Nobledark Imperium Drafts: Difference between revisions

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'''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.
'''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 clever.
'''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.
'''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.

Revision as of 18:58, 11 February 2017

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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

  • 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?


The Imperium: Then

A Brief History of the Early Days

Stuff

The War of the Beast

Raid of Chthonia

The Raid of Chthonia 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 Chthonia was far from the main theaters of battle, and much of its naval and infantry guard had been ordered into the defense of Old Eath. The raid is notable as the largest single incursion the Dark Eldar have ever made into realspace, and the only time the great tyrant Absurael Vect is known to have walked an imperial world. As the siege of Old Earth reached its terrible climax the Chthonian 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 Chthonian 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 archeotech illuminated the space around Chthonia III, but even as the darting corsair ships burned in orbit they made for the surface. The orbit of Chthonia 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 Chthonia 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 Chthonia 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 Chthonia III was never found.

As the bloodied forces of the Mechanicus and Imperium regrouped at Chthonia 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 Sanguinus 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 Necromunda

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.

Imperial Governmental Structure

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 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.

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 Master of the Administratum
  • The Inquisitorial Representative
  • The Fabricator-General of the Adeptus Mechanicus
  • The Grand Provost Marshal of the Adeptus Arbites
  • The Paternoval Envoy of the Navigators
  • The Master of the Adeptus Astra Telepathica, Astronomican, Schola Psykana and the Black Ships
  • Grand Headmaster of Rhetor Imperia and Schola Progenium
  • Lord Commander Militant of the Imperial Army (ground forces)
  • Lord High Admiral of the Imperial Army (space forces)
  • Spokesman for the Collective Synod of the Imperium
  • The Speaker for the Merchant Navy and Rogue Traders

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.

Xenos Classifications

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. 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, 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 humanity 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. Ordo Xenos Inquisitors like to monitor these species like a hawk, as they are ideal tools for Chaos to subvert and use against the Imperium. The Q’orl and the Jokaero represent the aggressive and affiliative extremes of this category, respectively. 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, 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.

Member States

A brief list of national entities that joined the Imperium whilst being interstellar powers in their own right

The Migrant Fleet

The Mechanicus of Mars and its various Forgeworlds

Tau Empire

Interex

Hubworld League (Squats)

Ultramar

Colchis

Colchis was at pre-black powder levels of technology. They had ben nuked to the stone age during the Men of Iron going Full Skynet and it had taken the Age of Strife to get that high again. An effort not helped by the sporadic Chaos uprisings.

Along come desperate elves. Their desperation turns to tears of joy as the people welcome them. The people are repaid by the eldar teaching them how to build a global and peaceful civilization.

By the time the Imperium encounters them they look like some sort of craftworld society crossed with a really calm and peaceful Holy Roman Empire. Shit load of nation states all independent with the Space Pope acting as an independent settler of international disputes. despite it being a medieval shit hole less than two centuries prior the Imperial forces were greated by elegant system defence ships. No warp drive, but only because they never felt the need to go anywhere. The language they were greeted in seemed to be some sort of Old Earth descendant language strangely hybridized with craftworlder High Speech. They were later to learn that this was the global language of legal documents and trade, a practice mirrored in the Imperium with High Gothic.

The capital had a webway gate in the centre of it but they were inconveniently out of the way and so trade was minimal with other eldar.

The Imperials expected to see eldar nobility lording it over primitive human plebs. There was no eldar in any position of rulership above the level of provincial assistant administrator or equivalent title. The eldar didn't want to rule, they just wanted a place to settle

Colchis was brought into the Imperim as a unique and civilized world reminiscent of an idealized version of some pre-fall eldar haven, albeit with only 8% of the global population being eldar

Armageddon

Watchers in the Dark

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 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.

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.

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.

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.

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.

Tarellians

During the unification and the Great Crusade, the Steward encountered the Tarellians. Though their race had never risen to match the levels of the Eldar, the Tarellians had a modest interstellar confederation of loosely aligned agriworlds. At first, things went well enough. The Tarellians were cautious, and after a few inconclusive skirmishes, were receptive to human ambassadors. In point of fact, they scorned worlds that were not self-sufficient enough to be able to survive off of their own food supplies, meaning they did not contest Imperial settlers that took the barren (If resource rich) unexploited rocks in systems surrounding them. But, eventually, one Tarellian governor got greedy, and attempted to enslave a human colony en masse to manufacture weapons for his soldiers. Well, the Imperium sent a naval ship, and the governor ran back to his confederates, and a war started.

The Tarellians were good fighters. Managed a few wins against the odds, due to bickering and overconfident Imperial generals. Then a primarch came. Luckily, it was only Dorn, but just the same the Tarellians were beaten horrifically, and quickly forced to peace. A white peace with mild reparations, but one that shattered the Tarellian confederacy over the shame.

After that, there was no more Tarellian confederacy. The fractured states were left alone, and "Tarellian Space" was just another lawless backwater. Until the tyranids came. The Imperium intervened (even over the protest of some particularly proud Tarellian despots), but by the time help arrived the damage was done. Over a full quarter of the Tarellian population died fighting on worlds consumed.

Now, the Tarellian sector is peaceful. They provide mercenaries and foodstuffs. They're likeable enough, and cautiously judged by the Inquisition as mostly loyal subjects, even if some Tarellian mercenaries are found among ork and chaos warbands, and the rest mutter about how Tarellia will rise again from time to time. It is generally considered bad form among Imperial officers to remind the Tau of the Tarellian histories, though Tarellians themselves seem to regard the Tau well, particularly for their resistance to joining the Imperium.

