vizn3r/warhammer40k-lore huggingface dataset:
Luxor Uprising - Luxor Uprising: The Luxor Uprising was a recent campaign conducted by the Novamarines Space Marine Chapter on the industrial Hive World of Luxor in 812.M41. The cruel ruling Oligarchs of this world were overthrown by a workers' uprising backed by the insidious Chaos Space Marines of the Alpha Legion, with several of that Traitor Legion's warbands making planetfall in surprise attacks to support the revolt. The planet itself was a lynch-pin of the Departmento Munitorum-dominated Helioret Sector which was vital to the wider supply of war materiel to the northern Segmentum Ultima.The Novamarines rightly feared that should Luxor fall, it could start a chain reaction that might leave a hundred other worlds vulnerable. Without the time to wait for reinforcements, or for the slow grinding wheels of the Segmentum authorities to act, the Novamarines gathered what forces they could and attacked immediately before the rebels could crush all local resistance and become entrenched.In the swift, savage war that followed, the Novamarines excelled in the urban fighting over Luxor's war-torn hive-citadels, bringing their superior combat abilities to bear in the tangled warrens of shattered rubble, cancelling out the rebels' massive advantage in numbers. The Chapter's Land Raiders and Predators likewise proved their supremacy over the Traitors' tanks, which were crewed by inexperienced conscripts. The Astartes armour destroyed them in huge numbers. The war tipped in the Chapter's favour when the Novamarines assault reserves cornered and overran the Alpha Legion forces guiding the failing rebellion in an anarchic battle at the planet's principal star port.A Terminator-led attack struck the deathblow and finished the encircled Alpha Legion Astartes, putting the few survivors to flight. With the remaining Traitors driven back in disarray from their initial gains and cut off from the Alpha Legion's command and direction, the Novamarines led the rallying Imperial Loyalists in a brutal offensive which left over 400,000 recidivists dead and restored Luxor to Imperial rule within a standard year.
Lycanthos Drift Campaign - Lycanthos Drift Campaign: The Astral Claws Space Marine Chapter moved to intervene in the closing stages of of the long-running and infamous Fourth Quadrant Rebellion in 780.M41, answering a general call to arms amongst the Astartes of the region. They despatched a powerful force under the direct personal command of the Astral Claws Chapter Master Lufgt Huron, undertaking the campaign against one of the last major stronghold systems of the revolt located to the galactic south of the Maelstrom Zone.At the gathering of Imperial forces Lufgt Huron was elected battle leader of a number of Astartes contingents by common consent of a mixed task force comprising companies from the Astral Claws, Fire Hawks, White Scars and Celestial Guard Chapters, backed by Death Korps of Krieg and Cal-Sec Imperial Guard Regiments and the Titans of Legio Venator. The Fire Hawks' Chapter Master Stibor Lazaerek was bitter that he was not given command of the campaign, and is known to have born a grudge against the Astral Claws from this time forward.Under Huron's inspired command the task force ruthlessly purged the heavily fortified star system of Traitor and Chaos forces in under a year, with Huron himself gaining fame for leading a successful attack against the so-called "widowmaker" bastion gate on Lycanthos Secundus; this was an almost indestructible redoubt garrisoned by the noisome forces of the Bleak Brotherhood. The conflict, undertaken while elsewhere the political discord of the Badab Schism was still building, confirmed Lufgt Huron's reputation as a masterful strategist amongst Space Marine commanders.
Lychguard - Lychguard: The Lychguard are the elite protectors and emissaries of the Necron nobility. In order to serve as a bulwark against those who would harm their charges, Lychguard were gifted with the highest quality living metal necrodermis bodies, equal in resilience and power to those inhabited by the Necron Lords and Overlords they protect.Lychguard are tall and broad, larger even than Immortals; as befits their status, Lychguard are marked out with tall crests or headdresses and often wear segmented metal tabards or capes.In addition to serving as wardens, Lychguard often act as messengers and envoys for their masters. In order to better serve in this capacity, the personality and intellect of the Lychguard was preserved through the process of bio-transference to a much greater extent than the Necron rank-and-file.As with other Necrons, the Lychguard fulfil the same roles following the transfer of their consciousness into their undying form as they did in life, though the capability for disobedience has been removed.The Necron Lords and Overlords of the late 41st Millennium need never worry about a treacherous knife in the back from a supposedly loyal guardian, making their Lychguard the last defence against the machinations of rival nobles.
