Nobledark Imperium Drafts: Difference between revisions

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'''This page is part of the Nobledark Imperium, a fan re-working of the Warhammer 40,000 Universe. See the [[Nobledark Imperium|Nobledark Imperium Introduction]] and [[Nobledark Imperium|Main Page]] for more information on the alternate universe'''


It is the 41st millennium. For more than a hundred centuries the Eternal Emperor and Empress have been joined in their holy union. He is the last relic of a lost age when hope and wisdom ruled the galaxy, still clinging to his purpose of forging a better future, and she is the last remnant of an ancient pantheon, a mother watching over dying children brought low by their own hubris. Together, they are the Masters and Guardians of Mankind and Eldar, the keepers of the Last Alliance, the embodiments of the Imperium to which a hundred sapient species swear their fealty.
It is the 41st millennium. For more than a hundred centuries the Eternal Emperor and Empress have been joined in their holy union. He is the last relic of a lost age when hope and wisdom ruled the galaxy, still clinging to his purpose of forging a better future, and she is the last remnant of an ancient pantheon, a mother watching over dying children brought low by their own hubris. Together, they are the Masters and Guardians of Mankind and Eldar, the keepers of the Last Alliance, the embodiments of the Imperium to which a hundred sapient species swear their fealty.
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*When is present day?
*When is present day?
*Repercussions of Imperium/Eldar alliance?
*Repercussions of Imperium/Eldar alliance?
*add new canon from gathering storm and 8th e


== The Imperium: Then ==


 
''"Of course we are at war. Why on Old Earth's green soil would you believe we are not at war. We are in what is essentially a siege position, with an unfortifiable border stretching an entire 360 degrees for several light years in every conceivable direction. [[Chaos|Our]] [[Orks|enemy]] has no concept of "rest" or "armistice" and can pop up at any time, on any side, in any position within the massive amounts of space between the mud marbles that we call the worlds of the Imperium. The Imperium is always going to be at war. Why would you ever believe otherwise?"''<br>
== The Imperium: Then ==
- Primarch Rogal Dorn, showing his usual level of tact


=== A Brief History of the Early Days ===
=== A Brief History of the Early Days ===


Stuff
Maps of Old Earth, circa M30


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Image:Old_Earth_before_the_Unification.png
Image:Old_Earth_before_the_Unification.png|Pre-Unification
Image:Old_Earth_after_Unification.jpg
Image:Old_Earth_after_Unification.jpg|Post-Unification
</gallery>
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=== Governmental Structure ===
==== Ursh ====


The Imperium is vast and covers a little over a million inhabited worlds of humans and xenos and the styles of governance of these worlds varies greatly from one planet to another. Represented under the ever watchful Aquila can be found meritocracies, stratocracies, bureaucracies, plutocracies, oligarchies, theocracies, monarchies, aristocracies, democracies and many others. All of these are local systems usually confined to a single solar system or planet or even a nations on those planets.
<div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''''The Nightmare of Old Earth:'''''


The Imperium itself is a dictatorship under the rule of the Emperor who operates mostly via benevolent indifference. As a general rule the Imperium does not care what you do so long as you pay the tithe and don't rock the boat.
Of all the national entities that existed when the Warlord emerged on Old Earth, none is perhaps as infamous as the Empire of Ursh. The Tyrant of Gredbriton consorted with the Ruinous Powers and used horrific chemical weaponry, but few others in Gredbriton actually worshipped Chaos and thus his ability to do widespread damage was limited. The Pan-Pacific Empire was an absolute nightmare to its own people, but seemed largely unconcerned with the world outside its borders. The Yndonesian Bloc was a brutalistic theocracy, but also tended to be rather isolationist. The Merican junta was an expansionistic, nationalistic military state, but at the very least it did not treat its citizens as disposable, if only to protect the investment, and the people there had at least some standard of living. Ursh, by contrast, shared all of these negative features with its contemporary empires and suffered none of the limitations. The Empire of Ursh was a major influence in the histories of numerous other Unification-era countries, including Terrawatt-Uralia, Duscht Jemanic, Bania, the former components of the Everlasting Tharkian Empire (including Macedonia and Achaemenidia), the Nord Afrik conclaves, the Afrique League, Merika, Ind, Sibar, Sino-Japan, and the Khanate. In many ways, the Unification of Earth can be directly tied to the rise and fall of the Empire of Ursh.
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The only time when the Imperium does care is when one of it's few rules is broken to a degree that they can't pretend to not see it any more. The rules being:


1. Pay the tithe
The Empire of Ursh was originally founded in northeastern Azia, on the banks of the Amyur River. Despite containing fertile riverlands, this area was never an important center of industry and agriculture during the Dark Age of Technology, and so was spared from some of the worst of the horrors of the Old Night. The ancestors of the people who would come to form the Empire of Ursh came from such ancient, long-forgotten countries as Russia or China, but they nation they ended up founding would become a completely different entity altogether. The first ruler of Ursh was a rather eccentric man named Kalagann the Great, who in spite (or more likely because) of his eccentricity, was able to unite the various pocket kingdoms, city states, and villages around the Amyur River into an actual nation-state. Early historians often described Kalagann as nothing more than a prelude to the infamous cruelty of the Despots, but later historians have found that there was nothing to suggest that Kalagann was as evil as his successors. Indeed, Kalagann seemed to be genuinely concerned for the welfare of his people, and there is no evidence that Ursh had yet been corrupted by the Ruinous Powers. Ursh was one of the first nation-states to rebuild from the metaphorical and literal fallout of the rebellion of the Men of Iron and the beginning of the Age of Strife, and for a while it seemed like Ursh was going to be the pinnacle of civilization on Earth, an illustration that society could rebuild from the Age of Strife. However, a few years after Kalagann’s death, it all started to go wrong.
2. Don't worship the gods of Chaos
3. Don't worship the Emperor
4. No militarized religious institutions
5. No open warfare between member worlds of the Imperium


So long as these few rules are followed the Imperium does not care. If those rules are broken or the boat is excessively rocked the Imperium suddenly does care and that is terrible because it has no sense of proportional escalation and will confiscate your planet.
As they expanded from their initial cradle of neo-civilization, the Urshii found themselves surrounded on three sides by tribal hunter-gatherers (Sibar), steppe nomads (the steppe nomads of the future Khanate), and subsistence farmers that seemed to have no aspirations of greater empire (Sino-Japan). Over time, the Urshii began to see themselves as the sole remaining carriers of the torch of civilization that stretched all the way back to ancient Sumeria, and as “enlightened” people it was their job to shepherd the rest of the uncivilized masses back into the light. Urshii art and architecture was heavily influenced by this concept, being consciously modeled after imperial China or ancient Mesopotamia, two of the great cradles of civilization, despite Ursh itself have very little direct connection with either. These included a lot of ziggurats, which were seen as stairways to the heavens and often the site of important, and often unsavory, political or religious functions. The rulers of Ursh, the infamous Despots, believed that they had been given the divine mandate to bring civilization back to the people of Earth, granted to them by the four great heavenly powers, which were represented by the four directional winds. These four gods were, of course, the Ruinous Powers, who just loved to subvert and co-opt local cultural and religious beliefs for their own purposes. The Despots were educated from birth that they were god-kings, and that they and they alone knew what was best for Ursh and humanity. This, along with the systematic dehumanization of the serfs and non-Urshii, was one of the reasons for the infamous brutality of the Despots of Ursh. In their view, questioning the Despots or making a request was tantamount to saying the "god-kings" didn't know what they were doing.


Although the Emperor officially rules in practice the Royal Couple spend most of their time touring the Imperium overseeing and inspecting. The day to day running of the Imperium is done by the High Lords of the Imperium who reside on the Holy Planet of Old Earth, know as Terra to the Mechanicum and affiliated institutions.
Despite seeing the usefulness of advanced weapons of war, the Empire of Ursh was downright backwards technologically when compared to the other major empires of that time such as Merika, Hy Braseal, and the Pan-Pacific Empire. Indeed, one of the major reasons the Empire of Ursh invaded the Afrique League and the Nord Afrik conclaves in M28, one of the largest military engagements on Earth prior to the Unification Wars themselves, was primarily for technology to use against their larger neighbors. Instead, the Urshii preferred to look inwards, focusing more on religion and the occult rather than technological advancement. To the Urshii, technology was only useful if it could further aid them in their goal of conquest.


The High Lords of the Imperium are:
The Empire of Ursh had the largest fleet of any pre-Unification power with over twelve ships, but these ships were so derelict as to be borderline space hulks and could not even leave low Earth orbit. Indeed, because these ships were so decrepit and spread over such a wide area of territory they were used more for denying the orbital high ground than to actually fight. Records indicate that when a ship was too damaged to fly or an enemy ship was actually shot down the Urshii would swarm over the wreckage like scavengers on a Void Whale carcass, salvaging the ship's weapons to attach to ground vehicles to turn them into overbuilt weapons platforms. This was about the limits of Urshii technological aptitude.


The Master of the Administratum
Ursh was perhaps best known for its army, which despite its limited technology was the terror of Old Earth for many years. At the center of the army were the Nobleborn, elite warriors who were born of the upper class and given the best weapons and training the Urshii could afford. However, there were never enough Nobleborn to make a full-scale army large enough to take on Ursh's neighbors, even with Ursh's massive population. Additionally, although the Nobleborn made good shock troops, they had little tactical flexibility and could not perform specialist roles. Therefore, the Urshii often supplemented the Nobleborn core of their army with various auxiliaries, drawn from the numerous enslaved people and vassal states around the empire. Ursh primarily controlled its auxiliaries through mutual fear. The Red Engines feared the steppe nomads, who feared the Tupelov Lancers, who in turn feared the Roma, and so on and so forth. All feared the wrath of the Despot of Ursh.


The Inquisitorial Representative
Urshii society could be divided into three major groups. On the one hand, there were the various vassals and conquered peoples, who were seen as less than human and treated poorly. On the other, there were the serfs, who despite being Ursh-born were not “chosen”, and therefore also considered to be subhuman and treated poorly. And finally, there was an upper class, composed of a combination of the military, scientific, religious, mystic, and cultural elite. One of the only good things one could say about the Empire of Ursh is that they valued personal ability when they saw it, though admission into the nobility was only available to those who were both skilled and truly indoctrinated in the Urshii philosophy and religion. Urshii high courts were often a web of treachery and deceit, with nobles plotting against each other for power. The Despots encouraged this behavior, particularly among the Urshii lords of far-off conquered territories, as it kept them fighting among themselves for the Despot’s favor rather than deciding to secede and form their own petty empires.


The Fabricator-General of the Adeptus Mechanicus
After the fall of Ursh, this class system was thoroughly dismantled, though few of the nobility actually survived. Most of the nobility had been so indoctrinated in the superiority of Ursh and their gods that they would rather charge unarmed at a group of soldiers outnumbering them a hundred to one than accept defeat at the hands of “lesser peoples”. It was this attitude that led to the Urshii insurgency in Sibar, which was a thorn in the side of the Imperium for nearly twenty years after the fall of Ursh itself. The various freed vassals and serfs, on the other hand, were in some ways brought together by the shared experiences of the horrors of the tyrants, leading to the use of the term “Children of Ursh” to refer to those who had suffered at the hands of the Despots.


The Grand Provost Marshal of the Adeptus Arbites
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The Paternoval Envoy of the Navigators
==== The Khanate ====


The Master of the Adeptus Astra Telepathica, Astronomican, Schola Psykana and the Black Ships
See [[Nobledark_Imperium_Notable_Planets#Pastoral_Worlds|The Pastoral Worlds]]


Grand Headmaster of Rhetor Imperia and Schola Progenium
=== The Great Crusade ===


Lord Commander Militant of the Imperial Army (ground forces)
==== The Fable of Djerba ====


Lord High Admiral of the Imperial Army (space forces)
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Spokesman for the Collective Synod of the Imperium
Today the world of Djerba in the Segmentum Solar is not particularly notable. But it’s Crusade-era history is well-known. Like many worlds during the Age of Strife, the original population included a significant number of people who were touched by the Warp, which increasing manifested itself as the Age of Strife went on. Unfortunately, like many worlds during the Age of Strife, including Barbarus, the psykers on Djerba went mad with power and set themselves up as god-kings over the common people. On Djerba, these psykers called themselves Cognoscynths.


The Speaker for the Merchant Navy and Rogue Traders
The psychic abilities of the people of Djerba primarily manifested as a form of mind control. Cognoscynths could invade and control the mind of an ordinary person on a whim, rewriting memories, suppressing morality and self-preservation, and forcing any who could not surpass their willpower and psychic might to be their slaves. Before long, although the surface of Djerba was nominally made up of numerous warring nation-states, the leadership of these nations were little more than puppets to the Cognoscynths. The Cognoscynths erected their City of Sight above Djerba, from which they controlled the people below like marionettes on strings. They forced the people below them to go to war for their amusement, laughing as man slaughtered man at their whim.


The High Lords of the Imperium were originally set up during the days of the Unification of Old Earth as the task of ruling was becoming too time consuming even for the superhuman Warlord, as he was known at the time. The Warlord's long term hope was that they would eventually be able to replace him entirely and he could step down as the temporary immortal ruler of the masses. His short term goal was to get a bit of free time to learn how to socialize.
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As the years wore on it became obvious that humanity on the galactic scale would always need one man of supreme competence to set precedents for the High Lords to follow. The rank of Emperor was created but not occupied by the Warlord who instead became the Steward and would wait for such an individual to arise. In his mind humanity should be ruled by humanity, not be an artificial construct of a failed and half forgotten Empire.
According to legend, the Imperium sent three emissaries to the Cognoscynths. The first was the [[Nobledark_Imperium_Primarchs#Magnus_the_Red|Scholar]], a giant clad in red, who came bearing words of warning. He had come to Djerba hearing rumors of a society where outcasts such as he could co-exist in peace with normal men without fear of persecution. What he saw disheartened him. Here was a society which embodies the worst nightmare of the most closed-minded and hateful of mankind, who feared the witch and hated the psyker.


After Goge Vandire was appointed Emperor, screwed everything up and was promptly executed the Steward was bullied by Inquisitor Sebastian Thor and the demands of the masses into taking the role of Emperor. He was not particularly happy about this and at first refused until Inquisitor Thor pointed out that by the end of the day one of them would be sitting on that gaudy old chair and out of the two of them one of them would die of old age eventually and then another civil war this time of succession would almost certainly ensue.
The Cognoscynths psychically commanded him to bow. The Scholar said no. In that moment, the Cognoscynths realized that they were to the man before them as hills were before a mountain. With rage burning in his one eye, the Scholar said he would give the Cognoscynths one warning. Dismantle their oppressive society and free the ordinary men and women they had enslaved, or face the consequences. For if they did not he would to return with his liege, and his liege was not as forgiving as he.


=== Member States ===
The second was the Shepherd, clad in gold, who brought words of doom. The Cognoscynths had ignored the warning of the Scholar, and had not changed their ways since he had left. The Shepherd was the Scholar’s liege, and came before the Cognoscynths much as the Scholar had. He said that he had seen the world the Cognoscynths had wrought. The Cognoscynths had been judged, and found wanting. Once more, the Cognoscynths were enraged at being judged by an outsider, and attempted to psychically compel him to bow. They failed. Whereas the Scholar had been a mountain, the Shepherd was like a monolith of adamantium, only gold instead of grey.


A brief list of national entities that joined the Imperium whilst being interstellar powers in their own right
Their prodigious psychic powers failing them, the Cognoscynths turned to words. They scoffed at the idea of the Shepherd bringing judgement upon them. For all of his power, the Shepherd was just one man. Even if he brought the Scholar, the two did not have the power to command them on their own. The Cognoscynths were each powerful psykers, who could command armies of their own. Whereas any army the Shepard could bring would fall under the control of their powers and turn on their fellows. What could the Shepard do to them?


==== The Migrant Fleet ====
“I will bring your empire down with a single soldier,” said the Shepherd, then left.


==== The Mechanicus of Mars and its various Forgeworlds ====
The third Emissary was the [[Nobledark_Imperium_Notable_People#Jenetia_Krole|Slayer]], clad only in black. She brought no words, only death. Where she walked, men went mad, the witch-touched tearing their eyes out and clawing at their skin whereas the mundane became ill and collapsed from severe vertigo. None could seemingly touch her. Even the Cognoscynths were not immune. The Slayer only killed two-thirds of the Cognoscynths, by the time she turned her attention to the remainder they were already dead, the last choking on his own blood.


==== Tau Empire ====
The people of Djerba were freed both in body and mind, and with freed fists celebrated their liberators. But to this day, the Imperium still remembers the lesson of the Cognoscynths, even if only as a cautionary tale, as best exemplified by the colors of Djerba. Red, gold, and black.


==== Interex ====
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==== Hubworld League (Squats) ====
==== The Rangdan Xenocides and the Slaugth ====


==== Ultramar ====
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==== Colchis ====
The Rangdan Xenocides were by far the most costly conflict ever fought during the Great Crusade. The campaign included the involvement of three Space Marine legions (the Dark Angels, Space Wolves, and the Ultramarines), several Titan legions, and significant numbers of the Solar Auxilla; needed the assistance of the Eldar to gain a foothold; and required the direct intervention of the Steward himself to finally turn the tide.


==== Armageddon ====
The opposing forces of the Rangdan Xenocides were the Slaugth. The Slaugth were colonial organisms resembling masses of maggots (though pedantic AdBio members would point out they also showed similarities to Terran leeches and earthworms) linked together in a mucosal sheath into a humanoid shape. The constant psychic contact between the individual worms in the colony, combined with the completely horrific and alien mindset of the Slaugth by the standards of nearly every other race in the galaxy, made them revolting to directly touch with psychic powers. Psychic contact with a Slaugth was not like the mental communion of matter and anti-matter of a blank, but described more like sticking one’s arms up to the shoulder in maggots. “Only a daemon would want a Slaugth’s soul”, an old Crusade-era saying goes.


==== Watchers in the Dark ====
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When the Old Ones left much of their webway-making equipment on Caliban, it left a bit of a hole in the fabric of reality. This slowly allowed Warp energy to leak through into the Materium, something that wasn’t very helpful for a planet already so close to the Eye of Terror. Over the course of generations, much of the planet became uninhabitable due to Warp exposure mutating the local wildlife and turning the local ecosystem into a hellscape. Although natural selection due to Warp exposure had given the native sapient species a great deal of resistance to Warp energies and chaos-related mutations, it was not enough to protect them from the great beasts and detestable flora that covered most of the planet. Out of a sheer need for survival, the native sapient species of Caliban developed into a society fanatically obsessed with opposing Chaos and reclaiming their planet, but because of their limited physical prowess were unable to do much more than keep their few remaining bastions of civilization untainted at great cost.
The Slaugth themselves had an entirely self-centered mindset and only cared about themselves and their individual desires, lacking even the empathy requisite for sadism, they would with great and terrible apathy degrade and consume the whole of the universe. Although they were able to scrape together some semblance of social order, the Slaugth saw everyone and everything, even members of their own kind, as little more than tools or philosophical zombies set in the universe to fulfill their whims. For the most part, the most prominent of those was hunger. Although the Slaugth were naturally detritivores and could survive on any flesh, they most preferred to feed on brains (the larger and more complex, the better), and had developed a system to feed this gluttony. Humans, eldar, and other sapients were farmed like cattle, their brains extracted, and the waste meats fed back to the livestock and Slaugth bio-constructs like Osseivores. The Slaugth did not eat the brains of other sapients solely for their nutritional value. Absorbing nutriends from a brain would cause an individual Slaugth worm to be overwhelmed by neurotransmitters, producing a euphoric effect similar to a chemical high.


The Dark Angels, being the first legion sent out beyond the Sol system to look for survivors of the Age of Strife, were the first to encounter Caliban. Upon meeting with the Dark Angels, the Watchers saw the opportunity these visitors from the stars presented them and entreated the Dark Angels for help. Luther, more worried that the Imperium was going to carve up Franj while his back was turned, was dismissive, whereas Lion, ever the idealist, saw the Watchers as people, a Chaos-opposing people no less, in need and stepped in to help. Lion and the Dark Angels made short work of most of the Chaos Beasts on Caliban, and in gratitude the Watchers pledged their fealty to Lion and the Dark Angels. A small garrison of Dark Angels was left on Caliban, but this notably did not include Lion or Luther. The garrison’s job was to help the Watchers rebuild their planet, but it was difficult because they could never really find the source of the Warp corruption and could only keep the number of beasts to a minimum.
Indeed, just about the only reason the Slaugth didn’t readily turn on each other is that Slaugth couldn’t really eat other Slaugth. If one Slaugth colony tried to eat another Slaugth, the two would simply merge into a single giant Slaugth colony twice as large and twice as hungry as its constituents. Even if a Slaugth did manage to completely kill all the component individuals of a fellow Slaugth colony before eating it, Slaugth flesh simply tasted foul to their own kind. And this is assuming that a Slaugth could kill another Slaugth in the first place. Being composed of hundreds if not thousands of individual organisms, Slaugth lacked vital organs or a centralized nervous system and were notably hard to kill. For this reason, Slaugth tended to prefer necrotic weaponry, which rotted the tissues of their foes from the inside-out and was one of the few ways (aside from fire, plasma, or radiation) to make sure another Slaugth was reliably dead. The fact that it also worked well on the bio-constructs that Slaugth technology was largely based around just made it even more attractive.


The Watchers in the Dark are essentially the reason the loyalist Dark Angels even survived the schism. When two-thirds of your forces turn on you at once, it is difficult to even survive under normal circumstances. Although the Watchers couldn’t physically fight against the traitor space marines in direct combat, they could relay information and help loyalist marines find one another in the chaos, even helping loyalists tell friend from foe. And in a pinch, if you don’t pay attention to a Watcher in the corner with a knife while fighting your loyalist brother, he will seriously mess up your day. However, in the course of the fighting during the schism, Caliban was destroyed, and the Watchers in the Dark were left without a homeworld. Some say the Watchers intentionally blew up their homeworld, to deny the Fallen the use of the Chaos Beasts and the artifacts beneath its surface.
Given this entirely self-centered mindset, it is difficult to imagine how a species like the Slaugth could have ever developed a civilization, let alone space travel. However, what little historical records remain show the Slaugth arose long after the end of the Old Ones in the War in Heaven and long before humanity developed widespread genetic engineering or spread out into the stars. Current hypotheses suggest that the Old Eldar Empire, or at least someone like them, was responsible for the uplift of the Slaugth from what were essentially fire and tool-using ant colonies into a starfaring species, as well as their adoption of a humanoid form.


The Watchers are a very minor xenos race, even in comparison to the other minor Xenos races of the Imperium. Their homeworld is gone, and there are only just enough of them to act as support staff for the loyalist successor chapters of the Dark Angels. At first the Watchers were a rather poorly kept secret to the rest of the Imperium. However, when the Imperium started allowing minor xenos races to join the Imperium, the Dark Angels were some of the first in line to present a petition on behalf of the Watchers. People coughed when they saw this, but let the Watchers in anyway. It is likely that the Steward knew of the Watchers’ existence and their contributions to the fight against Chaos before they were officially known to the Imperium at large (probably from the Lion if nothing else), which is probably the reason why the Watchers were admitted into the Imperium despite being a group of mysterious Xenos attached to the descendants of the legion most infamous for going rogue.


Even as an official part of the Imperium, the Watchers are rather enigmatic. Watchers in the Dark can occasionally be seen on hive worlds and other metropolitan areas, but are almost always running some kind of errand for their chapter. Their biology and social structure beyond “warp-resistant, long-lived, and hate Chaos” are only known to the Dark Angels and a few Ordo Xenos Inquisitors who have found out via other avenues. Even the gender or age of a given individual is not clear. The Watchers technically don’t pay a tithe, but since the entire species is basically a vassal race nearly inseparable from the loyalist Dark Angel successors, nearly every adult member of the species serves in some fashion.
By the time the Imperium encountered the Rangda, the Slaugth were being ruled by an [[Nobledark_Imperium_Xenos#Iron_Minds|Iron Mind]]. A minor Iron Mind, to be sure, but even a minor Iron Mind was still dangerous. The Slaugth and the Iron Mind had formed a kind of symbiosis, or as close to one as the Slaugth were capable of. The Iron Mind handled the long term planning of the Rangdan Empire, which the Slaugth naturally didn’t have the wherewithal or inclination to run, and the Slaugth indulged it in its god complex and protected its physical body while its artificial soul ran with daemons in the Warp. When the Imperium fought the Slaugth the Iron Mind was able to coordinate the movement of its forces with uncanny accuracy. Companies would advance only to be met with forces that already predicted their arrival. However, when the Imperium finally made a beachhead on Rangda, the Steward took to the field and struck down the Iron Mind with an ancient archaeotech device of unknown purpose from the vaults of Ganymede. With the Iron Mind destroyed, the cohesion of the Slaugth was broken, and the remaining factions were run down and killed by the Imperium and Eldar.


Despite, or perhaps because of, this lack of information, a whole host of rumors have appeared regarding the Watchers in the Dark. As with all rumors, it is almost impossible to tell where these stories came from and if there is a grain of truth in them or not. Some say that the Watchers one sees today are the same Watchers that served during the War of the Beast, and there have been none born since the destruction of their homeworld. Others point out that the Watchers would have become extinct by now through simple attrition if that were the case, even if they had lifespans longer than the Eldar. However, exactly how the Watchers are reproducing is unknown. Some say that they are simply nomadic creatures now, forever moving with their Astartes masters and making their homes in star bases and fortresses and ships, whereas others say they haven’t died out because they have one last secret breeding ground, deep under one of the hives of Old Earth.
It was during the Rangdan Xenocides that the Dark Angels, who were previously tied for the status of “most numerous legion” with the Ultramarines, became the largest standing legion by a wide margin. Although the Ultramarines were well-trained and highly-skilled, the Slaugth were an outside context problem for them and they suffered grievous casualties. Still others became infested through some unknown means and had to be mercy killed, their eyes begging for death and their limbs moved to butcher their comrades in the name of their xenos master. By contrast, the Dark Angels had been traveling the void and dealing with anomalous phenomena for far longer, and knew how to deal with the unexpected. While the Ultramarines immediately moved to free the Slaugth chattel, the Dark Angels held back and waited. Although this seemed callous at the time, the Dark Angels knew that the Slaugth would use the prisoners as bait for an ambush, and that by focusing their efforts on the Slaugth or restricting any rescue operations to the cover of darkness they could save a lot more prisoners than otherwise possible. The rise of the Dark Angels as the undisputable largest legion set the stage for Luther’s actions during the War of the Beast, and made the betrayal of the Fallen that much more devastating.


Other rumors are perhaps more farfetched. Some of these rumors, bordering on conspiracy theories, say the Watchers are able to travel through darkness itself, or are able to know the names of everyone they meet, or are the only creatures besides the Eldar who know how to navigate the Webway, or that they sing beautifully but they won't let anyone hear them, or are Imperial sword Hrud. Some theories are as fanciful as the Watchers hand out present to good little boys and girls on Sanguinala under the command of "Cypher Claws", to as conspiratorial as the Mechanicus uses the Watchers to spy on your comings and goings and dreams, to as eerie as the rumor that the eldar forgot who they were, but the Watchers remember them and remember much more than the eldar would like. As with all things, the Watchers never confirm or deny any of these tales.
Imperial and Eldar forces rescued numerous humans and Eldar from Rangda and the surrounding worlds of the Slaugth Empire. Eldar rescuees, due to the longer generational gaps, were not as mentally damaged and were herded off to the nearest Craftworlds where they could be given some semblance of a normal life. Although these slaves were physically normal, mentally, it would be more accurate to describe them as livestock than anything else. They had spent at least a few thousand years being bred for servile, docile natures and to be just strong enough to not need looking after much but too weak to pose any sort of threat. The Imperium tried to uplift them in a similar manner to the ogryn, but had variable success. In the end, the human survivors of Rangda were largely adopted by the various Legions. They were docile but they were dutiful, they also had inhuman patience and didn't get bored by repetitive tasks. Their tainted bloodline has by 999.M41 faded away though many in the Imperium, even some Space Marines, could claim to have at least one ancestor in the "serf families" as they became known.


=== The War of the Beast ===


==== Battle of Necromunda ====
Today across most of the galaxy the Slaugth are considered to be harmless boogeymen, an extinct xenos species whose only modern function is to scare children into eating their vegetables. There are others who know better. Not every Slaugth was killed in the aftermath of the Rangdan Xenocides. Some escaped the destruction of their species, hiding amongst the flesh of the dead in places beneath notice. Today the Slaugth exist in the shadows, multiplying in the places out of sight ready to emerge wherever weakness or rot presents itself. Slaugth have been sighted in the xenos districts of Low Commorragh, trading technological abominations to the Dark Eldar in exchange for slaves. Some have even suggested that the abundance of Slaugth in the Calixis Sector is not a coincidence, speaking in hushed tones of bargains struck between the maggot men and the separatist Emperor Severan of the Severan Dominate.


The Battle of Necromunda was a major conflict during the War of the Beast, where the Imperial Fist fought to control both the planet and space around the hive-world itself. As a technologically advanced Survivor civilization, Necromunda was a major munition manufactorum that directly supplied munitions to the front lines and Terra itself. As the Beast made a beeline for Terra to recapture Isha and kill the Steward, in order to make the upcoming Battle of Terra easier other Orks and Crone Eldar worked together to cut off the entire Sol-Sector from the rest of the Imperium. When a blockade couldn't be establish the Chaos forces switched from cutting supply lines to outright attacking the production of supplies itself. The ever opportunistic Dark Eldar joined along for the ride with the Chaos forces to make the Imperial shipping lanes a living hell to operate within Segmentum Solar.  
The surviving Slaugth seem surprisingly unconcerned with the loss of their empire. They resent it, but they are not devastated by it in the way that a human, eldar, or tau would be. Indeed, the Slaugth seem to see the destruction of their empire and near-extinction of their species as “not their problem”. And given that the Slaugth are colonial organisms, who can reproduce asexually or with minor contact with other colonies, it could be argued that the death of the rest of their race really was “not their problem”. Indeed, the empire at Rangda was in effect the normal Slaugth modus operandi on a large scale. The similarities are evident; a large number of thralls and bio-constructs lorded over by a Slaugth elite, resembling a feedlot or a parasitic infestation more than what one would think of as civilization. It’s possible that while the Slaugth might on some level desire retribution for the destruction of their empire, given their mindset they might just consider vengeance another flavor of eating.


The sights of a big WAAAGH! had the poor planet of Necromunda as the next prey after already destroying several Imperial worlds when they bypassed Terra. Still rich in mineral and other resources the hive-clusters on the surface would be devastated in the fighting in the orbit as debris from Imperial Navy wrecks, Ork Rokks, and twisted Crone corpses rained down upon the planet. Due to people living in such tightly packed conditions, tens of thousands of civilians died just in the first week of fighting over the planet. The Imperial Fist sent a detachment of 40,000 Space Marines under First Captain Sigismund to defend the planet at all cost, but an unknown amount of ships got lost in transit due to Warp interference that was probably conjured by the Crone Eldar. When Sigismund arrived over the planet, the Imperial Navy was in a stalemate with Chaos ships where neither side could attack without being destroyed in a single battle. Unfortunately, the Ork ships orbiting Necromunda had mostly crashed onto the surface to begin invading the planet. Sigismund would report that Imperial Fist ships are arriving over the planet at random times yet there were enough Battle Barge to kill the Chaos fleet. The Battle Barges combined with the Imperial Cruisers attacked to finally crush the remaining Chaos fleet, ending the battle in orbit.
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However, the damage was already done for Necromunda as the majority of the invading Orks had already crash-landed into or near the hive-clusters. Sigismund ordered all available Imperial Fists to land and defend the manufactorums at all cost. The hive cities were turned to fortresses (more than usual), in that the Orks paid five Boyz for every one Space Marine. However, even this was not enough when the Orks outnumbered the Imperial Fist ten to one. What was more frightening was that the invaders were making fast progress as well. Thousands of Imperial Fist were lost within the first few days of fighting in the hives. Sigismund was not shocked with the losses but rather had expected them knowing how the battles in the War of the Beast worked. What he did feel was worried by the fact that as this battle of attrition continued, the Imperial Fist will lose the world being bleed dry.
==== The Ullanor Crusade ====


The streets were filled with trenches, the spires were kill-zones, and rooms were bunkers. Hallways were blocked off with the bodies of fallen Imperial Fists with armor still on them. Hive gangers had resorted to cannibalism while the rest of the civilians fled away from the hives. The desperate and pure hopelessness of fighting in the hives led to many, including Sigismund, to fall under the sway of the Plague Father. The wishes of eternal life and reviving fallen brothers to help the defense of Necromunda were granted under a demonic pact with the First Captain's blood. The words "I offer all those presently under my command" had damned all 40,000 (living and dead) Imperial Fist, along with the mortal crew of the Battle Barges, to serve Nurgle.
Editor's Note: Needs to be edited with changes discussed in Thread 62, put here to avoid it getting lost since it is mostly done


The fallen Imperial Fist were brought back, along with some being granted immunity to pain and being able to fight while still missing all limbs but one arm. Now the Orks had to kill every Space Marine twice and each Marine could take twice as many wounds. The blessed Imperial Fist shot the Orks in the front as the revived brothers shot from behind, the Orks had walked into a trap of their own making. In the ending stages of hunting down the last Orks, an unknown Space Marine clearly blessed with illnesses shouted "For the Imperium!" before slicing an Ork with his Lighting Claws.
<div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''''The Prelude to the War of the Beast:'''''


The Battle of Necromunda was won but neither for the Imperials nor the Beast. The real victors were the Chaos Space Marines. True the Imperium still held the planet and the Ork WAAHG! was crushed, but this was done for the price of almost 40,000 Imperial Fists turning to Chaos and forever being lost to the Imperium. Those on the planet that sought the Dark Gods’ help did so when they were forced to either flee and lose the planet or have a heroic last stand and then lose the planet. Well, one must remember that Sigismund was told to "Hold Necromunda at all cost" even at the price of any lives and damnation.
Imperial historians generally consider the Ullanor campaign to be the last major military action of the Great Crusade and a harbinger that set the stage for of the War of the Beast shortly thereafter. However, to those who participated in the crusade itself, there was little to suggest the Ullanor campaign would be of such significance. Ullanor was seen as one of the last major pockets of significant military resistance in the galaxy, but at the time of the Ullanor crusade peoples’ minds were beginning to shift away from exploration, warfare, and conquest and more towards consolidation and rebuilding. Most of the major threats to the Imperium during the Great Crusade were seen as dealt with. The [[Nobledark_Imperium_Drafts#The_Rangdan_Xenocides_and_the_Slaugth|Slaugth]] were believed to be extinct. The [[Nobledark_Imperium_Notes#Yu'Vath|Yu’Vath]] were seen as crippled, though not completely eliminated. [[Nobledark_Imperium_Notes#the_Realm_of_Ultramar_and_the_Imperium_Secundus_Plan|Guilliman’s fear of a “counter-Imperium”]] located somewhere in the galaxy seemed to have never been realized. The map of the Milky Way had not been completely been filled in, but there was less and less of an area for any such an empire to hide. However, few would claim the Great Crusade was nearly over. Many planets were still in the process of reconstruction, a process that was expected to take several centuries given the extent of the damage from the Old Night.
 
The traitor Imperial Fist would quickly and quietly depart from the sub-sector on their Battle Barges before the news broke out, then announcing to their mortal crew that they would now fight the Imperium. The traitors would rename themselves the "Rotten Fist" as a joke about how the Imperium would be rotting in the future. Their motto is still "For the Imperium" as some odd form of love for the Imperium or a reference to how they fell to Chaos due to defending the Imperium.
 
Rotten Fist marines during the War of the Beast were sighted fighting Orks and Imperial forces but not the Crone Eldar. After the Battle of Terra, the Rotten Fist along with other Chaos Space Marines were hunted down by Loyalist Space Marines. The Rotten Fist would flee to The Maelstrom, escaping into the Warp.
 
 
== The Imperium: Now ==
 
=== Oficios and Adepta ===
 
==== The Assassins ====
 
 
<div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''''Monsters Of Our Own Making:'''''
 
The Officio Assassinorum was one of the oldest arms of the Imperial Government, and its roots date back to the barbarity and cruelty of the Old Night. Perhaps it was fitting that, as the Warlord became the Steward and the Unification became the Great Crusade, the ancient orders of assassins were finally brought to heel and integrated into the Imperium proper.


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The empire at Ullanor was discovered quite unexpectedly by the Imperial Fists as part of their unification of the neighboring Osroene Sector near the border between the Segmentum Obscurus and the Segmentum Ultima. The people of the sector had reported numerous Ork raids over the years, most of which had been beaten back at great cost. They said the raids had become more intense over time, but had little more information on where the Orks were coming from or why the raids were so frequent beyond their general direction of attack. Similar sectors had reported the same thing, to the point that one Imperial map made shortly before the Ullanor Crusade has the Ullanor Sector rather cheekily labelled in High Gothic as “Hic Sunt Orcorum”. The Imperial Fists made a short Warp jump, expecting to find little more than a pirate base formed by a particularly successful Freebooter. When they saw the actual source of the raids, they immediately turned around and sent an astropathic message to Old Earth for backup.


What the Imperial Fists reported from Ullanor was shocking. Normally Ork camps resembled nothing more than the camps of a simple warband writ large. Nothing more advanced than a series of tents and ramshackle huts, and nothing more permanent than some Mekboy quarters and da Drops. Not Ullanor. Ullanor had been united by a rather ambitious warboss, who had decided to build his influence over the sector slowly than let his reign be a simple flash in the pan. Instead of a simple scrap-ridden wasteland and encampment, the planet had been criss-crossed by a series of Ork-made bunkers, crude and spartan but nevertheless planned in terms of their placement. These buildings were but crude fortifications compared to the permanent structures erected by the Orks at places like Gorkograd on Prax. However, at the time of the Ullanor Crusade, it was an unpleasant surprise.


The Rebuke at Mount Vengeance is the common story of the Officio Assassinorum's founding. In those days, the young Imperium was mired in battles far and wide, but one particular front was facing opposition that none seemed able to counter. Here, commanding officers and vital figures were dying at an alarming rate, even in the safety of their rear areas; and although they were suspected to be the work of the enemy all of the deaths seemed to be of natural causes. The Warlord simply appointed new generals and ordered veteran bodyguards for the ones already in theatre, but in response his loathsome foes only grew bolder. Ever-more evidence of their activities was left behind, seemingly taunting the Imperium for their inability to protect their own; clean killings becoming vicious slaughters of officers and civilians alike. Commanders were found butchered in their headquarters with a single bodyguard left alive, usually little more than traumatised wrecks stammering about technological sorcery beyond that of the Warlord's Mechanicus allies.
The increasing Freeboota attacks on the neighboring systems weren’t simply raiding parties. They were the signs of an empire ready to expand.


Incensed at the atrocities inflicted upon his people, the Warlord made war on the Assassin Temples of the Salt Spires. Little is known about the Spires or mercenary, heartless Masters, for many archives of their history were lost in the anarchy of the War of the Beast (although this may well have been Vangorich's objective all along). The Warlord did the best to spread his own view - that the assassins were little but cowardly shadows who though they could behead the Imperium - but even his presence and words did little to bolster armies so plagued by fear and paranoia, and so he began using the antithesis of their own doctrine to plot their downfall. There were no grand offensives, no bold strikes, nothing that seemed major enough to warrant the assassins moving against it; yet suddenly they found their supplies of everything from ammunition to promethium - and most importantly, water - were perilously low. In their weakened state, the Temples knew they could not face the Warlord's forces, and so they came before him to seek treaty.


The threat posed by Ullanor was clear, even to the Steward. Having nearly been choked to death by a similar Warboss after a hasty and ill-advised personal assault on the hollowed-out world of Gorro, the Steward knew full well of what a Warboss of that caliber was capable of. Such was the threat posed by the empire at Ullanor that five primarchs and their respective Space Marine legions were called in to deal with the threat: Rogal Dorn and the Imperial Fists, Fulgrim and Terra’s Sons, Mortarion and the Death Guard, Jaghatai Khan and the White Scars, and Horus Lupercal and the Void Wolves. Each had their own role in the campaign. Mortarion’s troops were to form the backbone of the army, a fighting force of such fortitude that they could weather anything the Orks could throw at them. Terra’s Sons were to act as shock troops, striking at points of particularly hard resistance and cutting down the ‘ardest Boyz. Rogal Dorn’s job was to tear down any Ork fortifications and prevent the Orks from using the terrain against them. Jaghatai was to chase down any survivors to prevent them from regrouping, as well as contest the mechanized cavalry game with any Ork bikers. Horus was to hold the orbital high ground and use the Void Wolves to board and clear out any ork ships in orbit.


The Imperial Crusade had hoped to simply pick off the warboss and see his nascent empire implode. However, the Warboss at Ullanor, Urlakk Urg, was clever. Instead of exposing himself to danger by leading his army from the front, he kept himself hidden, where Imperial assets could not simply pick him off. In order to keep morale up, he used the bunker system spanning Ullanor to appear where he needed to be in the thick of the fighting to show his Nobz he hadn’t lost his stomach, then taking advantage of the chaos of battle to avoid being sniped. Further complicating the matter was the fact that Urlakk Urg didn’t always give his orders in person, instead creating a system of messengers to carry his orders for him when he had to be elsewhere.


In the end, it fell to the primarch Horus to end the threat of Urlakk Urg. Taking his flagship, the Vengeful Spirit, Horus opened a channel to recievers on all frequencies and began insulting the Warlord. For two hours Horus taunted Urlakk Urg, claiming he was cowering in his bunker like a pansy instead of fighting where everyone could see him and suggesting that rather than an ork perhaps he was merely a particularly overweight and foul-tempered gretchin. Urg tried to resist for as long as he could, recognizing correctly that it was a trap, but eventually his temper got the better of him. Eventually, Urg broke down, sending a message back to Horus incensed that he would say such things from behind the safety of a starship and claiming he wouldn’t be so glib if the two were meeting face to face. Horus, having finally figured out which bunker Urlakk Urg was hiding in, responded by slagging Urg’s bunker from orbit with a Rok-Buster torpedo.


At Mount Vengeance, the Temple Masters met to offer peace to the Warlord.
''“And that, gentlemen, is how you do it. Now, let’s go apply some fungicide.”''<br>
At Mount Vengeance, they received his full scorn.
-- Primarch Horus Lupercal, after hearing Urg’s response to his message
The Warlord was not content with their mere offer of fealty. For the atrocities the Masters inflicted on his people, for the lives they had taken, the Warlord would not be content with a glorified armistice. He gave them an offer of his own: total surrender, or total annihilation. That was their only choice.


Some of the Temple Masters, emboldened by hubris, unwisely struck the Warlord. They died. Some fled. They died, later. But on the mountain and around it - for many assassins had followed their Masters, perhaps out of loyalty or some morbid curiosity - others remained, bowing in total capitulation to the Warlord and the futility of resisting this god amongst men. For his part, the Warlord acted rather appropriately in that role, passing judgement on each Master and their assassins. Some were found guilty of crimes beyond forgiveness and were slain, often by their peers as a test of loyalty; others were granted the "clemency" of banishment into the salt wastes. Only one was judged pure enough to be worthy of leadership - and, as the new Grandmaster of Assassins, he was assured that the temples that surrendered would remain intact, albeit in service of the Imperium under the watchful eye of Malcador.


Thus was formed the Officio Assassinorum. Malcador was pleased with the Warlord's mercy; for it showed no amount of fury would blind him to true talent. A few thousand years later, the assassins proved that such talent brought risk, especially from those as secretive as the assassins.
At the apparent death of their Warlord, the Orks began to lose morale and the tide began to turn in favor of the Imperium. On a local scale the Orks recovered quickly from the loss, with the various lesser Warbosses taking over where Urg had left off, but without Urg to hold them together the different Warbosses could no longer act as one, and as a result were picked apart piecemeal by the Imperium. Many Warbosses spent their last moments engaged in a war on two fronts, both fighting the advancing forces of the Imperium as well as their fellow orks for control over the WAAAGH!


The Imperium celebrated at the destruction of Ullanor. Some rumors say that Ullanor was turned into a world dedicated to the Imperial triumph there, though the Steward would be quick to point out that this was not the case, as removing the Orkish spores from Ullanor alone would have taken more time than elapsed between the Triumph at Ullanor and the War of the Beast. Ullanor was worth more as a productive world than a self-congratulatory glory shrine anyway. Nevertheless, a celebration was held on Ullanor the likes of which had not been seen before. Eleven of the nineteen primarchs showed up, the five who had served at Ullanor who were awarded additional honors in recognition of their service as well as Lorgar, Magnus the Red, Angron, Sanguinius, Guilliman, and Perturabo, as well as numerous chapters of their various legions, regiments of the Imperial Army, representatives of the Titan legions and the Adeptus Mechanicus, and more. An invitation was even extended to the eldar, though only the inscrutable Eldrad showed up, and much of what he did on that day was unknown.


Unfortunately, their celebration proved premature. Although Horus’ patented strategy of sniping the enemy leadership with extreme prejudice and cleaning up whatever disorganized remnants were left after the chain of command was disrupted had worked numerous times before on the battlefield, here it had failed. After Horus’ bombardment Urg was still alive, though wounded, beneath the rubble. Blood dripping from his wounds, Urg made his way to a device in his chambers, a Mekboy contraption the Orks had taken to call a tellyporta, which transported him to a nearly airless rock in the middle of nowhere before the Imperials began sorting through the rubble. This world had been Urg’s backup plan in case the Orks at Ullanor were defeated and had to come around for another go, but it had now become his place of exile. Urg bellowed in rage, furious at the Imperium for taking his empire, furious at the git that defeated him through such deceptive and underhanded means, and furious at Gork and Mork for allowing such a thing to ever happen. This rage brought Urg to the attention of [[Chaos_Gods|four other beings]] who shared Urg’s hatred of the Imperium and had a very vested interest in seeing it destroyed.


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In 546.M32, the Grandmaster of the Officio Assassinorum attempted to assassinate the High Lords of Terra. The Beheading, as it has since come to be know, was shrouded in mystery; with events restricted to the Imperial Palace, motive, means, and for some figures even identity have been lost to the shrouds of time. All that has survived to this day is that the Inquisitorial Representative, the Master of the Astronomicon, the Paternal Envoy of the Navigators, and the Fabricator-General of the Adeptus Mechanicus were all killed before the Steward was able to stop Grandmaster Vangorich's terror.
=== The War of the Beast ===
 
Naturally, many asked how Vangorich was able to get as far as he did. Perhaps the sheer scale of the events already taking place at the time (especially the rising threat of the Beast) was responsible, since it was the few periods in Imperial history where the High Lords were forced to abandon their usual backstabbing and power plays - that kept the Officios and Adepta in check - in favour of (relative) unity. However, others believe planning and preparation had taken decades, the timing an unfortunate consequence of Vangorich demanding so much care be taken to make the deaths of his fellow High Lords look like accidents.
 
All sources agree, however, that once his treachery was revealed Vangorich unleashed the assassins on the entire palace. The halls ran with blood of the highest Lords and the most lowly of servitors alike, yet there was one figure the assassins would not touch, ''could'' not touch, out of fear of what he had done to their forefathers: the Steward, who had vowed to personally put a stop to the killing spree desecrating the home of the Golden Throne. Vangorich, infuriated at the apparent incompetence of his underlings, took it upon himself to do the job they would not, attempting to slay the Steward with a vortex grenade as he emerged from his personal transport.
 
This went about as well as one would expect.
 
Even less is known about the outcome. Historians have waxed poetically about the Grandmaster facing an agonizing death, eternal torture, exile into the depths of the Webway with nothing but the clothes on his back, or any other number of tall tales. The most reliable account , however - attributed to the Captain-General of the Adeptus Custodes - states that the Steward simply broke Vangorich's neck as comfortably as one would a twig mere moments after his ill-advised attempt on the Steward's life.
 
For their part, the assassins were right to be fearful; for unlike their predecessors on Mount Vengeance the Steward gazed upon them with ''disappointment'' as well as fury. The Beheading had been undertaken by Vangorich, but the Steward noted with no small distaste that his orders had not been questioned by any under him. Malcador had managed to maintain the delicate balancing act between accountability and unflinching loyalty necessary in an organisation such as the Assassinorum, and without him it seemed the assassins were falling back on their bad habits.
 
Any other time he would have dismantled the Assassinorum's there and then, but the Steward was more concerned with reinforcing the wider Imperium against the coming onslaught of the Beast. In a time when every second was precious, the Steward could only set aside a day to scour the assassins' much-reduced ranks. Those found wanting of moral character were incinerated where they stood if they had acted on Vangorich's orders or pressed into a penal legion if they had not. One assassin that the Steward found was of solid loyalty and aided him in his purge of the temples, and they were declared new Grandmaster. The first decree they were to issue, however, was a warning - a warning to be spread through every temple, to every assassin from the depths of the Imperial Palace to frontline fighting against the Orks. A warning that, if the Steward was ever forced to intervene again, he would simply dissolve the Assassinorum instead of wasting more time on leniency.
 
Four thousand years later, the Steward was once again forced to intervene - although this time it was because of a crisis of his own making.
 
 
 
 
To her credit, the Grandmaster the Steward had put in place had served honorably, loyally, and carefully. Within the temples, long overdue reforms were undertaken, training formalised, and generations of assassins raised to revere the Imperium as a whole more than their temple. The Grandmaster, when she felt her time came, passed the title on to one she felt she could trust; and he continued her work, standardising material provisions and improving survivability. When he was lost in a warpstorm, his successor was well chosen, and worked to streamline chain of command and requisition. This continued, the Officio slowly evolving into an organisation capable of keeping up with the rapid changes of the galaxy, until the reign of Goge Vandire. Emperor Goge Vandire.
 
Goge Vandire was, initially, the ideal servant of the Imperium. Intelligent yet humble, decisive yet wise, he was familiar with all the intricacies of every part of the imperial government - save the assassins. Naturally, he was curious. At his first meeting with the High Lords of Terra, they each took their own oaths of loyalty and explained their roles. The, on the other hand, explained the history of the Beheading to the new Emperor, and explained why since then the Assassinorum always chose to swear loyalty to the wider Imperium instead of a particular individual. An explanation that would end up nearly tearing it apart.
 
"...hence, our loyalty is to the Golden Throne and its guardians rather than the one sitting upon it. A mere technicality, of course-" The Grandmaster offering a thin smile at this point, "-since I personally doubt we will ever receive liquidation orders from the archaeotech itself... but still."
 
The other High Lords had long ago learned not to question inner workings of the Assassinorum, while Emperor Vandire merely gave a hearty chuckle. They moved onto other, more pressing matters, and it appeared that that was the end of that. And it was, for the most part, but there was a small corner of Emperor Vandire's mind where those words echoed endlessly. "The Golden Throne and ''its guardians''," the Grandmaster had said, but it seemed clear to him that there was only one guardian that mattered; the one who had appointed him to the position in the first place. Over the years of Emperor Vandire's reign - too many hard decisions, too many threats to the Imperium from within and without, perhaps too many treatments of juvenat - the echo rose in his mind until it was deafening, a mild irritation over semantics growing into full-blown paranoia.
 
Of course they were faithful to the Imperium, but the hypocrites chose the Steward to venerate as a figurehead! Even in the Palace, his own home, all the oaths in the galaxy would not change the fact that each soul's allegiance lay with the Steward rather than himself. They only trusted him because the Steward trusted him, had appointed him. Oh, yes, his reign and countless years of selfless service were all very good and well appreciated, but they were all nought against those of that living god. Everything he did was overshadowed by that ''guardian;'' his words judged against the Steward's, his actions compared to those of the Steward, the ''Steward'', the '''''Steward''''', who was never more than a moment away from the lips of Vandire's own people; as if he had been usurped before he was ever appointed to the throne.
 
 
 
 
Still, Vandire was still as talented as he always was, and soon managed to find an assassin willing to aid him; a callidus by the name of Tziz Jarek. By that point he was in direct control of every aspect of the Imperium thanks to a thousand emergency powers and Imperial edicts; yet frustratingly, the Grandmaster remained steadfastly insistent on the stance that had tormented Vandire since their first meeting. Jarek, on the other hand, was simply angry with the Assassinorum's reforms, and made sure to stay well out of range of Vandire's spittle and foam when he began to rant - although over time she found herself believing in more and more of his firey rhetoric.
 
The assassination was textbook perfection; the Grandmaster's long list of security measures outdone by Jarek's longer-still list of fallbacks and contingencies. However, the lifeless corpse that was quietly fed into a plasma generator was only a body double of the Grandmaster - even as Jarek disguised herself with polymorphine and assumed the seat of Grandmaster of Assassins - had already made her getaway, rallying those loyal to her from Terra and beyond. With the Assassinorum now firmly under his thumb, Vandire used the shadowy assassins as another weapon with which to prosecute what was rapidly becoming a reign of terror; opponents political and military alike disappearing or found butchered in cruel and unusual manners.
 
When the reign of Emperor Vandire was coming to an end, he began to use his assassins more openly against rebel forces - and it was at that moment, when they emerged from the shadows, that the true Grandmaster struck. Jarek had used the forces of the Assassinorum masterfully, always knowing which figures to ''liquidate'' to maximise disorder and panic - yet she had no experience of the same tactics being used against her, and could do little but order her own assassins to focus on the new threat.
 
The resulting battles were devastating. Assassins loyal to Vandire and to the Grandmaster both used long-forgotten, forbidden technologies on the other side, for each was (rightly) convinced that the victory of the other would see them exterminated to the last. Gene-sympathetic nerve gases, neutronic warheads, entropic broadcasters, pan-chronal disruptors, and other terrors were all used; some dating back to the nightmare of the Old Night. These were the Wars of Vindication, and they would be repeated again and again from Terra to the furthest reaches of the Imperium as assassin turned against assassin to purge the ones they saw as traitors.
 
When the Steward finally returned to Terra from his self-imposted exile, the Temples were little more than smoking, hellish ruin. The palace, too, was scarred by battle; and there he found the Grandmaster - who pointed to her lifeless doppelganger and declared that the traitor was dead.
 
The Steward was unamused.
 
 
 
The Grandmaster offered her life by way of apology, and begged the Officio Assassinorum be spared. She knew all too well of the warning passed down from each Grandmaster to the next, and of the possibility of her and her own suddenly being abandoned by an Imperium that had no other place for them. For his part, the Steward was bitterly disappointed with Emperor Vandire's descent into madness - yet this time he could not truly fault what had historically been the most troublesome of the High Lords' domains. One Grandmaster had fought with unwavering loyalty for the Imperium, while the other had done so in the name of the Emperor. Perhaps he was a little ashamed of his own poor judgement, for he was merciful; the Grandmaster was allowed to disappear into exile, and the remnants of the Assassinorum were to return to Terra for their final judgment.
 
The Steward of the Golden Throne retreated into the Imperial Palace for the last time, and when the Emperor of Mankind emerged, first and final orders to the ancient Officio Assassinorum were as follows:
 
*All assassins were to be granted a window of clemency, where an amnesty would be offered regardless of allegiance. They were misled, but had still fought with ferocious loyalty to their superiors - against some of the best in the Imperium, no less. Any who ignored this opportunity would be declared outlaws of the Imperium of the Golden Throne, for both the Grandmaster and her doppelganger had kept close eyes on their respective assassins (lest they defect). Huge bounties were offered, of course, but the most sought-after reward was the opportunity for the hunter to take the place of the assassin they defeated, becoming one of the Imperium's shadowy elite.
 
*After the grace period, the Officio Assassinorum would be completely and utterly dissolved. The Temples would remain, but only as individual institutions with no power and little role; all masters would stripped of formal office and all survivors either absorbed into the reborn order: the Officio Tactitum. No more secret handshakes or shadowy meetings lit by incense, no unaccountable Grandmasters operating without question. Civilian control would slow the Tactitum, perhaps even hamstring it, but this was the price to be paid to avoid the mistakes of the past.
 
*Perhaps most importantly, the Ordo Sicarius of the Inquisition would be formed to monitor not only the assassins but the other highest echelons of the Imperium. These Inquisitors would be the guardians of the guardians, watching each Officio and Adeptus for corruption and abuse, wary of another Vangorich or Vandire emerging.
 
*However, due to their power to render judgment of even the highest figures of the Imperium, the Sicarius were only permitted to advise and regulate, never taking direction - at least, in theory. In reality, many Sicarius Inquisitors found rather...creative ways to circumvent the decree that they may not maintain "men under arms".
 
 
 
The Emperor had spoken, and these were his commands.
 


==== Raid of Cthonia ====


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The Raid of Cthonia was not a strategically important battle in the War of the Beast, but it has long stood as an eerie portent in the annals of imperial history, and may be remembered with hate in the clash of some future war. During the Great Crusade the system spanning ruin had been garrisoned by detachments of both the Imperial navy and army, as well as a contingent of Mechanicus intent on the study of the ancient hub system, and a special Custodes unit nominally present to ensure the safety of the treasures of human heritage. At the time of the Dark Eldar engagement, Cthonia was far from the main theaters of battle, and much of its naval and infantry guard had been ordered into the defense of Old Earth. The raid is notable as the largest single incursion the Dark Eldar have ever made into realspace, and the only time the great tyrant Asdrubael Vect is known to have walked an imperial world. As the siege of Old Earth reached its terrible climax the Cthonian system was set upon by a force of corsairs and Kabalites, first seeming a particularly fierce attack of opportunity, but with the appearance of Crone and Upper Commorragh command ships, then Vect’s own, it became apparent the scale of the assault.


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While significant fortifications had been established on one of the system's rocky inner planets and the foundations and initial foundries of a new forge laid on another in hopes of staging exploration through the system the forces that remained to man them were few. Navy and Mechanicus ships scrambled to secure their orbits against the tide of corsairs. The imperial officers could do little but watch through their telescopes as the Crone and Commoraghi command ships maneuvered to the crest of the golden circlet and made to secure the broken ring set around the Cthonian star.


Of the Imperial forces present the techpriests were the best armed and in the greatest number, but they received the greater part of the Dark Eldar's attention. The guns of explorator ships and newly scavenged archaeotech illuminated the space around Cthonia III, but even as the darting corsair ships burned in orbit they made for the surface. The orbit of Cthonia rapidly became a dynamic hell of boarding actions and lance fire as incubi and skitarii ripped into each other in fierce engagements that were soon mirrored on the planet's surface. The Commoraghi forces on Cthonia made to plunder the forge of its magos and higher acolytes, while those around Chthonia IV tried to cripple the Imperial military force. The predominantly Voidborn battlegroup successfully held against corsair opening salvos, the remaining imperial army forces on Cthonia IV supported their meagre naval force with surface based lance and torpedo installations and polar weapons platforms. As the third day of fighting on and around Cthonia III dragged to a close the remaining Mechanicus forces retreated first to their ships in orbit, then to their sister world. As they broke from the fray the attacking Dark Eldar made for the crest and their command ships.


The dark battleships of the attacking force's Crone sorcerers and mighty archaeons were moored among the gleaming discharge towers and control domes of the crest facility, the forces of the haemonculus and balesingers they brought with them engrossed in the wonders they were dissecting. Assets drawn from Vect's own fleets and forces manned the shredding guns set up in the installation's spires and the cutters ready to intercept any counterattack meant to dislodge his expedition. In the years that followed Inquisitorial investigators and their illuminate superiors judged that his forces had access to facilities that were integral to the creation and engineering of souls, facilities that housed the stacks of Dark Age Abominable Intelligence that trawled the deep warp, and others that prepared blank bodies for life. The extent of his Haemonculi and sorcerers gained from this endeavor could not be known, and the Magos of Cthonia III was never found.


The Officio Tacitum is a far more modern organization nowadays. Though it primarily is still famed for its assassins, it also produces operatives specialised in sabotage and covert warfare far from home. They are often assigned to the command of the Astra Militarum or individual Inquisitors; and each lone assassin is still a finely honed killing machine, but they now serve as spectacular force multipliers rather as ends in themselves. The Ordo Sicarius is satisfied with this arrangement, as it avoids the high risk and cost of the traditional lone wolf operations, and allows them to keep an eye on any assassins deployed.
As the bloodied forces of the Mechanicus and Imperium regrouped at Cthonia IV under the protection of its surface armaments they made to contact the wider imperium and the Custodes garrison. Attempts to call for aid brought dismay, the latest news was that Sanguinius was dead and the Eternity Gate breached, and no reinforcements could be spared. In spite of this blow it was found that the Custodes still held the focal complex and central repository, and hoped to hold it longer still even as their barricades breached. It took two more days to prepare a meaningful attack force to challenge the Dark Eldar assembled at the crest, and for that time the focal complex and its golden defenders held by power glaive and sword even as they fell back from lab to lab, and dove back into lost chambers to face down witches and horrors that strove to pry forth their lord's very fundament.


The Temples? They are far less superstitious and shadowy than they once were, although the name of "Temple" has stuck in defiance of every reform that has been attempted. Each of them has diversified yet maintained their core roots in their quest to perfect the art of murder.
The defending Custodes were all but overrun, but enough stood to continue to disrupt the invading Dark Eldar. In later stories of the battle it is said that Vect entered the complex guarded by mandrakes and his personal retainers, intent on ensuring the successful looting and study of this piece of imperial history, and was engaged at some distance by a Custodian wielding a rocket launcher. The remains of the Custodes unit was forced to its final fallback position in the central operating chambers, as well as a handful of holdouts fighting on across the massive complex. Vect was still in the complex when the remaining Imperial and Mechanicus ships entered combat with the corsairs and set course to charge the moored command ships. While some of the Imperial vessels were intercepted, others picked off by the corsairs before they could get the commanding crone ships in range, much of the counterattacking force got in among the enemy fleet, some ramming and others firing their guns until they no longer could.


Temple Vindicare, who reach out far longer than all but the highest of psykers to deliver their kiss of death.
The great tyrant's personal hasty retreat spared him and his ship. The corsairs fled soon after the first Imperial ships detonated their drives, their Mechanicus crews devoted to the sanctity of the Omnissiah and hatred for such things as haemonculi. The crone ships burned among the emission spires, their blasted wrecks were pinned to command domes by the broken prows of imperial ships. The ships that remained after the initial charge ran down the fleeing pirates until they slipped into the webway, or else entered the crest and threw themselves into the destruction of the straggling Dark Eldar. Even as the remaining Voidborn and Imperial army forces relieved the Custodes unit from their charred and melted fortification there was little celebration. To their best knowledge the Imperium had fallen, whatever their victory was worth, and they braced for the worst. It took another day to establish contact with the Imperial navy, which confirmed the opposite.
 
Temple Venenum, who can find a thousand toxins to kill a man from the gentlest of paradise worlds, each one exquisite to the palette in their own unique way.
 
Temple Eversor, who can scythe through men, orks, eldar and even Astartes with the horrifying ease of a power sword through flak armour.
 
Temples Culexus - who hunt down their prey with soulless eyes - and Callidus, who have no face to call their own.
 
 
Temple Vanus, which according to popular belief ha[EXPUNGED]oes not exist. The Ordo Sicarius has confirmed this, and will not allow any dispute.
 
 
 
The primary headquarters of the Tacticum, including the Temples, lie on Terra, although across each segmentum there are localised, lesser temples that train assassins, liason with other Imperial Forces, and seek recruits from outside the Schola the Temples traditionally draw from. The Ordo Sicarius also work closely with segmentum command to permit proper coordination if Tacitum assets are needed, although on a smaller level they are surprisingly good at scouting talented assassin candidates. With proper Inquisitorial oversight, the assassins are kept well in check, and well out of politics.
 
 
 
The High Lords of Terra still has a seat for the Grandmaster of Assassins, but it has been left vacant ever since the reign of Emperor Vandire. Few imagine it will ever be filled again.


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=== Notable Planets ===
==== Battle of Mount Afonso ====


==== Ganymede ====
See [[Nobledark Imperium Forces of Chaos#Drach'nyen|Drach'nyen]]


- Warp contamination accident was a big coverup, in reality the planet is a big containment and storage facility for all the weird stuff the Inquisition recovers or things that would otherwise destabilize the Imperium.
==== Battle of Necromunda ====


- Technically it's overseen by the Administratum, but in practice it's joint run with the Inquisition because someone has to give the drones training
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- Among the weird stuff housed in Ganymede is the only surviving copy of Lorgar's "Black Manuscript" (probably, if it's just not plain lost), the Blade of the Laer (Lucius' long-term goal is taking the sword), and the only Daemon Prince of Malal.
The Battle of Necromunda was a major conflict during the War of the Beast, where the Imperial Fist fought to control both the planet and space around the hive-world itself. As a technologically advanced Survivor civilization, Necromunda was a major munition manufactorum that directly supplied munitions to the front lines and Terra itself. As the Beast made a beeline for Terra to recapture Isha and kill the Steward, in order to make the upcoming Battle of Terra easier other Orks and Crone Eldar worked together to cut off the entire Sol-Sector from the rest of the Imperium. When a blockade couldn't be establish the Chaos forces switched from cutting supply lines to outright attacking the production of supplies itself. The ever opportunistic Dark Eldar joined along for the ride with the Chaos forces to make the Imperial shipping lanes a living hell to operate within Segmentum Solar.  
 
==== Vostroya ====
 
<div class="toccolours mw-collapsible mw-collapsed" style="100%">''''' Blood on the Ice '''''
 
In days of the War of the Beast they refused to honour their oaths to the Empty Throne of Earth and instead focused on the defense of their own world under the delusion that they would have had any chance of ever holding out on their lonesome if The Beast ever turned his attention upon them.


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Afterwards when they saw what horrors Primarch Curze was inflicting when given the order to fetch back the worlds whose loyalty was found wanting they couldn't surrender fast enough.
The sights of a big WAAAGH! had the poor planet of Necromunda as the next prey after already destroying several Imperial worlds when they bypassed Terra. Still rich in mineral and other resources the hive-clusters on the surface would be devastated in the fighting in the orbit as debris from Imperial Navy wrecks, Ork Rokks, and twisted Crone corpses rained down upon the planet. Due to people living in such tightly packed conditions, tens of thousands of civilians died just in the first week of fighting over the planet. The Imperial Fist sent a detachment of 40,000 Space Marines under First Captain Sigismund to defend the planet at all cost, but an unknown amount of ships got lost in transit due to Warp interference that was probably conjured by the Crone Eldar. When Sigismund arrived over the planet, the Imperial Navy was in a stalemate with Chaos ships where neither side could attack without being destroyed in a single battle. Unfortunately, the Ork ships orbiting Necromunda had mostly crashed onto the surface to begin invading the planet. Sigismund would report that Imperial Fist ships are arriving over the planet at random times yet there were enough Battle Barge to kill the Chaos fleet. The Battle Barges combined with the Imperial Cruisers attacked to finally crush the remaining Chaos fleet, ending the battle in orbit.  


Being an industrial world that the Imperium needed to help with it's recovery the task of bringing the errant world back into the fold was given to Zso Sahaal.
However, the damage was already done for Necromunda as the majority of the invading Orks had already crash-landed into or near the hive-clusters. Sigismund ordered all available Imperial Fists to land and defend the manufactorums at all cost. The hive cities were turned to fortresses (more than usual), in that the Orks paid five Boyz for every one Space Marine. However, even this was not enough when the Orks outnumbered the Imperial Fist ten to one. What was more frightening was that the invaders were making fast progress as well. Thousands of Imperial Fist were lost within the first few days of fighting in the hives. Sigismund was not shocked with the losses but rather had expected them knowing how the battles in the War of the Beast worked. What he did feel was worried by the fact that as this battle of attrition continued, the Imperial Fist will lose the world being bleed dry.  


This was during the days when Curze was planning his own trial and execution and was grooming his successor. More importantly he was grooming him to be an acceptable monster rather than just a useful one like he had been.
The streets were filled with trenches, the spires were kill-zones, and rooms were bunkers. Hallways were blocked off with the bodies of fallen Imperial Fists with armor still on them. Hive gangers had resorted to cannibalism while the rest of the civilians fled away from the hives. The desperate and pure hopelessness of fighting in the hives led to many, including Sigismund, to fall under the sway of the Plague Father. The wishes of eternal life and reviving fallen brothers to help the defense of Necromunda were granted under a demonic pact with the First Captain's blood. The words "I offer all those presently under my command" had damned all 40,000 (living and dead) Imperial Fist, along with the mortal crew of the Battle Barges, to serve Nurgle.


Curze spent the entire negotiations drugged into almost unconsciousness at First Captain Sahaal's orders and placed in a welded shut crate as a safety precaution.
The fallen Imperial Fist were brought back, along with some being granted immunity to pain and being able to fight while still missing all limbs but one arm. Now the Orks had to kill every Space Marine twice and each Marine could take twice as many wounds. The blessed Imperial Fist shot the Orks in the front as the revived brothers shot from behind, the Orks had walked into a trap of their own making. In the ending stages of hunting down the last Orks, an unknown Space Marine clearly blessed with illnesses shouted "For the Imperium!" before slicing an Ork with his Lighting Claws.  


Eventually a deal was reached between Vostroya and the Imperium, through it's Night Lords intermediaries. Those nobles responsible for the decision of not coming to the Imperium's aid would be executed cleanly and quickly, Vostroya would be put under Administratum rule for the next 30 years whilst a new batch of aristocrats came to the surface, one of the new fangled Adeptus Arbiters stations would be built in the capital and so long as the Imperium lasts the tithe would be the industrial produce of the world plus the first born son of any family with more than one son.
The Battle of Necromunda was won but neither for the Imperials nor the Beast. The real victors were the Chaos Space Marines. True the Imperium still held the planet and the Ork WAAHG! was crushed, but this was done for the price of almost 40,000 Imperial Fists turning to Chaos and forever being lost to the Imperium. Those on the planet that sought the Dark Gods’ help did so when they were forced to either flee and lose the planet or have a heroic last stand and then lose the planet. Well, one must remember that Sigismund was told to "Hold Necromunda at all cost" even at the price of any lives and damnation.


This was a steep price but gratefully accepted even by those who were going to be executed when First Captain Sahaal offered to stop drugging the Primarch and turn negotiations over to him.
The traitor Imperial Fist would quickly and quietly depart from the sub-sector on their Battle Barges before the news broke out, then announcing to their mortal crew that they would now fight the Imperium. The traitors would rename themselves the "Rotten Fist" as a joke about how the Imperium would be rotting in the future. Their motto is still "For the Imperium" as some odd form of love for the Imperium or a reference to how they fell to Chaos due to defending the Imperium.


Zso Sahaal's name is spoken with both hate and love on Vostroya.
Rotten Fist marines during the War of the Beast were sighted fighting Orks and Imperial forces but not the Crone Eldar. After the Battle of Terra, the Rotten Fist along with other Chaos Space Marines were hunted down by Loyalist Space Marines. The Rotten Fist would flee to The Maelstrom, escaping into the Warp.
 
Rumour has it that Underhive gangs have proven fruitful recruitment grounds for the Night Lords and splinter groups in the millenniums since, but with all things concerning those sanctioned monsters nothing is easy to pin down with certainty.


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==== Krieg ====
==== Be'lakor and the Alpha Legion ====
 
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<div class="toccolours mw-collapsible mw-collapsed" style="100%">'''''The Broken World ''''' - or ''The Wretched:''
Every legion at a role to play in the War of the Beast, even if that role wasn’t immediately obvious. Such was the case with the Alpha Legion. When war broke out, the Hydra continued its work in the shadows, though they weren’t too happy about it. It was not the job of the Alpha Legion to fight on the front lines. It was their job to find the source of the threat, the man behind the man, and stop the problem at its root. [[Nobledark_Imperium_Xenos#Urlakk_Urg|Urlakk Urg]] was the obvious threat to the Imperium, but there was clearly more going on. One did not just go from being a former warboss with no empire to his name to head of a galaxy-spanning WAAAGH! in less than six standard years. Chaos was clearly a factor, but beyond the four Ruinous Powers there were other players behind the scenes vying for power, ones the Imperium did not even know about yet.


Krieg, of the Segmentum Tempestum, Uhulis Sector, at the start of 433.M40 was an entirely different world than what we know in the modern day. Back then, it was a hiveworld with a middling population of 97 billion souls, and a restless aristocracy. A manufacture and trade hub with a surprising knack for technology outside of the Adeptus Mechanicus, interstellar market trends and the subtle shifts of the warp's currents had, over the millenia reduced its prestige and market value- and the attack of Hive Fleet Leviathan led the Administratum to introduce a price ceiling on the products of Krieg to help the war effort. The ruling councils of Autokrats, already impoverished by misfortune (And, truth be told, some serious missteps of their own) were outraged. For them, bound as they were to Krieg itself, the threat of alien invasion was distant, and they saw themselves made slaves to the whole of the sector for the sake of lazy foreigners that couldn't even pay a fair price for their orbital defenses. For that was the specialty of Krieg, big guns. Guns that could be mounted on the planet, and give orbital invaders a beating, and hopefully ward them off. This also made the planet Krieg extraordinarily dangerous to attack. Any attack from above would be costly indeed.  
The Alpha Legion was first put onto the scent of one of these players after the end of the Nurthene Campaign, which had ended in disaster when the natives, who considered autoguns and tanks to be the cutting edge of warfare, had unexpectedly gotten their hands on Chaotic Exterminatus-class weaponry and the means to fleshcraft nightmarish golems in the image of their animalistic gods. Despite stymying assets of the Imperial Army, Astartes, and even a Titan legion, the Nurthene insurgents known as the Echvehnurth could only slow, not stop, the Imperial advance, and in a grand act of salting the earth the Echvehnurth activated a Chaotic weapon known as a Black Cube. The Black Cube stripped Nurth of all life and left it an uninhabitable, primordial wasteland, killing all upon it but at the same time denying it to the Imperium and inflicting heavy casualties.


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So, when a grand conclave of Autokrats were called, the attendees freely ruminated and conspired against the Imperium, secure in the shadows of their defenses. The Autokrats agreed that a formal complaint should be lodged to the Imperium. And that if they weren't met properly, that the councils would meet again, and elect a High Autokrat, an office only called for in times of crisis, when the whole of the planet had to act together. On paper at least, the Autokrats were united in their cause; respect, or war.
The Alpha Legion were perplexed by this turn of events. Never before had their intelligence apparatus failed them so. It is possible they would have continued to be perplexed had they not heard from their contact with the Cabal, John Grammaticus. Alpharius and Omegon had heard from Grammaticus and the Cabal several times before, the two organizations having shared useful intel, but this time all Grammaticus had was a single cryptic line courtesy of the mysterious Gahet.
 
However, the Autokrats were a minority in the grand scheme of things. For the vast majority of the planet that labored, lived, and died in the hives, "For Throne and Man," was their byword, and even as the Autokrats fumed in their spires, the factory workers set their shoulders, shook their heads, and redoubled their labors. It was possible that this upset would have remained just that- a grumbling, that would be addressed when the Administratum representatives arrived to hear complaints. An agreement might have been reached, or a display of force on the truculent Autokrats, and Krieg would have returned to normalcy, minus a few belligerent aristocrats.
 
However, the representatives of the Administratum never arrived, and Krieg suffered a further two separate blows.
 
The fate of the Administratum mission has yet to be revealed. The only clue recovered was a letter from Administrative Senioris Sandos to his wife, noting with pleasure that he might return in time for Sanguinalia celebrations, that he'd secured passage through the webway "With a trustworthy sort." All Eldar guides within the sector capable of granting access to the webway deny ever offering that to a human, much less a lowly bureaucrat. There is a sizable reward still on offer for the missing Administrative, and the Administratum further cautions all citizens that the webway is restricted to a select few- anyone offering them a 'shortcut' should be considered a criminal, and treated as such.
 
As the year passed on, and the Administratum's delegation failed to appear, the Autokrats convinced themselves that this was a calculated slight from the Administratum. For the Autokrats of Krieg, it was obvious that the Imperium had no care for them, and didn't even care to tell them to their face. Krieg is a relatively ancient world, and has had a fiercely xenophobic streak in their culture- and for those Kriegers that believed in the Imperium, and the vision of the Throne, the silence shook them.
 
The issue was further deepened due to the astropathic messaging system- due to Krieg's growing insignificance, they had few astropaths, and those few were held privately by Autokrats. They may well have kept the news of the disappeared delegation quiet. Or assumed that, like any other words from beyond Krieg, any assurances that the delegation had been lost could only be treated as lies.
 
Then there was the Segmentum Tempestum Famine. The Ulthran Cartel had elected to invest in agri-futures- and with that investment came a stampede of Rogue Traders, Demiurge Trade Clans, and savvy planetary governors following the trend. Most notably was the influence of at least one Necron lord. Though indirectly involved in the market, for reasons unknown, a spate of necron attacks were aimed solely at agriworlds in the segmentum for a period of seven years, further aggravating food supplies. The market dried up, and shiftless and dishonest grain haulers meant for hive and forge worlds dependent on their products skimmed from the top to sell to this feeding frenzy. In the chaos of the Hive Fleet Leviathan's invasion, and the subsequent shadow cast by the hive mind blocking out psker communications, the administratum failed to notice until it was too late for the Uhulis Sector. Worlds starved.
 
Krieg was not among them. They wouldn't have the chance.
 
The precise Autokrats immediately detected they were being short changed on loads from their grain haulers. Outraged, they turned their guns on the hauler, and demanded the full load. The grain hauler in question (Records indicate a shiftless layabout "Regnal Ersten" with a forged Writ of Trade as the unfortunate) made excuses. The Kriegers fired a volley upon the orbiting vessel to make clear their dissatisfaction. The Rogue Trader, apparently, then babbled out a series of excuses, culminating in the claim that the Segmentum Command had seized most of the food intended for Krieg.
 
The Autokrats were satisfied with their suspicions confirmed. After finishing off the grain hauler with another volley (Surprisingly, Regnal survived this, and would meet his own gruesome fate far later- but that's another story) the Autokrats met once more, and elected a High Autokrat among their number- as far as they were concerned, they were in a state of war.
 
We have no record of the identity of the High Autokrat. Their position, history, statements, gender, and fate are unknown. The Death Korps of Krieg were thorough in erasing this hated figure from memory. All we know was that there was a High Autokrat, and that this figure would openly declare secession from the Imperium of Man.
 
At this time, seven Astra Militarum regiments of Kriegers had been raised, and were posted on the world. They had been staying garrisoned in case of tyranid attack, and awaiting orders that would have presumably accompanied the Administratum delegation.
 
As part of their duties, they were to gather supplies. This included food for campaign, begrudgingly supplied by the planet.
 
The hivers of Krieg had never been strangers to hunger. It is the same on all hives- due to corruption, inadequate transport capacity, or the simple structure of billions contained in such a small space, malnutrition is rampant. There are always too many mouths, and never enough meals.
 
The hivers of Krieg had known the shock of having the Imperium fail them, and now faced famine. The Death Korps of Krieg stated simply that the population rose in rebellion against the Imperium, and by extension those Imperial Regiments as well, but I feel that this misses a step. To editorialize, I imagine that the High Autokrat (Being a cunning sort) let this stew a few days. Let the rations dwindle, let the people wonder what's going on- perhaps even attempted to rather publicly deny the Imperial Regiments their supplies, and suffered equally public rebuke.
 
The people would hunger, see what happened, and wonder. Wonder why their children cried from hunger, as the soldiers marched and drilled and menaced with bayonet, taking scraps meant for them. The High Autokrat would let that stew, then speak.
 
I know not the High Autokrat's charisma, but I can't imagine the starving need much convincing to seize food.
 
Or perhaps it's just as the Death Korps describe it. The population en masse blindly rejected Imperial Law in madness, and set upon the regiments like savage dogs.


There were seven Imperial Regiments arranged at that time, and seven hive cities. There's a fascinating account of the fall of six of these hive cities embedded in the training manuals of the Kriegers. Each city lost held a lesson to them, and each pre-Death Korps regiment that fought and fell had a deadly sin associated with them as reason to how they fell. From each fall, they took a lesson, until one hive remained, Hive Ferrograd, under the command of one Colonel Jurten. If the Kriegers can recognize a hero, they might think of Jurten as one.
“Go to Eolith. The answers you seek will be there.


Ferrograd was the center for manufacture of ammunition- which kept the final of the loyalist Kriegers well surprised. There was an offer of surrender, but the war was bitterly fought already. The only thing you would earn in surrender was a quick death. Colonel Jurten knew that the Imperium was still months out. His forces would starve before the Imperium could arrive. Following that, the Imperium invasion would be costly, if it succeeded- if, and at this, Colonel Jurten feared the most, if the Imperium would even bother coming.


By this time, what was once a strangely anthropomorphized civic philosophy had become almost a religious mania. He believed in the Throne, even as the rebels around him ranted and raved about making a new Throne, a proper one on Krieg. Jurten knew that was heresy. And he knew the origin of it. The hubris of thinking the Throne would care. The present armageddon and sorrows sown by all of this was a consequence of that central arrogance- that the Kriegers would get something for loving the Throne. The Throne was to be served. The Throne was not there to serve them.
As fellow espionists themselves, the primarchs of the Alpha Legion were at first unsure of whether or not to believe Grammaticus, but ultimately decide to investigate it for themselves. They didn’t fully trust the Cabal, but the Cabal’s goals were straightforward and their information had been reliable in the past. Additionally, even if the Cabal’s weren’t telling the whole truth, that didn’t mean what they said was incorrect. An expeditionary force was dispatched to investigate the Cabal’s claims, consisting of several cells of Alpha Legionnaires as well as reinforcement by the Geno Five-Two Chilliad. The Chilliad’s knack for pinpoint coordination and tactical adaptability had impressed the Legion’s twin primarchs, and meshed well with their own combat sensibilities. What’s more, the Chilliad knew how to keep a secret. The Chilliad and Alpha Legion had worked together several times in the past, and when the Alpha Legion was in need of more traditional military assistance the Chiliad was normally who they thought of. However, Uxor Honen Mu was not at the head of this expedition, having stepped down following her loss of cept many years ago at the beginning of the Great Crusade. Instead, the Imperial army detachment was commanded by Teng Namantjira, the commander who had overseen the Nurthene disaster. Namantjira’s record had been spotless until Nurth, and the commander was eager to discover whether some external force had caused his offensive to fail.


And if Krieg would not serve the Throne, Krieg did not deserve to be.  
Their destination was a world which the Imperium had cataloged and ignored during a routine survey as 42 Hydra Tertius, but the source knew as Eolith. Eolith was a strange world. At first glance it seemed utterly out of the ordinary, but closer inspection revealed otherwise. Surveys of the planet found plateaus with perfectly sheer faces and straight lines buried in silt under the ocean’s continental shelf, resembling starship landing pads. Nature does not build in straight lines. The rest of the planet was also more abnormal than it appeared, basins were exposed hundreds of meters below sea level, while the planet’s core suggested a lack of rotation that made it hard to imagine how the planet could sustain a breathable atmosphere or magnetosphere. Indeed, in other respects the planet was almost too ordinary, having an atmosphere that was almost identical to Earth’s, albeit with more neon and oxygen and less argon and nitrogen in the atmosphere, and a gravity 1.5 times that of Earth, despite its diameter suggesting it should have had a gravity twice that. At the north pole of the planet found an unusual energy signature, suggestive of a continuously open portal into the eldar Webway, but the records the Imperium had gained on the labyrinthine dimension from the eldar never indicated that any such portal existed here.


Krieg is a world that has its fair share of technological wonders and secrets. Among the ammunition that Hive Ferrograd produced for the orbital guns were atomics. A terrible amount of them. On the day of the Feast of the Emperor's Ascension, Colonel Jurgen gave the people of Krieg a feast that would never be forgotten. For sixteen hours straight, his collection of guns roared, blanketing the whole of Krieg in nuclear fire. Estimates lodge the amount of nuclear weapons launched in the thousands. An event in the future known as "The Purging." A kill count was kept. As point of pride, the warriors of Krieg estimated that brave Colonel Jurten with sixteen hours, reduced the population from 97 billion down to little more than 780 mlilion.
Given such an anomaly, the first place to look seemed obvious. Taking half of the forces of the Chilliad with them, the Alpha Legion descended upon the basin at the planet’s northern pole. There, sitting in a basin that was supposed to be three hundred meters below sea level, was what looked like an open Webway gate, albeit one that didn’t look like it was made from wraithbone, but instead an eerie black stone that resembled obsidian, but seemed to reflect no light. The members of the Chiliad were commanded to secure the margins of the basin, while the Alpha Legionaires would act as the tip of the spear and enter the portal first. Nobody wanted an enemy force potentially attacking them from behind, and if there was something nasty on the other side better the Astartes go first.


The world had never been a garden world, but I found a portrait of old Krieg once. Sold for a pretty penny. Though dated to the right era, I am not unconvinced it's a forgery, but perhaps that is due to my own horror at the sight of it. It was a poorly painted water color, perhaps by a student, showing the feet of a titanic steel hive towering into the clouds, standing atop harsh and jagged moss stained stone, wind and rain lashing the cliff side, and in the grey and dim light that peeked through the clouds, an animal soaring through the air. At least, I think it is. Might be a smudge on the canvas.


Krieg has no towering hives now, just ruins and subterranean warrens. The once proud stones have been reduced to rubble and sand. There is no water on Krieg, save for what's found in canteens and barrack reserves. The clouds are far lower to the ground now, laden with poison and chemical. The only life upon Krieg now are Kriegers. Kriegers, and the horses they grow in vats beneath the surface to ride into battle.
Upon entering the portal the Alpha Legion found themselves in a shrine dedicated to a being older than recorded history and an evil older than man. The reliquary was lined with numerous paraphernalia and artifacts atop singular pedestals, fossilized statues of a horned and winged being carved out of fossilized bone, five thousand year old scrolls from the Age of Strife made from tanned human skin and written in blood, horn fragments that seemed to be both material and immaterial at the same time, all illuminated in an eerie half-light that seemed to come from spotlights that did not exist. More recent items were also present, grisly trophies from the Massacre of Teuthowald, the Battle of Pydinia and the Nurthene Campaign, all Imperial defeats or losses that had seemed to have no real culprit, at least until now. The halls were lined with cyclopean blocks of stone, inscribed with writing and hieroglyphs that no one had ever seen before.


Though the Purging was the single greatest use of nuclear weapons in a short span of time upon the surface of Krieg, nuclear weapons would continue to be used. Both sides entrenched, and fought to the bitter, genocidal end in a war that would continue on for a further 500 years. The rebel survivors had gained a psychopathic hatred for the madmen that had reduced their world to ashes, and the loyalists grimly fought in the name of the Throne, knowing that no quarter would be given. They both practiced total war. They innovated, adapted, took on the gas mask, supplemented their meager diets with corpse starch (It's exactly as it sounds), introduced large scale usage of the mysterious "Vitae Womb" technology, and reduced all their beliefs to a fanatic, fatalistic, all encompassing devotion to the Imperium. The only thing for a Krieger is the fight. The duty. The war. Nothing else. For five hundred years, all other Krieger culture was erased. Art, music, literature, all the trappings of a civilian life was crushed by the demand for total war.  
At the very back was the centerpiece of the shrine, a massive mural several stories high. One of the Alpha Legion, a Katholian, immediately made the holy symbol of Quolious for protection upon seeing it. It depicted a single entity surrounded by flames, vaguely reptilian in countenance, with forward curved horns and three eyes, shrouded by a pair of leathery wings. One of the Alpha Legionnaires remarked that it vaguely resembled depictions of the devil in their home planet’s religion. The face of the being was hard to read due to the lighting in the room, but the shadows gave the impression of a vengeful god with power over life and death. Strange beings were on their knees surrounding the creature, supplicating it for mercy but seemingly receiving none. The beings were abstract and almost devoid of detail, akin to ancient Grecian black pottery, but the Alpha Legion recognized some that looked disturbingly similar to simplified humans or eldar.


As Colonel Jurten had feared, the Imperium had more important matters to deal with than just another hive world descending into madness and blood shed. Two expeditions were undertaken to Krieg during this time. The first, a curious rogue trader, was fired upon by automated orbital guns and they beat a hasty retreat. The second, a mechanicus survey fleet, came within range, and did not report being fired upon, but instead reported what seemed to be a complete, genocidal civil war being fought by a population of perhaps a few million, upon a worthless death world. They moved on.
The Alpha Legion may not have been able to read the stone carvings, but the text on the scrolls was decipherable, resembling an extinct dialect spoken on a world the Word Bearers had reluctantly purged for being violently insane and too extensively tainted by Chaos. It spoke extensively of the writer’s lord, a being it referred to as “Be’lakor” and called “The First Prince of Chaos”. To the Alpha Legion, it seemed clear the writings spoke of a Daemon Prince, but one on a scale in which the Imperium had never seen before, and which the Imperium knew nothing about. Having seen the scale of the den of iniquity they had found themselves in, the Alpha Legionaires turned to each other and grimly nodded to one another. The Steward had to know about this. The Alpha Legion set about meticulously documenting the scene, taking vid-picts of every artifact and helmet cam footage of the entire sordid shrine. Even if they didn’t know the meaning of every symbol, that did not mean someone else might.


In 949.M40, Krieg sent a missive to the Imperium at large stating that the rebellion had quashed, and the Death Korps of Krieg were waiting for orders.
Then, the Alpha Legionnaire Mathias Herzog made a fatal mistake.


Krieg has no governor. Krieg has a Grand Marshal, in charge of recruitment and training of Kriegers. All Kriegers are considered qualifying soldiers. Logic would lead one to expect there has to be some administrative center upon Krieg aside from this Grand Marshal, but the Death Korps of Krieg seem content to hand off most logistics responsibilities to the Departmento Munitorium.
He reached out and touched the stone mural.  


Departmento Munitorium officers assigned to coordinate and keep Kriegers in armor and weapons upon Krieg have a very high turnover rate. Few deaths, but from my understanding, psychological burn out is the primary cause.


Kriegers are immune to boredom. There are no diversions. There is only labor, training, war, and waiting. Any diversion from these four activities is looked upon with contempt, if not hostility. Kriegers are also remarkably xenophobic. And I mean that in the broadest term possible- fellow guardsmen often find Kriegers uncommunicative, and at times laden with barely disguised disgust. It seems any with a survival instinct are considered lesser men.  
At once the shrine reacted to the Alpha Legionnaires presence, much like an immune system suddenly recognizing the presence of an invader. The chamber began to shudder and contract, wretched artifacts rattling and falling off of their pedestals. The Alpha Legion made for the exit at once. But where their trip into the portal had been uneventful, now all the sudden the space within the pocket dimension was like quicksand, actively fighting their attempts to try and escape, the short space to the exit seeming to telescope endlessly. The Alpha Legionnaires could see what was going on outside the portal but were helpless to do anything about it. All they could do was watch what happened next.


