vizn3r/warhammer40k-lore huggingface dataset:
Magnus the Red - Pre-Heresy: The Horned Raiment - Magnus' unique suit of Artificer Armour was believed to be as much a thing of tangible psychic force and Empyreal energy as it was a physical construction, shifting form and appearance as he willed, and the means by which it protected him was proof against the most savage ranged and melee weapons despite its often primitive appearance.Blade of Ahn-Nunura - Taking the distinctive shape of the khopesh-like sickle-sword weapon of the Prosperine war god of ancient myth, Ahn-Nunura, this Force Weapon combined ancient lore and Imperial weapons technology and was lethal to living creatures and battle engines alike.Arcane Litanies - The bearer of Arcane Litanies was protected from the powers of the Warp and the denizens that dwelled within.Psyfire Serpenta - A hand gun of prodigious size seemingly conjured to his grasp at need, there was always some debate even among Magnus' Legion whether this powerful Plasma Weapon was truly a device or simply a manifestation of his psychic powers in physical form.
Magnus the Red - Post-Heresy: The Horned Raiment - The Horned Raiment is the name still given to the unique and ancient suit of Artificer Armour worn by the Crimson King since the days of the Great Crusade and the Horus Heresy ten millennia ago. This plate armour covering Magnus' now-Daemonic body is embellished with Tzeentchian runes in the Dark Tongue, their profane symbology creating a tapestry of madness.Blade of Magnus - Formerly known as the Blade of Ahn-Nunura before the primarch's fall to Chaos, this ancient Prosperine weapon forged in the shape of a khopesh sickle-sword changes form according to Magnus' will, and its mutagenic powers extend to his victims. With this he carves through the enemy's ranks, bisecting tank hulls and torsos, severing souls from their corporeal bodies. For those not instantly reduced to a pool of gore or puff of flame an even worse fate awaits -- the ensorcelled sword mutates the riven flesh of its victims, infusing them with empyric power to birth writhing Chaos Spawn.Crown of the Crimson King - The blazing halo of psychic power that plays around Magnus' horns protects both his mind and body from harm. This great horned crown that adorns the Crimson King's head exudes an aura of protective Warp energy, shielding his physical and mental essence. The futility of defying Magnus' wrath becomes clear when enemy fire dissipates harmlessly before striking him; psychic bolts fizzle into innocuous sparks and gargantuan chainswords grind to a halt against this aetheric barrier.
Magnus the Red - Canon Conflict: In Magnus the Red: Master of Prospero, Magnus puts his date of discovery by the Emperor at 840.M30. This is contradictory to another account.A Thousand Sons Astartes describes the Thousand Sons Legion as having their primarch for less than half of the duration of the Great Crusade by the time that campaign reaches its two-hundred year point, which would put his rediscovery after 900.M30.Older lore describes the pre-Heresy Magnus as actually akin in appearance to a mythological cyclops -- naturally possessed of only one eye, set in the middle of his forehead. A later ret-con established that Magnus once possessed two normal eyes and lost the right one as part of his dealings with Tzeentch.The Word Bearers Primarch Lorgar remarks that the truth of how Magnus lost his eye and indeed his entire physical appearance as a red-skinned giant is meant to be deliberately ambiguous, though Magnus himself states that his favorite version of the story is where he lost his eye to gain ultimate knowledge.
Magnus the Red - Trivia: In Norse mythology, the king of the pantheon of the Aesir, Odin, is said to have traded one of his eyes for ultimate knowledge of the universe, just as one of the stories surrounding Magnus states that he sacrificed one eye to Tzeentch to gain a deeper understanding of the Warp.
Magnus the Red - Master of Prospero (Novella) - Magnus the Red - Master of Prospero (Novella): Magnus the Red - Master of Prospero is the third novella in the  Primarchs series. The novella was released in limited-edition hardback in January 2017, and a non-limited release later on April 18, 2017.
Magnus the Red - Master of Prospero (Novella) - Synopsis: Lord of the mystical and uncanny, Magnus the Red has long studied the ancient crafts of sorcery. A psyker without peer, save only for the Emperor Himself, he commands his loyal followers of the Thousand Sons Legion in the Great Crusade, always vigilant for any lost knowledge they might recover from the remains of dead human civilisations. Now, fighting alongside his brother Perturabo of the Iron Warriors, Magnus begins to foresee an approaching nexus of fate. Will he remain true to their mutual aims, or divert his own efforts towards furthering his own mastery of the Warp?
