Arbiters of Caliban

Arbiters of Caliban armorial with Chapter iconography.

The markings of a Veteran Sergeant, exemplified by the armor of Veteran Sergeant Magellan of the 3rd Company, 2nd Close Support Squad.

## Space Marine Chapter

### **Allegiance**

Imperium of Man
(*Fedelitas Tenebrae*)

### **Successor of**

Dark Angels
(Lion El'Jonson lineage.)

### **Homeworld**

Caliban (Destroyed) Now the crafted supership The Sanctified Archangel

### **Number of Marines**

Estimated at 1,000, although their ongoing crusade has muddled the count.

### **Specialty**

Multi-fronted assault, heavy weaponry, close-range combat, Drop-pod assault.

### **Battle cry**

"For the Lion!"; "Judgement to the Treacherous!"

### Successor Chapter(s)

None

"*I am His Angel. I am his fist, his retribution. My honor, Strength, and Loyalty are the bulwarks of his Imperium. My word is sacred, my oaths are final. I will never be blighted by taint nor sickness, I will harbor no fear, no remorse. I am Arbiter, and I deliver judgement to the treacherous.*"
—Oath of the Neophytes before ascending to the rank of battle brother, first written by Librarian-Epistolary Gauntar, 989.M30
The **Arbiters of Caliban** are a Loyalist Chapter wrought from the strongest of steels, forged in the crucible of the warfare that dominated the 30th Millennium. They are a formidable force, born from the Dark Angels, quite possibly one of the strongest legions created by the Emperor of Mankind. Unlike their brothers, the Arbiters are not troubled by the Treachery of Luther and his fall to Chaos. Despite their apparent escape from the torments of the Dark Angels, the Arbiters still utilize their righteous fervor to further aid in both the hunt for the Fallen and in their service to the Imperium. Fate seemed to smile upon these Angels of Wrath, as they have escaped many plights suffered by their brethren.

The Arbiters are an intriguing chapter. Their origins can be traced to the first scions of Lion el'Jonson, the Primarch of the Dark Angels, and their subsequent service under his command is well-recorded and lauded by legend. Once the Codex Astartes was enacted by Roboute Guilliman, The Arbiters became a force of pivotal strength, wielding the power of their chapter on the battlefield, not to mention armored vehicles in quantities seldom seen. Drop pods, Vindicators, Spartans, and precise bombardments from orbit herald their arrival onto battlefields, and those who face them seldom escape with their lives.

The Arbiters also bear a highly irregular system of recruitment, using houses lead by company captains to recruit neophytes on a company-by-company basis. This system is strange, but has proven effective at easing the logistical strain on the chapter, as well as allowing each company to provide for themselves and create a new sense of individual operational capabilities in the situation that a devastating loss should rock the chapter.

The Arbiters of Caliban specialize in a form of assault that utilizes a combination of their heavy weapons capabilities with the usage of vehicular blitz tactics. Their skillful handle of heavy weapons allows for much more versatility while enacting these multi-fronted attacks, and are highly effective at executing them. The Arbiters have seen combat in every theater of war imaginable, but have since encountered a new enemy they struggle to keep up with. The Necron on the outer fringes of the Segmentum Obscurus, along the cutting edge of the Cicatrix Maledictum, have confounded the Arbiters, and have exacted long protracted campaigns that force the Arbiters to maintain their control of several systems by force.

## Chapter History

### The Great Crusade and Horus Heresy

The Arbiters of Caliban have a rich and extensive history, their exploits and glorious excursions into the void well-recorded in the vault-libraries of their Monastery-ship, the Sanctified Archangel. The chapter, once scions of Lion el'Jonson, formed the 30th Company of the Dark Angels during the Great Crusade, and were graced by The Lion's appearance in battle alongside them in their time of need. This produced what would become the chapter's symbol and most cherished relic, The Lion's Fang. Their participation in many major conflicts of the Great Crusade have earned countless battle honors, and they take pride in them, unlike many of their brother chapters.

During their time as Dark Angels, they fought valiantly and with much pride and honor. However, on an excursion into Xenos Territory, they were completely cut off from their Primarch, and were forced to fight a massive horde of foul xenos held within the system alone. With them was the 21st Company of the Dark Angels, a companion company to the 30th. Their combined fleets created a formidable force, but the campaign they engaged in was still strenuous on their numbers, causing heavy losses. During this time, the Horus Heresy boiled over, much to the oblivion of the 30th Company and its allies. After successfully eradicating the xenos and pacifying the system, they began the return to the Dark Angels, but were intercepted by a small detachment of World Eaters.

Much to the surprise, concern, and shock of the 30th, they were attacked by the World Eaters, and subsequently entered an intense battle aboard their ships. The combat further weakened the 30th and 21st Company's numbers. despite the setbacks and confusion, they prevailed and defeated the enemy, having completely annihilated the enemy fleet. They found their way back to the main Dark Angels fleet, and were fully briefed as to the situation and extent of the Heresy, to the knowledge of the Dark Angels. The 30th and 21st Companies, unlike their brothers in the greater formation of Dark Angels, did not come close to falling to heresy, having been separated from their father legion.

The 30th and 21st were told of Istvaan and the massacre there, appalled by the treachery and utter slaughter committed. This raised their ire, but the could do nothing, as their legion was now weakened, and they were summoned back to aid the Dark Angels while they recovered from the severe casualties caused. It is rumored that at this time, collection of Relics was sparked due to the loss of many powerful weapons and Bolters, the battle brothers who wielded them now defected to the treachery and corruption of Chaos.

The Betrayal of Luther further rocked the Legion, and caused a severe taint of honor on many of those involved. However, no battle brother of the 30th or 21st were lost, freeing them of the dishonor and blight of the Fallen, the deepest, most egregious secret of the Dark Angels. The 30th and 21st Companies held no close ties to Luther, and their own connection to their Primarch was professional only, which left them mostly unaffected by Luther's Treachery. This would go on to serve the 30th and 21st Companies well after their transition to the Arbiters of Caliban. However, Caliban, due to the completeness of the infiltration insinuated by Luther, the subsequent bombing of Caliban destroyed the world, effectively ending their world as they once knew it.

The Imperium was left in shambles, ripped apart by the mass separation of Humanity between the Imperium and the Forces of Chaos. After the Astronomican was blotted out by the raging Warp storms, The Dark Angels found their way to the Imperium Secundus and Roboute Guilliman. Their time was well spent, holding off various enemies and preserving the remnant of the Imperium. The 21st and 30th Companies were used in the hunt to find the Night Lord, but their efforts were fruitless, finding only the dead left behind. After the capture of Konrad Curze, the Lion was infuriated by the choices that Emperor Sanguinius and Guilliman made, and consequently Lion el'Jonson and the Dark Angels were exiled from the Imperium Secundus.

### The Codex Astartes and Reform of the Legion

After the Codex Astartes was enacted in 14.M31, the Dark Angels were split into the Chapters by the High Lords, but when the 30th and 21st Companies were split off, they were originally two separate chapters, both heavily depleted in numbers from the great Crusade. These two companies, separately, were undersized and overmatched, as their separation broke down their tactics and nullified their system of battle that they had refined during the Great Crusade. After making this discovery, both Chapter Masters, independently of each other, submitted requisitions for reform. The High Lords of terra, after a brief purview of the 21st and 30th's combat history, approved of the fusion, seeing it as a correct motion to ensure that the maximum capabilities of the companies was used.

Once reformed as the Arbiters of Caliban, the Armorers of the chapter immediately made inquiries into other Dark Angels Firstborn Successors as to any lost weapons or artifacts, to which many chapters replied with a short list. Many did not wish to spend their time hunting the relics of bygone crusades and battles, preferring to occupy their time with the more present threats. However, the Arbiters, not plagued by the guilt of the Fallen, committed themselves to the recovery of relics to restore to the rightful armories of the Dark Angels. This initial resource gathering lasted for around a full decade in total, the immense accumulation of information sometimes taking years to fully assemble and organize.

### The Incursion into Segmentum Obscurus

Following the incorporation of the Codex Astartes, the Arbiters took it upon themselves to retrace the steps of the Dark Angels during the Great Crusade, and began a long-running hunt for relics and artifacts of power and import. Along their campaign trail, they encountered multiple enemies and subdued several systems who had fallen away from the Imperium.

Amongst the relics found were several power swords, venerated armors of old, and elements of by-gone crusades and wars. Purity Seals were found preserved in the vaulted holds of massive battleships, still attached to the unfortunate bearers. Power swords were rent from the grasp of Chaos Spawn and cleansed to be once again used in the Imperium's name. Ancient weapons of devastating power were unearthed to be examined by the Armorers and Techmarines of the chapter. Many of these relics have no known history or recorded battle honors, but remain in the reliquary as a testament to the great and glorious effort made by the Dark Angels to restore a semblance of order in the galaxy.