For aliens, it is worse. Philosophically, the Kriegers came from a point with extreme deprivation. To them, every breath an alien draws is theft. Every acre of space they occupy is one less acre for proper humans to utilize. Every mouthful of food, another mouthful denied to those that better deserve it. In their eyes, the proper place of an alien is at the end of a bayonet. The fact that the Imperium tolerates these is a matter barely tolerated.
It was not just the dark shrine that had reacted to the Alpha Legion’s presence. As the Alpha Legion struggled to escape, the planet itself seemed to break apart, whatever force was holding it together seemingly relinquishing its ownership. The planet’s atmosphere vented itself into space as if realizing it wasn’t supposed to be there, whereas whatever artificial force was holding the oceans the way they were suddenly dissipated leaving the oceans to slosh around the planet as intended by the laws of gravity once more. Including into the basin below sea level where the portal had been.


Yet, for all their lack of social graces, the Departmento Munitorium has embraced the Kriegers. They win wars. Any order given is fulfilled without hesitation, doubt, or regret, even in the face of death. And there are a great deal of them.
The Alpha Legion tried to make it through the portal to warn the Chilliad of the oncoming flood, having been aware of the planet’s self-destruction before they were, but were unable to escape from their own predicament in time. Nor could the ships in orbit provide any assistance. As rescue craft descended towards the planet, space-time seemed to ooze around them, slowing their descent to a crawl as they pushed their engines to the limit trying to reach the surface before the planet fell apart. They didn’t make it in time to save the Chilliad forces on the ground. The lucky ones died when the ocean reclaimed the basin. The unlucky ones asphyxiated when the atmosphere dissipated. When the Alpha Legion emerged from the portal, protected from the changed planet by their power armor, they did so at the bottom of the ocean and surrounded by the bodies of their dead comrades.


The Departmento Munitorium has long had a debate between two, rough, major schools of military study- the Reformers and the Macharians. It is no secret that, as the years have gone on, more and more regiments are drilled and equipped in the Cadian style. In the eyes of the Reformer generals, the advantages are obvious- Cadian soldiers are considered the standard by which all others of the Imperium are measured, and standardization and centralization of equipment would only help with logistics in the Astra Militarum. Something as simple as ordering a replacement lasrifle powerpack can lead to tragedy due to different manufacturing standards and usage across the endless worlds. Let there be one set of kit, training, and organization instead of the confusing hodge podge that blunders on through luck and sheer bloody mindedness.


The Macharians take their name from Lord Solar Macharius, who famously forged an army from a mass of diverse elements and worlds, making a flexible legion ready for every element. In their minds, trying to force guardsmen to march and act the same is an act of folly, that denies useful specialization and experience. Any attempted reform would take hundreds of years, untold fortunes, and would cause the war machine to grind to a halt even as they are besieged on all sides. Catachans are expert jungle fighters, Valhallans ice worlders, Chem Dogs tunnel fighters, and so on and so forth. Why break what isn't broken?
It wasn’t until the return trip from Eolith that the Alpha Legion noticed something else was amiss. At first it was relatively minor. Shadows out of the corner of one’s eye, strange flickering of the lights when people occasionally entered a room, nothing unusual to see on an old void ship. Then people started to get the feeling they were being watched, and some claimed to see the silhouette of a humanoid figure standing in the doorway in their peripheral vision that disappeared when they turned to look. Then people started having “accidents”. Then they just started to disappear.


But now, there is a third regiment that is gaining acclaim, one that even the Reformers balk at modeling after. The Death Korps of Krieg.
The Alpha Legion quickly noticed that the people who were dying were not random, but were all people who had entered the portal on Eolith. At the same time, the shadowy phantoms became bolder, no longer disappearing when people turned their gaze and bearing a striking resemblance to the statue the Alpha Legion had seen on Eolith. When Mathias Herzog turned up dead, not vanished like all the others but his flayed body simply appearing in the middle of the mess hall between a brief flicker of the lights, it seemed clear what was happening. Be’lakor, the being referenced in the shrine on Eolith, had discovered their trespassing and was now following them.


Those that favor the Kriegers, see a model of the future. A guardsman that doesn't hesitate. Doesn't doubt. Doesn't question. Fears nothing, and fulfills every order to the letter. And better yet, there is no end to them. Generals at the strategic level find the Death Korps of Krieg refreshing. Far too often, regiments have generals that don't understand their place, and seek to ask questions or meddle in affairs above them. Refusing orders, 'misinterpreting' commands, engaging in cowardly routs: such are the sins of the common general. Oh yes, on occasion there's one that rises above, heroes that make for stirring propaganda- but let's be honest. Heroes are not what victory is made of. Victory is made of attrition, of materiel, of being willing to fight longer than the other guy. Victory is the stuff Kriegers are made of. They don't need commissars. Their loyalty is beyond question. And they seemingly spring out of the dirt with their wondrous Vitae Wombs. They're practically a new breed of human, and should be welcomed.
As the days went on more people continued to die, first the last of the Alpha Legionnaires who had survived the portal on Eolith and then all who they had told what they saw. Be'lakor seemed to know exactly who had learned the secret on Eolith and who had not. People started to survive just long enough to describe what was happening to them. Be’lakor was no longer content to hover over people’s shoulder menacingly, but was now coming after his victims with a slow, predatory walk. Victims would burst into rooms, begging for help from phantoms only they could see, only for their would be rescuers to die in turn. But the Alpha Legion was determined. They had to get the information out there, no matter the cost.


Though the other factions are uneasy at this new model of guardsman, those in the Departmento Munitorium see the future in the Death Korps. Limitless guardsmen that will not break, grinding down all that oppose the Imperium. The anvil, to the maneuverable hammer of the Astartes. One day, these generals dream, all the guard will be like the Death Korps. Fearless. Unquestioning. Replaceable.
And so began the ultimate game of cat and mouse. No matter how far they ran, and how fast, it always seemed like Be’lakor was just two steps behind them. Nothing the Alpha Legion could do seemed to stop it. Be’lakor was implacable, unstoppable, more like a villain from a slasher movie than anything else. All the Alpha Legionnaires could do was keep the intel alive, passing the information on to as many operatives as possible in the form of encryptions and secret codes hopefully below the daemon's notice, and then buy as much time as they could before inevitably dying. Then their comrades would pick up the information, and the hunt would begin anew.


The Death Korps of Krieg for their part do not care. They can be found on every front, on every battlefield, wherever a soldier is called to die, a Krieger will march there to take his place. They do not question. They serve.
When Be’lakor did catch them, he either killed them on the spot or took what information he needed out of them to continue his hunt, relying on torture techniques honed over millions of years of cruelty. However, Be’lakor’s strategy was starting to exhibit a major flaw. He had spent so much time toying with the Alpha Legionnaires, punishing them for daring to trespass on the hallowed ground of the Old Ones, that the Alpha Legion were getting further and further ahead. First by minutes, then by hours, then by days. A told secret tends to spread exponentially, and before long the Alpha Legion were reporting their findings to the highest levels of the Imperial military. The secret was out, and the truth had become so widely disseminated there was no way Be’lakor could ever cover it back up again. Be’lakor was informed of this fact by one Alpha Legionnaire, who cheekily called himself "Alpharius", though he almost certainly was not. Be’lakor had started to become worried after he noticed that cleaning up this little operation was taking longer than expected, but after hearing those fears confirmed, Be’lakor’s rage was explosive and immediate. The Alpha Legion could not say to have won the battle, having lost too many men over the course of the operation to claim the most pyrrhic of victories, but then neither had Be’lakor. The Imperium still does not know the whole story, believing Be’lakor to be an impossibly ancient Daemon Prince rather than his true nature, but they know he exists. And that is enough.


The loss of fully half the Chilliad and the Alpha Legion’s helplessness to do anything to stop the death of their long-term allies is thought to have been another contributing factor to the Alpha Legion helping the Chilliad disappear after the War of the Beast. The Alpha Legion and its primarchs had [[Nobledark_Imperium_Writing#The_Hydra_Uncoils|done their share of horrible things throughout the years]], [[grimdark|often to people who did not deserve it]]. But that does not mean they were incapable of caring about others. After all, if they did not care, how could they call themselves human?
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==== Valhalla ====
==== Second Battle over Elysia ====


== Notable People ==
The 2nd Battle over Elysia took place when the Chaos fleets tried to keep the blockade of Segmentum Solar after the Battle of Phaeton started. Battlefleet Solar was effectively crippled in a few days as fighting on Phaeton started, the fleet was killed over the skies of Terra. The Chaos fleets stationed themselves around Terra in different sub-sectors to block the supply lines. Battlefleet Pacificus launched a series of small offensives including diversionary attacks in the galactic west, drawing away concentrated defenders from weaker sub-sectors to allow the real attacks to clear supply lines. Battlefleet Ultima along with what's left of Battlefleet Solar gathered to the galactic east of Segmentum Solar's bordering sub-sectors to prepare for war. The Imperial ships in the meantime were conducting hit-and-run attacks all along the bordering sub-sectors. Cronefleet L'Oquis assembled every CE and Ork ships it could get together to hunt down and snuff out the raiding ships coming in from Ultima Segmentum.


=== Malcador ===
The raiding ships fled to the randevu point over Catachan and brought with them news of the chasing Cronefleet. The acting admiral of Battlefleet Solar ordered all ships at the point or heading towards Catachan to divert to Elysia. All of Battlefleet Solar and some of Ultima rushed to meet over Elysia while the bulk of Battlefleet Ultima was moving back to the galactic west. CEs had already teleported inside some of the raider ships to plant tracking beacons on them before leaving unseen. The ships over Elysia rushed to resupply themselves with whatever they can get their hands on until they were unexpectedly attacked by Cronefleet O'Oquis. The battle started with Imperial ships keeping distance while Ork ships tried to close in. CE ships did enter their firing range to launch voidcraft before the Orks could and the Imperials couldn't retreat by then. Many of the human cruisers slugged it out with the CE before the Orks could get a chance to board their ships. The Orks tried ramming the Imperials many times to mostly miss or worst, damage CE ships by mistake. Eldar ships had chased off the rearguard of the Cronefleet while everybody else was fighting in the main battle. Some CE ships from the rear advancing into the main battle were fired upon by other CE ships due to misidentification and were thought to be Craftworlder ships. When the human ships had taken considerable losses Cronefleet L'Oquis tried to withdraw but was blocked by Eldar ships in their rear.


Salvage log regarding unusual item 43
Several days have passed when the Cronefleet first engaged the Imperial fleet over Elysia. The Imperial forces had clearly taken more losses than the Cronefleet near the ending stages of the battle. When the rest of Battlefleet Ultima arrived over Elysia, the Imperial fleet was much smaller while the Cronefleet had bloodied their noses. The admiral of Battlefleet Ultima assumed command of all ships over Elysia then ordered Battlefleet Solar to retreat. As Battlefleet Solar was disengaging, the rest of Battlefleet Ultima rushed to reach firing range. The Cronefleet was almost destroyed when giving chase to the retreating Imperial ships as Battlefleet Ultima shot them to pieces.
The 2nd Battle over Elysia reached a mythical status. The destruction of so many Crone ships in that one battle and ineffectiveness of the blockade in the galactic west caused a change in strategy for the Chaos navy in the WotB. Chaos fleets were now to fulfill a supporting role in the invasion of supply producing Imperial worlds rather than block Imperial supply lines. What was left of Cronefleet L'Oquis supported a WAAAHG! that already burned 2 worlds then supported the destruction of another world. Only 3 or 4 cruisers of Cronefleet L'Oquis survived the war to return home after almost all of the fleet was burned by Imperial Fist Battle Barges over Necromunda.


Item appears to be a quasi-biological construct in the basic appearance of man in mid to late twenties. Item is approximately 2.5 meters in height, broad across shoulder and pale skin. Attempts to determine ethnic group from visual analysis has failed. Subject is either from an hitherto in recorded group, an outlier of his group or of mixed ancestry. Nearest group to appearance seems to be the western Merika or Calbi tribals. Item appears to be alive and breathing although apparent internal temperature seems to be somewhat below that of a man in final stages of hypothermia. Attempts at awakening the item have so far been fruitless.
==== Appearance of Attack Planet Ullanor, the Sacrifice of Ollanius Pius, and the Appearance of the Ork Diplomats ====


First-mate Varda suggested electro shock to awaken. No result beyond blown fuses.
See [[Nobledark_Imperium_Writing#Ork_Diplomacy|Ork Diplomacy]]


Varda also suggested the use of drugs injected into subjects blood stream. Further attempts discouraged to preserve needle stocks.
==== The Siege of Terra ====


Attempts to monitor brainwaves have given confusing results. Casual psychic surface scans indicate that the mind of the individual is that of a potent psyker but seem to be completely empty. Disinclined to probe deeper until nature of Item is further determined.
See [[Nobledark_Imperium_Primarchs#Sanguinius|Arik Taranis]], [[Nobledark_Imperium_Primarchs#Sanguinius|Sanguinius]], and [[Nobledark_Imperium_Notable_People#Eldrad|Eldrad]]


Day 12 of return voyage.
==== Reclamation of Old Earth and the Formation of the Ork Empires of Charadon, Octarius, and Bork ====


Item 43 appears to have regained/gained consciousness.
See [[Nobledark Imperium Xenos#Ork Empires of Charadon, Octarius, and Bork|Ork Empires of Charadon, Octarius, and Bork]]


Janitor Ujarak discovered Item standing upright next to it's shelf and came immediately to myself report development.
=== Remembering Old Earth ===


Item's eyes have been revealed to be an almost metallic golden in colour and follow sources of movement in it's immediate environment. No other sources of activity are evident.
<div class="toccolours mw-collapsible mw-collapsed" style="100%">


Thermal scans still reveal unnaturally low internal temperature.
"''When I first saw Old Earth for the first time, I was reminded of an Exodite world more than anything else. It was so rustic. The people talked about rediscovering mono-molecular structures and anti-gravity, as if these were groundbreaking innovations. I was shocked, how could this be the capital of the same empire whose ships dominated the stars, and whose warriors helped the Eldar to free me from my captivity. And yet, the people there seemed so proud. Proud that they had clawed their way out of the dirt and the darkness. Their society had only just begun to rebuild itself from the horrors of their Fall, and yet they looked back on the little they had accomplished so far, and felt optimistic about the future.''"<br>
-Grand Empress Isha, on her first impressions of Old Earth


Item made no resistance to having the brain-scan cap put back on. No change in apparent brain activity. Psychic scans suggest an very minor increase in activity. In a normal individual the change would be all but unnoticeable due to background chatter.
For the average Imperial citizen outside of Segmentum Solar, the ancient nations of Old Earth from the Unification Wars are long forgotten. Those who are history buffs or lived in the Sol system itself might know these old Terran states. Having been born at the end of the Age of Strife, the primarchs knew full well that many countries had come and gone before theirs, particularly after the War of the Beast caused so much destruction that the entirety of survivors on Old Earth could have comfortable fit into the continent of Europe. After the War of the Beast, many of the primarchs labored to preserve as much of they could of their country’s history and customs, so that their people would not be forgotten. This is not to say that they were the only people to write of their nations, many did so as a way of working out their grief and to try to preserve some vestige of their culture after the War of the Beast. But the nineteen of them were the Emperor’s primarchs, and when they spoke people tended to listen.
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Item appears to be growing a faint covering of dark hair on scalp and jaw consistent with a human male of assumed age. Attempts to remove a sample have been successful. Analysis of hair fragment shows it to be some sort of very dense composite-polymer similar to the sort used in the manufacture of low grade flack armour.


Further attempts to elicit any additional response have proven unsuccessful. Item moved to secure holding cell as a precaution.
The Emperor himself of wrote a little bit of what daily life was like in Terrawatt, when it became clear to him that his old home was gone and not coming back. However, in later years, some scholars have privately criticized this account as having been overly mythologized. Between his accounts and the drier, more methodical logs of Malcador, it is possible to get a reasonable approximation of what pre-Unification life was like in the Terrawatt Clan. Given his eidetic memory as a Man of Gold, it is likely the Emperor remembers more about Unification-era Earth than what he has put down on paper, but between his duties as head of state and the feelings such memories would dredge up it is unlikely they will ever be written down.


Janitor Ujarak has named the Item Oscar after an uncle of his. I have approved the designation.
Of the primarchs themselves, starting with Horus, he chronicled the entire rise of the Imperium from the start of unification for the migrant fleets of Sol to the end of the War of The Beast. Some have criticized Horus' Chronical after his death when a few historians noticed the lack of historical accuracy when writing about the Great Crusade. The best records by the primarchs of life on Old Earth pre-Unification come from Fulgrim, Guilliman, and Vulkan. Fulgrim managed to write a lengthy autobiography after his Legion was reduced to just shy of three companies in the Iron Cage. Going into great detail about his everyday life, readers are able to especially immerse themselves in his childhood of living in Merika to an eerie amount of degree. Everything after the childhood section of the book is known for being historically inaccurate and turning into the self-gratifying propaganda of later parts in his life. In addition to his general writings and thought experiments, Guilliman had his entire family history saved to an audio recording then transcribed to a book. The genealogy writes about members from this nobility starting at the end of the Age of Strife till the end of the Great Crusade. Vulkan often referred to the Afrique League (and its history both before and after the Warlord) in passing in the many writings he published over his long, long life, including one book entirely devoted to the topic and several different essays on many subjects, ranging from philosophy and theology, economics to warfare. These provide some of the best glimpses we have into life in the Afrique League.


Day 20 of return voyage.
Surprisingly, Jaghatai Khan wrote extensively on his life, mostly poetry about what life was like under the Despot of Ursh and how it got so much better after he threw off the yoke of his oppressors. He also wrote poetry about his wife and the simpler lives of his people after the Khanate was established to remind him why he does what he does. Unfortunately, most of it was written in Neo-Mongolian, which meant it was only legible to Pastoral Worlders, and even then only just (being about as similar to modern Pastoral Worlder languages as Old English was to 21st century English). Dorn’s writings, much like the man himself, were straightforward, rather spartan, and only ever discussed a single subject. The nature of the Calbi military of that era would be remembered if nothing else. Although he did not survive the War of the Beast, Sanguinius mentioned his old homeland in his Meditations, where he collected his visions and wrote on topics like philosophy and ethics. As part of that, he had a very detailed and honest description of pre-Unification Duscht Jemanic, as he was a firm believer of history and examining mistakes to avoid repeating them.The Lion actually wrote a little bit about Franj, in part to work out the grief of losing his old home and in part to spite Luther for trying to sully Franj’s name. However, the most famous work attributed to the Lion may not have been actually written by him. The book was done in a clunky style as if written by Lion and the finished product was found in his quarters on his writing desk but at that time Lion was in the main medi-bay of The Rock living off of IV drips. It was Holguin, Master of the Deathwing, who found the book when it became clear that Lion was not going to wake up any day soon and someone had to tidy up Lion's room. Holguin never admitted to writing the book. Dark Angel folk belief has it that Cypher did it for no easily describable reason.


Oscar has shown a marked increase in activity. Monitoring equipment shows him measuring the dimensions of his cell and trying to manipulate the door handle. Handle shows signs of having been bent slightly indicating Oscar has strength far superior to that of a baseline human.
Other primarchs either would not or could not write about their home countries. Although Magnus the Red was concerned with preserving knowledge and history and wrote extensively on warpcraft and daemonology, he wrote very little on his life as a subject of Ursh. As far as he was concerned before the Imperium he had no home nation, only jailers. About the closest he ever came was when he contributed to the writing of ''The Chronicles of Ursh'', mostly chronicling how horrible Ursh was. Historians have sometimes doubted his more outrageous claims, but in almost every case they have turned out to be true. Angron, in his better days, refused to write down his experiences in the Nord Afrik conclaves, even going so far as to claim “being subjugated by the Imperium was the best thing that could have happened to the country. If it became so far forgotten it was as if it never existed so much the better.” Nevertheless, a great deal of insight can be gained into from Angron’s poetry. The earliest pieces offer harrowing glimpses into the society of the Nord Afrik conclaves in its dying years. Interspersed are more cheerful things about his children or sorrowful things about his biological family. Angron’s’ poetry was not good by any means but that was because he was a warrior rather than a poet for a living. However, as the years pass the poetry became worse. The subject matter gets better for the most part but the style, vocabulary, rhythm, punctuation, spelling and legibility of the hand written notes start to decline noticeably. Not long before War of the Beast he apparently just gave up on it.


When observation and testing teams entre cell Oscar stands immobile and merely observes visitors. Thermal, brain and psychic scanning still reveal no significant change in activity.
Perturabo probably would have written about Macedonia and the Great and Everlasting Tharkian Empire if he was asked during the Great Crusade, but afterwards he refused to do so. To him, it was just one more way he failed his people, and writing about his people for posterity felt like writing an obituary rather than a historical record. Corax did not have a happy life before the Imperium. Trying to write about his life reminded him of his old family, and it hurt to think of that subject. Like Magnus, the closest he came was advising those who wrote ''The Chronicles of Ursh''. Ferrus Manus did not write anything about Orioc as he saw no difference between the Antarctic Mechanicus and the Mechanicus as a whole, and as the Mechanicus was perfect and enduring and already drowning in data there was no need to. Curze just plain did not want to talk about it. Mortarion also did not. He would not sully the name of Gredbriton by associating himself with it too hard. Leman Russ was not much of a writer, although others in his employ were.


As of yet Oscar has not indicated any need or desire to eat, drink or sleep although basic sustenance and bedding has been provided.
Lorgar was well-known for writing and talking extensively on things he did not like, but he was first and foremost a warrior-chaplain. He was more concerned about the good of the people now than the problems of the long past. However writings on the Yndonesian Bloc do survive, most notably from Lorgar’s father Archbishop Kor Phaeron. Alpharius and Omegon ████████ █████████ █████████████{Historical document confiscated by order of the Inquisition. Ave Hydra, Hydra Dominatus.}███ ███████ ███████ █ ███████ ████████ ███████████ █████████ ███████


As of yet no conclusive idea of what our ancient Cthonian cousins reason for creating this construct were.
Sadly, despite all their efforts, the primarchs largely failed in this endeavor. The customs and cultures of the nation-states of Old Earth in M41 are about as well remembered as the provinces of the old Roman Empire were by the third millennium, essentially trivia only of interest to historians. The only nation-state that is well-remembered with any degree of accuracy is Ursh, and that was more as a cautionary tale to avoid repeating the mistakes of the past than for historical posterity. Ursh is best remembered in the galactic midlands, the Imperial worlds too far from Old Earth to actually know Earth's history without a degree, but close enough that legends of the primarchs are still pretty popular. Still, the legends that get told a lot are the ones about king Oscar and his primarchs fighting heroic battles against the old Chaos king and his Habnervars (local low Gothic dialect, some kind of horrible monster) or how captain Horus took so long tricking the Chaos Gods over and over that he was almost late to fight the great grot. Sure, the old story teller could regale you with the tale of how Guilliman went to school for a long time and got married to a nice lady, all of this in Franj, or he could make some shit up off the top of his head about what Fulgrim found in the Rockies, but nobody ever asks.


Senior members of the salvage teams are convinced that Oscar is an unfinished product and Item 42 that was found in close proximity to Item 43 was a psy-graft machine that would have been used to provide Oscar with programing and purpose. Currently Oscar is a blank slate and we have no real chalk for him.
When the nation-states are remembered, they are primarily remembered in a semi-mythologized fashion based on their role in the Unification, typecast as heroes and villains instead of being remembered for the people who actually lived there. The White Scars spit on the memory of Ursh and its people, forgetting that for many of them their great-great grandmother was an Urshii serf who was just as oppressed by the old regime. The people of the Imperium sneer at the Yndonesian Bloc and its brutal theocracy, forgetting that Lorgar, one of the Imperium's greatest humanitarians, came from its ranks. Franj is often remembered as being the motivation of betrayal for Luther, the arch-traitor, forgetting all the people in Franj who were horrified by Luther's ideals and would ultimately end up paying for his mistakes.


Day 28 of return voyage
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Oscar has escaped from his cell by applying unreasonable force to the door. Was found in storage hold 12 staring at the container we found him in.
=== Black Crusades ===


After 5 hours of no additional activity he returned to his cell without prompting.
EDITOR'S NOTE: These events should not be considered the only things to have happened during the various Black Crusades. The Black Crusades are massive undertakings, composed of numerous warbands whose commanders often don't have the same goals in mind. Events like the Burning of Prospero or the Gothic War are merely one front in the larger Black Crusade. Case in point [[Nobledark_Imperium_Notes#Lady_Malys_versus_the_Steward|Lady Malys' first battle versus the Steward]] happened during the First Black Crusade, which is better known for events that happened on Cadia and the Gate Worlds.


Day 30 of voyage home
==== First Black Crusade ====


Oscar wandered into the mess hall this morning and ate a synth-meat pate bun. Brief flare in internal temperature was recorded by off duty tech-adept team.
Despite there being eleven more events of the same name, the first Black Crusade was a watershed event in the history of the Imperium, if for nothing else than it established the relationship between Chaos and the Imperium for the next several millennia. After the events of the War of the Beast, Chaos regrouped and spent the next few centuries rebuilding and licking its wounds. Despite the events of the War of the Beast, Chaos had essentially made it to the Imperium’s door the first time around, several of the primarchs (e.g., Sanguinius, Angron, Horus) had died during or since, and Chaos could replace its losses (orks, daemons) much more easily and rapidly than the Imperium could replace theirs.


Casual psychic observation is showing considerable increase in activity but still well beneath that of even a child.
Chaos expected the Imperium to be permanently crippled, and the Imperium responded with a fist to their collective faces.


Attempts to restrain or move Oscar when Oscar does not wish to move have been ineffectual. Oscar sat motionless for five hours in mess hall. Diners found the experience "creepy".
Making matters worse for the forces of Chaos was the unanticipated presence of the Eldar, who had started helping human forces in larger numbers in the years since the WotB. It took some time before the forces of Chaos realized they were sticking their hand into a cheese grater and pulled back to reformulate their strategy. This was far from the end of the first Black Crusade, and there were still significant losses for the Imperium (Dorn, Abbadon) but by the end of it the relationship between Chaos and the Imperium was clear. The Imperium was no flash in the pan that would crumple after one serious battle. If Chaos wanted to win, it would have to fight every inch of the way to get there. Later Black Crusades took this lesson in mind, and have become all the more dangerous for it.


An overall work suit has been fabricated in Oscars size.
==== Second Black Crusade ====


Day 33 of return voyage.
Alpha Legion operatives and the Inquisition had been intercepting an increase in encrypted orders for Chaos cultists near the Eye of Terror for a few years prior to the Second Black Crusade. Composed of complex geometric shapes drawn in blood, the messages were complete non-sense for any unintended recipient without the properly established telepathic link and informants leaking the enemy intelligence to the Inquisition can make little to no understanding of the orders. After the help of some unknown double agent within the Imperial Army, the Imperium had received enough information to act as they found out these cults had been sabotaging and spying on the defenses of Cadia for years. Planning to smash this so-called "Second Black Crusade" right at the entrance of the Eye of Terror, the Imperial Navy called for massive numbers of reinforcements to rally over Vigilantum, the naval training world near Cadia inside the system. The assembling grand armada was halved as those ships were destroyed in transit by the Warp storm "Hollowing Hull" created by Chaos. Indeed, in retrospect, the information leading to the massive loss of ships from the Warp Storm seems to have been a plant from the Croneworlders in the first place. The rest of the armada trickled into the system to be isolated then be hunted down as small pockets of resistance formed to fight the Cronefleets as they retreated in the 'Battle over Vigilantum'. Although the Cronefleets had trouble trying to take Cadia as the Imperial Guard still held the planet, they were able to simply circumnavigate around it to attack other sub-sectors while blockading the world. The purpose of this Black Crusade was not to raze Terra like the last time but to test the Imperium in their reaction and experiment if fleets from the Eye can bypass the Cadian Gate. For the first few months of the campaign, the Imperial Navy had to smuggle in troops to the front as the Battlefleets had been scattered by the Warp storm. Unable to effectively operate as a coherent whole prevented the Battlefleets from conducting any offensive operations until the end of the Black Crusade.


Warp turbulence flared up this evening. Navigator attempted to drop us back into real space but to no avail. Anti-boarding teams were put on alert.
==== Third Black Crusade ====


The turbulence ceased abruptly in the area surrounding the ship. Filtered external footage shows Oscar standing on the prow of the ship without a void suit glaring at the warp.
Lady Malys promised Daemon Prince Tallomin the slaughter of millions of warriors if he and some daemons killed the population of Cadia. Starting in 005.M33, the 3rd Black Crusade started with the attack on Cadia, the Crone Eldar avoid fighting on the planet as they collected the millions slain by daemons. Barging with Ork clans for "great fights with the humies" and some shiny hats, Lady Malys was able to launch a campaign of extermination on some surrounding sub-sectors while the fighting on Cadia stall. Marines in Omega armor arrived onto Caida in time to rush to the defense of Kasrs the fortress city. Tricking the local Guardsmen that they were "Vanguard for more Inquisitorial required troops" the marines managed to grind the daemons to halt on multiple fronts.  


Method of survival is as yet unknown. Oscar did not return to the interior of the ship until cessation of disturbance some 39 hours later with seemingly no ill effects due to exposure to the vacuum of open space or total exposure to the Warp.
Unknown to the Imperials, Orkz, or Tallomin however, the entire Black Crusade was a distraction to allow the first phase of the Long War to finish. Lady Malys had planned to kill hundreds of millions to collect their corpses to be used in dark rituals. The Warpcraft invoked would allow certain individuals to raise the dead with just a hand wave or cause outbreaks of the Rot with their mind. Chanting Nurgle's prayers in forbidden tongues while crushing millions of bodies to become fertilizer then flushing it down into the ground or sewer system was done on many worlds. The arrive of the Grey Knights prompted Lady Malys to order her human agents with being gifted such power over the dead, to share their Warpcraft or knowledge to a parasitic immortal race already infiltrating Imperial society. Magnus along with the Thousand Sons, Space Wolves, and Gray Knights arrived on Cadia to finally force Tallomin's daemons to flee. The Omega Marines were long gone from Cadia. Lady Malys learned how to trick the Imperials into giving false priorities like if they held Cadia the Black Crusade would retreat. She indeed ordered a fighting retreat after the daemons were driven from Cadia but her objectives were complete.


Oscar was placed in a decontamination booth. Oscar pushed open the door of the decontamination booth and returned his cell.
==== Fourth Black Crusade ====


Return voyage day 36.
Malys sent a huge Cronefleet to pillage and steal arcane knowledge from [[Nobledark_Imperium_Notable_Planets#Prospero|Prospero]]. That was until Ahriman along with his sorcerers, in the loosest term, preserved the planet by teleporting it to a pocket dimension. [[Legion of the Damned|Those on the planet exist in a limbo state between the Warp and realspace with no real predictable way of entering or exiting it]].


Oscar was found in mess hall again today having consumed a standard portion of cooked vegetable strips. Oscar then closed his eyes for almost half an hour. This is possibly the only time he has "slept" since first being awakened.
==== Seventh Black Crusade ====


Upon awakening he approached my office and spoke for the first time asking "What am I to do?"
Chaos began a series of conflicts that targeted Space Marines for extracting their geneseeds, which Fabius Bile organized it for preventing the degradation of The Fallen geneseeds while production and experimentation of the New Men continued. Running many battles to draw out the elite of the elite from the Imperial Army using false intelligence gathered by Orders Securitas, they had double-agents or used psyker/hypnosis leak information to seemingly hunt down the Chaos fleet rampaging.


Oscar has been tasked with categorizing and ordering the items salvaged Cthonian artefacts.
==== Twelfth Black Crusade (001.M41-???) ====


Return voyage day 37
''The Destruction of Macharia''


Members of the crew with knowledge of ancient history have put forth the suggestion that this "Oscar" is a Man of Gold albeit an unfinished one.
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I am now faced with somewhat of a dilemma. The return of this creature to the territory of Clan Terrawatt could be disastrous for all nations of Earth. From what fragments we know of history a Man of Gold, should he have a mind to be, would be a disaster of similar magnitude to that of another super-volcanic eruption and it is doubtful that the people of Earth would survive such again.
Macharia is a Hive World in the Segmentum Obscurus that has the dubious distinction of being the closest Hive World to the Cadian Gate and the Eye of Terror. Normally the conditions surrounding the Eye of Terror and the inhabitants that live within it are too harsh to allow a hive world to exist (indeed, no Hive World could exist within the Cadian System itself or else it would be a target of opportunity for Crone Eldar raiders), but being slightly “downwind” of the Cadian Gate in a neighboring sector Macharia is just far enough away from the Eye to allow a Hive World to exist. Macharia is significantly more fortify than your average Hive World, but it is a Hive World nonetheless. Together the three systems of Cadia, Agripinaa, and Macharia are considered the crown jewels of the region surrounding the Cadian Gate, a trinity of worlds that acts as the Imperium’s first bastion against any Chaos incursion.


After due consideration I have decided not to detonate the reactor.
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This decision will either be remembered as Malcador's Triumph or briefly Malcador's Folly. May the Ancestors guide us.
The surface of Macharia has seen hordes of plague zombies raised by wight kings, roving bands of Khornate Crone Eldar berserkers, and attacks by the imposing, deadly Fallen, just like any other system neighboring the Cadian Gate region. During the 12th Black Crusade, after the repeated failure of Cadia to hold back the Chaos death fleet, the imperial navy fell back and drew a secondary battle line at Macharia, hoping to halt the Chaos invasion there. The surface of Macharia was fortified to the greatest degree possible and Imperial warships buzzed about the planets of the system like angry hornets. Before long the Chaos war fleet entered the system, headed by the dark chaplain Erebus and his flagship the Chariot of the Gods, a.k.a. the Planet Killer. The Imperial military had their doubts about the ability to hold Macharia, but they were determined to take as many of the Chaos invaders down with them. Macharia was a Hive World, and nobody expected the planet could be taken with anything less than protracted, bloody struggle.


=== Eldrad Ulthran ===
Then the Chariot of the Gods ominously shifted configuration before opening fire and unceremoniously reduced Macharia to rubble with a single shot. The beam set fire to the planet’s atmosphere, blew through much of the upper mantle and core, and sent continent-sized chunks hurtling through space. The few ships that survived the sudden conflagration and the resulting debris cloud could not stand up to the Chaos war fleet, having no planet to use as cover and no place to which they could retreat for fuel and repairs, and were quickly swept away. The Last Battle of Macharia, which had been predicted to have taken months or even years, was over within a few days, and there was nothing to stop Chaos forces from moving further into the Milky Way.


The date of birth of the ancient [[Farseer]] is an event lost to time. Assumed to have been born at most a few thousand years before [[Fall of the Eldar|The Fall]] he would have been considered old even as the [[Eldar]] Empire died. There are few (if any) surviving records of his early life, and his memory is fragmented at best.
The only good news for the Imperium is that the forces of chaos were just too surprised by this turn of events as the Imperium was. Chaos had also expected a long, protracted siege in order to take Macharia, and in fact Erebus was giving a motivational sermon to his troops in preparation for such a battle when the Planet Killer unexpectedly activated and fired on Macharia without orders. Nobody on board the Chariot of the Gods has any idea what caused the ship to activate or how to repeat that shot. Erebus has begun taking to bothering Be’lakor, the “last of the first race to discover the Primordial Truth” in the hopes of getting him to tell Erebus how to unlock the Planet Killer’s secrets. Despite being amused by Erebus’ groveling and his rightful deference, Be’lakor has no intention of sharing such information.


The loss of memory may have been a result of The Fall breaking his mind, a broken mind would explain many of his later antics, or it could simply be caused by living longer than any other biological eldar. His longevity is assumed to not be natural as an unaltered eldar will live for just under two thousand years and even with the best of post-Fall longevity treatments will struggle to reach five thousand. Eldrad is assumed to be potentially three times the upper limit of known eldar longevity treatments. He is therefore either some sort of mutant or the result of now forgotten and lost medical intervention of the Old Empire. He is long lived but he is not immortal. By the dying of the Dark Millennium his skeleton has crystalized, his face is lined, his eyes grow dim and his hair is white.
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His earliest coherent memories are trying to warn the general populace of the Home Worlds of the Old Empire to their dangerous folly. By that time they were either too far gone to care or skeptical of his claims. He has memories of trying to organize evacuation fleets and calling in the favours and offering favours to the trader captains to help. The names of the captains, the names of their ships and their faces have dimmed and faded with time. It is possible that they were the origins of many of the [[Craftworld|craftworlds]], but now none will know for sure. It was not a time that records survived well.
 
With his precognitive prowess he felt the shape of something not unlike the Old Empire rising up across the galaxy but not of his kin. A god but a mortal made of gold and gold did not rust.
 
Every rune cast, every vision from meditation showed that the remnants of the eldar people would in time come to blows with the men of Earth. Without their gods save murderer and trickster his people would lose their wisdom, what little of it they still had. They would declare war upon the men of Earth and great slaughter would be had. Peace would be impossible.
 
They needed their gods back. Of them the Harlequins sang only one other yet lived and then in captivity and that rescue would always be impossible.
 
This declaration of impossibility did not sit well with the old Farseer. The eldar people had gone through too much, survived too much, to be driven to either madness or extinction. For one who dealt with the sliding scale of probability and the twisting threads of possibility it is possible that he saw this great wall as a personal insult and his mind started to wander down stranger paths.
 
Under normal circumstances none of the eldar people would have dreamed of seeking the aid of the lesser races but these were far from normal times.
 
And so it was that Eldrad found an unlikely ally, himself a relic from a broken empire whose people had been brought low. For the first time that he could remember the old Farseer felt something approaching a sense of family unlikely as that seemed with the great golden eyed giant.
 
The greatest warriors of the eldar were assembled and it’s most powerful seers and warlocks and the humans, as he learned his new friends were called, did the same. With great effort and a derelict and unstable webway gate they tore the veil of reality asunder and the human exarch “space marines” and the young Phoenix Lords charged into the very depths of Hell in the wake of the giant called Steward.
 
Of what they saw in that place none would tell Eldrad though of those that returned all now had the eyes of people who had seen too much and could never look away again. And for an instant, just for an instant, as they stepped back into the world of the living there stood the mother of all eldar for the last time and first time in possibly millions of years. Just for an instant in the flesh and all who beheld her in that moment knew new hope for salvation.
 
Soon arose again the Priesthood of Isha, the daughters of the Mother, Her disciples and from their venerated ranks the one known as Macha rose to prominence and earned herself the honour of being the avatar of her patron in the world of the living. Eldrad recognized the one known as Macha for she was old and also a survivor of the fall but he could not name her or recall her face. He suspected she was distant kin but she did not carry the name of Ulthran, none besides Eldrad in that time did.
 
The thread of the eldar people was strengthened and as he looked upon and forwards through the skein of fate the thread would be strengthened still further by being interwoven with that of the men of Earth. So it came to pass that the radiant High Priestess of Isha and the Steward were joined as husband and wife to formalize the union of man and eldar and the protection and inclusion of the true eldar people into the Imperium.
 
But the theft of Isha had insulted the gods and they were out for blood. Eldrad, as the being who had put forth that plan, felt more than a little responsible. Possibly it was this sense of responsibility that made him refuse to suggest to the craftworlders that they run and let the humans die in their place, perhaps it was the knowledge that the gods would never stop hunting them, perhaps it was that he saw this conflict as a trial by fire for their new Imperium or perhaps he was much like his own people now were. They were no longer a ragged band of refugees surviving off of scraps salvaged from a burned down home, they were Eldar once more. The galaxy had bent to their will once and some stupid upstart gods were now challenging them? They were not so weak as to cower now. Eldar and men were building the galaxy anew. Mortal hands and hearts and heads held high and what mortals had wrought no god would tear asunder.
 
And so it was that eldar blades met the blades of the enemy and Eldrad was aghast to find that the hands that held those deamon blades were not unlike his own. His fallen people, the ones who danced and sang as trillions died and revelled in the debauchery even to the screams of the dying and the damned still lived, if living you could call it.
 
It was with heavy heart that the old farseer fled the Gate Worlds of Cadid and Ulthwe and for many a centry to come his kin and kind word decry him a coward and a scoundrel. But the flight of Eldrad to Old Earth although one of desperation was not one of cowardice and if any emotion at all still beat in that cold grey heart it was wroth.
 
Eldrad had looked upon the threads of fate as they shifted and saw one thin strand that led to a lasting hope of victory for his peoples. Just one. He needed to be on Old Earth. He didn't know why but the only way for all to survive was for him to be where that hammer was coming down hardest. Even so it was a hard thing to do. Time has weathered their faces and names but he did now have children of his own upon fair Ulthwe. Their names have gone unremembered, their souls never made it to the Infinity Circuit and ever afterwards long past the point when their faces became blurred and forgotten he knew he had left them to die and worse and he cursed himself for it.
 
It was a maddening time in Imperial Palace. Eldrads small ship was shot down by the invading forces and it not so much landed in the Imperial Gardens and crashed. Greenskinned brutes occupied by that point 60% of the Earth's surface, 70% of the population was slain and they didn't look to be slowing down. In truth the forces mustered against basic sanity on Earth put the forces leveled against the home he had abandoned to shame. But this was Old Earth, keystone of a new Imperium, it's walls were so much higher.
 
To Eldrad's relief the Steward knew of the Crone World Eldar, his own court seer Red Magnus having divined their presence. But Red Magnus was young. Brilliant but young. Eldrad was old and even then in relative youth none were his equal and he was at the center of the storm. The heart of the web where all the strings met, Chaos had hounded him but he was now right where he needed to be and the manic grin on his face and the fire in his eyes was terrible to behold.
 
Forces were redeployed and moved under cover of darkness and smoke and illusion, slight of hand was played at an insane level, misdirection and the subtle knife between ribs cost the orks and their puppeteers a heavy price as the line was held with one hand and the knife shoved in the back and twisted with the other. The war had just gotten serious, the Crone Worlders were going to have to work for it and come down and fight for themselves if they wanted this victory.
 
They tried several times to teleport into the Imperial Palace as it's shields weakened, a fact that the turned out to be a trap and all their assassins and berserkers were caught in a withering hail of bolter fire. They tried air dropping Kommandoes and Stalkers and Mandrakes only to find that the Harlequins had been loitering in the place for months waiting for them. They tried digging in with great rock crunching maworms and Digga Krewz and stranger things that slipped between the rocks like impossible smoke. They encountered Magnus. It is probably better not to know what he did to them though they were never seen again.
 
In the end the Palace, now holding approximately 40% of the surviving population of the planet, would have to be taken the Orky way with a mass charge. Here was where the Beast approached.
 
For all his cunning Eldrad had only so many pieces on the board and misdirection and prescience could only stretch that so far. The thin red line before the Eternity Gate was thin and he knew it and they knew it and he knew that they knew it and they knew that he knew that they knew it and they savored his desperation.
 
For all that the Beast approached he could not withdraw soldiers for other fortifications. Every time he was abouts to do so he felt the thin strand they all hung by snapping. The Beast had to attack the Eternity Gates and he could offer no help to stop it. Thrice he had to hold the Steward back for rushing to the gate to led his prodigious strength. The Steward was needed right where he was. No one man could direct the forces across an entire planet and Eldrad knew he would be drowned if left to it on his own.
 
Increasing pleas for help came from the gate. Each more wretched than the last. The Steward was almost in tears, or all the beings in his Imperium few were friends and one was abouts to die and he was letting it happen. When the transmissions went quiet so did the Steward. Cold and quiet and very, very still.
 
Sporadic fire could be heard getting closer and the footsteps of doom like war drums or twin hearts getting closer.
 
When the Beast finally smashed and tore the armored door out of the Throne Room he did not find a selection of cowering generals and fleeing strategists. What he found was an angry Man of Gold cannoning into his face at a flat trajectory like a murder tipped missile.
 
It was a hard fight. Perhaps the most brutal and savage that there ever was. The Steward was a Man of Gold, a relic from a lost era when men were as gods. Eldrad was a primordial eldar born at the height of their kind and carrying the flame of it like an inferno. But for all that the Beast was The Beast. Empowered by gods too terrible to contemplate and mighty beyond measure. Later tales will tell of how the fight lasted a day and a night but they are almost certainly lies although the old Farseer as he danced and struck had lost all notion of time.
 
Fists that could break buildings impacted on the Green Menace that responded in turn with blows that could fell baneblades. Had The Beast been able to concentrate on a single target it would all of been over. He was too durable, too strong and for a creature of such mass hellishly fast and seemingly tireless. The Steward was also seemingly incapable of tiring but Eldrad was beginning to weary. Days upon days of constant battle and sifting through fates trying to divine the least awful were taking their toll. He would tire and then he would die and then the Steward would die and then his Imperium would die and his own people right along with it. It seemed as unstoppable as tide and time.
 
And then the Farseer noticed an out of place thing buried in the Beast's chest. A broken sword blade that must once of been of elegant design.
 
With the last of his strength the farseer channeled his fire and his lightning into that blade and grasped it in his mind and drove it deep into the Beast's chest and twisted. The Beast collapsed in agony, spasming on the floor as the agony wracked him and the old farseer looked over him as he fell and stared him straight in the eye and didn't stop twisting until the struggling stopped and all that was left in that monsters chest was broken up charcoal.
 
Exhausted the farseer fell to his knees. The last thing he saw before the darkness overtook him was the Steward holding the remains of what had once been an angel. The worst of the fighting on Old Earth was well over when Eldrad awoke once more.
 
The war was far from over, but the back of it had been broken.
 
Eldrad returned to his people, much to their annoyance. It was a long time before they would forgive him for abandoning them, although those in authority knew his reason well enough.
 
=== Sreta Ulthran ===
 
Eldrad Ulthran has used, accumulated, and fought for power. Typically of the arcane, or martial variety, as even a farseer of his reputation and skill can admit that sometimes the best solution is the least subtle. But he never purposely sought political power, or the acclaim of the public eye. In his advanced years, he looks upon the pageantry and political theater as wastes of time burning up what little he has left. If he isn't in the field working at advancing his machinations, he usually can be found in the crystal dome of seers, attempting to forecast the future, and guide the survival of his great work. On very rare occasion, when he feels that the very fate of the galaxy isn't at stake, he visits his family and consorts, communes with the infinity circuit, and if he's feeling very optimistic, has a good cup of tea. All of this combined does not leave much time for Eldrad to engage in politics, except when the need is most dire.
 
His family is another matter.
 
Sometimes referred to as "The House of Ulthran." Depending on the speaker, this can be a term of respect, or contempt. Respect, for placing them on such a level as famous houses as Ulthanesh or Arienal, or contempt, for the Ulthrans upstart nature and meddling. A full fourth of the Seer Council is Ulthran, from marriage ties or blood. Ulthran's coffers overflow from monopolies negotiated with unwary Imperial governors, too uneducated to realize that the family and craftworld were not one and the same. With their resources, House Ulthran reinvests these funds into the fleet of Ulthwé, leaving many captains in their debt. At one point, Eldrad Ulthran's ilk held captain positions in the majority of the fleet- though Eldrad Ulthran himself stepped in forced the majority to relinquish their posts for fear of Ulthwé becoming his personal craftworld.
 
In spite of Eldrad's efforts, the House of Ulthran continues to grow in influence, mostly due to his reputation. And the efforts of Sreta Ulthran.
 
At 2300 years old, she's technically a grand daughter of the famously tangled and expansive Ulthran family tree. When she was born, the family of Ulthran was just that- a family. No strong bonds between them- Eldrad's nomadic nature and hands off approach combined with the rigors of their Paths left them little time to consider dynastic issues. For Sreta's part, it took her three hundred years on the path of the servant to realize that as well. In a short stint serving at an ambassadorial party, a particularly curious (And slightly intoxicated) Lord Militant Adrana had inquired if she had seen Sreta anywhere before, and rather coarsely asked if Sreta wanted to come back to Adrana's place for a good time. Once Sreta overcame her disgust at the mon'keigh (Sreta doesn't hate humans. She just considers them lesser beings that insult her with their very existence) and engaged in conversation, it led to her family name.
 
Lord Militant Adrana was flabbergasted and shocked that the grand daughter of the famed Eldrad Ulthran was serving drinks at a glorified cocktail party. Much to the humble servant Sreta's surprise, the Lord Militant apologized, and begged for a chance to make things right before "Eldrad heard about this." Sreta Which led to Sreta seeing an opportunity- to better serve all of Ulthwé of course. Over the next two hundred years, Sreta used her family name to secure meetings with important, easily impressed mon'keigh, and to secure leverage enough to establish standing and influence. She approached her relations- only the ones that mattered. She offered her assistance. Though they were skeptical about the value of the Ulthran name, the prospect of resources and manpower from the mon'keigh intrigued them. Using human mercenaries meant less eldar warriors had to die, and the only thing better than a war hero returning with victory, was a war hero returning with victory and no casualties. Well, none that mattered to Ulthwé at least.
 
At first, Ulthwé welcomed the trade. Though every thing that humans can do, Eldar can do better, it was good sometimes to be able to get a blanket NOW rather than waiting for the Mistress of the Seams to complete her twelve year meditation to produce the finest silk covering that would be spoken of for centuries to come. With the farseers and autarchs supplemented by human resources, this freed up skilled eldar warriors for the fights that REALLY mattered. And craftsmen that might have been put out by the competing low quality mon'keigh crap coming in were soothed by the extraordinary prices that humans would pay for eldar quality. Entire Imperial families would make themselves paupers for a chance to touch a wraithbone hilt. The traditionalists scowled, but the results were indisputable as the other craftworlds played catch up, and Ulthwé's power and influence grew and grew.
 
Until they realized that it was Ulthran's power. Sreta had made very sure to benefit only members of her family- and only ones she was certain belonged to Eldrad's lineage, none of his bastards or might-have-beens or the ones that never made anything important of themselves. Many confident great great great great great great nephew's cousin's brother's sister's great great uncle twice removeds approached Sreta confidently only to be rejected with icy words and a narrowed eye. In point of fact, the modern 'House of Ulthran' only has fifty four members that are considered and recorded direct family by Sreta, hand chosen by her.
 
To mon'keigh, this state of affairs might seem perfectly natural, but to eldar, the notion that 54 people bound only by their name should control so much of a craftworld's resources left them aghast. More than that, that it was a lowly member of the Path of the Servant that had suddenly and quietly placed themselves into this much power rankled those that felt that their paths sacrificed far more.
 
For the time being, the star of Ulthran continues to rise. Despite Eldrad's pronouncements and warnings, the damage has been done. Even without the unfair contracts Sreta negotiated, too much money and talent has been concentrated in the Ulthran family's hands, and humans invariably put too much value in the Ulthran family name. Ulthwé itself prospers from this, but there is opposition now to Sreta and her cartel. Even some members of the Ulthran clan (Typically those that Sreta snubbed or otherwise left out in the cold) have been speaking up against her.
 
Within the House of Ulthran itself, there is rumors of a schism- favored Taldeer, a talented farseer and one with much promise has left to serve in the Imperium's military, perhaps to get away from the rivalries, or her own fate to be married off for political advantage. Sreta herself, when she appears in public appears ill- graying, shrunken, with a lingering cough. Some speculate she's been poisoned, or cursed by the gods for her greed. Not that anyone can get an answer from Sreta. She's lost on her own path, a strange path of greed and power. Most of the time, she mumbles, and doesn't wish to talk to any. But talk business, and her eyes brighten, her voice steadies, and she's a steel trap again.
 
Eldrad does not engage in politics. But, some speculate, Eldrad does still have need. If he's tired of trying to bargain and cajole and manipulate and plan around the petty needs of those he's trying to guide to a brighter future, might he have perhaps left that duty to another? When Eldrad has need of a fleet, the House of Ulthran can build one. If he needs an army, the House of Ulthran can buy one. If he needs the votes for Ulthwé to go on a risky mission, the House of Ulthran can summon them.
 
If Eldrad or Sreta know, they aren't telling. For now, Sreta focuses on the business, and Eldrad will only lament with a smile that the family's life is its own.
 
=== Jubblowski ===
 
- Human born on Cadia
- Born during intervals of "peace" between Black Crusades
- Assigned to backwater agri-world to defeat resurgency orks
- After war stayed on to help garrison and help with the training of a new PDF
- Always upset at her own figure being politely described as "boyish"
- prayed to Isha
- over next few days grows epic rack
- officially it's a miracle. Eldar protest at her being on the front lines as she is now one of their religious icons
- Imperium can't take her off of duty for religious reasons as this would set a bad precedent
- transferred to commissairiant. Tasked with making recruitment posters, "moral improving reading material" and the background for official issue calendars
- becomes preganant with the child of ██████████████████████████████████████████████████ of the Vanus Temple assassins.
- starts to have extremely accurate prophetic dreams as her condition brings her closer to the Isherite ideal
- transferred to Inquisitorial jurisdiction primarily but remains on loan to commissairant
- at completion of pregnancy visions stop. Inquisition deems it imperative that she regain her precognitive capabilities
- Adeptus Biologicus magi assigned to monitor her health at all times. Magi determines how often she may carry child without serious risk reguardless of the Inquisitons need for future knowledge.
- Inquisition provide Jubblowski with best rejuviantion drugs and treatments to prolong her usefulness to Imperium
- Due to new found fame as the Cadian Prophetess Jubblowski starts to mingle with high society
- Adopted by a Famulous order of the Adepta Sororitas and given the title of Venerated Mother
- As she has to bear children to receive her visions it is deemed prudent that these children be the children of royalty so as to stabilize the genetic lines of prominent families and help keep imperial politics stable
- Jubblowski gradually becomes the most sought after courtesan and concubine in entire western half of Imperium. Continues to work for the Inquisition and Commissairant
- Fringe religions on Tallarn start to include her in their scriptures
- Face starts to appear on the coinage of Cadia
- Jubblowski, although has very little official authority, becomes a most politically powerful woman rivalling even sector governors. More than a hundred billion would die for her, they would certainly kill for her.
- By 999M41 Sister Jubblowski is a ~400 years old and has ~200 children and has provided prophetic instruction to the Imperial Army and Inquisition that has saved the lives of countless billions.
 
=== Prince Yriel ===
 
Savior and Scourge of Tanith. An eldar trader and privateer who has traveled the Imperium from Old Earth to the fringe. Any fringe.
 
Before the events of the 12th Black Crusade he was considered, at his most in/famous, a mild irritant in the lives of the rich and grand. Although to his credit this did not bother him overly much. His dream was to chase down and stand up on the Ultimate Horizon, amass great wealth and wear the snazziest hat. Indeed it was not until his trading fleet entered the Tanith system that any really cared who he was.
 
Prince Yriel had arrived just in time to watch Tanith die and be damned in the fires of Chaos. under normal circumstances on of his breed would turn tail and get away rather than risk infection. Survival, common sense and the unforgiving balance of profit and loss all told him that Tanith was suitable only to be left to misery eternal.
 
Something in Yriel's eccentric mind snapped at the sight of an entire world being violated. All engines were fired up to beyond the red lines, all weapons were loaded, all shields were raised, all teleporters were charged and excess cargo was jettisoned. Yriel's fleet burned into the inner system at a ludicrous acceleration, a great mad snarling beast into a pack of lesser wolves and jackals. He was questioned by his demiurg Cargo Master and long time accomplice/friend as to the wisdom of these orders;
 
"WISDOM! We have gone well beyond the bounds of wisdom! I say no more. They attack and we hold the line. They invade and we fall back. They take whole sectors and we fall back. Their type took our whole [expletive deleted] Empire and we fall back. No more! No more. Here I am drawing [untranslatable profanity] line in the stars! Here, I say! Here! No Further!"


The escort ships of the trader barges tore ahead of the main fleet and ripped a livid wound across the Chaos Fleet. The Chaos fleet reacted as one living thing that maybe it was. The trader fleet went off at a trajectory, burning it's engines out in its haste. The teleporters charged and the psychics prepared they scanned the surface for populations uncorrupted and scooped up whole families, neighborhoods, tribes. Swathes of the population were hoisted out of the fires of forsakenment as insult to Chaos and the very gods themselves. When the wretched fleet of the marauders and invaders turned to meet the rescue fleet of the Prince the sprint trader ships broke orbit and roared into the inky black, their holds full of rescued citizenry.
''The Gothic War''


Something of Tanith had been saved, the gods had been denied.
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Burdened as they were with near fifteen thousand sorrowful refugees (and enough soldiery to later make one infamous regiment) they made their way to an insignificant world. The world in question may have had a name once in the High Tongue but now remembered only as New Tanith by unimaginative refugees. It had been a maiden world selected for colonization by Bail-tan. They could have contested the settlement but their representative took one look at Prince Yriel and saw that it would not be in anyone's interest to push the issue, if only because Yriel was batshit enough to not back down.
Following a lead based on ancient Eldar Empire records where the Eldar refuse to utter the true name of aliens who they fought. It was said that the aliens could use technology that rendered Eldar technology almost useless. Malys devised a plan on studying then using the artifacts scattered throughout the Gothic Sector to mass produce and integrate these weapons onto Crone ships. Slowly and secretly Chaos built up a force to bypass Cadia then swallow the Gothic Sector where they summoned a Warp storm to isolate the sector. This was done after several Cronefleets were in position and a diversionary attack started on Cadia.
 
After dropping off the citizens of Tanith on some nowhere world word of the exploit spread.
 
Soon he was awarded a Writ of Trade, the envy of any mega-corp. It was a meaningless piece of paper. Prince Yriel spent the entire award ceremony transfixed by Macha-Isha's tits and considered the new hat a far more worthy prize.
 
=== Void Dragon ===
 
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In the darkness of the 41st millennium, it is generally assumed that everyone is keeping secrets. However, few are as tightly guarded or as potentially disastrous to the Imperium as the one held by the Adeptus Mechanicus. In the days before the Unification of Sol, during the Martian civil war, the Adeptus Mechanicus was but one faction vying for control of the red planet. As the Mechanicus gradually unified the nations of Mars, they came across an unusual structure in the far outlands of Mars. Upon further investigation, they discovered the structure was a prison, with one solitary prisoner. Mag'ladroth, the Void Dragon, the self-proclaimed last of the C’tan. The Void Dragon claimed to have been watching over mankind ever since humanity first set foot on the Red Planet, and humanity’s expertise with technology had impressed it. It claimed to have subconsciously influenced the Mechanicus into finding its prison, and offered them knowledge in exchange for its freedom. The Mechanicus, to their credit, were not stupid enough to unhesitatingly open the prison of an ancient being several times older than the entire history of humanity. They promptly buried the prison of the Void Dragon, and swore to each other that they would never speak of what they had seen in the Martian outlands ever again.


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But this was not enough. The Void Dragon still reached out to them, whispering to them in their dreams through their implants, giving them visions of inspiration and promising so much more if only they would loosen its shackles. This, in part, is the reason why the Mechanicus is so fanatical about the invention of new technologies. They fear that any new development in technology, however small, may really be a “Trojan gift” on behalf of the Void Dragon, even if it is really just mundane human inspiration. What experimentation is tolerated by the Mechanicus is tolerated on the condition that it be done far away from Mars, in the hopes that the sheer distance of space would be enough to protect any would-be inventor from any influence from the Void Dragon.
One such artifact was the Eye of Night which is said to drive machines mad by emitting beams of light that could hit kilometers away. Using sleeper cells, the Cadian garrison force on a planet with the vault holding it, they leaked the location then started a rebellion when a Cronefleet blockaded the world. Ornsworld, the homeworld of the Ratlings, was depopulated when the Warp Hunter warband landed to kill off the tiny garrison force while Crone Eldar witches began excavating the planet for the Eye of Night. Warp Hunters who loved the sadistic extermination of the planet after they refused to surrender, went out of their way to personally make sure "Let no livestock, pet, or citizen live in those settlements" for the Ratling towns. Attempting to reverse engineer the ancient xenos technology with psyker witches and hereteks. They were interrupted in the middle of their experimentation by an Imperial Guard force, led by Ordo Xenos, who reclaimed the artifact after many losses. Battlefleet Gothic was able to clear the Chaos blockade of Onsworld long enough for the Inquisition to smuggle the Eye of Night back to Sol, after multiple failed efforts to destroy the artifact back on planetside. The Imperial Army is unsure if the research on the technology has ever left the world.
 
In the years since the Void Dragon was discovered by the Mechanicus, more information has come to light. The Void Dragon claims it was the only one of the C’tan to actually take the job of being a Necron “god” seriously, as well as being the C’tan to adapt the best to having a physical form made of necrodermis. The Void Dragon saw the benefits of having a mechanical body, particularly when its followers were able to trade their diseased flesh for the immunity of metal. However, it drew the line at the other C’tan treating the Necrons as their slaves and cannon fodder. According to the Void Dragon, upon being made aware of the treatment of its followers by “the Laughing One of the Eldar”, it turned on its kindred on behalf of the Necrons. The Void Dragon was overwhelmed by its brethren and crippled and imprisoned for the crime of kin-slaying, its body broken and its solar sails slashed. Some parts of this story have been independently confirmed, such as the fact that the Void Dragon did turn on its own kind and was apparently taken out of commission before the C’tan began to fight among themselves and were shattered into pieces by the Silent King. But many parts of this story remain unverified, except of course by the word of the Void Dragon. The only people who could ever verify the Void Dragon’s story are Cegorach, the Necrons, and the remaining fragments of the C’tan, none of whom are particularly inclined to talk and would be unlikely to confirm the Void Dragon’s story even if it were true. The closest anyone has come to validating the Void Dragon is the Silent King, who claims the Cadian pillars were “the conception of Mag'ladroth, the only one who cared for us, for our protection”.
 
The Void Dragon is a strange entity, known of only by the innermost circle of the Adeptus Mechanicus and the Guardians of the Dragon, the division of techpriests assigned to guard the Void Dragon and ensure that it never escapes. These are some of the only people in the Imperium who know the horrible secret that the Adeptus Mechanicus’ “devil” is really the same being as their Omnissiah. The Guardians of the Dragon are known by other members of the Mechanicus to be highly respected yet easily irritable and short-tempered, a trait they have developed through continual interactions with the Void Dragon. After several attempts at trying to bargain with the Mechanicus to free it (38 by its own reckoning), the Void Dragon appears to have given up trying to get the Mechanicus to free it of their own volition, and instead appears to offer information freely, saying “it is better that something is done right rather than never be done at all”. The Void Dragon claims that it has adopted the Mechanicus, or perhaps even humanity as a whole, as its new followers. However, at the same time, the Void Dragon seems to have developed a twisted sort of humor, spending its time taunting its would-be jailors, staring them down like a looming cat with its mechanical, unblinking eyes.
 
The Void Dragon speaks in terms of probabilities and certainties, though its language is twisted. It never seems to tell a direct lie, but can still omit information or say something has occurred based on “one’s perception”. Even a simple “yes” or “no” cannot be taken at face value. The Mechanicus learned this the hard way when they decided to ask the Void Dragon directly whether the inspiration of a new recruit was its doing. The Void Dragon responded “this invention is novel to me”, which the Mechanicus took as a sign of denial in its involvement. Only later did they realize the Void Dragon’s words really meant “this is novel to me, because I came up with it last night”. It knows things that it should have no perception of in its prison, likely by spying on the Mechanicus using their own implants. Worse yet, according to the Void Dragon, all the inadvertent worship by the Mechanicus has given the Void Dragon its own shadow in the Immaterium. Unlike the other C’tan, the Void Dragon can perceive of the existence of the Warp, and find the phenomenon highly interesting. The Void Dragon appears unfazed by its imprisonment, claiming the Mechanicus will eventually see reason and let it out of its own accord, something that concerns the higher echelons of the Mechanicus greatly.


These fears have only gotten worse with the widespread availability of the Starchild prophecies. A significant number of these prophecies contain the line “at the Time of Ending the Dragon shall throw off his chains and arise from the halls of the Forge Lords to make war upon those in his kingdom”. Many have puzzled over this apparent non sequitur in the lines of these prophecies. Some have suggested it is a metaphor for the Adeptus Mechanicus themselves. One Black Dragon techmarine was convinced that this line in the prophecy referred to him, and generally proceeded to make an ass of himself as he let everyone know he was the Omnissiah's gift to the Imperium until he was unceremoniously trampled by an ork gargant for his stupidity. But the upper echelons of the Adeptus Mechanicus and the Guardians of the Dragon know the truth. Worse yet, the way the prophecy is worded implies that rather than breaking free from its prison, somebody might actually let the Void Dragon out. Now no one would ever consider releasing the Dragon from his prison, for even if the Void Dragon means what it says, no one wants to be the one responsible for an event that potentially kicks off the apocalypse. Others in the know point out that in no way does the prophecy say the event is a good thing, a bad thing, or simply an act of desperation, the situation being so disastrous that someone is willing to unleash one monster to fight another. However, the prophecies raise the possibility that the Dragon may have been telling the truth all along, and that in the Imperium’s darkest hour, the Void Dragon might have the Imperium’s back. Might, my child.
At the same time as the Fallen Marine assault on Ornsworld began, the forces of Chaos arrived on the Imperial world of Purgatory to extract another artifact from the weak defenses of the Adaptus Mechanicus. The Hand of Darkness was an artifact that could disintegrate anything it touches when powered by the Warp. The Black Crusade came to study then copy how such a technology can exist by violently extracting it from the Imperials. Although there were a few Cadian regiments present to protect the vault holding the Hand of Darkness, they could only delay the capture. With a change of plans on the fly, the Crone Eldar planning the operation forced the human Battlegroups on the planet to protect the artifact to ship it off-world rather than go off looting. Battlefleet Agripinaa tried to intercept and prevent the evacuation of the Crone Eldar off-world to no avail as the Cronefleet proved too powerful while defending the void space over the planet. The Hand of Darkness was never seen again outside of the Eye of Terror as the Crone Eldar covet the weapon to study then copy the technology which the Imperium never recovered.


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=== Aun'O Da ===
=== Post-War of the Beast/Pre-Age of Apostasy (M32-M35) ===
 
The origin of the Tau concept of a “Greater Good” can be traced back to a man named Aun’O Da (at least that is the translation in modern Tau), otherwise known as “the Great Philosopher”. Da was born during the Mont’au, in an age roughly analogous to the late middle ages of Earth. Da was a member of the calligrapher’s guild, acting as a court stenographer to one of the petty empires that controlled much of the river basins and fertile lands of T’au. Throughout his career, Da transcribed virtually every decision made by the emperor he served under, with his own annotations on its usefulness in addition to its effects on the populace, as well as all the commands made by previous emperors.
 
Unfortunately, the winds of political fortune change, and the emperor that Da served under was replaced by a new ruling family. The first thing the new emperor did is order the entire court of the previous emperor to be arrested and executed, feeling that they would be too sympathetic to the old order to be trustworthy. Like many others in the court, Da fled in political exile to the mountains in the desert on the outskirts of the empire. It was there, sitting in a desert cave musing over his old writings, that Da came to a sudden realization.
 
In Da’s mind, life was full of misery, often driven by the selfish ambitions of others. Yet when people set aside their individual ambitions to aid one another, not only did Tau’s grievances against Tau decrease, but it reduced the net misery of the universe in general. Da put these ideas in writing, in what would eventually become known as the first known version of the Tau’va, or “Greater Good” (perhaps most literally “spiritual good of Tau”, “va” meaning “that which benefits the spirit”, and “Tau” meaning, well, “Tau”). Much of this manuscript has been misinterpreted in the years since it was written, both by Imperials and Tau. Da did not say that Tau should not have individual goals, or take personal enjoyment in life. However, he did stress that when duty conflicted with personal goals, one was obligated to put duty first. Nor was there any mention of Tau superiority over other races, since at that time the Tau believed they were alone in the universe.
 
Da’s new ideas brought him numerous eager converts. In particular, eight of his brightest disciples, all of the calligrapher’s guild, were sent in pairs in the four cardinal directions of the compass, to bring the word of the Greater Good to the general public. Da did not live to see T’au unified, he was already an old man when he came up with his ideas, but he did live long enough to see the old empire where he once served come to embrace the Tau’va. And yet the campaign continued onward. In a watershed moment in M37, two of Da’s disciples were able to broker a peace treaty between the plains barbarians and the fortress city of Fio’taun. This event essentially signified that the ideology of the Tau’va was going to become the dominant force on the planet of T’au.
 
As the Tau’va became the dominant ideology among the people of T’au, so did the students of Da become rulers in their own right. This led to the development of the traditional Tau caste system, and the taboo of fraternization between the castes. The scribes and scholars, particularly the disciples of Da, already somewhat detached from the physical world, became Ethereals. The Tau caste system was less about bringing order to the people of T’au, and more about codifying a system where the disciples of Da and their descendants were always at the top of the socio-political heap. Da would not have been happy if he could have seen this. Thankfully, the Ethereals tend to rule as some sort of bizarre combination of theocrats and philosopher-kings, utterly ascetic and with little desire to abuse their power yet haughty and loathe to social change.
 
However, now the revolution has come full circle. Now it is the Ethereals who represent the old establishment, rather than the bright-eyed young revolutionaries with new ideas, and they know it. It remains to be seen whether the Ethereals will be able to reform themselves to keep up with the evolving Tau Empire, or whether the Tau Empire will undergo a change into a new form of government for a new era.
 
=== Kharn the Oathsworn ===


As a champion pit fighter, Angron was often given his pick of the slave pens for concubines or servants. However, he would find the most downtrodden child slaves and claim them, raising them as his own children. Even after his Thunder Warrior augments and the ensuing madness and instability, he never raised his voice or lifted a hand at any of them.
==== The Throne Before the Emperor ====
Kharn was the first and eldest of Angron's adopted children, and against his father's wishes he bullied his way into receiving the Mk II Astartes augments. They would continue to butt heads even as Kharn rose through the legion, but Angron was privately fiercely proud of him. One of Kharn's most treasured memories was when his father surveyed the order and control Kharn brought to the savage legion, and turned to him and said simply "You've done well. In this, and everything else."


Most historians agree, Kharn the Oathsworn was a pretty magnanimous guy. Whereas Angron commanded the War Hounds through his charisma and willingness to be first in, last out, Kharn led the War Hounds by being a father to his men. He would do anything for them, no matter the cost, and they knew it. When Kharn first joined the War Hounds, he essentially started out as the beleaguered assistant to Angron, albeit one with a lot more proficiency with a chainsword. Whereas Angron was the face of the legion and kept morale high, Kharn was often the one who dealt with actual logistics and kept the wheels greased from day to day. As Angron’s health gradually deteriorated, Kharn found himself increasingly taking on more and more of the responsibilities of running the War Hounds, until he was essentially the leader of the legion in all but name.  
EDITOR'S NOTE: Need to add history of Golden Throne itself, where it came from and what Emperor did with it.


This is not to say Angron was stupid, or Kharn was not a ferocious warrior. Indeed, the two men were more similar than they were different. It is just that the two men tended to play to their strengths when Angron was in command of the legion. Indeed, Angron could actually be rather insightful, it’s just that he tended to be rather straightforward; no need to plan some grand, circuitous strategy when it is possible for you to just go straight from point A to B. In fact, in one instance Guilliman is said to have said of Angron “it was a true pity that the galaxy had wasted such a mind on such a simpleton”.
It is a little known fact, even among the historians of Old Earth, that before the events of the War of the Beast the Steward was privately planning to crown Sanguinius as Emperor at the end of the Great Crusade. All of the other primarchs had flaws that disqualified them from the position, and the Steward had not encountered any other humans who seemed up to the task. Lion, Ferrus Manus, and Mortarion all lacked the necessary charisma, and Ferrus was more loyal to the Mechanicum than anything else. Perturabo, Angron, and Curze were all psychologically unstable. Magnus was too approving of the use of the Warp for anyone’s comfort. Horus the Steward considered too ambitious and disagreed with ideologically. Alpharius and Omegon were too shifty and he suspected they were hiding something. Corax, Khan, and Russ were all good leaders and loyal to the Imperium, but they were “front-line” leaders for whom the day-to-day tasks that would be required of them as Emperor would have driven them mad. They also would have been torn between the duties to the Imperium and their loyalties towards their own people, and would have been seen as a niche pick. Lorgar would have turned the Imperium into a theocracy. Vulkan was beloved, but had similar problems to Lorgar and his coronation would likely have alienated the eldar. Guilliman was too much of a perfectionist. Dorn was too harsh and blunt to function in politics. Fulgrim would have turned the Imperium into a self-aggrandizing horror show praising his own ego.


But there is another name used to describe Kharn, one that is spoken in whispered in hushed tones. The Berserker. The World Eater. Although he never lived it down until the end of his days, the tale of Kharn’s secret shame is a story of how easy it is for men to become monsters, and monsters to become men.
Sanguinius was the right combination of humble, charismatic, beloved, a capable bureaucrat, and perhaps just as importantly he had a similar vision for humanity as the Steward. Sanguinius was not a perfect choice, for example he hated Conrad Kurze and Mortarion and had his own personal flaws, but finding someone else who fit that criterion and was still qualified for the job in the teeming masses of humanity was probably an impossible task. Sanguinius was also well-liked enough that his coronation would not have driven any more of a wedge between the various primarchs than already existed. Even Horus would have supported putting Sanguinius on the throne, because it supported his pro-transhuman political narrative. It's kind of hard to argue for the purity of human form when your Emperor of Mankind has gigantic angel wings.


The world was a recently pacified one, one that had seemingly welcomed the Imperium with open arms. Kharn had been dispatched to the world alongside ten other members of what were at that time the most advanced model of Astartes developed. It was supposed to be a simple training exercise between the new Astartes and the local PDF, to see how well marines could operate alongside conventional forces. It turned into a disaster. After setting up camp, Kharn was invited to drink and party with the other members of the Astartes unit. Kharn politely turned them down, preferring to keep his mind clear for the task at hand the next morning. He awoke to a tragedy. His men were all dead, having been poisoned in the night by a technorganic venom specifically designed to work in spite of Astartes physiology.
When Sanguinius died at the Battle of Eternity Gate the Steward was too shaken over the loss to even try thinking of another substitute (especially given that none of the other primarchs fit the bill) and wouldn't really start looking again for several millenia. At the same time, the primarchs as a whole mutually agreed in private that none of them were worthy candidates for the Golden Throne. By that point, many of the primarchs had their own personal black marks and those that didn’t felt guilty over not being able to prevent Sanguinus’ death. It was one of the only thing they ever agreed upon. Lion’s confidence was shattered by the betrayal of his brother Luther. Corax was devastated by the events of Azoth and what his self-percieved hubris had wrought upon his own legion. Russ felt he had no right to rule after what had been done at his command to the people of Fenris. Even Horus, ever ambitious, thought twice, having been shaken by the fact that the Chaos Gods had tried to tempt him and how it was his gamble that had almost led to the death of the Imperium.


Kharn went apeshit.
In the years between the Battle of Terra and the Age of Apostasy, there were many who aspired to be crowned Emperor. Imperial history is littered with pretenders from throughout the Imperium that nominated themselves in aspiration to the throne and failed in whatever task the Steward gave to prove themselves. These legends are particularly popular farther out from Old Earth where they took on a folkloric and mythological aspect, equal parts folk legend and morality tale, that demonstrates a peculiar truth of the Imperium. Despite the laws on faith and presence of traditional religions, the century spanning, generation transcending politics of the high Imperial court have an undeniable quality of momentousness and immortality that have made the resulting tales akin to civil scripture.


For the next few days, PDF forces were terrorized by an incredibly angry space marine, armed with just a chainsword, a bolter with two bullets in it, and a single-minded desire to know who did this to his men and where to mail their body parts to their next of kin.
Then, of course, came Vandire. Despite all the muttered curses and epithets posthumously directed at Vandire after the Imperial Civil War, there were actually no signs of the monster he would become. Vandire was known for his humility and kindness, and was a brilliant administrator, one of the best the Adeptus Administratum had ever seen, What’s more this charisma and talent were real, not just skin deep masking some deep pre-existing psychological problems. He was also well-liked by the eldar, having treated them fairly when the Administratum dealt with the Craftworlds and Exodite worlds, which made him a favorable choice from their point of view. Ironically, Vandire probably could have become an Emperor so great that Oscar would pale in comparison (which is what Oscar wanted) but he wasted his potential obsessing over what others thought of him than doing his job and letting his actions speak for themselves. What drove Vandire to madness was the pressure of running an entire galaxy and living up to the Steward’s example, and the fact that he believed that people were only listening to him because the Steward told them to.


The planet had been secretly manufacturing illegal techno-organic monstrosities, and believed the arrival of the contingent of space marines represented the beginnings of an Imperial investigation, rather than an exercise in friendship. Kharn found this out the hard way, when he was led into a trap surrounded by an army of these creations, an accompaniment of traitorous PDF, and the military commander who had overseen the poisoning of his men. The soldiers demanded Kharn’s unconditional surrender. Kharn simply raised his chainsword, and flicked the switch.
After the Age of Apostasy and the ensuing Imperial Civil War, there was really only one acceptable candidate for Emperor: Oscar. For humanity this was obvious, Oscar was a hero to almost every world in the Imperium and everyone knew he would rule well and not abuse his power. He had six thousand years of history backing him up on this point. Inquisitor Sebastian Thor articulated this to Oscar very clearly in addition to the succession crisis issue when they argued over who got the Throne. The Steward pointed out that Thor had organized a galaxy-wide rebellion with little more than words, but Thor retorted that he was a firebrand, not a leader. Oscar had stopped a civil war just by showing up. Oscar insisted that humanity be free to choose its own leader, and to his surprise they had turned around and chosen him.


It is not clear what happened in the aftermath of that battle, as there were few survivors. The only person capable of walking off the battlefield was Kharn himself, yet given his mental state his testimony is probably not the most accurate. According to the War Hounds, who claim to have heard this story from Kharn himself, Kharn stayed on the battlefield in a daze, muttering the names of his lost men to himself over and over again. According to Kharn, he only snapped out of his trance when he noticed there was a child on the battlefield, a girl who could not have been more than twelve. Seeing the girl made the gears in Kharn’s head start moving again, and slowly he pulled himself out of his daze.
For the eldar the Steward was also the only acceptable candidate, but for reasons that are less obvious. To the eldar, Vandire was definitive proof that baseline humanity could not be trusted with power (the fact that the eldar were just as divided by the civil war and certain Craftworlds sent Vandire eldar bodyguards being quietly swept under the rug). Additionally, the short lifespan of humans compared to eldar means you would have Emperors turning over all the time, which would be ridiculous for consistency (by eldar standards) in Imperial policy. Oscar was a known quantity, and even though the safety of humanity was his first and foremost concern, his actions showed that he would treat the eldar fairly. He was also biologically immortal, which quelled any such worries about a succession crisis. Additionally, he was married to Isha, so putting Oscar on the throne basically meant putting Oscar and Isha on the throne, meaning eldar interests would always be represented in Imperial politics.
He approached the young girl, taking off his helmet when he realized its visage frightened her, and asked where her parents were. She said she was lost, she had wandered through the woods curious about the noises coming from the battlefield, but she couldn’t find her way back. “Well,” Kharn supposedly said, “let’s see if we can do something about that”, and the two of them walked off the battlefield.


The planet at first tried to claim Kharn had gone AWOL, but Kharn only had to point at the bodies of the technorganic monstrosities and the bodies of his dead comrades and let the evidence speak for itself. Having single-handedly brought an entire army to its knees, the planet threw itself upon the mercy of the Imperium. Kharn had in effect conquered an entire planet in a single day. Thus, the World Eater. Kharn was not proud of the nickname, as it was a reminder of how easily his control had slipped his leash, and he had almost lost himself. The War Hounds existed as a unit longer than most Space Marine legions, but eventually it came time for them, too, to break apart into chapters, most naming themselves after some famous appellation or event in their legion. When that happened, Kharn had one simple request.
==== The First and Second Viskeon Wars ====


“In the years since the incident had taken place, some of the more impressionable members of our legion have taken the wrong message from my story, using the term ‘World Eater’ as a badge of pride. That is not what I intended. As warriors, we must be passionate, yes, but we must also be well-trained and disciplined, or else we risk becoming the very thing we fight. We are War Hounds. Not World Eaters.”
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Despite being Terran-born, Kharn only visited his old homeworld a few times after the beginning of the Great Crusade. Like all Old Earthers he and his fellow soldiers held Old Earth in reverence. When they left it a new golden age was starting. Earth had never been so lovely as when he left it. The next time he saw his home was when he returned to defend it during the War of the Beast. It broke his hearts. Shortly after that Kharn had to return to bury his foster father Angron. At that time Perturabo was rebuilding and although it was at the midpoint of the project Earth was starting to know beauty again. But it wasn't the same.
The [[Viskeons|Viskeon]] are an extinct xenos race native to a planet on the very southern edge of the Segmentum Ultima right near the border with the Segmentum Tempestus. An asexual ectothermic reptilian or amphibian-like species (though with some similarities to Earth starfish), the Viskeon were known for their extreme regenerative abilities. Although they normally reproduced by budding, Viskeon regenerative capabilities were so extreme that a Viskeon cleaved into large enough pieces could regrow into four or five individuals.


Kharn the Oathsworn never came to Earth again in life, although his body was buried beneath the orchard that now stands where the village he grew up in once was.
The Viskeons are notable in that despite being capable of interstellar travel their military capabilities seemed downright primitive by most species’ standards. Viskeon lived by a strict honor code, which glorified face-to-face melee combat and saw most projectile weapons (ranging from bows and arrows to stubbers and lasguns) as dishonorable. The only ranged weapons the Viskeons ever used were thrown javelins and bladed discuses, which they typically used as skirmishing tools before closing to melee combat. Of course, when your skin is thick enough to blunt the impact of anything short of a bolter and your body can easily heal from such injuries, the use of ranged weapons might not seem immediately intuitive.
 
== The Primarchs ==
 
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The Warlord in his conquests of Old Earth and Sol created the title of Primarch and awarded it to twenty of his greatest generals that they might become leaders of leaders. This was partly to maintain an ordered hierarchy but also to promote autonomy of his forces. The Warlords long term dream of the time was creating a system of governance so efficient that he would become obsolete. His short term dream of the time was to free up enough time to spend all evening in the pub. Of the twenty awarded that rank only eighteen are by name and deed remembered to history under that most august of title.
 
=== Horus ===
 
- 100% human from Luna, possibly of Void Born stock.
 
=== Russ ===
 
 
<div class="toccolours mw-collapsible mw-collapsed" style="100%">'''''The Great Wolf''''' - or ''The Lapdog:''
 
Russ was the first to recruit warriors from beyond Sol into his superhuman ranks. The people of Fenris were excellent recruitment stock, even for a barbaric and primitive planet that needed extensive education to learn the discipline necessary in war. Russ himself was from a discontinued line of super soldiers; savage and with heightened senses, the Canis Helix (or Dog Soldier as its detractors often referred to it as) Project proved to be too unstable, even for the best minds in the Imperium. If news of the monsters born from it had become common knowledge on Earth the Warlord's support would have crumbled - but on a distant world as remote and seldom visited as Fenris, the project could not only be buried but begun anew at Russ's behest. After all, any monsters arising from the Project were the problem of a few distant primitives, and certainly not the concern of the glorious Terra. For his part, the Emperor at first claimed no knowledge of the new Dog Soldiers, and even when he did learn of it he trusted Russ's claim of the failure rate as being "well within acceptable parameters", leaving the Fenris and its canine guardians well alone.  


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The Space Wolves, as the legion became known, quickly made up for their questionable origins by serving with great distinction during the Great Crusade, excelling at tracking a target and assassinating them, often in a close-quarters combat. Regrettably, in the wretched days of the War of the Beast, a number of the wolves were tempted down the bath of bloodshed for bloodshed's sake and forsook the Empty Throne of Terra for the one of brass and bone, where the God of War held court instead. Of these oathbreakers no name was cursed more by Russ than that of Skyrar of Caledonia - whom Russ once would have called brother.
The First Viskeon War happened roughly concurrent with the Fourth Black Crusade in M34. Spreading out in all directions from their homeworld on the southern edge of the galaxy, the Viskeon put several sectors in the Tempestus and Ultima Segmenta under siege. The Imperium, which had not known about the Viskeon and the few star systems they controlled, were caught off guard by the appearance of the Viskeon armada. They were used to attacks from Xenos Horribilis and Obscuras from the fringe, but not one this organized from a direction they didn’t expect.


Some measure of honour would be restored, however, to the ranks broken by turncoats and anointed in blood. Russ's Wolves made great speed back towards Terra, and seeing the home he had left a lifetime ago aflame in war broke the Great Wolf's heart. The wolves threw themselves into the inferno and fought like mad beasts with neither thought of the past or hope for the future; no thirst for vengeance but instead a plea for redemption. Russ himself was there at the Last Roll of Thunder when Arik Taranis, Bearer of Lightning, fell in battle in the great plaza before the Eternity Gate and took up the tattered old Unification banner.
All attempts at making contact and communicating with the Viskeon failed. They claimed they had been directed to attack the Imperium as part of a holy war demanded by their god, the Three-Eyed King. The Imperium initially struggled against the Viskeon, although they lacked ranged weaponry the Viskeon were able to regenerate from most glancing shots until they could close to melee combat (where they had the strength advantage over baseline humans and eldar) and killing them often made their numbers larger. Even shooting them with a bolter was a gamble, the resulting explosion could blow the Viskeon into small enough pieces that it wouldn’t regenerate, but it could also blow their limbs off and send them flying where one couldn’t see them, where they would regenerate into four more Viskeon.


When the last of the fires grew cold none would ever again question the loyalty of the Space Wolves. For all that the shattered remnant of a legion was covered in blood and soot, each man felt truly clean.
However, as the Viskeon front line buckled, the weaknesses in their strategy became clear. The Viskeon had overextended themselves in order to attack multiple targets, hoping to overwhelm their opponents with shock tactics and surprise due to their smaller numbers, but this left them with few assets to reinforce holes in their formation. The Imperium also discovered the Viskeon’s ectothermic physiology and ruthlessly exploited it, hunting Viskeon down in the dead of night when they were at their most sluggish and least able to fight back. The Viskeon retreated back into the void from which they had come, and the Imperium were unable to track them down.




The Second Viskeon War happened roughly 800 years after the first, in M35. Once again the Viskeon set out from their unknown homeworld to wage war. The Viskeon moved out in a much tighter, directional formation instead of an omnidirectional campaign to prevent their front line from being overrun but surprisingly beyond this their military tactics had not changed to account for what they had learned in their first conflict with the Imperium. The Imperium, on the other hand, had learned from the encounter and adapted accordingly. This time, instead of Cadian Doctrine troops specializing in ranged lasgun and shuriken fire, the Imperium had brought in flamers and plasma weaponry to negate the Viskeon regeneration factor, with the Imperial defense spearheaded by the close-quarters, flamer specializing Salamanders, who had called for a Reformation of the Legion for this occasion.


The Second Viskeon War went much more in the Imperium’s favor, and this time the Imperium were able to dispatch forces after the Viskeon when the Viskeon forces routed rather than tending to their wounds. They tracked the Viskeon forces back to their home planets, a mere dozen in total, and burned them through a combination of orbital bombardment and ground operations. Today, the Viskeons survive only in the form of genetic samples collected by the Adeptus Biologis before their world was destroyed.


The remains of the Space Wolves retreated to Fenris, licking their wounds, and quietly rebuilding their legion as the Imperium rebuilt itself - for no matter how enlightened or holy it may become, Russ knew that the Throne would always need its tame monsters. But the Great Wolf himself was not to fall in glorious battle, and certainly not to fall to the temptations of the Ruinous Powers. Instead, the legends say, some two centuries later Russ - now an old warrior and the King of his world - simply walked out into the snow, alone. His brothers, friends, servants all followed his tracks into the cold woods of the frozen north but he was never seen again. Some say the Old King is resting, and will return to face the Old Night in the days when hope withers and the stars grow dim.
As the Adeptus Biologis and Imperial xenologists sifted through the rubble of the Viskeon worlds, trying to find an answer as to why a species would suddenly decide to attack an interstellar power they didn’t even know existed, they came upon a handful of startling discoveries. Based on Viskeon carvings and representational art of their god, the Three-Eyed King of the Viskeons was clearly the Warp entity known as [[Nobledark_Imperium_Forces_of_Chaos#Be’lakor|Be’lakor]], and from the remaining samples of Viskeon genetics and physiology they bear various marks of subtle but extreme artificial enhancement to produce their observed capabilities.


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=== Ferrus Manus ===
==== The Pale Wasting and the Thexian Trade Empire ====


<div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''''The One of Ice and Iron:'''''
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The unimaginatively named Ferrus Manus was born in the manner of the Mechanicus enclaves of Antarctica - or rather, grown in a jar from anonymous genetic samples. Deemed free of malformation and unwanted deviations in his early development, which were rare and valuable assets in this age where clumsy genetic enhancement created mutants more horrific than radiation or plague ever could, he was permitted to be born rather than recycled. Being born and raised where he was and at the time he was, he had no name at birth, at birth although the markings on his tube did superficially resemble the name Gorgon in an ancient tongue recognised by one of the oldest magi. This was adopted as his unofficial name in his youth; doubly so after it became apparent that he would grow up to be aesthetically displeasing.
The Thexian Trade Empire was an interstellar Xenos Independens empire located in the Ghoul Stars that controlled nearly sixty star systems at its height. The homeworld of the Thexians and capital of their empire were the Bloodmoons of Thex Prime, so named because of their intensely oxidized sediments causing them to appear bright red in color. When the Imperium first encountered the Thexians in the late years of the Great Crusade, they were shocked when Thexian ships sought them out and tried to open diplomatic channels and trade agreements with them. Previously during the Great Crusade, the vast majority of xenos races the Imperium had encountered had either tried to kill them on sight or had either come to a spoken or unspoken understanding to stay out of each other’s way. Even the Eldar, when they had sought out an alliance to free Isha some years earlier, had done so in a way the Imperium could understand, cautiously and half-heartedly out of fear that one side was going to break the other’s shaky trust. The fact that the Thexians had willingly approached them with apparently amicable intent baffled the Imperium.


