vizn3r/warhammer40k-lore huggingface dataset:
Fenris - Vlka Fenryka, the Sky Warriors: Despite the hardships that define their lives, the Fenrisians consider themselves blessed, for it is only warriors forged by such ordeals that can become the greatest of the Emperor's champions and the Imperium of Man's defenders. It is from these hardy Fenrisian tribesmen that the Space Wolves recruit all of their kind. Although Fenris is the homeworld of the Space Wolves and held by them as a fief of the Imperium, the Chapter occupies only the island continent of Asaheim, which rises from the polar oceans like a continental pillar, sheer and shrouded by thick white clouds.The remainder of Fenris is left in its wild and feral state and the people survive as best they can amidst the constant battle between fire and ice. The Space Wolves maintain a careful watch over their tribal kin, but never appear openly amongst the warrior tribes. To uninitiated Fenrisians, the Space Wolves are known only as the "Sky Warriors," glimpsed only occasionally from afar, possessing powers both magical and divinely granted.To them, the Sky Warriors are the warriors of myth, the companions of Leman Russ who will fight alongside the legendary Primarch in the final battle at the end of time. To them, the lands of Asaheim are the forbidden realms of the divine, where their native traditions forbid any man to walk uninvited. Only a warrior chosen by the gods can enter the Fortress of Russ at Asaheim's peak.Thus the Fenrisians have become accustomed to the bravest of their young warriors earning a place beside the gods, vanishing from the everyday world and going to live in the high realm of Asaheim. So it has ever been for the people of Fenris. So will it ever be so long as the Emperor of Mankind sits upon the Golden Throne of Terra.
Fenris - Leman Russ: The Primarch of the Space Wolves, Leman Russ, was flung across the galaxy through the Warp from the Emperor's gene-labs beneath the Himalazian (Himalayan) Mountains on Terra by the Chaos Gods to the distant planet of Fenris, a snow-covered Death World inhabited by primitive warlike tribes of humans possessed of only Iron Age technology. He was said to have been raised by a pack of the massive, semi-sentient Fenrisian Wolves that prowled the snowy lands because they sensed an unusual genetic kinship to him as the bearer of the Canis Helix. Among them, he grew to adulthood in only a few short Terran years as a result of his genetic modifications.The young Primarch was eventually discovered by a Fenrisian tribesman named Thengir, the King of the Russ. Thengir had organised a party of hunters to clear the Fenrisian Wolf packs from his lands. Most of the wolves were slaughtered, and the massive young man was captured amongst their number and brought to Thengir. Thengir took the young man into his care, giving him the name "Leman of the Russ".Leman learned the ways of Mankind quickly, and many legends sprung up about him, such as how he could defeat a hundred men in only three solar minutes, or consume an entire aurochs when sitting at a feast in the long hall. Upon his adopted father's death, the kingship of the Russ tribe passed to Leman, who became known as the Wolf King. Leman became a mighty leader, winning many victories, often fighting alongside packs of Fenrisian Wolves, led by Freki and Geri (the names of the Norse god Odin's wolves), two of his own Fenrisian wolf-brothers who had escaped Thengir's hunters. In time, he had united all of the tribes of Fenris beneath his rule for the first and only time in history.Eventually, word of his exploits reached beyond Fenris, to the ears of Leman's gene-father, the Emperor of Mankind, who recognised the tales as only being possible for one of His lost sons. He traveled to Fenris with a fleet of the Great Crusade and became certain that the exploits spoken about among the tribesmen of the primitive world could only be the work of a Primarch. Travelling in disguise and then challenging Leman Russ to combat, the Emperor eventually won him over to His side and gave Leman command of the VI Legion of Astartes whose Space Marines had been created from the savage warrior's own genetic stock.
Fenris System - Fenris System: The Fenris System is an Imperial star system which is strategically located at the edges of both the Segmentum Obscurus and Segmentum Solar. This area of space is part of the demesne of the Space Wolves Chapter of Space Marines. The heart of the system is a blue-white star named the Wolf's Eye.The Space Wolves maintain the vigil over this system that began many millennia ago at the close of the Horus Heresy and watch over a hundred other worlds in the immediate stellar region besides. Their demesne stretches far and wide across the scattered stars that girdle the Fenrisian star system, but it is the bitterly cold Death World of Fenris at its heart that the Space Wolves proudly call home.Fenris serves as the Chapter's homeworld and the primary recruiting ground of the Space Wolves. It is situated in the galactic south of the Segmentum Obscurus, at the end of the Warp rift known as the Eye of Terror, from which the Forces of Chaos come forth to raid and pillage. Fenris thus maintains one of the primary bulwarks of the Imperium's defence against Chaos.
Fenris System - The Fenris System: Fenris is a star system comprised of three worlds -- Midgardia, Fenris and Frostheim -- all of which share a long elliptical orbit around the system's single small star, the Wolf's Eye. Frostheim has one small moon, Svellgard, and Fenris itself has a single moon known as Valdrmani, or the "Wolf Moon." Like all the home star systems of the Adeptus Astartes, the Fenris System boasts significant static defences, including orbital weapons platforms, minefields and two Ramilies-class Starforts.Only three times in the past ten thousand standard years has the Fenris System faced invasion by a force with the strength to potentially succeed at its conquest. The first was in 742.M32 by the Thousand Sons Traitor Legion during the First Battle of The Fang, the second during the Plague of Unbelief by the forces of the Apostate Cardinal Bucharis, and the third in 933.M41 in what would come to be known as the Battle for Midgardia.
