vizn3r/warhammer40k-lore huggingface dataset:
Thousand Sons - Post-Heresy: Following the Horus Heresy the Thousand Sons iconography changed to that of the Ouroboros, an ancient Terran symbol depicting a serpent or dragon eating its own tail. The Ouroboros often represents self-reflexivity or cyclicality, especially in the sense of something constantly re-creating itself, the eternal return, and other things perceived as cycles that begin anew as soon as they end.Thousand Sons sect icons are commonly worn on the right pauldron, whilst the left bears the sigil of the Thousand Sons Legion as a whole. Sect symbols are multifarious in their shape and meaning, with some mirroring the symbol of Tzeentch, others the single eye of Magnus, and others still some long-forgotten Prosperine icon. Regardless of their sect or thrallband, almost all Thousand Sons bear the sigil of the flaming wyrm devouring its own tail, a corrupted version of their original Legion icon that is rich in symbolism.It is common practice to use combinations of runes to further identify thrallbands, squads and even individual Battle-Brothers. The housing that frames each identifying pauldron image also has meaning, further identifying the squads within a thrallband. To one schooled in symbology, the history and allegiance of each Thousand Sons warrior becomes clear at a glance.
Thousand Sons - Runes and Iconography: Icons commonly used by the Thousand Sons include variations of their corrupted Legion icon and runes associated with the Chaos God Tzeentch. Representations of the numbers one to ten are also employed, inscribed in inks made from rare and often magically potent ingredients by the sorcerous masters of each Rubricae squad. The colour of each Rubricae 's tabard often identifies his squad, but may also tie him to his thrallband.Every Rubricae within a thrallband will bear one or more recognition runes upon his tabard. Battle-Brothers might bear additional runes, signifying enchantments, curses, or the spirit-warrior's name. Squads of Scarab Occult Terminators carry the same runes as the Rubricae squads of their thrallbands. A Sorcerer may mark out his direct servants with symbols or adornments upon their pauldrons.The complex geometric symbols once worn by the seers and scholars of Tizca live on in the iconography of the Thousand Sons. Each sigil has many potential meanings; though their forms remain the same as the original rune, the intent behind them has changed. For instance, a fire-symbol that was once borne to represent "Sunrise" would now be interpreted as the "Killing Flame."The Dark Tongue is a ritual language, and its phonetic runes are the only manner in which the mysteries of Chaos can be truly expressed. It is the language of daemons and Chaos creatures with the power of speech. The Thousand Sons strive to learn this arcane language for the conjuration of Chaos entities and to bargain with daemons when they are summoned.The vehicles utilised by the Thousand Sons often bear mystical symbols. Some of these merely echo the thrallband-specific heraldry of those inside. Others bind daemonic entities into the metallic fabric of the vehicles, entrapping them in its mystical urn. Such armoured assets have an aggressive spirit that drives it to ram, grind and crush.
Thousand Sons - Sources: Black Crusade: Tome of Fate (RPG), pp. 20-21, 27-28, 30-31, 43, 52Codex Heretic Astartes - Thousand Sons (8th Edition), pp. 6-20, 24-25, 28-31, 48-51, 99-101Codex: Chaos Space Marines (6th Edition), pg. 21Codex: Chaos Space Marines (4th Edition), pg. 50Codex: Eye of Terror (3rd Edition), pg. 17Traitor Legions: (Codex: Chaos Space Marines Supplement) (7th Edition), pg. 111Deathwatch: First Founding (RPG), pp. 86-88Index Astartes III, "Masters of Forbidden Knowledge - The Thousand Sons Space Marine Legion", pp. 62-69Realms of Chaos: The Lost and the Damned, pp. 267-268, 277Warhammer 40,000: Rulebook (6th Edition)Warhammer 40,000: Wargear (2nd Edition), pp. 78-80War Zone: Fenris - Wrath of Magnus (7th Edition)White Dwarf 326 (US), "Psykana Librarius", pg. 76White Dwarf 306 (US), "Chapter Approved", pp. 74-81White Dwarf 267 (US), "Index Astartes First Founding: Masters of Forbidden Knowledge, The Thousand Sons Space Marine Legion"White Dwarf 230 (US), "Bitter and Twisted: Ahriman" and "Chapter Approved: Thousand Sons Terminators", pp. 39-43, 71-79Battle of the Fang (Novel) by Chris WraightBlood Ravens: The Dawn of War (Omnibus)Space Wolves Novel Series:Space Wolf (Novel) by William KingGrey Hunter (Novel) by William KingSons of Fenris (Novel) by Lee LightnerWolf's Honour (Novel) by Lee LightnerA Thousand Sons (Novel) by Graham McNeillProspero Burns (Novel) by Dan AbnettAge of Darkness (Anthology), "Rebirth" by Chris WraightThe Outcast Dead (Novel) by Graham McNeillAurelian (Novella) by Aaron Dembski-BowdenAhriman: Exile (Novel) by John FrenchAhriman: The Dead Oracle (Short Story) by John FrenchAhriman: The First Prince (Audio Drama) by John FrenchThe Talon of Horus (Novel) by Aaron Dembski-BowdenAhriman: Sorcerer (Novel) by John FrenchAhriman: Hand of Dust (Short Story) by John FrenchAhriman: Gates of Ruin (Short Story) by John FrenchLucius, the Eternal Blade (Short Story) by Graham McNeill in Legacies of Betrayal, pp. 361-368Sons of Wrath (Novella) by Andy Smillie
Thousand Stars Kindred - Thousand Stars Kindred: The Thousand Stars Kindred is a Kindred of the Leagues of Votann. It is an example of a Kindred that has been named for a defining feature of their Hold World.