Forces of the Imperium

Imperial Guard

Standard Imperial Tactics

Standard Imperial infantry composition is to field a battalion of Imperial Guardsmen combined with a detachment of Eldar Guardians as auxiliaries. Unlike previous mixed-forces regiments throughout galactic history this arrangement tends to work rather well, because unlike these previous combined regiments both sides feel fairly safe that the other side isn't going to shoot them in the back. Both groups can and do fight on their own, but work spectacularly together. In theory, the regiment structure works by Imperial Guard forces taking the brunt of the enemy fire, and the Eldar acting as flankers. In practice, the more fragile, but heavier-hitting Eldar like this arrangement because it means they won't be the primary targets of enemy fire, whereas the Imperial Guard like this arrangement because even though they start out taking brunt of the blow, the Eldar auxiliaries will tear through enemy forces fast enough that they never become the targets of focus fire. As with everything in the Imperium, this varies from world to world. Specialist forces like Catachans, Kriegers, Harlequins, or Aspect Warriors function differently, and follow their own rules.

If there is any weakness to this arrangement, it's that Eldar and humans tend to only take orders from their respective species, which causes there to be two people in charge of a given regiment. If the two commanders can't come to an agreement, the army sputters, which can lead to one or the other going in alone.

After the Tau Empire was absorbed into the Imperium, Imperial commanders were eager to try to incorporate Tau Fire Warriors into this formation. The Imperium had seen how effective the Tau were at long-ranged combat, and saw great potential in their ability. In theory, the idea was to have a third group of Tau Fire Warriors providing long-range support fire from behind the Guardsman infantry, and if all worked as planned then half of the enemy army wouldn’t even be able to show up to the battle in the first place. However, in practice, this did not work for several reasons. First, the Tau were essentially a combined-arms force already (save for close combat), and didn’t appreciate being shoehorned into a long-range only role, even if they were talented at it. Secondly, much like Eldar and humans, Tau like to be commanded by Tau, so in an Eldar-Tau-human battalion you end up having three arguing commanders instead of just two. Third, and perhaps most importantly, Eldar and humans have worked together long enough to trust that one is not going to shoot the other in the back. This is not true of the Tau, especially given their attitude towards the Imperium for much of their history. When you factor in that in this arrangement the Tau are supposed to be in the back of the formation and thus in the perfect position to potentially shoot their allies in the back, the other soldiers start to get paranoid and morale drops. Eventually, it was decided to keep Tau divisions as their own separate forces, called in particularly for any enemy that has started to work out a viable counter, however soft, to the traditional Guardian+Guard one-two.

Eldar opinions on human weapons, like just about everything else in the Imperium, vary from Craftworld to Craftworld. Craftworlds like Alaitoc would sneer if offered human weapon as a sidearm, whereas Ulthwé Eldar would take two in addition to their own weapon and then ask if you have any more. Most Eldar see human weapons like modern soldiers do knives. Crude, simple, and inelegant compared to their primary weapon, but if you're stuck in the trenches in a do or die moment, it's better to have the other guy get shot than you. Therefore, Eldar that use human weapons use them as a sidearm or last resort weapon, if at all. It helps that many human-made weapons are based on STC designs and therefore easily replaceable and about as fragile as a brick (being designed for maximum durability), in contrast to the more delicate, precision-made (though still pretty tough) weapons of the Eldar. Therefore, an Eldar can be less careful with their sidearm and make sure their primary weapon is at maximum efficiency.

Imperial Infantry Command Structure

Due to the fact the Imperial Guard does not enforce specific organization for anything below battalion level, the vast different cultures and traditions that exist in the Imperium changes the size of the smaller units as they see fit. Terra did set minimum sizes on how large units must be before it could be recognized as said self-declared units by the wider Imperial Guard.

The lowest level of the Imperial Guard is the squad size. Guardsmen often operate in pairs for specialized tasks to keep confusion as low as possible between other in the same squad. The smallest recognized size for these squads is 10 soldiers per squad further broken into 5 pairs, although a command squad might only have 6 men. At least 4 squads form into a platoon with one of the squads being a command squad bringing the total amount of men in platoon to at least 36 Guardsmen. Examples like the Kriegers use 7 squads in a platoon bring their size to 76 Guardsmen.

Eldar squads attached to Guardsman platoons come in the smallest size of 5 Eldar per squad but their size can be bigger depending on their world of origin. Notably the Maiden world Eldar tends to be organized into larger sizes as they experience more attacks on their homes compared to the Craftworlds.

For the platoons to form into a company there must be at least 4 platoons with a company command squad, thus bringing the number to at least 150 men. The Cadian Shock Troops often deploy around 300 per company. The Kriegers use 10 platoons per company then adding the Company HQ with at least 1 Grenadier squad totaling in at least 704 Guardsmen, not counting transports which they are often deployed with.

The smallest size battalion uses at least 2 companies and battalion HQ before being deployed, bringing the numbers to 306 Guardsmen per battalion. The expected regiment holds at least 3 battalions and 1 support platoon which have 7 squads and 1 HQ totaling to 1.000 men. More often than not regiments like the Vostroyans use 3 infantry battalions and 2 standardized (organized not by 7 squad and HQ but like the infantry 3 squad with 1 HQ) support battalions coming up to 1.536 men. The Krieger regiments far pass these expectations by using 4 standardized support battalions and 6 infantry battalions jumping their numbers to 14.146 men including the regimental HQ.

The Corps used to garrison a world often use the smallest size with only 5 regiments totaling to at least 5.000 Guardsmen and these troops are used to raise PDF than to actually keep the peace. If there are still insurgents who disrupt the peace and not accept the Imperial Truth, these garrison corps can double or triple in regiments. This puts the tripled Corp to at least a small 15.000 to a gigantic 200.000 Guardsmen. The PDF used to aid the garrison Corp would be raised to around a low 400.000 and up to millions at a time like on hive worlds.

On the more peaceful systems the lax Guardsmen army deployed to ‘guard’ the place would only be using the tinniest size, thus only have 20.000 at any one time if a majority of it on reserve. At the more active systems the numbers would go up to around 40.000 to 60.000 troops in garrisoning systems not too far from a front. When the Imperial Guard does deploy an army to the frontline the commanders always request at least 100.000 for the more daring but normally uses 180.000 if they are luck.

