Knights of Terra

Knights Terra Shoulder Heraldry

Chapter Heraldry

The **Knights of Terra** are a non-*Codex* compliant loyalist chapter of the Adeptus Astartes. Created in the 4th Founding in the middle centuries of M32, the Knights of Terra are an older chapter of the Adeptus Astartes whose gene-seed hails from the lineage of the stoic Imperial Fists' Primarch Rogal Dorn.

They have been heavily influenced by the Salamanders, Black Templars, and Ultramarines as well by the Francish culture of their homeworld.

## Chapter History

The Knights of Terra, born from the stalwart Crimson Fists, stood as the epitome of noble conviction among the sons of Dorn. These extraordinary warriors, infused with the zealous fervor of the Black Templars and the compassionate fire of the Salamanders, had fought side by side in countless early engagements during their days as Crimson Fists.

In the crucible of battle, the Knights of Terra not only embraced the raw power of close-quarters combat but also questioned the rigid teachings of the Codex Astartes. Their hearts, filled with the fervent devotion to the Emperor, became entwined with the fabric of the Imperial Cult, fostering a connection deeper than mere duty.

Through grueling campaigns in the Halo Stars, where eternity and chaos danced in the void, they forged an unbreakable bond with the Salamanders. The knights imbibed the warrior spirit and noble ethos of the sons of Vulkan, but it was their compassion for humanity that set them apart. With unwavering determination, they shielded the innocent and shielded them from the horrors that lurked in the abyss.

From their earliest days as scouts, venturing into the fray with the Salamanders as true brethren, to the time when they emerged as full-fledged battle-brothers, these Knights of Terra challenged the Crimson Fists' conventional wisdom. As their unruly nature grew, the Crimson Fists dispatched these troublemakers to far-flung crusades, side by side with their brethren in the Black Templars. It was amidst the tempest of these epic campaigns that the Knights embraced the indomitable faith of the Templars, casting aside the somber truths of the Crimson Fists. In the crucible of battle, they forged their own unique interpretation of the Imperial Cult, crafting a spiritual path that resonated deep within their souls.

According to ancient chapter history, this clash of ideologies threatened to fracture the Crimson Fists. The steadfast belief in the God-Emperor ignited fierce debates, challenging the more secular members within the ranks.

Then came the aftermath of the cataclysmic War of the Beast, a crucible that tested the valor of all Astartes. In its wake, the Crimson Fists' chapter master, humbled by the unyielding spirit and combat prowess of the Knights of Terra, sought the esteemed High Lords of Terra. His plea was one of both necessity and honor — to grant the Crimson Fists the distinguished privilege of spawning a new chapter, born from the very souls that had become a vexing riddle within the chapter's midst.

Years later, as the Knights bid farewell to their Crimson brethren, an air of bittersweet pride filled their hearts. Their departure marked a moment of unparalleled distinction, founding an entirely new chapter, yet it carried a sense of wistfulness, for they parted as kin despite their disagreements. Thus, the first Knights of Terra embarked upon their fateful voyage, their mighty fleet carving a path through the stars, their crusade eternal.

## Notable Campaigns

### The Priam Purgation

The Priam Purgation of M.36 024 was one of the first major crusades the chapter took on in its early history. The Chapter was deployed alongside the Ultramar Auxilia and Priam Sector Battlefleet to suppress a heretical separatist movement. The Priam heretics sought to overthrow the Imperial regime and establish a confederation of worlds after the discovery of a Dark Age AI. This AI bore resemblance to the Votann of the Squat abhumans and it was capable of speaking directly to those who found it.

Engaging in profane communion with the abominable intelligence, the heretics would be persuaded of the Imperium "many faults" and their minds would be turned from loyalty to treason. With the AI's guidance and influence, the leaders of Priam would begin preparing for their greatest apostasy and would slowly turn the hearts of their subjects against the God Emperor and His servants. By M.36 020, after many years of plotting, the sector would explode in revolt catching the Sector Commander and Administratum completely off guard in a series of surprise attacks and orchestrated planet-side riots that would cripple the Imperial Navy, Guard, and various PDF elements. Many of the Priamese troops and naval personnel would assist in sabotage efforts and planetary coups that would see many ships destroyed and local governments, loyal to Terra, overthrown.

After the initial shock subsided, the Ordo Hereticus would assume control of Sector Leadership. After dishing out subsequent punishments among the (now-former) leadership for the failure to detect and prosecute the budding heresy that was brewing, Lord Inquisitor Heinrik von Kantz reorganized loyalist forces to stabilize the sector and then requested Astartes support from the nearby fleet-borne Knights of Terra.

The Knights of Terra would mobilize the 2nd and 5th Crusade Flotillas to assist the Lord Inquisitor and the loyalists of Priam. However, en route one battlebarge would be forcefully pulled from the warp as the ship's navigator was in the midst of directing the crew past a warp storm that would suddenly be dispelled and an entry into real space would be opened. The battlebarge carrying the 2nd company, 'Righteous Wrath', would exit the warp abruptly and violently, careening past the Mandeville Point of the system they randomly entered and very nearly got pulled into the gravity well of a gas giant. Gaining their bearings and realizing they were in fact within the Priam Sector, the ships cadre conducted an auspex reading into their surroundings. They discovered the System had 4 planets and a asteroid belt (all of which they'd been fortunate to avoid) with the second being terrestrial.

The bridge crew would further note that this system did not appear in their stellar charts and that the Mandeville Point was unusually far from the solar-center but specifically in an odd elliptical shape emanating from the second planet. Further more, there was residual evidence of human technology being present in-system, piquing the curiosity of the Company Captain, Rafael Tigier, and his equerry. And so it was the Righteous Wrath would be ordered into Clementia's orbit.

The 2nd's Command Squad and 3 additional squads would make planetfall from Thunderhawk gunships accompanied by a Mechanicus attaché to investigate the world, landing near a primitive village much to the astonishment, and fear, of the human inhabitants. As the Astartes assembled, after some time, Company Captain Tigier would be approached by one brave soul of a young man that had recognized the symbols on the side of the thunderhawk's humbly inquiring if they were the "Emperor's Angels" as their myths had spoken of. Captain Tigier would admire the man's courage in approaching them and confirm that they were the same. The landing force would ingratiate themselves amongst the populace, and in relatively short order, make their presence known planetwide and declare the system to be back within the Imperium of Man. Thereafter, astropathic relays would be sent to the grandmaster who would declare the system the fief of the Knights of Terra by right of conquest after it became their staging point for the campaign against the Heretics. It was because of this that Clementia would be spared the horrors of the purgation, a first of many fortunate events for the world since the Horus Heresy.

The Purgation operations in the meantime and thereafter would continue. Imperial Naval forces from Battlefleet Pacificus, terrestial forces from the Ultramar Auxilia and Guard Forces, supported by the Knights of Terra Crusade Fleets would combine and go on a punitive campaign across 150 inhabited systems. The AI of the heretics was unable to fully account for the size of the Imperium and the state of the galaxy at that time creating a serious strategic disadvantage which was likely assisted by degradation caused by time and the lack of STC. Many worlds would be resubjugated, with the most fortunate populations being subjected to immediate extermination and the least fortunate being carted off to be subjected to servitor-conversion on Mechanicus worlds.

