unnamed rock not far from the Cadian Gate. His younger brother Ulrich
succeeded him as Jarl and led the surviving knights of House Cenwulf
back to their home and focused instead on rebuilding, leaving the
remaining campaigns of the scouring to others. Even with fresh knight
armors coming out of the forges as quickly as possible the numbers of
House Cenwulf's knights has rarely significantly surpassed one
hundred in the last ten thousand years, never again has the house
achieved the strength it possessed at the height of the Great
Crusade.
Organization
House Cenwulf stands out
among the ranks of the Imperial aligned knightly houses in the size
and organization of it's combat support element. Mechanicus aligned
houses commonly deploy alongside integrated support elements of the
Adeptus Mechanicus and Skitarii, and even the Adeptus Titanicus.
Imperial aligned houses however rarely serve with other military
forces ordered into a single integrated chain-of-command. Thus House
Cenwulf is unusual in that the house raises and deploys its own
support troops and auxiliaries under the sole aegis of the house
without recourse to external allied Imperial military divisions. Like
all households the core strength of the house are the Knight Titans
themselves, some ninety-four functioning armors and nearly two
hundred armigers as of 997.M41. In addition to this strength are the
ranks of the Huscarls, elite, heavily armed and highly augmented
troops similar in form and function to the Skitarii of the
Mechanicus, or the Secutarii of the Titanicus, and sharing many
technologies with their martian counterparts.
The military strength of
House Cenwulf mirrors some of the ancient militant orders of Terra
that served as the basis of the culture of many Imperial Knight
Houses, though modified through the particular Nordyc influences of
Andlang's own warrior society. The Knight Titans of the house are the
mounted and armored knight lords, the smaller Armigers serve as the
squires to the knights. The ranks of the Thralls are bonded militia,
the Huscarls serve as semi-professional men-at-arms, and the Huscarl
Lancers act as mounted sergeants or yeomen. In this way the military
strength of House Cenwulf incorporates a variety of supporting
elements capable of backing up the mobile knights with infantry,
outriders and rapid-reaction forces all equipped and deployed to
complement the fighting style and capabilities of the nobility.
The Nobility
The greatest military
strength of the house are of course it's precious knight suits.
Numbering ninety-four functional Knight Titans and twice as many
Armigers as of this writing. The strength of House Cenwulf stands
around the average for an individual Knight House of the Tertius
grade but on the low end for the strength of a Knight World, many of
which feature several houses of similar size. This relatively limited
number of Knight suits compared to some houses is one of the reasons
for House Cenwulf's tradition of employing supplementary household
forces that augment and enhance it's fighting strength to something
capable of matching the strength-at-arms of of a much larger knight
house. While the barbaric appearance and culture of House Cenwulf
would suggest an obsession with close combat similar to their allies
in the Space Wolves Chapter this could not be further from the truth.
In reality the nobles of House Cenwulf favor victory through superior
firepower. It is little surprise then that the house deploys a
considerable number of Crusader-pattern Questoris Knights
supplementing the standard core of Paladin and Errant pattern
machines. Likewise relatively few Gallant-pattern knight armors serve
the house, a mere five at last count. The rest of the Knight armors
of the house are an eclectic mix of patterns and chassis including a
single example each of the Atropos, Styrix and Mageara patterns,
relics of the Great Crusade one and all, as well as a handful of rare
Cerastus and one precious Acastus pattern Knight Titan. The nobles of
House Cenwulf pride themselves on the variety and rarity of the
house's knight armors and go to great lengths to secure and protect
their steeds, even when all-but-destroyed in battle. Several bitter
conflicts have emerged as a result of the house salvaging ruined
Knights from various battlefields, the former owners, or puritanical
Mechanicus elements, objecting to the house's claims of war-geld. Yet
if conflict is the price for securing and maintaining the knight
armors necessary for the preservation of the house then it is a price
the lords of Andlang are happy to pay.
The nobles themselves are
organized into four broad ranks. The lowest are the Hirdmen, the
non-combat nobles of the house and the lesser nobles who serve in the
ranks of the Armigers. Technically this term is a more ancient
variant of the Huscarl title used to denote the household troops and
has a similar meaning but the more ancient term serves as an
honorific for members of the house of noble birth. The primary ranks
of the nobles who have survived the Becoming and pilot the Knight
Titans of the house are known as Hersir, an honorific similar to Sar,
or Sir used in other Imperial Knight Houses. Above the Hersir are the
Thanes, the chieftains and commanders of the house who serve in the
Exalted Court, or Alpha Lance as it is known in the house. The Thanes
serve directly under the Jarl, otherwise known as the High King or
Seneschal to the wider Imperium. The number of Hersir in the house is
directly linked to the number of combat-worthy Knight armors the
house can field and shifts significantly over time. However the
number of Thanes is fixed at twelve, one for each of the lesser
mountain fortresses of Andlang with the Jarl commanding Jotunheim
itself and serving as the thirteenth member of the Alpha Lance.
The ranks of the nobility
are largely distributed among the thirteen major fortresses of
Andlang though the size of each contingent varies, typically
Jotunheim boasts the largest population while Vanaheim maintains a
skeleton garrison. As a matter of tradition and ritual the primary
Vault Transcendent of House Cenwulf is housed in the central keep of
Jotunheim and is large enough to accommodate more than two hundred
Knight armors at a time. Each of the twelve lesser fortresses
generally houses some three to five scions martial at a time, each of
which is expected to maintain a pair of Armiger squires, six to
twelve Huscarl Lancers and one to two hundred Huscarl Rangers each,
with the Thanes and Jarl usually fielding twice that minimum number
of retainers. In situations of extreme threat the lesser fortresses
can be abandoned and the strength of the house consolidated in the
primary fortress of Jotunheim, making that indomitable mountain keep
one of the most formidable defensive installations in the segmentum.
The Huscarls
The core strength of House
Cenwulf's body of household troops are the heavily augmented Huscarl
Ranger battalions. Numbering in their thousands these highly-trained
soldiers are drawn from the most able and skilled natives of Andlang
and are outfitted with the highest quality weapons, armor and bionics
the house can afford. The replacement of limbs is practically
standard and many Huscarls in time end up replacing fifty percent or
more of their body-mass with artificial components, sacrifices deemed
necessary to better serve the house. The standard armament of the
Huscarl Rangers is the Galvanic Rifle, the considerable range and
precision of these deadly weapons considered the most effective
armament to supplement and support the capabilities of the Knight
Titans of the House. In addition to the Galvanic Rifles the Huscarls
have access to most of the weaponry standard to the tech-guard of the
Mechanicus acquired through exchanges of material with the Forge
World of Lokabrenna. While the Huscarls serve as a professional
standing army the culture of Andlang allows for precious little
weakness or cowardice and it is expected that every able-bodied
native of the system be able and willing to take up arms in the
defense of their home. When necessary the house can call upon several
million armed Thralls, raised from the ranks of the bonded servant
classes, equipped with their standard armored environment suits and
armed with a mixture of las and auto weaponry the citizen levies of
Andlang and her sister planets number in the tens of millions, a
formidable fighting force that has repelled more than a few attacks
on the system over the last ten thousand years. Squad command within
the ranks of the Huscarls falls to Alphas, a title derived from a
rare similarity in the naming conventions of the Mechanicum and the
traditions of House Cenwulf which, throughout it's history, granted
battlefield leaders the title of Alpha. The designation of Alpha also
applies to the commanders of walker squadrons, Knight Lances and
Thrall militia formations and the Exalted Court of House Cenwulf even
bears the title of Alpha Lance.
In addition to the ranks of
the Huscarl Rangers are specialists known as Lancers, Dragoons and
Ancients, experts in mechanized warfare drawn from the wider ranks of
the household troops. The largest of the Huscarls sub-formations are
the Lancers, numbering in their hundreds these are semi-professional
soldiers drawn from the ranks of the Thralls and equipped with
Armored Sentinel walkers. Each noble of House Cenwulf is required to
maintain at least a single company of Lancers as part of the greater
military strength of the house, which in terms of vehicle squadrons
usually number anywhere from nine to fifteen sentinels strong. Unlike
many of the Sentinels used by the Astra Militarum the Sentinels of
House Cenwulf always equip a chainblade secondary weapon. Normally
such implements are rare outside of the jungle-fighters of Catachan
who use them to cut their way through dense jungle. Why the natives
of Andlang are so keen to add a chainblade to their machines is
unknown though many speculate it is an attempt to imitate the
heavy-weapon and reaper chainsword equipment loadout of most
questoris class knight armors, the Huscarl Lancers essentially
seeking to imitate the fighting styles and equipment of their lieges.
The Dragoons are recruited from the ranks of the augmented Huscarl formations and have the distinction of taking to the field of battle astride priceless and all but irreplaceable Ironstrider war machines. Extremely fleet and agile the Ironstriders allow the house Dragoons to race across even the most broken and treacherous of terrain to close with the enemy and deliver punishing blasts of concentrated electricity from their overcharged tesla lances, or provide deadly-accurate fire support from twin-cognis lascannons or autocannons. While the Sentinels used by the lancers act as escorts and bodyguards for their knight lords the Ironstriders act as swift outriders and counter-attack formations. In total only a few hundred of these ancient, and largely irreplaceable, warmachines reside in the armories of the house, only a handful of which are likely to be deployed with the forces of the house at any given time.
The Dragoons are recruited from the ranks of the augmented Huscarl formations and have the distinction of taking to the field of battle astride priceless and all but irreplaceable Ironstrider war machines. Extremely fleet and agile the Ironstriders allow the house Dragoons to race across even the most broken and treacherous of terrain to close with the enemy and deliver punishing blasts of concentrated electricity from their overcharged tesla lances, or provide deadly-accurate fire support from twin-cognis lascannons or autocannons. While the Sentinels used by the lancers act as escorts and bodyguards for their knight lords the Ironstriders act as swift outriders and counter-attack formations. In total only a few hundred of these ancient, and largely irreplaceable, warmachines reside in the armories of the house, only a handful of which are likely to be deployed with the forces of the house at any given time.
The last major sub-division
of the Huscarls are the Ancients. Recruited from Dragoons who have
attained at least a century of distinguished service to the house the
Ancients are permitted to command the fearsome power of
Onager-pattern Dunecrawlers, rare and valuable machines bartered at
great expense from the Adeptus Mechanicus in small numbers. On the
battlefield squadrons of Onagers serve as deadly fire-support for the
knight suits of their lords, the veteran crews providing pin-point
heavy weapons fire against high-priority targets that might threaten
their lieges. Armed primarily with the incredibly powerful Neutron
Laser weapons systems the Onagers of the house are able to lay down
barrages of high-intensity laser fire powerful enough to obliterate
battle-tanks, or even cripple Titans with enough focused volleys.
Fielded almost exclusively in squadrons of two to three machines to
maximize the protective effects of the dunecrawler's overlapping
emanatus force-fields the Onagers of the house are fearsome and
deadly threats on the battlefield that often rival the performance
and kill-tallies of the knight lords of the house. In rarer
circumstances the Onagers may be equipped for other battlefield roles
such as the close-ranged destruction of enemy fortifications using
Eradication Beamers or anti-air fire through the deployment of
specialized Icarus weapons arrays.