Fenris System - Notable Planets: Fenris - Fenris is a Death World and the homeworld of the Space Wolves ChapterValdrmani - Called "The Wolf Moon" by Fenrisians, this lifeless moon is a Dead World and the only satellite orbiting Fenris.Midgardia - Unlike the other planets and satellites of the Fenris System, which are mostly barren Ice Worlds, Midgardia is a highly lethal and toxic jungle-covered Death World. Because of the unnatural warm core of the planet, caused by the existence of the C'tan Shard of Nyadra'zatha imprisoned deep beneath the world's crust, the planet provides an ideal climate for a jungle to cover the majority of the planet's surface. The jungle produces toxic gases too deadly to inhale, forcing the population of the world's humans to live underground. Pallid-skinned men and women carved their settlements from the roots of the jungle above, often hanging over the magma sea below. From the jungle roots, rich nutrients in the form of viscous strands of reddish pulp are extracted, which are used in the manufacturing of medicines. Dominating the northern polar cap of the world is the Emperor's Judgement, a Nova Cannon array that, like Nova Cannons employed on Imperial warships, has four interlinked barrels.Frostheim - Frostheim is an Ice World that is inhabited by a human population very similar to those found on Fenris and Midgardia.Svellgard - The only moon orbiting Frostheim.
Fenris System - Starforts: Mjalnar - A Ramilies-class Starfort based in the Fenris System that is part of the Space Wolves Chapter Fleet.Gormenjarl - Another Ramilies-class Starfort that aids in the defence of the Fenris System and is a part of the Space Wolves Chapter Fleet.
Fenrisian Ale - Fenrisian Ale: Fenrisian Ale, called Mjød in the unique Fenrisian Low Gothic dialect, is an extremely potent concoction distilled from the fermentation of the native plants of Fenris. Highly alcoholic and toxic, it is one of the very few beverages that can actually intoxicate an Astartes, managing to bypass their impressive bioengineered resistance to such toxic substances as alcohol.The Space Wolves are deeply fond of the drink, and consume large amounts of Mjød during their boisterous feasts, often competing against one another to determine who can drink the most Mjød before passing out.
Fenrisian Ale - History: Enjoying a hearty feast after a hard day's work is a time-honoured tradition on dangerous Fenris, and the Vlka Fenryka (Space Wolves) have kept this tradition alive, despite being transformed into superhuman Space Marines. The Space Wolves' Primarch Leman Russ was as famous for his fighting prowess as he was for the quantities of meat and alcohol he could ingest, to the point that he actually offered the Emperor of Mankind an eating and drinking contest before calling for a duel when challenged at their first meeting. The Space Wolves as a whole enjoy drinking contests and hold extraordinary feats of feasting in nearly as high a regard as feats of valour on the battlefield.Due to their bioengineered physiques, it is normally impossible for an Astartes to get drunk after ingesting ethyl alcohol. The combined effect of the Preomnor, Oolitic Kidney and Haemastamen gene-seed organ implants is so efficient at breaking down and evacuating toxic substances like ethanol that an average Space Marine can fill both his stomachs with a strong alcohol like Sacra or Amasec and not become inebriated. Those Astartes outside the Space Wolves Chapter who do drink alcohol occasionally do so because they enjoy the taste, or because a diplomatic situation warrants it.The Space Wolves' Mjød gets around this barrier by incorporating a natural toxin found in some Fenrisian plant life that temporarily neutralises the Oolitic Kidney implant. This, combined with the very high alcohol grade of the Mjød allow the Space Wolves to get drunk. Even then, it requires large amounts of the drink to affect them, and they will recover quickly as soon as they stop drinking and their Oolitic Kidney begins to function properly once more. When sharing the drink with non-Astartes, the Space Wolves must make sure to add an anti-toxin to the mix, for it will otherwise prove fatal to baseline human physiology.
Fenrisian Wolf - Fenrisian Wolf: The massive Fenrisian Wolf (Lupus fenrisii) is a fearsome, semi-sentient predator and an enduring symbol of the Space Wolves Chapter's frozen homeworld of Fenris.Space Wolves Astartes, in the ancient tradition of their primarch Leman Russ, often befriend and train Fenrisian Wolves (in so much as such a feral being can truly be trained). Fenrisian Wolves will fight ferociously beside their master against his foes and certain breeds of these beasts can even be ridden as a form of cavalry into combat.
