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Adeptus Ridiculous

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Join lifelong Warhammer fan Bricky, grimdark greenhorn DKdiamantes, and the stoic stallion Kirioth as they dive headfirst into the deep ocean of Warhammer 40,000 lore. Armed with the brilliant research of our lead writer Possum, the trio leaves no stone unturned. From superhuman space warriors and depraved cultists to green-skinned Mad Max rejects, no aspect of the grimdark future is too ridiculous for these nerds to tackle.

Unofficial Warhammer 40k Podcast.

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Join lifelong Warhammer fan Bricky, grimdark greenhorn DKdiamantes, and the stoic stallion Kirioth as they dive headfirst into the deep ocean of Warhammer 40,000 lore. Armed with the brilliant research of our lead writer Possum, the trio leaves no stone unturned. From superhuman space warriors and depraved cultists to green-skinned Mad Max rejects, no aspect of the grimdark future is too ridiculous for these nerds to tackle.

Unofficial Warhammer 40k Podcast.

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Norsca is a frigid, arctic peninsula and Human cultural region located in the far north of the Old World, though not officially considered a cultural or historical part of it by southern scholars. Norsca lies on the very doorstep of the northern Chaos Wastes themselves. It is bordered to the south by the freezing waters of the Sea of Claws, to the north by the Sea of Chaos and the Chaos Wastes, and to the east by the roving Kurgan tribes of the Eastern Steppes.

Norsca is inhabited by a race of savage and ferocious Men known variously as Norscans, Norsemen or the Norse. Long ago, in the time of Sigmar, when these people still inhabited the northern lands of what would become the Empire, they were known as the Norsii.

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Norsca is a frigid, arctic peninsula and Human cultural region located in the far north of the Old World, though not officially considered a cultural or historical part of it by southern scholars. Norsca lies on the very doorstep of the northern Chaos Wastes themselves. It is bordered to the south by the freezing waters of the Sea of Claws, to the north by the Sea of Chaos and the Chaos Wastes, and to the east by the roving Kurgan tribes of the Eastern Steppes.

Norsca is inhabited by a race of savage and ferocious Men known variously as Norscans, Norsemen or the Norse. Long ago, in the time of Sigmar, when these people still inhabited the northern lands of what would become the Empire, they were known as the Norsii.

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Published 2025-01-15

DEATH WORLD TIER LIST | Warhammer 40k Lore

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A δτ-class or Death World (sometimes spelled as Deathworld) is a world classification defined by its extremely dangerous or aggressive native flora and fauna. These eco-systems are finely balanced between continual destruction and lightning-fast reproduction. Death worlds take many forms, ranging from jungle-covered hell-holes with carnivorous plants and animals to barren, volcanic wastelands racked by ion storms. The most famous and notorious Death World is the hellish planet of Catachan

Some worlds can be turned into Death Worlds, like what occurred on Indiga after numerous captive giant predators escaped from their zoos. When this happens, these worlds are labeled as Man-Made Death Worlds.

Humans can, and do, live on these worlds, but it is a never-ending struggle. On many death worlds it is as if the entire bio-mass of the planet were consciously motivated against human settlement - concentrating forces against intruders to destroy them. Death worlds with human settlements or colonies can have populations of 1,000 to 15,000,000.

Death worlds are not usually inhabited, and are nearly impossible to colonise but still need to be explored, which means the establishment of outposts and other support facilities. Some planets have rich mineral wealth, animal life, vegetables or gases, so tithes might range from Solutio Tertius to Solutio Prima.

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A δτ-class or Death World (sometimes spelled as Deathworld) is a world classification defined by its extremely dangerous or aggressive native flora and fauna. These eco-systems are finely balanced between continual destruction and lightning-fast reproduction. Death worlds take many forms, ranging from jungle-covered hell-holes with carnivorous plants and animals to barren, volcanic wastelands racked by ion storms. The most famous and notorious Death World is the hellish planet of Catachan

Some worlds can be turned into Death Worlds, like what occurred on Indiga after numerous captive giant predators escaped from their zoos. When this happens, these worlds are labeled as Man-Made Death Worlds.

Humans can, and do, live on these worlds, but it is a never-ending struggle. On many death worlds it is as if the entire bio-mass of the planet were consciously motivated against human settlement - concentrating forces against intruders to destroy them. Death worlds with human settlements or colonies can have populations of 1,000 to 15,000,000.

Death worlds are not usually inhabited, and are nearly impossible to colonise but still need to be explored, which means the establishment of outposts and other support facilities. Some planets have rich mineral wealth, animal life, vegetables or gases, so tithes might range from Solutio Tertius to Solutio Prima.

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The Death Korps of Krieg are Imperial Guard Regiments raised from the world of Krieg. Notoriously grim and fatalistic warriors, they seek to atone for their planet's past rebellion by dying glorious deaths in service to the Imperium. For this purpose, Death Korps regiments routinely request to fight in the galaxy's deadliest warzones, grinding their enemy down through long battles of attrition and siege warfare.

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The Death Korps of Krieg are Imperial Guard Regiments raised from the world of Krieg. Notoriously grim and fatalistic warriors, they seek to atone for their planet's past rebellion by dying glorious deaths in service to the Imperium. For this purpose, Death Korps regiments routinely request to fight in the galaxy's deadliest warzones, grinding their enemy down through long battles of attrition and siege warfare.

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During the Crusades a heretical band of Templars dared defy the Almighty and, casting aside their sacred vows, unleashed the forces of Hell upon the Earth. Over 800 years later, in the Year of Our Lord 1914, this brutal, merciless war between the forces of Heaven and Hell rages on.

Trench Crusade is a miniature wargame and horror setting. It is a collaboration between horror artist Mike Franchina, sculptor James Sherriff, and former Games Workshop designer Tuomas Pirinen.

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During the Crusades a heretical band of Templars dared defy the Almighty and, casting aside their sacred vows, unleashed the forces of Hell upon the Earth. Over 800 years later, in the Year of Our Lord 1914, this brutal, merciless war between the forces of Heaven and Hell rages on.

Trench Crusade is a miniature wargame and horror setting. It is a collaboration between horror artist Mike Franchina, sculptor James Sherriff, and former Games Workshop designer Tuomas Pirinen.

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Brad and Eric from PoorHammer podcast join Bricky & Dk and create absolutely broken Detachment rules for Warhammer 40k tabletop and everybody suffers. If you aren't into tabletop enjoy 2 hours of incomprehensible numbers and words.

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Brad and Eric from PoorHammer podcast join Bricky & Dk and create absolutely broken Detachment rules for Warhammer 40k tabletop and everybody suffers. If you aren't into tabletop enjoy 2 hours of incomprehensible numbers and words.

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Kislev, officially the Tzardom of Kislev, also known as the "Realm of the Ice Queen," and to the Kislevites themselves as "The Motherland," is the most northerly Human realm of the Old World. It is a powerful kingdom defined by the constant need to prepare for incessant warfare against the tribes of the Chaos-worshipping Northmen on their borders. Kislev is known far and wide for having some of the greatest horsemen to ever roam the plains of the southern realms. Ruled by a mighty monarch known as a "tzar" or "tzarina," Kislev is a nation born from the saddle, its people's ancestry traced to the mighty horse-warriors of the Gospodar tribe who inhabited the Eastern Steppes for many millennia.

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Kislev, officially the Tzardom of Kislev, also known as the "Realm of the Ice Queen," and to the Kislevites themselves as "The Motherland," is the most northerly Human realm of the Old World. It is a powerful kingdom defined by the constant need to prepare for incessant warfare against the tribes of the Chaos-worshipping Northmen on their borders. Kislev is known far and wide for having some of the greatest horsemen to ever roam the plains of the southern realms. Ruled by a mighty monarch known as a "tzar" or "tzarina," Kislev is a nation born from the saddle, its people's ancestry traced to the mighty horse-warriors of the Gospodar tribe who inhabited the Eastern Steppes for many millennia.

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 https://www.patreon.com/AdeptusRidiculous https://www.adeptusridiculous.com/ https://twitter.com/AdRidiculous https://orchideight.com/collections/adeptus-ridiculous On the nefarious orders of Shy, Kirioth leads team of Adeptus Ridiculous on creation of original space marine chapter lore for Warhammer 40k. Bricky is mad that he can't create a chaos warband and Dk is full of bad ideas. Loyalist traitors thinking they are from loyalist gene-seed? Paranoid fear of non-existent gene-seed flaws? SNAKES? Hilarity ensues. Also it's 4 years of Adric, so there's that. 