Thrall Wizard - Thrall Wizard: A Thrall Wizard, also spelled Thrall-wizard, is a normal human Sorcerer of Tzeentch who serves the Heretic Astartes of the Thousand Sons Traitor Legion and is drawn and trained from the mortal population of the Thousand Sons' homeworld of Sortiarius, the Planet of the Sorcerers.The Thrall Wizards also serve aboard the Daemon Engines known as the Silver Towers of Tzeentch that can invade realspace.Each tower contains dozens of Thrall Wizards who focus their power to rain magical destruction in the form of powerful bolts of energy down upon Tzeentch's foes from the towers' floating fortifications.
Thrall Wizard - History: When the Thousand Sons first arrived on the Planet of the Sorcerers following the Battle of Prospero it had no native population to make suitable servants or new warriors. Over the many thousands of Terran years that the Heretic Astartes have lived on the Daemon World they have acquired such minions through raids throughout the galaxy.This has led to the creation of a mortal servant class within the world's sorcerer towers. Some of these menials have occasionally broken free and fled into the hostile lands beyond the Thousand Sons' towers to join the various nomadic warbands led by Chaos Champions of the Thousand Sons and inevitably, those Champions who have risen from the ranks of the escaped mortals.From these warbands arise the Champions of Chaos, and in particular Champions of Tzeentch, who are often recruited back to serve the Thousand Sons as more than mere menials. New captives are always taken by the Thousand Sons when they raid into realspace and so the mortal population of Sortiarius remains stable.Individuals with psychic powers are highly prized and encouraged by the Thousand Sons. Mortals who possess such abilities may begin their careers bonded to a Thrall Wizard band in the service of a Thousand Sons Sorcerer. They are taught how to perform the simplest magical feats as part of the first step to becoming fully-fledged Tzeentchian wizards.While apprenticed in this way they are placed under the direct command of a Thrall-Champion who may have arisen from the ranks of the ordinary Thrall Wizards themselves. In battle, these apprentices fight for their Thrall-Champion and use their psychic sorcery to support them.In this way these apprentices begin a journey that may see them rise in time to become a Thrall-Champion in their own right, or even ascend to the immortal heights of a Daemon Prince of Tzeentch, though far more fail in their ambitions only to devolve into mewling Chaos Spawn.
Thralls of Magnus - Thralls of Magnus: The Thralls of Magnus are a thrallband of Heretic Astartes of the Thousand Sons Traitor Legion. The Thralls of Magnus are the largest and most powerful sect of the Cult of Scheming, and have been since shortly after the Legion's fall to Chaos.Many rival sects have sought to dethrone them, only to succumb to impossibly intricate traps and plots. The same inescapable fate has befallen countless Imperial and xenos worlds.Perhaps their most notable subsidiary thrallband was known as the Makers of Truth.
Thralls of Magnus - Warband Colours: The Thralls of Magnus thrallband's colours are azure trimmed in gold. They also wear gold robes and tabbards.
Thralls of Magnus - Warband Badge: The Thralls of Magnus thrallband's symbol is a light yellow sigil of the Cult of Scheming centred upon a field of light azure and trimmed in gold.
Thramas Crusade - Thramas Crusade: The Thramas Crusade, also known as the Thramas Campaign, was an extensive military campaign conducted by the traitorous Night Lords Legion among the worlds of the Eastern Fringe of the galaxy during the opening years (007-009.M31) of the galaxy-wide insurrection known as the Horus Heresy in the early 31st Millennium.Following the Traitor victory at the Drop Site Massacre on Isstvan V, the Warmaster Horus Lupercal despatched the homicidal Primarch Konrad Curze and his psychotic VIIIth Legion, the Night Lords, on a campaign of genocide against the Imperial strongholds of Heroldar and Thramas in the Aegis Sub-sector of the Thramas Sector in the Eastern Fringe.The campaign was intended to protect Horus' flank and supply lines as he prepared for his main drive on Terra from Isstvan V and delay the Dark Angels Legion from reinforcing the Loyalist defence of the Throneworld by forcing them to engage the Night Lords to halt their savage march of slaughter and destruction.This bitterly contested campaign would drag on for nearly three Terran years and succeed at carrying out Horus' strategic objective, though at terrible cost to the Night Lords and the effective elimination of that Traitor Legion as a decisive military force for the rest of the Heresy.
