Hartlords

Hartlords

Hartlords Armorial with Chapter Iconography

Hartlords Hjortvakt

"*You ask me why we do not charge in the midst of the enemy and slaughter our enemies like our fellow scions of Russ. I tell you now it is not because we do not believe in such tactics, on the contrary. No, the reason is that we are the Shieldwall that the enemy breaks itself on before the axe swings down, that is our role. And if you see us when the axe swings down you'd think twice before accusing us of being afraid to fight hand to hand.*"
—Stag-Brother Harkon 'One-eye' explaining how the Hartlords do battle to a Stone Bear
The **Hartlords**, known in their native language of Miklaheimian as the '***Hjort Jarl Miklaheimga***' or the '*Stag Lords of Miklaheim*', are an Ultima Founding Successor Chapter created from the lineage of the savage Space Wolves, comprised entirely of Primaris Space Marines. However, unlike their forefathers and fellow successors the Hartlords are much more calm and disciplined. Furthermore, they prefer to fight at much longer range, utilising heavy weapons to devastate their enemies. This strategy forces their oppenents to charge and break themselves upon the Hartlords lines.

## Chapter History

### Ultima Founding

As the 41st Millennium drew to a close and the Forces of Chaos grew stronger, a miracle occurred - Roboute Guilliman, Primarch of the Ultramarines was revived from his ten-millennia long, near-death slumber in stasis. With his resurrection came the arrival of the newly created Primaris Space Marines, a new breed of transhuman warriors, superior to the original Adeptus Astartes in every way. Gathering the full might of the Imperium's military forces, Guilliman - now the newly-dubbed Lord Commander of the Imperium - launched his Indomitus Crusade outwards into the galaxy, to reclaim those worlds lost to the Ruinous Powers and restore the Imperium to its former glory.

With the revelation of the newly created Primaris Space Marines, Guilliman ordered a new Founding - the Ultima Founding. The Primarch ordered that not only new Chapters would be created comprised entirely of these new transhuman warriors, but also current Chapters of the Adeptus Astartes would be reinforced with the new Primaris. This was the beginning of the Hartlords. Like all their fellow Primaris Chapters, they were created from one of the genetic lines of the nine original Loyalist First Founding Space Marine Legions. This newly incepted Successor Chapter was descended from the gene-seed of the savage Primarch Leman Russ - the Wolf King - a thunder with several other newly formed Space Wolves Successors.

### The *Stag* and the *Bear*

Among the first major Campaign of the Hartlords as a Chapter would be the suppression of a rebellion on the nearby Hive World of Klaihnaal III, in what would turn into a brutal war against not only the Forces of Chaos but also Genestealer Cults. During the conflict the Hartlords would also meet their first fellow Space Wolves Successor, The Stone Bears of Ursaheim.

The Klaihnaal system was originally a relatively minor one, its sole notable feature was its large and highly populated and fortified Hive World and capitol Klaihnaal III. A remnant from the age of strife when the human population of the system on mass fled to the planet and built many large hives and reinforced them extensively to protect them from the predations of Xenos. When the system was brought it compliance during the great crusade, peacefully at the hands of the VII Legion Imperial Fists, the planet retained its large population and fortified hives. The following millennia would pass by unremarkably, save the occasional minor Xenos incursion. This however changed with the 13th Black Crusade, the Breaking of Cadia and the opening of the Great Rift.

Following the Rifts creation the System found itself more exposed than ever before to enemy attacks, and the worlds fortifications and position caught the eye of Segmentum Command, who deemed the world to be made into a Fortress world to help form a solid bastion behind the new frontlines against the forces of chaos. However, this process would be interrupted with the coming of a Chaos Warband, The Impalers of Ash, a mix of Renegades and Word Bearers following the Dark Apostle Charaunn of the Ash. The Impalers soon managed to overwhelm the small naval detachment tasked with guarding the system and made planetfall, what followed was typical of any attack led by Dark Apostles.

Chaos Cults began to spread and be raised at an alarming rate, with the defenders hard pressed to stem the seemingly endless and growing tide of cultists and traitors. However, the Impalers hopes and plans for a quick victory were dashed when, to the shock of both Imperial and Chaos alike Genestealer Cultists appeared from seemingly nowhere, and in extraordinary numbers. Unknown to both parties a Genestealer Cult originating from the fanatical Pauper Princes, The Brotherhood of Holy Consciousness, had been established over a century before and had slowly been preparing for the day their *'Saviours'* would arrive. However, the arrival of the Impalers had thrown the hopes and carefully laid plans of the cult and its Patriarch into doubt, the final straw had been when a group of Chaos Cultists had accidently managed to find the inner sanctum and despite the quick disposal of the intruders the Cult felt compelled to act and launch their rebellion early.

The resulting 3 way war saw the world descend into complete anarchy, with Imperial forces stretched thin enough already calls were raised to destroy the planet via Exterminatus. However, Segmentum Command did not wish to lose Klaihnaal III and its strategic potential, thus it was decided that reinforcements would be sent to end the war and restore the Imperiums control over the world. To this end regiments were collected to form an army group, an Imperial Navy battlegroup was prepared and upon realising that the System was remarkably close to not just one but two Space Marine Chapters a petition to both were sent out. However, in their haste to prepare and relay the petition of aid Segmentum Command neglected to mention that another chapter was being called to aid.

The Two Chapters were by a twist of fate both proud Successors of the Space Wolves, the Hartlords of Miklaheim and the Stone Bears of Ursaheim. Upon receiving the call for aid Hjortkonge Eikthyrnir, Chapter Master of the Hartlords, like a Great and Fair Warrior King who protects his subjects agreed to immediately answer the call and summoned a host of half the entire Chapter, he gathered the Kongedommes *Miklahjortskog, Jotnarjord, Brinnandefjord, Järnfuru, Åskdrakenshöjd* and *Rakkråkakullar*. Whilst the Stag King could have brought more he felt that his force would be sufficient enough to deal with the rebellion, he also did not wish to leave their recently made homeworld of Miklaheim undefended. Thus the Hartlords of Miklaheim soon slipped their keels and set course for the Klaihnaal system.

However, at the same time the Stag King was receiving the petition of aid, the High Jarl of the Stone Bears, Skål the Scarred, also received his chapters petition for aid. Like a Mighty Warrior and Brawler Skål immediately before the petition had even finished boomed a cry that the Stone Bears would answer the call and bring death to the enemies of man. The High Jarl felt this was a perfect chance to help build the chapters reputation and status, and in the process expediate the process of Ursaheims restoration. To this end he gathered 6 of the 12 Clans of the Chapter, *Vætr, Hrútr, Naðr, Draugr, Hlakka* and *Oddløg*. The rest Skål ordered to remain behind, not wishing to leave the newly returned System fall back into the hands of Xenos and have all the hard progress done gone to waste. Thus with savage enthusiasm the Stone Bears made for the Klaihnaal system.

Through either a further twist of fate, irony or sheer chance both chapters fleets would arrive in system at the same time. At first both Chapters were shocked to see another Chapter had entered a conflict the other believed they had solely been asked to join. When the Hartlords asked who these other Astartes were and requested they tell them why they were in the system the Stone Bears responded bluntly demanding they answer the same questions first. The Hartlords, among one of the far more diplomatic and restrained of Space Wolves Chapters responded to the Stone Bears inquiries telling them that they were the Hartlords and had been petitioned to help restore Imperial control to the planet, and that they had been under the impression they alone had been called. The Stone Bears responded by stating who they were and that they had been called alone.

After this both Chapters held their positions whilst discussing among themselves what to make of the situation, both sides were ruffled but for very different reasons. The Hartlords were not so much concerned about another Chapters appearance as the apparent blunt and uncouth attitude of the Stone Bears, however Eikthyrnir accepting the reality of the situation decreed the Hartlords would likely have to fight alongside them and thus ordered his Chapter to honour the name of Russ and not sully his name. The Stone Bears for their part were more angry about how now they would have to share in the glory and honour however Skal silenced them, stating that regardless of this the Stone Bears would still kill the enemies of man, thus they would fight with these Hartlords and show them their strength.

Imperial reinforcements had arrived before both Chapters and had already established control of space around Klaihnaal III; thus, the Chapters met in person on the orbital docking station for the first time. To the surprise of the Hartlords, when the commanders of the two chapters met instead of being met with a group of blunt and uncouth blowhards, the Stone Bears were quiet with no trace of any anger in their tone, whilst the Stone Bears, for their part, under Skal had accepted the reality of the situation and cared only to kill their enemies, the revelation both were of the Space Wolves helped. The two Chapter Masters spoke, and both soon agreed that working together was the best way forward and that they would speak to the imperial commanders of the operation as one voice.

The Strategy that was decided upon was each company would be paired and hit key targets and centres of resistance, and each would do so with the support of the Imperial Guard. Thus, six forces were launched into Klaihnaal III, to devastating effect; each force smashed into their targets and caught their enemies, be they traitors or mutants, completely off guard the Stone Bears wading into the melee and smashing all in their reach, whilst the Hartlords in support reaped a bloody tally on the enemies and allowed the Stone Bears to close the distance with little to no losses. Soon, with support from the Guard, these combined forces were achieving their objectives and putting down countless foes. Skal and Eikthyrnir, fighting side by side and leading their elite companies, carved the bloodiest path, and soon both grew to respect the other, as did their chapters.

Not long after the initial attack, The Impalers of Ash, desperately seeking to turn the tide of Battle, launched an all-out assault on the combined forces of Clan *Hrútr* of the Stone Bears and Kongedomme *Järnfuru* of the Hartlords. Despite their initial element of surprise, the two forces, with their Guardsmen allies, managed to form a defensible position in a ruined enforcer station and sent word for reinforcements. By a stroke of luck for the defenders, the nearest force was the one led by the two chapter masters, who soon arrived and hit the Impalers in the back and inflicted massive casualties, though not before the Traitors had inflicted a number of casualties on the defenders. This defeat forced the Impalers to flee, Charaunn using a fowl ritual to create a portal for him and the surviving Astartes of the Warband to escape, leaving their loyal cultists to be wiped out.

With the defeat of the Chaos cultists imminent, it was agreed by the chapters that they would seek out the Patriarch of the Genestealer Cult and slay the beast, thus cutting the head off the Genestealer horde. Skal and Eikthyrnir gathered a force of half their assembled companies, leaving the others to carry on with wiping out the remaining traitor forces, whilst the Guard was tasked with keeping as much of The Brotherhood of Holy Consciousness occupied as possible as the Chapter Masters would make for the Patriarch. Soon after, a chance recording by a Servo Skull revealed the likely entrance to the Patriarch's lair; thus, both Chapter Masters made for the location. As they advanced, they soon found themselves attacked by numerous Cultists that soon gave way to Mutants and, finally, Genestealers, proving they were on the right path. The Battle was brutal, with hordes of enemies swarming and trying to overwhelm the Astartes, but the Stone Bears hacked them apart and crushed them underfoot whilst the Hartlords laid devastating fire down on them.

Through it all, leading from the vanguard were Skal and Eikthyrnir cutting down countless foes, the two more than once saving the other from an attack, the respect they had growing with every bloody step they took through the enemy, mimicked by their Chapter behind them. Soon, both finally reached the entrance and made their way in, facing attacks from all around; the progress was slow and bloody, but eventually, they made it into the main chamber and sitting upon a throne with a giant statue behind it was the Patriarch, surrounded by a horde of its followers and fellow Genestealers, with a roar it had the horde descend upon the invaders and the Astartes for their part charged in to meet them. Dozens upon dozens of cultists and mutants threw themselves into the Scions of Russ, hoping to drown them in a tide of flesh and bodies, but the Hartlords and Stone Bears cut through and weathered the storm, not without loss, but the enemy paid a far higher price for every fallen brother than could be imagined, even so, the horde seemed endless, more and more kept entering, and the numbers seemed to drop at all barely. However, despite all this, the Astartes were undeniably making progress. They were getting closer and closer to the Patriarch.

Soon, they had carved a path close enough that Skal and Eikthyrnir ordered their elite bodyguards to charge with them as they charged out and cut a bloody way straight to the throne. The Patriarch roared and made to attack, supported by its fellow Genestealers. The Guard of both Chapter Masters engaged the Genestealers as the other Astartes made for their Chapter Masters through the horde. Skal and Eikthyrnir engaged the Patriarch; its physical and psychic attacks saw both Chapter Masters on the back foot, and the Patriarch focused its attacks primarily on Skal. The High Jarl of the Stone Bears found himself being overwhelmed by the Xenos until, with a psychic blast, it sent him flying back and on his back. The Patriarch charged to capitalise on the opportunity until Eikthyrnir charged in as fast as he could, slashed down and cut the joint of its left leg, severing the limb and sending the beast screeching in pain to the ground. Realising what was happening, the horde made for the throne, and Eikthyrnir shouted to Skal to slay the beast before they were overwhelmed. Skal got up and lunged at the Patriarch with his Frost Claws, Winter's Touch and tore the Patriarch apart like a great Bear mauling its victim.

