vizn3r/warhammer40k-lore huggingface dataset:
Yme-Loc - Yme-Loc: Yme-Loc is a minor Craftworld of the Eldar located in the Segmentum Obscurus. The Eldar of Yme-Loc are not very well-known throughout the galaxy, but are noted for their consummate weapon-smiths and the large numbers of Engines of Vaul and Eldar Titans they are able to field in war. The world-rune of Yme-Loc is known as the "Crucible of Souls". Eldar legends tells of the Crucible of Souls, within which the smith-god Vaul forged weapons of purest wraithsteel that were alloyed with the spirits of the virtuous in order to wage the War in Heaven. It was in this crucible that the ninety-nine-and-one Swords of Vaul were created. Yme-Loc uses the symbol of the Crucible of Souls as its world-rune. For the Eldar of Yme-Loc, the symbol represents the belief that the fate of their race is still theirs to forge.
Yme-Loc - History: The war-smiths of Yme-Loc toil endlessly to craft gigantic machines of destruction. Masterful and prolific in their efforts, they ensure that their warhosts are always furnished with the finest Engines of Vaul, and are able to field a great number of lithe Eldar Titans when they go to war. Yme-Loc's warriors are almost always delivered to battle aboard grav-tank transports, while Fire Prisms and Night Spinners provide supporting fire. Though the wraith-constructs of Yme-Loc are but few in number, there are tales among the Eldar that their weaponsmiths have created a new and devastating Vortex-based weapon powered by the souls of the dead. It is a device so terrible in potency that Yme-Loc have never dared to use it. It is whispered that it can scour entire continents of life in mere Terran minutes, the souls of the living torn from their bodies into the Warp by a vast ghost-storm.Yme-Loc's Guardians wear grey armor with orange helmets and shoulder armour plates. Yme-Loc's warriors are almost always delivered to battle aboard grav-tank transports, while Fire Prisms and Night Spinners provide supporting fire. Their mighty Wraithlords and other vehicles are often coloured grey with orange details.
Yme-Loc - Notable Events: The Bitterblood Wars (Date Unknown) - During the Bitterblood Wars, a Shadowseer of the Masque of the Midnight Sorrow brokered an alliance between the Kabal of the Flayed Skull led by Archon Vraesque Malidrach, and the warhost of the Yme-Loc Craftworld led by Autarch Kai Anastrena. The Shadowseer led the combined Eldar forces against the warbands of the Filth Pit who worshipped Nurgle as their god. While fighting the warbands, the casualties among both the Eldar and the Dark Eldar were great; yet the distraction they caused allowed the Shadowseer and her Harlequins to vanquish the warband's daemonic master and bring victory to the surviving Eldar.The Hounds of Khorne (794.M41) - Caelec the Wanderer breaches a sealed runic portal, only to find it leads to Khorne's realm. A warband of hound-headed fiends slays Caelec and follows his scent to Yme-Loc, causing utter carnage before it is finally banished to the Aether.Fist of the Machine God (801.M41) - When Craftworld Yme-Loc refuses to yield its secrets to an Adeptus Mechanicus war fleet, battle breaks out within the armouries of Vaul. Millions die before the Tech-priests seize enough Eldar technology to sate their predatory curiosity.Disaster on Yngroth (997.M41) - Whilst pursuing Harlequins of the Masque of the Silent Shroud, the Khorne Daemonkin of the Wrath battle their way through the Grey Canyons of Yngroth. Just as the Harlequins seem cornered, a warhost from Craftworld Yme-Loc springs from ambush, catching the Wrath in a devastating crossfire. For long moments the Eldar plan looks set to work, until Arbra'Gax, Bloodthirster of Insensate Rage, bursts into reality. Led by this unstoppable demigod of war, the Khornate horde smash their way out of the Eldar ambush, which swiftly devolves into a massacre as the Blood God's forces punish their devious foes.
Yme-Loc - Appearance: Yme-Loc's reputation was built upon the works of its forgemasters. The Craftworld's colours reflect the ancient garb of those smith-brotherhoods: an orange heat-mantle reminiscent of molten metal, and a grey forge suit for the coals that fuelled the furnace. Millions of Terran years on, their craftsmen rarely work with such base materials, and only then as an artistic indulgence. However, they still bear this ancient heraldry with the pride synonymous with their race.
Yme-Loc - Sources: Codex: Craftworlds (8th Edition), pg. 25Codex: Eldar Craftworlds (7th Edition) (Digital Edition), pp. 45, 51, 188-189Codex: Eldar (6th Edition), pp. 17, 82, 88Codex: Eldar (4th Edition), pg. 29Harlequins Painting Guide - Warriors of the Laughing God, pg. 6Codex: Khorne Daemonkin (7th Edition), pg. 29White Dwarf Magazine 237, "Codex: Eldar," Gav Thorpe, pg. 11
Ymga Monolith - Ymga Monolith: The Ymga Monolith is a mysterious Necron construct located in the Attila System of the Ultima Segmentum. The monolith lies on the edge of the region that is now claimed as a part of the Sautekh Dynasty. The identity of its sinister architects were long unknown by the savants of the Imperium, though the truth was believed to be hidden within the archives of the Library Sanctus on Terra. The Craftworld Aeldari also maintain a Webway portal close to the monolith and use the same rune for it as they do for the Hadex Anomaly.