- Additional info in thread XI, including number of troops in each Segmentum. Actual number of troops never agreed upon, left here as placeholder.

Forces of the Imperial Guard

Cadian Shock Troopers
Typical Cadian combat uniform.

Most “Cadian” Regiments are in fact not from Cadia or even have a drop of Cadian blood in them. “So why name them Cadian?” I hear you say. The Cadians were one of the few who proved themselves in the Great Crusade as the most versatile and adaptable troops the Imperial Army can deploy on most fronts. The organizational structure and equipment used by the Cadians were introduced to many different worlds as the original Cadian regiments toured the modern Imperium and beyond in the Crusade Era. The 200 year expansion period saw diverse traditions of regiments being used all over the galaxy as newly integrated worlds threw their armed forces to join the Imperial Army, and be sent to the far-flung reaches of the Imperium. The War of the Beast saw almost all Cadian regiments be recalled to the defense of Cadia or Terra if they were close enough. With the absence of many regiments from Ultima Segmentum and Segmentum Tempestus the worlds in these places were forced to raise totally new regiments from scratch for self-defense or as requisition to be deployed to the fronts.

Many of the Forge, Argi, and Feudal worlds used traditional local organization and equipment for planetary elite troops to form their own Guardsmen regiment at that time. Imperial, Hive and Fortress worlds on the other hand, saw the effectiveness in Cadian regiments as they fought against or with the Cadians during the Great Crusade. The industrial capability to manufacture standard Cadian equipment was already present on many Imperial worlds, but the Forge worlds refused to form Cadian regiments as these worlds dismiss the lack of artillery and armored vehicles and rather form the Skitarii armies. Argi and Feudal worlds lack the industry to produce and equip a Cadian regiment.

The adoption of Cadian regiments on so many different worlds shows the versatility and efficiency of the Cadian doctrine. After the War of the Beast, the original Cadian regiments would be sent to refortify the Cadian Gate. Many of the displaced Cadian civilian people would be reorganized to colonist groups leaving their homeworld. The same adaptable traditions carried over to colonize and frontier worlds when they raised their own Cadian regiments.

Cadian infantry regiments from Cadia are known as “Cadian Shock Troops” while off world or imitation regiments are known as “Cadian Foot Troops.” These Cadian Shock Troops would often have at least two detachments from other branches of the Imperial Guard, for example the 203rd Cadian Shock Troop has self-propelled heavy artillery and armored detachments. The Cadian Foot Troops often don’t follow this rule and only deploy with one detachment.

In a Cadian infantry regiment, a squad is made of 10 people that operate in 5 pairs. The Sergeant keeps up moral and plans out tactics with the Lieutenant who can operate as a vox-caster; they can also be equipped with melee weapons. The heavy weapon team is included to allow long range suppressive fire on the battlefield usually with a heavy stubber. The Medic works to keep the soldiers in fighting condition with the help of their underling that tags along into battles. The rest of the squad is made up of two pairs of weapon specialists normally being Lasgunners.

The Sargent is equipped with a chainsword and las-pistol for leading charges or CQC. Alternatively the Sargent can be armed like the Lieutenant who is given a las-carbine for self-defense. The heavy weapon team normally uses an offensive heavy stubber that fires 12.7mm rounds or a lighter defensive stubber firing 7.92 rounds. In the heavy weapons team the first member carries and fire the weapon while the other member feeds ammo, spots targets, guards the gunner, and act as a makeshift bipod. Both members are also equipped with a Lasgun and a las-pistol. The medic fights with a Lasgun and heals with the medikit which comes with medical drugs, chemicals, surgical tools, sedatives, injectors, bandages and a medical cogitator which can detect almost every known aliments. To help the Medic is the underling who carries extra supplies, guard the Medic, or help in surgery depending on the conditions. The weapon specialists mostly carry Lasguns although one or two of the four might have flamers instead. These specialists can really be armed with any weapon that can be held by two regular human arms, some can also serve the dual role of vox-caster as well. The specialist act as either a flanking force while the heavy weapon team suppressed the enemy or the center line that lay down fire.

Fenrisian Line Regiments

Seeing the effectiveness of Cadian troops after encountering them in battle during the Great Crusade, Fenris adopted the Cadian Doctrine and deployed Cadian Foot Troops to the front. Yet the War of the Beast changed the outlook of the Fenrisians on the Cadian Doctrine with the lack of mortal manpower when faced with the Ork threat. During the war, several Cadian Foot Troops were entirely wiped out within the first week. The Death world breed heroes for the Space Wolves, not infinite manpower for many Foot Troops. Fenrisians abandoned the Cadian Doctrine after the war and switched to the Fusilier Doctrine that the famous Mordian, Praetorian, and Scintillan use. Sacrificing quantity for quality, the Fenrisians can always request Space Wolves regiments to merge with a Line Regiment. The Flak Armor for the Fenrisian Line Guardsmen uses extra metal plates compared to Cadians. The infantry under the Fusilier Doctrine would stand shoulder to shoulder forming into lines facing the enemy before firing. The Fenrisian Line Regiments took this tactic and expand it with the introduction of self-propelled artillery to provide mobile defense and keep up with infantry on attacks. In these regiments the Fenrisians officers are encouraged to outgun the enemy via volley fire and if that fails just charge them. Fenrisian line infantry are better trained than Cadians in melee combat with some even wielding swords into charges.

Fenrisian Line Regiments often differ in tactics depending on whether they come from one of the Fenrisian colony worlds or Fenris itself. Old World Fenrisians are more wild and less coordinated in their approach, and typically operate in 5-10 man squads for the best kill-to-loss ratio. New World Fenrisians are more ordered and coordinated though they are still wilder than anyone outside your average Death Worlder. The two groups work best together, with New Worlder regiments holding the line and securing targets and Old Worlders scouting ahead and harrying supply lines.