Fenrisian Wolf - History: The wolves of Fenris are amongst the most vicious predators in the known universe. Very few know the sheer diversity of Fenrisian Wolf species that exist upon Fenris, but they range from the common but nonetheless deadly Fenrisian Wolf, to the hulking Blackmaned Wolf, all the way up to the infamous Thunderwolf that prowls the northernmost ice caps. Legends tell of creatures larger still, whose jaws are capable of crushing steel and whose teeth are as large as tree trunks.These creatures roam the vast tracts of Fenris' only stable continent, Asaheim, the inhospitable tundras and hinterlands that surround the foot of the mountains of Fangard upon whose peaks stands the Space Wolves' vast fortress-monastery, The Fang.The Fenrisian Wolves are said to be more intelligent by far than ordinary Terran wolves. It is also said that they are led by a great king of their kind, a black wolf that is darker than night and as large as a mountain who is called Kjarg, the King of Wolfkind.According to Fenrisian tribal legends, the Space Wolves' Primarch Leman Russ fought and tamed the great Fenrisian Wolf packs of the continent of Asaheim. He cast down the two-headed Deathwolf Morkai, and made him the guardian of the Gates of Death, a task which Morkai has endured ever since. There are many myths of how Russ fought Morkai's supernatural lieutenants, such as Blackmane, and banished each in turn.The Thunderwolf was one of the ancient wolves that Russ fought and vanquished. So vast was the Thunderwolf that its growl was the thunder and the glint of its fangs the lightning, but Russ was louder and more fearsome still. The Thunderwolf ran from Russ and continues to run to this day, forever circling Fenris. It can still be seen as a constellation in the night sky, fleeing across the heavens.The most terrible of all was Blackmane, a terrifying giant with midnight-black fur also known as the Howler of the Night, whose long keening calls the dead from their graves. Russ fought the Blackmane and slew him, making his pelt into a magic cloak that allowed him to pass beyond the Gates of Death and return when his people needed him.Hunting down a pack of these supernaturally ferocious beasts and slaying one of these legendary creatures armed with nothing but their wits, is considered a great feat by the battle-brothers of the Space Wolves Chapter. This ritual is known as a "Lone Hunt."Should the battle-brother somehow kill the alpha male of a pack, the rest of the Fenrisian Wolves will instinctively treat the Astartes as their new alpha male. When this battle-brother returns to The Fang, it will be in the company of a pack of Fenrisian Wolves.Many of these packmates form a lasting bond, and from that moment on they will fight at their master's side until one or both of them die in battle. Such is the bond between Astartes and Fenrisian Wolf, that should the beast be critically injured in battle the Chapter's Iron Priests will cybernetically augment it with bionics so that it may live to fight another day.
Fenrisian Wolf - Anatomy and Physiology: Fenrisian Wolves vary in colouration from dappled grey or white to the rarer black. They have wild, shaggy manes and possess powerful shoulders and overdeveloped, iron-hard teeth. Fenrisian Wolves are grouped into packs, obeying the natural order of certain mammalian analogue predators, hunting in groups and instinctively obeying the largest and most ferocious of their kind who functions as the pack's alpha male.It is these alpha males that lead the Fenrisian Wolf packs; making decisions, facing down external threats and challenges to his position and enjoying the benefit of getting first pickings of the pack's kill and primary mating rights with the female pack members. The savage menfolk of the feral Fenrisian Human tribes respect the position of the alpha male, striving to emulate these creatures in their own social groupings.
Fenrisian Wolf - Origin: The origin of the Fenrisian Wolves is something of a mystery. The Space Wolves have stated that these creatures did not exist on Fenris until the arrival of the world's first Human colonists. However, they also cryptically state that "there are no wolves on Fenris." What this refers to is unknown.
Fenrisian Wolf - Fenrisian Wolves as Allies: Fenrisian Wolves are simple, brutal beasts, loyal only to their master and remorseless against their enemies. As a follower, a Fenrisian Wolf will trail behind the battle-brother wherever he goes, whining if forced to stay behind, and attack his enemies with a gesture or a word.Fenrisian Wolves aid Space Wolves in numerous ways during battle. Their speed makes them a great flanking unit with which to harry the Space Wolves' enemies and pick off smaller units. They are also used as a fast-moving distraction to the main battleline, leaving the Space Wolves' opponents guessing at their next move. They will also stay by the side of the battle-brother if he falls, protecting his body and maybe even pulling him to safety.Fenrisian Wolves are also quintessentially linked to the Space Wolves Chapter and will often be a point of contention and friction with battle-brothers of other Chapters, especially if they are the ones which have to squeeze into a Rhino with it or suffer it panting through a tactical briefing.
Fenrisian Wolf - Common Fenrisian Wolf: The common Fenrisian Wolf is a larger-than-normal lupine-like mammalian analogue predator that is no less deadly than its larger cousins.
Fenrisian Wolf - Blackmaned Wolf: Similar in anatomy to that of the more common variety of Fenrisian Wolf, the Blackmaned Fenrisian Wolf is as tall and muscular as an ancient medieval warhorse. Their heads are proportionately larger and their teeth are even more pronounced. It is said that their jaws can exert as much pressure as those of an ice shark, and they are capable of hunting the largest prey through the thickest winter blizzards.These forbidding creatures are only seen in the dead of a Fenrisian winter when packs descend from the mountains to the lowlands where the Fenrisian barbarian tribes live to feed, leaving little more in their wake then ravaged pieces of bloody bone. Famously intractable, only the most celebrated Wolf Lords of the Space Wolves go into battle alongside these fierce beasts.According to Fenrisian myths, the Blackmaned Wolves serve in the afterlife as the minions of Morkai, the two-headed guardian of the Gates of Death. It is believed that any mortal who crosses into the afterlife with a Blackmane at his side will never truly die.
Fenrisian Wolf - Cyberwolves: Cyberwolves are created from critically injured Fenrisian Wolf packmates who have been cybernetically augmented by the Space Wolves Chapter's Iron Priests to continue serving alongside their Space Wolf masters beyond the point of death.These cybernetically-enhanced lupine allies are often seen accompanying Iron Priests into battle.