Despite the Imperial onslaught, the Heretics would still put up tenacious resistance to Imperium. Whereas the Imperium had substantially greater firepower, the AI was much more tactically adept with it greater intelligence. Some two-fifths of the crusading force would be wiped out or several damaged in void-borne ambushes and in the final climactic battle. (WIP)

### The Salvation of Lydia

In M.36 075, the 2nd Crusade Fleet was on routine patrol in the Segmentum Pacificus when their astropaths received harrowing visions and calls for aid from the feudal planet of Lydia. The images depicting quick gliding and ghoulish caricatures of the human form kidnapping a helpful and surprised populace barely able to resist. Immediately it was apparent to the Marshal of the crusade that these were Drukhari xenos raiders.

Filled with rage and horror at what was to befall the captives, the order to render aid was given at once and the fleet sent its vanguard vessels ahead of the main fleet to render aid with as much immediacy as was possible. Likewise the Astropaths were instructed to let the world know the Astartes were coming.

It took 4 days before the first ships arrived, but when they had the vanguard ships hailed the surface and cut to the chase: Pray, where did the despicable xenos go? The remaining PDF replied over the vox that they’d left the surface only a day previously and that they suspected they were still in the system. The Xenos had prior lured the populace that survived the initial raid from their shelters by appearing as though they’d left for good only to arrive like hateful lighting and stole yet more of their kind. However, the PDF was unable to secure the void space, with their sentry vessels long raided and destroyed themselves.

Marine Sergeant Dartanyan, of the ‘Sacred Heart’ and in command of the Vanguard, ordered a full auspex sweep of the system. This took several hours but sure enough, the raiding force was found lingering behind one of the planets moons and it’s twin force behind a gas giant.

After a quick Council, it was decided a servitor-manned cargo lander, filled with livestock to give the impression of live potential victims in its hold, was to appear to be trying to flee the system and fly past the moon in an effort to distract the Drukhari. The frigates ‘Sacred Heart’ and the ‘Righteous Fist’ positioned themselves before the planet’s moon and conducted a modified spear tip manoeuvre over the moon’s northern pole, cutting their engines and most of their power before the Xenos could detect them with ease. Once over the corvettes, the ships would launch their compliment of marines via boarding torpedoes in hopes of liberating the newly acquired slaves on board.

The plan worked, the Aeldari having no idea the Astartes were in system. Two squads from each of the frigates were violently deposited into their respective targets, taking them by complete surprise. The Drukhari weren’t to underestimated however, and managed to rally to put up some form of determined resistance. Two battle brothers fell in the course of the battle and several dozen captives were further injured in the battles aboard both alien ships. But in the end they were taken, their terrified captives being freed. Some of which were long enslaved playthings of the Dark Eldar, being horrifically traumatised and mutilated. These humans would be tended by the attending Medicae and Apothecaries, and with the arrival of the main fleet the Librarius would mind wipe the worst off of those liberates imperials and return them home.

While the moon skirmish was occurring, the remaining strike force committed itself to a similar action, using the gravity well of the gas giant to slingshot behind the xenos who began to stir having received the panicked messages of their thought-to-be-hidden brethren. No sooner did their sensors pick up the human vessels rapidly approaching them then they felt the torpedos fired at them from the frigates slammed into their rear engines rendering them barely able to keep orbit much less move to escape. Mere moments later the Astartes were in range and fired their boarding torpedos resulting a similar slaughter of the hated xenos.

Yet not all the Drukhari were slain, on orders of the Crusade Marshall Richmont, some being rendered unable to move were kept as gifts for the Ordo Xenos to study.

After reports of what the chapter observed in the course of this relatively small skirmish made it to Clementia, the Marshall would declare that the Drukhari were to prioritised for extermination and retributive action.

### The Mortosian Crusade

The Mortosian Crusade M.41 155 was a campaign fought by the Knights of Terra alongside the Night Talons to retake a number of worlds that had been conquered by a Night Lord's warband. These particular sons of the Night Haunter were determined to be minimally warp tainted and were handed over to the adepts of the Biologis for experimentation in an attempt to revive the use of the Thallax Pattern slave-cyborgs. This was done by the Knights of Terra in retaliation for the cruelty meted out upon the victims of the warband.

However the gruesome, even gleeful savagery with which this was accomplished shocked even the sons of the Raven with whom they'd fought as allies. Seeing the mild-mannered and noble progeny of Dorn engage in such acts of sadism was a far cry from the detached, cold manner in which the likes of the Imperial Fists and Crimson Fists are known to prosecute their wars.

### The First Tyrannic War

The Knights of Terra fought a peripheral campaign in the first war against the Tyranids that ravaged the realm of Ultramar. Due to the Shadow-In-The-Warp effect caused by Hive Fleet Behemoth, the Chapter would not learn of the Xenos incursion in nearby Ultramar until it was already upon them.

The two main crusading fleets of the chapter were in distant parts of the galaxy at the time and it was up to the acting Castellan of the Garrison to prepare the Clementian system for a potential invasion. As a result, the decision was made to send portions of the fleet to commit to a long-term guerilla harassment captain of the hive tendril and to attempt to draw the Xenos away from the homeworld. In so doing they were partially successful, but also were unaware that they were aided by the presence of the blackstone spires on the planet of Clementia which already naturally repelled the Tyranids.

However, these forces also learned a great deal of how to engage these new aliens in void combat and how to direct their attentions away from vulnerable targets. That said, this was all the chapter was able to do in aiding the Ultramarines and the Realm of Ultramar at the time. Though later, aid in rebuilding and easing the plight of the refugees would be rendered.

## Chapter Home World

The Serene World of Clementia, known in official Administratum records as 'Clementia Mundus,' unfolds like a tapestry of tranquility within the Priam Sector. It is the cherished birthplace of the Knights of Terra, and their fortress monastery stands as a testament to the planet's idyllic splendor. Reminiscent of the legendary Rynn's World, which birthed the original Knights, Clementia thrives as a civilized agri-world, blessed with abundant safety and pristine environments, untouched by the ravages of pollution.

Amidst vast plains and lush farmlands, the populace of Clementia finds solace in small villages, where the rhythm of life echoes through the gentle sway of crops and the harmonious grazing of livestock. Nestled upon this tranquil canvas, three major settlements emerge as beacons of civilization and purpose: Sanmischael, Knightfall, and Geer.

*Sanmischael*, the planet's majestic capital, stands as the largest city and houses the revered fortress monastery bearing the same name. Built within the ancient and awe-inspiring Catheric cathedral, which had fallen into ruin before the chapter's arrival, the city becomes a testament to the symbiotic relationship between faith and martial prowess. Within Sanmischael, the beating heart of Clementia, the fortress monastery and its resplendent architecture reign supreme, drawing eyes skyward in reverence.