Lychguard - History: In ancient times, the Lychguard were the wardens of the Necrontyr nobility, said to be incorruptible and utterly dedicated to their charges. Then, such an assertion was as much propaganda as it was truth. Though the Lychguard doubtless possessed greater loyalty than the common run of Necrontyr soldiery, they were still but mortal and prone to all the temptations and weaknesses to which flesh is heir.Now, Necron Lychguard are indeed that which legend made them. They are no longer capable of straying from their master's edicts -- careful engram manipulation during biotransference saw to that each Lychguard is programmed with unswerving loyalty to a particular noble, or sometimes to a whole dynasty.This, combined with the fact that they have retained most of their personality intact makes Lychguard the ideal emissaries and lieutenants in situations deemed too dangerous to risk the existence of a phaeron or his regal subordinates.Physically, Lychguard are incredibly imposing, housed in the same heavily-armoured forms more commonly reserved for Necron royalty. This is mostly due to practicality -- after all, what use is a bodyguard if he has not might and hardiness enough to defend his master?However, there is also an underlying arrogance to the Lychguards' thickly-armoured design, a brazenness meant to present an irresistible challenge to the noble's enemies.Accordingly, Lychguard can inevitably be found at the heart of any battle, either because their master's army has rallied around them, or the enemy has chosen to make the destruction of their charge, and therefore the destruction of the Lychguard, a priority.As with much of the Necron army, a Lychguard's armament is decreed largely by tradition. Most are equipped with heavy-bladed Warscythes drawn from their patron's personal armoury - when combined with a Lychguard's prodigious strength, there is very little such a blade cannot penetrate.Phalanxes employed by more influential Overlords instead carry Hyperphase Swords and Dispersion Shields, trading a little in the way of raw might in favour of the incredible protection granted by the Dispersion Shields' interlocking force barriers.Whilst such a squad might make slower progress as they carve their way through a Space Marine strike force, the ability to withstand anything from a siege shell to a Defence Laser blast is ample compensation.Regardless of armament, a Lychguard always favours a single, dismembering strike over a flurry of lesser blows and will trust its own hardiness to hold the enemy at bay. Unlike lesser Necrons, Lychguard take pride in -- and even relish -- their bloody work. Indeed, for a Lychguard, anything less than a perfect strike is something to be regretted.Some Lychguard even go so far as to seek forgiveness from their sovereign if they land anything less than an immaculate stroke. So will a Lychguard sometimes stand motionless in the heat of battle, its blade raised and unmoving whilst it awaits the most auspicious moment to strike. When that moment arrives, the Lychguard brings its blade about in an unstoppable arc to sever limbs, lop heads or cleave torsos in twain.
Lychguard - Combat Role: On the field of battle, the Lychguard form the core of any Necron army. Whether standing tall and proud between their lord and master and any danger, or patiently waiting for the teleportation signal from their Night Scythe transport to boldly bring the battle to an enemy commander, the Lychguard always find themselves in the thickest of the fighting, anchoring the Necrontyr battle line, and lopping heads and limbs from their opponents with wide sweeping slashes of their arcane weaponry.Lychguard have a well-earned reputation among the Necron royal courts as consummate warriors, and seek always to meet these expectations. In keeping with the logical efficiency that drives many Necron activities, Lychguard make it a point to slay their enemies in a single, powerful blow.To this end, Lychguard often allow their nigh-indestructible necrodermis form to weather the blows of their enemies until they are ready to strike a fatal blow.Without a doubt, Lychguard present one of the greatest Necron threats an Imperial military force might face. Even the mighty weapons of the Adeptus Astartes are hard-pressed to damage the living metal frame of a Lychguard, while a Lychguard's weaponry and abilities can fell even a Space Marine in a single blow.Perhaps what makes Lychguard even more dangerous is a capacity for independent thought not seen amongst the ranks of the Necron dynastic armies. Like all Necrons, Lychguard have an unerring recollection of the most effective combat tactics ever devised. Unlike lesser Necrons, however, Lychguard are perfectly capable of deviating from these tactics and stratagems when necessary, adapting more quickly and effectively to new situations.Lychguard are also capable of leading a Necron legion in the absence of their lord. Space Marine and other Imperial forces combating Lychguard must contend with a foe that is more than a match for nearly any Astartes in single combat, and can form an effective response to even the most unexpected route of attack.Lychguard can be deployed onto a battlefield by Night Scythe transports, providing them air support where it is needed most.
Lychguard - Notable Lychguard: Vargard Obyron - Obyron is a Necron Lychguard who serves as the Vargard, or primary protector and bodyguard, of Nemesor Zahndrekh, the Necron Overlord of the crownworld of Gidrim of the Sautekh Dynasty. Having served with Zahndrekh since his first campaigns when they were still Necrontyr, Obyron is devoted to the execution of his duties, and is the primary reason why Zahndrekh is still alive to this day. Indeed, there are many Necron Lords in Zahndrekh's Royal Court who would dearly love to see the old general removed from power, for they judge his adrift perceptions now greatly outweigh his feats of battle. However, as befits his station, Zahndrekh has formidable defences against regicide. His personal sepulchre is heavily woven with traps, his personal household retinue boasts three entire legions of Lychguard, and he even employs four score food tasters -- even though it has been countless millennia since any morsel passed his lips. Yet Zahndrekh has one defence greater than all others -- Vargard Obyron himself.Charnel Lychguard - The Charnel Lychguard of the Maynarkh Dynasty have been infamous since the days of the War in Heaven for their savagery across the domains of the great Necron dynasties, and have long formed the elite shock troops and bodyguards of the Maynarkh legions. The terrible fury of what few remain -- whilst no more than a dark echo of what was -- remains terrible to behold. Their murderous charges into the heart of a battle end most often in weltering blood and the screaming rout of their foe as their methodically precise blows hack down any that would dare to oppose them. Even in their machine-state, their malice is a palpable thing. It is perhaps this reason more than any other that the Curse of the Flayer weighs so heavily upon them. Many have been laid low by this cursed affliction, distorted into mindless, death-hungry shadows. In battle, it is common for Charnel Lychguard to be accompanied by Flensing Scarabs into battle, for the voracious constructs greatly help the Lychguard in their slaughter of the enemy.
