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Nobledark Imperium Forces of Chaos
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===Arzach's World=== The Dark Mechanicus enclave of Arzach's World rarely clashes with the Imperium. It hosts no pirate fleets, sponsors no raids, wages no wars, devastates no planets. Perhaps a few far-flung explorator fleets have come to grief at its hands, but such is only an insignificant footnote in the bloody history of the galaxy. Still, the destruction of Arzach's World is a high priority for the Imperium despite this. This is because Arzach's World manufactures and sells gene-seed, to whoever can pay. Mainly the Mk. III MP, of course, easiest to produce and maintain, but also dozens of home-grown varieties. The Magi of Arzach's World have produced many dangerous (to the enemy, even!) mutations of that baseline form. They ask people to use them, offer discounts if they bring reports and mostly-intact corpses back to them. A grand experiment, played out across the flesh of a thousand warbands. Their primary consumer is, of course, the Fallen. The Eye of Terror is hardly a good environment for the delicate work of nurturing immature geneseed, and the purity of Arzachs' product is comparable to standard Mechanicus facilities. But they will sell to anyone with money. Many lesser warbands try to break into the big leagues by acquiring Astartes. And on occasion, on the very fringes of the Imperium, under-resourced loyalist Chapters may find themselves approaching Arzach's World. Their location is hidden. Nearly every Fallen warband in the entire galaxy has ties with them; they can afford defensive sorceries of near-absurd depth. Every sort of divination is foiled, all navigation is for nought. They deal with the galaxy through widely scattered deep-space stations. The ultimate end goal of their experimentation in gene-seed is unknown, but from the slow evolution of their techniques over centuries it is evident that there is one.
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