*Geer*, an industrial marvel, stands as a technological haven within the planet's embrace. Leased to the Mechanicus as a sub-fief, it serves as a testament to the coexistence of flesh and machine. Though granted relative autonomy from the chapter, Geer remains bound by the strictures of the Knights of Terra. Bound by sacred oaths, it provides for the chapter's needs while adhering to strict labor standards and minimizing toxic output. While it may never rival the grand forges of Mechanicus cities, its ingenuity is showcased in the production of crucial components for other forgeworlds and the orbital dockyard responsible for the Chapter's awe-inspiring battle barges. The serfs who tirelessly serve the Chapter's Techmarines find purpose within these industrial corridors.

*Knightfall*, nestled amidst whispers of the past, holds a special place in the hearts of the Knights of Terra. It serves as the sacred ground where the first Knights set foot upon Clementia, marking the genesis of their noble lineage. Knightfall's essence extends beyond its historical significance, for it is here that training academies flourish, molding the baseline humans who play crucial roles as serfs, crewmen, and defenders within the Chapter's ranks. From the skilled crews who navigate the void upon the Chapter's mighty vessels to the loyal Men-At-Arms who stand as vigilant guardians, Knightfall nurtures the future of the Knights of Terra.

Within the embrace of Clementia's serene landscapes, the fortress city of Sanmischael rises as the very heart and soul of the Clementian system. More than a mere fortress, it stands as the pinnacle of defense and governance, bearing witness to the intertwining destinies of the Chapter and the solar system it safeguards. Here, the resolute Astartes of the Knights of Terra, frequently visible to the populace and government employees, garrison the colossal structure. Beyond its imposing façade, the fortress city houses the grand council chambers, the venerable Parlement of Sanmischael, provincial courts, and the hallowed Court of the Grand Master. These chambers, like the inner workings of a magnificent clock, guide the intricate machinery of governance that ensures the harmony of the solar system. While the public service sections hum with their own rhythm, they remain distinct from the sanctified chambers where the indomitable Astartes tread, embodying the ancient oath to protect and serve.

Within the embrace of Clementia's gentle embrace, the Knights of Terra flourish, their resolute spirit echoing through the hallowed halls and vibrant landscapes, forever entwined with the world that nurtured their noble heritage.

## Chapter Organisation

* High Council

The 'High Council of the Knights of Terra' is both the military High Command of the chapter and its law-making body. It also acts as the chapter's final court of appeal for lesser penalties imposed on chapter serfs and astartes and as the tribunal able to impose the most severe penalties under chapter law, such as: death, servitor conversion, thallax conversion, or exile. Any addition or revision of chapter law must be approved by a majority of it's members and full meetings are rare given the crusading nature of the chapter. It does not engage in civil governance with the chapter's home system, though it may check the power of the Grand Marshall. To that end, it's most notable duty is to select a new Grand Marshall to lead the chapter in the event of his removal.

* Grand Marshall

The Grand Marshall is the chapter master and is the supreme commander of the chapter. His role is a largely strategic one but also involves presiding over the High Council and ruling the Clementian system as liege-lord. He coordinates the efforts of the crusade fleets, leading his own flagship and the 1st Company which forms his personal guard and advisors. He appoints and demotes the company captains and Crusade Marshalls, he also confirms and rejects promotions of lower officers by company captains at his discretion. He cannot, however, remove High Council members and he is bound by chapter law and the decisions of the Council.

Crusade Marshalls

Crusade Marshalls are appointed by the Grand Marshall to lead one of the three crusading fleets of the chapter. When in system, as the fleets rotate out for replenishment, their title changes to Lord Castellan and they are charged with the defense of the Clementian System and all that that entails. They also will act in the Grand Marshall's stead when he is on campaign or otherwise unable to rule directly.

Chirurgeon-General of the Apothecarium

The chirurgeon-General is a member of the 1st Company and is not only responsible for the health of his own company, but also of the entire chapter vis-a-vis his subordinate apothecaries and as chief administrator of the Clementian Medicae which tends to the health of the subjects of the chapter.

Forgeron (Head Techmarine)

Company Captains

Lieutenants

Company Lieutenants

### Specialist Ranks

Master of Armsmen

Artificer

### Order of Battle

#### Companies

* **1st Company, 'Paladins'** - The Grand Master's personal retinue of the most veteran knights in the chapter. Usually these knights go on to become Company Captains. These men are committed as a final shock element when a battle is at its most dire point or when a window of opportunity should present itself for ultimate victory.

* **2nd Company, 'Cerulean Templars'** - These men are recruited from the sons of Clementia’s clergy. These knights inspire their brothers to great acts of bravery with their faith in the God Emperor. Most of the chapter’s chaplains are subsequently recruited from this company and, even if never selected, tend to act as the body guards of chaplains on the field.

* **3rd Company, 'Hammer Bearers '** - This Company tends to be made up of larger marines, even by the standards of the Astartes, and are particularly trained to be the shock element in a siege engagement. As a result they are comparable to incursors and are the only company of the chapter to fight on foot and have since adopted some of the incursors’ war gear, the tech having modified it to suit the look and needs of the chapter. They also host the Centurion assault squads.

* **4th Company, 'Dorn's Riders'** - Dorn’s Riders are a company of Land Speeder attack vehicles.

* **5th Company, 'Castellans'** - The Castellans are so named due their roles as the de-facto engineers and siege masters of the chapter.

* **6th Company, 'Disciples of Guillaman'** -

* **7th Company, 'The Fist of of Dorn'** - The 7th is the armoured element of the chapter, hosting the land raiders, predator tanks, and assorted mechanised vehicles.

* **8th Company, 'Pupils of the Praetorian'** -

* **9th Company, 'Sons of Himalasia'** -

* **10th Company, 'Orphans of the Throne'** -

### Astartes Auxilia

The Auxilia is called The Clementian Auxiliary. Collectively they are tasked with garrisoning the Clementian System, ensuring administrative security, and following the Astartes as auxiliaries on campaign. They form a significant part of the unaugmented crew compliments of the crusading fleets of the Knights of Terra.

Commissars do not exist in the Clementian Guard (since they are not technically a part of the Imperial Guard) and instead this role is filled by the NCOs of the various companies but to a much less ruthless extent.

Because the Clementian System has no hives nor is the realm expansive like Ultramar, recruitment into the Imperial Guard is relatively limited and deployed sparingly. Even so they often number in the millions of men and women. However, many units may be put into rotation along other Imperial Guard units in various nearby theatres to keep them combat-seasoned. Most often, it is the retinues of the Astartes that see the most combat given their nature.

The men of the Clementian Guard are encouraged to be single, and it is a requirement in the Retinues given how dangerous their work can be and how long their tours of duty are.

The Knights of Terra Astartes Fleet is the part of the Auxilia that is recruited for the navy.

Given the man-power requirements of Imperial ships, most Knights of Terra naval personnel are recruited outside of Clementia and the Clementian system. Talented and untalented hive-worlders are most often recruited when a given flotilla is nearby. The prospect of escaping their desperate and miserable conditions for a much higher pay attracts many to crew their ships. If they survive the campaign long enough to return to Clementia, they are often astounded to see a world with clean air and skies and cities that are spacious. If they survive long enough to be honourably discharged, some even retire within the system in a number of different retirement colonies.

