recursal/Fanatic-Fandom huggingface dataset:
Khase

Khase is the ancient Adygh democratic council, overseen by a highly respected elder, to be elected by Khase itself. Each representative has equal rights in the council, each has right to speak for their own society. But the thing that differs Khase from other forms of democracy is the fact that the representatives are not fixed, each Khase, communities choose a different representative, to neutralise the personal opinions of the representatives of each other, thus preventing corrupt politicians to exist in Khase in the first place. If Khase decides, it is sacred. If one dares to disobey, immediately gets dispelled from their community. Depending on the situation, lighter punishments can be executed too.

In times of crisis, when there is no time to gather the Khase, an emergency council takes command, which members are elected by Khase, and re-elected regularly.

## History

The Khase is presumably as old as the Adygh, but there are no evident records about its foundations. It appeared in small communal scales, then slowly expanded from being a unitary or regional factor to the national scale, and became the ultimate self-governing system of the Adygh.

But Khase becoming a national factor was a very stressful and problematic process, and its greatest obstacle was tribalism, which is still somewhat partially existent among the Adygh society. Some Adygh philosophers or the Userej interpret this as the result of the extraordinary desire to be autonomous or independent, the desire within them being so intense that they seek to be even independent of each other, which might be the result of each individual being raised as independent people, from a certain point of view. The negative effects of tribalism had been overcome in the first century of **M3**, after a catastrophic event, a genocide which destroyed the %70 of the total Adygh population which occurred during the second half of **M2**, which carved the importance of unification into the minds of Adygh, and through language and dialect unification; Adygh were divided into main dialect groups in terms of general similarities, the solution was the officialisation of a dialect which was fit for both distant dialect groups, which is the present day's Beslheney dialect of Adygh Language, which was a rather shorter and less problematic process.

## Notable Khase Members

* Astemyr Qonako (President)
* Jan Baje (Ambassador)
* Berquq Natkho (Ambassador)
Benibaire

***Benibaire*** è un racconto spagnolo nei *Racconti, indovinelli e detti popolari* di Caballero.

## Trama

Tre capre povere decidono di rubare dell'olio a casa di Benibaire. Per strada incontrano un ariete e temono che voglia attaccarli, ma l'ariete si unisce a loro per rubare l'olio a Benibaire. Allo stesso modo si uniscono a loro un gatto nero, un gallo, un mucchio di letame e un ago.

La compagnia arriva di notte a casa di Benibaire. Il gallo vola sul tetto e scende dal camino per aprire la porta agli altri. Il gallo si nasconde nel camino, il gatto nella cenere, il letame tra gli zeppi, l'ago nell'asciugamano e il montone dietro la porta. Le tre capre vanno a prendere i barattoli d'olio ma mentre lo rubano l'imbuto cade e Benibaire si sveglia. Il gallo scende dal camino e acceca Benibaire, che prova ad accendere gli zeppi di legno ma si sporca le mani di letame. Va a lavarsi le mani ma si punge con l'ago nell'asciugamani; il gatto poi lo graffia facendolo scappare fuori casa, ma uscendo viene colpito dal montone. Benibaire rotola fino al fiume e annega, così le capre restano padrone della casa.
Lammergier

Lammergier is an Archeotech creation of the age of strife.

During the Dark Age of technology, devices were made which could bring a man back from death, in a way. A machine placed in the cadaver's brain, and coupled with life sustaining augmetic organs to replace bodily functions, could access the previous person's memories.

During the age of strife, a number of these delicate machines, intended to retrieve information from the memories of the dead, were put to a different use. The demeanour of these resurrected men, dour and practical, along with the resilience and strength lent them by their augmetic enhancements, led to their use as warriors.

More mentally capable than a servitor, yet just as loyal, the resurrected were clad in armour and set upon the enemy. Without the need for food nor water, their capabilities as hunters of men became apparent, and with powered claws installed in their gauntlets, there were few opponents they could not tackle.

These warriors, beyond death were thought lost in their whole during the age of strife. But Lammergier remained. Buried in the ash of a burned city, he was unearthed during construction works, and quietly acquired by Interrogator William Laurence.
Night Ravens

**Night Ravens** is a two-thousand-year old Kabal, led by its first and only Archon, Lathrael Daghmir, member of the fallen House Daghmir. The the member consistence of the Kabal are majorly Trueborns, they keep distant relations with everyone else, dwelling in abandoned docking spires, far from the center of Commorragh. They all originate from noble houses, either disowned by their houses or survived the catastropies of their houses. Their signature weapons are melee, once they are close enough, few things can prevent them from overwhelming their enemies. Their vehicles are the fastest among the surrounding Kabals, Raiders ripping off flesh like hurricane of metal, Razorwings faster than eyesight can comprehend. What motivates them is the desire of immense power. Their goal is to achieve power above all, Not only upon the Dark City but the entire Milkyway Galaxy, if not the entire observable universe. Only other organisation they allow nearby them is a Wych Cult, their Succubi having strong relations with Lathrael.
Franz, Ostrominus the 2nd

**Franz** or **Ostrominus the 2nd** was a Chapter Master of the XI Legion.

When Ultramarines vowed to hunt down the remaining Ostrogoths, Ostrominus ordered a withdrawal form Ostrogar, to scatter into the farthest reaches of the galaxy and disappear.