Thramas Crusade - A Betrayal Long in the Making: Horus' betrayal of the Emperor was no sudden whim, nor entirely forced upon him by the intervention of outside forces from the Warp. The preparation required to undertake a war on the scale of the Horus Heresy, involving billions of warriors across hundreds of star systems along with the materials required to fuel their onslaught, is no small thing but rather a task to challenge even the greatest of military minds.To achieve such a feat in secret and in the space of a few short solar months is simply not possible, even for such a renowned strategic genius as Horus Lupercal. His grand rebellion, one that suborned half of the Legiones Astartes, dozens of Mechanicum Forge Worlds and many millions of warriors in the Imperial Army, was a work of logistical and strategic genius that had taken form over long standard years. The Horus Heresy was a dagger long prepared and sharpened before it was plunged into the Emperor's back.That Horus' intent was always open rebellion may be in doubt, but that Horus had long set plans and contingencies to allow him to quickly place large bodies of warriors loyal to him into the field and that he also worked to bind certain of his brother primarchs in chains of loyalty to him over the distant Emperor is beyond doubt. Perhaps he had at first rationalised his actions as a preventative measure should the Imperium face an overwhelming onslaught from beyond its borders.Indeed it is likely that some of his preparations saw use during such crises as the Rangdan Xenocides and the Sorthali Incursion, troops held in abeyance committed and old favours called due. Yet these would be but tests of the hidden network of warrior lodges, bound retainers and client Forge Worlds, a taste of the true power that Horus had accumulated over the long years of the Great Crusade. These hidden works were never disclosed to the Emperor or those primarchs most loyal to Him, but kept as Horus' last resort, the reflex of a deeply paranoid warrior and, in retrospect, an action that did not speak of loyalty but only of self-interest.It would take only a spark to ignite the flames of the Warmaster's blazing ambition, to see these carefully-prepared resources turned not to the cause of protecting the Imperium, but to that of its destruction. That spark would be provided by the Ruinous Powers during Horus' sojourn within the Temple of the Serpent Lodge on Davin.
Thramas Crusade - Night Lords Set Forth: Following the victory of the Traitors at the Drop Site Massacre on Isstvan V, the Warmaster Horus called a meeting of the 8 primarchs of the Traitor Legions aboard his flagship, the Vengeful Spirit, with only the the Alpha Legion's Primarch Alpharius missing.Five of the primarchs met in person, including Horus, Fulgrim, Angron, Mortarion, and Lorgar. Three appeared through the use of hololithic emitters that transmitted their signals through the Warp, including Perturabo, Konrad Curze and Magnus the Red, who had only recently joined the Traitors after the  Battle of Prospero, when the broken remains of his Thousand Sons had been transported by Tzeentch into the Eye of Terror to the Planet of the Sorcerers.The conclave of Traitor primarchs made ready their plans for the next step in their war against the Emperor. With the meeting complete each Legion went its way according to its assigned role.The Night Haunter's fleet, augmented by the entirety of the Legio Ulricon, a Traitor Titan Legion, had already departed, bound for the planet of Tsagualsa, a remote world in the Eastern Fringe that lay shrouded in the shadow of a great asteroid belt. From there, the Night Lords' terror troops would begin a campaign of genocide against the Imperial strongholds of Heroldar and Thramas, star systems that, if not taken, would leave the flanks of the Warmaster's coming strike on Terra vulnerable to attack by the Loyalists.The Thramas System was of particular importance, as it comprised a number of Mechanicum Forge Worlds whose loyalty still belonged to the Emperor.Before Horus' treachery had been revealed at Isstvan III he had ordered the Primarch Lion El'Jonson and the bulk of his Dark Angels Legion to the Eastern Fringe, there to unwittingly perish at the murderous hands of their treacherous kin.
Thramas Crusade - Parley: Following two Terran years of bitter fighting, and extensive losses on both sides, Lion El'Jonson sought nothing less than the utter annihilation of the Night Lords and their unstable primarch.In an attempt to sway his brother the Lion to Horus' cause, Konrad Curze, the Night Haunter, had left a deep-void beacon in the patrol path of one of the Dark Angels' outrider vessels. The beacon was set to transmit coordinates in advance, so that the two primarchs could meet and parley on the planet of Tsagualsa.Night Haunter wanted to break his former brother either mentally, physically or both to obtain his objectives. The primarchs were escorted by two warriors from their personal Honour Guards to the parley.Lion El' Jonson was accompanied by Paladin Corswain of the 9th Order and Master Alajos, while Konrad Curze was flanked by First Captain Jago Sevatarion and his equerry, Captain Sheng.The meeting began amicably enough between the two as they conversed with relative civility. This lasted only until the Night Haunter slandered the Lion, and in return El'Jonson struck his brother. This melee further degenerated into an all-out brawl between the two sides. Kurze managed to gain the upper hand and began to strangle the life out of El'Jonson.Fortunately, Corswain ran his sword through the Night Haunter's back, thus saving his primarch's life and rendering Kurze comatose. Eventually both Legions sent reinforcements in response to the incident.Each side dragged away their respective primarchs from the scene of the combat. Both survived the brutal confrontation and went on to continue the contest between their Legions for control of the Aegis Sub-sector.
Thramas Crusade - Ambush: When next they fought, the Dark Angels executed a meticulously planned ambush on the Night Lords' fleet while it was in transit across the sub-sector that saw the back of the Night Lords Legion broken and their primarch mortally wounded after having faced his brother El'Jonson once again in mortal combat.Thanks to skilled coordination and superb execution by the Lion, the entirety of the Legio Ulricon's fleet was annihilated, causing their doomed vessels to spill their deadly cargo of Titans into space, which caused devastating losses to the Night Lords fleet.The result of this disaster was the loss of dozens of VIIIth Legion capital ships and approximately one-quarter of their Legion fleet.Unfortunately, the remainder of the Night Lords fleet fled the Dark Angels' wrath, while the recently recovered Konrad Curze, his First Captain Jago Sevatarion and the elite Night Lords Atramentar Terminators led a desperate boarding assault action upon the Dark Angels' flagship, the Invincible Reason.This assault resulted in the death of all but a dozen of the Night Lords' Atramentar and the capture of Sevatarion and the remaining survivors.Curze fled El'Jonson's wrath, evading the Dark Angels for solar months, stalking the shadows within the bowels of their mighty flagship, avoiding the Dark Angels search parties and Lion El'Jonson himself.The Night Haunter would eventually effect his escape when the Dark Angels fleet made its way to Macragge in the Realm of Ultramar by following the beacon of the xenos device known as the Pharos on the world of Sotha.