Magog - Magog: MagogFortress WorldJericho ReachWarpHadex AnomalyStigmartusChaos CultThe Magog System has been drawn into and exited from the Hadex Anomaly countless times in the millennia since the disturbance first appeared. These transitions have had a substantial effect upon its only inhabitable planet and those who dwell upon it.Once this was a stable Agri-world filled with citizens loyal to the God-Emperor and the Imperial Creed. Now, it is a breeding ground and a training centre for the forces of corruption that extend into the Jericho Reach.The planet's environment and indigenous life all bear the taint of the Warp. Rivers that were once filled with water now flow with blood. Much of the plant life -- including some that is harvested for food -- is predatory and feeds upon those who tend it.The planet's surface ebbs and flows, as though the entire world draws breath. Landmasses -- even mountain ranges -- migrate on a whim and are often subsumed beneath the world's surface, only to emerge solar days or decades later in a different locale.In addition to those surviving Humans, the planet is also rife with creatures spawned from the Warp. These foul daemons closely interact with the tainted Humans; breeding mutants and providing a seemingly endless supply of further soldiers for the forces of the Dark Gods.Their presence serves as a powerful motivation for the tainted Humans as they pay their obeisance. The mortals are constantly driven to commit acts of debauchery and cruelty in their service.In spite of these constant acts of wanton destruction, Magog remains a crucial asset to the forces of Chaos. For unknown reasons, the planet's environment has consistently remained capable of supporting life and abundant agriculture.Though the foodstuffs are hideously deformed, the dark Fortress World's fields are constantly tilled and harvested by countless slaves. The mutated crops provide yields with an efficiency that far exceeds even many of the most bountiful planets of the Imperium.This bounty of both food and manpower is likely the reason for the system's extensive defences, and very few of the voidcraft sent to scout the system have returned from their missions. While Warp instability contributes to the high failure rate, the dark fleets reported by those that have returned are undoubtedly a factor as well.Reports have also indicated that there are substantial orbital emplacements, one of which has been tentatively identified as a Blackstone Fortress.The Stigmartus cult actively recruits from Magog's population. There are numerous reports of Traitor Marines active in the Magog System, or moving towards the system. The extent of their involvement is unclear, but they may be recruiting new Heretic Astartes from the native population as well.Magog's many uses clearly dictate that it must be a high priority target for the Achilus Crusade to retake the Jericho Reach. However, until additional assets can be allocated it is virtually impenetrable. The Chaos forces must be drawn away from the system, or the Acheros Salient would need to receive a substantial increase in manpower and resources.
Magos Dominus - Magos Dominus: A Magos Dominus (fem: Magos Domina), known also as a Tech-priest Dominus, is a senior Tech-priest of the Adeptus Mechanicus who commands the Mechanicus' military forces and seeks to advance the development of military technology.The magi of the Priesthood of Mars are the masters of much of what remains of the vast and potent military secrets of the Age of Technology, particularly the ancient technology of combat robots, the Battle-Automata. To them the pursuit and preservation of the arcane mysteries of science and circuit are of far greater worth than petty wealth, worldly power or the lives of their fellow men.A Tech-priest Dominus may live for many standard centuries or even millennia, prolonging their life through arcane science and progressive cybernetic conversion, willingly becoming something other than Human as they seek to fulfil the Omnissiah's will.Shapers of destruction, masters of the Cult Mechanicus, the Tech-priests Dominus can reduce entire worlds to ruin. They can command a city to be broken down until not a single rockcrete brick rests upon another, or order an entire intelligent species eradicated and expunged from the history books. These feats they accomplish not through diplomacy, but via the relentless, merciless application of firepower, for it is they that command the Mechanicus' Skitarii Legions, Electro-priesthood and Legio Cybernetica.The vaunted rank of Dominus is bestowed only on those of the Cult Mechanicus with a true talent for war; those who believe the supremacy of the Machine God is to be proven at every opportunity. Though they are as likely to hail from the laboratories of the Magi Biologis as they are from the war halls of the Magi Militarum, each is an expert in weapons arcana. To them the secrets of the battlefield are laid bare. Every bullet's ballistic trajectory, every las-pack's current capacity and every battle engine's optimal fire solution flickers in their mind's eye.They feast on raw data and cerebro-stimulants, allowing them to coordinate frontline tactics and exload war-psalms from their vox arrays even as they visit destruction personally upon the foe.No foes are safe from their wrath, for a Tech-priest Dominus can tear the Machine Spirit from a super-heavy tank even as they blast its infantry escort to coiling wisps of steam. To augment their own formidable weaponry, the contents of the vast vaults of the Forge Worlds are available to the Tech-priests Dominus, allowing them to carry to war ancient relics capable of extraordinary feats of destruction.
Magos Dominus - History: During the Horus Heresy, the Magos Dominus was a master of the arts of the Legio Cybernetica, a sect of the Priesthood of Mars granted the dread right to create and control the robotic cortex-automata built for war and based upon the terrible secrets of the Dark Age of Technology.Such strange and threatening powers were not without price, and by doctrinal tradition such individuals forgo an easy route to power within the Mechanicum, so dangerous did their fellows consider the secrets they wield.Instead, Magi Dominus and their acolytes formed but one of the many factions and sects within the ancient Mechanicum, divided both by technological specialisation as well as rivalry and ancient feud, each vying for power, knowledge and resources beneath the outward unity the organisation displayed, shrouded as it was and still is by impenetrable mystery and arcana.Those found within the ranks of the Taghmata served a vital role but were seldom the most powerful of their kind, who could instead be found in command of the Legio Cybernetica.Rather, they served the Magos Prime either under terms of personal fealty or in fulfillment of binding pacts of mutual support between their Legio Cybernetica cohort and the Archimandrite who stood as the power behind the Taghmata.In the millennia following the Horus Heresy, a Magos Dominus also became responsible for leading Electro-Priests and Kataphron Battle Servitors as part of the Adeptus Mechanicus' Battle Congregations.Heavily trained in the art of war and able to skillfully monitor the battlefield with machine-like precision, the ancient and dreaded art of battle-robotics they still study has made many within the Mechanicus consider them dangerous.This limits their chances of rising to greater political power within the Priesthood of Mars even in the 41st Millennium.