Weapons of the Imperial Guard

Laz-guns

The first instances of las-weapon technology came from Terra itself. It is thought to be a recreational weapon used in mock battles during the Dark Age of Technology. At that time these las-weapons beams had the power of 4mm stubber pellets where even thick cloth was effective armor against it. These relics were present on Terra and other worlds during the Warlord Era but it was the Emperor who reshaped it to become a lethal weapon. The Emperor’s scouts had presented him with some prototype weapons when preparing for the unification with Mars. One such weapon was the proto-Lascarbine that was superior to stubber carbines in all but firepower. The Las beams still had the power of a 4mm stubber pallet thus the Emperor in his intelligence recrafted the weapon so that it fired with the power of an 8mm stubber round. The Lascarbine first saw service as the replacement for the Autorifles which was the standard weapon for the Imperial Army in the unification of the Sol system. Next was the Laspistols which were design to replace the stubber pistols. The mass use of Las-weapons saw that the Lascarbine barrels started to warp after 5.000 shots and the Laspistol barrels warped after 2.000 shots. When these barrels warped, what would have been unmodified hitscan fire devolved to lose of accuracy where Guardsmen had to fire two or more times in the same place to get a hit. Even worst, when the Laspistol barrels warped soldiers had to fire at point-blank range to get hits.

The Imperial Army Handheld Weapons Development Bureau would develop the Lasgun which had a longer barrel and limited the power to 7.9mm stubber round strength. Then changed the iron sights of the weapon to allow attachable optics and added a stock for increase accuracy. The first Lasguns were deployed to the front during the Hunting Era where it was noted that these weapons had effectively the firepower as the Lascarbines but the barrels didn’t warp until after 10.000 shots. When the Apostasy Era started Guardsmen on both sides reported the Lascarbines and Lasguns in night-time fighting left noticeable muzzle flashes thus making the shooter an easy target. The Weapons Development Bureau would again work on the Lasgun and Lascarbine just after the Apostasy Era, to create the attachable flash suppressor for better night-time combat. Then they also created the light attachable stock for the Lascarbine.

Flak Armor

There was no such thing as a standardized armor used by the Imperial Army during the Great Crusade. The closes thing to such a concept came in the form of the Solar Pattern Void Armor used widely by the Solar Auxilia but that was a carapace-reinforced void suite rather than Flak Armor as we know it today. The first documented instances of what could be considered Flak Armor was when Cadian Shock Troops started equipping troopers on mass with light anti-shrapnel armor near the end of the Great Crusade. Cadian officers found out on the battlefield when Cadian Guardsmen attacked entrenched positions most of their losses sustained were from artillery or random bits of debris thrown into the air by artillery. The different regiments from Cadia phased out the traditional metal plate armor for Flak Armor, all future campaigns used Flak Armor once manufactorums switched production lines right before the War of the Beast.

The breastplate, shoulder pauldrons, knee plates, and greaves all used the same material and layering as each other. The helmet has considerable more armor and the fabric connecting the armor is much weaker or lacks any sort of plating. Most of the actual armor in Flak Armor uses an inner layer of shock absorbent gel with metal plating between the gal and outer ceramic layer. All three of these layers are connected and interwoven with carbon-fiber, metal-fabric, and nylon strings forcing the layers to stay together under most conditions. The ceramic plate was designed to deflect shrapnel or at least cause it to be stuck in the plate. The metal layer was placed to stop lasbolts or stubber rounds from fully penetrating through the armor in case if the shot passed the ceramic plate. The gal is there as either the last ditch effort to stop shrapnel from fully penetrating the armor or prevent internal bleeding from receiving a direct hit. Flak Armor fabric is made from different carbon-fiber, metal fabrics, and thick cloths to prevent shrapnel from cutting through or a blade from ripping it. Flak Armor helmet tend to have extra metal plating to ensure that not all shots to the head are fetal or random falling debris didn’t kill the Guardsman.

The first major combat test of Flak Armor was seen in the War of the Beast. On the frontlines Flak Armor proved to be basically ineffective in protecting against Ork weaponry. The Orks had used unusually large stubber rounds up to but not limited to 10 or 12mm that would slice right through Flak plating. What would be considered dangerous Ork rockets would often miss even with flam ammo, Flak armor was more than enough protection against most Ork rocketry short of city block leveling size. Crone Eldar and Dark Eldar weapons of both Saw and Splinter ammo had difficult times penetrating Flak plating unless there was concentrated fire where even the Flak plating can only protect against so much. When the Fallen first turned on Imperial Army elements, blosters were used for the first time against Flak Armor. The bolter rounds would often penetrate Flak plating to only cleanly exit out on the other side then explode, if the Guardsman was lucky they would still be alive. When a Guardsman was even luckier the bolter shell would be deflected off of Flak plating and explodes prematurely in mid-air, unless the explosion was in their face the shrapnel would be mostly harmless. The flexibility, simplicity, and cheapness to produce Flak Armor instead of Void suits led to many Imperial worlds adopting the Flak Armor, quotas and resources were limited in the total economic mobilization that happened in the War of the Beast made Flak Armor even more popular.

During the Apostasy, Imperial Guard regiments openly fought against one another and this saw the first use of Flak Armor against massed artillery. Regiments would launch massive formations to charge at entrenched Guardsmen who were well prepared for such an attack. The defenders would fire blinding volleys of artillery shells to delay the charge. Flak Armor proved a Guardsman could survive an artillery barrage short of a direct hit right next to their feet they would be fine, if the shockwave from the explosion didn’t destroy the body’s organs that is. Artillery barrages could now only slow down attacks from Guardsmen thanks to Flak Armor. Field modifications noted to be used by regiments during the Apostasy was extra cloth being to prevent shrapnel from easily slicing the joints. Thicker ceramic plates are used by veteran Guardsmen against Orks to at least survive glancing shots from Ork stubbers. Regiments constantly facing Crone or Dark Eldar is deployed with extra metal layered Flak Armor to prevent enemy fire from penetrating Flak plating.

