vizn3r/warhammer40k-lore huggingface dataset:
House Kamata - Notable Personnel: Hyram Kamata - Current High King of House Kamata.Dyros Kamata - Second son of Hyram Kamata, Dyros was raised to bring favour to his house, one of Alaric Prime’s chosen elite. When his older brother died, leaving Dyros the honour of taking over his Knight, the young man was only strengthened in his resolve to fulfil his duty. However, during the Ritual of Becoming he heard the whispers of his deceased brother from the Throne Mechanicum. In doing so he learned the truth of his brother’s death at the hands of his father, and the deep lies and treachery which lurked in the heart of his house. Dyros immediately severed his ties to House Kamata, vowing to accept exile rather than fight beside his father, and became a Freeblade known only as the Blade of Redemption. With the arrival of Grukk and the Red Waaagh!, Dyros has returned from the far reaches of Alaric to fight for his world alongside the Knights of Houses Kestren and Degallio.
House Kamata - House Colours: The colours of House Kamata are not listed in current Imperial records.
House Kamata - House Arms: The arms of House Kamata are not listed in current Imperial records.
House Kaska - House Kaska: House Kaska was an Imperial Knight house that hailed from the Knight World of Molech. Originating on the Kasha Peninsula close to the westernmost point of the continent of Molechari, House Kaska were an insular and proud household. They were looked down upon by some of Molech's other Knight houses, whom considered them barely worthy of their place among Molech's nobility.Living by a different set of codes than their upstart high-born kin, Kaska Scions had to prove their skills and mettle as warriors. They did not care for pomp and circumstance and had little patience with ceremony and the trappings of the Molechian nobility.Tragically, House Kaska was one of several Loyalist Knight houses that were destroyed through the vile machinations of the Traitors at the Battle of Molech during the Horus Heresy.
House Kaska - House History: At the westernmost point of the continent of Molechari on the world of Molech, the Kasha Peninsula thrusts out into the northern ocean. A temperate wilderness, these heavily forested highlands are ruled over by House Kaska. The Scions of House Kaska were haughty frontiersmen and endured in rain-soaked keeps and overcast provinces, seldom making the trek down into the warmer climes of Molechari's Western Marches. Their halls were islands of civilisation amid forests filled with arboreal xenosmilus and massive gorzular, distant cousins to the mallahgra beasts of Kush.Houses such as Devine and Donar looked down on the Kashaii, the people of Kasha, considering them drunkards and vagrants, barely worthy of their place among the other Knight households of Molech. The reality was that the bearded lords of Kaska adhered to a different set of codes than their Noble kin. It was not enough for them to just be a skilled Knight armour pilot, or exhibit a bond between Human and machine. A Kashaii Scion must be able to climb the storm-slick peaks of Kasha, wrestle a xenosmilus cub to the ground and drink their weight in Kashaii ale.The Scions of Kaska also cared little for the trappings of honour or nobility, and accepted the rulership of House Devine only grudgingly, playing the games of the Knight houses only when they were forced to journey to the planetary capital of Lupercalia. To the Kaska, the only honour was victory and the only nobility were those who could prove themselves worthy to lead.The story of the Kaska, at least as they reckoned it to be, is carved in the rune stones of Caulder Keep, the ancestral home of House Kaska. It recounts the journey of the "Lord of Storms" (the Emperor) and how He came to the Kasha Peninsula years after the fall of the high king of Molech, when the Knight houses were little more than bandit lords ruling over scattered realms.At that time the wild walker tribes held sway, and thought to slay the Lord of Storms for trespass upon their lands. It was only the intervention of the then-Seneschal of House Kaska who stayed the tribes' hand, though to placate them he bade the Lord of Storms to complete a series of gruelling challenges.It was upon the recounting of these challenges, each one the Lord of Storms passed without pause or effort, that the tenets of House Kaska were laid, and from then until the early 31st Millennium, they strove to live up to the standards set down by this ancient and mysterious figure.Though they disdained engaging in the politics of Molech, House Kaska fought alongside the other Knight houses during the Battle of Molech. When their homeworld fell to the forces of the Traitors, House Kaska found itself particularly suited towards engaging in guerrilla warfare owing to their experience navigating the thick forests of their homeland. For many Knight Scions of House Kaska, the occupation of Molech was the perfect crucible to test their skills.
