vizn3r/warhammer40k-lore huggingface dataset:
Forraliss - Fortuitous Tides: Over the ensuing millennia, Geelsynal faded in and out of accessibility due to the Pandaemonium's activity. The few ships that did discover the world went to great lengths to hide its existence, intent on preserving its beauty and luxury for themselves. Forty-five years ago, while travelling rimward at the edge of the Asphodel Depths, Rogue Trader Maxellian Vor’s ship, The Indomitable Will, was thrown off course and battered by particularly strong Warp currents. His vessel rode the turbulent waves, finally translating to realspace in an area not recorded on the local charts. A gleaming planet loomed before the ship and Vor made his way towards it, anxious for a place to use as a port of call to effect much needed repairs.The world the Rogue Trader found was unlike any he had ever set foot on in his century and a half of exploration. Pristine conditions, temperate climates, abundant water, and more covered the unclaimed planet. Maxellian Vor claimed Forraliss, named for his daughter Forra, in the name of the Emperor and the Imperium. Over the next decade, Vor kept Forraliss to himself, with only his crew privy to its whereabouts. The world became his personal retreat, a place for him and his trusted crewmembers to spend when they were not conducting the Emperor’s business. Vor explored areas of the planet when he had the opportunity, always intent on uncovering this paradise’s secrets. After a dozen expeditions did not yield anything of value, Vor then turned his attention towards colonisation.
Forraliss - New Endeavours: Forraliss was not to be a standard colony world for the Imperium. Maxellian Vor is always concerned with profit above all else, so to make sure that the world was a source of constant revenue, he decided to create a colony that would cater to the rich and powerful of Askellon. A world as luxurious as Forraliss would command a great deal of prestige and power as a pleasure world where the nobility and other wealthy individuals could travel. A colony was established to cater to these people, and within less than twenty years Forraliss became one of Askellon’s most sought after—yet still obscured enough to intrigue the elite—destinations.While primarily a pleasure planet, there are economic opportunities on Forraliss. Even though the fertile soil was prime for agriculture, Vor did not want to turn his hidden gem into another overly farmed Agri-World. Instead, he focused on the large herds of shaggy beasts that were indigenous to the planet—the rothal. The Rogue Trader quickly established a number of ranches far from any settled areas (as to not disturb his high-paying customers) and began exporting rothal throughout the sector.The Rogue Trader established his four ranches across the southern half of the largest continent, allowing the herd animals a great deal of freedom to roam and graze. The tens of thousands of animals housed across these locations provide a smell that most find intolerable, and visitors to the ranches regularly wear rebreathers. The local workers find this amusing and have grown almost immune to the stench (and all other smells in addition). The attached processing plants are able to skin and process the beasts for food exportation in minutes, with very little waste. These massive machines are very dangerous and it has been reported that a number of accidents have taken place here, a fact that Vor considers minor compared to the profits the rothal bring to him.It was also discovered that the large, docile fish known as kallaida, found in many of the lakes and streams, produced delicious eggs that soon became a favourite of travellers to Forraliss. Unbeknownst to them though, these eggs contained an addictive element. The Rogue Trader’s Magos-Biologists discovered this fact after an incident where a patron lashed out at a number of staff over quantities of the delicacy. Vor began to regulate the amount produced, quickly driving up the price as well as guaranteeing a steady customer base. Unknown to Vor, one of his henchmen has begun selling the eggs on his own in an attempt to establish his own power base. If this trade takes off as he plans, it will allow him to separate from the Rogue Trader and establish his own way.
Forraliss - The Return: Travel to and from Forraliss is steady, but limited to a select clientele that Maxellian Vor and his trusted advisors fully control. Due to these restrictions and the world’s continued obscurity, standard Imperial Navy ships do not monitor the planet. This has worked out well for smugglers and other individuals who have discovered Forraliss and begun using the world for their own ends. These circumstances have also proven fortuitous to the Aeldari, who have returned to their former world to reclaim pieces of the past.Whispered rumours that few take seriously say Aeldari have come to Forraliss seeking relics of their time here. A small contingent arrived recently and has supposedly taken up a remote position. Utilising their superior technology, they have established an outpost in a series of caves deep in the mountains. From here, they are conducting their search for their lost artefacts.These Aeldari are possessed by a vision that drives their designs. Portents tell of the destruction that can be wrought with Aeldari technology in the hands of lesser races, and they are determined to prevent that here. If prevention requires the extermination of the humans on the planet, so be it. Many inhabitants have reported strange lights in the sky at night, as well as shadows at the corner of the eye always gone when looked at directly. A pervasive feeling of being watched has made a number of recent visitors anxious about their stay on the world, potentially hurting future tourism.