Retirement colonies are exclusive to the guardsmen of Clementia and are segregated based on branch of service (auxilia or naval auxilia). These colonies often end up with a version of low gothic that’s entirely unique to that colony, however many Clementians and the descendants of the veterans end up working among them to provide much needed services such as healthcare and providing market goods.

Veteran colonies of the NDF generally don’t have large populations given the extreme danger they face. Despite the reward of retirement and post-service care being remarkable in the Imperium, most in the navy will not live to see it.

The Fleet also makes extensive use of the worst criminals and servitors for the most dangerous tasks, however Chapter Law ensures these criminals have backgrounds as gangers, dishonoured initiates, or traitors and heretics as opposed to political prisoners or mere unfortunate slaves. These convicts are then used in much the same way as on other Imperial Navy ships, for refueling, accessing dangerous areas for repairs, etc. Inquisitors and other observers have regarded this method of utilising menials as unusually restrictive and benevolent.

## Combat Doctrine

As can be expected of all Astartes, the Knights of Terra are well trained in all aspects of warfare but are best suited for open field close-quarters combat. They are not averse to using their bolters, but will almost always keep a hand on the hilt of their chain and power swords whilst advancing into the enemy. Bolt Pistols are therefore their preferred firearm. In this way, they fight in a manner quite similar to their brethren in the Black Templars.

The Knights of Terra make a habit of sending individual low-ranking officers to other chapters to observe and learn from their cousin’s and brothers customs and fighting styles. As a result, while the Knights of Terra are distinctly Dornian and unique in their own right, they have adopted a medley of different customs and traditions from other chapters.

The Knights of Terra particularly favour the use of assault bikes as a means of slamming into enemy ranks at speed to shock and route the enemies of Man. These bikes are sacred to the chapter and each bike is passed down for generations.

The loss of of a mount is seen as being nearly as tragic as that of its rider, and for a knight to lose his mount and not die in the process (or at least have made the sacrifice manifestly worthwhile) is a matter of great shame.

The chapter, while familiar with the need for subterfuge and espionage, is very resistant to engage in such styles of warfare. While the chapter’s squares are expected to master such arts, among their other tasks and curriculum on their ascension, the fully elevated battle brothers themselves seldom take such missions upon themselves, preferring to leave that to the squires, unaugmented auxiliaries, and the descendants of the Raven. Better to fight in glorious open battle, with banners and heraldry held high. It is for this reason the chapter particularly enjoys warfare with the Orks.

## Chapter Culture & Beliefs

Among the Knights of Terra, the Imperial Cult holds a uniquely potent sway, setting them apart from many other Astartes. Within their Chapter, a profound belief in the Emperor's god-like aspects has taken hold, leading the planet to revere these divine facets much like the ancient polytheistic religions of Old Terra. Yet, the depictions of these "aspects" always portray the Emperor in diverse settings, an ingenious interpretation that has gained legal acceptance within the realm of the Imperial Cult.

The Planet of Clementia itself pulsates with fervent worship, as its people pay homage to these distinct manifestations of the Emperor's divinity. From majestic warriors to benevolent protectors, the pantheon of aspects reflects the multitude of roles the Emperor embodies. Such an unorthodox interpretation has granted the Knights of Terra a singular path of devotion, connecting them intimately with the Emperor's many facets.

##### Intrinsic Respect for Life and Beauty

Unlike most of their Dornian brethren, the Knights of Terra hold a profound reverence for human life and the natural wonders of the galaxy. This deep-rooted ethos sets them at odds with the mechanical zealotry of the Iron Hands and the cold indifference of the Adeptus Mechanicus. Openly hostile towards the Marines Malevolent and any other chapter that callously disregards the lives of the Emperor's mortal subjects, the Knights of Terra stand as champions of compassion and protectors of the innocent.

One would not call them warm in personal temperament, however as they are still sons of Rogal Dorn, but their acquired love of humanity is shown in their deeds. Their subjects and those granted an audience with them could expect a neutral or even cold reception upon conversing with the brothers of the chapter, but they would find their treatment eminently fair and even generous by the standards of the line of the Imperial Fists. Upon their vessels and in their monastery, their mortal serfs are treated not as slaves or indentured labourers but as respected servants. Orders, outside of battle or urgent conditions, are most often couched as requests and not dictats (there is no confusion, despite the formality, that such direction are in fact orders).

Yet, even in their divergence, a delicate balance is sought. Adeptus Mechanicus adepts and priests function within the confines of their home system and vessels, recruiting acolytes and technomats from their subjects. This symbiotic relationship eases the cultural tensions between the two factions, fostering a unique understanding and trust. The Adeptus Mechanicus of Clementia diverges from the mainstream, embracing a softer stance towards flesh and humanity, which garners favor and admiration from the local inhabitants and the Astartes alike. Most within this unofficial branch find themselves most often joining the ranks of the Biologis Mechanicus. Within the vast tapestry of the Mechanicus, this particular branch stands as a testament to the harmonious coexistence of man and machine.

##### Reluctance Towards the Codex Astartes

The Knights of Terra tread a path of their own, exhibiting a certain reluctance to fully adhere to the strictures of the Codex Astartes. Unyielding in their individuality, they embrace quirks that set them apart. Naming conventions dance to their own rhythm, organizational structures deviate, and the esteemed title of Chapter Master is replaced by the Regent. Moreover, they peevishly defy the numerical limitations, boasting a recorded count of marines exceeding the sacred threshold of a thousand.

This divergence has, at times, stirred a tempest of angst in their interactions with the Ultramarines, renowned for their steadfast adherence to the Codex. Despite such occasional tension, an underlying bond of mutual respect and admiration unites the two noble Chapters. In the face of adversity, they find solace and common purpose, forging a bond that transcends the boundaries of differing ideologies.

Within the intricate tapestry of the Knights of Terra's traditions and beliefs, they etch their unique path, navigating the stars with unwavering devotion to the Emperor's many aspects. It is through their steadfast resolve and unyielding spirit that they safeguard humanity's fragile flame in the darkest corners of the galaxy.

## Recruitment

### Initial Selection

The beginning of the process is more esoteric: As Biologis magi of the attaché Mechanicus are privy to the DNA of the aspirants, the children of parents whose sons have previously been analysed and accepted as biologically compatible with the gene-seed of the chapter are tracked for potential induction. Failed aspirants who have had offspring after returning to their communities are likewise noted for selection if they should have sons within the appointed time frame. This is done because of how it improves the likelihood of survival by the aspirants through the trials and maximises the odds of those who will fully ascend to status as an Astartes battle brother.

### The Day of Ascension

The Knights of Terra begin the ascension process on the day immediately after Sanguinala, which is celebrated early in the winter on Clementia. The entire process is called “The Rites of Ascension”.

Every 11 years, the selected boys, who have grown up aware of their future as aspirants, assemble in the capital city of Sanmischael. Being the day after Sanguinala (by the Clementian Calendar), the boys, aged from 11 to 12, will be accompanied by their families and will have celebrated the holiday in the city which will have been preparing for over a year in advance. Feasting and celebrating will have been held alongside somber vigils and homilies.