Beastmen and Ogyrn

As the Imperium spread its borders past the boundaries of Sol, it rapidly began to encounter new strains of abhumans. Some of these strains were familiar, including Navigators and additional tribes of Void Born. Others such as the Ratlings, Felinids, and Nightsiders were novel, but genetically stable, having evolved through Dark Age of Technology genetic engineering and natural evolution, a testament to humanity's hardiness and ability to survive on almost any world.

For the most part, the Steward was unconcerned with admitting these abhuman variants into the Imperium. He already had one abhuman primarch, another nearly so, and he himself was only human in the loosest sense of the word. To him the abhumans were just one more drop of variation in the great sea of humanity.

However, then the Imperium discovered the Ogryn. And the Beastmen.

Each race presented its own problems for the Imperium. The previous abhuman species were all genetically stable and essentially comparable to baseline humans in intelligence. The Ogryn were clearly of subhuman intelligence, being comparable to a mentally handicapped human at best, and behaved and looked like shaved apes more than people, fighting each other with their enlarged canine tusks.

The Beastmen were slightly more intelligent, but more in the manner of an extremely cunning predator than a civilized being, completely ruled by their instincts, and prone to additional mutations. When the Beastmen were discovered by the Imperium, their lives were brutish, nasty, and short.

Such was the Steward’s concern that he brought in his highest ranked geneticists and gene-wrights to consult on this matter. At this point in time the Steward’s various groups of genetic engineers had been merged into Adeptus Biologis, but had not yet adopted the trappings of the Mechanicum of Mars. The nominal head of the Biologis, a former genesmith, suggested the Ogryn and Beastmen were so unsalvageable that the Steward’s best options were either to wipe them out immediately and resettle the planet with humans of other stock or to sterilize them and then resettle the planets in 60 years or so after they had all died out, something that caused considerable consternation among other schools of thought in the Biologis.

The Steward made it abundantly clear that the suggestion of summary genocide on a world under the Imperium’s protection would not be tolerated and anyone found doing so without the Steward’s knowledge is grounds for immediate execution without appeal. The Steward argued the Ogryn and Beastmen were humans. Afflicted humans, but humans all the same. Their ancestors were no different than any other group that Earth but were merely dealt a bad hand by the universe through no fault of their own. Eventually, the Steward and the various factions of the Adeptus Biologis released an agreement. The Biologis would release carefully tailored mutations into the genepools of the Ogryn and Beastmen over thousands of years until the devolution in intelligence and sanity caused by the Age of Strife could be undone.

As of M41 Ogryn and Beastmen can be split into two broad categories: Primeval and Nova. Primeval Ogryn and Beastmen are rare, existing only on planets that have been just recently rediscovered by the Imperium. They are little different from the Ogryn and Beastmen first encountered by the Imperium in M30. Nova Ogryn and Beastmen vary in intelligence from little better than their Primeval ancestors to levels deemed acceptable to the Imperium (generally human intelligence or close to it).

Nova Ogryn have lost some of the strength and durability of their ancestors, but in general are much more intelligent (though less so than human on average). Combined with external artificial augmentations such as Biochemical Ogryn Neural Enhancement or “Bonehead Procedure”, some Ogryn officers are actually comparable to humans in intelligence.

Nova Beastmen are one of the greatest success stories of the Biologis, along with the Astartes and Necromundan eco-engineering. Out of all the strains of abhuman, the Beastmen benefited the most from genetic engineering, mostly because of how bad they had it to begin with. Some have theorized that the Beastmen were created via crude methods of genetic engineering by splicing in large amounts of non-human DNA (even moreso than other abhumans) during the Dark Age of Technology. When society collapsed during the Age of Strife, there was no way to correct the myriad mutations and glitches that cropped up over the following 10,000 years. Indeed, when the Beastmen were first discovered by the Imperium they were not even recognized as human-descended at first.

Although the Beastmen started off much worse than the Ogryn, their uplifting progressed much faster. The same shoddy genetic engineering that made the Beastmen prone to mutation in the first place meant that the new, stabler genes introduced by the Adeptus Biologis became established across the population very quickly. All Nova Beastmen as of M41 are essentially if human intelligence. Any Primeval Beastmen in M41 are all from very recently discovered worlds. Nevertheless, despite their dramatically more stable genome, Beastmen still suffer a slightly higher rate of mutation than the rest of the Imperium. No one is sure if the tendency towards mutations is due to the Biologis trying a little too hard to correct the flaws in the Beastmen genome or the Ruinous Powers trying to taint any long-term victory on the part of the Imperium.

The Adeptus Biologicus might have gone a little overboard in trying to keep the instincts of the Beastmen in check. As opposed to their Primeval brethren, Nova Beastmen tend to be rather solemn and dour, though this may be because they know how far they have climbed and how deep the pit they were lifted out of was. Their sense of duty and debt is second only to that of Krieg, but thankfully for the Imperium’s sake the Beastmen are much less suicidal. Promethean beliefs tend to be widespread among the Beastmen. However, the Nova Beastmen have not lost all of the bestial instincts of their kin. Beastmen often speak of a “Weakness of the Beast” to refer to any behavior that seems to be driven by instinct or base desire, one of the few societal ideas they may have picked up from the Adeptus Biologicus. Nova Beastmen in general also tend to have much sharper senses than baseline humans, and are valued even in otherwise all-baseline regiments as scouts and trackers.

Adeptus Astartes (Space Marines)

The Breaking of the Legions

During the Great Crusade, the Adeptus Astartes were organized into twenty distinct legions each composed of thousands of Space Marines. However, by M41, the Adeptus Astartes have been divided into many distinct chapters about 1000-1200 strong, each descended at least in part from one of the eighteen legions that survived the War of the Beast. The reason for this change in organization is complicated. Many lay students of history often claim that the impetus for this change was Roboute Guilliman's Codex Astartes, published in 243.M31. However, like much of Guilliman's work, the Codex Astartes was meant to be a thought exercise in how the Adeptus Astartes could be more efficiently organized in a post-Great Crusade environment, and Guilliman would never have tried to shove his ideas down his fellow primarch's throats.

