Ard-Angaur

Ard-Angaur World-Rune.

An Ard-Angaur Guardian.

"*Hate not the Human, hate not the T'au, for they are just mere puppets dancing on the tunes of their tyrannical regimes. Show them mercy when you can and show them the error of their ways.*"
— High Farseer of Ard-Angaur, Aemelyth Stargaze
**Ard-Angaur** is an Aeldari Craftworld located on the outer side of the Cicatrix Maledictum, otherwise known as the Imperium Nihilus by humans. The residents of the Craftworld are known for their exceptional ability of hearing, managing to operate completely unaffected even while blindfolded due to a genetic mutation which made their ears longer and sharper than even those of other Aeldari. They are obsessed with ancient Aeldari technology and improving their psychic prowess, another trait which sets these particular Craftworlders apart from the rest of their kin is their almost non existent xenophobia.

The Aeldari of Ard-Angaur actively seek out and assist those who cannot defend themselves, such targets mostly include Humans, T'au and their Exodite cousins. They have realised that the only way to prosper and stand against the horrors of the galaxy is to leave their arrogance behind as it has lead to the Fall and the birth of She Who Thirsts. Their favoured Aeldari Gods are Vaul, Morai-Heg and Isha.

## Background

The history of Ard-Angaur begins prior to the Fall, being one of the first Craftworlds to depart the Aeldari Empire. Several sub-factions, seers and those who considered themselves enlightened defected the Empire and set sail on a Craftworld they have named the Master of Destiny, otherwise known as Ard-Angaur in Aeldari language. The philosophers and lawbringers, together with the overwhelming majority of the Craftworld's population have concluded that their arrogance lead their race which was once a shining beacon of progress in the galaxy to destroy itself and decided to take a much less xenophobic approach and to actively embrace cooperation with other races which often lead to powerful alliances. They can often be seen helping not only Exodites, but those Humans and T'au worlds who are willing to accept their help.

Ard-Angaur while hell-bent on preventing another fall from happening, they have a very flexible system of paths which are not always followed to the smallest details as they believe that a balance of personal freedom and the path system is the ultimate path to fulfillment. To add to that, they place a great emphasis on recovering ancient Aeldari tech, improving current technology and making their seers into better psykers. Due to their immense disgust at their own people during the last days of their Empire, they are openly hostile to Drukhari and refuse any kind of talks. They are also with odds with Craftworlds such as Biel-Tan, considering their methods to be too cruel and immoral.

Due to the recent rise of Ynnead, their hope for their race has been rekindled. They hold the belief that together with Humanity, the T'au and Ynnead they can restore the Aeldari Empire and unlock the full potential of Humanity, the T'au and other races willing to cooperate against Chaos and the Tyranids. The Aeldari of Ard-Angaur often raid Crone Worlds for the previously mentioned advanced technology of the ancient Empire they seek.

### The Fall

It is a well known fact that Craftworld Ard-Angaur was amongst the first to depart the Aeldari Empire, several decades before the fall and started making their journey to the far fringes of the galaxy to live more isolated lives, being in company of Exodites very often, the various Seers of the Craftworld predicting a great downfall. It was around this time that the famous philosophy of the Craftworld first appeared, known as the Ylrion Theorem proposed by one of the greatest of the Craftworld's intellectuals, Tennedor Ylrion the Great Philosopher. The Philosophical Theorem proposed that if one gives an individual too much freedom without any bounds and rules, he shall degenerate into decadence and hedonism as had happened with their Empire, yet if you completely constrain the individual with rules upon rules and guidelines, he shall seek ways of freedom by breaking those laws eventually leading to the same result. As such, Ard-Angaur struck what they considered to be a perfect balance between the constraining path system and personal freedom, by making their path system less strict.

To this day, Ard-Angaur's citizens live by this philosophy. Also according to Tennedor, the Aeldari should use their superiority to lead other lesser or more ignorant races down the right path, be a shining beacon for them as was the Aeldari Empire before it's arrogance and eventual demise. Ard-Angaur embraced this idea as well, they can be often seen helping minor Xenos against the forces of Chaos, Imperium and even other Xenos, teaching them of the Warp and it's dangers or offering sanctuary to innocents who are being hunted down. It also became increasingly rare to see an Avatar of Khaine amongst the forces of Ard-Angaur due to their philosophy which values life. An Avatar demanding a sacrifice was morally questionable on the Craftworld.

### A Spark of Hope

Discovering more and more fellow Craftworlds and surviving Eldar around the galaxy has lead Ard-Angaur to hope that they might yet survive and hold out against the darkness of an unforgiving galaxy. Yet at the same time finding out that a part of their people responsible for the fall, now known as the Drukhari survived brought them great disgust, deciding to avoid their Dark Kin at all costs, unless they wished to repent and join the Craftworld or were forced into conflict. Being great philosophers and diplomats, Ard-Angaur quickly formed good relations with other Craftworlds and were eager to learn from them, especially UlthwÃ© due to their want to become better psykers. They however held a great distaste for Biel-Tan and their brutal, often unreasonably xenophobic ideology which reminded to that of the Imperium. This time period saw Ard-Angaur mainly focus on protection of Exodite worlds and coming to aid of worlds under assault by the Emperor's Great Crusade. Some of these were great disasters while other proved to be a massive success.

The High Farseer, Moruvan Faendeer lead the Craftworld to many victories, including that of an Ork infestation which threatened a Maiden World, only for the world to later be assaulted by the forces of the Thousand Sons which Moruvan predicted and set up a trap together with the Masque of Harlequins known as the Blooded Stars which were assisted by a Solitaire who decided to randomly appear in the midst of battle, greatly empowering the combined forces of Ard-Angaur and the Blooded Stars. While many Houses were against Ard-Angaur interfering as much as it did in the Great Crusade, High Farseer Moruvan being aware of the dangers of the Imperium and what they would do to the Craftworld if they found them gave his best to finally convince them that it was necessary to at least try to save their Exodite brethren and honourably die while defending those who could not defend themselves than to cower and hide away, watching their kin get slaughtered. During this time, Ard-Angaur undertook many risky moves just to stay concealed and unidentified while defending against the Emperor's forces. Those who they could not save were evacuated to the Craftworld itself and given a place to live.