Magos Dominus - Notable Magi Dominus: Anacharis ScoriaBelisarius CawlGavionGerg ZhokuvHieronymaHyperion Ismene Themis IVIvasnophonOvid ThrensiomKryptaestrexOzmerhadus PhalSydorax-IXInar SataraelDahanLexell Kotov
Magos Dominus - Wargear: Power Weapon of any typeLaspistolMacrostubberOmnissian AxeVolkite BlasterPhosphor Serpenta (Optional replacement for Macrostubber)Eradication Ray (Optional replacement for Volkite Blaster)Cortex Controller - An arcane device and wonder of the ancient Mechanicum's arts, comprising the reasoning control centre and animating machine-spirit of a Battle-automata.Refractor Field - This device is a defensive shield generator designed for personal protection. They encompass the wearer in an energy field or force barrier which serves to refract or deflect impacts and energy discharges, although the need for the wearer to move and fight, as well as their power consumption prevents them from being anywhere near inviolable to attack.Conversion Field - This device emits a powerful gravitic energy shield which surrounds its user and is capable of converting large amounts of kinetic energy into harmless light.
Magos Dominus - Optional Items: Abeyant - Considered in part a symbol of status as well as a functional tool by many high-ranking magi of the ancient Mechanicum, an Abeyant is a name given to a general class of hovering conveyances into which the rider's augmetics and life support systems are directly connected through bionic linkage, so that the machine-vehicle becomes an extension of their own body. Many of the higher-ranking Dominus of the Legio Cybernetica and the Ordo Reductor prefer to take to the battlefield mounted on specially outfitted Abeyants. Often taking the form of either a stylised throne or an enclosing scarab-like framework, the principal advantage is that their mag-suspensor fields allow the most war-torn battlefield to be traversed with ease, and their armoured life-support chassis greatly improves their user's survivability.Augury SensorMechanicum Protectiva - This term covers a variety of force field and defensive shield projectors devised by the Magi of the Mechanicum to protect themselves both on the battlefield and from assassination by their rivals. For this reason, the frequency and modulation of each device is a closely guarded secret.Psyber-Familiar - Utilised by the adepts of the Mechanicum psyber-familiar is a term that encompasses a variety of semi-autonomous devices such as Servo-skulls, mek-spiders and other smaller drone units and lesser haemonculites tied into the direct neural control of their operator. These minion-drones are an extension of their master's will and provide them with a host of additional senses and capabilities.Melta BombsInfravisorServo-arm - A Servo-arm is a heavy industrial claw-limb and manipulator array often directly spliced into a Magos Adept's nervous system. As well as making a powerful tool, they can also be wielded in battle as a clumsy but savagely powerful weapon.Machinator ArrayConversion BeamerRotor Cannon - These weapons are multi-barrelled Stubbers, using electric motors to maintain an extraordinary rate of fire from their spinning barrels. The simple, medium calibre solid slug projectiles they fire lack the power of bolt shells, but the hail of shot they unleash can be particularly useful against unarmoured hordes of foes and fleshy xenoforms.MeltagunGraviton Gun - Little understood even by the Tech-priests of Mars, this weapon is part of a group of gravity projector devices whose sophistication is such that the few that now remain are relics of a lost age. Such weapons prove extremely useful when fighting on a starship or in a null gravity environment.Rad CleanerPhoton Thruster - A specialised weapon used by the Mechanicum's Myrmidon Destructors, the arcane secrets of these deadly beam weapons are jealously guarded by the adepts who hold them, even from their own brotherhood. When fired they unleash howling, needle-thin beams of utter blackness able to pierce the densest matter. These tenebrous beams slash and slice armoured men and machinery apart like razors, leaving pulsing waves of darkness in their wake.