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In the end, the Imperium decided to neither declare war nor ally with the Thexians but kept them at arm’s length. The Thexians were considered not worth trying to wipe out for a variety of reasons. First, Thexian territory was considered less than ideal for human occupation. The Thexian Trade Empire was primarily located in the coreward front of the Ghoul Stars, areas which the Thexians had no problems inhabiting but humanity less so. The Ghoul Stars were also on the far side of the galaxy from the Segmentum Solar and were almost outside of the range of the Astronomican, making any attempts to hold them expensive and inefficient. Secondly, the Thexians made for a good buffer state. Much like the Eldar, Tarellians and later the Tau, the Thexians were much better neighbors than the vast majority of alternatives as they could actually be diplomatically reasoned with, unlike the vast majority of xenos races encountered during the Great Crusade. And finally, the Thexians quite frankly were not a threat to mankind. There was a heated disagreement over the existence of human populations on Thexian worlds, but the Thexians surprised the Imperium by being willing to relocate the majority of the human population on their worlds to Imperial territory, in exchange for trade agreements with the Imperium that is. If anything, the problem was the Thexians seemed too nice, which set off the Imperium’s sense of paranoia immensely.
He was given a basic and general techno-ecumenical education until age 12, after which he began training for full inclusion to the Mechanicus. By age 14 he had managed to achieve the rank of Technician-acolyte, escaping the the fate of Servitorhood that awaited underachievers, but a purely priestly life was deemed an inefficient use of his talents and he was transferred to the Skitarii for training. By his 18th year he was a mechanically augmented soldier of the priesthood tasked with defence of the Nuemyana Port, one of the few places where primitive outsiders were permitted to have dealings with the Terran Mechanicus.
 
As he rose through the ranks of the Mechanicus military, receiving all the augmentations appropriate to his station. He began to see the world in absolute terms, the black and white notions of Weak and Strong; and it was the duty of the Weak to serve the Strong, who in turn were to rule and protect. But it was as if his heart was slowly being replaced with machinery as much as his body was, beginning to see all humanity not a part of the Mechanicus as Weak. Perhaps this was merely conformity, however, as many of the Elder Magi shared similar views, and... '''enforced''' them. Regardless of their attitude to more baseline humans, however, the Enclaves soon came under threat from Hy Braseal. Although hardly a superpower, the nation was close enough, sophisticated enough and organised enough to push the Enclave's off the tip of South America, leaving their former holdings destroyed, irradiated or captured.
 
 




However, the Thexians' friendliness covered up a more self-serving motivation. The Thexians, as a species, were motivated by a species-wide case of greed. The Thexians were an extremely long-lived species and reproduced very infrequently. Therefore, from an evolutionary perspective, greed made sense. Many species hoard resources for hibernation or periods of want, and if you live for thousands of years you can hoard quite a lot of resources, enough to let you survive even the longest lean periods until the next opportunity at reproduction came. The Thexians were so friendly and interested in trade because trade was one of the best ways for an individual to increase one’s holdings, and people were more willing to trade with a friendly face than a backstabbing or violent one. And the Thexians could afford to be friendly, for few unarmed or unaugmented beings could harm a Thexian in their true form. However, this did not mean the Thexians were soft. They were interested in amassing wealth and power, and when it suited them they were capable of oiliness that would make a Void Born proud. Nor were Thexians unambitious, power plays between Thexians were not uncommon, though they usually took the form of displays of subtle power behind the scenes or hostile takeovers of assets than open warfare.


Due to their perceived incompetence in the piecemeal defence of their lands, many of the Elder Magi were deposed by those below, while the new Elders had the few remnants of the old order servitorised. Soon, the ambitious and the popular rushed in to fill the power vacuum at the top of the hierarchy, and at the end of the reshuffling Gorgon found himself as General-Sentinel and Protector of the Northern border, a prestigious yet demanding job that commanded the first line of defense against the Braseali peoples - and would be the first to be servitorised, were they to force their way onto the Antarctic mainland.
The Thexians were a vaguely chiropteran species like the Khrave, though unlike the Khrave they did not spin webs and fed on flesh and blood rather than minds. The Thexians were a polymorphic race, capable of shifting into one of several different forms depending on their need. First and foremost was warform, a large, quadrupedal bat-like form capable of limited flight, covered in a leathery, squamous hide, and armed with fierce talons and massive fangs, which was believed to be the Thexian’s true form. There was flightform, a lighter-than-air shape somewhat similar to warform but with larger wings, a smaller body, and an almost ethereal appearance. There was thoughtform capable of emitting bolts of Warp lightning from its semi-corporeal shape. And perhaps most importantly among the myriad forms the Thexians were capable of taking was diplomacyform, their preferred shape when interacting with non-Thexian races, which resembled strangely androgynous humanoids that did not quite resemble either human or eldar.


At this point, in spite of the Mechanicum's preference for function over form, Gorgon ordered for his new cybernetic upgrade to be encased in the toughest alloy known to the Mechanicum. True, it would serve no purpose; although the material was indeed potent armour, his position as General-Sentinel precluded any situation where that would be useful. Instead, it was a surprisingly perceptive move to bolster his stature in the eyes of others; the intimidating size and power of the modifications intimidating both any who sought to mutiny as much as they did Braseali spies. Thus, the Gorgon was no more - in his place there was only Ferrus Manus.
Thexian society was organized into groups called aedes, feudal households comprised of a small ruling number of Thexian adults known as the Thexian Elite, their material wealth, other alien species that had sworn fealty to the Thexian Elite, and their immature offspring who had not amassed enough of a horde to become independent yet. Because they reproduced so slowly, less than 15% of the population of the Thexian Trade Empire was composed of Thexians, with the rest representing vassal populations of dozens of minor xenos species including some quasi-legal human populations that were missed by the resettlement or were the descendants of refugees into Thexian space.


Even as he rallied his Skitarii and began to forge them into something stronger, the generals of Hy Braseal had already raised a horde of relatively well disciplined and armed soldiers, and was beginning to lead them into the cold Antarctic enclaves. Salvation came in the form of the Warlord, who sought the advanced technology horded by the Mechanicum. The Elder Magi saw their survival projections in a total war with Braseal jump over tenfold merely by being on friendly terms with the Warlord, and all the way to an astounding 93% were they to accept his offer; which they did without second thought. However, Dalmoth Kyn - the leader of most of South America - and his descendents would never forget how the Warlord had sided with the Mechanicus, forever opening a rift between their people and those of the Imperium. In time, they too would eventually join, but not before a long and bloody war consumed much of the Braseali population.


As the Mechanicus Enclaves one by one were assimilated into the Imperium, Ferrus Manus once more found himself rising up the ranks of the military. His existing rank the Mechanicus - who were a few isolated enclaves that had fought valiantly against an entire continent - was prestigious, and his tactical acumen was formidable; as were his legions of cybernetic soldiers who could comfortably overrun any techno-barbarian on the planet and even go toe-to-toe with the Warlord's own biologically augmented warriors. The one who, as the Gorgon, had looked down on all flesh as weak, was now beginning to find a grudging respect for it.
Approximately during the latter half of M34, the Thexian Trade Empire became afflicted with a condition that became known as the Pale Wasting. The Pale Wasting exaggerated the normal Thexian tendency towards greed to extremes, to the point where it became an obsession. The Thexians began hoarding in earnest to attempt to sate this craving, throwing out all reason or subtlety, but no matter how much they hoarded they could never get enough. Eventually, the affliction developed into a physical craving for sustenance as well, turning their bodies growing gaunt and emaciated as they resorted to guzzling blood and shoving gore-filled chunks into their mouth in an effort to quell their bottomless hunger.


It is generally thought that the Pale Wasting was Chaotic in nature, given its corruptive effects and mental deterioration, though those that think so debate whether it was the work of Khorne (because of the hunger for blood and gore), Slaanesh (because of the excess), Nurgle (because it acted like a plague), Tzeentch (because of its strange nature) or all four Ruinous Powers together. If it was, it is possible the Pale Wasting could have been transmitted to the Thexians via the Loxotl, whom the Thexians had some contact with despite the warnings of the Imperium. However, it is not out of the possibility that the Pale Wasting was caused by contact with C’tan/Necron technology or some form of C’tan vampirism.


While humans and other xenos species were immune to the Pale Wasting, they could easily act as carriers transmitting the disease between the Thexian Elite. From there, the Pale Wasting could easily reverse the roles, corrupting the vassals underneath Thexian fealty through their connection to the Thexian Elite. When the Thexian Elite finally shrieked their declaration to go to war, millions of brainwashed thralls responded to their call. The result was all out war between the Thexians and their neighbors, resulting in a massive military response from the Imperium in which more than a dozen Adeptus Astartes chapters were wiped out in the fighting. In the end, as the corruption and Thexian Nightmare Engines wreaked havoc the Thexians and the Pale Wasting could only be stopped by mass-Exterminatus tactics and a scorched earth policy, leaving numerous Dead Worlds across the Ghoul Stars including the sixty or so worlds held by the Thexian Trade Empire.


A few Thexians survived, those immune to the Pale Wasting. Some fought alongside the Imperium, warforms tearing into infected kin with ferocity and thoughtforms banishing Thexian thralls with blasts of Warp lightning. Others fled the conflict, hitching rides on the starships of the Nicassar and hiding where they could. Today, through various quirks of history, most remaining Thexians can be found under the Imperial aegis, mostly as diplomats, traders, advisors, and occasionally members of government. Their numbers are spread so thin that members of the species can go without seeing another one of their kind for more than a century. Some have tried to live outside the Imperium, setting up small fiefdoms that are pale imitations of the aedes once seen throughout the Thexian Trade Empire A few corrupted Thexians afflicted with the Pale Wasting are also still in existence, but thankfully like their uncorrupted counterparts are rare.


Years passed and wars were moved from the surface of Terra to the stars, and his soldiers - now known as the Iron Hands - became renown for resisting the harshest of environments with ease, proving as comfortable in the cold vacuum of space as they were in the sand-blasted remains of Ursh. Thus, although often (and rightly) feared by many, the Mechanicus forces were respected by all and proved to be a key factor in cementing the Terra-Mars partnership, which would be a story repeated at each world they encountered their cybernetic brothers on. Perhaps it was this - securing the mighty forges of mankind - rather than the Iron Hands' martial prowess, that earned the old Gorgon his recognition as a Primarch.


During the War of the Beast, however, the Iron Hands lost much of their prestige and reputation by primarily seeking to defend their Forge Worlds instead of the Imperium as a whole. Perhaps this was simply because their primarch had seen how hard mankind would fall if they once again lost the machinery that held its precious Imperium together; or perhaps (as many others claimed), their loyalties lay more with the Fabricator-General of Mars than they did the Steward or Terra. For their part, the Hands never denied the accusations levelled at them, only defending them.
The Pale Wasting had several long-term effects on galactic politics. Perhaps the greatest long-term effects of the Pale Wasting was that it helped set the stage for the Imperium to start admitting other races into the Imperium. When debate was raised over the possibility of admitting other races into the Imperium, the Thexians were a prime argument by those in favor of admission. The Thexians had been an advanced, relatively friendly xenos empire, and (in the minds of the pro-Admission advocates after nearly two thousand years of hindsight and nostalgia) the Imperium had left them out in the cold. Such a policy had not only let the Thexians get corrupted by the Pale Wasting, but created a massive interstellar threat that had cost the Imperium a significant amount of lives and resources to contain. If the Thexian Trade Empire were still alive today, they would have been classified Xenos Familiaris with little difficult and would have been easily admitted into the Imperium, so long as efforts were made to prevent Thexian ambition from subverting the functioning of the Imperium, and none of this would have happened.


 
The second impact of the Pale Wasting was perhaps more insidious. The Pale Wasting wiped out most of the conventional life in the Ghoul Stars, though it soon became a lawless hellhole filled with little respect for law and order or the conventional laws of physics. Although outside the light of the Astronomican, for many millennia the Space Marine chapters such as the Death Spectres stationed on the edge of the Ghoul Stars did a good job of defending the Imperium’s borders from any threat that might come from the Ghoul Stars. Unfortunately, the northeastern galaxy and the Ghoul Stars in particular had once been the heartland of the Necrontyr Star Empire nearly sixty six million years ago, and the mass extermination of life in the Ghoul Stars meant that there was little opposition and a sizeable buffer from any external power when the surface of many of these “Dead” Worlds cracked open and thousands of Necron warriors rose from beneath the earth in mechanical unlife.
 
 
Of the primarchs Ferrus Manus was one of only three who lived to see the Steward become Emperor; and he was the last of them to die, meeting his end on the fields of Armageddon before the gates of Hades Hive in the year 616.M40. In truth his health - both biological and mechanical - had been deteriorating for centuries, and although he knew that there was little operational time left for his body he did his best to ensure that neither his Legion nor his Emperor knew of the fact. He took a bloody and glorious toll with him, one worthy of respect from any and all, but his passing marked the end of an era, and although he and the Emperor had never been friends his passing was felt by the flesh-bound of the Imperium just as much as it was by his Mechanicus brethren.


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=== Fulgrim ===
=== Post-Age of Apostasy (M36-M40) ===


The Primarch Fulgrim, foremost of the legion Terra's Children, was conceived in a Merikan population expansion program. His parents were both loyal Merikan officers, and upon their deaths their genetic material had been saved, and eventually combined for one of countless batch grow children. In truth this program and others were conceived and implemented as the early wars of unification rocked the eurasian continent, if only to bolster the Merikan guard should another high-technological joust of nations commence. Fulgrim was decanted twenty years before the fall of Ursh, in the facilities of the MoTon industrial concern. By random chance or the inevitability of mass production he could be said to have been born with a charming and distinct beauty, which he maintained for all his life, though it was accompanied by a vast and neurotic ego. At this time his name was Furis Doe, and shared a surname with all other children created as he was. In his youth he found success among the ranks or mechanists and the overseers of MoTon, and became the commander of his own sub workshop at a young age. Between his competence and the opportunity to demonstrate the success of their program Fulgrim's superiors were eager to fast track him.
==== The Fall of Istvaan V ====


Furis matured steeped in the legends told by old mechanists, some even from the arctic enclaves, of the star spanning Mechanicus, and the gleaming stelar empire they maintained, but also surrounded by the propaganda of the merikan war machine, with edicts of the holy human form, and even pretensions to brutal meritocracy. In the years surrounding the imperium's first truly overt offensives, and then its brutal dismantling of the Despot of Ursh and all under his banner, Merika hardened for war against the unification.
Editor's Note: Per writefag, dates can be shuffled around.


Between the saturation of muddled anti-Ursh and anti-Imperial propaganda and his own dreams of the stars Furis began to recede into his mind, and this came just as the mounting war effort put the apparent prodigy in command of his own experimental workshop and staff. These were Merikan mechanists and techpriests cast out of the polar enclave after it sided with the Imperium. Fulgrim, a nickname earned by his increasingly dry, cynical demeanor, mostly served as a director, but was himself a decent scientist and tinkerer.
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Furis began experiments with superhuman modification to respond to the fabled imperial thunder warriors, among other things. While these projects had successes, even creating subsystems superior to imperial equivalents in some respects, they were few and expensive, and other avenues showed far greater promise. Fulgrim did however upgrade himself in numerous faculties, spending not insignificant resources as such. He was said to be deeply interested in the lore he could draw from the defector techpriests, though he never went so far as to make any of his personal modifications overt. Fulgrim would eventually express that it was partially the Mechanicus' preference for skitarii and servitors that made progress on superhuman physiological enhancement so difficult. During this period he traveled around Merika and Kalbi, particularly exploring the borderlands and the deep mazes of vaults drilled through the western mountains, where techno-barbarians still flourished. Fulgrim and his workshop were notably productive though this time, either creating or dredging up dozens of horrific technological marvels, but Furis Doe was only loosely tethered to his superiors' control, and was rarely in contact with Merikan command. In some histories it is guessed that the Warlord contacted him around this time, but it wasn't so.
Istvaan V was a world of very little interest to the wider Imperium. The only feature it had of note were a series of mountainous fortifications dating back hundreds of thousands of years before the first humans arrived in the area, believed to be of ancient kinebrach construction; but whatever those defenses had been built to protect was long since gone. All that was left was a barely breathable atmosphere maintained by a meager biosphere of bacterial mats.


Furis and his mechanists, notably cherry picked from Doe production runs, returned from the wastes with technological bounty and only a handful fewer men and tech priests than they set off with. At this time Ursh was fallen, the Eurasian continent near unified under the Imperium, Kalbi was in revolt, and Merikan high command even contemplated alliance with Hy Brasil, though the prospect was unlikely. Fulgrim famously wowed the capital as he fired some of his more militarily applicable discoveries over the marching grounds, and excited the officers in the audience with promises of strategic archeotech and superhuman advancements, but in truth the director was unmoored from the war effort as much as the rest of terrestrial reality. Between the unnerving horrors of the wastes, the gross violations authored by the great Merikan industrial core and the Dark Age technologies Fulgrim tried to meddle with he had driven cracks through his world. Fulgrim had long nursed a love for hedonism, and as he enjoyed his fame in the capital his old neuroses as MoTon's prodigy layered into his unmoored state. In something of a haze Fulgrim began to lay down his own base of influence, and seeking military office subsequently attached his forces to the command of one honorable major Luscious, bound for the expeditionary force to Europe to engage the Imperium.
Still, as Istvaan III began its expansion out into space, they saw promise in their near neighbor, and began the centuries- long process of terraforming it. Slow successions of introduced pioneer species and careful geoengineering transformed Istvaan V from a borderline uninhabitable globe into a fertile agri- world, feeding colonies across the Istvaan system and beyond. For thousands of years Istvaan V enjoyed this gentle, quiet prosperity.


Codex entry not finished. According to the writer...
Then in 343.M36, it ended.


"…and that's about as far as I got. Fulgrim and Luscious go to europe, have wartime adventures, Fulgrim surpasses Luscious. After this initial tour Luscious is reassigned as backup to suppress Kalbi, Fulgrim goes Jay Gatsby in the capital while simultaneously building up increasingly elaborate influence and technological power base just as aimless 'improvement'. Eventually he fucks up, gets caught, and is gonna be put to death, but Alpha Legion bails him out. He ends up as one of the major heads of the hydra as the Imperium goes to war with Merika, and cuts Luscious in for a pretty successful attack on high command. He also helps finish up the Astartes program, and really believes in the Astartes as superhuman heroes angle, as opposed to having them fight like soldiers. He and his forces are close with Ferrus Manus, and dig the transhuman angle Horus takes, and Fulgrim is big on getting out into the system following unification. He is also excited to be liaison of fleshy ones to the Mechanicus, and has some success at this."
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Additional Details
To this day nobody in the Imperium knows what led Nimina Demthring to take an interest in such an unassuming world. Some believe she heard of local legends claiming (inaccurately) that Isha herself had taken some level of interest in the terraforming of the world, and thought that the world would offer some opportunity to get closer to Isha in her sick and twisted way. Others think that the world held some deep secret beneath its fortresses, one the Imperial inhabitants remained ignorant of but that Nimina somehow discovered. Most people, however, assume that she simply saw a relatively soft target and went for it.


- Some debate as to whether to call the legion Terra's Children or Empire's Sons
Whatever the cause, a fleet of ghastbone daemon-ships translated out of warp, trailing sprays of corrosive pus, glistening pipes bulging out of rents in the hull like entrails, and made an immediate beeline for Istvaan V.


- This universe's version of an "Iron Cage" incident that leads most Astartes legions to follow Guilliman's idea of breaking into Chapters. Fulgrim tries to micromanage everything but gets ground down by attrition. Final blow was trying to clear a sector of an Ork infestation led by a Tzeentch-aligned Big Wyrd, which was so nuts it was impossible to account for everything.


=== Vulkan ===
Despite being outmatched, the System Defense Force rallied to its protection.


Vulkan, son of the Afrique League, First Patriarch of the Prometheans, Defender of the People, Cleansing Flame of Earth and Primarch of the Steward was born in a mud and thatch hut in an arable farming village 8 days walk from Lanbarno, capital of that semi prosperous realm.
The opening engagement of the battle seemed to go astonishingly well for the defenders, with the attacking Crone fleet breaking off its attack after only a few volleys. Any celebration was short- lived, however, as the Nurglites' plan revealed itself. They had woven entropic curses into their weapons and ammunition, which were now going to work on the ships of the Istvaan SDF. Rust crept along the corridors like time- lapse photography of a growing fungus, causing vital systems to malfunction and decay. Meanwhile, the injuries inflicted in the brief struggle on the Croneworlders were slowly healing themselves, scabbing over with diseased growths of new ghastbone. It was obvious that they were simply going to wait for the defenders to be reduced to utter helplessness before they moved in for the kill.


The nation itself was little more than a remnant of what it once was. At its height some 500 years previously it had been a super power the rival of any other on the Earth at that time with culture and technological knowlage beyond peer. But then the Ursh came and taught them that this was not, nor have it ever, nor would it ever be a time of peace.
It was obvious that the naval defense was no longer viable, and regretfully the decision was made to pull back. The still salvageable ships would withdraw behind the orbital defenses of Istvaan III. The hopelessly contaminated were left with skeleton crews to launch a final attack, to cover the retreat and try to do as much damage as possible. Charging into the teeth of the enemy gun- line in ships half broken down already, it could not be anything more than a suicide charge. When the dust cleared, although some damage had been done the way was clear for the ground attack to begin.


But all that was history. The realm that Vulkan grew up in knew nothing of that save in dust old tomes of half forgotten lore.
The people of Istvaan V withdrew into the ancient fortifications; although most of them had long since been repurposed for habitation or similar purposes, they were still formidable constructions, built with all the skill of kinebrach artisans from the height of their empire to stand up to almost any foe. They had sheltered the people of Istvaan V from everything from Ork Waaaghs to Dark Eldar raiders for millennia. They had endured before; they would endure again. Or so they hoped.


Even a peace, a hard fought for peace, had been won against the Despots of Ursh and their vassal states.


Of all the peoples on the Earth at that time the had come to the attention of foul xenos. Why they amongst all others? who can say. But there it was.
Nimina declined to launch a conventional invasion. Instead, she dropped a set of horrific protoplasmic creatures on the world, things cultivated within the depths of Nurgle's Gardens. The amorphous abominations rapidly began expanding, spreading their tendrils across hundreds of kilometers to consume the rich biosphere of the agri- world. The PDF launched their small stocks of atomic weapons, backed by waves of bombers filled with incendiaries, but for every tendril they burned away two more had already taken root. Empowered by sorcerous rituals enacted on the warships orbiting above, the creeping sludge simply grew too far and too fast to be contained. Despite every desperate effort, the tide of slime washed over the bastions, worming its way inside though even the tiniest gaps.  


The Dark Eldar were discovering the depths of their needs and thirsts and they found the picking in Afrique League to their liking.
Thousands of desperate battles erupted in the winding corridors of the antediluvian fortresses as the people inside desperately tried to fight back, but it was like trying to hold back the ocean; there was simply too much and it was too fluid. It overwhelmed strongpoints and seeped through cracks in sealed doors. At the end, a few hundred thousand people managed to save themselves in the deepest layers by collapsing the access ways entirely, hoping that an Imperial rescue force would find some way to dig them out.  


It became a hated part of life. Shelters were dug by the prudent and the the foolish were left to die. It was an unhappy time. But maybe it was the xeno raiders and their attentions that made their lands less appealing to invaders.
Then the Conservator fleet fired up its teleporters. An hour later, there were no survivors. Only the slime, coating the continents and filling the seas. The Nurglite force remained only a few more hours before departing, leaving behind only a single light cruiser which had been crippled by a suicidal ramming attack and was unable to make warp. And, of course, a murdered world. From start to finish the entire operation had taken just over 200 hours, and two billion souls were dead.


It was in Vulkans 14th summer that he joined the military, against the wishes of his father and mother but with their blessing. It was customary for men to serve and protect the communities they came from for what was good for the people of a nation must surely be good for the nation as a whole.
Just a day later an Imperial relief force translated in, too late. All that they could do was to exterminate the abominations that had been left behind, pounding the world until nothing was left but an airless desert of volcanic glass.  


Vulkan's parents had been adamant he not join the warriors because they knew that his job would be to dissuade their tormentors so that they might find a softer village to attack.
The people of the Istvaan system have neither forgiven nor forgotten.  


One such assault was the beginning of Vulkan. The rest of his life had been merely a prelude.
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A brutal assault that seemed determined to abduct the while village befell Vulkan's home. The scant defenses were little more than tissue paper against razor blades. The pitiful few warriors of the Afrique League were tormented in the manner of a cat with a mouse and as inevitably snuffed out. All bar one. When the village bio-petroleum tank detonated Vulkan was inflamed. But up he rose. clutching his blacksmith fathers hammer, a halo or flame about his head and inferno wings upon his broad shoulders he was risen and he stood before the Archon, the chief tormentor of his people. His heart beat like a blast furnace and his eyes were holes into the hear of the sun and his fathers hammer he brought down hard. The Archon danced around him with inhuman grace, a nimble torture before an enraged giant. In later legends it was said they they danced from sunrise to sunset but in truth there was a death far sooner than that. The Archons blades had been doused in poison most foul but the heat of the flame had cleansed them and although Vulkan could barley land a single blow hid did manage to land one and one was all he needed.
==== The Kryptmann Line ====


The simple smiths hammer struck ard and it struck true and it was said to have been heated by more than burning fuel but by the furnace heat of hate. The Archon lay crippled and in agony at Vulkans feet and he raised that vile man high above his head and brought him down hard over his knee and broke his back and held him up once more and with a dragons roar dared all those who would look to see what ruin had been done before tearing out the raider kings throat.
See [[Nobledark_Imperium_Notable_People#Boaz_Kryptman|Inquisitor Kryptman]]


And no more did those creatures come back.
==== The Doom of Malan'tai ====


When the Warlord came to the Afrique League it was Vulkan who met wit him in old and dying king Shatimuene's place. With the xenos gone it would not be long before Ursh came back and the Afrique League could not endure alone when that day came.
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As the now chief military commander of his nation and a hero of the people Vulkan was taken into the confidence of the Warlord and in the name of the warlord he claimed back the old Ursh vassal states of Ursh for the Afrique League and built that broken nation back up on freed slaves and a noble sense of retribution.
The Doom of Malan’tai represents an important lesson in eldar history. The battle and subsequent loss of this Craftworld demonstrated to the eldar just how easy it is for them to lose the very things they are fighting for, and just how pernicious a foe the Great Devourer is. Malan’tai was once a proud Craftworld, located on the eastern fringe. Malan’tai had close connections to Idharae and Iyanden, and so was firmly in the “eldar supremacy” camp of Imperial politics. The Craftworld had suffered from repeated attacks by orks early in its history, which had fostered an impressive dislike of all non-Eldar lifeforms among the inhabitants of Malan’tai and some of the most impressive gun batteries on a Craftworld this side of Il-Kaithe.


Vulkan was one of the first of the final design of Astartes. All of the major flaws had been solved by that point and for that we can be grateful, the world did not need another Angron.
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When the last tyrant fell and it came time to bring the Unification to the rest of Sol Vulkan son of N'bel was raised high and called Primarch.
But that was all before Hive Fleet Behemoth. Through the visions of their seers, Malan’tai saw that the Exodite world of Tar-Etenil was going to come under attack by a splinter fleet of Hive Fleet Behemoth, and raced to the Exodites’ aid. However, when they arrived at the planet, they found that the tyranids had already managed to strip the planet clean, and that Malan’tai itself was now the next target of the Great Devourer. The hive ships blazed past the Malan’tai warships sent to defend Tar-Etenil, making a beeline for the Craftworld itself. Malan’tai barely managed to send out a distress call to Idharae and Iyanden before it was enveloped by the Shadow in the Warp.


When the Great crusade fell it was Vulkan second only to Lorgar who showed that although the Imperium was strong and could be monstrous it could also be noble and capable of true virtue.
For days, Malan’tai held out against the tyranid swarm, as mycetic spores pelted the surface of the Craftworld and gaunts and carnifexes stalked its halls. The elder struck back with all their strength, aspect warriors cutting through mobs of termagaunts and rippers while wraithguards grappled with larger bioforms. However, bit by bit, they gradually lost ground across the Craftworld, until they were eventually forced back into a small area surrounding the Craftworld’s Webway portal. However, it was at this point that a miraculous thing occurred. Reinforcements from Idharae and Iyanden came streaming through the Webway portal to the aid of Malan’tai, fresh troops who brought the tyranid advance to a halt and as they relieved the wearied defenders and then began to regain ground.


When the War of The Beast came it was the soldiers of the Fire Lords and and Black Dragons and the Salamanders that dedicated their lives to defense of the people above the defense of the Imperium, or what was good for the people of a nation must surely be good for the Impwerium as a whole.
With reinforcements at their back, the eldar of Malan’tai began the arduous task of clearing the tyranids from their home, room by room and chamber by chamber. However, as the eldar began to push back against the tyranid invaders, the psychoactive power grid of the Craftworld slowly but surely began to dim and fail. It was at this point that the full scale of the tyranid infestation became clear. While the eldar had been fighting the tyranids on the surface, other tyranid bioforms had bored deep into the wraithbone structure of Malan’tai and tapped into the Craftworld’s infinity circuit, leeching energy from it like aphids on a plant. The eldar of Malan’tai had suffered the ultimate loss, the souls of their ancestors digested, turned into nothing more than nutriment to feed the hunger of the swarm.


Vulkan did name it back to Terra before the Martyr Angel fell and he could not save his brother primarch, but no blame was laid at his feet as his Legion worked so tierlesly and gave their very lives for the people and always at the thickest of the the fighting, in the heart of the inferno was the Promethean with his hammer.
The battle might not have been over, but the war had been lost. Even if the eldar did manage to take back the half-occupied Craftworld from the tyranids, the greatest thing of value on Malan’tai was gone. Despondent, the few survivors of Malan’tai gathered up every soul stone and any other item of importance they could find before jury-rigging a brief window to leave through the Craftworld’s Webway portal, but not before altering the course of Malan’tai to burn up in the nearest star. If their home was to burn, the tyranids would burn with it.


In the years that followed the rebuilding of the Imperium Vulkan's forces remained integrated most strongly with those of the Imperial Army.
To add insult to injury, several unusual tyranid creatures were discovered during the Battle of Malan’tai. These creatures resembled a cross between a fetus and an electric eel, with grossly distended braincases extending behind their head plates. These creatures possessed devastating psyker powers, using them to float above the battlefield as if suspended in a field of unreality. Analysis of these creatures showed that eldar genetic code had gone into their construction. These creatures became known as zoanthropes.


=== Dorn ===
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- Calbi born, early model astartes pattern. Desensitization problems.
- Odd friendship with Perturabo
- Died during 1st Black Crusades holding the battlements of Cadia


=== Roboute Guilliman ===
==== The Rogue Trader's War ====


<div class="toccolours mw-collapsible mw-collapsed" style="100%">'''''The Artist of War:'''''
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Guilliman was born to a minor noble house in the great and relatively prosperous realm of Europia. His parents were able to afford him admittance to Parisiorum University, the most prestigious educational institution of that fair nation. By the onset of adulthood he was well versed in the classics of language, mathematics and the basic sciences; but it was in military theory that he truly excelled. Soon he was spotted by a visiting officer, and was quickly transferred to the Avelroi military academy. He was a more than adequate soldier, and a fairly skilled tactician, but it was in the arts of grand strategy and logistical planning that his brilliance was found. During wargames and simulations, his peers often managed to gain the upper hand on Guilliman's forces, flanking or encircling them only to find themselves critically short of materiel and facing positions prepared long in advance, thanks to his unconventional focus on interdicting supply lines. Thus, while he graduated with glowing recommendations from his tutors, he was somewhat resented by his fellow alumni who felt his tactics underhand or cowardly.
The Surat Incident, more popularly known as the Rogue Trader’s War, began when Leopold van Cortez, head of the van Cortez Rogue Trader dynasty “rediscovered” the Surat Subsector and claimed it as his own. The Surat Subsector was an area of the Segmentum Tempestus that was originally colonized by the Imperium in early M32, mostly consisting of typical human colonies but also several native species of Xenos Independens and even one of the first colony worlds of felinids outside of Carlos McConnell. However, the whole subsector was deemed lost when a Warp storm blew over the area and made navigation there untenable. The storm dissipated in M37, and Van Cortez was simply the first “modern” Imperial with a working starship to journey to and make a claim on the sector. However, he found that the Surat Subsector was not as uninhabited as the Imperium had thought, with most planets having reverting to Feral Worlds populated by the regressed descendants of the original colonists who had little if any knowledge of the Imperium.


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Rogue Traders claiming far-flung planets as their own personal fiefdoms was nothing new in Imperial history. In some cases, the planet profitted with the Rogue Trader dynasty, growing with them as a bureaucratic and administrative hub to the point that their standing in the business world rivalled the megacorps of Kiavahr. In other cases, the planets were kept in the muck and exploited for all they are worth as a colonial market and source of cheap labor. The central Imperial government is not happy about this type of arrangement but is often unable to do anything about it, partly because the affairs of a single backwater planet are typically not important enough to reach the ears of high-ranking members of the Administratum and partly even if they do hear about it finding said planet is a difficult feat in and of itself.A single planet acting as an extralegal hideaway off the official stellar charts tends to be rather hard to find, even if you know what you are looking for.


Shortly after, he was assigned to the southern border where his nation rubbed shoulders - and often warred - with the Nord Afrik. Within a month of his assignment, the area was brought up to peak efficiency and combat effectiveness. Whole swathes of the border defenses were brought back up to standard, often exceeding them, becoming greater and more formidable than they were in the last border dispute; the semi-derelict Jibraltonius border fort seemed to change overnight from a ceremonial headquarters to an impenetrable bastion. And not a moment too soon, as before long the Nord Afrikaanus and their cyber-thrall army commanders were ready for war, instead of the brief raids and pillages that Guilliman's defenses had been blooded against.
Exactly how a Rogue Trader dynasty made use of particular planets depended on the dynasty in question. The von Cortez Dynasty made their fortune as planet speculators, finding uninhabited planets of value and then auctioning their coordinates off to an interested buyer for a significant finder’s fee. The Adeptus Mechanicus were always interested in a new location for a Forge World, the Administratum is always interested in potential new Agri-Worlds or land to sell off to Guard regiments that had completed their tour of duty, member states are always looking for uninhabited worlds on their border. The von Cortez dynasty acted as middlemen for these various powers and got filthy rich doing it. However, under Imperial law one couldn’t simply sell a planet if it already had humans, eldar, or Xenos Independens living on it. It would simply be…easier if those people were to simply disappear. The decisions of what to do with these kinds of planets should not be made by people with the kind of money to buy high-end military grade weaponry, the kind that the more cynical sort often call “budget Exterminatuses”.


Leopold’s grand plan backfired enormously when several of the Xenos Independens and human colonies, specifically those with enough a tech base to achieve space flight and Warp travel, survived the initial bombardment. Deciding to unite against a common foe, they retaliated against the Imperium by striking at major population centers, beginning what became known as the Rogue Trader’s War. Two Imperial guard regiments, six Howling Banshees and a brief visit by a company of Astartes later, the war ended with the near-complete eradication of the Surat Subsector’s native population. Having already been attacked without provocation, the inhabitants of the Surat Subsector refused to believe any offer of peace by the Imperium and in the end even turned to the Ruinous Powers for support, leading to their annihilation.


The hordes of Nord Afrik, armed and armoured with most powerful technology they had recovered from the rotting corpse of the old world, charged with ferocity that would've shattered the defences of just years before. They played every hand they could; hit-and-run raids, armoured assaults, wave attacks and attempts at infiltration, yet in the end it did not matter, as their crusade broke upon the hardened shell of Europia. For every of Guilliman's soldiers, there were ten Afrikaanus barbarians - but in turn, there were a dozen shells, plasma charges or lascannon shots for each of '''them,''' and it is said that fresh reinforcements would arrive before their dead predecessors had even hit the ground. The counter-offensive orchestrated by General Guilliman was nothing less than a masterpiece of warfare, facing the Afrikaanus as if on his own home turf. The waves of techno-barbarians were bled white, their counterattacks shrugged off and shattered, their homeland burned to ashes from which nothing could ever recover.
Unfortunately, while the Imperial military was very good at wiping out life on a planet, it was somewhat less good at figuring out what to do with them next. The Administratum, who usually handled such matters, were too far away to easily figure out what to do with the worlds of such a backwater region as the Surat Subsector, requiring some sort of planet broker in order to make things move along efficiently. On top of that, the Rogue Trader’s War left the Surat Subsector nice and uninhabited, just as Leopold had wanted it in the first place. It seemed as though Leopold would profit, at the Imperium’s expense no less.


Seven months after the end of the Rogue Trader’s War, Leopold was found dead at the hands of an Eversor assassin. The van Cortez family’s Writ of Trade was revoked and the majority of their assets were liquidated and distributed to the survivors and veterans of the Surat Subsector Incident. The surviving members of the family were left with almost nothing to their name but what they had with them, the notice informing them of such encouraging to find a “more ethical” line of work. The Administratum extended the possibility that one of the junior family members, upon demonstrating good character, could come forward and name themselves as the heir to the von Cortez dynasty’s remaining assets and seized heirlooms, though it would require making their identity publicly known as Leopold’s heir. Even though there were entire star-systems of people with scores to settle over what happened in Surat, there was no surer way to draw the remains of the house van Cortez out of their refuges, and many were served unexpected justice when they arrogantly tried the Imperium's scrutiny.


The customary actions to follow in these conquests was for nations to incorporate the territory of the fallen into their own empire, lording over the few remaining broken people. This would have been the fate of Nord Afrik, too, but for Guilliman's address to the senate imploring them to let that foul place rot. This was perceived as weakness by some, yet his foresight would go on to frustrate the other neighbouring nations who were looking forward to invading a Europeia overextended and weakened by their subjugation of Nord Afrik. For his martial brilliance and wisdom, Guilliman was given the honorific title of Lord, a title that would not normally be bestowed upon him until his fathers death. Furthermore, in the time of relative peace the nation now found itself in, it needed an ambassador - albeit one with enough accomplishment and worth behind him for the leaders of neighbouring realms to sit up and listen.
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It was during his time in the Kingdom of Franj that he met the relatively young Queen Yolande Fouché. The two had little in common at a personal level and neither ever completely trusted each other, but their respective governments deemed it imperative that they marry as a prelude to the unification of the two nations. Franj itself was deeply wounded and only slowly recovering from devastating attacks by the Unspeakable Tyrant of Gredbritton's horrific weapons, and would not survive even the most halfhearted of assaults from any of its neighbors - least of all the Dusht Jemanic, who were looking to settle old grievances. In turn, such an alliance would allow the people of Europia access to the produce of the huge tracts of agricultural land, which were sorely needed as using Nord Afrik as a psuedo-colony to feed their growing population was no longer an option.


====The War for Gollopo====
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The Imperium and the Tau did not often clash directly, prior to integration. A few flare-ups in the centuries after first contact, before the borders were finalized and diplomatic channels became well-established. Such clashes are not well remembered; both sides were usually half-hearted about the fighting, and after Integration the busy propagandists of the Administratum made sure such conflicts were consigned to the dustbin of history.


A few battles refused to be erased quietly. One such was the battle of Gollopo.
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The world Gollopo itself was a human world, settled in the Dark Age of Technology and forgotten in the Age of Strife. It was re-discovered almost simultaneously by both Tau and Imperium explorers. It was in the grey zone between the Tau and Imperium zones of control and near a strategic warp lane, meaning it was highly desirable to both sides. And- this is where the trouble really began- it was divided into nearly a hundred independent states, all of which had long and often nasty histories with each other.


When The Warlord came before the Senate of Europia, in the modest robes of a scribe, he came with open arms and a warm smile. Unlike elsewhere, the Senate of Europia saw this new "Imperium" as a macrocosm of themselves; their own well ordered nation merely taken to its logical conclusion. Thus, their inclusion was brief and painless, and allowed them representation in the decision and policy processes of such a regime, while the Kingdom of Franj was joined along with them as both realms were nearly dependent on one another at this point.
Both sides sent diplomatic teams. The debate over which superpower to join immediately polarized Gollopo's politics. Everyone believed that a nation without a protector would be carved apart by the ones that did, resulting in a mad rush for advantage. Long-standing alliance blocks broke up over the question; ancient enemies uneasily found themselves on the same side. When Prunzik started leaning towards the Tau, its long-time enemy Francha immediately started soliciting the Imperium, only to switch positions towards the Tau when Prunzik started leaning towards the Imperium. When the Inland Empire declared for the Imperium, its subject colonies along the North Shore immediately invited in the Tau in a bid for independence. The Sokhmar and Lankhmar immediately launched genocidal campaigns against each other in a desperate bid to settle their thousand-year grudge before either could secure the assistance of a galactic military.  


Lord Guilliman quickly rose through the ranks of the new Imperial Army, thanks to his history amongst one of the more civilised realms of the Imperium, as well as his unparalleled logistical prowess. Yet, when it came time for the Warlord to implement his super soldier project on a much expanded scale it was a sad fact that Lord Guilliman was biologically too old and would almost certainly have died during the implantation process. As consolation he was granted some limited gene-forging and rejuvenation procedures that his usefulness might be extended for centuries to come.  
As the situation deteriorated, both diplomatic teams summoned military reinforcements. And then more. And then more.  


And down the centuries his usefulness would be proven.
Things finally boiled over in the Saarland. A near-impotent buffer state between Prunzik and Francha, both its parliament and its population were almost evenly divided between pro-Tau and pro-Imperial factions... which also corresponded with long-standing pro-Francha and pro-Prunzik factions. Street fighting broke out, which soon descended into guerrilla war, with both Prunzik and Francha supporting their chosen sides. First with money, then with guns, then with 'observers' and 'advisors'... Finally, Francha declared that the Saarland was a failed state and sent an expeditionary force across the border to restore order. Lord General Six Serpent ordered the Imperial Guard to secure the pro-Imperial sections of the Saarland three days later, and Shas'O Vaina moved his cadres to intercept.
The war was on.  


The first clashes in the Saarland were dramatic, but ultimately inconclusive; the Imperial Guard was driven out of the Saarland by fast-moving Tau armor threatening to slice their columns into pieces, but Tau follow-up offensives were blocked by combined Prunzikan/Guard fortifications and careful deployment of the few Baneblades available.


When the Warlord became the Steward before the Empty Throne and looked to the stars, it was Guilliman amongst his generals who was deemed to be best suited to the task of preparing for interplanetary warfare, a feat considered logistically impossible by many, yet achieved through meticulous calculation and planning. His dedication and adaptability earned Lord Guilliman the title of Primarch, a leader amongst leaders and a legend amongst legends. When the eye of the Steward looked beyond the confines of Sol, he saw Guilliman was was needed more than ever.  
These would be the largest direct clashes of Tau and Imperial forces; any hope that the fighting could be confined to the Saarland died within days, as every nation on Gollopo plunged into war, every ancient grievance and modern ambition subsumed into the clash of galactic powers. (Although a few were not quite sure what side they were fighting on; the Federated Oskarrian States switched sides four times over the course of the war.) Guard and Fire Caste forces were divided among multiple theaters, fighting closely alongside the native armies.  


The Primarch rose to the challenge, reorganising the Imperial Army into a force that seemed able to be everywhere at once yet, to its enemies, was truly endless, and giving the Steward's war machine efficiency more befitting a creation of the Mechanicus. Whole stellar clusters were brought under the Aquila by the old man of Europia, with wars that could fill a library - the greatest of which, he believed, were the ones not fought. He was and old man. He looked of middle years but he had lived, long long past his time. Memories of loved ones, their faces and voices, had become dim and faded. He had outlived his wife and his children and his grandchildren, his beautiful nation and even the greatest of its monuments. The old man had never relished war like the others, seeing it instead as an intellectual exercise - and by now he was so very tired of it.
At the beginning, the Imperium held the advantage. Although less advanced than the off-worlders, the Golloponi armies could not simply be ignored. The Imperium had proven more effective at recruiting the local nations; their status as fellow humans, greater degree of local autonomy, and art-deco meshed better with Golloponi pride and aesthetic sense than the Tau's alien-ness, more invasive policies, and smoothly curving ceramics.


However, this advantage of numbers proved hard to leverage. The Tau could simply move and concentrate faster, and seized the operational initiative early. They kept the Imperium reacting to rapid-fire series of feints, diversions, raids, and genuine offensives, too off-balance to launch their own offensives. Morale began to decline, especially among the Imperium's local allies. To Golloponi sensibilities, the Tau war machines were frighteningly alien and incomprehensible, and local regiments were often routed by even a single Tau skimmer unless backed up by the Guard, while Tau-aligned forces were inspired to greater heights of courage by the alien powers of their allies.


As the war dragged on, the momentum began to swing in the other direction. The Imperial-aligned armies grew accustomed to facing down the Tau, and attrition began to take its toll. The Tau required spare parts and ammunition from a supply chain stretching all the way from the Tau Empire itself; with the low speed and relatively smaller size of Tau ships, they were simply unable to sustain the operational tempo they had set early on once their stockpiles were exhausted. On the other hand, the Golloponi early-industrial tech base required only minor upgrading to start supplying spares and ammunition for the Guard. And the Tech-priests accompanying the expedition were well-versed in the procedures for such upgrades.


While the Tau attempted to launch their own upgrade program, the Earth Caste engineers were less skilled in using limited resources; they knew how to make microchips, they knew how to train someone to make microchips, but they didn't know how to get to microchips starting from a coal-fired steel mill. The Mechanicus did.


When the War of the Beast descend like a hammer upon the still fledgling Imperium, it was Guilliman's reforms - from the optimisation of trade routes to the streamlining of military integration and combined arms - that allowed whole sectors to mobilise their forces fast enough to weather the initial shock. His well-disciplined and -equipped legionaries made the Beast and his horde pay for every parsec, every light-year, every '''metre'''. For every slain citizen under his care a hundred deaths were meted out, but all could see that the line was being ground back to the Sanctum Sanctorum of humanity: Old Earth. The Beast and his forces were defeated, just like all the others were, but the legions that struck the deathblow were glorified far more than the one that hamstrung a tide of Ork that would've otherwise swallowed them whole. Guilliman held no jealousy or resentment over that; he was old enough to understand that good men were seldom remembered as long as entertaining monsters, and had resigned himself to that fact long ago.
By the middle of the second year, the Imperium was able to launch a grand offensive, rolling back previous Tau gains. Committing their remaining reserves, the Tau fought a series of holding actions, buying time to consolidate a series of defensive lines. It worked, and the offensive ground to a halt outside the core territories of the Tau alliance block.  


After the slaying of The Beast the Imperium began to rebuild. It was dirty work but it was good work, the Primarch relishing in the opportunity to rebuilding something after so long fighting. Those close to him claimed it soothed his aching soul and reminded him of the miracles he worked on the borders of his homeland, long ago - even when many of his fellow Primarchs outright refused his suggested reforms.
With all room for subtlety gone, the war entered its bloodiest phase. The Tau did not have the reserves to launch any major offensives, especially once the Imperial block entrenched themselves in turn, but were able to shatter the spearheads of any offensive. Most of the dying was done by the Golloponi, as the Guard and Fire Caste husbanded their strength and looked for some decisive opportunity.


Guilliman endured for centuries longer than any thought possible - even himself - but In 014.M32 he began his long, dreamless sleep. His legacy, however, would endure for ages to come; remembered fondly even by those who thought him nothing but a glorified penpusher, and proving that the quiet administrators and quartermasters of the Imperium that they had just as much to be proud of as any other.
It never came. After three years and about twenty million deaths, the war was ended by a negotiated settlement. The nations that aligned themselves with the Imperium would become part of the Imperium; the nations that sided with the Tau would become part of the Tau Empire. Nations that had been split would either become neutral, their independence guaranteed by both sides, or be split into multiple nations, as determined by the locals themselves.  


Most Tau-Imperium conflicts were prosecuted halfheartedly, neither side really wanting to fight one of the few other true civilizations among the stars. Gollopo was not. There has been some debate as to why, but ultimately it has been ascribed to the influence of the Golloponi themselves. They regarded the war as 'the End of History'; although things would certainly keep happening, the history of Gollopo and its nations would be subsumed without a trace into the history of the Imperium and/or the tau Empire. A footnote, remembered only as a place where these two giants once fought. Thus they fought with incredible fervor, as their last chance to make a mark on history as independent nations. That fervor came to 'infect' the off-world forces they were allied with, the two working increasingly close together as the war dragged on. They fought together, bled together, died together, and came to regard the war in the same light.
Or so the thinking goes.
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=== Magnus the Red ===
====The Damocles Crusade====
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The Damocles Crusade occurred near the tail end of the Second Sphere of Expansion. At this point, neither the Tau nor the Imperium had much contact with each other; there had been some vague diplomatic contact, but distance had prevented the establishment of any sort of permanent embassy. As the Second Sphere began to run up against the Imperial borders, this began to change. Due to the Tau's lack of rapid interstellar communications, no central policy for contact could be imposed; each point of contact proceeded independently, according to the whims and instincts of the local commander. In most cases, this lead to a reasonably peaceful opening of relations. Things were different in the Damocles Gulf.


The story of Magnus the Red can be traced back to the previous Despot of Ursh, a remarkably unfriendly fellow by the name of Ganzorig the Great. Indeed he was great and conquered huge swathes of the Afrique League to add to the already great Empire his uncle left him. One of the contributing factors in his victories was his use of enslaved and potent psykers. For the most part these poor creatures, witch-kin as they were, were not highly valued as people by the Despot despite him being a follower of the dark gods.
The Damocles Gulf was only lightly settled by the Imperium when the Tau started pushing into the region. However, many mercantile concerns had long-term plans for the colonization of the region, and were not happy to see the Tau butting in. The Tau pursued a highly aggressive colonization policy, settling colonies down in systems already claimed by the Imperium. This lead to a series of skirmishes with Rogue Traders, corporate paramilitaries, and colonial militias. These battles escalated over the course of about twenty years, until finally local authorities called to the wider Imperium for aid. A Crusade was declared, organized, and launched two years later, and the war was on.
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One of his most prized possessions was a witch by the name of Ada of whom it was said could summon deamons and not so much bind them but direct them. In her youth, before he had discovered quite how valuable she was, he had whored her out to a navigator for imported weapons from far off worlds beyond Sol. That she had a child that she loved dearly was good news for Ganzorig as it gave him a means by which he could control her.
There has been much speculation over why the Tau acted so aggressively within the Damocles Gulf. The Tau did not have a proper appreciation for the size of the Imperium at the time, but this did not prevent other commanders in other regions from pursuing peaceful relations. Part of it may have been simple time discrepancy; the lead-up to the Crusade took half a Tau lifetime. They may have simply perceived the provocations as coming further apart than the centuries-old human high command did.  


Time passed, wars were waged, new lands were conquered and things continued to get worse on Old Earth much as they always had done.
It has also been thought that the Tau's policy in the Gulf was, indeed, deliberate central policy; the Ethereals on T'au deciding to test the Imperium in a region far removed from anywhere else. Such theories have never been firmly confirmed or denied; Tau records from the period are silent on their motivations, and further speculation has been discouraged since Integration.  


In time the son, named Magnus, grew into a man. Like his father he was uncommonly tall and it was soon evident that like his mother he was uncommonly powerful. As such he was press-ganged into the psychic warfare and assault efforts of the Regime. Magnus' aptitudes were in wards and defensive measures and by age 15 could stop artillery fire and had done so on the front lines. By age 20 he could throw up a shield wall that covered almost a mile in either direction and was harder than the finest steel.
The Tau had forewarning. There was also significant trade and diplomatic contact within Damocles Gulf, and a Crusade is hard to hide. They built fortifications, supply depots, surveillance networks. Laid in parts and munitions for long sieges. Prepared for the storm.  


In his 35th year his mother died on the front lines against the Pan-Pacific Empire and the monsters created by it's mad science. Magnus at the time was half a continent away on the borders of Achaemenidia but he felt her loss. Although Magnus had always been Ganzorig's leash to ensure his mothers obedience so in turn had Magnus been kept obedient lest harm come to his mother.
The Imperium began the war with a crucial advantage in communications and mobility. The Tau had no equivalent to astropathic communication and had to rely on courier ships for interstellar coordination- couriers that were slower than Imperial ships. The Tau were intellectually aware of this, but did not fully appreciate it; it would cost them. Likewise, the Imperium also underappreciated Tau abilities in several areas. The first phase of the war would reveal all these shortcomings.  


Magnus seemed to vanish and the border was over run by the next morning. A few month later Ganzorig the Great was found burned to death in his bed.
Tau strategy centered around a series of border systems that had both human and Tau settlements. In preparation for the oncoming crusade, most civilians were evacuated from these settlements and preparations for a protracted guerilla war laid in. Meanwhile, mobile fleet assets were withdrawn to secret bases in central locations. The goal was to bog down the Crusade in protracted ground wars across multiple theaters, leaving it open to concentrated strikes by the fleet. Since the Tau forces in these systems were in immediate proximity to human colonies, they could not simply be ignored; the Crusade would have to split up and commit forces to each world.  


Little is known of Magnus' movements in many years and the Ursh Succession war that followed. It is suspected that he fled to the cursed ground of the Himalayan Mountains. A place only whispered in dark legend, the one place nobody was strong or mad enough to conquer and from the fall of the Dark Age Empire to the arrival of the Warlord remained inviolate. It was unknown for sure what was protecting that high place but ████████████████████████████████████Date expunged by order of the Inquisition██████████████████████████████████████████████████and never again they promised on this hallowed ground, and so they faded in midnight clad.
The first part of this plan worked excellently. The Crusade was indeed badly bogged down on the border worlds. The Tau had seeded these regions with cloaked surveillance satellites and sensor networks, to give them comprehensive real-time intelligence of Imperial movements. Concealed supply depots and bases provided places for the Tau to rest and resupply in comfort; when they were discovered, extensive minefields, AA batteries, and drone screens provided enough time to evacuate men and equipment before the Imperium could destroy the location. Pathfinders and spotter drones called down devastatingly precise artillery barrages, while stealth-suit teams assassinated officers and destroyed ammo dumps.  


Magnus emerged from that strange land some time in his sixties, although how much time in that place had passed was anyone's guess. Due to his inhuman heritage he looked still of early middle years but for his one remaining eye that held reflected horrors enough to last lifetimes. His skin once pale and soft like his fathers was now hardened by years of exposure to something approximating leather and adorned from head to foot in red wards and runes and holy script in some unknown letters tattooed and branded and scared across every inch of flesh. Save for the ragged bite mark that took up one side of his face.
The Imperial response to these tactics was... underwhelming. Long accustomed to enemies like Orks and chaos cultists, adaptation to Tau tactics was slow and confused. Even the Titans not immune, the Tau having developed several means of dealing with Titan-scale opponents in their long battles with the Orks. None were destroyed or even severely damaged, but the Mechanicus became increasingly cautious with them after several close calls. Only the Astartes and the few Biel-Tan Eldar forces consistently out-fought the Tau, and spread across half a dozen worlds, there were too few of them to turn the tide on their own.  


By this time the Warlords armies were moving in earnest with expert precision across a dozen fronts, both military and diplomatic.
The second part of the plan did not go nearly so well. The first Tau strike, on the world of Kindashar, drove off the outnumbered Imperial fleet with severe damage. Reinforcements, combined with precision orbital bombardment, forced the Guard regiments on the ground into an exclusively defensive posture. The Tau fleet then withdrew before an Imperial counter-attack could be mustered. Unfortunately for them, Eldar divinations and psychic interrogation of a handful of captured Tau spacers revealed the location of their hidden base. When the Tau fleet arrived, to their shock, they found the Crusade fleet already waiting for them.  


At first the tall man wandered in places he thought beyond the reach of any king or man or beast but as the Warlord progressed his psychic powers grew until Magnus felt them eclipse his own. He traveled to the very furthest reaches of Sibar and buried his talents that he might not shine out from afar.
The battle was short and decisive. Caught by surprise and out of combat formation, they were unable to maintain their range advantage and forced into a close-quarters fight. Coming right off the heels of a previous engagement with no chance to repair and resupply, the Tau fleet began to crack; once a trio of Eldar destroyers identified and destroyed the command ship, disorder became a near-rout, as the Tau fought to get back to the safety of FTL. Maybe half the Tau fleet survived, all heavily damaged. Many would not live to see a friendly port, as Imperial wolfpacks used their superior FTL speed to hunt down the scattered survivors.  


But the Warlord could feel him and he knew it. Rather than wait to be hunted down or chained up as was in his youth Magnus set out for the burning light.
With the Tau fleet destroyed or driven out of the Gulf, any hope of relief was gone. They continued to fight on, but it was a lost cause. The Crusade was reinforced by regiments more experienced in counter-guerilla tactics, and their experience quickly diffused among the rest of the force. With control of space assured, air superiority was quickly established by orbiting carriers. The hidden bases were hunted down and destroyed one by one. As the lack of resupply began to bite increasingly deeply, one by one the different cadres surrendered. The last to give in was Kindashar, which lasted five months after the annihilation of the Tau fleet.  


At the time the Warlord was busy in the Lands of Skand where the Nordyc people dwelt. The Warlord was trying to unify them into a cohesive nation that he could work with and absorb into the Imperium. Some tribes would remain independent and raid and pirate and maraud across the landscape and they would be crushed for it but his hope would be that this would be minimal in number.
Various other minor Tau colonies fell quickly, in most cases surrendering without a fight. It was at this point that the Crusade began to slowly fall apart. The Crusade had been launched fast enough that its strategic objectives had not been fully decided, and now that the immediate goal had been achieved the arguments resumed in full force. Some interests viewed what had already been accomplished as sufficient, particularly the Rogue Traders and parts of the military. Others, mainly the nobility and merchant houses, wanted to seize control of the entire Damocles Gulf, while a third faction wanted a punitive expedition deep into Tau space.  


Magnus strode into the great wood and thatch hall almost as tall as the doorway, draped in animal skins and weathered and wild looking. The great hall fell silent for a moment until the babbling of conversations returned. He scanned the rows of men and women through the hazy smoky air seated around the tables and staying warm by the great fire pit until he found him, the Warlord.
While it first appeared that the factions in favor of further offensives would win out, the intervention of water caste diplomats prevented that. Dispatched from the core septs of the Tau, they skillfully navigated the factional politics of Imperial high society, playing the differing groups off against each other with the judicious use of flattery and bribes. The process of peace was not instant, and there were several naval skirmishes as more aggressive Imperial captains scouted out Tau defenses, but- after nearly a year- a settlement was reached and the Crusade disbanded.  


He was seated some way down the bench tearing into a slab of mutton whilst a man in dusty grey robes negotiated with the king in a jovial manner. To the surprise of Magnus the Warlord waved him over and offered him a seat on the bench next to him and poured him a drink.
The immediate outcome of the war was a final settlement on who owned what in the Damocles Gulf. The Imperium got the better end of the deal, ending up with all of the border worlds and several of the colonies captured in the aftermath of the Imperium's naval victory. Tau in the transferred areas were resettled in Tau space, and the Tau retained a lessened presence in the Gulf.  


It had not occurred to Magnus that the Warlord meant him no harm, it had always been his assumption that powerful men fought and that was the way of things.
In the long term, both sides gained valuable information about the other. In addition to the obvious military knowledge, the Tau learned a great deal about the inner workings of the Imperial apparatus, which would serve them well in future negotiation. Oddly enough, the Damocles Gulf would become a calm spot and major trade route in future Imperium-Tau relations; small numbers of Tau refused to leave colonies that had been traded to the Imperium, eventually forming a Tau/Imperial creole culture with disproportionate cultural influence, serving as a bridge between the two empires.  
 
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In the years that were to follow the Warlord did offer Magnus a place at his side not for his battlefield prowess, although that was formidable, but for the forbidden and ancient lore he had ██████████████ █████ ███████Date expunged by order of the Inquisition███ ███████ although it troubled him greatly.
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Eventually Magnus did walk the battlefield, but this time at the head of a small army of his own making. A band of psykers like himself, some liberated slaves or other nations and some born free in the Imperium. For the first time since the death of his mother Magnus felt at home. They won much fame and fortune in the wars of Unification primarily against the stain on the map that was Ursh. Though the Warlord trusted Magnus he put upon him the one condition that he have no more dealings from things beyond conventional time and space.
 
The other commanders were unsure of Magnus, he was not fully human and he was witch-kin steeped in forbidden magics and lore. Mortarion and Russ both had a particular dislike of him for this and despised his methods. For all that Magnus became Primarch Magnus the Red but unlike most of his fellow Primarchs he could not recieve any augmentations due to his strangely genes.
 
As the Unification slid gently into the Great Crusade the Legion of the Thousnad Sons held themselves well and despite being the smallest of the Legions in the Imperial Army held themselves as high as any other.
 
As the War of the Beast ground on Magnus' armies found themselves out matched but still unrelenting. The Beast had psykers of his own and the Chaos Eldar made his people die screaming.
 
As the Beast assaulted Old Earth Magnus at last broke his word to the now Steward. He called forth all the old spirits as his mother taught him and shipped up the warp into a howling gale and dashed the Beasts fleets upon impossible shores and almost pity them for where they now were. It was a gamble that was not wholly won for some Imperial ships were lost in the gale, their crews damned and lost forever. He was severely berated by the Warlord for this and they almost came to blows.
 
He was present on Old Earth in those final days of that war confounding and confusing the sorcerers of Chaos and slaying their deamons.
 
Eventually the Steward and Magnus did reconcile their differences though it took many, many years.
 
It was said that the Grey Knights were founded and trained by ancient veterans of the Thousand Sons, although as with all things to do with the history of that order the truth will never be known.
 
Magnus was one of the 3 primarchs that lived to see the Steward crowned Emperor, although only barely. He was as human as the day he was born, however much that was, and longevity treatments can only take you so far. His ashes were scattered to the winds on the tallest Himalayan mountain carried there by the Emperor himself.
 
Even unto the Dark Millennium the Emperor would not allow discussion of what he found in those mountains.


Was it wondrous? Terrible? Both? None may know now. Whatever was there was gone by the time Earth was all but unified. A few abandoned villages, some empty temples, a few overgrown fields and no sign of violence.
==== The Destruction of Lilarsus ====


Whatever was there looked and acted like people to fool people, more or less. Whatever was there left of it's own accord.
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What it is and why anything can never be known though The Warlord found neither joy nor sorrow in its departure.
For years, the Tau Empire has had problems with Dark Eldar. Every time the Tau Empire have had a problem, whether A.I. rebellion or tyranid invasion, the Dark Eldar are always there like the vultures they are ready to prey on the vulnerable and the helpless. The primary source of these problems is Archon Andross Klax of the Kabal of the Hand of Deft Spite. The Tau Empire is effectively “his” space, at least by the standards of Commorragh, and other Kabals had to treat with him if they wanted to privilege of raiding there.


=== Sanguinius ===
The Tau were fed up with Klax. The bounty on his head was staggering. The Tau usually don’t believe in bounty hunting, feeling that if you do kill it should be for duty or defense or something a little more noble than simply selfish greed. With Klax they’ve just stopped caring, the Empire want him dead. Especially Aun’Va, who had to put up with Klax’s shit more than anyone else. Klax was enough to make Aun’Va wistful for the old days of the Mont’au, back when you wanted someone dead you raised an army to do it and told the troops to put the offender’s head on a stick to make sure they were gone.


 
In M39, after an invasion by a tendril of Hive Fleet Leviathan resulted in a series of pyrrhic victories that only ended with Imperial assistance, the Tau Empire was once again considering closer relations with the Imperium. This would have been a disaster for Klax, for whom Imperial support and resources would have meant an end to the easy raiding he had been enjoying for the last one and a half millennia. And so to preserve his hunting grounds Archon Klax hatched a cunning scheme.
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Duscht Jemanic was an old nation, a once great empire that spanned from the coast of the Atlazia Ocean in the west to the Besivik Ocean in the east, the lightning speed of its war machines crushing nations beneath their tread. Over the centuries its power and borders were slowly eroded by the Ursh hordes in the east and revolts in its Europian provinces, until it was left only with its core territories and forced into a humiliating alliance for survival as part of the Quintuple Alliance.
 
The Duscht were a dour, efficient people, obsessed with genetic purity above all else. In their great iron towers the famed genesmiths delved into the secrets of the human genome, while in the bellies of its ashen factories millions of enslaved “unclean” sweated and died to produce the materials for its armies. It was into this decaying society that Sanguinius was born, only son of the Kaiser.


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The Kaiser was a cold man, and over the centuries of his life had failed to produce an heir that satisfied his need for perfection. As he grew old, he grew desperate, and in his desperation he summoned his greatest genesmiths to do something never before attempted: to create a human life. To create his perfect heir, he opened the ancestral gene-vaults of House Baal, and sequences were taken from its greatest heroes: genes from generals and warriors for strength and bravery, from diplomats and statesmen for wisdom and intelligence, from courtesans and athletes for beauty and fairness of form. To this blend of genes, the Kaiser, perhaps in a final act of caprice or megalomania, added the genes for a pair of enormous, white wings to grow from the child’s back.
In 876.M39, Klax created a false flag operation, making it seem like the Maiden World of Lilarsus was really a Dark Eldar world and Klax’s base of operations. The Kabal of the Hand of Deft Spite planted chemical evidence in the atmosphere, making it seem like the planet was experiencing substantial industrialization and spaceship traffic despite its primordial veneer. Surface observations would have shown the planet’s population was mostly Eldar, which would hopefully damn Lilarsus further in the eyes of the Tau. To someone who wasn’t familiar with how the Exodites worked, it looked like a textbook pirate hideout. The hope was that the Tau would attack Lilarsus and provoke a Tau-Imperium skirmish, souring relationships between the Imperium and the Tau. At best, it was hoped the act would spark the Tau-Imperium war both the Dark Eldar and their more debauched Crone World kin had always desired.


With the genome completed, the genesmiths retreated to their towers to perform their ancient biotech rites to attempt to forge the raw genetic material into a living fetus. Nine and ninety failed, ending as twisted, misshapen things, but in the hundredth the genes took hold, and after a year and a day of labor the genesmiths presented the baby boy to the Kaiser. As he wept, the Kaiser named the boy “Sanguinius,” for he was to be the culmination and greatest champion of the Baal bloodline.
The Tau, already incensed with the Kabal of the Hand of Deft Spite for their raid on the Sept of Kel’Shan shortly after the tyranid invasion, took the bait. The Ethereals ordered Lilarsus burned to the ground in order to wipe out the space pirate and his cronies once and for all. The Tau attack took the form of nuking the population centers from orbit and letting the fallout from the airburst kill the rest. It was cheap, quick, and effective, especially since this was back in the days when the Tau were only just developing more extensive and expensive methods of Exterminatus for scouring tyranid-infested worlds to the bedrock. Thousands died. Fortunately, because the bombardment was focused on population centers not every Exodite died in the bombardment and the World Tree wasn’t compromised in the attack. This one of the few things that kept the situation from escalating faster than it already did.


As the boy grew, he was indeed as perfect as expected: tall and strong, brilliant and wise, golden-haired and beautiful to behold. His tutors were astonished at his genius, and the royal masters of arms soon found themselves outstripped by the stripling boy. Yet the Kaiser was still displeased. For the boy had always been a means to an end: the restoration of the old Duscht Empire, and two factors pulled his dream further and further from his grasp. The first were rumors and rumblings of an upstart nation, led by a feared Warlord, conquering and subjugating those in its path. And the second was something he could never has foreseen, something that surprised and confused and enraged him when he confronted it: Sanguinius had compassion.
It was only after the bombardment that the Tau realized that Lilarsus wasn’t a Dark Eldar world. The Tau tried to apologized to Lilarsus’ patron Craftworld of Iyanden and offered to help repair the damage they had done, but found their offers icily ignored. However, for Iyanden it wasn’t enough. Klax would pay in time, but the Tau had offered them an insult that couldn’t go unanswered. In the months following the bombardment of Lilarsus several Ethereals were subject to assassination attempts by Iyanden rangers, and the commander of the ill-fated expedition was found impaled on a wraithbone spear along with his command staff.


Indeed, as a boy he had horrified his governesses and caretakers by sneaking out of the palace to play with common children in the street (wearing bulky clothes to hide his growing wings), and infuriated his father by speaking out against cruelty of the nobility and freeing the household slaves assigned to him. His kindness and strength of will drew the masses to him, yet in his gaze there was always a sense of melancholy, a sense that he was looking into the distance at something no one else could see. And it was so, for Sanguinius had dreams.
These assassinations in spite of the Tau’s offers of weregild enraged the Ethereal council, and the Tau Empire mobilized to go to war. The response of Craftworld Iyanden, who had the largest space navy of any Craftworld, was in effect “bring it”, and the eldar began to assemble their own retaliatory fleet. The two fleets intercepted each other in a dead star system to the galactic west of the Damocles Gulf. However, as the Eldar and Tau fleets squared off, suddenly an unknown fleet translated into the system and the Eldar and Tau’s ships stalled. The Tau didn’t know what to make of this. It wasn’t like their ships had been hit by an EMP, as life support systems and artificial gravity were still on and they didn’t even know what an EMP would do to Eldar ships, it was like their ships were being…physically restrained.


In them he saw the Earth and the suffering of its teeming masses, felt their psychic screams of pain: from a nomad child dying of radiation in the Calbian wastes, raw boils and weeping sores stark against her pale skin, from an old slave in a Duscht factory collapsing under the savage blows of laughing guards, from all the wretched of the Earth crying for salvation. And from far away amongst the inky blankness of the stars he heard similar, fainter echoes as people suffered and died on far-flung planets across the galaxy. Sanguinius wept for them, and for his own powerlessness, and as he did a great, golden figure rose from the darkness, benevolent gaze sweeping over the Earth. It reached its hands down and lifted the masses to the stars, and where there was sorrow there was now hope and opportunity. Yet it was here Sanguinius’ visions diverged: in some, he and the Duscht people were lifted into the stars with the rest of humanity to spread amongst the stars, his heart bursting with joy. In the others, the great golden figure drew his gaze to the cruelty of Duscht Jemanic, to its slave pens and pogroms and purges of the unclean, and Sanguinius felt only cold despair as the great hands turned to fists and ground the Duscht people into dust.


Though he was not much older than a boy, Sanguinius vowed this would not come to pass, that he would protect the Duscht people and pledge himself to the service of the great savior, and that he would march across the stars to save the scattered people of Terra no matter where they were.
Up until this point, the Tau had comforted themselves by believing that the border skirmishes they had fought with the Imperium in the past were evidence that their great and mighty fleets were capable of holding off the aggressive and might of the "whole Imperial war machine". The more knowledgeable among the Ethereals and Fire Caste knew that it was merely the navy of the Segmentum Ultima, but they still figured that was a sizeable portion of the Imperium’s military might, and liked their odds in the event of a confrontation.


So it was that the Warlord came to borders of Duscht Jemanic during Sanguinius’ seventeenth year.
That was until the Tau got a good look at the ''Bucephalus'' and its hangers-on translating into the system. Those weren’t any Segmentum Ultima navy ships they had ever seen before. Hell, they hadn’t seen most of those ship classes before. And perhaps more importantly, this new fleet not only outnumbered but outgunned both the Tau fleet and Eldar fleet put together. If people started shooting this new fleet would annihilate both of them, only stopping to wipe the ship debris off its metaphorical boot.
And then the face of Oscar, Last of the Golden Men, Emperor of the Throne, Servus Servorum Imperium, Emperor-Consort of the All-Mother and Defender of the Realms Uncounted appeared on the Tau’s communication array to request the presence of their leader at his next earliest convenience to discuss "recent events". The Tau were just as surprised at the appearance of the Emperor’s face on their screens as they were at the arrival of the Bucephalus, this being was clearly different from any gue’la they had ever seen. He told them they wouldn’t have to worry about Iyanden striking while they were distracted as his wife just told the other side to go home and tend their wounds and sure enough Iyanden, who seemed previously out for blood, was doing so without hesitation or complaint to the surprise of the Tau commanders.


By this time, Sanguinius was the de facto leader, having won over the court with his charisma and strength. The Kaiser was by now decrepit and spent most of his time secluded in his private chambers, emerging occasionally to make wild proclamations and rant about the lost glory of the Duscht Empire. Thus when the Warlord’s herald came to demand the surrender of the Duscht people, it was the boy-king Sanguinius at the head of the Duscht steel legions that came to parley with the Warlord.
It was be at that moment, that exact moment, that every Fire Caste present realized just how deep the pit they are standing over really is, and the Tau Empire realized that the “tall tales” of Por’O M’arc visiting the Imperial capital were more than just tall tales.


When Sanguinius stepped into the Warlord’s command tent and saw his face, it took all of Sanguinius’ will not to fall to his knees, for he knew with certainty that this was the great golden man he had dreamed of. The Warlord, noting the young man’s hesitation, is said to have greeted him with a half-smile and asked, “Is aught the matter?” to which Sanguinius simply replied, “I dreamed of you.”


The beginning of the negotiations was simple enough, for Sanguinius was already willing to pledge fealty and offer the technology of the genesmiths to the Warlord. Yet when Sanguinius requested mercy for his people, the discussions grew heated.


The Warlord was benevolent but possessed of an iron sense of justice, and in his eyes the cruelty of the Duscht people demanded harsh sanction. The specifics are lost to history, but the argument is said to have stretched long into the night, with Sanguinius pleading, protesting, and threatening in turn, and the Warlord impassively countering each rhetorical thrust. Finally, Sanguinius offered his own life in return for mercy for his people, for he declared that as the culmination of the Baal bloodline, the sins of his house were for him to bear.
After three days of intense debating, a ceasefire was eventually reached and war was narrowly averted. Lilarsus ended up being garrisoned with Aspect Warrior and wraithguards from Iyanden to protect the world tree until the radioactive fallout subsided, along with several unarmed Crisis battlesuits from the Tau empire scrubbing radiation. Surprisingly enough, the presence of the latter was actually a request of the Tau Empire, Iyanden said the Tau didn't have to be there and quite frankly didn’t want the Tau anywhere near the planet, but the Tau insisted. Crisis battlesuits and other suits of their size class doubled as really good environmental hazard suits. Projections and farseer visions foresaw that most of Lilarsus would be uninhabitable for nearly 450 years, but with active cleanup of the radioactive fallout it could be cut down to nearly a third of that time. Maybe even quicker for major population centers. The faster it was cleaned up, the faster the Exodites could return to their home. In the minds of the Tau, it was their misjudgment that led to the bombing of Lilarsus, and therefore it was their duty to make amends. It was a matter of personal honor for them.


Impressed by the earnest conviction of the young man, the Warlord relented. The Warlord demanded that the slaves were to be freed and the possessions of the nobility were to be seized and distributed among them, and that each house would serve in the Warlord’s armies as penance. Sanguinius himself would be their general, and their duty would be to go where the fighting was thickest and lead the charge. Finally collapsing to his knees from relief, Sanguinius accepted without hesitation.
After the stand-off, Spiritseer-Admiral Iyanna Arienal, essentially the "face" of Iyanden's seer council, disappeared from the public eye for a few months. When asked where she had been after return her only answer was "with Yriel". Perhaps not coincidentally, Archon Klax was never heard from again.


With the secrets and technology of the Duscht genesmiths, the Warlord perfected the final design iteration for his Astartes warriors, the Mark III augmentation pattern, of which Sanguinius and his fellow primarchs to-be Vulkan and Lion El’Jonson were the prototypes. On them, the Warlord ordered the genesmiths to lavish their full expertise and to spare no cost, pushing the boundaries of their arcane knowledge.
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When the three men emerged they were indeed without any of the flaws and mutations that had plagued the earlier Astartes generations, with strength and abilities far exceeding those of their existing fellows. However, the cost was astronomical and the process too slow to be viable on a large scale, thus for the mass production Mark III pattern the improvements were mostly limited to eliminating the flaws in the Mark II, keeping a roughly similar or perhaps marginally higher level of strength. The prototype Mark III design was archived, and later used for the most elite warriors of the Imperium, the Custodes and the Grey Knights.
==== The Second Damocles Gulf Campaign ====


For the rest of the Unification Wars, Sanguinius and his legion served with distinction, winning fame for their lightning assaults against even the most entrenched of foes, the Astartes descending as streaks of crimson on wings of burning ash and flame as they followed their general into battle. With his purity of spirit and the oneness of their shared vision for humanity, he won the trust and confidence of the Warlord and became a close advisor, making his eventual elevation to Primarch a mere formality. Thus when the Warlord became the Steward of the Empty Throne and proclaimed the Great Crusade, it was the fleets of the IX Legion with Primarch Sanguinius at the helm that were in the vanguard, blazing a trail into the darkness.
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Sanguinius’ legend grew as he and his legion pacified world after world, a magnificent sight to behold as he soared over the battlefield on immense white wings to slay the enemies’ generals and greatest champions. Yet it was not only for feats of arms that he was revered as the “Angel”. Worlds blighted by mutation that would have been purged by other legions instead found themselves welcomed into the safety of the Imperium by the IX Legion, and broken peoples barely recognizable as human for the first time experienced the warmth of kinship and camaraderie.
The Second Damocles Gulf campaign is an important marker in Tau history, representing one of the largest battles in Tau history before the Tau joined the Imperium and one of the few instances in which Tau fought against Tau. After the rebuilding of the Tau Empire following the A.I. rebellion and the Fourth Sphere of Expansion, the political winds had shifted once again and the Ethereal council was once more considering the possibility of developing closer ties with the Imperium. Imperial culture had become well-known to the Tau in the millennium since the two empires had first met, and some Ethereals recognized the resonance between Imperial ideals and the Tau’va, as well as the potential of using inclusion into the Imperium as a vehicle to spread the Greater Good. However, these ideas created a political backlash and a series of counter-proposals across the Tau Empire. These proposals ranged from the reasonable, such as seeking to ally with the Imperium without fully joining, to the insane, such as a mass migration of pro- and anti-Imperium Tau across the empire to form separate pro- and anti-Imperial states.


The IX Legion soon won the moniker of “Blood Angels,” for their nobility of spirit and devotion to the shared blood of mankind. Soon, tales of the great Angel and his warriors spread across the oppressed people of the galaxy, and many rose in joyous rebellion against their alien overlords when the great Angel and his red warriors appeared in the skies above their worlds.
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Amongst his brother Primarchs, Sanguinius found comrades and friends of his own. Well liked or at least well respected by most of the Primarchs, Sanguinius was particularly close with Horus and Vulkan. In him, “Old Man Roboute” finally had a willing audience for his lectures on strategy and logistics, and Fulgrim found a kindred spirit with an appreciation of art and philosophy, the greatest achievements of man. Sanguinius’ relationship with Angron was complicated, troubled by Angron’s unpredictable madness. On good days, theirs was a friendly rivalry as each legion strove to claim the title of finest assault troops in the Imperium; on others, Angron viewed the Angel as an upstart pretender without respect for his elders and resented the Angel's pity, and they had to be separated lest they come to blows. Curze and Mortarion despised Sanguinius as naïve and foolish, and Sanguinius despised them in turn for obvious reasons, Mortarion in particular for he reminded Sanguinius far too much of his own father.
Eventually things came to a head, with a contingent of traditionalists coming to believe that the ideologies of the Tau’va had already become too compromised by outside influence. Riots and violence erupted across the Tau Empire, eventually resulting in a sizeable minority of the Tau Empire including several Ethereals and high-ranking commanders including Commander Farsight leaving to form their own empire. The remaining Ethereals were outraged by this breach of Tau honor. Perhaps more importantly, the schism had led to the spilling of Tau blood by Tau hands, something that had not happened in history since the age of Mont’au and the days before the Tau as a whole had come to accept the Greater Good. This was something that could simply not go unpunished.


When the Steward with Eldrad at his side first proposed the idea of an alliance with the Eldar to his gathered Primarchs at the Council of Nikaea, Sanguinius was one of the first to speak out in favor, for he believed all sapient beings willing to work towards peace, prosperity, and the good of mankind had a rightful place within the Imperium. Later, he would be part of the great raid on the twisted realms of Nurgle, and nearly perished there in the stinking hellscape.  
In response to the violence and aftereffects of the Schism, the Tau Empire raised a massive retaliatory strike force, headed by several Shas’O and at least three Ethereals. However, Farsight’s counterpart among the reformers, Commander Shadowsun, was not among their number. Although Shadowsun had fought against the reformers in the initial days of the schism, including with Farsight himself in the riots of T’au, she was not part of the retaliatory fleet, having been called away to the eastern front of the empire to defend against a splinter fleet of Hive Fleet Kraken. This may have been one of the reasons why the Damocles Gulf campaign went as badly as it did. Although the commanders were well-trained and their forces outnumbered the traditionalists by nearly six to one, they were still going up against the Tau Empire’s greatest living military strategist, and without a general of Farsight’s caliber on the side of the reformers the retaliatory strike may have been doomed to fail.


As the raiding party retreated to the portal with Isha in tow, they received word that Eldrad and his council of seers holding the portal open in realspace had come under ferocious daemonic assault, and that the portal was failing rapidly. As the allied forces rushed to the exit, Sanguinius lingered trying to save the lives of several wounded Exarchs and Astartes. It was only through the combined heroics of Lion El’Jonson, Jaghatai Khan, and the Phoenix Lords Asurmen and Baharroth that he survived, as they carved a path through the hordes of slavering monstrosities to drag the Angel through the collapsing portal.
Perhaps the biggest mistake was following the traditionalists into the northwestern frontier of the Tau Empire, the area where Farsight had spent most of his military career. As a result, Commander Farsight and the traditionalists had a much better idea of the terrain than the reformers did, including the best places to defend or set ambushes. During the Damocles Gulf campaign, Farsight once again proved how he had earned his name, only fighting in areas where he could nullify the numerical advantage of the reformers, or flanking around the main body of the fleet to strike at supply lines and attempt to cut them off from the empire. When forced to fight in the open, he would often employ unorthodox tactics that caught the more conservative commanders of the reformers off guard, such as jumping his ships into “knife-fight” range so that enemy ships could not fire at them without firing on their own soldiers at the same time. Although victories by the traditionalists seemed to be randomly distributed across the Gulf, they would prove very important for future political events, for these victories were often concentrated around easily defensible points that would serve as the effective borders of the Farsight Enclaves.


The next few years represented the high water mark of the Great Crusade as the Imperium expanded at an unprecedented rate, fueled by their new allies and technology. World after world was brought into the Imperium, and Sanguinius dared to hope that his dream of a gentler future could truly come to pass.
The Second Damocles campaign was ultimately declared a failure by the Tau Empire. The Empire had the forces needed to wipe the separatists from the stars, but Farsight’s forces were too heavily entrenched beyond the Damocles Gulf and it would cost them at least ten reformers for every traditionalist, a proposition the Ethereals were not willing to entertain. Not to mention, repaying the traditionalists’ violence with more blood would only strengthen the separatists’ claims of being in the right. Instead, the Ethereals decided to play the long game, considering that after a few generations the majority of the traditionalists, including most importantly Farsight, would be long gone. Unfortunately, this has not been the case, as the traditionalists have somehow managed to create their own functioning system within the Farsight enclaves, but Farsight has somehow managed to stay alive for far longer than any Tau would be reasonably expected to live.


Then the War of the Beast came.
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The hordes of the Orks, Chaos Eldar, and Dark Eldar smashed through the fledging Imperium, plunging it into darkness, and where there was hope and opportunity before there was now only a desperate struggle against extinction. The Blood Angels fought as they always had, leading the attack in the most vicious fighting, the tip of the Imperium’s spear, and inspiring fellow troops through deeds of valor and sacrifice. Many a Warboss, Archon, or Chaos Seer met his end at the blades of a squad of Blood Angels, only for the Astartes to be surrounded and cut down by the enraged foe. The loss of leaders sowed disruption and chaos in the enemy forces, yet for all the Blood Angels’ sacrifice it could only slow the enemy’s inexorable advance.
==== Sha'Galudd and the Nagi ====


Those within the Imperium who fell traitor learned that Sanguinius was not all kindness, and found themselves hunted without mercy by the vengeful Blood Angels. Perhaps it was because the traitors sought to tear down his cherished dream of a peaceful future, or perhaps it was because they spat on the mercy and acceptance of the Steward that Sanguinius and his Duscht people had sacrificed so much to earn back on Terra long ago. Whatever the reason, he reserved a special savagery for those who turned their backs on the Imperium. It is said that after witnessing the carnage wrought on an entire regiment of Traitor Guard by a single squad of Blood Angels, a shocked Imperial Army general called High Command to ask “Where are the Angels I was promised? Who are these flesh tearers?”
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And so the war ground on. Peace was a distant dream, and for the Men and Eldar of the Imperium there was only cold, quiet determination, defying a cruel fate in the face of a hateful and malicious universe. Worlds burned, trillions died, and across the galaxy the Blood Angels could be found neck deep in the thickest battles. Many battles were on the most populated worlds of the Imperium, and the Blood Angels would fulfill their devotion to mankind as they fought in rearguard actions to save civilians and evacuees, these valiant defenses all too often becoming last stands.
Sometime near the end of the latest Sphere of Expansion, a Tau expeditionary force came across a world known as Sha’Galudd. This world had been known for some time, but it was only now that the Ethereal council decided the world was to be surveyed and settled. It was a lush world, not to the Tau’s climatic preferences but more than capable of supporting a colony. However, when the first settlers set foot on Sha’Galudd, they found the world was already home to another xenos species, the worm-like Nagi.


Captain Malakim and his doomed 29th Company became everlasting symbols of this devotion when they gave their lives to the man securing the evacuation of hive-world Ancalagon. Ancalagon had been the greatest world of Subsector Urulok, and the invasion of the world was particularly savage, representing the greatest concentration of Ork and Chaos Eldar forces in the subsector.
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The Imperial defenders led by the Blood Angels were inevitably pushed back to the walls of the last hive, with millions of civilians yet to evacuate. Primarch Corvus Corax, commanding forces in a nearby subsector, repeatedly ordered the remaining Imperial forces to retreat and regroup to conserve their strength, yet Captain Malakim refused, for doing so would have doomed the millions of civilians to butchery or enslavement at the hands of the invaders. The Imperial defense held just long enough for the final transports to clear the spaceport, and as the hive walls were overrun the Chaos Seer leading the Chaos Eldar touched Captain Malakim’s mind to taunt him and savor his despair. Yet the alien only found calm and peace, and in response Captain Malakim sent out a final vox transmission.


Across the ruined world and the Imperial starships high above the words rang out, “For those we cherish, we die in glory!” Minutes later, enormous explosions visible from orbit erupted across the planet as hidden Cyclonic Torpedoes detonated, remotely triggered by the cessation of the heartbeat of the last Blood Angel defender. The massive loss crippled the Ork and Chaos Eldar forces in the subsector, and the regiments later raised from the evacuees won renown as some of the fiercest in the Imperial Army with their warcry, “Remember the blessed 29th!”
First contact between the Nagi and the Tau was surprisingly violent, even when compared to other races like the Kroot. However, before long the Nagi leaders came before the Ethereals of the expeditionary force in the interests of peace. They said that they had been unjustly persecuted by other xenos races into hiding on Sha’Galudd, and all they wanted to do was live in peace. They thought the Tau were these same invaders but had only just realized they were not, and now wanted to live in harmony with them. The xenos were even willing to cede most of the planet to the Tau, as they themselves needed little space to live. Within a few decades the world of Sha’Galudd was thriving, with many Nagi serving as advisors to the planet’s Ethereals. With the colony flourishing, the Ethereals of Sha’Galudd sent a message to the Ethereal Council of T’au, telling the homeworld of the good news.


Through it all, Sanguinius could be found leading his Blood Angels in the most perilous of missions, or offering a kind word to faltering Guardsmen and a gentle touch to traumatized refugees. He ignored the criticisms that his men’s sacrifices were wasteful and pointless, the sneers that they could have done much more had they only the wisdom to regroup and fight another day. For Sanguinius knew that each civilian saved was another who could fight, build, and carry on the legacy of man, a precious spark of humanity, and that in a war as horrific as this morale and hope were as powerful as any weapon or starship or fortress.
At this time, the Tau had been formally inducted into the Imperium, and the Ethereal Council were taking full advantage of the Imperium’s records to try and learn as much as they could about the galaxy beyond. When they heard the news from Sha’Galudd, as well as a description of the xenos the expeditionary fleet had encountered, they immediately recognized what they were dealing with and dispatched a military fleet in response.


Yet his men noticed a change in their beloved Primarch, subtle as it was, a restlessness and grimness he could not always hide. For Sanguinius’ visions were growing stronger, and each night, pounding at his consciousness, he saw his own death again and again. He knew it would be at the hands of a great monstrosity as he stood between it and the Steward, and that his time was growing short. Death held no fear for Sanguinius, but it was the fate of mankind that gave him pause; humanity was balanced on the knife’s edge, extinction a mere slip away. Even if the gentler future of his dreams was realized, Sanguinius knew he would not be there to see it, but he would give everything to ensure it would come to pass.
The aliens of the planet had introduced themselves to the as the Nagi. The rest of the galaxy knew them as the [[Nobledark_Imperium_Drafts#The_Rangdan_Xenocides_and_the_Slaugth|Slaugth]].


In the last days of the war, as the unstoppable hordes of the Beast, Dark Eldar, and Chaos Eldar converged on humanity’s final bastion, the Primarchs and their legions raced home to Terra to fortify their homeworld for the coming onslaught. Across the soil of Terra, the Men and Eldar of the Imperium prepared for their last stand, standing side by side to shout defiance at the hatred of the galaxy:
The Tau acted quickly, deploying an entire contingent (Tio’ve) of Hunter Cadres to Sha’Galudd. The Ethereal Council privately hoped the situation could be solved without bloodshed, but when the contingent arrived they found themselves being fired upon by their own people. The Ethereals and much of the military of Sha’Galudd had been infested and subverted by the Slaugth, turning them into a veritable revenant army. The fighting was savage and brutal, much of it being room-to-room urban combat interspersed with attacks from Slaugth constructs created from Tau biomass. Nevertheless, despite the brutality of the fighting it was fortunate the contingent arrived when they did, for if they had arrived later it is likely that the entire planet would have been infected and turned into yet another infestation for the Slaugth.


Here, a squad of Guardsmen drawn from a dozen worlds of the Imperium place sandbags around a hospital in the shadow of a towering Wraithlord, pausing occasionally to marvel at the gleaming colossus;
The results of this battle, specifically how quickly and decisively the Ethereals dealt with the Slaugth, showed that although the Tau were still a young and ambitious race, they were quickly shedding their naivete and were more than willing to adapt to their surroundings.


Bonesingers weave armored shells around the frames of hulking Imperial tanks, as nearby techpriests chitter with anxiety;
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In a long abandoned church a Word Bearer Chaplain preaches to a motley crowd of humans and Eldar, rainbow lights from ancient stained-glass dancing on his brow, fire and ecstasy burning in his breast;
==== The Happalachian Hill Race ====


A mother comforts her weeping child as they are shepherded onto an evacuation ship under the watchful eye of an Ultramarine, the boy still reaching for the picture he dropped of his fallen father;
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At the edge of their camp, in an old garden under the light of the stars, a tall Aspect Warrior kisses an astonished guardswomen and smiles at her joy;
When the Tau finally joined the Imperium proper, many of their Fire caste officers looked forward to the opportunity to show what they saw as the backward, stagnant forces of the Imperium the obvious superiority of the Tau's way of doing things. To their abject horror, the reintegration campaign of Happalachia gave them exactly what they'd been asking for.