Against Ostrominus's wishes, Franz of 1st company vowed that he would defend Ostrogar to the last, giving the rest of the legion time to flee. Honouring his courage, Ostrominus promoted Franz to a new title, **Ostrominus the 2nd**, Commander of the Ostrogoth Legion. Then, with a heavy heart, he left his son to die.

And so the legion split apart and fled. 1st company boldly faced the tide of Ultramarines. And through their sacrifice, the XI Legion survived. Ostrominus the 2nd died an unsung hero, his relic power-fists were scavenged from his body.
Kingdom of Swarfell

Capital: Hallmarch

Royal House: House Brethus

Current King: Artorius Brethus

Allies: -

Enemies & Rivals: Kingdom of Hudria, Kingdom of Russhland

Kingdom of Swarfell is located on the main land of Falder, in a southern peninsula region called 'The Black Land'. The region is called the Black Land due to the Black Mages and Witches that resides in it. It's culture is mainly Inglerish. Kingdom has a significantly effective battleship fleet and is advanced on trading.
David Macmillan

Gender
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 Skin
 Affiliation
 Identity
 Citizenship
 Marital Status
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**David Macmillan** is the second in command of the 8th Penal Legion if its informal structure was to be put to paper.

David "Mac" Macmillan was a lieutenant in the 27th Cadian regiment. After a riot, the crowd had begun to break up, the more violent protesters already laying dead, A commissar ordered the regiment to open fire on the remaining protesters. Mac shot the commissar. mac was court-martialed and found guilty of the murder of a member of the commissariat, then sentenced to the penal legions.
Hera Immalia

## Youth

Hera was born the child of Jax Immalia, and Serah Delatine Immalia. She was raised on an undisclosed hive world with her elder by three years sister, Akira Immalia Erentillo, where the family owned a small house in the merchant levels. At the age of fourteen, Jax and Serah were forced to flee the Inquisition, leaving Akira to care for Hera. Two years later, Hera began to exhibit the traits of a moderately powerful psyker, with a natural affinity for pyromancy. That year, the Inquisition blackships arrived to collect the Psychically able of the hive, the soldiers of the Inquisition took Hera by force, as she was unwilling, killing two stormtroopers with her untrained and unrestrained powers, in attempting to protect her sister, Akira was shot, and assumed killed, and the house was levelled by Hera.

## Training

Hera was taken by the black ships of the Inquisition, enduring months of tortuous horrors aboard. The null fields used to control the powers of those kept aboard are especially painful for strong psykers, leaving Hera in a permanent state of agony. Her training focused on her usefulness as a combat psyker, teaching her rudimentary parts of all disciplines, but focusing on pyromancy.

## Deployment

Hera was deployed to the 26th Arani Crusaders a mechanised infantry unit engaged on the spinward front. She spent most of her time in the company of the Regiment's Commissar, a man by the name of Henry Dunsen. The Regiment was deployed to a battle known as the Battle of Red-oubt, where a large proportion of the regiment, and a penal legion deployed alongside it were wiped out, including Henry Dunsen.
Batyr Qalewubat

Batyr Qalewubat is the assigned Commissar of the 81st Company of the 8th Cadian. Formerly a guardsman of the Adyghan Guard, he was chosen by his superiors to attend to Schola Progenium to become a Commissar due to his superior charismatic skills and sense of discipline. After five years of education and training, he was assigned to Cadia, to 8th Cadian, 81st Company.
Thengul

The Thengul are a kingdom of several clans spread around their lands. Their lands are some of the most fertile on the phoenix island they have a vibrant farming and fishing market. The Thengul clans have a proud and strong warrior culture, with every man woman and child learning how to fight early in life. They regularly raid the other kingdoms, for resources, slaves or just to simply test their mettle and hone their skills through real combat. Every thengul is a competent sailor and the thengul ships are some of the best in the land. Thengul rise through their warrior status from being youngbloods to thanes to hengstimon and finally jarls. The highest rank that they can achieve as a warrior is to become a golden band, the greatest warriors and heros of the thengul. thengul stand on average 6ft 7 with skin, hair and eye color varying wildly, as thengul take husbands and wives from the other kingdoms during raiding. They have a deep culture and one of the only records that dates back during the time before the dragons. Unfortunately that only a few can read it and even then things can be misread do to the age.
Xon

Illuminated by a red star, **Xon** is a rocky, Barren world with no apparent sign of living creatures that on its surface. Temperatures change in day-night cycle drastically, due to the thin atmosphere. But some expeditioners claim that they have seen anthropoid creatures roaming the surface, agile and cautious. Some claim that they even attacked them, seemingly extremely hostile to anything that is alien. It's possible that these creatures might be living in the caverns located under the planet's surface, which is a very large tunnel system. They are called "creatures" by the expeditioners, but what they exactly look like remains unknown, for they wear masks of some sort and wrapped in black clothes, though some call them Xonians. The technology they use is both advanced and primitive, they have been reported using slingshots and energy weapons at the same time.
Omus

The main inhabited planet, It and Virid orbit each other in a binary configuration. Omus is a "Super earth" With a mass far larger than that of Earth, as it its partner Virid, as they are matched in size. Omus's surface is taken up 60% by sea, and the remaining 40% by land. The huge metropolises of Nydus are found on Omus, the Liber species's home planet. Also the huge shipyards, each owned by a competing corporation.
Ka'kari

A Ka'kari is a magical assassin weapon, capable of taking any form that its master desires. The Ka'kari were created hundreds of years ago, by magical smithing techniques that have been unknown for centuries, all that is understood is it required the cooperation of a master smith and a powerful mage. First it was created as a way to carry weapons without being detected. As other easier ways of hiding weapons became popular, Ka'kari has been slowly forgotten.