In truth, all of the legions split up for different reasons, and at different times.

Several of the legions survived virtually as is for a little while longer under new leaders, who would have probably been considered primarchs in their own right if they hadn't had to stand in their predecessor's shadow. Kharn found himself essentially taking over more and more of his legions duties as Angron's health deteriorated. Abbadon was ambitious and charismatic enough to keep the Void Wolves in one piece for at least another generation. Leman Russ told Bjorn during a moment of mutual drunkenness to "look after the place while I step out for a minute". The next morning they realized Russ was gone and to make matters worse everyone had been just sober enough to remember what Russ had said the night before.

Other legions split up following the death of their primarch, or for simple matters of practicality. Old Man Khan called a meeting of the yabgu, despite not being dead yet, to make sure that whoever succeeded him would be competent enough not to run the legion into the ground. In a rare moment of humility, the yabgu compared themselves to Khan and realized that none of them could claim to have accomplished what Khan had accomplished by their age, and so the legion was split up. The descendants of the Thousand Sons such as the Grey Knights were already split up before their primarch's death (with the exception of the Blood Ravens), given that all were created to perform quite different, specialized tasks. The Imperial Fists found themselves splitting apart to fortify and garrison agri-worlds after the War of the Beast, on the basis that you cannot rebuild an empire if everyone is starving, and gradually drifted apart over the centuries. The same is true with the Iron Warriors and hive worlds and Iron Hands and forgeworlds. In these cases, Guilliman's Codex Astartes was seen as a natural framework for how to rework the legions into more autonomous units (though each legion implemented the Codex in their own way).

The Dark Angels are rather infamous for having split up before Guilliman ever wrote the Codex Astartes, after two-thirds of their number turned traitor during the War of the Beast. The Lion split the remaining loyalists into knightly orders and instituted the rank of Watcher to ensure that no one individual could ever subvert the entire legion. Guilliman may have actually been thinking of the Dark Angels when he wrote some parts of the Codex.

The Death Guard never really split up, even with the death of their primarch. Unlike the other legions they have never truly stopped marching to war.

There were two real deathknells for the concepts of a legion as a whole. The first was when Belarius the Abdicator refused to take up command of the full host of the Blood Angels after the death of Sanguinus, knowing full well that his entire reign would be spent in the shadow of the Martyr Angel. Instead he took command of a much more reasonable sized contingent of Blood Angels, nearly all survivors of the War of the Beast, with Belarius giving the most competent of the remaining Blood Angels command of their own groups. This set the precedent for most legions of breaking up into chapters after the death of their Primarch.

The other was the “Iron Cage” incident that happened to Fulgrim sometime in early M31. Fulgrim had always been a micro-manager, and was one of the strongest opponents of breaking the legions into chapters. However, after the War of the Beast, the sheer number of small-scale conflicts across the rebuilding Imperium and lack of local autonomy meant that the Empire’s Sons were ground down to about half the size of their prime merely by attrition alone despite being one of the biggest recruiters of new Astartes. The breaking point for the legion was when the Empire’s Sons got caught in a trap set up by a Tzeentch-worshipping Big Wyrd. The Wyrdboy was never caught, and by the end of it Fulgrim was left with enough marines to scrape into a little less than three chapters. After that point, even the strongest detractors of the Codex Astartes (with the exception of some particularly stubborn cases like the Death Guard) had to admit that Guilliman had a point.

Oficios and Adepta

The Assassins

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.

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.

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.


At Mount Vengeance, the Temple Masters met to offer peace to the Warlord. At Mount Vengeance, they received his full scorn. 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.


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.

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 Securitas 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 Securitas 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.


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.

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.

Temple Vindicare, who reach out far longer than all but the highest of psykers to deliver their kiss of death.

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.

Adeptus Mechanicus and its branches

Adeptus Biologis

Gene-wrights of M41:

"Without metal man is a beast. Without flesh man is a tool." -- Motto of the Adeptus Biologis

Despite being seen as just another branch of the Adeptus Mechanicus, the Adeptus Biologis actually has very different origins from the rest of the Mechanicus. Instead of being derived from the Martian Mechanicum, the Biologis were originally formed from the various geneticists and biotechnologists living in the territories that the Warlord conquered, including the gene-hippie conclaves of western Merika, the genesmiths of Ducht Jemanic, and the genewrights of Luna. The Biologis were eventually folded into the Mechanicus proper, and centuries of cultural and philosophical exchange have greatly reduced the differences between the two, but the group still retains its own unique quirks.

Today, the Adeptus Biologis performs a multitude of services throughout the Imperium. They travel to newly pacified worlds to make catalogs and studies of native flora and fauna. They study diseases and synthesize new medications to constantly try to beat back the plagues of Nurgle. They try to engineer more efficient versions of crops to feed the burgeoning Imperium. They often oversee augmentations of Space Marines and Sisters of Battle.

Perhaps the biggest difference between the Adeptus Biologis and most other divisions of the Adeptus Mechanicus is their stance on innovation. According to the Biologis, the Mechanicus’ prohibition on invention and innovation only applies to technology, not nature, a loophole the Biologis are happy to exploit. As a result, the Adeptus Biologis are much more willing to try new techniques than the Mechanicus proper, which is one reason why things like rejuvenant drugs and augmentation have improved over the centuries, even if it is only at a glacial pace. Of course, given that all of their equipment comes from the Mechanicus proper, the Biologis are often unable to build the kind of equipment they would like to use.

Another major difference between the Biologis and the rest of the Mechanicus involve physical augmentations. The Biologis are just as augment-happy as their brethren within the AdMech, but tend to prefer artificially engineered organs and genetically modified tissues over cybernetic implants. Even those Magos Biologis who do have mechanical implants often strive for a balance between flesh and metal, seeking to perfect the flesh before they involve the machine.