Thramas Crusade - Aftermath: Although the Night Lords suffered a devastating defeat, and the complete loss of the Legio Ulricon and its precious Titans at the hands of the Dark Angels, their overall mission of protecting Horus' flank and delaying the Dark Angels' reinforcement of the Loyalist efforts to protect Terra was considered a strategic success by the Warmaster.The three-standard-year-long campaign delayed the Dark Angels long enough that by the time they defeated the Night Lords, and arrived at the Siege of Terra nearly five standard years later following their involvement in the Imperium Secundus project and the dissolution of the Ruinstorm, the conflict was already over.The delay of the Dark Angels also had the added effect of distracting them from Luther's betrayal on the Dark Angels' homeworld of Caliban.Subsequently, this betrayal would result in the destruction of their homeworld in the days immediately after the end of the Heresy and would forever after steer the course of the Ist Legion and its later Successor Chapters in the pursuit of their wayward kin, the Fallen Angels.The remnants of the Night Lords Legion eventually regrouped in the Eastern Fringe of the galaxy in the final years of the Heresy. They conducted a massive campaign of genocide and terror across the worlds of the Eastern Fringe the likes of which has never been seen before, or since. The Legion acted upon the increasingly self-destructive impulses which drove its Heretic Astartes, much as such impulses drove their primarch.The Night Haunter, almost slain twice during the Thramas Crusade, and distraught at the presumed death of First Captain Jago Sevatarion, eventually escaped from Macragge, imprisonment by Lion El'Jonson and the travails of the Imperium Secundus with the tacit acceptance of his brother Sanguinius, whose prescient psychic abilities showed him that Konrad Curze would find his own dark destiny soon enough.Curze fled to his dark lair on the planet of Tsagualsa, becoming a mad, naked, increasingly psychotic monster, until his assassination at the hands of the Callidus Assassin M'Shen in the years after the end of the Horus Heresy.With the death of their primarch and the loss of a unified command structure, the Night Lords never fully recovered their coherence and scattered across the galaxy. A large contingent joined as outriders to Horus' advance on the Throneworld during the Siege of Terra, while others refused to further serve the Traitors' cause, wanting to become nothing more than pirates and reavers in charge of their own destiny. The Night Lords eventually broke up in the years after the Horus Heresy into smaller warbands led by assorted Chaos Lords.The Night Lords' presence in the Eastern Fringe thereafter diminished as many took refuge in the Eye of Terror like their fellow Heretic Astartes.
Thrar Hraldir - Thrar Hraldir: Thrar "Wyrmblade" Hraldir was a Wolf Priest of the Space Wolves Chapter during the 32nd Millennium. Hraldir was instrumental in the development of the genetic engineering program known as "The Tempering" -- the Space Wolves' effort to expunge the genetic deficiencies of their potent gene-seed in order to create new Successor Chapters. Hraldir came closer than any other since the Emperor Himself at understanding the nature of the Canis Helix. During the First Battle of The Fang, he confronted the Thousand Sons Daemon Primarch Magnus the Red and was slain. With his death, the secrets of the Space Wolves' gene-seed and how to remove the taint of the Curse of the Wulfen died with him.
Thrax - Thrax: ThraxFrontier WorldSeveran DominatePeriphery Sub-sectorCalixis SectorSpinward FrontScarus SectorWarpThrax has suffered greatly at the hands of Grimtoof Git-Slaver's forces, yet Duke Severus XIII has managed to cling tenuously to possession of the star system. The world of Thrax and several of its moons are densely populated, though technology is rarely more advanced than the black powder stage thanks to the system's isolation.It is likely that Thrax was settled by human colonists long before the Age of the Imperium and never really integrated into the Emperor's domains, even over the course of the ten thousand Terran years since the Great Crusade. Rather, Thrax's society has continued its lurching climb towards civilisation, the war on the Spinward Front setting it back millennia in one fell swoop.The war has brought twofold suffering to the people of Thrax. On one hand, the advance of WAAAGH! Grimtoof has drawn numerous Ork warbands in search of slaves, and hundreds of thousands of people have been dragged off to serve in the Git-Slaver's foundries.In response, Severus XIII has drawn equally heavily upon the world, forcing hundreds of thousands more to join the ranks of his own forces in the defence of the Severan Dominate. To make things worse still, the Imperium has launched a number of long-range strikes against Severus' bases on Thrax, though given the distance from the Imperium's lines, these attacks are invariably short-lived and highly focused, designed to cause strategic disruption to the Secessionists' operations.The largest and most recent was in 815.M41, when the Astra Militarum launched a planetstrike against Thrax. Nine entire regiments were committed to an operation in the world's southern hemisphere, the intention being to gain a lodgement which could be supplied by orbital drop as needed. The landings were contested by a native force of roughly equal size, but the Imperial Guard should have been able to prevail given the time and space to bring their superior firepower to bear.Tragically, the landings coincided with a massive Ork slave raid and the landing force's orbital support was forced to withdraw in the face of the far larger enemy fleet. Cut off, the Guardsmen fought on, though under attack by two enemies.Exactly how many were slain is impossible to ascertain, though it is believed that the Orks captured thousands of troopers and dragged off to serve in Grimtoof's foundries. A force of regimental size is believed to have broken out, however, the survivors vanishing into the wastes where they continue to operate as guerrillas, launching punishing attacks on Severus' forces and living off of the alien land.