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 https://www.patreon.com/AdeptusRidiculous https://www.adeptusridiculous.com/ https://twitter.com/AdRidiculous https://orchideight.com/collections/adeptus-ridiculous On the nefarious orders of Shy, Kirioth leads team of Adeptus Ridiculous on creation of original space marine chapter lore for Warhammer 40k. Bricky is mad that he can't create a chaos warband and Dk is full of bad ideas. Loyalist traitors thinking they are from loyalist gene-seed? Paranoid fear of non-existent gene-seed flaws? SNAKES? Hilarity ensues. Also it's 4 years of Adric, so there's that. 

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Bricky, Dk, Shy, Luetin and Charlie MoistCr1tikal join together for a discussion where they talk about Warhammer 40k, it's growing popularity, Space Marine 2, Amazon Warhammer shows, Charlie's 40k armies and pile of shame, Warhammer lore and a many other things.

Charlie: @penguinz0
Luetin: @Luetin09

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Bricky, Dk, Shy, Luetin and Charlie MoistCr1tikal join together for a discussion where they talk about Warhammer 40k, it's growing popularity, Space Marine 2, Amazon Warhammer shows, Charlie's 40k armies and pile of shame, Warhammer lore and a many other things.

Charlie: @penguinz0
Luetin: @Luetin09

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Humans desire power, be it power over themselves, their fellow men, or the world around them. The Ruinous Powers exploit this desire with Dark Pacts and unnatural gifts. Sorcerers, in turn, seek to increase their capacity for warp-craft by creating items designed to draw upon the power of the warp directly, without the need for extended rituals. Some go a step further, calling forth servants of Chaos and binding them into physical cages to create daemonic weapons of great and terrible power.
Occult artifacts come in many shapes and sizes, ranging from rings engraved with esoteric symbols to great malefic engines designed to channel warp energies for often unguessable (but certainly malevolent) purposes. But no matter their appearance, these items reek of the malignant forces contained within and must be handled with great care. As it is often said, all power corrupts, and the power of the warp is both vast and subtle, more than willing to lead anyone foolish enough to think they can master it down the road to his own self-wrought ruin. Still, there are those who try, often with results as destructive as they are spectacular.
The Ordos Malleus seeks to either destroy (if possible) or seal away occult artefacts when it encounters them. Possession of such an artefact is taken to indicate complicity with Chaos and will result in sundry execution. Some Inquisitors, however, feel the best way to fight the forces of Chaos is to try and beat them at their own game; these Radicals seek to master occult artefacts (even daemon weapons) for their own use. While effective, this is a dangerous path to tread, for direct association with the powers of the warp will change a man, and never for the better.

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Humans desire power, be it power over themselves, their fellow men, or the world around them. The Ruinous Powers exploit this desire with Dark Pacts and unnatural gifts. Sorcerers, in turn, seek to increase their capacity for warp-craft by creating items designed to draw upon the power of the warp directly, without the need for extended rituals. Some go a step further, calling forth servants of Chaos and binding them into physical cages to create daemonic weapons of great and terrible power.
Occult artifacts come in many shapes and sizes, ranging from rings engraved with esoteric symbols to great malefic engines designed to channel warp energies for often unguessable (but certainly malevolent) purposes. But no matter their appearance, these items reek of the malignant forces contained within and must be handled with great care. As it is often said, all power corrupts, and the power of the warp is both vast and subtle, more than willing to lead anyone foolish enough to think they can master it down the road to his own self-wrought ruin. Still, there are those who try, often with results as destructive as they are spectacular.
The Ordos Malleus seeks to either destroy (if possible) or seal away occult artefacts when it encounters them. Possession of such an artefact is taken to indicate complicity with Chaos and will result in sundry execution. Some Inquisitors, however, feel the best way to fight the forces of Chaos is to try and beat them at their own game; these Radicals seek to master occult artefacts (even daemon weapons) for their own use. While effective, this is a dangerous path to tread, for direct association with the powers of the warp will change a man, and never for the better.

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Formerly a loyalist Space Marine Chapter known as the Crimson Sabres, the Crimson Slaughter were declared to be a Renegade Chapter in M41 following signs of psychological instability and overly-zealous activities during their campaigns. They were ultimately excommunicated from the Imperium after the events on the world of Umidia. There, they purged the planet's entire population after coming under the belief that they had been tainted by the Ruinous Powers. However subsequent intelligence indicated that Chaos Cults on the planet were indeed in the process of summoning a powerful Daemon of Khorne. Khorne, either as a reward or revenge for massacring his followers, cursed the Crimson Sabres to be haunted by the voices of all those they killed. Only further bloodshed could silence the voices, and even that was temporary. Thus the Chapter Master Sevastus Kranon led his followers into the Eye of Terror to gain a temporary peace among the realm of Chaos rather than remain in Imperial space and risk harming further innocents.

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Formerly a loyalist Space Marine Chapter known as the Crimson Sabres, the Crimson Slaughter were declared to be a Renegade Chapter in M41 following signs of psychological instability and overly-zealous activities during their campaigns. They were ultimately excommunicated from the Imperium after the events on the world of Umidia. There, they purged the planet's entire population after coming under the belief that they had been tainted by the Ruinous Powers. However subsequent intelligence indicated that Chaos Cults on the planet were indeed in the process of summoning a powerful Daemon of Khorne. Khorne, either as a reward or revenge for massacring his followers, cursed the Crimson Sabres to be haunted by the voices of all those they killed. Only further bloodshed could silence the voices, and even that was temporary. Thus the Chapter Master Sevastus Kranon led his followers into the Eye of Terror to gain a temporary peace among the realm of Chaos rather than remain in Imperial space and risk harming further innocents.

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The Great Crusade that has taken humanity into the stars continues. The Emperor of mankind has handed the reins of command to his favoured son, the Warmaster Horus. Yet all is not well in the armies of the Imperium. Horus is still battling against the jealousy and resentment of his brother primarchs and, when he is injured in combat on the planet Davin, he must also battle his inner daemons. With all the temptations that Chaos has to offer, can the weakened Horus resist?

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The Great Crusade that has taken humanity into the stars continues. The Emperor of mankind has handed the reins of command to his favoured son, the Warmaster Horus. Yet all is not well in the armies of the Imperium. Horus is still battling against the jealousy and resentment of his brother primarchs and, when he is injured in combat on the planet Davin, he must also battle his inner daemons. With all the temptations that Chaos has to offer, can the weakened Horus resist?

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Around the entire Imperium over 85% of all planets have at least one hive city cluster.

Hives consist of great housing and factory blocks, forming ranges of man-made mountains. These huge towering urban complexes are known as city hives, or simply as hives, and their individual peaks or towers are called city spires or spires. A close group of hives is known as a hive cluster. There are often several thousand hives on a single Hive world. A Hive consists of many layers; the lowest layers form the underhive. Hives are worlds in themselves, where the populace has never seen the outer world, and concepts such as the ground and sky are completely alien. There are entire regions inside the hive blocked off by collapsed sections, where is found the treasure of the hive, the Archeotech hoards, ancient stores of technology.

Exotic planetary environments give rise to unusual hives, such as those of Landunder which cling to the floating surface crust and extend downwards into the world's oceans. Even gas giants can host hive cities suspended in their upper atmospheres, like Scitalyss or Vesmir II, which are sometimes known as skyhives. Above the latter the main hives are connected with the gas-enshrouded planet via elevator mineshafts providing a steady flow of raw materials.

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Around the entire Imperium over 85% of all planets have at least one hive city cluster.

Hives consist of great housing and factory blocks, forming ranges of man-made mountains. These huge towering urban complexes are known as city hives, or simply as hives, and their individual peaks or towers are called city spires or spires. A close group of hives is known as a hive cluster. There are often several thousand hives on a single Hive world. A Hive consists of many layers; the lowest layers form the underhive. Hives are worlds in themselves, where the populace has never seen the outer world, and concepts such as the ground and sky are completely alien. There are entire regions inside the hive blocked off by collapsed sections, where is found the treasure of the hive, the Archeotech hoards, ancient stores of technology.

Exotic planetary environments give rise to unusual hives, such as those of Landunder which cling to the floating surface crust and extend downwards into the world's oceans. Even gas giants can host hive cities suspended in their upper atmospheres, like Scitalyss or Vesmir II, which are sometimes known as skyhives. Above the latter the main hives are connected with the gas-enshrouded planet via elevator mineshafts providing a steady flow of raw materials.