With the death of the Patriarch, the horde instantly fell apart. A number seemed to drop dead, whilst many more seemed filled with terror and fear for the first time and began to panic. The Stone Bears and Hartlords made short work of those who didn't escape fast enough. Whilst they had suffered losses in the process, they had slain the Patriarch and most of the Cults leadership and Genestealers. Klaihnaal III had been saved and returned to the Imperium relatively intact and faster than anticipated, earning the two Chapters high praise from Segmentum command and adding a grand and glorious victory to the tally of the two still young Chapters. More than that, they had forged a deep bond of brotherhood through war and blood, and the two chapters departed to their home systems with a new ally cemented. Whilst it would take nearly three years for Klaihnaal III to be declared free in its entirety of Traitors and Mutants, both chapters had a company that had not been present in the original reclamation sent for six months at a time to aid the world in its purgation operations and to help forge the bond across the entirety of their chapters.

### An Alliance of Green and Gold

The Shadow Mechanicus War created odd bedfellows, and chapters that had never met each other, let alone worked together, were forced to fight alongside. So it was that the Sons of Russ of the Hartlords, a young, vigorous chapter of the Ultima Founding, found themselves fighting alongside the Scions of Guilliman of the Optimus Legion, an ancient chapter from the far 3rd founding.

It was expected that the two chapters would butt heads and fail to work together. The Optimus Legion has long had a tepid relationship with the Space Wolves, who saw them as cowardly and weak. It was unlikely, as well, that a venerable chapter like the Optimus would tolerate disrespect from a young one like the Hartlords. But peace came in the form of humility, as the Stag King Eikthyrnir approached the Master of the Optimus and, without prompting, offered command of the front to him. This sign of respect was well received, and responded in kind, hands shaken in a moment of mutual understanding.

The two chapters fought a brilliant campaign, fighting as one; vast hordes of the heretek's tech-thralls crashed against the unbreakable wall of firepower that was the Hartlords, as the Optimus Marines danced in the skies, outflanking and outmanoeuvring, the hammer to the Hartlord's anvil. In the Astartes Conclaves following the war, the Optimus spoke loud and proud of the honour and fury of the young Hartlords, elevating them in status to chapters far older and more established. More surprising, the Hartlords did not stand idly by as the Optimus were heckled by descendants of the Wolves, and boldly challenged anyone who would dare besmirch the honour of the Optimus.

The two chapters formed a bond of mutual respect; the young and honourable, the ancient and venerable.  It was an alliance that would become necessary, in the years to come, as the two would only face greater challenges, and need the strength the others brought.

## Notable Campaigns

* **Cleansing of Strankaga (Unspecified Date. M42) -** Among one of the Chapters first independent operations was the cleansing of the world of Strankaga of a major Ork infestation near their Homeworld of Miklaheim. The World had been infested for decades with Orks but in the aftermath of the Great Rift an Ork Cruiser belonging to the Deathskulls under the Mek Glutsnark Mekgutz crashed into the world and soon the local Orks rallied to Glutsnark who soon became a Big Mek and threatened to take the entire world for himself. The Hartlords deployed 5 companies and led by their Chapter Master, Kurgric Greyhammer, they successfully managed to slay Glutsnark and most of the Orks, triumphing over the many heavy weapons and vehicles the Mek and his Orks had looted.
* **Battle of Zhoratus (013.M42) -** The first major defeat the Chapter suffered would be at the hands of followers of the Blood God Khorne. The Agri World of Zhoratus had become a gory abattoir of death and blood at the hands of the worshippers and Daemons of Khorne. The Hartlords Chapter Master Kurgric committed nine companies to liberate the world alongside several guardsmen regiments sent in response. Unfortunately, the campaign ended in disaster; with the Imperial forces being overwhelmed and the Astra Militarum cut down, the Hartlords suffered high casualties, and in the ensuing battle, Kurgric Greyhammer was mortally wounded by a Bloodthirster. The Hartlords were only saved by the actions of two of Kurgrics Guard, Eikthyrnir and Harkon, both from Miklaheim; the two, using the fallen chapter masters' weapons to slay the Bloodthirster, weakening the Daemons and followers enough to allow the Hartlords to retreat, but not without losing nearly 400 Astartes. Not long after, the Inquisition intervened and purged the world with the Grey knights, with no knowledge of this reaching the Hartlords. Leaving to their minds a permanent stain upon their honour.
* **Reclamation of Klaihnaal III (Unspecified Date. M42) -**
* **Battle of Torvol Six (Unspecified Date. M42) -** Void Selkies
* **WAAAGH! Jawklaw (Unspecified Date. M42) -**
* **The Battle of Derogold's Bastion (Unspecified Date. M42) -** During the First War of Oaths the Hartlords were one of the main Chapters involved in the conflict to liberate and save the Sarundrax Sector of Segmentum Obscurus, commiting 8 of their Kongedommes to the war. As such the Hartlords fought in many battles, but among one of the largest and most notable for the chapter would be the Battle to claim the fortified world of Derogold's Bastion, as part of the operation dubbed the Northern Charge to Heidronard to relieve and reconnect with the isolated and besieged forgeworld, the planet being located strategically in the most direct and safest warp route to the Heidronard Subsector. The world however had fallen to a renegade Warband, The Helion Brotherhood and their numerous followers who had dug in and thus it was decided that a large combined invasion force of Astra Militarum, Adeptus Astartes, Adeptus Mechanicus and Questor Imperialis would launch an invasion and claim the world as fast as possible before any traitor forces could reinforce it or the nearby Ork WAAAGH! get involved. Thus all 8 Kongedommes, alongside forces from 5 Chapters of Astartes, 14 regiments of the Astra Militarum, 3 Macroclades of the Adeptus Mechanicus and House Hardwyn of the Questor Imperialis invaded the world. The following battle whilst hard fought was a perfect case of combined arms as all the various elements of the Imperial Military fought a brilliant campaign that saw the world conquered ahead of estimations. In this the Hartlords skill and ability to support and excel when fighting besides other forces was on full display.

## Chapter Homeworld

Tanken blir hardare, hjartat desto ivrigare, mod desto storre, nar var styrka minskar.
Har ligger var ledare all nedhuggen, den tappre mannen i stoftet;
alltid ma han sorja som nu tanker vanda sig bort fran detta krigsspel.
Jag ar gammal, jag kommer inte att ga bort, men jag tanker lagga mig vid min herres sida, vid den sa innerligt alskade mannen.
Translation in Low Gothic:
Thought shall be the harder, the heart the keener, courage the greater, as our strength lessens.
Here lies our leader all cut down, the valiant man in the dust;
always may he mourn who now thinks to turn away from this warplay.
 I am old, I will not go away, but I plan to lie down by the side of my lord, by the man so dearly loved.
- Traditional Miklaheim Poem in regards to the loyalty and love the Húskarlar have to their leaders. It is also a common final war poem said before a warrior makes a last stand to die by their leaders side.

 File:Miklaheim.png
Whilst the vast majority of the Space Wolves' successors have made their homes on death and feral worlds, whose human population are usually at most a tribal society, Miklaheim is unique, as it is a feudal world which is safer than the other Sons of Russ homeworlds. Despite this its people are no less brave or skilled in the art of war, thus for this reason and its culture that the Hartlords claimed the World as their own.

### Miklaheim Culture

In certain respects, Miklaheims culture mirrors that of Fenris; the similarities in art style, certain architectural features and the fact that Miklaheimian has been identified as likely being related in some form to Juvik points to a connection of some sort. However, in many other regards, Miklaheim's culture and society are very much different to that of Fenrisian.

Miklaheims culture is very much in line with what would be expected in a Feudal world; Monarchs rule the land with various nobles ruling large tracts of land in their stead, the commonfolk toil away, working the fields, raising livestock, cutting timber and a myriad of other professions, with merchants, smiths and other professionals form a middle class. However, compared to other Feudal worlds, where society is highly stratified and class and profession are typically determined at birth, Miklaheims society is far less stratified and advancing up the social ladder is far more accessible. A legacy of their ancient days, where one's skill and merit were considered far more valuable than the circumstances of their birth, the *Peasant* rank in Miklaheim is a class known as *Freemen*. A Freeman/woman is regarded as a free individual in the eyes of the law and thus is permitted to undertake any profession they so choose, allowing those of talent and skill to climb the social ladder with far more ease than in other Feudal Worlds, they also are afforded more legal protections than Peasants on other worlds typically are. Concepts such as Serfdom and the forceful binding of peasants to the land and to work for their Lord are abhorrent to the Miklaheim way of life. Thus, such forms of servitude do not exist in Miklaheim. Slavery is similarly non-existent; whilst historically practised, it has long been seen as amoral and wrong and thus has been effectively culturally outlawed for a long time.

Miklaheim culture is also rather egalitarian, especially considering its Feudal nature. Women are granted the right to own property and conduct business, they can divorce their spouses on the spot for any reason they see fit, they are seen in the eyes of the law as equals, and a woman's word holds as much weight as a man's in trials. They also can rule and fight, and many of Miklaheims most famous rulers and warriors have been women. In another break from most feudal worlds, the Monarchs have a large council that debates laws, legislation, and advice. These Witenmoots, Wisemen assemblies, serve to advise the Monarch and ensure the Kingdom's interests are maintained. In some regards, it is almost democratic, but the ultimate legal authority still comes from the Monarchs, though they seldom ignore the Witenmoots.

Miklaheims legal system is surprisingly complex despite not functioning like a typical court. The basis of an individual's legal rights comes from a concept called the Folkright. Folkright is the aggregate of rules, whether formulated or not, that can be appealed to as an expression of the juridical consciousness of the people at large or the communities it is composed of. In many regards, the Folkright is a legacy of the old rights and freedoms members of Tribes were granted in Miklaheims past, though modernised, by Miklaheims standards. Another class of laws exist, however, known as Royal laws; these are laws issued by the Monarchs to clarify the older laws. Royal laws are usually written to address specific situations and are intended to be read by people already familiar with the law. Three levels of courts exist, a Moot, Folkmoot and Jarlmoot. A Moot, assembly, is a local community assembly and court where low-level disputes and civil issues, such as land disputes, are resolved; these only require the presence of the local leader and the Law Speaker, a kind of lawyer/Elder who knows the law and is seen as a guide to it. A Folkmoot, Peoples Assembly, involves a larger community, often a local region, and is for crimes such as stealing, murder and other such things; these require a local lord to oversee and require by rule at least 3 Law Speakers to ensure that the law is being followed and all parties are represented, in these assemblies a group of people of good character investigate crimes and then judge the accused. Once judgement is decided and the Lord agrees with their finding, it is taken to the 3 Law Speakers, who then decide upon the sufficient punishment in line with the laws. The Third and final form is the Jarlmoots, lords' assembly; these are much larger assemblies where large-scale disputes, debates on laws, appeals against sentences and the most severe crimes are judged. In many regards, they mirror the Folkmoot, however on a larger scale, in Jarlmoots, a high-ranking lord/lady with four other lords from the same area oversee the assembly, with no less than 12 Law Speakers present to ensure that all parties are represented and that the law is being followed, the group who investigates the crime are larger and are examined to ensure no bias is present. The larger assembly also allows the common folk to try as best they can to influence the law, though with varying degrees of success.

Miklaheim poetry is considered incredibly in-depth and masterful; they carry a deep tradition of storytelling harkening back millennia. They are considered incredibly complex in their mimetic depth and contextual allegories; their Poems are considered truly masterful works; in a break from Fenrisian Sagas, these Poems are recorded and written down to ensure their survival. However, they are written in such a way as to allow poets to add to them, thus weaving their version of it and giving them the depth they are so renowned for. However, one similarity with the Fenrisians is what the Miklaheim call Sagas are considered off-bounds to be written, at least on paper; the people of Miklaheim believe that such potent stories and tales should be honoured for the incredible legacy and stories they represent. Thus Sagas can only be carved in runes and great scenes on walls and rocks. These works of art are the only way a Saga can be recorded, and often one hears it by mouth. However, a third and final form of story exists, one considered highly sacred and to never be written down, the Eddas. In many ways, an Edda is similar to a Saga and Poem. However, they speak of the most important and sacred events and stories to the people of Miklaheim; these stories go back before even the age of Strife itself; an Edda is never meant to be written. It can only be spoken and passed down orally. However, these stories are considered so important and magnificent that they cannot risk being lost. Thus a book of the Eddas exists, one in each of the 12 Kingdoms. The Hartlords themselves compiled a 13th to protect themselves. The Hartlords embrace this rich tradition and are sometimes nicknamed, in jest or insult, the Poets of the Wolves, a title they seem to accept with little insult.