Magos Dominus - Optional Wargear: Bolt PistolVolkite Serpenta - Part of a class of arcane powerful ray weapons whose origins date back to the Age of Strife. Possessed of considerable killing power surpassing most armaments of their size, Volkites are difficult to manufacture, even for the most able of the Mechanicum's forges, and the demands of the expanding Great Crusade swiftly overwhelmed supply of these relic-guns.Archeotech Laspistol - One of the more common types of relics from Mankind's ancient might and arts that survived the stifling darkness of Old Night, these relics are sidearms of surpassing firepower and elegance.Photon Gauntlet - A Photon Gauntlet is a personal form of Photon Thruster Weapon often used by Myrmidon Destructors and Thallax. The arcane secrets of these deadly beam weapons are closely guarded by the Tech-priests of the Mechanicum. When fired, it unleashes a howling needle-thin beam of blackness able to pierce through the densest matter and easily able to rip apart the most heavily armored men and machines. The power source of these weapons is extremely unstable and little understood even by the Myrmidons themselves, and a catastrophic failure can lead to its wielder being consumed by raging black flames.Plasma Pistol
Magos Dominus - Sources: Codex: Adeptus Mechanicus (8th Edition), pp. 10, 74Codex: Adeptus Mechanicus - Cult Mechanicus (7th Edition) (Digital Edition), "Cult Mechanicus Battle Congregation"Master of Mankind (Novel) by Aaron Dembski-Bowden, Ch. 7The Horus Heresy - Book Two: Massacre (Forge World Series) by Alan Bligh, pg. 270The Horus Heresy - Book Three: Extermination (Forge World Series) by Alan Bligh, pg. 218Warhammer Visions 27, "Parade Ground"Forge World - Magos Dominus with Rad-Cleaner
Magos Juris - Magos Juris: The Magos Juris are those rare Tech-priests who choose to devote their minds to the study of the Machine God's will rather than the knowledge it embodies, removing themselves from the Quest for Knowledge in order to preserve it from the abuses of the heathen masses of Mankind. Amongst their colleagues on the Calixis Sector's Forge Worlds, these individuals are sometimes known as Magos Juris. They relentlessly pursue those who would commit tech-heresy or steal the secrets of the Adeptus Mechanicus.These Magos hunt down any who would employ unsanctioned technology or, even worse, operate technology without the blessing and oversight of the Adeptus Mechanicus. Magos Juris will go so far as to even take Mechanicus voidships into the depths of the Koronus Expanse to hunt down their foes. Worse still are those who smuggle technology, attempting to keep it from its rightful guardians.The fate of such men, when they are caught, is a grim one, for they are condemned to spend a far-expanded lifetime toiling without mind or will as a Servitor aboard the starship of the Magos that judged them, their minds obliterated and their bodies repurposed to serve the Machine God that they blasphemed against. There are many Explorator Tech-priests who speculate that the Magos Juris are, in fact, the agents of a secret order within the Adeptus Mechanicus known as the Lords Dragon.This ancient and powerful cabal is composed of specially-altered Archmagos said to exist deep within the secret inner circles of Mechanicus politics on the Calixian Forge Worlds known as the Lathes. Their task: to police the Mechanicus from within. However, little evidence can be found that proves the Lords Dragon exist at all, and that these Magos Juris do not simply operate on their own.
Magos Juris - Wargear: Classiarii - The Skitarii forces of the Adeptus Mechanicus take a variety of forms. On warships and Explorator vessels operating within the Koronus Expanse and the Calixis Sector, specially-programmed Skitarii are a necessity, for they serve as the members of boarding parties, security personnel and bodyguards where other forms of Skitarii would be impractical. Within the Mechanicus territories of the Calixis Sector, these warriors are known as Classiarii, a term of obscure meaning within the ancient traditions of the Calixian Mechanicus, believed to mean "mariners." Nigh-impervious to vacuum, fitted with thick, implanted armour, and equipped with an array of implanted weaponry designed for void combat and battle in the cramped enclosures of a starship, a Classiarius trooper is literally built for ship-to-ship combat.Lathe Pattern Murder Servitor - Commonly used aboard starships to supplement boarding parties and raiding forces, Lathe Pattern Murder Servitors are ghoulish, skull-masked killing machines. The Lathe Pattern, developed on and favoured by the augment-artisans of the Forge Worlds of the Calixis Sector known as The Lathes, is a hunched, predatory monster, driven by sadistic and aggressive Machine Spirits. Mono-talons and viscerator-limbs allow them to tear apart most living foes, while their Melta-cutters burn through bulkheads and destroy equipment. Designed to intimidate as much as to kill, Lathe Pattern Murder Servitors are consummate hunters, stalking their prey and moving with inhuman speed. If not ordered otherwise, they spend hours hunting any living creature not programmed into their spoor-targeters, undeterred by any obstruction and unhindered by fear or humanity. Their nature is intended to inspire dread, from their chrome skull-masks, long, razor-sharp talons and steel weapon-limbs, to the electronic howls and moans of their Vox-boosted throats.Ryza Pattern Plasma PistolSollex Pattern Omnissian AxeHellpistolChainswordMechadendrites
Magos Juris - Notable Magos Juris: Magos Juris Konstantyn Ambolic - Konstantyn Ambolic long ago suffered near-fatal injuries after a confrontation with a cell from the Heretek organisation known as the Logicians. Scarcely little more than scraps of flesh sustained by arcane machinery, Konstantyn was rebuilt thanks to the skill of his colleagues, though his resurrection resulted in his being shorn of all remaining human emotion save for a fierce loathing for Hereteks. Soon after, he took up the mantle of a Magos Juris, and began to methodically hunt every Heretek known to the Adeptus Mechanicus leadership within the Calixis Sector. In the four centuries since the beginning of his crusade, Ambolic has been responsible for capturing hundreds of Hereteks, leaving a trail of destruction in his wake. Ambolic has little consideration for the lives of either his servants or the teeming masses of humanity, and will do whatever he deems necessary to accomplish his goals, an attitude that has won him allies amongst the most hard-line of Magi and several extremely ruthless Inquisitors. Ambolic is almost entirely without emotion, his scorn for criminals aside, and fears nothing. His cybernetic body is extremely resilient and fitted with additional armour plating to further reinforce it, allowing him to shrug off all but the most potent of attacks without difficulty. His appearance is carefully engineered to intimidate, and the sight of bullets and lasbolts pattering ineffectually from his metal skin only adds to the dread he inspires amongst those he chooses to confront personally. His sophisticated vessel, the Omnissiah's Vigil, which utilises ancient technologies that include advanced targeting systems and plasma reactors, is well-suited for pursuing Heretek starships across the sector, and crushing them when the pursuit is over.