Ymga Monolith - History: It is said that in the early Great Crusade, one of the Lost Primarchs led an expedition to the Ymga Monolith. Why he did so or what he found there remains unknown.The Monolith's purpose was finally revealed in the years after the Great Rift's birth during the 13th Black Crusade in 999.M41 as it began to glow when the Warp Storm designated Cerberax closed on its location. The monolith created a perfect sphere of Order around itself that remained immune to the effects of the Warp Storm as it progressed across the galaxy. The Tech-priests of Mars' Holy Requisitioners thus discovered that like the Cadian Pylons, the Ymga Monolith was a Necron phase node of immense power intended to close off realspace from the Immaterium.Necron warships of the Sautekh Dynasty soon arrived to defend the monolith from a Warp incursion led by daemons of Khorne who emerged from the Cerberax Warp Storm. This conflict was named the "Cerberax Wars" and the Ymga Monolith became an important asset for the Sautekh Necrons. Visions of the Imperium's Corinthe Mind-Scryers revealed that the monolith possessed the ability to physically duplicate any Necron warship that made contact with it, massively reinforcing the Necron forces in their battle with Chaos.
Ymgarl Genestealers - History: As mentioned above, the Ymgarl Genestealers were at first not believed to be a part of the broader Tyranid species, but were instead thought to be xenos native to the moons of the world of Ymgarl first encountered by Imperial trade crews on merchant ships around 500.M41.However, 200 standard years later, during the invasion of Hive Fleet Behemoth beginning in 745.M41, the Tyranids used Genestealers as shock troops and melee infantry in countless battles against the Imperium and the other intelligent peoples of the Milky Way Galaxy. The Magos Biologis of Mars spent many Terran years trying to classify the Tyranid artefacts and bioforms left behind on Macragge after the invasion of Hive Fleet Behemoth was stopped by the sacrifices of the Ultramarines.Yet they could learn little about their origins from these remains. The only notable discovery had been that the Tyranids used the Genestealers as their shock troops. It had been believed that these xenos had spread across the galaxy onboard Imperial cargo barges and derelict space hulks.Many of the Imperium's most violent encounters with Genestealers before the arrival of the Tyranids had been onboard infested space hulks and names of such hulks as the Sin of Damnation were forever synonymous with these deadly aliens.The presence of Genestealers amongst the Tyranid bioforms proved that these previous assumptions concerning the Genestealers' independent origins had been false. Further genetic analysis confirmed that all Genestealers, even the tentacle-mouthed variant encountered amongst the moons of Ymgarl, were Tyranid bioforms.In response to this news, the Space Marines of the Salamanders Chapter unleashed a xenocidal campaign to purge the moons of Ymgarl of the foul creatures and the Inquisitors of the Ordo Xenos intensified their search for any signs of new Genestealer infestations, but little else could be done to deal with the problem.The question that continued to perplex Imperial scholars was whether the Ymgarl strain of Genestealers were the remainders of an unknown ancient hive fleet that entered the galaxy before the Behemoth or whether there was more to the current Tyranid invasion than had yet become apparent. It is now believed by some that the Ymgarl Genestealer was introduced to the moons of Ymgarl from Hive Fleet Tiamet sometime in the 35th Millennium, carried inside the hulls of Imperial vessels that were originally sent to destroy the then-unidentified xenos infestation in the Tiamet System.No matter the truth of their origin, the Ymgarl Genestealer strain was not completely destroyed by the Salamanders' efforts. They endure in the dark corners of the galaxy, always waiting for the chance to spread their infestation to new worlds and offer up yet another sacrifice for the Great Devourer.The full truth about the Ymgarl strain has yet to be revealed.
Ymgarl Genestealers - Ordo Xenos Departmento Analyticus Data: DesignationYmgarl GenestealerCommon NameGhost, Leech, SewerstalkerSpecies NameCorporaptor ymgarliRoleInfiltrationAverage Height1.9 metresAverage Weight0.3 tonnesMain WeaponryClaws and Tentacled LimbsSecondary WeaponryFeeding TentaclesTertiary WeaponryLimited Shapeshifting and CamouflageThreat EvaluationHigh
Ymus-Solaryn - Ymus-Solaryn: Ymus-Solaryn is a hold of the Ymyr Conglomerate of the Leagues of Votann located in the galactic core. Its Forge is famed across Kin space for the skill of its Brôkhyr, who produce machines and other advanced technologies of sublime might.
Ymyr Conglomerate - Ymyr Conglomerate: The Ymyr Conglomerate is an elite, major league of the Leagues of Votann dedicated to the crafting of high-quality technology that is located in the galactic core.All Kin value good craftsmanship, but none more so than those of the Ymyr Conglomerate. Experts in every form of manufacturing, their Brôkhyr see to it that the Conglomerate's holds and fleets are replete with marvels of technology, and that their weapons of war are second to none.The Ymyr Conglomerate are renowned for two things above all else; their vast material wealth and the spectacular technologies that they craft with it. A league whose mantra is ever quality over quantity, the Ymyr Conglomerate deploy some of the most elite and heavily equipped Oathbands to be seen in any theatre of war.The craftsmanship and quality of the Ymyr Conglomerate's weapons and void armour are second to none. Kin who enter battle girded with such forgewrought masterpieces strive never to waste their tremendous potential.