#### Warfare

Despite its far more civilised and peaceful society, the people of Miklaheim are no strangers to conflict; on the contrary, they are considered highly skilled in it. Conflict between the various nobles within the kingdoms and the occasional large-scale wars between the Kingdoms, alongside roaming bands of marauders and bandits, means that the world is seldom ever truly at peace, as well as this despite its wildlife not being as hostile to human life as that of Fenris powerful and dangerous creatures roam the world that can destroy villages and cause immense damage to cities. Thus the People of Miklaheim have not lost their skill in the art of killing from their ancient, more barbaric past.

Warfare in Miklaheim is an organised practice; most commonly, armies of heavily armoured infantry form lines with shields formed into shield walls supported by those with polearms; the infantry in the toe is supported by archers and crossbows who loose volleys of arrows and shoot bolts to weaken the enemy. Heavily armoured knights on horseback can run down the enemy and sometimes break formations with just a single charge or dismount to add to the staying power of the infantry. When the armies clash, it is a brutal battle of will and strength; the two lines push and shock infantry wielding great axes and swords, and Knights, charge in to break the others line and create an opening for the army to charge through, the Cavalry performing a similar action on the flanks. In a call back to the old ways, champions will call out others in duels combatants are honour bound to accept; these duels are sacred, and non are permitted to interfere. As well as this, Skalds will sing praise as the battle goes on. Victories in battles of this type and nature tend to be decisive, with the defeated often having to have had their line broken and the enemy break through to have lost. Thus casualties can be very high. However, many are captured and are later ransomed for a payment known as a *Weregeld*, Man Payment, the price determined by their value in society.

Additionally, due to the many fortifications of villages and cities to defend against the monsters and enemy armies, heavy weapons and sieges often must be undertaken. As such heavy weaponry, when a siege is expected, is usually found within a Miklaheim army to allow for the successful besieging of the settlement. This method of war and fighting, combined with the disposition to a more calm temperament, influenced how the Hartlords wage war heavily.

#### Religion

In Miklaheim tradition, there is only one true God, the *Veratyr*, God of men/being; this is the Emperor. Below him, however, are a number of lesser beings who, although not gods, are to be shown respect to ensure their blessings and to protect the people from the *Eoten*, the voracious and evil beings who seek to consume all they touch. These lesser beings, the *Vanisir*, come in a variety of forms, but among the most prevalent are the Ulfkonge, the Wolfking, the Miklahjort, the Great Stag, the Bludbjorn, the Blood Bear, the Tvåhövdadvarg, the Two-headed Wolf, the Skogsrå, the Forest Wife, the Valfreyja, Lady of the Slain, the Gefjon, she who gives and the Hafgufa, the Island Whale. Dozens of lesser and regional Vanisir exist across Miklaheim. The local Ecclesiarchy has tolerated the practice for millennium; however, it generally would be considered too divergent from the Cult Imperialis to be allowed to continue in its current form by the majority Ecclesiarchy. However, thanks to Miklaheim being made an Astartes Chapter World, this belief system is safe against such attempts to change it. This belief does find itself within the Hartlords, who, like their parent Chapter, have a degree of similar beliefs to their homeworld. However, they are very much believers in the Imperial Truth and know well of the Emperor's original desire to bring secularism to the galaxy.

Since the Arrival of the Hartlords a new addition has been added to the belief of the people of Miklaheim, the *Hjort Jarl Miklaheimga* the Stag Lords of Miklaheim. Since the coming of the Chapter and the recruitment of the people of Miklaheim a belief has spread that the Hartlords have not seen fit to stop, in many respects they encourage it. The People of Miklaheim now believe that the Veratyr wages a great war in the heavens against the Eoten and their minions and monstrous children and to combat them he sends emissaries, the Spiritspeakers, to seek out those who are worthy and take them to Hjortgard where they are transformed into warriors of unparalleled skill and honour. These warriors fight against the forces of evil and when they are defeated they are brought home to be given a proper funeral to allow them to enter the Heavens. Sometimes these warriors return to see their families, other times to call a great trail to find more who are worthy, but often many will never see their lost sons again, only their descendants shall when the time comes to lay them to rest.

### The 12 Kongedommes

Miklaheim is ruled by 12 Kongedommes or Kingdoms in low Gothic, these 12 large kingdoms have developed and grown over the centuries to effectively define the 12 major culture groups on Miklaheim, though it is clear to any observer they all stem from the same original culture. The borders between these great powers remains stationary with brief periods of rapid change and the dominance of a few before the other kingdoms come together to oppose them and the borders return to their original positions.

The High Kings/Queens of these realms are not absolute monarchs, the culture and size of their domains means they have to rule in a rather decentralised manner. Regions known as Earldoms or Jarldoms, depending on the Kingdom, are ruled by Earls or Jarls, who exercise varying degrees of autonomy from the Kingdom, below them are *Húskarlar* and *Thanes*, Thanes being effectively Knights and minor nobles whilst *Húskarlar* are the lords personal companions and thus granted an estate as long as they serve. The 12 Kingdoms are what the Hartlords 12 Companies are named after, listed below are each:

***Miklahjortskog*** *(The Great Stag Forest)* - The largest of all the Kingdoms, Miklahjortskog is a kingdom dominated by rich and vast forests within large river valleys. Its people are proud and hard working,

***Jotnarjord*** *(The Giants Ground)* -

***Grönthav*** *(The Green Sea)* -

***Brinnandefjord*** *(The Burning Fjords)* - The

***Mörkskog*** *(The Dark Forest)* -

***Eldingarúlfasléttur*** *(The Lightning Wolf Plains)* - The least forested of all the Kingdoms

***Järnfuru*** *(The Iron Pines)* -

***Gullbjørnhule*** *(The Golden Bears Caves)* -

***Svartehavet*** *(The Black Sea)* -

***Åskdrakenshöjd*** *(The Thunder Drake Heights)* -

***Kallryggrad*** *(The Cold Spines)* -

***Rakkråkakullar*** *(The Razor Crow Hills)* -

***Dödsvargensrike** (The Death Wolfs Realm)* - The Lost Kingdom, only spoken in hushed tones and treated as half myth.

## Chapter Organisation

Like many of the Space Wolves Successors, the Hartlords do not adhere strictly to the codex, but neither can they be considered like the Space Wolves and many of their fellow successors. Similarities exist and are writ large across the Chapter, its 12 Companies, the way of assigning roles, the meritocracy of the veterans and the command structure, to name the most obvious. Yet the Hartlords are undeniably different to their kin, where they are warbands and simple collections of warriors and hunters; the Hartlords are a medieval army, a retinue of their Lords marching to war and fighting beside them like the Feudal armies from their homeworld. Their very manner of fighting is different, preferring to fight at a longer range and allowing the enemy to charge them to brace for the impact and shatter them against their unbreakable wall. This shows itself in the organisation of the Chapter.

One of the most significant breaks from the Space Wolves is that the Hartlords often, due to their size constraints and the need to maintain full efficacy, replace fallen comrades within squads to maintain their size like codex-compliant chapters. Whilst such an arrangement to the Wolves might be seen as breaking with their character and the brotherhood within their squads, the Hartlords, due to the tenants of the Codex, are forced to undertake this. The Hartlords, rather than bulk at such an arrangement, have instead chosen to embrace it and maintain as strong a bond within their squads as any other Sons of Russ, welcoming new brothers into the fold as their own. This, in part, explains their more tolerant attitude towards those outsiders. Their manner of warfare that naturally causes lower casualties compared to other scions of Russ also makes such replacements less needed than in the Space Wolves.

### Officer Ranks

* ***Hjortkonge*** - Miklaheimian for Stag King, the *Hjortkonge* is the Hartlords equivalent of a Chapter Master. The *Hjortkonge* is chosen by acclamation from amongst the Chapter's Stag Lords upon the death of his forebear, and he will remain the *Hjortkonge* until his own death. The current Hjortkonge is Eikthyrnir, who has led the chapter since its founding.
* **Stag Lords** - A Stag Lord ('*Hjort Jarl*') is the Hartlords' officer who is the equivalent of a standard Space Marine Captain and who commands one of the 12 Great Companies that comprise the full Hartlords' military force. A Stag Lord is always protected by a contingent of Hearth Guard (*Húskarlar)* specifically loyal to him. The Chapter's Great Companies are led by the 12 current Stag Lords, a number that includes the current Hjortkonge, Eikthyrnir. In addition, each Stag Lord is ceremonially the supreme ruler of one of Miklaheims 12 Kingdoms (*Kongedommes*), from which each company receives its name.
* **Battle Leader** - A Battle Leader ('*Thegn*') is the Hartlords equivalent to a standard Primaris Marine Lieutenant. They often act as the right hand of the Stag Lords by providing flexibility and helping to lead their battle-brothers in engagements. They will often lead part of a Great Company when it is divided in order to spread their forces across multiple combat zones.

### Specialist Ranks

* **Law Speaker** - The Law Speakers, also known as the Spiritspeakers or Ånd Talare due to their Skull helmets, are a unique officer class within the Chapter. A combination of the roles of Chaplain and Apothecary found in other Chapters, like the Wolf Priests of the Space Wolves and their equivalents within their successors, the Law Speakers administer to the physical and mental well-being of the Chapter's warriors and also choose the Aspirants for the Chapter from among the people of Miklaheim. They are also charged with helping steer and keep a watchful eye on their homeworld. As such, the Law Speakers are amongst the most commonly seen Astartes by the population of Miklaheim. They are believed to be wandering spirits of the world whose wisdom is vast and whose ire one should never want; as such, they are both feared and respected in equal measure.
* **Rune Seer** - The Hartlords, like almost all space wolf chapters, do not possess Librarians as such because of their great distrust of psychic abilities, which they equate with foul sorcery; instead, the Chapter maintains a number of warrior-mystics known as Rune Seers. Like the Space Wolves' Rune Priests, these potent psykers consider themselves a breed apart from the Librarians of other Chapters. They provide the Chapter with prognostication and shield it from Empyreal threats. They are also responsible for examining the minds of all Aspirants of the Chapter for any sign of Chaotic taint or treachery. Armed and equipped differently from Librarians, Rune Seers wear ancient runic artificer armour gifted by their genetic forebears. When they call upon their unique abilities, they are aided by a unique lattice of psycho-memetic pattern field technology incorporated into the armour. This helps safeguard their person against outside forces and prevents them from drawing too much power from the Warp. Uniquely, Rune Seers do not wear psychic hoods and do not always carry force weapons, what the Hartlords prefer to call Runic Weapons. In battle, Rune Seers are quite potent psykers in their own right and as fierce as any man born of Miklaheim.
* **Forge Master** - The Forge Masters are the Chapter's equivalent of Techmarines. Sent off for training at Mars with the Adeptus Mechanicus, like all Techmarines, they possess an iron mask of vast technological lore behind their outwardly Feudal-Barbaric show of tech-mysticism. Their role is not simply to supply their Chapter with arms and maintain their wargear but ensures it is as self-sufficient as possible. They also stand guard over certain troves of weaponry and schematic patterns gifted to them by the Iron Priests of Fenris and uniquely developed by these ancient artificers. Forge Masters are traditionally attached to the Stag Kings Company and re-assigned to other fighting forces on a situational basis. Forge Masters also have a place in transforming and initiating recruits.
* **Ancient Wardens** - The Dreadnoughts of the Hartlords are generally ancient and wise warriors who spend a great deal of time in dreamless sleep beneath Hjortgard. These were the first Terran and Fenrisian Aspirants of initial candidates who were inducted into the Primaris Project and eventually became the first Primaris Space Marines. Many of them can still recall when Russ still walked amongst men and of his powerful presence when they first boarded the transports that ferried them to the flesh labs beneath the surface of Mars. These venerable brothers are only awakened from their deep slumber in times of great need. The Ancient Wardens possess a particular war-like mien, as most of these warriors had suffered terrible wounds before being placed within the sarcophagus of a Dreadnought. The pain of their mortal wounding often drives them to bouts of killing mania when left conscious. They are rarely awoken from their slumber unless the Chapter requires the utter destruction of the enemy, for these war engines of destruction are never subtle weapons.
* ***Hjortbrandr*** - Equivalent to a Chapter Champion, *Hjortbrandr* means 'Stag Blade' in Miklaheim Juvyk. This individual is hand-picked by the Hjortkonge himself; chosen for their skill-at-arms and personal valour, rather than rank. Only those who commit the greatest acts of extreme personal valour are even considered. However, these are not the only factors. An *Hjortbrandr* is also selected based on their demonstrated record of embodying the chapter's character and humility where others strive for personal glory. Their loyalty and extreme devotion to the protection of the Hjortkonge is their primary duty, even when matching blades with the deadliest of foes in the heat of battle. This chosen warrior is further trained in the arts of duelling by the Chapter's various champions of each Great Company until their very body is a weapon and their every instinct is honed to a razor's edge. The *Hjortbrandr* is also the wielder of the venerable relic sword, *Stags Pride*, an ancient and powerful master-crafted power sword, that most Astartes would need to wield two-handed, but the *Hjortbrandr* is expected to be able to wield it one-handed with their shield.
* ***Kæmpe*** - Equivalent to a Company Champion, *Kæmpe* means 'Champion' in Miklaheim Juvyk. The chosen champion is a consummate warrior and is a Great Company's finest warrior, charged with engaging warlords and champions of an enemy in single combat. Their primary function is to act as their Stag Lord's personal bodyguard and lay down their life if necessary. It is the role of a *Kæmpe* to engage the deadliest foes, to leave their Stag Lord free to conduct the wider battle, rather than engaging in a series of personal combats. These superlative duellists are ready to challenge any enemy leader to single combat in his commander's stead at any given moment.
* ***Merkiberar*** - Standard Bearer equivalent, a *Merkiberar* means 'bearer of the standard' in Miklaheim Juvyk.