Magratha Orphel von Karlack - Magratha Orphel von Karlack: Magratha Orphel von Karlack is both a duchess of Karlack and a prominent Lord General of the Astra Militarum.A scion of House Orphel, she is a native of the Jericho Reach, and was groomed to become its future Imperial administrator, yet now claims the position of Lord Commander of the Achilus Crusade's Acheros Salient.
Magratha Orphel von Karlack - The Von Karlack Conspiracies: There are many within the Achilus Crusade's command structure that question Lord General Magratha von Karlack's sudden rise to power. Many look upon Magratha and see a desperate gamble for victory in a war where loss is inevitable. Others see a commander long on luck but short on competence.A quiet few observe Magratha's ascension and see the workings of a conspiracy. These few nurture and spread their theories among those of like mind, and work tirelessly to gather whatever scraps of data and speculation support their claims.Of the many rumours haunting Lord General von Karlack's career, three continue to surface despite repeated attempts at suppression by the lord general's own agents.
Magratha Orphel von Karlack - Treason by Blood: It is claimed that the Orphel bloodline shares ancestral ties to the exiled overlords of Khazant. Those who advocate this connection believe Magratha is also aware of these ties and has forged an alliance of sorts with the surviving overlords.In exchange for the impressive but strategically insignificant victories on which Magratha has built her career -- the lord general's detractors say -- the overlords reap a harvest of munitions and intelligence from the supply convoys supposedly lost to Kokabiel's Drop.
Magratha Orphel von Karlack - The Ignorant Martyr: Few can fathom the notion of Lord Militant Tetrarchus trusting the future of an entire salient to a commander with anything less than solar decades of experience.However, some take solace in the notion that Magratha's promotion to salient commander is merely a prelude to her ultimate purpose as a tool of propaganda.Lord General von Karlack is meant to fail gloriously. As a martyr, her value as a symbol of the Achilus Crusade is incalculable. Like Saint Drusus, Magratha will become a being of legend, fuelling the conquest of worlds with her memory alone.
Magratha Orphel von Karlack - Assassin and Mutineer: The sheer improbability of the strike that destroyed the heavily shielded, armoured, and reinforced bridge of the Sword of Macharius is seen as proof of sabotage by many.They claim Magratha orchestrated the hull breach which killed Xant and his command staff, taking advantage of the resulting chaos to assume leadership of the siege.As the remains of the salient's former flagship plummeted into the depths of Vespasia's northern sea shortly thereafter, the firsthand accounts of Magratha and her loyal guardsmen stand as the only records of what transpired.
Magus - Magus: A Magus, also called a Genestealer Magus, is a Genestealer hybrid who has developed the abilities of a psyker.A Magus serves as their Genestealer Cult's primary enforcer, propagandist and diplomat to those outside of the cult. They possess psychic abilities second in potency only to those of their cult's Genestealer Patriarch.
Magus - Broodmind Psychic Powers: The Genestealer Patriarch and Magus are potent psykers, able to use their formidable powers to bend others to their will. This mental dominance not only ensures that the gestalt consciousness of the cult's masses serves as one, but can also be channelled to crush those who would oppose their plans before they reach fruition. The powers that a Patriarch or Magus can wield include the following abilities.Mass Hypnosis - The psyker's eyes glow strangely as they cast their gaze across their chosen victims, using mental dominion to put them into a trance-like state so the cult can take them apart -- or present them to the Genestealer Patriarch for infection -- at leisure.Mind Control - Palsied fingers twitch and facial muscles spasm as the psyker's chosen mark is taken over completely. Relegated to a mere passenger within their own body, they are forced to witness their own traitorous actions as they open fire upon or otherwise act against their trusted comrades.Psionic Blast - The psyker focuses the alien hatred of their kind into a blaze of pallid energies. Where their gaze falls, the enemy are consumed -- the last thing they hear is a shrill screech of triumph.Mental Onslaught - The psyker, well used to forcing their will upon those who would resist them, intensifies their hypnotic power to such a degree it can cause their victims' brains to swell to bursting point inside their skulls.Psychic Stimulus - The unknowable power of the cult's gestalt Broodmind flows into the psyker's chosen mortal instruments, spurring these cultists into a religious frenzy that sees them attack with hyperactive speed.Might from Beyond - An alien strength lurks in every being that carries the Genestealer's genetic curse. With a low whisper that rises to a scream, the psyker amplifies this hidden might, and their followers are swollen with empowering energy born of the void itself, enhancing their physical strength and combat potential.
Magus - Wargear: Psychic powersAutopistolCultist KnifeCultist Stave - A Magus often carries a Cultist Staff to enhance their psychic abilities. This staff, a type of Force Stave, is adorned with precious relics, such as vials of the very blood of their Genestealer Patriarch.1-2 Genestealer Familiars
Magus - Sources: Codex: Genestealer Cults (7th Edition), pg. 26Codex: Genestealer Cults (8th Edition), pp. 28-29 43, 81, 113Warhammer 40,000: Campaign Weekend - Vidar's Fate: Praedis Zeta (PDF) - (Available Here)
Mahaur - Mahaur: Mahaur, also called Mahaur the Harvester, was a Chaos Lord dedicated to the service of Khorne who led the Slaughterkin warband of Chaos Space Marines under the title of Warlord. Mahaur was slain by the intervention of the 5th Battle Company of the Star Phantoms Chapter on the Agri-world of Kerrack during the campaign known as the Scourging of Kerrack in 932.M41.