On the Day of Aspiration, the boys will assemble in preassigned church parishes through the city and then parade to the Chapel of the Initiate at the fortress monastery of the Knights of Terra. There is a tremendous amount of fanfare, despite the cold, and confetti is thrown as the avenues are lined by the PDF and area-heaters. The boys wear warm layers of clothes but are all white with red trim, each boy having various reactions to the excitement around them. They are led from each of their parishes by a group of 4 Ecclesiarchy-acolytes swinging incense and servoskulls lining their path following them with banners of holy scripture fluttering from them.

The boys are all led into the hall of the Chapel, which though called a Chapel is as grand and tall as a Cathedral. As opposed to the light and celebratory tone of the outside, the inside of the chapel is dim and somber. The acolytes that led them guide their wards to their rows where the boys are to stand in silence. The acolytes then orderly file out of the chapel and depart back to their parish. The acolytes of the Chapel then shut the doors which leaves the room in silence, for a moment and then soft Gregorian chant begins singing hymns. Then candled servoskulls of past initiates and squires who have perished nobly in their efforts to ascend to the ranks of the Astartes emerge from small, nigh invisible vents in the vaulted ceiling to form a swirling vortex to represent the Milky Way galaxy thus illuminating the entire chapel with the light of their sacrifice. Some of these break off to hover behind the altar to make the sign of the Aquila with their light.

It is then the heavy plodding footsteps of power armour is heard and it is then the boys will likely have first laid eyes on an Astartes.

The High Chaplain of the Knights of Terra, robed in his vestments and fully armoured, emerges to deliver mass and homily to the awestruck boys. He leads them in praise of the God Emperor and admonishes them going forward. When he is finished, he makes the sign of the Aquila and walks off the chancel and into the sacristy. Then the Chapel Acolytes lead the boys to their quarters, being split into Initiate Companies. They will bathe and receive new uniforms, similarly to what the PDF wear, as well as a host of other gear.

### Initiate Academy

After being led to their barracks, the boys will then meet their Company Sergeants, cadre of the Auxilia which the Astartes employ to make up the unaugmented crews of their naval forces and home system PDF.  These men are strictly recruited to their roles training initiates having once been inducted themselves as boys and, though not attaining Astartes status, have proven capable and outstanding leaders and educators.

They are necessarily harsh disciplinarians, they are required to show patience and leadership when passing on skills and holding themselves to a high standard to set as an example. They prepare them for the trials they have ahead of them by teaching them survival skills, weapons familiarity, military discipline, and all that the basics will need to know before they proceed. They weed out the most weak-minded first, then build up those who remain. Obstinacy and recklessness is quickly beaten out of the boys, often literally. Although not as at first as harsh as the Scholae Progenium, it is still an environment meant to breed future Astartes.

### The Mylosian Trek

The first trial is to cross the Mylosian Mountain range, some 2500 miles in length. They do this in squad sized groups and are meant to geocache their way across, recovering supplies left by the Chapter serfs. They are to do whatever is necessary to survive and make it to the end. Hunting, bushcraft, fighting off bandits, and enduring any number of hazards. This is called the Mylosian Trek, and is meant to test the physical and mental endurance of the initiates.

This trial weeds out the weakest minded boys first, the boys that are weak willed or prone to negative character defects and tests their brotherhood in its infancy.

However, unlike most chapters with their initiates, the boys will not be left to die if it can be helped.

Now, as in all the trials, they are observed by cloaked servo skulls and the Squire Sergeant on an observation platform. For the duration of each trial, the boys are under the impression that they are entirely without supervision, adding a great deal of stress as well as seeming independence. This allows the Sergeant of Squires (the Scout Sergeant in a more codex typical chapter) and his cadre to observe them in the wild so to speak.

They are accompanied by a crew of unaugmented medics, for if the boys are severely injured, sickened, or otherwise fail (and it can be helped), they will be retrieved by an Aquila Lander that will recover the boys. If the Squires-Sergeant feels the squad of initiates have failed or that he can retrieve any boy left behind or lost (and will have failed on that basis) without compromise, the lander will be dispatched for retrieval operations and the boy returned for debriefing.

Should the boys succeed and make it to the end, they will be welcomed by the Squire-Sergeant with mild fanfare and returned to the Fortress Monastery by Lander. There they will be received by attendant Chapter serfs who will see to their needs and allowed a full day of rest and prayer. Afterwards, each boy will be evaluated by the Chaplain of Squires (Xth Company) and one the Chapter librarians. Their debriefing will be another test of their resolution and souls through the interrogation of the pair, to see if they came out of the experience stronger or debilitated. This will occur after every subsequent trial. This debriefing is a trial in itself, especially the first time, due to the intimidating nature of the Astartes before them.

Those who passed will be allowed to remain at the Monastery as Initiates, but allowed 14 days of leave to return to their families or go on pilgrimage as they wish. When they return they will be given a Squire-Mentor, a neophyte who is nearing his full ascension and has been selected by his Lord (a Battle Brother) as being worthy of the honour of assisting in the raising of the next generation of the Chapter. In addition to group tactical training, the initiates will learn more of the Chapter’s history, traditions, etiquette, and the duties and expectations of being a Squire. The Squire-Mentor, and the Squire-Sergeant, will surely discipline the Initiate but also ensure he is not merely the subject of abuse but rather of strengthening, fortifying his mind and skills. The Squire-Mentor is to become all but by blood the elder brother of his ward. So it is that many Astartes will, hundreds of years after both have ascended, maintain intensely strong bonds of kinship even if neither fight side by side again after their formal relationship has ended through the progression of the Initiate.

For those who do not pass, but have not done so through any grievous fault of their own, they will be given a choice: The first, remain and serve the Chapter as a serf. The serfs hold any number of roles, from menial to skilled. They will continue to give their labour loyally in any position they so desire but for being an Astartes. This too will be the option of every initiate who is not accepted at any point in the ascension process under the same conditions.

The second option will be to return to their communities freely, wherever that may be, hailed for their strength of body and mind for having gotten as far as they did. While they receive no other boon from the Chapter, these boys will be proud members of their home communities and will often have illustrious careers and futures thereafter.

For those who do not pass, and have done so by breaking chapter law, the punishments can be severe in the extreme. Crimes such as the abandonment of a brother without good cause, or any show of treacherous disloyalty to the Chapter, will warrant the most painful of sentences such as servitor conversion without the mercy of being lobotomised to the point of loss of self awareness or to be locked within a penitent engine. For the Knights of Terra, few crimes are as heinous as disloyalty to those who critically depend upon you.

Lesser failures are still strictly punished, but may merit only a temporary or at least lesser sentence. Cowardice that resulted in no material harm may see a boy whipped and expelled in disgrace, which will haunt him all his days. Talking back to a superior may result in a severe beating, but may be forgiven with the requisite penance.