Those lancers who prove
themselves particularly talented and those lesser nobles of the house
not afforded the right to pilot one of the limited number of knight
suits, are given the opportunity to serve in the ranks of the
Armigers. Every noble of the house is expected to maintain at least
two Armiger piloting apprentices at all times, with the Thanes and
Jarl sometimes fielding twice that number. At around two hundred
strong the Armigers serve both as a proving ground for promising
young nobles and warriors of humble birth who may one day earn the
right to marry into the house. This practice provides the house with
an influx of fresh genetic material to prevent the bloodlines from
becoming too inbred. A mixture of battlefield escorts and apprentices
the Armigers fight alongside their liege in battle, protecting the
flanks of their Knight lord and responding rapidly to any shift in
the lines of battle. Sometimes Armigers may spearhead an attack,
their smaller, faster frames allowing them to surge ahead to strike
the enemy a crippling blow before withdrawing rapidly to strike again
elsewhere, while other times they will be held in reserve, ready to
surge forth to plug gaps in the battle-line or respond to emergent
threats.
Sacristans
The most significant
non-combat assets of the house are the Sacristans, Mechanicus trained
tech-priests and engineseers who maintain the various weapons and
warmachines of the house, oversee the mining and processing of
Vanyr's material wealth as well as all local manufacturing outside of
Ydalir. Sacristans maintain the Hearth Ships, repair the Knight
suits, restore damaged weapons, manage the agri-complexes of
Folkvangr, sort and evaluate all salvage through the system and
negotiate all trade deals with Rogue Traders, the Adeptus Mechanicus
and even material exchanges with the Space Wolves. The importance of
the Sacristans to the survival and military capability of House
Cenwulf cannot be overstated, without the Sacristans the Knights
would not walk, the ships would not fly, the nobles would not even
have anything to eat. Next to the nobles themselves none of the
house's servants are held in higher regard or have more privileges
than the priests of the Sacristans. For the most part the Sacristans
do not take an active role in combat, however their considerable
level of cybernetic augmentation and formidable personal arms and
armor allow some of the more martial-minded Sacristans to take to the
field of battle to conduct emergency repairs, salvage damaged mounts,
or provide leadership to the Huscarl forces.
The Thralls
The vast majority of the
population of Andlang live as bonded Thralls. Oathed to a life of
servitude to the scions of the house the Thralls live lives that are
often brutally difficult, dangerous and short. Nevertheless the stoic
tenacity of the people of Andlang can perhaps be seen most clearly in
the Thralls of House Cenwulf for they are to a fault stubborn,
tenacious, proud and heavily armed. It is common practice for nearly
every man, woman and child on Andlang to bear a weapon of some kind,
be it a knife or an autogun personal armament is a high priority for
even the lowly Thralls. House Cenwulf is perfectly happy to take
advantage of the warlike an combative nature of the Thralls and
deploy hundreds strong formations of Thrall levies as a strategic
reserve during campaigns. Thousands of Thralls serve aboard the
Hearth Ships or serve in the retainers of their noble lords and when
necessary these forces can be put into the field with little
additional preparation. The standard work uniform of the Thrall being
an armored environment suit and an automatic small arm means that
Thralls may be mobilized for combat without great difficulty or
logistical complication. For the most part the nobles of House
Cenwulf do not rely on the Thralls to undertake any serious fighting
but use them as a security force and reserve, digging in and
fortifying taken ground to prevent an enemy from flanking and
isolating the knightly lances in the field. The Thrall militia is
well suited to such tasks, especially when supported by elements from
the professional Huscarl soldiery or nobles of the house Thrall
forces can be relied on to hold their ground even in intense combat
situations and perform roughly equivalent to Astra Militarum light
infantry formations.
Often Thrall units will be
formed around a senior member who will serve the role of a Sergeant
and at least one member of each ten man section will be equipped with
some kind of support weapon, most often a grenade launcher. These
squads are then commanded by an experienced and combat hardened
company officer, who usually holds the social rank of Karl and as
such can afford superior personal armaments and protective devices.
Sometimes, when the situation is dire and the Thralls must hold the
line, or sometimes as a punishment, a scion of the house will debark
their armor and take to the field as a foot knight. Armored in heavy
carapace plate, protected by a potent conversion field generator and
armed with deadly masterwork swords and pistols a House Cenwulf foot
knight makes for an inspiring figure on the battlefield as well as an
effective and deadly field commander. No proud son or daughter of
Andlang would dare turn their backs on the foe in the presence of
such a figure.
For the most part light
infantry formations are the standard deployment model for Thrall
forces fighting alongside House Cenwulf on campaign, however the
garrison of Andlang itself does possess a variety of additional
weapons and warmachines. Industrial vehicles may be re-purposed into
effective armored personnel transports and the up-gunned walkers used
by the Thralls in their salvage and mining operations across the
surface can easily be put to use on the battlefield. In addition to
Goliath trucks and Sentinels the Thrall forces on Andlang are
equipped with dedicated battle-tanks and artillery, most of which are
of local manufacture and possess legs instead of tracks. The forges
of Andlang produce many walker-based systems and the tech-adepts of
Ydalir are particularly famed for the production of advanced
combat-walkers. Ydalir-pattern Leman Russ and Baneblade tanks all
utilize six multi-jointed legs for mobility. Though this typically
makes them slightly slower than typical vehicles of their class
Ydalir-pattern battle-tanks are better able to negotiate urban
terrain and hazardous environments and do not need to rely on dozer
blades to clear obstacles. On Andlang such technologies are
particularly useful given the rough ground upon which they will
likely need to fight and thus the Thrall militia possesses dozens of
such tanks housed in militia forts across the major fortresses of
Andlang. Though rare it has been known for House Cenwulf to field a
small number of such armored units with supporting Thrall elements on
campaigns, particularly extended deployments far from wider Imperial
support. In such cases squadrons of Ydalir-pattern Leman Russ tanks
have proven highly effective weapons, capable of laying down
punishing light-artillery barrages in support of the household's
primary fighting forces.
On Andlang the vast
majority of defensive works and installations are garrisoned by
Thralls. Though highly trained and heavily armed the professional
troops of the house, the Huscarls, are relatively few in number
compared to the wider population. Even the Karl's are significantly
outnumbered by the ranks of the Thralls and their relatively higher
economic and technical importance relieves the Karls from most
military responsibilities though they, like all the natives of
Andlang, remain heavily armed and willing to fight in defense of
their home. Every year a portion of the Thrall population is called
up by lottery to serve in the active militia levies and will spend
their term of service assigned to a posting somewhere on the surface
or aboard one of the house vessels. This posting may be to a remote
communications-outpost atop a distant mountain peak with a garrison
of no more than a dozen souls or to the defense stations of
Jotunheim's curtain wall where levy barracks houses are home to
several thousand Thralls at any given time. In times of war a sizable
portion of the population may also be called up to service, giving
the house an armed planetary defense force numbering in the millions.
The Fleet
The next most significant
support element of the house is it's fleet. The Hearth Ships of House
Cenwulf are converted Avenger-class Grand Cruisers, retrofitted
thousands of years ago from vessels no longer considered suitable for
main-line navy fleets and consigned to reserve and patrol duties.
Over time the lords of House Cenwulf acquired five such reserve ships
from the Segmentum Obscurus battlefleet at considerable cost, and
modified them to serve as the principal transport vessels for
household warbands. The considerable short-ranged armaments and
shields of the Avenger-class allow the Hearth Ships to smash their
way through enemy battle-lines to the high-orbit anchorages necessary
for deploying the house's forces. Similarly the sizable launch bays
are well-suited to the massive drop-ships needed to deploy the
super-heavy Imperial Knight walkers. Even the vast ventral cargo bays
of the Avenger-class made it relatively easy for the Sacristans of
the house to modify the lower decks of the ship to house and launch
the massive drop keeps used for rapid insertion of household forces.
Household Thralls and Huscarls serve as the crews of the Hearth ships
as well as bonded Astropaths and ten Navigators, one primary and one
secondary for each of the capitol ships. Few escort craft are
maintained by the house which prefers to rely on the Imperial Navy or
other branches of the Imperium's forces to provide support for the
slow but powerful Hearth ships. This is because the house fleet is
not designed or intended to engage in and win void battles, it's sole
purpose is to deliver the ground-forces of the house into an active
warzone and withdraw to a safe distance until required for
extraction. In the absence of the Hearth Ships defense of the Vanyr
system falls to a moderate fleet of defense monitors that
relentlessly patrol the system.
The Telepathica
Two dozen soul-bound psykers of the Adeptus Astra Telepathica are kept housed within the forbidding black citadel of the southernmost mountain fortress of Vanaheim. From the earliest days of House Cenwulf the fotress of Vanaheim held the wyrd-tainted, those addled or mystical individuals culled from the population who during Old Night manifested psychic powers. During Old Night the superstitious nobles of House Cenwulf routinely purged the wyrd-touched of the population, removing them to Vanaheim to be contained, purified and executed before they could present a risk to the wider population. Following the coming of the Imperium the dark cells and blood-stained halls of Vanaheim became the dark abode of the bonded psykers seconded to House Cenwulf to ensure it could remain in contact with the wider Imperium. One of the few locations on Andlang given over for the use of another Imperial adeptus the fortress of Vanaheim is forbidden to all but the highest-ranked nobles and sacristans of the house, guarded exclusively by the black-clad vigilators of the Astra Telepathica, replete with it's own imported servants, servitors, scribes, tech-priests and everything else necessary for the provision, protection and potential extermination of the dangerous psykers housed within.
Colors
and Iconography
Many Imperial Knight houses
choose heraldry that is bold and colorful. The panoply of a knight
house proudly and clearly displays the history and identity of the
house, the noble pilot and the knight armor itself. Rarely, if ever,
are you likely to find an Imperial Knight whose armor has been
camouflaged and it's heraldry shrouded. House Cenwulf is certainly
very proud in its heraldry and history but the traditional armor
colors and markings used by the house are considerably more subdued
than would normally be expected. Granite-gray and black are the
standard armor colors of House Cenwulf. Typically the edging of armor
plates is made of darkened brass. White, red and yellow are used to
depict runes and the heraldry of each individual knight on the
front-right shoulder-plate of each Knight and Armiger. Apart from a
generally subdued pallet of colors House Cenwulf stands out as
unusual in a few minor ways, the first is that the Imperial eagle
depicted on shin and shoulder plates is styled as a skeleton, not a
proud angular eagle. House historians believe this heraldry was first
utilized after the Horus Heresy when news of the Emperor's fall had
reached the Segmentum Obscurus and that it stylistically represents
the death of the Emperor's dreams for mankind. The second is that
House Cenwulf Knights typically avoid the use of banners outside of
all but the most ceremonial of circumstances, the surface of Andlang
is hostile to most fabrics and the regular use of banners would
require their replacement after nearly every deployment, something
generally considered wasteful and conceited to the nobles of House
Cenwulf.
The third and most
significant difference is that House Cenwulf utilizes unique
wolf-headed Knight Helms across all chassis and platforms instead of
the usual bare mechanical skull or the typical plate-armor helms. It
is believed that these wolf helmets were gifts from the Space Wolves
to honor the alliance between House Cenwulf and the VI Legion. Apart
from giving the knights of the house a sinister and lupine appearance
the house claims the helms incorporate advanced sensor technology and
networked auspex systems. Some houses on less than friendly terms
with the scions of Andlang believe these claims are false posturing
but such technology would explain House Cenwulf's notably superior
accuracy ratings and target-detection speeds in recorded deployments
alongside forces from other knight households.