### Line Ranks

* **Host Leader** - A Host Leader is the Hartlords' equivalent to a standard Space Marine Sergeant, who leads a 'Host' (Squad).
* **Stag-Brother** -Battle-Brother equivalent. Note that due to the way in which the Hartlords gene seed works, like the Space Wolves and their successors, they do not possess Neophytes as Aspirants are implanted with all the organs after their final trial becoming full battle brothers.
* ***Tjänare*** - Translated as 'page'; Aspirant equivalent.

### Battle Hosts

Like their genetic forebears, the Hartlords form their Battle-Brothers into something akin to their Packs, although they are called Battle Hosts. Each Host will generally be made up of Astartes who have fought together for some time and will work together as of unbreakable stalwarts. The Hosts will work together to measure their opponent, before subjecting them to devastating amounts of fire, cutting down those who charge them to stop this barrage before finally charging their foes and cutting them down in no less brutal a fashion as any that the blood of Russ flows through. The Hartlords have four primary types of Hosts in the Chapter: the Blood Hooves, Grey Wardens, Thunder Horns, and the Hearth Guard.

* ***Húskarlar*** - On Miklaheim, a noble, from a village chief to one of the Great Kings of the 12 Great Kingdoms, will often choose those closest to him to be his personal companions, a Miklaheimian tradition carried over from the hirð warbands of old. In return for their loyalty throughout their lives, the hirð received special consideration. If the leader was a Jarl or other reaver, the hirð received the first choice of the spoils. If the leader was a petty king, the hirð sat at the head of his table, drinking mead and ale, and their Lord gifted them with arm rings of silver, coats of fine mail, weapons, food and lodging. So long as the leader fulfilled his side of the bargain and brought them glory and riches, the hirð were pledged to stand at his side, be his men in all things, and die with him in battle. Since then, the tradition has become more formalised, and now it is a retinue of Knights who similarly stand by their Lord in exchange for gifts and glory. To leave the hirð is more frowned upon unless sufficient justification is given, but in keeping the old ways to some degree, it is not restricted to the rich or noble. Anyone who sufficiently impresses a noble can be offered to join their hirð. Similarly, a Stag Lord will hand-pick a core group of Hartlords who are utterly loyal and have achieved feats of exceptional valour and martial prowess to serve as his Húskarlar or 'Hearth Guard'. These mighty Astartes can lead smaller forces of Hartlords drawn from other Hosts, serve as the Hartlords' version of an Honour Guard for the most experienced warrior in a deployed Hartlord force or serve as the Host leader for a Great Company's squads, imparting their knowledge and experience to their younger charges and serving as the equivalent of standard Space Marine Sergeants.

In true Miklaheimian tradition, in addition to access to the best suits of power armour and the most advanced wargear available to the Chapter, the Hearth Guard has earned the right to wear Terminator Armour. Unlike other Chapters, entrance into the elite ranks of the Hearth Guard is not the result of seniority or Veteran status but is an honour earned directly through merit, through the display of extraordinary acts of courage and heroism under fire. Eventually, a Hearth Guard can rise to the position of Stag Lord, the mighty officer equivalent to standard Space Marine Captains who command one of the 12 Great Companies that comprise the entirety of the Chapter. Because a position in the Hearth Guard is so rewarding and envied by the warriors of the Chapter, there are always those who are eager for glory and a chance to be forever remembered within the Chapter's sagas. This can lead to some friendly rivalry between competing warriors, eager to draw a Stag Lord's attention to their martial prowess in the heat of battle. But sometimes rivals will choose to settle a dispute of honour through holmgang - a ritual trial by combat. But on rare occasions, there is such bitter resentment and ire between competing rivals that the only way to settle the dispute is through an einvigi - a duel to the death. However, due to the nature of the Hartlords, this is not as bad as it is in other successor chapters of the space wolves.
	+ ***Kongekarlar*** - Each Stag Lord maintains a cadre of elite Hearth Guard, comprising the very finest of the warriors under his command. Eikthyrnir is no exception, and maintains perhaps the largest *Húskarlar* of all the Stag Lords, counting among its number many of the greatest warriors in the entire chapter. Eikthyrnir's Húskarlar is so large that it is split into several smaller Hosts, many of which have earned great renown for their deeds, yet when they gather for war at the Stag Kings side they are collectively known as the *Kongekarlar* ('Kingsguard'). These Champions of Miklaheim, the "Unbreable Horns of Eikthyrnir," are always at the Hjortkonge's call, accompanying him into every battle and commanding his armies when the needs of war calls him away. Eikthyrnir's Kingsguard defends him with their lives and slays without mercy those who would raise blades against the master of the Hartlords. They are the shield and sword of the Hjortkonge, fending off enemy attacks before landing the killing blow. To face the Kingsguard of Miklaheim in battle is to face death itself.
* **Thunder Horns** - Within the Hartlords Chapter, the Thunder Horns form a cadre of elite veteran warriors. Wisened and hoary with age, these proud and stoic warriors quite literally bring the Thunder of the Chapter's heaviest weapons, hence the name 'Thunder Horns'. After centuries of long wars, their esteem stands as a mountain, commanding awe and respect from those of lesser years. There are relatively few Thunder Horns within the Chapter, for many warriors die in battle due to their violent lives and taking part in ceaseless conflict. Only a small minority survive to reach a venerable age, their sagas almost complete. However, the Hartlords have a larger number than most space wolf successors due to how they engage their enemies, and a larger number of their original members were of an older age.

These veteran warriors are the oldest living members of the Chapter outside those sorely wounded kindred interred in the chassis of a Dreadnought. They are some of the most ancient members of the Chapter, often being a part of one of the earliest inductions into the Chapter sometime after the Great Scouring millennia earlier. They are renowned for their disciplined and steady demeanour even in the heat of battle and are entrusted with the Kongedomme's heavy weapons. They are the equivalent of a Primaris Chapter's Aggressors and Hellblaster Squads. Some of these venerable warriors are arrayed in modified suits of Mark X Gravis pattern power armour refitted to carry shoulder-mounted missile launchers; they are tasked with heavy long-range fire support. In battle, they are also armed with Flame Gauntlets that allow them to unleash blazing streams of promethium, mowing down any foes foolish enough to get in close proximity of these deadly warriors. Additionally, they come equipped with Bolter Gauntlets able to mow down infantry with terrifying ease.

Having fought and survived so many wars, the Thunder Horns are rarely unsettled, even by the most severe setback. Many accounts within the Chapter's history recount the deeds of the stalwart Thunder Horns, who have held the field against overwhelming odds, even after all others have fled or been slain. Others go into battle armed with Mark III Belisarius pattern Plasma Incinerators; their mission - is to provide covering fire to their battleline and close support brethren - usually in the form of assassination of prime targets, counter-battery volleys or the destruction of enemy armour. Through their use of target selection, superior marksmanship and the timely application of firepower, the Thunder Horns have achieved many victories in the face of overwhelming odds during countless battles. They are considered amongst the key Hosts of the Hartlords.
	+ **Hjortvakt** - The Hjortvakt (Stag Sentinels) are a subset of the Thunder Horns unique to the Hartlords. Despite the chapter's inclination towards ranged combat before engaging in the melee, they are still descendants of the Space Wolves and as such there are those who wish for nothing more than to fight in the melee, even amongst the ancient and tempered Thunder Horns. These skilled veterans become part of the Hjortvakt and serve as the Chapter's equivalent of Bladeguard Veterans. With Storm shields and power swords, they help protect the line and are among those who lead the charge when the Hartlords feel the time to bring blade to the enemy has come. These ancient warriors fight with a ferocity tempered by age, making them fierce duelists.

* **Grey Wardens** - If Blood Hooves survive long enough to mature into seasoned Astartes, they are promoted to the ranks of the Grey Wardens. These veteran Astartes are the equivalent of a Chapter's Tactical Marines. The Grey Warden packs form the greater mass of the Hartlords' warriors. They are strong and resolute fighters, tempered by battle but as hungry for honour as any proud warrior of Miklaheim. They are experienced warriors, dour and sombre, proud of their skills, and rightly honoured by their younger brethren. In battle, they function as all but autonomous units in the field and are largely exempt from the reliance on direct commands from their senior command. However, the Hartlords are also more inclined, moreso than any other successor of the Space Wolves to stay together and heed their superiors orders. They are expected to deal with myriad challenges on their own if need be, and above all to close with the enemy on their own terms; to seek and destroy. The Hartlords preference for heavy weapons and being stalwart defenders means they tend to have a higher number of Heavy Intercessors than other Space Wolf Chapters. Grey Wardens can if needed take up the mantle of Vanguard Suppressors, able to rabidly respond to armoured threats and lay down devastating fire with their Autocannons.

* **Blood Hooves** - A Blood Hoove is a newly inducted Astartes of the Hartlords Chapter and the equivalent of a Chapter's Neophytes or Scout Marines. Blood Hooves are notoriously eager to earn honour and are fiercely aggressive. These hot-headed young warriors cannot wait to prove themselves, always wishing to get into the melee with the enemy in their efforts to garner personal glory. They prefer to fight at close quarters and are armed with melee weapons such as chainswords and bolt pistols. The Blood Hooves are the shock troops of the Hartlords and spearhead the majority of assaults. If they survive to become mature and capable warriors, they will eventually be elevated to the veteran ranks of the Grey Slayers. Despite this, the Blood Hooves are not as headstrong or as wild and ill-disciplined as the equivalent in the Space Wolves and their successors.
	+ **Lightning Horns**- A subset of the Blood Hooves, the Lightning Horns are culled from the ranks of the Blooded Claws when the Chapter needs a swift, hard-hitting assault force comprised of bike squads. The young and ambitious Blood Hooves are well suited to this role. In addition to forming a lightning assault force, Lightning Horns are also responsible for scouting missions and conducting guerrilla attacks deep behind enemy lines. These specialised troops operate as the eyes and ears of their Chapter in the field. Utilising their chief advantage, speed, the Lightning Horns' all-terrain armoured ground bikes can cover ground far quicker than infantry and go where heavier vehicles cannot. Occasionally they are tasked by a Stag Lord with a dangerous quest to track down and slay particularly powerful foes. Given the opportunity to sow the maximum amount of carnage and disruption possible, these young warriors apply themselves with particular relish in performing their duties. Some Blood Hooves are so taken by this role -- not to mention the opportunities for raising havoc that come along with it -- that they demand the right to a permanent position as a Lightning Horn.
	+ ***Himmeljotnar*** - The Himmeljotnar ('Sky-Giants') are a subset of Blood Hooves. This specialist unit comprises the most headstrong troublemakers from each Blood Hooves host and is often "rewarded" by reassignment to a Himmeljotnar Assault Host and thus serves as the Chapter's equivalent of Primaris Inceptors. These heavy assault units are entrusted with variant reinforced Mark X Gravis power armour and equipped with heavy jump packs, which feature dual-cylindrical main thrusters, lateral manoeuvring jets and in-built grav chutes to help control low-orbit drop speeds. Equipped with such formidable wargear, this allows the young warriors to indulge in their desire to break the back of any foe, cracking open their lines and sending the remnants of their army fleeing in sheer terror.