The Ka'kari take much training and practice to use, as changing its shape requires disipline and focused mind. Once shaped by it's master, the Ka'kari will solidify until willed otherwise. It can also be drawn into its masters body, allowing it to be easily consealable. A ka'kari bonds with a master, or host, for the duration of their life, for another to comand it, the last owner must be killed.
Il beccuccio d'oro

***Il beccuccio d'oro*** è una fiaba italiana raccolta da Giuseppe Pitrè in *Novelle popolari toscane*.

## Trama

Un re ha tre figli. Prima di morire affida al maggiore le chiavi del palazzo, ma c'è una stanza che lui non dovrà mai aprire. Il ragazzo è davvero curioso e va ad aprire anche la stanza proibita, trovando la bellissima statua di una principessa che lo fa subito innamorare. Lui va nel regno del padre di lei, che è un mago. Il re mago dice di cercare sua figlia nel palazzo, ma se non la troverà il principe verrà condannato a morte. Lui non la trova e viene giustiziato. La stessa cosa accade tempo dopo anche al secondo fratello. Il minore, quando scopre la statua, intuisce che i fratelli sono stati uccisi perché volevano cercare la principessa raffigurata, quindi prende tutto l'oro che ha e va nell'altro regno per tentare l'impresa in un altro modo.

Il principe trova l'orefice che fa i gioielli alla principessa: anche lui ha una sua statua di lei su cui prova i gioielli. In cambio di tutto il suo denaro il principe ottiene dall'orefice una capra d'oro dentro alla quale si nasconde. L'orefice porta l'animale a passeggiare incuriosendo la corte e il re, al quale presenta l'animale come *beccuccio*. Il re ottiene l'animale in prestito dall'orefice per ventiquattro ore, così da rallegrare la figlia malinconica. Beccuccio segue il mago che ordina a un cancello di aprirsi e poi anche a una statua, dalla quale esce la principessa. Lei è felicissima di avere un regalo così insolito e la sera si porta l'animale in camera. Il principe si rivela e i due parlano a lungo: la principessa vuole scappare quindi dà al principe dei suggerimenti per superare tutte le prove a cui lo sottoporrà il mago.

Il mago restituisce Beccuccio all'orefice e il principe si presenta ufficialmente a corte per chiedere la mano della principessa. Il principe ha otto giorni per trovarla: all'inizio perde tempo, poi l'ultimo giorno va al cancello e gli ordina di aprirsi, poi trova la statua e le ordina di aprirsi trovando la principessa. Il mago non si arrende e veste la figlia e le dame di bianco, ma il principe riconosce la principessa perché ha una rosa in testa. Il mago trasforma le ragazze in colombe, ma il principe riconosce quella con la piuma dorata. Infine il mago le trasforma in preti, ma il principe sa di dover indicare quello con le fibbie dorate alle scarpe. Il mago allora chiede perdono al principe, ma lui gli taglia la testa con la spada come gli aveva detto di fare la principessa, poi la getta in una fossa per evitare che si riattacchi al corpo.

La principessa per prima cosa va a leggere i libri di magia di suo padre e scopre un balsamo che permette di riportare in vita i morti. Lei e il principe aprono la tomba con i cento pretendenti decapitati in passato dal mago e riattaccano la testa a tutti. La principessa sposa il principe, mentre i fratelli del principe e gli altri pretendenti ricevono denaro dal principe e come spose le dame della principessa.

## Varianti e fiabe simili

### **Varianti italiane**

* *Argentofo*
* *Il leone*
* *Il danaro fa tutto*
* *L'incanto*
* *L'oca*
Lathrael Daghmir

A Trueborn, **Lathrael Daghmir**, is the Archon of the Night Ravens Kabal and presumably the last member of the fallen House Daghmir, if he doesn't have any bastards. He is calculating, ambitious, tyrannical, arrogant and hedonist; taking every step according to a logic of his, so ambitious that he would care very little if he had sacrificed everything he gained throughout the millennias in a blink of and eye to achieve his goals, cruel to anyone who dares to question his will and and will not tolerate any sign of disobedience, except for some times when he plays with his expensive courtesans. Few can even talk to him, and less can even touch him, if there is a member new to the Kabal, he or she might doubt that he even exists, he does not allow lowborn and vat-growns come near him, let alone speak. What he enjoys the second most is playing with his courtesans, trying new drugs, drinks and pleasures, first being achieving more power. He's a very decent liar, few can get suspicious of his actions, even if they have been tricked by him before. No one can predict what he pursues, even when it seems obvious.