Like virtually every organization in the Imperium, the Adeptus Biologis can be broken up into a number of factions. The old rivalry between the gene-hippies and genesmiths is still there, only under different names. The Emergentists believe that artificial biological designs must be “balanced” as part of an integrated whole much like natural designs, and that the greatest parts of a design often emerge via interactions that are not forseen. By contrast, the Utilitarians believe the body is analogous to a machine, and must be treated as such. Any deviation from the perceived purity of a design is something not to be tolerated.

The Mechanicum, that is, the actual Mars-based organization who make up the majority of the Adeptus Mechanicus and primarily work with technology, do not like the Adeptus Biologis very much. They see the Adeptus Biologis as pretenders who do not even deserve the red robes they dress in. They see the aversion of the Biologis to cybernetic augmentations as an affront to the Credo Omnissiah. Nevertheless, they begrudgingly the Biologicus despite seeing them as lesser, much in the way scholars of the “hard sciences” looked down on biology prior to the Age of Strife.


Notable People

Eldrad Ulthran

The Greatest of Farseers:

The date of birth of Eldrad Ulthran is an event lost to time. Assumed to have been born at most a few thousand years before The Fall the ancient Farseer 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 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.

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 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

The Merchant Queen of Ulthwé:

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

Revered Mother Jubblowski in Vostroyan courtly attire.
- 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.

Something of Tanith had been saved, the gods had been denied.

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.

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

The Mechanicus' Dark Secret:

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.

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.

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.

Aun'O Da

The Great Philosopher:

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 warriors and plains barbarians became the Fire Caste, the merchants became the Water Caste, the workers and peasants became the Earth Caste, and the messengers and rangers became the Air Caste. The scribes and scholars, particularly the disciples of Da, already somewhat detached from the physical world, became the 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

The World Eater

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. 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 III MP 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.

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”.

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.

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.

Kharn went apeshit.

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.

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.

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. 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.

“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.”

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.

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 Swarmlord

The Herald of the Hive Mind

The Swarmlord was first sighted in 745.M41, during the Third Tyrannic War. At that time the Hive Fleet was referred to as Hive Fleet Jormundgandr, though it has since been recognized in retrospect that this force was merely the immediate herald of the main Hive Fleet itself. Although the Imperium had not been prepared for the appearance of Hive Fleets Behemoth, Kraken, and Leviathan, this time they had a strategy in mind. The idea was to direct and funnel the movements of the tyranid hive fleet, hoping to break the brunt of the swarm against the most fortified world in its path. Unfortunately, the nearest world that fit that description was Macragge, capital of Ultramar and homeworld of the Ultramarines. Eldar aspect warriors and bonesingers, Earth Caste engineers, and the Ultramarines themselves did everything in their power to turn Ultramar into a veritable fortress, hoping to turn the tyranid’s own strategy of attrition against them. After Hive Fleets Kraken, Behemoth, and Leviathan, the Imperium believed they knew everything the tyranids could throw at them.

Then the Swarmlord showed up.

Within hours of its arrival the tyranids went from a disorganized horde of extragalactic locusts to organized soldiers of nearly human cunning. Worse yet, despite this increase in intelligence, they seemed to lack any of the survival instinct typical of a being of that level of sentience, acting more like the appendages of a single being than separate organisms.

Marneus Calgar thought he could take the Ultramarines First Company, decapitate the head of the beast, and the tyranids would go back to being disorganized, if fearsome, beasts. Right up until the point where the Swarmlord hacked off all four of his limbs and beat the Ultramarines' Chapter Master into a coma. The only reason that Marneus Calgar even managed to survive his encounter is due to the heroic sacrifice of Aloysius and the remainder of the First Company and Second Company Captain Cato Sicarius managing to drag the Chapter Master's prone body away from the huge tyranid. The Swarmlord was eventually killed, but only by being shot. Several times. With a Baneblade. To this day, Marneus Calgar remains in a medically induced coma, and the Ultramarines fear for his health. In Calgar's absence the Ultramarines have been led by Tribune Titus, who was unanimously elected to lead the chapter by the captains of the nine remaining companies until such time as Calgar can return to duty.

Since the Battle of Macragge, the Swarmlord has been sighted a precious few times around the galaxy, and each time the Imperium has learned precious new information about this dangerous foe. Although the Imperium first believed the Swarmlord to be nothing more than an overgrown Hive Tyrant, in truth the Swarmlord is something much worse. Much like how Macha is the mortal avatar of Isha and the Nightbringer and Void Dragon have become avatars of themselves, the Swarmlord is essentially a physical avatar of the tyranid Hive Mind.

The Swarmlord only ever appears when the tyranids encounter a significant barrier to their expansion, necessitating the direct attention of the Hive Mind itself to circumvent the problem. Creating a Swarmlord is not without its risks, as it requires a not-insignificant amount of synaptic resources that could be devoted to other tyranid lifeforms, and if the Swarmlord is killed the psychic backlash can actually harm the Hive Mind itself. Nevertheless, the costs of a Swarmlord are more than outweighed by its benefits, as the presence of the Swarmlord exponentially increases the efficiency and tactical adaptability of any tyranid lifeforms on any battlefield it sets foot on. Despite representing a significant cost, the tyranid Hive Mind is large and fractious enough This was at first only theorized by the Ordo Xenos, but later confirmed by three simultaneous sightings of the Swarmlord on three totally independent battlefields later in M41.

As of late M41, the main tyranid hive fleet has arrived and is besieging the eastern rim of the galaxy on multiple fronts. It is said that the visage of the Swarmlord has been spotted on the front lines.

The Primarchs

See Nobledark Imperium Primarchs

The Galactic Pantheon

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.

See also The Void Dragon

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 – (UNFINISHED) To Be Determined. He’s around.

The Hive Mind - 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.

See also The Swarmlord

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

See Nobledark Imperium Notable Planets

The Craftworlds

See Craftworlds of The Nobledark Imperium

The Starchild Prophecies

The "Starchild" prophesies of the Eldar and humans are a nebulous collection of texts transcribed from numerous sources, many not from origins considered conventionally sane.