	Heedless of the inherent dangers, Himmeljotnar are well-suited for this dangerous role, as they must be fast, aggressive and hard-hitting in order to make such breakthrough attacks. It is said amongst the more experienced Battle-Brothers of the Chapter that if these youngsters wish to slake their reckless bloodthirst, let them, and if they die in the process, they will still learn a valuable lesson. Though considered a dubious honour by their more mature brethren, the Himmeljotnar are bound and determined to prove themselves in the eyes of their elders. Unafraid and uncaring, they drop from the very edge of a planet's atmospheric envelope and leap from the assault bays of low-orbiting attack craft. Once they lock their jump coordinates on their primary targets, they jet towards their objective, like living missiles. The Himmeljotnar take great joy in watching the enemy crumble beneath the reckless fury of their airborne assault as they land with ground-shattering force and open fire immediately with their bulky but rapid-firing assault bolters in a hail of deadly fire. Truly the most rebellious and free-spirited of all the Hartlords, the Himmeljotnar constantly try to prove themselves. They are known to compete against Hosts of Blood Hooves through friendly contests of combat prowess and achieving the highest number of foes slain in battle.
* ***Vargr*** - The Hartlords are a chapter apart from their fellow successors, where they are Wolves, hunting as a pack to savage their enemies, Krakens tearing them apart or Bears mauling them bloody; the Hartlords are Stag, proud and tempered who's fury is just as deadly as any other beast. However, they are still successors of the Space Wolves and in their veins flows the blood of Leman Russ, the Wolf King, and thus there are those to whom the call of the Wolf outweighs the Stags. These warriors are assigned to the Vargr, Miklaheimian for Dark or Evil Wolf, and form some of the most savage of all the Hartlords, far more like the warriors of the space wolves than the Hartlords. The Vargr operate in small, elite cadres known as Packs (squad-sized formations), this unique combat specialist formation is tasked with performing rapid infiltration and lightning assaults. They are akin to the standard Primaris Reiver Squads of other Primaris Chapters.

Like all Reivers, the Vargr are terror troops, able to instil pure terror into their enemies masterfully. As elite assault and terror specialists, the Vargar are given further specialised training and the finest wargear. Arrayed in Mark X Reiver pattern power armour, they embody the hunger for death that lies in the heart of their inherited genetic heritage of Russ. Their battle plate is forged with lighter ceramite, and a streamlined design, which allows for greater mobility, and its servo-motors are engineered to be completely silent. Usually deployed behind enemy lines, though occasionally they will fight side by side with their fellow Hartlords, they scythe down whole enemy units in a cacophony of bolt carbine fire, grenade detonations and deadly blades. The resultant slaughter sees their fallen enemies strewn about the battlefield - broken and lifeless - a perfect psychological tool that sows fear and confusion in the ranks of their still-living foes.

* ***Jägare*** - Vanguard Eliminators are a rare sight within the Space Wolves and their successor chapters, the principal reason being that their method of war is close quarters to the enemy, where snipers fair poorly. Additionally, those who would be of the mindset for such a role are often found within the Space Wolves Wolf Scouts and their equivalents in other chapters, and finally, it is seen by some, particularly the more savage chapters, as a poor way to earn glory and be considered worthy of a Great Saga. This is not the case for the Hartlords, who see in the Eliminators a perfect hunter who can take out an enemy commander or monstrous beast with a single shot. This acceptance comes from their homeworld of Miklaheim, which despite its relative safety, is still a world inhabited by many dangerous and powerful creatures, as such groups of hunters known as Jägare, Miklaheimian for Hunter, will traverse the Wilds to hunt the most dangerous and those who have killed men. It is a lonely existence that consumes their lives; thus, they are both deeply respected and, by their very nature, outcasts. The Hartlords have thus taken this custom to heart and deploy Hunts (Squads of 3) of Jägare to act as scouts and hunters.

Jägare Hunts utilise a particularly stripped-down version of Mark X Phobos Pattern Power Armour. This allows them to operate with maximum discretion as they stalk their prey. Their primary armament is the Mark III Shrike Pattern Bolt Sniper Rifle. The optical sights of this weapon can be tailored for any situation, from thermoscopic vision to precision Auspex scans that can penetrate several feet through solid matter. Once marked, there is nowhere for an Eliminator's prey to hide and no amount of protective armour that can stop the killing shot.

* ***Hyrndurúlfur*** - An ancient martial tradition taken from the native people of Miklaheim, the hyrndurúlfur (translated in Low Gothic as 'Horned Wolf') is a lone warrior who seeks to forge his fate by cementing his legend through individual feats of great battlefield prowess to be told in the great sagas in across the Kingdoms of Miklaheim, from the simplest tavern to the great drinking halls of the high kings. As the name implies, the totem animal of the hyrndurúlfur is the wolf. This Miklaheimian term refers to dressing in a ritual costume made from the hide of the totem animal, an outward reminder of the wearer's having abandoned the confines of their humanity and become a predator of the wild. To become a hyrndurúlfur, a warrior must undergo a process before being admitted into this elite group of warriors. They spend a period in the wilderness, living like their totem animal and learning its ways, obtaining their sustenance through hunting, gathering, and raiding the nearest towns. Through such trials, the candidate ceases to be an ordinary human being and becomes a 'wolf-man', more a part of the wilds than civilisation. Henceforth, the hyrndurúlfur can induce a state of possession by his kindred beast, acquiring its strength, fearlessness, and fury.

This ancient shamanistic practice has become far rarer on Miklaheim, it is now considered a relic of a bygone age when village raided village, and chiefs ruled the lands; very few partake in such practices now. However, the Astartes of the Hartlords still venerate and observe it. Such warriors are usually young and gifted Astartes who undergo a similar right within their ranks. They go into the wilderness to seek out and slay a fearsome Miklaheimian Great Wolf that roams the vast lands and forests of Miklaheim, believed to be descended from the famed Fenrisian Wolves. Upon slaying their quarry, these warriors forever after clad themselves in the pelt of the ferocious great wolf. Like their totem animal, hyrndurúlfur are known to congregate into a group, known as a 'pack', and seek to do battle with the most fearsome of foes.

Armed with a variety of melee and assault weaponry, the hyrndurúlfur seek to emulate their totem animal, hunting down their prey and unleashing their savagery upon their foes. Performing the roles of Assault Intercessors of other Primaris Chapters, these berserk warriors are usually placed within the ranks of the Chapter's most formidable shock assault elements of a Kongedomme. Whilst in the throes of a hunters frenzy, these battle-brothers seek nothing more in battle than to rush into close quarters with the enemy and tear them apart in a hail of blood, seeking to accomplish great deeds of heroism and valour upon the field of battle, so that they will be remembered in the Chapter's sagas for all time. The Hartlords, for their part, usually hold them back, waiting for the right time to unleash them upon the enemy to maximise their potential. This is achieved on a reasonable level, with the hyrndurúlfur often managing to get through and charge into the enemy before their commander would have wished. Some older Hartlords see these warriors as blowhards and impetuous, little more than rabid wolves, while their younger brethren in the Blood Hooves see them as inspirations to aspire to.

* ***Ärradhjort*** - Over time, as a Hartlords Host fights and gains experience, they pass through the ranks, and eventually those skilled enough, often the survivors of the original squad, make it into the vaunted ranks of the Hearth Guard. However, sometimes a Host will suffer particularly severe casualties, leaving a lone survivor who has not yet earned a place amongst the Hearth Guard and finds it al but impossible to mix with his new host. These lone warriors are known to possess an air of vengeance and doom, for the horrors of witnessing their kin being cut down in the heat of battle causes many of them to become something hollow and seek vengeance beyond reason.

As vengeance incarnate, these so-called **Ärradhjort**, or Scarred Stag, are possessed with an all-consuming impulse to kill and kill again and will stop at nothing to avenge their fallen kinsmen. Consumed by a strange blood-soaked ennui, they are driven to hurl themselves into suicidal assaults against the most monstrous foes or worthy enemies, intent on either earning great glory on behalf of their slain companions or earning a magnificent death in glorious battle. Only through their deeds of incredible heroism or sacrifice can such warriors atone for the 'sin' of survival and restore honour for their dead kindred. A small minority of those who succeed in their suicidal quests for atonement and survive are accepted into the Hearth Guard, while the rest have at least earned an honourable death in combat like their fallen companions.

### Order of Battle

The Hartlords Companies in many respects mirror that of the Space Wolves and their Successors, though this originally was more coincidental than deliberate, 12 companies exist, each being named and based on one of the 12 Kongedommes of their Homeworld, to the point they are even called Kongedommes and not Companies. All bar the first have 80 Astartes, with the Hjortkonges Company having 120, bringing the Chapter's strength to the Codex-imposed limit of 1000. Rumours abound however that the Hartlords do not adhere to this rule, more due to their heritage and dislike by the Inquisition than any truly substantial evidence. The Hartlords for their part deny such rumours utterly and are more than happy to prove that they can combine the rules of Guilliman and the legacy of Russ in their organisation.

The Kongedomme of Hjortkonge Eikthyrnir is the greatest company within the ranks of the Hartlords. Heroes all, none are more so than the stalwart and fanatically loyal warriors of Hjortkonge Eikthyrnir's own Great Kongedomme. For over a century, the 'Stag King' has commanded his warriors into battle on war-torn worlds across the width and breadth of the galaxy, in some of the deadliest warzones. The Hjortkonges '*Húskarlars*' (or 'Hearth Guard') accompany the Hjortkonge wherever he may go, especially into the thickest of the battle, slaying the enemy without mercy and willingly laying down their lives if necessary. Among these Champions of Miklaheim, known collectively as the "Miklahjortskog" after the Kingdom of that name, number some of the Hartlords' greatest warriors and boast the largest Hearth Guard in the Chapter, each one a renowned fighter and skilful leader.

111.M42, this is the current disposition of the Chapter is as follows:

**Hjortkonge Eikthyrnir**
**Chapter Champion**
***Kongekarlar* Hosts**

**Command Squad:**
***Law Speaker***
***Rune Seer***
***Forge Master***
***Merkiberar* (Standard Bearer)**

**Thunder Horn Hosts**
**Grey Warden Hosts**
**Blood Hoove Hosts**
**Lightning Horns Hosts**
**Himmeljotnar Host**
**Hjortvakt Hosts**
***Hyrndurúlfur* Hosts**
***Ärradhjort*** **Host**
**Ergilhelm Witchbane**
***High Law Speaker***
**Law Speakers**

**Ragnar Mountainbreaker**
***High Rune Seer***
**Rune Seers**

 **Svenhard Ironhorn**
***High Forge Master***

**Thegn**
**Thegn**

***Kæmpe***
**(Company Champion)**
***Hearth Guard* Hosts**
**Honour Guard**

**Command Squad:**
**Law Speaker**
**Rune Seer**
**Forge Master**
***Merkiberar* (Standard Bearer)**

**Thunder Horn Hosts**
**Grey Warden Hosts**
**Blood Hooves Hosts**
**Lightning Hosts**
***Himmeljotnar* Hosts**
**Hjortvakt Hosts**

**Vargr Packs**

**Ancient Wardens**  | **Stag Lord Vindler Stormsword**
**Thegn**
**Thegn**

***Kæmpe***
**(Company Champion)**
***Hearth Guard* Hosts**
**Honour Guard**

**Command Squad:**
**Law Speaker**
**Rune Seer**
**Forge Master**
***Merkiberar* (Standard Bearer)**

**Thunder Horn Hosts**
**Grey Warden Hosts**
**Blood Hooves Hosts**
**Lightning Hosts**
***Himmeljotnar* Hosts**
**Hjortvakt Hosts**

**Vargr Packs**

**Ancient Wardens**  | **Stag Lord Ogmund Fireaxe**
**Thegn**
**Thegn**

***Kæmpe***
**(Company Champion)**
***Hearth Guard* Hosts**
**Honour Guard**

**Command Squad:**
**Law Speaker**
**Rune Seer**
**Forge Master**
***Merkiberar* (Standard Bearer)**

**Thunder Horn Hosts**
**Grey Warden Hosts**
**Blood Hooves Hosts**
**Lightning Hosts**
***Himmeljotnar* Hosts**
**Hjortvakt Hosts**