Mahavastu Kallimakus - Mahavastu Kallimakus: Mahavastu Kallimakus was one of the first Remembrancers to be chosen by the Thousand Sons to accompany their Expeditionary Fleet during the Great Crusade in the 30th Millennium and early 31st Millennium. An astute scholar, he quickly rose in station, becoming the personal scribe of the Primarch Magnus the Red. Recording the Crimson King's every thought and deed, this knowledge, along with Magnus' collection of lore and lost knowledge of those civilizations brought into Imperial Compliance, were compiled into a single arcane tome -- the Book of Magnus. Realising that much his writings within the Book of Magnus were, in actuality, a series of mystic rites, Kallimakus fled him homeworld of Prospero before censure was brought against due to Magnus' breaking the Edicts of Nikaea.Following the Horus Heresy, Kallimakus' writings eventually found their way to the world of Apollonia, where they were guarded by a fanatical sect of warrior-priests. Sometime in the early 32nd Millennium, the former Equerry of Magnus, Ahzek Ahriman, traveled to Apollonia. Kallimakus' tomes were held in a grand citadel known as the Athenaeum, and contained records of the Thousand Sons from the time of the Great Crusade. After a solar month-long siege by Ahriman's forces, the defenders lay broken before the Arch-Sorcerer's feet. Ahriman plundered the writings from their vault before burning the library to ashes, so that he alone would know the secrets contained within their pages.
Mahavastu Kallimakus - History: Mahavastu Kallimakus hailed from Prospero, from the subcontinent of Indoi, and was a meticulous recorder of data and a fastidious observer of details. He had scribed much of the events of the earliest days of the Great Crusade and had been one of the first Remembrancers to be chosen by the Thousand Sons. His reputation had preceded him, and he was immediately assigned to Magnus the Red. He was at Magnus' side from the time the restored XV Legion had departed Prospero to take part in the Great Crusade. Kallimakus served as Scrivener Extraordinary and the personal scribe of Magnus. He was responsible for transcribing the Primarch's own words into a massive tome known as the Book of Magnus. This tome is one of the most complete treatises on psykers, witchcraft and sorcery in the galaxy, a compilation of all the knowledge and experiments gathered by Magnus during the conquests the Thousand Sons made for the Imperium on the Great Crusade.When the Horus Heresy began, Kallimakus realised his records were a collection of mystic rites now forbidden by the edicts of the Council of Nikaea. Fearing for his safety, he fled with his works before the arrival of the Space Wolves Legion and the Terran Censure Host during the Burning of Prospero.Following his flight, Kallimakus first sought aid from and was then imprisoned by the nascent Inquisition, as he continued to maintain a psychic connection to Magnus. This psychic connection was transferred by the Inquisition to successive hosts after each died.Before Kallimakus passed away from old age, he created his life's work, the Athenaeum, using both his own memories and the notes compiled from his time at Magnus' side. The Athenaeum was, in effect, an exact copy of the infamous Book of Magnus and after Kallimakus's death, his work inspired a cult of fanatics to study the Athenaeum for thousands of Terran years, filling up the grand library they established on the world of Apollonia, also named the Athenaeum of Kallimakus, with notes and commentaries upon it.The location of the Athenaeum, upon the isolated world of Apollonia, was one of the Inquisition's most treasured secrets, but Ahzek Ahriman, the former Chief Librarian of the Thousand Sons, who sought a way to reverse his failed Rubric of Ahriman, ultimately learned of its existence in the 32nd Millennium, from an Inquisitor named Iobel. He kidnapped her, stole the knowledge from her mind and led the former warband of Magistus Amon to successfully assault the Athenaeum and take Kallimakus' works for his own.Pursued by the Ordo Malleus and its Grey Knights contingent as well as a rogue fleet of the Space Wolves' 13th Great Company, Ahriman arranged for his enemies to fight one another and had the Athenaeum of Kallimakus installed in the body of his friend and betrayer, Sanakht.
Mahir - Mahir: MahirDeath WorldJericho ReachImperiumHumanityOver the last two Terran years, that has changed substantially. Tyranid forces from Hive Fleet Dagon have begun the process of invading and the T'au responded to the assault by sending their own forces.Trapped between these two xenos forces are the few Human descendants of ancient colonial efforts.The interactions of these three groups have compelled the Deathwatch to gather additional information. Firsthand knowledge of the xenos conflict is invaluable to the Inquisition.It might even lead to a way to assure the destruction of both alien forces as they war with one another, leaving them vulnerable to later Imperial efforts.A decision needs to be made soon about passing this information on to the Achilus Crusade, as there could be significant ramifications.