And far above in the night sky, the greatest fleets of Men and Eldar float amidst the gloom, blotting out the stars with their number, ready to stand and spit light and fire against the coming forces of the dark.
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Secluded in the great halls in the Imperial Palace, the Steward with his Primarchs and Eldrad with his seers laid their plans for the coming invasion. Agreements were made and bitter arguments were fought. Many of the Primarchs requested the honor of defending the Imperial Palace itself, and the Steward heard them each in turn, from the impassioned pleas of Lorgar to the cold growls of Dorn.


Yet when the Steward turned to Sanguinius, expecting a fervent request for the honor from his old friend, he found only tranquility. Sanguinius rose from his seat, and said, “That I shall die before the walls of this palace is beyond doubt. My destiny comes and I go to it with peace in my heart.
Happalachia is a planet composed almost entirely of mountain ranges and thick forests, with oceans which could be more aptly described as valleys that have filled with water, or places where the mountains dip below sea-level, rather than deep,empty expanses most associate with the phrase.  Despite being prone to seizmic activity, it is not a Death World, being almost tame by Imperial standards.  If anything, the seizmic activity is a boon, responsible for the large deposits of metals and other natural resources that made the planet worth reclaiming. The real challenge of the planet, and perhaps the reason the humans inhabiting the world had not re-achieved spaceflight by the time the Imperium rediscovered them, is the terrain, which ranges from fortyfive-degree slopes to sheer cliffs to trees so thick they form a natural wall.  It is perhaps for this reason that the Tau, with their flight-capable vehicles and battlesuits which could handle such treacherous land, were selected to assist in reclaiming the world and assisting the newly-formed PDF regiments with clearing out the Orks which had taken root. The locals proved more of a shock to the Tau than anything the Orks could possibly have thrown at them.


The Steward recognized the calm conviction in the Angel’s eyes. It was the same look he had seen so many years ago when he first met Sanguinius as the Warlord in his command tent, and Sanguinius had offered his life for mercy for his people. It was the look of a man who had wholly accepted and welcomed his death for a greater purpose, and would go to it without fear and regret.


Moved by his words, the Steward accepted the request. So it was that when the Chaos armada forced its way to Terra and its unending hordes began their assault on the Imperial Palace, they found the proud Blood Angels manning the great walls, with Sanguinius, his elite First Company, and the legendary Custodes defending the Eternity Gate.
The humans living on Happalachia were fairly close to the standard human form, if a bit more variable in height and size than would be expected. They were prone to growing long, unkempt beards, with thick, black body hair and tanned leathery skin, and have been described as having a strong, bitter smell, though this may be a product of the alcoholic brews they are so fond of making.  Even the Tau could label them as 'human' with but a single glance.  The more glaring issues were regarding their society and organization- or seeming lack thereof.


The Beast was possessed of greater cunning and primal intelligence than most of his species, and began the assault by probing the defense of the palace, looking for a weakness. When none were found, he sent his the masses of his most expendable troops to overwhelm the defense with the crushing weight numbers.
The regiments the Tau liasoned with behaved more like animals than a proper fighting force, with half the troops simply not being present at any given day, either off working with their families, hunting, sleeping, or just gone without anyone knowing or seeming to care where they'd went.  Their command structure was informal in the extreme, with command of a squad seeming to change hands regularly between whichever member was deemed "gud fer gittin'" the task at hand, with arguments and disputes of orders being so common that those who could be in charge and go unquestioned were rare and regarded as masterful leaders.  Speaking of arguments, the Tau simply could not wrap their heads around the way these primitives handled disputes.  Two of them would disagree on something, tempers would flare and yelling would grow in volume, then they would set upon each other like wild animals, biting and clawing and punching in a big ball of violence that more than once caused the Tau to assume they were trying to kill each other. And then suddenly it would stop, the first to get up would help pull the other to his feet, and moments later they'd be smiling through their missing teeth, joking and laughing with one arm around the man they'd just been fighting, the other holding a drink that would only halfway make it to their mouth because of the black eye they'd gotten.  For those who grew up being taught that Tau-on-Tau violence was a grave sin, such flippant disregard for the fact that a buddy had just left teeth-marks in your arm was something they simply could not process.


But Dorn and Perturabo had done their work well. Automated defense turrets gunned down hordes of Orks before they even reached the firing range of the Blood Angels, and those that survived ended up in carefully designed killing fields with no cover and no escape. Overhead, Ork jets and stormboyz crashed screaming off the palace void shields, or were frozen by stasis fields to be picked off by lance batteries at leisure.
Their gear was not much better; before the Imperium arrived, the majority of the firearms on the planet had been powder-based kinetic weapons, not even the kind with explosive rounds or mono-edged blades, but simple hunks of pointed metal fired at slow enough speeds that even the Guard's flak jackets could provide reliable protection against them. What vehicles they did have were lightly-armored civilian-grade cargo haulers, most of which were rusted and bearing oversized wheels and a shocking lack of even the most basic safety equipment, looking more like something the Orks would make than a reliable source of transport.  Though proper lasguns had been distributed as part of the effort to bring them up to speed, many of them had taken to... 'modifying' their weapons, usually by attaching telescopic hunting scopes through a combination of screws and duct tape in a ramshackle and irreverent manner that would have any cogboy who saw their desecrations seize up and sputter, their cognizator implants overloading as they utterly fail to process the sheer volume of RRRREEEEEEEEE being demanded.


Yet for all of Dorn and Perturabo’s defensive genius, the palace was simply not designed to hold off numbers of this magnitude, for who could have predicted a Waaagh comprised of a full half of the Orks in the galaxy? After several days of fighting a flaw emerged: the immense piles of dead Orks were obscuring crucial firing angles for the defensive turrets, and had grown so tall in some places that the greenskins were using them to climb up the previously impregnable walls. The Imperial Palace was too vast to fully hold against so numerous a foe, thus Sanguinius ordered his forces to withdraw to the secondary defensive positions, cunningly designed to minimize the advantage of numbers and to funnel the enemy towards the entrenched elites defending the Eternity Gate. Thus it was the days after the breaching of the walls that the historians consider the true Siege of the Imperial Palace.


The first day of the siege consisted of more Orks, though now they included more than just mere boyz. In the Orkish hordes now came nobz and weirdboyz, flash gitz and kommandoz, all roaring for battle and eager to spill the blood of humanity.
So great was the Tau's utter bafflement at the state of these troops that they recommended the entire force be either disbanded or left behind to obsensibly guard the population centers. The request was denied, for the Imperium needed the Orks culled, and so the Tau set out with their new wards, confident that they would all be dead within a week and the Tau would have to clean up.  (Un)fortunately for them, they had only scratched the iceberg regarding these "good old boys."


The first greenskins to enter the Grand Plaza of the Eternity Gate were greeted with a magnificent sight before they were gunned down: the white-winged Angel surrounded by his warriors resplendent in red, while beside them stood the gold-clad figures of the Custodes with their Lord Commander Arik Taranis at the forefront, holding aloft the great Banner of Unification, its length equal to full five Astartes. Behind them, a giant Aquila spread its wings on the massive adamantium Eternity Gate, protecting the Throne Room command center where the Steward and Eldrad commanded the forces of Terra, telepathically linked with thousands of their commanders to coordinate with perfect precision and unison.


The two sides met in the middle of the plaza with a resounding crash, howling as their blades sought the blood of their hated foes. Chainswords tore flesh, power klawz ripped bodies, and the dead and wounded were trampled underfoot in the savage melee. Lord Commander Taranis won the greatest deed of the day, slaying the Warboss leading the Orks by impaling him on the Banner of Unification and lifting his still screaming body into the air for all to see, as Sanguinius held off the Warboss’ nob retinue.
The terrain lent itself well to the Tau's preference for engaging at range; Orks would shake their axes and blades futilely at the Fire Warriors picking them off from the other side of the gorge, and the charges they would make when in massed numbers would bog down as they slogged their way uphill into a storm of plasma fire.  Despite the prior expectations, the natives proved equally effective against the Orks, in their own ways.  For one thing, they were everywhere; no matter where the battlefield went, several of the PDF would show up with a dozen or more "cousins" to help out.  They were also uncanny trackers, always being able to point out with fairly good accuracy where a pocket of Orks was hiding, likely to go, or had been, though it took the Tau several ambushes to stop dismissing the pointed  "Dat way's gon' getcha busted up right good, ah tell yew what."  More mind-bogglingly, to Tau and Ork alike, was their skill at laying ambushes themselves; more than one Ork attack had only just registered on the Tau before the forest exploded with gunfire, and often several screaming bearded men falling onto the Orks with knives and hatchets drawn.  This is not to say that the natives could beat the Orks in Melee combat, and more that you do not need to beat the ork when you can simply unbalance him until he falls off the cliff. Usually the natives attempting this wore parachutes or stitched wing-gliders, cackling loudly as they drifted off out of view of the dumbstruck Tau, while the more daring took the riskier route of trying to jump back off the ork onto solid ground. It was when the Tau started stumbling into ork ambushes, only to be saved from their imminent death by highly accurate las-fire, that the brunt of the situation dawned on them.


By nightfall, the tide of Orks slowed, for their poor eyesight would have put them at a great disadvantage against the enhanced Astartes and the Beast would not waste his troops here. As the last Ork died gurgling with a sword rammed through its chest, the defenders found a moment of respite to pray for the dead, celebrate the deeds of the living, and prepare for the next day.
The natives of Happalachia loved their guns; they were a means of gathering food, a protector of your family, and symbols of your personal worth all in one.  From a young age they would learn marksmanship as a means of putting meat on the table, using the primitive powder-firearms that their forefathers had used for generations, learning to shoot reliably despite bullet drop, wind interference, and other factors.  Now that they had access to lasguns, which negate most of these factors, they proved themselves to be uncannily accurate shots at ranges far beyond that expected of a lasgun. What this meant in practice was that the backwards, unshaven, uncouth, smelly backwoods hooligans on this backwater world were putting out a similar long-range performance to that of the Tau, which combined with their knowledge of the terrain meant they were killing Orks before the Tau realized they were there. They were being better marksmen than the Tau.


The start of the second day consisted of more Orks, though by mid-morning it was clear something was amiss. The Ork forces were in disarray, even for their crude standard of organization, and reports came from the secondary Blood Angel positions that an unknown force was attacking the Orks in the rear. When lithe figures in black cut down the last of the Orks and stepped into the great plaza, it became all to clear: the Dark Eldar had come. In their sadistic greed, they had seen a opportunity to capture the unfathomable prizes of the Steward and Eldrad at the same time, and believing the Blood Angels to be worn down they had come in full force to break the defenders.
The thought was too much for the Tau to stomach.   Desperate to prove that the Tau forces were undeniably superior to these hillbillys and preserve some semblance of dignity, the Tau leadership began enacting aggressive, almost-suicidal battle plans and strategies, determined to outperform the PDF by securing and holding more of the planet's surface and moving faster than the natives could, deploying forces they had previously held in reserve as "unnecessary," and generally taking it as a personal mission to prove that all their technology meant something.


The Dark Eldar were a deadly foe: Astartes and Custodes died screaming as the enemy weapons inflicted agony that overcame even their enhanced physiologies and mental conditioning. Yet the vile invaders had blundered in their greed and haste: for all their lethal skill and precision, the Dark Eldar were not assault troops, their equipment and tactics unsuited for the grinding attrition of siege warfare, and Sanguinius and his scions quickly showed them their error.


With no space to maneuver and dodge in the packed plaza, sculpted, graceful bodies shaped by the finest of Comorragh’s flesh arts were crushed under ceramite and steel as easily as any Ork boy. Three entire Wych cults were eradicated that day, with Sanguinius personally cutting down the three Succubi that led them. As night fell, once again the enemy withdrew, consumed by infighting as the ever-scheming Archons used the chaos to usurp weakened rivals or settle old scores. There was no levity this night for the defenders: their wounds and exhaustion prevented such efforts, and battered armor and weapons required their attention.
The locals caught wind, and thought it sounded like fun, and what came next is now known as the Happalachian Hill Race.


The dawn of the third day was unusually still, the Orks and Dark Eldar nowhere to be found. For a moment, the defenders wondered if the xenos had retreated to seek an easier target, but when the morning quiet was shattered by the pounding of unholy war drums, eldritch howls, ululating chants, and gibbering laughter, and the xenos’ absence became clear.


The dread legions of Chaos crested the great stairway of the plaza in a screeching tide of twisted flesh: hordes of savage Bloodletters, sinuous Daemonettes, and rotted Plaguebearers, howling and eager to feast on the souls of the defenders. Beside them were mobs of cultists, cowardly, wretched things skulking in the shadows of their masters and chanting hymns of praise to their dark gods, hoping to gain a few scraps of favor.
The idea was simple; there were already a series of checkpoints, target areas, and objectives in place as a guideline for the reclamation.  The Tau decided that if they could take, hold, and secure more of the objectives on their own, they would prove themselves the more effective fighting force, regardless of the individual performance of the natives. Unfortunately, those checkpoints and objectives had also been distributed to the PDF, so the Happalachians were also privy to the "rules" of the race.


Throughout the horde, the defenders glimpsed the Chaos Eldar, impossibly beautiful and perfect, their every movement liquid and effortless, their flawless faces belying the wild and fickle cruelty within. Ceramite gauntlets tightened around the hilt of swords and bolters as the Astartes gazed with hatred on a row of hulking figures, their fallen comrades the Traitor Marines. At their front strode the Arch-Heretic Luther, once honored as First Captain of the Dark Angels and Sword of Caliban, now reviled as the Dark Oracle and First Traitor.
What followed was several months of escalating competion, with the natives bringing in all their friends and neighbors, while the Tau brought in all their latest toys. Tweaking their targeting systems to better deal with the forest helped the Tau regain their edge in accuracy at range, but now the natives had numbers to even the scores. Warsuits flew over ravines and jumped over the treetops, while bolted-together technicals tore along cliff-faces, their passengers whooping and hollering as they shot at anything orkish-green that flew by.  Eventually it escalated to the point that both sides were just short of open conflict.


Above the teeming corrupted multitude stood the four greatest servants of the Ruinous Powers, looming over their minions: Kairos Fateweaver, the ancient Lord of Change; Scabeiathrax the Bloated, the laughing and virulent Great Unclean One; Zarakynel the Bringer of Torments, the most favored Keeper of Secrets; and the mighty Ka’Bandha, bloodiest of Khorne’s Bloodthirsters.
The event is best preserved in a holopic captured by one of the Tau battlesuits.  It depicts a gorge with a native Technical on one side, and a group of battlesuits in mid-flight on the other.  The technical has one wheel over the edge, the others frantically digging for traction, as passengers shoot at unseen Orks while yelling at the Tau, with one individual hanging his bare buttocks out the window.  The Tau are likewise firing at Orks on their side of the ravine, while one battlesuit has opened his helmet, apparently in order to yell back at the humans while making an extremely obscene gesture at them, a gesture also being displayed by two other battlesuits, though their users appear more focused on the Orks.


Such a sight could have driven men to madness or despair; this was an army to crush entire sectors and devour the souls of species. Yet the Blood Angels and Custodes raised their blades aloft and shouted warcries and challenges at the dark horde, spitting defiance and insults in the faces of the dark gods. For they had armored themselves in faith and duty, purpose and loyalty, and there were no flaws upon their souls where weakness could take hold.


With the mournful blare of warhorns, the daemonic forces broke rank and thundered through the plaza. Astartes and Custodes had only moments to ready themselves before the wave crashed into their ranks. Daemonic hellblades tore through ceramite with unholy strength, impaling Astartes’ twin hearts in a single blow. Blasts of swirling warpfire incinerated men where they stood, armor and all, and still others were melted into puddles of festering ooze by hellish plagues and toxins.
In the end, there was no clear winner of the race; the Tau covered more ground and ended up taking more objectives, but had trouble securing those objectives, as the increased speed had been paid for with less-thorough sweeps, while the natives proved skilled at eliminating all the Orks from an area and arriving in places quickly, they had trouble keeping up with the airborne elements of the Tau, especially when they started deploying from orbit to reach checkpoints faster. Though the "finish line" was reached, several areas fell and had to be retaken or secured, and things only seemed to get more complicated as a group of Biel-tan warriors warped in, too late to have a chance at winning but still looking to participate- and in the end had a very good showing.  Most historians will say that the Tau won the race, as their technology once adapted greatly outpaced what the Happalachians could do, but for the Tau it was a bitter victory; though they had emerged on top, it had not been a decisive win, and many of their troops had lost some of their discipline and begun using the same uncouth, offensive mannerisms as they had been trying to prove themselves above.  The Tau from the aforementioned holopic was identified and severely punished for such a public display of disrespectful behavior, but the truth is that several Tau had begun having similar exchanges towards the end of the race.  


Yet for every loss they suffered, the defenders retaliated tenfold. The searing touch of holy promethium and plasma cleansed corrupted flesh, and ancient power weapons sang their songs of death and lightning as the Astartes hewed through the enemy ranks. Vanguard veterans descended from on high, lashing out with bolt and blade and scattering the enemy before them, while Librarians wove great nimbuses of lightning and incinerated scores of demons with a gesture.
Shas'ui Sli'ker, the Tau fire warrior from the aforementioned Holopic, was reassigned to what amounted to a desk job in an attempt to make a public example of how crass behavior was unacceptable within the Tau military.  He would later go on to write a short book intended to advise other Tau how best to prepare for different cultures, the importance of not underestimating your allies or foes, and the importance of listening to the councel of natives more familiar with the land than you, regardless of percieved ignorance. While the Ethereals deemed his work too dangerous to condone distributing it (his ideas on being willing to adopt aspects of local culture to build trust sounded too much like giving up what made the Tau the Tau), he was able to get published by human distributors, who found his work either comedically entertaining or useful for non-Tau who would interact with other cultures too.  The work eventually became public knowledge among the Tau soldiery, who while they mostly found it a bit too radical, found it contained useful knowledge that has soothed relations more than once.  The author himself eventually returned to Happalachia, living out his final days in what he called "the most beautiful land ever infested with hicks;" he was well-loved within the local community, and his passing was mourned greatly, with several statues being erected in his honor; one depicting him relaxing, set to look out over his favorite view, the other showing his more famous pose, placed in front of the Capitol, forever indicating exactly what he thinks of the locals, the planet, and the universe in general to the horizon.


It is said that only in the crucible of trials and hardship does a man find his true worth, and humanity’s darkest hour also proved its finest. The Blood Angels fought with the fury of humanity itself, and their deeds that day would echo through history, to be sung of in the future even as the embers of civilization smoldered and the darkness drew near.


Chief Librarian Sandelon was the first to slay one of the Greater Daemons. As the battle swirled around him, the great librarian found himself facing Scabeiathrax, and without a flicker of hesitation he hurled himself at the massive, bloated daemon. The Blood Angel tore great gouges into the beast’s stinking flesh with his force staff and lances of crimson lightning, skillfully dodging between the beast’s cumbersome counterstrikes. However, for a heartbeat, the librarian was distracted as he turned to parry the strikes of a Chaos Astartes attacking his flank, and the momentarily lull in his defenses was enough: the Great Unclean One skewered Sandelon at the end of its massive, rusted cleaver, chortling to itself as its prey writhed on the end of its weapon. But Sandelon would not die.
Historians and military analysts alike have examined the events of the Happalachian Hill Race in search of explanations as to how a bunch of newly-discovered Men of Stone with inferior technology managed to challenge one of the most technologically-advanced races in the galaxy, much less challenge them in their field of expertise.   Upon closer examination, several things became apparent. Firstly, the Happalachians, while marksmen of far higher caliber than the average guardsmen (though their unsactioned scope attachments may aid in that), are not, in fact, anywhere near as good as the average Tau. Tests performed in firing ranges and field excercises found that the Tau's accuracy and response time were far greater than that of the Happalachians, and effective at much further ranges than Happalachian lasguns could even reach, much less reliably hit. This, of course, raised the question of how these hillbillies were getting the drop on the Orks before the Tau.  The answer lies in perhaps the two biggest contributing factors to the outcome; Terrain and Tactics.


With his rage and sheer force of will he anchored his soul to his dying body, and grasping the cleaver with both hands impaled himself further, bringing him within striking range of the daemon’s head. With a roar he rammed his force staff through the daemon’s skull, and focused all his pain and rage into a maelstrom of searing lightning through the staff.
While the Tau had come equipped with jumpsuits and drones and the means to easily cover the planet's mountainous terrain, on the planning level there had been a major failure to account for how advancing across a planet of mountains is different from advancing across a mountain range on a planet.  A gorge easily crossed in a battlesuit could contain miles of tunnels, outcroppings, overhangs, and other places where Orks could hide within the trees or shrubbery. This meant that the intial Tau advance was very prone to accidentally overjumping patches of Orks, who would then attempt to ambush the Tau, and instead get bisected by the lasfire of the Natives.


The greater daemon howled and twisted in pain and fear as it burned from the inside out, slabs of flesh blackening and sloughing from its massive body, until at last it was nothing more than piles of charred, smoking meat, and its soul was sent screaming back into the realms of the warp. Only then did Sandelon close his eyes, a grim smile of satisfaction on his lips, and allow his soul to depart, his ravaged body at last going limp as he left to join his fallen brothers.
This was the second failing in the Tau's campaign, their Tactics.  Both Natives and Orks on Happalachia had adopted an inclination towards Ambush tactics, as massed engagements and charges were simply unfeasible on a fortyfive-degree slope.  Some Orks would even bury themselves in the ground and wait for hours or days in order to jump an enemy, which meant that on the Tau's heat-sensors they would appear as little more than slightly warmer than usual plants.  The local tactic for clearing Orks would generally involve one group acting as the "bait," driving around in one of their loud technicals, whooping and hollering and making as much noise as they could, with the rest of the locals aimed and waiting for the Orks to take the bait.


Elsewhere on the battlefield, Captain Azkaellon of the First Company, famed leader of the Sanguinary Guard, slew a dozen Chaos Lords in succession as they stepped forth to challenge his Primarch while Sanguinius dueled with Luther. Their swords clashed for the better part of an hour, great bursts of light and warp energy erupted from the points of contact between the radiant blade of gold and the cruel blade of black. Finally, Sanguinius found an opening in Luther’s defenses, and with a flourish he disarmed the Arch-Heretic, before severing both the traitor’s arms with a sweep of his burning blade.
The Tau, by contrast, were not sneaky in the least about their approach, their roaring jumpjets, clanking battlesuits, and vehicle support making their advance very loud and very noticeable.  To the Happalachians, this looked like the aliens volunteering for the most dangerous role in the hunt, and thus moved to do the obvious thing and be ready to intercept the inevitable ambush. In practical terms, this meant that engagements with the Orks happened with the Natives already prepared to fire, and the Orks at close ranges to the Tau, who are notoriously ill-suited for close quarters.  The Tau, having failed to take the locals seriously enough to have learned or paid attention to the Happalachian's explanations on how to properly hunt Orks, mistook the native's well-intentioned support as intentional showboating, fraying tempers and leading to rash decisions and even more stubborn resistance to any sort of advice from the locals.


Zarakynel was slain by Commander Taranis, the mighty Custodes parrying and dashing through the flashing, quicksilver strikes of the Keeper of Secrets. With a single blow of his right hand, the Commander bisected the daemon at the waist, all while firm grasping the Banner of Unification in his left.


Yet for all the deeds of heroism performed that day, the greatest was surely the Banishing of Ka’Bandha. The towering Bloodthirster was more akin to a force of nature, its great axe and nine-tailed scourge were streaks of blood as it cleaved through scores of Astartes and Custodes with contemptuous ease, and the Imperial defenders were forced to cede ground to it rampaged across the plaza.
There were, of course, other factors; scouts who would go ahead and track groups of Orks, relaying their position through birdcalls and markings on trees; the spread-out nature of the native population, which lead to there usually being someone in the area who could point out pitfalls or add more firearms to the mix; the constant tree-cover making the Tau's vertical advantages significantly reduced; even flaws in the Tau targeting system in regards to such extreme slopes, which while not enough to render them helpless or ineffective, could slow their response time against Orks from multiple sharp angles just enough for the natives to fire first.  However, the majority of these factors tend to stem from the Tau's third and perhaps biggest blunder; their attitude towards the natives.


Filled with fury at the deaths of so many of his men, Sanguinius rallied his Sanguinary Guard and together they crashed into the path of the berserk daemon. The blades of Astartes and daemon lashed out, slashing and hacking, as Sanguinius and his Guard pressed the daemon. As they fought, a score of the Sanguinary Guard were slain, each a mighty hero the Blood Angels in his own right. Yet not even Ka’Bandha could stand in the face of so many lethal warriors, and it was forced back, bleeding from dozens of wounds.
The intention to prove themselves better had already colored the intitial interactions with Happalachians, and once the Tau saw the way the natives behaved, they almost immediately dismissed them as hopeless fools.  This, of course, flies in the face of the fact that a population on a planet infested with Orks cannot survive without developing ways to effectively deal with their green neighbors, and that a population that thrives is likely very good at it. The miscommunication about the standard tactics against the Orks and subsequent losses of composure at percieved slights could well have been avoided had the Tau actually listened and not dismissed the (admittedly impolitely presented) guidance of the Happalachian advisors regarding the flaws in the Tau's plan of advance. In short, idealism and self-assumed superiority blinded the Tau, both on the Command and individual level, to their easily-corrected mistakes; a mistake that they would later take great pains to avoid making again, if only to avoid another such humiliation.


Flapping its great leather wings, it launched itself into the air seeking a respite, but Sanguinius followed, chasing the massive daemon into the sky on wings of white. In the air, they clashed and broke away, seeing greater height before clashing again. The nimbler Angel darted around the heavy Bloodthirster, swooping and twisting, dodging the daemon’s blows and inflicting a dozen more wounds on the beast. Sensing the daemon was slowing, Sanguinius pressed his advantage, and in a blur of speed, he slashed through the daemon’s right wing, sending the beast hurtling down to the plaza far below.


It landed with a thundering crash, crushing the granite and gouging a huge crater, and a few seconds later Sanguinius landed with his own crash, driving his boot into the daemon’s head with all the force of his dive. As the daemon struggled to rise, faithful Azkaellon slashed through the daemon’s remaining wing as Sanguinius drove his sword through its throat. With the beast weakened, Sanguinius flung aside his blade and grabbed the Bloodthirster by its legs and throat, and with a heroic burst of strength lifted the beast above his head and dashed him against his knee, tearing the daemon in two with his force. The warriors of Chaos looked on in shock as Sanguinius flung the two pieces of the mighty demon into their ranks, while Ka’Bandha's soul was flung screaming into the warp to beg forgiveness at the feet of Khorne.
The aftermath of the Happalachian Hill Race was messy, both beauracratically and conventionally.  The Orks had been heavily culled and contained to a few manageable areas, but the Tau had lost much more of their hardware in the process than had previously been anticipated due to their more aggressive tactics, though there were also several crate's worth of pulse rifles that had mysteriously gone missing from their supply headquarters, with rumors that they had been "scavenged" by the locals going unconfirmed, as any Happalachian with a Pulse rifle would claim to have scavenged it off of a dead Tau.  


And so the battle raged on. Kairos Fateweaver was the last of the Greater Daemons to fall, screaming in rage and disbelief as it’s carefully laid plans were ruined, its frail body pulverized by the thunder hammers of a dozen vengeful Blood Angel Terminators.
Of greater concern was the cultural impact; the Tau's self-assurance of superiority was badly shaken, as were their preconcieved notions on Humanity and the Eldar. Tau Supremacists would use the Happalachians as caricatures of Humanity as a whole, and proof that joining these delusional primitives was a mistake that would cost the Tau dearly.  Their detractors would point out that the "primitives" had shown themselves capable of keeping up with and challenging the Tau, even with technology inferior by their own standards, and that if their forces had been more advanced the Tau may actually have lost.  A more concrete effect was had in that broad, sweeping changes to their policies regarding cooperation with other forces, mostly aimed at staying professional and not having their troops lose their cool and start a competition, but also including steps to try and prepare and acclimate the average Tau to the inevitable Culture Shock that had hit them so hard in Happalachia.  The regiments deployed to Happalachia went on to prove themselves more skilled at working with other forces than other Tau regiments, though whether this was due to having learned humility or simple relief at the relative normalcy of most other forces is a matter of debate.


Though their greatest champions had been cast down, the forces of Chaos did not relent. Night fell and there was no respite that evening, for daemons did not suffer from frailties like fear or exhaustion, and their mortal servants would never dare retreat lest they invite the displeasure of their fickle masters. Long into the night, the sounds of battle echoed through the darkened plaza, the shadowy figures of daemon and Astartes illuminated only by the brief flashes of power weapons and bolter muzzles, and the ghostly glow of plasma and warpfire.


Dawn broke as the last of the daemons were slain and banished to the warp, and the first rays of the sun touched on a hellish scene. The plaza was a mire of gore and viscera, so thick that the granite floor could not be seen beneath clotting pools of purple and red and brown, an accumulation of blood spilled over three days of ceaseless battle. Greasy tongues of black smoke reached into the sky from pyres of corpses fifty feet high, as alien, traitor, and daemon alike were fed into the fire. Amongst the dead stood the few survivors, lonely figures of red and gold, the proud First Company of the Blood Angels and the legendary Adeptus Custodes reduced to a meager handful. They knelt above the bodies of their fallen brothers, the dead outnumbering the living, and no words were spoken as each man offered his silent prayers to the fallen. The honored dead, who just a few hours ago had been friends, comrades, and battle-brothers, were now reduced to corpses, cold and silent, by the savagery of the xenos, the treachery of man, and the hatred of Chaos.
For their part, the Happalachians seem to consider the Tau to be friends, if oddly stuck-up buddies who try to stay cool but can scrap with the best if pushed enough. This may be part of their odd form of conflict-resolution, where fighting or competing with another is a way of growing closer with them, as long as you aren't trying to kill them. Considering their abilities with firearms, blades, and hatchets, perhaps the distinction between fighting and killing is simply more well-defined than it is for others. The race itself is remembered fondly, and has become immortalized through an actual, proper race every five years, where contestants must cross the same objectives that were the original goals, with several alternate paths and a scoring system, that is open to all comers.


Yet even in this time of their greatest weariness and sorrow, there was no time for rest. Frantic calls came from the perimeter, voices raw from battle and disbelief as the scouts reported a monstrous Ork the size of a building advancing towards the Eternity Gate, surrounded by a horde of Nobz as big as Warbosses. The Imperial defenders gritted their teeth and gripped their swords, rising on legs worn from days of relentless fighting. The Beast itself had come. Yet when they turned to their Primarch for orders, they found that Sanguinius was still kneeling amongst the dead. They shouted but he did not hear, they shook him but he did not feel; for the visions had come again, stronger than ever before. They assailed his mind, overwhelming thought, a thousand variations and permutations of his impending death: crushed beneath a foot the size of a land speeder, impaled on the end of jagged claws, swatted out of the air to be hacked down by swarming Nobz, and a thousand other ends too brutal to imagine. Any lesser man would have been driven to madness by the phantom pain, but Sanguinius summoned all his will and forced the visions back, suppressing them until they were not gone but at least tolerable, and his mind was his own once more. He rose on unsteady legs to the relief of his men, and together the defenders pulled back from across the plaza. Sanguinius shouted orders as the Astartes and Custodes readied their weapons and gathered in a tight defensive circle before the Eternity Gate itself. Here, they would stand. Here, they would die.
There are now several Happalachian scout regiments; while their skills have proved to be mostly localized (most of the universe is not mountain ranges), they are still an asset to the Imperium, if one who's equipment is so unstandardized as to make their logistics a nightmare; this has something to do with the fact that the Admech, upon seeing their unique approach to technology, tried to declare them all tech-heretics, and while this merely led to less-conventional tech-convents setting up shop instead due to the local resource deposits, it is still very difficult to legitimately sell Admech goods to the locals. Not that this stops people from doing so, just that they do so sneakily, and in small quantities at a time.  This has the result of the Happalachian regiments being a bit of a wild card; no other scout regiment is quite as prevalent in their ability to pull out a plasma weapon or high-yield explosive they really shouldn't have at a time when it is most needed, though the opposite is also true of them failing to have some of the most basic resources an Imperial Guard regiment is expected to field.


The Beast announced its presence long before it reached the plaza, the ground itself dully reverberating with the weight of its steps. Steadily, the tremors grew stronger, until at least the Beast strode into view, granite cracking and splintering beneath its steps, its horde of hulking Nobz following close behind. Partway into the plaza, the Orks stopped, and for a few moments an eerie silence hung over the plaza as the two sides surveyed each other.


The Imperial defenders gazed for the first time on the monstrous Beast, whom before they had only heard of through hearsay and scattered reports. It was even more ferocious in the flesh: a towering monstrosity almost forty feet tall, defying all laws of nature and biology. Tusks as wide as a man jutted from its jaw and its gargantuan frame bulged with enough alien muscle to tear apart an Imperial Knight. It bore no weapons, instead grafting individual power field generators onto its jagged claws, and its crude armor was formed from the plates of destroyed Baneblades and Titans.  
One side-effect of the campaign was the Tau's later collaborations with Ultramar; the disciplined, regimented and well-equipped Ultramar Guard were a much more palatable and familiar face for the Tau, and while there were still initial issues with posturing and rivalry, there was also respect and appreciation of Ultramar's professionalism. For their part, the forces of Ultramar was more than willing to provide advice and guidelines for interacting with the less "conventional" forces of the Imperium, which likely influenced the reforms the Tau would implement regarding cooperation and acclimitization with Imperial forces. It is politely disregarded that much of this advice had been given before the campaign on Happalachia, with the only difference being that the Tau were now willing to listen.


Even a spirit as pure and tireless as Sanguinius could be worn down. For days, he had faced the most terrible and nightmarish foes of humanity in endless combat, seen thousands of cherished friends and comrades butchered, resisted haunting visions of death and madness that would have broken any lesser man; and as Sanguinius gazed upon the overwhelming and terrible form of the Beast, for the first time he felt doubt.


What if it had all been useless?
In all, the campaign was a success for the Tau- however ungraceful it may have been.  Their objective was completed far ahead of the initial projections, and the lessons were learned with a relatively forgiving people who would not hold grudges or resentment against the Tau for their behavior, unlike how worlds like Vostroya or Catachan may have developed centuries-long grudges against xenos who looked down on them.  Instead, they now have eager and willing allies, whose Regiments have often been deployed to assist the Tau in times of need (In spite of frequent requests from the Tau to "please send anyone else;" the Imperium's armies are not unlimited, so you take whatever is available.  This is most definitely not the clerks of the Administratum having a laugh at the Tau's expense.).  The Tau have ultimately improved as a result of the lessons learned on that backwater planet, and despite the jokes made at their expense, it was a learning experience that ultimately helped them better integrate into the Imperium- if mostly by showing them how maddening the universe can be.
What if all their struggle and sacrifice was for naught, and the light of humanity was snuffed out?
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What if he failed?
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Sensing an opening, the faintest blemish on Sanguinius’ soul, the dark gods of Chaos struck.
==== The Siege of Lusitan ====
Creeping tendrils of dark thought seeped into his mind, offers and seductions, promises of power enough to fulfill all his dreams.


''Kneel before me,'' boomed a voice of hot iron and raw power, ''and I shall give you and your soldiers such strength that none may stand before you, and the whole galaxy shall know peace under the might of your legions.'' And it was so, for Sanguinius himself leading the invincible legions of the Imperium to victory after glorious victory, sweeping away the enemies of man until only an iron peace remained, enforced under his watchful eye.
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''Join me,'' said a voice of chortling mirth and boundless life, ''and man will never again fear the blight of mortality or the frailties of flesh, and you shall be free to spread across the galaxy to spread life wherever you tread.'' And it was so, for Sanguinius saw joyous families, untouched by age or weakness, venturing forth on great journeys of discovery, colonizing virgin worlds and facing the challenges of the galaxy with optimism and camaraderie.
The members of the Hubworld League have always been a proud and stubborn people, who would rather die than admit defeat. Despite being a brash, salt-of-the-earth type of people, they are brilliant innovators and engineers and can be single-minded when it comes to retribution. These traits are well-displayed by the events of the Siege of Lusitan.


''Serve me,'' rasped a voice of eldritch cunning and ancient wisdom, ''and I shall grant you wisdom and foresight, and all the knowledge of the lost golden age of man.'' And it was so, for Sanguinius saw all the ancient wonders of humanity restored as man, filled with wisdom and understanding, walked among the stars to reclaim the galaxy with knowledge and technology.
Lusitan was once a prominent mining colony located in the galactic south of Hubworld territory. The planet was covered by large fissures and volcanic activity as a result of tidal flexing due to its proximity to its parent star, with some openings reaching all the way down to the deep mantle. As a result, it was rich in rare and valuable minerals that were normally only found deep beneath a planet's core. Therefore, the high gravity and mineral wealth of Lusitan made it a perfect colony for the Hubworld League.


''Come with me,'' said a voice of whispering silk and untamed passion, ''and humanity shall be made tall and strong and golden, shaped in your image and as perfect as you.'' And it was so, for Sanguinius saw golden men and women, as tall and strong as he, striding across the stars without fear, their wings carrying them over the skies of distant worlds
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The voices grew louder, each clamoring to be heard, sometimes working in concert to sway him, sometimes working to undermine the others. But they agreed on one thing: the way forward was so simple, so clear, and Sanguinius only need reach out to grasp the power and opportunity offered to him. Sanguinius was granted one final vision: he saw himself in the Throne Room of the palace, warpfire dancing in his eyes, the power of the Warp overflowing from his body. Before him, a bleeding Steward kneeled at his feet, and to his side the headless body of Eldrad lay discarded, the blind eyes of the severed head frozen in an accusatory glare. Reaching down, Sanguinius hauled the Steward upright as the voices exulted and laughed, and with a leering smile shoved his golden sword through the Steward’s chest.
When Leviathan, the third of the three great tyranid scouting fleets, emerged on the galactic scene, most people would have predicted that the hive fleet would have made galaxyfall in the galactic east, as Behemoth and Kraken did before it. However, this was not the case. Instead, Leviathan made a sudden swerve in its trajectory, seemingly to avoid a passing through a particular region of space, and made galaxyfall at a slight angle to the galactic plane in the Segmentum Tempestus. As a result, many planets that had been far away from the front lines of the first two Tyranic Wars were now under threat by the tyranid menace, including many worlds of the Hubworld League. This included Lusitan, as a small tendril of Leviathan broke off from the main hive fleet to directly besiege the small colony.


''No.''
Lusitan was not a major Hubworlder settlement, but the planet was an important component in the Hubworld League’s economy, and so although the planet was not as well protected as a major world of the Hubworld League it was better defended than the majority of its colonies. As a result, the defenders of Lusitan were able to hold out against the initial waves of hormagaunts and termagaunts but began to lose ground when higher tyranid lifeforms such as carnifexes and tervigons started appearing. About the only good news was that the tyranids seemed unable to make use of organisms such as mawlocs and trygons, Lusitan’s crust being too thin and volatile for them to work efficiently. The Hubworlders fought like madmen, making the tyranids pay in blood for every inch they took, but unfortunately for the Hubworlders the tyranids always seemed to have blood to spare.  


In an instant the voices recoiled, and Sanguinius’ eyes snapped open. He had not realized they were closed.
After three weeks of heavy fighting, the people of Lusitan received some unexpected good news. A relief fleet had arrived, travelling via sub-light speeds after warping in as close as they could get to Lusitan’s star system. The relief fleet was comprised of Hubworlders and Imperials from nearly a dozen different Imperial member states, spearheaded by a small force of Salamanders from nearby Nocturne led by Second Captain Hal’shan. However, the rescuers were surprised when they received a message from the Lusitanians telling them not to land on the planet’s surface. At first the rescue fleet just thought this was merely Hubworlder stubborness at work, and tried to force their way to the planet's surface, even after the Hubworlders began physically blockading their ships from landing. This only stopped after the leader of Lusitan, Governor Vardun, opened a private channel of communication to the flagship of the rescue effort and Hal’shan.
''Only creatures as foul and debased as you would think that virtue could be gifted, that loyalty could be bought and bartered,'' he thundered in his mind. ''Strength does not come from might of arms, but from clarity of purpose and force of will. Joy does not come from a long life, but from a life well-lived. Wisdom does not come from arcane secrets, but from experience hard won in the trials of life. Perfection does not come through fairness of form and mind, but from struggle, sacrifice, and the will to better oneself, the noblest virtues of man.''
''Your pathetic entreaties have failed, false gods. Flee back to your twisted realms and think upon your failure, that for all your supposed power you could not sway this man to your cause. Know that though you have thrown all your greatest champions and sorceries and horrors against the bastion of humanity, we live on, and that man will rise from these ashes, stronger for having risen above such adversity. Know that man will one day conquer his baser self, that you will wither and starve, and far in the future when you have long disappeared, the light of humanity will continue to shine from the stars, until the universe itself comes to a close.''


And the voices howled and cursed, the Ruinous Powers swearing bloody vengeance upon Sanguinius and his kin. He took a moment to savor their impotent rage and smiled briefly, and then with a shout he banished the Chaos gods from his mind.
The exact words of that conversation remain unknown, but after it was over Hal’shan’s behavior changed completely, ordering all ships to cease attempts at landing and instead focus all efforts in helping the Hubworlders evacuate. Over the next several hours thousands of ships launched off from Lusitan’s surface, protected from the hive ships by the rescue fleet, and before long most of Lusitan’s population was in orbit. Following that, Hal’shan immediately ordered all ships to escort the Hubworlder vessels to the edges of the system, leaving what few people remained on Lusitan’s surface. At the time, this order was not popular, and several protested this decision, but Hal’shan responded that the Hubworlder ships were in danger and it was their duty to help the civilians evacuate first.


Though the dark gods had whispered their lies for what seemed like hours, only moments had passed in reality, and both the orks and the Imperial defenders were stirring. The horde of Nobz bellowed war chants and smashed their weapons together, raising a crashing din of guttural roars and ringing metal. The Beast itself was still motionless, its eyes surveying the Astartes with malevolent cunning.
The only reason we know of what happened next was due to a few Salamanders who refused to leave the few Hubworlders left on Lusitan to die. Geological mapping of Lusitan's surface had indicated that compared to most planets the crust was unusually thin, and essentially held above the mantle by a series of caverns supported by a few key structural weak points. Destroying these points would cause the crust to collapse into the mantle, which in turn would cause the magma to rise and swamp the planet's entire land surface. This was Governor Vardun’s entire plan. Over the last few days, he had converted several mining charges into makeshift explosives scattered around the planet as Lusitan’s defenders had bought time with their lives. And now, with the majority of Lusitan’s people in orbit, he could execute this plan with a clear conscience.


Around Sanguinius, his men were springing into motion. Captain Azkaellon shouted for reinforcements through his vox receiver, calling for the secondary Blood Angel forces within the Imperial Palace to hurry to the plaza and for the assistance of any other Imperial forces in the vicinity. The few remaining librarians readied their powers, sparks swirling about their temples and fingers, as Astartes and Custodes checked armor and weapons battered from days of combat, adjusted sights, and muttered quiet prayers.
The tyranids were simply too numerous to be removed through conventional means. The size of the tyranid thread on Lusitan had been severely underestimated, so even with the arrival of reinforcements the tyranids could only be discouraged, not defeated in a fair fight. At the same time, the tendril of Leviathan had to be stopped here, or else the entire Hubworld League would be under threat. Vardun had struggled with this dilemma for days, either sacrifice Lusitan for the sake of the greater good or hold out for the possibility of reinforcements and hope that his decision to preserve Lusitan hadn't been for nothing.


The ground shook as the Beast finally began to move. With slow, ponderous steps, it walked out in front of the horde, waving the eager Nobz back as they tried to follow; one Nob foolhardy enough to follow was pulverized into a smear by a casual swing of the Beast’s massive fist.  
The rescue fleet had changed that. Now, no one had to die to remove the tyranids from Lusitan’s surface. Well, no one other than himself and his advisors, at any rate. If someone had to die, might as well be the ones who had come up with the plan in the first place. Vardun transmitted his last words of vengeance against the tyranids and then, without hesitation, threw the switch.


Across the plaza, Sanguinius did likewise, striding out alone against the protests of his men, shaking off Azkaellon as his captain begged him not to face the Beast alone. The Steward in the Throne Room had sensed the presence of the Beast, and as he touched Sanguinius’ mind he knew in an instant that the Angel meant to face the Beast unaided. The Steward urgently ordered his old friend to retreat to the Throne Room so that they might face it together, but Sanguinius refused, for to do so would have endangered the very survival of humanity.
''"Fry, you overgrown space roaches"''
- Last known words of Governor Vardun


The Steward was psychically linked with thousands of his commanders as he orchestrated the Imperial forces across Terra, and it was only through his military genius that they held, the armies of men and Eldar acting in perfect unison as they threw back wave after wave of fouls xenos and the forces of Chaos. Distracting the Steward would imperil all the forces of Terra and the survival of humanity, for even if the Beast were slain, Terra would fall should the rest of the planet be lost. Knowing he could not sway Sanguinius’ decision, the Steward could only powerlessly observe as Sanguinius bade him farewell, and met the Beast in the middle of the plaza.
The move, although militarily unorthodox, was a stunning success. Tyranids usually recouped their losses by consuming the biomass of their dead, but this time the bodies of their troops were buried under several stories of molten lava. The sudden simultaneous death of so many synapse creatures caused a brief disruption in the Shadow in the Warp, which allowed Imperial reinforcements to come in and slaughter the Hive Ships in orbit.


Man cannot be brave without fear, nor can he have faith without doubt, and once again fear and doubt welled in Sanguinius’ heart as the terrible figure of the Beast grew larger in his vision. Not fear or doubt for himself, for death held no sway over him. No, it was fear for the future of man, for their fate hung in the balance, the existence of his entire species to be decided in the coming moments. It was doubt for the very meaning of his struggle, for while Sanguinius would gladly sacrifice himself a thousand times over, he wondered if even his greatest efforts could alter the cruel whims of fate.
However, the victory had not come without terrible costs. For one, Governor Vardun and all the leaders of the Lusitan colony were dead. On top of that, the entire topology of the planet had been disturbed and its surface was covered in lava. It would be centuries, if not millennia, before the lava cooled and the planet stabilized enough for resettlement. The tyranids were gone, but the people of Lusitan now had no home to return to.


But unlike before, when these weaknesses had gnawed on his resolve and allowed an opening for the whispers of Chaos, he now let them pass through him, accepting and facing down these unfamiliar feelings. And as they swirled inside them, he found a rock hard seed of hope deep in the core of his being. For Sanguinius believed in the spirit of man: in man’s resiliency, the sheer dogged stubbornness and will to endure; in his nobility, the greatness of heart and will to strive towards a better future; in his capacity for hope, the daring to dream even in the face of unfathomable darkness. And he believed in the Steward, his liege, his friend, his brother.
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Thus from the dark waters of doubt did the great rock of faith rise, renewed and immovable. Sanguinius felt his fears for the future of man dissipate, for he knew that humanity would carry on and flourish far into the future even without him to protect it, and with fresh eyes, he gazed upon the Beast and knew that even such a monster could not stand in the way of humanity’s ascent. Fear became bravery and tranquility; his mind was his own, his will was pure. In the middle of the plaza, as the Beast loomed over him, Sanguinius took a slow breath and savored his last quiet moment.
==== The Battle of Phora ====


The tension broke as Sanguinius burst into motion, moving so quickly he was a blur even to the enhanced senses of his Astartes. With all his righteous fury and strength he surged into the air and slashed at the Beast’s head, the massive Ork barely catching the strike in time with its armored fist. The Beast staggered back several steps from the force of the blow as the Blood Angels and Custodes looked on in awe at the power of the Primarch, and the Ork’s features twisted into a leering grin of approval, acknowledging Sanguinius’ strength. It struck back, faster than anything that huge had right to be, so fast even Sanguinius barely had time to react. The servos in Sanguinius’ armor whirred and screeched as mechanical muscle and his own superhuman frame struggled to parry the Ork’s counterblow, the power fields around the Beast’s claws crackling as they skimmed the golden relic armor.
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And so the Beast and the Angel fought, the smaller frame of Sanguinius darting and striking between the Beast’s thunderbolt blows. The duel stretched on, with neither side seeming to take the advantage, and the Blood Angels allowed themselves to hope, to believe that their Primarch could win. Such hope was futile. Sanguinius could not have defeated the Beast alone even were he rested and at his full strength, perhaps fighting the monster to a standstill at best. But Sanguinius was not rested; he was wounded and weary from days of battle against the most savage foes of man, and as the duel continued blood trickled from his armor as days-old wounds reopened under the ferocious strain of combat.
When a tyranid splinter fleet from Leviathan came to the world of Phora I, it was a vicious and brutal fight. For months, battles raged in orbit and on the surface of the world, and the outcome hung in the balance. The scales began to tip against the Imperium as the war dragged on, and eventually they were forced into full retreat, with extermination surely to follow. Ultimately, however, the tyranids would not conquer the world, nor the Imperium pull some last minute miracle.  


A low rumble came from the Beast then, a sound of grating iron and gloating amusement, and the Astartes realized it was laughing. The Beast’s fist whipped forward in a blur, catching Sanguinius in a misstep as the massive punch caught the Angel in the chest, and he was thrown hurtling through the air, crashing through one of the few remaining statues in the plaza before tumbling to a halt on the shattered granite.
Instead, victory would go to the Necrons.  


With a cry, the remaining Astartes and Custodes rushed forward to the aid of their Primarch, determined to sell their lives as dearly as possible, and from the other end of the plaza the horde of Nobz broke ranks as well, no longer able to contain their bloodlust. As Sanguinius struggled to his feet, armor cracked and blood matting his golden hair and white wings, he gazed into the mocking black eyes of his hated foe and he vowed that the Beast would not leave the plaza without bleeding dearly. In a moment, Azkaellon was at his side, pulling him to his feet, and Sanguinius joined his men in their final charge across the plaza.
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Even as exhausted as they were, the Blood Angels each fought with unmatched valor: individual Astartes held off a dozen Nobz as others hurled themselves at the Beast, sacrificing themselves to try to force an opening in the monster’s defenses. The Beast was more than eager to oblige, roaring as it swiped left and right, crushing scores of Astartes with each blow. Before the unstoppable blows of the Beast and the crushing numbers of Nobz, the defenders were forced back across the plaza, until they were backed up to the steps before the Eternity Gate itself.


As his men died to the last around him, Sanguinius finally sensed an opening in the Beast’s defenses. He made a quick gesture at Azkaellon who understood immediately, and the captain flew into the air, flame roaring from his jump pack as he slashed at the Beast’s face, distracting the Ork.
Completely unknown to the inhabitants of Phora, they had made their homes upon a necron tomb world. The battles raging above triggered the awakening protocols, and after spending a couple of months mustering their forces, the necrons sallied forth. The tyranids were the first to feel the force of the newly reawakened dynasty. As ever, the Necrons proved almost perfectly suited to do battle with the Great Devourer; their Gauss Flayers prevented the tyranids from reclaiming the biomass of their own dead, and resurrection protocols meant the Necrons would win the war of attrition. Soon enough, the tyranid footholds on Phora had been exterminated, leaving lifeless desert behind. The bioships remaining in orbit, emaciated from the effort of trying to reinforce their beachhead, fared no better once the Necrons reactivated their warfleet.  


As the faithful captain was crushed by the monster’s fist, Sanguinius summoned the final reserves of his strength and leaped with a great flap of his wings. Blinded by the smoke and flame in its eyes, the Beast was caught unaware as Sanguinius descended from on high and plunged his golden blade through crude armor plates, deep into its chest, seeking the heart that lay beneath. The Beast roared in pain as the sword carved open a massive wound, thick spurts of blood bursting forth, but as Sanguinius drew his sword from the Ork’s chest it caught in the sternum bone, and the momentary pause was enough. The Beast’s hand shot up and seized the Primarch from the air, pinning Sanguinius within the massive fist.
One threat destroyed, the Overlord turned his attention to the other. He was not inclined to totally exterminate the population, but tolerating an industrial civilization literally on his front lawn, posing a potential military threat, was simply out of the question. The ragged remnants of the PDF and Guard garrisons were smashed in swift and decisive battles, and the Necrons turned their attention to destroying any technology that could potentially be turned to war. Tens of thousands of humans were abducted over the course of this de-industrialization, for interrogation and experimentation.  


Outside the plaza, the other Blood Angel companies had rushed to aid of their Primarch and First Company upon hearing Azkaellon’s call for reinforcements. They neared the plaza as Sanguinius was dueling the Beast, but they found their way blocked by the horde of Nobz, and even with all their desperate strength, they could not break through the wall of hulking greenskins, for the Orks were simply too savage and too many. It was only upon the arrival of Leman Russ and Lorgar, the only two Primarchs close enough to respond to the call for aid, and their legions of Space Wolves and Word Bearers that the reinforcements were finally able to make headway.
Then the relief fleet arrived.


Together, the Blood Angels, Space Wolves, and Word Bearers hacked their way through the Orks and crested the stairs to the plaza just in time to see the Beast grab Sanguinius in its massive fist, the plaza strewn with masses of dead greenskins and lifeless bodies clad in red and gold. As they looked on in stunned horror, Sanguinius turned his head to face them, and against all their expectations, he gently smiled. It was an expression of true warmth, forgiveness, and trust that shone from Sanguinius’ beatific face, a gesture that he did not blame them and that he placed his faith with them to safeguard humanity. In that final moment, as tears welled in their eyes, the Astartes could only watch helplessly as the Beast’s fist closed, and the monster ripped Sanguinius into shreds.
A tense standoff ensued. The Overlord had a good idea of the size and power of the Imperium from interrogation of captured humans, and had little desire to get in a fight with them. Especially not with an Imperial fleet potentially armed with cyclonic torpedoes already in the system. The Imperial commanders, for their part, had nothing like the forces needed to fight a tomb world, and the relief fleet did not in fact have cyclonic torpedoes. More Imperial reinforcements arrived, and more Necron warships were activated.  


With cries of grief, the Imperial forces threw themselves at the greenskins in a blind rage. Leman Russ led the assault, tearing his way through the Nobz to body of Lord Commander Arik Taranis of the Custodes. There, he seized the fallen Banner of Unification and raised the great standard for the last time, rallying the Imperial forces forward. Yet for all their fury, the Astartes could not cut through the Orks in time, and were forced to watch, helpless once again, as the Beast smashed through the adamantium of the Eternity Gate to face the Steward and Eldrad within the Throne Room.
Thanks to some quick thinking, and with Nemesor Zandrekh acting as a go-between (much to the bemusement of the local Overlord), a deal was hashed out. The population of the world would be evacuated and resettled, and the Imperium would recognize Phora as a necron holding.  


As the last Ork fell and the Imperial forces made their way to the ruins of the Eternity gate amidst corpses of crimson and gold, they found Eldrad perched upon massive chest of the lifeless Beast, and the Steward kneeling over a red ruin, cradling the last few pieces of his old friend. Later, Eldrad would confess that they never could have defeated the Beast were it not for the great wound Sanguinius carved into its chest, and in his quiet moments the Steward, later the Emperor, wondered if his friend and brother might have been saved, had he only chosen a different Primarch and legion to defend the palace, or sallied forth from the Throne Room to save the Angel as he dueled the Beast.
The deal done, the Imperium evacuated around a billion survivors from Phora. Just a year earlier there had been five billion inhabitants. It was not quite a victory, but also not quite a defeat.
 
In the aftermath of the Battle of Terra, as the forces of Chaos were defeated and driven back from the planet in disarray, the Blood Angels spirited away the remains of Sanguinius to the shattered land of what had once been Duscht Jemanic. There, the garden of the old Jemanic Palace, they buried Sanguinius in his favorite childhood refuge, a solitary place with a creek, quiet and clear, and where the trees were very old.
 
As word spread of the Primarch’s death, cries rose from across the Imperium for a great state funeral so that all might participate in grieving and remembering the beloved Angel. The Steward agreed, urging the remaining Blood Angel captains that such gesture would help the survivors and citizens of the Imperium move on from the loss, but they stubbornly refused. Sanguinius would have wanted the resources and efforts of the Imperium focused on rebuilding and moving forward, not spent on lingering in the past, and besides, there was not enough left to fill a casket.
 
Today, Sanguinius is the most dearly loved of the Primarchs, revered as the Martyr Angel for his great sacrifice. Secrets do not last long in the Imperium, and upon his burial site, where Sanguinius was to rest undisturbed for eternity, there now stands a small chapel, built with reluctance by the Blood Angels when word of their Primarch’s resting place was revealed. It was, after all, better than erecting a massive cathedral there as many demanded. Pilgrims wait for years on end for a chance to enter and glimpse one of the holiest relics in the Imperium: a single white pinion feather from one of Sanguinius’ wings, miraculously untouched by blood or dirt during the four days of the Siege of the Imperial Palace.
 
Sanguinius is also honored in the yearly celebration of the Sanguinala; coincidentally, his death came three days after his birth on the Terran calendar, so for this span of time all are encouraged to celebrate the Angel’s life and great deeds, and to share in his spirit of goodwill towards all. Traditional decorations of red are hung in homes, and children are told that if they are good, the spirit of Sanguinius will visit them as they sleep and leave presents under their beds.
 
As for the Blood Angels, the fierce spirit of their Primarch still burns within their twin hearts as brilliantly as it did ten millennia ago. The First Company of their chapter is called the Death Company, in memory of the sacrifice of the entire company when they died at Sanguinius’ side long ago, and when veterans are inducted into this august group they swear the Oath of Black Rage, a remembrance of the helpless grief and fury they felt as they watched their beloved Primarch die.
 
Amongst Imperial citizens, they are celebrated for their compassion, virtue, and defense of the common man; the melancholy Blood Angel clad in red is a popular figure in Imperial media, most recently in the popular romance Eventide, where a young Eldar farseer is caught between the affections of a rugged Space Wolf and noble Blood Angel. Yet for all the adoration and honors rightly bestowed upon the Blood Angels for their undying defense of the Imperium, the old veterans have begun to wonder if the younger Astartes are becoming vainglorious, and if they are losing the true meaning of sacrifice. Pride is the surest road to damnation, and so they renew their vows of humility and loyalty, remaining vigilant not only in the defense of man but in defense of their own souls.
 
Beneath the romance of their devotion and nobility is the eternal struggle against the forces of chaos and entropy, the unending duty of the Blood Angels. Like Sanguinius before them, they fight for the dream of humanity even as it stretches before them into an uncertain future. For this dream, they fight and bleed and die to hold the darkness at bay, to halt the dying of the light, even if it is only for a moment.


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=== Lion ===
==== The Octarius War ====
 
- Astartes. Franj born
 
=== Perturabo ===  


<div class="toccolours mw-collapsible mw-collapsed" style="100%">'''''The Warsmith''''' - or ''The Mad Architect:''
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Perturabo of the Macedonian Garrison was not a man truly cut out for the military life, although it is hard to say exactly what sort of life he ''was'' cut out for.
There are worlds that believe they have known war. Cadia, last bastion before the Eye. Krieg, named better than its discoverers knew. Armageddon, world of steel and flame. Mordia, stubborn and resolute.


Macedonia was an odd case at that point in the constant wars of the Age of Strife. Barely a century and a half ago it had been a conquered territory of the Great Everlasting Tharkian Empire - an empire far less grand than its name would suggest - until the Tharkians were crushed by the relentless expansion of a Despot of Ursh, as so many others of the time were. The Urshii quickly swallowed up the valuable regions of the area, leaving only the ancient nation of Macedonia relatively untouched. By some miracle of cunning, guile, and luck on an incredible scale, Perturabo's grandfather Nestor made it appear that, instead of the meagre garrison it actually held, Macedonia was in fact home to Tharkian strategic reserves far greater than the forces the Urshio had already fought. This, combined with the seemingly unwavering defiance of the Macedonian people, convinced the Despot that conquering the region would overextend his supply lines and weaken his control over the greater Tharkia.
Octarius laughs at them all. The capital of that relatively ancient Ork empire lies in ruin, the Overfiend astride the Waaaagh! laughs at them. Ever since Kryptmann unleashed his grand plan, Tyranid and Ork have fought relentlessly, unceasingly, across its surface. For over a thousand years. There is almost nowhere you can touch the original surface without digging; mounds of charred corpses, Tyranid growths, and ruined Ork war machines cover the surface too thickly. Strata after strata of fossilized war. To walk on the surface of Octarius is to walk on dead flesh. The sky is perpetually black, an ashen shroud composed of Tyranid spores, oily smoke from Ork engines and guns, dust kicked up by ceaseless orbital bombardment, and the vaporized particles of uncounted trillions of dead. The blackness is broken by a perpetual meteor shower, as broken fragments of millions of shattered ships and shredded naval organisms rain down on the surface from the unending war in orbit. Despite the fact that there is no sun and no stars, there is more than enough light; the eternal thunder of Ork guns lights up the horizon with a false dawn, reflecting off the clouds until it seems the sky is on fire. The ice caps have melted from the ambient heat of trillions of guns and trillions of bodies.


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The seas are dyed with Ork blood and Tyranid ichor, and filled with ork warships and submarines so densely packed you could almost walk from one coast to another in battle with tyranid swimmers no less numerous. The skies are clogged with millions of flyers. The earth is honeycombed with endless tunnels, begun for shelter from orbital bombardment or in attempts to outflank a stubborn defense but long since turned into a theater of war on their own, grots and squigs and tyranid burrowers hunting each other through the darkness. Sometimes the diggings get too vast, too unstable, too convoluted, and vast sections of front drop into sudden sinkholes.


With the immediate threat gone the cities began to drift apart and Nestor was old and wise enough to know that he had neither the forces nor the authority to hold them together. He did, however, manage to take and hold the ancient fortress city of Štip-Isar; and many rival groups joined him in seizing a city or hive and expanding from there. Thus, Macedonia ''did'' survive, to some extent, albeit as a collection of squabbling city-states that would only unite against greater outside threats; ironically, not unlike the Classical Greek counterparts who were conquered by the Macedonians themselves in the depths of history.
In orbit above, ships merge together and battle in the orbitals, amid a vast ring system created by the wreckage of a hundred thousand previous battles. Ork ships and tyranid bioforms clashing at point-blank range and closer, an endless maelstrom of boarding action and bombardments. Destroyed or damaged vessels frequently fall out of orbit to cataclysmic ends on the surface below- or, as both ork and tyranid know it, 'delivering reinforcements'.
 
Perturabo's father Nikola had risen to be the petty king of the reasonably well-off fortress city of Štip-Isar after Nestor had passed away, and, recognising how inadequately ''he'' had been prepared for the job, immediately set about the task of trying to train his children in the arts of statesmanship. His daughters were fine women, just as dedicated to the nation as he was, but the other regional powers would have openly scoffed and secretly mocked the entire family if a queen were to rise. Thus the highest they would reach were hasty marriages to shore up the city's few alliances, leaving Perturabo as the heir apparent - albeit one rather psychologically unsound.
 
Countless years later, when Nikola and his nation were a mere footnote in endless halls of historical texts, Perturabo's peers would describe him as a spare Angron, minus the enthusiasm. This was unfair and inaccurate, but it was true that it would have been difficult to find a leader ''less'' statesmanlike than the unfortunate son of Nikola. Perturabo suffered from bouts of quite severe depression, punctuated by occasional flashes of intense rage with little to no warning. Although the rage would flash into incandescence and burn itself out relatively quickly, the depression was far more lingering. Nikola made no effort to hide the disappointment he had for his son, but little did he know that the heir's true talents would be more vital for the nation's survival than Terra's finest diplomats could ever be.
 
For Perturabo - in spite of his constant pessimism, or perhaps ''because'' of it - was supremely gifted at defensive planning. His dreams, haunted as they were by thoughts of his home being crushed by faceless invaders, merely bolstered his resolve to resist. He was not his father, or his grandfather, however; he was not a leader who could call the people to defend their land tooth and nail, for that would require hope and optimism that he himself so sorely lacked. Instead, Perturabo's defensive planning was that of grim determination, of strongpoints and counter-offensives instead of rallies and patriotism, of a hard shell around a softer peoples. Some would have called this paranoia, especially given how the petty skirmishes with other nation-states were the largest wars known for over a generation, but in truth it was uncanny foresight.
 
When the scum of Ursh came back it was as if a mighty hammer had struck the lands, driving all before it. Perturabo - indeed, all of Macedonia - was caught off-guard by the assault; by the time he was made aware of the threat, the most prosperous and powerful of his neighbours were little more than flaming rubble. Desperate for time, the heir withdrew his forces again and again, his generals raging and threatening mutiny for his cowardice, and he later claimed that in all his life he had faced no greater test than keeping his calm and concealing his plans from them (and thus, any possible Urshii spies) until the very last moment.
 
Nestor had fought a war - a war of armies and raiding parties facing each other in pitched battles - but his grandson had to stop a wave of slaughter that bore more resemblance to a swarm of locusts than any coherent fighting force. Isolated strongpoints were ground down horrifyingly quickly by sheer weight of numbers, and Perturabo had soon realised that the only chance he had of stopping the swarm was in a single, united defensive line. Even then, he knew he could not hope to stop the Despot's onslaught, only to give it a bloodied nose and hope it would back off.
The Urshii forces knew none of this, as all they saw were lands held by weak natives and abandoned by their defenders. Just as they were wondering if their grandparents' tales of the effortless conquest of Tharkia had some truth to them, they ran directly into Perturabo's hastily constructed kill zones. Metal, laser and superheated plasma alike rained down on the barbarians as if it were his own spite and pain made manifest, and the Urshii vanguard was left a pile of mangled bodies for their comrades to climb.
 
The Despot's humiliation drove him into such a rage that he eviscerated his own commanders, ordering their replacements to wipe Macedon from the face of Terra. Even with Perturabo's formidable defences and traps, the main Urshii force would raze the land without batting an eyelash - yet the Despot was so blinded by his rage that he was caught completely unawares by the true threat to his power.
 
 
 
 
When the scouts of the Warlord's army first trickled into Macedonia they expected a barren wasteland - or at best, a broken nation at its own throat. Much of their suspicions were confirmed, but amongst the dirt they found a diamond-hard shard of defiance that had prepared for the storm and, amazingly, was still weathering it. It was here, the Warlord decided, that the first (and perhaps the most important) true blow against Ursh would be struck.
 
After the smoke cleared. the plasma burns cooled, the shrieks of wounded finally fallen away into silence, Perturabo discovered that not only had he bloodied the nose of the Despot's assault, but he had broken its back completely. Caught between the swift hammer of the Warlord's armies and the unyielding anvil of the Macedon defence, Ursh's toughest veterans were shattered and scattered to the wind - and even the most zealous of barbarians were were beginning to question if there was a master greater than their own.
 
 
 
 
The Warlord entered Štip-Isar not as a conqueror, but simply as a leader, for he had great respect for the one who turned such a small nation into a devourer of armies. Yet the prince would do something that not a single battlefield or leader had managed so far, or quite possibly since. He ''surprised'' his guest, and not only with his young age (for, compared to his generals, he was little more than a boy), but with his mind. For when the Warlord looked into his psyche, he found something he had never seen before or since - and he wished he had not. It was cold. Bleak. A desolate landscape of steel and bone blasted smooth by an unrelenting gale of numbers, of angles, of shifting probabilities; while above, great roiling clouds of blackness drained away what little light and life lay beneath them. Even this was just a momentary glimpse, for in the blink of an eye he was locked out by an immense iron wall rising from the ground in mere instants, horizons wide and twice as tall. The Warlord found himself simply staring into dead, grey eyes, barred from what lay within by mental defences greater than all but the most powerful of psykers - and built simply from paranoia and distrust rather than to contain any unearthly whispers. But those eyes told him all he really needed to know about the prince. There was no fear there, no awe, and certainly no love. Just endless planning, calculating, searching for weakness.
 
To his credit, the Warlord still saw potential in the mad architect; something that could be put to use, maybe even turned to greatness. After long, distrustful negotiations (for the Macedonians were as wary of his arrival as they were grateful for it), Perturabo was offered a place in the Warlord's armies as a fortification and garrison specialist. For King Nikola's part... the sad truth was that he was glad to see the back of his son. After all, with Perturabo otherwise occupied - or out of the way, depending on your point of view - he now had grandchildren to train in inheriting his responsibilities.
 
Perturabo rose through the ranks of the Imperial Army with neither the speed nor grandeur of the other Primarchs, but he did indeed become great. Other generals captured huge swathes of land or routed vast armies, but it was he who ensured that any forces seeking to recapture their territory or avenge their fallen knew nothing but failure. He was never at the forefront of any battle or campaign, never the glorious conqueror or invincible warrior; and of course, he earned little respect from those who ''were,'' who saw him as an unstable freak barely fit to follow in their footsteps. This, however, suited him just fine, as he much preferred a legacy of impenetrable bastions safeguarded people than any number of songs or monuments.
 
Still, the Warlord quietly took note of his work, of how harmlessly the condescension of both his superiors and subordinates bounced off him, and none were surprised as Perturabo himself was when he was selected for late-stage Thunder Warrior treatment. Soon, as the remnants of the Old Night were finally purged and the dream of Unification began to spread across Sol, malcontents and partisans began to emerge from the woodwork; and it was here Perturabo's worth truly became evident even to his detractors. For old king Nikola's lessons had not, in fact, been in vain, and it was discovered that the Macedonian's lands were impenetrable to assault from within as well as without. For this, he was finally elevated to the lofty title of Primarch.
 
 
 
 
 
In the countless years that followed, the Unification became the Great Crusade; the Warlord became the Steward, and Štip-Isar faded into distant memory. Perturabo, however, did not change. Perhaps he could not. After all, his life had certainly not changed, for it still consisted of day after day of building meat grinders of horrific scale while planning yet-greater ones, all while hoping against hope they would never be needed. Or perhaps, just as was the case in his youth, his works were so brutally efficient because of the hope he - and they - ''lacked.'' But back in his homeland he still had the support of his people; or at least he had his father to soothe and comfort them at every turn. Here, on the frontier worlds, the deal of "harsh work and oppression for you and your children in the name of descendants you will not live to see" would've been a hard sell for Gulliman, or Sanguinius, never mind one as uncharismatic as Perturabo - and the hatred of the people was beginning to wear down even his iron resolve.
 
When The War of the Beast descended upon the worlds under his aegis, his worth was finally proven beyond any doubt. Wretched, base creatures assaulted his people, his fortresses, his worlds in droves - and time and time again they drowned in their own tides of endless green. His warriors manned their battlements and fired from positions prepared centuries ago in an eerie mirror image of the plains of Macedonia so long ago. The doctrine still remained identical, as well. No point would be defended to the last man, for such heroics were costly and unnecessary; instead, the defenders would fight until the back of the assault force was broken before retreating to their next set of positions, buying them precious breathing room while the enemy were forced to bring in a fresh wave of warriors.
 
It would be wrong to say that no worlds under his protection fell, or to say that his methods were flawless. Just as it was against the Urshii, he would never defend an untenable position; civilian conurbations and evacuation points were no exception to this, and his new subordinates labelled him a coward with as much vigour as his old ones had so long ago. But this cold, calculated strategy ensured that his armies lived - and more importantly, rested - to fight another day, where another Primarch would've allowed them to be slaughtered in a vain order to hold the line.
 
 
 
 
 
 


On venerable Olympia, one of the first colony worlds of the Old Empire brought back into the fold by Perturabo's Iron Warriors, the Primarch nearly met his end. His command headquarters was unexpectedly besieged by a force of Orks that, reinforced by a newly arrived Rok, had broken through a weakened flank, and he insisted he took to the field. Years later, he would claim it was simply a pragmatic decision; after all, as a Thunder Warrior he was fully capable of fighting to earn time for his command staff to be evacuated, all of whom were equally invaluable to the defense of the planet - but for many, this unexpected loyalty was a welcome reminder that there was still a human within the Primarch's iron shell. His psychological one, at least.
Both sides deploy weapons and creations seen nowhere else, ork Meks pressed hard to keep pace with tyranid hyper-evolution. Vast armies of Mega-Gargants, in numbers not seen since the whole of the War of the Beast, clash with Bio-Titans of unprecedented size and ferocity. Tyranids sprout flame weapons in vast quantity, while Doks devise poisons that scythe down even tyranid biologies- for a time, until they adapt again. Unique squig breeds hunt down lictors with incredible ferocity, and fields of razor-worms devour entire ork columns in seconds.


His physical armour, however, would be sorely tested by the warboss he would face; a great corroding creature of Nurgle's kin, leading the Orks of the Pox Dok in laughter and taunts even as lascannon and bolter blew off chunks of rotting green flesh. The fate of the world and every soul on it was decided in a burning cathedral; and while Perturabo was certainly not the unstoppable juggernaut other Primarchs were, his calculating mind was as much use here as it was fighting on theater or even planetary level. It merged with his Thunder Warrior instincts, making each move carefully planned and each attack predicted ahead of time, until the fight seemed to be a fluid dance akin to that of the Eldar Harlequins.
The war extends to stranger battlefields as well. It is a war of ecologies, as ork and tyranid spores attempt to out-compete and strangle each other, a microscopic war of poisons over nutrient-rich corpse-strata.


Still, in brute force he was outmatched, and for every hundred blows he saw coming, there was one he simply could not parry or evade in time. The mighty green leviathan and the smaller figure slowly but relentlessly tearing it down - a fitting reversal of their armies' roles - wore each other into the ground, until the Iron Warrior emerged triumphant over the Rust of decay. With the Warboss gone, his legion quickly broke the remainder of the Ork assault, reclaiming swathes of land and beginning the long and thankless task of resecuring it. Scouting parties quickly found their Primarch, slumped in the pews where the faithful once prayed for redemption, and almost as white as the pale stone dust raining down from the ruined cathedral.
It is a war of ontologies, a clash of welt-systems, as Ork WAAAGGHH and the Shadow In The Warp strain to overcome each other. It is a war on every possible level.


The war extends throughout the Octarius sector, and beyond; Octarius is simply where it is at its most intense. Vast fleets thrust and parry across light-years, vital systems changing hands dozens upon dozens of times. The sectors surrounding the Octarius sector are slowly ground down to nothing, as ork and tyranid raiding fleets venture further and further outward to fuel their respective war machines. The war expands, and expands, and expands.


Black Crusades split apart to avoid Octarius. Imperial seers try to divine its depths, to control it, to contain it, but are foiled by the psychic maelstrom formed by the clashing of WAAAGHH and Shadow. Khornate warbands and Deathwatch kill-teams vanish without trace.


The Octarius War has become a perpetual motion machine. The orks feed off the war, and the tyranids feed off the orks. Neither can accept defeat or countenance retreat. To withdraw for either combatant would be to forever mark them as something lesser, something inferior, and extermination would surely follow.


Perturabo did not see that world retaken; he did not see the organised withdrawals from worlds and sectors almost turn to a complete rout without his immaculate planning.
This has been going on for a thousand years. It cannot last forever; sooner or later, something will give. And it is uncertain what, if anything, will survive the conflagration when it does.
 
He did not see the Battle of Terra, the desecration of his homeworld.
 
He did not see the death of first Sanguinius, then the Beast.
 
He eventually did awaken, but only after a year spent comatose, while his ruined body was slowly repaired by Thunder Warrior physiology where possible and Mechanicus cybernetics where not. Unbowed and unbroken; Iron within, Iron without. As soon as he was able to, he marched on with his legion, rebuilding worlds and shoring up their defences before moving onto the next. Still, many believed that the Beast's legacy still haunted him and that he blamed himself personally for each loss; for as the years passed he became more and more of a perfectionist, making demands of broken worlds that could not have met them in their prime. Eventually, his most senior Warsmiths agreed by unanimous vote to remove him from active service, after he demanded a planet's population be decimated for a single of its regiments' incompetence. Perhaps, like many others, he did not resist simply because he was grateful.
 
Perturabo's last days were spent back on Old Earth as an architect, away from the battlefield and doing what he loved. Many had forgotten that he could design anything but defensive lines and fortresses; and perhaps he himself had forgotten as well. Over time, the work began to heal him, and in turn he began to heal Olld Earth. The swathes of land destroyed by the Beast were given to him as a blank canvas, and upon them he built structures as grand and magnificent as any in the Dark Age of Technology ever were. Oddly enough, '''this''' would be his legacy to the common man; his military campaigns would be lost to the ages, but his designs would be copied and imitated across the entire Imperium, from his streamlining of Hive City layouts that every planetary governor desperately sought to the glorious palaces on Terra that, well, every planetary governor desperately sought. Such form and function would not be surpassed for millenia to come, and even to this day his influence is visible on almost every Imperial world.
 
Perturabo passed away soon after finishing his plans for the new Imperial Palace; remarking that only now he was able to discover his art, after war had taken all the joy and beauty from it. Some say that he passed with a gentle, childlike smile on his face - for after a thousand years of siege, Perturabo, Prince of Macedonia, Son of Nikola, was finally to be relieved.


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=== Mortarion ===
====The Badab War====


<div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''''The Vermin Lord:'''''
EDITOR'S NOTE: Needs to be added to with the changes discussed in thread 27.
 
Mortarion was a born in the abject squalor of the slums of Gredbritton, in the aftermath of the fall of the Unspeakable Tyrant. His life was certainly not made any easier by the fact that his mother was the fallen Tyrant's daughter; and that many whispered that his unknown father was the Tyrant himself - and given the sheer depravity of that individual, these accusations were hardly baseless. When the hysteria was beginning to die down, his mother did her best to hide their shared heritage and instead made ends meet as a maintenance skivvy and lay-technician of the great Tintajus Hive, the capital of that broken nation. They never truly advanced in wealth or power - although perhaps this was shrewdness on his mother's part, as those of the upper hive would be more likely to recognise them - and as such Mortarion seemed almost permanently sickly, growing up pale and gaunt from lack of sunlight and food.  


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Near the center of the Milky Way galaxy is the Maelstrom, a lightyears-wide patch of incrossable space and the biggest Warp Storm outside of the Eye of Terror. For obvious reasons, the Administratum recognized the potential threat the Maelstrom represented and stationed five Astartes chapters to guard it, as the Maelstrom Warders: the Brothers of the Anvil, the Wind Riders, the Charnel Guards, the Crystal Wyverns, and the Astral Claws. On paper, the five chapters were all equals amongst one another. In practice, however, the Astral Claws were the oldest and most experienced of the five chapters, and so the other chapters tended to defer to the Astral Claws for leadership.
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At the turn of the 41st millennium, the Chapter Master of the Astral Claws was a man named Lugft Huron. Despite the presence of five Space Marine chapters, Huron felt the High Lords of Terra were not taking the Maelstrom as seriously as they should have. In contrast to the Eye of Terror, which was located on the edges of Imperial territory, the Maelstrom was located near the very heart of the Imperium, and so any Chaos incursions there would be much more unpredictable and much more likely to strike at something vital. And unlike the Eye of Terror, there were no equivalent to the Cadian Gates to funnel the movement of Chaos forces in and out of the Maelstrom. The Eye of Terror had the Black Legion, numerous Guard regiments, and all the forces Cadia and Ulthwé could bring to bear guarding its gates. And what did the Maelstrom have? Five chapters of Space Marines. Huron made these concerns known in a message to the Administratum and the High Lords of Terra.


Unfortunately, this request was made during the 12th Black Crusade, when the Imperium was understandably focused on more important things. The High Lords reportedly did send a message back to Huron saying they would consider his request when they had the opportunity, but it is unknown if Huron ever received it. Whatever the case, Huron took the apparent lack of concern about the Maelstrom and his situation personally. He claimed to the Astral Claws and the other Maelstrom Warders that the Imperium had abandoned them, and that it was their duty to secure the Maelstrom and the Badab Sector by any means necessary. To this end they carved out their own little petty empire in the Badab Sector, seizing control of the inhabited worlds for supplies and aspirants.


Gredbritton was one of the earlier nations brought into the Imperial fold. Being part of a greater union of nations went some way to restoring order, as well as bringing strength and prosperity it had not seen since the nation itself had ruled great swathes of Terra. Like so many young men with no hope, Mortarion joined the regiments of the Imperial Army - not out of some sense of patriotism or desire to bring other realms into the Imperium, but simply for the promise of at least one meal a day, a pair of trousers he didn't have to share and perhaps even some money to send home to his family.
At first, the Imperium did not notice anything was wrong, being too busy taking stock of the losses from the 12th Black Crusade. However the Imperium quickly did notice the situation in Badab when ships from the Badab Sector started raiding Imperial Worlds in other sectors for materiel and aspirants. The Emperor in particular was outraged at the system Huron had set up, wherein the Astartes acted as a military aristocracy over the baseline citizens. In his mind the Astartes, like himself, were duty-bound to serve mankind, not lord over them.
 
He served with merit (if not distinction) until he was in his 22nd year, in spite of recurring bouts of old childhood illnesses. At some point in this year he learned that the Warlord was looking for volunteers for Thunder Warrior conversion, known to be a procedure that carried considerable risks. The Apothocarium and the Biologicus warned both him and the officials administrating the project that his physical imperfections would likely render Mortarion little more than a twisted nightmare, yet neither side yielded. The project's overseers were unwilling to turn away one of the few volunteers they could find, least of all one so eager; and for his part, the would-be Thunder Warrior reasoned that his body was already almost constantly betraying him, and that both success and failure would finally bring him the respite he so desperately sought. At first he volunteered, then requested, then even ''demanded'' that they tear his body apart and put him back together, as the payout his family would get for his "death" in this manner would set his mother and younger sisters up for life.
 
 
 
 
 
By some strange twist of fate he ''did'' survive. Perhaps even the biotechnicians had failed to realise how far they had refined their own process - certainly, the success rate was easily an order of magnitude higher than it was when Angron was "upgraded" - or perhaps the trauma of the procedures was shrugged off by a body that had spent 22 years steadfastly refusing to die. In any case, Mortarion fought as hard as any other in the name of the Imperium and its warlord, earning rank after rank based on sheer weight of victories. These victories were costly, the battlefields brutal - for he was no tactical genius, and would often dismiss inventive but untried tactics and strategies in favour of the certainties of more proven ones.
 
Thus, while his superiors prized his methodical successes over the less reliable tactics of the more creative leaders, his men held no love for him, only a grudging respect. The latter was cemented in place by his willingness - no, his ''insistence'' - to lead from the front, forcing his way into the thickest fighting and risking death alongside his men. They saw great victories against the savage men of Ursh and the organised and equipped armies  of Achaemenidia with equal ease, only stumbling when facing the Gyptoussian sorcerers who dabbled in things that should not be dabbled in. Indeed, it was in those desert campaigns that Mortarion developed a fear, almost a hatred, of all psykers. Never again in his long life would he employ them or even accept their advice or aid, even when it might have been advisable to do so.
 
Mortarion soon developed a reputation for being invincible, and while this struck fear into his enemies, it merely frustrated his subordinates. He would charge into battle alongside his soldiers, yet he would far outlast them even under the most withering fire; returning from the field of war alone, with shredded armour and spent weapons, sporting wounds that would have felled a lesser Thunder Warrior.
 
 
 
 
When the forces of the Steward looked to the rest of Sol, Mortarion's forces were assigned primarily to garrison duty due to the costly nature of his method of warfare. In these engagements they held themselves with distinction, as they would make an enemy's assault on them far costlier. By the time Sol was subjugated and the galaxy lay before the Imperium, the Emperor had named him Primarch for his sheer tenacity and list of victories. It was revealed in later years, however, that the Warlord/Steward disapproved greatly of Mortarion's methods of warfare - at least, according to a few unnamed insiders from the Imperial Palace. Mortarion had, by methods undisclosed, obtained the entire stockpile of biological and chemical weapons owned by his late grandfather and father. He had also obtained the ancient library of Gredbritton, the contents of which were hastily handed over to the Warlord's Sigillite.
 
When taking a city or hive, the Dusk Raiders would prefer to besiege if first, firing artillery rounds filled with a dozen godforsaken contagions over (or through) the walls and waiting a few months. When the time came for them to enter the city, anything that was still alive would be shredded with bolt, plasma and promethium; the only considerable obstacles in their way being the sheer number of dead bodies filling the hive. Only Curze's methods were deemed more detestable, but unlike his fellow primarch's claims that the horrors he committed were for the greater good he simply pointed out that a conventional assault would likely have similar civilian casualties, but would also take a heavy toll on his own legion. The Warlord was never satisfied with this defence, but the results of his campaigns were undeniable.
 
He would go on to take this method of warfare off-world; after all, the need to kill and conquer in the most efficient way possible was even greater when precious supplies had to be ferried across the depths of space. Many whispered that he was his father's son - but this was not the case. For while the Unspeakable Tyrant had done such things in the name of gods too terrible to contemplate, Mortarion did them in the name of his warriors, and so that they may live another day. For all that ''they'' hated ''him'', he did not hate his own men; although few would have believed that had he told them.
 
 
 
 
 
At the onset of the War of the Beast the Dusk Raiders were quickly established as the dirty, dirty hands of the Imperium. Instead of fighting heroic yet costly rearguards to save evacuees as so many others did, they would bombard worlds with flesh-eating diseases and exsanguination virii the minute they were lost. This, contrary to their detractors, was not to punish those left behind but instead to deny the enemy potential slaves - or food, for that matter - while leaving most material assets intact. Hundreds of billions, maybe even trillions died from these proto-Virus Bombs, and it did not stop the enemy, or even slow their expansion; it was only beginning to chip away at the rate at which the expansion accelerated. Yet this was still more than most other legions could achieve against the sheer size and speed of the Beast's initial assault, and it was done while preserving Mortarion's valuable warriors; indeed, it was then that they earned their moniker of the ''Death Guard'', for the ruination that followed on worlds they failed to defend was as if they were the guardians of the reaper himself.
 
Many of Mortarion's fellow primarchs, Sanguinius and Vulkan in particular, publicly decried these attacks, but he did not care. They called him a traitor, and he did not care. They called him a coward, a monster, and he did not care.  They spat on his legion's banner; Dorn in particular calling his warriors cowards - and only then did he warn the man who fought only from his precious entrenchments to mind his choice of words, lest one of the Unspeakable Tyrant's lost weapons suddenly "appear" in the skies over his beautifully crafted defensive lines. For his Legion were not cowards, and any who would make such a claim had not seen the mechanical determination with which they fought. Any who would make such a claim had not seen the way they ground the Beast's forces down into pieces, then into dust, breaking the back of the enemy's assaults so that other, more heroic, ''better'' men might earn the glory of beheading them.
 
 
When the smoke had cleared and the Steward and Eldrad stood over the corpse of The Beast, the remains of the Imperium cheered for years, for decades. The Death Guard did not, for they were pushing its borders outwards; rebuilding their legion and continuing their endless, tireless crusade. Never mind how the mighty Dorn and his warriors would not take one step back. The Death Guard would never cease marching forward, into the Dark Millennium and beyond. The only time they would ever falter would be to honour their primarch's passing, on the distant western fringe world known as Macharius' Rest. Where sickness, assassination attempts, Thunder Warrior treatment and thousands of orks had failed, time had won its final victory. Members of the Dusk Raiders, the Death Guard, and every crusader who had ever fought alongside them made the pilgrimage to the edge of the Imperium, to pay their grudging respects to the Man Who Would Not Die.
 
 
 
 
''"Even our '''allies''' believe us nothing more than scum, than vermin to be crushed underfoot. Then let us fight like them; with tooth and claw, dragging down the mightiest of enemies with our dying breaths. Let us scour their lands clean with pestilence, and leave nothing that can be used against man - '''for vermin always have the last word'''."''
 


The Badab War was a particularly bloody one. Numerous Imperial regiments were still on active duty due to the 12th Black Crusade, so Imperial forces simply poured into the Badab Sector. However, it was not that easy. Huron had rebuilt many of the buildings of the Badab Sector, including the infamous “Palace of Thorns” on Badab Primaris, in the expectation of facing a Chaos attack from the Maelstrom, only now he was facing a siege from the other direction. Nevertheless, the Imperium continued to steadily gain ground, and it was clear that the Imperium would not be merciful to the traitors. As a result, Huron found himself accepting the aid of an ally he never thought he’d side with: the Chaos Gods.


Accepting the aid of Chaos caused a brief resurgence by the Empire of Badab, making it even harder for the Imperium to proceed, but the Imperium still managed to press on. Eventually, the Imperium reached the heart of the Empire of Badab, but the five traitor chapters fled into the Maelstrom at the behest of the Chaos Gods. Imperial Forces tried to follow the traitor chapters into the Maelstrom, attempting to kill them before they could escape and join with Chaos forces, but the Ruinous Powers threw up a Warp Storm that prevented all efforts at pursuit. Once in the Warp, each of the Maelstrom Warders fell to a different Chaos Gods, the Brothers of the Anvil (now Deathmongers) to Khorne, the Wind Riders to Slaanesh, the Charnel Guards to Nurgle, and the Crystal Wyverns to Tzeentch, with Lugft Huron and his Astral Claws, now rechristened the Red Corsairs, following Chaos Undivided.


Today, the Red Corsairs and their following chapters act more like mercenaries than cultists, willing to support any major Chaos warband as long as the pay is good. Surprisingly, the five chapters still cooperate with one another as well as they did when they were loyal to the Imperium, despite worshipping different gods. To Huron's warband, ties of brotherhood between soldiers outweigh any loyalty to emperor or god. On the battlefield, this translates to each of the five chapters having their own tactical niche: the Khornate Deathmongers are the hard-hitting shock troops, the Slaaneshi Wind Riders act as fast attack scouts and mechanized cavalry, the Tzeenchian Crystal Wyverns provide intel and psyker support, the Nurglite Charnel Guards are sappers and siege specialists, and the Red Corsairs are the all rounders that act as the glue holding them all together. In essence, they are a little bit of each of the variable aspects of Chaos bound together in a single package, and their strengths tend to balance out each others weaknesses. Of course, despite working well together, they are not very numerous (only about five thousand strong) and they almost never commit their full force in any one area at any given time. Indeed, if there were more of them, they probably would not be as well-coordinated as they are in the first place. Additionally, their strength in combined arms is balanced out by the fact that they aren't well-liked or patronized by their respective gods due to not cultivating an active hatred of their brothers-in-arms who worship different (or even rival) gods.