**Vargr Packs**

**Ancient Wardens**  | **Stag Lord Logan Darkblade**
**Thegn**
**Thegn**

***Kæmpe***
**(Company Champion)**
***Hearth Guard* Hosts**
**Honour Guard**

**Command Squad:**
**Law Speaker**
**Rune Seer**
**Forge Master**
***Merkiberar* (Standard Bearer)**

**Thunder Horn Hosts**
**Grey Warden Hosts**
**Blood Hooves Hosts**
**Lightning Hosts**
***Himmeljotnar* Hosts**
**Hjortvakt Hosts**

**Vargr Packs**

**Thegn**
**Thegn**

***Kæmpe***
**(Company Champion)**
***Hearth Guard* Hosts**
**Honour Guard**

**Command Squad:**
**Law Speaker**
**Rune Seer**
**Forge Master**
***Merkiberar* (Standard Bearer)**

**Thunder Horn Hosts**
**Grey Warden Hosts**
**Blood Hooves Hosts**
**Lightning Hosts**
***Himmeljotnar* Hosts**
**Hjortvakt Hosts**

**Vargr Packs**

**Ancient Wardens**  | **Stag Lord Edmundr Greathammer**
**Thegn**
**Thegn**

***Kæmpe***
**(Company Champion)**
***Hearth Guard* Hosts**
**Honour Guard**

**Command Squad:**
**Law Speaker**
**Rune Seer**
**Forge Master**
***Merkiberar* (Standard Bearer)**

**Thunder Horn Hosts**
**Grey Warden Hosts**
**Blood Hooves Hosts**
**Lightning Hosts**
***Himmeljotnar* Hosts**
**Hjortvakt Hosts**

**Vargr Packs**

**Ancient Wardens**  | **Stag Lord Dvordin the Mighty**
**Thegn**
**Thegn**

***Kæmpe***
**(Company Champion)**
***Hearth Guard* Hosts**
**Honour Guard**

**Command Squad:**
**Law Speaker**
**Rune Seer**
**Forge Master**
***Merkiberar* (Standard Bearer)**

**Thunder Horn Hosts**
**Grey Warden Hosts**
**Blood Hooves Hosts**
**Lightning Hosts**
***Himmeljotnar* Hosts**
**Hjortvakt Hosts**

**Vargr Packs**

**Ancient Wardens**  | **Stag Lord Gunvald Blackeye**
**Thegn**
**Thegn**

***Kæmpe***
**(Company Champion)**
***Hearth Guard* Hosts**
**Honour Guard**

**Command Squad:**
**Law Speaker**
**Rune Seer**
**Forge Master**
***Merkiberar* (Standard Bearer)**

**Thunder Horn Hosts**
**Grey Warden Hosts**
**Blood Hooves Hosts**
**Lightning Hosts**
***Himmeljotnar* Hosts**
**Hjortvakt Hosts**

**Vargr Packs**

**Thegn**
**Thegn**

***Kæmpe***
**(Company Champion)**
***Hearth Guard* Hosts**
**Honour Guard**

**Command Squad:**
**Law Speaker**
**Rune Seer**
**Forge Master**
***Merkiberar* (Standard Bearer)**

**Thunder Horn Hosts**
**Grey Warden Hosts**
**Blood Hooves Hosts**
**Lightning Hosts**
***Himmeljotnar* Hosts**
**Hjortvakt Hosts**

**Vargr Packs**

**Ancient Wardens**  | **Stag Lord Jormund Frosthorn**
**Thegn**
**Thegn**

***Kæmpe***
**(Company Champion)**
***Hearth Guard* Hosts**
**Honour Guard**

**Command Squad:**
**Law Speaker**
**Rune Seer**
**Forge Master**
***Merkiberar* (Standard Bearer)**

**Thunder Horn Hosts**
**Grey Warden Hosts**
**Blood Hooves Hosts**
**Lightning Hosts**
***Himmeljotnar* Hosts**
**Hjortvakt Hosts**

**Vargr Packs**

**Ancient Wardens**  | **Stag Lord Svarnir Bloodspear**
**Thegn**
**Thegn**

***Kæmpe***
**(Company Champion)**
***Hearth Guard* Hosts**
**Honour Guard**

**Command Squad:**
**Law Speaker**
**Rune Seer**
**Forge Master**
***Merkiberar* (Standard Bearer)**

**Thunder Horn Hosts**
**Grey Warden Hosts**
**Blood Hooves Hosts**
**Lightning Hosts**
***Himmeljotnar* Hosts**
**Hjortvakt Hosts**

**Vargr Packs**

## Chapter Equipment

Being an Ultima Founding Chapter, the Hartlords are equipped almost entirely with the latest weapons and vehicles the Imperium has produced in millennia. From the beginning, the Chapter was fully supplied with Primaris weaponry, but early on, they did utilise older patterns of vehicles alongside the new Grav Vehicles of the Astartes. However, this was always a stop-gap measure, intended to be used until the Hartlords could be fully supplied with the new grav vehicles, this was achieved by the outset of the First War of Oaths, and since then, the Hartlords have exclusively used Primaris vehicles,, keeping the older vehicles in storage in case the need arises or in other cases giving them to chapters more in need. The two exceptions to this are the Stormwolf Assault Boat and the Stormfang Gunship, the Hartlords utilising both in a similar manner to how the Space Wolves use them.

The Hartlords are a flexible force that utilise many of the vehicles and equipment that Primaris Astartes Chapters will use, though it is quite clear the Chapter utilises some much more than others. The Hartlords are not a fast attack force; their way of war is slower and more planned, their favourite in essence being a metaphorical shield wall for the enemy to break on, though they are still very capable of many different operations. Thus Vehicles such as the Raider Pattern Combat Bike, Invader ATV and Storm Speeders are not a common sight in the battles of the Hartlords. Instead, the Hartlords prefer to utilise Repulsors and Gladiators.

### **Specialist Equipment & Vehicles**

**Niveran pattern Bolt Rifle**

After searching for a Bolt Rifle that could provide accurate and precise fire and still be highly effective in closer quarters, the Hartlords discovered the Niveran pattern Bolt Weapons. The Niveran pattern Bolt Rifle is a bullpup variant of the Mark II Cawl Pattern Bolt Rifle, built originally on the Forge World of Nivera. Retaining the accuracy and range of the standard weapon in a smaller package, albeit at the cost of being more complicated to manufacture. Upon successfully petitioning the Forgeworld to help supply their chapter, they were able to secure permission for the Forge World of Heldenheim to build both the bolt rifle version and to utilise the knowledge to create a further version, based around the Cawl pattern Heavy Bolt Rifle. Shortly afterwards they began limited production for the Hartlord's use. The new weapon has been designated the Heldenheim pattern Heavy Bolt Rifle.

**Heldenheim pattern Heavy Bolt Rifle**

After securing the rights to produce and experiment with the Niveran pattern Bolt Rifle, the Forgeworld of Heldenheim decided to focus its attention on seeing if the design could be applied to a Heavy Bolt Rifle. This in part was driven by the Forgeworlds desire to thank the Hartlords for helping them secure the rights to produce and experiment with the Niveran, knowing the Hartlords predisposition towards heavy Intercessors Heldenheim sought to see if it could provide the advantages of the Niveran for a Heavy Bolt Rifle. After much experimenting and extensive testing they finally managed to produce a functioning model, the Heldenheim pattern Heavy Bolt Rifle. Like the Niveran pattern, the Heldenheim Pattern is a bullpup variant of the Heavy Bolt Rifle. It retains the accuracy, range and power of the standard rifle in a smaller package, and similarly being more complicated to manufacture, it also cannot be equipped with drum magazines and thus has a slightly lower capacity and generally cannot be used for suppression. However these drawbacks to the Hartlords are outweighed by the benefits, allowing them to fight in much closer and urban environments and bring the firepower of a Heavy Bolt Rifle with the ease of movement of a boltgun, thus it is often seen used by Heavy Intercessors expected to be engaged in close quarter firefights.

## Chapter Recruitment

The way in which one becomes a Hartlord, like the Space Wolves and their Successors, is dictated by the nature of their unique Gene seed, and the unique first organ that without which one cannot become an astartes and yet it is also the most deadly that is implanted, the Canis Helix.

Recruitment for the Hartlords takes two forms, the first is a constant supply of recruits gathered by the Law Speakers, also known as the Spiritspeakers, or Ånd Talare

## Combat Doctrines

Amongst the Scions of Russ, the Hartlords are unique, whereas their fellow Space Wolves successors are a bloody axe or a Wolf; they are an unbreakable shield that breaks the enemy before the axe swings down. They fight in a disciplined manner, engaging the foe at long range, and are perfectly fine with the enemy charging them instead of the other way around. They also carefully plan their assaults, unlike some of their fellow space wolves, planning and executing their battles with a discipline seldom seen by Space Wolves Chapters. Despite all this, they are no mere pushovers in the melee; on the contrary, the Hartlords are as capable of crushing their foes in the melee as any Space Wolves chapter; they simply choose more to embrace the nature of warfare from their homeworld. Form an unbreakable shield wall and let the enemy meet you, and once they have broken themselves upon the wall, charge out and strike, and the battle is yours.

They favour heavy intercessors and heavy weaponry for their ability to inflict damage at long range, breaking the foe so it may shatter on the metaphorical Shield wall. Sometimes the Hartlords, before contact is made, will charge at the enemy, with the assault elements leading in multiple areas across the line like the horns of an Antler; the Hartlords charge in and smash their foes in a way mirroring a tactic from their homeworld known the Hjorthorn, Stag Horn. Despite this favouritism for this tactic, the Hartlords are far from unadaptable; they can adapt and fight in many different environments and settings, preferring not to lose the flexibility their parent chapter is known for entirely, though they inevitable with their specialisation have lost some degree of this.

Whilst the Hartlords, like any force of Astartes, is an incredibly powerful military force in its own right, able to win wars for a planet with but a single company and defeat many kinds of foes, the Hartlords truly excel when they are fighting besides other elements of the Imperiums military and fellow Space Marines. The Hartlords speciality in long range engagements and heavy weapons makes them a very powerful supporting force, be it to other chapters, the Astra Militarum or even the Adeptus Mechanicus, providing heavy fire and an unbreakable bulwark for their allies. Thus the Companies of the Hartlords often find themselves fighting alongside fellow astartes and other elements of the Imperium, their temperament and culture making the process far more smooth and workable, though this is also further helped by the fact that the most common Astartes the Hartlords fight besides are fellow successors of the Space Wolves.

## Chapter Beliefs and Culture

The culture of the Hartlords is among the more unique cultures of not just the Space Wolves' successors but that of other Astartes chapters. The cultural similarities between them and the Space Wolves are visible, but it is also different, almost refined. That of their homeworlds heavily inspires their culture.

### Beliefs

One of the most similar aspects between the Hartlords and the Space Wolves is the influence of their Homeworlds beliefs on them. Whilst the Hartlords retain the knowledge and belief in the Imperial Truth, the secular ideology of the Great Crusade, they still retain some form of their old beliefs, superstitions and rituals. On their Homeworld before a battle priests will lead a prayer that the entire army partakes in to thank the *Veratyr* and pay respects to the relevant Vanisir before battle commences, this is to ensure should they fall in battle their spirit shall be guided to the realm of the *Veratyr*, if this is not done they risk their souls being consumed by the *Eoten*, the Hartlords similarly go through the same ritual, however with the religious tone removed, the Lawspeakers will initiate the prayer and once done the Hartlords will march to battle.

### Interactions with Mortals

The Hartlords, in many regards, have inherited their parent chapters view of humans and their role within the Imperium, they are the protectors of the Imperium, but the Imperium is its people as much as the stellar empire, however, they do, reluctantly accept that sometimes some must be sacrificed for the greater good of humanity. Mortals who earn the respect of the Hartlords, often by fighting bravely and with honour, are held in high regard by the Chapter, the Astartes being proud to fight and die beside them and even honouring them in the Hall of Remembrance and their sagas and songs. When on campaign with the human forces of the Imperium, the Hartlords at first might be aloof, but once the humans earn the Hartlord's respect, this aloofness disappears; they interact with them and aid them where they can. Hosts of the Chapter will often encamp amongst the soldiers of the Imperial Guard and break bread with them, sharing stories of their homeworlds and raising spirits with song and tales of past victories. This means the Hartlords and Militarum Regiments often work incredibly well together, with the Hartlords helping to rally the Guard and drive them to incredible feats and victories.