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The Greenskins, also known as the Orc and Goblin Tribes, are a group of related, highly primitive, bestial, humanoid species of green-skinned barbarians and raiders whose sole pursuit in life is that of war and battle. Tribes of Greenskins occupy much of the eastern hemisphere of the world of Mallus.

The term "Greenskins" is a common collective description used by many civilised realms to refer to the forces and tribes of the Orcs, Goblins and other biologically related subraces such as the Gnoblars. The broadest racial division is between the Orcs, who are strong, brutish, and savage warriors, and the Goblins, who are smaller and weaker, but more cunning and conniving creatures.

The Greenskins are considered by many to be the scourge of all other mortal civilisations. These tribal warriors are extremely violent, raiding ceaselessly, carrying war and barbarism to all corners of the known world. Time and again, hordes of Greenskins would arise without warning and lay a great swath of destruction that has no direction or purpose other than simple violence. Indeed, the Greenskin race's single motive is violence, an ever increasing mass of warfare that has the potential to dominate and cover the entire world in a seething green tide.

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The Greenskins, also known as the Orc and Goblin Tribes, are a group of related, highly primitive, bestial, humanoid species of green-skinned barbarians and raiders whose sole pursuit in life is that of war and battle. Tribes of Greenskins occupy much of the eastern hemisphere of the world of Mallus.

The term "Greenskins" is a common collective description used by many civilised realms to refer to the forces and tribes of the Orcs, Goblins and other biologically related subraces such as the Gnoblars. The broadest racial division is between the Orcs, who are strong, brutish, and savage warriors, and the Goblins, who are smaller and weaker, but more cunning and conniving creatures.

The Greenskins are considered by many to be the scourge of all other mortal civilisations. These tribal warriors are extremely violent, raiding ceaselessly, carrying war and barbarism to all corners of the known world. Time and again, hordes of Greenskins would arise without warning and lay a great swath of destruction that has no direction or purpose other than simple violence. Indeed, the Greenskin race's single motive is violence, an ever increasing mass of warfare that has the potential to dominate and cover the entire world in a seething green tide.

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The Dark Mechanicum, also sometimes referred to incorrectly as the Dark Mechanicus, and who refer to themselves as the "New Mechanicum," is a sect of traitorous Tech-priests, members of the Collegia Titanica and Chaos Knights of the ancient Mechanicum who have become Hereteks in service to Chaos.

They willingly swore their loyalty to the Warmaster Horus and the Chaos Gods as the Great Crusade came to a close and the terrible galactic conflict known as the Horus Heresy erupted in the early 31st Millennium.

After the Horus Heresy ended in a pyrrhic victory for the Imperium, the traitorous forces of Chaos that had served the Warmaster were driven towards the Eye of Terror during the brutal military campaigns remembered as the Great Scouring.

The Renegade Tech-priests of the so-called Dark Mechanicum were also driven from Mars by the resurgent Loyalists amongst the newborn Adeptus Mechanicus. 

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The Dark Mechanicum, also sometimes referred to incorrectly as the Dark Mechanicus, and who refer to themselves as the "New Mechanicum," is a sect of traitorous Tech-priests, members of the Collegia Titanica and Chaos Knights of the ancient Mechanicum who have become Hereteks in service to Chaos.

They willingly swore their loyalty to the Warmaster Horus and the Chaos Gods as the Great Crusade came to a close and the terrible galactic conflict known as the Horus Heresy erupted in the early 31st Millennium.

After the Horus Heresy ended in a pyrrhic victory for the Imperium, the traitorous forces of Chaos that had served the Warmaster were driven towards the Eye of Terror during the brutal military campaigns remembered as the Great Scouring.

The Renegade Tech-priests of the so-called Dark Mechanicum were also driven from Mars by the resurgent Loyalists amongst the newborn Adeptus Mechanicus. 

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Mike Brooks is the author of The God-King Chronicles epic fantasy series, beginning with THE BLACK COAST; the Keiko series of grimy space-opera novels, DARK RUN, DARK SKY and DARK DEEDS; and various works for Games Workshop’s Black Library imprint, including  BRUTAL KUNNIN and ALPHARIUS: HEAD OF THE HYDRA. He was born in Ipswich, Suffolk, and moved to Nottingham to go to university when he was eighteen, where he still lives with his wife, cats, and snakes. He worked in the homelessness sector for fifteen years before going full-time as an author, plays guitar and sings in a punk band, and DJs wherever anyone will tolerate him. He is queer, and partially deaf (no, that occurred naturally, and a long time before the punk band)

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Mike Brooks is the author of The God-King Chronicles epic fantasy series, beginning with THE BLACK COAST; the Keiko series of grimy space-opera novels, DARK RUN, DARK SKY and DARK DEEDS; and various works for Games Workshop’s Black Library imprint, including  BRUTAL KUNNIN and ALPHARIUS: HEAD OF THE HYDRA. He was born in Ipswich, Suffolk, and moved to Nottingham to go to university when he was eighteen, where he still lives with his wife, cats, and snakes. He worked in the homelessness sector for fifteen years before going full-time as an author, plays guitar and sings in a punk band, and DJs wherever anyone will tolerate him. He is queer, and partially deaf (no, that occurred naturally, and a long time before the punk band)

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In the universe of Warhammer 40,000, certain individuals called Psykers are able to call upon the raging energies of the warp with their minds and utilize psychic powers. Psychic powers are powerful abilities that can be used offensively, defensively or passively. The nature of these powers range from simple over-intelligence to Alpha-Level Psykers capable of unimaginable levels of destruction on a catastrophic scale, with most falling somewhere in between.

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In the universe of Warhammer 40,000, certain individuals called Psykers are able to call upon the raging energies of the warp with their minds and utilize psychic powers. Psychic powers are powerful abilities that can be used offensively, defensively or passively. The nature of these powers range from simple over-intelligence to Alpha-Level Psykers capable of unimaginable levels of destruction on a catastrophic scale, with most falling somewhere in between.

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"Imagine that. Your limbs removed, replaced with spark-whips and nests of claws. Eyes bored from your skull and stained glass in their places. Your heart and organs fixed with stimm injectors and neuropathic glands. And then, proud in your new body, what remains of your drooling waste of a mind will be turned to the good of the Imperium. With a word of my command, you'll willingly fling yourself into the jaws of hell, a berserk flesh-machine bound for a long, long death."

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"Imagine that. Your limbs removed, replaced with spark-whips and nests of claws. Eyes bored from your skull and stained glass in their places. Your heart and organs fixed with stimm injectors and neuropathic glands. And then, proud in your new body, what remains of your drooling waste of a mind will be turned to the good of the Imperium. With a word of my command, you'll willingly fling yourself into the jaws of hell, a berserk flesh-machine bound for a long, long death."

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Warhammer 40,000: Fire Warrior is a first-person shooter for PC and PlayStation 2. The game follows a Tau Fire Warrior, Shas'ui'T'au'Kais, and his heroic acts to save the Ethereal Ko'vash, while fighting against the forces of the Imperium (Notably the Imperial Guard and the Raptors). 

Further into the game, Kais teams up alongside Captain Ardias of the Ultramarines 3rd company during a temporary cease fire negotiated between the two factions. This is because the forces of the Chaos Word Bearers intervene with the fighting on the planet. Eventually the planet is ordered to be cleansed through an Orbital Strike bombardment ordered by Ardias to rid the planet of Chaos taint. 

What happens to Shas'ui'Kais in the events afterwards is unknown. 

There is also a multiplayer mode consisting of Deathmatch, Team Deathmatch, and Capture the Flag. Eight multiplayer maps are included with the game, Deathmatch having its own, and Team Deathmatch and Capture the Flag having their own. Fire Warrior was one of the first Playstation 2 games to support 8 player multiplayer using its broadband adaptor. 

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Warhammer 40,000: Fire Warrior is a first-person shooter for PC and PlayStation 2. The game follows a Tau Fire Warrior, Shas'ui'T'au'Kais, and his heroic acts to save the Ethereal Ko'vash, while fighting against the forces of the Imperium (Notably the Imperial Guard and the Raptors). 