Combat
Doctrines
“Victory through
superior firepower.”
-House motto.
The predominant combat
strategy of House Cenwulf can be defined as victory through superior
firepower, an ancient dogma common to a number of the Imperium's
military organizations. It should not therefore be a surprise that
House Cenwulf heavily favors the firepower of the Crusader and
Castellan patterns of Knights and the Armiger Helverin and possesses
a disproportionately higher number of these patterns among its
arsenal. In battle the lances of House Cenwulf will be flanked by
squadrons of Sentinel outriders, a scouting vanguard of Sentinels and
Sydonian Dragoons, and reserve fire-support in the form of
Ballistarii, Onagers and Huscarl Ranger squads. Compared to the usual
blunt hammer of Knight Lances from houses like Taranis or Cadmus the
larger and better supported formations of House Cenwulf do not need
to rely on other Imperial formations to provide support nearly as
much and are better able to react and respond to changing battlefield
conditions. It is not uncommon for House Cenwulf Knight Lances to
take point and soak-up the majority of the enemy fire while their
Huscarl support is almost entirely ignored. Alternately the lighter
formations may be used as an expendable vanguard to entangle enemy
forces and lure out larger prey for the Knights of the house to
engage.
Even in honor duels nobles
of House Cenwulf are more likely to bring down their foe with
precision firepower than try to engage in close quarters. Many
indignant nobles of other houses have requested duels only to find
their opponents unwilling to engage in the cut and thrust of reaper
chainblades and instead choosing to simply shoot the legs out from
under them with highly-accurate barrages of bolts, shells or thermal
energy. Any noble who continues to be affronted however is given a
simple choice, yield or be destroyed, it is difficult even for
Imperial Knight nobles to remain defiant when staring down the barrel
of a Thermal Cannon through the armorcrys window of their cockpit
hatch. It has long been a tradition for the Knights of House Cenwulf
to hang the faceplates of their defeated enemies as trophies from the
armor of their own knight suits. Most veteran Scions of the house
bear several faceplates hanging from the waist of their knight armor
while more veteran nobles may possess half a dozen or more trophies
bolted to their chassis.
In addition to its Huscarls
it is not uncommon for House Cenwulf to deploy thousands of Thrall
militia. Equipped with armored hazardous environment suits, autoguns
and grenade launchers these formations act as additional light
infantry support, holding ground taken by House Cenwulf and scouring
ruins for enemy snipers, sappers or ambushers in the wake of the
knights advance. From time to time these elements may even be
supplemented by regiments of Imperial Guard conscripted from
Folkvangr or one of the other worlds of House Cenwulf's protectorate
or elements of Skitarii, Cybernetica or Battle-Servitors from Ydalir.
In times of dire need House Cenwulf may even call on the support of
God-Machines of the Legio Sirius from their fortress garrison on
Ydalir or call on the aid of the Space Wolves Chapter itself. On more
than a few occasions battle-forces of House Cenwulf have been
accompanied by a Strike Cruiser in the storm-gray of the Sons of
Russ. This predilection for deploying auxiliary forces and calling on
the aid of allied military factions means that any given deployment
of House Cenwulf can vary greatly in size even if the number of
knight armors themselves remains constant.
During the recent
deployment to Vigilus following the opening of the Great Rift the
forces of House Cenwulf and their allies numbered thirty-one knights,
sixty-three Armigers, three-thousand five hundred Huscarls,
twenty-thousand Thrall militia, four thousand Folkvangr Light
Infantry, two thousand Skitarii, Cybernetica and Battle-Servitors,
three Warhound-Class Scout Titans and an entire Great Company of
Space Wolves. Two Grand Cruisers of the Hearth Fleet, a Mechanicus
Cruiser, and an Astartes Battle Cruiser along with over a dozen
escort craft made up the fleet elements transporting these forces.
While far from the largest forces drawn to Vigilus the armies rallied
under the banner of House Cenwulf proved highly effective and highly
coordinated throughout the chaotic and brutal campaign.
Political
Relations
Like all Imperial Knight
Houses the nobles of Andlang are fiercely independent, and stubborn
to a fault. That does not mean that House Cenwulf has not formed
alliances with other military orders within the wider Imperium over
the centuries. The first and foremost ally of the house are the Space
Wolves, who first formalized pacts of mutual support and fellowship
with the house during the Great Crusade. The similar cultures of
Fenris and Andlang led to a fast friendship between the two military
orders, a friendship that has endured for thousands of years. It is
believed by some that one of the reasons the Space Wolves are still
able to field so many Dreadnoughts, far more than even other first
founding chapters, is in some part thanks to the technical expertise
and archaeotech lore of House Cenwulf.
Only slightly less
formidable allies than the Space Wolves are Mechanicus of Lokabrenna
and the God-Engines of the Legio Sirius, who formed a close
fellowship with House Cenwulf around the same time as the VI Legion.
Much like the Space Wolves the nobles of House Cenwulf and the
Princeps and Moderati of the Legio Sirius shared markedly similar
cultures, languages and traditions. It wasn't long before lances of
House Cenwulf Knight Titans saw extended secondment to Legio Sirius
Titan Maniples. Before the end of the Great Crusade the vassal Forge
World Minoris of Ydalir was granted a garrison of Titans from the
Legio Sirius. The Legio established a fortress keep on Ydalir known
as the Ironwolf Bastion and has maintained one to two maniples of
Titans there ever since. In M36 Ydalir was granted the rights to
possess a copy of the Mars-Pattern Warhound Titan construction
schematics and begin production of God-Engines for the Legio
Titanicus. Since then most of the engines created have gone to the
Legio Sirius and many now serve in the Ironwolf Bastion's garrison.
It is not uncommon for the Legio Sirius to dispatch a single Warhound
Titan squadron with battle-forces of House Cenwulf to support their
allies and earn their new Titans and their crews experience in combat
alongside reliable and trustworthy allies who will gladly ensure the
safety and success of the new Titans.
Less formal friendships
exist between House Cenwulf and other Imperial agencies and military
orders but the informal nature of these relationships prevents easy
categorization or confirmation. It is believed the house has formed
bonds with the nobles of House Skandos, Red Wolves and the newly
formed Wolfspear chapters, as well as close ties to a number of Astra
Militarum regiments from the worlds of Armageddon and Valhalla,
friendships which seems to be based on a mutual hatred of the ork
xenos. A few ancient records suggest House Cenwulf made overtures of
friendship with House Ærthegn
during the later days of the Great Crusade but quickly abandoned the
attempt after discovering the general lack of honor and piratical
practices of the house. It is also known that several members of
House Hawkshroud maintain friendships with nobles of House Cenwulf
and both forces have fought alongside the Space Wolves in several
recent campaigns.
Household
Domains
Andlang – Homeworld
of House Cenwulf
To call the homeworld of House Cenwulf
inhospitable is a gross understatement. Whatever ancient conflict
wiped out the former xenos inhabitants left the second planet of the
Vanyr system scarred by radioactive blast craters, it's few lakes and
oceans transformed into a toxic sludge. Poisonous gasses drift across
the lowlands gathering in clouds that pour acid rain on the slopes or
gathering in corrosive fogs that can blanket the plains and valleys
for weeks at a time. If simply breathing the air does not kill you
there are plenty of native predators up to the challenge of finishing
the job. The most common beasts hunted and culled by the house are
the Rust-Wyrms, vicious pack-hunters that can grow to be some
five-feet wide and up to thirty-feet long with diamond-hard fangs and
mandibles able to chew through ceramite and enable the creatures to
dig vast networks of burrows through the dense rock of the mountains.
Crag-spiders infest the countless caves that worm through the high
cliffs, with legs up to three-meters long and a venomous bite capable
of killing a full-grown grox in moments these arachnids are solitary
ambush hunters that prey on small salvage parties as they return from
their work laden with recovered salvage. More than a few work crews
have dumped their precious loads and fled at the first sign of a
spider attack, valuing their lives more than their pay. Those who
choose to fight must work to hem the creatures in with volleys of
shot and las, driving the spiders into a spot where a good las or
plasma cannon shot to the head or torso can put them down. Such kills
are celebrated but rare for many who choose to stand and fight never
return.
Like countless worlds across the
Imperium the deadly ambull has also become a well-entrenched threat
to the inhabitants. When or how these creatures made it to Andlang is
unknown, however their numbers have never risen to become a serious
threat. With fearsome competition against the other native predators
the population of ambulls has long remained low and it is rare indeed
that the nobles are given cause to track down and burn out a
troublesome nest of the creatures.
Perhaps the deadliest and mightiest of
the native predators of Andlang are the rock-drakes. The name fails
to convey the savage majesty or sheer lethality of these monsters.
Easily growing to a size comparable to a Questoris-class knight in
size with a wing-span many times wider, equipped with fangs two-feet
long and hard enough to crush steel the creatures are formidable
opponents even for the knight-scions of House Cenwulf and are a prime
target for beast hunts. The rock-drakes take their name from their
chameleon-like outer-scales that can shift in color subtly to match
the dark browns, grays and reds of the cliffs and mountain-spurs from
which they lay in wait for prey to pass by. Should a rock-drake
choose to take to the sky in search of food it's underbelly is
similarly adapted to the colors of the sky, the lighter-tans and
sickly yellows of Andlang's poisoned clouds matched perfectly by the
softer leathery underbellies of the drakes. Many hunters falsely
believe the rock-drake's claws and fangs to be its deadliest weapons
but these pale in comparison to the potency of the creature's spit.
The stomach of the rock-drakes is adapted to filter out the poisons
of Andlang's water and the spoiled meat of its prey, siphoning these
chemicals and contaminants off into a secondary stomach which can
then expel its contents as a ball of deadly vomit. Such ejections of
bile have been known to eat through the armor of a knight and can
render an armored human down into soup in moments.
Legends tell of one particular
beast-hunt undertaken centuries before the coming of the Imperium
where a lance of young knights chanced upon a feeding rock-drake that
was easily twice the size of a Knight. The foolhardy young warriors
rushed to engage the beast only to be taken aback when it launched
into onto one of the knights, bearing it to the ground in its talons
before rising into the air with furious beats of its massive wings.
To the shock of the young knights the stricken warrior was lifted
into the air and carried off. Hours later the knights found their
comrade wedged between the spurs of a cliff some leagues away, his
reaper chainsword wet with the creature's blood. The young hunter had
survived the fall, if only just, and claimed he managed to strike and
wound the legs of the beast enough for it to drop him after which it
flew away never to be seen again. To this day there are those who
doubt the story but the Vault Transcendent of House Cenwulf still
houses an ancient Questoris knight armor damaged beyond repair,
bearing exceptionally large claw wounds across it's armor and whose
limbs and chassis were crushed after falling from a great height.
Despite the native hazards and deadly
predators Andlang is home to a population of around one hundred and
seventy million, relatively large for an Imperial Knight world but
precious few for a major industrialized world of the Imperium. Some
of that number is scattered across dozens of outposts, factorums,
depots, refineries and air-docks scattered across the mountain ranges
but the majority of the population is concentrated in the thirteen
mountaintop fortresses. Located across the eastern and western
mountain chains known as the Sköll
and the Hati ranges the fortresses are all built on and around the
colossal adamantium carcasses of ancient starships, the first and
greatest of which was the great colony-ark that bore the name Andlang
and that became the foundation of the capitol fortress of Jotunheim.