Fenrisian Wolf - Thunderwolves: The legendary Thunderwolf is undoubtedly the apex predator in the frozen realms at the top of the world, dwelling at the very northernmost point of Fenris, making their lairs in the fabled Mountains of the Maelstrom. These fierce creatures are venerated by many Human Fenrisian tribes as a spirit totem. Solitary creatures, they usually attack each other on sight, as if every Thunderwolf strives to be the alpha male of the entire world.Physically, these creatures are truly monstrous, having more in common with a Terran rhinoceroid than with a Terran canine. Clad in a shaggy coat of rough fur as tough as matted steel wire, their jutting jaws are strong enough to chew through steel. Unlike their smaller cousins, Thunderwolves do not track their prey down over time, instead they bear down upon their victims in a terrifying charge. They then snatch their unfortunate victims up in their massive maw, then tear their prey's head off with violent thrashing motions and their gnashing, grinding bite.Only the Space Wolves have the superhuman constitution to hunt these fearsome creatures that haunt the perpetually ice-ridden storms that could flay the skin from a lesser creature. This is an extreme version of the ritual Fenrisian hunt known as the "Lone Hunt." It is believed that this is an initiation ritual to the upper echelons of the Wolf Guard. Legend has it that those that have joined with a Thunderwolf, do so on a spiritual and sometimes even mental level. By force of will or mutual respect, lesser Fenrisian wolfkin will obey Thunderwolves' snarled commands.These creatures have given rise to the legendary Thunderwolf Cavalry. This small elite within the ranks of the Wolf Guard have remained surprisingly absent from official Imperial records. It is believed that the Space Wolves augment their lupine steeds with all matter of cybernetic enhancements, including vicious adamantium jaws, hissing pistons and back-jointed metal limbs that end in razor-sharp blades.Though the Space Wolves continue to deny the practise of riding these beasts to war since they are technically semi-sentient xenos in the Imperium's eyes, rumours still abound across the Fenris Sector about the glorious charges of the Space Wolves' Thunderwolf Cavalry.
Fenrisian Wolf - 13th Great Company: The 13th Great Company of the Space Wolves Legion that was lost in the Eye of Terror for many standard millennia during or slightly after the Horus Heresy are also accompanied by wolf packs made up of the descendants of the Fenrisian Wolves that followed the Space Wolves Legion to combat at the time of the Great Crusade.
Fenrisian Wolf - Notable Fenrisian Wolves: Cogfang - The Cyberwolf of the Iron Priest Anvarr Rustmane, known for the rust-red hair that ran down his back and was decorated with a tapestry of cogs, spikes of bone, fangs, spend bolter cartridges, lengths of relay wiring and other scrap. With his fellow Space Wolves and his cyberwolf, he fought the Drukhari of the Kabal of the Forked Tongue on the planet Vityris.Freki and Geri - It is said that Primarch Leman Russ marched to war with two gigantic Blackmane Wolves at his side, possessed of fierce near-human intelligence who were known as Freki and Geri, meaning "Fierce" and "Cunning" in the Fenrisian dialect of Low Gothic. When the infant Primarch first crash-landed in his gestation capsule upon the frozen Death World of Fenris, the mewling man-infant was found by a Fenrisian she-wolf and raised as her man-cub alongside his two lupine companions. They are believed to be his original pack-brothers, growing to maturity at much the same time because of Russ' unusually rapid growth to adulthood.Fangir - Fangir is the monstrous Thunderwolf ridden by Canis Wolfborn. It is said that he is strong as a mastodon and as tall at the shoulder as a Fenrisian Ice Troll.Svangir and Ulfgir - Svangir and Ulfgir are the two Fenrisian Wolf companions of Wolf Lord Ragnar Blackmane. In the image of Leman Russ' Freki and Geri, both wolves accompany their human pack-brother wherever he goes and fight ferociously at his side, sadly howling in frustration in those occasion Ragnar is forced to leave them behind due to the demands of warfare.Icetooth - The Wolf Lord Harald Deathwolf rides a monstrous Fenrisian Grey Wolf into battle. During a confrontation with the Renegade Wolf Lord Svane Vulfbad in 913.M41, a shard of the Traitor's Frost Axe was imbedded within the cybernetic jaw of Harald's Thunderwolf. Thus, the beast gained the name Icetooth which he has carried ever since.Tyrnak and Fenrir - Tyrnak and Fenrir are the two Fenrisian Wolf companions of the current Great Wolf, Logan Grimnar. Tyrnak and Fenrir are used to pull the ancient anti-grav war chariot Stormrider.
Feral Ork - Feral Ork: Feral Orks or Wildboyz are Orks who arise on a world that a spaceborne Ork WAAAGH! has already assaulted, though they possess only pre-industrial levels of technology and culture. Feral Orks appear after a WAAAGH! has already infested a planet and then moved on to seek new battles elsewhere. Usually Feral Orks are a new generation of Orks grown from the fungal reproductive spores released by spaceborne Orks and left behind on the world their spaceborne counterparts have abandoned.Feral Orks can also be derived from an original population of spaceborne Orks stranded on a world who effectively devolve back to a feral state, losing their access to more advanced technology. The Feral Orks, while less advanced than their fellow Greenskins, do have access to a variety of wargear in their armoury. However, much of it works due to the strange effects it has on the mind and behaviour of the Ork, rather than actually producing a physical effect upon the enemy.While most spaceborne Orks leave with their Warboss to seek out more warfare after completing a round of combat on a given planet, some of their fungal Orkoid reproductive spores are left behind on these worlds. If the spores manage to survive in the planet's environment, they will eventually produce whole tribes of Feral Orks. Often worlds will be plagued by Feral Orks for solar decades after the initial Ork WAAAGH! that created them has moved on.These Orks maintain a comparatively low level of pre-industrial technology, using bows, axes, clubs, and boar or Squig-pulled chariots. Feral Orks often never advance beyond a Neolithic or, at best, Iron Age level of technology. Unlike most Orks, who favour close combat, Feral Orks are better at ranged warfare.These Orks make use of crude technology and employ Warboars, traps, and massive Squiggoths in attacks. Sometimes, a standard Ork WAAAGH! will come across a band of Feral Orks on a world they have invaded, and will add them to their Greenskin horde on the way, providing them with Shootas, Power Klaws, and all manner of advanced technology to aid in the further expansion of their WAAAGH!