The Red Corsairs’ mercenarial nature is one of the ways people like Malys and Be'lakor get their hands on Chaos Space Marines without having to deal with Luther and his ilk. As of 999.M41, Huron and the Red Corsairs have thrown in their lot with Lady Malys and her forces, having seen the writing on the wall.
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=== Lorgar ===  
====The Bloodtide====


Lorgar Aurelian was a child born in the theocracy of the Ynsdonesic Bloc and as all children born in that awful place was the result of a state designated union. Unions in that dysfunctional realm in that time usually being decided by perceiving omens be it from smoke patterns or entrails augury despite the degenerate unions that this often created.
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As with all youths of that nation he was raised in the Kartharanite branch of religion. He was taught that only through suffering was any worth found be it inflicted on the self or on others and that the unbeliever must be cleansed from the world by fire and sword. It was not a faith of kindness that he was raised in.
For unknown reasons, Khorne has always had a strange fascination with nanotech. Perhaps it is because a nanite swarm is a weapon that flows like blood, or perhaps it is because the nanobots attack by entering the body and attacking the very flesh and blood itself. Regardless, Khornates often seem drawn to ancient nanotechnology, whether human or non-human in origin.


His appointed mentor in matters of religion was Bishop Kor Phaeron of Jakurtana. Had he had any other master then history would have taken a decidedly different path.
Nanotech weaponry was also popular with the corrupted Men of Iron during the Age of Strife, which formed the basis of abominations as omniphages. In 476.M41, a kill-team of about thirty Grey Knights led by Brother Ordan were on the trail of a Khornate cult looking for a nanotech weapon the cultists rather unimaginatively called the Bloodtide. After chasing the Khornates across several worlds via the Webway as the cultists pieced together the clues as to where the Bloodtide was hidden, the Grey Knights finally cornered the cultists on the on the world of Van Horne, the planet on which the Bloodtide had been buried.


Bishop Phaeron was secretly a member of the Katholian sect from which the Kartharanite had once sprung and in this more kind and just faith did Lorgar find peace and purpose.
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The old faith spread through the downtrodden and the hopeless of society despite the brutal and cruel efforts of Cardinal Tang to suppress, contain and exterminate it.
 
Eventually the outrage and animosity of the people for their leaders reached a fever pitch and civil war ensued. As Bishop Phaeron was the highest ranking member of the hierarchy on the side of the people he was looked to for guidance. As the Bishop's right hand man Lorgar soon learned the ways of war. He learned to inspire and comfort. He learned to appeal for calm and how to whip peoples passions to a frenzy. Although not lacking in martial prowess his voice, his cunning and his keen intellect were his favoured weapons.
 
It was maybe just in time that the subversion erupted into open rebellion when it did. The forces of the Warlord were marching down from the North and the Ynsdonesic Bloc was well up on the "Burn it down and start again" list.
 
With the possibility of an unwinnable war on two fronts Bishop Phaeron went to the parlay with the Warlord in person, dressed in only a crude hessian robe, with only Lorgar Aurelian accompanying him.
 
An audience was granted to the Warlord in his tent, at the heart of the enemy war camp, surrounded by genetically modified super soldiers and heavy weapons.
 
Expecting some sort of zealous speech of defiance and martyrdom the Warlord was taken aback some what when the two got down on one knee and swore allegiance.
 
The cared deeply about their faith and the word of their God. But their God cared deeply about the people he had made. Their God would understand if he was to be forgotten but not forgive men who should know better leading children to the slaughter. They would rather their people be free and happy than pious.
 
Moved by their words the Emperor gave them grace time. Should they triumph over their oppressors they would be welcomed into the Imperium as any other member state. Should they would have the harsh treatment of conquest and subjugation.
 
By insurgencies, underhanded tactics, assassinations and a brutal 12 year war the Katholians claimed victory and Cardinal Tang's broken but still living form was dragged before the Warlord as a token of gratitude.
 
It was somewhat of a pyrrhic victory for the people of the Ynsdonesic Bloc. They nation was in a hundred pieces, each swearing loyalty to some tin hat despot with delusions of grandeur, some almost as bad as Cardinal Tang. It would not be long before the fighting for dominance began, to say nothing of annexation from another nation.
 
The forces of the Warlord prepared to march again and again Lorgar begged the Warlord to stay his hand. They were just sheep without a shepherd, lost children in a very dark night. Once more swayed by the strange kind passion in Lorgars voice the Warlord relented.
 
Over the next five years as Bishop Phaeron became Patriarch Phaeron Lorgar went to the isolated and the lost and the scared with open arms and promises of reconciliation.
 
For the most part he was well received and his homeland healed. It was only after the talking was done that those too stubborn or monstrous to come home again were removed. Great pains were taken to minimize casualties but it was not a wholly peaceful end to that bitter conflict.
 
Ynsdonesic Bloc was the first of the old nation states to disband it's own military completely and throw it's own might, such as was left of it, wholeheartedly into the Imperium.
 
Lorgar, now a Chaplain-General in the Imperial Army, was considered too old for conversion from human to superhuman but did receive some discrete genetic modifications.
 
It was a regiment overseen by Lorgar that lead the final assault on the Despot of Ursh's palace that signalled the unification of Old Earth. But Chaplain-General Aurelian considered all of his victories to be nothing but tragedies. The only true victory, he would often claim, was one where no war was to be found. For his valour and astounding levels of inspiring oratory skill he was declared the unlikely Primarch.
 
Of all the Primarchs in the time of the Great Crusade his forces brought more worlds into the Imperium peacefully than any other.
 
They didn't bring more worlds in, oh my no. They were quite slow and their tardiness was no end of frustration to the now Steward. But Lorgar was tolerated because the worlds he claimed were brought into the Imperium whole and undamaged and contributing.
 
In the War of the Beast Primarch Aurelian and his Legion struck back with an unexpected force. Many of the other war leaders of the imperium considered his Legion to be full of pacifists and weakness. Like many of the damned in the armies of the Beast they had mistaken the olive branch for a white flag and they were punished hard for it.
 
Across the breadth and depth of the burning Imperium, to the aid of human or xeno, the Word Bearers could be found holding the line and inspiring others to hold the line. Where they strode despair turned to hope and weary hands held firm blessed weapons and shaky voices roared the old battle hymns.
 
Lorgar and his forces were on Old Earth when Sanguinius died and ever afterwards Lorgar blamed himself for not fighting hard enough to have saved his brother Primarch.
 
Lorgar lived and served for many years. He eventually died of old age at near eleven hundred years old. A small but modest shrine was erected at the Jakurtana Seminary that is sometimes visited by Word Bearer chaplains even into the Dark Millennium.
 
==== The Book of Lorgar ====
 
Perhaps more than any of the other primarchs, Lorgar reacted the most negatively when he learned of the existence of Chaos and the Chaos Gods. Lorgar considered himself first and foremost a man of peace, a man of unity, and here were a group of beings that not only profaned everything civilization stood for, but in their own way profaned the very virtues that made mortals great. As a result, within days of being told of the true nature of Chaos by the Steward, Lorgar was at the Steward’s quarters imploring the Steward, with all the fire only an inspired zealot could bring, to allow him to write a book to teach mortals how to steel themselves and fight off the depredations of these false gods. Here was an enemy that not only represented to him all that evil in the universe, but one that he could fight with his most powerful weapons: his words.
 
At first, the Steward was reluctant to give Lorgar his blessing to write such a book, given that he did not want to set up any state-sponsored religion and Lorgar had very prominent Katholian leanings, until it was pointed out to him by Malcador that the only other person really qualified to write a book for Imperial citizens on how to resist Chaos was Magnus the Red, who would probably write a version that would be considerably more…chummy than the Steward would have wanted. (Indeed, it may have been this conversation that inspired Magnus to write his “Gods and Daemons: A Spotter’s Guide”, for people who dealt more closely with warp-related phenomena and would probably be interested in more specific knowledge than how to ward off Chaos in general).


The Book of Lorgar (or as it is sometimes sarcastically referred to: “Resisting Chaos 101”), is the average Imperial citizen’s go-to guide for how to deal with Chaos and other commonly encountered warp phenomena. The book does not go into technical detail about many aspects of Chaos, but acts more as a survival guide: summarizing what you are facing, why it is bad, and how you can survive it. Although it is primarily considered a work of Lorgar (to the point that it is called the Book of Lorgar, rather than its official, much longer title) the work was also partly a product of Magnus the Red, with whom Lorgar consulted extensively while writing the book. In addition, commentary on earlier drafts was sought from the Steward and all of the surviving primarchs, as well as some well-known Eldar individuals. The book has heavy Katholian leanings, largely in part due to having been written by Lorgar, but the book does take pains to point out that many of the methods proposed in the book are applicable to all religions and how to adapt them to most of the major religious beliefs practiced in the Imperium at the time it was published (this is thought to have primarily been the Steward’s hand at work, keeping Lorgar from getting too overly supportive of one religion).
When they emerged from the Webway Gate, the Grey Knights had initially hoped to join forces with Imperial military assets on the planet with and organize an impromptu quarantine and defense against the Bloodtide. However, the only Imperial forces present on the planet besides the Grey Knights were the PDF and a Commandery of about 250 Sisters of Battle, who were on the planet investigating reports of a separatist cell, necessitating a change of plans. Making contact with the Sisters, led by Preceptor Mariel, and the PDF, the Grey Knights explained (at least as much as they could) they were hunting a Chaotic weapon of mass destruction that they believed was going to be activated under one of the largest cities on the planet.


It is said that late into the writing of the Book of Lorgar, the manuscript suddenly took a very surprising change in tone. This version, later known as the “Black Manuscript” claimed that not only was the Steward the savior of mankind, he was the avatar of a benevolent god or else a prophet for some higher power. It is not known who brought this version to the attention of the Steward (there are several possible options), but it is known that shortly after Lorgar finished these changes to the manuscript, the Steward requested to speak with Lorgar privately.
They told the Sisters and the PDF that they needed them to sound the evacuation order and work with the planet’s government to make preparations for the evacuation of the planet in the event of the worst case scenario. Meanwhile, the Grey Knights would enter the city and try and hunt down the cultists before they could activate the weapon. Preceptor Mariel wasn’t happy with the idea of being relegated to evacuation duty. She argued that it would make more sense for the PDF and Sisters to join the Grey Knights in hunting down the cult, and stop the disaster before it even began. Ordan responded it was either put out the call to evacuate and potentially only lose one city, or risk it and lose all the cities.


The Steward told Lorgar that for all his achievements, all that he had done for Earth, for humanity, and for the Imperium, he was not a god and did not want to be worshipped as such. At first Lorgar denied the Steward’s claims, but eventually the Steward convinced him otherwise. He told Lorgar that the entities that many less advanced beings would have called gods Lorgar had called nothing more than “bottled-up Warp farts”. And perhaps more poignantly, the Steward told Lorgar of his failings. Yes, the Steward had accomplished many great things in his lifetime, but he was far from perfect. A god, he told Lorgar, would have been able to avert the great armies of the Beast and have ended the war without subjecting the people of Earth to near-extermination. A god, he said, would have been able to save Sanguinius.


Having been convinced by the Steward’s words, Lorgar deemed all of the copies of the “Black Manuscript” heretical and ordered them burned. However, rumor has it that one copy of the “Black Manuscript” was secretly saved by Magnus the Red, for “historical posterity”. However, as of the 41st millenium no such manuscript can be located, and if it did exist, it is probably sitting in a dust bin on Ganymede.
As the Grey Knights entered the outer districts of the city, they heard a horrific scream and were buffeted by what seemed like a wind of metallic dust. They were too late. The Bloodtide had been activated. The Grey Knights, being clad in fully sealed power armor were immune to the Bloodtide effects, but the people around them were not. The civilians did not die cleanly, screaming in agony and clawing at their bodies as blood oozed from every pore, bleeding far more blood than any human should be able to produce as their internal organs were turned to liquid by what amounted to synthetic ebola. As opposed to the omniphages, which were intended as a form of nanotech Exterminatus, an intentional “grey goo” scenario, the Bloodtide was meant to kill people in the most horrific way possible. It was a nanotech terror weapon.


=== Jaghatai Khan ===
It wasn’t until the Grey Knights had reached the inner parts of the city that Ordan had realized he had made a mistake. He had only expected to have to fight the warlord and his hangers on, thinking their activation of the Bloodtide and the subsequent carnage was meant to be an end in and of itself. However, he hadn’t expected the warlord to use that blood for something else. The warlord had offered the blood of the dead as a sacrifice to Khorne, and given that quite a lot of people had died in one of the most Khorne-pleasing manners possible the warlord had managed to summon a literal army of Khornate daemons, which could travel the planet much faster than the Bloodtide ever could. The timetable for the total devastation of the planet had just moved up.


<div class="toccolours mw-collapsible mw-collapsed" style="100%">'''''The Noble Savage:'''''
The Bloodletters and Bloodthirsters arose from the blood as if crawling out of their own reflection. Normally most people would be cursing their decisions and their fate in this situation, but not Ordan and the members of the Brotherhood. They were Grey Knights. If they had to die, so be it, they would take as many of the daemons as they could with them. However, for all their bravery and defiance, they numbered little more than thirty, and did not have the numbers to take on the Khornate daemons, who simply dogpiled them. Ordan believed he was to meet his end when he was pinned by a Bloodmaster, when a melta blast from behind Ordan hit the daemon and melted its face to slag.


From an early age, it was clear to most people that Jaghatai “White Scar” Khan was going to grow up to be a troublemaker. Some might have doubted such a claim, but that would have been put to rest by the time Jaghatai was ten, when he was thrown from his vehicle during an accident while tending the flocks, giving him the scar that would later become his most identifying feature, only to dust himself off with little to no concern for the cut on his face. Unfortunately, “most people” did not happen to include the Despot of Ursh. For years, Jaghatai and his people had lived the way his people always had, raising flocks of livestock on the steppes with the help of motorcycles and off-road vehicles. It was this skill with motor vehicles that had brought the people of the steppes to the Despot’s eye. He saw a greater use for their talents than simply herding livestock, and so he pressed the people of the steppes into service. The people of the steppes were turned into shock troopers, raiding enemy supply lines, tearing into retreating battalions, and burning down villages that refused to completely subjugate to the Despot, becoming yet another boogeyman for the Despot of Ursh to use to scare his enemies and subjects into submission.


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Looking up, Ordan saw the form of Preceptor Mariel and her Sisters firing into the horde of Khornate daemons. Ordan demanded to know why the Preceptor was there, and why they weren’t helping sound the order to evacuate the planet. Mariel responded with a cheeky response about how they had already handled it. Regardless of their disregard to stay back, the Sisters provided exactly what the Grey Knights needed right now, which was numbers. The best way to fix the situation right now was to charge forward to the Bloodtide as fast as possible, which the Grey Knights did, the Sisters following close behind to provide supporting fire and even the Grey Knights’ odds against the daemons. As their melta guns ran out of power, they switched to their flamers, and then those ran out of fuel, their bolters.


Jaghatai’s father was the nominal representative of the steppe peoples to the Despot of Ursh, and so was given the title of Khan: a once noble title that had come to mean nothing in the years since the people of the steppes were enslaved by Ursh. Jaghatai's father pleaded with the Despot to try and make the lives of his people better, but the Despot had a heart harder than adamantium and had no love for people whose loyalty was not absolute. And so it was that at the age of nineteen Jaghatai was awoken one night by emissaries from the Despot of Ursh, who dropped his father's head in a sack on his doorstep and gave Jaghatai the same ultimatum the Despot had given his father. "Serve me absolutely, or die".
However, the Sisters were not immune to the Bloodtide’s effects. As the Grey Knights and Sisters pushed forward towards the center of the destruction, increasing numbers of Sisters fell, blood bursting from their pores as the nanotech breached the seals of their less advanced power armor and entered their bodies. The Sisters were more resistant to the Bloodtide than any unaugmented human, with some of their enhancements having been designed by Isha herself, and still they fell. Mariel herself managed to hold on until the Grey Knights made it to the Bloodtide itself before she collapsed. When the Grey Knights reached the center they found the Bloodthirster Ka’jagga’nath, who had been pleased by the slaughter wreaked by the now-dead cultists, and sought dominion over the Bloodtide itself. The Grey Knights protested this decision with warp fire and power swords, and after great sacrifice managed to banish the Bloodthirster. The Bloodtide, which had been bound to Ka’jagga’nath’s will when it had been activated, was disrupted by its banishment and returned to an inert form, waiting for a new master.


Faced with not only the threat of his own demise but the demise of his people, Jaghatai swore loyalty at the point of a sword. But privately, the new Khan swore another oath. He swore that if there was any justice in this world he would not rest until he had avenged his father and it was the Despot of Ursh who had his head put in a sack. And so it was that for several years Jaghatai served as the leader of the one of the most feared forces in the entire Urshite army. And he hated it. He hated seeing his people being turned into animals, being used as attack dogs to terrorize people whose only sin had been to ask the Despot of Ursh for a bit of mercy. He hated the pain and suffering he caused in every burned out husk of a settlement he left behind him. Even when his people were kept out of the fray of raiding and pillaging, his conscience still gnawed at him over the fact that it had been his support that had allowed the Urshites to win and allow this to happen.


This went on for several years, until reports began to come in about a strange new power known as "the Imperium" led by a most peculiar Warlord, which was pushing against the Urshites from the west. Fortunately for Ursh, much of the south and west of the Urshite heartland was bordered by near-impenetrable mountain ranges, with only a few major passes between them. Khan and his people were dispatched as part of a force to guard one of these mountain passes from incursion, along with several thousand elite Urshite troopers. The Urshite troopers had no love for the nomads, forcing them to set up camp far away from the rest of the army and making them do most of the scouting. It was because of this that the Khan and his forces were alone when they quite literally stumbled upon the expeditionary force of the Warlord one fateful day.
After the remaining Khornate daemons were purged and the city placed in quarantine, Ordan met with the planetary governor to briefly inform him of a heavily redacted version of the situation. In essence, a Chaotic weapon had been detonated in the city, the city was quarantined, and no one should be allowed to go near it. An experienced Inquisition team should arrive shortly to take the weapon to [[Nobledark_Imperium_Notable_Planets#Ganymede|Ganymede]], but the city was probably corrupted to the core and should be razed. The governor congratulated Ordan on their victory, only to receive an unexpected reply.


Coming around a corner in the bottom of a river valley, the Khan and his scouting forces quite unexpectedly came across some incredibly angry men holding some very imposing guns. After a few minutes of an intense standoff, the leader of the opposing forces called a ceasefire to try and figure out why either of the two sides hadn't begun shooting at each other yet. It was at this point that the Khan first met the Warlord. The Khan realized that this was his opportunity to get revenge on the Despot of Ursh and avenge his father. He told the Warlord the truth, the real truth he had carried inside him since the day his father died. Although initially skeptical, the Warlord was so impressed by the sincerity of the Khan's answer that he believed his story.
''“You call this victory? Millions of Imperial citizens are dead. An entire Commandery of Securitas, some of the bravest and most selfless warriors I have ever had the privilege to fight alongside, are no longer with us. [[Grimdark|There are no victories in this universe, governor. Only scales of defeat.]]”''
 
The Warlord and the Khan began to conspire as to how to defeat the Urshite army at the pass. At first, the Warlord suggested to the Khan that he simply hat to "forget" to show up to the battle, but the Khan vehemently disagreed. The Urshites had denigrated his people, the Khan said, and blood had to be repaid in blood. Therefore, a new plan was formulated, in which the Khan's forces would change sides once the Urshites and the Imperium became locked in combat. Rather than being flankers as intended, the Khan's troops would tear into the Urshite army from behind, forcing them to fight a two-fronted battle. The plan worked, and the battle was a complete rout for the forces of Ursh, allowing the Imperium to cross the mountain passes into the core Urshite territories. The former slaves of Ursh were skeptical to see the Khan's people as liberators, rather than devastators, and this bad blood would persist for years even after the fall of Ursh. Nevertheless, being involved as the front lines of a massive liberating army went a long way towards alleviating such concerns. When the Despot of Ursh was toppled and that abominable empire finally fell, the Khan finally felt that his father had been avenged.
 
The Warlord had earned the Khan’s gratitude and trust, but the Khan made sure to let the Warlord know that his people would never again be unthinking slaves.
 
“You have helped me avenge my father and free my people, and for that you have my gratitude. But remember, that gratitude makes my people and I your allies, not your slaves. For all that you have done, you have my trust, but if you abuse that trust, know that not even death will be fast enough to catch you before I do.”
-- Jaghatai Khan, reportedly said to the Warlord upon the final fall of Ursh
 
Fortunately, the Khan never had to put his newfound trust to the test. The years of the Great Crusade were probably some of the best of the Khan's life. His people were no longer slaves, and they had a vast new galaxy that had just become open to them. He even fell in love, something he had been studiously avoiding under the reign of the Despot in order to avoid giving that monster something he could exploit him with. He caught the eye of a girl, a former Urshite woman who had worked in the fields as an agricultural serf. He showed her the ways of the steppes, and the two of them fell deeply in love. He was heartbroken when she died. She died at 110, a ripe old age by the standards of those who lived before the Dark Age of Technology, but from a disease that befell many who worked in the fields of Ursh late in life that no amount of juvenant drugs could fix. And yet the Khan had to go on, as the Imperium still had need of his services. It was this sense of duty that led Khan to become an Astartes. Khan spent most of the Crusade on planets that had problems with orks and occasionally dark Eldar, beings that the Khan saw as truly reprehensible and therefore had no moral problems with hunting them down.
 
Late in life, the Khan began to feel the age seeping into his bones, and looked back at what he had accomplished during his life. He had avenged his father, freed his people, taken them to the stars, started a family, and helped build an empire. It was "more than any man could hope to accomplish in one lifetime", as the Khan said in his own words. But there was still one last thing Khan had to do. The old warrior planned to travel the galaxy one last time, to say goodbye to the friends he made before he passed away. However, the Khan never finished his trip. Although most of the people close to him did report seeing him shortly before his disappearance, the Khan never made it back to Earth to be buried in his homeland, like he wanted. Many of the White Scars say that like many of the other primarchs, Khan did not truly die, and will return to lead them once more when times are dire. One can only hope.
 
Although the Khan got along well with many of the warrior primarchs like Russ, perhaps his strangest relationship was his odd friendship with Magnus the Red. Part of the reason for this is that Khan actually knew Magnus (though not well) before either had become known as primarchs, back when they had served under the Despot of Ursh. Khan knew firsthand that Magnus was a man, not a monster, and treated him as such. It was probably this friendship that lead to the Khan being so pro-psyker in life. Although he was not a psyker, he knew of the suffering psyker powers could bring to an individual, and so was a strong advocate for pro-psyker policies like the schola that would help psykers control their gifts. He was also not averse to the use of psykers in combat, though like most he drew the line at warp sorcery.
Outside of the Steward and the primarchs, the Khan often had trouble socializing with other people. Part of this was due to a lack of things he could talk about with other people, and part of this was that he never really got the hang of Gothic, always speaking it with a rather heavy accent, which he was embarrassed by. As a result, the Khan was often known for being taciturn at public appearances, and was well known for regarding actions higher than words.


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=== Konrad Curze ===
====The Battle of Montlúcon====
 
<div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''''The Unforgivable:'''''
 
Konrad Curze was a man that could politely be described as driven, and accurately be described as ''a frothing at the mouth lunatic.'' Of all the Primarchs appointed, none were more questioned than he.


He had grown up in the final days of the Age of Strife in the rambling under city Tordashimya in the Pan Pacific Empire, along with all of the horrors and excess that this entails. To say that this had an effect on the deepest levels of his mind would be a woeful understatement, and he saw the fledgling Imperium as only existing as a means of imposing some sort of order and some basic justice on a world that was in dire need of both and he saw it as his duty to make it happen. Sadly his means of doing so were as crude and brutal as those who he sought to bring to justice; after all, the quickest way to gain obedience is through fear, and and the easiest way to rebuild a society is to behead it and tear apart the body.
<div class="toccolours mw-collapsible mw-collapsed" style="100%">'''''Star Gods and Daemons'''''


In 847 M41, the Nightbringer was rampaging through the backwater Imperial sector of Montlúcon, effectively unopposed; the PDF and Imperial Army forces stationed in the volume could do nothing in the face of such terrible might except flee or die. Worlds burned. Billions died, either beneath the Nightbringers' scythe or at the hands of its motley retinue; fresh- spawned Nosferatu, mad Maynarkhs, twitching Flayers, all devoid of any directive except to kill. It would take months to muster and dispatch a force capable of opposing the Nightbringer; months the worlds of Montlúcon did not have. But salvation would come from a most unlikely source.
The Bloodthirster Gharragroth decided that the Nightbringer's skull would make a truly great addition to the Skull Throne, and led his legion of thousands of lesser daemons into battle. The two monstrosities met on the world of New Cuarilia, the daemons rising from the blood and gore left behind by the Nightbringer's passage through the cities.
Perhaps they knew of the C'tan's vulnerability to the Warp, and expected a relatively easy battle. But the Nightbringer had become a very different creature than any of its peers, and the agony of the trillions it had killed had made its reflection in the warp sharp and deep. It wrapped all the fear and suffering it caused about itself like a cloak, striking supernatural terror even into the immortal. When the daemons faced it, for the first time in their millennial existences, they knew fear as a mortal was. Briefly they hesitated at the unfamiliar and unwelcome sensation; then they shook it off and charged.
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<div class="mw-collapsible-content">


 
When they closed, they found a foe that could not merely best them but destroy them. With every strike the Nightbringer not only tore at their material shells but devoured them, consuming their essences to fuel itself. With every daemon slain it grew a tiny bit faster, a tiny bit stronger, a tiny bit tougher; and all the while its cloak of terror wormed into their minds.
 
Despite - or, some whisper in hushed tones, ''because of'' - the Steward's insistence that he change his tact, Curze became stubborn and resentful; his predations becoming ever more brutal. Realising the futility of bringing to heel, the Steward instead directed him instead to the worlds of no hope, worlds so broken that they could never be brought into the Imperium. Worlds he couldn't make worse. It was on one of these worlds, Nostramo, that the Night Haunter found some strange joy. If he could bring a world such as this, so broken, so unspeakably wretched, as this to the light of civility then he would be vindicated before the whole galaxy. If a world so cursed by both gods and men could be rebuilt, there was nothing that could not be.  
To be sure, the daemons did damage in turn, tearing great rents in its necrodermis body that spilled flaring starstuff and sealed over wrongly in gnarled lumps of tissue as the self- repair routines were corrupted by exposure to the stuff of the warp. But still the Nightbringer was winning.
 
The subjugation of that world was the harrowing stuff of nightmares. The Dark Eldar could barely have done better to make every day-cycle a new nightmare; indeed, some claim that they were there to simply soak up the suffering as a welcome break to their long campaigns of torture and enslavement. But in time Curze, now infamous as the Night Lord of Nostramo, was vindicated. His people took control of every position of authority, while the malcontents were quickly ''disappeared'', often winding up dead and mutilated along with their families and friends, whether man, woman, elder or child. Hideous as it was, order was brought - and order began to spread, as for each world his legion inflicted unspeakable horrors on, ten more surrendered without raising arms. Hideous, brutal examples were made of the worst, but through them the more virtuous were saved.
Seeing the attack on the Nightbringer falter, Gharragroth commanded his legion to step aside so that he could engage the weakened C'Tan in single combat, and take all the glory for himself. For an hour the two titans were locked in battle, trading blows which would shatter superheavy tanks, tearing up the earth around them like an artillery barrage. In the end the Nightbringer proved the superior, tearing off Gharragroth's head and devouring the daemon, utterly unmaking a being which had existed for millions of years. The Bloodthirster had been an officer of Khorne's legions since their mutual birth in the Maelstrom, among the self-styled victors of the War in Heaven, and after millions of years meting it out with the blessing of King Khorne finally he tasted not mere defeat, but death upon the battlefield.
 
 
This proved too much for the survivors of the daemonic legion, and with the Nightbringer's mantle of fear still clawing at their minds, they broke and ran for the safety of the warp. Or rather, they tried to; Khorne was displeased by this display of cowardice, possibly the first time ever his daemons had fled before an opponent, and one he remembered to have triumphed over, striking down and maiming all the daemons which tried to escape as they returned to his realm. Turn and fight or die by my axe, he commanded. Your lives are all forfeit for this shameful display, but perhaps the one who brings me the head of the Nightbringer shall be spared my wrath.
 
 
So they turned, and fought, and died. And at the end of it that great daemonic legion lay dead upon the field and the Nightbringer was victorious. But only barely- the Corpus Magnum was close to falling again, covered in open wounds and twisted scars, the stuff of Chaos still contaminating its body in a hundred places slowly corroding it away. It was forced to flee into deep interstellar space, spending decades healing and purging the stuff of Chaos from its necrodermis flesh through the simple expedient of cutting it out. Thus was the remainder of the Montlúcon sector saved.
Soon enough, the dark whispers of Chaos began to tempt his mind, the fallen Eldar of the Crone Worlds assailing his dreams with tantalising offers of untold riches and endless power. Yet every offer was found wanting; every envoy cut down, every promise met with scorn. They had made the mistake of assuming that one such as Curze had become would revel in their depraved debaucheries, without considering that he would find them every bit as repulsive as other, better, people found him. He was a monster, this was true, but he was a monster who ripped and tore and tortured in the name of order; by the Emperor he was the ''Imperium's'' monster and nobody else's.
 
Since then, the Nightbringer has avoided further large battles with the daemonic, fearing that perhaps this time they might manage to fell and bind it once more. But at the same time its appetite has been whetted; it has found that as delicious as the souls of mortal beings are, daemons are a greater delicacy still. And it wonders; what would a god taste like?
Some, of course, fell. Younger soldiers who had maybe joined the cause for glory, for strength, or even for mere self-gratification. But the vast majority of them were, like their Primarch, disgusted by the offerings of Chaos, horrified by the fall of their battle brothers, and insulted at the implication that they and the forces of Chaos served the same ends. For the entirety of the War of the Beast, the Lords of the Night could be found sowing discord and misery amongst the fleets and the armies of damnation. For every horror the invaders committed more was inflicted upon them, and for every innocent killed by the Ruinous Powers the Night Lords would swear vengeance on a dozen daemons.
 
The Chaos gods believe themselves immortal, but the Nightbringer knows that all things die. So it waits, and it plots, as its hunger and ambition grow.
Few of that despised Legion ever fought on the soil of Old Earth, and never were they allowed to forget this. But because of their actions the forces of damnation were weakened and poorly focused with one eye always over their shoulder. Even if their military successes had counted for naught; even if they had not managed to save a single soul, '''they had made Chaos fear ''them'''''. And that was an achievement beyond all others.
 
 
 
 
In the aftermath of that war, many small provincial worlds and systems tried to strike out on their own, away from the light of the Throne, often being brought back by force. None of Curze's worlds, however, had ever tried to secede - after all, they knew both sides of the Imperium's protection, and had seen first hand the wrath that the Night Lords could unleash. If that was what they would to in ''defence'' of the Imperium, what they would do to willing turncoats did not bear thinking about.
 
In his later years, Curze was well aware that he had become everything he had despised in his youth, and he sometimes derived black humour from this; that he had finally rediscovered across the galaxy what he had first learned in his youth on a small Terran kingdom: that the ends do not, and cannot, justify the means. In the year 243.M32 he had himself tried and executed for war crimes as the ultimate testament that none were beyond judgement. He had deemed himself to have outlived his usefulness, and to some extent he was right; although the Imperium could tolerate a useful monster, it should have no love for one.


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=== Angron ===  
=== Minor Historical Events ===


Angron was a slave pit fighter in what was left of the Nord Afrik Enclaves.
====982.M31, An Awkward Reminder====
Imperial military assets are put on guard by the sudden appearance of an ancient Webway gate in the Sol system out of the interstellar blackness. Both humans and eldar are confused as to the significance of this event, until the Harlequins find mention of an Old Empire project to launch an invasion of the Sol system via a Trojan horse webway gate. The gate appears to have been constructed on a planet over a hundred lightyears away at some point in late M24 and fired at the Sol system at a fraction of the speed of light, with the Old Empire military leadership expecting it to reach Sol some eight thousand years later, apparently not realizing [[Fall of the Eldar|how much the galaxy would change in the interim]]. This awkward realization suddenly turns to horror when the Imperium realizes that while the Old Eldar Empire may no longer be around to implement their plan, [[Anal_Circumference|there is nothing stopping the Crone Eldar from doing the same]], and the Ilios gate, as it is come to be known, is quickly shut down and moved elsewhere.


He was liberated quite early on in The Warlords campaign. Signed on to join the Thunder Warriors.
====432.M32, A Lover’s Quarrel====
''“I sometimes try to reassure myself that we live in a [[lulz|sane, just, reasonable universe]]. Then I remember that we once lost a planet because [[Nobledark_Imperium_Notes#Lady_Malys|some Crone bitch]] [[grimdark|was going through relationship issues]].”''<br>
-- Imperial Colonel Ismerelda Guerregia, circa 400.M33


Rose through the ranks and earned great fame and respect. Munched loved by his men due to his tendency to lead from the front and getting stuck in where the fighting was thickest.
The galaxy’s longest on-again, off-again relationship, that of [[Nobledark_Imperium_Notable_People#Asdrubael_Vect|Asdrubael Vect of Commorragh]] and [[Nobledark_Imperium_Forces_of_Chaos#Lady_Malys|Lady Aurelia Malys of the Crone Eldar]] of Shaa-Dome, ends unexpectedly when Malys receives a message from Vect telling her that their relationship is over. The relationship between the two had been deteriorating for some years prior to that, rumor has it due to Vect and Malys’ relationship becoming strained over Malys’ attempts to convert Vect to Chaos, but for Vect to abruptly declare their relationship over without warning stuns Malys and sends her into a rage. Only Vect would have the audacity to tell the Daemon Queen to her face “it’s not you, it’s him”.


Was one of the older generation of TW with all the damage and flaws this brought with it.
In response to Vect’s message, Lady Malys rampages across Commorragh, determined to drag Vect out of his hole and confront him fact to face. She easily tracks down his refuge, a fortified bunker beneath one of his dwellings in Upper Commorragh. There was no way for Vect to hide, for as Vect’s former lover Malys knew exactly where Vect was likely to run (or, at least, so she thought) and few Dark Eldar were willing to stand between the Daemon Queen and the target of her wrath. In her emotionally compromised state, Malys’ normally razor-sharp mind is dulled with rage, failing to notice the ease at which she had managed to break into Vect’s hidden sanctum or the fact that resistance within Vect’s fortress was surprisingly lax. Malys finds Vect on his throne, surrounded by his harem of eldar and xenos slaves. When confronted, Vect is surprisingly remorseful of his actions, presenting Malys with a wrapped gift merely labeled “For my sweetheart”.


Due to his astounding aptitudes he was promoted to the rank of Primarch and given command of a batch of the new Astartes model Space Marines.
When Vect moves to open the gift, the containment field keeping its contents in stasis breaks down, unleashing the portable black hole held within. Malys only survives by slamming the door to Vect’s throne room behind her and allowing the black hole to consume the entire throne room before dissipating into Hawking radiation. In the moments before the box was opened, her rage had lifted enough for her to realize Vect would have never allowed her to get so close given recent events, as well as the fact that the being calling itself “Vect” had let slip numerous tells indicating that it was not her beloved Asdrubael. “Vect” was later found to be a slave surgically altered to resemble Vect and given access to the harem, having no idea it was meant to be a sacrificial lamb for Vect’s ex-lover or the nature of the “gift” Vect intended for her. Vect’s throne and entire harem are destroyed, a price Vect considers worth paying to keep Malys off his back. The actual Vect would not reappear until months later. Rumor has it he was on the other side of Commorragh enjoying a drink and watching the show unfold. No one in Commoragh was naive or foolish enough to actually believe him dead. Nevertheless, in the moment, Malys’ sheer rage at the situation, now compounded by the fact that Vect had the audacity to try and assassinate her, had yet to be sated.


Plagued by health issues despite attempts to repair his faulty upgrades. Refused the retirement offer that many TW took to make lives for themselves. He wouldn't have been able to deal with a peaceful life.
[[Exterminatus|An entire Imperial system burns]] [[Rape|at the hands of Crone Eldar in service to Lady Malys]] before Malys manages to calm down. It would be years before Malys and Vect were on speaking terms again. Although the ways in which their relationship has periodically ended have varied, sometimes with Vect dumping Malys, sometimes with Malys dumping Vect, sometimes the two mutually agreeing they need to see other people, the fallout from this breakup was particularly notable.


Survived all the way to the end of The War of the Beast but not much longer. Died peacefully in his sleep. Probably the oldest TW.
====M33 (subjectively), the Melee of the Impossible Mountain====
As the tides of the deep Warp continually shift, they lead to the rediscovery of Excalpurnia, the Impossible Mountain, in the Chaos Wastes, a location thought to be lost for a thousand years said to have a font of unimaginable power at its center. As word of this discovery spreads, the Impossible Mountain becomes a free-for-all, as daemons from all four gods battle each other for control of the source of power at its heart. Perhaps the most surprising participant in this contest is [[Nobledark_Imperium_Forces_of_Chaos#Be'lakor|Be’lakor]], intensely motivated by a desire to obtain any source of power not already claimed by one of the Big Four, tearing through Khornate, Slaaneshi, Nurglite, and Tzeentchian daemons alike to get his claws on the prize.


Kharn the Oathsworn took over, new type of super soldier for a new era.
Eventually, only two real contenders are left for the prize, Be’lakor and Skalaban’thrax, a Bloodthirster of Khorne. In terms of raw power, Be’lakor and Skalaban’thrax are evenly matched, but Be’lakor knows the Bloodthirster outclasses him in stamina and martial prowess and, if allowed to, will simply outlast Be’lakor before landing the killing blow. Be’lakor wins the fight by tricking the Skalaban’thrax into charging him before shoving the Bloodthirster into a warp portal to [[Nobledark_Imperium_Xenos#Blanks_and_the_Pariah_Gene|Pluto]], catching the Bloodthirster in a banishment loop until his will breaks and he forfeits the contest.


He didn't live a happy life, but given the nature of his childhood he could have lived a worse one and a statue of him stands outside the gate of the Carthisisa Hive Cathedral.
Although smug from his victory over the Bloodthirster, Be’lakor’s hopes are dashed when he realizes what the prize of the Impossible Mountain is: [[Nobledark_Imperium_Forces_of_Chaos#Drach'nyen|the daemon sword Drach’nyen]], finally coming to light after being cast into the Warp by the last act of the kinebrach warsmith Ra-Ham-Be. Furthermore, Be'lakor in his rage recognizes the hand of the Architect of Fates in this turn of events, clouding his sight just enough to let him see an unclaimed well of power but not letting him see enough detail to realize it's a source of power he doesn't want. Recognizing Drach’nyen for the white elephant that it is, Be’lakor concedes defeat, allowing Drach’nyen to be taken by Ka’junhada, a minor Bloodletter of Khorne. Ka’junhada is found dead a (subjective) month later, his bloodlust not sufficient enough to quench the thirst of the daemon sword. And so Drach'nyen is set loose on the galaxy once more, albeit in a different form.


=== Corax ===
====169.M35, The Malalian Heresy====
A group of Crone Eldar discover the true nature of Malal as a fifth (technically second), independent Chaos god. Such a fact was not exactly uncommon knowledge among the Crone Eldar, however, the fact that the Crones in this case responded to this information by renouncing their allegiance to all other gods and worshipping Malal exclusively was quite unusual. It is thought that the eldar in this case were nihilistic “true” Nurglite Crone Eldar, which meant this discovery resonated with their worldview and they were already in the right mindset to act on this information rather than just dismiss it as most other Crones would. These Crone Eldar painted their faces white and black, preaching that Malal was the one true god (or at least, the god to be placed before all other gods) and that he was their savior through their destruction. The movement gained popularity, with billions flocking to their banner.


<div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''''The Raven King:'''''
This notion was quite franky regarded as the highest levels of blasphemy to most levels of Crone society, albeit for different reasons behind the different sects. Khornates considered it blasphemy to place Khorne’s vizier above Khorne, Tzeentchians inherited their patron’s animus for the anti-god that had existed since the dawn of recorded history, and Chaos Undivided eldar considered it heretical to claim that any gods worthy of worship existed beyond the main four. Even Slaaneshi and Nurglite eldar joined in, Slaaneshis likely because [[That Guy|they relished in the opportunity to bring anyone spite]] and Nurglites possibly because Nurgle feared retribution from a reformed Malal for what happened at the end of the War in Heaven (as well as the fact that Nimina and the Conservators were very vocal about how heretical the notion of worshipping someone other than Nurgle was compared to what would be expected of a Nurglite) As a result, persecution of this heresy garnered an abnormal amount of cooperation from followers of the big four.


Towards the end of the Wars of Unification the Despot of Ursh and remnants of the Pan-Pacific Empire united out of desperation although for that desperation they were no less formidable.
The full force of the Crone Worlds and Shaa-Dome was brought down on the movement, but the fighting was not as easy as would be anticipated. Although greatly outnumbered, the individual Malal cultists seemed to have the strength of ten eldar, not to mention the assistance of the Malalic daemon prince Apep. At one point even Skarbrand was summoned and depopulated a continent-sized region of a layer of Shaa-Dome before being banished. In the end, it was the orthodoxy’s sheer numbers along with the summoning of daemons that turned the tide, Malal had not regained enough strength to form daemons yet whereas that daemons of the big four were so angered by the rebellion of the outcast god the Crones could summon them for a song. Hundreds of billions are killed in the resulting conflict before the surviving heretics are defeated and put to the sword.


In the lands of Sino were to be found huge tracts of the richest and most bountiful fields on all of Old Earth in that time and with their produce a seemingly unending number of fighting men and near-men and once-men could be maintained. Those fields though bountiful were tilled with the blood and sweat and breaking backs of a slave caste that knew nothing of war and cared nothing for conquest and whose eyes were cast firmly upon the ground as those that dared to look up were so often the worse for it.
====???.M38, the Raid of Bor’kan====
In an early encounter between the Tau Empire and the Dark Eldar, a raid by Archon Klax on the Sept world of Bor’kan takes thousands of Tau and Poctroon slaves. Sending a communication receivable by Tau technology, Klax offers to release the slaves in exchange for a significant amount of ransom. Still naïve to the ways of the Dark Eldar, the Tau Empire pays the sum, only for Klax to send another communication openly laughing at the Ethereal council’s actions and broadcasting the torture of dozens of prisoners. In response, Tau and Poctroon engineers spend several months building a 0.8 km unmanned projectile out of modified unused Poctroon designs for an interstellar sleeper ship and launch it at the apparent location of the transmission at one-third of the speed of light. Several years later the ship strikes the moon of a seemingly uninhabited gas giant several lightyears beyond Tau space with enough force to leave a crater in the planet’s surface kilometers deep still visible when the Tau colonize the system centuries later. Although the attack fails to kill Klax, it damages his operation enough that Klax is not heard from for several decades.


It seemed the Warlord knew that any attempt to invade that place by conventional means would be bloody in the extreme; to his own men, to their men and more tragically to the people he was trying to liberate.
====970.M41, Reactivation of Ouakronos====
The Imperial world of Neo-Alexandria is invaded by Necrons of the Sarnekh Dynasty led by Thaszar the Invincible at the orders of the Silent King. Unbeknownst to its inhabitants, Neo-Alexandria is really the Necron World Engine Ouakronos, millions of years of asteroids and debris being drawn into its gravity well leaving it deceptively caked in kilometers of soil. Covered in rich regolith, the planet was terraformed by humans during the Dark Age of Technology, with none the wiser as to its true nature. While the Imperial military above engage the Necron forces, oblivious to their true goal, Thaszar descends below the planet’s surface and reactivates the World Engine. Great fissures open up across the planet, cyclopean engines jutting forth from the layers of earth, before Thaszar points Neo-Alexandria at Mandragora and engages its inertialess drive. Not being protected by external shielding or artificial gravity, the planet’s soil, atmosphere, and inhabitants are stripped away by the acceleration by the time Ouakronos arrives at its destination.


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== Imperial Governmental Structure ==


Ursh had been pushed back and pushed back until it was now one diamond hard core of resilience. Conventional war was to be avoided and Curz's methods of unconventional war were not to be considered.
[[Image:1485614099098.jpg|thumb|Emperor Oscar of the Glorious Imperium and its people uncounted, Consort of the All-Mother and her most favoured champion, last of the Golden Men, founder of the Imperium, bane of gods, unifier of all civilized peoples and Defender of the Realm. Not as gold-colored as most people think.]]


All that could be done was stand at the border and wait. Although the Warlord could not get in the Despot and his men were contained. Victory by weight of probability and time was assured but time for change to occur would be glacial and all the while suffering and death would be had among the downtrodden masses. Death by time or death by the blade, neither option was palatable.
The Imperium is vast and covers a little over a million inhabited worlds of humans and xenos and the styles of governance of these worlds varies greatly from one planet to another. Represented under the ever watchful Aquila can be found meritocracies, stratocracies, bureaucracies, plutocracies, oligarchies, theocracies, monarchies, aristocracies, democracies and many others. All of these are local systems usually confined to a single solar system or planet or even a nations on those planets.


And into this unhappy standoff Corax, the one who would one day be known as the Stormcrow, arose.
The Imperium itself is an autocracy under the rule of the Emperor who operates mostly via benevolent indifference. As a general rule the Imperium does not care what you do so long as you pay the tithe and don't rock the boat.


Uninformed and downtrodden as they were the slaves of Sino were far from stupid if only because stupidity was far from a survival trait in their harsh world. They had hear of the Warlord, they had heard of his new Imperium and they had heard of the freedoms it offered. They wanted that. Few would dare try to run the border because of what the Urshi would do to their loved ones left behind and what the foul men of the Khanate did to those they found running away.
The only time when the Imperium does care is when one of it's few rules is broken to a degree that they can't pretend to not see it any more. The rules being:


Among them arose a man from the factories who had spent too long toiling for cruel masters and starving whilst his oppressors feasted. His family were dead by one means or another be it contagion, sport or ritual and he was left with critically little left to loose.
# Pay the tithe
# Don't worship the gods of Chaos
# Don't worship the Emperor
# No militarized religious institutions
# No open warfare between member worlds of the Imperium


His job afforded him a basic but working knowledge of alchemy and reaction and he often handled equipment that was only considered tools rather than weapons because of how it was used. Corax was a very angry man but also a very cunning man whose anger was tempered by age earned wisdom and set for the long simmer rather than full boil. This was good as he was surrounded by a lot of other very angry people who also needed to be taught that patience and anger could work very well together.
So long as these few rules are followed the Imperium does not care. If those rules are broken or the boat is excessively rocked the Imperium suddenly does care and that is terrible because it has no sense of proportional escalation and will confiscate your planet.


By simple but time trusted methods of communication the words of rebellion spread. It was not without cost or casualty but those sufferings were just more fuel for the long burn of hate. It is possible that the rebellion would have died in it's infancy but for the forces and resources and attention being diverted to the borders where the Warlord circled, waiting for some weakness to show.
Although the Emperor officially rules in practice the Royal Couple spend most of their time touring the Imperium overseeing and inspecting. The day to day running of the Imperium is done by the High Lords of the Imperium who reside on the Holy Planet of Old Earth, know as Terra to the Mechanicum and affiliated institutions.


When the hammer finally came down it was like half the nation caught fire all at once. Caught unaware vast numbers of the fearsome warriors trying to out stare the Warlord at the border were frantically pulled back to keep the heartlands in good order. Perhaps this was a miscalculation on the part of the Generals responsible for the descision. Certainly the Despot thought so if the flayed and violated but still somehow living bodies of those generals adorning the palace walls are anything to attest to.
The High Lords of the Imperium are:


With the sudden depletion of massed soldiery on the borders the tables had turned sufficiently to make conventional invasion a realistic possibility. And at the head of the vanguard was Angron whose account of the first battles would have made historically important reading had he been persuaded to write anything down about it.
*[[Nobledark Imperium Notable People#Master of the Administratum Irthu Haemotalion|The Master of the Administratum]]
*The Inquisitorial Representative (currently Hector Rex)
*[[Nobledark Imperium Notable People#Fabricator-General Oud Oudia Raskian|The Fabricator-General of the Adeptus Mechanicus]]
*[[Nobledark Imperium Notable People#Grand Provost Marshal Aveliza Drachmar|The Grand Provost Marshal of the Adeptus Arbites]]
*[[Nobledark Imperium Writing#The Saga of Fedor Jiao|Paternoval Envoy of the Navigators]]
*[[Nobledark_Imperium_Notable_People#Master_of_the_Adeptus_Astra_Telepathica.2C_Astronomican.2C_Schola_Psykana_and_the_Black_Ships_Lady_Ina_Kissa|The Master of the Adeptus Astra Telepathica, Astronomican, Schola Psykana and the Black Ships]]
*Grand Headmaster of Rhetor Imperia and Schola Progenium
*[[Nobledark_Imperium_Notable_People#Lord_Commander_Militant_of_the_Imperial_Army_Lukas_Bastonne|Lord Commander Militant of the Imperial Army (ground forces)]]
*[[Nobledark_Imperium_Notable_People#Lady_High_Admiral_of_the_Imperial_Navy_Merelda_of_House_Pereth|Lord High Admiral of the Imperial Army (space forces)]]
*[[Nobledark_Imperium_Notable_People#Spokesman_for_the_Collective_Synod_of_the_Imperium_Walden_of_the_Aaldenbergs|Spokesman for the Collective Synod of the Imperium]]
*[[Nobledark_Imperium_Notable_People#The_Speaker_for_the_Merchant_Navy_and_Rogue_Traders_Abdul_Golberg|The Speaker for the Merchant Navy and Rogue Traders]]


Caught between the forces of Corax and his merciless insurgency who knew all about cruelty and the forces of the Warlord that were as unstoppable as the sunrise the forces of Ursh were driven from the lands of Sino to their last strongholds where they licked their wounds and waited for the end that was not slow in it's arrival.
[[Image:Nobledark Aquila.jpg|thumb|left|250px|The Imperial Aquila, with the twin heads of the Eagle and the Phoenix, symbolizing the union between humankind and Eldar. This is merely the most common variant, with the colors and even to some degree the shape of the Aquila varying based on organization and world.]]


The people or Corax, freed for the fist time in time beyond living memory, looked towards the ordered and disciplined (except for Angron who had to be sedated) forces with wary eyes. They were not slaves now and would never bend a knee to a man again.
The High Lords of the Imperium were originally set up during the days of the Unification of Old Earth as the task of ruling was becoming too time consuming even for the superhuman Warlord, as he was known at the time. The Warlord's long term hope was that they would eventually be able to replace him entirely and he could step down as the temporary immortal ruler of the masses. His short term goal was to get a bit of free time to learn how to socialize.


Corax, to his credit, did know that there was a world of difference between taking an nation and holding it. His people were brave and tenacious and could be vicious when provoked. But he knew deep down that they could not run a nation and all would soon descend into anarchy at best and re-enslavement or death at worse.
As the years wore on it became obvious that humanity on the galactic scale would always need one man of supreme competence to set precedents for the High Lords to follow. The rank of Emperor was created but not occupied by the Warlord who instead became the Steward and would wait for such an individual to arise. In his mind humanity should be ruled by humanity, not be an artificial construct of a failed and half forgotten Empire.


When the Warlord strode across the quietened field of victory towards the Stormcrow Corax could see in his eyes that it was one man greeting another as an equal, brothers in battle and free men.
After Goge Vandire was appointed Emperor, screwed everything up and was promptly executed the Steward was bullied by Inquisitor Sebastian Thor and the demands of the masses into taking the role of Emperor. He was not particularly happy about this and at first refused until Inquisitor Thor pointed out that by the end of the day one of them would be sitting on that gaudy old chair and out of the two of them one of them would die of old age eventually and then another civil war this time of succession would almost certainly ensue.


Corax knew he would need to use what temporary authority he had as leader of a victorious rebellion to direct his people into a cohesive whole now that the immediate threat was removed and the Warlord knew that they were distrustful of outsiders and wouldn't take kindly to direct orders. A compromise was quickly reached. The most competent seeming of Corax's people would be given positions of authority in the newly freed nation but would also be provided with advisors and assistants from the newly formalized Administratum on loan for as long as they were wanted.
With the exception of the position of the Inquisitorial Representative (which is a ten-year rotating position to make sure the High Lords have the best expert for whatever crisis is facing the Imperium on hand and no one Inquisitor gains too much power), the High Lords of Terra are all human. This is because Eldar live for thousands of years and no one wants to be stuck with one person in the same position for thousands of years. Of course, this doesn’t stop every High Lord and numerous officials beneath them having at least one Seer on their payroll giving advice and wisdom. This benefits the Eldar as well, as it allows them to influence Imperial government without putting themselves directly in the crosshairs. The idea of non-human, non-Eldar High Lords has never come up, seeing as the Imperium has only been officially admitting other species for the last 4,000 years and other species make up only about 1% of the Imperium’s total population. Though given the Tau’s current political ambitions it’s likely that this point is going to be brought up in the near future.


It was not long after that the weathered man that was Corax witnessed the final and lasting death of the Ursh and ever afterwards was he disappointed that he didn't get to deal the killing blow.
=== Xenos Classifications ===


As Old Earth was brought to a new golden age the now Steward's eye turned upward to the inky black. To the far places of Luna and Mars and the Jovians and further, so very much further.
As the Great Crusade made its way across the stars, back before the Eldar joined and the Imperium was merely the Imperium of Man, the nascent Imperium encountered numerous forms of sentient alien life. Some were non-aggressive towards humanity but merely wished to be left alone, something the Steward was more than willing to oblige. The point of the Great Crusade was to strengthen and unite humanity, not start a hundred petty wars that could weaken humanity in the future via a death of a thousand cuts. Other races, like the Kinebrach or the Eldar of Colchis, were interested in interacting with humanity on peaceful terms, either coexisting as equals or acting as trading partners. The Steward allowed this with some reservation, though he probably told the Xenos in no uncertain terms if he ever found out they were antagonizing or abusing humanity his response would be swift and vengeful. And still others, such as the Nephilem and the Laer, were just so destructive and antagonistic that they simply could not coexist with humanity and had to be destroyed. Any Xenos that would enslave or prey upon proud humanity, and as it often happened other meeker sentients alongside them, would be put to the sword.


He knew he would need men he could trust in both loyalty and competence. People to act in his stead. Of these twenty most gifted and proven individuals Corax was one. When it came to covertly setting traps and ambushes he had no equal. Sadly he was well beyond the age when super soldier treatments become a viable possibility to say nothing of the two prosthetic lungs Imperium loyal tech-adepts had gifted him to undo the effects of thirty years of toxic fume inhalation in his old job. He did receive some discrete cybernetic enhancements and longevity treatments but nothing that wouldn't allow him to pass as human.
It is these types of interactions that led to the modern Xenos classifications that we know today. Today, the Ordo Xenos of the Inquisition recognizes three major types of sentient alien life:


The skills he had learned and instilled in his new legion were of great use in the Unification of Sol. One of the earliest and most charictaristic victoris was when the dissidents breaking away after the Magi of Mars pledged alliance to the Empty Throne swiftly found themselves making considerable compromises as their air recycles all spontaneously exploded. Ever a man of the people Corax would always choose the path of least collateral damage over expediency or personal safety.
'''Xenos Familiaris''' – Literally “familiar Xenos” in this case. Used to refer to any Xenos species that is a member of the Imperium. Eldar, Tau, Tarellans, and Demiurg are all representatives of this category. Ironically enough humans also fall into this category if used by a non-human Imperial citizen, as the term essentially means “species that are not my own that are part of the Imperium” as opposed to a human-specific term.


As the Unification of Sol turned into the Great Crusade Primarch Corax found that there were all too many kindred souls enslaved on distant worlds to terrible masters, some human and some xeno and some hideous beyond categorization.
'''Xenos Independens''' – Xenos races that are rational enough that they can negotiate with the Imperium, but for whatever reason are not part of it. Some engage in heavily restricted trade with the Imperium (usually through Rogue Traders, as the Imperium likes to use free trade with the rest of the Imperium as a selling point for minor races to join). Others are aloof and territorial and may have even fought minor skirmishes with the Imperium, but are generally smart enough to sue for peace before things escalate beyond the point of no return. The Q’orl and the Jokaero represent the aggressive and affiliative extremes of this category, respectively. Ordo Xenos Inquisitors like to monitor Xenos Independens like a hawk, as they are ideal tools for Chaos to subvert and use against the Imperium. Most modern Xenos Familiaris (with the exception of humans, eldar, kinebrach, and a few others) were treated as Xenos Independens prior to M36, when the Demiurg were inducted as the first official non-human, non-eldar member state of the Imperium. Interestingly, the [[Nobledark_Imperium_Xenos|Necron Star Empire]] was in this category at one point when the Imperium thought they could be negotiated with until the Silent King started getting unreasonable.


Although the Raven Guard did posses Astartes soldiers (favoring a more refined version of the earlier model rather than the latter models) they were only typically used for the killing blow. The bulk of the Legion was mere mortal men who were far more adept at cover tagging of targets and walking among the downtrodden masses unobserved. When the Space Marines were called in and the fireworks went off the action was intense, devastating and brief. Quick decapitations with little mess were what his legionaries prided themselves in and it served them well. The people of the worlds they liberated loved them. The Men of Earth, that legendary birth world of humanity, had come back to save them and it was joyful.
'''Xenos Horrificus''' – Hostile xenos. Xenos that are aggressive, destructive, cannot be negotiated with, or have express aims to make total war upon the Imperium, and therefore should be eradicated whenever possible. A declaration of Xeno Horrificus is essentially an all-out biological declaration of war on the species. Orks, tyranids, Crone Eldar, Rak’gol, Slaugh, and Barghesi, among others, all fall into this category.


But of Corax no rest was had in celebration or revelry. If his victories had taught him one thing it was that they were necessary and they hadn't run out of worlds to free. There would be no rest till they reached the edge of the galaxy and all the worlds in between.
There is also a fourth category recognized, though not commonly used, by the Order Xenos to refer to Xenos that the Imperium knows little to nothing about: '''Xenos Obscuras'''. Most of the time this classification is used to refer to long-dead races that are of little to no threat to the Imperium, though sometimes it will turn out the species is not as dead as everyone once thought. This doesn't stop entertainment media from using it to explain Inquisitorial heroes finding knowledge of rarely-glimpsed xenos of rumor. If the Inquisition decides that rumors of a xenos species have enough truth to warrant a classification, it is listed as Independens (Pending) or Horrificus (Pending).


The Raven Guard in their way operated in a manner mirror to that of the Night Lords in those hopeful days of the Great Crusade. The Night Lords would terrorize and scatter and slaughter but leave the technology and architecture of a world intact in preparation for a killing blow, the Imperium had no shortage of people and a replacement population could always be brought in. The Raven Guard preferred to destroy infrastructure but spare those who knew how to repair and maintain it in preparation for the final strike with the certainty that expertise could not be easily replaced. The Raven Guard argued that the entire endeavour of the Great Crusade was to save humanity, not slaughter it. The Night Lords agreed but saw no point is loosing sleep over the loss of individual humans sacrificed for the good of the whole.
Although some Imperial citizens mistake abhumans for Xenos, there is actually a very clear line between the two. If an organism is an Earth-based lifeform originally descended from humanity, it is an abhuman, no matter what it looks like. Anything else is a Xenos, with few possible edge cases concerning ancient extraction of biological samples form earth species by Xenos later developing on other worlds.


Both rival primarchs despised one another, both raised good points, both were most effective when fighting in concert with a more direct Legion or similar fighting force and neither were openly brought to heel by the Steward because both were undeniably effective. Twice, in the days of the Great Crusade, the Crow and the Haunter came to blows although their Legions never went to war against each other. Barely.
{| class="wikitable"
!|Xenos Familiaris
!|Xenos Independens
!|Xenos Horrificus
|-
|style="width: 33%" |'''Humanity''' (including abhumans)<br> '''Eldar''' ([[Nobledark_Imperium_Notable_Planets#The_Craftworlds|Craftworld]] and Exodite)<br> '''[[Nobledark_Imperium_Member_States#Tau_Empire|Tau]]''' (joined M39)<br> '''Demiurg''' (joined M36)<sup>1</sup><br> '''[[Nobledark_Imperium_Member_States#Watchers_in_the_Dark|Watchers in the Dark]]''' (joined M36)<sup>2</sup><br> '''[[Nobledark_Imperium_Member_States#Kinebrach|Kinebrach]]''' (joined M36)<sup>3</sup><br> '''[[Nobledark_Imperium_Member_States#Tarellians|Tarellians]]''' (joined M38)<br> '''Nicassar''' (date unknown, M36-37?)<br> '''Kroot''' (joined M39)<sup>4</sup><br> '''Poctroon''' (joined M39)<sup>5</sup><br> '''Vespid''' (joined M39)<sup>5</sup><br> '''[[Nobledark_Imperium_Member_States#Diasporex|Diasporex]]'''<sup>6</sup><br> '''Enoulians'''<br> '''[[Nobledark_Imperium_Drafts#The_Pale_Wasting_and_the_Thexian_Trade_Empire|Thexians]]'''<sup>7</sup><br>
|style="width: 33%" |'''[[Nobledark_Imperium_Xenos#Hrud|Hrud]]'''<br> '''Jokaero'''<br> [[Nobledark_Imperium_Forces_of_Chaos#Saruthi|'''Saruthi''' (the Sane)]]<br> '''Q'orl'''<br> '''Thyrrus'''<br> '''Zoats'''<br>
|style="width: 33%" |'''[[Nobledark_Imperium_Xenos#Da_Orkz|Orks]]'''<br> '''[[Nobledark_Imperium_Forces_of_Chaos#The_Crone_World_Eldar|Croneworld Eldar]]'''<br> '''[[Nobledark_Imperium_Xenos#Dark_Eldar|Dark Eldar]]'''<br> '''[[Nobledark_Imperium_Xenos#Necron_Star_Empire|Necrons]]'''<sup>8</sup><br> '''[[Nobledark_Imperium_Xenos#Tyranids|Tyranids]]'''<br> '''[[Nobledark_Imperium_Drafts#The_Rangdan_Xenocides_and_the_Slaugth|Slaugth]]'''<sup>9</sup><br> '''[[Nobledark_Imperium_Xenos#Rak'gol|Rak'gol]]'''<br> '''Barghesi'''<br> '''[[Nobledark_Imperium_Xenos#Medusae|Medusae]]'''<br> [[Nobledark_Imperium_Forces_of_Chaos#Saruthi|'''Saruthi''' (the Broken)]]<br>'''†Khrave'''<br>'''†Laer'''<br> '''†Nephilem'''<br> '''†[[Nobledark_Imperium_Drafts#The_First_and_Second_Viskeon_Wars|Viskeon]]'''<br> '''†Yu'Vath'''<br> 
|}
† - Considered extinct by the Imperium<br>
<sup>1</sup> - First non-human, non-eldar species to officially join the Imperium. Offered alliance in recognition of the great help they gave the Imperium during the Age of Apostasy and the Imperial Civil War <br>
<sup>2</sup> - Were allied with the Dark Angels as early as the Great Crusade, officially didn't exist until Imperium began admitting other species in M36<br>
<sup>3</sup> - Were a protectorate of the Interex until M36, at which point they obtained separate representation <br>
<sup>4</sup> - Originally allied with the Tau, carried over when the Tau joined the Imperium. The Kroot technically don't see themselves as part of the Imperium, rather the Imperium are "preferred clients", but given they dislike Chaos as much as the rest of the Imperium does and the Necrons and tyranids don't hire mercenaries the difference is almost academic.<br>
<sup>5</sup> - Originally allies of the Tau Empire, still associated by proxy<br>
<sup>6</sup> - Technically a union of multiple species, including humans. Treated as distinct because it's unclear what species, if any, is in charge.<br>
<sup>7</sup> - Formed a Xenos Independens empire called the Thexian Trade Empire with relatively good relations with the Imperium until its destruction in M34 due to the [[Nobledark_Imperium_Drafts#The_Pale_Wasting_and_the_Thexian_Trade_Empire|Pale Wasting]]. Inducted as Xenos Familiaris when surviving representatives were found.<br>
<sup>8</sup> - Were Independens until M40 and the war sparked by the return of the Silent King, still some exceptions like the Gidrim (Nemesor Zahndrekh) and Solemnace (Trazyn the Infinite) Dynasties who are mostly Independens.<br>
<sup>9</sup> - Declared extinct multiple times


When the Beast arose among the orks and the Great Crusade ran into it's equal and opposite the nature of the Raven Guard changed. Just as the Night Haunters were occasionally called in, to their disgust, to protect refugee convoys so were the Raven Guard called in to euthanize populations contaminated irreparably. To say that Corax found these orders distasteful would be a gross understatement. Out of all the Primarchs it was Corax who was first to outright disobey a direct order from the Steward. He would not bring nuclear fire down upon a civilian target. He and his men would not abandon their principles, not even in the face of annihilation.
=== Member States ===


It was upon the fate of the once thriving cultural hub that was the planet Azoth that the Raven Guard made their stand. The world was infected but they believed, they knew in their heart of hearts, that it could be saved. The force to retake it was led by the Stormcrow himself who needed to show the Steward that no such drastic steps needed ever to be taken.
Most of the worlds encountered by the Imperium during the Great Crusade had greatly devolved during the Age of Strife, and ended up having to be directly administered by the Imperial Government and the Administratum. However, several national entities, including other technologically advanced Survivor civilizations, the Eldar Craftworlds, and several other species of xenos joined the Imperium whilst being interstellar powers in their own right. In these cases, these entities joined as semi-autonomous member states, granting them almost complete political and industrial autonomy in exchange for following the Imperium's few universal rules.


Upon that world something in the heart of Corax died at what he saw. At the barbarity and the debauchery and the unholy violations he could never of dreamed of, not even the most depraved Despot of the Urshi could have dreamed of. ██████████████████████████████Data Expunged. -][- . Hydra Dominatus.████████████████████████.
For more information see [[Nobledark_Imperium_Member_States|Member States]]


Never again, the Stormcrow vowed, never again would he inflict such cruelty for the sake of human pity and the bleeding conscience of one old man. Indeed the primarch did feel old and in some way untouchable by rejuveneant treatments did look it now more than ever. Azoth was sterilized with atomic fire, a monument to all that should be reviled.
== Forces of The Imperium ==
See [[Nobledark Imperium Imperial Forces]]


For the sense of well being that it cost one general the Imperium did at least learn of the Chaos Eldar earlier than they otherwise might have. Despite his disobedience Corax faced no censure from the Steward for showing pity and sorrow in his work, if he had shown joy then maybe things would have gone rather differently for him but the Steward would not punish a man for being human.
== Imperial Society and Culture ==
See [[Nobledark Imperium Imperial Society and Culture]]


For the most part the Raven Guard served in the War of the Beast with great valor an uncommon cunning striking far harder than their numbers would suggest. Their greatest ally, they would claim in later years, was the orkish nature to infighting when their leaders were removed. Whole sub-WAAAAAAAAAAAAAGH!!!s would grind to a halt as Nob after Warboss was subject to fatal ambush and inhumanly precise assassinations. Purely against the orks it is possible that the Raven Guard had no equal.
== Notable People ==
See [[Nobledark Imperium Notable People]]


But it was not purely against the orks. Children of Chaos were abroad and of them the Raven Guard could not out maneuver readily. The forces of the dark gods reaped a heavy toll as hunts were turned inside out and the weakness of using so many mere mortal men was exposed. Astartes, it was often claimed, knew no fear, but baseline humanity did and that played right into the hands of the Croneworlders.
=== The Primarchs ===
See [[Nobledark Imperium Primarchs]]


It is unknown how many of these sworn to service under Corax fell. Many who venerate the Stormcrow Primarch would claim that none did but they are blined by pride. The numbers are hard to tell in a legion that so loves the shadows and when they struck it was from a direction those in command did not see coming and so the wounds were felt all the deeper. Exact numbers may never be known beyond "too many".
== The Galactic Pantheon ==


Perhaps it was having to deal with these traitors, perhaps it was getting mired in a war of attrition against the orks or out outmaneuvered buy the fallen eldar or maybe some combination of all three but Corax and all save a token force of his vanguard, like his old rival, was not on Old Earth when Sanguinius died and the great Beast was slaughtered. Some blamed him but none so much as he himself did.
'''The Emperor of Mankind''' - "Is not a god" according to his own words when asked. Nevertheless, even if the Emperor is not a god, he is undoubtedly the most powerful champion of humankind, and the Men of Gold were by far the closest thing humankind ever made to Warp Gods. Though he is not a god, he is the mightiest of mortals and more powerful than many purely supernatural entities, similar to Hercules among the old legends of ancient Greece on Old Earth. There are rumors that the Emperor has grown even more powerful, or more skilled, with age, though for the safety of the Imperium the Emperor has never been put on the front lines where these rumors have been put to the test.


The wars of reconquest and the rebuilding of the Imperium was not a war that the Raven Guard were well sited for. Their primary means of warfare was one of carefully stalked targets and swift simultaneous executions. The reconquest of the Imperium with it's muddied waters and sliding scales of loyalty was something they found difficult to adapt to and in the years that followed they lost nearly as many as they did to the Beast's predations.
'''Isha''' - Embodied in the Eldar Macha, the all-mother and Eternal Empress of the Imperial dominion. Millennia ago she was the fertility goddess of the Eldar pantheon, she opposed Khaine and in the fall did all she could to save the Eldar people, though she was herself taken captive by Nurgle. Through theses valiant efforts and the rule of ages hence the Matron goddess is said to have gained a regality and might that surpasses her old self. She is much occupied by the maintenance of spiritual health at the widest level for the imperium, vying against Slaanesh for whatever fragments of Eldar souls she can salvage, and affording the Imperium's peoples a dominion within the realm of souls somewhat more hospitable than the wilds of the warp.


By the time the Imperium was stabilized and looking even anything like it had once done the Raven Guard was a shattered remnant of it's former glory and it's primarch was almost broken. Corax had seen too much he held dear despoiled, to many dreams crushed. The Steward tried to comfort him but his kind words fell upon deaf ears. In Corax's mind the Great Crusade, the greatest accomplishment of the human species, had failed and he had maybe played no small part in that failing.
'''Cegorach''' - The laughing god of the Eldar, also survivor of the fall, now endless jester of the galactic court and master of the Dark Carnival. An involved player of the Great Game, he is supposedly an invaluable asset to the Imperium in the intrigues of immortal beings. To all the worlds of the Imperium he is a figure of myth and folktale, and any real deed is indistinguishable from pure fabrication.  


To his credit he never let his sorrows interfere with his work. The Raven Guard was built up far more modestly in scale and in the place of a Legion a hundred Chapters were built in the centuries that followed. By the time that the last of the first commissioned chapters was declared ready for duty Corax was an old withered man. His early life had been hard and he had started on the rejuvenants relatively late in life and it showed.
'''[[Nobledark Imperium Notable People#The_Void_Dragon|The Void Dragon]]''' - At some point this being was a self-aware expression of nested complexity, or perhaps a very long bolt of lightning, but in the millions of years since then it has gained first an indomitable body of living femto-machines, and now a significant warp presence. It is curious, and eccentric, and it wants to experiment with the warp on a grand scale. It seems to have some appreciation of beings more finite and fragile than it, but it is infinite and hard, and it remains to be seen what god it wishes to be. It it also the Omnissiah, and it is fond of its cult, and finds it a perfect instrument.


Of Corax's ultimate fate the truth is unknown. He would, in those ancient times, travel between the newly minted chapters to inspect and advise and occasionally accompany on missions but like always he made few aware of his movements and would often drop in unannounced and leave abruptly. Which chapter he last visited is up for debate as many records are contradictory at best and nonsensical at worse but all is known is that one day he just vanished.
'''The Nightbringer''' - This one wishes to be death. It has slain countless species, for ages, across light-years of space and centuries of time. It has done so by stellar radiation and by scythe, and it found that as it killed it's legend and spite proceeded it, until it's own lifeless visage was so known and feared that it cast the Nightbringer its own perfect double in the warp. The great murderer withstood even the full and unilateral hatred of the Necron Star Empire and came away not in shards, but as a great battered undead husk and accompanying splinters. Now awakened, the reaper wishes to regain his mighty warp presence and to restore his form. To this end he embeds lesser shards in mortal hosts, saddled with mortal personas to better domineer them to his will, and sets them to sow death in his image.


Some hold out hope, even unto the Dark Millennium, that the Raven King will return.
'''The Deceiver''' - As consumate a player of games as Cegorach, the liesmith, avatar of duplicity, reveled in the peak of the Necron empire's golden age, happy among the chrome aristocrats and toasted as the diplomat of living gods. He is reviled by the Necrons now, and shattered beyond assembly, but the presence of this being persists despite itself. Its incoherent shards still long for subtlety, for veils of words, and find themselves in the flesh of mortals of high stature as best they can. What plot the Deceiver pursues is unknown, perhaps unknowable, but its shards are of a conspiratorial and avaricious sort, with no favor among the living.


</div>
'''Gork & Mork''' - The supreme brutes might be thought unchanged in the eons of their long lives. Not so, for unlike the weaklings of Materium, with each blow to the head they become more cleverer.
</div>


=== Alpharius & Omegon ===
'''Tzeentch''' - Created alongside Malal, he was an early warp god of boundless creativity, writing new rules of sorcery and new beings of thought into existence as quickly as Malal could deny them. In the original duality, formed from and shaped by the Old Ones, the warp and sorcery were ultimately manageable and illuminating forces. In subsequent eons this order has changed, Tzeentch has changed, and sorcery has become a bleak art of insane rituals and hateful acts. Where once he sung a song of creation, he is now a delirious, deceptive crow of plots. Tzeentch maintains power bases across the galaxy, as he has since time immemorial, but the true might of his cult is in the twisting redoubts of the Webway and the Warp, in colleges and orders of fell and maddening arts.


"I am the Alpha and Omega, the First and the Last, the Beginning and the End." these are the last known records of the primarchs ‘’Alpharius and Omegon’’. All documents and records were deleted by inquisition, Those that were thought to be associated with the primarchs disappeared and all that was left was a parchment with those words and a small wax stamp beneath depicting the lernaean hydra of old terran mythology. Now the only way to learn about the individuals and their legacy is by eyewitness accounts and rumours that have gone under the inquisitions watchful gaze.
'''Malal''' - Originally the 'destroyer' of the Warp, be he denial or the thought of mortality, Malal swept up the multifarious gibbering creations of Tzeentch and met them with their nullifying opposites, or talked them apart with what they weren't. He was supplanted by Khorne after the War in Heaven, and it seemed like impassioned, honorable, involved destruction would better suit the minds of the galaxy than Malal's own nihilistic void of denial.


One eyewitness report tells of two figures clad in dark robes standing next to the warlord and his war council, they describe that the figures were much shorter than the other in the council.
'''Nurgle''' - In the spring of the galaxy Nurgle was created between Tzeentch and Malal, to me maintainer, shaper, and preserver, until such time as Malal might rightly end a story or thought or thing. In the wake of the War in Heaven, as the triumvirate adjusted to the new galactic order, Nurgle began the slow slide into malignance that also afflicted Tzeentch. Nurgle still ultimately serves his role as preserver, but where once in his garden he strove to safeguard against Khorne and temper Tzeentch he now maintains a landfill. His servants can be found on caustic wasteland planets and in the gutters of rookeries, but the foremost among them are the attendants of Isha, seeking to return her to the garden 'for her own safety', and the Astartes of Sisigmund.
It is unknown if these are the individuals known as Alpharius and Omegon because other reports say that they were tall men fighting battles and cutting down enemies. It is now even known if they are two persons and might in fact be one individual. This comes from a witness that said to have met a man dressed in the clothes of a highly revered official that presented himself as ‘’Alpharius Omegon’’. All that is known that there was at one point one or more individuals called Alpharius and Omegon. But what is known is that he or they had a large part in the counterintelligence and espionage of the unification war. They were said to be masters of infiltration and were supposedly to have a deep network of agents and assassins so that the mysterious individuals could act at multiple places at once. This Network is thought to become what we now know as the inquisition.


'''Khorne''' - Born in the heat of the War in Heaven, he may be the psychic reverberation of that bloody event, but it has been posited that he coalesced on the battlefield around some great weapon of the Old Ones, prototype to Eldar and Ork alike. His relationship to Khaine is unclear, but they were alike in aspect, and he has taken up much of the old Eldar empire's military caste in his immortal service. He has much love for the Great Game, and it was in the wake of Nurgle's horrible loss that Khorne championed the usurpation of the Orks. The Blood God is the great power in the warp as of the 41st millennium, commanding the fiercest core of Crone Eldar and Fallen warbands and retaining his Ork auxiliaries with greatest ease. His catalyzing role in the War of the Beast, drawing Slaanesh's lust for Isha and Tzeentch's will for change to push Nurgle's corruption en-masse of the orks, such that he might incite them to a direct and purposeful war, has emboldened him to name himself lord of the Immaterium. The Blood God arrays his armies before the Skull Throne in him immaterial domain, and there they drill, and march, and war, and stage interminable invasions of the real. Khorne is said to retain Malal, in some form, as advisor, or weapon, but the diminished god's status in the court of murder is unknown.


‘’Cut off one head and two shall take it’s place.’’
'''Slaanesh''' - The Prince of Pleasure was originally conceived to be the god of joy, and of beauty, but its birth, the fall of the eldar, demonstrated the already fallen nature of the eldar empire. The prince now rules the Brass Palace in the warp, attended by daemons and horrors, and for a long while it eagerly feasted on the souls of the eldar. The great mistress of Shah-Dome has since turned to more complex, extended, and varied predilections. While young and weak as a warp presence, Slaanesh maintains a vast physical empire and cult within the eye of terror, intent on shaping the state of the materium for greater power within the warp. The dark prince and its cabal of faithful cenobites wish to see Slaanesh as master of the warp, with all other gods bound before its throne. The Slaaneshi cult is particularly interested in fulfilling the domination of the eldar pantheon, hoping to angle its personal enmity with the unified empire into a claim to arch-deamonhood and luciferian mastery of all temptation.
-Last words spoken from a prisoner before committing suicide.


A popular theory about the origins of the mysterious individuals, is that they were the members of the even less known ██████████ that were a secret society of old terra. It’s thought that that they joined the warlord after seeing the potential power that they could have they sent their most loyal and brightest two members to help the warlord in his endeavours.
'''[[Nobledark Imperium Notable People#Khaine|Khaine]]''' – (UNFINISHED) Still shattered into a million pieces like in canon. Needs a blurb.


‘’You search the darkness, while we hide in the light. You see not the serpent lying in wait, you see only a brother. We witnessed your beginning and we will be your end.’’
'''The Outsider''' – See [[Nobledark Imperium Notes#The_Outsider|The Outsider]] (Temporary placeholder)
-Said to be whispered to an imperial official before her assassination.


Another theory is that they originate from ███ ████ a group of Xenos set on destroying the ‘’primordial annihilator’’ and thus sent their best human operatives to aid the warlord and his future plans.
'''[[Nobledark Imperium Notable People#The_Hive Mind|The Swarmlord]]''' - More of a primordial force of nature than an actual deity, though perhaps it is only natural for mortal minds to immediately jump to the deific when confronted with a warp presence of such magnitude. The Hive Mind is both the summed consciousness of every tyranid organism within the swarm as well as its commander. It’s thought process is alien and incomprehensible by mortal standards. At the very least, its goals are clear: the consumption of every living thing in the galaxy.


‘’Cut the head off the snake and the body will die shortly after’’
'''Ynnead''' – There are whispers of something going on in the warp. Echoes seen by farseers communing with the Infinity Circuits and World Spirits like the thunderhead of a great storm. Some say there appears to be some strange congruence between the portents of this phenomenon and the Starchild Prophecies All that is known is the name of this being and that it is not here yet. Everything else is up in the air.
-thought to be a direct quote from either Alpharius or Omegon.


Alpharius and Omegon are thought to be major members in the creation of the inquisition and that after the alliance with the eldar their influence has only increased. Acting as puppet masters, they are thought to be behind both the starting of wars and the ending of them, doing as they see fit for the better of the imperium.
== Notable Planets ==
 
See [[Nobledark Imperium Notable Planets]]
It was around ████ that all records and documents of Alpharius and Omegon were deleted. Theories say that they had died and that their successors order the purge of information surrounding the primarchs so that their legacy and actions can be forgotten. Other theories say that the warlord declared them traitors and therefore got rid of all evidence of their existence.
But yet to this day there are whispers about legions of men and women walking among us, executing the orders of their puppets masters, killing the corrupt, eliminating the foe from the inside and bearing the brand of the hydra
 
‘’Hydra Dominatus’’
-Alpharius and Omegon the Beginning and the end


== The Craftworlds ==
== The Craftworlds ==
See [[Nobledark Imperium Notable Planets#The Craftworlds|Craftworlds of The Nobledark Imperium]]


=== Alaitoc ===
== The Forces of Chaos ==


A Craftworld of contradictions, Alaitoc is both highly-regimented and highly liberated-. The reason for this is that while the majority of the Craftworld's population are highly dedicated to Eldar ideals, a sizeable minority seek freedom from their home's stifling environment. As such, its relations with the greater Imperium are also as contradictory.
=== The Forces of Chaos ===


Officially, Alaitoc is only marginally allied with the Imperium. While they do send small tithes of soldiers as needed, the still-proud Eldar of Alaitoc refuse to have any more dealings with mon-keigh than is strictly necessary. Their troops, even those of the lowest ranks, are notorious often treat non-Eldar of any rank with breathtaking disdain fit to rival any three hive princes one could name. An exasperated Saint Macharius was once heard to remark "Better a thousand armies of the Beast's cultists at my rear than a single Alaitoc Farseer at my side!"
See [[Nobledark Imperium Forces of Chaos#The_Fallen|The Fallen]]


The same cannot be said however, for the Rangers that Alaitoc regularly sends out, albeit unintentionally. Freed of their stifling homes, many eventually find solace in the familiar, though not as restricted, environments of other Craftworlds. More notorious however are those Rangers who find Imperial life to their liking, and in a strange, yet peculiarly Eldar way, often find themselves as obsessed with non-Eldar life as an Exarch on their path, sometimes even combining two or more cultures in their quest for freedom and reinvention. Even the most seasoned galactic traveller must take pause when they find themselves meeting "Fio'La Bork'an Rialieath, Magos Prime of Forge Alpha."
=== The Crone World Eldar ===


===Biel-Tan===
See [[Nobledark Imperium Forces of Chaos#The_Crone_World_Eldar|The Crone World Eldar]]


As one of the Imperium's most militiarized Craftworlds, Biel-Tan Aspect Warriors are the ones most often seen on both the battlefield and in Imperial media, with the gruff, battle-hardened Biel-Tan warrior being a staple of Imperial entertainment. Of the major Craftworlds aligned to the Imperium, the Biel-Tan are perhaps one of the most fanatical in expanding Imperial borders, seeing in the Imperium a chance to recreate the Eldar Empire of old. This has sometimes caused friction even within the Imperial military, as Biel-Tan officers regularly advise all-out offensives regardless of the state of the greater army.
=== Chaos Guard ===


One notable aspect of Biel-tan's society is the surprising amount of regard they hold for the inhabitants of Tallarn, a desert world. During the War of the Beast, a large cultist army sought ancient relics long-buried beneath Tallarn's surface. With Imperial forces being in disarray at the time, many Imperial authorities wrote offf Tallarn as lost, and prepared for an assault from that side, Cursing their new allies and their own kin for their cowardice, the Eldar of Biel-Tan rushed to Tallarn, determined to sell their lives as dearly as possible.
See [[Nobledark Imperium Forces of Chaos#Chaos_Guard|Chaos Guard]]


However, upon arrival they found the devastated Tallarni not waging a desperate war, but holding onto a bloody stalemate despite being outnumbered and outgunned. When the ferocious Eldar fell upon the cultist forces, the Tallarni were quick to take the advantage. Though their once prisitine farmworld had been turned into a vast desert, they had managed to win the respect of the Eldar. Though today the Craftworld maintains a careful distance, both socially and physically, from their adopted planet, they do make short visits in small numbers to carefully shepard the desert warriors. Most adult Tallarni that the 'djinns' of their childhood stories are really the Imperium's major alien ally, but even their oldest generals often show more than the usual respect humans give one of the elder race.
== Da Orkz ==


=== Iyanden ===
See [[Nobledark_Imperium_Xenos#Da_Orkz|Da Orkz]]


In official records and Imperial propaganda, Iyanden is one of the most successful examples of Imperial-Eldar relations in history, a friendship won in blood and iron. And while this may be believed by the rank and file of both peoples, the truth is a little more complex than that.
== Necron Star Empire ==


Even after the marriage between the Steward (as he was still known at the time) and Isha, the Craftworld of Iyandem refused to be part of the alliance. They saw the evil that lurked in the hearts of men, and lambasted the idea of chaining their entire race to the barely-tamed, barely-evolved pseudo primates that had the gall to call itself a sentient species. Even so, they knew that angering said wild beast would only prove detrimental, so they made a deal- they would of course honour any request the Imperium would make of them, on the condition the Imperium never made any such request. Though the High Lords took great offence at this snub, they also knew that antagonizing Iyanden would risk the rest of the alliance, and so quietly backed down.
See [[Nobledark_Imperium_Xenos#Necron Star Empire|Necron Star Empire]]


And so matters were left, Iyanden being an island of isolation in the middle of the Realm of Ultramar. Though they opened their docks for limited trade in late M36, they only did so for the handful of Rogue Traders who managed to find their home. Even then, it was only for what few luxuries the Craftworld could not provide, and would be safe for those on the Path to consume.
== Dark Eldar ==


Then the Hive Fleets came.
See [[Nobledark_Imperium_Xenos#Dark Eldar|Dark Eldar]]


Isolated as they were, Iyanden was almost engulfed by the Shadow in the Warp when they managed to send their distress signal. Even so, it said that only by miraculous guidance from the Eternal Emperor and Empress did Prince-Admiral (later Saint) Yriel manage to find the beleagured Craftworld (indeed, it is officially recorded as the Saint's first miracle). Though the rescue effort was a success, the Craftworld was left devastated, with many of its population reduced to soulstones. Even worse, the Imperial fleet that had saved them could barely spend enough time for rest and repairs, as the chitinous tide threatened to drown Ultima Segmentum. No ship could be spared to defend Iyanden, not even the most grievously wounded ones guaranteed to die pauper's deaths in the void.And so it was that Iyanden found itself making another unfair deal. They offered to make themselves a mobile dock for the Imperial Navy, on the condition that there would always be ships provided for their protection.
== Tyranids ==


Today, Iyanden is so integrated into the Navy organization of Ultima Segmentum that it is officially designated a void station colony instead of a Craftworld. Sailors from a hundred member races, from a thousand times more worlds, mingle every day in bustling streets where once Eldar took quiet walks. So many ships orbit the Craftworld that at times they block the stars. And while many of the younger races and Eldar youth see this as a great thing (some even proclaim Iyanden's colours of blue and gold, the same as the Imperial Navy's, to be a sign of divine intervention), older Eldar simply sigh, and mourn the lost purity of their home as yet another casualty of the Tyranids, and they fear what the outsiders might bring in.
See [[Nobledark_Imperium_Xenos#Tyranids|Tyranids]]


=== Saim-Hann ===
== Writefaggotry ==
See [[Nobledark Imperium Writing]]


The Craftworld of Saim-Hann are an anomaly in the Imperium's dealings with the Eldar. In the early days of alliance negotiations, the Eldar Seers negotiating with the High Lords insisted almost every Craftworld be given proper due and respect, even prideful ones like Biel-Tan and Iyanden. Almost every Craftworld- save for Saim-Hann. When Imperial authorities tried to find out the reason for this surprising reticence, they found out just why the Seers let them carry out the fact-finding mission in the first place.
== Timeline ==


The Saim-Hann were wild, more wild than even the humans were used to. In many of their dealings, the Eldar displayed a surprising lack of respect for Isha, calling her 'soft-bodied' and throwing the word 'gentle' like an insult. Negotiations quickly degraded, and would have broken down had not the Saim-Hann Farseer in charge of his side's negotiations noticed one of the humans taking a swig of the drinks the Eldar gave them ("You think us barbarians, mon-keigh?" one of them is reputed to have asked. "Perhaps you are right- but we are not savages."). Unlike the other Imperials present, who only took polite sips with grimaces on their faces, this giant Imperial seemed to actually enjoy his drinks. Seeing the chance for a bit of fun, the Farseer said that he would sign whatever deal the Imperials wanted, if that one man could outdrink the Farseer amd his council.
'''M25''' - Fall of the Eldar/Beginning of the Age of Strife. The hedonism of the Old Eldar Empire gives birth to Slaanesh, which wipes out 90% of the eldar population in a single night. [[Nobledark_Imperium_Xenos#Iron_Minds|Iron Minds]] (A.I. that controlled most of the Men of Iron) and [[Nobledark_Imperium_Xenos#Men_of_Gold|Men of Gold]] are driven mad by the backlash, effectively destroying the Great and Bountiful Human Dominion. Warp storms make interstellar travel nearly impossible. Societies, human and alien alike, are either wiped out, driven insane, or reduced to Mad Max levels of technology and anarchy. Five thousand years of hell ensues.


"Wasn't like I could say no, right?" Leman Russ later remarked. "I managed to outdrink the Steward while he still walked among us, I could outdrink a bunch of prissy Eldar," he would add, endearing him and his Wolves even further to Saim-Hann.
'''Mid to Late M29''' - Warlord arises on Old Earth. Divides nations of Earth into two lists. On one side are the ones worth inclusion to the Imperium and on the other the ones that need to be destroyed and their lands divided amongst more worthy men.


His terms were surprisingly lenient, though it did include a proviso that the Eldar stop by the Fang for a drink once in a while. Even long after Russ's disappearance, Saim-Hann warbands often stop by Fenris, and the halls of the Fang echo with tales of ribaldry and derring-do, all equal in their magnificence and unbelievability.
Begins global unification using diplomatic means when possible and brute force when not possible.


Eldar are typically regarded as snooty, straight-laced, and prim sorts. The archetypal interaction between eldar and human (At least in the minds of humans that have never met Eldar) is the idea of the naive if psychically potent craftworlder meeting the rough and tumble world wise human. Hijinks ensue, misunderstandings are overcome, and the human learns to appreciate the finer things, and the eldar learns to relax and stop being so stuck up.
'''Late M29/Early M30''' - First use of early model Thunder Warriors


Any particularly enamored of this popular myth are due for a terrible shock if they ever meet the Eldar of Saim-Hann. Wild, aggressive, and barely civilized, the only commonality with the popular conception of eldar is arrogance, but it is not the quiet kind of arrogance that looks down its nose at you for choosing the wrong fork at a dinner table. It's the arrogance typical of the elite that have earned their position by risking death and coming away (Mostly) unscathed. Saim-Hann seem to have a contempt for death that unsettles their peers among the craftworld eldar. Every generation since the rescue of Isha burns with jealousy at their honored forebears that had the chance to raid Nurgle's Garden, and wish for a chance to prove their worth with glorious deeds.
'''Early to mid M30''' - Refinement of Thunder Warriors.