#### The Subjugation of The Alkarius System

In the beginning years of their plunge into the xenos-infested space, in 978.M31, they encountered the first system of their exodus. The Alkarius System was a binary star system with twelve inhabited planets, Alkarius I through Alkarius XII. All twelve planets had been near-completely overrun by a Waaagh of orks. Amidst their initial dismay at the entire system being overrun, they quickly regrouped and began to plan a major assault on Alkarius VII, the largest planet in the system. Classified as a Hive World, Alkarius VII was once inhabited by a large manufactorum of ordinance for Bolters and Guard Artillery. The Waaagh, led by the Warboss Balgrokk Snagtoof, quickly dominated the system, overwhelming the small fleet defending it.

The Arbiters, having organized their troops, began a concerted assault on Alkarius VII, which ended in a stalemate nearly 2 years after their initial assault. Along the way, they lost 37 battle brothers in a tragic blunder of logistics. The brothers killed are immortalized in legend as The Alkarius 37. These honored battle brothers held the line while their compatriots retreated to a more secure position to hold out until reinforcement came. They had not been prepared to face the mass quantity of orks that had come to attack. Immediately after this loss, the Arbiters withdrew to orbit, and once again reconsidered their options. During the deliberations for their next move, Chapter Master Dante Avila sent a long-range vox to a nearby Imperial Knight convoy, where they promptly received word that House Volavat would send a force of Knights to assist in the subjugation of the Waaagh.

House Volavat arrived soon after they received the comm, and the Arbiters reconnoitered their strategy, instead focussing the full fury of their fleet and chapter on the planet Alkarius V. They succeeded at this assault, easily dominating the battlefield with a poise and prowess seldom seen. The Knights bolstered their firepower, creating an additional level of depth to their fire support. Soon after this campaign on Alkarius V concluded, after a year of combat, and the other worlds fell back to the Imperium in short order. In all, this campaign lasted nearly 40 years, but liberated a large system that would come into play later on as an important citadel against the Chaos forces spouted from the Cicatrix Maledictum.

#### The Cessation of Heresy on Death World Chryphus

Following the campaign on Alkarius, the Arbiters returned to the remains of the ruins of their homeworld, Caliban to recover. In 049.M32, after they had spent the time to replenish their ranks with newly created marines, they departed once again, this time summoned by a distress call from a Guard regiment on the Death World of Chryphus. Upon arrival, a distorted cult of Khornate worshippers was found on the surface, and many of the occupants of the world had been sacrificed as a blood offering to Khorne.

The Arbiters responded with vengeful wrath, and proceeded to cleanse the world in a speedy campaign, hunting down the cultists to the man and killing them. Once the Arbiters and the tattered remnants of the Guard Regiment had dealt with the threat, the Arbiters departed once again, headed for other destinations in the far reaches of the Segmentum Obscurus.

### The Sojourn to Istvaan III

In a long sequence of travel, the Arbiters stopped at several sites of valor that had been recorded in the vast library-halls of the Dark Angels, some of which are locations where venerated Brothers of other legions laid their lives down. After recovering many long-forgotten weapons, they finally stopped at the infamous world known as Istvaan III, where atrocities both known and unknown yet stained the surface. It was here that the Warmaster Horus' treachery was first perpetrated.

Upon descending to the surface, the Arbiters discovered the extent of the damage done by the Virus Bombing. Encountering no resistance upon landing, the first two squads began their search, but were quickly immobilized by the remaining strains of the virus. Before the last member died, they sent a final vox telling the rest to seal themselves off completely from the environment. With this final gasp, the rest of the landing force was saved from destruction, and the further exploration of the ruins unveiled several small artifacts such as long-buried power swords and forgotten hammers and banners, degraded by years of exposure and the destructive nature of the environment. Much of what was found was decayed beyond repair, and were collected within small containment pods and stored in the library-halls of the Sanctified Archangel.

### The First Arrival to Ultima Ratio Regis

The Arbiters, following their long campaigns at Istvaan III and Chryphus, discovered a large space hulk drifting towards the Kharkarus system, in 861.M34. Upon detecting it, they intercepted and boarded, sending one company to investigate the interiors, and attempt to change the path it traced to save their main recruiting world. This boarding action was met with no interference, but upon delving deeper into the chaotic and cobbled levels within, they were besieged by tides of orks. These green-skinned beasts were not a match for the marines individually, but the sheer waves of flesh being sent to overwhelm the marines required additional support. A second company of men were deployed to the space hulk, and with this new infusion of troops,m the marines pushed back the green-skins enough to set several charges, and blow off a section, which slightly deviated the course enough to send the hulk drifting away to reaches unknown. This brief battle cost three marines their lives, and their bodies have been interred within the Sanctified Archangel, their names inscribed into their sarcophagi.

### The Obscurus Skirmishes

Over the course of 511 years, the Arbiters engaged in combat action all over the Segmentum Obscurus. These small actions have come to be known as the Obscurus Skirmishes. Over these 511 years, the Arbiters engaged Tyranids, Orks, Eldar, and even a small vestige of Tau. These engagements depleted their numbers, but between engagements, they would return to their home sector and collect new neophytes to replenish their numbers. Although there are numerous small battles, only one is of note, as it yielded the Arbiters yet another artifact.

#### The Devastation of Yloh

During a lull in the combat, the Arbiters received a distress signal from a long-forgotten battle barge, a repeating, archaic message calling the Arbiters to, "Retrieve the Armory." Chapter Master Dante-Avila made a split decision, and dent the full force of the chapter Upon descending, they discovered the battle-barge that was transmitting the signal. In a bold act, following the directions to retrieve the armory, they handily removed the entire section of the ship, and summoned two accompanying frigates to lift it away. At that same moment, the people of Yloh, foul xenos scum who had succumbed to the draw of Tzeentch's treachery. In the ensuing hours, the Arbiters ravaged the people of Yloh. It would come to be known as a massacre of the Yloh, and the remnants of the race entered hiding afterwards.

The Arbiters plowed on, unmolested and almost casualty-free until a mercenary band of Astartes, The Sons of Chief, arrived at the behest of the Yloh, and the ensuing combat left 5 honorable brothers of the 3rd Righteous Hands Company behind on the desolate battlefield. This counterstrike made by the Renegade Astartes proved to be surprising and unexpected, and Dante Avila pulled his men out of the theater of combat, as they had retrieved the armory, and their presence on the surface was no longer required.

### The War of Expungement

At the end of their Obscurus Skirmishes, the Arbiters engaged in a large, running battle against an Ork Waaagh, pursuing them to the edges of Obscurus. During this 9 year campaign, the Arbiters assaulted the Waaagh of Ork Warboss Grotstompa Toofsnatcher. His three space hulks, propelled by a rudimentary engine system, had begun plowing towards Imperial Systems. In a distress call, a Warp station pleaded for help, and the Arbiters, being nearby from their time at Yloh, sped to their aid. In a brief, 2 year campaign, the Arbiters fought through the Ork hordes, and pushed them off the planet. In a fierce and previously unheard-of tactic used by the Arbiters, they enacted a scorched-earth policy, and left nothing but the Warp-station intact. This tactic, previously not experienced by the Orks, scared them, and drove them away from the surface, their Warboss, uncharacteristically for an Ork, concerned about the threat of these "Beaky Gitz."

Taking to the skies, and then the Void, they pursued the Ork Warband with a relentless fervor, hunting them from system to system. Harrying these Orks lasted nearly 6 years, a hit-and-run battle between the chapter fleet of the Arbiters and the 3 space hulks of the Orks. In a final confrontation, the Arbiters drove the Orks out of the Segmentum and into another. After doing so, they returned to their recruiting world, Kharkarus, to recoup their losses and replace the men lost in the campaign.

### The Purge of Azhakar

The Purge of Azhakar was a series of campaigns in which a detachment of the Arbiters reclaimed several systems from a minor Waaagh led by the Warboss Gorestompa Toofrippa. This entire campaign was a major action by the Arbiters particularly, as they were the only chapter available to deal with it. Upon their arrival to the system Azhakar, they immediately discovered that the orks had infested everything. Nothing was left of the Imperial establishments. The Arbiters, incensed by this blatant destruction, deployed their troops to the surface to begin destroying the orks there.

The campaign met with initial success, driving the orks off the planet and destroying several of their Waaagh Machines. In the second confrontation they made, however, heavier weapons were used against the Astartes, exacting heavy casualties. This prompted them to use heavier force, deploying their heavy armor to deal with the mechanized walkers employed by the Orks. Within the decade, it was completely scorched to the ground, and cleansed of all orkish scum.

The final planets were taken in a similar way, casualties mounting. By the end of the campaign, nearly 380 marines were lost to foul orkish blades or bolters. The losses were not matched by any previous campaign since the Great Crusade. This entire subjugation and burning of the Orkish Waaagh lasted nearly a full 60 years to complete.