Lychguard - Wargear: Necrodermis - Like all Necrons, Lychguard have endured the biotransferance process, housing their sentience in a machine body made primarily out of the living Necrodermis metal. As befits bodyguards, the Lychguards' forms are larger, stronger, more durable and possess better self-repair capabilities than those of the average Necron Warrior.Warscythe - The traditional weapon of Necrontyr nobility and their bodyguards for eons, a Warscythe is an energy-bladed battle-staff. The energy field that encompasses the Warscythe allows it to cleave through almost anything with ease. Heavy and ungainly, these weapons are only effective in the hands of an untiring Necron combatant.
Lychguard - Optional Wargear: Hyperphase Sword - A Hyperphase Sword is a sword outfitted with a molecular agitator that "excites" the constituent molecules of the blade, allowing it to oscillate between quantum states and cutting through almost any material easily. A Hyperphase Sword has destructive capabilities comparable to the other starfaring races' much cruder Power Weapons.Dispersion Shield - The force barrier projected by a Dispersion Shield can be used to fend off close combat attacks or repel incoming enemy fire, similarly to the Imperium's Storm Shield. However, unlike the brutish Storm Shield, the much more refined Necrontyr Dispersion Shield allows the Lychguard to actually deflect incoming fire upon an enemy nearby, turning his opponents' firepower against them.
Lychguard - Sources: Black Crusade: The Tome of Fate (RPG), pg. 115Codex: Necrons (5th Edition), pp. 21, 25, 35, 60-61, 82Codex: Necrons (7th Edition) (Digital Edition), pp. 46, 138-139, 152Deathwatch: The Outer Reach (RPG), pg. 131Imperial Armour Volume Twelve – The Fall of Orpheus, pg. 117White Dwarf 383 (UK), "Warhammer 40,000: New Releases - Necrons," pg. 12
Lyman's Ear - Lyman's Ear: The Lyman's Ear, also called the Sentinel, is the 11th of the 19 genetically-engineered gene-seed organs that are implanted into a Space Marine Neophyte to produce a new Astartes. Not only does this implant's improved inner ear structure make a Space Marine immune to dizziness or motion sickness but it also allows Space Marines to consciously filter out and greatly enhance certain sounds over the capabilities of normal human hearing.The Lyman's Ear completely replaces one of a Space Marine's original ears. It is externally indistinguishable from a normal human ear in size and shape. Lyman's Ear is named after one of the scientists who worked in the Emperor's gene-laboratories on Terra in the 29th Millennium who aided in the project to produce the first Astartes using the Emperor's own genome as the starting point.
Lysimachus Cestus - Lysimachus Cestus: Lysimachus Cestus was a Captain and Fleet Commander of the Ultramarines Space Marine Legion's 7th Chapter during the latter stages of the Great Crusade and the early days of the Horus Heresy in the late 30th and early 31st Millennia.He played a pivotal role in leading the valiant interception mission against the Furious Abyss, the massive Battleship of the traitorous Word Bearers Traitor Legion, and though he died valiantly, he ensured the vessel's destruction before it could play a role in the Battle of Calth.
Lysimachus Cestus - The Furious Abyss: During the latter days of the Great Crusade the Fabricator-General of Mars, Kelbor-Hal, had already thrown in his lot with the Traitor Warmaster Horus and committed to his cause. He had been tasked with the construction of a mighty vessel of unique design, an Abyss-class Battleship, built on a scale never before seen by Man. Kelbor-Hal had allowed the commissioning of vast quantities of material, menials and munitions in the construction of the mighty Battleship because it suited his purposes. Horus had unfettered Mars in its pursuit of the divine machine, countermanding the Emperor’s restrictions on what technologies the Mechanicum could research and develop. For Kelbor-Hal the question of his allegiance and that of the Mechanicum was one of logic, and had required mere nanoseconds of computation. This gargantuan Battleship was christened by the Word Bearers Legion as the Furious Abyss. The ship was commanded by Fleet-Captain Zadkiel, a devout and zealous Astartes and a deep believer in the Word of Lorgar. He was charged by the Dark Apostle Kor Phaeron to lead the assault upon the world of Macragge, where they would strike the first blow against the hated Imperium of Man.
Lysimachus Cestus - Striking A Blow For Horus: Fleet-Captain Zadkiel had been tasked by Kor Phaeron himself to take the Furious Abyss to the Realm of Ultramar's capital world of Macragge and destroy it in an attempt to create as much havoc and destruction amongst the ranks of the XIIIth Legion as was possible. During its maiden flight, the Battleship encountered an Ultramarines' Lunar-class Cruiser, the Fist of Macragge, which was en route to the Legion's muster at Calth for the upcoming campaign against the Orks of the Veridian System. The Fist was to make a short detour to the Vangelis spaceport to take on some more Battle-Brothers stationed there and the campaign to liberate Veridian would then begin in earnest. The Furious Abyss approached its prey, undetected and unsuspected. As the Imperial vessel finally raised alarms at the massive Traitor warship's approach, points of intense red light flared in unison down the Furious Abyss ' port side as it turned to show the Fist of Macragge its broadside. The terrible vessel that had somehow foiled all of the Fist of Macragge 's sensors, even its astropathic warning systems, fired. The captain of The Fist knew that his vessel was doomed, and sent a desperate astropathic message to the Vangelis spaceport -- warning them of the coming of the Furious Abyss.