Further into the game, Kais teams up alongside Captain Ardias of the Ultramarines 3rd company during a temporary cease fire negotiated between the two factions. This is because the forces of the Chaos Word Bearers intervene with the fighting on the planet. Eventually the planet is ordered to be cleansed through an Orbital Strike bombardment ordered by Ardias to rid the planet of Chaos taint. 

What happens to Shas'ui'Kais in the events afterwards is unknown. 

There is also a multiplayer mode consisting of Deathmatch, Team Deathmatch, and Capture the Flag. Eight multiplayer maps are included with the game, Deathmatch having its own, and Team Deathmatch and Capture the Flag having their own. Fire Warrior was one of the first Playstation 2 games to support 8 player multiplayer using its broadband adaptor. 

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The Tomb Kings are the long dead rulers of Nehekhara from thousands of years ago. Each city had several dynasties each with several kings and as such there are hundreds of kings vyeing for power now they have all risen from the dead. They would constantly wage war on each other to spread their influence across Nehekhara. The greatest kings ruled in Khemri, making it the biggest and strongest city in Nehekhara. Certainly the greatest ruler ever to grace the lands of Nehekhara rose here. Settra the Imperishable founded Khemri and conquered the entire land. He lived far longer than most before he eventually died. He was one of the last to be awoken by Nagash's spell, possibly due to his age, but he immediately took control of the kingdom back and commanded all others to return to their tombs.Each king had a pyramid built for them in the necropolis of their city, adorning it with fine statues they would use in the afterlife. Also buried with them is their kingly chariot and steeds waiting for the day they are called back to the world of life. The Tomb Kings are revived by the Liche Priests when they are needed to defend an area that Settra cannot get to in time.The loyal non-ruling sons of Kings, the Tomb Princes, were mummified and were raised as well.

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The Tomb Kings are the long dead rulers of Nehekhara from thousands of years ago. Each city had several dynasties each with several kings and as such there are hundreds of kings vyeing for power now they have all risen from the dead. They would constantly wage war on each other to spread their influence across Nehekhara. The greatest kings ruled in Khemri, making it the biggest and strongest city in Nehekhara. Certainly the greatest ruler ever to grace the lands of Nehekhara rose here. Settra the Imperishable founded Khemri and conquered the entire land. He lived far longer than most before he eventually died. He was one of the last to be awoken by Nagash's spell, possibly due to his age, but he immediately took control of the kingdom back and commanded all others to return to their tombs.Each king had a pyramid built for them in the necropolis of their city, adorning it with fine statues they would use in the afterlife. Also buried with them is their kingly chariot and steeds waiting for the day they are called back to the world of life. The Tomb Kings are revived by the Liche Priests when they are needed to defend an area that Settra cannot get to in time.The loyal non-ruling sons of Kings, the Tomb Princes, were mummified and were raised as well.

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Precious little is known about two of the twenty Space Marine Legions, numbered II and XI, and their respective Primarchs, as their records are simply noted as having been "expunged" or "destroyed" in Imperial listings of the 20 Legions. However, nothing is known for sure about the names of the Legions, their Primarchs, homeworlds and their ultimate fate. There are conflicting reports as to whether the two unknown Legions met their fate prior to or after the Horus Heresy and which side they joined in the Heresy, if they participated in it.

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Precious little is known about two of the twenty Space Marine Legions, numbered II and XI, and their respective Primarchs, as their records are simply noted as having been "expunged" or "destroyed" in Imperial listings of the 20 Legions. However, nothing is known for sure about the names of the Legions, their Primarchs, homeworlds and their ultimate fate. There are conflicting reports as to whether the two unknown Legions met their fate prior to or after the Horus Heresy and which side they joined in the Heresy, if they participated in it.

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The Adeptus Arbites are the police force of the Adeptus Terra, devoted to enforcing Imperial law throughout the entire Imperium. Utterly dedicated and without mercy, the Arbites are feared throughout the galaxy, for they are the agents of a harsh law, where failure and incompetence are crimes, and the only punishment is death. Arbites are empowered to act as judge, jury and executioner – citizens have no rights, and only members of the Priesthood of Terra or the Inquisition could claim anything so elaborate as a trial.

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The Adeptus Arbites are the police force of the Adeptus Terra, devoted to enforcing Imperial law throughout the entire Imperium. Utterly dedicated and without mercy, the Arbites are feared throughout the galaxy, for they are the agents of a harsh law, where failure and incompetence are crimes, and the only punishment is death. Arbites are empowered to act as judge, jury and executioner – citizens have no rights, and only members of the Priesthood of Terra or the Inquisition could claim anything so elaborate as a trial.

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The Soul Drinkers are a Successor Chapter of the Imperial Fists, formerly considered a Renegade Chapter.

The Soul Drinkers do not fit the standard template of Excommunicate Traitoris. Unlike most Renegade Space Marines, who have devoted themselves to the Chaos gods, the Soul Drinkers despise the Ruinous Powers as much if not more than they hate the Imperium that cast them out. Instead, they have developed an ideology that states that the Imperium has betrayed everything the Emperor has stood for; so they still fight the powers of chaos even though they disagree with what the Imperium now stands for. Some within the Chapter think that the Imperium should be destroyed for the good of mankind.

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The Soul Drinkers are a Successor Chapter of the Imperial Fists, formerly considered a Renegade Chapter.

The Soul Drinkers do not fit the standard template of Excommunicate Traitoris. Unlike most Renegade Space Marines, who have devoted themselves to the Chaos gods, the Soul Drinkers despise the Ruinous Powers as much if not more than they hate the Imperium that cast them out. Instead, they have developed an ideology that states that the Imperium has betrayed everything the Emperor has stood for; so they still fight the powers of chaos even though they disagree with what the Imperium now stands for. Some within the Chapter think that the Imperium should be destroyed for the good of mankind.

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The Dwarfs, or the Dawi as they call themselves in their tongue of Khazalid, also called the "Elder Race" by Men, and sometimes as the "Dwarfen Mountain Holds" when referring to their kingdoms as a whole, are one of the oldest and proudest intelligent mortal races of the Known World, with a great wealth of history and power that stretches back to time immemorial. They once held an empire which stretched from Norsca in the north to the jungles in the Southlands, and from Mount Silverspear in the east to the Grey Mountains in the west.

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The Dwarfs, or the Dawi as they call themselves in their tongue of Khazalid, also called the "Elder Race" by Men, and sometimes as the "Dwarfen Mountain Holds" when referring to their kingdoms as a whole, are one of the oldest and proudest intelligent mortal races of the Known World, with a great wealth of history and power that stretches back to time immemorial. They once held an empire which stretched from Norsca in the north to the jungles in the Southlands, and from Mount Silverspear in the east to the Grey Mountains in the west.

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Special guest @Luetin09 

In this episode Luetin of the Luetin09 fame joins the boys to talk about Ultramarines & their history, Calgar, disconnect between lore and tabletop, opinions on Space Marine 2, and how it brought new and old fans back into Warhammer 40k. 

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Special guest @Luetin09 

In this episode Luetin of the Luetin09 fame joins the boys to talk about Ultramarines & their history, Calgar, disconnect between lore and tabletop, opinions on Space Marine 2, and how it brought new and old fans back into Warhammer 40k. 

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What makes Warhammer 40k good? The art, the grimdark, the variety of stories to be told, DA BIG MEN WITH BIG GUNS SHOOTING EVIL ALIENS? Maybe over the top violence, taken 100% seriously? Maybe the tabletop wargame? Miniature painting and collecting? A faction for everyone, the span of mediums - from books to movies to videogames, the depth of lore? THE COMMUNITY? EXPLORATION OF FAITH & BELIEF EVEN? Let's figure it out with our special guest Pat.

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What makes Warhammer 40k good? The art, the grimdark, the variety of stories to be told, DA BIG MEN WITH BIG GUNS SHOOTING EVIL ALIENS? Maybe over the top violence, taken 100% seriously? Maybe the tabletop wargame? Miniature painting and collecting? A faction for everyone, the span of mediums - from books to movies to videogames, the depth of lore? THE COMMUNITY? EXPLORATION OF FAITH & BELIEF EVEN? Let's figure it out with our special guest Pat.

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The galaxy is in peril. Entire worlds are falling. The Imperium needs you.

Embody the superhuman skill and brutality of a Space Marine, the greatest of the Emperor’s warriors. Unleash deadly abilities and an arsenal of devastating weaponry to obliterate the relentless Tyranid hordes.