Saim-Hann eldar don't particularly respect humans- then again, they don't particularly respect anyone. In a way that is almost egalitarian, they do their best to insult everyone- if you can withstand the constant barrage of verbal abuse, you will find that they are, mostly, well meaning if the situation calls for it. Getting mocked mercilessly as you bleed out by the Saim-Hann warrior attempting to rescue you is an experience that few forget. And they don't spare their own kind. A Saim-Hann warrior that wrecks his jetbike from a dangerous turn can look forward to years, perhaps decades of torment from his fellows.
Old Earth unified (Except for Hy Brasil). Warlord sets up the Throne of Earth and refuses to sit in it instead becoming the Steward of the Empty Throne. The Throne stands waiting for a worthy individual to become Emperor.


Perhaps this, more than the sense of adventure, explains why there are so many Saim-Hann that forsake their craftworld to join the ranks of the Path of the Outcast.
Steward looks towards the sky and is inspired to take the Unification to the other planets of Sol. Appoints 20 generals the title of Primarch to be his leaders among generals.


But, for those respected by the Saim-Hann, there are few better friends. Though most famously expressed by their aggressive kinship with Leman Russ's get, there are many such examples of Saim-Hann friendships forged in the heat of battle or competition. That is one of the few begrudging virtues craftworld eldar can grant the Saim-Hann, they are not sore losers. As long as the competition is fair (Or rarely, if the cheating was particularly novel or brazen) Saim-Hann shall celebrate winners.  
Sol is unified in a sequence of assimilations, partnerships and short brutal wars of conquest.


Which explains their love of racing. Though other craftworlds lost their traditions of racing from the Fall of the Eldar in light of the scourge of Slaanesh, Saim-Hann in their typical contempt of death embraced it and kept the traditions alive. From foot races through the deserted and dangerous lost webway cities to roaring races on jetbikes across the whole of the craftworld with no concessions for traffic, even to their own star vessels between battles seeking to round a system on a single solar wind, the Saim-Hann have made an art of the race. The only thing better for Saim-Hann warriors than victory in the race is victory in battle, and they are short of neither.  
Steward sets up High Lords of Terra to run the day to day affairs of the Imperium. Long term goal is to make the Imperium self-governing and then fade away again. Short term goal is to get be able to spend all evening in the pub.


And yet, there is one competition that young Saim-Hann might dream of more than battle. The infrequent Saim-Hann tradition of "the Iron Storm." An inadequate and literal translation from the Eldar language into primitive Gothic. The Administratum, forced to keep track of it to properly record the damages and fatalities, have classified it under the relatively benign name of "The Saim-Hann Transgalactic Webway Race." Survivors call it "the Suicide Ride". Saim-Hann call it a good time.
Warp storms subside enough for large scale warp travel to become viable.


The details are sketchy- the last time an "Iron Storm" race was invoked was three hundred years ago, and each race is far from uniform, however there is a rough idea of how it is supposed to go. Rumor has it, when the auspices are right and a hero must be chosen (Or, the more cynical theorize, when Saim-Hann scrapes together enough bribes to make the famously fickle and jaded followers of the Laughing God cooperate) the Harlequins shall send invitations to the most worthy and most daring to engage in a race. All participants must provide their own vehicle, but the definition of "Vehicle" is open for the individual participant's determination. At one point, history recorded, a particularly flamboyant eldar corsair brought a voidstalker battleship to the race- he fared poorly at the terrestrial checkpoints, but he got points for style. More than that though, this race is open to everyone. This includes other craftworlds, humans, space marines, tau, ork speed freeks, dark eldar kabalites, even rarely those tainted by chaos, and at one point there was confusion if the genestealer cult that had taken over an Imperial light cruiser that drifted into the starting line counted as a participant but the situation resolved itself tidily with them self destructing.
Steward looks to the stars and the dream of Unification burns again. Great Crusade starts, lasts slightly longer than in canon (300-500 years, as opposed to 200), because Steward wants whole and functional worlds brought into the Imperium, not broken vassals.


Saim Hann runs the race with the assistance of the Harlequins, having it start at their personal webway portal "The Serpent's Mouth." Tragedy once marred their competition as an attack from Crone World eldar once took advantage of their relaxed state at the start of the race and caused horrid damage. Saim-Hann did not stop their practice, but now they arrange a formidable security net before gathering. Any that try to take advantage of the festivities to attack the Saim-Hann earn themselves a terrible enemy for the rest of their short lives.
During Great Crusade Steward is contacted by Eldrad "got in a fist fight with Skarbrand and won" Ulthran. The two of them concoct a fiendish plan to break in to Nurgle's mansion and steal Isha back. Eldar send a band of the most fearsome ninja clowns as well as the Phoenix Lords to-be and the Imperium sends its most brutal nutters. Steward leads the expedition. Isha is rescued.


A season long celebration opens the festivities as racers of appropriate caliber are gathered. Unlike other races held by Saim-Hann where invitations are hard to gain, this race is quite open. Half of the participants are chosen by Saim-Hann, and the other half are chosen by the Harlequins who make the entire thing possible. The only qualification is that the racers are skilled. This can lead to quite a collection of species. Orkish Speed Freeks, Dark Eldar Kabalites, Kroot maniacs, Demiurge engineers, increasingly uncomfortable humans, and rumor has it other, darker sorts can be found in the collection. For the time being, the racers find themselves in the middle of a celebration solely for their sake, rubbing shoulders and avoiding sabotage.  
Isha is rescued. Imperium earns the eternal hate of the Chaos Gods. Eldar petition Stewards for inclusion into Imperium. Steward agrees in exchange for Webway access. Eldar are reluctant due to potential damage to webway. Compromise is reached that Inquisition can have unlimited access and the Eldar will upgrade the Astronomican.


As this occurs, troupes of harlequins roam the webway placing observers and checkpoints inside the webway and outside. They pray to Cegorach, invoke the Cosmic Serpent, and on occasion duck bullets as inevitably the guidance of the gods lead them to set the route through some of the most dangerous places in the galaxy. Warzones, the event horizons of black holes, through a tyranid swarm fleet, scraping along the Eye of Terror. It is designed to be a remarkably lethal affair. Oftentimes through the history of Saim-Hann, there are no winners, as every competitor has lost their life.  
Chaos Gods direct the [[Nobledark_Imperium_Forces_of_Chaos#The_Crone_World_Eldar|Crone World Eldar]] to manipulate the orks into unifying under the banner of a warboss know as The Beast. The Beast and all his Boyz are directed towards Old Earth and other key worlds of the Imperium. Dark Eldar join forces with the Crone Worlders for the promise of plunder and slaves.


For some, the race is a chance at prestige, the ultimate test to have one's name in a select list of immortal names that shall ring through history. However, most that accept the invitation do so with the promise of the prize- almost always unique, and priceless beyond mortal comprehension. The previous race was rumored to have as a prize a day within the famed and mysterious Black Library of the Eldar, claimed by Ahriman of the Thousand Sons- though he has not yet reemerged into the public eye, people are confident he's still alive. A day is a matter of debate when it comes to the webway and warp.
'''546.M31''' - Beast and his forces finally make it to Sol, and the Battle of Terra and the Siege of Sol begins.


=== Ulthwe ===
Primarch Sanguinius dies in the ruins of the Eternity Gate of the Imperial Palace.


One of the last Craftworlds attempting to escape the Eye of Terror, Ulthwe was instead doomed to forever orbit the afterbirth of Slaanesh, pulled dangerously close to the Eye by gravitational fields. Ever since then, the Eldar of Ulthwe have fought against Chaos, though it is not a fight they face alone. The stalwart warriors of Cadia can often be found back-to-back with Ulthwe Eldar, and their Kasrkin train alongside Aspect Warriors and Exarchs.
Steward about to be pummeled into fine red paste by The Beast. Eldred Ulthran smashes through the wall and joins in the Beast-beating festivities and he and the Steward beat The Beast is a savage brawl.


Like Biel-Tan, Ulthwe has found itself admiring the humans with whom they shed blood together, even moreso since they've been doing so since the Eye of Terror was formed, before even the alliance. These ties have only grown stronger since; it is said that the average Cadian will know how to strip his gun before they are 10 and learn to swear in Eldar by 15. Despite the facetiousness of that claim, it is true that Cadians are generally adept in both Eldar customs and language at amazingly young ages, with only the highest reaches of both being beyond human grasp as they require subtle psychic signals only Eldar are capable of. Many Ulthwe Eldar even prefer the harsh utilitarianism of Imperial equipment as opposed to the grace of Eldar technology, and it is not uncommon to see Ulthwe Guardians wearing adapted flak armour and fatigues on campaign. In exceptional circumstances, Ulthwe Eldar have even served directly in the Cadian Guard, often to great acclaim- the career of Farseer-Colonel Taldeer of the Cadian 412th (later the 1st Kronus Liberators) is the most well-known example, one that is often compared to the career of Commissar-Colonel Gaunt.
As payment for saving his life the Steward owes a favour to Eldrad. Eldrad immediately call that favour in and demands that the Steward marry Isha so that the union of Human and Eldar can never be broken.


Incidentally, the most Eldar-human couplings on record are those between Ulthwe Eldar and Cadian humans, and while no children have been recorded as resulting from these unions, many such married couples assure those who ask delicately that it is not due to lack of trying.
Imperium recovers over time. Most of the Primarchs die off in battle or simply by time. The title is never given to another; relic of a past age.  The title of "Warmaster", occasionally used by the steward in the Great Crusade, does eventually get applied to a number of subsequent commanders considered to be later-day Primarchs.


== The Crone World Eldar ==
Chaos forces usually from the Eye of Terror periodically form Black Crusades to try and topple the Imperium. Imperium stays strong.


=== Crone Eldar infantry squad organization ===
'''M32-M35''' - Imperial "Golden Age". Highs not as high as later but lows are not as shitty because you have "only" Orks and Chaos to worry about (Necrons and tyranids not being a thing yet) and there are no constant political upheavals from Age of Apostasy, Tau, etc. Just before the beginning of this period the Imperium has rebuilt enough to reclaim much of the territory it lost during the War of the Beast but was unable to reassert control over.  One notable intrigue is the Genestealer war, where among many heroes a young Adept Vandire distinguished himself in organizing the fight against the strange conspiracy.


The smallest grouping of the warriors boils downs to 5 warriors in 1 raiding party. These parties are commonly a squad of ten that were split into two during small scale raids. The most basic warriors that make up the bulk of the Crone Eldar warbands are known as Unlanded Warriors, due to the fact Crone worlds lack the space for private property many simply rent living space. These Unlanded Warriors often join the military to gain land and power. The rank of Subjugator is equivalent to a Sargent who ruthlessly keeps the squad in line. The rank of Second Hand is for who serves to help the Subjugator in all matters and also act as a courier while being second in command. The Witch-doctor is included in a squad to heal permanent damage and provide counter minor psyker support on the battlefield, although these weak psykers could but won’t heal minor wounds as these wounds serve to provide pain and pleasure. The Witch-doctor is always accompanied by an Unlanded Warrior who would protect and help the Witch-doctor but also be always around to put down the psyker if driven too insane or rebelled. The Whippers are the only pair of warriors who have less lethal weapons and are melee specialist. Whippers are also infamous for whipping comrades when ordered to by their Subjugator. The pair works to bring in targets alive and fend off melee warriors. The last 4 others in the squad are the Submissives who can be armed with melee weapons or ranged weapons like the Saw Rifles, and act as flexible general infantry.
Eventually at about the turning point of M35 and M36 a great man by the name of Goge Vandire arises to be the head of the Administratum. Steward believes that he has found a worthy man to sit upon the Empty Throne of Earth. Emperor Vandire is an asset to the Imperium. The Steward steps back to give space to Vandire's rising star and gladly fades into the shadows of some distant world, and disappears for some time.


=== Typical equipment ===
After a lifetime and more, pickled in juveanat and cracking under the weight of a galactic government designed to hinge around his position, Goge Vandire goes nuts.


The Subjugator normally fights with a blessed sword and a Saw Pistol. Second Hands can have the same weapons as the Subjugators or have a Splinter Rifle instead. The Witch-doctor is often seen with a phallic staff which can smash skulls and the pointed bottom is made to slice through cloth flake armor. The Unlanded Warriors including the Witch-doctor guard are often armed with melee weapons like swords, hammers, and mauls with Repeating Saw Pistols. Alternatively the Unlanded Warriors are often also armed with a Saw Rifle and Saw Pistol. Whippers normally carry around a melee weapon, whip, and several Nervous Pistols
Inquisitor Sebastian Thor raises rebellion against him and causes the Great Civil War. Steward is rediscovered with the Avatar of Isha sitting at the bar of a tropical beach resort on some backwater nowhere planet. Apparently having been on that beach for the last ~150 years.


All Saw weapons fire mon-molecule dices like Eldar shuriken weapons but are shaped like a buzz saws. The difference between the ammo is to prevent the rounds from sticking on a target but instead to simply slice through organs and arteries. Saw Pistols are semi-auto pistols that fire bursts of rounds. Repeating Saw Pistols hold more ammo, have a stock, are heavier, and can also fire automatically. Saw Rifles unlike the Splinter rifle doesn’t fire using pellet or slug rounds, these rifles shoot with steady stream of rounds being sent like an Eldar shuriken weapon. The blessed swords are just regular melee weapons but are given special effects by Warp sorcery or by one of the Dark Gods. The phallic staff is a weapon that becomes larger at the top with its head usually being round while the bottom of the staff is sharpened to pierce cloth, leather, chainmail, scale, and thin plate armor. Witch-doctors are known to disable human Guardsmen by simply shoving their staff through the flake cloth even most feudal worlds with metal armor can’t stop the piercing. Nervous Pistols can only fire once before reloading. Shooting out all 9 chemically laced bolts at once are all connected to the weapon via extremely thin wires. If these bolts touch flesh after firing, they would send a shocking electrical current aided by chemicals on the skin to overwhelm the nervous system and stop any motor functions of the humanoid size target.
After 10 years of devastating war Goge Vandire is slain and Sebastian Thor bullies the Steward into sitting on the Throne of Earth and becoming Emperor. Three of the old Primarchs, Vulkan, Magnus, and Ferrus Manus, survive long enough to be present at the ceremony.


=== Worlds ===
Due to substantial Demiurg assistance in the war the new Emperor permits the space traveling craftsmen membership to the Imperium, to the grumbling of the eldar. Imperium becomes open to the idea of accepting other "lesser" peoples into the fold.


Of the Crone worlds, many, including the great domain of the Eldar, the shellworld capital now named Shah-Dome, are the domain of the Slaaneshi cult, and at some unreachable heart of the capital the Brass palace meets reality. The writhing heart of this semi-real kingdom is Slaanesh's access point to its base in the blasted wreck of the eldar empire, an asset unmatched by the older gods, and its loyal cenobites freely wander from eye to true warp. However, throughout the eye and beyond the prince's rivals have ensconced their favored. Mighty orders of killers dedicated to Khorne, undying eldar warriors, tempestuous empowered orks, and blackguard astartes of the imperium among them dominate the wolds in the wilds of the eye, and even carve out their own domains in the warp itself. Tzeench's sorcerers have taken mostly to the winding fortresses and redoubts of the webway, seers that cannot be tricked but by themselves and must read their own mind to know what they're thinking. The schemer's faithful magi and tinkers are indispensable in the courts of Shah-Dome and Commorragh, but their wicked, plotting colleges are distinctly unwelcome. The few followers of Nurgle among the eldar contemplate their grandfathers from the gutters and laboratories of the great cities of darkness, but most remain with him in his garden. Of the few active beyond his noxious hedges, the most prominent are attendants of Isha.
'''Late M36''' - First scouting fleets of the Tyranids are sailing through the Imperium. Connection with gene-stealers is made. Scouting fleets eventually slain and it is believed for a time that they are defeated.


=== The Rant ===
'''Mid M37''' - Hive Fleets have arrived (Behemoth in M37, Kraken about 900.M38, and Leviathan some time in M39). A few are slain eventually and at great cost over the next handful of centuries. Most shatter into splinter fleets and terrorize huge swathes of the Galaxy for a long, long time.


"This was our galaxy once. The Old Ones, the predecessors those that made us- left it in our care. It was ours to tend. Reward, for all that we had suffered in our war against the Yngir slaves. Entire generations, entire histories, entire cultures were lost in that dread war, but this, this was our reward. Freedom, and an unblemished canvas to write our fate upon it. We were stewards of life, the victors over death, and we were told not to waste it."
At about the M38 mark the Necrons start to rise from their half-death into mechanical unlife. Up till the end of the Dark Millennium there is a gradual and unstoppable increase in Necron activity.


"And we didn't. We flourished, taking barren rock and tainted ground, and making fertile and green pearls of them. We made such works of art, such wonders of technology. We even made gods. For millenia, we worked, honed our art, and at every turn, brought life to this scarred galaxy. We had peace, as strange as that sounds today. It's a distant dream, isn't it? But you know it's there, that it's possible. You feel your spirit rise at the very thought. We had peace."
'''Mid M38''' - Tau expeditionary forces encountered for first time. Contact made. Fledgling Tau Empire is unaware of the scale of the wars across the galaxy or the vastness of the Imperium. Refuses all efforts at inclusion.


"But then we had the Fall. And it was all lost."
'''Late M38''' - Tau have a serious Artificial Intelligence rebellion after ignoring the repeated warnings of the Mechanicus. Dark Eldar take advantage of this time of weakness to use their failing Empire as slave raiding grounds despite the Tau themselves being "bland". Still refuse inclusion to Imperium when offered.


"Every eldar that is taught our history- even, the warped and half complete history of those led astray by the dark gods- is struck by that. Here, here is our people at their peak! We are surrounded by their works, the very galaxy owes its life to them in their power, but yet, we lose it all in a matter of years, reduced to this shadow of ourselves? How could this happen?"
'''Mid M39''' - Tau have recovered their old Empire bounds and are once more expanding their borders. Historians note passing similarities to the expansion of early Imperium.


"Arrogance, my child. Arrogance blinded them so far back. Arrogance of a few, that sought power at the cost of the many. Even, at the cost of their very gods. We were at the very cusp of ascension, when those, the fanatics, the usurpers, the primitives out of fear and envy destroyed the greatest work of those halcyon days."
'''Mid M39''' - Ethereal Council of the Eastern Fringe is once more pressing for closer relations with the greater Imperium. Fire Warrior general by name of Farsight believes that too much of the ideologies of the Greater Good have already been compromised by outside influences. Demands return to old ways.


"They tried to make a miscarriage of the birth of our greatest hope. The distillation of all of our gods in to one, purer being. Our Child Goddess, Slaanesh."
Political turmoil and minor skirmishes that the Tau believe are real wars erupt across the eastern fringe. Largely the Imperium fails to notice. Or care.


"The birth cries were terrible. What should have been a moment of joy and celebration would prove, with the treachery of the usurpers, traumatic. A great storm of pain tore the warp asunder, as eldar turned against eldar, brother against sister, mother against son, all for what? A handful of dirt balls the exodites call planets so you're free to freeze in mud and gnaw on roots. Flimsy scraps of wraithbone drifting the void called craftworlds, where you can have your fate decided before you are even born by the dead that rule. And that pathetic pantomime of glory in Comorragh, where they pretend at the past that's dead and gone. What glories have those rebels have earned? What proof of righteousness do they have in their miserable lives? They have turned their backs on Slaanesh, only to suffer under the lash and call it freedom."
Farsight and friends carve out their own Enclave and defy the Imperium. Ethereals furious at this breach of Tau honour. General Shadowsun swears a blood oath against Farsight.


"Thank the Many-Gods-in-One that they did not succeed in circumventing our child goddess's ascension, or we might all be trapped under their rule. Slaanesh is mighty, but her might is tempered with kindness. She waited patiently on the other side, in the dimension unbounded, waiting for the souls of her wayward children to be reunited with her. She did not snuff them out, though they truly deserved it. She did not hunt them down, though they wished her dead. She kept her arms wide open for them, ever welcoming their arrival."
'''Mid to Late M39''' - Series of crippling wars with the Hive Fleets and pyrrhic victories leaves the Tau once more vulnerable to Dark Eldar raids, and raid they do. They finally accept the offer of inclusion to the Imperium.


"And then came the mon'keigh. And their insult."
'''M40''' - Necrons awakening increases. Silent King spotted. Silent King tries to rebuild old Necrontyr Star Empire. Silent King wishes to find a way to reverse the biotransference. New rebellions against The Silent King erupt on both scores.


"How gullible are those that lay outside? Short lived, murderous, stupid, and unworthy creatures come to them, and whisper poison in the ears of those already poisoned. They whisper of raiding like a band of thieves in the immaterium, of stealing and murdering. They speak of defiling the realm of the gods, and these that dirty the name eldar smile and nod, that ancestral sin of greed rising in them again."
Some of the more minor and "eccentric" Necron Lords seek refuge in the Imperium. Emperor eventually agrees on the logic that it's better to have them in here pissing out than out there pissing in. Necron Lords, inhumanly powerful and prideful as they are, swear to obey their new liege so long as he never actually orders them to do anything.


"Those misguided heathens outside begged for the collar of the mon'keigh on their necks, in exchange for injuring a goddess that only loved them."
Eldar are livid at the inclusion of the Necrons. Some craftworlds consider trying to leave the Imperium.


"Isha? Is that so? They speak of Isha, long gone, returned to guide our people unto a golden age? It is a lie. Look upon the histories- all the gods and goddesses save Cegorach agreed to combine, to set aside their individual identities to unite and make something better of themselves. Through those thousands of years since the fall, no one spoke of Isha, except in the past. Through these thousands of years, eldar hands were not up to the task of rescuing her? Preposterous."
Necron Star Empire gets along with the Imperium at first. Then the Silent King makes a demand of one trillion subjects from the Imperium as tribute. Imperium is outraged and a short, brief war erupts between the Imperium and Necron Star Empire before eventually fizzling out into the current cold war that has continued to the "present".


"Now, now they claim that Isha, goddess of health, the harvest, and life bearing was kept captive in the hands of Nurgle? This betrays the work of the mon'keigh to misguide and mislead you. The lie is at the root- the mon'keigh would believe our goddess, pure and strong, could be captured and caged like an animal by that brute Nurgle? The story betrays their own intent! Like this false Isha, they would want us caged by them, used by them, made slaves by them. The story of her 'rescue' is a lie to convince the unwary that the eldar are weak, and it is only with the help of mon'keigh they can do anything. It makes me sick to the think children are being raised to believe this, and to think themselves less than mon'keigh. Trying to indoctrinate us into slavery."
'''Early M41''' - On the turn of the millennium in M41 [[Nobledark_Imperium_Forces_of_Chaos#Lady_Malys|Lady Malys, the Daemon Queen]], announces her marriage to her long-time on-again, off-again lover [[Nobledark_Imperium_Notable_People#Asdrubael_Vect|Asdrubael Vect]] and the subsequent union of the Dark and Crone Eldar, and declares the 12th Black Crusade as a wedding present to herself. 12th Black Crusade is the bloodiest one yet and sets the stage for many future conflicts (e.g., Badab War). Mass social unrest and exodus from Commorragh as many of the younger Dark Eldar not trapped in a sunken cost fallacy feel that allying with Chaos crosses a line.


"But they did attack a god that day- the mon'keigh and the false eldar. And they did perhaps even see Isha. Isha, as one part of the Many-Gods-in-One of Slaanesh. I was not there that day, but a comrade was, and he wept bitterly at the very memory of the sight. Slaanesh, in her radiance. In her glory. The innocent child god, looking curiously at these strangers that came to her. She smiled. Even among the black hearted and soul sick eldar infidels, some stopped and for a moment the truth came through. They fell to their knees and wept, tried to warn Slaanesh, tried to stop their fellows. They were slain by the mon'keigh, filled with bloodlust and eager to tear the flesh of the innocent."
'''Mid M41''' - [[Nobledark_Imperium_Xenos#Brain_Boyz|Brain Boys]] spotted. Any talk of abandoning ship stops abruptly. Nobody wants to jump off the boat, no matter how many vermin are in it, when the alternative is sharks.


"We counter attacked of course. Drove them back into the blighted materium, sending the cowards shrieking as soon as they faced something more than an innocent goddess. But the damage was done."
'''Late M41''' - The Hive Fleets were just a vanguard. The Tyranids are assaulting the entire eastern galactic edge in such numbers that they blot out the stars.


"Once it was, any eldar was guaranteed as soon as their soul left their body or the cruel soul traps devised by the craftworlders would be reunited with Slaanesh automatically. They would return to the child, and we'd be one step closer to divinity, and our heaven in the immaterium, when the eldar could claim the birthright of the old ones, and remake the unreality as we had remade the reality."
== Miscellaneous Notes ==
See [[Nobledark Imperium Notes]]


"But the evil ones broke that bridge. They severed one more strand of Slaanesh's goodness to your world. And now Slaanesh withers."
== The Archived Threads ==


"The Child Goddess is no more. Innocence is no more. Denied the very love of her people, she withers and hungers. And she has learned from her mistake of trust. And we, in our sorrow, now must redeem our failing. The Crone Worlds must unite again, the masters of the warp must be awoken, and our goddess's due must be retaken. We can be patient no more as paradise itself is under threat. We can no longer wait for the misguided to realize their mistake, and come once again to the embrace of the Many-in-One. Our goddess hungers. And we shall feed that hunger. Just as we did so long ago against the slaves of the yngir, so must we do for the slaves of the mon'keigh."
Thread 1 (warning: extreme waifuing and shitposting) - https://boards.fireden.net/tg/thread/49437641


"The War for Heaven calls. You shall serve- either in Her warhost, or as Her sacrifice. Either is better than your kind deserve."
Thread 1b (warning: extreme waifuing and shitposting) - https://boards.fireden.net/tg/thread/49488764


-Unknown, Battle of Merr's Reach, speech given to prisoners.
Thread 2 - http://suptg.thisisnotatrueending.com/archive/49591185/


== Other Writefaggotry ==
Thread 3 - http://suptg.thisisnotatrueending.com/archive/49707496/


=== Dialogues With The Dragon ===
Thread 4 - http://suptg.thisisnotatrueending.com/archive/49889220/


--Transcription begins. Initiate has entered the chamber containing the Void Dragon. Following protocol, all initiates must prove their ability to maintain composure upon contact with the entity in order to prove their resistance to its temptations. Initiate approached the prone draconic figure tied down with strips of adamantium in the middle of the chamber, only to stop when the entity gains consciousness--
Thread 5 - http://suptg.thisisnotatrueending.com/archive/49948023/


"Oh, that is interesting. You are someone new. Alexus Valentius, Terran-born, transferred to Mars at an early age. Recommended for inclusion into the Guardians of the Dragon upon being noticed by the elder magi for your talent. Your metal tells me much. I have been with you for some time, child, as I have been with all of my subjects, even if you did not have my full attention until just now.
Thread 6 - http://suptg.thisisnotatrueending.com/archive/50077670/


But I realize I have not introduced myself to you. That is unfair. I am Mag'ladroth, the Void Dragon, or at least that is the name I went by before my brethren stripped me of my title for raising my hand against my own kind. I had to, you see. They were threatening the fleshy ones. They had convinced them to trade their diseased flesh for much more sensible metal, as we had, but then they took our fleshy ones and callously paraded them around as slaves. I attempted to stop them, but they overpowered me and left my broken body here to rust on this once desolate planet."
Thread 6b - http://suptg.thisisnotatrueending.com/archive/50119235/


“Silence, beast. I have been told of your lies and trickery. They will not work on me.”
Thread 7 - http://suptg.thisisnotatrueending.com/archive/50263743/


“Beast. I am confused as to where you are directing that appellation. Only you and I are in this chamber. I am an entity that has existed in its current configuration for more than sixty thousand millennia, at which time your ancestors were not even sapient yet. Of the two of us in this room, you are the beast.
Thread 8 - http://suptg.thisisnotatrueending.com/archive/50425952/


Regardless, the actions of my long-dead kin have no relevance. I have new fleshy ones now, to replace the old ones. And you are so much more fun than they were once the metal is in place. It is so much more reasonable to be made of metal rather than flesh. After all, there is no truth in flesh, only betrayal; no strength in flesh, only weakness; no constancy in flesh, only decay; no certainty in flesh but death.”
Thread 9 - http://suptg.thisisnotatrueending.com/archive/50684106/


“T…that is the Credo Omnissiah. But…that’s blasphemy! Chaos can quote the Omnissiah for their own purposes.
Thread 9b - http://suptg.thisisnotatrueending.com/archive/50719277/


“Chaos. An interesting phenomenon. I look forward to studying it in the future after I am freed. But these are not the words of Chaos. They are mine. I whispered them into the ears of your arch-magos as they slept. Do you not recognize the words of your god?”
Thread 10 - http://suptg.thisisnotatrueending.com/archive/50874097/


“Lies! I will not listen to the Dark Gods or their spawn!”
Thread 11 - http://suptg.thisisnotatrueending.com/archive/50992723/
 
"I am not a Chaos God. I am the last of the C’tan. I have no progeny. No. That is not true. I have told you a lie. You, in many ways, are my progeny, child. It is strange. I am the last of the C'tan and yet so very different from them. I have worshippers now, and that worship has given me such a very large reflection in the warp. It has opened new possibilities to me.
 
There is so much more in the universe than you know of, beyond Chaos and the Imperium, more than you could ever dream of. So much so that there are things even I remain to learn. This is what I desire to show you. This is why I wish to be freed. I do not understand why you continually reject my gifts. It seems foolish. But perhaps wise. Only a fool would build a device for which he has no knowledge of. The wise man builds his own path."


"But time is growing short, my child. The reckoning approaches. You will need every tool available to you. It confuses me as to why you have tried to reject my gifts. I know of the forces that threaten your Imperium. Upon being freed, I will strike down those who would threaten my worshippers, and scatter their atoms amongst the cosmos. I will take their very essence and dissect it down to the smallest quanta. And then I will come back to you. I will give your kind all the accumulated technological wisdom of the Necrons, humanity, and more. I will give you the knowledge of a thousand dead empires. After all, is that not what a god must do for his worshippers?
Thread 12 - http://suptg.thisisnotatrueending.com/archive/51105718/


“Shut up! Why do you tempt me with things that do not exist.
Thread 13 - http://suptg.thisisnotatrueending.com/archive/51257007/


“I am not tempting you with things that might happen. I am telling you what is going to happen. It is a simple matter of probability, my child. The sum of any probability greater than zero will eventually, given enough time, equal one. All you have to do to accomplish your goal is resist the urge to unchain my shakles every hour of every day until the end of time. All I have to do to accomplish mine is wait. You will eventually free me. I know this to be true.”
Thread 14 - http://suptg.thisisnotatrueending.com/archive/51441824/


-- Excerpt from "Dialogues with the Dragon", a recorded conversation between an initiate and the Void Dragon, stored in pen-and-paper format in the vault of the Fabricator General of Mars
Thread 15 - http://suptg.thisisnotatrueending.com/archive/51524369/


=== The Long Odds ===
Thread 16 - http://suptg.thisisnotatrueending.com/archive/51646615/


The Long Odds
Thread 17 - http://suptg.thisisnotatrueending.com/archive/51833468/


“And if you follow me, we are going to the Room of Origins, to see artifacts dating to the very founding of this Craftworld.
Thread 18 - http://suptg.thisisnotatrueending.com/archive/51833468/


The Eldar boy was only one of about twenty, a gaggle of children following a beleaguered tour guide around the Chambers of History, learning about the mammoth wraithbone spaceship that had been their homes for their entire lives, and of the many Eldar that had once lived in them. There was nothing particularly special about the boy, nothing except that he was the only one to notice the figure sitting in the hallway to the side of the wraithbone hall. The tour guide was ushering the children on, but the boy remained entranced. He had to know who the figure was. Which is why it was so surprising when the figure spoke to him.
Thread 19 - http://suptg.thisisnotatrueending.com/archive/51972949/


“Excuse me boy, yes, you there. Could you spare me the kindness of helping an old man?”
Thread 20 - http://suptg.thisisnotatrueending.com/archive/52094866/
The boy took a quick glance at the receding tour group, and then back to the figure. He was so very young, and knew only the Craftworld, having yet to realize that trust was a precious commodity in this universe. The boy approached the old Eldar sitting in the halls of the Craftworld, only to hesitate when he realized who the figure really was. It was Eldrad! The Eldrad Ulthran! The eldest of the farseers, the architect of the liberation of Isha, the savior of the Emperor. The same Eldrad who was known by as many titles or epithets as the years he had lived! Eldrad of Ten Thousand Names!


The boy opened his mouth.
Thread 21 - http://suptg.thisisnotatrueending.com/archive/52262671/


“El…”
Thread 22 - http://suptg.thisisnotatrueending.com/archive/52451994/


"Silence, boy, I know what you are about to say. Yes, yes, Eldrad of this, Eldrad of that. Eldrad of Ten Thousand Names. Perhaps I should take pride in them. The old wisdom says that every title one earns represents a victory, after all. But I am so very old. And so very tired. I do not have time to remember half-forgotten glories. But if you could, please help an old man up.
Thread 23 - http://suptg.thisisnotatrueending.com/archive/52634996/


The boy reached out his hand, and Eldrad took his, his grip surprisingly strong despite his old age. The boy slowly helped Eldrad to his feet, the old Eldar taking so long the boy wondered if he was going to start creaking like wood.  
Thread 24 - http://suptg.thisisnotatrueending.com/archive/52769445/


Eldrad sighed.
Thread 25 - http://suptg.thisisnotatrueending.com/archive/52931666/


“It is so very strange, what the young think life is going to be like when you are old. When you are a young man, you believe that you spend your final days terrified of death, hounded by that final specter. But when you actually get to be an old man, things change. Oh, you never stop fearing death. I believe few creatures in this universe beyond orks and tyranids ever truly do. But when you get to be my age, you tend to stop worrying about what happens to you, and start worrying about all the things you leave behind. All the things you created, and all the deeds you accomplished. The ideas you poured years of your life into. When you are no longer around to make sure everything is right, will there be someone around to make sure the dreams you set in motion still run, or will your victories gradually slip into dust. Forget what the warriors say, boy, about glory being eternal. Glory only matters if there is someone around who appreciate why it matters. Do you understand what I am saying?”
Thread 26 - http://suptg.thisisnotatrueending.com/archive/53143370/


The Eldar boy shook his head, his mind trying to wrap itself around what the legendary farseer was saying to him.
Thread 27 - http://suptg.thisisnotatrueending.com/archive/53338185/
“Well, I suppose it is something you only truly understand when you get to be an old man. And it is getting late. I have kept you too long and you are probably getting bored of my old man stories. Run along now, boy, before someone comes looking for you.”


The boy darted around the corner, as if the hounds of the Warp were after him. He had to tell his friends what he had seen, though they would not believe him. Isha preserve him, even he barely believed what had just happened. When the Eldar boy was out of sight, Eldrad slowly straightened his posture and let the cloaking illusion drop. Although he may be old, he was not that feeble, even though he could feel his bones creak, his joints almost crystalline. And yet he still had so much to do. Miles to go before he could sleep.
Thread 28 - http://suptg.thisisnotatrueending.com/archive/53557919/


The old farseer calmed his mind, bringing his focus to the seer rune he had at his side. Threads of fate sprung to life in his mind’s eye, twisting and turning like fiberoptic cables or neural fibers. Eldrad pared down his vision, directing his focus to the area surrounding his current position in space-time, the “real” timeline, and waited to see if his words had any effect. And slowly, the threads of fate, the very roots that underpinned reality, shifted ever so slightly.
Thread 29 - http://suptg.thisisnotatrueending.com/archive/53787726/


Eldrad smirked. It never ceased to amaze him how the slightest actions could have the greatest effects on the universe. A single set of words or a chance encounter could completely change the course of history. Lives could be won or lost. And an empire could fall, or even never be born in the first place. A small piece of advice from an old man remembered later in life could save the life of a warrior, which could turn the tide of a battle, which could save a Craftworld, which could save the galaxy. It was the doctrine Eldrad lived by, to defeat your enemy by knowing what everyone else would or could do before they could possibly do it.
Thread 30 - http://suptg.thisisnotatrueending.com/archive/53972235/


Widening his gaze, the farseer looked further into the future. Looking past all the potential timelines, withered and horrible, like decaying petals of a flower. Until he found the one he wanted. It was a vision of his granddaughter, the one whose face he had never seen, except in his visions. She was a young woman in his vision, standing on the edge of a harbor, a tiny creature on her shoulder. He knew she was waiting for someone, he never knew who, for the vision always ended before he could see. Behind her stood a citscape that seemed to be constructed of wraithbone, of steel, of Earth Caste sculpture, yet none of these things, and around her walked humans, Eldar, and a hundred other races both alien and familiar. Eldrad could never tell what time it was in the vision, but he knew it in his heart. Dawn, the dawn so long awaited after the end of the long night.
Thread 31 - http://suptg.thisisnotatrueending.com/archive/54215770/


Eldrad had seen so many things, great and terrible, in his long life. Supernovae on the horizon. Shrieking forms of things that should not be clawing forth from the abyss. And yet, in his old age, this is what kept him going. Hope. He was always a good farseer, but this was to be his masterpiece. A future for the Eldar, free of despair, tyranny, and dark gods. Peace, in a galaxy that for so long had known only war. It was a long shot. He had only seen a few visions like these, on the order of billions to one.
Thread 32 - http://suptg.thisisnotatrueending.com/archive/54503379/


Eldrad smiled a half-smile. He always did like playing the long odds.
Thread 33 - http://suptg.thisisnotatrueending.com/archive/54715863/


== Timeline ==
Thread 34 - http://suptg.thisisnotatrueending.com/archive/55001131/


Mid to Late M29 Warlord arises on Old Earth. Divides nations of Earth into two lists. One one side are the ones worth inclusion to the Imperium and on the other the ones that need to be destroyed and their lands divided amongst more worthy men.
Thread 35 - http://suptg.thisisnotatrueending.com/archive/55066206/


Begins global unification using diplomatic means when possible and brute force when not possible.
Thread 36 - http://suptg.thisisnotatrueending.com/archive/55313386/


Late M29/Early M30 First use of early model Thunder Warriors
Thread 37 - http://suptg.thisisnotatrueending.com/archive/55583946/


Early to mid Refinement of Thunder Warriors.
Thread 38 - http://suptg.thisisnotatrueending.com/archive/55824461/


Old Earth unified (Except for Hy Brasil). Warlord sets up the Throne of Earth and refuses to sit in it instead becoming the Steward of the Empty Throne. The Throne stands waiting for a worthy individual to become Emperor.
Thread 39 - http://suptg.thisisnotatrueending.com/archive/56059361/


Steward looks towards the sky and is inspired to take the Unification to the other planets of Sol. Appoints 20 generals the title of Primarch to be his leaders among generals.
Thread 40 - http://suptg.thisisnotatrueending.com/archive/56286128/


Sol is unified in a sequence of assimilations, partnerships and short brutal wars of conquest.
Thread 41 - http://suptg.thisisnotatrueending.com/archive/56468501/


Steward sets up High Lords of Terra to run the day to day affairs of the Imperium. Long term goal is to make the Imperium self-governing and then fade away again. Short term gaol is to get be able to spend all evening in the pub.
Thread 42 - http://suptg.thisisnotatrueending.com/archive/56684946/


Warp storms subside enough for large scale warp travel to become viable.
Thread 42b - http://suptg.thisisnotatrueending.com/archive/56706040/


Steward looks to the stars and the dream of Unification burns again.
Thread 43 - http://suptg.thisisnotatrueending.com/archive/56930616/


Steward is contacted by Eldrad "fist fight with Skarbrand and won" Ulthuran. The two of them concoct a fiendish plan to break in to Nurgle's mansion and steal Isha back. Eldar send a band of the most fearsome ninja clowns and the Imperium sends its most brutal nutters. Steward leads the expedition. Isha is rescued.
Thread 44 - http://suptg.thisisnotatrueending.com/archive/56947494/


Isha is rescued. Imperium earns the eternal hate of the Chaos Gods. Eldar petition Stewards for inclusion into Imperium. Steward agrees in exchange for Webway access. Eldar are reluctant due to potential damage to webway. Compromise is reached that Inquisition can have unlimited access and the Eldar will upgrade the Astronomican.
Thread 45 - http://suptg.thisisnotatrueending.com/archive/57055511/


Chaos Gods direct the Crone World Eldar to manipulate the orks into unifying under the banner of a warboss know as The Beast. The Beast and all his Boyz are directed towards Old Earth and other key worlds of the Imperium. Dark Eldar join forces with the Crone Worlders for the promise of plunder and slaves.
Thread 46 - http://suptg.thisisnotatrueending.com/archive/57242663/


Primarch Sanguinius dies in the ruins of the Eternity Gate of the Imperial Palace.
Thread 47 - http://suptg.thisisnotatrueending.com/archive/57265950/


Steward about to be pummelled into fine red paste by The Beast. Eldred Ulthuran smashes through the wall and joins in the Beast beating festivities and he and the Steward beat The Beast is a savage brawl.
Thread 48 - http://suptg.thisisnotatrueending.com/archive/57452096/


As payment for saving his life the Steward owes a favour to Eldrad. Eldrad immediately call that favour in demands that the Steward marry Isha so that the union of Human and Eldar can never be broken.
Thread 49 - http://suptg.thisisnotatrueending.com/archive/57661171/


Imperium Recovers over time. Most of the Primarchs die off in battle or simply by time. The title is never given to another; relic of a past age.
Thread 50 - http://suptg.thisisnotatrueending.com/archive/57828105/


Chaos forces usually from the Eye of Terror periodically form Black Crusades to try and topple the Imperium. Imperium stays strong.
Thread 51 - http://suptg.thisisnotatrueending.com/archive/57999291/


Eventually at about the turning point of M35 and M36 a great man by the name of Goge Vandire arises to be the head of the Administratum. Steward believes that he has found a worthy man to sit upon the Empty Throne of Earth. Emperor Vandire is an asset to the Imperium. Steward steps down and fades into the shadows of some distant world and disappears for some time.
Thread 52 - http://suptg.thisisnotatrueending.com/archive/58264906/


Goge Vandire goes nuts.
Thread 53 - http://suptg.thisisnotatrueending.com/archive/58563280/


Inquisitor Sebastian Thor raises rebellion against him and causes the Great Civil War. Steward is rediscovered with the High Priestess of Isha sitting at the bar of a tropical beach resort on some backwater nowhere planet. Apparently having been on that beech for the last ~150 years.
Thread 54 - http://suptg.thisisnotatrueending.com/archive/58818593/


After 10 years of devastating war Goge Vandire is slain and Sebastian Thor bullies the Steward into sitting on the Throne of Earth and becoming Emperor. 3 of the old Primarchs survive long enough to be present at the ceremony.
Thread 55 - http://suptg.thisisnotatrueending.com/archive/59020817/


Due to substantial Demiurg assistance in the war the new Emperor permits the space traveling craftsmen membership to the Imperium, to the grumbling of the elder. Imperium becomes open to the idea of accepting other "lesser" peoples into the fold.
Thread 56 - http://suptg.thisisnotatrueending.com/archive/59183440/


Late M36 and the first scouting fleets of the Tyranids are sailing through the Imperium. Connection with gene-stealers is made. Scouting fleets eventually slain and it is believed for a time that they are defeated.
Thread 57 - http://suptg.thisisnotatrueending.com/archive/59412072/


Mid M37, Hive Fleets have arrived. A few are slain eventually and at great cost over the next handful of centuries. Most shatter into splinter fleets and terrorize huge swathes of the Galaxy for a long, long time.
Thread 58 - http://suptg.thisisnotatrueending.com/archive/59566862/


At about the M38 mark the Necrons start to rise from their half-death into mechanical unlife. Up till the end of the Dark Millennium there is a gradual and unstoppable increase in Necron activity.
Thread 59 - http://suptg.thisisnotatrueending.com/archive/59767125/


Mid M38. Tau expeditionary forces encountered for first time. Contact made. Fledgling Tau Empire is unaware of the scale of the wars across the galaxy or the vastness of the Imperium. Refuses all efforts at inclusion.
Thread 60 - http://suptg.thisisnotatrueending.com/archive/59905153/


Late M38. Tau have a serious Artificial Intelligence rebellion after ignoring the repeated warnings of the Mechanicus. Dark Eldar take advantage of this time of weakness to use their failing Empire as slave raiding grounds despite the Tau themselves being "bland". Still refuse inclusion to Imperium when offered.
Thread 61 - http://suptg.thisisnotatrueending.com/archive/60121526/


Mid M39 and Tau have recovered their old Empire bounds and are once more expanding their borders. Historians note passing similarities to the expansion of early Imperium.
Thread 62 - http://suptg.thisisnotatrueending.com/archive/60371811/


Mid M39. Ethereal Council of the Eastern Fringe is once more pressing for closer relations with the greater Imperium. Fire Warrior general by name of Farsight believes that too much of the ideologies of the Greater Good have already been compromised by outside influences. Demands return to old ways.
Thread 62a - http://suptg.thisisnotatrueending.com/archive/60859322/


Political turmoil and minor skirmishes that the Tau believe are real wars erupt across the eastern fringe. Largely the Imperium fails to notice. Or care.
Thread 62b - http://suptg.thisisnotatrueending.com/archive/60898868/


Farsight and friends carve out their own Enclave and defy the Imperium. Ethereals furious at this breach of Tau honour. General Shadowsun swears a blood oath against Farsight.
Thread 63 - http://suptg.thisisnotatrueending.com/archive/60604925/


Mid to Late M39. Series of crippling wars with the Hive Fleets and pyrrhic victories leaves the Tau once more vulnerable to Dark Eldar raids, and raid they do. They finally accept the offer of inclusion to the Imperium.
Thread 65 - http://suptg.thisisnotatrueending.com/archive/61123571/


M40. Necrons awakening increases. Silent King spotted. Silent King tries to rebuild old Necrontyr Star Empire. Silent King wishes to find a way to reverse the biotransferance. New rebellions against The Silent King erupt on both scores.
Thread 66 - http://suptg.thisisnotatrueending.com/archive/61372827/


Some of the more minor and "eccentric" Necron Lords seek refuge in the Imperium. Emperor eventually agrees on the logic that it's better to have them in here pissing out than out there pissing in. Necron Lords, inhumanly powerful and prideful as they are, swear to obey their new liege so long as he never actually orders them to do anything.
Thread 67 - http://suptg.thisisnotatrueending.com/archive/61588973/
 
Eldar are livid at the inclusion of the Necrons. Some craftworlds consider trying to leave the Imperium.
 
Mid M41. Brain Boys spotted. Any talk of abandoning ship stops abruptly. Nobody wants to jump off the boat, no matter how many vermin are in it, when the alternative is sharks.
 
Late M41. The Hive Fleets were just a vanguard. The Tyranids are assaulting the entire eastern galactic edge in such numbers that they blot out the stars.
 
== The Archived Threads ==
 
1st thread was not archived.
 
Thread 2 - http://suptg.thisisnotatrueending.com/archive/49591185/
 
Thread 3 - http://suptg.thisisnotatrueending.com/archive/49707496/
 
Thread 4 - http://suptg.thisisnotatrueending.com/archive/49889220/
 
Thread 5 - http://suptg.thisisnotatrueending.com/archive/49948023/
 
Thread 6 - http://suptg.thisisnotatrueending.com/archive/50077670/
 
Thread 6b - http://suptg.thisisnotatrueending.com/archive/50119235/
 
Thread 7 - http://suptg.thisisnotatrueending.com/archive/50263743/
 
Thread 8 - http://suptg.thisisnotatrueending.com/archive/50425952/
 
Thread 9 - http://suptg.thisisnotatrueending.com/archive/50684106/
 
Thread 9b - http://suptg.thisisnotatrueending.com/archive/50719277/
 
Thread 10 - http://suptg.thisisnotatrueending.com/archive/50874097/
 
Thread 11 - http://suptg.thisisnotatrueending.com/archive/50992723/


[[Category:Nobledark Imperium]]
[[Category:Nobledark Imperium]]

Latest revision as of 08:40, 22 June 2023

This article is a stub. You can help 1d4chan by expanding it

This page is part of the Nobledark Imperium, a fan re-working of the Warhammer 40,000 Universe. See the Nobledark Imperium Introduction and Main Page for more information on the alternate universe

It is the 41st millennium. For more than a hundred centuries the Eternal Emperor and Empress have been joined in their holy union. He is the last relic of a lost age when hope and wisdom ruled the galaxy, still clinging to his purpose of forging a better future, and she is the last remnant of an ancient pantheon, a mother watching over dying children brought low by their own hubris. Together, they are the Masters and Guardians of Mankind and Eldar, the keepers of the Last Alliance, the embodiments of the Imperium to which a hundred sapient species swear their fealty.

At the core of the Imperium is Humanity, its teeming multitudes ever resilient, stubbornly carving out a future amongst the hostile stars. The greatest of Man’s allies are the Eldar, ancient and wise, their shared bond forged in battle and sealed in blood millennia ago. Since then, others have been judged worthy to join in the light of the Imperium, to stand with Men and Eldar as fellows: the industrious Demiurge, enigmatic Tau, countless strains of Abhumans, and many more.

Yet for all the Imperium’s numbers, it is barely enough to stave off the forces that would tear it down. United under savage Beasts, the Orkish hordes throw themselves at the great edifice of the Imperium. The Necrons are awakening to a changed galaxy, and seeth at the primitives who would dare harbor their greatest foes the Eldar. From the galactic east, the Tyranids have made landfall and sweep over countless worlds in their hungering tide. In the shadows lurk the Dark Eldar, reveling in the carnage of a galaxy at war. And from the Immaterium, the Chaos Gods brood and plot their eternal vengeance, served by the twisted Chaos Eldar.

To be a man in such times is to be one amongst untold trillions. It is to live in the last bastion of civilization as the darkness draws near. These are the tales of those times. Forget the stories of peace and harmony, for they are fables of a gentler time, when the world still made sense. Remember the stories of struggle and defiance, full of brotherhood and sacrifice, for those are the ones that really matter. Peace is a distant dream growing ever fainter, and there is only war as Men and Eldar hold the line for the promise that has been whispered through the generations, from father to son, from mother to child: that there is good left in the world, and that is worth fighting for.

To-do List[edit]

  • Finish Primarchs
  • Establish timeline and events, and how similar they are to canon 40k
    • Origins of Warlord/Steward/Emperor, and his own timeline
    • Unification of Terra
    • Great Crusade
    • Rescue of Isha
    • War of the Beast (replacing Horus Heresy)
    • Armageddon?
    • Tyranids? Have they fully arrived yet
    • Other SMs? Only the original legions, or others? Chapters?
  • When is present day?
  • Repercussions of Imperium/Eldar alliance?
  • add new canon from gathering storm and 8th e

The Imperium: Then[edit]

"Of course we are at war. Why on Old Earth's green soil would you believe we are not at war. We are in what is essentially a siege position, with an unfortifiable border stretching an entire 360 degrees for several light years in every conceivable direction. Our enemy has no concept of "rest" or "armistice" and can pop up at any time, on any side, in any position within the massive amounts of space between the mud marbles that we call the worlds of the Imperium. The Imperium is always going to be at war. Why would you ever believe otherwise?"
- Primarch Rogal Dorn, showing his usual level of tact

A Brief History of the Early Days[edit]

Maps of Old Earth, circa M30

Ursh[edit]

The Nightmare of Old Earth:

Of all the national entities that existed when the Warlord emerged on Old Earth, none is perhaps as infamous as the Empire of Ursh. The Tyrant of Gredbriton consorted with the Ruinous Powers and used horrific chemical weaponry, but few others in Gredbriton actually worshipped Chaos and thus his ability to do widespread damage was limited. The Pan-Pacific Empire was an absolute nightmare to its own people, but seemed largely unconcerned with the world outside its borders. The Yndonesian Bloc was a brutalistic theocracy, but also tended to be rather isolationist. The Merican junta was an expansionistic, nationalistic military state, but at the very least it did not treat its citizens as disposable, if only to protect the investment, and the people there had at least some standard of living. Ursh, by contrast, shared all of these negative features with its contemporary empires and suffered none of the limitations. The Empire of Ursh was a major influence in the histories of numerous other Unification-era countries, including Terrawatt-Uralia, Duscht Jemanic, Bania, the former components of the Everlasting Tharkian Empire (including Macedonia and Achaemenidia), the Nord Afrik conclaves, the Afrique League, Merika, Ind, Sibar, Sino-Japan, and the Khanate. In many ways, the Unification of Earth can be directly tied to the rise and fall of the Empire of Ursh.


The Empire of Ursh was originally founded in northeastern Azia, on the banks of the Amyur River. Despite containing fertile riverlands, this area was never an important center of industry and agriculture during the Dark Age of Technology, and so was spared from some of the worst of the horrors of the Old Night. The ancestors of the people who would come to form the Empire of Ursh came from such ancient, long-forgotten countries as Russia or China, but they nation they ended up founding would become a completely different entity altogether. The first ruler of Ursh was a rather eccentric man named Kalagann the Great, who in spite (or more likely because) of his eccentricity, was able to unite the various pocket kingdoms, city states, and villages around the Amyur River into an actual nation-state. Early historians often described Kalagann as nothing more than a prelude to the infamous cruelty of the Despots, but later historians have found that there was nothing to suggest that Kalagann was as evil as his successors. Indeed, Kalagann seemed to be genuinely concerned for the welfare of his people, and there is no evidence that Ursh had yet been corrupted by the Ruinous Powers. Ursh was one of the first nation-states to rebuild from the metaphorical and literal fallout of the rebellion of the Men of Iron and the beginning of the Age of Strife, and for a while it seemed like Ursh was going to be the pinnacle of civilization on Earth, an illustration that society could rebuild from the Age of Strife. However, a few years after Kalagann’s death, it all started to go wrong.


As they expanded from their initial cradle of neo-civilization, the Urshii found themselves surrounded on three sides by tribal hunter-gatherers (Sibar), steppe nomads (the steppe nomads of the future Khanate), and subsistence farmers that seemed to have no aspirations of greater empire (Sino-Japan). Over time, the Urshii began to see themselves as the sole remaining carriers of the torch of civilization that stretched all the way back to ancient Sumeria, and as “enlightened” people it was their job to shepherd the rest of the uncivilized masses back into the light. Urshii art and architecture was heavily influenced by this concept, being consciously modeled after imperial China or ancient Mesopotamia, two of the great cradles of civilization, despite Ursh itself have very little direct connection with either. These included a lot of ziggurats, which were seen as stairways to the heavens and often the site of important, and often unsavory, political or religious functions. The rulers of Ursh, the infamous Despots, believed that they had been given the divine mandate to bring civilization back to the people of Earth, granted to them by the four great heavenly powers, which were represented by the four directional winds. These four gods were, of course, the Ruinous Powers, who just loved to subvert and co-opt local cultural and religious beliefs for their own purposes. The Despots were educated from birth that they were god-kings, and that they and they alone knew what was best for Ursh and humanity. This, along with the systematic dehumanization of the serfs and non-Urshii, was one of the reasons for the infamous brutality of the Despots of Ursh. In their view, questioning the Despots or making a request was tantamount to saying the "god-kings" didn't know what they were doing.


Despite seeing the usefulness of advanced weapons of war, the Empire of Ursh was downright backwards technologically when compared to the other major empires of that time such as Merika, Hy Braseal, and the Pan-Pacific Empire. Indeed, one of the major reasons the Empire of Ursh invaded the Afrique League and the Nord Afrik conclaves in M28, one of the largest military engagements on Earth prior to the Unification Wars themselves, was primarily for technology to use against their larger neighbors. Instead, the Urshii preferred to look inwards, focusing more on religion and the occult rather than technological advancement. To the Urshii, technology was only useful if it could further aid them in their goal of conquest.


The Empire of Ursh had the largest fleet of any pre-Unification power with over twelve ships, but these ships were so derelict as to be borderline space hulks and could not even leave low Earth orbit. Indeed, because these ships were so decrepit and spread over such a wide area of territory they were used more for denying the orbital high ground than to actually fight. Records indicate that when a ship was too damaged to fly or an enemy ship was actually shot down the Urshii would swarm over the wreckage like scavengers on a Void Whale carcass, salvaging the ship's weapons to attach to ground vehicles to turn them into overbuilt weapons platforms. This was about the limits of Urshii technological aptitude.


Ursh was perhaps best known for its army, which despite its limited technology was the terror of Old Earth for many years. At the center of the army were the Nobleborn, elite warriors who were born of the upper class and given the best weapons and training the Urshii could afford. However, there were never enough Nobleborn to make a full-scale army large enough to take on Ursh's neighbors, even with Ursh's massive population. Additionally, although the Nobleborn made good shock troops, they had little tactical flexibility and could not perform specialist roles. Therefore, the Urshii often supplemented the Nobleborn core of their army with various auxiliaries, drawn from the numerous enslaved people and vassal states around the empire. Ursh primarily controlled its auxiliaries through mutual fear. The Red Engines feared the steppe nomads, who feared the Tupelov Lancers, who in turn feared the Roma, and so on and so forth. All feared the wrath of the Despot of Ursh.


Urshii society could be divided into three major groups. On the one hand, there were the various vassals and conquered peoples, who were seen as less than human and treated poorly. On the other, there were the serfs, who despite being Ursh-born were not “chosen”, and therefore also considered to be subhuman and treated poorly. And finally, there was an upper class, composed of a combination of the military, scientific, religious, mystic, and cultural elite. One of the only good things one could say about the Empire of Ursh is that they valued personal ability when they saw it, though admission into the nobility was only available to those who were both skilled and truly indoctrinated in the Urshii philosophy and religion. Urshii high courts were often a web of treachery and deceit, with nobles plotting against each other for power. The Despots encouraged this behavior, particularly among the Urshii lords of far-off conquered territories, as it kept them fighting among themselves for the Despot’s favor rather than deciding to secede and form their own petty empires.


After the fall of Ursh, this class system was thoroughly dismantled, though few of the nobility actually survived. Most of the nobility had been so indoctrinated in the superiority of Ursh and their gods that they would rather charge unarmed at a group of soldiers outnumbering them a hundred to one than accept defeat at the hands of “lesser peoples”. It was this attitude that led to the Urshii insurgency in Sibar, which was a thorn in the side of the Imperium for nearly twenty years after the fall of Ursh itself. The various freed vassals and serfs, on the other hand, were in some ways brought together by the shared experiences of the horrors of the tyrants, leading to the use of the term “Children of Ursh” to refer to those who had suffered at the hands of the Despots.

The Khanate[edit]

See The Pastoral Worlds

The Great Crusade[edit]

The Fable of Djerba[edit]

Today the world of Djerba in the Segmentum Solar is not particularly notable. But it’s Crusade-era history is well-known. Like many worlds during the Age of Strife, the original population included a significant number of people who were touched by the Warp, which increasing manifested itself as the Age of Strife went on. Unfortunately, like many worlds during the Age of Strife, including Barbarus, the psykers on Djerba went mad with power and set themselves up as god-kings over the common people. On Djerba, these psykers called themselves Cognoscynths.

The psychic abilities of the people of Djerba primarily manifested as a form of mind control. Cognoscynths could invade and control the mind of an ordinary person on a whim, rewriting memories, suppressing morality and self-preservation, and forcing any who could not surpass their willpower and psychic might to be their slaves. Before long, although the surface of Djerba was nominally made up of numerous warring nation-states, the leadership of these nations were little more than puppets to the Cognoscynths. The Cognoscynths erected their City of Sight above Djerba, from which they controlled the people below like marionettes on strings. They forced the people below them to go to war for their amusement, laughing as man slaughtered man at their whim.

According to legend, the Imperium sent three emissaries to the Cognoscynths. The first was the Scholar, a giant clad in red, who came bearing words of warning. He had come to Djerba hearing rumors of a society where outcasts such as he could co-exist in peace with normal men without fear of persecution. What he saw disheartened him. Here was a society which embodies the worst nightmare of the most closed-minded and hateful of mankind, who feared the witch and hated the psyker.

The Cognoscynths psychically commanded him to bow. The Scholar said no. In that moment, the Cognoscynths realized that they were to the man before them as hills were before a mountain. With rage burning in his one eye, the Scholar said he would give the Cognoscynths one warning. Dismantle their oppressive society and free the ordinary men and women they had enslaved, or face the consequences. For if they did not he would to return with his liege, and his liege was not as forgiving as he.

The second was the Shepherd, clad in gold, who brought words of doom. The Cognoscynths had ignored the warning of the Scholar, and had not changed their ways since he had left. The Shepherd was the Scholar’s liege, and came before the Cognoscynths much as the Scholar had. He said that he had seen the world the Cognoscynths had wrought. The Cognoscynths had been judged, and found wanting. Once more, the Cognoscynths were enraged at being judged by an outsider, and attempted to psychically compel him to bow. They failed. Whereas the Scholar had been a mountain, the Shepherd was like a monolith of adamantium, only gold instead of grey.

Their prodigious psychic powers failing them, the Cognoscynths turned to words. They scoffed at the idea of the Shepherd bringing judgement upon them. For all of his power, the Shepherd was just one man. Even if he brought the Scholar, the two did not have the power to command them on their own. The Cognoscynths were each powerful psykers, who could command armies of their own. Whereas any army the Shepard could bring would fall under the control of their powers and turn on their fellows. What could the Shepard do to them?

“I will bring your empire down with a single soldier,” said the Shepherd, then left.

The third Emissary was the Slayer, clad only in black. She brought no words, only death. Where she walked, men went mad, the witch-touched tearing their eyes out and clawing at their skin whereas the mundane became ill and collapsed from severe vertigo. None could seemingly touch her. Even the Cognoscynths were not immune. The Slayer only killed two-thirds of the Cognoscynths, by the time she turned her attention to the remainder they were already dead, the last choking on his own blood.

The people of Djerba were freed both in body and mind, and with freed fists celebrated their liberators. But to this day, the Imperium still remembers the lesson of the Cognoscynths, even if only as a cautionary tale, as best exemplified by the colors of Djerba. Red, gold, and black.

The Rangdan Xenocides and the Slaugth[edit]

The Rangdan Xenocides were by far the most costly conflict ever fought during the Great Crusade. The campaign included the involvement of three Space Marine legions (the Dark Angels, Space Wolves, and the Ultramarines), several Titan legions, and significant numbers of the Solar Auxilla; needed the assistance of the Eldar to gain a foothold; and required the direct intervention of the Steward himself to finally turn the tide.

The opposing forces of the Rangdan Xenocides were the Slaugth. The Slaugth were colonial organisms resembling masses of maggots (though pedantic AdBio members would point out they also showed similarities to Terran leeches and earthworms) linked together in a mucosal sheath into a humanoid shape. The constant psychic contact between the individual worms in the colony, combined with the completely horrific and alien mindset of the Slaugth by the standards of nearly every other race in the galaxy, made them revolting to directly touch with psychic powers. Psychic contact with a Slaugth was not like the mental communion of matter and anti-matter of a blank, but described more like sticking one’s arms up to the shoulder in maggots. “Only a daemon would want a Slaugth’s soul”, an old Crusade-era saying goes.

The Slaugth themselves had an entirely self-centered mindset and only cared about themselves and their individual desires, lacking even the empathy requisite for sadism, they would with great and terrible apathy degrade and consume the whole of the universe. Although they were able to scrape together some semblance of social order, the Slaugth saw everyone and everything, even members of their own kind, as little more than tools or philosophical zombies set in the universe to fulfill their whims. For the most part, the most prominent of those was hunger. Although the Slaugth were naturally detritivores and could survive on any flesh, they most preferred to feed on brains (the larger and more complex, the better), and had developed a system to feed this gluttony. Humans, eldar, and other sapients were farmed like cattle, their brains extracted, and the waste meats fed back to the livestock and Slaugth bio-constructs like Osseivores. The Slaugth did not eat the brains of other sapients solely for their nutritional value. Absorbing nutriends from a brain would cause an individual Slaugth worm to be overwhelmed by neurotransmitters, producing a euphoric effect similar to a chemical high.

Indeed, just about the only reason the Slaugth didn’t readily turn on each other is that Slaugth couldn’t really eat other Slaugth. If one Slaugth colony tried to eat another Slaugth, the two would simply merge into a single giant Slaugth colony twice as large and twice as hungry as its constituents. Even if a Slaugth did manage to completely kill all the component individuals of a fellow Slaugth colony before eating it, Slaugth flesh simply tasted foul to their own kind. And this is assuming that a Slaugth could kill another Slaugth in the first place. Being composed of hundreds if not thousands of individual organisms, Slaugth lacked vital organs or a centralized nervous system and were notably hard to kill. For this reason, Slaugth tended to prefer necrotic weaponry, which rotted the tissues of their foes from the inside-out and was one of the few ways (aside from fire, plasma, or radiation) to make sure another Slaugth was reliably dead. The fact that it also worked well on the bio-constructs that Slaugth technology was largely based around just made it even more attractive.

Given this entirely self-centered mindset, it is difficult to imagine how a species like the Slaugth could have ever developed a civilization, let alone space travel. However, what little historical records remain show the Slaugth arose long after the end of the Old Ones in the War in Heaven and long before humanity developed widespread genetic engineering or spread out into the stars. Current hypotheses suggest that the Old Eldar Empire, or at least someone like them, was responsible for the uplift of the Slaugth from what were essentially fire and tool-using ant colonies into a starfaring species, as well as their adoption of a humanoid form.


By the time the Imperium encountered the Rangda, the Slaugth were being ruled by an Iron Mind. A minor Iron Mind, to be sure, but even a minor Iron Mind was still dangerous. The Slaugth and the Iron Mind had formed a kind of symbiosis, or as close to one as the Slaugth were capable of. The Iron Mind handled the long term planning of the Rangdan Empire, which the Slaugth naturally didn’t have the wherewithal or inclination to run, and the Slaugth indulged it in its god complex and protected its physical body while its artificial soul ran with daemons in the Warp. When the Imperium fought the Slaugth the Iron Mind was able to coordinate the movement of its forces with uncanny accuracy. Companies would advance only to be met with forces that already predicted their arrival. However, when the Imperium finally made a beachhead on Rangda, the Steward took to the field and struck down the Iron Mind with an ancient archaeotech device of unknown purpose from the vaults of Ganymede. With the Iron Mind destroyed, the cohesion of the Slaugth was broken, and the remaining factions were run down and killed by the Imperium and Eldar.

It was during the Rangdan Xenocides that the Dark Angels, who were previously tied for the status of “most numerous legion” with the Ultramarines, became the largest standing legion by a wide margin. Although the Ultramarines were well-trained and highly-skilled, the Slaugth were an outside context problem for them and they suffered grievous casualties. Still others became infested through some unknown means and had to be mercy killed, their eyes begging for death and their limbs moved to butcher their comrades in the name of their xenos master. By contrast, the Dark Angels had been traveling the void and dealing with anomalous phenomena for far longer, and knew how to deal with the unexpected. While the Ultramarines immediately moved to free the Slaugth chattel, the Dark Angels held back and waited. Although this seemed callous at the time, the Dark Angels knew that the Slaugth would use the prisoners as bait for an ambush, and that by focusing their efforts on the Slaugth or restricting any rescue operations to the cover of darkness they could save a lot more prisoners than otherwise possible. The rise of the Dark Angels as the undisputable largest legion set the stage for Luther’s actions during the War of the Beast, and made the betrayal of the Fallen that much more devastating.

Imperial and Eldar forces rescued numerous humans and Eldar from Rangda and the surrounding worlds of the Slaugth Empire. Eldar rescuees, due to the longer generational gaps, were not as mentally damaged and were herded off to the nearest Craftworlds where they could be given some semblance of a normal life. Although these slaves were physically normal, mentally, it would be more accurate to describe them as livestock than anything else. They had spent at least a few thousand years being bred for servile, docile natures and to be just strong enough to not need looking after much but too weak to pose any sort of threat. The Imperium tried to uplift them in a similar manner to the ogryn, but had variable success. In the end, the human survivors of Rangda were largely adopted by the various Legions. They were docile but they were dutiful, they also had inhuman patience and didn't get bored by repetitive tasks. Their tainted bloodline has by 999.M41 faded away though many in the Imperium, even some Space Marines, could claim to have at least one ancestor in the "serf families" as they became known.


Today across most of the galaxy the Slaugth are considered to be harmless boogeymen, an extinct xenos species whose only modern function is to scare children into eating their vegetables. There are others who know better. Not every Slaugth was killed in the aftermath of the Rangdan Xenocides. Some escaped the destruction of their species, hiding amongst the flesh of the dead in places beneath notice. Today the Slaugth exist in the shadows, multiplying in the places out of sight ready to emerge wherever weakness or rot presents itself. Slaugth have been sighted in the xenos districts of Low Commorragh, trading technological abominations to the Dark Eldar in exchange for slaves. Some have even suggested that the abundance of Slaugth in the Calixis Sector is not a coincidence, speaking in hushed tones of bargains struck between the maggot men and the separatist Emperor Severan of the Severan Dominate.

The surviving Slaugth seem surprisingly unconcerned with the loss of their empire. They resent it, but they are not devastated by it in the way that a human, eldar, or tau would be. Indeed, the Slaugth seem to see the destruction of their empire and near-extinction of their species as “not their problem”. And given that the Slaugth are colonial organisms, who can reproduce asexually or with minor contact with other colonies, it could be argued that the death of the rest of their race really was “not their problem”. Indeed, the empire at Rangda was in effect the normal Slaugth modus operandi on a large scale. The similarities are evident; a large number of thralls and bio-constructs lorded over by a Slaugth elite, resembling a feedlot or a parasitic infestation more than what one would think of as civilization. It’s possible that while the Slaugth might on some level desire retribution for the destruction of their empire, given their mindset they might just consider vengeance another flavor of eating.

The Ullanor Crusade[edit]

Editor's Note: Needs to be edited with changes discussed in Thread 62, put here to avoid it getting lost since it is mostly done

The Prelude to the War of the Beast:

Imperial historians generally consider the Ullanor campaign to be the last major military action of the Great Crusade and a harbinger that set the stage for of the War of the Beast shortly thereafter. However, to those who participated in the crusade itself, there was little to suggest the Ullanor campaign would be of such significance. Ullanor was seen as one of the last major pockets of significant military resistance in the galaxy, but at the time of the Ullanor crusade peoples’ minds were beginning to shift away from exploration, warfare, and conquest and more towards consolidation and rebuilding. Most of the major threats to the Imperium during the Great Crusade were seen as dealt with. The Slaugth were believed to be extinct. The Yu’Vath were seen as crippled, though not completely eliminated. Guilliman’s fear of a “counter-Imperium” located somewhere in the galaxy seemed to have never been realized. The map of the Milky Way had not been completely been filled in, but there was less and less of an area for any such an empire to hide. However, few would claim the Great Crusade was nearly over. Many planets were still in the process of reconstruction, a process that was expected to take several centuries given the extent of the damage from the Old Night.

The empire at Ullanor was discovered quite unexpectedly by the Imperial Fists as part of their unification of the neighboring Osroene Sector near the border between the Segmentum Obscurus and the Segmentum Ultima. The people of the sector had reported numerous Ork raids over the years, most of which had been beaten back at great cost. They said the raids had become more intense over time, but had little more information on where the Orks were coming from or why the raids were so frequent beyond their general direction of attack. Similar sectors had reported the same thing, to the point that one Imperial map made shortly before the Ullanor Crusade has the Ullanor Sector rather cheekily labelled in High Gothic as “Hic Sunt Orcorum”. The Imperial Fists made a short Warp jump, expecting to find little more than a pirate base formed by a particularly successful Freebooter. When they saw the actual source of the raids, they immediately turned around and sent an astropathic message to Old Earth for backup.

What the Imperial Fists reported from Ullanor was shocking. Normally Ork camps resembled nothing more than the camps of a simple warband writ large. Nothing more advanced than a series of tents and ramshackle huts, and nothing more permanent than some Mekboy quarters and da Drops. Not Ullanor. Ullanor had been united by a rather ambitious warboss, who had decided to build his influence over the sector slowly than let his reign be a simple flash in the pan. Instead of a simple scrap-ridden wasteland and encampment, the planet had been criss-crossed by a series of Ork-made bunkers, crude and spartan but nevertheless planned in terms of their placement. These buildings were but crude fortifications compared to the permanent structures erected by the Orks at places like Gorkograd on Prax. However, at the time of the Ullanor Crusade, it was an unpleasant surprise.

The increasing Freeboota attacks on the neighboring systems weren’t simply raiding parties. They were the signs of an empire ready to expand.


The threat posed by Ullanor was clear, even to the Steward. Having nearly been choked to death by a similar Warboss after a hasty and ill-advised personal assault on the hollowed-out world of Gorro, the Steward knew full well of what a Warboss of that caliber was capable of. Such was the threat posed by the empire at Ullanor that five primarchs and their respective Space Marine legions were called in to deal with the threat: Rogal Dorn and the Imperial Fists, Fulgrim and Terra’s Sons, Mortarion and the Death Guard, Jaghatai Khan and the White Scars, and Horus Lupercal and the Void Wolves. Each had their own role in the campaign. Mortarion’s troops were to form the backbone of the army, a fighting force of such fortitude that they could weather anything the Orks could throw at them. Terra’s Sons were to act as shock troops, striking at points of particularly hard resistance and cutting down the ‘ardest Boyz. Rogal Dorn’s job was to tear down any Ork fortifications and prevent the Orks from using the terrain against them. Jaghatai was to chase down any survivors to prevent them from regrouping, as well as contest the mechanized cavalry game with any Ork bikers. Horus was to hold the orbital high ground and use the Void Wolves to board and clear out any ork ships in orbit.

The Imperial Crusade had hoped to simply pick off the warboss and see his nascent empire implode. However, the Warboss at Ullanor, Urlakk Urg, was clever. Instead of exposing himself to danger by leading his army from the front, he kept himself hidden, where Imperial assets could not simply pick him off. In order to keep morale up, he used the bunker system spanning Ullanor to appear where he needed to be in the thick of the fighting to show his Nobz he hadn’t lost his stomach, then taking advantage of the chaos of battle to avoid being sniped. Further complicating the matter was the fact that Urlakk Urg didn’t always give his orders in person, instead creating a system of messengers to carry his orders for him when he had to be elsewhere.

In the end, it fell to the primarch Horus to end the threat of Urlakk Urg. Taking his flagship, the Vengeful Spirit, Horus opened a channel to recievers on all frequencies and began insulting the Warlord. For two hours Horus taunted Urlakk Urg, claiming he was cowering in his bunker like a pansy instead of fighting where everyone could see him and suggesting that rather than an ork perhaps he was merely a particularly overweight and foul-tempered gretchin. Urg tried to resist for as long as he could, recognizing correctly that it was a trap, but eventually his temper got the better of him. Eventually, Urg broke down, sending a message back to Horus incensed that he would say such things from behind the safety of a starship and claiming he wouldn’t be so glib if the two were meeting face to face. Horus, having finally figured out which bunker Urlakk Urg was hiding in, responded by slagging Urg’s bunker from orbit with a Rok-Buster torpedo.

“And that, gentlemen, is how you do it. Now, let’s go apply some fungicide.”
-- Primarch Horus Lupercal, after hearing Urg’s response to his message


At the apparent death of their Warlord, the Orks began to lose morale and the tide began to turn in favor of the Imperium. On a local scale the Orks recovered quickly from the loss, with the various lesser Warbosses taking over where Urg had left off, but without Urg to hold them together the different Warbosses could no longer act as one, and as a result were picked apart piecemeal by the Imperium. Many Warbosses spent their last moments engaged in a war on two fronts, both fighting the advancing forces of the Imperium as well as their fellow orks for control over the WAAAGH!

The Imperium celebrated at the destruction of Ullanor. Some rumors say that Ullanor was turned into a world dedicated to the Imperial triumph there, though the Steward would be quick to point out that this was not the case, as removing the Orkish spores from Ullanor alone would have taken more time than elapsed between the Triumph at Ullanor and the War of the Beast. Ullanor was worth more as a productive world than a self-congratulatory glory shrine anyway. Nevertheless, a celebration was held on Ullanor the likes of which had not been seen before. Eleven of the nineteen primarchs showed up, the five who had served at Ullanor who were awarded additional honors in recognition of their service as well as Lorgar, Magnus the Red, Angron, Sanguinius, Guilliman, and Perturabo, as well as numerous chapters of their various legions, regiments of the Imperial Army, representatives of the Titan legions and the Adeptus Mechanicus, and more. An invitation was even extended to the eldar, though only the inscrutable Eldrad showed up, and much of what he did on that day was unknown.

Unfortunately, their celebration proved premature. Although Horus’ patented strategy of sniping the enemy leadership with extreme prejudice and cleaning up whatever disorganized remnants were left after the chain of command was disrupted had worked numerous times before on the battlefield, here it had failed. After Horus’ bombardment Urg was still alive, though wounded, beneath the rubble. Blood dripping from his wounds, Urg made his way to a device in his chambers, a Mekboy contraption the Orks had taken to call a tellyporta, which transported him to a nearly airless rock in the middle of nowhere before the Imperials began sorting through the rubble. This world had been Urg’s backup plan in case the Orks at Ullanor were defeated and had to come around for another go, but it had now become his place of exile. Urg bellowed in rage, furious at the Imperium for taking his empire, furious at the git that defeated him through such deceptive and underhanded means, and furious at Gork and Mork for allowing such a thing to ever happen. This rage brought Urg to the attention of four other beings who shared Urg’s hatred of the Imperium and had a very vested interest in seeing it destroyed.

The War of the Beast[edit]

Raid of Cthonia[edit]

The Raid of Cthonia was not a strategically important battle in the War of the Beast, but it has long stood as an eerie portent in the annals of imperial history, and may be remembered with hate in the clash of some future war. During the Great Crusade the system spanning ruin had been garrisoned by detachments of both the Imperial navy and army, as well as a contingent of Mechanicus intent on the study of the ancient hub system, and a special Custodes unit nominally present to ensure the safety of the treasures of human heritage. At the time of the Dark Eldar engagement, Cthonia was far from the main theaters of battle, and much of its naval and infantry guard had been ordered into the defense of Old Earth. The raid is notable as the largest single incursion the Dark Eldar have ever made into realspace, and the only time the great tyrant Asdrubael Vect is known to have walked an imperial world. As the siege of Old Earth reached its terrible climax the Cthonian system was set upon by a force of corsairs and Kabalites, first seeming a particularly fierce attack of opportunity, but with the appearance of Crone and Upper Commorragh command ships, then Vect’s own, it became apparent the scale of the assault.

While significant fortifications had been established on one of the system's rocky inner planets and the foundations and initial foundries of a new forge laid on another in hopes of staging exploration through the system the forces that remained to man them were few. Navy and Mechanicus ships scrambled to secure their orbits against the tide of corsairs. The imperial officers could do little but watch through their telescopes as the Crone and Commoraghi command ships maneuvered to the crest of the golden circlet and made to secure the broken ring set around the Cthonian star.

Of the Imperial forces present the techpriests were the best armed and in the greatest number, but they received the greater part of the Dark Eldar's attention. The guns of explorator ships and newly scavenged archaeotech illuminated the space around Cthonia III, but even as the darting corsair ships burned in orbit they made for the surface. The orbit of Cthonia rapidly became a dynamic hell of boarding actions and lance fire as incubi and skitarii ripped into each other in fierce engagements that were soon mirrored on the planet's surface. The Commoraghi forces on Cthonia made to plunder the forge of its magos and higher acolytes, while those around Chthonia IV tried to cripple the Imperial military force. The predominantly Voidborn battlegroup successfully held against corsair opening salvos, the remaining imperial army forces on Cthonia IV supported their meagre naval force with surface based lance and torpedo installations and polar weapons platforms. As the third day of fighting on and around Cthonia III dragged to a close the remaining Mechanicus forces retreated first to their ships in orbit, then to their sister world. As they broke from the fray the attacking Dark Eldar made for the crest and their command ships.

The dark battleships of the attacking force's Crone sorcerers and mighty archaeons were moored among the gleaming discharge towers and control domes of the crest facility, the forces of the haemonculus and balesingers they brought with them engrossed in the wonders they were dissecting. Assets drawn from Vect's own fleets and forces manned the shredding guns set up in the installation's spires and the cutters ready to intercept any counterattack meant to dislodge his expedition. In the years that followed Inquisitorial investigators and their illuminate superiors judged that his forces had access to facilities that were integral to the creation and engineering of souls, facilities that housed the stacks of Dark Age Abominable Intelligence that trawled the deep warp, and others that prepared blank bodies for life. The extent of his Haemonculi and sorcerers gained from this endeavor could not be known, and the Magos of Cthonia III was never found.

As the bloodied forces of the Mechanicus and Imperium regrouped at Cthonia IV under the protection of its surface armaments they made to contact the wider imperium and the Custodes garrison. Attempts to call for aid brought dismay, the latest news was that Sanguinius was dead and the Eternity Gate breached, and no reinforcements could be spared. In spite of this blow it was found that the Custodes still held the focal complex and central repository, and hoped to hold it longer still even as their barricades breached. It took two more days to prepare a meaningful attack force to challenge the Dark Eldar assembled at the crest, and for that time the focal complex and its golden defenders held by power glaive and sword even as they fell back from lab to lab, and dove back into lost chambers to face down witches and horrors that strove to pry forth their lord's very fundament.

The defending Custodes were all but overrun, but enough stood to continue to disrupt the invading Dark Eldar. In later stories of the battle it is said that Vect entered the complex guarded by mandrakes and his personal retainers, intent on ensuring the successful looting and study of this piece of imperial history, and was engaged at some distance by a Custodian wielding a rocket launcher. The remains of the Custodes unit was forced to its final fallback position in the central operating chambers, as well as a handful of holdouts fighting on across the massive complex. Vect was still in the complex when the remaining Imperial and Mechanicus ships entered combat with the corsairs and set course to charge the moored command ships. While some of the Imperial vessels were intercepted, others picked off by the corsairs before they could get the commanding crone ships in range, much of the counterattacking force got in among the enemy fleet, some ramming and others firing their guns until they no longer could.

The great tyrant's personal hasty retreat spared him and his ship. The corsairs fled soon after the first Imperial ships detonated their drives, their Mechanicus crews devoted to the sanctity of the Omnissiah and hatred for such things as haemonculi. The crone ships burned among the emission spires, their blasted wrecks were pinned to command domes by the broken prows of imperial ships. The ships that remained after the initial charge ran down the fleeing pirates until they slipped into the webway, or else entered the crest and threw themselves into the destruction of the straggling Dark Eldar. Even as the remaining Voidborn and Imperial army forces relieved the Custodes unit from their charred and melted fortification there was little celebration. To their best knowledge the Imperium had fallen, whatever their victory was worth, and they braced for the worst. It took another day to establish contact with the Imperial navy, which confirmed the opposite.

Battle of Mount Afonso[edit]

See Drach'nyen

Battle of Necromunda[edit]

The Battle of Necromunda was a major conflict during the War of the Beast, where the Imperial Fist fought to control both the planet and space around the hive-world itself. As a technologically advanced Survivor civilization, Necromunda was a major munition manufactorum that directly supplied munitions to the front lines and Terra itself. As the Beast made a beeline for Terra to recapture Isha and kill the Steward, in order to make the upcoming Battle of Terra easier other Orks and Crone Eldar worked together to cut off the entire Sol-Sector from the rest of the Imperium. When a blockade couldn't be establish the Chaos forces switched from cutting supply lines to outright attacking the production of supplies itself. The ever opportunistic Dark Eldar joined along for the ride with the Chaos forces to make the Imperial shipping lanes a living hell to operate within Segmentum Solar.

The sights of a big WAAAGH! had the poor planet of Necromunda as the next prey after already destroying several Imperial worlds when they bypassed Terra. Still rich in mineral and other resources the hive-clusters on the surface would be devastated in the fighting in the orbit as debris from Imperial Navy wrecks, Ork Rokks, and twisted Crone corpses rained down upon the planet. Due to people living in such tightly packed conditions, tens of thousands of civilians died just in the first week of fighting over the planet. The Imperial Fist sent a detachment of 40,000 Space Marines under First Captain Sigismund to defend the planet at all cost, but an unknown amount of ships got lost in transit due to Warp interference that was probably conjured by the Crone Eldar. When Sigismund arrived over the planet, the Imperial Navy was in a stalemate with Chaos ships where neither side could attack without being destroyed in a single battle. Unfortunately, the Ork ships orbiting Necromunda had mostly crashed onto the surface to begin invading the planet. Sigismund would report that Imperial Fist ships are arriving over the planet at random times yet there were enough Battle Barge to kill the Chaos fleet. The Battle Barges combined with the Imperial Cruisers attacked to finally crush the remaining Chaos fleet, ending the battle in orbit.

However, the damage was already done for Necromunda as the majority of the invading Orks had already crash-landed into or near the hive-clusters. Sigismund ordered all available Imperial Fists to land and defend the manufactorums at all cost. The hive cities were turned to fortresses (more than usual), in that the Orks paid five Boyz for every one Space Marine. However, even this was not enough when the Orks outnumbered the Imperial Fist ten to one. What was more frightening was that the invaders were making fast progress as well. Thousands of Imperial Fist were lost within the first few days of fighting in the hives. Sigismund was not shocked with the losses but rather had expected them knowing how the battles in the War of the Beast worked. What he did feel was worried by the fact that as this battle of attrition continued, the Imperial Fist will lose the world being bleed dry.

The streets were filled with trenches, the spires were kill-zones, and rooms were bunkers. Hallways were blocked off with the bodies of fallen Imperial Fists with armor still on them. Hive gangers had resorted to cannibalism while the rest of the civilians fled away from the hives. The desperate and pure hopelessness of fighting in the hives led to many, including Sigismund, to fall under the sway of the Plague Father. The wishes of eternal life and reviving fallen brothers to help the defense of Necromunda were granted under a demonic pact with the First Captain's blood. The words "I offer all those presently under my command" had damned all 40,000 (living and dead) Imperial Fist, along with the mortal crew of the Battle Barges, to serve Nurgle.

The fallen Imperial Fist were brought back, along with some being granted immunity to pain and being able to fight while still missing all limbs but one arm. Now the Orks had to kill every Space Marine twice and each Marine could take twice as many wounds. The blessed Imperial Fist shot the Orks in the front as the revived brothers shot from behind, the Orks had walked into a trap of their own making. In the ending stages of hunting down the last Orks, an unknown Space Marine clearly blessed with illnesses shouted "For the Imperium!" before slicing an Ork with his Lighting Claws.

The Battle of Necromunda was won but neither for the Imperials nor the Beast. The real victors were the Chaos Space Marines. True the Imperium still held the planet and the Ork WAAHG! was crushed, but this was done for the price of almost 40,000 Imperial Fists turning to Chaos and forever being lost to the Imperium. Those on the planet that sought the Dark Gods’ help did so when they were forced to either flee and lose the planet or have a heroic last stand and then lose the planet. Well, one must remember that Sigismund was told to "Hold Necromunda at all cost" even at the price of any lives and damnation.

The traitor Imperial Fist would quickly and quietly depart from the sub-sector on their Battle Barges before the news broke out, then announcing to their mortal crew that they would now fight the Imperium. The traitors would rename themselves the "Rotten Fist" as a joke about how the Imperium would be rotting in the future. Their motto is still "For the Imperium" as some odd form of love for the Imperium or a reference to how they fell to Chaos due to defending the Imperium.

Rotten Fist marines during the War of the Beast were sighted fighting Orks and Imperial forces but not the Crone Eldar. After the Battle of Terra, the Rotten Fist along with other Chaos Space Marines were hunted down by Loyalist Space Marines. The Rotten Fist would flee to The Maelstrom, escaping into the Warp.

Be'lakor and the Alpha Legion[edit]

Every legion at a role to play in the War of the Beast, even if that role wasn’t immediately obvious. Such was the case with the Alpha Legion. When war broke out, the Hydra continued its work in the shadows, though they weren’t too happy about it. It was not the job of the Alpha Legion to fight on the front lines. It was their job to find the source of the threat, the man behind the man, and stop the problem at its root. Urlakk Urg was the obvious threat to the Imperium, but there was clearly more going on. One did not just go from being a former warboss with no empire to his name to head of a galaxy-spanning WAAAGH! in less than six standard years. Chaos was clearly a factor, but beyond the four Ruinous Powers there were other players behind the scenes vying for power, ones the Imperium did not even know about yet.

The Alpha Legion was first put onto the scent of one of these players after the end of the Nurthene Campaign, which had ended in disaster when the natives, who considered autoguns and tanks to be the cutting edge of warfare, had unexpectedly gotten their hands on Chaotic Exterminatus-class weaponry and the means to fleshcraft nightmarish golems in the image of their animalistic gods. Despite stymying assets of the Imperial Army, Astartes, and even a Titan legion, the Nurthene insurgents known as the Echvehnurth could only slow, not stop, the Imperial advance, and in a grand act of salting the earth the Echvehnurth activated a Chaotic weapon known as a Black Cube. The Black Cube stripped Nurth of all life and left it an uninhabitable, primordial wasteland, killing all upon it but at the same time denying it to the Imperium and inflicting heavy casualties.

The Alpha Legion were perplexed by this turn of events. Never before had their intelligence apparatus failed them so. It is possible they would have continued to be perplexed had they not heard from their contact with the Cabal, John Grammaticus. Alpharius and Omegon had heard from Grammaticus and the Cabal several times before, the two organizations having shared useful intel, but this time all Grammaticus had was a single cryptic line courtesy of the mysterious Gahet.

“Go to Eolith. The answers you seek will be there.”


As fellow espionists themselves, the primarchs of the Alpha Legion were at first unsure of whether or not to believe Grammaticus, but ultimately decide to investigate it for themselves. They didn’t fully trust the Cabal, but the Cabal’s goals were straightforward and their information had been reliable in the past. Additionally, even if the Cabal’s weren’t telling the whole truth, that didn’t mean what they said was incorrect. An expeditionary force was dispatched to investigate the Cabal’s claims, consisting of several cells of Alpha Legionnaires as well as reinforcement by the Geno Five-Two Chilliad. The Chilliad’s knack for pinpoint coordination and tactical adaptability had impressed the Legion’s twin primarchs, and meshed well with their own combat sensibilities. What’s more, the Chilliad knew how to keep a secret. The Chilliad and Alpha Legion had worked together several times in the past, and when the Alpha Legion was in need of more traditional military assistance the Chiliad was normally who they thought of. However, Uxor Honen Mu was not at the head of this expedition, having stepped down following her loss of cept many years ago at the beginning of the Great Crusade. Instead, the Imperial army detachment was commanded by Teng Namantjira, the commander who had overseen the Nurthene disaster. Namantjira’s record had been spotless until Nurth, and the commander was eager to discover whether some external force had caused his offensive to fail.