House Kaska - Notable Campaigns: Battle of Molech (009.M31) - Molech was a Knight World ruled over by House Devine ever since the Emperor Himself led an expedition to bring it into the fledgling Imperium during the Great Crusade and left a significant garrison there. The planet thrived under the rule of Devine, the populace of its capital city of Lupercalia never knowing the true reason why the Emperor had taken it upon Himself to lead the force that claimed it. Unfortunately for the citizens of Molech, the Traitor Horus knew exactly what lay beneath the city that had been named in his honour -- a Warp Gate which, it was said, had allowed the Emperor to convene with the Ruinous Powers themselves. When Loyalist forces became aware of the Traitor fleet's approach, they mustered at Molech. As well as a trio of Titan Legions -- the Legio Gryphonicus, Legio Crucius, and Legio Fortidus -- there were elements of each of the Imperium's fighting forces, including nearly a dozen Knight houses which owed fealty to Devine, including House Kaska. The Traitor force was equally impressive, featuring no fewer than four Titan Legions: the Legio Vulpa, Legio Interfector, Legio Vulcanum I, and the infamous Legio Mortis. As the Warmaster unleashed a massive coordinated assault, the planet's defenders were thrown into disarray when the Plasma Reactor of an Imperator-class Titan, Paragon of Terra, was destroyed. Thousands of Loyalists were immolated in a blinding flash as a miniature sun erupted from the Titan's core to leave a smoking crater half a Terran mile wide. In the wake of the catastrophic blast, the spearhead of Traitor Titans marched through the gap in the Imperial lines. At the height of the battle, House Devine revealed its true allegiance to the Warmaster, its treachery unveiled at a pivotal moment, heralding a slaughter from which only a handful of Loyalists escaped. Caught between the treacherous Knights of House Devine and Horus' rampant forces, the shattered remnants of Molech's defenders were slaughtered without mercy. They were totally defeated, so brutally that only one in a hundred of the troops of the Imperial Army survived the campaign. After his passage through the portal into the Realm of Chaos, Horus won the full blessing of the Ruinous Powers as their chosen champion. His drive on Terra seemed unstoppable.
House Kaska - House Homeworld: Molech has a long history as a Frontier World; its Knight houses protected it from the darkness of Old Night during long standard centuries of isolation. Though it lies within the borders of the Segmentum Solar, that most civilised centre of the galaxy within which Terra rules, its position at the very end of the Elliptical Way makes its planets difficult to reach via routes through the Warp. Molech is close to Terra in terms of size and orbit, sitting as it does within the primary biosphere of its star system.Similar to Terra, Molech also has a large moon. Though not as influential as Luna, it regulates the tides and seasons on the world below, making the planet more habitable for Humans. In time, as the planet was developed by Humanity, this moon, as well as several of Molech's smaller celestial bodies, would become outposts for orbital defence networks and fuelling stations for void ships contributing to its impressive defences.Four major continents grace the surface of the planet, divided by clear warm waters at the equator all the way to frozen seas at each pole. The two smallest continents, Estara and Neuropia, remain rugged wilderness realms, home to hunters and remote mining operations. These undeveloped lands lie far to the east and north of Molech, respectively.Next in size and importance is the southern continent of Arcanius, an industrialised landscape of manufactoria and smoke-shrouded cities. Centred around the vast metropolis of Clockwork City, Arcanius produces the wealth of Molech's manufactured goods and is home to its tinker guilds and tech-slaves. The Knight houses tolerate Arcanius for it is here that many of their Sacristans receive their training in the ways of maintaining their Knight armours.Molechari is Molech's principal continental landmass, the seat of power of its Knight houses and Titan Legions. Sprawling across the equator of the planet, its thousands of kilometres of landscape comprise the southern steppes of Tazkhar, the high mountain peaks of the Untar Mesas, the jungles of Kush and the huge agri-belts arrayed around the planet's capital city -- Lupercalia. These heartlands of the Knight World were where the Battle of Molech was fought during the Horus Heresy.
House Kaska - Kasha Peninsula: Beyond the shores of Molechari stretches the Northern Oceanic Zones, the collective term for the continent's nearby island chains, isolated peninsulas and sea-rigs. Busy shipping lanes criss-cross the region, connecting Molechari to the rest of the planet. The industries of Arcanius flow towards Lupercalia and its Knight houses, while raw materials from the smaller continents of Estara and Neuropia feed both of Molech's principal continental land masses. Likewise, food is carried from the agri-belts of the Western Marches out across the oceans to feed the far communities of the planet.On the westernmost point of Molechari lay the Kasha Peninsula, a large wild spit of land that thrust out into the Northern Ocean. Here, the heavily forested highlands were ruled over by the insular House Kaska, frontiermen who had endured the heavy rains and storm-wracked weather for many Terran millennia. Despite their reputation as low-born and less-civilised than their highborn kin that ruled to the south, the bearded Scions of Kaska were a hearty and formidable people that adhered to a stringent warrior code, valuing skill-at-arms over pomp and circumstance.
House Kaska - Notable Knights: Peerless Hunter (Questoris Knight Errant) - Peerless Hunter was a notable Questoris Knight Errant of House Kaska that defended Molech during the Horus Heresy.
House Kaska - Notable Personnel: Scion Morvam - Pilot of the Questoris Knight Errant, Peerless Hunter, Scion Morvam was famed for hunting xenosmilus without the aid of his Knight suit and was well-respected for these feats.
House Kaska - House Strength: The disposition and strength of House Kaska is not listed in current Imperial records.
House Kaska - Titan Legions: Legio CruciusLegio Fortidus
House Kaska - House Colours: House Kaska painted their Knight armours a dull grey with portions that were blue and trimmed in gold.
House Kaska - House Arms: House Kaska's arms took the form of a large white skull of a cervidae (elk) that was native to their homeland.