Hold at bay the horrors of the galaxy in epic battles on far-flung planets. Uncover dark secrets and drive back the everlasting night to prove your ultimate loyalty to humanity.

Heed the call of battle.

For there is only war.

 Review code provided by publisher. 

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The galaxy is in peril. Entire worlds are falling. The Imperium needs you.

Embody the superhuman skill and brutality of a Space Marine, the greatest of the Emperor’s warriors. Unleash deadly abilities and an arsenal of devastating weaponry to obliterate the relentless Tyranid hordes.

Hold at bay the horrors of the galaxy in epic battles on far-flung planets. Uncover dark secrets and drive back the everlasting night to prove your ultimate loyalty to humanity.

Heed the call of battle.

For there is only war.

 Review code provided by publisher. 

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It is the 31st millennium. Under the benevolent leadership of the Immortal Emperor, the Imperium of Man has stretched out across the galaxy. It is a golden age of discovery and conquest. But now, on the eve of victory, the Emperor leaves the front lines, entrusting the great crusade to his favourite son, Horus. Promoted to Warmaster, can the idealistic Horus carry out the Emperor's grand plan, or will this promotion sow the seeds of heresy amongst his brothers? Horus Rising is the first chapter in the epic tale of the Horus Heresy, a galactic civil war that threatened to bring about the extinction of humanity.

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It is the 31st millennium. Under the benevolent leadership of the Immortal Emperor, the Imperium of Man has stretched out across the galaxy. It is a golden age of discovery and conquest. But now, on the eve of victory, the Emperor leaves the front lines, entrusting the great crusade to his favourite son, Horus. Promoted to Warmaster, can the idealistic Horus carry out the Emperor's grand plan, or will this promotion sow the seeds of heresy amongst his brothers? Horus Rising is the first chapter in the epic tale of the Horus Heresy, a galactic civil war that threatened to bring about the extinction of humanity.

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Lost Chapters are Space Marine Chapters that have been destroyed. Some were annihilated in one sudden strike, while others were slowly diminished through attrition, being unable for whatever reason to recruit new marines fast enough to replace combat losses. Information about such chapters is often lost during the millennia and all-too scarce.

They should not to be confused with Renegade Chapters or Chaos Space Marine forces, who have been declared Excommunicate Traitoris by the Inquisition and/or the High Lords of Terra. These forces technically still exist but have gone rogue, breaking their vows of loyalty towards the Imperium. Some of them simply fell to Chaos, others are idealistic rebels who rejected the all-too oppressive Imperial authority for some reason.

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Lost Chapters are Space Marine Chapters that have been destroyed. Some were annihilated in one sudden strike, while others were slowly diminished through attrition, being unable for whatever reason to recruit new marines fast enough to replace combat losses. Information about such chapters is often lost during the millennia and all-too scarce.

They should not to be confused with Renegade Chapters or Chaos Space Marine forces, who have been declared Excommunicate Traitoris by the Inquisition and/or the High Lords of Terra. These forces technically still exist but have gone rogue, breaking their vows of loyalty towards the Imperium. Some of them simply fell to Chaos, others are idealistic rebels who rejected the all-too oppressive Imperial authority for some reason.

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In this episode the nerds talk about various weird weapons in 40k universe, from hilarious Snazzguns to deadly daemon-sword Drach'nyen, mysterious Dawn Blade and memetic Holy Orb of Antioch.

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In this episode the nerds talk about various weird weapons in 40k universe, from hilarious Snazzguns to deadly daemon-sword Drach'nyen, mysterious Dawn Blade and memetic Holy Orb of Antioch.

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A warp jump is a form of faster-than-light travel around the Galaxy by means of entering the Warp, a parallel psychic dimension, and re-emerging to a new location in real space light years away from the starting position. 

A warp jump consists of a ship entering the warp from real space by activating its warp drives to open a tear between realities, traveling the currents of the warp by means of its conventional drives for an appropriate time, and then using its warp drives to re-enter real space at a new position, having bypassed light years of galactic space. This process is known as a jump or hop, and the act of entering or leaving the warp is known as a drop, shift, or translation. In order to safely utilize the Warp for travel, one must first travel to a System's Mandeville Point. This is the closest distance that a ship can safely enter or exit Warp Space from its intended destination. If one does not travel to a Mandeville Point, they risk having their Warp jump's direction and navigational calculations interfered with by the gravity of planets and other celestial objects.

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A warp jump is a form of faster-than-light travel around the Galaxy by means of entering the Warp, a parallel psychic dimension, and re-emerging to a new location in real space light years away from the starting position. 

A warp jump consists of a ship entering the warp from real space by activating its warp drives to open a tear between realities, traveling the currents of the warp by means of its conventional drives for an appropriate time, and then using its warp drives to re-enter real space at a new position, having bypassed light years of galactic space. This process is known as a jump or hop, and the act of entering or leaving the warp is known as a drop, shift, or translation. In order to safely utilize the Warp for travel, one must first travel to a System's Mandeville Point. This is the closest distance that a ship can safely enter or exit Warp Space from its intended destination. If one does not travel to a Mandeville Point, they risk having their Warp jump's direction and navigational calculations interfered with by the gravity of planets and other celestial objects.

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The Elves, also called the "Eldest Race," are one of the most ancient and powerful of all the intelligent mortal races of the Known World. They are tall, slender humanoids who are inherently magical and live for millennia.

There are three main cultures or kindreds of Elves in the mortal world: the High Elves (Asur), Dark Elves (Druchii) and Wood Elves (Asrai). 

Compared to humans, Elves are tall, fair-skinned, and slender. Most artworks portray them with high cheekbones, slightly angular faces and slanted eyes. Some depictions show them with black eyes, while others show them with normal pupils/irises. High Elves are often shown with blonde hair, [3a] Wood Elves with brown and Dark Elves with black but these changes are minor and the three groups are for the most part physically indistinguishable. Elves are slender in build but strong. Assuming they do not die a violent death, Elves are capable of living for thousands of years. It is not considered impossible for an Elf to live to the age of 6,000, although this would be extremely unusual. Most often an Elf will not die of old age in the human fashion, rather he or she will simply grow weary of the world's troubles and lose their passion for life, eventually passing away. 

Elves are inherently magical, and their long lives give magically gifted elves more than enough time to train their skill at controlling many of the winds of magic. This is in contrast to human wizards, who can usually only hope to use one form of magic. Elves are resistant to disease and to physical mutations caused by Chaos, although notably they are still vulnerable to Nurgle's Rot. There is also some evidence that Chaos can affect their minds in more subtle ways. Elves experience emotions and thoughts more intensely than most other races. At best, this can result in them spending centuries training or honing a skill to perfection. At worst, they can become "lost" in their experiences, over-indulging and losing track of reality.

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The Elves, also called the "Eldest Race," are one of the most ancient and powerful of all the intelligent mortal races of the Known World. They are tall, slender humanoids who are inherently magical and live for millennia.

There are three main cultures or kindreds of Elves in the mortal world: the High Elves (Asur), Dark Elves (Druchii) and Wood Elves (Asrai). 

Compared to humans, Elves are tall, fair-skinned, and slender. Most artworks portray them with high cheekbones, slightly angular faces and slanted eyes. Some depictions show them with black eyes, while others show them with normal pupils/irises. High Elves are often shown with blonde hair, [3a] Wood Elves with brown and Dark Elves with black but these changes are minor and the three groups are for the most part physically indistinguishable. Elves are slender in build but strong. Assuming they do not die a violent death, Elves are capable of living for thousands of years. It is not considered impossible for an Elf to live to the age of 6,000, although this would be extremely unusual. Most often an Elf will not die of old age in the human fashion, rather he or she will simply grow weary of the world's troubles and lose their passion for life, eventually passing away. 

Elves are inherently magical, and their long lives give magically gifted elves more than enough time to train their skill at controlling many of the winds of magic. This is in contrast to human wizards, who can usually only hope to use one form of magic. Elves are resistant to disease and to physical mutations caused by Chaos, although notably they are still vulnerable to Nurgle's Rot. There is also some evidence that Chaos can affect their minds in more subtle ways. Elves experience emotions and thoughts more intensely than most other races. At best, this can result in them spending centuries training or honing a skill to perfection. At worst, they can become "lost" in their experiences, over-indulging and losing track of reality.

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The Nachmund Rift War is an ongoing conflict being waged by the Imperium in the Nachmund Sub-Sector.