Ymyr Conglomerate - League History: A Kindred's entry into the elite Ymyr Conglomerate is dependent upon fulfilling one of two criteria. Some Kindreds are permitted to join after proving the exceptional skill of their Brôkhyr in fashioning wargear, voidships, force field technologies, or whatever other systems their Forge specialises in. The more prolific and puissant the Kindred's Brôkhyrs, the higher status they win for their Kindred within the Conglomerate.The other possible criterion for entry is if a Kindred's territories yield a suitably spectacular bounty of raw materials for use in Ymyr Forges. There is no stigma attached to a Kindred effectively buying its way in like this -- the Kin are pragmatic enough to recognise that even the most skilled Brôkhyr can achieve little without fuel for their Forge and materials to work with. In exchange for sizable exports of raw materials, these resource-rich Kindreds are rewarded with weapons, wargear and vessels forged by their skilled allies.Though smaller than some of the other Leagues of Votann, the Ymyr Conglomerate boasts the greatest concentration of superb technologies anywhere in the galactic core. Every one of their Kindreds benefits from remarkable force field generators to protect their void mining concerns and holds, expertly-crafted teleportation hubs that deliver their passengers safely to their destinations -- almost without fail -- and high-end scanning and communications suites.Their holds contain civilian facilities that, by spartan Kin standards, border upon decadence, while their Oathbands and Prospects boast phenomenal military hardware of every sort. The Forges of famous holds -- such as Vônyk's Hall of Hammers, Cynder Span and the Ymus-Solaryn -- produce singular mechanisms of sublime might. Moreover, the Ymyr are notorious for possessing enough advanced beam weaponry, suits of exo-armour and Colossus-class war engines to equip their armies at a level most Kindreds can only afford for their most elite warriors.Even before the birth of the Great Rift at the start of the Era Indomitus, some Ymyr Kindreds were frequent visitors to Far-space. They either traded with alien empires for materials not available in the galactic core, or else took by force those rich star systems they considered theirs by merit of need. Recent developments have only seen them redouble these efforts, for some of their wealthiest Kindreds have been cut off by Warp Storms or invading aliens, and the rest of the league will not see their famed Forges grow cold for lack of fuel.
Ymyr Conglomerate - Notable Kindreds: Orksbane Kindred - The Orksbane Kindred built their hold upon the heavily-irradiated Hold World of Tamâkh. Known as Brôkhfyre, the hold is dug deep into Tamâkh's planetary mantle -- insulated against the exotic and deadly energy spectra that pour from the world's nearby star. What violent apotheosis the tortured star is undergoing, none can say, but for three Terran millennia now the Kin of the Orksbane Kindred have captured the energies of its raging solar flares using kilometres-high stellar vanes. These energies power their hold's Forge, which is amongst the greatest in all the Leagues of Votann, renowned for the amazing weapons of war it can produce.
Ymyr Conglomerate - League Worlds: Cynder Span (Hold World) - The Forge of Cynder Span is famed across Kin space for the skill of its Brôkhyr, who produce machines and other advanced technologies of sublime might. To aid its artificers in their labours, Cynder Span is also located near a major mining epicentre.Tamâkh (Hold World) - The surface of Tamâkh is heavily irradiated by its nearby star, forcing the Kin of the Orksbane Kindred who call it home to build their hold of Brôkhfyre deep within Tamâkh's planetary mantle.Jâluk (Hold World) - Jâluk was an Ymyr Hold World that was claimed by a Warp Storm. The only remnant of its people is the relic armour crest of the Ymyr Conglomerate known as the Last Crest of Jâluk.
Ymyr Conglomerate - Last Crest of Jâluk: The tragic fall of the Hold World of Jâluk remains a cautionary tale to all those Brôkhyr tempted by wild experimentation. Only this one gilded armour crest, the Last Crest of Jâluk was recovered from the Warp Storm-lost planet, pristine and seemingly untouched by the Warp-madness that surrounded it. Its protective powers extend to its bearer, as does the weight of responsibility to prevent such a tragedy befalling their own hold.
Ymyr Conglomerate - League Colours: The Kinhosts of the Ymyr Conglomerate all wear a distinctive shade of red.
Ymyr Conglomerate - League Insignia: The insignia of the Ymyr Conglomerate is a stylised Kin black-and-gold glyph that depicts a triangle within another triangle.
Ymyr Conglomerate - Trivia: "Ymyr" is a derivative of Ymir, the great giant of Norse mythology who was the ancestor of all the jötnar, the giants, and whose body served as the raw material for all of Creation. This would accord with the general reliance upon Norse imagery and mythology used in the fictional culture of the Leagues of Votann.The myth also relates how the grandsons of Búri, the gods Odin, Vili and Vé, fashioned the earth from Ymir's flesh, from his blood the ocean, from his bones the mountains, from his hair the trees, from his brains the clouds, from his skull the heavens, and from his eyebrows the middle realm of Midgard upon which humanity lives.In addition, one version of the myth relates that the dwarfs, the mythological creatures upon which the Kin are based, were given life by the gods from Ymir's flesh and blood.
Yngvâry Combined Logistics - Yngvâry Combined Logistics: Yngvâry Combined Logistics is a large and powerful Guild of the Greater Thurian League in Leagues of Votann space.