This mentality is also writ large in their interactions with the people of their Homeworld. The Hartlords will often, when present on the world, partake in special ceremonies and events with their mortal families or descendants; when a *Fyrd* is called, they will have several Astartes present to see the gathering and the following trials. For these reasons, they are well known to the people of their Homeworld, and the task they undertake, if through the lens of superstition but to the Hartlords, it is seen as a balance that works for them, allowing them to remain close but not at the expense of their duty. This connection and interaction with the population of their world is in contrast to many other chapters, even more so than the Space Wolves themselves. However, it is not to the degree of some, like the Salamanders, Tidebenders, Nemean Lions, Iron Drakes, Immortals, Lightning Wraiths and Redemptors.

### Language

Each Astartes of the Hartlords is fluent in several languages to facilitate their ability to operate effectively. The Hartlords all speak Miklaheimian, the native tongue of their Homeworld; it is a unique language; some terms and words seem to be similar to Low Gothic whilst others are more akin to *Juvjk* of Fenris, the similarity between the two languages is undeniable and yet it is in several ways distinct. In addition to this, the Hartlords pride themselves on learning all the languages of their fellow Sons of Russ, including Helheimic, Hrímgardian, Freyan, Múspellsheimr Juvyk, Fjordlingar, Minas Juvyk, Ursaheimic and Wurgen and Juvik of the Space Wolves to name but a few. In addition, every Hartlord recruit is taught High and Low Gothic so they can communicate with other Imperial forces effectively. Mastering the multitude of languages is thus an essential step in their training.

### Funerary Customs

On Miklaheim, the dead are traditionally cremated in funerary graves or on funerary boats, the family, with the help of a priest, are responsible for the burial of the dead, and it is considered a significant event and almost sacred duty. The Hartlords have adopted this themselves to the point if a Brother falls in battle, his remains will be gathered, the corpse placed in a stasis pod to await return to Miklaheim. Once the body is returned to Miklaheim, it is first taken to Hjortgard for the fallen name to be carved into the hall of remembrance and his saga recorded, followed by his placement in a coffin with funerary clothing made specifically for the deceased showing his deeds and story, his body will also be filled with a substance that will mean once set aflame the body will be destroyed and no trace will remain to ensure the secrets of the Astartes cannot be stolen. This is followed by a day of isolation with those closest to the deceased. Usually, his squad and those he had deep bonds with; these Astartes then, wearing their power armour, will pick up the coffin and, being led by a Lawspeaker, will carry it outside Hjortgard, all Hartlords along the way, falling silent and not taking their eyes off the fallen.

When the coffin is brought out to the open, it is led into a transport, and the procession is flown to nearby the deceased's family or, if they are no longer living, his closest living descendants. The Astartes then bring the coffin on foot to the family, without their helmets bar the Lawspeaker, who never removes his; the Lawspeaker will tell them of his death and say a funeral shall be held, and they shall help. These funerals are always private family affairs for the sake of fairness to ensure all receive the same degree of respect and mourning. The Astartes will help the family, and with their help, the burial usually is ready within a day or two; a local Priest is summoned, as is the custom. The priest will speak the rites, and all the normal procedures will be followed, then the Lawspeaker will speak and tell of his deeds and enact his rituals. At this point, the body is set alight, either by one of the Hartlords or a member of the family; all watch in silence until the body is gone, and then the Hartlords and the family share a night together and honour the deceased before the following morning they leave, leaving behind a pendant of a stags head for the family, a sign that one of their own was one of the Hjort Jarl Miklaheimga. If the Astartes were an orphan or could not find the closest kin, the process occurs in Hjortgard, with the Astartes acting as the family, and the pendant is embedded into the wall of remembrance.

### The Feudal and the Feral

The Hartlords know well they are different in many respects from their parent chapter and, indeed, many of their successors. Where they are loud, rough and, to the eyes of outsiders, near barbaric and feral, the Hartlords are calm, refined to all intents and purposes; they are akin to chivalrous knights, if a little rough themselves. Such differences in character would lead one to believe that this would cause tension and strain the relationship between Hartlords and others of Russ. However, the Hartlords embrace the differences of their kin, choosing instead to seek brotherhood and show respect for their way of war and culture rather than view themselves as somehow superior to them. This tolerance comes from their own Chapters' differences in culture within itself.

Within the Hartlords are a group of Astartes honourably known as the *Gamlir Vlka*, the Old Wolves. These are the original Astartes of the Chapter, born of Fenris and not from Miklaheim. Despite their attempts to embrace the ways and culture of their new homeworld and their Chapter, they, in many ways, keep to the old ways, their character and culture closer to Fenris and the Space Wolves, whilst the Chapter also tries to maintain these ties it is not to the level of the *Gamlir Vlka*. This initially caused some contention until Eikthyrnir, the first chapter master from Miklaheim, ascended to command and worked hard to resolve it. In the end, the Hartlords adopted a culture of tolerance that the Old Wolves mirrored; instead of fighting over their differences, they chose to emphasise they were all sons of the Wolf King and like any litter, there would be those who were different, but no less valuable to the pack, taking much inspiration from the fact Russ himself was accepted and raised by a great she-wolf and despite how different he was to his borthers and sisters was no less valued within the pack. Thus the Hartlords honour and respect the Old Wolves, seeing them as the link to their origins and ensuring they do not break from the ways of their kin too far.

## Chapter Gene-Seed

The Hartlords proudly bear the gene legacy of Leman Russ. However, they are unique in that their brothers appear to have some differences from their parent Chapter and fellow scions of Russ. Their gene seed is stable and displays some interesting qualities. When it is introduced into the people of Miklaheim, their genome seems to limit the effects of certain parts of the Canis Helix on the brain development of their aspirants. Thus, The Hartlords seem to have inherited their much more civilised and calm demeanour, though the warrior spirit is still very evident. As proud inheritors of Leman Russ, they feel a strong sense of kinship with all those who share the Wolf King's genetic legacy. Though their fiery emotions and fury is kept in far more check than many of their kind, the Hartlords' battle to contain their inner fury is no less intense.

Among the much more noticeable quirks of their gene seed seems to be its effect on the development of an Astartes. The Hartlords gene-seed, like all of those of the Space Wolves and their ilk, changes Astartes over time, with age causing the Astartes to calm and contain their energy and fury far better than in their youth, this is writ large in the Space Wolves in how they organise their squads. The Blood Claws are the young and energetic, the Grey Hunters the middle-aged and more calm, and the Long Fangs the old and wise. Whilst it is no different for the Hartlords, this maturing seems to happen at a faster pace, with the Hartlords' Blood Hooves, their equivalent of Blood claws, maturing faster than their Space Wolves counterparts. This, however, does not seem to mean the Astartes of the Hartlords age more quickly; Imperial genetors research into the phenomenon found that the Astartes had not aged any faster than usual; they simply had matured faster and outgrown their wild youth. This has the effect of the Hartlords having fewer Blood Claw equivalents than other space wolves chapters and a higher proportion of their equivalent of Long Fangs, Thunder Horns.

Some other notable differences are that among the scions of Russ, the Hartlords' hair does not grow greyer; instead, it tends to go browner. Their fangs also are among the shortest of the Space Wolves Successors. This can lead some to believe they are unrelated to the Space Wolves, something the Hartlords are always quick to correct. Their character also seems very much different to other space wolves, where they are much more fierce and, some would say, bestial, while the Hartlords are more calm and civilised. It has been theorised this is caused by a combination of the genetics of the people of Miklaheim combined with their culture and rapid maturity, thus calming the beast within the Hartlords. This fury is still present within the Hartlords, it is kept in better check, and when it is released, it is akin to the fury of a Stag rather than the savagery of a wolf.

The Hartlords primarily achieve this taming of the fury via two rituals. The first is known as the Hjólfarið, The Rut. The Chapter uses the Rut in effect to allow the fury and energy that builds up to be released in a controlled environment. The Astartes perform it in special arenas made solely for the Hjólfarið. A number of Astartes who wish to partake will remove their armour, and once they enter the circle, they allow the emotion and fury to release; this makes the Astartes seek the other out, and in their state of fury, an intense wrestling match occurs. Combatants seek to force the other out of the ring, but the use of kicking is not allowed, often they end up with both Astartes pushing against each other with the occasional punch up and wrestling to the ground before it seems to return to a sheer contest of will and strength inevitably. Once it is done, the Astartes return to normal, and the fury is released. The second is a ritual known as the Kyrrðinni, The Stillness. In effect, it is a meditation the Hartlords partake in. Using methods from other Astartes chapters and practices of their Homeworld, the Hartlords can enter a meditative state almost entirely unheard of among the Space Wolves. What occurs in their minds and souls during this trance is something only the Law Speakers and Rune Seers may know. These rituals are crucial to allowing the Hartlords to contain the beast within them to the extent they do.

With these factors and the advent of Primaris technologies first introduced to the Space Wolves, the Chapter hoped that the inherent genetic flaw of the VI, the so-called 'Curse of the Wulfen', had finally been overcome. Their fervent hope was that they would finally find the key to overcoming the unique effects of the Canis Helix. However, this was not to be, as after several decades, a number of Hartlord warriors, fewer than most but still present, like those unnumbered Space Wolves before them, were prone to becoming overwhelmed by their inner savagery during the heat of battle and descending into a berserk frenzy. For some, this state is only temporary and subsides after combat ceases; the transformation is irrevocable and complete for others. They transform fully into the feral lupine-like creatures known as Wulfen and serve the Hartlords within squads of these fell creatures from that point onwards, in effect sentenced to the unspoken 13th or lost Kongedomme, the ***Dödsvargensrike***, the Death Wolfs Realm.

## Deathwatch Service

The Hartlords have in many ways inherited the resentment towards the Inquisition carried from their Space Wolves forefathers. In spite of this they still send Astartes for the Long Vigil when required finding it an honour to take the black and work alongside cousins and brothers all the same. The Hartlords sent to the Deathwatch have been known to comport themselves well and be reliable and highly skilled, though non have stayed beyond their initial tour, always choosing to return to their chapter.

## Notable Members

* ***Hjortkonge* Eikthyrnir** - The current Hjortkonge (Stag King) of the Chapter, Eikthyrnir, ascended to the position a mere 12 years into the Chapter's existence. Born on Miklaheim to the Royal family of Miklahjortskog, Eikthyrnir was not high in line to inherit the throne. But when the Hartlords claimed Miklaheim and first began to recruit from its population, the young Prince was among the first to be chosen due to his skill in arms and integrity. He would survive the trials and become one of the first Miklaheimers to become an Astartes; Eikthyrnir would go on to prove himself time and again, eventually, in astounding speed, be elevated to the Guard of Kurgric Greyhammer, the then Chapter Master. However, in a battle known infamously as the Battle of Zhoratus, the Hartlords would suffer many casualties at the hands of Daemons, including Kurgric. Eikthyrnir and Harkon would each take one of his weapons to avenge their dying master, Harkon claiming his mighty sword and Eikthyrnir his unbreakable shield; together, they would slay the Daemon responsible. The experience changed both Astartes profoundly; for all intents and purposes, it seemed to mature them as they soon became akin to Grey Wardens in mentality and character. Kurgric survived to be intured into a Redemptor Dreadnought, but knowing a successor had to be chosen and realising that the Hartlords were changing and that they needed someone from their new home to lead them and help guide the Chapter, he declared Eikthyrnir would succeed him as Chapter Master. The following decades saw Eikthyrnir lead the Hartlords in their transformation from Space Wolves into the Hartlords of Miklaheim; his character, charisma, and the support of Greyhammer helping immensely in this process.

A true embodiment of a Miklaheim King, Eikthyrnir is a calm and just warrior king to whom honour, chivalry, and skill in war are paramount, he is a calm and steady yet proud soul who does not anger easily, but when he does, it is a fury few can match. He is well aware of his age and that of his chapter, as well as his inexperience and, thus, is humble to those whose age, wisdom and skill surpass his and the Chapters, though never entirely at the expense of their pride. Whilst some might think he is weak, too inexperienced, preferring to hide behind words and might be too idealistic to lead a Chapter, those who have witnessed the Stag King wage war and fight know well this is far from the case. He wages wars with no less ruthlessness than other Chapter Masters of the Space Wolves successors; his is simply a different demeanour and level of experience, a proud Stag who has been made to fight but is no less brutal than any other beast. He is a skilled warrior, though not the best within the chapter. He also displays a keen instinct for tactics and strategy, his inexperience holds this back, but his true strength lies in his masterful oratory skills; his ability to connect with others and rally friends and allies is near legendary among the Sons of Russ.