### The Festeross Rebellion

During the perpetration of the 7th Black Crusade, the remainder of the Arbiters answered the call for support, and arrived to deal with a massive wave of Khornate forces in 814.M37. These forces were numerous, the swarming hosts of daemons and cultists almost overwhelming. Despite the numbers, the Arbiters held fast. However, during this time, the seeds of corruption were planted into the minds of 40 of the loyal Arbiters, slowly pervading their minds. These 40 marines are no longer known by name or even acknowledged in the archives as brothers.

At the end of the campaign to fight the Khornate hordes, the corrupted marines, in an attempt to break free, renounced the Imperium, and turned upon their brothers, exacting casualties unseen since the time of the Great Crusade. This turmoil was looked upon by Chapter Master Antioch Marbahd with disdain and disgust, and he declared that, "No heretic shall be spared, and no traitor shall be left alive." Upon uttering these words, the final engagement began, which lasted nearly a full week of fighting. Upon the conclusion of the combat, all 40 of the traitorous Fallen were killed, and an extensive search for corruption was enacted to ensure that no further corruption and heresy was insidiously hidden amongst the ranks.

### The Recovery during M39

Nearly the entirety of M39 was sent recouping the extensive losses sustained during the long string of campaigns that the Arbiters enacted. Over that time, they had been reduced to only 570 men, near-cripping losses. The period they took to retrain more colytes to supplement their losses took the entirety of that millenium. The Administratum was strained to send the Arbiters their requisitions for weapons, armor, and additional vehicles. It is rumored, although never confirmed, that the first acolytes of that period fought without armor for the entirety of their training, and did not know whether or not their Black Carapace augmentation would operate correctly or not. Despite these issues, the Arbiters successfully recouped their losses, returning to full, if not slightly over, full strength at the onset of M40.

### The Turn of the Millenium

At the turn of M39 to M40, not much is known. In an uncharacteristic lapse of record-keeping by the Arbiters, nothing is known about their whereabouts during the beginning of M40. Despite this loss of record, there is rumor of their travels back into the Azhakar System to reaffirm the Imperial Truth there. Other sources firmly insist that they made a move to return to Terra and receive orders from Guilliman, although, this too, is but a rumor.

### The Second Subjugation of Alkarius

Alkarius, in the time it was left to the Mechanicum, was safe at first. But its proximity to the Warp was a spell for disaster. After the Arbiters had departed, the mechanicum re-forged the world into a massive forgeworld, fortified to defend it against the terrors of the Warp. However, the time isolated from the Imperium for millenia slowly seeped into the minds of the tech priests and magoses, and they began to delve into perversions of mechanical form, fusing the beasts of the surface with mechanical augments, creating monstrosities never-before seen.

These heretical machines and amalgamations slowly de-evolved into fusions of form that are unnatural even for the Mechanicum. These horrendous combinations are what greeted the Arbiters upon their return to Alkarius. Appalled by the heresy that had transpired on the world, the Arbiters, commanded by Chapter Master Valspar Agdaemus, began a world-cleansing war to end the abominable actions of the now-corrupted Dark Mechanicus priests, starting in 657.M40. In the end, the Arbiters were unable to fight them all-together on the ground, as the modified beasts produced from the Dark Mechanicus's twisted experiments were too numerous and powerful for the marines to best. At this point in the siege, nearly 12 years had passed.

After a series of losses that resulted in nearly 200 marines being lost, the Arbiters filed a request for the planet Alkarius to be destroyed via Exterminatus. After nearly 8 solar months of indecision by the Administratum, the move to Exterminatus the planet was approved in 671.M40. By this point, the five ships of the Arbiters had destroyed the planetary defense fleet, and now stood as massive, hulking omens in the sky. As one, they razed the surface, and soon, Alkarius was a smoking heap of ash. No life populated the surface. It was swept clean, and the Arbiters left Alkarius, headed back to Kharkaron to lick their wounds and replenish their numbers with new troops and neophytes.

### The Excursion to The Necron Wastes

The Arbiters of Caliban, after extensive campaigns in Segmentum Obscurus, ventured further away from their traditional prowling grounds near the Southwestern edge of the Segmentum, took a short hiatus to the Northernmost reaches of the Milky Way, only to stumble across several worlds they had not heard of within their massive Data Vaults. The Arbiters made cursory scans of the unnamed planets, and found strange traces of ancient technologies, older than even those on Holy Terra. Upon descending to the surface, the marines were astonished and dismayed at the discovery that these planets were infested with what would be known as Infernal Machines. These metal machines resembling ghastly, gaunt figures, poured out of their ziggurats, surrounded by swarms of their insect-like spawn.

The Arbiters, for nearly 2 years, were embroiled in war with these fell ghosts. Losses mounted as the Arbiters delved deeper into the horrors of these worlds. They had been met with an opponent that they quite possibly could not defeat, and it was most certain that they were unable to defeat such unpredictable and uncanny challengers with the numbers they had. They retreated from the worlds, and employed their Nova Cannons aboard the Sanctified Archangel to decimate the surfe in a belt across the equator. By the time they fully withdrew, nearly 180 marines had been lost to the near-endless recycle of Necrons that assailed the Arbiters.

In their retreat, however, they stumbled across another world, and causes a second eruption of Necrons, which they knew only as the Infernal Machines. In this second skirmish, they lost another 60 marines in a communication error in which the encoding system of the Battle-barge Valiant Intervention mistranslated the missive from the Sanctified Archangel, and deployed the full force of 100 marines to the surface rather than send them to the Sanctified Archangel. This blunder cost the Arbiters nearly a full company as well as the battle barge, which, when approaching to retrieve the marines, was assaulted by several Necron craft, and destroyed. It was only through the deployment of several Thunderhawk Transporters that the remaining 40 men of the 12th Company were retrieved and brought back to the Sanctified Archangel for recovery. The Arbiters withdrew immediately.

### The Return to Ultima Ratio Regis

In a twist of fate uncanny and unforgiving in timing, the Arbiters were once again brought together with the Space Hulk Ultima Ratio Regis. This time, however, they were drawn to the massive conglomeration of wreckage by a faint signal from a relic, the the origin of which they knew not of. Upon entering the hulk once again, the Arbiters found what appeared to be a massive vault within a battle barge. Opening the chamber, it was revealed that there were 12 pillars of obsidian engraved with ancient Terran Runes. They struggled to excavate the large monuments, their hefty weight and height inhibiting their mobility. It was at this point that the xenos of the space hulk found them, and began to attack.

The Arbiters created a cordon to defend against these xenos while the tech magos and his priests began the tedious operation of cutting a direct path for them to the Sanctified Archangel and attaching grav lifts to float them down the cut corridor. The 12 pillars were retrieved after nearly 36 hours of nonstop combat and work, finally allowing the Arbiters to withdraw and lick their wounds. They sustained heavy losses for such an operation, 9 marines from the 50 terminators present.

### Ongoing Dual Crusades (008.M42-Present)

After their brief skirmish on the Space Hulk Ultima Ratio Regis, the Arbiters of Caliban began a set of crusades to try and preserve what shreds of the Imperium that were left after the explosive creation of the Cicatrix Maledictum. This split was seen as the only plausible way to ensure that the tattered, cut-off Imperial shreds would remain united and defended against the vast tides of xenos who inhabit the far reaches of the void within the Segmentum Obscurus.

## Notable Campaigns

-The Great Crusade (798.M30 to M31.)

-The Subjugation of the Alkarius System ( 978.M31-018.M32)

-The Purge on Chryphus (049.M32-057.M32)

-The Sojourn to Istvaan III (098.M32-108.M32)

-The First Arrival to Ultima Ratio Regis(861.M34)

-The Obscurus Skirmishes (A set of battles from 471-982.M35)

-The War of Expungement (223-232.M36)

-The Festeross Rebellion (814.M37)

-The Purge of Azhakar(793-819.M37)

-The Recovery during M39 (M39)

-The Second Subjugation of Alkarius (657-671.M40)

-The Excursion to The Necron Wastes (509-621.M41)

-The Return to Ultima Ratio Regis (008.M42)

-Ongoing Dual Crusades (008.M42-Present)

## Chapter Home World

The Arbiters, despite having their Fortress-Monastery declared as the supership forged from the ruins of Caliban, The Sanctified Archangel, they have claimed a small death world system named Kharkarus. There, the barren and toxic Death World Kharkaron provides the chapter with most of their neophytes. They also draw from the small Mechanicus Forge-world, Ghallidan, although they mainly draw their tech-priests from there. What once was Caliban is now a ruin, destroyed by the combat and fierce warring between Luther and The Lion. From those destroyed pieces, their supership, The Sanctified Archangel, was brought forth, manufactured with the utmost workmanship and skill. Each piece was custom-fitted to click into place perfectly, and within the halls, a perpetual, faint echo of small mantras, Imperial Truths, blessings, and chants of tech-priests fill the air.

The halls of this supership would house the entire chapter with ease, including their vast armories and vehicle hangars. However, the Arbiters do not often gather in full strength within the holds of this mighty beast. The reasoning for their hesitation to gather in large numbers is their utter reverence for the sacred chambers. Within the vast corridors and contained rooms are the monuments to every fallen brother they have every had the honor to serve beside. The Sanctified Angel is as much a transport and support ship as it is a tomb and memoriam center. When they do enter the Sanctified Archangel, most often it is to interr them in the unfathomably large Halls of Honor.