Ynnari - A New Hope: Amidst the twilight years of their people, the Aeldari had found a new hope -- something that could potentially stave off their doom altogether. In this, the leaders of the Ynnari saw a chance to unify their long-scattered species as one, healing old wounds and beginning a new era of progress.The Aeldari had witnessed tumultuous change at the tail end of the 41st Millennium of the Imperial Calendar. Being a people blessed with psychic abilities and genuine precognitive power, the promise of cataclysm did not go unheralded. As ever, the Aeldari sought to turn the twists of fate to their own ends -- the High Farseer Eldrad Ulthran of Ulthwé more than any other.Over the last few hundred Terran years of his immense lifespan, Ulthran had detected a confluence of soul energy whenever he had cast his mind into the afterlife of his craftworld's Infinity Circuit. The lingering essences of the dead were blending together into a slow but discernible psychic heartbeat, like that of some impossibly huge giant slumbering in the endless depths of the Aeldari soul.It was the nascent essence of a god of the dead, Ynnead. In that great potentiality, Eldrad Ulthran saw hope.It was the Pathfinders of Alaitoc, led by Illic Nightspear, who brought word to Ulthwé of the strange crystal moon of Coheria, which orbited the Imperial War World of Port Demesnus.The white sands of the moon, glinting like snowdrifts in the stellar light, were formed of a mildly psychoactive crystal, shards of precious stone ground to powder by the erosion of the aeons. Though none alive knew it, Coheria had been on the edge of the ancient Aeldari Empire at the time of Slaanesh's birth, and was saturated in psychic residue.Shortly after the nature of that moon became clear, Ulthran set in motion a cascade of events that would shape the galaxy.The High Farseer projected his consciousness across the stars, enlisting the aid of a Harlequin troupe from the Masque of the Midnight Sorrow.Led by the Death Jester known as Inriam's Spectre, the Harlequins were foremost amongst those Aeldari who believed that Chaos could be defeated and that Ynnead could one day help their species transcend their ancient doom.
Ynnari - Battle of Port Demesnus: Together, the High Farseer and his Harlequin allies enacted a great ritual upon Coheria that saw a crystal conduit established between all of the Asuryani craftworlds and the psychically-resonant crystal sands that covered much of that moon.His plan was nothing less than to channel the foremost souls of the Aeldari Infinity Circuits into the same place at the same time -- in doing so awakening Ynnead long before the natural point of his birth into consciousness within the Immaterium.This was an act fraught with peril, for it would plunge all the craftworlds into darkness -- and feasibly lead to their spiritual destruction. Yet it also held the potential to see the Aeldari species, living and dead, united for one glorious moment that could see Slaanesh slain forever, and its power usurped, taken for the good of the Aeldari people rather than their downfall.In Ulthran's eyes, it was a gamble well worth taking.The consequences of that great risk -- remembered in Imperial archives as the Battle of Port Demesnus -- were profound. The moon Coheria was under Imperial control, though it was considered minor and near worthless compared to the planet it orbited, Port Demesnus.The Aeldari of Ulthwé launched a fierce assault upon Port Demesnus, orchestrated by Ulthran as a distraction to draw attention from his true agenda. It summoned an Imperial response -- predictably, the Imperium marshalled every asset it could spare from the system to rush to the defence of its primary holdings.But there was one whose hunter's instinct was strong enough to detect the feint.Watch Captain Artemis of the Deathwatch, a specialist in the art of xenos hunting, took his Kill-team to Coheria and there engaged Eldrad Ulthran at the critical point of his grand ritual.Just as the moon's crystalline sands were thrumming with the psychic energy of countless Aeldari spirits, blood was spilt on both sides, and Ulthran's Harlequin allies were cut down.When Inriam's Spectre was held at gunpoint, he asked his captor, Captain Artemis, if he could put aside his hatred in order to deal a deathblow to a far greater mutual foe -- the Chaos God Slaanesh. The only answer was a bolt to the head.The ritual, so close to completion, went haywire. The psychic emanations intended to awaken Ynnead echoed out into the void, but they were unfocused, for Ulthran had been forced to fight for his life against the Deathwatch in order to escape Coheria at all.The great gamble had failed, but for one aspect -- a tiny mote of Ynnead's divine consciousness that arced through space, eventually coming to land within the Dark City of Commorragh.
Ynnari - Drukhari Assault: After the Ynnari's desperate resurrection of Prince Yriel turned defeat into victory during the Battle of Iyanden, they made haste to Macragge, there to bolster Humanity's shield against the scourge of Chaos by bringing the Primarch Roboute Guilliman back from the brink of death. From there, they later defended a clutch of worlds from the scourge of Chaos, but always they were on the lookout for more Aeldari sympathetic to their cause.On Saim-Hann, the Ynnari's high priestess Yvraine found no small number of converts. The Saim-Hann world-ship had been sorely pressed since the opening of the Great Rift. At the height of the Khornate Blood Crusade, it had sent five entire clans to hold back the gore-maddened Red Tide on Upsilon, securing a fraught victory before disappearing to leave the planet's Human survivors shaken and confused behind them.At the same time the craftworld's fleet had fought void battles against Imperial Navy warships and elements of Abaddon the Despoiler's vast armada of the 13th Black Crusade.At first Yvraine's call to arms on behalf of the god of the dead Ynnead was seen as the last thing the seers and chieftain of the craftworld needed. It risked a schism dividing their clans, for tempers on Saim-Hann had always run hot.A council was convened at the Speaking Place, a tribal hub in the midst of one of the craftworld's wilderness zones.Beneath the shimmering vault of a colossal bio-dome they talked of ancestors, spirits, and futures yet to be. For a while, they found accord around the ever-burning fires of that place.Then the skies shimmered above the conflagration, and a Drukhari strike force burst from a Webway gate long forgotten. Their intent was to slay Yvraine with a swift decapitating strike, ending her threat to Supreme Overlord Asdrubael Vect's power over the people of Commorragh.The Drukhari's blades did not find their mark, for none other than the Phoenix Lord Jain Zar appeared to meet them in battle. The peace talks turned to fierce battle in moments, and the Ynnari were forced to flee before the people of Saim-Hann could be brought into the fold.