When the Horus Heresy happened, the Craftworld decided to finally back away as the Imperials were fighting amongst their own people. Watching them fight eased Ard-Angaur's people as they would not have to risk as much to defend the Exodites and conceal themselves, however if the Imperium fell it raised a great concern as Chaos would then run rampant across the galaxy. Thankfully that was not the case and their hope lived on.

### The Aftermath of the Horus Heresy

Though their eternal vigil over the Exodite Worlds continued, now that the Imperium had significantly slowed down their advance and conquest of the Galaxy which allowed Ard-Angaur to rest, replenish and rebuild. Although in early M32 not long after the death of High Farseer Moruvan who passed away due to old age and joined the Infinity Circuit, a direct clash with the Salamanders Chapter did occur over an Exodite World named Valarvis which had several Human settlers unassociated with the Imperium and tolerated by the local Exodite tribes. The forces of Ard-Angaur managed to successfully drive off the invaders, the Dark Reaper Shrine of the Fog of War had especially proven themselves in this conflict. Managing to hold an entire battle group of 60 Astartes with only 10 Reapers until reinforcements arrived using the terrain, long range, night and thick rainforest of the world to their advantage. House Dawnsinger swiftly sent their healers down onto the world, saving countless lives in the aftermath of the battle.

Aside from this battle, the Craftworld often assisted Imperial forces during the War of the Beast, mostly utilising Wraith Constructs in its battles, not wishing to lose any more Aeldari lives in the process of war. During this time when Wraithhosts and vehicles were extensively utilised, two Houses came to prominence above all others. House Amontar and House Ghostwhisper. House Amontar were excellent Bonesingers, being able to repair vehicles and Wraith Constructs as well as construct them with superior speed and quality to most other Houses, even in the midst of the most furious battles. House Ghostwhisper had trained themselves to have an intimate connection to the dead, allowing their Spiritseers to guide the Wraith Constructs with utmost precision and grace, this paired with their possession of immensely skilled Hemlock Wraithfighter pilots made them a terrifying foe to face. From this point on, a standard would develop amongst the forces of Ard-Angaur. Sometimes facing the Imperium directly, other times fighting alongside them, there was no constant except when facing Chaos for Chaos is a bitter foe and a thorn in the side of both the Aeldari and Humanity.

### Bitter Rivalry

As concluded by the Seers, contact with the Drukhari would be inevitable and while several smaller clashes occured it was nothing noteworthy, that is until the Battle for Death World Sidion in 101.M40. During the fight against the Black Legion on a world which was suspected to have ancient Aeldari technology, the Kabal of the Blackened Rose lead by Archon Bahrkei Oritaz descended upon their Asuryani cousins just as they attempted to regroup after the fight against the Black Legion. What followed was a quick and confusing slaughter, although thanks to the quick response of the Aspect Warriors and Seers many Drukhari were also killed in the fight. They took several slaves with them, including Aemelyth Stargaze who was a mere artisan back then called to be a Guardian in the time of need. Due to her exceptional beauty she was bought by a wealthy Klaivex of the Incubus Shrine of Endless Screams who held her as his slave for several months before she and the other slaves from Ard-Angaur were found and rescued by a group of Rangers and Dire Avengers of multiple Aspect Shrines, an Exarch of the Antumbra Shrine would best the Klaivex in single combat and pierce his dying body with a thousand Shuriken Catapult shots after which he ordered the body to be burnt.

From then on the Asuryani of Ard-Angaur would vow revenge against the Drukhari, especially those who belonged to the Incubus Shrine of Endless Screams and those who belonged to the Blackened Rose Kabal. Soon after recovering both physically and mentally from torture she lived through in Commorragh, Aemelyth discovered her exceptionally high psychic potential which lead her down the Path of the Seer, eventually becoming one of the most powerful Farseers in history of Ard-Angaur, only comparable in power to Moruvan Faendeer, the first High Farseer. She was promoted to High Farseer in early M41 and to this day fights those who wronged her and her people, for now she has successfully captured and executed several high profile Kabalites who worked for Archon Bahrkei Oritaz and personally killed the Klaivex who replaced her captor's position. The rivalry rages on even today.

### The Coming of the Great Devourer

Even before the Tyranids arrived, the Seers of Ard-Angaur spoke of visions of a great darkness which would arrive to the galaxy at some point. Some believed it, others did not. But faith mattered not as the hideous intergalactic insectoid monstrosities showed their ugly heads to the Milky Way in 745.M41 with the fall of Tyran. The many scattered Rangers serving as agents of Ard-Angaur notified the Craftworld shortly thereafter of the existence of this new threat to which the current High Farseer, Aemelyth Stargaze responded with full mobilisation of all those capable of fighting, alongside studying, adapting and training for the eventual encounter with the xenomorphs identified as the Tyranids by Imperial scholars. As they learned how the Tyranids behaved and fought, the Seer Council and the War Council decided that the best course of action is to catch them off guard in interstellar space and exterminating them. They formed a special segment of the Craftworld's fleet called the Arrow of Kurnous, with the Foresight of Morai-Heg serving as the capital ship, it is also not unheard of the Starseekers of the Crone, a Corsair fleet originating from Ard-Angaur to help in Tyranid extermination. This way of fighting the Tyranids proved to be immensely effective, though the Tyranids were so many that some still managed to reach planetary surfaces, in this case the Wraithhosts would be dispatched specifically to prevent the Tyranids from obtaining biomass and genetic material, often with covering fire from Dark Reapers and Support Batteries which would be harder to reach for the Tyranids.