### Fortress-Monastery

The Arbiters have no major fortress-monastery on a world, but instead choose to use their ship, The Sanctified Archangel. The ship is massive, almost 59 kilometers in length, resembles that of a standard battle barge, but is much larger, and bears many more weapons upon both the broadside and the nose. Within its vaulted halls, hundreds, if not thousands, of various items hold places of prominence in small shrines. Armories, reliquaries, libraries, and medical centers are scattered across the vessel alongside the barracks and training chambers of the Arbiters.

Assembled around this massive ship are four other vessels, The Righteous Hand, The Imperius Will, The Harbinger's Wrath, and the Valimie Blade. Each is a behemoth Battleship in their own right, and they are an integral part of the defensive capabilities of the Sanctified Archangel.

The only monastery of note for the Arbiters of Caliban is their secretive underwater monastery on their recruitment world, Kharkaron. Beneath the tumultuous surf, this monastery is the culminating ground, where the heads of the Marine Houses meet to further discuss the recruitment of neophytes and the state of the chapter.

## Chapter Organisation

### Officer Ranks

The officers of the Arbiters are divided into two subcategories. Chapter Ranks and Company Ranks. The Chapter Ranks are the ranks that handle general administrative and strategic tasks for the chapter. These include the Chapter Master, Chapter Apothecary, Chapter Chaplain, etc. Company Ranks are the ranks held by the standard rank and file. These ranks do not spread past the company, but those who hold authority in one company hold the same amount in another.

#### Chapter Ranks

The Chapter Master, currently Dante Avila, holds the ultimate authority of the chapter. He commands all 20 companies in a strategic manner, and deals with any disciplinary action needed, alongside the Chapter Apothecary and Chaplain. He will, on occasion, join the battle with the most venerated of items from the Reliquary. The Chapter Master will, for the most part, deal with the Company Captains in the dealings of combat and strategic placement, but will allow the Captains to maintain tactical freedom to morph to the situation. The Chapter Master's skills are well developed, but he rarely uses them, as his command defenses are strong. The Chapter Master also is obligated to review his forces on occasion, usually every 10 years to coincide with the Champion's Trials. Dante Avila enjoys the reviews he does, as he is allowed to get close with his men, to close ranks with them, and get to know who he serves valiantly with.

The Chapter Apothecary, currently Sabbakkus, takes care of the geneseed and any serious wounds dealt to the marines. He also handles the dorman geneseed not yet implanted into a possible candidate or neophyte. The Chapter Apothecary's main purpose is to further guide the Company Apothecaries in their actions and to take reports and record any new ailments or geneseeds to help treat other chapters if necessary. He is a knowledgeable man, and is often a skilled problem solver and independent thinker. The Chapter Apothecary holds his own personal library separate from the Chapter's that holds the archives of every ailment, both natural and supernatural, that has ailed both the Dark Angels as a legion, and the Arbiters as a chapter. He serves as an integral part in the Tribunal Council to deal out disciplinary measures when required. Most, if not the entire chapter, respect and honor him.

The Chapter Chaplain, currently Chymedes, sees to the mental and religious state of the men in general. For the most part, the Chapter Chaplain organizes information given to him via the Company Chaplains. His job is integral to the Arbiters, not just to help their religious standing, but also to root out the treacherous Fallen among the ranks. He serves on the Tribunal Council to mete out disciplinary judgement alongside the Chapter Master and Apothecary. The Chaplain also sees to the archival vaults of the chapter, providing insight to the records. The Chaplain is seen as a mysterious man, with much of his ways obscured by duty and calling, and some even go so far as to dislike his way of doing things.

The Chapter Librarian, currently held by Epistolary Archimedes, handles the massive Library-Vaults of the Arbiters and provides a powerful psychic potential to combat the powers of the Warp or to stave off attacks by psychically powered individuals. The vaults not only contain the history of the chapter but also any information on every xenos they have encountered as well as the Imperial Database's information. For the most part, this information is held until needed, but occasionally, when data is added, a servoskull will withdraw a half-filled tome in the category needed, and fill out the information. The librarian himself will organize the library, maintain and preserve particularly old volumes, and receive the requisitions for data and withdrawal of information.

The Chapter Champion, currently held by Veteran Lieutenant Damocles, is the Chapter's finest, most skilled warrior. He is chosen from amongst the ranks through an elimination tournament held every 10 years, named the Champion's Trials. The competitors are taken from each company, two to a company, and are narrowed down to a final two men, who hold a non-lethal duel. The Champion is tasked with facing the most brutal area of the fight, and also serves as a morale booster to his brothers in time of need. He also undertakes the further combat training of the Company Champions, who are chosen from amongst the top finishers of the Champion's Trials.

The Company Captains are the commanders of the Company formations. Despite being labeled as Company Captains, they serve in a Chapter role, reporting to the Chapter Master and bridging the command gap between the strategic commander and the tactical commanders. Each takes a special pride in their company, believing that the men who serve underneath them have the capacity to fight with the utmost effort and efficacy. Each captain is held in a special level of respect by their men, as they think of their men just as much as they think of the full strategic picture. The tactical freedoms allowed by the Chapter Master give the Company Captains the ability to both prioritize the welfare and preservation of their men's lives while also handling the overall strategic goal. These men are well-learned and well-trained to be strong combatants.

The Chapter Standard Bearer, currently Veteran Sergeant Xerxes, is a veteran warrior of the Chapter who has proven himself in his martial prowess and steadfast loyalty to both his brothers and to the Imperium. He is a bulwark of the Chapter's morale, and sacrifices his own defensive capability to display the colors of his chapter. This position has been vacated and filled the most times, as the Standard Bearers are usually leading the charge and one of the first to fall. The respect earned by a Standard Bearer who lives longer than his first battle is immense, as he has shown both his bravery and skill in defending himself with one hand, and standing his ground as firmly as his brothers who have a better capability to defend themselves.

#### Company Ranks

The Company Standard Bearers, of which there are only 18, are the company equivalent to the Chapter Standard Bearer. They serve the same purpose, but at a smaller scale. They are respected by their brothers and officers as they are often in much more dangerous positions than the other men, being a much more visible target for the enemy to train their fire on.

The Company Champions are morale boosters for their company. These men are highly skilled in combat, and are chosen during the Champion's Trials. They are often looked upon highly by their brothers and will often muster the men in a concerted assault, leading the charge with the standard bearer and Company Captain.

Veteran Lieutenants are the leaders of the Veteran squads of the 1st, 2nd, and 3rd Companies. They are strong fighters and tactically sound thinkers. They command a wide knowledge of experiences and battles, which enables them to better command their units to force the enemy into submission and surrender. They have earned the respect of their squad and their peers.

Veteran Sergeants are the right hand of the Veteran Lieutenants. They act as enforcers, further repeating the orders given and/or issuing modifications to said order if needed. They are stalwart soldiers and provide a sense of wisdom to their brothers.

Battle brothers are the backbone of every company. They fight with pride and strength. Nothing more is to be said of them other than that they are loyal to the man, and will make sacrifices for overall victory or preservation of the unit or chapter as a whole.

### Specialist Ranks

The Company Apothecaries are the men who handle wounds of any sort on the company level. They forward the worst cases to the Chapter Apothecary, and treat minor wounds that arise as a result of combat or strain. They also record new ailments, wounds, and even the results of treating different geneseed from other chapters. They submit these reports for review byt the Chapter Apothecary, who logs the results into his large library database. They are respected amongst the ranks as preservers of life and geneseed, and are usually protected in order to ensure the prolongment of the company and chapter. There are, on average, 8-10 apothecaries per company.

The Company Chaplains maintain the spiritual upholding of the company and its men. They examine the men, looking for signs of the Fallen, and also administer purity seals and other wards against Chaos and Warp influences. They also further inspire the men to greater feats of heroics, spurring religious fervor in specific scenarios. They advise the Captains in action based on Warp presence and the influence of Chaos. The Chaplains are not permanently attached to their companies like other Dark Angel successors, but are rotated to new company when needed. If investigations are necessary to root out a suspicion of a Fallen, additional chaplains will be brought to examine the evidence and apprehend the brother and, if possible, convert the Fallen back to the Imperial Truth. There are between 10-12 Chaplains in each company, an increased number, even for the Dark Angels.

The Librarians underneath the Chapter Librarian operate as organizers and additional psychic support to the Epistolaries. Not only do they organize the libraries, they also commission the Techmarines to produce new Servo-skulls if needed. The libraries hold vast amounts of knowledge, and require a minimum of 20 librarians of various ranks to maintain the tedious task of keeping the tomes and data neat. For the most part, this information is held until needed, but occasionally, when data is added, a servo-skull will withdraw a half-filled tome in the category needed, and fill out the information. The librarian himself will organize the library, maintain and preserve particularly old volumes, and receive the requisitions for data and withdrawal of information. Amongst these duties, the Librarians also oversee the storage and display of relics and artifacts in collaboration with the Armorers.