Forraliss - Mysterious Locations: The sweeping vistas and beautiful landscapes are not the only things Forraliss holds. There are long lost, hidden parts of the planet unknown to humans that hold great danger and riches:Crystal Vault - On an island in the Northern Sea, a solitary mountain rises above the waves. Deep inside, unknown to all on Forraliss, is an ancient vault containing artefacts from dozens of races. This is the location of the treasures that Aeldari and Drukhari alike are desperate to find, but have so far been unsuccessful. The entrance is invisible to not only to the naked eye, but also all known scanning devices. To anyone looking at the mountain, it is nothing but sheer rock. The only way to open the door to the passages leading deep into the mountain requires an ancient, wraithbone key that has been lost for millennia. This key, it is said, reveals the entrance to the complex within, where the Vault lies at its heart. None of the Aeldari have uncovered any information about the key as of yet, though the search continues.Ebon Star - Aeldari spirit stones are used to trap the souls of the dead, saving them from eternal destruction at the hands of Slaanesh. At times, large stones are created to contain particularly powerful individuals upon their deaths. The Eye of Night was created to hold the soul of a Farseer of great strength, allowing him to live on after death. This great gem vanished thousands of years ago, a fact that distressed the Aeldari greatly. Some believe the Drukhari, whose dark arts tortured and twisted the soul within, took it. Stories of a cursed gemstone, black as night, have circulated throughout the Askellon Sector for many centuries, and there are some who believe this to be the long lost spirit stone.Five Hundred - Ancient legends of the Aeldari tell of a vast collection of Wraithguard slumbering in a long-lost cavern. These legends have made their way to other races, and the tales of an unstoppable army able to be controlled by an individual with the proper tools has proven quite popular among the unsavoury and power hungry.Geelsynal Webway Portal - Deep within the planet, the webway portal which once connected the Aeldari world of Geelsynal to the rest of the empire still exists, buried inside a vast cave mere kilometres from the human settlements on Forraliss. At times, the portal fluctuates, opening for moments. This is all that is needed for unwelcome visitors to enter realspace, as the portal is damaged and no longer connects to the greater Aeldari Webway, but directly into the madness of the Warp. At times, visitors have spoken in hushed whispers of strange dreams and nightmares filled with darkness and alien technology. This information is not widely spread, for fear of the Inquisition and being branded a heretic.
Forsaken Reavers - Forsaken Reavers: The Forsaken Reavers is a Traitor Titan Legion in the service of the Ruinous Powers.This Traitor Titan Legion has long plagued the Calixis Sector and those sectors that surround it.They are also known to operate alongside elements of the dreaded Iron Warriors Heretic Astartes.
Forsaken Reavers - Notable Campaigns: None listed in current Imperial records.
Forsaken Reavers - Notable Titans: None listed in current Imperial records.
Forsaken Reavers - Notable Personnel: None listed in current Imperial records.
Forsaken Reavers - Legion Colours: This Traitor Titan Legion's colours are not listed in current Imperial records.
Forsaken Reavers - Legion Badge: This Traitor Titan Legion's badge is not listed in current Imperial records.
Fort Ajax - Fort Ajax: Fort Ajax is a watch fortress of the Deathwatch Chapter.After a string of punitive strikes from Craftworld Biel-Tan against the Garravissima Sub-sector proved impossible to stop, the Deathwatch of Fort Ajax gave up the chase. Taking every Flamer weapon they could muster, they instead descended to the Maiden World of Yddylia at the height of summer and -- in conjunction with a firestorm barrage -- set swathes of the world aflame.The Exodites of the planet fought hard to repel them, but the Deathwatch stayed one step ahead. Drawn by the psychic distress calls of their backwater kindred, Biel-Tan appeared in the night sky. Within a solar week, the Autarch of Biel-Tan was killed by a Kraken Bolt to the head.
Fort Excalibris - Fort Excalibris: Fort Excalibris is a watch fortress of the Deathwatch Chapter that is located in the Imperium Nihilus region of the Segmentum Obscurus.In the 41st Millennium, Fort Excalibris' kill-teams were stretched to the breaking point as they dealt with multiple ongoing xenos threats. This included the Drukhari redoubling their attacks around the Crucible of Tales, the push of the Necrons of Icnarus towards the Gothic Sector, and the Hrud infestations discovered throughout the Kuypax Reach.Fort Excalibris was home to Watch Captain Barradan, one of the few Primaris Space Marines to have risen to that rank in the Era Indomitus. He has already distinguished himself in many battles with xenos forces. Such promotions have proved strategically beneficial, for with their intrinsic understanding of Primaris infantry forces and Repulsor tanks, these watch captains have helped to fully integrate these weapons into the Deathwatch's arsenal.Since the birth of the Great Rift at the start of the Era Indomitus, however, the influx of new Space Marines seconded to the Deathwatch from the Imperium Nihilus has all but stopped at Talasa Prime and the other major watch fortresses in the Imperium Sanctus. Rumours suggest the watch fortresses of Praefex Venatoris and Fort Excalibris now share the primary responsibility for training those Deathwatch members that are active in the blighted realm of the Dark Imperium.
Fort Obsidus - Fort Obsidus: Fort Obsidus is a  watch fortress of the Deathwatch Chapter that is located in the Segmentum Solar.Fort Obsidus is currently commanded by Watch Master Astoren Korr. Following the admittance of Primaris Marines into the Deathwatch following the Ultimaris Decree in the Era Indomitus, he has proven especially adept in the deployment of Repulsor battle tanks. This skill has led to the defeat of the Speed Kults of WAAAGH! Wazdakka, as well as several other recent Ork attacks in the region.
Fort Prescience - Fort Prescience: Fort Prescience is a watch fortress of the Deathwatch Chapter located in the southern Segmentum Tempestus.In the 32nd Millennium, this watch fortress in the Segmentum Tempestus saved the worlds of the Shantoria System when its kill-teams destroyed a band of Aeldari Harlequins whose trickery and raids nearly caused the system to erupt in a civil war.Millennia later, the fortress has found particular success in its battle against the Tyranid Hive Fleet Leviathan by combining Primaris Marine Reivers from the Raven Guard, Hawk Lords and Lamenters Chapters into a single force and using them as dedicated synapse-beast hunters.