Needless life loss was out of question for any Aeldari, especially smaller Craftworlds such as Ard-Angaur. As the Tyranids changed and adapted to their enemies, so did the armies of Ard-Angaur who prided themselves in adaptation in combat and change of strategy in the middle of a fight. The more they studied the Tyranids, the more they learned eventually discovering that Tyranid Genestealers could infiltrate Human and even Aeldari society through genetic manipulation and infection which would alter the mind of an individual who would from that point on see the Genestealers as messianic figures to be worshipped and followed thus forming Genestealer Cults made of hybrids, followers and other hideous mutants all connected by a single broodmind. As such the Aeldari of Ard-Angaur keep an eye on shady events happening on nearby Hive Worlds and use their Rangers, Howling Banshees of the Stormrider Shrine and Dire Avengers of the Umbra Shrine to destroy or report a Genestealer infection before it is too late.

### The Birth of the Whispering God and the Fall of Cadia

The Houses, Seers and Military leaders of Ard-Angaur watched the birth of Ynnead with great intrigue. They were most definitely not against the action to awaken the slumbering God of the Dead, but aside from individuals they did not do much to help awaken him either. They decided to be silent observers of what was to come. Though secretly most hoped that the birth of Ynnead would happen as it would signal that the Rhana Dandra would not have to take the lives of all Eldar. Those individuals who did join and try to assist the Ynnari cause were mostly Corsairs of the Starseekers of the Crone, a fleet originating from Ard-Angaur itself, they sent several ships to join Eldrad and his exiles in hopes to awaken Ynnead, though even two Everguard, Ard-Angaur's elite guards joined the hope-filled journey. Though the awakening ritual on Coheria had supposedly failed, Ynnead had partially been awakened. To fully awaken Ynnead it is believed that all Croneswords of Morai-Heg must be found. Due to this, the Starseekers of the Crone swore their allegiance to Ynnead and later Yvraine, the Whispering God's own high priestess. Ard-Angaur had also mostly accepted Ynnead, but still decided to help their own way, deciding not to follow the other Ynnari wherever they went, same could be said for most of the Starseekers of the Crone. During the Fall of Cadia, several smaller Warhosts of Ard-Angaur arrived to help extract the survivors alongside the Ynnari as Aemelyth has also seen that Cadia was doomed.

### The Dathedian

The Dathedian, otherwise known as the Great Rift in low gothic, Cicatrix Maledictum in high gothic and a thousand other names by various species and organizations across the galaxy had greatly empowered the psychic potential of Ard-Angaur's psykers which they dearly valued. Although this blessing did not come without a curse as the use of psychic powers was now far more dangerous. The Seers and the rest of the population of the Craftworld trained excessively to manage to control it, coming out of it more powerful than ever. Farseers move mountains, Warlocks make entire squads fall, Spiritseers empower Wraith Constructs more than ever and much, much more. The High Farseer and the rest of her Seer Council have sworn to keep a vigil on those on the other side of the Great Rift, also known as the Imperium Nihilus and hold firmly onto the hope of Ynnead. Their last and only hope.

## Notable Events

* **Purge of the Deathless** - A fierce campaign taking place in a system which was full of unawakened Necron tombworlds, which wouldn't begin awakening for the next 10 000 years. The Aeldari of Ard-Angaur dispatched a Warhost to destroy all and every trace of Necron presence. To their unfortune, the system held a considerably powerful Ork Waagh!. Several difficult battles raged across the five planets of the system, quickly evolving into a full-scale war. To add fuel to the flame during this time to make things more difficult, the famed Dark Reaper Exarch of the Shrine of Unending Terror turned traitor and declared war on the rest of the Shrine. The war was won by Ard-Angaur and the Tomb Worlds destroyed, but at a heavy cost of lives. It was both a great success and a great tragedy, but one which was ultimately worth the sacrifice.

* **War of the Unmoved (577.M36)** - The War of the Unmoved was a two years long conflict where an Imperial Fortress World known as Suzus came under attack by the Word Bearers Traitor Legion. The planet was cut off the rest of it's star system via a ritual conducted by the Legion's various Sorcerers and Dark Apostles. Ard-Angaur noticed this and offered help to the planetary governor who reluctantly accepted, questioning if he should even be cooperating with Xenos filth. The reinforcements arrived with many Wraith Constructs deployed and Dark Reapers covering them from afar while squads of rangers and Dire Avengers assassinated enemy VIPs, at the same time the mighty seers of the Craftworld interrupted Word Bearers psykers and their rituals. The conflict was long and bloody, but ended with the combined might of the Imperial defenders and their Eldar allies emerging victorious. The victory resulted in a short peace and alliance pact between Suzus and Ard-Angaur which served to exterminate the rest of Chaotic warbands in the system.

* **Excavation of Namukus V (725.M38)** - Rangers from Ard-Angaur discovered ancient Aeldari technology on this Imperial Agri world not too far from the Eye of Terror. The Craftworld's Seer Council sent a small Warhost to excavate the site and bring back the technology without disturbing the Human population. This however does not go unnoticed by a company of Ultrmarine successors who go after them. The Aeldari manage to excavate the wanted relics and defeat the Ultrmarines with moderate losses.

* **The Prevention of Annihilation (852.M38)** - While determining the various strands of the future, the Seer Council of Ard-Angaur foresee a Tyranid splinter fleet attacking them and a nearby Exodite world in a span of two years. They muster a fleet and equip it with weapons most capable against Tyranids. The fleet is sent to the interstellar void and the Tyranids are destroyed in their still relatively dormant state with minimal casualties.

* **Alliance with the Harlequins (012.M39)** - The combined forces of Ard-Angaur and their close Harlequin allies of the Masque of the Blooded Stars receive word that an Exodite world with both Aeldari and renegade Human settlers is under attack by the Drukhari. Immediately they send in a host of warriors specialized to fight the Drukhari, because of their new and surprisingly capable Autarch, Isalon Lohith the battle is won.

* **The Sleepers Awaken (851.M41)** - The T'au of the Farsight Enclaves attempt to colonize a new world just to discover a Necron Tomb World in the process of awakening. Ard-Angaur sends a fleet and a Wraith Host to purge the Necrons before they have fully awakened. The mission is a success.