From orbit the original profiles of some of the ships can still be
seen in the outline of the defense walls of the inner baileys of each
fortress and it is even believed that some of the defense turrets of
those fortresses may have been the original weapons of those vessels,
still visible despite centuries of later construction. Unlike the
haphazard agglomerations of most Imperial cities the fortresses of
Andlang were built purely for defense, sight-lines, gun towers,
landing pads and transit-ways take precedence over all other
concerns. All construction has to be approved of by the senior
Sacristans and Huscarl Alphas to ensure nothing impedes the
functionality and strength of the defenses. The heart of each
fortress is the house spire, the great bastion towers at the heart of
the cities that house the warriors and servants of House Cenwulf. At
least one lance of Knight Titans, scores of lesser warmachines and
several hundred Huscarl infantry garrison each of the thirteen house
spires, in addition to the semi-regular formations of Thrall militia
who man the bulk of the outermost defenses. Adjacent or nearby each
tower are the great sky-docks where the drakkars and void-craft of
the house are stored, maintained and launched. Hundreds of vessels of
all sizes can be found in these docks with the largest capable of
transporting whole lances of Knight Titans and the smallest barely
large enough for a single human adult.
While
permanent settlements in the lowlands are impossible due to the
extreme hazards they do play host to scores of mobile industrial
crawlers at any given time. These ramshackle vehicles stalk across
the surface of the planet on multiple insectile limbs that allow them
to traverse the broken and treacherous terrain. Each crawler houses
anywhere from a few dozen to upwards of a thousand workers, crew,
engineers, cooks, medicae, vox operators and militia. In
claustrophobic hangars built within each crawler are the work
vehicles necessary for digging out and recovering the precious
salvage each crew desperately seeks. Fully enclosed sentinel-loaders
with manipulator claws and lascutters make up the bulk of these
industrial machines but they are often backed up by tracked digger
and tunneling machines, magnetic cranes and cargo haulers. The work
is difficult and dangerous with thousands of salvagers and crewmen
injured or killed every year. The dangers do little to curb the
enthusiasm of the salvagers with countless new recruits competing for
spots on the work-crews every year. The scrap and salvage recovered
from the surface of the planet has sustained House Cenwulf and the
people of Andlang for thousands of years and will doubtless continue
to do so for thousands more. The great ruins and fields of
battlefield wreckage seem inexhaustible, each storm season seeming to
reveal yet another layer of endless war remains ripe for the picking.
Jotunheim – The
Throne of Giants
The largest of the thirteen fortress
cities of Andlang the stronghold of Jotunheim lays atop a spur of the
eastern Sköll
mountain range. This spur, situated roughly in the middle of the
range which runs from the northwest to the south-east, projects west
out into the broken plains of the equatorial region of the planet.
This central location makes Jotunheim the natural capital and primary
stronghold of House Cenwulf. The house spire of Jotunheim is home to
the High King, or Jarl, and his personal retainers. The largest
sky-dock of Andlang is also located within the walls of Jotunheim and
serves as the planet's principal starport.
Like
all of the thirteen great fortresses of Andlang the original walls of
the fortress were formed from the armored hull of an ancient starship
deliberately scuttled on the surface. Jotunheim was the first city
created in this manner and formed from the wreckage of the colony-ark
Andlang, after which the planet itself was named. Over time that
original outline has become almost completely obscured by thousands
of years of constantly growing fortifications and expansion to
accommodate a growing population. Now those original walls form the
innermost ring of fortifications around the house spire at the heart
of the fortress city. Two further walls encircle the fortress,
crowding out across the surrounding ridges and sub-peaks, connected
by great spars, bridges and enormous permacrete foundations built
into and on-top of the bare rock-face foundations and looking out
over man-made plateaus cut from the weathered stone of the mountains
that themselves lead into the wide and winding roads that descend
into the distant plains and valleys. A notable distinction between
the fortifications of Andlang and those typical to most fortresses
across the Imperium is that House Cenwulf's fortresses are built to
accommodate the Knight Titans of the house. The battlements are wide
enough for two knights to pass easily and feature shielded firing
platforms that project slightly from the wall and allow a knight to
fire on an attacking enemy while remaining largely sheltered from
incoming fire. The stretches of wall between each of the gun towers
dotting the walls are large enough and include enough firing
positions for an entire lance of knights.
Inside the walls of Jotunheim the entire city-fortress is laid out to accommodate the Knights of the house. Every causeway and transit bridge, every stair and walkway is scaled to the great tread of the Knights with smaller sub-stairs and pathways reserved for lighter vehicles and pedestrians. The structures of the city are built to last, shielded from radiation, armored from attack and fitted with environmental seals to protect against the occasional toxic storm that sweeps up the mountain from the lowlands. A second curtain-wall splits the city into two and separates the outer-industrial district from the wealthier commercial inner-district. The outer district is home to the Thralls, the bonded laborer class that makes up the bulk of Andlang's population. Most Thralls live in single room habs and their food and water use are strictly rationed. The majority of Thralls live hard and brutal lives of endless toil that almost invariably result in an early death. Even so the hardy inhabitants of Andlang meet this fate with boundless stoicism and tenacity. High achievement or acts of noteworthy valor can earn a Thrall elevation to the ranks of the Karls, the wealthier artisan and scribe class that occupies the inner-district of the city. The Karl's are granted better habs, larger ration portions, better educations and much better access to medical care and augmentation. The Karl's are permitted to own property, operate businesses, serve as artisans, sculptors, scribes, artists, medicae, overseers and administrators. House Cenwulf typically leaves the governance of the Karls and the Thralls to an elected body of elders who are trusted to oversee the affairs of the common people of Andlang and free the nobles from the burden of administration. These governors maintain a professional body of law enforcers and conduct much of the business and trade with the wider galaxy under the supervision of the Sacristans of House Cenwulf. It is from the Karls that most Sacristans and Huscarls are recruited and it is through such recruitment that Karl's have an opportunity to rise into the ranks of the nobility. Senior Sacristans may earn the right to marry a lesser noble of the house, as may accomplished Armiger pilots recruited from the ranks of the Huscarls. Through merit a Thrall may become a Karl and a Karl may become a Huscarl and a Huscarl may become a Hersir.
Inside the walls of Jotunheim the entire city-fortress is laid out to accommodate the Knights of the house. Every causeway and transit bridge, every stair and walkway is scaled to the great tread of the Knights with smaller sub-stairs and pathways reserved for lighter vehicles and pedestrians. The structures of the city are built to last, shielded from radiation, armored from attack and fitted with environmental seals to protect against the occasional toxic storm that sweeps up the mountain from the lowlands. A second curtain-wall splits the city into two and separates the outer-industrial district from the wealthier commercial inner-district. The outer district is home to the Thralls, the bonded laborer class that makes up the bulk of Andlang's population. Most Thralls live in single room habs and their food and water use are strictly rationed. The majority of Thralls live hard and brutal lives of endless toil that almost invariably result in an early death. Even so the hardy inhabitants of Andlang meet this fate with boundless stoicism and tenacity. High achievement or acts of noteworthy valor can earn a Thrall elevation to the ranks of the Karls, the wealthier artisan and scribe class that occupies the inner-district of the city. The Karl's are granted better habs, larger ration portions, better educations and much better access to medical care and augmentation. The Karl's are permitted to own property, operate businesses, serve as artisans, sculptors, scribes, artists, medicae, overseers and administrators. House Cenwulf typically leaves the governance of the Karls and the Thralls to an elected body of elders who are trusted to oversee the affairs of the common people of Andlang and free the nobles from the burden of administration. These governors maintain a professional body of law enforcers and conduct much of the business and trade with the wider galaxy under the supervision of the Sacristans of House Cenwulf. It is from the Karls that most Sacristans and Huscarls are recruited and it is through such recruitment that Karl's have an opportunity to rise into the ranks of the nobility. Senior Sacristans may earn the right to marry a lesser noble of the house, as may accomplished Armiger pilots recruited from the ranks of the Huscarls. Through merit a Thrall may become a Karl and a Karl may become a Huscarl and a Huscarl may become a Hersir.
The
southern edge of the inner-district is home to the principle
sky-docks of Jotunheim. Projecting out from the curtain-wall into the
open-air the docking spurs and platforms project out over a massive
drop of nearly a thousand feet before reaching the descending slopes
of the mountains which continue down for several thousand more feet
before reaching the valleys. The flanks of the docks feature massive
defense batteries and shield generators that remain ever vigilant for
any sign of aerial attack, the massive guns capable of tearing the
largest attack craft from the sky. Beneath the vigilant gaze of
defense batteries hundreds of vessels arrive and depart each day.
Some coming from or going to other locations across Andlang and many
more coming down from or returning to orbit.
The innermost district of Jotunheim is the household keep, the outer shell of the original colony ark encloses the principal bailey which is itself overlooked by the great spire of the house. Smaller docking facilities accommodate light transport of individual nobles and their armor while armories, workshops, barracks, kitchens and apothecary facilities house the nobles, their servants and their wargear. The central keep itself sits above the principal Vault Transcendent of the house, a massive cavern carved into the rock of the peak that possesses enough storage and maintenance bays for two hundred knights. Many of these bays house the wreckage of ancient knights, returned from distant battlefields and interred with honor. These silent and forbidding sentinels stand watch whenever the knights of the house stride to war, passing judgment on their successors as they marshal for battle.
The innermost district of Jotunheim is the household keep, the outer shell of the original colony ark encloses the principal bailey which is itself overlooked by the great spire of the house. Smaller docking facilities accommodate light transport of individual nobles and their armor while armories, workshops, barracks, kitchens and apothecary facilities house the nobles, their servants and their wargear. The central keep itself sits above the principal Vault Transcendent of the house, a massive cavern carved into the rock of the peak that possesses enough storage and maintenance bays for two hundred knights. Many of these bays house the wreckage of ancient knights, returned from distant battlefields and interred with honor. These silent and forbidding sentinels stand watch whenever the knights of the house stride to war, passing judgment on their successors as they marshal for battle.
Even
though House Cenwulf effectively rules over a small stellar empire
within the greater body of the Imperium, receiving tithes in exchange
for military support over a dozen inhabited worlds collectively
referred to in Administratum records as the Vanyr sector the world of
Andlang has never officially been sanctioned as the sector capitol
given that it remains an independently ruled Imperial Knight World,
exempt from most bureaucratic oversight or interference. Nevertheless
Andlang remains the effective administrative hub of the sector and
frequently plays host to off world visitors from the worlds under
House Cenwulf's protection and beyond, all coming to pay homage to
their protectors, bring missives, request assistance, offer trade or
attempt to curry favor. Off worlders are usually housed in the
inner-district of the Karls until their business is concluded.