The Chapter is not ignorant that their wards are barely more than children, but even on beneficent Clementia, the Astartes cannot brook anything less than total adherence to chapter law. However some forgiveness may be extended to the youth while such imperfection warrants strict correction.

### The Maze of St. Josephine

After about 6 months since completing the Mylosian Trek, the boys will be subjected to a final, spiritual, test. This one will be the ‘Maze of St. Josephine’, meant to try their resilience to the taint of the warp. Every initiate is to enter the maze to have their mettle tested by the God-Emperor himself. It is a psychic labyrinth of wonder, holiness, wickedness, and horror in equal measure. Some say they’ve seen hints of the Emperor among humanity, others hear sinful temptations, some say they seen visions of all humanity at every point, some say they hear the gnashing of teeth and screeches of demons. Very common is the tribulation of guilt, where voices and images tell the aspirant of their greatest shames and regrets while questioning their worthiness to serve the Imperium, Regardless it stands to reason that those who would damn the chapter due to a weakness of the heart go mad and are lost forever to wonder it’s depths, while those who come out are sometimes mad with the visions of the empyrean they’ve seen, the lucky will come through unscathed but forever changed spiritually, but a few find their own psychic powers awakened within them.

For the latter such cases, the Librarius will claim them and put them to further trials to determine their eligibility for the office, for using the powers of the warp is a dangerous thing even to those well versed in Arcana.

And for those who are maddened, the worse off are given the Emperor's Mercy. While, occasionally, a few might recover. Of these, most find their faith in the God Emperor hardened all the more resolutely having overcome the worst sights and sins which they confronted. It is often the case these boys go on to the Chaplaincy preaching the Emperor’s mercy and wrath.

And for yet others, they come through bedraggled and introspective, but unharmed or gifted in any particular way.

These boys have had their very souls gazed upon seemingly by the God Emperor himself  and his saints and came out simply not destroyed by shame or insanity.

Those who remain then conduct a 7 day and 7 night vigil, only stopping to eat and relive themselves. One of the after effects tends to be the boys being nearly comatose as they pray, many reporting afterwards to the chaplain to have had visions of the Emperor and of saints (especially Saint Josephine).

It is then, after a day of fasting but for water, the boys receive their first Astartes implants.

#### The Life of Saint Josephine

St. Josephine the Seer was a profoundly religious sanctioned Psyker in the service of the Chapter around M.36. She had grown up an orphan in a convent when her psychic powers were discovered. Before she was found out, she had used her powers to heal the ailing and prevent accidents and tragedies in the name of the God Emperor. However, when her Sisters heard of this she was imprisoned and the Black Ships took her to Terra at the age of only 17. Though the anguish of the vessel was great she never once faltered in her devotions, praying every day and delivering peace to the many agonised persons on the ship. Many breathed their last on that benighted voyage, but thanks to her they joined the Emperor calmly and without fear in their last moments.

In a remarkable turn, she led the prisoners in a growing choir of voices praising the Emperor. Rather than begging for deliverance or for an ultimate end to the suffering, they asked that their suffering may bring them closer to His divinity and that they may yet serve the Imperium in his name.

When they finally arrived, they didn’t do so in despair. But in stoic resignation and silently praying. The Sisters of Silence, never ones to show much emotion, were visibly surprised. And when they were finally addressed by the priest announcing their fates, Saint Josephine was one of a tiny number to be allowed to join the Astra Militarum as a sanctioned Psyker. Though the rest of their number were lead off to be consumed by the Emperor to feed the Astronomicon, it was said that this was the only batch of Psykers not to scream when their vital essences were consumed by the Golden Throne, though Saint Josephine would never know of this their fate.

She valiantly served in the Militarum until the day came when she received premonitions of her homeworld, Clementia, being assailed by the forces of evil and of a screeching two headed eagle ripping the eyes of a demon out before casting it into a pit where it stumbled and screeched for all eternity never to escape.

It was not long after these visions that she was wounded in dreadful battle, losing her eyes and jaw in the process. Though the medics and surgeons would be able to save her, she refused all prosthetics but a voice modulator and a means of consumption. She was determined to see only what the Emperor intended by means of her Psychic powers. Thus she was discharged and returned to Clementia where she lived alone save for a single servoskull to assist her, gifted by the Guard for her years of service. She lived for a time on the outskirts of her village as a hermitess, but regularly attended mass.

In time she gathered a following of disciples who believed her powers not to be that of a witch, but of the Divine Emperor of Mankind. These disciples would follow her teachings of self restraint and duty, as well as assist her in small tasks and chores. But as she grew older the visions returned, of Clementia consumed by evil and war once again. And once again the Aquila eagle saved the day to banish the demon to an eternal maze.

In the middle of the night, she awoke after her returning vision with an epiphany. She took only her servoskull, her faithful companion and through her magnificent power, seemingly strengthened by the Emperor, walked deep into the forest and carved a huge cave out of the side of the Mount of Ghosts, a long rumoured haunted mountain. Psykic sigils of warding and cursing alike arcing around its expertly crafted entrance, but to look into it was to invite madness.

Her disciples, hearing the noise and feeling amiss, ran out following the sound of her actions and saw her at work seemingly possessed. Golden light beaming from her vacant eye sockets, nose, ears, and mouth speaking spells in High Gothic. Immediately one of the disciples ran to contact the authorities, but before he could even begin running the Librarian of the Fortress arrived in his gunship, the disciples all kneeling before their lord. The Librarian did not sense corruption but was still perplexed at what he was observing. It dawned on him that what she had created was a Psykic maze of the righteous, by which any man, woman, or child could pass through and have the purity of their souls measured. Anyone suspected of warp taint would never escape.

With her dying breath, as the Librarian approached, she confided in the Astartes that the maze would test the hearts of every aspirant to enter the chapter, that ruin and evil may never befall the world of her birth at the hands of those who are meant to guard it. And he, in turn, pledged it would be so until the Emperor himself stepped off the Golden Throne. And with that she died in his arms.

### Transformation

At any stage of their ascension to Astartes, the surgery that bestows the gene-organs is preceded by prayer and fasting. The fasting is as much a requirement of the guidelines of the Chapter Apothecarium as it is a spiritual measure. The boy is escorted by the brothers of his choosing and/or by a medicae adept. They're then secured to the operating table and given the mercy of sedation for the initial set of implants, though this is removed as the stages proceed as a test of their mettle as future Brothers. The latter of the First Born organs will see the surgery include little ritual and are fairly perfunctory despite their importance. However, sedation is reintroduced for ascension to Primaris. Satropine and Kalma are preferred drugs for these procedures, though the future-astarte's Oolitic Kidney has to be retarded to allow the drugs to work most effectively since

Throughout the process, cherubim sing songs of worship to the God-Emperor as a priest looks on conducting rituals binding the soul of the aspirant to his body that he might survive the operation. Likewise do tech-priests sing hymnals of continued function and operation for the function of the equipment being used. A sterile field generator keeps the theatre clean while the surgery continues and the cherubim swing their incense, aiding the medicae and biologis adepts in their work.