* **The Great Rift Opens (999.M41)** - Shortly after fall of Cadia and the opening of the Warp storm known as the Cicatrix Maledictum, the Aeldari of Craftworld Ard-Angaur started to patrol Imperium Nihilus intensively. During one such assisted defense of an Imperial world, after they have driven the Chaos Daemons away, the Imperial forces had turned onto them and started slaughtering them. The Aeldari quickly retreated, losing many to the unsuspected backstab and departed from the world, but not before assassinating their planetary governor and army leaders.

## Organisation

### Aspect Warriors

The Aspect Warriors are professional military and make the elite bulwark of any Craftworld's forces, each Aspect Warrior Shrine founded by their respective Phoenix Lords, legendary immortal Aeldari warriors. Ard-Angaur is no different, it makes good use of its Aspect Warriors especially adapted to the Craftworld's way of war and the Path of the Warrior is viewed with great admiration. The most common Aspect Warriors of Ard-Angaur are the Dire Avengers, Howling Banshees and Dark Reapers, all three having several unique shrines adapted to suit every possible situation.

### Dire Avengers

Dire Avengers are one of the forms of Aeldari Aspect Warriors. The Dire Avengers follow Khaine in his aspect as a noble and merciless warrior, and are the most tactically flexible and numerous of all the Aspect Warriors. Originally founded by Asurmen, the Hand of Asuryan as the first Aspect Warrior Shrine. Asurmen founded more Shrines than any other Phoenix Lords hence why the Dire Avengers are the most numerous. Craftworld Ard-Angaur uses them to their fullest, having a dedicated Shrine to every type of combat they face. The Shrine of Penumbra which combines melee and close quarter combat, being trained in the way of the blade enough to defend themselves from those who seek to enter melee combat with them, each Warrior of this Shrine is required to have a pair of power daggers equipped at all times alongside the standard-issue Avenger Shuriken Catapult, their Exarchs use a mix of melee and ranged weapons. The Shrine of Umbra are a Shrine dedicated to close quarter gunfights and melee combat if the need arises, while in no way as skilled with the blade as a Banshee these Dire Avengers train and learn martial arts and the way of the blade, finally there is the Shrine of Antumbra which focuses exclusively on medium to long range combat and scatter tactics, each of the Dire Avengers of this Shrine is unparalleled in aiming skills and their Exarchs are almost always equipped with dual Avenger Shuriken Catapults.

#### Dire Avengers Shrines

* **Shrine of Penumbra** The Dire Avenger shrine of Penumbra was founded soon after the legendary Phoenix Lord, Asurmen, the Hand of Asuryan founded the Dire Avengers themselves. The denizens of Ard-Angaur always being the ones to seek knowledge and new ways to improve were astonished by the surprising effectiveness of these warriors. The first Dire Avenger of Ard-Angaur and the first Exarch of the Penumbra Shrine, Baharriel Lohith, member of the Noble House Lohith which had a long history of being the most skilled warriors on Ard-Angaur further improved upon the Dire Avenger concept, teaching what usually was a ranged type of Ascept Warrior about martial arts and melee combat if they found themselves in such situations, arming them with various daggers and other short melee weapons to be able to defend themselves. Today the leading Exarch is Argnaer Menedor. While they still mostly remain at range, if one was to charge into melee combat with the members of the Penumbra Shrine, they are more than able to defend themselves. The name Penumbra was chosen because it is a region in which only a portion of the light source is obscured by the occluding body. An observer in the penumbra experiences a partial eclipse. The light of the star represents ranged warfare while the dark obscuring body represents melee combat. Before Baharriel became a Dire Avenger, he was an expert swordsmith and a champion of the Duel of the Blind many cycles in a row, which when he became an Exarch greatly helped him with the Diresword and especially with the Power Glaive as it closely resembled a stave which was used in the Duels of the Blind. Based on his teachings, two more Shrines arose soon after. Both going to their own extremes of the dual ways of combat, CQC and ranged. The Shrine of Umbra and the Shrine of Antumbra. Penumbra proved itself exceptionally useful in luring and ambushing Daemonic hordes with their varied combat doctrines during M25-M30 and still continues to do so to this day. In recent years they were crucial in defeating a Thousand Sons Thrallband of the Order of Heka Sect of the Cult of Knowledge who invaded one of the Webway gates which lead to Ard-Angaur when the leading Sorcerer, Magan Thutmose learned that Ard-Angaur contains unique knowledge and psychic weapons dating before even the rise of man, millions of year back in time.

* **Shrine of Umbra** The Shrine of Umbra is a Dire Avenger Shrine which specialises in close range combat. While they do prefer using their Shuriken Catapults even at close range, if the enemy is foolish enough to charge them, they will be met with opposition. In this Shrine even normal non-Exarch Avengers are taught the art of melee combat. While in no way as proficient as a Banshee, they know the way of the blade well enough to defend themselves in melee. The complete darkness which the umbra phase of a solar eclipse creates represents close range combat. The coldness and darkness of the blade. As such their shoulder pads and helmets are black in colour with only the crest being flamboyantly coloured like most other Dire Avenger Shrines. These rather different Dire Avengers in relation to what a normal Dire Avenger is are deployed in close quarter fights against enemies such as the Genestealer Cults, Chaos Cults or Tyranid invasions. During the event known as the Skyscraper Purge one hundred Dire Avengers of the Umbra Shrine were deployed in the high levels of an Imperial Hive where a Slaaneshi cult had started growing and influencing the rest of the Hive and the world itself which was already under Chaotic invasion. Under the leaderships of ten Exarchs who were all armed with Direswords and Power Glaives, they descended upon their foes like a moon would descend in front of a star to create complete darkness upon the planet underneath. The degenerate Slaaneshi cultists were slaughtered, beaten and pushed back with utmost efficiency and speed. The Dire Avengers disappeared as fast as they appeared never to be seen again upon the planet's surface, only contacting the Imperials to let them know that a Genestealer infestation was cleansed from the face of the planet before it could even take root.