Vanaheim
– The Ominous Peak
Situated
atop the southernmost peak of the western Hati range the fortress of
Vanaheim sits near the southern pole of the planet. Remote and
inhospitable, even by Andlang's harsh standards, the freezing
temperatures, low-oxygen and isolation of Vanaheim leave the city
with the smallest population of the thirteen fortress-cities. Yet
this is not what makes Vanaheim uniquely and notably inhospitable,
rather that dubious honor belongs to the ominous obsidian spire of
the Adeptus Astra Telepathica choir that dominates the center of the
fortress. The Vanaheim choir is the Vanyr system's principle means of
communication with the wider Imperium and a significant telepathic
relay in the sector. The relatively few inhabitants of the city and
it's dour household garrison are there purely to protect the
telepathica spire and the critical resource and strategic asset the
astropathic choir represents. Precious few Thralls call Vanaheim
home, most service labor is provided by mind-wiped servitor automata
and servo-skulls. Those mortal servants of the house who do reside in
Vanaheim are mostly battle-hardened Huscarls there to garrison the
outer fortress defenses. Assignment to the Vanaheim garrison is often
considered a punishment within House Cenwulf and may be used to
censure a noble for a particular failing or act of insubordination.
Fortunately assignment to the Vanaheim garrison is only temporary,
the entire complement of mortal soldiery rotated out every few years.
Even the stern constitution and firm loyalty of House Cenwulf's
nobles and soldiers cannot long stand such close proximity with the
terrible haunt of the astropaths.
Muspelheim
– The Forge Mountain
Situated
in the Hati mountain range roughly opposite Jotunheim the city of
Muspelheim serves as the largest concentration of forges and
foundries on Andlang. Most of the war material produced on the
homeworld of House Cenwulf is forged in the mills and workshops of
Muspelheim whose fires are never doused. Bonded workers labor in
shifts to keep the forges working twenty four hours a day, every day,
endlessly. Munitions, weapons, armor plates, refined fuel, vehicle
chassis and electronic components all spill from the conveyor belts
of Muspelheim in a never-ending tide to feed the hungry armories of
House Cenwulf. Some civilian goods are produced as well but even then
most of these are destined for the industrial-crawlers working
salvage runs on the lower surfaces of Andlang. Components for the
crawlers themselves, munitions for their defense weaponry,
replacement vehicles, tools and equipment are all shipped by drakkar
grav-ships to the distant salvage engines. Muspelheim also serves as
home to the largest concentration of Sacristans on Andlang, including
the Sacristan Primus Eorlund Ironblood. Unsurprisingly the rarest and
most esoteric of the knight armors possessed by House Cenwulf are
also stationed in Muspelheim where they can be most effectively
repaired and maintained. The nobles who pilot these machines are
usually drawn from nobles of the house who have been partially
inducted into the rites and lore of the Sacristans before attempting
the Ritual of Becoming. The greatest source of pride of Muspelheim is
the forging of new knight armors for the house. Limited numbers of
new Imperial Knights are forged in the foundries of Muslpelheim by
the most senior and experienced of the Sacristans under the direct
and exacting supervision of the Sacristan Primus himself. The
capability to forge their own knight armors is not unique to House
Cenwulf, a number of other houses possess that capability but it is
relatively rare, most houses rely entirely on the Mechanicus for new
armors. Thus the forges of Muspelheim are a critically important
asset to House Cenwulf and one of its greatest resources that the
house will go to any length to protect.
Folkvangr
– The Breadbasket of Kings
The fourth planet in the Vanyr system,
Folkvangr is a minor agri-world capable of producing a variety of
different grains for export as well as raising herds of grox for
meat, hides, fat and bones. Technically Folkvangr is considered by
the Imperium to possess limited sovereignty, ruled by a planetary
Governor, possessing its own local Administratum bureau, Ecclesiarchy
cathedral, and minor Arbites precinct and subject to the Imperial
tithe. However by ancient right the world is claimed as part of the
protectorate domains of House Cenwulf and is in reality subject to
the rule of House Cenwulf. Given that Imperial Knight worlds, like
the homeworlds of Space Marine Chapters, are not subject to the
Imperial Tithe, ancient decree dictates that the tithes due from
Folkvangr, and the other world of House Cenwulf's protectorate, to
the Imperium are the rightful claim of House Cenwulf and not subject
to the claim of the wider Imperium. However the production of the
worlds under House Cenwulf's protection far exceed the needs of the
house, therefore while House Cenwulf takes a portion of the Imperial
tithe the majority is contributed to the good of the wider Imperium,
including regiments of Astra Militarum and conscripts to serve aboard
the warships of the Imperial Navy. The produce from Folkvangr's
fields and pastures are shipped far and wide across the segmentum and
feed countless billions on dozens of worlds.
The planetary Governor ultimately
rules as a proxy of House Cenwulf, usually overseen by a senior
adviser appointed from the ranks of House Cenwulf's nobility. Usually
this adviser is a noble who has passed the Becoming and possesses
their own armor as well as Armiger-equipped Hirdmenn squires and a
retainer of Huscarls and Thralls. This adviser effectively serves as
a garrison of the planet, serving to cull the troublesome native
fauna that remains and protect the world from foreign attack. The
household maintains a small keep known as Jorrvaskr located in the
planetary capitol. Even though House Cenwulf typically maintains a
modest garrison over their principal off world fiefdom in the Vanyr
system Folkvangr also maintains a sizable planetary defense force
that is notable in the number of sentinels it can field thanks to a
steady supply of such war-machines from the forges of Andlang and
Ydalir.
Ydalir
– Forge World Minoris
First established shortly after the
rediscovery of the Vanyr system by the Imperium the world of Ydalir
was settled by the Magos of the Forge World Lokabrenna and remains a
sub-domain of that greater Forge World to this day. Thanks in part to
the ancient archaeotech archives of House Cenwulf the forges of
Ydalir quickly became famed for the quality and quantity of its
walker-based weapons systems. Sentinels march from the factories in
their thousands every year, helping supply the Astra Militarum and
planetary defense forces across the Segmentum.
The forges of Ydalir are also one of
the few sources of newly manufactured Adeptus Astartes Dreadnoughts
in the region. Unlike the countless Leman Russ, Chimera or Sentinel
platforms that roll from the factory floors of forges and
manufactorum across the Imperium the Dreadnoughts of the Space
Marines rely on ancient and complex technologies that are difficult
to maintain, let alone newly manufacture. To produce new Dreadnoughts
requires rare and precious materials, as well as extensive knowledge.
The forges of Ydalir produce a few dozen Dreadnoughts every century.
These priceless engines of war are then dispatched, under heavy
guard, to carefully selected Space Marine chapters active in the
region, including the Space Wolves. In the thirty-seventh millennium
the Magos of Ydalir acquired the rights and STC-data to produce
Mars-Pattern Warhound Titans. The production of new Scout-Class
God-Engines has significantly increased the native garrison of the
Legio Sirius that has maintained a modest presence on Ydalir since
relatively early in the Forge World's existence. The Legio Sirius
operate at least three maniples of God-machines from their fortress
headquarters known as the Ironwolf Bastion.
Most recently Ydalir has taken on the
task of producing the new Redemptor-pattern Dreadnoughts used by
Belisarius Cawl's Primaris Space Marines. Almost all of the
Dreadnoughts produced so far have gone to supply existing Space
Marine chapters, not the newly founded Primaris Chapters of the
Indomitus Crusade.
Notable
Members of House Cenwulf
Jarl Skjor Cenwulf, the Bloodied
Fist
Few records remain of the High Kings
of House Cenwulf before the reign of Skjor, in fact relatively little
is known of Skjor himself, his rise to power or early deeds are
long-lost to history. What accounts do survive depict Skjor, the
Bloodied Fist, as a wise, diplomatic and visionary leader who married
fearsome brutality in war with artful statesmanship. Certainly
Skjor's role in steering House Cenwulf through the most war-torn and
dangerous period in the Impeirum's history is testament to his
qualities as a leader and an enduring legacy of his deeds. Skjor's
death would mark the end of an era for House Cenwulf.
Jarl Beirand Cenwulf, the Vengeful
Claw
Eldest son of
Jarl Skjor Cenwulf the warrior known as the Vengeful Claw rose to
rule the house in the brutal years of the Dark Mechanicum's invasion.
The loss of his father and countless other warriors of the house
drove Beirand to the brink of madness. Unquenchable anger drove
Beirand to reject the Knight Crusader he had previously piloted and
adopt a brutal Knight Gallant instead that he customized to feature a
pair of Thunderstrike claws instead of the typical gauntlet and
chainsword. Brutal and merciless in battle Beirand led countless
devastating ambushes and suicidal counter-attacks against the enemy,
his sheer savagery and recklessness taking the enemy aback and
scattering them before his rage. After the defeat of the Dark
Mechanicum the High King withdrew into a deep melancholy and was
little seen for the next five years. Only the return of the Imperium
and news of the campaigns of the Scouring roused Beirand from his
depression and set him once more on the path of rage and bloodshed.
Despite his own personal disregard for danger the rest of House
Cenwulf's lords and Thanes managed to maintain some semblance of
military discipline and prevent their lances from undertaking endless
suicidal charges. Ultimately Beirand would fight for over a century
in defiance of all expectation before finally falling not far from
the Cadian Gate in battle against the traitors of the Iron Warriors.
Beirand and his ruined armor were returned to Andlang and interred
alongside the remains of his father. To this day no other noble of
the house has achieved the number of gross displacement kills Jarl
Beirand Cenwulf achieved, but nor have the casualty rates of House
Cenwulf's lances ever been as high as they were under his rule
either.
Jarl Ulrich Cenwulf, the Raven's Eye
Famed for his
wisdom and patience Jarl Ulrich Cenwulf was the younger brother of
Beirand the Vengeful Claw. For decades Ulrich watched his brother
descend into the madness of vengeance until his ultimate demise.
Determined to avoid Beirand's fate Ulrich set about restoring House
Cenwulf and its domains to something approaching their former
stability and prosperity. Though Ulrich's record of combat is one of
the shortest of any ruler of the house following his withdrawal from
the Scouring his achievements are widely recognized as having been
critical to the long-term survival of the house.
Jarl Thorvald Cenwulf, the Iron
Tempest, High King of House Cenwulf
The current High King of House Cenwulf
and Jarl of Andlang. Thorvald was formerly the master of the Knight
Crusader Lupus Rex, however
the coming of the Indomitus Crusade brought a number of newly forged
Dominus Knight Castellan armors to Andlang and the High King chose to
take one as his new mount. Naming the machine the Canis
Alpha or the First Wolf. The
venerable Thorvald Cenwulf is respected and feared in equal measure
as the Iron Tempest of Andlang, though in physical form Thorvald is a
wizened ancient of over five hundred years Terran standard. The aged
High King is kept alive only thanks to advanced life-support
technologies, frequent juvenant treatments and aggressive bionic
augmentation. Of particular note is the armored life-support
exoskeleton that grants the elder noble a degree of mobility and
protection outside of the cockpit of his knight armor. So equipped
Thorvald is an imposing and lethal figure even outside the cockpit of
his venerable and deadly Knight Titan.
Thane Sigurd Cenwulf, the Lightning
Blade, Heir Apparent of House Cenwulf
The heir to the throne of Jotunheim is
no stripling but an ancient and battle-hardened warrior of over two
hundred years of age. Raised and groomed for power and command from
an early age Sigurd bears the title of Thane as an honorific but does
not actually serve in the Alpha Lance of the house and his carapace
bears the markings of a High King in imitation of the heraldry of his
father. When Sigurd eventually takes the throne he will choose a
successor who will then bear the same title and markings as the
traditions of the house dictate. For many decades Sigurd piloted an
ancient and reliable Knight Paladin, however recently Jarl Thorvald's
transition to a newly manufactured Knight Castellan has given Sigurd
the opportunity to inherit and command the venerable and powerful
Knight Crusader Lupus Rex, a
knight armor which itself has served as the traditional mount of many
High Kings over thousands of years.