Closely connected to the War of Beasts and War of Nightmares on Vigilus, while the Fortress World itself continues to remain largely in Imperial hands the greater Nachmund Gauntlet finds itself besieged by the Forces of Chaos.

At Sangua Terra, the Imperials sought to organize a defensive network collectively known as the Sanctus Wall. This consisted of systems that had previously served as Indomitus Crusade supply hubs which were quickly fortified in their own right. However, the stalemate would soon be broken, must to the shock of both sides. Abaddon’s trusted lieutenant Haarken Worldclaimer arrived with a Black Legion army.

Lord Admiral Prisca’s force soon arrived at the Grakiliod Narrow, a location that Haarken’s fleet could not bypass. 

Despite heavy losses, Prisca’s fleet maintained enough momentum to break through Worldclaimer’s formation and burst through it on the other side. As the ships broke through, they peeled off left and right, unleashing waves of attack craft as they attacked the rear of the Chaos fleet as it was changing position. After many hours of fighting, Haarken had reorganized his fleet in a jaw-like formation ready to close on the Imperials. With his final order, hundreds of ships bore down on the Imperial armada. The exhausted loyalist Space Marines onboard stood little chance and were overwhelmed. Despite a brave final stand, the Imperial fleet was eventually annihilated.

Only a fraction of the Imperial fleet survived the battle to limp back to the Sanctus Wall. Prisca herself was thought dead, and her plan had achieved questionable results. 

The Imperial commanders at the Sanctus Wall were disturbed by reports of the scale of the incoming Chaos armada. Meanwhile, the Inquisition continued to battle cults and hidden agents of Chaos within the worlds of the Sanctus Wall itself. Indeed, Sangua Terra, linchpin of the Sanctus Wall, is currently under mass invasion by Daemons.

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The Nachmund Rift War is an ongoing conflict being waged by the Imperium in the Nachmund Sub-Sector.

Closely connected to the War of Beasts and War of Nightmares on Vigilus, while the Fortress World itself continues to remain largely in Imperial hands the greater Nachmund Gauntlet finds itself besieged by the Forces of Chaos.

At Sangua Terra, the Imperials sought to organize a defensive network collectively known as the Sanctus Wall. This consisted of systems that had previously served as Indomitus Crusade supply hubs which were quickly fortified in their own right. However, the stalemate would soon be broken, must to the shock of both sides. Abaddon’s trusted lieutenant Haarken Worldclaimer arrived with a Black Legion army.

Lord Admiral Prisca’s force soon arrived at the Grakiliod Narrow, a location that Haarken’s fleet could not bypass. 

Despite heavy losses, Prisca’s fleet maintained enough momentum to break through Worldclaimer’s formation and burst through it on the other side. As the ships broke through, they peeled off left and right, unleashing waves of attack craft as they attacked the rear of the Chaos fleet as it was changing position. After many hours of fighting, Haarken had reorganized his fleet in a jaw-like formation ready to close on the Imperials. With his final order, hundreds of ships bore down on the Imperial armada. The exhausted loyalist Space Marines onboard stood little chance and were overwhelmed. Despite a brave final stand, the Imperial fleet was eventually annihilated.

Only a fraction of the Imperial fleet survived the battle to limp back to the Sanctus Wall. Prisca herself was thought dead, and her plan had achieved questionable results. 

The Imperial commanders at the Sanctus Wall were disturbed by reports of the scale of the incoming Chaos armada. Meanwhile, the Inquisition continued to battle cults and hidden agents of Chaos within the worlds of the Sanctus Wall itself. Indeed, Sangua Terra, linchpin of the Sanctus Wall, is currently under mass invasion by Daemons.

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Vigilus is a world situated within the Nachmund Gauntlet and one of the few passages through the Great Rift. As such, the planet has become strategically vital for the Imperium and has become a target for a wide number of its enemies.

The Nachmund Rift War is an ongoing conflict being waged by the Imperium in the Nachmund Sub-Sector.

Closely connected to the War of Beasts and War of Nightmares on Vigilus, while the Fortress World itself continues to remain largely in Imperial hands the greater Nachmund Gauntlet finds itself besieged by the Forces of Chaos.

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Vigilus is a world situated within the Nachmund Gauntlet and one of the few passages through the Great Rift. As such, the planet has become strategically vital for the Imperium and has become a target for a wide number of its enemies.

The Nachmund Rift War is an ongoing conflict being waged by the Imperium in the Nachmund Sub-Sector.

Closely connected to the War of Beasts and War of Nightmares on Vigilus, while the Fortress World itself continues to remain largely in Imperial hands the greater Nachmund Gauntlet finds itself besieged by the Forces of Chaos.

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The Empire, formally known as the Empire of Man, and named the "Land of the Hammer and the Wolf" by the Norscans, is an electoral monarchy composed of semiautonomous feudal states called "Electoral Provinces" or "Grand Provinces." The Empire is the largest, most populous, most powerful and most important of the nations of Men in the Old World.

The Empire was forged by the warrior-king and ascended deity Sigmar from the primitive tribes of Human barbarians who inhabited what became the lands of the Empire more than 2500 years ago. Although not as skilled in craftsmanship or engineering as the Dwarfs or in magic as the High Elves, the people of the Empire are not beholden by the limits of tradition to the same extent as the Elder Races and continue to progress culturally, technologically and magically.

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The Empire, formally known as the Empire of Man, and named the "Land of the Hammer and the Wolf" by the Norscans, is an electoral monarchy composed of semiautonomous feudal states called "Electoral Provinces" or "Grand Provinces." The Empire is the largest, most populous, most powerful and most important of the nations of Men in the Old World.

The Empire was forged by the warrior-king and ascended deity Sigmar from the primitive tribes of Human barbarians who inhabited what became the lands of the Empire more than 2500 years ago. Although not as skilled in craftsmanship or engineering as the Dwarfs or in magic as the High Elves, the people of the Empire are not beholden by the limits of tradition to the same extent as the Elder Races and continue to progress culturally, technologically and magically.

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The Blood Ravens are a Loyalist Space Marine Chapter of unknown genetic origin and Founding. The origins of the Blood Ravens are shrouded in mystery and are believed to be tied to a dark truth related to the Horus Heresy. This elusive Chapter has always been drawn to the pursuit of knowledge and the acquisition of ancient lore. It produces an unusually large number of Librarians among its ranks as a high proportion of neophytes develop psychic abilities soon after their implantation with the Blood Ravens' gene-seed organs.

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The Blood Ravens are a Loyalist Space Marine Chapter of unknown genetic origin and Founding. The origins of the Blood Ravens are shrouded in mystery and are believed to be tied to a dark truth related to the Horus Heresy. This elusive Chapter has always been drawn to the pursuit of knowledge and the acquisition of ancient lore. It produces an unusually large number of Librarians among its ranks as a high proportion of neophytes develop psychic abilities soon after their implantation with the Blood Ravens' gene-seed organs.

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The Second War for Armageddon was the second of three massive conflicts between the Imperium of Man and the Ork Warlord Ghazghkull Mag Uruk Thraka that took place between 941.M41 through 943.M41. The war was fought on the Hive World of Armageddon in the Segmentum Solar, where Ghazghkull Thraka launched an Ork WAAAGH! consisting of five separate Ork tribes in an attempt to seize the planet for themselves.Elements of three Space Marine Chapters were involved in the defence of Armageddon, including: the Blood Angels, Salamanders and the Ultramarines, along with dozens of regiments of the Astra Militarum, particularly the Armageddon Steel Legion native to the world, as well as a large contingent of Inquisition forces from the Ordo Xenos composed of Squat mercenaries. A notable effect of this invasion resulted in Ghazghkull earning the wrath of Commissar Sebastian Yarrick, who dedicated his efforts after the Second War to hunting down Ghazghkull, with little success.

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The Second War for Armageddon was the second of three massive conflicts between the Imperium of Man and the Ork Warlord Ghazghkull Mag Uruk Thraka that took place between 941.M41 through 943.M41. The war was fought on the Hive World of Armageddon in the Segmentum Solar, where Ghazghkull Thraka launched an Ork WAAAGH! consisting of five separate Ork tribes in an attempt to seize the planet for themselves.Elements of three Space Marine Chapters were involved in the defence of Armageddon, including: the Blood Angels, Salamanders and the Ultramarines, along with dozens of regiments of the Astra Militarum, particularly the Armageddon Steel Legion native to the world, as well as a large contingent of Inquisition forces from the Ordo Xenos composed of Squat mercenaries. A notable effect of this invasion resulted in Ghazghkull earning the wrath of Commissar Sebastian Yarrick, who dedicated his efforts after the Second War to hunting down Ghazghkull, with little success.