## Life in High Commorragh

Lathrael was born on one of the high spires of high Commorragh, into a medium sized noble family, Daghmir. Being the firstborn of his parents, he was the luckiest among his brothers and sisters, he received the interest of his parents while they still had enough enthusiasm to bother themselves with a child, in terms of Dark Eldar society. He had the finest of clothes, sharpest of blades, the most accurate of ranged weapons and the juiciest of courtesans. He was the best of his brothers, he bested them in everything; wit, agility, speed, strength and more, but he had other cousins as rivals on his ascension in the house, they were the first challange for him. He never seeked out for the name of his family, in order to achieve goals, he never hesitated to kill his cousins, and even two of his brothers, which was the only thing he enjoyed more than the pleasuring, high societic life of High Commorragh. He set up conspiracies among rival houses, playing with them like a cat plays with a mouse, making them wage war on one another.

## Fall of Daghmir

By Lathrael's hand, House Daghmir ascended upon its rivals and grew in power. Lathrael had a genious of politics and conspiracies, but he was not without mistakes. One of his plots, caused the crumbling of his entire family. The rival houses found out about Lathrael's activities, and came together to bring house Daghmir down, they raided the spire of Daghmir, painted its walls with the blood of Daghmir and its servants.

However Lathrael managed to flee, he found out about the incoming raid, and knew that his house cannot take them, thus he ran away even before they came. He had to go unto hiding in Low Commorragh, where he took his real challange.
Empires of Ashes

The phoenix Isle. A great continent in the middle of the ocean. A land ravaged by war for as long as there have been men to record it. Thousands have died on these shores, and thousands more will do. Empires have risen and fallen, and only the strongest last until the modern day. Some have claimed it is all a great game of life and death played by a pair of twisted gods, but most discredit them. What is certain however, is that from wingtip to wingtip, life in the phoenix isle is hard for all within its borders.

* Geography
* Factions
* Timeline
* Armies
* Sketches
* Miscellangeous
Azuru

Home of the Durize, the feathered ones. The planet is smaller than Earth, and only has 0.9 times its gravity, which is almost half of Betekhess', resulting in an inevitable lighter strain of Khess. These Khess, while able to operate in usual gravity, are not suited for heavy lifting at all. They have also adopted the fetahers of a local animal, able to change colour at will. The styling and colouring of their feathers is a point of great pride to the Durize. They are highly cultured, at least they think so, and have little to no interest in participating in wars, and are more than happy to just be left to their own work. They do, however, make use of their camouflage ability to maintain their status in the wars when someone encroaches on their rights to autonomy.
Xenos

## **Xenos and Abhuman Races**

"*Fear The Alien. Hate The Alien. Kill The Alien.*"
— *The Imperial Infantryman's Uplifting Primer* (Damocles Gulf Edition)
**Xenos** (pronounced ZEE-nos) is a High Gothic term used by the people and Adepta of the Imperium of Man that means "stranger" and "alien." It is often used by the Adeptus Terra to signify enemy alien or off-world, non-human forces. The main xenos races in the Milky Way Galaxy are the Dark Eldar, Eldar, Necrons, Orks, Tau and Tyranids, though there are countless other intelligent alien species, most of them hostile, that Mankind has encountered over the long millennia of its expansion across the stars.
The Emnity

**The Emnity** is a Dauntless-class Light Cruiser, captained by Nicholas Byrne. She was raked by fire during the Battle of the Star Forge, by Iron Warriors ships. Fighting alongside the Hammer of Flame, an Ark Mechanicus, and the ship of Charles von Carstien, although Carstien's ship was too small and unarmed to take part in the fighting proper.

The Emnity currently resides in a drydock, as the damage she took extinguished her reactor. The experience of being linked to her as this occurred has scarred her captain, to the point he has sworn never to captain a ship directly again.
Aun'O T'au Ko'gri

**Aun'O Ko'gr**i of T'au Sept is a high ranking Ethereal of the Tau Empire, who has outspoken against auxiliary races gaining more utility in the Tau society. He secretly conspires against other races to remove their prestige and influence on the Tau Empire. He is known by the Task Force "Twilight Eagles" to order the setting up an outpost on Adyghan Prime to rekindle aggression between Khase and Bork'an Sept.
Admiral Aytech Qoble

**Admiral Aytech Qoble** was one of the leading Admirals in Adyghan Navy during his service. A role model for every captain to be, he was one of the most admirable people known throughout Adyghan, both during his life and in his death.