Ynnari - Psychic Awakening: Since the Great Rift split the galaxy, the psychic powers that all Aeldari possess to some degree have burgeoned in different ways. It is generally accepted amongst the Farseers of the craftworlds that this is a direct result of the Dathedian introducing a vast bleed of psychic energy into the galaxy.Of all the Aeldari, the craftworlders are most in tune with matters psychic. Without the Asuryani Path system -- that cultural process by which an Aeldari focuses his or her mind upon a single pursuit or skill to avoid the temptation of all others -- the Asuryani might have found this flare of psychic activity disturbing, and possibly even disastrous.Yet the discipline of the Path was developed precisely to turn the Aeldari mind into a fortress against such unfettered activity. Of all the sentient species in the galaxy, the Asuryani could be said to have ridden out the swell of psychic energy the best -- indeed their entire culture was built around methods of discipline, guardianship, and self-denial in case they let their worst excesses rise from within to eclipse their sanity once more.Those Aeldari who trod the Path of the Witch found their prophetic glimpses escalating into full and potent visions, magnifying their ability to parse the skeins of future fates and react accordingly.On every craftworld their Runes of Warding burned out at a daunting rate, the protective symbols being used up almost as fast as they could be regrown from psycho-reactive material, but for now at least, the psychic threat posed by their daemonic nemeses was held at bay.With this new influx of psychic energy came other new abilities, and many Aeldari subcultures found themselves able to draw on power from within. Even those who traditionally honed the use of the physical over the mental found their talents blossoming when they brought the two into balance.The Ynnari were no exception -- wherever the psychic energies of death gathered thick, the converts to Ynnead's cause could literally breathe them in, harnessing that invisible power released upon death to empower them so they fought with blurring speed and incredible dexterity even for one of the Aeldari species.After this Psychic Awakening began, the Ynnari's efforts against Chaos intensified. Yvraine gathered a great many allies to herself but soon found herself beset by new foes in the wake of the Great Rift's birth, most notably the Supreme Overlord Asdrubael Vect of Commorragh and the Keeper of Secrets Shalaxi Helbane, chosen by Slaanesh itself to hunt down the prophet of Ynnead.Helbane has managed to move the last of the fabled Croneswords into the Palace of Slaanesh in the Realm of Chaos. These relics are said to be necessary to defeat Slaanesh without the need to sacrifice the whole of the Aeldari people in the Rhana Dandra.Rather than despair at her apparently hopeless situation, Yvraine decided to find another path to defeat Slaanesh.
Ynnari - Abilities: Members of the Ynnari carry the Spirit Stones of deceased Asuryani, whose souls they use to bolster their psychic powers.Ynnari who are faithful to Ynnead are also able to siphon the psychic energy released by recent death to invigorate and empower themselves.Those Ynnari who truly devote themselves to the worship of the god of the dead are able to communicate with the souls of the Spirit Stones they possess and can also draw upon those deceased Aeldari's skills, memories and experiences to aid them in battle.Sometimes the Ynnari are surrounded by the souls of the dead Aeldari who have been absorbed by Ynnead. Their hissing whispers unnerve and distract nearby foes.
Ynnari - Organisation: There are two known sub-factions within the Ynnari. The first is the "Aeldari Bladehost," who fight directly under the command of Yvraine.The "Soulbound Vanguard" are those warriors who choose to fight under the leadership of the Visarch.
Ynnari - Ynnari Fleet: Ynnead's Dream (Battleship, unknown class) - The Aeldari battleship Ynnead's Dream serves as the flagship of the Ynnari and the mobile headquarters for Yvraine and the rest of the Triumvirate of Ynnead.
Ynnead - Ynnead: Ynnead (pronounced: INN-ee-ad), sometimes called the "Whispering God," is the Aeldari god of the dead and represents the last hope of the dwindling Aeldari species.The Asuryani long believed that when the Infinity Circuits finally hold all the remaining souls of their species, all of the craftworlds will unite into one Infinity Circuit.At that time the collective souls of the Asuryani will join to form a new entity in the Warp that will battle and subdue Slaanesh, so that all Aeldari spirits may once more be able to merge with it and form a single, balanced entity.By doing so, if such a thing is possible, they hope that this will allow the Aeldari race to be reborn into a better form. Meanwhile, the craftworlds and the Spirit Stones must be guarded from harm and continue to survive, so that all Asuryani can see and form in their own minds a concept of the Aeldari virtues that will enter along with their souls into the Infinity Circuits.Ynnead itself (the god of the dead) is a nascent Aeldari deity growing in the collective Infinity Circuits of every craftworld, from the collective souls of the dead Asuryani. Ynnead has yet to manifest itself, as it has not gained enough power to fulfill its purpose: to destroy Slaanesh and free the Aeldari species from the Chaos God's curse.Ynnead's relationship to Kaela Mensha Khaine is unclear. Ynnead is currently forming within the Immaterium from the collective Asuryani souls found in the Infinity Circuits of the craftworlds. As the Aeldari god Asuryan's psychic might is already bound to each Aeldari soul as the result of that god's actions before his consumption by Slaanesh, Ynnead, when fully formed and awake, will be a potent entity indeed.He will be so powerful that it has been foreseen that a new dimension will be created, alongside the Immaterium and the material universe, that will be a part of Ynnead. It has also been foreseen by the Aeldari that all of their souls will be forcibly pulled to Ynnead when they die, instead of being drawn into the Warp to be consumed by Slaanesh.According to Aeldari Mythology and the visions of some Farseers, becoming one with the death god will be like heaven, hell and purgatory all at once. Since the birth of Ynnead offers the one, faint hope to the Aeldari of defeating and overcoming their Great Adversary Slaanesh, all operations regarding his formation and the place of his eventual birth is regarded with utmost care and caution.Ynnead's coming is the target of much of the Aeldari precognitive powers, as are all theories regarding the acceleration of Ynnead's formation. As Asuryani die and their souls become part of the Infinity Circuits, the nascent god grows in power.