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The Lizardmen, sometimes known as the "Cold Ones" or the "Children of the Gods" among themselves, are an ancient, savage, and highly intelligent race of cold-blooded, reptilian humanoids that are the first and oldest civilisation of the Known World. Long before the rise of Men, Elves or Dwarfs, the empire of the Lizardmen ruled supreme. Alien, enigmatic, and without mercy, the Lizardmen were there when it all began and will be there when the mortal world draws its last, dying breath, never tiring nor relenting until order is finally restored to this uncaring, chaotic world. Such is what they were made to do, for they are the ancient servants and first creations of the Old Ones, the one, true protectors and shapers of the Known World.

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The Lizardmen, sometimes known as the "Cold Ones" or the "Children of the Gods" among themselves, are an ancient, savage, and highly intelligent race of cold-blooded, reptilian humanoids that are the first and oldest civilisation of the Known World. Long before the rise of Men, Elves or Dwarfs, the empire of the Lizardmen ruled supreme. Alien, enigmatic, and without mercy, the Lizardmen were there when it all began and will be there when the mortal world draws its last, dying breath, never tiring nor relenting until order is finally restored to this uncaring, chaotic world. Such is what they were made to do, for they are the ancient servants and first creations of the Old Ones, the one, true protectors and shapers of the Known World.

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Belisarius Cawl is an Archmagos Dominus of the Adeptus Mechanicus who has been involved in one of the Imperium's greatest secrets for many centuries. He first appeared openly during the Thirteenth Black Crusade of the late 41st Millennium. Cawl is known as the Dominatus Dominus, the Master of Masters, one of the highest ranks available in the Mechanicum. Unlike many Tech-Priests within the Mechanicum he does not seek to copy or discover lost technology, but to innovate.

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Belisarius Cawl is an Archmagos Dominus of the Adeptus Mechanicus who has been involved in one of the Imperium's greatest secrets for many centuries. He first appeared openly during the Thirteenth Black Crusade of the late 41st Millennium. Cawl is known as the Dominatus Dominus, the Master of Masters, one of the highest ranks available in the Mechanicum. Unlike many Tech-Priests within the Mechanicum he does not seek to copy or discover lost technology, but to innovate.

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The Elysian Drop Troops are Imperial Guard Regiments known for their rapid deployment capabilities, often deploying by rappelling or grav-chutes from Valkyrie Airborne Troop Carriers at high altitudes. These drop regiments are able to strike deep into enemy territory, specialising in ambushing the enemy or capturing important objectives, and can operate for extended periods of time without resupply. 

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The Elysian Drop Troops are Imperial Guard Regiments known for their rapid deployment capabilities, often deploying by rappelling or grav-chutes from Valkyrie Airborne Troop Carriers at high altitudes. These drop regiments are able to strike deep into enemy territory, specialising in ambushing the enemy or capturing important objectives, and can operate for extended periods of time without resupply. 

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Jago Sevatarion, known also as Sevatar, "the Condemned," and the "Prince of Crows," was the first captain of the Night Lords Legion and commander of the Atramentar, the elite Terminators of the VIIIth Legion's formidable 1st Company during the Great Crusade and the Horus Heresy eras of the late 30th and early 31st Millennia.

He was also an officer of the Kyroptera, the most trusted advisors and confidants of Primarch Konrad Curze within the Night Lords Legion. A native of Nostramo, Sevatar served as equerry to the Night Haunter and was one of the most lethal warriors in the Space Marine Legions of old.

Sevatarion's name and skill were as well known as other luminaries of that era, including Ezekyle Abaddon of the Sons of Horus, Corswain of the Dark Angels, Chapter Master Raldoron of the Blood Angels or Lord Commander Eidolon of the Emperor's Children. 

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Jago Sevatarion, known also as Sevatar, "the Condemned," and the "Prince of Crows," was the first captain of the Night Lords Legion and commander of the Atramentar, the elite Terminators of the VIIIth Legion's formidable 1st Company during the Great Crusade and the Horus Heresy eras of the late 30th and early 31st Millennia.

He was also an officer of the Kyroptera, the most trusted advisors and confidants of Primarch Konrad Curze within the Night Lords Legion. A native of Nostramo, Sevatar served as equerry to the Night Haunter and was one of the most lethal warriors in the Space Marine Legions of old.

Sevatarion's name and skill were as well known as other luminaries of that era, including Ezekyle Abaddon of the Sons of Horus, Corswain of the Dark Angels, Chapter Master Raldoron of the Blood Angels or Lord Commander Eidolon of the Emperor's Children. 

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Marvin John Heemeyer (October 28, 1951 – June 4, 2004) was an American automobile muffler repair shop owner who demolished numerous buildings with a modified bulldozer in Granby, Colorado in 2004.

Heemeyer had various grudges against Granby town officials, neighbors of his muffler shop, the local press, and various other citizens of Granby. Over about eighteen months, Heemeyer secretly armored a Komatsu D355A bulldozer with layers of steel and concrete.

On Friday, June 4, 2004, Heemeyer used the bulldozer to demolish the Granby town hall, the house of a former mayor, and several other buildings. No one else was injured or killed, in part due to timely evacuation orders.

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Marvin John Heemeyer (October 28, 1951 – June 4, 2004) was an American automobile muffler repair shop owner who demolished numerous buildings with a modified bulldozer in Granby, Colorado in 2004.

Heemeyer had various grudges against Granby town officials, neighbors of his muffler shop, the local press, and various other citizens of Granby. Over about eighteen months, Heemeyer secretly armored a Komatsu D355A bulldozer with layers of steel and concrete.

On Friday, June 4, 2004, Heemeyer used the bulldozer to demolish the Granby town hall, the house of a former mayor, and several other buildings. No one else was injured or killed, in part due to timely evacuation orders.

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The Adepta Sororitas (also known as "the Sisterhood" or "Daughters of the Emperor") are an all-female subdivision of the religious organisation known as the Ecclesiarchy or Ministorum. The Sisterhood's Orders Militant serve as the Ecclesiarchy's fighting arm, mercilessly rooting out corruption and heresy within humanity and every organisation of the Adeptus Terra. The terms "Adepta Sororitas" and "Sisters of Battle" are commonly assumed to mean the same thing, but the latter title technically refers only to the Orders Militant - the military arm of the organisation which is the largest and the best-known part of the Sororitas.

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The Adepta Sororitas (also known as "the Sisterhood" or "Daughters of the Emperor") are an all-female subdivision of the religious organisation known as the Ecclesiarchy or Ministorum. The Sisterhood's Orders Militant serve as the Ecclesiarchy's fighting arm, mercilessly rooting out corruption and heresy within humanity and every organisation of the Adeptus Terra. The terms "Adepta Sororitas" and "Sisters of Battle" are commonly assumed to mean the same thing, but the latter title technically refers only to the Orders Militant - the military arm of the organisation which is the largest and the best-known part of the Sororitas.

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The Ghoul Stars, also known as the Ghost Stars, is a mysterious region of space that is a part of the Halo Stars located beyond the furthest reaches of known space, northeast of the Segmentum Ultima beyond the Eastern Fringe.

This vast tract of relatively unexplored Wilderness Space was once home to a number of Human-inhabited worlds. However, some ancient threat is believed to have been responsible for the destruction of these worlds, which accounts for the large number of Dead Worlds found within the region.

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The Ghoul Stars, also known as the Ghost Stars, is a mysterious region of space that is a part of the Halo Stars located beyond the furthest reaches of known space, northeast of the Segmentum Ultima beyond the Eastern Fringe.

This vast tract of relatively unexplored Wilderness Space was once home to a number of Human-inhabited worlds. However, some ancient threat is believed to have been responsible for the destruction of these worlds, which accounts for the large number of Dead Worlds found within the region.

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Malaysia Airlines Flight 370 (MH370/MAS370) was an international passenger flight operated by Malaysia Airlines that disappeared from radar on 8 March 2014, while flying from Kuala Lumpur International Airport in Malaysia to its planned destination, Beijing Capital International Airport in China. The cause of its disappearance has not been determined.