In **M34**, the second and last Zul'gann invasion took place, but this time they were not on Adyghan Prime for conquest, but genocide. They have been away from the Khase's interest for too long, due to the loss of information in the archives about their previous invasion and Adyghan Guard's counter-invasion. They had more advanced vessels and weaponry this time, and only to kill in masses. They succeeded to destroy a very large portion of the planet's population, and they would complete their campaign of genocide, only if it wasn't for the Adyghan Navy **Admiral Aytech Qoble**, who sacrificed himself to save his kin. In a blink of a moment, he saw a chance, ordered all personnel to abandon the ship he commandeered, the *Shapsugh Pride*, and piloted it all by himself, to do nothing but to ram it into Zul'gann mothership and detonate it in contact. Thus weakened the invasion forces drastically, their logistic systems crumbled, the chain of command went into chaos, and Adyghan Prime fended off the invaders once and for all. Now there is a statue of him located in the Hall of Valor, in the capital of the planet.
The talent

A Talented individual must have three different components to be able to express their Talent outwardly. The first is their Glore Vyrden, or life magic. This is the reserve that stores the power that can be directed as the user wishes. The second component is the ability to refill one's glore vyrden when it's empty - if one doesn't possess it, then they can use magic only once or twice during their whole lives. A person with such an ability usually replenishes their glore vyrden by absorbing sunlight or light from other sources. The final component is a conduit allowing the use of one's Glore Vyrden however they desire. This conduit can be small or blocked, limiting the maximum amount of magic one can use at a single time.
Adyghan Guard Headsman

Adygh are known to never leave their dead on the battlefield, and knowing this, their enemies always attacked them while they were collecting their dead men, having them giving most casualties during such conditions. Thus, Adygh developed a solution for this in the ancient times, the men who rode and fought shaved their heads and left only a handful of hair on the back of their heads, thus allowing them to easily and cleanly decapitate them, and bringing only their heads back to their homes. It is also done due to the difficulty of carrying the whole body in long distances and considered better than simply leaving the funeral to the enemy. This practice was abandoned before the beginning of **M3** but gained popularity again when the Orkish invasion began, after the colonization of Adyghan Prime. Thus, the **Headsman** class was born in the Adyghan Guard.

Their main duty is to fight, same as any Guardsman, but their special duty is to collect the heads of the dead if the course of battle changes in the enemy's favour. Else, they don't collect the heads and collect the whole bodies instead, if there is time to do it. Their appearance and gear are overall the same with any Adyghan Guardsman, but the Headsmen carry a black ribbon attached to their left shoulder pad, as a sign to be the one who carries the funerals back home.
Srotta

Second planet to be colonized by Khess Empire. It is covered in dense jungles, and marshes, interspersed with small seas. Finding it hard to move around with legs sinking knee deep every step, the Khess have absorbed the traits of a local animal, evolving into the Auz strain with serpent-like bodies. the planet, though extremely unsuited for any sort of industry, it is quite rich in mineral wealth and wildlife. In order to avoid the jungle and water ruining everything built, the Auz have developed a habit of building vast underground cities deep below the hostile biosphere. They now provide much of the empire's materials and industrial capacity.
ARGUS Incident Report

**ARGUS Incident Report** is an Astra Militarum mission summary written by Corporal Astemyr Nekhu "the Barber" in 530127.M42 in 23rd Garrison, Blessing, Ultima Segmentum - in Adygh Language instead of Gothic, for the purposes of secrecy.

It summarises the events that transpired during the mission to recover a new floating cameolined Vox/Auspex Servitor of the Adeptus Mechanicus codenamed ARGUS which went silent - during which, Commissar Osteokor was terminated, along with the rest of his squad and three of Corporal Astemyr Nekhu's squad.

## Low Gothic Translation

PAGE 01.PAGE 02.PAGE 03.PAGE 04.PAGE 05.PAGE 06.PAGE 07.PAGE 08.PAGE 09.PAGE 10.PAGE 11.PAGE 12.PAGE 13.PAGE 14.PAGE 15.PAGE 16.PAGE 17.PAGE 18.PAGE 19.PAGE 20.
Xychorium

The basis for most high end Varden tech, is Xychorium. This crystalline material is created by an Matter-Energy Converter, as no natural sources are known, and it seems nigh impossible to create even a bit of it with traditional methods. The crystal is capable of absorbing tremendous amounts of energy, in the form of heat, without melting, or otherwise destabilising. When exposed to specific effects, this process is reversed, and the stored energy is released from it. The amount of energy a crystal can handle is unclear, as the casing and cabling of these heat cells are destroyed before the crystal would be overloaded. When this happens, the crystal simply melts its way out of the heat cell in whatever direction the surrounding forces pull it. To prevent this, more advanced (and larger) cells make use of built-in gravity generators to keep the crystal locked in the cell for longer.

These heat cells consist of an armoured outer casing, a highly reflective inner coating, the crystal in the middle, in almost perfect vacuum, and the energy tap. This tap is currently the limiting factor for the output of heat cells, as they are not as resistant to heat/energy as the crystal itself.

These cells are often used in pairs. While one powers equipment, the other charges, absorbing the waste heat created in the process. This is especially important for the energy efficiency of equipment like capital ship class weapons, null-drives, and the like.
Auz Strain (Khess)

**Auz**, the serpent-like strain appeared on Srotta planet, it is covered in dense jungles, and marshes, interspersed with small seas. Finding it hard to move around with legs sinking knee deep every step, the Khess have absorbed the traits of a local animal, evolving into the Auz strain with serpent-like bodies. They have lost their legs and developed a thicker, stronger tail, which allows them to roam their environment faster and easier.
Knight Houses of Adyghan

The six moons of the largest colossal body of the Adyghan solar system - Seteney, are host to the many **Knight Houses of Adyghan**. These moons are Shebatynyko, Sawseryko, Ashemez, Yemyzh, Adiyuf and Lashin. They are independent of the rule of Khase of Adyghan Prime, but still loyal to the Imperium of Man.