* **Shrine of Antumbra** The Shrine of Antumbra is a Dire Avenger Shrine most similar to the Avenger stereotype, most preferring medium to long ranged combat. Often split into multiple squads of five, taking objectives and vantage points due to their incredible speed and unique type of organisation. As already said, they split in multiple smaller squads and surround the opposition from range, constantly switching positions to confuse the enemy and give the impression that there are many more Avengers than there actually is. Some call it a type of terror tactic, making the enemy think they are fighting a much larger force than they really are, but the Avengers of Antumbra see it as an art. The flaming circle which appears during the antumbral eclipse symbolises the overwhelming firepower of this Shrine. One of the most notable engagements in the Shrine's history happened when they had to hold off a regiment of Traitor Guard from approaching an ancient worship place of the Crone Goddess, Morai-Heg. Rien, one of the Farseers most devoted to the Crone speculated and foresaw in glimpses of the future in which the Thousand Sons Arch-Sorcerer of the Order of Heka, Xerxes Seneferu actually manipulated the regiment to weaken or distract the forces of Ard-Angaur so he can steal and learn the empirical powers contained within the temple's ruins. Trying to convince the Seer Council, they dismissed his claims saying the Craftworld had other more important affairs to deal with as no other Seer including Aemelyth Stargaze, the High Farseer was recieving said visions. The only ones who trusted him were his personal Warlock bodyguards of the Triune Guard Conclave and the Dire Avenger Shrine of Antumbra which sent several dozen of their members alongside some Storm Guardians to assist Farseer Rien who himself was once a Dire Avenger. As the mission began The Dire Avengers and Storm Guardians were to hold the line against the Traitor Guard and harass them alongside a single Warlock which Rien sent as psychic support while he and the remaining two Warlocks entered the temple to await for the potential arrival of Arch-Sorcerer Xerxes. The mission was an unexpectedly overwhelming success as the Dire Avenger Shrine of Antumbra managed to harass the Chaos-corrupted guard to such a degree that many started fleeing, men were slaughtered by Shurikens coming from every single direction, and every time they tried to target one of the Dire Avengers they would appear at another place. The Warlock also helped with her psychic powers which she used to horrify and confuse the enemy. All of the confusion was meanwhile used by the Storm Guardians to get close enough to destroy all of the enemy's vehicles and even exposing their Commissar who then got brutally killed by an overwhelming amount of Shuriken fire from a Dire Avenger Exarch. Meanwhile exactly as Rien had predicted, the Arch-Sorcerer showed up with a Squad of Rubricae and Tzaangors. The Warlocks engaged the Rubric Marines and Tzaangors while the Farseer clashed in psychic and melee combat with Xerxes. Although Rien was horribly wounded, he still managed to damage the Arch-Sorcerer enough, empowered by the surrounding Warlocks to make him flee. Aemelyth, seeing that Rien was right all along personally lead an expedition and an all-out attack against the planet which these Guardsmen hailed from. The planet had been turned into a twisted Tzeentchian mockery of an Imperial Hive World. Aemelyth faced a Daemon Prince in combat and managed to destroy him, banishing him to the Warp and shattering the command structure of the planet which then easily fell under the strategically adaptable forces of Ard-Angaur.

### Howling Banshees

The Howling Banshees named so after the mythological spirit of the same name are another facet of Kaela Mensha Khaine founded by Jain Zar, the Storm of Silence. They are expert melee fighters and a frightening foe to face. What these warrior-women lack in brute strength, they make up with speed, efficiency and precision. Using the nerve-crippling amplified screams of their Banshee Masks they stun their target making them even easier to kill. On Ard-Angaur they are like all Aspect Shrines highly specialised and each Shrine focuses on different ways of melee combat. The Stormrider Shrine is a Shrine which focuses on overwhelming the enemy with a large number of high speed attacks in a short period of time to confuse and disorient them, their Exarchs are almost always equipped with dual Mirrorswords to achieve this storm-like effect, the Shrine of the Crone's Blood focuses on maintaining melee combat for a long time, dodging and parrying hits while locked in combat until an opportunity opens for a perfect strike, they are usually used as a tool to stop the advancement of more elite enemy troops and the Shrine of the Sword of Dawnlight, this Shrine focuses on minimal amounts of attacks, making melee combat as short as possible, locating and slashing through the enemy's weak points right away.

#### Howling Banshees Shrines

* **Stormrider Shrine** The Stormrider Shrine are a Howling Banshee Shrine of Ard-Angaur who focus on a flurry of fast attacks to confuse and overwhelm the enemy. The speed at which they handle their swords is so elegant and graceful it appears like a dance to Aeldari observers, and a blur to lesser races. This allows them to fight multiple enemies like Orks and Tyranids at the same time or to best the speedy Drukhari fighters in combat. This shrine is the first shrine ever founded on Ard-Angaur, and was often deployed during Ork invasions or wherever multiples of lesser Daemons materialised. The speed at which they dispatched these enemies was almost frightening to look at. Their most bitter rivals are the Drukhari Wych cults as they always try to prove themselves superior in speed and grace when fighting them. The first Exarch of the Shrine was Feanoryth Stormwind who had embarked upon the path which Jain Zar taught to forget and deal with the pain of the fall and all the loved ones it took from. Most of her family had joined the pleasure cults or were killed by them, and to her it was unbearable. Constantly seeking ways to forget it, she found her calling as the first Howling Banshee of Ard-Angaur. This Shrine holds an unspeakable hatered for the Drukhari and their perverse ways. Whenever there is combat against them, one can expect to see the Stormrider Shrine amongst the forces who move against the Drukhari.