Thane Borvir, Thunderblade, Ancient
Kingsward of House Cenwulf
One
of High King Skjor's ancient companions and a member of the Alpha
Lance. Master of the Dominus
Tempestas,
a rare and powerful Questoris Knight Mageara suit still in use by the
house to this day. Unfortunately the deeds of Borvir have mostly been
lost to time but the earliest kill markings and battlefield honors of
the Dominus
Tempestas
indicate a highly accomplished warrior who achieved a sizable number
of gross-displacement engine kills, a considerable feat even for a
Knight Titan.
Thane Brynjolf, the Savage Rain,
Kingsward of House Cenwulf
At
over three centuries old Thane Brynjolf is far from the youngest
member of the house but a veritable child compared to some of his
fellow Thanes and the Jarl himself. Both Brynjolf's father and
grand-father served as Kingsward before him. From his youth Brynjolf
was raised to serve the same role as his forebears, charged to fight
alongside and protect his Jarl even at the cost of his own life. From
the Throne Mechanicum of his Knight Warden the Omnes
Videntes Thane
Brynjolf punishes any foe foolish enough to strike at his lord with
thunderous barrages of fire from his gatling cannon, rockets and
flamer.
Thane Ulfric, the Crimson Wrath,
Master of Judgement of House Cenwulf
Of
all the dour and humorless members of House Cenwulf the infamous
Thane Ulfric is easily the greatest exemplar of these traits. It came
as little surprise when Ulfric was chosen to become the Master of
Judgement, charged with punishing treachery, disobedience, cowardice
and failure both on and off the battlefield. Ulfric's feared Knight
Errant, the Vermiculus
Ruinam, is a
terrifyingly effective destroyer of machines and fortifications. No
defense, no matter how formidable, is proof against Ulfric's deadly
melta weaponry, armor piercing rockets and thunderstrike gauntlet.
Even Knight Titans walk warily when in Thane Ulfric's company,
careful never to draw the attention of his ruinous weaponry and
fearsome skill.
Hersir Baldur, the Storm Bringer
One
of the youngest warriors in the lances deployed to Vigiulus the young
Baldur is a mere thirty years old, a bare child compared to the
venerable veterans around him. Nevertheless Baldur has quickly proven
a competent and deadly warrior in the throne of his Knight Crusader
the Geminae Tempestas, or
Twin Tempest. Armed with a Thermal Cannon and Avenger Gatling Cannon
the young Baldur possesses the firepower of an entire squadron of
battle-tanks and has reaped a fearsome toll from the enemy in every
engagement.
Hersir Gulbrand,
the Adamant Blade
A
stolid veteran of the house the reliable and disciplined Gulbrand
pilots the Knight Paladin Ardens
Gladius
or Ardent Sword. The paladin remains one of the most prolific
mainstays of the knightly houses for it's armament is effective
against infantry and armor alike, able to fight to great effect at
range or in close quarters making the paladin a versatile and
reliable platform that makes up the bulk of many knight lances across
the galaxy. Hersir Gulbrand is a firm proponent of precision
bombardment tactics and relishes in reducing the most hardened
enemies to scrap with volleys of accurate battle-cannon shells before
moping up any survivors with sweeps of his reaper chainsword.
Hersir Aska, the Ice Banshee
The
ranks of House Cenwulf generally hold relatively few lady-knights.
Most of the young noblewomen of the house who choose to undertake the
Becoming are either among the most naturally skilled or psychotically
violent of their number, the Lady Aska is the rare example of a young
noblewoman who is both. To the surprise of absolutely no-one who knew
her Aska chose to attempt the Ritual of Becoming by bonding with the
Throne Mechanicum of one of the few Knights Gallant in the arsenal of
the house. Also to the surprise of no-one she succeeded and has since
carved out a reputation for brutal and savage violence across many
bloody battlefields. Despite her general trend towards recklessness
and insubordination Aska is still a daughter of a noble house and
follows her orders for the most part, though she does tend to
interpret her orders in ways that favor her own methods over more
conventional household combat doctrine. Though some elders of the
house look on Aska with disapproval her record is exemplary and many
believe Aska may be a sign of changing times. With the Great Rift
splitting the galaxy in twain the need for more warriors has never
been greater and perhaps it is time for House Cenwulf to tap it's
largely unexploited female population to swell the ranks. Only time
will tell if tradition makes way for necessity.
Hersir Leif
Direblade
Leif, known as the Direblade, is one of the best swordsmen in the
ranks of House Cenwulf. All scions of the house train in the use of a
variety of blades and guns, primarily to engage in duels of honor but
also in case a noble loses their armor in battle and must fight their
way back to friendly lines on foot. Leif has always excelled in such
training and takes great pride in his ability, perhaps too much
pride. Of all the nobles of House Cenwulf the young Leif causes the
most trouble on deployment, getting into duels with fellow Knightly
scions from other houses, officers from the Imperial Navy and
Imperial Guard and even the occasional Rogue Trader. So problematic
has his dueling become that Jarl Thorvald has increasingly been
forced to punish Leif by making him serve on foot. For the last
several campaigns Leif's Knight Paladin has largely remained in
storage, locked down until its young pilot redeems himself enough to
reclaim the armor. Though separation from his Throne Mechanicum is
difficult Leif does seem to relish fighting on foot, leading
formations of Thralls and Huscarls into battle with his arcane plasma
pistol and master-crafted power sword at the ready, protected by a
full suit of heavy carapace armor and a conversion field generator
the foot-knight is a formidable adversary and has cut down all manner
of foes from Ork Warbosses to Chaos Space Marine Lords.
Hirdman Braig Bloodfang
The young but
talented Armiger pilot named Braig serves as an apprentice to Thane
Ulfric of the Alpha Lance. Braig is believed to be the eldest
grandson of Huscarl Alpha Argis, one of the most renowned and
accomplished infantry commanders of the house. This is difficult to
verify given that personal records on Huscarls and their families are
relatively minimal and any children Argis may have had wold have to
have been conceived several centuries earlier, before his level of
augmentation reached the point where reproduction was no longer
possible. For his part Argis refuses to confirm or deny these rumors,
or even comment on them or Braig himself in any way. Whatever his
family ties Braig has shown himself to be a talented Armiger pilot
who may well earn his way into the nobility if he survives a few more
decades of service.
Hirdman Grisvar Stormclaw
Unlike most
Armiger pilots Grisvar is neither young nor aspiring to any greater
station in life. For his entire life Grisvar has served Thane Ulfric
and the personality of the dour and violently destructive Thane
appears to have rubbed off on his squire. Grisvar lives for nothing
more than to cripple the greatest enemy warmachines with the deadly
anti-armor weaponry of his Armiger Warglaive. The speed, power and
relatively smaller size of the Armiger suits Grisvar perfectly, his
record of armor kills rivaling many young Knight Errant pilots.
Hirdman Vorstag Grimskull
One of the
youngest sons of a lesser Hersir of the house Hirdmenn Vorstag is
desperate to prove himself in the ranks of the Armigers. While
Vorstag has several brothers and even a sister serving with the
Armigers as well, none of them have performed as well as Vorstag, the
reputation and future of his immediate family in the ranks of the
house likely depends on his success.
Hirdman Ogmund Sunblade
Ogmund is a
promising young Sacristan apprentice plucked from the initiate ranks
of the Sacristans. Though a promising acolyte of the forge Ogmund's
aptitude tests and neurological examinations indicated his optimal
candidacy for the ranks of the Armigers. Should he prove himself as
an Armiger pilot Ogmund may one day earn a place in the Throne
Mechanicum of one of the precious Muspelheim Knight suits, or may
choose to retire from combat and make the journey to Mars for
training as Sacristan. Either future will likely see Ogmund not only
outlive his brothers and sisters but likely their children, and their
children's children as well.
Hirdman Eirikur Firelance
A
lesser noble of the house Eirikur is the blood brother of Ingmar and
a hardened veteran. The brothers have both served as squires to the
High King Thorvald Cenwulf for many decades. Eventually they both
hope to earn their own thrones mechanicum but for the time being are
content to serve as escorts and bodyguards to the great Jarl himself
and take great pride in their duty. For many years the twinned
firepower of Helverin Autocannons from Eirikur and Ingmar have
supported the deadly firepower of Jarl Thorvald's own Knight
Crusader. More recently the brothers have watched in awe as the
deadly power of the High King's new Knight Castellan has obliterated
even the hardest of enemies with ease. However should an enemy manage
to survive the incredible firepower of the Canis
Alpha
they will be met by the blistering salvos of autocannon shells from
Eirikur and Ingmar's Armiger Helverins.
Hirdman Ingmar Razorhail
Brother
to Hirdmenn Eirikur and squire to Jarl Thorvald Cenwulf himself the
battle-hardened Ingmar is a tenacious and stubborn soul. Though he
one day hopes to pilot a knight armor of his own Ingmar takes pride
in his current position serving so close to the legendary Jarl of the
house. Such a position affords many benefits that promotion and a
distant and less glorious deployment would forfeit despite the added
power of command of an actual Knight Titan instead of the lighter
Armiger machine Ingmar currently pilots.
Sacristan Primus Eorlund Ironblood
Easily the oldest member of the house
the exact age of Sacristan Primus Eorlund Ironblood is a mystery even
to the lords of his own house. Normally quite fastidious in their
lore-keeping the Forgemaster Eorlund has gone through so many
transformations over more than thirteen hundred years of service to
the house that identifying his exact date of birth or even his
original identity before he joined the ranks of the house Sacristans
is challenge that none of his house brethren have been able to
decisively overcome. Even as Eorlund's origins are lost to the mists
of time the mighty cyborg master of machines continues to evolve his
physical form, constantly replacing and upgrading his biological and
mechanical components. Currently Eorlund takes the form of a
monstrous war-construct carried along on numerous reverse joined legs
from an extended lower body. From under his voluminous robes dozens
of mechadendrites snake about while his hunch-baked upper torso bears
no less than eight arms bearing a variety of tools and weaponry
including a mighty ceremonial power axe, an archaeotech molecular
atomiser and a deadly arc scourge. As impressive as his physical form
is Eorlund's reputation as a master of the forge is greater still.
There is scarcely a weapon or machine in the entire arsenal of House
Cenwulf that has not benefited from the attentions of the Sacristan
Primus at one time or another, many having been restored to
functionality thanks only to the peerless artifice of Eorlund. It is
not uncommon to see Eorlund on the field of battle, the venerable
Sacristan Primus determined to attend to his charges regardless of
the danger. In truth there are few foes capable of threatening the
mighty physical war-form of Eorlund's heavily augmented body which is
in some ways even more formidable than the knight suits of the house.