Fort Pykman - Fort Pykman: Fort Pykman is a watch fortress of the Deathwatch Chapter located in the Ghoul Stars, northeast of the Segmentum Ultima beyond the Eastern Fringe in the Imperium Nihilus.The Ghoul Stars harbour many hidden threats to Humanity, from the emergent Barghesi to the awakening Necron dynasties. The kill-teams of Fort Pykman favour Malleus tactics; they stand ready to demolish ancient sites should there be even a flicker of suspicion they are linked to Tomb Worlds or alien world nests.The current watch commander of Fort Pykman is Watch Master Utorian Denash. Danash claims his constant vigilance against the Imperium's xenos foes shall never end.
Fort Starshield - Fort Starshield: Fort Starshield  was a watch fortress of the Deathwatch Chapter established in a massive star fort in the Kadus Sector.It was commanded by Watch Master Valesnus, who was slain, along with the watch fortress' entire complement of Astartes, by the arrival of the Great WAAAGH! of the Ork Warlord Ghazghkull Mag Uruk Thraka in the sector in the Era Indomitus. In the battle that ensued, the watch fortress was destroyed after it put up a heroic defence.
Fort Starshield - History: The Watch Companies of Fort Starshield completed several textbook extermination missions against xenos warships that surged into the Kadus Sector from the galactic west. The Deathwatch noted that each battle was made easier by the condition of their foes, whose voidcraft evidenced severe battle damage and whose crews seemed panicked, even frantic. Realising that these invaders must, themselves, be fleeing some other, greater peril, Watch Master Valesnus requested urgent reinforcement.Fort Starshield's astropathic relay was soon after annihilated by a titanic eruption of lurid green ectoplasm. Deep-void auspex buoys went dark one by one; and their picters sent back last, blurry images of Ork warships beyond number filling the starfield. Recognising that his forces were impossibly outmatched, Watch Master Valesnus girded his warriors for a selfless strike against whatever mighty Greenskin warlord ruled this space-borne WAAAGH!. He hoped that, by striking off the beast's head, he might make the sacrifice of his and his battle-brothers' lives a worthy one.Solar months later, the requested Imperial reinforcements finally reached the location of Fort Starshield. They found nothing but drifting wreckage, that of dozens of Ork warships and of Fort Starshield itself. They located the mangled corpses of Watch Master Valesnus and his closest brothers pinned to the starfort's wreckage with huge scrap-metal spikes. Each warrior's chestplate had been torn away, and on their flesh was branded the personal glyph of Ghazghkull Mag Uruk Thraka...
Fort Volossia - Fort Volossia: Fort Volossia was a watch fortress of the Deathwatch Chapter that was destroyed by the Necrons.When Inquisitor Gao of the Ordo Xenos brought a Necrontyr datacane with him to the watch fortress of Fort Volossia, he unwittingly seeded its demise. The Necron Overlord Zhanatar the Vengeful descended upon the watch fortress at the head of a hundred Night Scythes. He brought overwhelming force against the Deathwatch garrison before disappearing, with datacane in hand, taking Inquisitor Gao -- now trapped in a Tesseract Labyrinth -- with him as a cautionary lesson to the Humans to not meddle in Necron affairs.
Fortis Binary - Fortis Binary: Fortis Binary is a primary Imperial Forge World in the Sabbat Worlds Sector of the Segmentum Pacificus, with a population of roughly 19 billion people in 767.M41. In that same year, a Chaos uprising overthrew the ruling Tech-priests of the Adeptus Mechanicus and regiments of the Astra Militarum were sent to liberate the vital manufactoria of the world, which were too valuable to the sector's economic output to be subjected to an orbital bombardment.After the liberation, there were major food shortages and the Departmento Munitorum began to take corpses from the morgues and process the flesh for rations, which resulted in the outbreak of a wide-spread epidemic. However, by late 776.M41 the world's population had recovered enough to support five Imperial Guard regiments that joined the second front of the Sabbat Worlds Crusade under the command of Lord General Barthol Van Voytz.
Fortress-Monastery - Fortress-Monastery: A fortress-monastery is an enormous citadel where a Space Marine Chapter maintains its headquarters. Space Marine Chapters are highly monastic military organisations where the combatant members are all warrior-monks, and their fortress-monasteries are devoted both to battle and near-religious reverence for the Emperor of Mankind.Fortress-monasteries are usually based on Imperial worlds important to the Chapter for recruiting purposes, or on deserted moons and asteroids.In the case of fleet-based Chapters like the Blood Ravens or the Imperial Fists, the Chapter flagship, usually a battle barge but sometimes a larger vessel like a Chapter Barque or a Warp-capable star fortress, serves as a mobile fortress-monastery.The locations of some Chapter homeworlds are hidden, whilst others are quite well-known. The preferred location for a fortress-monastery is an Imperial world, where the Chapter Master also serves as the planetary governor.In other cases, the Chapter Master will make a deal with the existing planetary governor, paying a tithe in return for the land his Chapter occupies. Space Marine Chapters are usually welcomed by Imperial governors, as the presence of Space Marines deters invasion.
Fortress-Monastery - History: Every Chapter of the Adeptus Astartes maintains a mighty fortress-monastery, a sanctuary where it trains every new generation of Space Marines and keeps its secrets safe.Great Imperial bastions in their own right, monasteries can take many forms, from towering keeps and sky-scraping spires, to subterranean vaults and seabed domes.Some monasteries are even incorporated into void-borne craft, like the Black Templars Battle Barge Eternal Crusader, the Imperial Fists' mighty star fort Phalanx or the mobile asteroid fortress of the Dark Angels known as The Rock.However, most Chapters' monasteries are terrestrial, either based on their Chapter planet, one of their seed worlds, or on an Imperial world by ancient accord with its planetary governor. These imposing edifices are often located in the wilderness regions of their worlds, far from the cities and towns of its other inhabitants.On primitive worlds, ignorant tribesmen will talk of the giant skygods and their sacred mountain, warning their children against straying into its shadow. Even on more advanced worlds, the citizens leave the Chapter well alone, often imposing a forbidden zone around the monastery that stretches for hundreds of kilometres in all directions.In either case, this suits the Chapter well enough, for its battle-brothers are content to stand apart from the world around them and focus on matters closer to home.