Lysimachus Cestus - On the Trail of the Furious Abyss : The small Imperial fleet emerged from the Warp in the region of realspace indicated by the co-ordinates provided by Captain Cestus, the supposed site of the destruction of The Fist of Macragge, in short order. They found no sign of the Ultramarines vessel. There was merely a faint energy trace that matched The Fist of Macragge's engine signature. Read Admiral Kaminska's Navigator was able to detect the last vestiges of plasma engine discharge that lingered. Whatever starship had left this wake was clearly gargantuan in size. TheLoyalist fleet followed this energy trail onwards. The Furious Abyss quickly discovered the small fleet pursuing its wake. Within a short period of time, the Loyalist warships made visual contact with the ship that was responsible for The Fist's destruction. They were shocked to learn that it was an Astartes warship and found it difficult to believe than another Imperial warship would fire on one of its own. The vessel was of Mechanicum design and bedecked in the iconography of the Word Bearers Legion.Cestus was reluctant to attack the vessel, feeling that despite what had occurred the Word Bearers were still considered his Legion brothers. He felt that perhaps they could account for their actions. Cestus ordered his vessel to draw close enough to the Furious Abyss to hail the great vessel and demand to know their business, for the Ultramarines' Captain would not commit his ships to a fight with other Space Marines over nothing. The massive vessel refused to answer the Loyalists' hails. Cestus ordered one of his frigates, the Fearless, to make an approach. Captain Mhotep offered to follow in the Waning Moon, for he had a regiment of Prosperine Spireguard troops standing by to board. The Word Bearers were his brothers; he could not fathom that they had something to do with the destruction of The Fist of Macragge. Such a betrayal  was unconscionable and unthinkable.
Lysimachus Cestus - Loyalists Plan their Revenge: Cestus and his fellow Astartes Captains debated on their next course of action to take. The only thing they knew thus far was that the Astartes aboard the massive Battleship had turned Traitor. What that meant for the rest of the XVIIth Legion, they did not know. Certainly, the Mechanicum had built the vessel and that raised further questions about the nature of its construction. The fact its existence had been kept secret  from the Imperium suggested complicity on their part, at least to some degree. Something was deeply wrong. It was Cestus' belief that the Word Bearers were allied against the Ultramarines Legion at the very least, and, in so doing, against the Emperor as well. The Word Bearers must have had supporters in the Mechanicum. There was no other way such a vessel could have been manufactured with no one in the Imperial high command knowing of its existence. What the Word Bearers had committed was an outright act of war against the Imperium of Man, but it smacked of something more. Though they had their differences, the Astartes sons of the Emperor were all siblings after a fashion. They would fight and die together against a common enemy. The Word Bearers were now just such a foe. The Loyalists finally determined that they had to find a way to disable the Furious Abyss. Attack it when it was vulnerable. The ad hoc force of Loyalist Astartes agreed that their common enemy in the Word Bearers were their brothers no longer. The Traitors would be destroyed for their treachery, but not before the Loyalists discovered how deep this conspiracy against the Imperium went. Horus needed to know of the enemies arrayed against him. The remaining Loyalist vessels would follow the Furious Abyss and await their chance to strike once more.
Lysimachus Cestus - Into the Belly of the Beast: The Loyalists soon discovered a moment of opportunity. The Furious Abyss had laid anchor in the Bakka System at Bakka Triumverion's fourteenth moon where there was an orbital dock. Captain Skraal and his World Eaters took the lead in a daring assault mission upon Bakka Triumveron 14. Two flanks branched out from the central avenue of the dock and these channels would be taken by the Space Wolf Blood Claws, led by Brynngar, and a second group of World Eaters led by the only Ultramarine, Antiges, in the raiding party. They had to make the most of the Furious Abyss'  current disposition, acting in subterfuge and in secret. The assault force was to infiltrate Bakka Triumveron 14 in three teams in a classic feint and strike manoeuvre in order to get close enough to scupper the massive warship at close-range.The assault boats managed to dock quickly and without incident. But as they approached their target, the sons of Angron found it increasingly difficult to keep their berserker fury in check. Though the orders of the Ultramarine, Antiges, had forbidden it, Skraal encouraged his warriors to kill any they met as they converged on the Furious Abyss. A spate of bloodletting would sharpen the senses for the battle to come. The only directive was to leave none alive to tell or warn others of their approach. The World Eaters pursued this duty with brutal efficiency and a trail of corpses belonging to the dock's harmless menials littered the ground between the assault-boat insertion point and the World Eaters' advancing position. Such reckless slaying had not, however, gone unnoticed. The Word Bearers realised that they were no longer alone on Bakka Triumverion 14.The Word Bearers ambushed the Loyalists and quickly overwhelmed them in the slaughter that followed. Brynngar witnessed Skraal and Antiges advancing towards the Furious Abyss with a small combat squad of World Eaters, scattering crewmen from the Battleship as they went. Together with the Ultramarine, Antiges, and three of his Battle-Brothers, the World Eaters captain gained access to the Furious Abyss, entering into the belly of the warship through one of the embarkation ports and heading down into its bowels. The Loyalists' progress deeper into the ship was arrested when the onboard patrols of armsmen and Word Bearers Astartes caught up with them. Skraal alone survived the disastrous mission and remained a stowaway aboard the Furious Abyss. Skraal avoided all attempts to capture or kill him, as well as resisting being suborned by the baleful words of Zadkiel into joining the Traitors' cause. Skraal survived alone and on the run inside the giant vessel for several weeks until he was able to link up with his fellow Loyalists during a second boarding action.