Mahir - Origins: During the height of the ancient Jericho Sector, there were numerous organisations interested in exploring new worlds and establishing colonies. Some did so out of simple greed -- a successful colony could provide substantial profits to a merchant house or a noble family.Not every world can easily be made profitable, however. In fact, there are many worlds within the Jericho Reach that are habitable but that lack any resource that could be used to recoup the costs of colonisation. Mahir represents one such world.The combination of limited resources and treacherous wildlife makes Mahir inimical towards Humanity. In spite of this, there were at least four known colonisation attempts sponsored by different groups active during the Jericho Sector's Golden Age.Some of these colonists were staunch survivalists, who could not resist the challenge that the world presented. Others were motivated by the power and glory that came with an opportunity to expand the Imperium's reach to an unoccupied world.At least one is believed to have been an effort initiated by Renegades who attempted to establish a foothold outside of the Imperium's direct control.To say that all of these attempts ended in miserable failure would be an exaggeration. Descendants of at least one of these groups of colonists still dwell upon the planet, though it is unclear if they are descendants of survivors from one or several of those ancient efforts. However, this does not mean that any of the colonies were successful.Few records survive to recount these ancient efforts. Those that remain recount substantial expenses incurred by the colonisation attempts, but there are no existing records of any recovered expenses.Imperial records indicate a horrific death rate during each colony's existence. The cost to transport and provide for these citizens, all so that they could fail to found a colony, is staggering.
Mahir - Collapse: Without regular support from the sector, none of Mahir's colonies were self-sustaining as implemented. There were too few agricultural resources to begin to provide for all the Humans who had been sent to Mahir.Few who lived on the world had the necessary training to either maintain the world's equipment or to fend for themselves in the face of the Death World's countless threats.A few short solar months after the last supply transport departed from the world, the world's Human population nearly died out. Those who survived fled from the established habitats. Within them, the inhabitants soon turned against one another in desperate battles for food, energy, and the other necessities of Imperial life.With time, even the victors of those battles died out, as their last supplies ran low and technology continued to fail. Soon, the world's native wildlife intruded upon the ancient Imperial structures and destroyed virtually all trace of their ever having existed.Among the distant outposts were many of the colony's most capable frontiersmen. The hunters and warriors who had adapted to the intricacies of Mahir's ecosystems were the ones most willing to learn to rely upon it.Lacking standard equipment and supplies, these hardy individuals devised ways to create basic weapons and eke out a subsistence existence. At least some of these survivors reverted to arboreal lifestyles, creating communities within the highest branches of the world's massive trees.Clearly, many of these small communities perished. While none have thrived, a scarce few survived through the millennia without any external support. During this time, their cultural identity diverged substantially from the Imperial norm. However, their legends remained rooted in the teachings of the Imperial Cult.They continued to venerate the Emperor as the "Sky-Father." This belief may have saved these primitives from the influence of Chaos that devastated so many other worlds of the Jericho Reach.
Mahir - End of the 41st Millennium: In 814.M41, T'au forces sent an expedition to Mahir. The xenos incursion was little more than an exploratory mission. As past Imperial efforts have shown, all astronomical data suggest that the world might be an ideal candidate for colonisation.T'au environmental tolerances are sufficiently similar to Humanity's that worlds well-suited for one species are often adequate for the other. All signs indicate that T'au forces reached the system with the intention of discovering whether it could be easily colonised and to determine what assets its world might offer.As there were no Imperial assets within the system at this time, Deathwatch forces did not become aware of the incursion until 815.M41.They learned of the activity when a team in service of Inquisitor Ezu Ghraile was sent to the world to study its native inhabitants. Ostensibly, the agents were to examine samples of the world's native life forms as well as genetic material from the primitive Humans.These were to be examined for any signs of contagion -- possibly including any indications of Tyranid influence. Unfortunately, the agents discovered information that was far more disturbing. Upon their arrival, they soon detected the presence of voidcraft-affiliated with the T'au Empire, as well as a small fleet of Tyranid biocraft in system.The single Inquisition voidcraft was forced to rely upon stealth to avoid a direct confrontation with either of the two much larger xenos forces.Through a series of slow and steady manoeuvres over the course of seven solar months, the vessel managed to obtain a supply of raw data regarding the alien activities on Mahir. It then fled back to Watch Fortress Erioch, so that the information could be presented to the Inquisitor and to the Deathwatch.The news of a direct conflict between these two xenos species has led to substantial disagreements among the Inquisitors present at the watch fortress. As of yet, there is no consensus regarding the most appropriate response.
Mahir Leaper - Mahir Leaper: The Mahir Leaper are a unique Tyranid variant of the Gaunt-genus bioform discovered on the Death World of Mahir.For this reason, they are considered a Tyranid vanguard unit. Currently, a large number of Mahir Leapers reside within the Xenos Bestiarium of Watch Fortress Erioch, where their threat level is considered to be indigo.
Mahir Leaper - History: The Mahir Leaper is believed to be derived from Gaunt specimens that arrived on the planet in mycetic spores or even possibly aboard a crashed ship. The creatures have adapted to local conditions by becoming smaller and more agile, compensating for their lessened strength with increased numbers and a hardened carapace.A hunting pack of Mahir Leapers can be up to sixty strong and well able to take down the largest prey. The Xenos Bestiarium maintains a substantial breeding stock of Mahir Leapers for use in the Hunting Grounds.Deathwatch Battle-Brothers find that the fast moving, hard-shelled leapers make for excellent target practice.