Sacristan Dominus Lokyar Blackfist
Senior apprentice to the Sacristan
Primus the veteran field mechanic Sacristan Dominus Lokyar Blackfist
is a common sight on the battlefield where he faces down the most
dire of threats to attend to his mechanical charges. Over the long
centuries of his service Lokyar has lost most of his original
physical flesh to injury and augmentation and now resembles a
stoop-backed wraith more than a man, his entire lower body given over
to multi-jointed metal limbs and mechadendrites while his back is
hunched beneath the incredible weight of augmentations, power
generators and transformers. One of Lokyar's supplementary bionic
arms ends in a fearsome eradication beamer, highly useful for
defending himself against nearly any foe, cutting through debris or
severing damaged components for ease of replacement during
battlefield repairs. Of all the Sacristans of House Cenwulf including
the Primus it is Lokyar Blackfist who has the greatest mastery over
shielding technology. From the Emanatus Force Fields and Ion Shields
to Refractor and Conversion fields there are precious few defensive
energy barrier technologies within the Imperium that Lokyar has not
mastered. Lokyar's greatest work is his own custom Enhanced
Conversion Field Generator, an energy screen projected from within
Lokyar's own heavily augmented body that provides defensive
protection equivalent to the powerful defensive fields of the
astartes Storm Shields.
Sacristan Engineseer Ulfberth the
Bear
Personal Sacristan artificer of Jarl
Thorvald Cenwulf charged with serving the Lupus Rex.
Physically Ulfberth is a large individual sheathed in segmented
plates of power armor only partially concealed beneath his storm-grey
robes of office. A single chunky servo-arm and relatively plain power
axe serve as Ulfberth's tools of the trade and symbols of authority.
Sacristan Engineseer Arnskar
Ashenbeard
Arnskar, ironically named Ashenbeard
after the black rubber filtration hose that hangs down from his lower
jaw, is the personal artificer to Thane Brynjolf. Arnskar's sworn
duty is to maintain and serve the Vermiculus Ruinam and ensure
it is every-ready to stride to war at a moments notice. Hunched of
appearance and sporting a trio of slender servo-arms the venerable
Arnskar is nevertheless a rather insectile and strange looking
creature who seems to disturb allies of the house with his very
presence. Perhaps because of his effect on outsiders Arnskar is
rarely seen outside the secure armories of the house and even on the
battlefield prefers to shroud himself from the view of others behind
his own small army of augmented servo-automata.
Sacristan Engineseer Gunmar
Steelcrow
Rigid of both bearing and personality
the tall and proud Sacristan Engineseer known as Gunmar Steelcrow is
the personal artificer to Thane Ulfric. It is a point of great pride
for Gunmar that he serves the Kingsward and his work is at least
partly responsible for the protection of the High King. Unusually
among the senior field sacristans of the house Gunmar bears a more
ornate axe of office and shrouds himself in meticulously clean and
well-kept robes from which emerge a number of slender servo-arms and
augmentations that do little to take away from Gunmar's regal
bearing. When the sacristans of the house are called upon to interact
with outsiders the responsibility usually falls to Gunmar who seems
to revel in such opportunities to represent the forge-adepts of his
house.
Lancer Alpha Brandr the Grim
One of the most senior Huscarls of the
house the warrior known as Brandr the Grim is the commander of Jarl
Thorvald's personal Talon lances. Expected to stride into the most
desperate of battles alongside his knight lord Brandr and his
warriors are the most highly trained and experienced Lancers of the
house, armed with a mixture of weaponry and expected to fight just as
hard as their liege. Alpha Squadron itself typically bears the
awesome might of the plasma cannon, the most powerful and dangerous
heavy weapon the sentinel is capable of mounting. Despite the risks
Brandr views the plasma cannon as the ultimate tool of death
available to his Lancers and the only weapon capable of matching the
incredible destructive firepower of the house knights.
Lancer Frothar
Lancer Arnskar
Lancer Sub-Alpha Galmar
Sub-Alpha Galmar is the leader of Beta
Squadron of Jarl Thorvald's personal Talon Company. Though the house
has access to a wide variety of weaponry with which to arm it's
sentinels Galmar favors the ubiquitous multi-laser for his squadron,
preferring the high rate-of-fire over slower firing but more powerful
weaponry.
Lancer Kraldar
Lancer Bolund
Lancer Sub-Alpha Fultheim
Commander of Ceti Squadron of the
Jarl's own Talon Company the young firebrand Fultheim prefers to arm
his squadron with autocannons, the powerful recoil and roaring shells
of these weapons set Fultheim's blood running hot and fill his heart
with battle-fury.
Lancer Kjeld
Lancer Hjorunn
Lancer Sub-Alpha Erikur
One of the oldest members of the
Jarl's personal Talon Company the experienced Sub-Alpha Erikur favors
the versatility of missile launchers, giving his squadron the option
to engage a variety of targets efficiently with a single loadout.
Lancer Skuli
Lancer Helvard
Lancer Ancient Fultheim
Like all pilots of the venerable
Onager Dunecrawlers in service to the house the Lancer Fultheim is an
aged veteran of over two centuries of service to the house. Kept
alive through suspension in a life-support amniotic tank hard-wired
into the hull of the Onager the former mortal is now more akin to a
hybrid of flesh and iron forged in hardship and tempered in the hell
of eternal war.
Lancer Gunner Sulvar
Lancer Ancient Haeming
Pilot of the second Onager Dunecralwer
in Ancient Fultheim's Squadron. Several decades younger than his
commander Haeming nevertheless has nearly two centuries of service to
his name and is credited with enough armor kills to make him a tank
ace many times over.
Lancer Gunner Olvir
Huscarl Ancient Jorund Tyr Valbrand,
the Iron Crow
The oldest and most accomplished
warrior in the ranks of House Cenwulf's elite Huscarl infantry
formations the Huscarl Ancient Jorund Tyr Valbrand, known as the Iron
Crow, is a walking legend. It was centuries ago that Jorund underwent
his initial cybernetic augmentation at the hands of the Tech-Adepts
of Ydalir to become one of the enhanced Huscarl warriors of the
house. With each campaign more of Jorund's old flesh is cut away and
replaced with unyielding metal, it has been many years since the
Huscarl Ancient passed the point of the Crux Mechanicus, becoming
more machine than human and has only been further enhanced since.
Outside the ranks of the nobility and the war-adepts of the
Sacristans the Iron Crow is one of the few warriors trusted to lead
the cohorts of the Huscarls and Thralls into battle unsupervised.
Jorund has seen more campaigns than many nobles of the house and can
be relied on unquestionably to command his brethren with unparalleled
efficiency and competence. Many of Jorund's augmentations focus on
command and control, complex suites of auxpex and data-tethers link
him to his warriors and allow the immediate transfer of battlefield
data and transmission of orders. When personally threatened Jorund
relies on the deadly power-talons that make up his right hand and a
heavy storm bolter that was gifted to him by a veteran warrior of the
Space Wolves. Any foe who manages to weather his storm of shot or
swipes from his claws must get past Jorund's heavy carapace armor and
powerful conversion field generator to strike a wounding blow and
even then the chances of hitting anything vital in Jorund's mostly
mechanical frame are slim.
Huscarl Alpha Argis
One of the most senior Huscarls in the
house, Argis commands over a hundred of his heavily augmented warrior
brothers into battle alongside the mighty warmachines of the house.
Huscarl Sub-Alpha Drennen
Second-in-command to Alpha Argis the
veteran officer Drennen is a reliable field commander and veteran of
dozens of campaigns across three segmentums of the Imperium.
Huscarl Sub-Alpha Odinkar
Squad leader of one of the Huscarl
units under the command of Alpha Argis, Sub-Alpha Odinkar specializes
in the deployment of dangerous plasma calivers against the most
heavily armored of enemy units.
Huscarl Sub-Alpha Ingjald
Squad leader of one of the Huscarl
units under the command of Alpha Argis, Sub-alpha Ingjald and his
squad bear a number of devastating Arc weapons to disable or destroy
heavy armor units that might threaten the Knight Lords of the house
but are not dangerous enough to demand the attention of the knight's
own weapons.
Notable
Battles
The Invasion of Waaaagh Ironklaw –
538-612.M29
One of the few well known battles from
before the coming of the Imperium is the Invasion of Waaagh Ironklaw.
The invasion was a conflict that would last nearly a century and saw
House Cenwulf come close to annihilation. Thousands of ramshackle ork
ships stumbled upon the system, smashed through what little remained
of the void-born system defenses and landed millions of greenskins
supported by thousands of warmachines. Initially the toxic and
heavily irradiated surface of Andlang cost the greenskins countless
lives but the orks proved hardy and quick to adapt. The poorly manned
and all but abandoned lesser fortresses of the house were quick to
fall and the orks used these mountain strongholds as shelters from
the worst of the natural hazards. The clumsy and ill-suited tanks and
trukks used by the orks were hastily converted into walking
warmachines, killa-kans, deff-dreads and stompas by the hundreds in a
crude parody of the noble war-engines of House Cenwulf. For decades
the ork forces held the upper-hand, pushing the warriors of House
Cenwulf ever backwards until only Jotunheim remained, and there they
were halted. Hundreds of thousands of orks died trying to breach the
walls of the fortress, their dead piled so high that the mounds
became unstable and fell down the slopes of the mountain like an
avalanche, but of corpses instead of the usual radioactive snow. So
high were the ork casualties attacking Jotunheim that the entire
campaign shifted in the favor of House Cenwulf. Depleted in warriors
and material to an enormous extent the orks could no longer withstand
the remaining knight lances of the house and were slowly driven back
to their captured strongholds and exterminated.
Legends told about this conflict
suggest that the campaign raged on so long the stockpiles of
munitions in Jotunheim were nearly exhausted and the Knights of the
house resorted to mounting their few remaining artillery shells on
long metal shafts and carrying them in thunderstrike gauntlets,
imitating the rather insane tankhammers of the orks. This allowed the
nearly ammunition starved knights to deliver a mortal blow to even
the largest ork warmachines up close and personal where energy
shields wouldn't protect them. The great Road of Bones that leads up
from the valleys to the gates of Jotunheim is believed to be named
after the thousands of crippled ork warmachines the xenos used to
build the crude iron road. In modern times the ramshackle highway has
been rebuilt and reinforced with Imperial construction but underneath
the permacrete road and adamantium bracing the rusted iron of ruined
warmachines can still be seen.
Modern Imperial strategos believe that
the hostile environment of Andlang prevented the orks from
replenishing their losses. With precious little in the way of fertile
ground for the spores of the orks to take root and grow the losses
the greenskins took were simply unsustainable. Even so the massive
initial force was almost enough to wipe out the house and only the
combination of fearsome combat skill and wise tactics allowed the
house to survive this terrible time of trial.
Waaagh Ironklaw stands as the first in
a long series of ork invasions of Andlang that have persisted for
thousands of years. Every few centuries a new onslaught will assail
the Vanyr system. Some of these attacks are repelled in space, some
have savaged Folkvangr or more recently Ydalir but most have targeted
the homeworld of House Cenwulf. In a crude mockery of the proud
panoply of the house the Orks have over-time adopted the very
fighting styles and structures of the house in their own savage way.
Each greenskin invasion is spearheaded by a core of heavily armored
walkers largely comprising Stompas, Morkanauts and Gorkanauts,
supported by formations of Killa-Kans, Deff-Dreads, and Mega-Dreads.
This tendency of the orks to ape the weaponry and technology of their
enemies has led to a history of enormous clashes of walkers on the
surface of Andlang. Hundreds of human machines facing off against
many times their number of xenos engines and very often emerging
battered but victorious. The vast hordes of infantry typical of ork
invasions are often absent from the more recent invasions of Andlang,
the greenskins relying much more heavily on sealed armored walkers
and small numbers of heavily augmented infantry known as cyborks,
once again mocking the noble augmented warriors of the Huscarls.