Thraxians - Thraxians: The Thraxians are a chitin-covered, multi-armed xenos species that was annexed to the T'au Empire.They were discovered by the Imperium of Man when they drifted into human territory for unknown reasons.After being discovered by the T'au Air Caste, the Water Caste extended the Thraxians honourable greetings and an invitation to join the T'au Empire, offering them mutual protection, new trade opportunities and the exchange of technology.Under the Ethereals' guidance, they were absorbed into the T'au commonwealth.
Thraxians - Canon Conflict: On page 10 of Codex: Tau Empire (6th Edition), the Thraxians are stated to have been annexed during the First Sphere Expansion, but on page 28 this event is dated to 896.M40, during the Second Sphere Expansion.The idea of the annexation occurring during the First Sphere Expansion is maintained in Codex: Tau Empire (7th Edition), but again Codex: T'au Empire (8th Edition) repeats the same conflicted information as the6th Edition codex.
Threxos Hellbreed - Threxos Hellbreed: Threxos Hellbreed is a Chaos Lord of the Black Legion and the newest member of the Chosen of Abaddon, the four greatest champions of the Warmaster of Chaos, as their Lord Ravager.Threxos Hellbreed is the current admiral of the Black Legion's Black Fleet and also the new master of the Hounds of Abaddon warband. He replaced the former Lord Ravager of the Chosen of Abaddon, Urkrathos, after that Daemon Prince's death on Cadia during the 13th Black Crusade.Hellbreed has won great favour with his patron Chaos God, Khorne, due to his skills at launching ship-to-ship ambushes. He has earned a reputation for initiating spectacular boarding actions.
Throne Gelt - Throne Gelt: Throne Gelt is the name of one of the types of monetary currency in use in the Imperium of Man in the 41st Millennium, though currency of a similar name had been used as far back as the time of the Horus Heresy in some regions of the Imperium.Throne Gelt often takes the form of metallic coins known as "thrones" that are backed by the fiat value of the local Imperial Tithes collected by the Administratum. Thrones in the 41st Millenium were known to be about the same size as a five Aquila piece, another early form of currency used at the time of the Great Crusade.Thrones can also be disbursed electronically between personal or business-related accounts usually through the use of a data-slate or other device with an embedded cogitator, though this can leave a data trail that can be tracked by certain Imperial organisations such as the Adeptus Mechanicus or the Inquisition.
Throne Gelt - History: The Imperial currency of the Calixis Sector and many of the surrounding regions in the Segmentum Obscurus such as the Koronus Expanse is known as the "Throne Gelt," a term for currency which stretches all the way back to its first use in the earliest days of the Imperium during the Great Crusade and the Horus Heresy. There are also precious shell tokens or coins of rare, strategic metals that are accepted as legal tender on all of the civilised Imperial worlds of the sector. Thrones can also be dispersed in electronic form as payment, usually by using a data-slate.One of a number of sector and segmentum-based Imperial currencies whose value directly relates to the Administratum's audits of tithes from the planets in the region where the currency is used, the worth of Throne Gelt is secured against the massive riches generated by Imperial planetary tithes, and is locally issued in the form of coins known as "thrones."A currency consists of whatever objects are a common unit of exchange in a given locale -- government coinage, ephemeral digital ledger-data, ammunition, gold nuggets, or shells picked from a beach. The currencies of Mankind are as varied as the worlds of the galaxy they inhabit, and are only measured in thrones when it comes time to collect the Imperial Tithe.Human reavers and pirates across the frontiers of Imperial space are often refugees or descendants of settlers from the Imperium, and so understand Throne Gelt's value. Of course, to these Renegades, offering currency in trade without a display of force or at least a little bloodletting first is a sign of weakness. Yet some Renegades, dark corsairs and slavers among them, favour hacksilver, items of technology, ammunition, and slaves as currency -- or trapped souls and bottled vitality, if the darkest stories are to be believed.Xenos also have their currencies, though their interpretations of this concept may be remote and strange. The vile Orks, for example, count wealth in "teef" -- literally the teeth of enemy Greenskins kept for noisy, threatening trade with "dem 'ard gits what got the bitz we needz." By comparison, the deceitful Aeldari kindreds do not appear to employ any form of monetary currency at all, and are said to find such Human concepts of valuation primitive or debased. Aeldari do value certain items -- particularly the lost artefacts of their species.However, attempting trade with Aeldari of any kindred is a harrowing experience, with the negotiations ever treacherous and shifting. Perhaps of all the xenos known to Mankind, the nomadic Stryxis have the most "Human" outlook on trade. Though strange to look on, Stryxis caravans offer an often bewildering variety of goods, many perilous and outright prohibited within Imperial space. However, their inscrutable masters drive a hard bargain, and are never to be underestimated.