Lysimachus Cestus - Honour Guard Cestus: The following represents the roster of the Ultramarines who comprised what was known as Honour Guard Cestus:Lysimachus Cestus: - Honour Guard Commander, Fleet Commander and Captain. Died of wounds inflicted aboard the Furious Abyss.Amryx: Amryx was an Ultramarine wounded during a daemonic incursion aboard the Wrathful. He was killed whilst attempting a boarding action on the Furious Abyss.Antiges: Second-in-command and friend to Cestus for over 20 Terran years. Killed in action whilst attempting to sabotage the Furious Abyss.Excelinor: Killed in action whilst attempting to sabotage the Furious Abyss.Laeradis: Laeradis was an Ultramarine Apothecary who was slain during a daemonic incursion aboard the Wrathful.Lexinal: Killed in action whilst attempting to sabotage the Furious Abyss.Morar: Armed with a Flamer. Killed during a daemonic incursion aboard the Wrathful.Pytaron: Armed with a Plasma Gun. Killed in action whilst attempting to sabotage the Furious Abyss.Saphrax: Saphrax was an Ultramarines Standard Bearer. He was renowned for being particularly hidebound by rules, to the point where his fellows quipped that he always appeared to be standaing at attention, no matter the situation. Practical and somewhat dour, he was considered the third element in the command trio of Honour Guard Cestus. he was killed whilst attempting a boarding action on the Furious Abyss.Thestor: Thestor was armed with a Heavy Bolter. Unusually large even for an Astartes, he expressed disdain towards the World Eaters Legion. He was slain during a daemonic incursion aboard the Wrathful.
Lâkhryr's Kindred - Lâkhryr's Kindred: Lâkhryr's Kindred was a Kindred of the Greater Thurian League of the Leagues of Votann located in the galactic core. This Kindred was swallowed by Warp Storm Örgvayr when it was created in northeastern Thurian space with the birth of the Great Rift in the Era Indomitus.Its pan spectral arrays, alongside those of the equally doomed Thurian Void Strider Kindred, gave some small forewarning of the Warp storm's eruption, and so ragged flotillas of Kin refugee ships limped from the fringes of Warp Storm Örgvayr solar days after its emergence, their passengers telling of holds dissolved into raw madness or overrun by howling Daemons.
M'Kachen - M'Kachen: M'Kachen is a Lord of Change, a Greater Daemon of Tzeentch. M'Kachen has found his own fate interwoven with that of the Grey Knight Brother-Captain Arvann Stern. In 855.M41, when the Cult of the Red Talon arose on Antraxes at the command of their daemonic master, M'Kachen, it was Brother-Captain Stern who led the counterattack. Striking at the heart of the cult's temple, Stern and his battle-brothers held true to their quest. Though outnumbered, the Grey Knights slaughtered the Chaos Cultists to the final damned soul. At the last, the mighty M'Kachen was defeated, banished screaming back into the Warp by Stern himself -- a formidable feat normally thought beyond the psychic abilities of a lone Brother-Captain. M'Kachen vowed to devour Stern's mortal soul in revenge, and they have battled many times since.
M'Kachen - History: The Greater Daemon M'Kachen is one of the most devious servants of the Master of Fate. This vile daemon lord's pernicious influence was first encountered by the renowned Grey Knights Space Marine Captain Arvann Stern when he purged the heretical Cult of the Red Talon. Stern was able to devise the necessary ritual and successfully conduct the banishment of the Greater Daemon back to the Warp from whence it came, for 100 Terran years and a day. Such was the vindictive rage of M'Kachen that it vowed to seek out and devour the immortal soul of the upstart mortal known as Stern. From then on, the Lord of Change and the Space Marine's fate have become inextricably intertwined. Nearing his fourth century in service to the Emperor of Mankind, Stern has crossed blades with the daemon twice since their first encounter, and each time his indomitable faith in the Emperor has saved him from the eternity of torture M'Kachen has prepared for him. The Greater Daemon will do anything in his power to destroy Stern. The machinations of Tzeentch are subtle, and the fate of Stern has yet to be determined. But his old adversary continues to plot and engineer Stern's inevitable downfall.Sometime during the current era, the daemon lord also encountered another formidable mortal known as Kaldor Draigo, the Supreme Grand Master of the Grey Knights Space Marine Chapter whose own fate had seen him cast into the Realm of Chaos, doomed to walk its myriad paths. For an uncounted age Draigo has wandered the terrible landscape, crossing paths with the various daemons of the four Chaos Gods, who seek to either slay him or corrupt him. At the gates of the Inevitable City, M'kachen offered Draigo a path homewards, but in reply the Grey Knight smote the city walls and left the bird-daemon entombed amongst the ruins. Another mortal had earned the Greater Daemon's enmity and eternal rage.In battle, M'Kachan disdains lowering himself to physical combat, relying instead on his formidable psychic powers and arcane mastery of illusions and guile to defeat his foes. These abilities are nearly unsurpassed within the ranks of the Lords of Change. M'Kachen thoroughly enjoys matching his near infallible intellect and cunning against that of a worthy opponent, and has been known to spare those that show an aptitude for knowledge, to challenge them later in a game of wits and riddles at a time of his choosing.