## History

They are known to be the first settlers of the system, despite not having the control of Adyghan Prime itself. They departed from Terra during the early Age of Progress, roughly at the same time with the ancestors of the current settlers of Adyghan Prime. They were the high-class Circassians, nobles, princes and knighted families, thus they were able to afford a colony ship which its AI did not malfunction did not drop them to sublight speed and did not delay their arrival by thousands of years, which was the case with the current settlers of Adyghan Prime. After their arrival, they did settle Adyghan Prime, way before its current settlers, as well as the rest of the Adyghan system. But due to an unknown reason, their dominion was limited to Seteney when the latter colonists finally arrived at the system in **M23**. The records of their departure for Adyghan Prime have been lost during the Horus Heresy but presumably, they had to wage a war against an enemy which threatened their presence on Adyghan Prime, so they either abandoned it or faced termination, while the ones who inhabited the moons of Seteney remained untouched by the threat.
Imperium of Man

"*The martyr's grave is the keystone of the Imperium.*"
— The *Liber Imperialis*
The **Imperium of Man** is a galaxy-spanning interstellar human empire, the ultimate authority for the majority of the human race in the Milky Way Galaxy in the 41st Millennium AD. It is ruled by the living God who is known as the Emperor of Mankind. However, there are other humanoid species classified as Imperial citizens, mainly mutant offshoots of genetic base-line humans who are known as Abhumans and include such human sub-races as the Ogryns, Ratlings and Squats. The founder and ruler of the Imperium is the god-like Emperor of Mankind, the most powerful human psyker ever born. The Emperor founded the Imperium over 10,000 Terran years ago in the late 30th Millennium during the Unification Wars on Old Earth following the terrible period in human history known as the Age of Strife. The Emperor continues, at least nominally, to rule the Imperium as both its political master and its primary religious figure, though His badly damaged body is interred within the cybernetic life support mechanisms of the arcane device known as the Golden Throne following His mortal wounding during the interstellar civil war known as the Horus Heresy. Because of this terrible fate, the Emperor is incapable of interacting with others on a day-to-day basis and has left the basic governance of His Imperium to the Senatorum Imperialis, an oligarchic ruling council of the most powerful lords and Adepts in the galaxy.

* Imperial Guard
* Imperial Navy
* Inquisition
* Adepta Sororitas
* Adeptus Mechanicus
* Adepta Ministorum
* Rogue Traders
Greenskins

"*From the deepest, darkest tunnels they came, burrowing and banging, shouting and smashing. We soon learnt not to try to negotiate, save with axes and cannon. For thousands upon thousands of years have we fought them, and many think we will soon be defeated. Yet we have our plans, and some day we will take back our ancestral holds—or else destroy both those homes and the foul Orcs who now pollute them.*"
— Gialar Kunst, Dwarf Loremaster

The **Greenskins** are a highly primitive and warlike race of barbarians and raiders that occupy much of the Eastern Hemisphere of the Warhammer World. The term "*Greenskins*" is a common collective description used by many civilised nations to refer to the forces of the Orcs and Goblins and other biologically related races. The broadest division is between the Orcs, who are strong, brutish, and savage warriors, and the Goblins, who are smaller and weaker, but cunning and conniving creatures.

The Greenskins are considered by many to be the scourge of all civilisation. These tribal warriors are violent in their tendency, 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 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.

However, the Greenskins tendency for warfare has created a division within their society that has ensured their race shall never reach such heights. Since the dawn of their history, the Greenskins have been plagued by a never-ending series of strife and civil war that has consumed millions of their own kind, for such is their tendency for warfare that tribes have been known to fight each other just as much as they fight the other civilized races of the Old World. Though such a disunion would often spell the doom of their race, such are the Greenskins adept ability to both survive and thrive in the harshest of environments, that the Greenskins can never truly be exterminated from the face of this earth. Without the proper knowledge or unity to progress past even the most basic foundations of a civilisation, the Greenskins cannot amount to anything better than primitive savages living within scattered tribal societies.
Abrecs

The Abrecs are Adygh who have been dishonoured and expelled from their society as punishment. This seemingly light punishment is the worst punishment that an Adygh can take, getting forced to live away from everyone they love, everyone they know. Being forced to live so far away that no one would recognize their faces or names. Living the rest of their lives as strangers, castaways, exiles.

They live in the wilderness, hunt down Orks, beastmen, bandits and such, aiming to reclaim their honour which will come with a death blow of a blade or an unfortunate bullet through the heart. They join the military in times of war, there are even specialized Abrec regiments which are formed in case of emergencies.

They are highly skilled, reckless, truly fearless warriors, who have nothing left to lose since they have lost their honour. They rarely sleep, to avoid falling asleep while resting, they put their heel upon the other foot's toe, thus waking them up as their foot falls off, in case if they lose consciousness. They cannot risk getting ambushed and killed while their guard is down, which is the case they believe that they cannot reclaim their honour.
Sashkho

"*Do not draw your steel unless it is needed. But if you ever draw it, sheathe it bloodily.*"
—Adyghan honour code "Khabze".