Throne Mechanicum - Throne Mechanicum: A Throne Mechanicum is a cybernetic control platform utilised by the Nobles of the Questoris Familia houses to control and pilot their Imperial Knight suits through neural interface sockets surgically inserted into the Noble pilot's cerebrum and cerebellum. Umbilical interface cords from the Throne Mechanicum device are then attached directly to the pilot's neural sockets. These mind impulse control links allow the pilot to wear their Knight suit like a second skin through the interface of the Throne Mechanicum.This ancient archeotech is a lost relic that heralds back to the time of the Dark Age of Technology. Through this process of neural linkage made possible with the Throne Mechanicum, Knights are controlled in a similar fashion to the great god-engines of the Titan Legions. Unlike the Mind Impulse Units used by Titan pilots, however, the Throne Mechanicum often retains a neural echo of every Noble to have bonded with it and its accompanying Knight suit.Additionally, the Throne Mechanicum will "reprogram" the mind of any Noble capable of making a neural connection to a Knight suit by implanting strong positive psychological associations to notions of fealty, obligation and social hierarchy, as well as a deep respect for the Noble's ancestors.
Throne Mechanicum - History: Long before the rise of the Emperor and the birth of the Imperium, during the Age of Technology, Humanity reached out to the stars, eager to occupy new worlds and expand its burgeoning interstellar empire. Vast sublight colonisation starships known as "Long March" vessels carried eager Human settlers into the void, along with all the resources they might require, and landed on far-flung, often isolated worlds many light years from Terra.The first Knight Worlds were founded at the very start of the Age of Technology, when scouts from Terra travelled far through the galaxy seeking planets to use as agricultural worlds to provide food for Mankind's burgeoning population, or as mining colonies to provide the materials needed to fuel their expansion across the stars.Indeed, the Knight Worlds had already been established for thousands of standard years when the Imperium was first founded in the 30th Millennium. When those first Human scout ships discovered a suitable planet for colonisation, gigantic spacecraft were dispatched to settle them. These starships were part of Terra's "Long March" fleets, named after the duration of their voyages and their destinations among the stars.The name was apt; each of the Long March colony starships carried thousands of settlers on at least a solar-decade-long journey to a far distant planet. Upon arrival, the colony ship would land and be immediately cannibalised by the colonists to provide the raw materials needed for their first settlements; there was no hope of return to Mankind's distant homeworld.The struggle for survival on many of these worlds was grim. On some, the settlers found themselves the prey of vicious predators or were attacked by native alien races, which saw the Human settlers as invaders. On other worlds, extreme weather conditions or an unbreathable atmosphere made travel outside of domed habitat-zones next to impossible. However, problems like these had been anticipated, and in order to deal with them, the settlers were supplied with Standard Template Construct (STC) databases and fabrication facilities that allowed them to build powered suits of exoarmour later called "Knights" after Terra's ancient European medieval warriors.The pilots of these bipedal walking machines were protected by a hard shell of plasteel and armed with an array of military-grade heavy weapons. The suits proved invaluable: few, if any, natural predators or hostile alien warriors could stand against them, and they could travel through even the most dangerous environment with ease. These Knight Standard Template Construct (STC)s were upgraded to include subliminal mental stimuli intended to ensure the birth of a cadre of colonial defenders in preparation for Mankind's exodus across the stars, the better to prepare the so-called "Nobles" who would be responsible for the protection of others on the new worlds.
Throne Mechanicum - Throne Mechanicum Variants: The first Knight suit was one of the countless technological wonders created on Mars during the pre-Imperial Age of Technology. Yet, in the Age of Strife, it was the pioneering Nobles of House Taranis who became the first Knights in their present incarnation, and piloted the very first prototypes of the machines created by the ancient Mechanicum after civilisation was restored on the Red Planet, fresh from the forges of Mars' industrial heart.Uniquely amongst the Nobles of the other knightly houses, however, the subtle mind-altering technology of the later walkers was noticeably absent from the Thrones Mechanicum of Taranis' Knights. This was in part due to the fact that the Martian Nobles who became the first Knights were already fiercely loyal to their Mechanicum overseers and House Taranis was an integral part of Mars' military infrastructure.The root of this difference comes from the Taranis Knights' unique past, and the role they have played as part of the Adeptus Mechanicus for hundreds of centuries. The first Nobles of Mars were skilled pilots and favoured Enginseers, who understood their machines in ways their contemporaries could only hope to achieve. As the Knight suits developed, so too did the Nobles, their personalities subtly changed by extensive neural connection to their Thrones Mechanicum.In time the growing sophistication of the Thrones and the Knights themselves meant that only those with a certain genetic makeup or biological heritage would make the best pilots. This led to the formation of knightly houses on Mars and preferential treatment for these special servants of the Machine God.
Throne of Judgement - Throne of Judgement: The Throne of Judgment is the Puritan Inquisitor Lord Fyodor Karamazov's personal war machine. This ancient relic was presented to Karamazov upon his ascension to the rank of Inquisitor Lord.He is accompanied by his Lexmechanic who acts as a scribe to record all of his judgements and who is cybernetically linked into the throne itself and his Execution Servitor, who mans the throne's primary weapon. The Throne of Judgement is based on the chassis of a Space Marine Dreadnought and is armed with a Multi-melta.Karamazov himself carries the power sword known as the Sword of Justice and is accompanied by a Servo-skull. Karamazov, a member of the Ordo Hereticus, carries an Inquisitorial Mandate with him at all times.He is regarded very highly in the Imperium and rightly feared at the same time. Famed for his ruthlessness, Karamazov once said in deciding a case against an accused Heretic that, "There is no such thing as a plea of innocence in my court, a plea of innocence is guilty of wasting my time. Guilty."