M'Kachen - Trivia: M'kachen is a play on the Cantonese insult ham ka chan ("Your whole family dies") -- a generational curse on one's family.
M'kar - M'kar: M'kar the Reborn, or sometimes called M'kar the Thrice-Born, is a Daemon Prince of Chaos Undivided who had once been a Chaplain and then a Dark Apostle of the Word Bearers Traitor Legion, named Maloq Kartho, during the Horus Heresy.In later eras, after his ascension to daemonhood, M'kar became determined to destroy his Legion's old nemesis, the Ultramarines Chapter of Space Marines and their Realm of Ultramar in the Eastern Fringes of the galaxy.M'kar most recently led the Bloodborn in their failed Invasion of Ultramar in 999.M41.
M'kar - Maloq Kartho: M'kar's true name was Maloq Kartho and during the Great Crusade he was an Astartes of the Word Bearers Legion. Following his Primarch Lorgar and the majority of the XVII Legion, he pledged himself to the Ruinous Powers of Chaos Undivided, and became a Dark Apostle (Chaplain) of the Traitor Legion.During the Horus Heresy he took part in the attack on the world of Calth led by First Captain Kor Phaeron, second only to Lorgar in command of the Word Bearers, as part of the Traitor Legion's overall attack against the Ultramarines' Realm of Ultramar.Although the attack failed and Kartho was ultimately slain in battle by the Ultramarine hero Captain Ventanus, he was eventually rewarded by his Chaos masters for all the havoc and slaughter he had caused, and was transformed by the Dark Powers into a Daemon Prince. His hatred for the Imperium of Man and especially for the Ultramarines was enormous and all-consuming.
M'kar - Reborn: M'kar eventually manifested in the Materium and in 878.M41 (as the Reborn) he lead a Chaos pirate fleet and attacked Ultramar once again. This time, his fleet was destroyed by a force led by the Ultramarines 2nd Company, Captain Cato Sicarius. Captain Sicarius confronted M'kar in the Helamar Rift and destroyed much of his pirate fleet.M'kar himself managed to escape back into the Warp. In 935.M41, he reemerged from the Warp and led a Chaos force in seizing the star fort Indomitable in Ultramar space, which was then boarded by Ultramarines led by their Chapter Master Marneus Calgar. Calgar defeated M'kar in single combat, but M'kar's hatred of the Imperium and Ultramar was so strong that it was not possible to banish him to the Warp, even with the help of the Inquisition.The best the Imperials could do was bind M'kar to the Warp core of the star fort; this ingenious bond meant that every time M'kar struggled to escape into the Materium, he would be pulled tighter within the core. The star fort, garrisoned with fully half the 5th Company of the Ultramarines, was then ordered to plot a secret course through the remote, uncharted areas of Ultramar.The fate of M'kar was kept secret: possibly fearing that someone might eventually seek to free him, the "official" Ultramarine version of the battle was that Chapter Master Calgar had torn M'kar "limb from limb" and sent him reeling back into the Warp.M'kar was next involved in action against the Blood Angels in 965.M41 and specifically sought out their Chief Librarian Mephiston, who he unsuccessfully tried to turn Renegade while the Librarian was trapped by the Daemon Prince in the crystal caves of Solon V. Mephiston rejected his captor's claims and throttled the life out of M'kar.In 997.M41 M'kar transformed the entire Agri-World of Sondheim V into his private daemonic pandemonium. Shortly after, Hive Fleet Leviathan descended upon the planet, and the Sky Sentinels Space Marines Chapter was dispatched to reclaim it. However, upon seeing the extent of the situation as the Tyranids battled the Forces of Chaos, they opted to call in an Exterminatus.
M'kar - Thrice-Born: Approximately two standard years later in 999.M41, Chief Librarian Tigurius of the Ultramarines had a vision which foretold the reappearance of M'kar as the destroyer of Ultramar, although he did not know who the vision truly foresaw save that it would be an entity called the Thrice Born. The truth was revealed when the Iron Warriors Warsmith Honsou discovered the secret of M'kar's imprisonment, and after finding and conquering the Indomitable, set him free as his ally in a new Chaos campaign against Ultramar.Possessing a desecrated Dreadnought shell to remain in the Materium, the newly rematerialised M'kar bound the Indomitable to a Warp Gate and called forth a huge army of daemons, who along with other servants of Chaos under his command he named the "Bloodborn." M'kar eventually faced the Ultramarines Chapter Master Marneus Calgar on the Ocean World of Talassar, but his essence was completely annihilated after Calgar struck him with the Shard of Erebus, the same blade that Captain Ventanus had used to slay M'kar's human form of Maloq Kartho on Calth during the battles of the Horus Heresy.
M'Pandex - M'Pandex: M'Pandex, also known in ancient sources as Mappandax or Zaphadak, is a Secundus II Grade Forge World of ancient provenance and tumultuous history.Founded during the dark years of the Age of Strife and isolated from the domains of the Mechanicum and humanity for much of its history, the Forge World's fortune waxed and waned until its later rediscovery by the forces of the Great Crusade in the 30th Millennium.Restored to its former glory by the efforts of the Martian Priesthood, M'Pandex would become an important Forge World for the whole Cyclops Cluster, although being overshadowed by the the might of its rival, the Forge World of Mezoa.Following in the footsteps of Mars, M'Pandex quickly sided with the Warmaster Horus during the Age of Heresy, willfully joining the Dark Mechanicum until its purge during the Great Scouring.