Fortress-Monastery - Heart of the Chapter: A fortress-monastery is where a Chapter will safeguard its heritage and keep its trophies of war. It is rare for more than a fraction of a Chapter to be in residence at any one time, since most of the Chapter’s companies spend years away campaigning across the Imperium.Consequently, life in a fortress-monastery tends to follow ancient traditions and faithful routines of prayer and devotion that have gone long unchanged. The Codex Astartes teaches that, to be a great warrior, a Space Marine must be more than his weapons and armour, more than the genetic gifts of his primarch and more than the war machines provided by his Chapter.He must be strengthened with faith in the Emperor and shielded by indomitable courage. What time a Space Marine does not give over to training will mostly be spent in prayer; even rest is a secondary concern to the rituals of devotion.As a result, a fortress-monastery is designed for these needs, its halls studded with alcoves and shrines and its vaults filled with combat arenas and firing ranges.So that the battle-brothers might concern themselves only with honing their body and spirit, the menial tasks of the fortress-monastery are dealt with by Chapter serfs. These lay-servants are drawn either from local populations or sometimes from failed Astartes recruits, allowing them to serve despite not becoming Space Marines.They clean the vast vaulted chambers and prepare the battle-brothers' spartan meals. When work is too intricate or complicated for servitors, it is the Chapter Serfs who tend to the task for their superhuman masters, moving like shadows through the halls and catacombs of the monastery.Though they have a trusted place beside the battle-brothers they serve, they remain largely invisible to them, just another function of the monastery which allows them to focus on the needs of their warrior life.
Fortress-Monastery - Fortress Chambers: Each fortress-monastery is unique to its Chapter and the world upon which it stands. However, most share common chambers and rooms, built as they are in part upon the teachings of the Codex Astartes.Below are listed some typical examples of these chambers, their uses and the part they play in the everyday existence of a Space Marine when he is between campaigns.
Fortress-Monastery - Gates, Ramparts and Barbicans: As the name implies, a Space Marine fortress-monastery is constructed to withstand an assault from any determined foe. Ringed with high walls or built into the heart of a mountain or other natural defence, the monastery comprises dozens of ramparts, watchtowers and bastions.Every entrance is sealed with heavy adamantium, ceramite or stone gates, barred by ancient and complex locks, often keyed to the unique genetic code of the Chapter's battle-brothers. The monastery will also often incorporate shimmering void shields, domes of power enveloping the entire structure to ward off orbital bombardments or assaults from Titans.Covering every entrance and approach, macro-cannon turrets, heavy bolter bunkers and missile batteries scan the horizon for foes, ready to unleash their deadly ordnance at a second's notice.Whether on the remotest of worlds, or firmly within the grasp of the Imperium, a fortress-monastery is always ready for war. The lands beyond its walls and gates are always considered hostile, and only the most trusted allies are admitted entrance.In addition to thick walls and gates, the Chapter will create other kinds of defences to further discourage assault. These can consist of almost anything that would bring woe to an attacker, be they grav-mine nets, vortex-pits or electro-pylons, each one capable of killing a multitude of enemy squads.Natural defences are frequently incorporated into a fortress-monastery, and were doubtless a motivating factor for their ancient builders. On mundane Imperial worlds, this might mean placing the fortress high atop a remote peak, deep within the heart of a forbidding jungle or embedded beneath a frozen polar ice cap.Death Worlds provide alternative means of repelling the foe, such as forests of carnivorous plants, airless plains bombarded with solar radiation or even shifting tectonic seas of magma.The Chapter's fleet is also maintained at the fortress-monastery when not transporting battle-brothers or engaging enemies across the galaxy. Any ships present add to the might of the fortress' defences, either from within shielded docking arrays or from geosynchronous orbit above, their heavy guns scanning the surrounding void.
Fortress-Monastery - Great Halls: A fortress-monastery will often have a large entrance chamber, designed to convey the might of the Chapter and awe all who walk through its great gates. Known as the great hall, this cyclopean room is lined with ceiling-scraping statues of heroes, its walls carved with reliefs depicting the glorious history of the Chapter.An emissary led into the hall must pass under the watchful gaze of these stone and bronze giants, their eyes drawn up into the shadows of the vaulted ceiling where frescos show bloody battles and scenes of ancient heroism.In the centre of the chamber, the Chapter's symbol will often dominate the floor, easily a hundred metres across, so that none may doubt whose fortress it is they stand in.The great hall is used not only to display the glory and power of the Chapter, but is also large enough for a full company to assemble. Space Marines of the Chapter will sometimes gather here in the presence of their ancestors before embarking on a mission or campaign.It is written in the Codex Astartes that a Chapter must be mindful of its heritage, the genetic past that connects it to its primarch and ultimately to the Emperor.Each Chapter has its own means and methods of honouring their heroes and forbears, but many use the great hall for their rituals. The great hall is the glorious face of the Chapter, hiding its secrets, sins or shame, behind a facade of grand monuments.The statues and mosaics of the hall are the outward image of the Chapter, hence its location just beyond the fortress-monastery's main entrance, and they show visitors what the Chapter wants them to see. Any flaws the Chapter possesses are hidden deep within the fortress, their taint far from the glory reflected by the great hall.