Feral Ork - Warboss: A Warboss serves just as much as the leader of a tribe or WAAAGH! of Feral Orks as he does for normal Orks. However, a Feral Warboss does not possess the advanced technology, armour or weapons of a normal Ork Warboss and uses the best pre-industrial weapons his society can provide.
Feral Ork - Pigdok: A Pigdok is a type of Ork Oddboy and is a strange combination of Mad Dok and Mekboy, although not as skilled as either are individually. Pigdoks are found in Feral Ork tribes, tending the Warboars that are ridden to battle by the primitive Boarboyz. Their main use in battle is to increase the ferocity of the various beasts that Feral Orks take to war by doping them with various noxious concoctions, as well as some of the Orks themselves while he is at it.
Feral Ork - Nob: Orks called Nobz are the larger Ork Boyz who are still smaller than the Warboss of a mob, but are able to exert their authority upon their peers through their sheer size and savage natures. They are essentially the Ork elite; the Ork nobles and Ork officers in any Greenskin force. Nobz exist within Feral Ork WAAAGHS! much as Warbosses do, though they have access only to pre-industrial technology and weapons.
Feral Ork - Wyrdboy: Wyrdboyz are Feral Ork psykers, known as Weirdboyz among standard Ork tribes, who are unique in that they act as psychic sponges, absorbing and channeling the collective, gestalt psychic energies produced by groups of Orks. All Orks are innately psychic beings, much like the Eldar, though in only a few - the Wyrdboyz - are these psychic powers fully developed.
Feral Ork - Brute: A Brute is one of the bigger and nastier Orks in a Feral Ork tribe and usually they operate in groups known as Brute Squads, though they are still not as large or powerful as the Nobz. They spend their time maintaining order within the hierarchy of the tribe, usually by means of their sheer size and domineering tendencies. They allow the other smaller Orks the privilege of hunting for them, taking the best of the food that the Huntas bring back. Whilst the ability to shoot prey is essential to a Feral Ork tribe's survival, they still relish close quarters combat. Brutes are also used as Minderz by the tribe's or WAAAGH!'s Warboss. They have special orders to keep an eye on a Wyrdboy to make sure he does his job in battle. In such circumstances a Brute's bullying nature proves to be of its greatest use.
Feral Ork - Trappa: Trappas are Feral Orks who are specialists at gathering meat and furs from their homeworld's native fauna for the rest of the tribe. They are excellent at sneaking up on their enemies and set traps for them many days in advance. They use three different basic yet often deadly traps, known as Bang Traps, Fire Bombs and Punji Pits.
Feral Ork - Stikk Bommas: Ork Stikk Bommas carry Stikkbombs, which are grenades of Ork manufacture, that allow them to take on opponents in cover and light vehicles much more effectively than basic Slugga Boyz. Stikk Bommas are used by Feral Ork tribes as ranged specialists, though their Stikk Bomms are obviously of much more crude construction and materials than their more advanced counterparts.
Feral Ork - Huntas: A Hunta is the basic type of Feral Ork warrior. Squads of Huntas consist of many Orks whose weapons include both melee and ranged equivalents like axes and bows and arrows crafted from stone or crude iron materials and whose effectiveness is found solely in their sheer numbers. They often have to fight predators as well as other Feral Orks on their homeworlds, but in a large enough group they will not only survive but overwhelm their enemies. Often the strongest and most able Ork will become the leader of the squad of Huntas and dominate them sufficiently to obtain more advanced forms of weapons and armour that makes him a more effective warrior than the standard.
Feral Ork - Wildboy: A Feral Ork raiding party will often come across a small community of Orks that spored away from the larger feral tribes present on the planet. These Orks are usually armed only with the most basic, primitive weapons like stone spears and clubs since they have not been exposed to higher levels of Ork technology or culture. The Ork raiding party will bring these wild Orks back to their tribe and place them in so-called Wildboyz Squads. Over time the other Feral Orks will teach them "da proper Orky way", which ironically, is still not equivalent to the standard technology and cultural levels attained by spacefaring Orks. Yet in a culture that respects only raw physical strength, Wildboyz must first prove their mettle and worth to their new tribe in a raid using only the primitive weapons they were first discovered using.
Feral Ork - Gretchin: Gretchins are found among Feral Ork tribes just as they are among their spacefaring kindred, performing the same roles as menial slaves for the much larger Greenskins.
Feral Ork - Madboy: Most Feral Orks have little to no concept of advanced technology and sometimes their introduction to even the simplest mechanical devices will be too much for their puny brain to handle. When this happens, a Feral Ork can become psychotic and lose what little of the rational thought processes he possessed to start. These Orks are known as Madboyz or Nuttaz by their fellows and are put in separate squads known as Madboyz Squads. Due to their insanity they can be either a deadly weapon or a clumsy hindrance in combat for their fellow Feral Orks. Due to their madness, other Orks keep their distance from Madboyz. In battle Madboyz sometimes start fighting amongst themselves, arguing over whether a cloud looks like Gork or Mork, fall in to a gibbering panic or decide to show the other Orks the "true meaning" of Orkyness--which can have disastrous consequences or prove to be the salvation of the tribe.