The **Saskho**, is a traditional, 90-centimeter, extremely sharp, single-edged, slightly curved Adyghan sword, used by almost all Adyghan Guard troops. Its flexibility and speed of use are superior to many Imperial Guard swords. Its lack of sword guard may seem like it gets the hand into danger but provides relatively high mobility. Its hilt resembles the shape of a joint for the human palm, allowing the wielder to use the sword as it an extension of the body.

## History

Its use began during the early Age of Progress, and slowly faded away as ranged weapons became more and more advanced, but it remained as a cultural object and parade soldier item. After the colonisation of Adyghan Prime, it began being used by the cavalry forces of the colonists, but as the Orkish invasion began, its use became crucial and took its place among the military equipments and daily life of the rural Adygh. During the Horus Heresy, the weapons have been upgraded so that a regular Adyghan Guardsman could have a chance against Astarte power armour.
Yamizh Kuadzhe

**Yamizh Kuadzhe the Mad** is a Privateer Captain of the Adyghan Navy Privateer Fleet and the Captain of the Sword-class privateering frigate Brass Boar. He usually wears a black long coat with epaulettes and dozens of horizontally lined up cylindrical cartridges on the chest and belt, a black Adygh shirt, a leather belt holding the trousers with dozens of cylindrical cartridges on and with a brass buckle with a boar insignia on it, black trousers and thigh-high black leather boots. The weapons that he carries on him at all times are a handcrafted Adygh sabre, a handcrafted Adygh dagger, a handcrafted lever-action stub carbine, a handcrafted stub revolver.
Dragons - Empires of Ashes

The dragons are the most powerful beings in existence, revered by many, feared by the rest. The dragons appeared as if from nowhere, one thousand years ago, in the only example of dragons working together when they obliterated the empire of stracia. There are 2 major species of dragons. First, the more infamous and rare, the great dragons. Great dragons are truly gigantic, estimated at over three hundred feet tall with much greater wingspans. They can obliterate cities single handedly, and their wrath is legendary,but thankfully they are solitary beasts. Lesser dragons are much smaller, around six feet tall, with furred manes, and lacking the wings of their greater counterparts. They live in small family groups in caves, and are deadly for their size. All dragons share several traits. All are highly intelligent and capable of speech, all prefer to live in caves or atop mountains, all have legendarily thick skin, and all can breath gouts of fire to incinerate their foes. Dragons may be deadly, but they are not aggressive, and will not attack humans unless aggravated. There are however many ruins across the phoenix isle that are testament to the folly of those who thought they were brave enough to be dragonslayers.
The War of the Fang

Many years ago, the stout guardians of the world stood ever vigil and unwavering in the face of the horrible monstrosities the frozen wastes of the north could send against them, horrible creatures of purest night and blackest of soul, Frost dragons as big as castles and their spawn and other... ...Darker things... ...Many years ago, yes... ...That was when it all started... ...On the night of the day which has forever been associated with ill omens, friday the 13th, a horrible horde of jabbering and howling monstrosities assaulted our valiant defenders, pure madness met with unwavering faith. The battle went on for 8 days and 8 nights, each night bringing more horrible things onto the field of battle, but not once did The Order of knights break, not once did they give any ground... Their lives were left forfeit as they defended their home, their temple, their monostary... Many did not escape the onslaught, but on the 8th morning of the siege, the monster hordes were finally broken, driven back into the wastelands and long going extinct... ...or so we thought... All that remains of the monastery is a charred and blackened ruin... And its defenders... Some whisper tales of ghosts, remaining ever vigil even in death... But such tails are surely false in their accusations... Right..?
Ostrominus the 26th

**Ostrominus the 26th** was a former Chapter Master of the Ostrogoths. He died when the Ultramarines requisitioned **Ostrominus the 26th**'s suit when an Ultramarine Captain got a little mud on his own and demanded another, then they made Chapter Master **Ostrominus the 26th** fight without it. He was gunned down by Ork shootas.
High Elves

"*Our beautiful land is besieged on all sides, but we resist the like our fathers did before us. We will emerge victorious and more intractable than ever to these turbulent times when our corrupt brothers come to ravage our shores. We are the Asur, the son of Aenarion and Ulthuan shall never fall.* "
—Prince Tyrion, Defender of Ulthuan

The **High Elves**, or the **Asur** as they call themselves, are one of the most ancient and powerful mortal civilizations within the Warhammer World. Hailing from a mighty mist-shrouded island-continent located within the center of the Great Ocean, the High Elves of Ulthuan are a proud and mighty nation of masterful warriors, peerless mages and lords of the sky and sea. They are an ancient race with powerful armies and even grander magic, building a grand and all-mighty civilization who, alongside the Dwarfs, fought a long-forgotten, apocalyptic war which saw some of the greatest and most powerful mortal heroes battle against the great darkness that tried to consume the world at the dawn of this world's creation. At the zenith of their power, the world was truly theirs for the taking.