Ynnead - The Awakening: Ynnead remains a dream, the embodiment of a possibility that has yet to be fully realised. Some Asuryani Seers long believed that when the last Aeldari died during the Rhana Dandra (the Final Battle with Chaos), Ynnead would be born from the Warp with the strength of all the Asuryani souls stored in the Infinity Circuits of the craftworlds and the World Spirits of the Exodites.Ynnead will then have the power to destroy Slaanesh forever in a final battle, thus correcting the mistakes which led to the Fall of the Aeldari and allowing the entire species to be reincarnated into a universe free of the taint of Chaos, freed from the sins of their past and with the chance to build a better future.Or at least that is what the Asuryani believed would happen for almost ten thousand Terran years. Then, in 999.M41, during the Battle of Port Demesnus on the crystal moon of Coheria, the High Farseer Eldrad Ulthran of Craftworld Ulthwé partially completed a ritual intended to awaken Ynnead using the power of the souls found in the Infinity Circuits of every Craftworld in the galaxy.While the unexpected intervention of the Imperial Deathwatch interrupted the ritual before it could be completed, the God of the Dead was partially awakened in the Warp, and sought out a champion and prophet to complete his rise in the form of Yvraine, the Daughter of Shades. Yvraine founded a new Aeldari faction dedicated to the Whispering God's resurrection known as the Ynnari.The Ynnari, with members drawn from the Asuryani, the Harlequins, and the Drukhari of Commorragh, seek the restoration of the ancient Aeldari race and the full awakening of the God of the Dead by collecting the artefacts known as the Croneswords from across the galaxy.Their combined ritualistic use at a single focused point in realspace will allow Ynnead to fully manifest his power in the Warp, where he will combat Slaanesh, hopefully destroying the Prince of Chaos and freeing the Aeldari from the soul-devouring curse of She Who Thirsts forever.Only then will the Asuryani, restored to the unity and name of the ancient Aeldari species, seek to rebuild a new and better interstellar empire.
Ynnead - Rune: The rune used by Asuryani Spiritseers is sometimes associated with Ynnead, the nascent god of the dead, and the mysteries of the Infinity Circuit.After his partial awakening, Ynnead's Avatar, the Yncarne, displayed a new rune to symbolise the rebirth of the Aeldari, as depicted below.
Ynnead - Sources: Codex: Eldar Craftworlds (7th Edition), pp. 41, 52, 104Codex: Eldar (6th Edition) (Digital Edition), "The Doom of the Eldar"Codex: Eldar (4th Edition), pg. 39Codex: Craftworld Eldar (3rd Edition), pg. 17Codex: Craftworlds (8th Edition), pp. 15, 19, 22, 24, 28-29, 33, 35, 48, 60Codex Titanicus (1st Edition), pp. 34-35The Gathering Storm - Part Two - Fracture of Biel-Tan (7th Edition)White Dwarf 40 (December 2019), "Worlds of Warhammer" by Phil Kelly, pg. 11
You Never Know (Anthology Short Story) - You Never Know (Anthology Short Story): You Never Know is a short story published in the Gaunt's Ghosts series that was originally part of an anthology. You Never Know was published as part of the Sabbat Worlds anthology in November 2014, and has yet to be released as a stand-alone e-book.
You Never Know (Anthology Short Story) - Synopsis: After the mission to Salvation's Reach, former Traitor Mabbon Etoguar, once loyal to the Blood Pact and then the Sons of Sek, now finds himself in Imperial captivity after betraying his Chaos allies and pledging himself once again to the Imperium.