* **Shrine of the Crone's Blood** The Shrine of the Crone's Blood is a Shrine of the Howling Banshee Aspect Warriors founded on Ard-Angaur primarily for the purpose of assisting the Ynnari in finding the final Cronesword. It was formed just after the birth of the Yncarne who shattered Biel-Tan in 999.M41, as such it is the youngest Aspect Warrior Shrine on the Craftworld. Despite Ard-Angaur's distaste for their Dark Kin, several squads of Banshees assisted by Rangers were dispatched into Commorragh to rescue several pockets of resistance made up of Drukhari who had repented for their actions and joined the Ynnari. The initiative was lead by the founding Exarch herself, Lagorúthel Whisperstorm alongside High Warlock Yllas Windstrider. The mission proved to be an overwhelming success, with only a few allied Drukhari losing their lives due to the well timed attack during which Commorragh itself was preoccupied by a Daemonic invasion. Lagorúthel made a name for herself due to her devotion to Ynnead's followers and saving them wherever and whenever she could, almost always accompanied by a fellow Banshee and close friend, Laesa Iâr who wishes to learn as much as she could from the Exarch. Together they have fought across innumerable battlefields, protecting the Ynnari and sometimes even independent Human and Xenos civilisations under assault by the forces of Chaos or the ever-expanding Imperium of Man. Laesa proved herself to her Exarch by going as far as assassinating a mad Inquisitor who had ordered an Exterminatus of a incompliant Human colony. So far, the formation of this Shrine has proven to be fruitful. Even though they fought both Drukhari and the Imperium, they specialise the most against Chaos and their Daemon-corrupted Astartes by practising sustained and prolonged engagements in swordfights meaning they have reflexes one might consider unnatural, dodging and blocking hits with blinding speed, this is precisely how they held out against a band of Khornate Berzerkers until reinforcements arrived. Devoted and unquestionably loyal to both Ynnead and Ard-Angaur they are a force to be reckoned with.

* **Shrine of the Sword of Dawnlight** This Shrine of Howling Banshees takes its name from Khaine's sword known as the Anaris the Sword of Dawnlight. They are trained to emerge from multiple directions and take down the enemy with minimal effort, focusing on fewer sword swings they prefer one or two crippling slashes before retreating as fast as they have arrived. This Shrine has proven itself to be incredibly effective when sent to assassinate enemies of extreme importance or squads of elite warriors such as Tyranid synapse creatures, Chaos Lords or Space Marine Veterans, even various brutish abominations of the Genestealer Cults. One such event transpired in 942.M41 when a T'au asteroid mining colony which Ard-Angaur had trade agreements with fell silent. Upon the combined forces investigation of the Eldi'erra Sept and Ard-Angaur's forces it was discovered that the asteroid was infested with Genestealers lead by a Broodlord. Great effort was made to find and root this creature out. When they finally discovered it's location, a squad of Howling Banshees of the Sword of Dawnlight was dispatched by High Autarch Isalon Lohith to deal with the creature. The assassination was successful though two Howling Banshees, one of them the Exarch, fell in the process. With their leadership gone the combined forces of the T'au and Asuryani swiftly dealt with the Genestealer threat. The current leading Exarch of the Shrine is Ysevena Iyskos who had become an Exarch after showing her ability to lead what remained of the squad when their Exarch fell to the Broodlord.

### Dark Reapers

The Dark Reapers are one of the types of Eldar Aspect Warrior. The most sinister of the Aspect Warriors, Dark Reapers emulate Khaine in his aspect as the Destroyer, and specialize in the use of destructive, long range weaponry. Founded by Phoenix Lord Maugan Ra, the Harvester of Souls. The Dark Reapers take pride in their second to none aiming and shooting skills, being so precise that it is said that entire wars pass without a Dark Reaper missing a single shot. On Ard-Angaur they are divided into four Shrines each with its own unique way of combat which perfectly suits Ard-Angaur's ever-changing strategies. Each Dark Reaper on the Craftworld is also required to have a power scythe grafted onto their weapons similar to Maugan Ra's signature weapon, the Maugetar, otherwise known as the Harvester, this requirement is also due to Ard-Angaur's shifting ways of war which might change a hundred times during a battle, giving the Dark Reapers a chance to defend themselves in case they are assaulted in melee combat. While they are the darkest and most sinister Aspect Warriors on the Craftworld, they are respected and admired for their devotion and ability in battle no matter the Shrine. The Shrine of Unending Terror is a cursed and desolated Shrine thought cursed by most of Ard-Angaur's citizens, few dare to step in and those who do are known to disappear forever, the Shrine of the Fog of War is known for its long-ranged attacks which exceed even those of other Dark Reapers, always coming in a few scattered squads and raining terror long beyond the sight of their enemies, the Shrine of Doom's Coming is a Shrine devoted to preemptive strikes which they execute with utmost precision, often bringing a Seer alongside them to better predict the movements of their target, making them terrifying assassins, finally the Shrine of Dread Callers which focuses on bone-chilling terror tactics, purposefully missing the enemy and giving them a false sense of hope and safety before brutally executing them, preferably in front of other enemies to induce terror.

#### Dark Reapers Shrines

* **Shrine of Unending Terror** The Shrine of Unending Terror is a Dark Reaper shrine which is infamous across all of Ard-Angaur, for millenia their Shrine stood there abandoned due to a terrifying accident. In the early days of M30 there were two Exarchs: Frantran and Iliandris. They lead the Shrine of Unending Terror together, one day a Farseer foresaw Iliandris turning into a merciless monster. During the Purge of the Deathless which involved a Warhost from Ard-Angaur who were fighting Orks to reach the Necrons it is believed that Iliandris fought close to Wraithblades, which he deliberately called by their forbidden name of Klaivaulch, the name that was said to incite the wrath of Khaine, he also used the infamous autopistol, the Cinders of Khaine's Wrath which was said to consume anyone who used it for prolonged periods of time. Many believe that because of it their wrath passed onto him as battle after battle he became exponentially more wrathful and vengeful. His fellow Exarch Frantran confronted him about his increasingly violent behaviour, telling him that maybe this was his downfall of becoming like their Dark Kin. Greatly offended by this, Iliandris told him to get out of his sight as he descended further into madness beginning the tradition of never taking his helmet off in front of others. As each battle after another he and his followers became more violent, throwing all honour aside, utilising fear tactics only the Night Lords and the Drukhari would use. Frantran decided that enough was enough and that Iliandris' spirit had to be put to rest. The Shrine went into civil war, the followers of Frantran that were calm and cold against the followers of Iliandris whom were hot headed and wrathful. This skirmish ended in a day. As the two Exarchs fought Iliandris overpowered his once closest friend Frantran and killed him by piercing his chest and ripping his heart out. As a reminder his right hand was dried with Frantran's blood, the blood never got off of his right hand by which the High Farseer marked him as a traitor. Before they could arrest Iliandris, him and his followers dissappeared and he was given the title of "Little Khaine". However during the most dire moments, various Seers of Ard-Angaur will first sense the presence of an Avatar of Khaine, instead they will see a Dark Reaper group chanting the war cry of the Avatar, each of them having right bloody hands, and bodies of brass and molten metal. Using Iliandris' aggressive tactics whilst being impervious to normal forms of damage. When the threat is eliminated they turn into cinders and disappear. Some believe this is the way Iliandris (if it is him) and his followers are trying to redeem themselves for their crimes against their fellows. Whatever the case might be, it is undeniable that the help of these apparently ethereal spectres is always appreciated by Ard-Angaur's Warhosts. The Shrine still stands abandoned and rumors say whoever enters it disappears into cinders and never returns again.