Fortress-Monastery - Cells and Dormitories: While the fortress-monastery is primarily a venue of worship, training and defence, it is also a place where Space Marines and their servants take rest. Each battle-brother has his own cell within the monastery, which -- depending on the creed of his Chapter -- might be a bare stone room bereft of ornamentation or a warrior's refuge, its walls hung with weapons and trophies.In either case, a Space Marine's cell is unique to him, and for as long as he lives it will remain his own, a place where he can pray alone and contemplate the glory of the Emperor.By contrast, the Chapter serfs that maintain the fortress live in sprawling dormitories which, though still basic, are more spacious and comfortable than the cells. This is partly because the Chapter serfs live their whole lives within the walls of the monastery, and as a place where the battle-brothers rarely tread, the dormitories become their homes.Indeed, there are many Imperial citizens who would be impressed by the life a Chapter serf leads, the Chapter ensuring the well-being of those that tend to the needs of its battle-brothers.Even Chapter Masters will seldom have cells more impressive than those of an ordinary battle-brother. Though they might have war rooms and audience chambers in which they conduct the business of the Chapter, their own personal quarters are usually simple -- as befits a warrior-monk, regardless of his station.When a Space Marine dies the Chapter serfs clear out his cell and make sure that his possessions are either buried with him or, if this is not possible, stored within the depths of the fortress.Many monasteries have extensive catacombs beneath their walls holding hundreds of centuries worth of trinkets, trophies and honour tokens from countless generations of battle-brothers, each one bearing the name and deeds of the Space Marine.Often a group of serfs will spend their lives extending these catacombs and enshrining these belongings, the locations and contents of old tunnels lost when they die, until the fortress rests on an uncharted maze of the dead.
Fortress-Monastery - Forges and Armouries: Entire levels or wings of a fortress-monastery will be given over to the forging of weapons and the maintenance of the Chapter’s war machines. This is the domain of the Techmarines.As secretive as their Adeptus Mechanicus counterparts, they work their rituals and prayers behind sealed doors, coaxing Machine Spirits to life or constructing new ordnance for their battle-brothers.While a Chapter receives the bulk of its ammunition, small arms and armoured fighting vehicles from the Departmento Munitorum, and the Forge Worlds of the Imperium produce the finest weapons for its greatest warriors, a degree of its weapons come from within the forges of the Chapter itself.This is especially true of weapons unique to the Chapter, such as relic blades, specialised bolt rounds or ancient suits of power armour. These weapons and armour are created and maintained in the forges of the fortress-monastery, the Techmarines and servitor workers casting gun casings, chain blades and ceramite plates.Even without the aid of the Departmento Munitorum, once a Space Marine Chapter has created a fully working forge it is capable of sustaining its own combat needs.Even in the absence of the Techmarines the forges are never cold, shifts of specially created servitors endlessly churning out bolter shells, Frag Grenades and other light ordnance. Chambers close to the forges are therefore never quiet, and constantly reverberate to the clang of hammers and the roar of autobellows keeping the fires hot.To a battle-brother these are comforting sounds, telling him his guns will not fail him in combat, nor will his magazine ever run dry.To house the war materiel of the Chapter huge shielded silos are built into its central recesses. Protected from attack by metres of adamantium, ferrocrete, null shields to dampen energy weapons and reactive blast doors, they are always piled high with crates of shells, rounds and missiles.Racks of bolters, meltaguns, and heavier weapons line the walls, each one wrapped in the purity seals of the Master of the Forge, attesting to its blessed craftsmanship.Connecting these silos to the rest of the fortress, a network of shell-hoists and ammo-conveyors ring the central chambers. Legless, sightless servitors hang suspended over the moving platforms and belts, their wizened fingers sorting rounds and shells by size and shape.Thus, from ammo-shrines throughout the monastery, a battle-brother can reload his bolter or summon a weapon with which to fight any would-be invader.
Fortress-Monastery - Apothecarion: Next to the forges and armouries, the Apothecarion is amongst the most well-defended parts of a fortress-monastery. This is where the Apothecaries safeguard the Chapter's genetic heritage and tend to its injured Space Marines.It is rare for a Space Marine to suffer lingering damage from combat; most wounds are not strong enough to kill a battle-brother, either healing quickly or being overcome by auxiliary organs, internal vascular control or metabolic cycling.By the time a Space Marine has returned to the Chapter's fortress-monastery, any such damage will have healed or been patched up in the field by Apothecaries.The Apothecarion therefore usually deals only with those Space Marines who require new organs or limbs, or psycho-surgery for excessive mental trauma. Even these more complex operations are quick to carry out given a Space Marine's high metabolic healing rate and tolerance for pain.Far more important than the tending of wounded battle-brothers, the Apothecarion serves as the repository for the Chapter's gene-seed. It is this part of a Space Marine that holds his genetic code and the ancestry of his primarch. With this gene-seed an Apothecary can create a new Space Marine, implanting it into a normal adolescent man and letting it grow new organs, altering his physiology until he develops into a full battle-brother.The gene-seed of a Chapter represents both its past and its future, holding the DNA of their greatest heroes as well as the potential of future generations of Space Marines. To protect the gene-seed from interference or loss they are usually kept in spiralling stasiswells: long cylindrical vaults lined with hundreds of sealed stasis-caskets, each one holding a single shielded vial containing a Progenoid Gland in glistening embryonic fluid.Only the Chapter Master and Chief Apothecary are allowed access to the stasis-well; heavy adamantium blast doors keyed to their unique bio-signatures surround it, and ranks of bolter turrets are constantly vigilant for trespassers.It is the responsibility of the Apothecaries not just to keep and maintain the gene-seed but also to ensure its purity. Many Chapters have fallen from the light of the God-Emperor by allowing corruption and mutation to creep into their gene-seed, resulting in insanity and aberration among their battle-brothers.The pristine white chambers of the Apothecarion are where this work is done, and the biological discoveries of the Apothecaries recorded. These are secrets that must be well defended against friend and foe alike.