Maiden World - Maiden World: A Maiden World, or Lilaethan in the Aeldari Lexicon, is one of the lush paradise worlds originally created through advanced terraforming techniques from lifeless Dead Worlds by the Aeldari before the Fall of their race's ancient interstellar empire in the 30th Millennium.The creation of these worlds involved seeding formerly barren planets with lifeforms using advanced terraforming technologies, gradually leading to their transformation into lush, life-supporting paradise worlds. The seeding of worlds was part of a program of colonisation which was intended to provide a long-term solution to the ancient Aeldari Empire's need for more living space, and the result was intended only to be seen by much later generations of Aeldari.In fact, many of these worlds ended up being settled by other sentient races like Humans and Orks, much to the surviving Aeldari's chagrin and anger.
Maiden World - History: The development of a lifeless planet into a Maiden World was a slow one. Simple bacteria were first introduced to create a stable, oxygenated atmosphere and gradually more complex organisms were added to stabilise the growing eco-systems of the planet. Eventually, in the distant future, the world would be ready to colonise by the Aeldari of that time. Once the process began it was fairly self-sustaining but took thousands of Terran years to complete.These terraformed worlds are referred to by the Aeldari as Lilaethan after Lileath, the Aeldari Goddess of Dreams. They are often extremely rich in natural resources and safe from any virulent microorganisms because their ecosystems were genetically engineered to resist harmful lifeforms. The Aeldari consider these worlds, even when uninhabited or currently inhabited by another sentient species, as rightfully their own, created by their forefathers for them to settle.As the ancient star-spanning Aeldari Empire neared its Fall, many groups among the Aeldari denounced their decadent societies, abandoning their homeworlds in a series of migrations called the "Exodus." These Exodites travelled far from their collapsing empire and settled the still-barren Maiden Worlds.The terraformed worlds survived the Fall of the Aeldari, and continued to develop on their own. In the Age of the Imperium these worlds are now verdant paradises. Inevitably, many have been settled by the colonists of non-Aeldari intelligent races. Although these races may have lived on the Maiden Worlds for thousands of standard years, the descendants of the colonists are considered nothing less than invaders by the Aeldari of the Asuryani Craftworlds.After the Fall, the Aeldari began to settle the verdant worlds they had created, sometimes finding these planets already inhabited by other sentient races. The "invaders" are given the choice of either leaving peacefully or being exterminated by the military forces of the Craftworlds. Even in cases where the colonists are feral humans or Ork savages with no technological means of leaving the planet, the Aeldari have mercilessly followed through with the threat of extermination.
Majestis System - Majestis System: The Majestis System is a remote Imperial star system whose precise location is a well-guarded secret. While in theory every Imperial world is ruled independently of the central government, in practice it is not uncommon for more powerful planets to exert some kind of control over their native star system and forge what can aptly be described as autonomous regions.This is the case with the Majestis System, whose history and values are strongly tied to its primary human settlement, the Knight World of Adrastapol. For centuries the Imperial Commander of Adrastapol -- the High King -- has always carried the secondary title of "Shield of the Majestis System" amongst his honorifics, a tradition continued by the Knight World's current ruler, High King Danial Tan Draconis of House Draconis.For many within the Imperium, the might of the Imperial Knights is nearly equivalent to that of the Adeptus Astartes. This explains why no Imperial Adepta has yet taken offence at the veil of secrecy that seems to surround the Majestis System. Yet the lack of information regarding this planetary system did not shield it from the ravages of WAAAGH! Killfist which was recently defeated in the conflict locally known as the Second Ork War.
Majestis System - Notable Planets: The worlds of the Majestis System are listed here in order from those closest to the Majestis star to the farthest.Adrastapol - The Knight World of Adrastapol is the uncontested powerhouse of the Majestis System. It is a harsh, yet beautiful world featuring a variety of environmental biomes. Human population is concentrated on the planet's primary mega-continent. The two smaller continents located at the poles, Adrasal and Adoropae, are given over to tropical jungles housing saurid mega-predators. The ascension of Danial Tan Draconis to the throne of High King of Adrastapol has marked a clear break with Adrastapol's ancestral ways. With the help of his House's Sacristans and intensive contact with neighbouring Adeptus Mechanicus outposts such as Korphos, the High King  elevated Adrastapolian society from its prior, pre-industrial level to something far closer to the Imperial technological norm. Even in the wake of the Second Ork War which considerably damaged the planet's infrastructure, Adrastapol continues its economic expansion and technological progress. The Knight World has taken the first steps on its transition to true Fortress World status through the construction of three new orbital defence stations to supplement its land-based surface-to-orbit weaponry.Triaetos - As Adrastapol's closest neighbour, the world of Triaetos and its moon were designated as the system Bastion Fleet's fallback position from where it would harass the Ork armada of WAAAGH! Killfist once the Greenskins made planetafll on Adrastapol.Secutol - The world of Secutol harbours the orbital docks of the Majestis System's Bastion Fleet, a potent warfleet encompassing the warships of the respective Knight Houses and the system's own defence flotilla. According to a census conducted just prior to the Second Ork War, the Bastion Fleet numbered 157 vessels in total of which 72 had been classified as Cruiser-level or above. Despite this size, the Bastion Fleet proved ineffectual in the face of the sheer size of the Ork fleet, which was estimated at over 9,000 Greenskin vessels of all shapes and types.LamnoforBorastus