Although they are all categorized under the title of Starchild the majority do not make mention of that theoretical entity by name although it is the most numerous outcome. Whether this is due to actual revelations or cultural osmosis imprinting a foreign concept into something the mind is familiar with is impossible to prove. Especially as most such prophesies are collected from scribbled scraps inherited postmortem. Indeed most of such would be considered "visionary static" were it not for some level of consistency across light years, cultural boundaries, time and even species.

The predictions are united in their belief that Isha will in time become with child with the child of the Emperor. The details and circumstances of conception vary wildly. Some make no mention, some claim it is part of some Isharite ritual, some say under auspicious omens and stellar alignments and some say that Him on Earth will die and this will be his final free act. Again, circumstances of death range wildly.

The child shall be born and there again the prophesies diverge. Some say it shall be some sort of Eldar death god/protector god of the dead but usually not actually malevolent, some say the child will be Eldernesh reborn, some say that it shall be the Perfect Child that shall succeed the Emperor be that had died before the birth or transferred his immortality and so died a single lifetime after. Some say that the child shall be the first of four that will ascend to the warp and throw the Dark Gods from their cruel thrones to take their place as better deities, Isha's final revenge for her captivity. Some say that the child will be stillborn and that with it all hope will die.

All that is known is that no prophet sane or mad has received the vision more than once and no two vision are completely identical.

The possibility that it is all a ruse by the King of Lies for unknowable ends is not to be ruled out.

All such possible visions are to be transcribed and an unadulterated copy sent to the nearest Adeptus Arbites collection point.

In nomine Domini.

The Forces of Chaos

The Forces of Chaos

See The Fallen

The Crone World Eldar

See The Crone World Eldar

Writefaggotry

See Nobledark Imperium Writing

Timeline

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.

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 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 gaol 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.

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.

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.

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

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.

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.

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.

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

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.

Goge Vandire goes nuts.

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.

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.

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.

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.

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.

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 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.

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 biotransferance. 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.

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

Religion

The Imperium is officially secular, providing a limited freedom of religion, as long as you don't worship Chaos or Oscar. Known Sector Relevant Religions:

  • Katholian Church - basically Catholicism with the Emperor seen as some sort of saint. Good old Olly Pious and Lorgar were members back in the day. Terrain branch and off-road branches reunited by Word Bearers.
  • Promethian Creed - An old faith predating the Unification but united into a cohesive whole by Vulkan. They view the Emperor as a perfect human but still human and therefore flawed.
  • Fenris Paganism - A loose collection of polytheistic tribal faiths. Each tribe has a slightly different pantheon but most have some sort of overlap. Ulfrik the Slayer is the nominal head of the religion.
  • Yechudism - Presumably pseudo-Jewish, and somehow related to the Katholian faith
  • Eldar - Let's work on that
  • Cults of Oscar - Working on them (Sangy Guardsman)
  • Omnissiah* -
  • "Death Cults"/Religio Mortem* -
  • Tanith Small Gods* -
  • Catachan gods of blood and wood* -
  • Classical Ancestor Worship*

Innumerable other Faiths are practiced from world to world

Sociology Notes

The Dark Carnival

Almost certainly not it's name in the High Speech of the Eldar people. It is an everlasting party that dates back as far as Imperial records can show and if the rumors of the Eldar are to be believed may have started in the old Eldar empire.

In the old days it traveled from world to world via the Webway and was the single greatest gathering of The Great Harlequin's followers in the galaxy. Now it travels across Imperial worlds and the Craftworlds lending weight to the Biel-Tan opinion that it is an Eldar Imperium and just coincidentally has a lot of humans living in it.

The Carnival is seen as a mixed blessing by most worlds. On the one hand it brings an upturn in business and tourism but on the other hand it brings with a lot of ninja clowns and hangers on.

Where does the drink and the music come from? Nobody but the clowns know and they claim that it is provided by their god.

The Carnival only ever visited Old Earth once in early M33. In that event, the Adeptus Arbites decided to retroactively issue every xeno involved with a temporary permit. It was either that or try and arrest them for trespassing as Old Earth is considered human holy ground.

Only once has an outright attack on the Carnival been committed and recorded and that was under the orders of Goge Vandire after he went off the deep end. Casualties were great and disturbingly one sided.

The Dark Carnival also traveled to Krieg once. Once. In defense of Krieg the Dark Carnival was only given a warning barrage, barely any casualties at all.

The Carnival goes where it wants, when it wants and respects no authority but their strange god. It is not outright malicious but should be considered dangerous if approached without caution. This does not stop revelry seekers, human and xeno alike, joining in the festivities. Harlequins join and leave the party as they see fit but the Carnival endures.

Codenames

The practice of keeping files under obscuring names, or giving them a reference name, has been common to almost every race of the Imperium since they evolved even the basics of data warfare. Sometimes they are weak, sometimes they are strong, and sometimes... they're just weird.

The Adeptus Arbites has set the standard with a multi-part scheme: Certain classes of information are given a randomized three word subject structure (Metal/Color/Flower is used for files that deal with other Imperial organizations, while Color/Sector/Predator is used for criminal organizations), with a randomized adverb-noun combination. For additional security, the adverb-noun parts are passed around between unrelated files with a Two-digit+Letter ID attached.

The Imperial Guard and Navy prefer a more direct Adverb-Noun structure for operation names, and otherwise use the Arbites method, removing the information classes part, but assigning particular words in the first position to different subjects (Which lead to the 4th defense of Armageddon being designated as COBALT COBALT COBALT (Cobalt Cobalt 27Co) Operation BLUE METAL).

The Inquisition is a mixed bag, with each Inquisitor providing his own codenames. Many use the Arbites method in its entirety, while others go esoteric. One used very direct names, on the premise that nobody expected it. Another named their files entirely in insults (She applied "Operation Fuck the Fucking Fuckers" many times, and yet remained a virgin for almost her entire career), and yet another named every file after pornstars (This lead to great consternation when the JUBILEE BREEDER file was presented as evidence against a cult).

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/

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/