Fortress-Monastery - Librarius: The Librarius, sometimes called a Librarium, is the central core of all the Chapter's history and lore. Filled with ancient tombs and sacred scrolls, every piece of text ever laid down by the Chapter or relevant to its existence is housed within. Overseen by the psychic Librarians, it is a silent and holy place of whispered secrets and hidden truths.Few battle-brothers are permitted access to the Librarius, its reserve of knowledge restricted to the Chapter Master and his advisors. In this capacity, the Chief Librarian is usually either recording lore for safekeeping or seeking it from among the dusty shelves and scroll-vaults.A Librarius will often be created around a central pillar, its racks and shelves of books and scrolls spiralling out in ever widening circles. Branching from a central large round chamber, antechambers will hold tomes on specific lore or proscribed texts, many sealed permanently to guard against the heretical writings they contain.On a web of gantries, Lexicanium Librarians catalogue and order the books, assisted by Chapter serfs, the latter often blinded lest their gaze fall upon a forbidden word or dark illumination.The disposition of lore within the Librarius varies from Chapter to Chapter, each placing varying degrees of importance on different texts or having more or fewer relics in their possession. However, in many cases the central pillar of the Librarius will house the Chapter's oldest copy of the Codex Astartes, held upon a stasis plinth or projected by holo-reflection.It is the honour of the Chapter Master and Chief Librarian alone to be able gaze upon this sacred tome, many lords of the Adeptus Astartes drawing their inspiration and resolve from the ancient book in times of darkness.Beyond the central pillar, rows of written works, Data-Slates, chronicle stones and memory crystals line the walls, reaching up dozens of metres from dusty floor to shadowy ceiling. Each one is a piece of lore important to the Chapter, the account of a great battle, the final words of one of its heroes or the secrets of a vanquished foe.Imperial scholars speculate that there are details of lost xenos empires, terrible forgotten weapons and entire sectors of space that exist only in the Librarii of the Adeptus Astartes. Such knowledge remains forever the dominion of the Chapter, and it is doubtful any outside of its masters will even know of its existence.
Fortress-Monastery - Crypts: The Space Marines honour their dead -- each fallen battle-brother is borne back to the fortress-monastery to be interred with his ancestors.Though not all battle-brothers make this final journey, the Chapter endeavours to see it done, and even on remote worlds or far-flung war zones there will be Chapter serfs or battle-brothers whose responsibility it is to gather up the dead and convey them back to the monastery.Once the Apothecaries have removed his gene-seed, a Space Marine has served his final duty to the Imperium, and is ready for rest. His brothers, especially those from the squad or company in which he served, will say prayers over him before he is taken away, honouring his deeds and remembering his bravery in battle. The body then finds its way back across the stars and eventually into the crypts of the fortress-monastery.The nature of these crypts depends on the world upon which the fortress stands, and in many cases the customs of the Chapter itself. Some will take the form of subterranean vaults, their walls carved with recesses and filled with the bones of long-dead battle-brothers, while others might be shadowy chambers lined with rows of sealed stone caskets, the lid of each carved into the likeness of the Space Marine it inters.In some cases the world's environment will be used, the bodies of the fallen frozen into the depths of a polar mountain, preserved in the airless heart of an asteroid or cremated in the caldera of a seething volcano.A fortress-monastery is where a Space Marine is made, where he is trained and where he lives his life between campaigns. In the end, when his duty is finally done, it is also fittingly where his body is laid to rest.