The Armorers are organized into three primary ranks. The highest of these three is Master of the Armory, of which there are twenty, one for each company. They oversee the lower ranks of Armorer, and deal with the upkeep and restoration of ancient weapon relics and relic armor. They also collaborate extensively with the Librarians of the Chapter to maintain a constant state of readiness for usage of the relics. The second lowest rank of Armorer is Guard of the Armory. These armorers are skilled in the upkeep, application, and creation of Space Marine power-armor and their weapons. They are the backbone of each company's armory, aiding in the ritualistic process of armoring the marines before battle. They run tests, diagnostics, post-combat diagnostics, and repair any damages sustained. The third and lowest rank of armorer is Apprentice of the Armory. These are the freshly recruited Armorers who have passed the rigorous training and selection process of the Arbiters of Caliban, and were chosen for their affinity in mechanical operations. They are often the ones who paint the armors, touching up the colors to ensure that the Marines look their best. They will retrieve the supplies and tools that the Guards of the Armory require and reload bolter magazines so the marines don't have to. All of these ranks work in constant cooperation with the various tech-priests who also aid in the armoring and arming process.

The Techmarines do not have a specific position in the command structure. Instead, they take orders from the captain of the company they come from. The various roles they occupy are all majorly important in the overall operation of the chapter. They help the tech-priests maintain the ships and drop-pods of the chapter, drive the various vehicles and aircraft, and generally see to the upkeep of the machinery and machine-spirits the Chapter uses. Their role it vital, but is largely limited to the vehicles and their upkeep.

The Venerated Brothers are the dreadnoughts of the chapter. All of these behemoth warriors entombed within their suits of armor are the ultimate embodiment of wrath and vengeance on the battlefield. These marines are often asleep, held within their slumber to maintain their sanity. When awoken, they assemble into two companies to enter combat in a wall of Ceramite and bolter rounds. They are not particularly given a rank in the structure of command, but their word is often followed on the battlefield, as their experience dwarves even the Chapter Master's. Regardless of their experience, they will follow orders given by the Chapter Master, and are most often jovial while executing his will.

### Line Ranks

* Battle Brother
* Weapons Specialist
	+ Close Combat Specialist
	+ Heavy Weapons Specialist
	+ Command Specialist
* Scout
* Sniper

### Specialist Units & Formations

There are several small units that are formed within the chapter, but many are obscure in origin and often disbanded during periods of peace.

The first of these establishments is the Honor Guard. This group is often assembled of the Chapter Champion and the Company Champions. They will interr the fallen brothers within their shrines and carry these shrines to the Halls of Immortality aboard the Sanctified Archangel. These warriors, honorably fallen in battle, are carried to their final chambers of rest on the shoulders of their champion-brothers, a symbol of their honor and dignity.

The second notable unit is the Penitent Redemptors. These highly-skilled veterans are organized into 4 squads of 12 brothers, and they are the marines most frequently sent to serve with Deathwing when the full chapter's presence is not required. Their ranks are often rotated as battle-brothers prove their honor in combat or as new veterans are promoted to replace the slain. These four squads are highly irregular, and do not often follow the regular strategy and tactics of their chapter when operating with Deathwing, showing their adaptability to their situation and resources.

The third notable formation is the Specialized Armored Cavalry. These Marines, composed of the troops from the Armored Assault Companies, are sometimes grouped into a larger corps of 3 companies, each armed with a set of tanks, whether they are massive Baneblades to medium sized Vindicators. They operate with a collective command structure composed of the three company captains. From there, they operate on a squad-by-squad basis, allowing them to operate with a level of autonomy while also maintaining a cohesive assault front.

The fourth formation of note is the Archangels. These troops are part of the two Drop pod companies, both of which are comprised of highly-efficient and skilled marines. These troops are commonly commanded as one cohesive unit when committed to assault on a large scale, all 20 squads being commanded by the captain of the foremost company. They are further organized into platoons assembled from 4 squads. These tactical platoons further condense the power of each individual squad, and directs their concentrated firepower at one specific target, ensuring near 100 percent success rates.

The fifth is the Support Corps. This conglomeration of 3 Mechanized Companies provide a near-immediate response to a request for support or armor. They are a speedy resolution to holes in the front, vulnerable patches in their lines, and even as a fourth front to increase pressure on the enemy. They are often well-armed, although some prefer a lighter armament to improve their mobility in all situations.

### Order of Battle

There are 12 companies within the Arbiters, and each is organized in a semi-patterned way. Due to their ongoing crusade and defense within Segmentum Obscurus, their numbers were generally reduced, but after their split into two separate fleets, their numbers have risen again, and they are of an unknown quantity. Their estimated total for each company is at around 75-80 men. The main battle companies, of which there are 6, are organized normally. Each company ideally has 10 squads of 10 men, however there are some companies with as few as 5 squads. This includes the Veteran Company and Command Company. These are the backbone of the battle, and the marines who fight within their ranks are often on the main line of battle at the center of combat.

There are 3 companies of Mechanized Troops, which are organized the same as the battle companies, are additionally supplemented with armored transports such as Vindicators and Spartan Assault tanks. These companies are usually slightly understrength, as they are often used as immediate support for a weakened front during assault.

There are 2 companies of Armored Assault troops, who primarily use tanks such as the Baneblade, Shadowsword, and Doomhammer tanks. each squad is armed with two tanks, 5 men manning each vehicle. These squads are further organized into squadrons of 6 vehicles, which prowl the battlefield with a prowess and efficiency that wastes no time or ammunition and maximizes the impact of their attack. They are a force to be reckoned with, and are often used in a hammer-anvil motion, quashing the opposing force in a swift, decisive blow, folding back their lines and peeling them apart.

There are 2 companies of Drop Pod Specialists, trained and tempered to fall from the sky at terminal velocity and strike the heart of the enemy, cutting off their command and reinforcements with one deft strike. They are often an all-encompassing bunch, many of them using heavy, automatic weapons or melee weapons. Some are so bold as to use a power sword and shield, preferring to close with the enemy rather than eliminate them at range.

The final company is composed almost entirely of dreadnoughts, the patterns mainly comprising of Castraferrum Mark 4 and 5 pattern Dreadnoughts. Their numbers fluctuate with time, as the dreadnoughts are only formed from the most venerated warriors, and many of them are irreparable due to the loss of tech over the millenia. These monstrously large vessels are usually only summoned from their peaceful stasis to fight the enemy when a large-scale assault takes place, or an enemy proves to be particularly difficult to dislodge. They can be deployed from drop pods or simply sent straight into battle on foot. This company is almost always understrength, usually only 8-10 dreadnoughts, and sometimes dropping as low as 5-6 dreadnoughts.

#### Headquarters

The headquarters of the chapter is most often dropped into combat alongside their standard bothers of the line. However, as the battle progresses, they stay just behind the advance, coordinating the combat from a safe distance. The 1st Command Company will often keep the Command Squad and three Veteran Squads back to establish a command post. This method has proven highly successful, allowing the Chapter Master to make split decisions under relatively low stress while allowing him to get a glimpse of how the frontline combat is going, further informing his decisions.

Most often, this command structure is placed aboard a modified, open-top Baneblade chassis, modified with stat screens, strategic report holograms, and comms arrays. The mobility of the command post is often vital when facing opposition that uses ranged artillery or utilizes the webway to spontaneously appear.

#### Companies

Each company is uniquely named, and forms their own clan of sorts, each creating their own slight variation of the Chapter Culture within their ranks. The companies also form larger communities within their specialization, grouping Armored Assault marines together with other marines of their kind. This dynamic structure and system of bonding forges strong bonds between chapter members, unlike the common estrangement of companies in other chapters.

The 1st Command Company, or more commonly known as the Avenging Angels Company, comprises of the Chapter Commanders and the most highly-honored veterans. The First Squad is completely comprised of the top command. Chapter Master Dante Avila, Chapter Chaplain Chymedes, Chapter Apothecary Sabbakkus, Standard Bearer Xerxes, Epistolary Archimedes, and Chapter Champion Damocles all are a part of the 1st squad, along with 4 Veterans, Dastan, Alkenon, Verrick, and Noctar. The rest of the squads are the highest ranked veterans, the most experienced and skilled warriors the chapter has to offer.

The 2nd Company, more commonly referred to as The Vengeful Saints, is the veteran company commanded by Company Captain Khaziban. The men within this company are tightly knit, and have not lost a man since their subjugation of Alkarius. Their culture is steeped in honor, and they wish to keep it that way. They are specialized in all the forms of assault represented in the chapter, but primarily direct their focus on that of Main Battle. where they are traditionally meeting the enemy in medium ranged combat.