Throneworld (Novel) - Throneworld (Novel): Throneworld is the fifth volume in The Beast Arises series of novels.
Throneworld (Novel) - Synopsis: The Imperium's situation has never been more grim -- an Ork Attack Moon hangs over Terra, and Ork armadas ravage human space.To make matters even worse, Aeldari strike at the heart of the Imperial Palace, forcing humanity's defenders to fight on two fronts at once.Though it seems nothing can stop the Orks -- neither brute force, science, nor faith -- an unlikely alliance in the furthest reaches of space uncovers the first clue how to defeat the greenskins.The Adeptus Astartes now face an almost impossible task -- taking news of this discovery back to Terra through a galaxy teeming with Orks.
Thudd Gun - Thudd Gun: The Thudd Gun, officially known as a Quad Launcher, is a quadruple-barrelled, short-range artillery weapon, generally used by the Astra Militarum.This mortar receives its unusual name from the distinctive sound it makes when firing. The Thudd Gun is effectively four large Mortars mounted on a single gun carriage.Once the "quads" were common weapons amongst the regiments of the Imperial Guard, but most of these artillery pieces have now been relegated to second-line Imperial units, used by Planetary Defence Forces and militia units.
Thudd Gun - History: The Thudd Gun is a truly ancient weapon, having been originally developed by the Squats on their homeworlds, and then shared with the Adeptus Mechanicus, who started building their own.Thudd Guns were used by both sides during the Horus Heresy and were used extensively during the Great Crusade. At the Siege of Terra Loyalist forces used them to defend the narrow corridors of the Imperial Palace from the forces of Chaos' assault.In recent times, the Thudd Gun saw heavy use during the Badab War, the Tyrannic Wars against the Tyranids and during the Siege of Vraks by the artillery companies of the Death Korps of Krieg.
Thudd Gun - Armament: The Quad Launcher's main drawback as a weapons system is the time required to reload between volleys. Ammunition is placed into the hopper, the breech is then hand-cranked back which allows the round to feed into the breech, which then slams forward into the ready position. The hopper can then be reloaded with another shell.When the gun fires, the recoil allows the second shell to load automatically. Once this second shell is fired, the whole slow reloading process must be repeated. The weapon's complex automated loader is also prone to jamming and misfeeds and must be very carefully maintained and cleaned in the field.Despite these drawbacks, when loaded the Thudd Gun is a highly effective anti-infantry and suppression weapon, lobbing four shells at a time in a high trajectory to rain down onto enemy trenches in a distinctive rapid-bursting, four-shell pattern.Quad Launchers are also deployed for point defence, where they are used in a direct fire role against enemy infantry assaults. The weapon lacks the range of heavier artillery pieces and so is of little use for box-barrages or counter-battery fire.The Thudd Gun can be mounted on either a mobile or static emplacement, and can be moved from position to position through the use of Trojan service vehicles, or Centaur light tanks.
Thudd Gun - Known Regiments That Make Use of Thudd Gun: Several formations still amongst the Imperial Guard and Planetary Defence Forces make use of the Quad Launcher, but none on a such scale as the Siege Regiments of the Death Korps of Krieg.Within the Death Korps, the Quad Launcher forms the backbone of every single company's artillery train, making them a fairly common sight on those bleak battlefields upon which the Kriegsmen are deployed.During large scale operations such as the Siege of Vraks, the Death Korps also fielded several independent artillery companies, many of which were solely equipped in Quad Launchers to bolster the offensive capabilities of a given regiment.19th Death Korps of Krieg Regiment, 2nd Field Artillery Company143rd Death Korps of Krieg Regiment, 1st Field Artillery Company33rd Death Korps of Krieg Regiment, Independent Artillery Company
Thudd Gun - Adeptus Mechanicus Technical Specifications: Lucius Pattern Quad LauncherVehicle Name:Quad LauncherMain Armament:4 MortarsForge World of Origin:LuciusSecondary Armament:N/AKnown Patterns:II - IXTraverse:0 degreesCrew:4 GunnersElevation:10 to 45 degreesPowerplant:N/AMain Ammunition:N/AWeight:3.8 TonnesSecondary Ammunition:N/ALength:4.6 metresArmour:Width:2.3 metresHeight:2.2 metresSuperstructure:N/AGround Clearance:1.2 metresHull:N/AMax Speed On-Road:N/AGun Mantlet:N/AMax Speed Off-Road:N/AVehicle Designation:2312-673-7609-HQL3Transport Capacity:N/AFiring Ports:N/AAccess Points:N/ATurret:N/A
Thudd Gun - Sources: Warhammer 40,000: Wargear (2nd Edition)Imperial Armour - Apocalypse II, pg. 20Imperial Armour Volume One - Imperial Guard (Second Edition), pp. 197-198, 200, 267Imperial Armour Volume Five - The Siege of Vraks - Part One, pg. 112-115Imperial Armour Volume Six - The Siege of Vraks - Part TwoImperial Armour Volume Twelve - The Fall of Orpheus, pg. 205
Thulekh - Thulekh: Thulekh, the "Bloody Prince," is a Necron Destroyer Lord of the Suhbekhar Dynasty that is located within the Jericho Reach.