Fortress-Monastery - Notable Fortress-Monasteries: Fortress NameChapterWorldSegmentumArgent MonsSilver SkullsVarsaviaSegmentum UltimaArx Tyrannus(Destroyed)Crimson FistsRynn's WorldSegmentum UltimaBasilica MalefexExorcistsBanishSegmentum UltimaBasilica MortisMortifactorsPosulSegmentum TempestusThe BloodspikeAngels VermillionCorinalUnknownChapter HouseIron SnakesKarybdisUnknownCitadel of the Grey KnightsGrey KnightsTitanSegmentum SolarDaedelos KrataMinotaursN/AVariesDarkenvaultExecutionersStygia-AquilonBetween the borders of the Segmentum Tempestus and Segmentum PacificusEternal CrusaderBlack TemplarsN/AVariesThe FangSpace WolvesFenrisSegmentum ObscurusFortress NovumNovamarinesHonourumSegmentum UltimaFortress of BaalBlood AngelsBaalSegmentum UltimaFortress of HeraUltramarinesMacraggeSegmentum UltimaHeart of CronusScythes of the EmperorN/AVariesKanvolisAngels PenitentMalpertuisUnknownLogopolDeath SpectresOccludusSegmentum UltimaMater LachrymarumLamentersN/AVariesMemento MoriStar PhantomsJahgaSegmentum UltimaNicorCarcharodonsN/AVariesOmnis ArcanumBlood RavensN/AVariesPalace of Thorns (Destroyed)Astral ClawsBadab PrimarisSegmentum UltimaPenumbral Spike (Destroyed)Obsidian GlaivesObstiriaUnknownPhalanxImperial FistsN/ASegmentum SolarPrometheusSalamandersPrometheusSegmentum UltimaProud EyrieHowling GriffonsMancoraSegmentum UltimaQuan ZhouWhite ScarsMundus Planus (Chogoris)Segmentum UltimaRaptorus RexLegion of the DamnedN/AVariesRavenspireRaven GuardDeliveranceSegmentum TempestusThe RockDark AngelsCaliban (Destroyed)/MobileSegmentum Obscurus (Formerly)/VariesSoul's WellAngels of AbsolutionAllhallowUnknownVigilRed ScorpionsZaebus MinorisSegmentum TempestusWatch Fortress EriochDeathwatchN/ASegmentum Ultima
Fortress-Monastery - Sources: Codex: Space Wolves (5th Edition), pg. 13Codex: Space Wolves (2nd Edition), pg. 43Codex: Sisters of Battle (2nd Edition) pp. 39-40Deathwatch: Core Rulebook (RPG), pp. 328-333Deathwatch: First Founding (RPG), pg. 115Deathwatch: Game Master's Kit (RPG)Deathwatch: Rites of Battle (RPG), pp. 130, 228-232Imperial Armour Volume Nine - The Badab War - Part OneImperial Armour Volume Ten - The Badab War - Part TwoIndex Astartes I, "The Unforgiven - The Dark Angels Chapter," and "Lightning Attack - White Scars"Index Astartes II, "Emperor’s Fist – The Imperial Fists Space Marine Chapter," "Angels of Death - The Blood Angels Space Marine Chapter", "Righteous Zeal - Black Templars Space Marine Chapter," and "Purge the Unclean - The Grey Knights and Deathwatch Chapters"Index Astartes III, "Warriors of Ultramar - The Ultramarines Space Marine Chapter"Index Astartes IV', "Claws of the Raven - Raven Guard Space Marine Chapter"Tactica Imperialis: A History of the Later Imperial Crusades by Dan AbnettWarhammer 40,000: Rogue Trader (1st Edition), pp. 158-161White Dwarf 338 (UK), "Battle for Rynn's World"White Dwarf 305 (UK), "Index Astartes – Blood Ravens"White Dwarf 288 (US) ,"Index Astartes – Crimson Fists"White Dwarf 276 (US), "Index Astartes: The Raven Guard"White Dwarf 264 (AU), "Index Astartes – Ultramarines"Nightbringer (Novel) by Graham McNeillThe Flight of the Eisenstein (Novel) by James SwallowProspero Burns (Novel) by Dan AbnettThe Dark King - The Lightning Tower (Audio Book) by Dan Abnett and Graham McNeillDeliverance Lost (Novel) by Gav ThorpeBattle of the Fang (Novel) by Chris WraightBrothers of the Snake (Novel) by Dan AbnettPhalanx (Novel) by Ben Counter, pp. 1-4, 70, 77-78, 121, 206, 236-237, 253-254, 277-279Rynn's World (Novel) by Steve ParkerThe Emperor's Gift (Novel) by Aaron Dembski-BowdenSanctus Reach: Penumbral Spike (Short Story) by Ben CounterSanctus Reach: Black Gulch (Short Story) by Ben CounterSpace Marine (Novel) by Ian WatsonSpace Marines: Angels of Death, "Reclamation" by Laurie GouldingSons of Dorn (Novel) by Chris Roberson, pp. 5, 70, 82-83Warhammer 40,000: Index Astartes - Fortress-Monasteries (Digital Edition), pp. 3-23Warriors of Ultramar (Novel) By Graham McNeill
Fortress of Redemption - Fortress of Redemption: A Fortress of Redemption is a towering Imperial bulwark against the ravages of planetary invasion. Each is virtually impervious to conventional firepower and the lower levels, bunker annexes and sub-crypts can house entire platoons of battle-ready warriors.First used by the Astartes of the Dark Angels Legion during the days of the Great Crusade, they have since been used by every military force in the Imperium of Man and proven invaluable to its defence.A Fortress of Redemption is adorned with symbols depicting angels of death and the skulls of ancient heroes. The Gothic grandeur of this unyielding edifice is matched only by its uncompromising and efficient lethality.Nestled within its armoured walls, a Fortress of Redemption houses a twin-linked Icarus Pattern Lascannon capable of destroying enemy voidships in low orbit, a missile silo outfitted with Fragstorm and Krakstorm Missiles and a profusion of four Heavy Bolters to repel ground-based invaders.
Fortress of Redemption - Sources: Warhammer 40,000: Stronghold Assault (6th Edition) (Digital Edition), "Fortress of Redemption"Games Workshop Website - Fortress of Redemption
Fortress Omega - Fortress Omega: Fortress Omega, also called Fort Omega or just Omega, is a watch fortress of the Deathwatch Chapter.Fortress Omega was assaulted by Aeldari Corsairs in the 32nd Millennium who sought a rune-carved Aeldari artefact called the "Doomsday Sphere" kept within the fortress vault's null chamber. The corsairs found only Venator Kill-teams within the fortress, who promptly ambushed the aliens. Hundreds of the xenos raiders died before the last of the corsairs reached the chamber. The sphere did not actually exist; it was in fact a myth spread by Human mercenaries working for Black Shields to lure the xenos into the open.