The 3rd company, or Righteous Hands, are the first distinctly battle-oriented company, comprised primarily of snipers and heavy weapons specialists. They are lead by Company Captain Diochilles, and they are often the first men into combat and the last ones out. They see that as a point of pride, often taking it upon themselves to see to it that every brother, whether living or deceased, retires from the field before they do. Their valor is held in high regard, even by those chapters who have cooperated with them in the past.

The 4th Company, or Wrathful Angels, are a similarly-oriented company as the Shadow Saints, but focus more on the usage of devastating firepower in exact, concentrated bursts. They are commanded by Company Captain Quirrius, who ensures that his men exact their duty of killing every xeno without compunction or hesitation. Their ways are brutal, but often produce results beyond what even their Chapter Master expects from them. They are a force to be reckoned with, and woe to the opponent who attracts their unforgiving judgement.

The 5th Company, or Shadow Saints are a distinctly scout and small-unit specialized company. Their techniques are comparable to that of the Raven Guard, and they pride themselves in excellence of their infiltrations and covert operations. They are lead by Company Captain Achrazephus, who instills an air of shadowy confidence into his men. He cuts an intimidating figure, and ensures that his men do the same. The company itself is viewed by the rest of the chapter as reclusive, if not effective. Dante-Avila appreciates their clandestine nature, and they serve their purpose well.

The 6th Company, or Infallible Seraphim, are specialized primarily as Assault Marines. They are most recognizable by their variation of rank markings , in which the colors are organized in a lambda symbol rather than a single line down the center of their helmet. They are lead by Company Captain Athanasios. The company itself is specialized primarily to use drop-pods to near-crippling effect. The recent skirmishes in the Necron Wastes have diminished their numbers greatly, however, and currently only operate at 5 squad strength, almost unworkable numbers for any other company, but still devastatingly effective when concentrated on one point.

The 7th Company, or the Revenant Angels, are specialized in close combat from drop-pod deployment. They are commanded by Company Captain Raxus, who bears a reputation as a melee master. His doctrines have carried on into his company, providing a much-needed guiding hand. These marines, dedicated to the art of waging war, are often designated as close-quarters combatants, and are the first to be sent into large-scale conflicts. The Revenant Angels are most easily notable by their helmet markings. Their helmets bear what appear to be stylized tear-stains beneath the eye-lenses alongside their rank insignia.

The 8th Company, or the Imperius Saints, are a mechanized assault company. They are notably a stopgap force, designed to mold to the situation. Led by Company Captain Domitus, the whole of the Imperius Saints are hotheaded like their commander. These marines of the Arbiters, being a support force, are always hungry to get into combat.

The 9th Company, or the Just Arbiters,

The 10th Company, or the Argent Paladins,

The 11th Company, or the Dawn Ascendant,

The 12th Company, or Angels Reborn

## Combat Doctrine

The Arbiters believe firmly in the complete and full usage of the entire chapter's force in combat. They commit their various formations of Astartes into many fronts attacking from all angles. The various moving parts of the attacks sometimes cause hiccups in the plans or logistical short fallings, but their successes are more frequent and crushing. Overwhelming force has always been a part of their doctrine, but as newer and newer technological weapons and vehicles were created, the Arbiters adapted their tactics to utilize the assets they received. The Arbiters, descended from the Dark Angels Legion, are experts in heavy weapons. Adapting that skill, they are also skilled in heavy assault. They utilize every means necessary, often employing the full strength and firepower of the provided weapons they have. The nature of the chapter's assault tactics have lead other chapters to mistake them as White Scars.

The Arbiters of Caliban have inherited the overall prowess of the Dark Angels, but have fused their heavy weapons with other tactics such as the White Scars vehicular assault, and the skills of melee combat that many Ultramarines possess. Their fusion of tactics and skills, alongside their unorthodox, interchangeable company structure, makes them a highly flexible unit, able to adapt to almost any situation they are sent to contend with. Despite their versatile nature, their utmost, inflexible doctrine is to preserve the assault momentum. If they lose forward locomotion in their assault, they risk failure, and even the loss of large amounts of Marines. Their steadfast pressure and reliability in combat has earned the respect of several other chapters, the sheer boldness and explosive fury they unleash near-unmatchable by chapters similar to them.

## Chapter Culture & Beliefs

Amongst the Arbiters, their valor and honor are important, but many eschew their honors to execute their duties, believing that, if lauded enough, a warrior will become conceited, blinded by his own pride. The Arbiters perceived Luther's betrayal as an action taken to retaliate against The Lion due to some invisible or nonexistent slight to his pride. Each company takes their own slight deviation of this believe as one of their foundational values. This plays a major factor to all companies within the chapter, but for the most part, they seldom quarrel over their insignificant discrepancies between doctrines and beliefs.

Collectively as a Chapter, they believe that they must pay their dues as service to the Emperor and the Imperium. Much like other Dark Angels Successors, they will send marines to serve with Deathwing, Ravenwing, Dreadwing, Firewing, Ironwing, and Stormwing. They, like all other Dark Angels Chapters, believe in the full purge of the Fallen, although the Arbiters themselves have not been blighted by the Tragedy of the Fallen. On a company-to-company basis, they have slight deviations of their Oath of the Neophyte. Many share the opinion that their honor is a gift from the Emperor, and that when a battle-brother dies honorably in battle, he ascends to be with the Emperor, awaiting the day when he summons forth his angels, regardless of legion, chapter, or company, and leads them on once more in a crusade to preserve humanity and quell the rebellious races of xenos who now batter themselves against the bulwarks of the Imperium.

Each company holds their own doctrine, but many modify it slightly, as their cultures are separate entities within the umbrella of the Arbiters. For instance, the 1st Command Company's Oath of the Neophyte is *"I am His Angel. I am his fist, his retribution. My honor, Strength, and Loyalty are the bulwarks of his Imperium. My word is sacred, my oaths are final. I will never be blighted by taint nor sickness, I will harbor no fear, no remorse. I am Arbiter, and I deliver judgement to the treacherous."* That same oath, used by every company, varies slightly. In the 13th Mechanized Company, the oath proceeds as follows: "*I am His Angel. I am his fist, his retribution. I shall fear not my foes, I shall stay not my blade. My word is sacred, my oaths are final. I will never be blighted by taint nor sickness, I will harbor no fear, no remorse. I will push on, through the opponent, past the adversity, on into glorious victory. I am Arbiter, and I deliver judgement to the treacherous."* This deviation in companies, despite making some major chasms between doctrines, has yet to have started a rift between each company. Each and every battle brother understands that his fellow marines need him as much as he needs them, and, consequently, there are rarely clashes of theology.

The Chapter, all company iterations aside, use a universal Code of Honor, which binds every brother to the chapter and to the Imperium, further deepening their resolve to stand by the Emperor and The Lion, who has since been lost. It proceeds as follows:

*"I am his Angel. I shall not waiver, nay, I will not falter. My duty is sacred, my role is vital. The foe shall not hinder me, the opponent shall not rise against me. Betray not my Emperor, my chapter, my brothers, my holy duty. Onward, through the foe, past the strife, over the adversity, and on to victory. I am his Angel, and I shall bring Judgement to the Treacherous."*

Such words have galvanized even the faintest of heart, and stirred even the most cowardly of Guardsmen to the most valorous action. When assigned to a new company as a neophyte, will recite the company's Oath of the Neophyte, and then recite the Code of Honor as a ritual. Each word they speak is a step forward, and the application of a new piece of armor. As they advance onwards, they receive the final elements of their armor, finally ending before the Chapter and Company chaplains, who bless him and attach a purity seal either to his right armorial or to the left thigh plate.

The Chapter's specific belief in combat is summarized in a document written by an old epistolary, Khosan, who recorded the following in his small tome of mantras, doctrines, and tactics, named The Combat Codex of the Arbiters of Caliban:

*The Warrior's Mantra*

*The warrior shall fear no evil, for The Emperor protects.*

*The warrior shall fear no blight, for The Emperor heals.*

*The warrior shall feel no remorse, for the treacherous shall not stand in defiance to The Emperor.*

*The warrior shall not fear, for he is what the enemy fears.*

*The warrior shall never hesitate, for his duty is to bring judgement to the Treacherous.*

The Arbiters have all been steeped by this mantra throughout their service, often using it as a repetitive chant as they march to war or as a reassurance when any brother experiences doubt. When they are faced with a difficult choice, they respond with an almost instinctual split response that takes almost no time. This zero-hesitation ingrained into their minds has proven to be a boon to their chapter, saving many lives of the marines, and obtaining victories possibly unattainable had they not made a split decision immediately.

Upon their vessels, the Chaplains or tech-priests of the chapter will speak battle rites and oaths of victory, a common practice, to ward off evil intentions and protect the vessels. One battle rite is as follows, spoken in High Gothic:

*Thy enemies shall fall, thy foes will collapse*

*Thy Weapons shall rain fire, thy engines will propulse us to victory*

*Speed, great vessel, for your day is today, your vengeance is at hand*

*Strike with no fear or hesitation, for yours is the strength of the Emperor.*

These rites are important to the Arbiters, as they see the successful completion of the rites as a good luck charm, a boon on their results in battle. IF the rites are not completed, they will delve into failure, loss, and even annihilation. On the few occasions that the rites have not been completed, catastrophe has ensued. Hence, when the rites are started, the chaplains do not stop for anything, some even holding on to life to complete the rites after sustaining a normally fatal blow.