M'Pandex - History: Although overshadowed in most regards by its neighbour Mezoa, M'Pandex is in fact considerably older than its rival, owing its origins to Martian Explorator Arks launched during the Age of Strife. The exact nature of its founding and its early history, however, remain shrouded in the lost anarchy of the past, and it seems the Forge World itself fell out of contact with both the Mechanicum and wider humanity for much of its history.In the long years of isolation, it is evident that the Forge World went through several cycles of expansion and collapse, each cycle ending in environmental and/or civil calamity and progressively degrading its technological capabilities, the understanding of its Magi and the stability of its population's genome.Such was M'Pandex's fall that even the command of the Lingua-technis -- the sacred language of the Machine Cult -- suffered, leading to the widely held supposition that the Forge World's self-given name, sometimes variously rendered "Mappandax" and "Zaphadak" in the local idiom, is in fact the corruption of an older, purer title.In the same manner, M'Pandex possessed few Titans which remained repairable over the centuries and had mostly fallen into ruin, serving as no more than inanimate idols to the Machine Priesthood.
M'Pandex - Renewal: When M'Pandex was rediscovered by chance by the 90th Expeditionary Fleet, it was barely recognisable as a domain of the Mechanicum, ruled by factitious and superstition-bound warlords scarcely able to claim the lineage of magi, while much of its dwindling population had descended into abhumanity.Regardless of its parlous state, the Lords of Mars would not see a Forge World, however reduced, pass into oblivion, and considerable effort was spent by the Mechanicum rebuilding M'Pandex's infrastructure, re-educating its wayward inhabitants and weeding out the worst of them or driving them deep into the planet's long-petrified jungles.Much had been irrevocably lost, unfortunately, and it may also be true that the Martian Mechanicum, despite their best efforts, did not entirely trust those of M'Pandex, and garrisoning forces of Skitarii and a demi-maniple of Titans of the Legio Mortis were stationed there not so much as protectors, but as wardens, beholden to Mars, not the High Ourteka M'andii of the Golden Forge.The planet's reconstructed industries were notably focused not on macro-weaponry, arms or armour, but on the mass production of items of logistical supply and prefabricated materials; just as vital to the Great Crusade, but clearly of less direct use in any potential revolt.Eager to prove its loyalty, the forges and manufactoria of M'Pandex ran ceaselessly to show their worth, and by the time Horus was proclaimed Warmaster, their output rivalled those of even such mighty Forges as Lucius and Vannaheim in volume, yet the Forge World remained in the shadow of its upstart neighbour Mezoa, both in prestige and influence.
M'Shen - M'Shen: M'Shen was the infamous Callidus Assassin who successfully assassinated Night Haunter, the traitorous Primarch of the Night Lords Traitor Legion. She is known as the only mortal who successfully killed a Primarch.
M'Shen - History: Following the destruction of his Legion homeworld of Nostramo, Konrad Curze chose the world of Tsagualsa (referred as "The Carrion World"), located on the outer reaches of the Eastern Fringe of the galaxy, as his Legion's new base of operations. The Night Haunter had a grotesque palace built, made entirely from still living bodies. From here, he launched a massive campaign of genocide against the Imperium of Man that made the Night Lords Legion's previous atrocities during the Great Crusade and the Horus Heresy pale in comparison, before or since. M'Shen located Night Haunter on Tsagualsa and managed to infiltrate his palace, stealing into his throne room. Despite Night Haunter's formidable powers of foresight which obviously forewarned him of the assassination attempt, he took no extra precautions to defend himself. It is believed M'Shen was allowed to infiltrate the Primarch's palace, as the Assassin encountered no guards between herself and Night Haunter's throne room. When confronted by the Callidus Assassin's presence, the Primarch allowed himself to be killed to vindicate his decisions to destroy his homeworld of Nostramo and to rebel against the Emperor. Before his death, M'Shen's video-log records Night Haunter's enigmatic last words:"Your presence does not surprise me, Assassin. I have known of you ever since your craft entered the Eastern Fringes. Why did I not have you killed? Because your mission and the act you are about to commit proves the truth of all I have ever said or done. I merely punished those who had wronged, just as your false Emperor now seeks to punish me. Death is nothing compared to vindication."The video-log then shows M'Shen leaping forward, although the kill was never confirmed, as the video feed cuts out right before she struck. After the assassination, M'Shen cut off the Night Haunter's head to take to her masters in the Callidus Clade as proof of her kill and many of the Primarch's personal items and trinkets (including the Corona Nox). En route to her ship to escape off-world she was confronted by the Night Lord Apothecary Talos, and declared to him that she would forever after be remembered by historians as the "Godslayer." The Assassin and the Night Lord Astartes briefly fought one another, but M'Shen managed to flee and escape.