Feral Ork - Boarboy: A Boarboy serves in a Boarboyz Squad that acts as the heavy cavalry units of Feral Ork tribes. Boarboyz ride a Warboar into battle. Warboars themselves are incredibly resilient and strong beasts, and can serve as a food source for the tribe if needed. The Orks capture and train wild boars, which often inhabit areas near Feral Ork settlements. These wild boar-like beasts then become Warboars, used as powerful and often vicious steeds in battle. On rare occasions when Feral Orks gain access to some level of advanced technology, perhaps supplied by their spacefaring Ork brethren, Warboars will be modified with augmetic implants and bionics to make them faster, stronger and tougher. These boars are called "Cyboars" by the Orks. The most rare and powerful Cyboars are the "Super Cyboars," animals who have become more machine then boar. These cybernetic animals are only ridden by the tribe's Warboss.
Feral Ork - Herda: Herdas are highly-skilled Feral Ork Trappas who decide to capture and train Squigs for their own use. They use the Squigs to attack enemies with their sharp teeth, foul natures and overwhelming numbers.
Feral Ork - Junka: Junkas are Feral Orks who have chanced upon a wrecked or abandoned vehicle and are able to, with the technical assistance of a Feral Ork Pigdok, make it functional once more. They are often heavily armed with recovered spaceborne Ork Big Shootas, Rokkit Launchas or Burnas and may be travelling in one of these recovered vehicles which are referred to as a Junkatrukk. The mob controlling a Junkatrukk is usually quite small, consisting of between five and ten Junkas. A Junkatrukk is the preferred vehicle of the Feral Ork Junkas, usually recovered from the wreck of a spaceborne Ork or Imperial vehicle and repaired by a Pigdok. Because of the previous damage done to these converted vehicles during the battle that wrecked them in the first place, they possess only light armour and may not even run with the original engine, sometimes being powered by very crude steam engines, Gretchin-driven push pedals or even pulled by the largest Warboars of the tribe. Junkatrukks are also likely to break at any time, making them somewhat of a liability in combat if they are not well-maintained. Junkatrukks are often armed with a Big Shoota, Rokkit Launcha or Burna whilst also being a transport to get Junkas and other Feral Ork warriors to the site of combat as quickly as possible.
Feral Ork - Squiggoth: The largest of all Squigs, the Squiggoth is a massive quadrupedal beast (although it ranges in size from that of a main battle tank all the way up to the size of a small Battle Titan) bred and used by Feral Orks. There have been woolly, tusked Squiggoths seen on battlefields, but the most common type appears similar to the dinosaurs of Old Earth. The Squiggoth used by Feral Orks commonly has a howdah on its back, from which Ork Wildboyz and Huntas ride into battle, shooting mounted guns, such as the Supa-Lobba, or their more primitive ranged weapons like bows and arrows and javelins, as they go. To protect their "ride", Orks usually add some form of primitive armour plating, often salvaged from wrecked vehicles of their original spaceborne progenitors.
Feral Ork - Lobba Battery: Some Feral Ork tribes develop their technology levels to the point that they can build crude mortars, catapults and rocket launchers after discovering (to their immense glee and satisfaction) the nature of gun powder.
Feral World - Notable Feral Worlds: Planet NameSegmentumSectorSub-SectorSystemPopulationAggarosSegmentum ObscurusUnknownUnknownUnknownUnknownArchipelagaSegmentum UltimaUnknownUnknownUnknownUnknownArconarUnknownUnknownUnknownUnknownUnknownAurumSegmentum UltimaJericho ReachUnknownUnknown2,000,000,000BaalSegmentum UltimaUnknownUnknownBaal System122,000Baalus TrineUnknownUnknownUnknownUnknownUnknownBanishSegmentum ObscurusNarasima SectorUnknownUnknownUnknownCretaciaUnknownUnknownUnknownUnknownUnknownCuyavaleSegmentum ObscurusCalixis SectorPeriphery Sub-sectorCuyavale SystemUnknownDavinUnknownUnknownUnknownDavin SystemUnknownFenrisSegmentum ObscurusUnknownUnknownFenris SystemUnknownFedridSegmentum ObscurusCalixis SectorMarkayn MarchesFedrid SystemUnknownForman C2UnknownUnknownUnknownUnknownUnknownGargathea IIIUltima SegmentumMaelstrom ZoneKhymaran DriftGargathea SystemUnknownGregornSegmentum ObscurusAskellon SectorUnknownUnknownUnknownHonourumUltima SegmentumUnknownUnknownUnknownUnknownIocanthosSegmentum ObscurusCalixis SectorGolgenna ReachScintilla System5,000,000,000IphigeniaSegmentum UltimaJericho ReachUnknownUnknownEst. 7,000,000,000IthakaSegmentum ObscurusReef StarsUnknownIthaka SystemUnknownJove's DescentSegmentum UltimaJericho ReachUnknownUnknownUnknownKanakUnknownUnknownUnknownUnknownUnknownKimmeriaUnknownUnknownUnknownUnknownUnknownLilia MundiUnknownUnknownUnknownUnknown4,500,000 (approx.)MackenseeSegmentum UltimaJericho ReachUnknownMackensee SystemUnknownMeniscusSegmentum UltimaJericho ReachUnknownUnknownUnknownMundus Planus (Chogoris)Ultima SegmentumUnknownUnknownUnknown10,000,000OranUnknownUnknownUnknownUnknownUnknownOrbianaSegmentum ObscurusCalixis SectorUnknownPeriphery Sub-sectorUnknownPataraSegmentum TempestusOrpheus SectorUnknownUnknownUnknownPosulSegmentum TempestusUnknownUnknownUnknownUnknownSacrisSegmentum ObscurusCalixis SectorDrusus MarchesUnknownUnknownScelusSegmentum ObscurusCadian SectorUnknownUnknownUnknownShapriasSegmentum UltimaBadab SectorUnknownLamptan System (Lamptan V)20-50 MillionSkyrroUnknownUnknownUnknownUnknownUnknownTabius RasaSegmentum UltimaJericho ReachUnknownTabius Rasa SystemUnknownTreyenSegmentum UltimaJericho ReachUnknownUnknownEst. 250,000Typhon PrimarisSegmentum UltimaKorianis SectorSub-sector AureliaUnknown0 (Currently)/300,000 (Formerly)Valos KinSegmentum ObscurusCalixis SectorHazeroth AbyssUnknownUnknownVerenSegmentum UltimaJericho ReachUnknownUnknownUnknown
Feral Worlder - Feral Worlder: A feral worlder is a native of a Feral World, a planet where the dominant Human culture is trapped in a primitive, pre-industrial state, often much lower technologically than that of other Imperial worlds. This can range from nomadic Human tribes, with little more than stone-tipped spears and a mastery over fire, to once-advanced planets now reduced to barbarism from environmental catastrophes, xenos predations, or other world-shattering events.Natives are likely to have grown up without advanced technology, and had to survive by hunting or farming with primitive tools and their own two hands. This makes feral worlders hardy, strong, tough, and able to survive in the worst of conditions.