## Chapter Recruitment

The Arbiters recruit primarily from the Death World Kharkaron, training the Neophytes as they traverse the Segmentum Obscurus. Kharkaron is a desolate place, a deep jungle infested with ravenous, massive cats and covered in bioluminescent foliage. A perpetual overcast rules the skies, and all civilization is beneath the unforgiving surface. Upon the arrival of the Arbiters to the planet, usually once every 5-7 solar years, those who are chosen to be candidates are given a knife and a sword, and sent out into the wilderness to hunt down one of the hunting cats. Once they kill the cat, they are supposed to bring the head and pelt back as a symbol of their prowess, and the pelts are donated back to the civilization, where they convert the pelts into clothing items. Only 3 in 20 of the candidates survive, and usually, over 500 are taken as neophyte-scouts.

The Arbiters' methods are strange, utilizing their live combat as a method of teaching the neophytes. This unorthodox way of selecting the worthy troops proves to be surprisingly effective, as most, if not all neophytes selected are already at a level of combatant prowess seldom seen in neophytes, before they are even augmented. Upon augmentation, they begin a second phase of training, an uncommon occurrence among chapters. This second phase is just as rigorous as before, but it is more focused on honing the skills of the neophytes, forging new bonds with their future battle brothers and learning the skills they will use most often once on the battlefield. Most commonly, the company's neophytes are all organized into scout corps of varying size, depending on the yield of the tithe they took and how many survived the initial trials. After these two phases of live combat training, the numbers of the neophytes have been dwindled down to a smaller, much more skilled and hardy group, which prepares them to become full Arbiters.

Pending their survival of the trials, the neophytes will become Arbiters with the Oath of the Neophyte and the Code of Honor. After earning his armor through the Ascension Rites, he will belong to the company he has scouted for for years. They will further train him as time progresses til he has become as strong as the others. In all, this process can take upwards of 40 years or as little as 25.

The entire process is overseen by the 19 houses of Arbitrarum. These 19 houses are represented by the Company Captains and Chapter Master. When each company needs new recruits to train and recruit, they will address their Captain's house, and then their next visit to Kharkaron will reap a new wave of hopefuls, who are whittled down to the select few who become marines. This process eases the logistical strain on the chapter's command, and it allows a sense of autonomy for each company, which feeds their skill-sets for isolated deployments or any sort of catastrophic losses.

The system of recruitment via the houses is entirely formed of the culture of Kharkaron. On the surface, before the Arbiters were given Kharkaron, there were 19 great houses, and each prided themselves as strong warriors and boasted their prowess in a worldwide tournament each year. When the Arbiters arrived and descended, they were hailed as demigods much more powerful than any warrior on the surface before their arrival. This culture steeped them to be good stock for aspirants, and each company captain took it upon himself to choose a house upon the surface, and recruit from it. As one, the Company Captains appealed the council, and informed them of the decision. The Chapter Master of the time, Augreus Malikor, approved of the decision, which allowed him to focus more wholeheartedly on the chapter's myriad operations.

## Chapter Gene-Seed

The Chapter's geneseed is semi-stable, although there is a highly dormant trait, of which the chapter keeps a wary eye for, despite the trait's rarity. The geneseed itself is either Firstborn or Primaris, and both are quite stable separately. When the Primaris were first instated, the Arbiters were concerned with the ramifications of the new Belasarian Augmentations, but quickly realized the potential of such powerful new troops was what they needed most on their myriad fronts of war. As time progresses, minor incompatibility struggles have plagued the Firstborns trying to forge the gap to become Primaris marines. Many struggled with an uncommon maladie of intense migraines and resurgent nightmares of their darkest moments in the aftermath of the transplants, but their bodies, having accepted the new glands and organs, settle and calm, usually within 30-100 days of the completed implant. No other issues have been found with the augmentation process itself.

### The Dreaded Rage

The dormant trait much dreaded by the dreadnoughts of the Arbiters is known as the Dreaded Rage, which is a severe mental impediment, shutting most sensory and auditory input, and causing the dreadnoughts to spontaneously disengage from all cohesive action and enter a rampage upon the battlefield. The solution to this cursed impediment has yet to show itself, although a cause has been identified by the many Apothecaries who attend to the affected. Many of the chapter's Dreadnoughts are occupied by marines who's wounds have caused irreparable, critical damage, and in some cases, the geneseed has been affected in one way or another. The organs and implants, as well, have been damaged or affected in one way or another. These elements, combined with extended stays within their stasis, cause slow genetic deterioration or loss of information as they age, and can result in the sudden collapse of their mental state for brief periods.

This is the only notable maladie that affects the geneseed, but when it does strike, it will, on occasion, take days to wrangle the dreadnought and treat them correctly, whether that be repairing their geneseed or permanently removing them from the dreadnought suit and interring them within the Sanctified Archangel.

### The Blight of The Primaris

When the Primaris Marines were incorporated into the chapter, the Arbiters accepted them willingly. Their addition was a needed reinforcement to the depleted numbers the Arbiters had struggled to maintain. Unbeknownst to the creators of the Arbiters' Primaris, an unknown flaw was created, whether by Chaos tampering or unintentional slip of hand. This small flaw would forever change the course of almost every primaris of the chapter.

This flaw in the geneseed is known as The Blight. What has occurred is a degradation of the genetic material of the Primaris marines supplied to the Arbiters, which has also carried over into the geneseed crafted by the chapter apothecaries themselves. The extent of the damage is not yet fully mapped, but the physical effects are near-crippling. No Primaris marine is compatible with the dreadnought armors, and if any is made eligible to be interred in a dreadnought, they are doomed instead to death. The Primaris also, despite being larger than the Firstborn Marines of the chapter, are of similar strength and speed, having lost the advantage of the enhancements made by Belisarius Cawl. These ailments are universal across the first Primaris brothers to have arrived at the chapter. Primaris Marines who have come after this initial tragedy have been less affected by the initially corrupted geneseed, having been created from a reserve of Dark Angels genetic material held by the Imperium.

The ailments, now detectable through several scans, almost always set in directly after they cross the Rubicon and full accept or deny the geneseed. The physical effects are not immediately forthcoming, but the sequencing for it has been identified. Research to amend the sequence affected has been stop and go, as the extensive combat conditions the Arbiters often find themselves in rarely give any member of the chapter time to delve deeply into the science and solve the issue.

## Notable Members

* **Augreus Malikor** - Chapter Master Augreus Malikor was the first Chapter Master of the Arbiters and also the company captain of the 30th Dark Angels Company. In the darker years of the Chapter, he led them with clarity and poise uncanny in its precision. He ensured the chapter's survival, as well as the unity of 21st Company with the Arbiters, ensuring that the brothers from both companies would stay together, improving their morale and efficiency.

* **Cyrius Haggaroth** - Chapter Master Cyrius Haggaroth was Dante's predecessor, fallen in combat with the Necrons. Despite his downfall and death, he was a legendary figure. He looked almost as if he were blessed by the Emperor or his primarchs, destined for glory. His gilt appearance further solidified his men's trust and loyalty to him, and he lead them on countless battles, leading the charge for his men in person, not shying away from danger or responsibility.

* **Dante-Avila** - Chapter Master Dante-Avila, the current Chapter Master, leads with strength and definitive power. Despite his chapter being split into two separate crusade fleets, he still maintains contact with the second fleet to make sure they are still holding fast in their fight against the xenos. He has been forced to make extraordinarily difficult choices but has shown his tact and wisdom as Chapter Master.

* **Epistolary Gauntar** - The Librarian, Epistolary Gauntar, one of the original members of the Arbiters, wrote many tomes of knowledge, but is known primarily for writing the Neophyte's *Codex* and the *Codex Et Arbiterius*. He also pioneered the organization system for both the Librarius and Reliquarius. He gave support to Augreus Malikor's efforts to combine the 30th and 21st Companies and also ensured that no data was lost during the fusion.

## Chapter Fleet

The Chapter fleet is composed of 5 ships, The Sanctified Archangel, The Righteous Hand, The Imperius Will, The Harbinger's Wrath, and the Valimie Blade. All five of these ships are behemoths, the smallest being the Valimie Blade at 18 Kilometers, and the largest being the Sanctified Archangel at nearly 50 km in length. These ships provide all the necessities for the Chapter. In the current year, they are split into two fleets to try and cover more ground and preserve what remnants of the Imperium are left on the forsaken side of the Cicatrix Maledictum.