Yrliet Lanaevyss - Yrliet Lanaevyss: Yrliet Lanaevyss is an Asuryani Ranger of Craftworld Crudarach who walks the Path of the Outcast in the Koronus Expanse of the Segmentum Obscurus and for her own reasons forged a partnership with the Rogue Trader of House von Valancius.Many Terran centuries ago, on its quest to conquer the stars, Mankind escaped the bounds of the Sol System to spread across the galaxy and bring the Emperor's word and will to its darkest reaches. But Humans weren't the only ones to have found a home among the void. They encountered a multitude of intelligent alien species: villainous, enigmatic, and monstrous threats, all of which threatened Mankind's survival. "Xenos" was the High Gothic term used to describe these enemies of Humanity, and the Imperium's deadly struggle against them has continued to this day, with no end in sight.Loyal servants of the Emperor are prohibited from conducting any manner of business with aliens or their foul technologies, as the vigilant Inquisitors of the Ordo Xenos mercilessly stamp out heresy in all its forms. And even the basest of underhive rabble have been taught since the day they were born that the alien is to be exterminated on sight. However, every rule has its exceptions. Rogue Traders are among the few servants of the Emperor who are permitted to interact with xenos, do business with them, and even tolerate aliens as part of their crew so that they may be used for the Imperium's benefit. Yrliet Lanaevyss may be about to become one such xenos.Yrliet is a proud Craftworld Aeldari whose ancestors made journeying through the star-studded darkness their eternal calling. The children of Asuryan spend their long lives walking different Paths and perfecting their understanding of their own special calling, so that they may better fulfill their role in Aeldari society. Yrliet had been living on her planet-sized starship, known as a craftworld, for solar decades: long enough for her to grow restless and decide that her new Path was to take her to faraway and unfamiliar places.Having chosen to walk the Path of the Outcast, Yrliet left the enormous craftworld that her kin called home. She sought to blaze her own trail in a universe that would otherwise lie beyond the reach of Aeldari society, and she followed that desire to distant stars. However, new insights and experiences sometimes come at great cost -- as Yrliet is about to discover.As the darkest hour comes, Yrliet's and the Rogue Trader of House von Valancius' paths cross and intertwine -- and only the God-Emperor knows what this meeting of a xenos and a Human lord will lead to.
Yrliet Lanaevyss - Personality: It is a unique individual who tries to pursue a member of another intelligent species, even more so when they lie square in the uncanny valley of what conventional Human beauty or attraction might dictate. But Rogue Traders have seldom been counted among the norm. They also are among those who fraternise with xenos most often, whether it is to do trade or diplomacy or engage in Imperial-sanctioned purgation efforts. So it is not uncommon for feelings some might consider heretical to develop for the likes of those less repugnant xenos one might encounter out amid the stars.Such pursuits might be reciprocated by Yrliet, whether they are made by a Human man or a woman, as the Aeldari rarely make any distinction between the gender of those they partner with.Those who fall beyond the realm of Mankind do not adhere to the kinds of ideals or schools of thought that define Imperial life. Whether their moral outlook is illogical to the sensibilities of Mankind or that they lack anything Humanity might recognise as guiding ideologies is uncertain. But what is certain is that the likes of Yrliet subscribe to no conviction or form of belief that Humanity might recognise or understand, and therefore she is beyond any classification of beliefs that the Inquisition might make, save perhaps for an equal hatred of the forces of Chaos.
Yrliet Lanaevyss - Wargear: Asuryani Ranger ArmourRanger Long RifleFrag Grenade
Yu'Vath - Yu'Vath: The Yu'Vath were an ancient and Chaos-corrupted alien species whose empire was well-established in the Calyx Expanse two Terran millennia ago, during the Angevin Crusade of the early 39th Millennium. These evil xenos were no more than twisted servants of the Warp who built an empire on a foundation of dark sorcery, soul-slavery and daemon worship.For years the Angevin Crusade fought a bloody war against them, slowly pushing them back in the face of massed slave armies and vile Warp-technology. Finally, Saint Drusus himself struck the final blow and ended their domination over the Calyx Expanse.What was left of their worlds and artefacts were destroyed and their locations purged from Imperial records. Over time their existence was slowly forgotten. Whispers in the Koronus Expanse persist, however, that they were never truly defeated and there are inhabited Yu'Vath worlds still hidden deep within the darkness of the Calixis Sector.In terms of physical appearance, accounts vary, and it is thus assumed that there is no "standard" form for the Yu'Vath species. This may be due to a perverse melding of the Yu'Vath with their thrall races, who are also noted as having variable appearances.During the time of the Angevin Crusade, in the 39th Millennium, the Yu'Vath were eliminated from the portion of the galaxy that would later become the Calixis Sector. In spite of this, their wretched taint remains present within the Koronus Expanse.The heretical technology of these ancient creatures and the terrors that they spawned remain a blight and a constant danger. Much of it lays dormant beneath the surface of seemingly serene worlds and scattered among ancient Space Hulks adrift through the ages.All of these silently wait for some ancient sign or foolish sentient to trigger their activation. Many of these devices seem innocuous as they subtly influence their wielders towards the ways of the Ruinous Powers.Others are blatantly hideous in the way they directly expose victims to the raw power of the Warp. Yu'Vath technology represents one of the most blasphemous threats to the strictures of the Adeptus Mechanicus and those who dare to trifle with it risk destruction and utter damnation.
Yu'Vath - History: At the dawn of the 39th Millennium, the Imperium returned to the Calyx Expanse. The Yu'Vath and their client races represented the most potent xenos opposition active within the region. Their blasphemous technology in concert with their inherent psychic abilities presented a substantial challenge to Imperial efforts to seize control of the region.The Yu'Vath had maintained control of this section of the galaxy for untold millennia, and during this time they had established countless colonies and created or subsumed dozens of other xenos species into their stellar empire. Untold planets already bore the abandoned ruins of ancient Yu'Vath civilisations, even as their expansion continued in every direction throughout the Calyx Expanse.Throughout the region, Mankind found evidence of Yu'Vath activity on the vast majority of inhabitable worlds they encountered in the Expanse.From the first contact, there was little chance of peaceful relations. Yu'Vath technology clearly embraced the Warp in ways that were anathema to the Adeptus Mechanicus and the Ecclesiarchy.For instance, in place of traditional Void Shields, many of the xenos vessels incorporated foul devices that functioned by directly interacting with the Immaterium. Loyal servants of the Imperium lost their minds when simply viewing these vessels in combat without a single salvo fired.The histories recount countless unnatural creatures emerging from these devices to spread terror and destruction upon those who opposed them. The Yu'Vath's man-portable weapons and even their architectural designs posed comparable threats to the minds and souls of all who interacted with them.The leaders of the Angevin Crusade wisely chose to take swift and decisive action to eliminate this threat from the galaxy.