Their destination was a world which the Imperium had cataloged and ignored during a routine survey as 42 Hydra Tertius, but the source knew as Eolith. Eolith was a strange world. At first glance it seemed utterly out of the ordinary, but closer inspection revealed otherwise. Surveys of the planet found plateaus with perfectly sheer faces and straight lines buried in silt under the ocean’s continental shelf, resembling starship landing pads. Nature does not build in straight lines. The rest of the planet was also more abnormal than it appeared, basins were exposed hundreds of meters below sea level, while the planet’s core suggested a lack of rotation that made it hard to imagine how the planet could sustain a breathable atmosphere or magnetosphere. Indeed, in other respects the planet was almost too ordinary, having an atmosphere that was almost identical to Earth’s, albeit with more neon and oxygen and less argon and nitrogen in the atmosphere, and a gravity 1.5 times that of Earth, despite its diameter suggesting it should have had a gravity twice that. At the north pole of the planet found an unusual energy signature, suggestive of a continuously open portal into the eldar Webway, but the records the Imperium had gained on the labyrinthine dimension from the eldar never indicated that any such portal existed here.

Given such an anomaly, the first place to look seemed obvious. Taking half of the forces of the Chilliad with them, the Alpha Legion descended upon the basin at the planet’s northern pole. There, sitting in a basin that was supposed to be three hundred meters below sea level, was what looked like an open Webway gate, albeit one that didn’t look like it was made from wraithbone, but instead an eerie black stone that resembled obsidian, but seemed to reflect no light. The members of the Chiliad were commanded to secure the margins of the basin, while the Alpha Legionaires would act as the tip of the spear and enter the portal first. Nobody wanted an enemy force potentially attacking them from behind, and if there was something nasty on the other side better the Astartes go first.


Upon entering the portal the Alpha Legion found themselves in a shrine dedicated to a being older than recorded history and an evil older than man. The reliquary was lined with numerous paraphernalia and artifacts atop singular pedestals, fossilized statues of a horned and winged being carved out of fossilized bone, five thousand year old scrolls from the Age of Strife made from tanned human skin and written in blood, horn fragments that seemed to be both material and immaterial at the same time, all illuminated in an eerie half-light that seemed to come from spotlights that did not exist. More recent items were also present, grisly trophies from the Massacre of Teuthowald, the Battle of Pydinia and the Nurthene Campaign, all Imperial defeats or losses that had seemed to have no real culprit, at least until now. The halls were lined with cyclopean blocks of stone, inscribed with writing and hieroglyphs that no one had ever seen before.

At the very back was the centerpiece of the shrine, a massive mural several stories high. One of the Alpha Legion, a Katholian, immediately made the holy symbol of Quolious for protection upon seeing it. It depicted a single entity surrounded by flames, vaguely reptilian in countenance, with forward curved horns and three eyes, shrouded by a pair of leathery wings. One of the Alpha Legionnaires remarked that it vaguely resembled depictions of the devil in their home planet’s religion. The face of the being was hard to read due to the lighting in the room, but the shadows gave the impression of a vengeful god with power over life and death. Strange beings were on their knees surrounding the creature, supplicating it for mercy but seemingly receiving none. The beings were abstract and almost devoid of detail, akin to ancient Grecian black pottery, but the Alpha Legion recognized some that looked disturbingly similar to simplified humans or eldar.

The Alpha Legion may not have been able to read the stone carvings, but the text on the scrolls was decipherable, resembling an extinct dialect spoken on a world the Word Bearers had reluctantly purged for being violently insane and too extensively tainted by Chaos. It spoke extensively of the writer’s lord, a being it referred to as “Be’lakor” and called “The First Prince of Chaos”. To the Alpha Legion, it seemed clear the writings spoke of a Daemon Prince, but one on a scale in which the Imperium had never seen before, and which the Imperium knew nothing about. Having seen the scale of the den of iniquity they had found themselves in, the Alpha Legionaires turned to each other and grimly nodded to one another. The Steward had to know about this. The Alpha Legion set about meticulously documenting the scene, taking vid-picts of every artifact and helmet cam footage of the entire sordid shrine. Even if they didn’t know the meaning of every symbol, that did not mean someone else might.

Then, the Alpha Legionnaire Mathias Herzog made a fatal mistake.

He reached out and touched the stone mural.


At once the shrine reacted to the Alpha Legionnaires presence, much like an immune system suddenly recognizing the presence of an invader. The chamber began to shudder and contract, wretched artifacts rattling and falling off of their pedestals. The Alpha Legion made for the exit at once. But where their trip into the portal had been uneventful, now all the sudden the space within the pocket dimension was like quicksand, actively fighting their attempts to try and escape, the short space to the exit seeming to telescope endlessly. The Alpha Legionnaires could see what was going on outside the portal but were helpless to do anything about it. All they could do was watch what happened next.

It was not just the dark shrine that had reacted to the Alpha Legion’s presence. As the Alpha Legion struggled to escape, the planet itself seemed to break apart, whatever force was holding it together seemingly relinquishing its ownership. The planet’s atmosphere vented itself into space as if realizing it wasn’t supposed to be there, whereas whatever artificial force was holding the oceans the way they were suddenly dissipated leaving the oceans to slosh around the planet as intended by the laws of gravity once more. Including into the basin below sea level where the portal had been.

The Alpha Legion tried to make it through the portal to warn the Chilliad of the oncoming flood, having been aware of the planet’s self-destruction before they were, but were unable to escape from their own predicament in time. Nor could the ships in orbit provide any assistance. As rescue craft descended towards the planet, space-time seemed to ooze around them, slowing their descent to a crawl as they pushed their engines to the limit trying to reach the surface before the planet fell apart. They didn’t make it in time to save the Chilliad forces on the ground. The lucky ones died when the ocean reclaimed the basin. The unlucky ones asphyxiated when the atmosphere dissipated. When the Alpha Legion emerged from the portal, protected from the changed planet by their power armor, they did so at the bottom of the ocean and surrounded by the bodies of their dead comrades.


It wasn’t until the return trip from Eolith that the Alpha Legion noticed something else was amiss. At first it was relatively minor. Shadows out of the corner of one’s eye, strange flickering of the lights when people occasionally entered a room, nothing unusual to see on an old void ship. Then people started to get the feeling they were being watched, and some claimed to see the silhouette of a humanoid figure standing in the doorway in their peripheral vision that disappeared when they turned to look. Then people started having “accidents”. Then they just started to disappear.

The Alpha Legion quickly noticed that the people who were dying were not random, but were all people who had entered the portal on Eolith. At the same time, the shadowy phantoms became bolder, no longer disappearing when people turned their gaze and bearing a striking resemblance to the statue the Alpha Legion had seen on Eolith. When Mathias Herzog turned up dead, not vanished like all the others but his flayed body simply appearing in the middle of the mess hall between a brief flicker of the lights, it seemed clear what was happening. Be’lakor, the being referenced in the shrine on Eolith, had discovered their trespassing and was now following them.

As the days went on more people continued to die, first the last of the Alpha Legionnaires who had survived the portal on Eolith and then all who they had told what they saw. Be'lakor seemed to know exactly who had learned the secret on Eolith and who had not. People started to survive just long enough to describe what was happening to them. Be’lakor was no longer content to hover over people’s shoulder menacingly, but was now coming after his victims with a slow, predatory walk. Victims would burst into rooms, begging for help from phantoms only they could see, only for their would be rescuers to die in turn. But the Alpha Legion was determined. They had to get the information out there, no matter the cost.

And so began the ultimate game of cat and mouse. No matter how far they ran, and how fast, it always seemed like Be’lakor was just two steps behind them. Nothing the Alpha Legion could do seemed to stop it. Be’lakor was implacable, unstoppable, more like a villain from a slasher movie than anything else. All the Alpha Legionnaires could do was keep the intel alive, passing the information on to as many operatives as possible in the form of encryptions and secret codes hopefully below the daemon's notice, and then buy as much time as they could before inevitably dying. Then their comrades would pick up the information, and the hunt would begin anew.

When Be’lakor did catch them, he either killed them on the spot or took what information he needed out of them to continue his hunt, relying on torture techniques honed over millions of years of cruelty. However, Be’lakor’s strategy was starting to exhibit a major flaw. He had spent so much time toying with the Alpha Legionnaires, punishing them for daring to trespass on the hallowed ground of the Old Ones, that the Alpha Legion were getting further and further ahead. First by minutes, then by hours, then by days. A told secret tends to spread exponentially, and before long the Alpha Legion were reporting their findings to the highest levels of the Imperial military. The secret was out, and the truth had become so widely disseminated there was no way Be’lakor could ever cover it back up again. Be’lakor was informed of this fact by one Alpha Legionnaire, who cheekily called himself "Alpharius", though he almost certainly was not. Be’lakor had started to become worried after he noticed that cleaning up this little operation was taking longer than expected, but after hearing those fears confirmed, Be’lakor’s rage was explosive and immediate. The Alpha Legion could not say to have won the battle, having lost too many men over the course of the operation to claim the most pyrrhic of victories, but then neither had Be’lakor. The Imperium still does not know the whole story, believing Be’lakor to be an impossibly ancient Daemon Prince rather than his true nature, but they know he exists. And that is enough.

The loss of fully half the Chilliad and the Alpha Legion’s helplessness to do anything to stop the death of their long-term allies is thought to have been another contributing factor to the Alpha Legion helping the Chilliad disappear after the War of the Beast. The Alpha Legion and its primarchs had done their share of horrible things throughout the years, often to people who did not deserve it. But that does not mean they were incapable of caring about others. After all, if they did not care, how could they call themselves human?

Second Battle over Elysia[edit]

The 2nd Battle over Elysia took place when the Chaos fleets tried to keep the blockade of Segmentum Solar after the Battle of Phaeton started. Battlefleet Solar was effectively crippled in a few days as fighting on Phaeton started, the fleet was killed over the skies of Terra. The Chaos fleets stationed themselves around Terra in different sub-sectors to block the supply lines. Battlefleet Pacificus launched a series of small offensives including diversionary attacks in the galactic west, drawing away concentrated defenders from weaker sub-sectors to allow the real attacks to clear supply lines. Battlefleet Ultima along with what's left of Battlefleet Solar gathered to the galactic east of Segmentum Solar's bordering sub-sectors to prepare for war. The Imperial ships in the meantime were conducting hit-and-run attacks all along the bordering sub-sectors. Cronefleet L'Oquis assembled every CE and Ork ships it could get together to hunt down and snuff out the raiding ships coming in from Ultima Segmentum.

The raiding ships fled to the randevu point over Catachan and brought with them news of the chasing Cronefleet. The acting admiral of Battlefleet Solar ordered all ships at the point or heading towards Catachan to divert to Elysia. All of Battlefleet Solar and some of Ultima rushed to meet over Elysia while the bulk of Battlefleet Ultima was moving back to the galactic west. CEs had already teleported inside some of the raider ships to plant tracking beacons on them before leaving unseen. The ships over Elysia rushed to resupply themselves with whatever they can get their hands on until they were unexpectedly attacked by Cronefleet O'Oquis. The battle started with Imperial ships keeping distance while Ork ships tried to close in. CE ships did enter their firing range to launch voidcraft before the Orks could and the Imperials couldn't retreat by then. Many of the human cruisers slugged it out with the CE before the Orks could get a chance to board their ships. The Orks tried ramming the Imperials many times to mostly miss or worst, damage CE ships by mistake. Eldar ships had chased off the rearguard of the Cronefleet while everybody else was fighting in the main battle. Some CE ships from the rear advancing into the main battle were fired upon by other CE ships due to misidentification and were thought to be Craftworlder ships. When the human ships had taken considerable losses Cronefleet L'Oquis tried to withdraw but was blocked by Eldar ships in their rear.

Several days have passed when the Cronefleet first engaged the Imperial fleet over Elysia. The Imperial forces had clearly taken more losses than the Cronefleet near the ending stages of the battle. When the rest of Battlefleet Ultima arrived over Elysia, the Imperial fleet was much smaller while the Cronefleet had bloodied their noses. The admiral of Battlefleet Ultima assumed command of all ships over Elysia then ordered Battlefleet Solar to retreat. As Battlefleet Solar was disengaging, the rest of Battlefleet Ultima rushed to reach firing range. The Cronefleet was almost destroyed when giving chase to the retreating Imperial ships as Battlefleet Ultima shot them to pieces. The 2nd Battle over Elysia reached a mythical status. The destruction of so many Crone ships in that one battle and ineffectiveness of the blockade in the galactic west caused a change in strategy for the Chaos navy in the WotB. Chaos fleets were now to fulfill a supporting role in the invasion of supply producing Imperial worlds rather than block Imperial supply lines. What was left of Cronefleet L'Oquis supported a WAAAHG! that already burned 2 worlds then supported the destruction of another world. Only 3 or 4 cruisers of Cronefleet L'Oquis survived the war to return home after almost all of the fleet was burned by Imperial Fist Battle Barges over Necromunda.

Appearance of Attack Planet Ullanor, the Sacrifice of Ollanius Pius, and the Appearance of the Ork Diplomats[edit]

See Ork Diplomacy

The Siege of Terra[edit]

See Arik Taranis, Sanguinius, and Eldrad

Reclamation of Old Earth and the Formation of the Ork Empires of Charadon, Octarius, and Bork[edit]

See Ork Empires of Charadon, Octarius, and Bork

Remembering Old Earth[edit]

"When I first saw Old Earth for the first time, I was reminded of an Exodite world more than anything else. It was so rustic. The people talked about rediscovering mono-molecular structures and anti-gravity, as if these were groundbreaking innovations. I was shocked, how could this be the capital of the same empire whose ships dominated the stars, and whose warriors helped the Eldar to free me from my captivity. And yet, the people there seemed so proud. Proud that they had clawed their way out of the dirt and the darkness. Their society had only just begun to rebuild itself from the horrors of their Fall, and yet they looked back on the little they had accomplished so far, and felt optimistic about the future."
-Grand Empress Isha, on her first impressions of Old Earth


For the average Imperial citizen outside of Segmentum Solar, the ancient nations of Old Earth from the Unification Wars are long forgotten. Those who are history buffs or lived in the Sol system itself might know these old Terran states. Having been born at the end of the Age of Strife, the primarchs knew full well that many countries had come and gone before theirs, particularly after the War of the Beast caused so much destruction that the entirety of survivors on Old Earth could have comfortable fit into the continent of Europe. After the War of the Beast, many of the primarchs labored to preserve as much of they could of their country’s history and customs, so that their people would not be forgotten. This is not to say that they were the only people to write of their nations, many did so as a way of working out their grief and to try to preserve some vestige of their culture after the War of the Beast. But the nineteen of them were the Emperor’s primarchs, and when they spoke people tended to listen.


The Emperor himself of wrote a little bit of what daily life was like in Terrawatt, when it became clear to him that his old home was gone and not coming back. However, in later years, some scholars have privately criticized this account as having been overly mythologized. Between his accounts and the drier, more methodical logs of Malcador, it is possible to get a reasonable approximation of what pre-Unification life was like in the Terrawatt Clan. Given his eidetic memory as a Man of Gold, it is likely the Emperor remembers more about Unification-era Earth than what he has put down on paper, but between his duties as head of state and the feelings such memories would dredge up it is unlikely they will ever be written down.


Of the primarchs themselves, starting with Horus, he chronicled the entire rise of the Imperium from the start of unification for the migrant fleets of Sol to the end of the War of The Beast. Some have criticized Horus' Chronical after his death when a few historians noticed the lack of historical accuracy when writing about the Great Crusade. The best records by the primarchs of life on Old Earth pre-Unification come from Fulgrim, Guilliman, and Vulkan. Fulgrim managed to write a lengthy autobiography after his Legion was reduced to just shy of three companies in the Iron Cage. Going into great detail about his everyday life, readers are able to especially immerse themselves in his childhood of living in Merika to an eerie amount of degree. Everything after the childhood section of the book is known for being historically inaccurate and turning into the self-gratifying propaganda of later parts in his life. In addition to his general writings and thought experiments, Guilliman had his entire family history saved to an audio recording then transcribed to a book. The genealogy writes about members from this nobility starting at the end of the Age of Strife till the end of the Great Crusade. Vulkan often referred to the Afrique League (and its history both before and after the Warlord) in passing in the many writings he published over his long, long life, including one book entirely devoted to the topic and several different essays on many subjects, ranging from philosophy and theology, economics to warfare. These provide some of the best glimpses we have into life in the Afrique League.


Surprisingly, Jaghatai Khan wrote extensively on his life, mostly poetry about what life was like under the Despot of Ursh and how it got so much better after he threw off the yoke of his oppressors. He also wrote poetry about his wife and the simpler lives of his people after the Khanate was established to remind him why he does what he does. Unfortunately, most of it was written in Neo-Mongolian, which meant it was only legible to Pastoral Worlders, and even then only just (being about as similar to modern Pastoral Worlder languages as Old English was to 21st century English). Dorn’s writings, much like the man himself, were straightforward, rather spartan, and only ever discussed a single subject. The nature of the Calbi military of that era would be remembered if nothing else. Although he did not survive the War of the Beast, Sanguinius mentioned his old homeland in his Meditations, where he collected his visions and wrote on topics like philosophy and ethics. As part of that, he had a very detailed and honest description of pre-Unification Duscht Jemanic, as he was a firm believer of history and examining mistakes to avoid repeating them.The Lion actually wrote a little bit about Franj, in part to work out the grief of losing his old home and in part to spite Luther for trying to sully Franj’s name. However, the most famous work attributed to the Lion may not have been actually written by him. The book was done in a clunky style as if written by Lion and the finished product was found in his quarters on his writing desk but at that time Lion was in the main medi-bay of The Rock living off of IV drips. It was Holguin, Master of the Deathwing, who found the book when it became clear that Lion was not going to wake up any day soon and someone had to tidy up Lion's room. Holguin never admitted to writing the book. Dark Angel folk belief has it that Cypher did it for no easily describable reason.


Other primarchs either would not or could not write about their home countries. Although Magnus the Red was concerned with preserving knowledge and history and wrote extensively on warpcraft and daemonology, he wrote very little on his life as a subject of Ursh. As far as he was concerned before the Imperium he had no home nation, only jailers. About the closest he ever came was when he contributed to the writing of The Chronicles of Ursh, mostly chronicling how horrible Ursh was. Historians have sometimes doubted his more outrageous claims, but in almost every case they have turned out to be true. Angron, in his better days, refused to write down his experiences in the Nord Afrik conclaves, even going so far as to claim “being subjugated by the Imperium was the best thing that could have happened to the country. If it became so far forgotten it was as if it never existed so much the better.” Nevertheless, a great deal of insight can be gained into from Angron’s poetry. The earliest pieces offer harrowing glimpses into the society of the Nord Afrik conclaves in its dying years. Interspersed are more cheerful things about his children or sorrowful things about his biological family. Angron’s’ poetry was not good by any means but that was because he was a warrior rather than a poet for a living. However, as the years pass the poetry became worse. The subject matter gets better for the most part but the style, vocabulary, rhythm, punctuation, spelling and legibility of the hand written notes start to decline noticeably. Not long before War of the Beast he apparently just gave up on it.


Perturabo probably would have written about Macedonia and the Great and Everlasting Tharkian Empire if he was asked during the Great Crusade, but afterwards he refused to do so. To him, it was just one more way he failed his people, and writing about his people for posterity felt like writing an obituary rather than a historical record. Corax did not have a happy life before the Imperium. Trying to write about his life reminded him of his old family, and it hurt to think of that subject. Like Magnus, the closest he came was advising those who wrote The Chronicles of Ursh. Ferrus Manus did not write anything about Orioc as he saw no difference between the Antarctic Mechanicus and the Mechanicus as a whole, and as the Mechanicus was perfect and enduring and already drowning in data there was no need to. Curze just plain did not want to talk about it. Mortarion also did not. He would not sully the name of Gredbriton by associating himself with it too hard. Leman Russ was not much of a writer, although others in his employ were.


Lorgar was well-known for writing and talking extensively on things he did not like, but he was first and foremost a warrior-chaplain. He was more concerned about the good of the people now than the problems of the long past. However writings on the Yndonesian Bloc do survive, most notably from Lorgar’s father Archbishop Kor Phaeron. Alpharius and Omegon ████████ █████████ █████████████{Historical document confiscated by order of the Inquisition. Ave Hydra, Hydra Dominatus.}███ ███████ ███████ █ ███████ ████████ ███████████ █████████ ███████


Sadly, despite all their efforts, the primarchs largely failed in this endeavor. The customs and cultures of the nation-states of Old Earth in M41 are about as well remembered as the provinces of the old Roman Empire were by the third millennium, essentially trivia only of interest to historians. The only nation-state that is well-remembered with any degree of accuracy is Ursh, and that was more as a cautionary tale to avoid repeating the mistakes of the past than for historical posterity. Ursh is best remembered in the galactic midlands, the Imperial worlds too far from Old Earth to actually know Earth's history without a degree, but close enough that legends of the primarchs are still pretty popular. Still, the legends that get told a lot are the ones about king Oscar and his primarchs fighting heroic battles against the old Chaos king and his Habnervars (local low Gothic dialect, some kind of horrible monster) or how captain Horus took so long tricking the Chaos Gods over and over that he was almost late to fight the great grot. Sure, the old story teller could regale you with the tale of how Guilliman went to school for a long time and got married to a nice lady, all of this in Franj, or he could make some shit up off the top of his head about what Fulgrim found in the Rockies, but nobody ever asks.


When the nation-states are remembered, they are primarily remembered in a semi-mythologized fashion based on their role in the Unification, typecast as heroes and villains instead of being remembered for the people who actually lived there. The White Scars spit on the memory of Ursh and its people, forgetting that for many of them their great-great grandmother was an Urshii serf who was just as oppressed by the old regime. The people of the Imperium sneer at the Yndonesian Bloc and its brutal theocracy, forgetting that Lorgar, one of the Imperium's greatest humanitarians, came from its ranks. Franj is often remembered as being the motivation of betrayal for Luther, the arch-traitor, forgetting all the people in Franj who were horrified by Luther's ideals and would ultimately end up paying for his mistakes.

Black Crusades[edit]

EDITOR'S NOTE: These events should not be considered the only things to have happened during the various Black Crusades. The Black Crusades are massive undertakings, composed of numerous warbands whose commanders often don't have the same goals in mind. Events like the Burning of Prospero or the Gothic War are merely one front in the larger Black Crusade. Case in point Lady Malys' first battle versus the Steward happened during the First Black Crusade, which is better known for events that happened on Cadia and the Gate Worlds.

First Black Crusade[edit]

Despite there being eleven more events of the same name, the first Black Crusade was a watershed event in the history of the Imperium, if for nothing else than it established the relationship between Chaos and the Imperium for the next several millennia. After the events of the War of the Beast, Chaos regrouped and spent the next few centuries rebuilding and licking its wounds. Despite the events of the War of the Beast, Chaos had essentially made it to the Imperium’s door the first time around, several of the primarchs (e.g., Sanguinius, Angron, Horus) had died during or since, and Chaos could replace its losses (orks, daemons) much more easily and rapidly than the Imperium could replace theirs.

Chaos expected the Imperium to be permanently crippled, and the Imperium responded with a fist to their collective faces.

Making matters worse for the forces of Chaos was the unanticipated presence of the Eldar, who had started helping human forces in larger numbers in the years since the WotB. It took some time before the forces of Chaos realized they were sticking their hand into a cheese grater and pulled back to reformulate their strategy. This was far from the end of the first Black Crusade, and there were still significant losses for the Imperium (Dorn, Abbadon) but by the end of it the relationship between Chaos and the Imperium was clear. The Imperium was no flash in the pan that would crumple after one serious battle. If Chaos wanted to win, it would have to fight every inch of the way to get there. Later Black Crusades took this lesson in mind, and have become all the more dangerous for it.

Second Black Crusade[edit]

Alpha Legion operatives and the Inquisition had been intercepting an increase in encrypted orders for Chaos cultists near the Eye of Terror for a few years prior to the Second Black Crusade. Composed of complex geometric shapes drawn in blood, the messages were complete non-sense for any unintended recipient without the properly established telepathic link and informants leaking the enemy intelligence to the Inquisition can make little to no understanding of the orders. After the help of some unknown double agent within the Imperial Army, the Imperium had received enough information to act as they found out these cults had been sabotaging and spying on the defenses of Cadia for years. Planning to smash this so-called "Second Black Crusade" right at the entrance of the Eye of Terror, the Imperial Navy called for massive numbers of reinforcements to rally over Vigilantum, the naval training world near Cadia inside the system. The assembling grand armada was halved as those ships were destroyed in transit by the Warp storm "Hollowing Hull" created by Chaos. Indeed, in retrospect, the information leading to the massive loss of ships from the Warp Storm seems to have been a plant from the Croneworlders in the first place. The rest of the armada trickled into the system to be isolated then be hunted down as small pockets of resistance formed to fight the Cronefleets as they retreated in the 'Battle over Vigilantum'. Although the Cronefleets had trouble trying to take Cadia as the Imperial Guard still held the planet, they were able to simply circumnavigate around it to attack other sub-sectors while blockading the world. The purpose of this Black Crusade was not to raze Terra like the last time but to test the Imperium in their reaction and experiment if fleets from the Eye can bypass the Cadian Gate. For the first few months of the campaign, the Imperial Navy had to smuggle in troops to the front as the Battlefleets had been scattered by the Warp storm. Unable to effectively operate as a coherent whole prevented the Battlefleets from conducting any offensive operations until the end of the Black Crusade.

Third Black Crusade[edit]

Lady Malys promised Daemon Prince Tallomin the slaughter of millions of warriors if he and some daemons killed the population of Cadia. Starting in 005.M33, the 3rd Black Crusade started with the attack on Cadia, the Crone Eldar avoid fighting on the planet as they collected the millions slain by daemons. Barging with Ork clans for "great fights with the humies" and some shiny hats, Lady Malys was able to launch a campaign of extermination on some surrounding sub-sectors while the fighting on Cadia stall. Marines in Omega armor arrived onto Caida in time to rush to the defense of Kasrs the fortress city. Tricking the local Guardsmen that they were "Vanguard for more Inquisitorial required troops" the marines managed to grind the daemons to halt on multiple fronts.

Unknown to the Imperials, Orkz, or Tallomin however, the entire Black Crusade was a distraction to allow the first phase of the Long War to finish. Lady Malys had planned to kill hundreds of millions to collect their corpses to be used in dark rituals. The Warpcraft invoked would allow certain individuals to raise the dead with just a hand wave or cause outbreaks of the Rot with their mind. Chanting Nurgle's prayers in forbidden tongues while crushing millions of bodies to become fertilizer then flushing it down into the ground or sewer system was done on many worlds. The arrive of the Grey Knights prompted Lady Malys to order her human agents with being gifted such power over the dead, to share their Warpcraft or knowledge to a parasitic immortal race already infiltrating Imperial society. Magnus along with the Thousand Sons, Space Wolves, and Gray Knights arrived on Cadia to finally force Tallomin's daemons to flee. The Omega Marines were long gone from Cadia. Lady Malys learned how to trick the Imperials into giving false priorities like if they held Cadia the Black Crusade would retreat. She indeed ordered a fighting retreat after the daemons were driven from Cadia but her objectives were complete.

Fourth Black Crusade[edit]

Malys sent a huge Cronefleet to pillage and steal arcane knowledge from Prospero. That was until Ahriman along with his sorcerers, in the loosest term, preserved the planet by teleporting it to a pocket dimension. Those on the planet exist in a limbo state between the Warp and realspace with no real predictable way of entering or exiting it.

Seventh Black Crusade[edit]

Chaos began a series of conflicts that targeted Space Marines for extracting their geneseeds, which Fabius Bile organized it for preventing the degradation of The Fallen geneseeds while production and experimentation of the New Men continued. Running many battles to draw out the elite of the elite from the Imperial Army using false intelligence gathered by Orders Securitas, they had double-agents or used psyker/hypnosis leak information to seemingly hunt down the Chaos fleet rampaging.

Twelfth Black Crusade (001.M41-???)[edit]

The Destruction of Macharia

Macharia is a Hive World in the Segmentum Obscurus that has the dubious distinction of being the closest Hive World to the Cadian Gate and the Eye of Terror. Normally the conditions surrounding the Eye of Terror and the inhabitants that live within it are too harsh to allow a hive world to exist (indeed, no Hive World could exist within the Cadian System itself or else it would be a target of opportunity for Crone Eldar raiders), but being slightly “downwind” of the Cadian Gate in a neighboring sector Macharia is just far enough away from the Eye to allow a Hive World to exist. Macharia is significantly more fortify than your average Hive World, but it is a Hive World nonetheless. Together the three systems of Cadia, Agripinaa, and Macharia are considered the crown jewels of the region surrounding the Cadian Gate, a trinity of worlds that acts as the Imperium’s first bastion against any Chaos incursion.

The surface of Macharia has seen hordes of plague zombies raised by wight kings, roving bands of Khornate Crone Eldar berserkers, and attacks by the imposing, deadly Fallen, just like any other system neighboring the Cadian Gate region. During the 12th Black Crusade, after the repeated failure of Cadia to hold back the Chaos death fleet, the imperial navy fell back and drew a secondary battle line at Macharia, hoping to halt the Chaos invasion there. The surface of Macharia was fortified to the greatest degree possible and Imperial warships buzzed about the planets of the system like angry hornets. Before long the Chaos war fleet entered the system, headed by the dark chaplain Erebus and his flagship the Chariot of the Gods, a.k.a. the Planet Killer. The Imperial military had their doubts about the ability to hold Macharia, but they were determined to take as many of the Chaos invaders down with them. Macharia was a Hive World, and nobody expected the planet could be taken with anything less than protracted, bloody struggle.

Then the Chariot of the Gods ominously shifted configuration before opening fire and unceremoniously reduced Macharia to rubble with a single shot. The beam set fire to the planet’s atmosphere, blew through much of the upper mantle and core, and sent continent-sized chunks hurtling through space. The few ships that survived the sudden conflagration and the resulting debris cloud could not stand up to the Chaos war fleet, having no planet to use as cover and no place to which they could retreat for fuel and repairs, and were quickly swept away. The Last Battle of Macharia, which had been predicted to have taken months or even years, was over within a few days, and there was nothing to stop Chaos forces from moving further into the Milky Way.

The only good news for the Imperium is that the forces of chaos were just too surprised by this turn of events as the Imperium was. Chaos had also expected a long, protracted siege in order to take Macharia, and in fact Erebus was giving a motivational sermon to his troops in preparation for such a battle when the Planet Killer unexpectedly activated and fired on Macharia without orders. Nobody on board the Chariot of the Gods has any idea what caused the ship to activate or how to repeat that shot. Erebus has begun taking to bothering Be’lakor, the “last of the first race to discover the Primordial Truth” in the hopes of getting him to tell Erebus how to unlock the Planet Killer’s secrets. Despite being amused by Erebus’ groveling and his rightful deference, Be’lakor has no intention of sharing such information.

The Gothic War

Following a lead based on ancient Eldar Empire records where the Eldar refuse to utter the true name of aliens who they fought. It was said that the aliens could use technology that rendered Eldar technology almost useless. Malys devised a plan on studying then using the artifacts scattered throughout the Gothic Sector to mass produce and integrate these weapons onto Crone ships. Slowly and secretly Chaos built up a force to bypass Cadia then swallow the Gothic Sector where they summoned a Warp storm to isolate the sector. This was done after several Cronefleets were in position and a diversionary attack started on Cadia.

One such artifact was the Eye of Night which is said to drive machines mad by emitting beams of light that could hit kilometers away. Using sleeper cells, the Cadian garrison force on a planet with the vault holding it, they leaked the location then started a rebellion when a Cronefleet blockaded the world. Ornsworld, the homeworld of the Ratlings, was depopulated when the Warp Hunter warband landed to kill off the tiny garrison force while Crone Eldar witches began excavating the planet for the Eye of Night. Warp Hunters who loved the sadistic extermination of the planet after they refused to surrender, went out of their way to personally make sure "Let no livestock, pet, or citizen live in those settlements" for the Ratling towns. Attempting to reverse engineer the ancient xenos technology with psyker witches and hereteks. They were interrupted in the middle of their experimentation by an Imperial Guard force, led by Ordo Xenos, who reclaimed the artifact after many losses. Battlefleet Gothic was able to clear the Chaos blockade of Onsworld long enough for the Inquisition to smuggle the Eye of Night back to Sol, after multiple failed efforts to destroy the artifact back on planetside. The Imperial Army is unsure if the research on the technology has ever left the world.

At the same time as the Fallen Marine assault on Ornsworld began, the forces of Chaos arrived on the Imperial world of Purgatory to extract another artifact from the weak defenses of the Adaptus Mechanicus. The Hand of Darkness was an artifact that could disintegrate anything it touches when powered by the Warp. The Black Crusade came to study then copy how such a technology can exist by violently extracting it from the Imperials. Although there were a few Cadian regiments present to protect the vault holding the Hand of Darkness, they could only delay the capture. With a change of plans on the fly, the Crone Eldar planning the operation forced the human Battlegroups on the planet to protect the artifact to ship it off-world rather than go off looting. Battlefleet Agripinaa tried to intercept and prevent the evacuation of the Crone Eldar off-world to no avail as the Cronefleet proved too powerful while defending the void space over the planet. The Hand of Darkness was never seen again outside of the Eye of Terror as the Crone Eldar covet the weapon to study then copy the technology which the Imperium never recovered.

Post-War of the Beast/Pre-Age of Apostasy (M32-M35)[edit]

The Throne Before the Emperor[edit]

EDITOR'S NOTE: Need to add history of Golden Throne itself, where it came from and what Emperor did with it.

It is a little known fact, even among the historians of Old Earth, that before the events of the War of the Beast the Steward was privately planning to crown Sanguinius as Emperor at the end of the Great Crusade. All of the other primarchs had flaws that disqualified them from the position, and the Steward had not encountered any other humans who seemed up to the task. Lion, Ferrus Manus, and Mortarion all lacked the necessary charisma, and Ferrus was more loyal to the Mechanicum than anything else. Perturabo, Angron, and Curze were all psychologically unstable. Magnus was too approving of the use of the Warp for anyone’s comfort. Horus the Steward considered too ambitious and disagreed with ideologically. Alpharius and Omegon were too shifty and he suspected they were hiding something. Corax, Khan, and Russ were all good leaders and loyal to the Imperium, but they were “front-line” leaders for whom the day-to-day tasks that would be required of them as Emperor would have driven them mad. They also would have been torn between the duties to the Imperium and their loyalties towards their own people, and would have been seen as a niche pick. Lorgar would have turned the Imperium into a theocracy. Vulkan was beloved, but had similar problems to Lorgar and his coronation would likely have alienated the eldar. Guilliman was too much of a perfectionist. Dorn was too harsh and blunt to function in politics. Fulgrim would have turned the Imperium into a self-aggrandizing horror show praising his own ego.

Sanguinius was the right combination of humble, charismatic, beloved, a capable bureaucrat, and perhaps just as importantly he had a similar vision for humanity as the Steward. Sanguinius was not a perfect choice, for example he hated Conrad Kurze and Mortarion and had his own personal flaws, but finding someone else who fit that criterion and was still qualified for the job in the teeming masses of humanity was probably an impossible task. Sanguinius was also well-liked enough that his coronation would not have driven any more of a wedge between the various primarchs than already existed. Even Horus would have supported putting Sanguinius on the throne, because it supported his pro-transhuman political narrative. It's kind of hard to argue for the purity of human form when your Emperor of Mankind has gigantic angel wings.

When Sanguinius died at the Battle of Eternity Gate the Steward was too shaken over the loss to even try thinking of another substitute (especially given that none of the other primarchs fit the bill) and wouldn't really start looking again for several millenia. At the same time, the primarchs as a whole mutually agreed in private that none of them were worthy candidates for the Golden Throne. By that point, many of the primarchs had their own personal black marks and those that didn’t felt guilty over not being able to prevent Sanguinus’ death. It was one of the only thing they ever agreed upon. Lion’s confidence was shattered by the betrayal of his brother Luther. Corax was devastated by the events of Azoth and what his self-percieved hubris had wrought upon his own legion. Russ felt he had no right to rule after what had been done at his command to the people of Fenris. Even Horus, ever ambitious, thought twice, having been shaken by the fact that the Chaos Gods had tried to tempt him and how it was his gamble that had almost led to the death of the Imperium.

In the years between the Battle of Terra and the Age of Apostasy, there were many who aspired to be crowned Emperor. Imperial history is littered with pretenders from throughout the Imperium that nominated themselves in aspiration to the throne and failed in whatever task the Steward gave to prove themselves. These legends are particularly popular farther out from Old Earth where they took on a folkloric and mythological aspect, equal parts folk legend and morality tale, that demonstrates a peculiar truth of the Imperium. Despite the laws on faith and presence of traditional religions, the century spanning, generation transcending politics of the high Imperial court have an undeniable quality of momentousness and immortality that have made the resulting tales akin to civil scripture.

Then, of course, came Vandire. Despite all the muttered curses and epithets posthumously directed at Vandire after the Imperial Civil War, there were actually no signs of the monster he would become. Vandire was known for his humility and kindness, and was a brilliant administrator, one of the best the Adeptus Administratum had ever seen, What’s more this charisma and talent were real, not just skin deep masking some deep pre-existing psychological problems. He was also well-liked by the eldar, having treated them fairly when the Administratum dealt with the Craftworlds and Exodite worlds, which made him a favorable choice from their point of view. Ironically, Vandire probably could have become an Emperor so great that Oscar would pale in comparison (which is what Oscar wanted) but he wasted his potential obsessing over what others thought of him than doing his job and letting his actions speak for themselves. What drove Vandire to madness was the pressure of running an entire galaxy and living up to the Steward’s example, and the fact that he believed that people were only listening to him because the Steward told them to.

After the Age of Apostasy and the ensuing Imperial Civil War, there was really only one acceptable candidate for Emperor: Oscar. For humanity this was obvious, Oscar was a hero to almost every world in the Imperium and everyone knew he would rule well and not abuse his power. He had six thousand years of history backing him up on this point. Inquisitor Sebastian Thor articulated this to Oscar very clearly in addition to the succession crisis issue when they argued over who got the Throne. The Steward pointed out that Thor had organized a galaxy-wide rebellion with little more than words, but Thor retorted that he was a firebrand, not a leader. Oscar had stopped a civil war just by showing up. Oscar insisted that humanity be free to choose its own leader, and to his surprise they had turned around and chosen him.

For the eldar the Steward was also the only acceptable candidate, but for reasons that are less obvious. To the eldar, Vandire was definitive proof that baseline humanity could not be trusted with power (the fact that the eldar were just as divided by the civil war and certain Craftworlds sent Vandire eldar bodyguards being quietly swept under the rug). Additionally, the short lifespan of humans compared to eldar means you would have Emperors turning over all the time, which would be ridiculous for consistency (by eldar standards) in Imperial policy. Oscar was a known quantity, and even though the safety of humanity was his first and foremost concern, his actions showed that he would treat the eldar fairly. He was also biologically immortal, which quelled any such worries about a succession crisis. Additionally, he was married to Isha, so putting Oscar on the throne basically meant putting Oscar and Isha on the throne, meaning eldar interests would always be represented in Imperial politics.

The First and Second Viskeon Wars[edit]

The Viskeon are an extinct xenos race native to a planet on the very southern edge of the Segmentum Ultima right near the border with the Segmentum Tempestus. An asexual ectothermic reptilian or amphibian-like species (though with some similarities to Earth starfish), the Viskeon were known for their extreme regenerative abilities. Although they normally reproduced by budding, Viskeon regenerative capabilities were so extreme that a Viskeon cleaved into large enough pieces could regrow into four or five individuals.

The Viskeons are notable in that despite being capable of interstellar travel their military capabilities seemed downright primitive by most species’ standards. Viskeon lived by a strict honor code, which glorified face-to-face melee combat and saw most projectile weapons (ranging from bows and arrows to stubbers and lasguns) as dishonorable. The only ranged weapons the Viskeons ever used were thrown javelins and bladed discuses, which they typically used as skirmishing tools before closing to melee combat. Of course, when your skin is thick enough to blunt the impact of anything short of a bolter and your body can easily heal from such injuries, the use of ranged weapons might not seem immediately intuitive.


The First Viskeon War happened roughly concurrent with the Fourth Black Crusade in M34. Spreading out in all directions from their homeworld on the southern edge of the galaxy, the Viskeon put several sectors in the Tempestus and Ultima Segmenta under siege. The Imperium, which had not known about the Viskeon and the few star systems they controlled, were caught off guard by the appearance of the Viskeon armada. They were used to attacks from Xenos Horribilis and Obscuras from the fringe, but not one this organized from a direction they didn’t expect.

All attempts at making contact and communicating with the Viskeon failed. They claimed they had been directed to attack the Imperium as part of a holy war demanded by their god, the Three-Eyed King. The Imperium initially struggled against the Viskeon, although they lacked ranged weaponry the Viskeon were able to regenerate from most glancing shots until they could close to melee combat (where they had the strength advantage over baseline humans and eldar) and killing them often made their numbers larger. Even shooting them with a bolter was a gamble, the resulting explosion could blow the Viskeon into small enough pieces that it wouldn’t regenerate, but it could also blow their limbs off and send them flying where one couldn’t see them, where they would regenerate into four more Viskeon.

However, as the Viskeon front line buckled, the weaknesses in their strategy became clear. The Viskeon had overextended themselves in order to attack multiple targets, hoping to overwhelm their opponents with shock tactics and surprise due to their smaller numbers, but this left them with few assets to reinforce holes in their formation. The Imperium also discovered the Viskeon’s ectothermic physiology and ruthlessly exploited it, hunting Viskeon down in the dead of night when they were at their most sluggish and least able to fight back. The Viskeon retreated back into the void from which they had come, and the Imperium were unable to track them down.


The Second Viskeon War happened roughly 800 years after the first, in M35. Once again the Viskeon set out from their unknown homeworld to wage war. The Viskeon moved out in a much tighter, directional formation instead of an omnidirectional campaign to prevent their front line from being overrun but surprisingly beyond this their military tactics had not changed to account for what they had learned in their first conflict with the Imperium. The Imperium, on the other hand, had learned from the encounter and adapted accordingly. This time, instead of Cadian Doctrine troops specializing in ranged lasgun and shuriken fire, the Imperium had brought in flamers and plasma weaponry to negate the Viskeon regeneration factor, with the Imperial defense spearheaded by the close-quarters, flamer specializing Salamanders, who had called for a Reformation of the Legion for this occasion.

The Second Viskeon War went much more in the Imperium’s favor, and this time the Imperium were able to dispatch forces after the Viskeon when the Viskeon forces routed rather than tending to their wounds. They tracked the Viskeon forces back to their home planets, a mere dozen in total, and burned them through a combination of orbital bombardment and ground operations. Today, the Viskeons survive only in the form of genetic samples collected by the Adeptus Biologis before their world was destroyed.

As the Adeptus Biologis and Imperial xenologists sifted through the rubble of the Viskeon worlds, trying to find an answer as to why a species would suddenly decide to attack an interstellar power they didn’t even know existed, they came upon a handful of startling discoveries. Based on Viskeon carvings and representational art of their god, the Three-Eyed King of the Viskeons was clearly the Warp entity known as Be’lakor, and from the remaining samples of Viskeon genetics and physiology they bear various marks of subtle but extreme artificial enhancement to produce their observed capabilities.

The Pale Wasting and the Thexian Trade Empire[edit]

The Thexian Trade Empire was an interstellar Xenos Independens empire located in the Ghoul Stars that controlled nearly sixty star systems at its height. The homeworld of the Thexians and capital of their empire were the Bloodmoons of Thex Prime, so named because of their intensely oxidized sediments causing them to appear bright red in color. When the Imperium first encountered the Thexians in the late years of the Great Crusade, they were shocked when Thexian ships sought them out and tried to open diplomatic channels and trade agreements with them. Previously during the Great Crusade, the vast majority of xenos races the Imperium had encountered had either tried to kill them on sight or had either come to a spoken or unspoken understanding to stay out of each other’s way. Even the Eldar, when they had sought out an alliance to free Isha some years earlier, had done so in a way the Imperium could understand, cautiously and half-heartedly out of fear that one side was going to break the other’s shaky trust. The fact that the Thexians had willingly approached them with apparently amicable intent baffled the Imperium.

In the end, the Imperium decided to neither declare war nor ally with the Thexians but kept them at arm’s length. The Thexians were considered not worth trying to wipe out for a variety of reasons. First, Thexian territory was considered less than ideal for human occupation. The Thexian Trade Empire was primarily located in the coreward front of the Ghoul Stars, areas which the Thexians had no problems inhabiting but humanity less so. The Ghoul Stars were also on the far side of the galaxy from the Segmentum Solar and were almost outside of the range of the Astronomican, making any attempts to hold them expensive and inefficient. Secondly, the Thexians made for a good buffer state. Much like the Eldar, Tarellians and later the Tau, the Thexians were much better neighbors than the vast majority of alternatives as they could actually be diplomatically reasoned with, unlike the vast majority of xenos races encountered during the Great Crusade. And finally, the Thexians quite frankly were not a threat to mankind. There was a heated disagreement over the existence of human populations on Thexian worlds, but the Thexians surprised the Imperium by being willing to relocate the majority of the human population on their worlds to Imperial territory, in exchange for trade agreements with the Imperium that is. If anything, the problem was the Thexians seemed too nice, which set off the Imperium’s sense of paranoia immensely.


However, the Thexians' friendliness covered up a more self-serving motivation. The Thexians, as a species, were motivated by a species-wide case of greed. The Thexians were an extremely long-lived species and reproduced very infrequently. Therefore, from an evolutionary perspective, greed made sense. Many species hoard resources for hibernation or periods of want, and if you live for thousands of years you can hoard quite a lot of resources, enough to let you survive even the longest lean periods until the next opportunity at reproduction came. The Thexians were so friendly and interested in trade because trade was one of the best ways for an individual to increase one’s holdings, and people were more willing to trade with a friendly face than a backstabbing or violent one. And the Thexians could afford to be friendly, for few unarmed or unaugmented beings could harm a Thexian in their true form. However, this did not mean the Thexians were soft. They were interested in amassing wealth and power, and when it suited them they were capable of oiliness that would make a Void Born proud. Nor were Thexians unambitious, power plays between Thexians were not uncommon, though they usually took the form of displays of subtle power behind the scenes or hostile takeovers of assets than open warfare.

The Thexians were a vaguely chiropteran species like the Khrave, though unlike the Khrave they did not spin webs and fed on flesh and blood rather than minds. The Thexians were a polymorphic race, capable of shifting into one of several different forms depending on their need. First and foremost was warform, a large, quadrupedal bat-like form capable of limited flight, covered in a leathery, squamous hide, and armed with fierce talons and massive fangs, which was believed to be the Thexian’s true form. There was flightform, a lighter-than-air shape somewhat similar to warform but with larger wings, a smaller body, and an almost ethereal appearance. There was thoughtform capable of emitting bolts of Warp lightning from its semi-corporeal shape. And perhaps most importantly among the myriad forms the Thexians were capable of taking was diplomacyform, their preferred shape when interacting with non-Thexian races, which resembled strangely androgynous humanoids that did not quite resemble either human or eldar.

Thexian society was organized into groups called aedes, feudal households comprised of a small ruling number of Thexian adults known as the Thexian Elite, their material wealth, other alien species that had sworn fealty to the Thexian Elite, and their immature offspring who had not amassed enough of a horde to become independent yet. Because they reproduced so slowly, less than 15% of the population of the Thexian Trade Empire was composed of Thexians, with the rest representing vassal populations of dozens of minor xenos species including some quasi-legal human populations that were missed by the resettlement or were the descendants of refugees into Thexian space.


Approximately during the latter half of M34, the Thexian Trade Empire became afflicted with a condition that became known as the Pale Wasting. The Pale Wasting exaggerated the normal Thexian tendency towards greed to extremes, to the point where it became an obsession. The Thexians began hoarding in earnest to attempt to sate this craving, throwing out all reason or subtlety, but no matter how much they hoarded they could never get enough. Eventually, the affliction developed into a physical craving for sustenance as well, turning their bodies growing gaunt and emaciated as they resorted to guzzling blood and shoving gore-filled chunks into their mouth in an effort to quell their bottomless hunger.

It is generally thought that the Pale Wasting was Chaotic in nature, given its corruptive effects and mental deterioration, though those that think so debate whether it was the work of Khorne (because of the hunger for blood and gore), Slaanesh (because of the excess), Nurgle (because it acted like a plague), Tzeentch (because of its strange nature) or all four Ruinous Powers together. If it was, it is possible the Pale Wasting could have been transmitted to the Thexians via the Loxotl, whom the Thexians had some contact with despite the warnings of the Imperium. However, it is not out of the possibility that the Pale Wasting was caused by contact with C’tan/Necron technology or some form of C’tan vampirism.

While humans and other xenos species were immune to the Pale Wasting, they could easily act as carriers transmitting the disease between the Thexian Elite. From there, the Pale Wasting could easily reverse the roles, corrupting the vassals underneath Thexian fealty through their connection to the Thexian Elite. When the Thexian Elite finally shrieked their declaration to go to war, millions of brainwashed thralls responded to their call. The result was all out war between the Thexians and their neighbors, resulting in a massive military response from the Imperium in which more than a dozen Adeptus Astartes chapters were wiped out in the fighting. In the end, as the corruption and Thexian Nightmare Engines wreaked havoc the Thexians and the Pale Wasting could only be stopped by mass-Exterminatus tactics and a scorched earth policy, leaving numerous Dead Worlds across the Ghoul Stars including the sixty or so worlds held by the Thexian Trade Empire.

A few Thexians survived, those immune to the Pale Wasting. Some fought alongside the Imperium, warforms tearing into infected kin with ferocity and thoughtforms banishing Thexian thralls with blasts of Warp lightning. Others fled the conflict, hitching rides on the starships of the Nicassar and hiding where they could. Today, through various quirks of history, most remaining Thexians can be found under the Imperial aegis, mostly as diplomats, traders, advisors, and occasionally members of government. Their numbers are spread so thin that members of the species can go without seeing another one of their kind for more than a century. Some have tried to live outside the Imperium, setting up small fiefdoms that are pale imitations of the aedes once seen throughout the Thexian Trade Empire A few corrupted Thexians afflicted with the Pale Wasting are also still in existence, but thankfully like their uncorrupted counterparts are rare.


The Pale Wasting had several long-term effects on galactic politics. Perhaps the greatest long-term effects of the Pale Wasting was that it helped set the stage for the Imperium to start admitting other races into the Imperium. When debate was raised over the possibility of admitting other races into the Imperium, the Thexians were a prime argument by those in favor of admission. The Thexians had been an advanced, relatively friendly xenos empire, and (in the minds of the pro-Admission advocates after nearly two thousand years of hindsight and nostalgia) the Imperium had left them out in the cold. Such a policy had not only let the Thexians get corrupted by the Pale Wasting, but created a massive interstellar threat that had cost the Imperium a significant amount of lives and resources to contain. If the Thexian Trade Empire were still alive today, they would have been classified Xenos Familiaris with little difficult and would have been easily admitted into the Imperium, so long as efforts were made to prevent Thexian ambition from subverting the functioning of the Imperium, and none of this would have happened.

The second impact of the Pale Wasting was perhaps more insidious. The Pale Wasting wiped out most of the conventional life in the Ghoul Stars, though it soon became a lawless hellhole filled with little respect for law and order or the conventional laws of physics. Although outside the light of the Astronomican, for many millennia the Space Marine chapters such as the Death Spectres stationed on the edge of the Ghoul Stars did a good job of defending the Imperium’s borders from any threat that might come from the Ghoul Stars. Unfortunately, the northeastern galaxy and the Ghoul Stars in particular had once been the heartland of the Necrontyr Star Empire nearly sixty six million years ago, and the mass extermination of life in the Ghoul Stars meant that there was little opposition and a sizeable buffer from any external power when the surface of many of these “Dead” Worlds cracked open and thousands of Necron warriors rose from beneath the earth in mechanical unlife.

Post-Age of Apostasy (M36-M40)[edit]

The Fall of Istvaan V[edit]

Editor's Note: Per writefag, dates can be shuffled around.

Istvaan V was a world of very little interest to the wider Imperium. The only feature it had of note were a series of mountainous fortifications dating back hundreds of thousands of years before the first humans arrived in the area, believed to be of ancient kinebrach construction; but whatever those defenses had been built to protect was long since gone. All that was left was a barely breathable atmosphere maintained by a meager biosphere of bacterial mats.

Still, as Istvaan III began its expansion out into space, they saw promise in their near neighbor, and began the centuries- long process of terraforming it. Slow successions of introduced pioneer species and careful geoengineering transformed Istvaan V from a borderline uninhabitable globe into a fertile agri- world, feeding colonies across the Istvaan system and beyond. For thousands of years Istvaan V enjoyed this gentle, quiet prosperity.

Then in 343.M36, it ended.

To this day nobody in the Imperium knows what led Nimina Demthring to take an interest in such an unassuming world. Some believe she heard of local legends claiming (inaccurately) that Isha herself had taken some level of interest in the terraforming of the world, and thought that the world would offer some opportunity to get closer to Isha in her sick and twisted way. Others think that the world held some deep secret beneath its fortresses, one the Imperial inhabitants remained ignorant of but that Nimina somehow discovered. Most people, however, assume that she simply saw a relatively soft target and went for it.

Whatever the cause, a fleet of ghastbone daemon-ships translated out of warp, trailing sprays of corrosive pus, glistening pipes bulging out of rents in the hull like entrails, and made an immediate beeline for Istvaan V.


Despite being outmatched, the System Defense Force rallied to its protection.

The opening engagement of the battle seemed to go astonishingly well for the defenders, with the attacking Crone fleet breaking off its attack after only a few volleys. Any celebration was short- lived, however, as the Nurglites' plan revealed itself. They had woven entropic curses into their weapons and ammunition, which were now going to work on the ships of the Istvaan SDF. Rust crept along the corridors like time- lapse photography of a growing fungus, causing vital systems to malfunction and decay. Meanwhile, the injuries inflicted in the brief struggle on the Croneworlders were slowly healing themselves, scabbing over with diseased growths of new ghastbone. It was obvious that they were simply going to wait for the defenders to be reduced to utter helplessness before they moved in for the kill.

It was obvious that the naval defense was no longer viable, and regretfully the decision was made to pull back. The still salvageable ships would withdraw behind the orbital defenses of Istvaan III. The hopelessly contaminated were left with skeleton crews to launch a final attack, to cover the retreat and try to do as much damage as possible. Charging into the teeth of the enemy gun- line in ships half broken down already, it could not be anything more than a suicide charge. When the dust cleared, although some damage had been done the way was clear for the ground attack to begin.

The people of Istvaan V withdrew into the ancient fortifications; although most of them had long since been repurposed for habitation or similar purposes, they were still formidable constructions, built with all the skill of kinebrach artisans from the height of their empire to stand up to almost any foe. They had sheltered the people of Istvaan V from everything from Ork Waaaghs to Dark Eldar raiders for millennia. They had endured before; they would endure again. Or so they hoped.


Nimina declined to launch a conventional invasion. Instead, she dropped a set of horrific protoplasmic creatures on the world, things cultivated within the depths of Nurgle's Gardens. The amorphous abominations rapidly began expanding, spreading their tendrils across hundreds of kilometers to consume the rich biosphere of the agri- world. The PDF launched their small stocks of atomic weapons, backed by waves of bombers filled with incendiaries, but for every tendril they burned away two more had already taken root. Empowered by sorcerous rituals enacted on the warships orbiting above, the creeping sludge simply grew too far and too fast to be contained. Despite every desperate effort, the tide of slime washed over the bastions, worming its way inside though even the tiniest gaps.

Thousands of desperate battles erupted in the winding corridors of the antediluvian fortresses as the people inside desperately tried to fight back, but it was like trying to hold back the ocean; there was simply too much and it was too fluid. It overwhelmed strongpoints and seeped through cracks in sealed doors. At the end, a few hundred thousand people managed to save themselves in the deepest layers by collapsing the access ways entirely, hoping that an Imperial rescue force would find some way to dig them out.

Then the Conservator fleet fired up its teleporters. An hour later, there were no survivors. Only the slime, coating the continents and filling the seas. The Nurglite force remained only a few more hours before departing, leaving behind only a single light cruiser which had been crippled by a suicidal ramming attack and was unable to make warp. And, of course, a murdered world. From start to finish the entire operation had taken just over 200 hours, and two billion souls were dead.

Just a day later an Imperial relief force translated in, too late. All that they could do was to exterminate the abominations that had been left behind, pounding the world until nothing was left but an airless desert of volcanic glass.

The people of the Istvaan system have neither forgiven nor forgotten.

The Kryptmann Line[edit]

See Inquisitor Kryptman

The Doom of Malan'tai[edit]

The Doom of Malan’tai represents an important lesson in eldar history. The battle and subsequent loss of this Craftworld demonstrated to the eldar just how easy it is for them to lose the very things they are fighting for, and just how pernicious a foe the Great Devourer is. Malan’tai was once a proud Craftworld, located on the eastern fringe. Malan’tai had close connections to Idharae and Iyanden, and so was firmly in the “eldar supremacy” camp of Imperial politics. The Craftworld had suffered from repeated attacks by orks early in its history, which had fostered an impressive dislike of all non-Eldar lifeforms among the inhabitants of Malan’tai and some of the most impressive gun batteries on a Craftworld this side of Il-Kaithe.

But that was all before Hive Fleet Behemoth. Through the visions of their seers, Malan’tai saw that the Exodite world of Tar-Etenil was going to come under attack by a splinter fleet of Hive Fleet Behemoth, and raced to the Exodites’ aid. However, when they arrived at the planet, they found that the tyranids had already managed to strip the planet clean, and that Malan’tai itself was now the next target of the Great Devourer. The hive ships blazed past the Malan’tai warships sent to defend Tar-Etenil, making a beeline for the Craftworld itself. Malan’tai barely managed to send out a distress call to Idharae and Iyanden before it was enveloped by the Shadow in the Warp.

For days, Malan’tai held out against the tyranid swarm, as mycetic spores pelted the surface of the Craftworld and gaunts and carnifexes stalked its halls. The elder struck back with all their strength, aspect warriors cutting through mobs of termagaunts and rippers while wraithguards grappled with larger bioforms. However, bit by bit, they gradually lost ground across the Craftworld, until they were eventually forced back into a small area surrounding the Craftworld’s Webway portal. However, it was at this point that a miraculous thing occurred. Reinforcements from Idharae and Iyanden came streaming through the Webway portal to the aid of Malan’tai, fresh troops who brought the tyranid advance to a halt and as they relieved the wearied defenders and then began to regain ground.

With reinforcements at their back, the eldar of Malan’tai began the arduous task of clearing the tyranids from their home, room by room and chamber by chamber. However, as the eldar began to push back against the tyranid invaders, the psychoactive power grid of the Craftworld slowly but surely began to dim and fail. It was at this point that the full scale of the tyranid infestation became clear. While the eldar had been fighting the tyranids on the surface, other tyranid bioforms had bored deep into the wraithbone structure of Malan’tai and tapped into the Craftworld’s infinity circuit, leeching energy from it like aphids on a plant. The eldar of Malan’tai had suffered the ultimate loss, the souls of their ancestors digested, turned into nothing more than nutriment to feed the hunger of the swarm.

The battle might not have been over, but the war had been lost. Even if the eldar did manage to take back the half-occupied Craftworld from the tyranids, the greatest thing of value on Malan’tai was gone. Despondent, the few survivors of Malan’tai gathered up every soul stone and any other item of importance they could find before jury-rigging a brief window to leave through the Craftworld’s Webway portal, but not before altering the course of Malan’tai to burn up in the nearest star. If their home was to burn, the tyranids would burn with it.

To add insult to injury, several unusual tyranid creatures were discovered during the Battle of Malan’tai. These creatures resembled a cross between a fetus and an electric eel, with grossly distended braincases extending behind their head plates. These creatures possessed devastating psyker powers, using them to float above the battlefield as if suspended in a field of unreality. Analysis of these creatures showed that eldar genetic code had gone into their construction. These creatures became known as zoanthropes.

The Rogue Trader's War[edit]

The Surat Incident, more popularly known as the Rogue Trader’s War, began when Leopold van Cortez, head of the van Cortez Rogue Trader dynasty “rediscovered” the Surat Subsector and claimed it as his own. The Surat Subsector was an area of the Segmentum Tempestus that was originally colonized by the Imperium in early M32, mostly consisting of typical human colonies but also several native species of Xenos Independens and even one of the first colony worlds of felinids outside of Carlos McConnell. However, the whole subsector was deemed lost when a Warp storm blew over the area and made navigation there untenable. The storm dissipated in M37, and Van Cortez was simply the first “modern” Imperial with a working starship to journey to and make a claim on the sector. However, he found that the Surat Subsector was not as uninhabited as the Imperium had thought, with most planets having reverting to Feral Worlds populated by the regressed descendants of the original colonists who had little if any knowledge of the Imperium.

Rogue Traders claiming far-flung planets as their own personal fiefdoms was nothing new in Imperial history. In some cases, the planet profitted with the Rogue Trader dynasty, growing with them as a bureaucratic and administrative hub to the point that their standing in the business world rivalled the megacorps of Kiavahr. In other cases, the planets were kept in the muck and exploited for all they are worth as a colonial market and source of cheap labor. The central Imperial government is not happy about this type of arrangement but is often unable to do anything about it, partly because the affairs of a single backwater planet are typically not important enough to reach the ears of high-ranking members of the Administratum and partly even if they do hear about it finding said planet is a difficult feat in and of itself.A single planet acting as an extralegal hideaway off the official stellar charts tends to be rather hard to find, even if you know what you are looking for.

Exactly how a Rogue Trader dynasty made use of particular planets depended on the dynasty in question. The von Cortez Dynasty made their fortune as planet speculators, finding uninhabited planets of value and then auctioning their coordinates off to an interested buyer for a significant finder’s fee. The Adeptus Mechanicus were always interested in a new location for a Forge World, the Administratum is always interested in potential new Agri-Worlds or land to sell off to Guard regiments that had completed their tour of duty, member states are always looking for uninhabited worlds on their border. The von Cortez dynasty acted as middlemen for these various powers and got filthy rich doing it. However, under Imperial law one couldn’t simply sell a planet if it already had humans, eldar, or Xenos Independens living on it. It would simply be…easier if those people were to simply disappear. The decisions of what to do with these kinds of planets should not be made by people with the kind of money to buy high-end military grade weaponry, the kind that the more cynical sort often call “budget Exterminatuses”.

Leopold’s grand plan backfired enormously when several of the Xenos Independens and human colonies, specifically those with enough a tech base to achieve space flight and Warp travel, survived the initial bombardment. Deciding to unite against a common foe, they retaliated against the Imperium by striking at major population centers, beginning what became known as the Rogue Trader’s War. Two Imperial guard regiments, six Howling Banshees and a brief visit by a company of Astartes later, the war ended with the near-complete eradication of the Surat Subsector’s native population. Having already been attacked without provocation, the inhabitants of the Surat Subsector refused to believe any offer of peace by the Imperium and in the end even turned to the Ruinous Powers for support, leading to their annihilation.

Unfortunately, while the Imperial military was very good at wiping out life on a planet, it was somewhat less good at figuring out what to do with them next. The Administratum, who usually handled such matters, were too far away to easily figure out what to do with the worlds of such a backwater region as the Surat Subsector, requiring some sort of planet broker in order to make things move along efficiently. On top of that, the Rogue Trader’s War left the Surat Subsector nice and uninhabited, just as Leopold had wanted it in the first place. It seemed as though Leopold would profit, at the Imperium’s expense no less.

Seven months after the end of the Rogue Trader’s War, Leopold was found dead at the hands of an Eversor assassin. The van Cortez family’s Writ of Trade was revoked and the majority of their assets were liquidated and distributed to the survivors and veterans of the Surat Subsector Incident. The surviving members of the family were left with almost nothing to their name but what they had with them, the notice informing them of such encouraging to find a “more ethical” line of work. The Administratum extended the possibility that one of the junior family members, upon demonstrating good character, could come forward and name themselves as the heir to the von Cortez dynasty’s remaining assets and seized heirlooms, though it would require making their identity publicly known as Leopold’s heir. Even though there were entire star-systems of people with scores to settle over what happened in Surat, there was no surer way to draw the remains of the house van Cortez out of their refuges, and many were served unexpected justice when they arrogantly tried the Imperium's scrutiny.

The War for Gollopo[edit]

The Imperium and the Tau did not often clash directly, prior to integration. A few flare-ups in the centuries after first contact, before the borders were finalized and diplomatic channels became well-established. Such clashes are not well remembered; both sides were usually half-hearted about the fighting, and after Integration the busy propagandists of the Administratum made sure such conflicts were consigned to the dustbin of history.

A few battles refused to be erased quietly. One such was the battle of Gollopo.

The world Gollopo itself was a human world, settled in the Dark Age of Technology and forgotten in the Age of Strife. It was re-discovered almost simultaneously by both Tau and Imperium explorers. It was in the grey zone between the Tau and Imperium zones of control and near a strategic warp lane, meaning it was highly desirable to both sides. And- this is where the trouble really began- it was divided into nearly a hundred independent states, all of which had long and often nasty histories with each other.

Both sides sent diplomatic teams. The debate over which superpower to join immediately polarized Gollopo's politics. Everyone believed that a nation without a protector would be carved apart by the ones that did, resulting in a mad rush for advantage. Long-standing alliance blocks broke up over the question; ancient enemies uneasily found themselves on the same side. When Prunzik started leaning towards the Tau, its long-time enemy Francha immediately started soliciting the Imperium, only to switch positions towards the Tau when Prunzik started leaning towards the Imperium. When the Inland Empire declared for the Imperium, its subject colonies along the North Shore immediately invited in the Tau in a bid for independence. The Sokhmar and Lankhmar immediately launched genocidal campaigns against each other in a desperate bid to settle their thousand-year grudge before either could secure the assistance of a galactic military.

As the situation deteriorated, both diplomatic teams summoned military reinforcements. And then more. And then more.

Things finally boiled over in the Saarland. A near-impotent buffer state between Prunzik and Francha, both its parliament and its population were almost evenly divided between pro-Tau and pro-Imperial factions... which also corresponded with long-standing pro-Francha and pro-Prunzik factions. Street fighting broke out, which soon descended into guerrilla war, with both Prunzik and Francha supporting their chosen sides. First with money, then with guns, then with 'observers' and 'advisors'... Finally, Francha declared that the Saarland was a failed state and sent an expeditionary force across the border to restore order. Lord General Six Serpent ordered the Imperial Guard to secure the pro-Imperial sections of the Saarland three days later, and Shas'O Vaina moved his cadres to intercept. The war was on.

The first clashes in the Saarland were dramatic, but ultimately inconclusive; the Imperial Guard was driven out of the Saarland by fast-moving Tau armor threatening to slice their columns into pieces, but Tau follow-up offensives were blocked by combined Prunzikan/Guard fortifications and careful deployment of the few Baneblades available.

These would be the largest direct clashes of Tau and Imperial forces; any hope that the fighting could be confined to the Saarland died within days, as every nation on Gollopo plunged into war, every ancient grievance and modern ambition subsumed into the clash of galactic powers. (Although a few were not quite sure what side they were fighting on; the Federated Oskarrian States switched sides four times over the course of the war.) Guard and Fire Caste forces were divided among multiple theaters, fighting closely alongside the native armies.

At the beginning, the Imperium held the advantage. Although less advanced than the off-worlders, the Golloponi armies could not simply be ignored. The Imperium had proven more effective at recruiting the local nations; their status as fellow humans, greater degree of local autonomy, and art-deco meshed better with Golloponi pride and aesthetic sense than the Tau's alien-ness, more invasive policies, and smoothly curving ceramics.

However, this advantage of numbers proved hard to leverage. The Tau could simply move and concentrate faster, and seized the operational initiative early. They kept the Imperium reacting to rapid-fire series of feints, diversions, raids, and genuine offensives, too off-balance to launch their own offensives. Morale began to decline, especially among the Imperium's local allies. To Golloponi sensibilities, the Tau war machines were frighteningly alien and incomprehensible, and local regiments were often routed by even a single Tau skimmer unless backed up by the Guard, while Tau-aligned forces were inspired to greater heights of courage by the alien powers of their allies.

As the war dragged on, the momentum began to swing in the other direction. The Imperial-aligned armies grew accustomed to facing down the Tau, and attrition began to take its toll. The Tau required spare parts and ammunition from a supply chain stretching all the way from the Tau Empire itself; with the low speed and relatively smaller size of Tau ships, they were simply unable to sustain the operational tempo they had set early on once their stockpiles were exhausted. On the other hand, the Golloponi early-industrial tech base required only minor upgrading to start supplying spares and ammunition for the Guard. And the Tech-priests accompanying the expedition were well-versed in the procedures for such upgrades.

While the Tau attempted to launch their own upgrade program, the Earth Caste engineers were less skilled in using limited resources; they knew how to make microchips, they knew how to train someone to make microchips, but they didn't know how to get to microchips starting from a coal-fired steel mill. The Mechanicus did.

By the middle of the second year, the Imperium was able to launch a grand offensive, rolling back previous Tau gains. Committing their remaining reserves, the Tau fought a series of holding actions, buying time to consolidate a series of defensive lines. It worked, and the offensive ground to a halt outside the core territories of the Tau alliance block.

With all room for subtlety gone, the war entered its bloodiest phase. The Tau did not have the reserves to launch any major offensives, especially once the Imperial block entrenched themselves in turn, but were able to shatter the spearheads of any offensive. Most of the dying was done by the Golloponi, as the Guard and Fire Caste husbanded their strength and looked for some decisive opportunity.

It never came. After three years and about twenty million deaths, the war was ended by a negotiated settlement. The nations that aligned themselves with the Imperium would become part of the Imperium; the nations that sided with the Tau would become part of the Tau Empire. Nations that had been split would either become neutral, their independence guaranteed by both sides, or be split into multiple nations, as determined by the locals themselves.

Most Tau-Imperium conflicts were prosecuted halfheartedly, neither side really wanting to fight one of the few other true civilizations among the stars. Gollopo was not. There has been some debate as to why, but ultimately it has been ascribed to the influence of the Golloponi themselves. They regarded the war as 'the End of History'; although things would certainly keep happening, the history of Gollopo and its nations would be subsumed without a trace into the history of the Imperium and/or the tau Empire. A footnote, remembered only as a place where these two giants once fought. Thus they fought with incredible fervor, as their last chance to make a mark on history as independent nations. That fervor came to 'infect' the off-world forces they were allied with, the two working increasingly close together as the war dragged on. They fought together, bled together, died together, and came to regard the war in the same light. Or so the thinking goes.

The Damocles Crusade[edit]

The Damocles Crusade occurred near the tail end of the Second Sphere of Expansion. At this point, neither the Tau nor the Imperium had much contact with each other; there had been some vague diplomatic contact, but distance had prevented the establishment of any sort of permanent embassy. As the Second Sphere began to run up against the Imperial borders, this began to change. Due to the Tau's lack of rapid interstellar communications, no central policy for contact could be imposed; each point of contact proceeded independently, according to the whims and instincts of the local commander. In most cases, this lead to a reasonably peaceful opening of relations. Things were different in the Damocles Gulf.

The Damocles Gulf was only lightly settled by the Imperium when the Tau started pushing into the region. However, many mercantile concerns had long-term plans for the colonization of the region, and were not happy to see the Tau butting in. The Tau pursued a highly aggressive colonization policy, settling colonies down in systems already claimed by the Imperium. This lead to a series of skirmishes with Rogue Traders, corporate paramilitaries, and colonial militias. These battles escalated over the course of about twenty years, until finally local authorities called to the wider Imperium for aid. A Crusade was declared, organized, and launched two years later, and the war was on.

There has been much speculation over why the Tau acted so aggressively within the Damocles Gulf. The Tau did not have a proper appreciation for the size of the Imperium at the time, but this did not prevent other commanders in other regions from pursuing peaceful relations. Part of it may have been simple time discrepancy; the lead-up to the Crusade took half a Tau lifetime. They may have simply perceived the provocations as coming further apart than the centuries-old human high command did.

It has also been thought that the Tau's policy in the Gulf was, indeed, deliberate central policy; the Ethereals on T'au deciding to test the Imperium in a region far removed from anywhere else. Such theories have never been firmly confirmed or denied; Tau records from the period are silent on their motivations, and further speculation has been discouraged since Integration.

The Tau had forewarning. There was also significant trade and diplomatic contact within Damocles Gulf, and a Crusade is hard to hide. They built fortifications, supply depots, surveillance networks. Laid in parts and munitions for long sieges. Prepared for the storm.

The Imperium began the war with a crucial advantage in communications and mobility. The Tau had no equivalent to astropathic communication and had to rely on courier ships for interstellar coordination- couriers that were slower than Imperial ships. The Tau were intellectually aware of this, but did not fully appreciate it; it would cost them. Likewise, the Imperium also underappreciated Tau abilities in several areas. The first phase of the war would reveal all these shortcomings.

Tau strategy centered around a series of border systems that had both human and Tau settlements. In preparation for the oncoming crusade, most civilians were evacuated from these settlements and preparations for a protracted guerilla war laid in. Meanwhile, mobile fleet assets were withdrawn to secret bases in central locations. The goal was to bog down the Crusade in protracted ground wars across multiple theaters, leaving it open to concentrated strikes by the fleet. Since the Tau forces in these systems were in immediate proximity to human colonies, they could not simply be ignored; the Crusade would have to split up and commit forces to each world.

The first part of this plan worked excellently. The Crusade was indeed badly bogged down on the border worlds. The Tau had seeded these regions with cloaked surveillance satellites and sensor networks, to give them comprehensive real-time intelligence of Imperial movements. Concealed supply depots and bases provided places for the Tau to rest and resupply in comfort; when they were discovered, extensive minefields, AA batteries, and drone screens provided enough time to evacuate men and equipment before the Imperium could destroy the location. Pathfinders and spotter drones called down devastatingly precise artillery barrages, while stealth-suit teams assassinated officers and destroyed ammo dumps.

The Imperial response to these tactics was... underwhelming. Long accustomed to enemies like Orks and chaos cultists, adaptation to Tau tactics was slow and confused. Even the Titans not immune, the Tau having developed several means of dealing with Titan-scale opponents in their long battles with the Orks. None were destroyed or even severely damaged, but the Mechanicus became increasingly cautious with them after several close calls. Only the Astartes and the few Biel-Tan Eldar forces consistently out-fought the Tau, and spread across half a dozen worlds, there were too few of them to turn the tide on their own.

The second part of the plan did not go nearly so well. The first Tau strike, on the world of Kindashar, drove off the outnumbered Imperial fleet with severe damage. Reinforcements, combined with precision orbital bombardment, forced the Guard regiments on the ground into an exclusively defensive posture. The Tau fleet then withdrew before an Imperial counter-attack could be mustered. Unfortunately for them, Eldar divinations and psychic interrogation of a handful of captured Tau spacers revealed the location of their hidden base. When the Tau fleet arrived, to their shock, they found the Crusade fleet already waiting for them.

The battle was short and decisive. Caught by surprise and out of combat formation, they were unable to maintain their range advantage and forced into a close-quarters fight. Coming right off the heels of a previous engagement with no chance to repair and resupply, the Tau fleet began to crack; once a trio of Eldar destroyers identified and destroyed the command ship, disorder became a near-rout, as the Tau fought to get back to the safety of FTL. Maybe half the Tau fleet survived, all heavily damaged. Many would not live to see a friendly port, as Imperial wolfpacks used their superior FTL speed to hunt down the scattered survivors.

With the Tau fleet destroyed or driven out of the Gulf, any hope of relief was gone. They continued to fight on, but it was a lost cause. The Crusade was reinforced by regiments more experienced in counter-guerilla tactics, and their experience quickly diffused among the rest of the force. With control of space assured, air superiority was quickly established by orbiting carriers. The hidden bases were hunted down and destroyed one by one. As the lack of resupply began to bite increasingly deeply, one by one the different cadres surrendered. The last to give in was Kindashar, which lasted five months after the annihilation of the Tau fleet.

Various other minor Tau colonies fell quickly, in most cases surrendering without a fight. It was at this point that the Crusade began to slowly fall apart. The Crusade had been launched fast enough that its strategic objectives had not been fully decided, and now that the immediate goal had been achieved the arguments resumed in full force. Some interests viewed what had already been accomplished as sufficient, particularly the Rogue Traders and parts of the military. Others, mainly the nobility and merchant houses, wanted to seize control of the entire Damocles Gulf, while a third faction wanted a punitive expedition deep into Tau space.

While it first appeared that the factions in favor of further offensives would win out, the intervention of water caste diplomats prevented that. Dispatched from the core septs of the Tau, they skillfully navigated the factional politics of Imperial high society, playing the differing groups off against each other with the judicious use of flattery and bribes. The process of peace was not instant, and there were several naval skirmishes as more aggressive Imperial captains scouted out Tau defenses, but- after nearly a year- a settlement was reached and the Crusade disbanded.

The immediate outcome of the war was a final settlement on who owned what in the Damocles Gulf. The Imperium got the better end of the deal, ending up with all of the border worlds and several of the colonies captured in the aftermath of the Imperium's naval victory. Tau in the transferred areas were resettled in Tau space, and the Tau retained a lessened presence in the Gulf.

In the long term, both sides gained valuable information about the other. In addition to the obvious military knowledge, the Tau learned a great deal about the inner workings of the Imperial apparatus, which would serve them well in future negotiation. Oddly enough, the Damocles Gulf would become a calm spot and major trade route in future Imperium-Tau relations; small numbers of Tau refused to leave colonies that had been traded to the Imperium, eventually forming a Tau/Imperial creole culture with disproportionate cultural influence, serving as a bridge between the two empires.

The Destruction of Lilarsus[edit]

For years, the Tau Empire has had problems with Dark Eldar. Every time the Tau Empire have had a problem, whether A.I. rebellion or tyranid invasion, the Dark Eldar are always there like the vultures they are ready to prey on the vulnerable and the helpless. The primary source of these problems is Archon Andross Klax of the Kabal of the Hand of Deft Spite. The Tau Empire is effectively “his” space, at least by the standards of Commorragh, and other Kabals had to treat with him if they wanted to privilege of raiding there.

The Tau were fed up with Klax. The bounty on his head was staggering. The Tau usually don’t believe in bounty hunting, feeling that if you do kill it should be for duty or defense or something a little more noble than simply selfish greed. With Klax they’ve just stopped caring, the Empire want him dead. Especially Aun’Va, who had to put up with Klax’s shit more than anyone else. Klax was enough to make Aun’Va wistful for the old days of the Mont’au, back when you wanted someone dead you raised an army to do it and told the troops to put the offender’s head on a stick to make sure they were gone.

In M39, after an invasion by a tendril of Hive Fleet Leviathan resulted in a series of pyrrhic victories that only ended with Imperial assistance, the Tau Empire was once again considering closer relations with the Imperium. This would have been a disaster for Klax, for whom Imperial support and resources would have meant an end to the easy raiding he had been enjoying for the last one and a half millennia. And so to preserve his hunting grounds Archon Klax hatched a cunning scheme.


In 876.M39, Klax created a false flag operation, making it seem like the Maiden World of Lilarsus was really a Dark Eldar world and Klax’s base of operations. The Kabal of the Hand of Deft Spite planted chemical evidence in the atmosphere, making it seem like the planet was experiencing substantial industrialization and spaceship traffic despite its primordial veneer. Surface observations would have shown the planet’s population was mostly Eldar, which would hopefully damn Lilarsus further in the eyes of the Tau. To someone who wasn’t familiar with how the Exodites worked, it looked like a textbook pirate hideout. The hope was that the Tau would attack Lilarsus and provoke a Tau-Imperium skirmish, souring relationships between the Imperium and the Tau. At best, it was hoped the act would spark the Tau-Imperium war both the Dark Eldar and their more debauched Crone World kin had always desired.

The Tau, already incensed with the Kabal of the Hand of Deft Spite for their raid on the Sept of Kel’Shan shortly after the tyranid invasion, took the bait. The Ethereals ordered Lilarsus burned to the ground in order to wipe out the space pirate and his cronies once and for all. The Tau attack took the form of nuking the population centers from orbit and letting the fallout from the airburst kill the rest. It was cheap, quick, and effective, especially since this was back in the days when the Tau were only just developing more extensive and expensive methods of Exterminatus for scouring tyranid-infested worlds to the bedrock. Thousands died. Fortunately, because the bombardment was focused on population centers not every Exodite died in the bombardment and the World Tree wasn’t compromised in the attack. This one of the few things that kept the situation from escalating faster than it already did.

It was only after the bombardment that the Tau realized that Lilarsus wasn’t a Dark Eldar world. The Tau tried to apologized to Lilarsus’ patron Craftworld of Iyanden and offered to help repair the damage they had done, but found their offers icily ignored. However, for Iyanden it wasn’t enough. Klax would pay in time, but the Tau had offered them an insult that couldn’t go unanswered. In the months following the bombardment of Lilarsus several Ethereals were subject to assassination attempts by Iyanden rangers, and the commander of the ill-fated expedition was found impaled on a wraithbone spear along with his command staff.

These assassinations in spite of the Tau’s offers of weregild enraged the Ethereal council, and the Tau Empire mobilized to go to war. The response of Craftworld Iyanden, who had the largest space navy of any Craftworld, was in effect “bring it”, and the eldar began to assemble their own retaliatory fleet. The two fleets intercepted each other in a dead star system to the galactic west of the Damocles Gulf. However, as the Eldar and Tau fleets squared off, suddenly an unknown fleet translated into the system and the Eldar and Tau’s ships stalled. The Tau didn’t know what to make of this. It wasn’t like their ships had been hit by an EMP, as life support systems and artificial gravity were still on and they didn’t even know what an EMP would do to Eldar ships, it was like their ships were being…physically restrained.


Up until this point, the Tau had comforted themselves by believing that the border skirmishes they had fought with the Imperium in the past were evidence that their great and mighty fleets were capable of holding off the aggressive and might of the "whole Imperial war machine". The more knowledgeable among the Ethereals and Fire Caste knew that it was merely the navy of the Segmentum Ultima, but they still figured that was a sizeable portion of the Imperium’s military might, and liked their odds in the event of a confrontation.

That was until the Tau got a good look at the Bucephalus and its hangers-on translating into the system. Those weren’t any Segmentum Ultima navy ships they had ever seen before. Hell, they hadn’t seen most of those ship classes before. And perhaps more importantly, this new fleet not only outnumbered but outgunned both the Tau fleet and Eldar fleet put together. If people started shooting this new fleet would annihilate both of them, only stopping to wipe the ship debris off its metaphorical boot. And then the face of Oscar, Last of the Golden Men, Emperor of the Throne, Servus Servorum Imperium, Emperor-Consort of the All-Mother and Defender of the Realms Uncounted appeared on the Tau’s communication array to request the presence of their leader at his next earliest convenience to discuss "recent events". The Tau were just as surprised at the appearance of the Emperor’s face on their screens as they were at the arrival of the Bucephalus, this being was clearly different from any gue’la they had ever seen. He told them they wouldn’t have to worry about Iyanden striking while they were distracted as his wife just told the other side to go home and tend their wounds and sure enough Iyanden, who seemed previously out for blood, was doing so without hesitation or complaint to the surprise of the Tau commanders.

It was be at that moment, that exact moment, that every Fire Caste present realized just how deep the pit they are standing over really is, and the Tau Empire realized that the “tall tales” of Por’O M’arc visiting the Imperial capital were more than just tall tales.


After three days of intense debating, a ceasefire was eventually reached and war was narrowly averted. Lilarsus ended up being garrisoned with Aspect Warrior and wraithguards from Iyanden to protect the world tree until the radioactive fallout subsided, along with several unarmed Crisis battlesuits from the Tau empire scrubbing radiation. Surprisingly enough, the presence of the latter was actually a request of the Tau Empire, Iyanden said the Tau didn't have to be there and quite frankly didn’t want the Tau anywhere near the planet, but the Tau insisted. Crisis battlesuits and other suits of their size class doubled as really good environmental hazard suits. Projections and farseer visions foresaw that most of Lilarsus would be uninhabitable for nearly 450 years, but with active cleanup of the radioactive fallout it could be cut down to nearly a third of that time. Maybe even quicker for major population centers. The faster it was cleaned up, the faster the Exodites could return to their home. In the minds of the Tau, it was their misjudgment that led to the bombing of Lilarsus, and therefore it was their duty to make amends. It was a matter of personal honor for them.

After the stand-off, Spiritseer-Admiral Iyanna Arienal, essentially the "face" of Iyanden's seer council, disappeared from the public eye for a few months. When asked where she had been after return her only answer was "with Yriel". Perhaps not coincidentally, Archon Klax was never heard from again.

The Second Damocles Gulf Campaign[edit]

The Second Damocles Gulf campaign is an important marker in Tau history, representing one of the largest battles in Tau history before the Tau joined the Imperium and one of the few instances in which Tau fought against Tau. After the rebuilding of the Tau Empire following the A.I. rebellion and the Fourth Sphere of Expansion, the political winds had shifted once again and the Ethereal council was once more considering the possibility of developing closer ties with the Imperium. Imperial culture had become well-known to the Tau in the millennium since the two empires had first met, and some Ethereals recognized the resonance between Imperial ideals and the Tau’va, as well as the potential of using inclusion into the Imperium as a vehicle to spread the Greater Good. However, these ideas created a political backlash and a series of counter-proposals across the Tau Empire. These proposals ranged from the reasonable, such as seeking to ally with the Imperium without fully joining, to the insane, such as a mass migration of pro- and anti-Imperium Tau across the empire to form separate pro- and anti-Imperial states.

Eventually things came to a head, with a contingent of traditionalists coming to believe that the ideologies of the Tau’va had already become too compromised by outside influence. Riots and violence erupted across the Tau Empire, eventually resulting in a sizeable minority of the Tau Empire including several Ethereals and high-ranking commanders including Commander Farsight leaving to form their own empire. The remaining Ethereals were outraged by this breach of Tau honor. Perhaps more importantly, the schism had led to the spilling of Tau blood by Tau hands, something that had not happened in history since the age of Mont’au and the days before the Tau as a whole had come to accept the Greater Good. This was something that could simply not go unpunished.

In response to the violence and aftereffects of the Schism, the Tau Empire raised a massive retaliatory strike force, headed by several Shas’O and at least three Ethereals. However, Farsight’s counterpart among the reformers, Commander Shadowsun, was not among their number. Although Shadowsun had fought against the reformers in the initial days of the schism, including with Farsight himself in the riots of T’au, she was not part of the retaliatory fleet, having been called away to the eastern front of the empire to defend against a splinter fleet of Hive Fleet Kraken. This may have been one of the reasons why the Damocles Gulf campaign went as badly as it did. Although the commanders were well-trained and their forces outnumbered the traditionalists by nearly six to one, they were still going up against the Tau Empire’s greatest living military strategist, and without a general of Farsight’s caliber on the side of the reformers the retaliatory strike may have been doomed to fail.

Perhaps the biggest mistake was following the traditionalists into the northwestern frontier of the Tau Empire, the area where Farsight had spent most of his military career. As a result, Commander Farsight and the traditionalists had a much better idea of the terrain than the reformers did, including the best places to defend or set ambushes. During the Damocles Gulf campaign, Farsight once again proved how he had earned his name, only fighting in areas where he could nullify the numerical advantage of the reformers, or flanking around the main body of the fleet to strike at supply lines and attempt to cut them off from the empire. When forced to fight in the open, he would often employ unorthodox tactics that caught the more conservative commanders of the reformers off guard, such as jumping his ships into “knife-fight” range so that enemy ships could not fire at them without firing on their own soldiers at the same time. Although victories by the traditionalists seemed to be randomly distributed across the Gulf, they would prove very important for future political events, for these victories were often concentrated around easily defensible points that would serve as the effective borders of the Farsight Enclaves.

The Second Damocles campaign was ultimately declared a failure by the Tau Empire. The Empire had the forces needed to wipe the separatists from the stars, but Farsight’s forces were too heavily entrenched beyond the Damocles Gulf and it would cost them at least ten reformers for every traditionalist, a proposition the Ethereals were not willing to entertain. Not to mention, repaying the traditionalists’ violence with more blood would only strengthen the separatists’ claims of being in the right. Instead, the Ethereals decided to play the long game, considering that after a few generations the majority of the traditionalists, including most importantly Farsight, would be long gone. Unfortunately, this has not been the case, as the traditionalists have somehow managed to create their own functioning system within the Farsight enclaves, but Farsight has somehow managed to stay alive for far longer than any Tau would be reasonably expected to live.

Sha'Galudd and the Nagi[edit]

Sometime near the end of the latest Sphere of Expansion, a Tau expeditionary force came across a world known as Sha’Galudd. This world had been known for some time, but it was only now that the Ethereal council decided the world was to be surveyed and settled. It was a lush world, not to the Tau’s climatic preferences but more than capable of supporting a colony. However, when the first settlers set foot on Sha’Galudd, they found the world was already home to another xenos species, the worm-like Nagi.

First contact between the Nagi and the Tau was surprisingly violent, even when compared to other races like the Kroot. However, before long the Nagi leaders came before the Ethereals of the expeditionary force in the interests of peace. They said that they had been unjustly persecuted by other xenos races into hiding on Sha’Galudd, and all they wanted to do was live in peace. They thought the Tau were these same invaders but had only just realized they were not, and now wanted to live in harmony with them. The xenos were even willing to cede most of the planet to the Tau, as they themselves needed little space to live. Within a few decades the world of Sha’Galudd was thriving, with many Nagi serving as advisors to the planet’s Ethereals. With the colony flourishing, the Ethereals of Sha’Galudd sent a message to the Ethereal Council of T’au, telling the homeworld of the good news.