## Chapter Recruitment

The Knights of Terra begin the process of surgical conversion in the same manner as all other Astartes. However, these initial surgeries themselves are undertaken by a mixed staff overseen by the Garrison Apothecary (the chief medical officer of the Fortress Astartes garrison and usually the only one there as crusade forces are rotated in and out) and include auxiliary civilian surgeons and technicians as well as those of the Biologis. Additionally the Rubicon Primaries' surgeries are also undertaken under his supervision on Clementia itself given the complexity of the surgery.

The Rubicon Procedure is prioritised for severely wounded First Born who are not, for one reason or another, candidate for becoming dreadnaughts. These sickened or wounded are placed in stasis and returned to the homeworld for their operation as a last ditch attempt to save them.

After Phase 1-3 are completed on Clementia, the Initiates are Initiates no longer and are now Neophytes. Once the apothecary signs off on their 3rd Phase surgery as fully recovered, they are granted leave for 3 weeks to return to their communities if they so wish to say goodbye to their friends and family. This will likely be the last time they see each other as the Neophytes will ship out to a designated Crusading fleet.

Additionally, on the night before their departure to the crusade, the Chapter holds a grand feast to celebrate their first true step to full ascension. Imported Fenrisian Ale, Amasec, grox, and all manner of other foods and drinks flow through the Great Hall of Sanmischael.

Thereafter, all surgeries for their ascension will be completed with their Crusading forces unless they should return to Clementia as is the custom of the chapter.

### Squire Selection and Mentorship

Upon arrival to the fleet, the neophytes will board the main battle barge where the Battle Brothers, deemed worthy of mentorship by the Crusade Captain, will assemble in the hanger which will have been decorated by the crew-serfs in preparation for their arrival.

After a quick ceremony welcoming the squires by the Crusading Captain and a quick mass said by the Chaplain, the Captain will announce each of the Brothers assembled and their notoriety as to why they were chosen. Those squires previously selected for the Librarius, Machine Cult, Chaplaincy, or Apothecarium will automatically be assigned if there’s only one. Otherwise they choose in advance of the arrival of the Squires from the roster with a record for each Squire appended to each name.

Otherwise, for the main line astartes, each brother will have the chance to announce the name of the squire they wish to mentor. They likewise will have had access to their training records and accomplishments. They each may have up to two squires under their ward. Both Squire and Battle Brother make oaths to each other and before the present company in the same manner as the Black Templars. That the Battle Brother, now the liege of the neophyte, will take responsibility for him and teach him to the best of his ability to be Knight of Terra Sanctus. The Neophyte in turn pledges to obey his liege in all things, save for violations of chapter law, and to never dishonour himself or his liege. And the Chaplain pledges to be the guide of both and to counsel them in matters of leadership, subservience, faith, and fervour.

No longer will the Squires have the relative safety of Clementia. From here out, they will be in the thick of the fighting, next to their new lieges.

### Squirehood

Although their training on Clementia is done, their trials are certainly not over. The squires will follow their lords into battle directly, doing whatever is asked of them without hesitation. Naturally this does not extend to anything that would be against chapter law, but they are to be devoted to their masters and to each other.

Their duties will vary based on speciality, as those selected for specialty roles will learn their respective trades as future apothecaries, librarians, and so on. For those of the main battle line, they will follow their masters, seeing to the regular maintenance of his equipment, alongside the chapter serfs, and their combat training. In addition to this will be their psycho-conditioning and education common to all Astartes.

In combat, the Squires will support their masters in the manner in which he fights. He will become expert in fighting in bike squads (as the Knights of Terra exclusively use cavalry only fighting on foot when absolutely necessary) using a scout bike to accompany his master alongside the other squires, and will act as bodyguards and light cavalry to their master. He may use a land speeder or other vehicle as the mission or his master requires, but usually he will fight from his bike.

It is one of his main duties to ensure his master stays well armed, and if he should fall, to do his utmost to get him to safety and then to the apothecaries. Likewise, his master will do his utmost to first see to the mission, but then also to the well being of his wards, careful to not compromise the outcome of the battle but also not disregard his obligations. If a squire should fall, the master is obliged to swear vengeance upon his killer whatever it may be.

They will receive their First Born gene seed according to the normal time table and allowed the requisite period of recovery determined by the apothecary, but will find expectations of them all the higher until, finally, their master determines they are worthy of final ascension. Upon such a declaration, they will receive their final implant and take their oaths as a fully fledged Knight of Terra at the next mass after his surgery.

Since the Primaris project has been in effect, Squires, with or without their masters, will return to Clementia for the procedure of implantation. After reporting to the Castellan of Sanmischael, they will again be afforded a week of leave to do with as they desire before their surgeries. As before, some return to their families while yet others will go on a short pilgrimage to any number of holy sites within the system. Regardless they all return and receive their implants and are allowed several days of recuperation and training to become accustomed to their new physiology. Then they depart once more to their masters to complete their training.

Though their trials on Clementia were completed, at any point decided upon by the Squire’s master they will be made to slay a great enemy of the Chapter or of the Imperium in general or otherwise display a great feat of strength and prowess.

#### Hunt of the Beast

The Squire is required to hunt some huge animal in a show of skill of bushcraft, tracking, and resilience of body.

When the crusading fleet nears a world, ideally a death or feral world, a squire’s master may come to knowledge of a particular beast that he feels is worthy of the hunt by his squire.

The squire, or sometimes squires, will be deployed from a lander to the planet surface after being instructed by their master on the task they are to perform and achieve or die trying.

It is the strictures of the chapter that the squire cannot be asked to perform any task greater that the master himself has not already performed in his own days as a scout nor a task he would not currently undertake. Therefore, before the trial is issued, the chaplain of the fleet must approve.

The Squire(s) will be tasked with either slaying a legendary beast or otherwise returning with some trophy that requires delving into the wilderness and into danger to retrieve.

Very often one or two servoskulls will accompany the Squire(s) to record their journey and feat.

Should they return alive, they will activate a homing beacon which will allow for their retrieval by the Astartes.

They will be then heralded and rewarded in the great hall of the Battle Barge where they live with feasting and accolades.

#### Burn the Heretic

The Squire is required to identify a source of warp-taint and literally burn every square inch that has been corrupted with holy fire from a promethium flamer, including and especially any chaos cultists. They will obviously undergo strict spiritual inspection when they return to ensure they’ve not been corrupted themselves.

This mission may not be issued to every single Squire, but it is optional to those masters who’s crusades have engaged chaos forces. They’re also only approved if the Chaplain is convinced that the squire in question is uniquely gifted in their resistance to chaos.

The Squire will be tasked with a particular target and sent in either a drop pod or lander and made to purge a chaos cult on their own or with a small team of other squires. They will make heavy use of prayers, charms, and no small amount of promethium.

This is a test of faith and zeal above all else, but it’s also a test of their minds and souls.

They will not face Grey Knight levels of daemons, however they will be made to prevent such an occurrence from getting out of hand. And so it is that they are to get to the root of the taint in a given area and cleanse it.

Squires who pass this test may well find themselves later recruited into the Death Watch and, even further down the line in their careers, into the Grey Knights.