Yu'Vath - Ruins of an Empire: A few of the ruins seem to still have some remaining functionality, but the nature of their precise function is uncertain. Some analysts have concluded that they are little more than ancient mines, but others wildly theorise that the arcane devices might be designed to trigger the death of local suns or unravel the Materium. It is clear that they draw energy from whatever power is available; the stars, geothermal sources, or even the Warp are tapped to keep these complex machines active long after their creators have ceased to live.However, their ultimate purposes remain an unknowable mystery. Legends tell that some of these machines may be haunted -- driven to carry their blasphemous xenos message to any who would approach them. Others seem devoted to defend a location against any threat that might appear. Every active port circulates dozens of legends that recount the disasters faced by those who delved too far into an ancient Yu'Vath site.Beyond planetary surfaces, a handful of ancient Yu'Vath void stations appear active within the Koronus Expanse. Some are located on rogue asteroids, while others travel adrift in the vast empty spaces between the stars. Legends even hint of stable constructs within the Warp far from any mortal civilisation. Through their sophisticated and blasphemous technology, these stations seem to continue to actively pursue the tasks commanded by their long-dead masters. Those who dare to intrude face defences engineered by these potent xenos and risk becoming a part of such a station's debris field.Xenoarchaeologists that have studied these ruins disagree about their age. This is, in part, due to the unusual materials, but also is due to the lack of any cultural progression throughout the various structures. There are few signs of cultural diversity among a population that clearly spanned an enormous region of the void. Similarly, the technology involved in even the most worn of ruins seems consistent with that found among samples that were inhabited during the time of the Angevin Crusade.Best estimates suggest that the Yu'Vath civilisation may have reached its peak more than a hundred thousand Terran years ago, but it may have been stable for countless ages prior to when the Imperium exterminated the race. Even those samples believed to be the oldest show signs of Warp contamination and devoted servant races; it is very possible that far more ancient ruins remain to be discovered.
Yu'Vath - Yu'Vath Technology: Scattered among the Yu'Vath ruins are artefacts that incorporate their unholy science. To some individuals, these ancient devices are of tremendous value simply due to their rarity and age. Many less-than-scrupulous Imperial explorers willingly exploit this fact by selling the artefacts through the Cold Trade for an enormous profit.Some who engage in this practice have been caught and punished by agents of the Inquisition or the Adeptus Arbites. Others have retired to sedentary lifestyles of peace and wealth within the Calixis Sector. However, the vast majority of those who dared to dabble with these devices have paid for their hubris with damage to their minds, bodies, or lives.Yu'Vath artefacts are most easily identified based upon their material composition and their iconography. Almost all of these devices are constructed of a crystalline or ceramic material that resembles natural or fossilised bone. These devices often bear twisted and asymmetric symbols that seem to distort and shift under most lighting conditions.The precise reason for this is unclear; some hold it is simply a holographic effect inherently designed into the construction materials. Beyond these basic points of commonality, little more information is available about these devices through legitimate Imperial resources.The core problem with the authorised study of Yu’Vath technology is that it is inherently anathema to the Adeptus Mechanicus. Only the bravest, most foolhardy, or heretical Tech-priests dare to trifle with these artefacts.More conservative members of the order choose to keep their distance and advocate that any Yu'Vath creations be contained and buried or destroyed (preferably all three). In instances where such objects are found in the void, their advice typically favours launching the artefacts into the nearest available star.
Yu'Vath - Ties to the Warp: A less common hallmark of Yu'Vath technology is that some of their artefacts blatantly display the unholy energies that they wield. While some can channel the Warp into a weapon, many radiate its foul essence wildly as they function.Vulgar plumes and arcs of darkly coloured and poorly focused light often form baleful shapes as the devices convert energy into function. This light can play tricks on the eyes and the minds of all who observe it. Some see decay and depravity in all things illuminated by the dark energy. Others simply crave the power that the artefacts represent -- and may be driven to attempt to seize such items for their own purposes.None who have seen this power in action can forget it, as merely the sight of such a flow leaves its mark upon the viewer's soul. Some of the Yu'Vath devices exhibit their sentience in a more direct fashion. A few artefacts are actually independently mobile, travelling across worlds to feed upon minds and souls.Those that encounter these unholy terrors are often utterly devoured. The combination of a spirit propelled by the Warp merged with the miracle of Yu'Vath technology poses a threat that is nigh-unstoppable for even the bravest of Imperial warriors.
Yu'Vath - Dark Energy Constructs: Of great danger to the Imperium are the Yu'Vath Dark-Energy Constructs. These are the forgotten weapons of the ancient war that raged across the Koronus Expanse during the time of Saint Drusus and the Angevin Crusade.Of these, the Whisperer (see below) is the most powerful, an alien battleship shaped from Warp energy and dark technology. However, there are others scattered across the system.These include the Dark Lament; a complex Warp energy web that the Yu'Vath would lay over ground or structures to turn the very environment against their attackers and the Void Wasps; Yu'Vath interceptors.