The Righteous Hand and the Imperius Will have been with the Arbiters since their days as the 30th and 21st Companies of the Dark Angels. Their service to the Arbiters has been unwavering and unfailing, their records impeccable. The ships themselves are near-identical copies. They are a standard Battleship pattern Battle barge, each around 21 km in length, and each bearing a variety of cannons, turrets, and drop-pod chutes along the hull and lining the broadside. within the nose of each vessel is held a small chapel and 8 massive Nova Cannons, four to each side of the chapel. Within, either a tech-priest or a chaplain will chant Battle Rites and oaths of victory to speed the vessel, encourage the massive machine-spirit, and protect the vessel from harm. Both of these ships, along with the Sanctified Archangel, currently patrol the Northern-most reaches of Segmentum Obscurus

The Harbinger's Wrath was acquired in the days after the Purge on Chryphus, and was quickly repurposed from the Guard regiment gearset to a more Astartes oriented armament, as well as accommodations such as armories, quarters, and chapels. It is a standard battle barge and now currently serves with the Arbiters in their second fleet. The Valimie Blade was commissioned by Chapter MAster Avila in late M36, and it was swiftly provided to suit the needs of the Arbiters. It is very similar to the Harbinger's Wrath, but is slightly longer and bears a larger armory. Both now make up the power of the second Arbiters fleet, which prowls in the void of the Southern end of the Segmentum Obscurus.

## Chapter Relics

The Arbiters of Caliban have many relics, most of minor importance, or no relative importance at all. However, there are a select few which have been recovered, and hold the eternal interest of those who read their biologies within the vast vaulted chambers of the Arbiters' libraries.

The first of the myriad relics collected by the Arbiters is their chapter symbol, the ultimate weapon wielded by their chapter master. The Fang of the Lion is a power sword blessed by the hands of Lion el'Jonson himself. During a battle amongst the innumerable stars, the Lion made a legendary visit to the battlelines of the 21st and 30th companies of his Legion, and stood by them during an onslaught of Orks. Upon arriving, he picked up a power sword dropped by a killed battle brother. In a rallying battlecry, he reconnoitered the 21st and 30th companies, and led them onwards in a devastating charge that folded the orks back. At the finish of the battle, he left the power sword in the care of the then-company captain Augreus Malikor. From that point onwards, it has become tradition for the Chapter Master only to wield the Lion's Fang.

The second of the most prized relics is a set of 7 power swords, collectively known as the Crown of Agatharios. These swords were deeply imbedded within the ship holds of a lost Dark Angels ship integrated into the Space Hulk Ultima Ratio Regis. Upon their discovery, they were arranged in a perfect circle about the command station of the bridge, still surrounding the long-deceased magos, his many datalinks still connected to the consoles. Upon their recovery, the Arbiters assembled were attacked by foul xenos amalgamations, posthuman abominations fused with tyranid filth. The team sent to recover the relics used them in a manner that both honored the heritage of the blades, and preserved the lives of their team.

The third item of note is a large Crozius paired with a flanged mace. Together, they are known as the Instruments of Holy Wrath. Engraved into each blade of the mace's flanging are the words of several prayers, oaths, and wards. These wards and oaths commit the user to the Emperor and his will. The chaplain who now wields these weapons and holy relics, Chaplain Chymedes, takes these oaths to heart, and prays over the blessed tools of his profession before each and every battle. The crozius is an intricately engraved frame surrounding three stacked skulls and a small gilt parchment that scrolls across the bottom that reads "Damnation of the Wicked". Both items can be used separately, but as they were found together, they are kept together as a single system, an honor to their past.

## Chapter Appearance

### Chapter Colours

Over the years of their service, there have been several changes to the colors of the Arbiters of Caliban. They originally sported the black and white colors of the Dark Angels up until their arrival at the Imperium Secundus. There, they changed their colors to black and gray, rather than the green and red of the rest of the Dark Angels. With these colors they served through the Betrayal of Luther. Upon the destruction of their homeworld, Caliban, they changed their colors to an all-grey color scheme with black markings and gold trim, the grey representing their grief, vengeful wrath, and the ashes of Caliban's desecration. They still bear these colors today, having yet to have finished their service to the Imperium.

### Chapter Badge

The Arbiters of Caliban's Chapter symbol is the flaming relic used by The Lion. It is a point of pride among the Chapter's Champions to use such a legendary weapon. They believe that as long as each member bears the Mark of the Lion, they will carry his strength, victory, and honor with them. They believe firmly that the Lion and the Emperor look over them as they fight for his Imperium. Their graces, along with the Battle Rites, ensure they meet with success.

### Ranking Symbology and Motifs

The Ranks within the Arbiters are all standard Codex-Compliant ranks, but each sports a variation of the rank color designation, mainly displayed on the helmet. The ranks are all the same, regardless of specialization and can be easily distinguished. The markings are striking, and when an officer of any company addresses a battle brother, regardless of unit, they will do as they're told. Such is the respect of the Marines for their brothers and for the ranks their brothers have earned.

#### Ranks

There are mainly ranks, of which modifications are made to accomodate the sub-ranks within each category. Battle Brother, Veteran Sergeant, Veteran Lieutenant, and Captain are the ranks, and each has a modification of color scheme. these ranks are universal, and although the entire chapter utilizes them, the Tech-marines, Armorers, Librarians, and Chaplains are exempt as they either don't factor into the ranking process, or have already distinguishable helmets that require no markings to denote their ranks and specialties.

##### Battle Brother

The battle brother has an unmarked helm, but their armorials, kneecaps and sometimes chest plate markings denote unit, specialty, and squad. Further embellishments such as decorative ropes, plumes, and House shields denote Veteran Status, Honor Guard, and other inter-unit formations.

##### Veteran Sergeant

Veteran Sergeant rank is broken out into two sub-ranks. Sergeant and Veteran Sergeant. Sergeant's striping on the helmet is just two stripes of red coming down from the brow. The Veteran Sergeant bears Full Sergeant's Stripes, with two ed, two blue, and one white stripe descending from the brow. No other markings distinguish them aside from specialty, unit, and squad markings.

##### Veteran Lieutenant

Veteran Lieutenant is broken out into two sub-ranks, just like Veteran Sergeant. Lieutenant's stripes are Simple, two red stripes with a gold stripe between the two. There is space between each stripe. The Veteran Lieutenant has Full Lieutenant's stripes, similar to the Veteran Sergeant's stripes, but with a gold stripe in lieu of white. Some lieutenants have heraldry placards on the front of their right Armorial, and most Veteran Lieutenants bear the red ceremonial rope of Veteran Status. Aside from the heraldry, most are denoted only by their rank, specialization, unit, and squad markings.

##### Captain

Captains are denoted by their striping, three gold stripes separated by two blue. Each captain has their own heraldry placard, each hailing from a different Marine House. Aside from Unit and Specialty markings, no other marks are on the armor. Each bears the red rope declaring their Veterancy, and each has modified their armor additionally, tailoring their loadouts to their liking. Each captain is unique, and their Marine Houses are often filled by the marines of their company.

#### Symbology

The various symbols for each specialty are uniquely developed, however, they are only umbrella categories. Each Company, when denoting specialty, also denote what company the bearer is in as well as adding additional symbols for whether they are Armored Assault, Mechanized Assault, Main Battle, or Drop Pod Assault specialized.

The standard Battleline Marine is denoted by a double sided arrow with their Company number centered. The Fire Support Marines are denoted by one chevron sitting atop a triangle directed upwards. The Company Number is denoted in the front corner of the right armorial. The Close support specialization is marked by a plunging arrow, and the company is marked in the front corner of the right armorial.

Each company captain bears heraldry on a small placard on his right armorial, which represents the house he is a part of. These heraldry placards are an additional point of pride for each Captain, as they are each proud to bear the honors of their house and represent their houses as best they can.

## Relations

### Allies

House Volavat: The Knight House Volavat arrived in a time of need for the Arbiters of Caliban. Their assistance allowed the Arbiters to finish a campaign and preserve the lives of their Marines. If ever faced with a problem, House Volavat can count on the Arbiters to return to their side to help them, should they ever encounter a situation that they needed.

## Notable Quotes

### By the Arbiters of Caliban

"*Let no hesitation stay your blade. Let no fear plague your minds. You are Arbiters. Your duty is to enact the Emperor's Wrath!!! So seize the moment, take to the fight, and let no man stand in your path. Do not falter, do not waver. We are his angels, the scions of Caliban. WE WILL HAVE OUR VENGEANCE.*"
—Chapter Master Cyrius Haggaroth during an Address to his men before their embarkation on a new crusade as two separate fleets.

[Source]

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

[Source]

## Gallery

Arbiters of Caliban Master Dante Avila arrayed in ancient master-crafted Mark IIIc Terminator Armour.Arbiters of Caliban helmet markings. From left-to-right; Battle-Brother, Veteran Sergeant, Lieutenant and Captain.Arbiters of Caliban specialist markings. From left to right; Battleline, Fire Support, Close Support and Chapter icon.The Heraldry of Chapter Master Dante Avila, who hails from the Marine House ValimieA chaplain of the Arbiters of Caliban. He wields the relic of a power mace alongside his crozius to fully maximize his close combat specialty.