Despite all this the Chapter Masters struggle to contain the Fury is no less challenging than the others, in many regards it is all the harder. The fury and strength he unleashes during the Hjólfarið is so intense that only the best and strongest among the chapter will take him on during it, those weaker doing their best avoid him, when he undertakes the Kyrrðinni it lasts longer than almost any others. The beast within him rages and struggles to have him become the boisterous, arrogant and bestial warrior the gene seed normally creates, to howl out with wild fury and let the galaxy hear his call, but Eikthyrnir resists it. His character, background and the example and character he has created for the Chapter forces him to keep it on check, a struggle that to this day he has won, but the Stag King knows that he must fight the same battle daily. Eikthyrnir however strives to never lose this battle for the sake of the Chapter and all they have achieved.
* **Stag Lord Thormund Beastbane** - Current Stag Lord of Kongedomme Twa (Two), Jotnarjord (The Giants Ground).
* **Stag Lord Vindler Stormsword** - Current Stag Lord of Kongedomme Tra (Three), Grönthav (The Green Sea).
* **Stag Lord Ogmund Fireaxe** - Current Stag Lord of Kongedomme For (Four), Brinnandefjord (The Burning Fjords).
* **Stag Lord Logan Darkblade** - Current Stag Lord of Kongedomme Fyf (Five), Mörkskog (The Dark Forest).
* **Stag Lord Hildulf the Hunter** - Current Stag Lord of Kongedomme Sesc (Six), Eldingarúlfasléttur (The Lightning Wolf Plains).
* **Stag Lord Edmundr Greathammer** - Current Stag Lord of Kongedomme Sepp (Seven), Järnfuru (The Iron Pines).
* **Stag Lord Dvordin the Mighty** - Current Stag Lord of Kongedomme For-twa (Eight), Gullbjørnhule (The Golden Bears Caves).
* **Stag Lord Gunvald Blackeye** - Current Stag Lord of Kongedomme Tra-tra (Nine), Svartehavet (The Black Sea).
* **Stag Lord Gunvald Drakeslayer** - Current Stag Lord of Kongedomme Dekk (Ten), Åskdrakenshöjd (The Thunder Drake Heights).
* **Stag Lord Jormund Frosthorn** - Current Stag Lord of Kongedomme Elleve (Eleven), Kallryggrad (The Cold Spines).
* **Stag Lord Svarnir Bloodspear** - Current Stag Lord of Kongedomme Tolv (Twelve), Rakkråkakullar (The Razor Crow Hills).
* **Ergilhelm Witchbane** - Current High Law Speaker.
* **Ragnar Mountainbreaker** - Current High Rune Seer.
* **Svenhard Ironhorn** - Current High Forge Master.
* ***Hjortbrandr* Harkon Thunderblade** - Current Chapter Champion.
* **Ancient Warden Kurgric Greyhammer** - Original Chapter Master and now intured within a Redemptor Dreadnought

## Chapter Fleet

The Hartlords despite being a young chapter have an impressive fleet

* ***Great Fury* (Courageous Class Battleship; Flagship) -** *Great Fury* is a Tranche 1 Courageous Class Battleship and serves as the Flagship of the Hartlords. She was found a drift by a patrolling fleet of the The Hammers of Illumination chapter during the early years of M39. The vessel was damaged and no trace of her crew was found after the boarding action. The Hammers thus claimed her as their Flagship, a role she served with distinction for nearly 2,000 years, until during the 13th Black Crusade she was lost to the warp, believed destroyed, the entire Chapter would soon suffer a similar fate, being destroyed at the hands of Chaos. However, in 006.M42 she was found by the Hartlords near their homeworld, just as before no sign or trace of her crew could be found. Seeking a Flagship of their own the Hartlords claimed her and had her brought to a nearby Forgeworld capable of repairing the damage. After 41 years she was deemed ready for service once more and soon would lead the Hartlords in their response to the First War of Oaths where she would distinguish herself. Great Fury is utilised as a powerful battleship and command vessel, from where the Hartlords can help direct their wars. Her weapon systems are potent, with a powerful Grav and Plasma Canon turret, a number of macro cannons, torpedo tubes and hangars below the batteries and in the prow.

However her most powerful weapon is a massive coilgun that lies on the top of her batteries. The Hartlords call it the *Spear of Fury*, it is in effect a magnetic accelerated launch tube, firing torpedoes that are more than double the standard size. These are shot through the gun and thanks to the magnetic coils the torpedo is accelerated reaching incredible speeds and with the help of some minor guidance systems can accurately hit a target at extraordinary range, the only drawback is like most Imperial Torpedoes they can only go in a straight line, it also has been found they are not particularly effective in close range. There are two types of torpedo that can loaded, a standard torpedo but just larger, the second is an armour piercing "slug" that can punch straight through a ship but doesn't explode, meaning it can only do significant damage when striking a critical system, such as the reactor or command bridge.

## Chapter Relics

* ***Stags Pride*** - An ancient and powerful master-crafted power sword wielded by the Company Champion or *Hjortbrandr*. The mighty sword is a symbol of the position and all Hjortbrandr's are expected to be able to wield the sword one handed with their shield in the other, despite the fact that most could only wield it with two hands. The current bearer of Stags Pride is Harkon Thunderblade.
* **Thunderguard** - A mighty Relic Shield, Thunderguard differs from other Relic shields in that the Skull of a Giant Miklaheim Elk adorns its face and not an Imperial Martyrs. Thunderguard is a nigh unbreakable shield upon which countless enemies have broken themselves upon, it is currently wielded by Hjortkonge Eikthyrnir.

## Chapter Appearance

### Chapter Colours

The Hartlords take great stock and pride in their appearance; like Knights, they display their colours and heraldry with a pride that can match any of the Scions of Russ. Hartlords predominantly paint their battle plate a forest green, the colour of the vast woodlands that cover their homeworld, with brown coloured couters, the chest plate, most of the feet, the faceplate and parts of the poleyn and backpack. The trims are painted gold. The Aquila Imperialis or stag-variant chest icons are also gold in colour, whereas those of the Old Wolves have a wolf-variant icon. The Chapters icon is borne proudly on the left pauldron, whilst on the left poleyn, a rune denotes the company, or Kongedomme, number.

In many respects, the Hartlords are similar to their parent chapter, the Space Wolves, regarding their adornment of trophies, fetishes and other such iconography. However, unlike the Space Wolves and many Space Wolves' successors, this adornment does not look barbaric; instead, it looks far more akin to knights and the refined and complex displays of Feudal Worlds. This is caused in large part to the influence of their homeworld. Thus, tabards are common, helmets that look more akin to a knight's helm, and other such features are commonplace, so much so that some have questioned whether they are descendants of the Space Wolves. However, at first glance, the Hartlords appear unrelated to the Space Wolves; it does not take long to see the influences that make clear the Hartlords and Miklaheim are related to their culture. Fur trims on tabards and cloth are common, and all cloaks are fur from the beast of their homeworld; they wear horned helmets, and whilst animal skulls and teeth are not common, they are used; the runes displayed are identical to those of the Wolves, rune stones dangle from chains, the iconography whilst different still shows similarities with the style of Fenris. The Old Wolves, however, look far more like the Space Wolves.

#### Host Markings

Like the Space Wolves, Hartlords display their individual squad markings emblazoned across their right shoulder pauldrons calling them Host Markings. Each Host marking is unique to its Host, its own personal heraldry, and often features a symbol in reference to their Kongedomme; they also vary according to the Host's role. Thus, they are used to identify an individual Host and its role. They, therefore, tend to be more detailed than other Space Wolves markings and follow more of a pattern for hosts with specific roles, but it still varies more than codex-compliant chapters. The armoured vehicles of the Hartlords also bear much of the same iconography as the warriors themselves; transports share the Host marking of their passengers, while battle tanks and support vehicles often bear the Host symbols of their crewmen, the same rules applying.

#### Honour markings

The Hartlords deeply respect and appreciate acts of bravery, courage, honour, chivalry and skill among their brothers and proudly display markings and personally chosen badges that denote these acts. These markings are typically painted or carved into the Power Armour and personal weapons of the Hartlord. Markings can be placed anywhere but the left poleyn and pauldron. They also can find themselves on a Hartlords tabard if they have one or their shield. Where a vehicle or its crew have performed extraordinary feats of bravery or sacrifice, it will be marked by an honour badge. Metal etchings are often Silver but can also be Gold.

These badges take many forms, mainly inspired by those of their homeworld, with some from the Space Wolves and their successors, though the majority come from Miklaheim. A formal system of honour awards in the Chapter does exist. However, given the nature of their homeworld, there are so many different symbols and markings that it appears utterly random for all intents and purposes. All that matters is that the Hartlords' fellow Brothers can understand the significance of the symbol and what it means, and as they are taught every symbol and its meaning, this is no problem. However, some honour markings are more common than others, though as a young chapter, they have not yet reached a special significance like some have to the Space Wolves over time.

## Relations

### Strained and Troubled Relations

 Marauding Eagles | File:Marauding Eagles SP.png | The relationship between the Hartlords and the Marauding eagles is among the most strained, not so much due to the actions of the Hartlords themselves but more due to the fallout between the Eagles and the Crimson Prowlers, the subsequent incident leaving dead Astartes and bad blood between the two chapters. For this, the Marauding Eagles swore eternal enmity towards the Prowlers and all the scions of Russ who allied with them. Thus, the Hartlords were, in many respects, doomed to have strained relations with the Eagles from the beginning. The matter was not helped when the Hartlords attempted to make peace with the Marauding Eagles but were rebuffed furiously and aggressively by the Eagles and told in no uncertain terms that should the Hartlords or any Sons of Russ ever cross their path again, they would avenge their fallen.

### Enemies

 Heretic Astartes | File:Chaos emilien-morisset.png | The Hartlords primary enemy, without a doubt, is the followers of the Dark Gods. Like most of the Sons of Russ, they stand guard to repel the forces of the Traitors near the Eye of Terror.

## Notable Quotes

### By the Harlords

"*Stonewalls hear me! We have bled together, fought together, died together against these Orks, these Xenos. You have truly earned your names, you have faced the fire, the death, the horror and you have stood unbreakable and unyielding. Let me tell you the Hartlords can see no greater honour and glory than to stand with you and die with you, you shall always be remembered in our Sagas and songs, and the Great Hall of Remembrance itself shall bear you upon it and be all the greater for it! You have honoured those who have stood before and held, and now in Emperors name we stand once again and the Emperor himself looks upon you with Pride! For the Imperium! For Tyras! For the Emperor!*"
—Hjortkonge Eikthyrnir, Chapter Master of the Hartlords speech to the Tyrasian Blackhearts during the battle of Tyras Prime during the invasion of WAAAGH! Jawklaw.
### About the Hartlords

*Feel free to add your own*

"*I've fought alongside the Hartlords on a few occasions, I like them. Less boisterous than many of my brothers, and can take a hit. They're also not as adverse to ranged combat as some of the other Grondhof of the Saekonungar. To let the enemy break upon you before you batter them into a bloody pulp? That is way of the Boar Clan, and as Saelordr of the Hofborka, I can find no truer friends to fight alongside. So come, sons of the Stag, let us break our foes together!*"
—Arnkel Broken-Tusk, Saelordr of Hofborka of the Sea Kings
## Trivia

* The original basis and idea for the Hartlords stemmed from the Authors love of Space Wolves having been a longtime fan of the Chapter, their deep interest and passion for Viking Age Britain and Scandinavia and playing tabletop simulator with his friends and creating a successor of the Space Wolves with the Stalwart and Long-range Marksmen traits.
* The Chapters culture, nomenculture, traditions and ranks are all inspired by Anglo-Saxon and Norse culture from the Viking age. Part of why the Author made the Chapter was to create a Space Wolves Successor Chapter that was more grounded in actual historical Viking Culture.
* The idea for a Medieval Viking world came from the Authors own work on a fantasy world for his novel series called Tyrannoc, where a region called Norjord exists which is in many ways viking age vikings brought into the 1350s but retaining large parts of their old culture.
* The Hartlords language, Miklaheimian, is a combination of Old Norse, Anglo-Saxon/Old English, Modern Swedish, Norwegian and Icelandic.
* The preferred tactics of the Hartlords are inspired by Viking Age warfare tactics utilised in Britain and Scandinavia, Shieldwalls, Boar Snouts and other such tactics.
* They were once called Long Fangs the Chapter which is a fair statement and characterisation of them.
* Hart is the old English term for a Stag.