#### Kill the Mutant

The Squire will descend into the depths of a hive and lead a host of the PDF or arbites in wiping out a mutant infestation.

With Hive Worlds in abundance, there is no shortage of mutant scum to be excoriated from all humanity. But most of all are the gang leaders of degenerate hoards that blight these cities. Some become notorious and thus garner the attention of the crusade as it anchors for resupply over a hive world.

The Squire will be required to employ what he has learned of subterfuge to find the mutant leader that’s been identified, track, and annihilate the target.

#### Purge the Unclean

Many recidivist elements exist within the Imperium. Be they pirates, standard rebels, heretics, or in the thrall of Xenos. Therefore the squires have little in the way of shortage of such targets and these are the most common challenges to be put before them.

The Squire will be tasked with challenging the leaders of the heretics (whatever form they take) to single combat. Alternatively, they may be expected to wipe a large number of foes on their own. In either case, it is meant to assess the general skill of the Squire and the quality of the training he has received thus far.

Like the Emperor’s Champion, they will issue their challenge to their foe in the midst of battle.

## Chapter Gene-Seed

- Lack Betcher's Gland

- Partial loss of the Sus-an Membrane.

## Notable Members

Chaplain-Cardinale Zhaq Demolay - Born on the forest world of Hygeium in M.31, Zhaq Demolay would become one of the founding members of the Knights of Terra. His home sickness for nature, and his affinity for trees, would be his constant companion even after psychoindoctrination. During his time as a scout of the Crimson Fists accompanying the Salamanders, he would learn to appreciate all human life and to appreciate the Emperor's mortal subjects in spite of his Dornian character Although it would never be natural for an Astartes of Rogal Dorn to care for humanity the way the Salamanders do, he would always recognise the need to remain humble and recall that it is the people that are the Imperium of Man that the Astartes serve.

Demolay would also be among those to fight besides the Black Templars, who's ferocity and devotion would deeply inspire the young Space Marine. He had many conversations with the Sons of Sigismund and in time he would ask to be anointed into the Imperial Creed. So it was he embraced the divinity of the Emperor of Mankind, alongside dozens of his fellow Crimson Fist scouts and likewise was he persecuted for his faith.

On the hive world of Sigma-Aximas, He would invoke his burning faith to cast out thousands of demons of the warp in defence of a civilian shelter. Thus he saved them not only from death, but from the corrupting knowledge of Chaos. For this miracle, he was inducted into the Chaplaincy where he would excel until his elevation to Chaplain-Cardinale and later martyrdom in service of the God-Emperor.

His philosophy would be codified in his seminal work 'De Corde Deus Imperatorus Hominus', or in Low Gothic 'On the Heart of the God-Emperor of Man', which would become the central governing text of the chapter second only to the 'Lecticio Divinatatus' and the 'Codex Astartes'. Within it, Demolay urges his Battle Brothers to undertake acts of humility, of charity, of mercy, and meditation to reconnect an Astartes with their inner humanity while still embracing the gifts of the Emperor that is Astartes Ascension. It is this work that makes many consider him the father of the Knights of Terra despite not being the first Grand Marshall of the Chapter.

Grand Marshall Mishael Lebatay -

Forgeron Maaximilian DeGaund -

Sergeant Izrael Martahn -

## Chapter Fleet

The fleet of the Knights of Terra is fairly large. It hosts 4 crusading fleets, one of which is always in the Clementian system, play the role of home defence. This defensive fleet always rotates out upon the return of another crusading fleet, or, in rare but very urgent cases, will operate at half strength with the other half joining the fleet in most need of reinforcements. Such was the case during the first Tyranid war when no other Astartes naval elements were present to reinforce the terribly beleaguered Ultramarines. So it was that the home fleet was split in two, with these offensive elements harassing and scouting the rear echelons of Hive Fleet Leviathan.

Each of the fleets hosts uniform elements:

1 Battlebarge

4 Cruisers

6 Escort Vessels.

The most notable of all their ships will be, of course, the venerable Battlebarge *Ultima Victrix*. This ancient battlebarge hosts the 1st company and the most elite of mortal crewmen. It’s gold and silver exterior is accentuated by its deep blue ram!on its bow, uncommon to battlebarges.

## Chapter Relics

1. **Ancient Relics**: Three ruined Mk II Power Armour sets (helmets, chest plates, greaves) marked with the numeral ‘XI’, various bolter casings dating to the Great Crusade, three skeletal remains of Astartes dating to the Great Crusade, one Great Crusade-Era power sword cross guard.

2. ***Rosarium Imperatore***: A rosarius allegedly gifted to a noble ancestor of the first Grand Master by none other than Malcador the Hero. Now an heirloom of those Astartes that ascend to the position of Regent/Grand Master.

3. **Jetbikes**: STC For Jet Bikes, possibly dating to the Great Crusade. However the STC was submitted to the Mechanicus and is awaiting approval for production.

## Chapter Appearance

### Chapter Colours

The primary colours of the Chapter are gold and cobalt blue. Though these represent the chapter as a whole, and of the office of Grand Master, each Astartes will be gifted his own coat of arms and surcoat, both incorporating the heraldry of the chapter and that of their former Master. Therefore, the heraldry of each Astartes can be quite complex though they have uniform identifying elements. A battle line of the Knights of Terra is a carnival of colours, which is fitting for a chapter than almost entirely shuns subtlety.

### Chapter Badge

Like many of their kin in the original Imperial Fists chapter, the Knights of Terra will all wear the coat of arms of the chapter on a badge, either scroll-eared or bouché, on their right pauldron.

## Relations

### Allies

The chapter began in its infancy by being closely culturally tied to the Ultramarines and their successors in Ultramar, Salamanders, Black Templars, and Crimson Fists.

However, though this original influence remains, the chapter is much more heavily aligned with the sons of Guillaman and the Realm of Ultramar. This is due mostly to the fact that the Clementian system borders Ultramar and trade between the two is extremely common. As a result the Knights of Terra have adopted many aspects of Ultramarian customs, particularly in the way they govern their fief.

Indeed, the chapter even attempted to help the Ultramarines during the first Tyranid war. However, a combination of poor communications due to the shadow in the warp as well as much of the chapter’s strength being deployed off world led to the Knights of Terra only being able to offer a token force to scout and harass Hive Fleet Leviathan. As a result the chapter was unable to seriously impact the course the battle for Macragge, though much was learned from the experience and the Ultramarines were at the very least appreciative of their intentions to aid them.

The Knights of Terra are also friendly with the Raven Guard successor chapter the “Night Talons”, having fought together in the Mortosian Campaign. However, the grisly antics of the Knights somewhat dampened their relationship. Despite that, the two remain cordial of not exactly warm.

As for the Last Wall Chapters, the Knights of Terra will always answer the call to battle alongside their brethren.

## Notable Quotes

### About the Knights of Terra

[Source]

 White Scars Successors
 Space Wolves Successors
 Imperial Fists Successors
 Blood Angels Successors
 Iron Hands Successors
 Ultramarines Successors
 Salamanders Successors
 Raven Guard Successors
 Unknown Lineage

[Source]