M'Shen - Death: M'Shen's death had been foreseen by Night Haunter's precognitive visions. He knew that although his Legion would allow her to escape, Talos Valcoran and then the entirety of the VIII Legion would disobey his final orders and pursue the Assassin in the name of vengeance. As the slain Primarch had foreseen, M'Shen was relentlessly pursued across the galaxy by the Night Lord Talonmaster Zso Sahaal and the former Apothecary of the Night Lords' 10th Company, Talos Valcoran. She eventually met a grisly fate at the hands of the latter; despite initially holding Talos at bay, he blinded her with acidic spit, deafened her with an augmented scream, impaled and disemboweled her with his Chainsword, and finally tore her body to pieces. Despite her death, the video-recorder built into her vambraces somehow managed to reach Terra, containing a recording of the final words and the assassination of the Night Haunter.
M1 - M1: 001.M1 (1 AD) Beginning of the Common Era - Beginning of the Common Era, also the starting point of the original Imperial Calendar and the period of human history called the Age of Terra or sometimes the Age of Progress by Imperial historians. The Age of Terra is the time period spanning the 1st through 15th Millennia (1 - 15,001 AD) when humanity advanced from a pre-industrial Iron Age culture to become a star-spanning Fusion Age civilisation. The original reason for numbering the years in this way, based on the year of the birth of the ancient religious leader Jesus of Nazareth, has long been forgotten by humanity, an overwhelming majority of whom at present profess belief in only one faith -- a deep belief in the God-Emperor of Mankind and His Imperial Cult.ca. 284-305.M1 Imprisonment of the Dragon of Mars - The man who will one day be known as the Emperor of Mankind defeats and imprisons the C'tan known as Mag'ladroth the Void Dragon, the most powerful C'tan. It still resides in stasis, theorised to be located beneath Mars in the Noctis Labyrinthus. The Void Dragon is believed by some Tech-priests to be the actual Machine God venerated by the Cult of the Machine of the Adeptus Mechanicus. A master of the material realm, this particular C'tan was a figure of oblivion, devastation and wanton destruction and its created warriors were nigh-invincible.ca. M1-M15 The Age of Terra - A combination of an enormous boom in population and Terra's rapidly-diminishing natural resources in the 3rd Millennium leaves humanity's birth planet on the brink of anarchy. As these problems increase in severity, Mankind begins to look farther afield -- towards the stars. Mars is the first planet to be terraformed and settled. Colonial expeditions are initiated to explore space beyond the boundaries of the Sol System. These expeditions, all making use of sublight colony spacecraft known as Long March starships, meet with success. However, the Long March settlements furthest from Terra are forced to become increasingly self-sufficient due to the limitations of sublight interstellar travel.
M16 - M16: Unknown Date.M16 Human Exodus - The Great Diaspora of Mankind begins as sublight Human Long March spacecraft begin slowly colonising the nearby stars surrounding Terra and the small core of earlier Human colony planets. These colonisation attempts are carried out by massive starships that either keep their colonists in suspended animation for the centuries required to make the journey through realspace or serve as generation ships, allowing entire generations of a shipboard community to live and die within the confines of the colony starship before their descendants finally make planetfall at their new home. One of these Human exodus fleets that will eventually form the Olamic Quietude, a technologically advanced cybernetic Human civilisation, leaves Terra around this time.
M18 - M18: ca. M18 The Port Commorragh - The city of Commorragh is established as the primal nodal port within the labyrinthine extradimensional space of the Webway. As it lies outside of standard Aeldari jurisdiction, it soon attracts individuals from the Eldar empire who want to avoid attention, particularly those Eldar engaged in the extreme pursuits preferred by the hedonistic cults of excess.ca. M18  Invention of the Warp-Drive - The Warp-Drive was invented by Mankind sometime in the 18th Millennium. Prior to this, interstellar travel for the voidships of Humanity was limited to sub-light speeds. Travel between star systems was painfully slow, taking many generations, and most human interstellar colonies were isolated outposts established by the crews of Long March generation starships or vessels that made use of suspended animation technology. With the development of Warp-Drive and the Gellar Field, Mankind is soon able to make short Warp jumps over great distances. The Warp-Drive was one of the most revolutionary inventions in human history -- what had once taken many generations of human lives now took only solar days or weeks. Consequently Mankind's colonisation of the Milky Way Galaxy was vastly accelerated in scope and timeframe beyond what would have been possible had humanity been limited to prior conventional reactive propulsion technologies.ca. M18-M20 The Twilight Cults - Those Aeldari leading the new paradigm of total self-indulgence and the pursuit of hedonism rise in status and power within the Aeldari Empire until they can secede entirely from the Aeldari settlements in realspace. They take up permanent residence in the Webway, from which they can plumb the depths of their decadence undisturbed by the puritans and weaklings among their own kind who warn of the dangers of such a path for the future of the Aeldari race.
M19 - M19: ca. M19 Rise of the Navigators - Navigator families, initially controlled by industrial and trade cartels, become individual forces in their own right.186.M19 Mon Lo Harbour - The mysterious coalition of aliens that opposes Chaos, known as the Cabal, builds a starport on the planet Nurth over the course of 18 solar months. This is one of many constructed holding sites on the worlds that formed the Cabal's long, winding routes across the galaxy. When Human colonists later arrive at Nurth, ignorant of the alien outpost's original purpose, they name the flooded starport Mon Lo Harbour.ca. M19-M24 The Ailing Aeldari Pantheon - The worship of the traditional Aeldari gods begins to wane among the people of the Aeldari Empire as new sects and secret societies rise to power. The Dark Muses, many of whom are synonymous in Aeldari culture with sensual vice and uncontrolled, hedonistic sin, become the unofficial figureheads and figures of worship in the new order.