Ferik Jurgen - Ferik Jurgen: Ferik Jurgen was a gunner first class of the Astra Militarum's Valhallan Ice Warriors regiments who served for many solar decades as Commissar Ciaphas Cain's adjutant. He was first assigned as Cain's adjutant after Cain graduated from the Schola Progenium and was given his first assignment to serve with the 12th Valhallan Field Artillery on the world of Desolatia IV.Despite his less than savoury appearance, a general lack of basic interpersonal skills, and a case of body odour that could overwhelm a Carnifex, Jurgen proved indispensable to Cain in the course of his career. Jurgen was truly defined by his fierce bravery, an unwavering sense of loyalty to his patron no matter the odds, his ability to withstand any situation (save for flying) without complaint, and the fact that he was a rare psychic Blank, possessed of the anti-psyker Pariah Gene.This last ability saved Cain and many of his allies and others under his command from Daemonic and psychic attacks at many of the most desperate times in the famed commissar's career. Remarkably, but not surprisingly, in all of the accounts of Cain's heroism recounted publicly as Imperial propaganda, Jurgen is not mentioned at all, though his actions are recorded in the more truthful autobiographical accounts of the events that marked his career that Ciaphas Cain himself authored and that were edited by the Inquisitor Amberley Vail.
Ferik Jurgen - Early Years: It would be no exaggeration to say that Jurgen was with Ciaphas Cain almost from the very start of his long career. After Cain graduated from the Schola Progenium and received his first assignment to the Valhallan 12th Field Artillery, Jurgen was the soldier assigned by the battery's commander, Colonel Mostrue, to greet Cain as he stepped off the transport on the world of Desolatia IV. Given Jurgen's disheveled appearance, vague manner, and a body odour "which preceded him like a personal force bubble," Cain understood well that Mostrue was expressing his low opinion of the Commissariat in general, and Cain in particular.The two men saw little of each other in the following weeks, until Desolatia IV was attacked by a splinter of Hive Fleet Behemoth. Cain, attempting to flee the main battle, commandeered a Salamander Scout under which Jurgen happened to be taking cover. Cain ordered Jurgen to drive, and was pleased to note that the Valhallan's natural and unquestioning deference to authority led him to obey without question rather than asking Cain why he was obviously trying to flee the scene of a battle. But the Scout blundered into the onrushing mass of Tyranid bioforms, and was disabled. When Jurgen was tackled by a Hormagaunt, he screamed for help. At first, Cain had no intention of responding, but then saw a Hive Tyrant blocking his own path to safety, and ran back towards Jurgen, killing the Hormagaunt engaged with the Valhallan with his Chainsword, shortly before reinforcements from the rest of the battery arrived.Cain managed to portray his attempted flight as a reconnaissance of the battery's rear, which fortunately discovered the Tyranid forces that were about to flank the Valhallan battery. He was hailed as a hero by the regiment, and Colonel Mostrue -- who kept quiet his own doubts about the veracity of Cain's motivations -- took great satisfaction in assigning him an adjutant to help his intergation with the regiment: Ferik Jurgen.