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Malaysia Airlines Flight 370 (MH370/MAS370) was an international passenger flight operated by Malaysia Airlines that disappeared from radar on 8 March 2014, while flying from Kuala Lumpur International Airport in Malaysia to its planned destination, Beijing Capital International Airport in China. The cause of its disappearance has not been determined.

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The Abyssal Crusade was an Imperial Crusade undertaken in 321.M37. The judgement of Saint Basillius found thirty Space Marine Chapters lacking faith. The guilty Chapters were given a choice between death or embarking upon a great crusade into the Eye of Terror. All would choose the latter.

The Crusade met with disaster, and each of the Chapters that took part in it had their tale ended in great misfortune.

The crusade's mysterious and disastrous fate was kept hidden from the greater Imperium, and the Administratum denied any link to it and the increase of Chaos Space Marine raids shortly afterwards. All that is known is that 800 years after the Crusade began, the remnants of some of the judged Chapters returned from the Warp with their purity and sanity intact. Infuriated and embittered by their ordeal, they cast their sights on the legacy of Saint Basillius, the long-deceased figure now worshiped as a god.

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The Abyssal Crusade was an Imperial Crusade undertaken in 321.M37. The judgement of Saint Basillius found thirty Space Marine Chapters lacking faith. The guilty Chapters were given a choice between death or embarking upon a great crusade into the Eye of Terror. All would choose the latter.

The Crusade met with disaster, and each of the Chapters that took part in it had their tale ended in great misfortune.

The crusade's mysterious and disastrous fate was kept hidden from the greater Imperium, and the Administratum denied any link to it and the increase of Chaos Space Marine raids shortly afterwards. All that is known is that 800 years after the Crusade began, the remnants of some of the judged Chapters returned from the Warp with their purity and sanity intact. Infuriated and embittered by their ordeal, they cast their sights on the legacy of Saint Basillius, the long-deceased figure now worshiped as a god.

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Chaos Space Marines are genetically augmented transhumans who seek only to conquer, slaughter, and despoil. Clad in baroque power armour bedecked in macabre trophies and infernal iconography, Chaos Space Marines do battle alongside growling battle tanks, monstrous Daemon Engines, and thronging masses of cultist thralls. Some are possessed by daemonic allies, others bear Chaos-tainted artefacts or wield warp sorcery. No matter what form they take, they pursue their Long War with pitiless brutality, slaughtering any who stand in their path in an ever-escalating campaign of vengeance, conquest 

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Chaos Space Marines are genetically augmented transhumans who seek only to conquer, slaughter, and despoil. Clad in baroque power armour bedecked in macabre trophies and infernal iconography, Chaos Space Marines do battle alongside growling battle tanks, monstrous Daemon Engines, and thronging masses of cultist thralls. Some are possessed by daemonic allies, others bear Chaos-tainted artefacts or wield warp sorcery. No matter what form they take, they pursue their Long War with pitiless brutality, slaughtering any who stand in their path in an ever-escalating campaign of vengeance, conquest 

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Death World is a planet in which the native flora and fauna has evolved into naturally aggressive and dangerous forms. These eco-systems are finely balanced between continual destruction and lightning-fast reproduction. Death worlds take many forms, ranging from jungle-covered hell-holes with carnivorous plants and animals to barren, volcanic wastelands racked by ion storms. The most famous and notorious Death World is the hellish planet of Catachan.

Some worlds can be turned into Death Worlds, like what occurred on Indiga after numerous captive giant predators escaped from their zoos. When this happens, these worlds are labeled as Man-Made Death Worlds.

Humans can, and do, live on these worlds, but it is a never-ending struggle. On many death worlds it is as if the entire bio-mass of the planet were consciously motivated against human settlement - concentrating forces against intruders to destroy them. Death worlds with human settlements or colonies can have populations of 1,000 to 15,000,000

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Death World is a planet in which the native flora and fauna has evolved into naturally aggressive and dangerous forms. These eco-systems are finely balanced between continual destruction and lightning-fast reproduction. Death worlds take many forms, ranging from jungle-covered hell-holes with carnivorous plants and animals to barren, volcanic wastelands racked by ion storms. The most famous and notorious Death World is the hellish planet of Catachan.

Some worlds can be turned into Death Worlds, like what occurred on Indiga after numerous captive giant predators escaped from their zoos. When this happens, these worlds are labeled as Man-Made Death Worlds.

Humans can, and do, live on these worlds, but it is a never-ending struggle. On many death worlds it is as if the entire bio-mass of the planet were consciously motivated against human settlement - concentrating forces against intruders to destroy them. Death worlds with human settlements or colonies can have populations of 1,000 to 15,000,000

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Published 2024-05-26

SKAVEN: YES YES | Warhammer Fantasy Lore

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The Skaven are a race of humanoid rat-men, who inhabit the caves, tunnels, mines, and sewers of the Warhammer world. They control a vast Under-Empire which reaches from the Southlands to Kislev and from Estalia to the Far East.

The god of the Skaven is the Horned Rat, whose high priests form the Council of Thirteen. The direct agents of the Council are an order called the Grey Seers. Most of Skaven society is organised into innumerable clans, all of which are ruled by the Council. The four Great clans mercilessly dominate the weaker Warlord clans.

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The Skaven are a race of humanoid rat-men, who inhabit the caves, tunnels, mines, and sewers of the Warhammer world. They control a vast Under-Empire which reaches from the Southlands to Kislev and from Estalia to the Far East.

The god of the Skaven is the Horned Rat, whose high priests form the Council of Thirteen. The direct agents of the Council are an order called the Grey Seers. Most of Skaven society is organised into innumerable clans, all of which are ruled by the Council. The four Great clans mercilessly dominate the weaker Warlord clans.

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The Ynnari, also known as "the Reborn," are a kindred or religious sect of the Aeldari species comprised of members drawn from all of its other major kindreds, including the Asuryani, Aeldari Corsairs, Exodites, the Drukhari and the Harlequins.

Under the leadership of the prophet Yvraine, the "Daughter of Shades," the Ynnari seek to fully awaken the Aeldari god of the dead Ynnead, who they believe can defeat Slaanesh and restore the Aeldari species' unity and its lost glory.

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The Ynnari, also known as "the Reborn," are a kindred or religious sect of the Aeldari species comprised of members drawn from all of its other major kindreds, including the Asuryani, Aeldari Corsairs, Exodites, the Drukhari and the Harlequins.

Under the leadership of the prophet Yvraine, the "Daughter of Shades," the Ynnari seek to fully awaken the Aeldari god of the dead Ynnead, who they believe can defeat Slaanesh and restore the Aeldari species' unity and its lost glory.

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Typhus, also known as "Typhus the Traveller" and the "Herald of Nurgle," originally the Space Marine named Calas Typhon of the world of Barbarus, is the Death Guard Lord of the Death Guard Traitor Legion's 1st Plague Company, and the host of the terrible plague known as the Destroyer Hive. He is a Champion of Nurgle, a Death Guard Sorcerer and the former first captain of the Death Guard Legion. Typhus is also the most feared of all Chaos Lords to command one of the legendary Plague Fleets.

That Typhus has been truly blessed by Nurgle is indisputable. When the Death Guard were adrift in the Warp during the Horus Heresy, dying from the Destroyer Plague, Calas Typhon, First Captain of the XIV Legion, absorbed the full power of the disease, becoming a vessel for this ultimate corruption. Swelling in size, his skin and armour bonded. Great pestilential funnels grew from his body, spewing forth a miasma of destruction. Calas Typhon has been transformed into Typhus, Host of the Destroyer Hive. 

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Typhus, also known as "Typhus the Traveller" and the "Herald of Nurgle," originally the Space Marine named Calas Typhon of the world of Barbarus, is the Death Guard Lord of the Death Guard Traitor Legion's 1st Plague Company, and the host of the terrible plague known as the Destroyer Hive. He is a Champion of Nurgle, a Death Guard Sorcerer and the former first captain of the Death Guard Legion. Typhus is also the most feared of all Chaos Lords to command one of the legendary Plague Fleets.

That Typhus has been truly blessed by Nurgle is indisputable. When the Death Guard were adrift in the Warp during the Horus Heresy, dying from the Destroyer Plague, Calas Typhon, First Captain of the XIV Legion, absorbed the full power of the disease, becoming a vessel for this ultimate corruption. Swelling in size, his skin and armour bonded. Great pestilential funnels grew from his body, spewing forth a miasma of destruction. Calas Typhon has been transformed into Typhus, Host of the Destroyer Hive. 

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