* **Shrine of the Fog of War** This Dark Reaper Shrine focuses solely on extremely long distance combat, very often being completely out of sight for their enemies as such being named the Fog of War. It is not unheard of that the Reapers of this Shrine sometimes even take down enemy aircraft due to their precision at even longer ranges than the other Shrines upon Ard-Angaur. Always coming in squads of only 5 members, never more to draw unnecessary attention, several of these squads will spread out on the edges of the battlefield and wait patiently, sometimes even for hours for their wanted target to eventually show up. Most targets which are attacked never find out what assaulted them nor where the fire is coming from. An example of such engagement is the already mentioned battle of Valarvis where two squads of 5 Dark Reapers held out against a force of 60 Astartes, slaying at least 15 using their long range tactics to keep out of sight of their targets. When Ard-Angaur's reinforcements finally arrived they killed most Salamanders and took several as POWs which the Dark Reapers started executing out of vengeance and spite towards the Salamanders. By the time their fellow Eldar managed to prevent them from killing the POWs, only one remained alive and was returned to his Chapter as a sign of good will to hopefully prevent the slaughter of Exodites from ever happening again by the hands of the Salamanders. The Dark Reapers of the Fog of War Shrine condemned this action claiming that unreasonable xenophobic savages such as Space Marines would never accept that kind of a deal. And they were right. The Shrine and the Craftworld itself faced off against Salamanders several more times, though each time the engagements would be less and less intense until they completely ceased.

* **Shrine of Doom's Coming** This Shrine utilises powerful preemptive strikes with the help of the Craftworld's Seers. This means they can foresee the enemy's actions with almost perfect accuracy, although the Dark Reapers of this Shrine are known to sometimes get caught up in the bloodlust and shoot at both fleeing and surrendering units, being unable to differentiate them from those who did not surrender, for this the assigned Seer keeps them under control as much as possible. They often come in large squads of 10-15 Reapers spread out in a coherent formation in which each one will be able to do maximum damage. When they achieve this position, the assigned Seer conceals their position with their psychic powers and the attack begins. As soon as the target is destroyed, the Seer quickens their movement to make a quick retreat so nobody may know they were there. An example of such an engagement happened when a unit of 20 Doom's Coming Dark Reapers were deployed deep in Tyranid territory. Itlaen Crimsondawn the High Warlock of the Empirical Storm Conclave foresaw that in order to ensure success the unit was commanded to destroy a Swarmlord and several Carnifexes. The Dark Reapers first opened fire on the Swarmlord who managed to survive the first volley and alert the rest of the Tyranids. Thankfully the High Warlock predicted this possibility too. He ordered that the Dark Reapers cover him while he finished off the Swarmlord, which he succeeded to do, sending the surrounding Tyranids into disarray. The Carnifexes started attacking each other and even other Tyranids, which made them an easier target for the Dark Reapers who then quickly decimated them and returned to base. They had caused the destruction of the most well armoured units in this Tyranid invasion force before they could be fully organised shortly after planetfall. The battle for this world which was otherwise a lush green world filled with biomass was won by the combined forces of the T'au Empire and Ard-Angaur.

* **Shrine of the Dread Callers** This Dark Reaper Shrine terrifies their enemies and do not shy away from it, instead they fully embraced it, standing on the thin line between sadism and sanity. In battle they purposefully miss their shots to give the enemy a false sense of hope before brutally murdering them in front of their comrades, where they feel most safe. Most commonly, these Dark Reapers are deployed in units of 5-10. They are excellent VIP hunters and demoralisation tools used to terrify the enemy to their core, to give them a sense of dread and paralysing fear, to feel unsafe no matter where they go or hide. Amongst those Imperial Guarsmem who have faced them, and even some select mortal forces of Chaos, nightmares, panic and rumors about these Dark Reapers are not unheard of. Some men often going as far as refusing to rest or sleep due to nightmares and fear of what might happen to them. A notable engagement involving these cold-blooded killers was an assault on an Imperial Hive World which had a Governor who was corrupted by Tzeentch. The Governor manipulated the Imperial Guard and PDF to fight for him as they has no idea that he was corrupted despite the warnings of the Aeldari which they ignored. Realising that if Tzeentch takes over the planet, it could represent a direct threat to Ard-Angaur and the discovery of it's location the Craftworld dispatched several Warhosts to the planet's surface. Amongst these were the Dread Callers. When they entered the main hive, the Dark Reapers shined the most. Letting an important Commissar take cover by constantly missing him as he found safety amongst his men, only to be decimated to by a volley from a Tempest Launcher which heavily impacted morale of Imperial Guard commanders and troops alike. They soon came to realise that the Dark Reapers were playing a sick and horrifying game with them and now was too late to counter them. To add insult to injury a Drukhari force descended to the planet, trying to use the situation to get slaves, amongst them was Drazhar, the Master of Blades who managed to kill the Exarch called Vaer Tidereaver. This however only infuriated the Dread Callers who then focused solely on destroying every single Drukhari in the most painful and brutal way they could, even shooting down several of their transports. Drazhar barely escaped while most other Drukhari forces were slain. The Hive City fell soon afterwards and the Governor was executed.