Fortress World - Fortress World: A Fortress World is a type of planet within the Imperium of Man that serves as a bastion of the Imperium's defence against some constant and persistent threat to Imperial space.These worlds are extremely well-defended, usually with large numbers of Astra Militarum regiments and Imperial Navy assets, and their populations and economies are wholly geared towards meeting the demands of Imperial defence. Unfortunately, not all Fortress Worlds are controlled by the Imperium, as several have fallen to the control of the Traitor Legions.The most famous Fortress World in the Imperium was Cadia, which defended the Cadian Gate, the only stable passage through the Warp from the Eye of Terror into open Imperial space, from the constant assaults of the forces of Chaos and Abaddon the Despoiler's Black Crusades. However, Cadia finally fell to the forces of the Despoiler during the 13th Black Crusade in ca. 999.M41.
Fortress World - Life on a Fortress World: Fortress Worlds are uncommon, but necessary, planets. They are established to act as military strongholds, staging points, and physical deterrents. Worlds like these are as much "roadblock" as they are bastion; they are often established on habitable planets and built up for warfare. Linked together, they are able to form blockades used to interdict the enemy and prevent them from spreading out into the Imperium.Life on a Fortress World is steeped in military discipline and doctrine. From the moment the citizens wake until they go to sleep they train and operate as a military unit. All citizens of Fortress Worlds prepare for the day they are called upon to push back the darkness that sits beyond their crenelated walls.Cities of these worlds are giant fortresses studded with artillery weapons, and industry is focused almost exclusively on manufacturing machines of war. Those old enough to enlist in the Astra Militarum or Planetary Defence Forces are often required to do so, and even those too young or infirm find ways to serve.It's not uncommon to have whole generations of a family in service to the Imperium at one time, and many such Imperial Guard regiments boast a rich and proud history.
Fortress World - Fortress Worlds Armed Forces: Soldiers from Fortress Worlds have been raised to serve in war, and by the time they reach maturity, they are well-versed in the arts of war and the doctrines of the Tactica Imperialis. Each has been long trained to destroy the enemies of the Imperium, particularly those whose threat may have forced their world to be fortified in the first place.Fortress Worlders are disciplined, honourable, loyal, and with the highest regard for integrity, and each is already a proficient combatant long before they are taken to serve in the Imperial armed forces.
Fortress World - Notable Fortress Worlds: Planet NameSegmentumSectorSub-SectorSystemPopulationAffiliationAlphosSegmentum UltimaJericho ReachUnknownUnknownUnknownImperium of ManBoros PrimeSegmentum ObscurusUnknownBoros GateBoros SystemUnknownImperium of ManBrigannion IVSegmentum ObscurusEye of TerrorUnknownUnknownUnknownChaos (Iron Warriors)Burjan's WorldUnknownMitre GulfUnknownUnknownUnknownChaos (Iron Warriors)Cadia(Destroyed)Segmentum ObscurusCadian SectorCadian Sub-sectorCadian System0 (presently) / 850,000,000 (formerly)Imperium of ManCastellaxUnknownUnknownUnknownUnknownUnknownChaos (Iron Warriors)Coronis AgathonSegmentum ObscurusUnknownUnknownUnknown120,000,000,000Imperium of ManForgefaneSegmentum TempestusUnknownUnknownUnknownUnknownChaos (Iron Warriors)HethgardSegmentum UltimaJericho ReachUnknownUnknownEstimated 338 MillionImperium of ManJagoSegmentum PacificusSabbat WorldsRimward TrailingJago SystemUnknownImperium of ManKarlackSegmentum UltimaJericho ReachUnknownKarlack SystemN/AImperium of ManKasr PartoxSegmentum ObscurusCadian SectorCadian Sub-sectorCadian SystemUnknownChaos (Iron Warriors)Khirab (Dead World)Ultima SegmentumUnknownUnknownUnknownN/AImperium of Man (Formerly)KieldarSegmentum ObscurusUnknownUnknownUnknownN/AImperium of ManKormarg IIUnknownSakkara SectorUnknownKormarg SystemUnknownImperium of ManLutoris EpsilonUnknownUnknownUnknownUnknownUnknownForces of ChaosMagogSegmentum UltimaJericho ReachCharon StarsMagog SystemUnknownChaos / StigmartusMalodrax (Dead World)UnknownUnknownUnknownUnknownUnknownChaos (Iron Warriors)Medrengard (Also Daemon World)Segmentum ObscurusEye of TerrorUnknownUnknownUnknownChaos (Iron Warriors)MorlondSegmentum PacificusSabbat WorldsErinyes ClusterMorlond SystemUnknownImperium of ManMortain (Destroyed)UnknownUnknownUnknownUnknownN/AImperium of ManMortrex (Dead World)Ultima SegmentumUnknownUnknownUnknownN/AImperium of Man (Formerly)PyrathasSegmentum UltimaJericho ReachUnknownPyrathas MajorisEstimated 57 MillionImperium of ManSebastus IVUnknownUnknownUnknownUnknownUnknownImperium of ManSpiteUltima SegmentumJericho ReachCanis SalientUnknownUnknownImperium of ManSurngraadUltima SegmentumUnknownUnknownUnknownUnknownImperium of Man (Formerly)Sybari (Dead World)Ultima SegmentumUnknownUnknownUnknownN/AImperium of Man (Formerly)Talasa Prime (Inquisition Fortress-World)Ultima SegmentumUnknownUnknownUnknownUnknownImperium of Man (Inquisition)Titan (Inquisition Fortress-World)Segmentum SolarSol Sector Sector SolarSol SystemUnknownImperium of Man (Inquisition/Grey Knights Chapter)WrathSegmentum UltimaJericho ReachUnknownUnknownEstimated 108 MillionImperium of Man