At this time, the Tau had been formally inducted into the Imperium, and the Ethereal Council were taking full advantage of the Imperium’s records to try and learn as much as they could about the galaxy beyond. When they heard the news from Sha’Galudd, as well as a description of the xenos the expeditionary fleet had encountered, they immediately recognized what they were dealing with and dispatched a military fleet in response.

The aliens of the planet had introduced themselves to the as the Nagi. The rest of the galaxy knew them as the Slaugth.

The Tau acted quickly, deploying an entire contingent (Tio’ve) of Hunter Cadres to Sha’Galudd. The Ethereal Council privately hoped the situation could be solved without bloodshed, but when the contingent arrived they found themselves being fired upon by their own people. The Ethereals and much of the military of Sha’Galudd had been infested and subverted by the Slaugth, turning them into a veritable revenant army. The fighting was savage and brutal, much of it being room-to-room urban combat interspersed with attacks from Slaugth constructs created from Tau biomass. Nevertheless, despite the brutality of the fighting it was fortunate the contingent arrived when they did, for if they had arrived later it is likely that the entire planet would have been infected and turned into yet another infestation for the Slaugth.

The results of this battle, specifically how quickly and decisively the Ethereals dealt with the Slaugth, showed that although the Tau were still a young and ambitious race, they were quickly shedding their naivete and were more than willing to adapt to their surroundings.

The Happalachian Hill Race[edit]

When the Tau finally joined the Imperium proper, many of their Fire caste officers looked forward to the opportunity to show what they saw as the backward, stagnant forces of the Imperium the obvious superiority of the Tau's way of doing things. To their abject horror, the reintegration campaign of Happalachia gave them exactly what they'd been asking for.


Happalachia is a planet composed almost entirely of mountain ranges and thick forests, with oceans which could be more aptly described as valleys that have filled with water, or places where the mountains dip below sea-level, rather than deep,empty expanses most associate with the phrase. Despite being prone to seizmic activity, it is not a Death World, being almost tame by Imperial standards. If anything, the seizmic activity is a boon, responsible for the large deposits of metals and other natural resources that made the planet worth reclaiming. The real challenge of the planet, and perhaps the reason the humans inhabiting the world had not re-achieved spaceflight by the time the Imperium rediscovered them, is the terrain, which ranges from fortyfive-degree slopes to sheer cliffs to trees so thick they form a natural wall. It is perhaps for this reason that the Tau, with their flight-capable vehicles and battlesuits which could handle such treacherous land, were selected to assist in reclaiming the world and assisting the newly-formed PDF regiments with clearing out the Orks which had taken root. The locals proved more of a shock to the Tau than anything the Orks could possibly have thrown at them.


The humans living on Happalachia were fairly close to the standard human form, if a bit more variable in height and size than would be expected. They were prone to growing long, unkempt beards, with thick, black body hair and tanned leathery skin, and have been described as having a strong, bitter smell, though this may be a product of the alcoholic brews they are so fond of making. Even the Tau could label them as 'human' with but a single glance. The more glaring issues were regarding their society and organization- or seeming lack thereof.

The regiments the Tau liasoned with behaved more like animals than a proper fighting force, with half the troops simply not being present at any given day, either off working with their families, hunting, sleeping, or just gone without anyone knowing or seeming to care where they'd went. Their command structure was informal in the extreme, with command of a squad seeming to change hands regularly between whichever member was deemed "gud fer gittin'" the task at hand, with arguments and disputes of orders being so common that those who could be in charge and go unquestioned were rare and regarded as masterful leaders. Speaking of arguments, the Tau simply could not wrap their heads around the way these primitives handled disputes. Two of them would disagree on something, tempers would flare and yelling would grow in volume, then they would set upon each other like wild animals, biting and clawing and punching in a big ball of violence that more than once caused the Tau to assume they were trying to kill each other. And then suddenly it would stop, the first to get up would help pull the other to his feet, and moments later they'd be smiling through their missing teeth, joking and laughing with one arm around the man they'd just been fighting, the other holding a drink that would only halfway make it to their mouth because of the black eye they'd gotten. For those who grew up being taught that Tau-on-Tau violence was a grave sin, such flippant disregard for the fact that a buddy had just left teeth-marks in your arm was something they simply could not process.

Their gear was not much better; before the Imperium arrived, the majority of the firearms on the planet had been powder-based kinetic weapons, not even the kind with explosive rounds or mono-edged blades, but simple hunks of pointed metal fired at slow enough speeds that even the Guard's flak jackets could provide reliable protection against them. What vehicles they did have were lightly-armored civilian-grade cargo haulers, most of which were rusted and bearing oversized wheels and a shocking lack of even the most basic safety equipment, looking more like something the Orks would make than a reliable source of transport. Though proper lasguns had been distributed as part of the effort to bring them up to speed, many of them had taken to... 'modifying' their weapons, usually by attaching telescopic hunting scopes through a combination of screws and duct tape in a ramshackle and irreverent manner that would have any cogboy who saw their desecrations seize up and sputter, their cognizator implants overloading as they utterly fail to process the sheer volume of RRRREEEEEEEEE being demanded.


So great was the Tau's utter bafflement at the state of these troops that they recommended the entire force be either disbanded or left behind to obsensibly guard the population centers. The request was denied, for the Imperium needed the Orks culled, and so the Tau set out with their new wards, confident that they would all be dead within a week and the Tau would have to clean up. (Un)fortunately for them, they had only scratched the iceberg regarding these "good old boys."


The terrain lent itself well to the Tau's preference for engaging at range; Orks would shake their axes and blades futilely at the Fire Warriors picking them off from the other side of the gorge, and the charges they would make when in massed numbers would bog down as they slogged their way uphill into a storm of plasma fire. Despite the prior expectations, the natives proved equally effective against the Orks, in their own ways. For one thing, they were everywhere; no matter where the battlefield went, several of the PDF would show up with a dozen or more "cousins" to help out. They were also uncanny trackers, always being able to point out with fairly good accuracy where a pocket of Orks was hiding, likely to go, or had been, though it took the Tau several ambushes to stop dismissing the pointed "Dat way's gon' getcha busted up right good, ah tell yew what." More mind-bogglingly, to Tau and Ork alike, was their skill at laying ambushes themselves; more than one Ork attack had only just registered on the Tau before the forest exploded with gunfire, and often several screaming bearded men falling onto the Orks with knives and hatchets drawn. This is not to say that the natives could beat the Orks in Melee combat, and more that you do not need to beat the ork when you can simply unbalance him until he falls off the cliff. Usually the natives attempting this wore parachutes or stitched wing-gliders, cackling loudly as they drifted off out of view of the dumbstruck Tau, while the more daring took the riskier route of trying to jump back off the ork onto solid ground. It was when the Tau started stumbling into ork ambushes, only to be saved from their imminent death by highly accurate las-fire, that the brunt of the situation dawned on them.

The natives of Happalachia loved their guns; they were a means of gathering food, a protector of your family, and symbols of your personal worth all in one. From a young age they would learn marksmanship as a means of putting meat on the table, using the primitive powder-firearms that their forefathers had used for generations, learning to shoot reliably despite bullet drop, wind interference, and other factors. Now that they had access to lasguns, which negate most of these factors, they proved themselves to be uncannily accurate shots at ranges far beyond that expected of a lasgun. What this meant in practice was that the backwards, unshaven, uncouth, smelly backwoods hooligans on this backwater world were putting out a similar long-range performance to that of the Tau, which combined with their knowledge of the terrain meant they were killing Orks before the Tau realized they were there. They were being better marksmen than the Tau.

The thought was too much for the Tau to stomach. Desperate to prove that the Tau forces were undeniably superior to these hillbillys and preserve some semblance of dignity, the Tau leadership began enacting aggressive, almost-suicidal battle plans and strategies, determined to outperform the PDF by securing and holding more of the planet's surface and moving faster than the natives could, deploying forces they had previously held in reserve as "unnecessary," and generally taking it as a personal mission to prove that all their technology meant something.


The locals caught wind, and thought it sounded like fun, and what came next is now known as the Happalachian Hill Race.


The idea was simple; there were already a series of checkpoints, target areas, and objectives in place as a guideline for the reclamation. The Tau decided that if they could take, hold, and secure more of the objectives on their own, they would prove themselves the more effective fighting force, regardless of the individual performance of the natives. Unfortunately, those checkpoints and objectives had also been distributed to the PDF, so the Happalachians were also privy to the "rules" of the race.

What followed was several months of escalating competion, with the natives bringing in all their friends and neighbors, while the Tau brought in all their latest toys. Tweaking their targeting systems to better deal with the forest helped the Tau regain their edge in accuracy at range, but now the natives had numbers to even the scores. Warsuits flew over ravines and jumped over the treetops, while bolted-together technicals tore along cliff-faces, their passengers whooping and hollering as they shot at anything orkish-green that flew by. Eventually it escalated to the point that both sides were just short of open conflict.

The event is best preserved in a holopic captured by one of the Tau battlesuits. It depicts a gorge with a native Technical on one side, and a group of battlesuits in mid-flight on the other. The technical has one wheel over the edge, the others frantically digging for traction, as passengers shoot at unseen Orks while yelling at the Tau, with one individual hanging his bare buttocks out the window. The Tau are likewise firing at Orks on their side of the ravine, while one battlesuit has opened his helmet, apparently in order to yell back at the humans while making an extremely obscene gesture at them, a gesture also being displayed by two other battlesuits, though their users appear more focused on the Orks.


In the end, there was no clear winner of the race; the Tau covered more ground and ended up taking more objectives, but had trouble securing those objectives, as the increased speed had been paid for with less-thorough sweeps, while the natives proved skilled at eliminating all the Orks from an area and arriving in places quickly, they had trouble keeping up with the airborne elements of the Tau, especially when they started deploying from orbit to reach checkpoints faster. Though the "finish line" was reached, several areas fell and had to be retaken or secured, and things only seemed to get more complicated as a group of Biel-tan warriors warped in, too late to have a chance at winning but still looking to participate- and in the end had a very good showing. Most historians will say that the Tau won the race, as their technology once adapted greatly outpaced what the Happalachians could do, but for the Tau it was a bitter victory; though they had emerged on top, it had not been a decisive win, and many of their troops had lost some of their discipline and begun using the same uncouth, offensive mannerisms as they had been trying to prove themselves above. The Tau from the aforementioned holopic was identified and severely punished for such a public display of disrespectful behavior, but the truth is that several Tau had begun having similar exchanges towards the end of the race.

Shas'ui Sli'ker, the Tau fire warrior from the aforementioned Holopic, was reassigned to what amounted to a desk job in an attempt to make a public example of how crass behavior was unacceptable within the Tau military. He would later go on to write a short book intended to advise other Tau how best to prepare for different cultures, the importance of not underestimating your allies or foes, and the importance of listening to the councel of natives more familiar with the land than you, regardless of percieved ignorance. While the Ethereals deemed his work too dangerous to condone distributing it (his ideas on being willing to adopt aspects of local culture to build trust sounded too much like giving up what made the Tau the Tau), he was able to get published by human distributors, who found his work either comedically entertaining or useful for non-Tau who would interact with other cultures too. The work eventually became public knowledge among the Tau soldiery, who while they mostly found it a bit too radical, found it contained useful knowledge that has soothed relations more than once. The author himself eventually returned to Happalachia, living out his final days in what he called "the most beautiful land ever infested with hicks;" he was well-loved within the local community, and his passing was mourned greatly, with several statues being erected in his honor; one depicting him relaxing, set to look out over his favorite view, the other showing his more famous pose, placed in front of the Capitol, forever indicating exactly what he thinks of the locals, the planet, and the universe in general to the horizon.


Historians and military analysts alike have examined the events of the Happalachian Hill Race in search of explanations as to how a bunch of newly-discovered Men of Stone with inferior technology managed to challenge one of the most technologically-advanced races in the galaxy, much less challenge them in their field of expertise. Upon closer examination, several things became apparent. Firstly, the Happalachians, while marksmen of far higher caliber than the average guardsmen (though their unsactioned scope attachments may aid in that), are not, in fact, anywhere near as good as the average Tau. Tests performed in firing ranges and field excercises found that the Tau's accuracy and response time were far greater than that of the Happalachians, and effective at much further ranges than Happalachian lasguns could even reach, much less reliably hit. This, of course, raised the question of how these hillbillies were getting the drop on the Orks before the Tau. The answer lies in perhaps the two biggest contributing factors to the outcome; Terrain and Tactics.

While the Tau had come equipped with jumpsuits and drones and the means to easily cover the planet's mountainous terrain, on the planning level there had been a major failure to account for how advancing across a planet of mountains is different from advancing across a mountain range on a planet. A gorge easily crossed in a battlesuit could contain miles of tunnels, outcroppings, overhangs, and other places where Orks could hide within the trees or shrubbery. This meant that the intial Tau advance was very prone to accidentally overjumping patches of Orks, who would then attempt to ambush the Tau, and instead get bisected by the lasfire of the Natives.

This was the second failing in the Tau's campaign, their Tactics. Both Natives and Orks on Happalachia had adopted an inclination towards Ambush tactics, as massed engagements and charges were simply unfeasible on a fortyfive-degree slope. Some Orks would even bury themselves in the ground and wait for hours or days in order to jump an enemy, which meant that on the Tau's heat-sensors they would appear as little more than slightly warmer than usual plants. The local tactic for clearing Orks would generally involve one group acting as the "bait," driving around in one of their loud technicals, whooping and hollering and making as much noise as they could, with the rest of the locals aimed and waiting for the Orks to take the bait.

The Tau, by contrast, were not sneaky in the least about their approach, their roaring jumpjets, clanking battlesuits, and vehicle support making their advance very loud and very noticeable. To the Happalachians, this looked like the aliens volunteering for the most dangerous role in the hunt, and thus moved to do the obvious thing and be ready to intercept the inevitable ambush. In practical terms, this meant that engagements with the Orks happened with the Natives already prepared to fire, and the Orks at close ranges to the Tau, who are notoriously ill-suited for close quarters. The Tau, having failed to take the locals seriously enough to have learned or paid attention to the Happalachian's explanations on how to properly hunt Orks, mistook the native's well-intentioned support as intentional showboating, fraying tempers and leading to rash decisions and even more stubborn resistance to any sort of advice from the locals.


There were, of course, other factors; scouts who would go ahead and track groups of Orks, relaying their position through birdcalls and markings on trees; the spread-out nature of the native population, which lead to there usually being someone in the area who could point out pitfalls or add more firearms to the mix; the constant tree-cover making the Tau's vertical advantages significantly reduced; even flaws in the Tau targeting system in regards to such extreme slopes, which while not enough to render them helpless or ineffective, could slow their response time against Orks from multiple sharp angles just enough for the natives to fire first. However, the majority of these factors tend to stem from the Tau's third and perhaps biggest blunder; their attitude towards the natives.

The intention to prove themselves better had already colored the intitial interactions with Happalachians, and once the Tau saw the way the natives behaved, they almost immediately dismissed them as hopeless fools. This, of course, flies in the face of the fact that a population on a planet infested with Orks cannot survive without developing ways to effectively deal with their green neighbors, and that a population that thrives is likely very good at it. The miscommunication about the standard tactics against the Orks and subsequent losses of composure at percieved slights could well have been avoided had the Tau actually listened and not dismissed the (admittedly impolitely presented) guidance of the Happalachian advisors regarding the flaws in the Tau's plan of advance. In short, idealism and self-assumed superiority blinded the Tau, both on the Command and individual level, to their easily-corrected mistakes; a mistake that they would later take great pains to avoid making again, if only to avoid another such humiliation.


The aftermath of the Happalachian Hill Race was messy, both beauracratically and conventionally. The Orks had been heavily culled and contained to a few manageable areas, but the Tau had lost much more of their hardware in the process than had previously been anticipated due to their more aggressive tactics, though there were also several crate's worth of pulse rifles that had mysteriously gone missing from their supply headquarters, with rumors that they had been "scavenged" by the locals going unconfirmed, as any Happalachian with a Pulse rifle would claim to have scavenged it off of a dead Tau.

Of greater concern was the cultural impact; the Tau's self-assurance of superiority was badly shaken, as were their preconcieved notions on Humanity and the Eldar. Tau Supremacists would use the Happalachians as caricatures of Humanity as a whole, and proof that joining these delusional primitives was a mistake that would cost the Tau dearly. Their detractors would point out that the "primitives" had shown themselves capable of keeping up with and challenging the Tau, even with technology inferior by their own standards, and that if their forces had been more advanced the Tau may actually have lost. A more concrete effect was had in that broad, sweeping changes to their policies regarding cooperation with other forces, mostly aimed at staying professional and not having their troops lose their cool and start a competition, but also including steps to try and prepare and acclimate the average Tau to the inevitable Culture Shock that had hit them so hard in Happalachia. The regiments deployed to Happalachia went on to prove themselves more skilled at working with other forces than other Tau regiments, though whether this was due to having learned humility or simple relief at the relative normalcy of most other forces is a matter of debate.


For their part, the Happalachians seem to consider the Tau to be friends, if oddly stuck-up buddies who try to stay cool but can scrap with the best if pushed enough. This may be part of their odd form of conflict-resolution, where fighting or competing with another is a way of growing closer with them, as long as you aren't trying to kill them. Considering their abilities with firearms, blades, and hatchets, perhaps the distinction between fighting and killing is simply more well-defined than it is for others. The race itself is remembered fondly, and has become immortalized through an actual, proper race every five years, where contestants must cross the same objectives that were the original goals, with several alternate paths and a scoring system, that is open to all comers.

There are now several Happalachian scout regiments; while their skills have proved to be mostly localized (most of the universe is not mountain ranges), they are still an asset to the Imperium, if one who's equipment is so unstandardized as to make their logistics a nightmare; this has something to do with the fact that the Admech, upon seeing their unique approach to technology, tried to declare them all tech-heretics, and while this merely led to less-conventional tech-convents setting up shop instead due to the local resource deposits, it is still very difficult to legitimately sell Admech goods to the locals. Not that this stops people from doing so, just that they do so sneakily, and in small quantities at a time. This has the result of the Happalachian regiments being a bit of a wild card; no other scout regiment is quite as prevalent in their ability to pull out a plasma weapon or high-yield explosive they really shouldn't have at a time when it is most needed, though the opposite is also true of them failing to have some of the most basic resources an Imperial Guard regiment is expected to field.


One side-effect of the campaign was the Tau's later collaborations with Ultramar; the disciplined, regimented and well-equipped Ultramar Guard were a much more palatable and familiar face for the Tau, and while there were still initial issues with posturing and rivalry, there was also respect and appreciation of Ultramar's professionalism. For their part, the forces of Ultramar was more than willing to provide advice and guidelines for interacting with the less "conventional" forces of the Imperium, which likely influenced the reforms the Tau would implement regarding cooperation and acclimitization with Imperial forces. It is politely disregarded that much of this advice had been given before the campaign on Happalachia, with the only difference being that the Tau were now willing to listen.


In all, the campaign was a success for the Tau- however ungraceful it may have been. Their objective was completed far ahead of the initial projections, and the lessons were learned with a relatively forgiving people who would not hold grudges or resentment against the Tau for their behavior, unlike how worlds like Vostroya or Catachan may have developed centuries-long grudges against xenos who looked down on them. Instead, they now have eager and willing allies, whose Regiments have often been deployed to assist the Tau in times of need (In spite of frequent requests from the Tau to "please send anyone else;" the Imperium's armies are not unlimited, so you take whatever is available. This is most definitely not the clerks of the Administratum having a laugh at the Tau's expense.). The Tau have ultimately improved as a result of the lessons learned on that backwater planet, and despite the jokes made at their expense, it was a learning experience that ultimately helped them better integrate into the Imperium- if mostly by showing them how maddening the universe can be.

The Siege of Lusitan[edit]

The members of the Hubworld League have always been a proud and stubborn people, who would rather die than admit defeat. Despite being a brash, salt-of-the-earth type of people, they are brilliant innovators and engineers and can be single-minded when it comes to retribution. These traits are well-displayed by the events of the Siege of Lusitan.

Lusitan was once a prominent mining colony located in the galactic south of Hubworld territory. The planet was covered by large fissures and volcanic activity as a result of tidal flexing due to its proximity to its parent star, with some openings reaching all the way down to the deep mantle. As a result, it was rich in rare and valuable minerals that were normally only found deep beneath a planet's core. Therefore, the high gravity and mineral wealth of Lusitan made it a perfect colony for the Hubworld League.

When Leviathan, the third of the three great tyranid scouting fleets, emerged on the galactic scene, most people would have predicted that the hive fleet would have made galaxyfall in the galactic east, as Behemoth and Kraken did before it. However, this was not the case. Instead, Leviathan made a sudden swerve in its trajectory, seemingly to avoid a passing through a particular region of space, and made galaxyfall at a slight angle to the galactic plane in the Segmentum Tempestus. As a result, many planets that had been far away from the front lines of the first two Tyranic Wars were now under threat by the tyranid menace, including many worlds of the Hubworld League. This included Lusitan, as a small tendril of Leviathan broke off from the main hive fleet to directly besiege the small colony.

Lusitan was not a major Hubworlder settlement, but the planet was an important component in the Hubworld League’s economy, and so although the planet was not as well protected as a major world of the Hubworld League it was better defended than the majority of its colonies. As a result, the defenders of Lusitan were able to hold out against the initial waves of hormagaunts and termagaunts but began to lose ground when higher tyranid lifeforms such as carnifexes and tervigons started appearing. About the only good news was that the tyranids seemed unable to make use of organisms such as mawlocs and trygons, Lusitan’s crust being too thin and volatile for them to work efficiently. The Hubworlders fought like madmen, making the tyranids pay in blood for every inch they took, but unfortunately for the Hubworlders the tyranids always seemed to have blood to spare.

After three weeks of heavy fighting, the people of Lusitan received some unexpected good news. A relief fleet had arrived, travelling via sub-light speeds after warping in as close as they could get to Lusitan’s star system. The relief fleet was comprised of Hubworlders and Imperials from nearly a dozen different Imperial member states, spearheaded by a small force of Salamanders from nearby Nocturne led by Second Captain Hal’shan. However, the rescuers were surprised when they received a message from the Lusitanians telling them not to land on the planet’s surface. At first the rescue fleet just thought this was merely Hubworlder stubborness at work, and tried to force their way to the planet's surface, even after the Hubworlders began physically blockading their ships from landing. This only stopped after the leader of Lusitan, Governor Vardun, opened a private channel of communication to the flagship of the rescue effort and Hal’shan.

The exact words of that conversation remain unknown, but after it was over Hal’shan’s behavior changed completely, ordering all ships to cease attempts at landing and instead focus all efforts in helping the Hubworlders evacuate. Over the next several hours thousands of ships launched off from Lusitan’s surface, protected from the hive ships by the rescue fleet, and before long most of Lusitan’s population was in orbit. Following that, Hal’shan immediately ordered all ships to escort the Hubworlder vessels to the edges of the system, leaving what few people remained on Lusitan’s surface. At the time, this order was not popular, and several protested this decision, but Hal’shan responded that the Hubworlder ships were in danger and it was their duty to help the civilians evacuate first.

The only reason we know of what happened next was due to a few Salamanders who refused to leave the few Hubworlders left on Lusitan to die. Geological mapping of Lusitan's surface had indicated that compared to most planets the crust was unusually thin, and essentially held above the mantle by a series of caverns supported by a few key structural weak points. Destroying these points would cause the crust to collapse into the mantle, which in turn would cause the magma to rise and swamp the planet's entire land surface. This was Governor Vardun’s entire plan. Over the last few days, he had converted several mining charges into makeshift explosives scattered around the planet as Lusitan’s defenders had bought time with their lives. And now, with the majority of Lusitan’s people in orbit, he could execute this plan with a clear conscience.

The tyranids were simply too numerous to be removed through conventional means. The size of the tyranid thread on Lusitan had been severely underestimated, so even with the arrival of reinforcements the tyranids could only be discouraged, not defeated in a fair fight. At the same time, the tendril of Leviathan had to be stopped here, or else the entire Hubworld League would be under threat. Vardun had struggled with this dilemma for days, either sacrifice Lusitan for the sake of the greater good or hold out for the possibility of reinforcements and hope that his decision to preserve Lusitan hadn't been for nothing.

The rescue fleet had changed that. Now, no one had to die to remove the tyranids from Lusitan’s surface. Well, no one other than himself and his advisors, at any rate. If someone had to die, might as well be the ones who had come up with the plan in the first place. Vardun transmitted his last words of vengeance against the tyranids and then, without hesitation, threw the switch.

"Fry, you overgrown space roaches" - Last known words of Governor Vardun

The move, although militarily unorthodox, was a stunning success. Tyranids usually recouped their losses by consuming the biomass of their dead, but this time the bodies of their troops were buried under several stories of molten lava. The sudden simultaneous death of so many synapse creatures caused a brief disruption in the Shadow in the Warp, which allowed Imperial reinforcements to come in and slaughter the Hive Ships in orbit.

However, the victory had not come without terrible costs. For one, Governor Vardun and all the leaders of the Lusitan colony were dead. On top of that, the entire topology of the planet had been disturbed and its surface was covered in lava. It would be centuries, if not millennia, before the lava cooled and the planet stabilized enough for resettlement. The tyranids were gone, but the people of Lusitan now had no home to return to.

The Battle of Phora[edit]

When a tyranid splinter fleet from Leviathan came to the world of Phora I, it was a vicious and brutal fight. For months, battles raged in orbit and on the surface of the world, and the outcome hung in the balance. The scales began to tip against the Imperium as the war dragged on, and eventually they were forced into full retreat, with extermination surely to follow. Ultimately, however, the tyranids would not conquer the world, nor the Imperium pull some last minute miracle.

Instead, victory would go to the Necrons.

Completely unknown to the inhabitants of Phora, they had made their homes upon a necron tomb world. The battles raging above triggered the awakening protocols, and after spending a couple of months mustering their forces, the necrons sallied forth. The tyranids were the first to feel the force of the newly reawakened dynasty. As ever, the Necrons proved almost perfectly suited to do battle with the Great Devourer; their Gauss Flayers prevented the tyranids from reclaiming the biomass of their own dead, and resurrection protocols meant the Necrons would win the war of attrition. Soon enough, the tyranid footholds on Phora had been exterminated, leaving lifeless desert behind. The bioships remaining in orbit, emaciated from the effort of trying to reinforce their beachhead, fared no better once the Necrons reactivated their warfleet.

One threat destroyed, the Overlord turned his attention to the other. He was not inclined to totally exterminate the population, but tolerating an industrial civilization literally on his front lawn, posing a potential military threat, was simply out of the question. The ragged remnants of the PDF and Guard garrisons were smashed in swift and decisive battles, and the Necrons turned their attention to destroying any technology that could potentially be turned to war. Tens of thousands of humans were abducted over the course of this de-industrialization, for interrogation and experimentation.

Then the relief fleet arrived.

A tense standoff ensued. The Overlord had a good idea of the size and power of the Imperium from interrogation of captured humans, and had little desire to get in a fight with them. Especially not with an Imperial fleet potentially armed with cyclonic torpedoes already in the system. The Imperial commanders, for their part, had nothing like the forces needed to fight a tomb world, and the relief fleet did not in fact have cyclonic torpedoes. More Imperial reinforcements arrived, and more Necron warships were activated.

Thanks to some quick thinking, and with Nemesor Zandrekh acting as a go-between (much to the bemusement of the local Overlord), a deal was hashed out. The population of the world would be evacuated and resettled, and the Imperium would recognize Phora as a necron holding.

The deal done, the Imperium evacuated around a billion survivors from Phora. Just a year earlier there had been five billion inhabitants. It was not quite a victory, but also not quite a defeat.

The Octarius War[edit]

There are worlds that believe they have known war. Cadia, last bastion before the Eye. Krieg, named better than its discoverers knew. Armageddon, world of steel and flame. Mordia, stubborn and resolute.

Octarius laughs at them all. The capital of that relatively ancient Ork empire lies in ruin, the Overfiend astride the Waaaagh! laughs at them. Ever since Kryptmann unleashed his grand plan, Tyranid and Ork have fought relentlessly, unceasingly, across its surface. For over a thousand years. There is almost nowhere you can touch the original surface without digging; mounds of charred corpses, Tyranid growths, and ruined Ork war machines cover the surface too thickly. Strata after strata of fossilized war. To walk on the surface of Octarius is to walk on dead flesh. The sky is perpetually black, an ashen shroud composed of Tyranid spores, oily smoke from Ork engines and guns, dust kicked up by ceaseless orbital bombardment, and the vaporized particles of uncounted trillions of dead. The blackness is broken by a perpetual meteor shower, as broken fragments of millions of shattered ships and shredded naval organisms rain down on the surface from the unending war in orbit. Despite the fact that there is no sun and no stars, there is more than enough light; the eternal thunder of Ork guns lights up the horizon with a false dawn, reflecting off the clouds until it seems the sky is on fire. The ice caps have melted from the ambient heat of trillions of guns and trillions of bodies.

The seas are dyed with Ork blood and Tyranid ichor, and filled with ork warships and submarines so densely packed you could almost walk from one coast to another in battle with tyranid swimmers no less numerous. The skies are clogged with millions of flyers. The earth is honeycombed with endless tunnels, begun for shelter from orbital bombardment or in attempts to outflank a stubborn defense but long since turned into a theater of war on their own, grots and squigs and tyranid burrowers hunting each other through the darkness. Sometimes the diggings get too vast, too unstable, too convoluted, and vast sections of front drop into sudden sinkholes.

In orbit above, ships merge together and battle in the orbitals, amid a vast ring system created by the wreckage of a hundred thousand previous battles. Ork ships and tyranid bioforms clashing at point-blank range and closer, an endless maelstrom of boarding action and bombardments. Destroyed or damaged vessels frequently fall out of orbit to cataclysmic ends on the surface below- or, as both ork and tyranid know it, 'delivering reinforcements'.

Both sides deploy weapons and creations seen nowhere else, ork Meks pressed hard to keep pace with tyranid hyper-evolution. Vast armies of Mega-Gargants, in numbers not seen since the whole of the War of the Beast, clash with Bio-Titans of unprecedented size and ferocity. Tyranids sprout flame weapons in vast quantity, while Doks devise poisons that scythe down even tyranid biologies- for a time, until they adapt again. Unique squig breeds hunt down lictors with incredible ferocity, and fields of razor-worms devour entire ork columns in seconds.

The war extends to stranger battlefields as well. It is a war of ecologies, as ork and tyranid spores attempt to out-compete and strangle each other, a microscopic war of poisons over nutrient-rich corpse-strata.

It is a war of ontologies, a clash of welt-systems, as Ork WAAAGGHH and the Shadow In The Warp strain to overcome each other. It is a war on every possible level.

The war extends throughout the Octarius sector, and beyond; Octarius is simply where it is at its most intense. Vast fleets thrust and parry across light-years, vital systems changing hands dozens upon dozens of times. The sectors surrounding the Octarius sector are slowly ground down to nothing, as ork and tyranid raiding fleets venture further and further outward to fuel their respective war machines. The war expands, and expands, and expands.

Black Crusades split apart to avoid Octarius. Imperial seers try to divine its depths, to control it, to contain it, but are foiled by the psychic maelstrom formed by the clashing of WAAAGHH and Shadow. Khornate warbands and Deathwatch kill-teams vanish without trace.

The Octarius War has become a perpetual motion machine. The orks feed off the war, and the tyranids feed off the orks. Neither can accept defeat or countenance retreat. To withdraw for either combatant would be to forever mark them as something lesser, something inferior, and extermination would surely follow.

This has been going on for a thousand years. It cannot last forever; sooner or later, something will give. And it is uncertain what, if anything, will survive the conflagration when it does.

The Badab War[edit]

EDITOR'S NOTE: Needs to be added to with the changes discussed in thread 27.

Near the center of the Milky Way galaxy is the Maelstrom, a lightyears-wide patch of incrossable space and the biggest Warp Storm outside of the Eye of Terror. For obvious reasons, the Administratum recognized the potential threat the Maelstrom represented and stationed five Astartes chapters to guard it, as the Maelstrom Warders: the Brothers of the Anvil, the Wind Riders, the Charnel Guards, the Crystal Wyverns, and the Astral Claws. On paper, the five chapters were all equals amongst one another. In practice, however, the Astral Claws were the oldest and most experienced of the five chapters, and so the other chapters tended to defer to the Astral Claws for leadership.

At the turn of the 41st millennium, the Chapter Master of the Astral Claws was a man named Lugft Huron. Despite the presence of five Space Marine chapters, Huron felt the High Lords of Terra were not taking the Maelstrom as seriously as they should have. In contrast to the Eye of Terror, which was located on the edges of Imperial territory, the Maelstrom was located near the very heart of the Imperium, and so any Chaos incursions there would be much more unpredictable and much more likely to strike at something vital. And unlike the Eye of Terror, there were no equivalent to the Cadian Gates to funnel the movement of Chaos forces in and out of the Maelstrom. The Eye of Terror had the Black Legion, numerous Guard regiments, and all the forces Cadia and Ulthwé could bring to bear guarding its gates. And what did the Maelstrom have? Five chapters of Space Marines. Huron made these concerns known in a message to the Administratum and the High Lords of Terra.

Unfortunately, this request was made during the 12th Black Crusade, when the Imperium was understandably focused on more important things. The High Lords reportedly did send a message back to Huron saying they would consider his request when they had the opportunity, but it is unknown if Huron ever received it. Whatever the case, Huron took the apparent lack of concern about the Maelstrom and his situation personally. He claimed to the Astral Claws and the other Maelstrom Warders that the Imperium had abandoned them, and that it was their duty to secure the Maelstrom and the Badab Sector by any means necessary. To this end they carved out their own little petty empire in the Badab Sector, seizing control of the inhabited worlds for supplies and aspirants.

At first, the Imperium did not notice anything was wrong, being too busy taking stock of the losses from the 12th Black Crusade. However the Imperium quickly did notice the situation in Badab when ships from the Badab Sector started raiding Imperial Worlds in other sectors for materiel and aspirants. The Emperor in particular was outraged at the system Huron had set up, wherein the Astartes acted as a military aristocracy over the baseline citizens. In his mind the Astartes, like himself, were duty-bound to serve mankind, not lord over them.

The Badab War was a particularly bloody one. Numerous Imperial regiments were still on active duty due to the 12th Black Crusade, so Imperial forces simply poured into the Badab Sector. However, it was not that easy. Huron had rebuilt many of the buildings of the Badab Sector, including the infamous “Palace of Thorns” on Badab Primaris, in the expectation of facing a Chaos attack from the Maelstrom, only now he was facing a siege from the other direction. Nevertheless, the Imperium continued to steadily gain ground, and it was clear that the Imperium would not be merciful to the traitors. As a result, Huron found himself accepting the aid of an ally he never thought he’d side with: the Chaos Gods.

Accepting the aid of Chaos caused a brief resurgence by the Empire of Badab, making it even harder for the Imperium to proceed, but the Imperium still managed to press on. Eventually, the Imperium reached the heart of the Empire of Badab, but the five traitor chapters fled into the Maelstrom at the behest of the Chaos Gods. Imperial Forces tried to follow the traitor chapters into the Maelstrom, attempting to kill them before they could escape and join with Chaos forces, but the Ruinous Powers threw up a Warp Storm that prevented all efforts at pursuit. Once in the Warp, each of the Maelstrom Warders fell to a different Chaos Gods, the Brothers of the Anvil (now Deathmongers) to Khorne, the Wind Riders to Slaanesh, the Charnel Guards to Nurgle, and the Crystal Wyverns to Tzeentch, with Lugft Huron and his Astral Claws, now rechristened the Red Corsairs, following Chaos Undivided.

Today, the Red Corsairs and their following chapters act more like mercenaries than cultists, willing to support any major Chaos warband as long as the pay is good. Surprisingly, the five chapters still cooperate with one another as well as they did when they were loyal to the Imperium, despite worshipping different gods. To Huron's warband, ties of brotherhood between soldiers outweigh any loyalty to emperor or god. On the battlefield, this translates to each of the five chapters having their own tactical niche: the Khornate Deathmongers are the hard-hitting shock troops, the Slaaneshi Wind Riders act as fast attack scouts and mechanized cavalry, the Tzeenchian Crystal Wyverns provide intel and psyker support, the Nurglite Charnel Guards are sappers and siege specialists, and the Red Corsairs are the all rounders that act as the glue holding them all together. In essence, they are a little bit of each of the variable aspects of Chaos bound together in a single package, and their strengths tend to balance out each others weaknesses. Of course, despite working well together, they are not very numerous (only about five thousand strong) and they almost never commit their full force in any one area at any given time. Indeed, if there were more of them, they probably would not be as well-coordinated as they are in the first place. Additionally, their strength in combined arms is balanced out by the fact that they aren't well-liked or patronized by their respective gods due to not cultivating an active hatred of their brothers-in-arms who worship different (or even rival) gods.

The Red Corsairs’ mercenarial nature is one of the ways people like Malys and Be'lakor get their hands on Chaos Space Marines without having to deal with Luther and his ilk. As of 999.M41, Huron and the Red Corsairs have thrown in their lot with Lady Malys and her forces, having seen the writing on the wall.

The Bloodtide[edit]

For unknown reasons, Khorne has always had a strange fascination with nanotech. Perhaps it is because a nanite swarm is a weapon that flows like blood, or perhaps it is because the nanobots attack by entering the body and attacking the very flesh and blood itself. Regardless, Khornates often seem drawn to ancient nanotechnology, whether human or non-human in origin.

Nanotech weaponry was also popular with the corrupted Men of Iron during the Age of Strife, which formed the basis of abominations as omniphages. In 476.M41, a kill-team of about thirty Grey Knights led by Brother Ordan were on the trail of a Khornate cult looking for a nanotech weapon the cultists rather unimaginatively called the Bloodtide. After chasing the Khornates across several worlds via the Webway as the cultists pieced together the clues as to where the Bloodtide was hidden, the Grey Knights finally cornered the cultists on the on the world of Van Horne, the planet on which the Bloodtide had been buried.

When they emerged from the Webway Gate, the Grey Knights had initially hoped to join forces with Imperial military assets on the planet with and organize an impromptu quarantine and defense against the Bloodtide. However, the only Imperial forces present on the planet besides the Grey Knights were the PDF and a Commandery of about 250 Sisters of Battle, who were on the planet investigating reports of a separatist cell, necessitating a change of plans. Making contact with the Sisters, led by Preceptor Mariel, and the PDF, the Grey Knights explained (at least as much as they could) they were hunting a Chaotic weapon of mass destruction that they believed was going to be activated under one of the largest cities on the planet.

They told the Sisters and the PDF that they needed them to sound the evacuation order and work with the planet’s government to make preparations for the evacuation of the planet in the event of the worst case scenario. Meanwhile, the Grey Knights would enter the city and try and hunt down the cultists before they could activate the weapon. Preceptor Mariel wasn’t happy with the idea of being relegated to evacuation duty. She argued that it would make more sense for the PDF and Sisters to join the Grey Knights in hunting down the cult, and stop the disaster before it even began. Ordan responded it was either put out the call to evacuate and potentially only lose one city, or risk it and lose all the cities.


As the Grey Knights entered the outer districts of the city, they heard a horrific scream and were buffeted by what seemed like a wind of metallic dust. They were too late. The Bloodtide had been activated. The Grey Knights, being clad in fully sealed power armor were immune to the Bloodtide effects, but the people around them were not. The civilians did not die cleanly, screaming in agony and clawing at their bodies as blood oozed from every pore, bleeding far more blood than any human should be able to produce as their internal organs were turned to liquid by what amounted to synthetic ebola. As opposed to the omniphages, which were intended as a form of nanotech Exterminatus, an intentional “grey goo” scenario, the Bloodtide was meant to kill people in the most horrific way possible. It was a nanotech terror weapon.

It wasn’t until the Grey Knights had reached the inner parts of the city that Ordan had realized he had made a mistake. He had only expected to have to fight the warlord and his hangers on, thinking their activation of the Bloodtide and the subsequent carnage was meant to be an end in and of itself. However, he hadn’t expected the warlord to use that blood for something else. The warlord had offered the blood of the dead as a sacrifice to Khorne, and given that quite a lot of people had died in one of the most Khorne-pleasing manners possible the warlord had managed to summon a literal army of Khornate daemons, which could travel the planet much faster than the Bloodtide ever could. The timetable for the total devastation of the planet had just moved up.

The Bloodletters and Bloodthirsters arose from the blood as if crawling out of their own reflection. Normally most people would be cursing their decisions and their fate in this situation, but not Ordan and the members of the Brotherhood. They were Grey Knights. If they had to die, so be it, they would take as many of the daemons as they could with them. However, for all their bravery and defiance, they numbered little more than thirty, and did not have the numbers to take on the Khornate daemons, who simply dogpiled them. Ordan believed he was to meet his end when he was pinned by a Bloodmaster, when a melta blast from behind Ordan hit the daemon and melted its face to slag.


Looking up, Ordan saw the form of Preceptor Mariel and her Sisters firing into the horde of Khornate daemons. Ordan demanded to know why the Preceptor was there, and why they weren’t helping sound the order to evacuate the planet. Mariel responded with a cheeky response about how they had already handled it. Regardless of their disregard to stay back, the Sisters provided exactly what the Grey Knights needed right now, which was numbers. The best way to fix the situation right now was to charge forward to the Bloodtide as fast as possible, which the Grey Knights did, the Sisters following close behind to provide supporting fire and even the Grey Knights’ odds against the daemons. As their melta guns ran out of power, they switched to their flamers, and then those ran out of fuel, their bolters.

However, the Sisters were not immune to the Bloodtide’s effects. As the Grey Knights and Sisters pushed forward towards the center of the destruction, increasing numbers of Sisters fell, blood bursting from their pores as the nanotech breached the seals of their less advanced power armor and entered their bodies. The Sisters were more resistant to the Bloodtide than any unaugmented human, with some of their enhancements having been designed by Isha herself, and still they fell. Mariel herself managed to hold on until the Grey Knights made it to the Bloodtide itself before she collapsed. When the Grey Knights reached the center they found the Bloodthirster Ka’jagga’nath, who had been pleased by the slaughter wreaked by the now-dead cultists, and sought dominion over the Bloodtide itself. The Grey Knights protested this decision with warp fire and power swords, and after great sacrifice managed to banish the Bloodthirster. The Bloodtide, which had been bound to Ka’jagga’nath’s will when it had been activated, was disrupted by its banishment and returned to an inert form, waiting for a new master.


After the remaining Khornate daemons were purged and the city placed in quarantine, Ordan met with the planetary governor to briefly inform him of a heavily redacted version of the situation. In essence, a Chaotic weapon had been detonated in the city, the city was quarantined, and no one should be allowed to go near it. An experienced Inquisition team should arrive shortly to take the weapon to Ganymede, but the city was probably corrupted to the core and should be razed. The governor congratulated Ordan on their victory, only to receive an unexpected reply.

“You call this victory? Millions of Imperial citizens are dead. An entire Commandery of Securitas, some of the bravest and most selfless warriors I have ever had the privilege to fight alongside, are no longer with us. There are no victories in this universe, governor. Only scales of defeat.

The Battle of Montlúcon[edit]

Star Gods and Daemons

In 847 M41, the Nightbringer was rampaging through the backwater Imperial sector of Montlúcon, effectively unopposed; the PDF and Imperial Army forces stationed in the volume could do nothing in the face of such terrible might except flee or die. Worlds burned. Billions died, either beneath the Nightbringers' scythe or at the hands of its motley retinue; fresh- spawned Nosferatu, mad Maynarkhs, twitching Flayers, all devoid of any directive except to kill. It would take months to muster and dispatch a force capable of opposing the Nightbringer; months the worlds of Montlúcon did not have. But salvation would come from a most unlikely source.

The Bloodthirster Gharragroth decided that the Nightbringer's skull would make a truly great addition to the Skull Throne, and led his legion of thousands of lesser daemons into battle. The two monstrosities met on the world of New Cuarilia, the daemons rising from the blood and gore left behind by the Nightbringer's passage through the cities.

Perhaps they knew of the C'tan's vulnerability to the Warp, and expected a relatively easy battle. But the Nightbringer had become a very different creature than any of its peers, and the agony of the trillions it had killed had made its reflection in the warp sharp and deep. It wrapped all the fear and suffering it caused about itself like a cloak, striking supernatural terror even into the immortal. When the daemons faced it, for the first time in their millennial existences, they knew fear as a mortal was. Briefly they hesitated at the unfamiliar and unwelcome sensation; then they shook it off and charged.

When they closed, they found a foe that could not merely best them but destroy them. With every strike the Nightbringer not only tore at their material shells but devoured them, consuming their essences to fuel itself. With every daemon slain it grew a tiny bit faster, a tiny bit stronger, a tiny bit tougher; and all the while its cloak of terror wormed into their minds.

To be sure, the daemons did damage in turn, tearing great rents in its necrodermis body that spilled flaring starstuff and sealed over wrongly in gnarled lumps of tissue as the self- repair routines were corrupted by exposure to the stuff of the warp. But still the Nightbringer was winning.

Seeing the attack on the Nightbringer falter, Gharragroth commanded his legion to step aside so that he could engage the weakened C'Tan in single combat, and take all the glory for himself. For an hour the two titans were locked in battle, trading blows which would shatter superheavy tanks, tearing up the earth around them like an artillery barrage. In the end the Nightbringer proved the superior, tearing off Gharragroth's head and devouring the daemon, utterly unmaking a being which had existed for millions of years. The Bloodthirster had been an officer of Khorne's legions since their mutual birth in the Maelstrom, among the self-styled victors of the War in Heaven, and after millions of years meting it out with the blessing of King Khorne finally he tasted not mere defeat, but death upon the battlefield.

This proved too much for the survivors of the daemonic legion, and with the Nightbringer's mantle of fear still clawing at their minds, they broke and ran for the safety of the warp. Or rather, they tried to; Khorne was displeased by this display of cowardice, possibly the first time ever his daemons had fled before an opponent, and one he remembered to have triumphed over, striking down and maiming all the daemons which tried to escape as they returned to his realm. Turn and fight or die by my axe, he commanded. Your lives are all forfeit for this shameful display, but perhaps the one who brings me the head of the Nightbringer shall be spared my wrath.

So they turned, and fought, and died. And at the end of it that great daemonic legion lay dead upon the field and the Nightbringer was victorious. But only barely- the Corpus Magnum was close to falling again, covered in open wounds and twisted scars, the stuff of Chaos still contaminating its body in a hundred places slowly corroding it away. It was forced to flee into deep interstellar space, spending decades healing and purging the stuff of Chaos from its necrodermis flesh through the simple expedient of cutting it out. Thus was the remainder of the Montlúcon sector saved.

Since then, the Nightbringer has avoided further large battles with the daemonic, fearing that perhaps this time they might manage to fell and bind it once more. But at the same time its appetite has been whetted; it has found that as delicious as the souls of mortal beings are, daemons are a greater delicacy still. And it wonders; what would a god taste like?

The Chaos gods believe themselves immortal, but the Nightbringer knows that all things die. So it waits, and it plots, as its hunger and ambition grow.

Minor Historical Events[edit]

982.M31, An Awkward Reminder[edit]

Imperial military assets are put on guard by the sudden appearance of an ancient Webway gate in the Sol system out of the interstellar blackness. Both humans and eldar are confused as to the significance of this event, until the Harlequins find mention of an Old Empire project to launch an invasion of the Sol system via a Trojan horse webway gate. The gate appears to have been constructed on a planet over a hundred lightyears away at some point in late M24 and fired at the Sol system at a fraction of the speed of light, with the Old Empire military leadership expecting it to reach Sol some eight thousand years later, apparently not realizing how much the galaxy would change in the interim. This awkward realization suddenly turns to horror when the Imperium realizes that while the Old Eldar Empire may no longer be around to implement their plan, there is nothing stopping the Crone Eldar from doing the same, and the Ilios gate, as it is come to be known, is quickly shut down and moved elsewhere.

432.M32, A Lover’s Quarrel[edit]

“I sometimes try to reassure myself that we live in a sane, just, reasonable universe. Then I remember that we once lost a planet because some Crone bitch was going through relationship issues.”
-- Imperial Colonel Ismerelda Guerregia, circa 400.M33

The galaxy’s longest on-again, off-again relationship, that of Asdrubael Vect of Commorragh and Lady Aurelia Malys of the Crone Eldar of Shaa-Dome, ends unexpectedly when Malys receives a message from Vect telling her that their relationship is over. The relationship between the two had been deteriorating for some years prior to that, rumor has it due to Vect and Malys’ relationship becoming strained over Malys’ attempts to convert Vect to Chaos, but for Vect to abruptly declare their relationship over without warning stuns Malys and sends her into a rage. Only Vect would have the audacity to tell the Daemon Queen to her face “it’s not you, it’s him”.

In response to Vect’s message, Lady Malys rampages across Commorragh, determined to drag Vect out of his hole and confront him fact to face. She easily tracks down his refuge, a fortified bunker beneath one of his dwellings in Upper Commorragh. There was no way for Vect to hide, for as Vect’s former lover Malys knew exactly where Vect was likely to run (or, at least, so she thought) and few Dark Eldar were willing to stand between the Daemon Queen and the target of her wrath. In her emotionally compromised state, Malys’ normally razor-sharp mind is dulled with rage, failing to notice the ease at which she had managed to break into Vect’s hidden sanctum or the fact that resistance within Vect’s fortress was surprisingly lax. Malys finds Vect on his throne, surrounded by his harem of eldar and xenos slaves. When confronted, Vect is surprisingly remorseful of his actions, presenting Malys with a wrapped gift merely labeled “For my sweetheart”.

When Vect moves to open the gift, the containment field keeping its contents in stasis breaks down, unleashing the portable black hole held within. Malys only survives by slamming the door to Vect’s throne room behind her and allowing the black hole to consume the entire throne room before dissipating into Hawking radiation. In the moments before the box was opened, her rage had lifted enough for her to realize Vect would have never allowed her to get so close given recent events, as well as the fact that the being calling itself “Vect” had let slip numerous tells indicating that it was not her beloved Asdrubael. “Vect” was later found to be a slave surgically altered to resemble Vect and given access to the harem, having no idea it was meant to be a sacrificial lamb for Vect’s ex-lover or the nature of the “gift” Vect intended for her. Vect’s throne and entire harem are destroyed, a price Vect considers worth paying to keep Malys off his back. The actual Vect would not reappear until months later. Rumor has it he was on the other side of Commorragh enjoying a drink and watching the show unfold. No one in Commoragh was naive or foolish enough to actually believe him dead. Nevertheless, in the moment, Malys’ sheer rage at the situation, now compounded by the fact that Vect had the audacity to try and assassinate her, had yet to be sated.

An entire Imperial system burns at the hands of Crone Eldar in service to Lady Malys before Malys manages to calm down. It would be years before Malys and Vect were on speaking terms again. Although the ways in which their relationship has periodically ended have varied, sometimes with Vect dumping Malys, sometimes with Malys dumping Vect, sometimes the two mutually agreeing they need to see other people, the fallout from this breakup was particularly notable.

M33 (subjectively), the Melee of the Impossible Mountain[edit]

As the tides of the deep Warp continually shift, they lead to the rediscovery of Excalpurnia, the Impossible Mountain, in the Chaos Wastes, a location thought to be lost for a thousand years said to have a font of unimaginable power at its center. As word of this discovery spreads, the Impossible Mountain becomes a free-for-all, as daemons from all four gods battle each other for control of the source of power at its heart. Perhaps the most surprising participant in this contest is Be’lakor, intensely motivated by a desire to obtain any source of power not already claimed by one of the Big Four, tearing through Khornate, Slaaneshi, Nurglite, and Tzeentchian daemons alike to get his claws on the prize.

Eventually, only two real contenders are left for the prize, Be’lakor and Skalaban’thrax, a Bloodthirster of Khorne. In terms of raw power, Be’lakor and Skalaban’thrax are evenly matched, but Be’lakor knows the Bloodthirster outclasses him in stamina and martial prowess and, if allowed to, will simply outlast Be’lakor before landing the killing blow. Be’lakor wins the fight by tricking the Skalaban’thrax into charging him before shoving the Bloodthirster into a warp portal to Pluto, catching the Bloodthirster in a banishment loop until his will breaks and he forfeits the contest.

Although smug from his victory over the Bloodthirster, Be’lakor’s hopes are dashed when he realizes what the prize of the Impossible Mountain is: the daemon sword Drach’nyen, finally coming to light after being cast into the Warp by the last act of the kinebrach warsmith Ra-Ham-Be. Furthermore, Be'lakor in his rage recognizes the hand of the Architect of Fates in this turn of events, clouding his sight just enough to let him see an unclaimed well of power but not letting him see enough detail to realize it's a source of power he doesn't want. Recognizing Drach’nyen for the white elephant that it is, Be’lakor concedes defeat, allowing Drach’nyen to be taken by Ka’junhada, a minor Bloodletter of Khorne. Ka’junhada is found dead a (subjective) month later, his bloodlust not sufficient enough to quench the thirst of the daemon sword. And so Drach'nyen is set loose on the galaxy once more, albeit in a different form.

169.M35, The Malalian Heresy[edit]

A group of Crone Eldar discover the true nature of Malal as a fifth (technically second), independent Chaos god. Such a fact was not exactly uncommon knowledge among the Crone Eldar, however, the fact that the Crones in this case responded to this information by renouncing their allegiance to all other gods and worshipping Malal exclusively was quite unusual. It is thought that the eldar in this case were nihilistic “true” Nurglite Crone Eldar, which meant this discovery resonated with their worldview and they were already in the right mindset to act on this information rather than just dismiss it as most other Crones would. These Crone Eldar painted their faces white and black, preaching that Malal was the one true god (or at least, the god to be placed before all other gods) and that he was their savior through their destruction. The movement gained popularity, with billions flocking to their banner.

This notion was quite franky regarded as the highest levels of blasphemy to most levels of Crone society, albeit for different reasons behind the different sects. Khornates considered it blasphemy to place Khorne’s vizier above Khorne, Tzeentchians inherited their patron’s animus for the anti-god that had existed since the dawn of recorded history, and Chaos Undivided eldar considered it heretical to claim that any gods worthy of worship existed beyond the main four. Even Slaaneshi and Nurglite eldar joined in, Slaaneshis likely because they relished in the opportunity to bring anyone spite and Nurglites possibly because Nurgle feared retribution from a reformed Malal for what happened at the end of the War in Heaven (as well as the fact that Nimina and the Conservators were very vocal about how heretical the notion of worshipping someone other than Nurgle was compared to what would be expected of a Nurglite) As a result, persecution of this heresy garnered an abnormal amount of cooperation from followers of the big four.

The full force of the Crone Worlds and Shaa-Dome was brought down on the movement, but the fighting was not as easy as would be anticipated. Although greatly outnumbered, the individual Malal cultists seemed to have the strength of ten eldar, not to mention the assistance of the Malalic daemon prince Apep. At one point even Skarbrand was summoned and depopulated a continent-sized region of a layer of Shaa-Dome before being banished. In the end, it was the orthodoxy’s sheer numbers along with the summoning of daemons that turned the tide, Malal had not regained enough strength to form daemons yet whereas that daemons of the big four were so angered by the rebellion of the outcast god the Crones could summon them for a song. Hundreds of billions are killed in the resulting conflict before the surviving heretics are defeated and put to the sword.

???.M38, the Raid of Bor’kan[edit]

In an early encounter between the Tau Empire and the Dark Eldar, a raid by Archon Klax on the Sept world of Bor’kan takes thousands of Tau and Poctroon slaves. Sending a communication receivable by Tau technology, Klax offers to release the slaves in exchange for a significant amount of ransom. Still naïve to the ways of the Dark Eldar, the Tau Empire pays the sum, only for Klax to send another communication openly laughing at the Ethereal council’s actions and broadcasting the torture of dozens of prisoners. In response, Tau and Poctroon engineers spend several months building a 0.8 km unmanned projectile out of modified unused Poctroon designs for an interstellar sleeper ship and launch it at the apparent location of the transmission at one-third of the speed of light. Several years later the ship strikes the moon of a seemingly uninhabited gas giant several lightyears beyond Tau space with enough force to leave a crater in the planet’s surface kilometers deep still visible when the Tau colonize the system centuries later. Although the attack fails to kill Klax, it damages his operation enough that Klax is not heard from for several decades.

970.M41, Reactivation of Ouakronos[edit]

The Imperial world of Neo-Alexandria is invaded by Necrons of the Sarnekh Dynasty led by Thaszar the Invincible at the orders of the Silent King. Unbeknownst to its inhabitants, Neo-Alexandria is really the Necron World Engine Ouakronos, millions of years of asteroids and debris being drawn into its gravity well leaving it deceptively caked in kilometers of soil. Covered in rich regolith, the planet was terraformed by humans during the Dark Age of Technology, with none the wiser as to its true nature. While the Imperial military above engage the Necron forces, oblivious to their true goal, Thaszar descends below the planet’s surface and reactivates the World Engine. Great fissures open up across the planet, cyclopean engines jutting forth from the layers of earth, before Thaszar points Neo-Alexandria at Mandragora and engages its inertialess drive. Not being protected by external shielding or artificial gravity, the planet’s soil, atmosphere, and inhabitants are stripped away by the acceleration by the time Ouakronos arrives at its destination.

Imperial Governmental Structure[edit]

Emperor Oscar of the Glorious Imperium and its people uncounted, Consort of the All-Mother and her most favoured champion, last of the Golden Men, founder of the Imperium, bane of gods, unifier of all civilized peoples and Defender of the Realm. Not as gold-colored as most people think.

The Imperium is vast and covers a little over a million inhabited worlds of humans and xenos and the styles of governance of these worlds varies greatly from one planet to another. Represented under the ever watchful Aquila can be found meritocracies, stratocracies, bureaucracies, plutocracies, oligarchies, theocracies, monarchies, aristocracies, democracies and many others. All of these are local systems usually confined to a single solar system or planet or even a nations on those planets.

The Imperium itself is an autocracy under the rule of the Emperor who operates mostly via benevolent indifference. As a general rule the Imperium does not care what you do so long as you pay the tithe and don't rock the boat.

The only time when the Imperium does care is when one of it's few rules is broken to a degree that they can't pretend to not see it any more. The rules being:

  1. Pay the tithe
  2. Don't worship the gods of Chaos
  3. Don't worship the Emperor
  4. No militarized religious institutions
  5. No open warfare between member worlds of the Imperium

So long as these few rules are followed the Imperium does not care. If those rules are broken or the boat is excessively rocked the Imperium suddenly does care and that is terrible because it has no sense of proportional escalation and will confiscate your planet.

Although the Emperor officially rules in practice the Royal Couple spend most of their time touring the Imperium overseeing and inspecting. The day to day running of the Imperium is done by the High Lords of the Imperium who reside on the Holy Planet of Old Earth, know as Terra to the Mechanicum and affiliated institutions.

The High Lords of the Imperium are:

The Imperial Aquila, with the twin heads of the Eagle and the Phoenix, symbolizing the union between humankind and Eldar. This is merely the most common variant, with the colors and even to some degree the shape of the Aquila varying based on organization and world.

The High Lords of the Imperium were originally set up during the days of the Unification of Old Earth as the task of ruling was becoming too time consuming even for the superhuman Warlord, as he was known at the time. The Warlord's long term hope was that they would eventually be able to replace him entirely and he could step down as the temporary immortal ruler of the masses. His short term goal was to get a bit of free time to learn how to socialize.

As the years wore on it became obvious that humanity on the galactic scale would always need one man of supreme competence to set precedents for the High Lords to follow. The rank of Emperor was created but not occupied by the Warlord who instead became the Steward and would wait for such an individual to arise. In his mind humanity should be ruled by humanity, not be an artificial construct of a failed and half forgotten Empire.

After Goge Vandire was appointed Emperor, screwed everything up and was promptly executed the Steward was bullied by Inquisitor Sebastian Thor and the demands of the masses into taking the role of Emperor. He was not particularly happy about this and at first refused until Inquisitor Thor pointed out that by the end of the day one of them would be sitting on that gaudy old chair and out of the two of them one of them would die of old age eventually and then another civil war this time of succession would almost certainly ensue.

With the exception of the position of the Inquisitorial Representative (which is a ten-year rotating position to make sure the High Lords have the best expert for whatever crisis is facing the Imperium on hand and no one Inquisitor gains too much power), the High Lords of Terra are all human. This is because Eldar live for thousands of years and no one wants to be stuck with one person in the same position for thousands of years. Of course, this doesn’t stop every High Lord and numerous officials beneath them having at least one Seer on their payroll giving advice and wisdom. This benefits the Eldar as well, as it allows them to influence Imperial government without putting themselves directly in the crosshairs. The idea of non-human, non-Eldar High Lords has never come up, seeing as the Imperium has only been officially admitting other species for the last 4,000 years and other species make up only about 1% of the Imperium’s total population. Though given the Tau’s current political ambitions it’s likely that this point is going to be brought up in the near future.

Xenos Classifications[edit]

As the Great Crusade made its way across the stars, back before the Eldar joined and the Imperium was merely the Imperium of Man, the nascent Imperium encountered numerous forms of sentient alien life. Some were non-aggressive towards humanity but merely wished to be left alone, something the Steward was more than willing to oblige. The point of the Great Crusade was to strengthen and unite humanity, not start a hundred petty wars that could weaken humanity in the future via a death of a thousand cuts. Other races, like the Kinebrach or the Eldar of Colchis, were interested in interacting with humanity on peaceful terms, either coexisting as equals or acting as trading partners. The Steward allowed this with some reservation, though he probably told the Xenos in no uncertain terms if he ever found out they were antagonizing or abusing humanity his response would be swift and vengeful. And still others, such as the Nephilem and the Laer, were just so destructive and antagonistic that they simply could not coexist with humanity and had to be destroyed. Any Xenos that would enslave or prey upon proud humanity, and as it often happened other meeker sentients alongside them, would be put to the sword.

It is these types of interactions that led to the modern Xenos classifications that we know today. Today, the Ordo Xenos of the Inquisition recognizes three major types of sentient alien life:

Xenos Familiaris – Literally “familiar Xenos” in this case. Used to refer to any Xenos species that is a member of the Imperium. Eldar, Tau, Tarellans, and Demiurg are all representatives of this category. Ironically enough humans also fall into this category if used by a non-human Imperial citizen, as the term essentially means “species that are not my own that are part of the Imperium” as opposed to a human-specific term.

Xenos Independens – Xenos races that are rational enough that they can negotiate with the Imperium, but for whatever reason are not part of it. Some engage in heavily restricted trade with the Imperium (usually through Rogue Traders, as the Imperium likes to use free trade with the rest of the Imperium as a selling point for minor races to join). Others are aloof and territorial and may have even fought minor skirmishes with the Imperium, but are generally smart enough to sue for peace before things escalate beyond the point of no return. The Q’orl and the Jokaero represent the aggressive and affiliative extremes of this category, respectively. Ordo Xenos Inquisitors like to monitor Xenos Independens like a hawk, as they are ideal tools for Chaos to subvert and use against the Imperium. Most modern Xenos Familiaris (with the exception of humans, eldar, kinebrach, and a few others) were treated as Xenos Independens prior to M36, when the Demiurg were inducted as the first official non-human, non-eldar member state of the Imperium. Interestingly, the Necron Star Empire was in this category at one point when the Imperium thought they could be negotiated with until the Silent King started getting unreasonable.

Xenos Horrificus – Hostile xenos. Xenos that are aggressive, destructive, cannot be negotiated with, or have express aims to make total war upon the Imperium, and therefore should be eradicated whenever possible. A declaration of Xeno Horrificus is essentially an all-out biological declaration of war on the species. Orks, tyranids, Crone Eldar, Rak’gol, Slaugh, and Barghesi, among others, all fall into this category.

There is also a fourth category recognized, though not commonly used, by the Order Xenos to refer to Xenos that the Imperium knows little to nothing about: Xenos Obscuras. Most of the time this classification is used to refer to long-dead races that are of little to no threat to the Imperium, though sometimes it will turn out the species is not as dead as everyone once thought. This doesn't stop entertainment media from using it to explain Inquisitorial heroes finding knowledge of rarely-glimpsed xenos of rumor. If the Inquisition decides that rumors of a xenos species have enough truth to warrant a classification, it is listed as Independens (Pending) or Horrificus (Pending).

Although some Imperial citizens mistake abhumans for Xenos, there is actually a very clear line between the two. If an organism is an Earth-based lifeform originally descended from humanity, it is an abhuman, no matter what it looks like. Anything else is a Xenos, with few possible edge cases concerning ancient extraction of biological samples form earth species by Xenos later developing on other worlds.

Xenos Familiaris Xenos Independens Xenos Horrificus
Humanity (including abhumans)
Eldar (Craftworld and Exodite)
Tau (joined M39)
Demiurg (joined M36)1
Watchers in the Dark (joined M36)2
Kinebrach (joined M36)3
Tarellians (joined M38)
Nicassar (date unknown, M36-37?)
Kroot (joined M39)4
Poctroon (joined M39)5
Vespid (joined M39)5
Diasporex6
Enoulians
Thexians7
Hrud
Jokaero
Saruthi (the Sane)
Q'orl
Thyrrus
Zoats
Orks
Croneworld Eldar
Dark Eldar
Necrons8
Tyranids
Slaugth9
Rak'gol
Barghesi
Medusae
Saruthi (the Broken)
†Khrave
†Laer
†Nephilem
Viskeon
†Yu'Vath

† - Considered extinct by the Imperium
1 - First non-human, non-eldar species to officially join the Imperium. Offered alliance in recognition of the great help they gave the Imperium during the Age of Apostasy and the Imperial Civil War
2 - Were allied with the Dark Angels as early as the Great Crusade, officially didn't exist until Imperium began admitting other species in M36
3 - Were a protectorate of the Interex until M36, at which point they obtained separate representation
4 - Originally allied with the Tau, carried over when the Tau joined the Imperium. The Kroot technically don't see themselves as part of the Imperium, rather the Imperium are "preferred clients", but given they dislike Chaos as much as the rest of the Imperium does and the Necrons and tyranids don't hire mercenaries the difference is almost academic.
5 - Originally allies of the Tau Empire, still associated by proxy
6 - Technically a union of multiple species, including humans. Treated as distinct because it's unclear what species, if any, is in charge.
7 - Formed a Xenos Independens empire called the Thexian Trade Empire with relatively good relations with the Imperium until its destruction in M34 due to the Pale Wasting. Inducted as Xenos Familiaris when surviving representatives were found.
8 - Were Independens until M40 and the war sparked by the return of the Silent King, still some exceptions like the Gidrim (Nemesor Zahndrekh) and Solemnace (Trazyn the Infinite) Dynasties who are mostly Independens.
9 - Declared extinct multiple times

Member States[edit]

Most of the worlds encountered by the Imperium during the Great Crusade had greatly devolved during the Age of Strife, and ended up having to be directly administered by the Imperial Government and the Administratum. However, several national entities, including other technologically advanced Survivor civilizations, the Eldar Craftworlds, and several other species of xenos joined the Imperium whilst being interstellar powers in their own right. In these cases, these entities joined as semi-autonomous member states, granting them almost complete political and industrial autonomy in exchange for following the Imperium's few universal rules.

For more information see Member States

Forces of The Imperium[edit]

See Nobledark Imperium Imperial Forces

Imperial Society and Culture[edit]

See Nobledark Imperium Imperial Society and Culture

Notable People[edit]

See Nobledark Imperium Notable People

The Primarchs[edit]

See Nobledark Imperium Primarchs

The Galactic Pantheon[edit]

The Emperor of Mankind - "Is not a god" according to his own words when asked. Nevertheless, even if the Emperor is not a god, he is undoubtedly the most powerful champion of humankind, and the Men of Gold were by far the closest thing humankind ever made to Warp Gods. Though he is not a god, he is the mightiest of mortals and more powerful than many purely supernatural entities, similar to Hercules among the old legends of ancient Greece on Old Earth. There are rumors that the Emperor has grown even more powerful, or more skilled, with age, though for the safety of the Imperium the Emperor has never been put on the front lines where these rumors have been put to the test.

Isha - Embodied in the Eldar Macha, the all-mother and Eternal Empress of the Imperial dominion. Millennia ago she was the fertility goddess of the Eldar pantheon, she opposed Khaine and in the fall did all she could to save the Eldar people, though she was herself taken captive by Nurgle. Through theses valiant efforts and the rule of ages hence the Matron goddess is said to have gained a regality and might that surpasses her old self. She is much occupied by the maintenance of spiritual health at the widest level for the imperium, vying against Slaanesh for whatever fragments of Eldar souls she can salvage, and affording the Imperium's peoples a dominion within the realm of souls somewhat more hospitable than the wilds of the warp.

Cegorach - The laughing god of the Eldar, also survivor of the fall, now endless jester of the galactic court and master of the Dark Carnival. An involved player of the Great Game, he is supposedly an invaluable asset to the Imperium in the intrigues of immortal beings. To all the worlds of the Imperium he is a figure of myth and folktale, and any real deed is indistinguishable from pure fabrication.

The Void Dragon - At some point this being was a self-aware expression of nested complexity, or perhaps a very long bolt of lightning, but in the millions of years since then it has gained first an indomitable body of living femto-machines, and now a significant warp presence. It is curious, and eccentric, and it wants to experiment with the warp on a grand scale. It seems to have some appreciation of beings more finite and fragile than it, but it is infinite and hard, and it remains to be seen what god it wishes to be. It it also the Omnissiah, and it is fond of its cult, and finds it a perfect instrument.

The Nightbringer - This one wishes to be death. It has slain countless species, for ages, across light-years of space and centuries of time. It has done so by stellar radiation and by scythe, and it found that as it killed it's legend and spite proceeded it, until it's own lifeless visage was so known and feared that it cast the Nightbringer its own perfect double in the warp. The great murderer withstood even the full and unilateral hatred of the Necron Star Empire and came away not in shards, but as a great battered undead husk and accompanying splinters. Now awakened, the reaper wishes to regain his mighty warp presence and to restore his form. To this end he embeds lesser shards in mortal hosts, saddled with mortal personas to better domineer them to his will, and sets them to sow death in his image.

The Deceiver - As consumate a player of games as Cegorach, the liesmith, avatar of duplicity, reveled in the peak of the Necron empire's golden age, happy among the chrome aristocrats and toasted as the diplomat of living gods. He is reviled by the Necrons now, and shattered beyond assembly, but the presence of this being persists despite itself. Its incoherent shards still long for subtlety, for veils of words, and find themselves in the flesh of mortals of high stature as best they can. What plot the Deceiver pursues is unknown, perhaps unknowable, but its shards are of a conspiratorial and avaricious sort, with no favor among the living.

Gork & Mork - The supreme brutes might be thought unchanged in the eons of their long lives. Not so, for unlike the weaklings of Materium, with each blow to the head they become more cleverer.

Tzeentch - Created alongside Malal, he was an early warp god of boundless creativity, writing new rules of sorcery and new beings of thought into existence as quickly as Malal could deny them. In the original duality, formed from and shaped by the Old Ones, the warp and sorcery were ultimately manageable and illuminating forces. In subsequent eons this order has changed, Tzeentch has changed, and sorcery has become a bleak art of insane rituals and hateful acts. Where once he sung a song of creation, he is now a delirious, deceptive crow of plots. Tzeentch maintains power bases across the galaxy, as he has since time immemorial, but the true might of his cult is in the twisting redoubts of the Webway and the Warp, in colleges and orders of fell and maddening arts.

Malal - Originally the 'destroyer' of the Warp, be he denial or the thought of mortality, Malal swept up the multifarious gibbering creations of Tzeentch and met them with their nullifying opposites, or talked them apart with what they weren't. He was supplanted by Khorne after the War in Heaven, and it seemed like impassioned, honorable, involved destruction would better suit the minds of the galaxy than Malal's own nihilistic void of denial.

Nurgle - In the spring of the galaxy Nurgle was created between Tzeentch and Malal, to me maintainer, shaper, and preserver, until such time as Malal might rightly end a story or thought or thing. In the wake of the War in Heaven, as the triumvirate adjusted to the new galactic order, Nurgle began the slow slide into malignance that also afflicted Tzeentch. Nurgle still ultimately serves his role as preserver, but where once in his garden he strove to safeguard against Khorne and temper Tzeentch he now maintains a landfill. His servants can be found on caustic wasteland planets and in the gutters of rookeries, but the foremost among them are the attendants of Isha, seeking to return her to the garden 'for her own safety', and the Astartes of Sisigmund.

Khorne - Born in the heat of the War in Heaven, he may be the psychic reverberation of that bloody event, but it has been posited that he coalesced on the battlefield around some great weapon of the Old Ones, prototype to Eldar and Ork alike. His relationship to Khaine is unclear, but they were alike in aspect, and he has taken up much of the old Eldar empire's military caste in his immortal service. He has much love for the Great Game, and it was in the wake of Nurgle's horrible loss that Khorne championed the usurpation of the Orks. The Blood God is the great power in the warp as of the 41st millennium, commanding the fiercest core of Crone Eldar and Fallen warbands and retaining his Ork auxiliaries with greatest ease. His catalyzing role in the War of the Beast, drawing Slaanesh's lust for Isha and Tzeentch's will for change to push Nurgle's corruption en-masse of the orks, such that he might incite them to a direct and purposeful war, has emboldened him to name himself lord of the Immaterium. The Blood God arrays his armies before the Skull Throne in him immaterial domain, and there they drill, and march, and war, and stage interminable invasions of the real. Khorne is said to retain Malal, in some form, as advisor, or weapon, but the diminished god's status in the court of murder is unknown.

Slaanesh - The Prince of Pleasure was originally conceived to be the god of joy, and of beauty, but its birth, the fall of the eldar, demonstrated the already fallen nature of the eldar empire. The prince now rules the Brass Palace in the warp, attended by daemons and horrors, and for a long while it eagerly feasted on the souls of the eldar. The great mistress of Shah-Dome has since turned to more complex, extended, and varied predilections. While young and weak as a warp presence, Slaanesh maintains a vast physical empire and cult within the eye of terror, intent on shaping the state of the materium for greater power within the warp. The dark prince and its cabal of faithful cenobites wish to see Slaanesh as master of the warp, with all other gods bound before its throne. The Slaaneshi cult is particularly interested in fulfilling the domination of the eldar pantheon, hoping to angle its personal enmity with the unified empire into a claim to arch-deamonhood and luciferian mastery of all temptation.

Khaine – (UNFINISHED) Still shattered into a million pieces like in canon. Needs a blurb.

The Outsider – See The Outsider (Temporary placeholder)

The Swarmlord - More of a primordial force of nature than an actual deity, though perhaps it is only natural for mortal minds to immediately jump to the deific when confronted with a warp presence of such magnitude. The Hive Mind is both the summed consciousness of every tyranid organism within the swarm as well as its commander. It’s thought process is alien and incomprehensible by mortal standards. At the very least, its goals are clear: the consumption of every living thing in the galaxy.

Ynnead – There are whispers of something going on in the warp. Echoes seen by farseers communing with the Infinity Circuits and World Spirits like the thunderhead of a great storm. Some say there appears to be some strange congruence between the portents of this phenomenon and the Starchild Prophecies All that is known is the name of this being and that it is not here yet. Everything else is up in the air.

Notable Planets[edit]

See Nobledark Imperium Notable Planets

The Craftworlds[edit]

See Craftworlds of The Nobledark Imperium

The Forces of Chaos[edit]

The Forces of Chaos[edit]

See The Fallen

The Crone World Eldar[edit]

See The Crone World Eldar

Chaos Guard[edit]

See Chaos Guard

Da Orkz[edit]

See Da Orkz

Necron Star Empire[edit]

See Necron Star Empire

Dark Eldar[edit]

See Dark Eldar

Tyranids[edit]

See Tyranids

Writefaggotry[edit]

See Nobledark Imperium Writing

Timeline[edit]

M25 - Fall of the Eldar/Beginning of the Age of Strife. The hedonism of the Old Eldar Empire gives birth to Slaanesh, which wipes out 90% of the eldar population in a single night. Iron Minds (A.I. that controlled most of the Men of Iron) and Men of Gold are driven mad by the backlash, effectively destroying the Great and Bountiful Human Dominion. Warp storms make interstellar travel nearly impossible. Societies, human and alien alike, are either wiped out, driven insane, or reduced to Mad Max levels of technology and anarchy. Five thousand years of hell ensues.

Mid to Late M29 - Warlord arises on Old Earth. Divides nations of Earth into two lists. On one side are the ones worth inclusion to the Imperium and on the other the ones that need to be destroyed and their lands divided amongst more worthy men.

Begins global unification using diplomatic means when possible and brute force when not possible.

Late M29/Early M30 - First use of early model Thunder Warriors

Early to mid M30 - Refinement of Thunder Warriors.

Old Earth unified (Except for Hy Brasil). Warlord sets up the Throne of Earth and refuses to sit in it instead becoming the Steward of the Empty Throne. The Throne stands waiting for a worthy individual to become Emperor.

Steward looks towards the sky and is inspired to take the Unification to the other planets of Sol. Appoints 20 generals the title of Primarch to be his leaders among generals.

Sol is unified in a sequence of assimilations, partnerships and short brutal wars of conquest.

Steward sets up High Lords of Terra to run the day to day affairs of the Imperium. Long term goal is to make the Imperium self-governing and then fade away again. Short term goal is to get be able to spend all evening in the pub.

Warp storms subside enough for large scale warp travel to become viable.

Steward looks to the stars and the dream of Unification burns again. Great Crusade starts, lasts slightly longer than in canon (300-500 years, as opposed to 200), because Steward wants whole and functional worlds brought into the Imperium, not broken vassals.

During Great Crusade Steward is contacted by Eldrad "got in a fist fight with Skarbrand and won" Ulthran. The two of them concoct a fiendish plan to break in to Nurgle's mansion and steal Isha back. Eldar send a band of the most fearsome ninja clowns as well as the Phoenix Lords to-be and the Imperium sends its most brutal nutters. Steward leads the expedition. Isha is rescued.

Isha is rescued. Imperium earns the eternal hate of the Chaos Gods. Eldar petition Stewards for inclusion into Imperium. Steward agrees in exchange for Webway access. Eldar are reluctant due to potential damage to webway. Compromise is reached that Inquisition can have unlimited access and the Eldar will upgrade the Astronomican.

Chaos Gods direct the Crone World Eldar to manipulate the orks into unifying under the banner of a warboss know as The Beast. The Beast and all his Boyz are directed towards Old Earth and other key worlds of the Imperium. Dark Eldar join forces with the Crone Worlders for the promise of plunder and slaves.

546.M31 - Beast and his forces finally make it to Sol, and the Battle of Terra and the Siege of Sol begins.

Primarch Sanguinius dies in the ruins of the Eternity Gate of the Imperial Palace.

Steward about to be pummeled into fine red paste by The Beast. Eldred Ulthran smashes through the wall and joins in the Beast-beating festivities and he and the Steward beat The Beast is a savage brawl.

As payment for saving his life the Steward owes a favour to Eldrad. Eldrad immediately call that favour in and demands that the Steward marry Isha so that the union of Human and Eldar can never be broken.

Imperium recovers over time. Most of the Primarchs die off in battle or simply by time. The title is never given to another; relic of a past age. The title of "Warmaster", occasionally used by the steward in the Great Crusade, does eventually get applied to a number of subsequent commanders considered to be later-day Primarchs.

Chaos forces usually from the Eye of Terror periodically form Black Crusades to try and topple the Imperium. Imperium stays strong.

M32-M35 - Imperial "Golden Age". Highs not as high as later but lows are not as shitty because you have "only" Orks and Chaos to worry about (Necrons and tyranids not being a thing yet) and there are no constant political upheavals from Age of Apostasy, Tau, etc. Just before the beginning of this period the Imperium has rebuilt enough to reclaim much of the territory it lost during the War of the Beast but was unable to reassert control over. One notable intrigue is the Genestealer war, where among many heroes a young Adept Vandire distinguished himself in organizing the fight against the strange conspiracy.

Eventually at about the turning point of M35 and M36 a great man by the name of Goge Vandire arises to be the head of the Administratum. Steward believes that he has found a worthy man to sit upon the Empty Throne of Earth. Emperor Vandire is an asset to the Imperium. The Steward steps back to give space to Vandire's rising star and gladly fades into the shadows of some distant world, and disappears for some time.

After a lifetime and more, pickled in juveanat and cracking under the weight of a galactic government designed to hinge around his position, Goge Vandire goes nuts.

Inquisitor Sebastian Thor raises rebellion against him and causes the Great Civil War. Steward is rediscovered with the Avatar of Isha sitting at the bar of a tropical beach resort on some backwater nowhere planet. Apparently having been on that beach for the last ~150 years.

After 10 years of devastating war Goge Vandire is slain and Sebastian Thor bullies the Steward into sitting on the Throne of Earth and becoming Emperor. Three of the old Primarchs, Vulkan, Magnus, and Ferrus Manus, survive long enough to be present at the ceremony.

Due to substantial Demiurg assistance in the war the new Emperor permits the space traveling craftsmen membership to the Imperium, to the grumbling of the eldar. Imperium becomes open to the idea of accepting other "lesser" peoples into the fold.

Late M36 - First scouting fleets of the Tyranids are sailing through the Imperium. Connection with gene-stealers is made. Scouting fleets eventually slain and it is believed for a time that they are defeated.

Mid M37 - Hive Fleets have arrived (Behemoth in M37, Kraken about 900.M38, and Leviathan some time in M39). A few are slain eventually and at great cost over the next handful of centuries. Most shatter into splinter fleets and terrorize huge swathes of the Galaxy for a long, long time.

At about the M38 mark the Necrons start to rise from their half-death into mechanical unlife. Up till the end of the Dark Millennium there is a gradual and unstoppable increase in Necron activity.

Mid M38 - Tau expeditionary forces encountered for first time. Contact made. Fledgling Tau Empire is unaware of the scale of the wars across the galaxy or the vastness of the Imperium. Refuses all efforts at inclusion.

Late M38 - Tau have a serious Artificial Intelligence rebellion after ignoring the repeated warnings of the Mechanicus. Dark Eldar take advantage of this time of weakness to use their failing Empire as slave raiding grounds despite the Tau themselves being "bland". Still refuse inclusion to Imperium when offered.

Mid M39 - Tau have recovered their old Empire bounds and are once more expanding their borders. Historians note passing similarities to the expansion of early Imperium.

Mid M39 - Ethereal Council of the Eastern Fringe is once more pressing for closer relations with the greater Imperium. Fire Warrior general by name of Farsight believes that too much of the ideologies of the Greater Good have already been compromised by outside influences. Demands return to old ways.

Political turmoil and minor skirmishes that the Tau believe are real wars erupt across the eastern fringe. Largely the Imperium fails to notice. Or care.

Farsight and friends carve out their own Enclave and defy the Imperium. Ethereals furious at this breach of Tau honour. General Shadowsun swears a blood oath against Farsight.

Mid to Late M39 - Series of crippling wars with the Hive Fleets and pyrrhic victories leaves the Tau once more vulnerable to Dark Eldar raids, and raid they do. They finally accept the offer of inclusion to the Imperium.

M40 - Necrons awakening increases. Silent King spotted. Silent King tries to rebuild old Necrontyr Star Empire. Silent King wishes to find a way to reverse the biotransference. New rebellions against The Silent King erupt on both scores.

Some of the more minor and "eccentric" Necron Lords seek refuge in the Imperium. Emperor eventually agrees on the logic that it's better to have them in here pissing out than out there pissing in. Necron Lords, inhumanly powerful and prideful as they are, swear to obey their new liege so long as he never actually orders them to do anything.

Eldar are livid at the inclusion of the Necrons. Some craftworlds consider trying to leave the Imperium.

Necron Star Empire gets along with the Imperium at first. Then the Silent King makes a demand of one trillion subjects from the Imperium as tribute. Imperium is outraged and a short, brief war erupts between the Imperium and Necron Star Empire before eventually fizzling out into the current cold war that has continued to the "present".

Early M41 - On the turn of the millennium in M41 Lady Malys, the Daemon Queen, announces her marriage to her long-time on-again, off-again lover Asdrubael Vect and the subsequent union of the Dark and Crone Eldar, and declares the 12th Black Crusade as a wedding present to herself. 12th Black Crusade is the bloodiest one yet and sets the stage for many future conflicts (e.g., Badab War). Mass social unrest and exodus from Commorragh as many of the younger Dark Eldar not trapped in a sunken cost fallacy feel that allying with Chaos crosses a line.

Mid M41 - Brain Boys spotted. Any talk of abandoning ship stops abruptly. Nobody wants to jump off the boat, no matter how many vermin are in it, when the alternative is sharks.

Late M41 - The Hive Fleets were just a vanguard. The Tyranids are assaulting the entire eastern galactic edge in such numbers that they blot out the stars.

Miscellaneous Notes[edit]

See Nobledark Imperium Notes

The Archived Threads[edit]

Thread 1 (warning: extreme waifuing and shitposting) - https://boards.fireden.net/tg/thread/49437641

Thread 1b (warning: extreme waifuing and shitposting) - https://boards.fireden.net/tg/thread/49488764

Thread 2 - http://suptg.thisisnotatrueending.com/archive/49591185/

Thread 3 - http://suptg.thisisnotatrueending.com/archive/49707496/

Thread 4 - http://suptg.thisisnotatrueending.com/archive/49889220/

Thread 5 - http://suptg.thisisnotatrueending.com/archive/49948023/

Thread 6 - http://suptg.thisisnotatrueending.com/archive/50077670/

Thread 6b - http://suptg.thisisnotatrueending.com/archive/50119235/

Thread 7 - http://suptg.thisisnotatrueending.com/archive/50263743/

Thread 8 - http://suptg.thisisnotatrueending.com/archive/50425952/

Thread 9 - http://suptg.thisisnotatrueending.com/archive/50684106/

Thread 9b - http://suptg.thisisnotatrueending.com/archive/50719277/

Thread 10 - http://suptg.thisisnotatrueending.com/archive/50874097/

Thread 11 - http://suptg.thisisnotatrueending.com/archive/50992723/

Thread 12 - http://suptg.thisisnotatrueending.com/archive/51105718/

Thread 13 - http://suptg.thisisnotatrueending.com/archive/51257007/

Thread 14 - http://suptg.thisisnotatrueending.com/archive/51441824/

Thread 15 - http://suptg.thisisnotatrueending.com/archive/51524369/

Thread 16 - http://suptg.thisisnotatrueending.com/archive/51646615/

Thread 17 - http://suptg.thisisnotatrueending.com/archive/51833468/

Thread 18 - http://suptg.thisisnotatrueending.com/archive/51833468/

Thread 19 - http://suptg.thisisnotatrueending.com/archive/51972949/

Thread 20 - http://suptg.thisisnotatrueending.com/archive/52094866/

Thread 21 - http://suptg.thisisnotatrueending.com/archive/52262671/

Thread 22 - http://suptg.thisisnotatrueending.com/archive/52451994/

Thread 23 - http://suptg.thisisnotatrueending.com/archive/52634996/

Thread 24 - http://suptg.thisisnotatrueending.com/archive/52769445/

Thread 25 - http://suptg.thisisnotatrueending.com/archive/52931666/

Thread 26 - http://suptg.thisisnotatrueending.com/archive/53143370/

Thread 27 - http://suptg.thisisnotatrueending.com/archive/53338185/

Thread 28 - http://suptg.thisisnotatrueending.com/archive/53557919/

Thread 29 - http://suptg.thisisnotatrueending.com/archive/53787726/

Thread 30 - http://suptg.thisisnotatrueending.com/archive/53972235/

Thread 31 - http://suptg.thisisnotatrueending.com/archive/54215770/

Thread 32 - http://suptg.thisisnotatrueending.com/archive/54503379/

Thread 33 - http://suptg.thisisnotatrueending.com/archive/54715863/

Thread 34 - http://suptg.thisisnotatrueending.com/archive/55001131/

Thread 35 - http://suptg.thisisnotatrueending.com/archive/55066206/

Thread 36 - http://suptg.thisisnotatrueending.com/archive/55313386/

Thread 37 - http://suptg.thisisnotatrueending.com/archive/55583946/

Thread 38 - http://suptg.thisisnotatrueending.com/archive/55824461/

Thread 39 - http://suptg.thisisnotatrueending.com/archive/56059361/

Thread 40 - http://suptg.thisisnotatrueending.com/archive/56286128/

Thread 41 - http://suptg.thisisnotatrueending.com/archive/56468501/

Thread 42 - http://suptg.thisisnotatrueending.com/archive/56684946/

Thread 42b - http://suptg.thisisnotatrueending.com/archive/56706040/

Thread 43 - http://suptg.thisisnotatrueending.com/archive/56930616/

Thread 44 - http://suptg.thisisnotatrueending.com/archive/56947494/

Thread 45 - http://suptg.thisisnotatrueending.com/archive/57055511/

Thread 46 - http://suptg.thisisnotatrueending.com/archive/57242663/

Thread 47 - http://suptg.thisisnotatrueending.com/archive/57265950/

Thread 48 - http://suptg.thisisnotatrueending.com/archive/57452096/

Thread 49 - http://suptg.thisisnotatrueending.com/archive/57661171/

Thread 50 - http://suptg.thisisnotatrueending.com/archive/57828105/

Thread 51 - http://suptg.thisisnotatrueending.com/archive/57999291/

Thread 52 - http://suptg.thisisnotatrueending.com/archive/58264906/

Thread 53 - http://suptg.thisisnotatrueending.com/archive/58563280/

Thread 54 - http://suptg.thisisnotatrueending.com/archive/58818593/

Thread 55 - http://suptg.thisisnotatrueending.com/archive/59020817/

Thread 56 - http://suptg.thisisnotatrueending.com/archive/59183440/

Thread 57 - http://suptg.thisisnotatrueending.com/archive/59412072/

Thread 58 - http://suptg.thisisnotatrueending.com/archive/59566862/

Thread 59 - http://suptg.thisisnotatrueending.com/archive/59767125/

Thread 60 - http://suptg.thisisnotatrueending.com/archive/59905153/

Thread 61 - http://suptg.thisisnotatrueending.com/archive/60121526/

Thread 62 - http://suptg.thisisnotatrueending.com/archive/60371811/

Thread 62a - http://suptg.thisisnotatrueending.com/archive/60859322/

Thread 62b - http://suptg.thisisnotatrueending.com/archive/60898868/

Thread 63 - http://suptg.thisisnotatrueending.com/archive/60604925/

Thread 65 - http://suptg.thisisnotatrueending.com/archive/61123571/

Thread 66 - http://suptg.thisisnotatrueending.com/archive/61372827/

Thread 67 - http://suptg.thisisnotatrueending.com/archive/61588973/