The Tournament of Souls – 071.M37
Early in the thirty-eighth millennium
the Forge World Minoris Ydalir came under mysterious attack by a
deadly and merciless foe. At first the loss of outposts and mining
settlements was chalked up to industrial accidents, natural disasters
or internal conflict but it was not long before the first major forge
settlements were suddenly going dark. Teams of investigators sent to
discover what was happening were also lost until one lucky vox
report, transmitted just before the sender was brutally killed,
reported contact with an unknown but deadly enemy. The Mechanicus was
quick to mobilize what forces it had and call upon House Cenwulf for
military aid. Supported by lances of Imperial Knights and the
God-Engines of the Legio Sirius the forces of the Mechanicus finally
began to encounter the enemy and survive. Though the first few
engagements saw heavy casualties inflicted on the forces of the
Imperium the Knights of House Cenwulf were quick to react to the
enemy. Closing ranks and providing a formidable front of armor and
shields and overlapping fields of fire the enemy were repelled and
their nature determined. The invaders were Eldar from the Craftworld
of Iyanden. Swift-footed Wraithknights supported by smaller wraith
constructs and swift-moving skimmer tanks and jetbikes. The enemy
were fleet and deadly and had been systematically butchering the
inhabitants of the planet, seemingly on a mission of extermination.
Though the Eldar Swordwind proved to
be fearsome foes and inflicted far greater losses to the Imperium
than it sustained it was eventually repulsed, the majority of the
Iyanden warriors and constructs slain and the survivors forced to
flee, whatever plans they had for Ydalir ended. The crucial juncture
came when several squadrons of psychically shielded Onager
Dunecrawlers armed with icarus arrays were buried beneath the black
sands in a narrow valley and powered down weeks before House Cenwulf
intended to move a large force through the area and lure the enemy
into attacking. When the eventual ambush struck the convoy the
Onagers were remotely re-activated and crawled their way out of the
sand to unleash their deadly anti-air weaponry against the
swift-moving Eldar vehicles. The resulting counter-ambush saw most of
the xenos aircraft and skimmer-transports shot from the sky. This
left the majority of the remaining xenos without support and suddenly
stripped of their advantage in speed. The slow moving Wraithguard,
Wraithlords and their supporting infantry were encircled and crushed.
The few remaining Wraithknights who proved fast and fierce enough to
break from the ambush were eventually run to ground by swift-footed
Cerastus-knights and Armigers and were destroyed to the last. This
ambush also saw the death of the Farseer leading the campaign and
several Spiritseers providing support and leadership for the
wraith-warriors. Denied leadership and the bulk of their forces the
remaining enemy units quickly vanished by unknown means. Because of
the odd similarity between the forces of the Eldar and the lances of
House Cenwulf this conflict was somewhat comically named after the
courtly tournaments common to Imperial Knight Houses.
On several occasions after this first
conflict forces from Craftworld Iyanden have struck at formations
from House Cenwulf entangled in conflicts across the Imperium.
Seemingly possessed of no military purpose apart from exacting
revenge on the warriors of the house these attacks often inflict
considerable casualties before withdrawing but never without
sustaining losses of their own. Why the fate-obsessed Eldar would
bother repeatedly engaging Imperial forces for little, if any, gain
remains a mystery.
The Storm of Blood – 888.M37
One of the less well known but brutal
conflicts to be fought on Andlang was a savage invasion by a vast
Khornate army during the eight-hundred and eighty eighth year of the
thirty-eighth millennium. Having already scoured several nearby
systems of nearly all life a massive Khornate army managed to breach
the Vanyr system and made straight for Andlang, almost completely
bypassing Folkvangr and Ydalir in eagerness to engage a more worthy
enemy. Featuring an enormous number of Hellbrutes, Maulerfiends,
Forgefiends, Decimator Engines, Defilers, Soul Grinders, Brass
Scorpions, Blood Slaughterers, Kytan Daemon Engines and even great
Lords of Skulls. A dizzying array of armored walkers formed the core
of this warband of slaughter supported by masses of cultists fitted
with environment suits and rebreather masks, as though the armies of
Khorne had specially prepared to fight the warriors of House Cenwulf
on their homeworld. No matter what preparation they had made the
forces of Khorne proved to lack the leadership and discipline to make
the most of their preparations and assets once they reached the
surface.
Despite the formidable masses of
armored killing-machines backed by hordes of blood-frenzied cultists
the forces of the Khornate army proved relatively easy to bait,
ambush and eliminate piecemeal. Fast-moving Cerastus Knights would
strike at the greater mass of the chaos army and swiftly withdraw,
luring the more mobile elements of the force to chase after them.
Before the rest of the enemy army could catch up ambushing units of
Knight Crusaders, Onagers with Neutron Lasers and lascannon armed
Sentinels and Ironstriders would hit the enemy from the flanks and
behind even as the Cerastus lances turned about and struck back to
the fore. Time and again these systematic ambushes whittled away the
greater strength of the enemy army, bleeding it of it's most deadly
machines and capable warriors. When the forces of the Khornate army
were sufficiently weakened the bulk of House Cenwulf was assembled
into a massive formation numbering scores of Knights and hundreds of
lesser machines and struck at the enemy as a single massive
spear-thrust. In a three-day long battle of annihilation the forces
of Khorne were wiped out to the last man.
It would be several months more before
the last of the Khornate invaders were driven from Folkvangr and
Ydalir. The enemy on Ydalir had mostly been contained by the armies
of the Adeptus Mechanicus but had still managed to inflict some
damage while on Folkvangr the loss of life had been considerably
greater. Despite the best efforts of the PDF garrison the heavily
armed and swift moving chaos warbands had slaughtered many-thousands
of civilians before they were finally run down and destroyed.
The Humbling – 113
The campaign known as the Humbling was
one of the first major military actions taken by House Cenwulf
outside of the Vanry system after the opening of the Great Rift and
the sundering of the Imperium. Serving with an outrider element of
the Indomitus Crusade several lances of House Cenwulf Knights
ventured to the galactic south-east along the edge of the Great Rift,
eventually joining forces with Imperial fleets fighting on the
borders of the Damocles Gulf against a variety of threats including
stranded elements from the Tau Empire. Despite being cut-off from
reinforcements and heavily outnumbered the Tau were still fighting
on, relying heavily on their advanced weapons and superior mobility.
The scions of House Cenwulf had never fought the Tau before but
relished the idea of crossing wits and guns with an enemy who so
heavily favored armored walkers similar to their own Knight Titans.
Clearly the Tau had fought Imperial
Knights before and were quick to deploy teams of Crisis Suits armed
with Fusion Blasters, heavy-rail rifle armed Broadsides and even
heavier units such as Riptides and Stormsurge units to engage and
destroy the Knights of House Cenwulf. For their part the nobles of
Andlang were unimpressed with the efforts of the Tau. Onager
Dunecrawlers equipped with Icarus Arrays and twin-Icarus Autocannons
mounted to the carapaces of many of the deployed Knights made short
work of the airborne battlesuits. Streams of rapid-tracking tracers,
flak rockets and homing missiles blasted the xenos from the sky to
scatter their broken forms on the rocks below. Heavier Stormsurge
units found their firepower deflected across overlapping ion shields
while Neutron Lasers and Thermal Cannons made short work of their
heavy armor. The Tau had arrogantly engaged the warriors of House
Cenwulf believing their mobility and advanced weapons would see them
victorious but they had clearly not anticipated the sizable support
elements typical of House Cenwulf's lances or the sheer weight of
anti-air firepower those elements could provide. Outfought and
heavily outgunned the Tau forces engaged by House Cenwulf were
slaughtered. Before the campaign could continue it's purge the
Indomitus Crusade forces were recalled for another push into Imperium
Nihilus. Though left unfinished the humbling showed that the
technology of the Tau could not make up for a lack in discipline or
experience.
The Vigilus Campaign
Following the end of the Indomitus
Crusade the nobles of House Cenwulf received word that a stable
corridor of space between the Imperium Sanctus and the Imperium
Nihilus had been discovered and that it was under serious threat.
Jarl Thorvald Cenwulf immediately mobilized all available forces,
rallying some thirty Knights and their supporting forces as well as
conscripting regiments from Folkvangr and calling for the aid of
Ydalir, the Forge World Minoris committing warriors and god-engines
to the campaign. En route to Vigilus the fleet of House Cenwulf made
contact with a Lost Company of Space Wolves and requested their aid
in the campaign to secure Vigilus. The request was granted, adding
nearly two hundred Space Marines to the forces under the general
leadership of High King Thorvald. Upon arrival the forces gathered to
the banner of House Cenwulf committed themselves to battle without
hesitation. In a series of brutal battles against genestealer cults,
ork speed freak mobs and chaos forces the warriors of House Cenwulf
acquitted themselves honorably and with distinction, driving back the
enemy in defeat wherever they fought. Despite their best efforts
House Cenwulf could ultimately do little to alter the outcome of the
war. Though the Imperial forces and the world of Vigilus itself
suffered greatly in the conflict the Nachmund Gauntlet was ultimately
preserved, if diminished somewhat. With the worst of the fighting
over the surviving House Cenwulf units and their allies have
withdrawn from the surface, preparing to set out into the Imperium
Nihilus yet again in search of new foes.
The Hunt for the Abhorrent
The recent appearance of a previously
unknown pattern of Knight armor among the forces of the Questoris
Traitoris houses has piqued the curiosity of House Cenwulf's nobles
and sacristans. Many among the Adeptus Mechanicus and the Inquisition
believe these new Abhorrent-class Knights are simply warped Questoris
chassis that have been twisted into new forms by their time spent in
the warp. The scions of House Cenwulf disagree with this sentiment.
The regularity of form among these Abhorrent-class machines has
convinced the nobles of Andlang that the forces of the archenemy have
discovered some long-lost Imperial Knight related STC fragment that
has enabled the production of these new warmachines. Always keen to
recover archaeotech lore related to any walker-based weapons
technology the nobles of House Cenwulf have set themselves to the
task of either recovering this lost technology or reverse-engineering
it from captured enemy machines. Strike forces from House Cenwulf
have made raids into the territory of House Herpetrax and to Surtr's
Wake, former homeworld of the now fallen House Khymere. These
missions have resulted in the capture of priceless machine-lore and a
number of examples of Abhorrent-class Knights that the sacristans
have already set about re-purposing into functional and pure knight
armors for the use of House Cenwulf. Several formerly Abhorrent-class
Knights already march among the ranks of House Cenwulf, sanctified by
the efforts of the house Sacristans, aided by adepts from Ydalir and
warded by the arcane rituals of the Space Wolves various priests,
Rune, Wolf and Iron. So far all such restored knights have been armed
as Knights Preceptor and given into the care of venerable veterans of
the House and fitted with newly constructed Thrones Mechanicum. In
battle these provisionally dubbed Indomitus-class Knights have proven
keen and agile and earned great renown even in their relatively short
service. Despite many setbacks the adepts of House Cenwulf are
convinced they will eventually succeed in returning the STC of the
digitigrade legged Knights and their distinct Laser Destructors to
the arsenal of the Imperium.
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