Thulekh - Deathwatch Intelligence: The forces of the Deathwatch have engaged the mad Destroyer Lord Thulekh and his pack on several occasions, and have traced references to these berserk Necrons attacking seemingly at random throughout the entire Jericho Reach.It appears that Thulekh has been active for many Terran centuries, perhaps even millennia, scouring the worlds of the Outer Reach and drenching them in blood throughout its long history.The masters of Watch Fortress Erioch have attached a high level of priority to curtailing Thulekh and his pack, though to date they have found no accurate means of predicting where they will attack next.Some have come to believe that the Destroyer Lord is being used deliberately as a weapon of terror and mass destruction, and that a higher intelligence is setting the killers loose as a distraction from other, more subtle endeavours.
Thulsa Kane - Thulsa Kane: Thulsa Kane, also known as "Old Night," is the current high chaplain and reclusiarch of the Executioners Space Marine Chapter. He also carries the titles of "high mortiurge" (supreme judge) and "lord speaker of the dead" -- the Executioners officer responsible for recording the deeds of his battle-brothers in battle.During the Badab War, Thulsa Kane carried the command of the Executioners Chapter in the Secessionist cause, charged with the blood debt they owed to the Astral Claws Chapter of old.It was Kane that declared that debt of honour's breach by Lufgt Huron and led the Executioners Chapter's murderous rampage against his former allies.
Thulsa Kane - History: The one-eyed Thulsa Kane is the current high chaplain of the Executioners, a role of singular importance within the Chapter which also carries with it the titles of high mortiurge and lord speaker of the dead, which makes Kane responsible for recording the deeds of the Executioners Space Marines in battle.He is renowned as much for his scornful and macabre wit as his skill as a warrior, and is known (not unaffectionately) by his battle-brothers as "Old Night" (as well as a variety of other less savoury names), and there are many that would rather face the wrath of a daemon than catch the brunt of the high chaplain's ire.Possessing a mind as keen as a power sword and a grim wisdom that encompasses the breadth of his bellicose Chapter's long history and its many secrets, this ancient warrior has long since lost count of just how many heads he has taken from his enemies in his long service to the Emperor.
Thulsa Kane - The Battle of Carrion Deep: One of Kane's most notable actions occurred in 899.M41, when responding to a series of frantic astropathic distress calls from several Imperial deep-range outposts, the forces of the Executioners' 2nd Company, led by Lord High Chaplain Thulsa Kane, found themselves in a desperate struggle against an awakened threat stirring in the Dead Worlds near the Veiled Region on the edge of the Segmentum Tempestus.Upon investigation the Executioners discovered nothing but a trail of shattered ruins and empty bastions where Imperial watchposts should have been. The 2nd Company was ambushed in the wreckage of the frontier base on the Dead World of Carrion Deep. Surrounded and outnumbered by metallic foes that wouldn't die, it was only by the dauntless leadership and wise cunning of High Chaplain Kane that they were able to survive.Leading the 2nd Company in a furious counterassault, the Executioners came to grips with their foes, taking advantage of the inherent speed and ferocity only possessed by an Astartes. Kane himself sought and confronted the enemy leader, and after a titanic clash of arms, the battle left Kane's Crozius Arcanum broken and his right eye withered in his skull, though he struck the metallic creature down.Though his battle-brothers wanted to fight on to the bitter end, the high chaplain's will prevailed. Less than a third of the Executioners' force succeeded in breaking out of the deadly trap of their undying foes.This is one of the first confirmed and detailed Imperial battle reports against the ancient alien menace later identified by the Ordo Xenos as the Necrons.
Thulsa Kane - The Badab War: The Executioners Chapter was one of four Astartes Chapters that rebelled against the authority of the Imperium during the Badab War. Their involvement in Lufgt Huron's cause was the result of the unique consequence of a blood debt the Chapter owed the Astral Claws from more than a millennium before.By 904.M41 the Executioners had fully joined the rebellion on the side of the Astral Claws and the Secessionists. The Executioners force, under the direct command of High Chaplain Kane, was fully engaged in the Badab War by early 907.M41.The Executioners steadfastly refused to operate under the direct control of the Tyrant of Badab, operating only as allies and never subordinates. By 909.M41, this resulted in much ire within the ranks of the Secessionists. The Chapter had a tendency to leave survivors of their attacks behind once their military objectives were met, even allowing the surrender of defeated foes with honour.This incensed Lugft Huron to no end. Because of the Executioners' perceived lack of resolve, the Tyrant of Badab instituted the policy of having his forces shadow theirs "to do what must be done" and to keep the Executioners  as distant from his own machinations and actions as possible. But as the war worsened for the Secessionists, Huron was forced to rely heavily on the Executioners to contest the Maelstrom Zone.This would prove disastrous and result in the Executioners turning on the Astral Claws after the events surrounding the surrender of the Salamanders Chapter's Battle Barge Pyre of Glory when the Astra Claws massacred a force of Salamanders Astartes who had already surrendered.The Chapter became a rogue element, conducting their own private war with their former allies until they negotiated a surrender to the Loyalist forces and a withdrawal from the war zone in 911.M41.Of all those that were caught up in the Secessionists' cause, the Executioners Chapter emerged from the conflict the least scathed and the least tainted. They had fought honourably and had lived and died by their oaths.The Executioners were granted the Emperor's forgiveness when the High Lords of Terra determined that they had mistakenly sided with the Traitors as the result of a deception, though they remained subject to undertaking a hundred-year-long Penitent Crusade to atone for the Loyalist blood spilled and were forbidden from recruiting new initiates during that time, much like their fellow penitents, the Mantis Warriors and the Lamenters.