Ferik Jurgen - First Siege of Perlia: Although Colonel Mostrue had intended Jurgen's assignment to his commissar as something of a jest because of his prior involvement with Cain, the commissar quickly discovered that the Valhallan surprisingly possessed many useful qualities. He followed Cain's orders without question about his true motivations, willingly carried out many of Cain's more tedious bureaucratic responsibilities, and acted as a buffer between Cain and those who sought his attention that he had no desire to meet with. Jurgen also had a natural talent for scrounging which allowed him -- and by extension, Cain -- access to almost any item in any theatre of war, including the choicest accommodations available to an officer of Cain's status.Cain once admitted in his memoirs that a more intelligent man might have picked up on the fact that he was in fact a rogue and a coward at heart, so he was grateful for Jurgen's repeated demonstration that he lacked any form of imagination. Cain had more reason to be grateful when he and Jurgen were unexpectedly jettisoned from their troopship en route to the world of Perlia and landed behind Ork lines in a Saviour Pod. In addition to his self-appointed role as Cain's driver and bodyguard, Jurgen -- like any good Valhallan -- was semi-literate in Orkish glyphs and language, and the closest thing Cain had to an expert in anti-Ork tactics.Jurgen acted as Cain's driver during the pair's initial flight to Prosperity Wells, and as his adjutant as stragglers from the defeated Imperial forces gradually coalesced around them as a ragtag army. Later, during Cain's final, climactic confrontation with the Ork Warboss Korbul, Jurgen's insight was critical to saving both their lives. Jurgen refrained from shooting at Korbul, as he realised that the warboss's Nobz would not attack until the "duel" between Korbul and Cain was over. Moments later, after Korbul was slain, Jurgen advised Cain to hold his ground, having learned from his father that Orks, when they lacked a leader or a common enemy to focus on, usually immediately began to fight amongst themselves.This insight proved correct. When the Humans refused to either run away or attack the Greenskins, the Nobz began arguing, and soon the whole WAAAGH! disintegrated into a bloody free-for-all, allowing Cain's force to make their way back to the Imperial lines in relative safety. Unfortunately, but probably unsurprisingly, in all of the Imperial propaganda later spread about the First Siege of Perlia and Cain's role in it as a Hero of the Imperium, Jurgen was never mentioned.
Ferik Jurgen - Later Years: Jurgen had the uncanny ability to fetch anything that his patron Commissar Ciaphas Cain desired, an ability that made Cain's and Jurgen's lives much more comfortable while they served with the 597th Valhallan Ice Warriors Regiment for the bulk of Cain's storied career.Jurgen preferred to wield a Meltagun in combat, which was highly useful for both clearing away large groups of enemies and for sometimes blasting passageways through solid walls or starship hull plates. Jurgen was also a skilled marksman with the standard-issue Lasrifle. When he and Cain were attempting to escape from the space hulk Spawn of Damnation, Cain asked him to shoot an Ork promethium storage tank to provide a distraction. Jurgen thought Cain meant the tank's outlet valve (something Cain could barely see), and despite the long range successfully hit it after only a few attempts.Jurgen served as Cain's driver even though his driving style bordered on maniacal. However, despite innumerable near-misses, Jurgen never crashed a vehicle outright during his career. He knew everything there was to know about driving the Scout-pattern Salamander, which was Cain's favorite ground transport. Protected as he was by the Salamander's armour and his own commissarial immunity, Cain was happy to reap the benefits of Jurgen's indifference to traffic laws and minor physical obstacles.Jurgen had a deep fear of flying caused by the airsickness that he suffered, though he never actually vomited once airborne, believing it beneath the dignity of a commissar's aide. Jurgen also holds the rare distinction of being one of the very few Astra Militarum troopers to ever slay a World Eaters Chaos Space Marine in close combat. This feat was accomplished when Commissar Cain engaged the Traitor Marine in close combat, letting the Chaos Space Marine toy with his kill. Suitably distracted, Jurgen closed in from the World Eater's flank and killed him with a close-range melta blast.Jurgen's nature as a psychic Blank was first revealed on Gravalax. Inquisitor Amberley Vail deduced what he must be from the violent reaction her Sanctioned Psyker Acolyte, Rakel, suffered at his presence, and later from the way he disrupted the Broodmind of Gravalax's Genestealer infestation. While Vail later explained it to him, Jurgen didn't really understand the Warp-tainted metaphysics involved. However, he did grasp the idea that the Emperor had blessed him with the ability to crush witchcraft and even Daemonic powers under the weight of His scorn.Jurgen remained loyally at Cain's side even after the heroic commissar retired from active duty. Though he was well advanced in years by that time, and what was left of his hair had turned entirely white, Jurgen's vitality and lifespan were extended by a regime of Rejuvenat drugs provided to him courtesy of Cain's long-time friend and occasional employer, Amberley Vail. Jurgen accompanied Cain as his aide, bodyguard and driver throughout the Second Siege of Perlia, much as he had done during the first.
Ferrocrete - Ferrocrete: Ferrocrete is a synthetic compound used as a common building material across the human-settled galaxy, especially in bunkers and other Imperial military fortifications. It is composed of a mix of metallic alloys, ceramic polymers and stone of various kinds derived from local sources.A great many of the standard structures on the worlds of the Imperium of Man are made from ferrocrete because of its high density and ability to stand for thousands of standard years in a wide variety of climates and planetary environments once it sets .
Ferrus Manus - Great Crusade: Although torn between the people of Medusa and the needs of the greater Imperium he had been created to serve, Ferrus eventually accepted from his father the command of the Xth Legion, who were re-named the Iron Hands to honour their Primarch's necrodermis-sheathed hands. The Legion quickly added their efforts to the Emperor's ongoing Great Crusade, becoming the heart of the 52nd Expeditionary Fleet. They were said to fight with valour across the galaxy, cutting a swathe through any that opposed the Emperor's word. New Aspirants for the Legion were now drawn from Medusa rather than Terra, and Ferrus' early beliefs about the Medusan tribesmen's healthy competition made them more than capable of adapting to the rigours of life as Astartes. The Xth Legion believed deeply in the Emperor's efforts to reunite all of humanity after the Age of Strife, and held that the greatest danger to the human race was to be found in its own divisions. Only unity—unity under the rule of the Emperor—could truly ensure the survival of Mankind in such a hostile galaxy. The Legion believed that any weakness in humanity should be stamped out, which resulted in many culls of newly-discovered populations who were unwilling to accept the Emperor's rule and the teachings of the Imperial Truth.