Yet their noble and compassionate nature, which was once one of the Elves greatest and most noble character was soon replaced by a great sense of pride and hubris in their own vanity and superiority. In their blind arrogance, they've only succeeded in shattering their once powerful friendship with the Dwarfs, culminating in a Great War which only crippled these two elder races and shatter whatever bright future there was for this young world. Isolated and alone in a world they no longer control, the High Elves are facing the twilight years of their existence, their cities no longer bustling with vibrancy and life as they use to be but now serve as a gloomy reminder of their ultimate, impending demise.

The time of the High Elves has passed, or so it is said, yet such is their immense pride that they fight on nonetheless, for they consider themselves the true and rightful protectors of this ancient world, and they believe that so long as their civilization persist throughout the ages, this dying world will never fall into complete darkness. If oblivion is indeed to be their fate, they have chosen to face it with arrow nocked and sword held high, defending the world they have loved and protected for so long. So do the white-garbed hosts of Ulthuan march to war, banners streaming in the wind and every warrior reconciled to death in service of a greater cause; the protection of this very world. Let the servants of destruction beware their righteous wrath.
Victus Alephius

**Victus Alephius** is a crew assigned to the Ordo Xenos Inquisitor Charles von Carstien's ship, The Emnity. He works as a courier throughout the ship, if there is a file, letter or cargo to be delivered between the command chain of the ship, it's his job to do it.

He was born in the Hive Planet of Cammondia, which lies to the galactic north of the Tau Empire. After getting involved in a matter of Inquisition, he was spared due to his deeds and aid to a top secret mission of the Inquisition. Afterwards, he was offered with joining the Inquisition's fleet, which he accepted, and even if he refused, it would be the termination of him. He was an orphan, trying to survive among the vile gangs of the underhives but a young man of quick wit, which has been in his favour.
Durize Strain (Khess)

**The Durize**, the feathered ones. Their planet Azuru is smaller than Earth, and only has 0.9 times its gravity, which is almost half of Betekhess', resulting in an inevitable lighter strain of Khess. These Khess, while able to operate in usual gravity, are not suited for heavy lifting at all. They have also adopted the feathers of a local animal, able to change colour at will.
Charles von Carstien

**Inquisitor Lord Charles Von Carstien**, is an Inquisitor of the Ordo Xenos. His name is known far and wide amongst the ranks of the inquisition, as a strange and eccentric man, but one who is incredibly skilled and reliable should you choose to accept his aid. He is considered by many to be an extreme radical amongst the Ordo Xenos, as he is more than willing to parlay and negotiate with the foul non-humans, but those who have worked beside him also know that his wrath with those xenos with whom diplomacy does not work is truly a thing to behold, as are his skills as a combatant and his sheer, unbridled psychic might. He commandeers his black ship The Emnity into the unforgiving horrors of the void.

## Early Life

Little is known of Charles' life before he rose to the rank of Inquisitor. In fact a great deal is unknown about him, such as his age, place of birth, or parentage. Charles himself claims he was born of human parents on a world captured by the Tau in their earliest expansions. His parents were apprehended by Tau authorities when Charles was still in his infancy, and the young boy adopted by Tau parents. The two raised him as their own until he was around ten years old, at which point the Damocles Gulf Crusade reached his home. During the chaos, his adoptive parents were killed, and the orphan Charles was discovered by his future mentor, Vladimir von Carstien. Vladimir saw the potential in the young boy as an agent of humanity, having been raised under Tau parents and yet being a human child. Vladimir took Charles in as both his apprentice and son, and gave him the best education he could give the boy with his vast resources.

While this story seems far fetched, Imperial records do support its' accuracy, with Inquisitor Vladimir having indeed taken part in the Damocles Gulf Crusade, and having emerged with the young Charles as his son and apprentice. However, several other, much harder to find, older records show Inquisitor Charles as being a fully grown Inquisitor lord many decades, even centuries before the Damocles Gulf Crusade, and several of the people that Charles claims to have met, such as Lord Solar Macharius, died before the crusade's beginning. The truth behind these contradictory sources remains a mystery to all, save for Charles himself.
Betekhess

The planet is 1.6 times bigger than Earth, but gravity is only 1.45 times higher on the surface, suggesting lower overall density. The length of a day is roughly 30 hours, and the year is roughly 400 earth days. The planet is rather arid, although not unbearably so. Water is plenty, but in certain areas, while other get little rain over the year. Much of the continents is covered in rocky cliffs. It is not uniform, however, as there are also the expected deserts, jungles, expansive forests, and oceans.

The capital of the world is currently Rhax, a militaristic city-state who has won the last three wars for dominion over the planet. All other city-states owe allegiance to them until defeated in one way or another, but each city is largely autonomous within its sphere of influence.

Officially, Rhax is also the capital of the Khess Empire, but there is currently a rising tension between Khess and other major worlds regarding the status of colonies as independent or subject to the same rules as Khess. Negotiations are underway.

Upon the surface of Khess, there are large areas set aside for wars. This is as much the national sport, as it is a struggle for power: The winner takes all.

The leader of Rhax is Thaosk-Vitrox Vus Rhax, assisted by his mate, Kreh-Kharox Ves Rhax.