## Specialist Units

### Everguard

The Everguard are a special type of warrior, usually serving as bodyguard for various House representatives, Seers and military leaders, they keep an eternal vigil over the starports of the Craftworld and are also not unheard of on Exodite Worlds where they also serve as an elite guard unit. The best champions who have fully mastered the art of the Duel of the Blind are offered to join and become an Everguard. Becoming one of the Everguard is viewed as one of the greatest honours upon the Craftworld due to their duties as devout protectors.

An Everguard is equipped with advanced psychosensitive armour, superior in protection even to that of a Striking Scorpion, managing to deflect Bolter shells with ease, alongside that they are also equipped with a personal energy shield, a customised force spear, an advanced version of a Shuriken Pistol with greater range and a Fusion Pistol. The Everguard wear long and often decorated cloaks of a crimson colour, their armour is coloured in white and gold, and their helmets are similar to those of the Shining Spears, yet containing mandiblasters like the helmet of a Striking Scorpion.

In combat an Everguard is said to easily hold his own against even a Space Marine, their skill in with the spear is unlike any other. Few who enter single combat with an Everguard live to tell the tale.

## Martial Practices

### Duel of the Blind

The Duel of the Blind is a name for a traditional martial art which is practiced and competed in amongst the denizens of the Craftworld. The various Houses of the Ard-Angaur often have their own representatives for this unique tradition.

The tradition consists of blindfolding both opponents and letting them fight each other with staves until one of them falls to the ground Five times in a row. The tradition was born from the fact that the Aeldari of Ard-Angaur have superior hearing when compared to the rest of their kin and as such they further develop their skill to tell the location of their enemy through this practice.

## The Art of War

Ard-Angaur is very flexible when it comes to military operations, and even more so than in the past thanks to their new Autarch, Isalon Lohith. Their ways of fighting go from slow and steady to a speed to match that of Saim-Hann's Clans. Though their most preferred method is a steady barrage from Dark Reapers, Guardians and Wraith Constructs forming the front lines and the Shining Spears harassing the enemies while units such as Rangers and Dire Avengers fight behind the lines to assassinate enemy leaders and sabotage logistics.

## Notable Aeldari of Ard-Angaur

* **High Farseer Aemelyth Stargaze** - Formerly on the Path of Artisan, she was captured by the Drukhari during a battle in the Webway when the two forces encountered each other. She was rescued by a small kill team of Dire Avengers who managed to infiltrate Commorragh, kill her master and get her out unnoticed. After recovering from the trauma, she decided to embark on the path of the warrior choosing to become a Striking Scorpion. Soon after when she discovered her exceptionally high psychic potential she was determined to become a powerful Farseer who would lead her people and do the best for them. She was easily the best and most skilled Warlock in her Conclave of ten. She then lost herself on the Path of the Seer, becoming a Farseer who proved herself to be very capable in battle and in domestic affairs while showing mercy to her enemies and kindness towards her allies.

* **Warlock Leader of the Conclave of the Seven Guardians, Yllas Windstrider** - As a mighty and disciplined warrior, formerly on the paths of the Dark Reaper and the Shining Spear, Yllas was the perfect fit to lead a powerful Conclave of seven hand-picked Warlocks who protect and empower the High Farseer at all times. Yllas became militant and disciplined after witnessing the deaths of countless Exodites on a world which the Imperium invaded to settle, thus having a strong distaste for Humans, but willing to cooperate if need be.

* **Autarch Isalon Lohith** - A highly skilled and cunning veteran of the Craftworld having been on every single Warrior Path the Craftworld has to offer and even travelled to some other Craftworlds to learn from them. He is a calm, wise and strategically flexible leader. Depending on who the enemy is, and how he judges them, he will either fight them honourably or will attack behind their backs and use methods similar to those of Ulthwé. He carries a legendary sword from the age of the Aeldari Empire known as the Blade of Precognition which was recovered on a Crone World named Duhrra.

## Remnants of Glory

* ***The Blade of Precognition*** - This ancient Aeldari relic was recovered from a Crone World raid, it is a psychically active semi-sapient blade of unique design capable of seeing several seconds into the future and warning its' master of their opponents next move.

* ***Helm of Expanding Senses*** - A helmet intended for psykers only, it has been on the Craftworld since it's departure from the Aeldari Empire. It greatly enhances the range and stability of the user's psychic powers.

* ***The Cinders of Khaine's Wrath*** - An automatic pistol which shoots at great speeds and uses fiery Warp energy as ammunition, capable of shooting even through Terminator Armour with ease. There are rumours going around that those who use the pistol for long enough get overwhelmed with the wrath of Kaela Mensha Khaine and become increasingly more bloodthirsty.

* ***Isha's Embrace*** - Isha's Embrace is an ancient and technologically advanced healing and life extension device in the shape of a bracelet. Powered by psychic powers of the user it can heal even the most grievous of injuries or drastically slow down the aging process. It is currently in possession of House Dawnsinger and is used often, especially after battles, thus far saving countless Aeldari lives. Isha's Embrace was a gift from House Faendeer to House Dawnsinger after they took notice of their exceptionally skilled healers.

* ***Asuryan's Scorcher*** - Asuryan's Scorcher is a special weapon created by the combined efforts of various Bonesingers of Ard-Angaur designed for fights against the Tyranids. The flame it creates, mixed with potent warp energies can melt down even the toughest of armours in a blink of an eye. The flame trajectory obeys the user's psychic will and as such the flame can spread rapidly across multiple targets in an even wider radius and longer range than other flamers. Since they are extremely difficult to create only a handful exist in the Craftworld's armoury. As such they are only used against Tyranids.

* ***Vaul's Judgement*** - Vaul's Judgement is a weapon in possession of House Faendeer, dating back to the War in the Heaven. It can be used as both a blade and a rifle, but what makes it truly special is the ability to destroy Necrons for good. After getting shot or hit by this weapon, a Necron can no longer regenerate. The weapon has been in the family ever since it was crafted for them during the War in the Heaven. It currently resides in the archives of House Faendeer and is only taken out and used when fighting Necrons.