House Kaska - Sources: Adeptus Titanicus - The Horus Heresy: Doom of Molech (Specialty Game), pp. 52-53Vengeful Spirit (Novel) by Graham McNeillWarhammer Community - Adeptus Titanicus: Frequently Asked Questions and Errata V1.1 (28 Feb 2020)Warhammer Community - What is the Battle of Molech? (18 Apr 2019)
House Kaushik - House Kaushik: House Kaushik was an Imperial Knight house that hailed from the Knight World of Molech. Originating from the planet's ancient subterranean arcologies located hundreds of kilometres beneath the towering Untar Mesas, House Kaushik was an insular household. Ruling their underground domain from Pyros Mountain, this Knight Household had remained within their subterranean fortress for millennia, rarely adventuring forth except to hunt under-realm's megafauna or visit the planet's capital.Due to their taciturn and parochial lifestyle, the people of Kaushik also fell into a debased form of technology worship, and their Sacristans barely maintained an understanding of how their Knight armours and technology actually functioned. However, despite their perceived backwardness, Kaushik Scions were able to bond with their Knight armours on a spiritual level. Despite their poorly maintained armour, they fought with the fury of those who had cast off mortal fears.Tragically, House Kaushik was one of several Loyalist Knight houses that were destroyed through the vile machinations of the Traitors at the Battle of Molech during the Horus Heresy.
House Kaushik - House History: Beneath the towering Untar Mesas, hundreds of kilometres of caverns and caves twist their way through the ground. This cold under-realm was the domain of House Kaushik, who rules its depths from the Pyros Mountain. The arcology is a wonder of the Dark Age Technology, built by the first Human colonists to sustain them on a strange and alien world.Other arcologies, each one once a complete self-contained city, dotted the surface of Molech, though most were little more than ruined shells, stripped for parts when the initial settlers built their first true structures. House Kaushik had, however, remained within the earth, and turned their gaze inward rather than out into the wilderness of the continent of Molechari, fighting the creatures of the deep earth, such as the maw-craggadon stone serpents or the arcanodons, which prowled the underground ways. By the 30th Millennium these beasts were less common than they once were, the house having driven them off time and again, though the people of Kaushik still hunted them for both sport and food.The people of House Kaushik were deeply insular, leaving the safety of their ancient fortress only to hunt or occasionally visit the planetary capital of Lupercalia. Surrounded by artefacts of a lost age, they had also fallen into a debased form of technology worship, possessing little understanding of how the mechanisms of their technology worked, only that they did -- for the most part. Their Knight armours especially hold a sacred place for them.However, House Kaushik Sacristans knew little of the workings of the Knight armour, only that through ancient prayers and the performance of certain rituals could they be awoken and maintained. As systems failed or were forgotten, other means of rousing the Knight to readiness were found, fusion cranks, muscle-driven cog-generators and magma-pumps all means of keeping the Knight's power plant alive. All their Knight armours bore the signs of ill-maintenance.Of course, the true strength of a Knight is always its pilot, and for Kaushik Scions, the bond between them and their machine was considered a spiritual pairing. In fact, the greatest state a Kaushik Knight pilot could attain was known as the "Great Quiet," when their soul was cooled by its proximity to the dead whispers of the Throne Mechanicum and their emotions were stripped away.The upper echelons of the house were ruled over by those who had succumbed to the Great Quiet, their emaciated faces and fever-bright eyes hinting at their discarded Humanity. It was a quality that served these lordly Scions well in battle, and despite their poorly maintained armour, they fought with the fury of those who had cast off mortal fears.During the invasion of Molech by the Warmaster Horus's forces, House Kaushik suffered greatly as both their tactics and poorly maintained Knight armours were little match for the Traitor forces, although their courage in the face of such adversity was well documented.
House Kaushik - Notable Campaigns: Battle of Molech (009.M31) - Molech was a Knight World ruled over by House Devine ever since the Emperor Himself led an expedition to bring it into the fledgling Imperium during the Great Crusade and left a significant garrison there. The planet thrived under the rule of Devine, the populace of its capital city of Lupercalia never knowing the true reason why the Emperor had taken it upon Himself to lead the force that claimed it. Unfortunately for the citizens of Molech, the Traitor Horus knew exactly what lay beneath the city that had been named in his honour -- a Warp Gate which, it was said, had allowed the Emperor to convene with the Ruinous Powers themselves. When Loyalist forces became aware of the Traitor fleet's approach, they mustered at Molech. As well as a trio of Titan Legions -- the Legio Gryphonicus, Legio Crucius, and Legio Fortidus -- there were elements of each of the Imperium's fighting forces, including nearly a dozen Knight houses which owed fealty to Devine, including House Kaushik. The Traitor force was equally impressive, featuring no fewer than four Titan Legions: the Legio Vulpa, Legio Interfector, Legio Vulcanum I, and the infamous Legio Mortis. As the Warmaster unleashed a massive coordinated assault, the planet's defenders were thrown into disarray when the Plasma Reactor of an Imperator-class Titan, Paragon of Terra, was destroyed. Thousands of Loyalists were immolated in a blinding flash as a miniature sun erupted from the Titan's core to leave a smoking crater half a Terran mile wide. In the wake of the catastrophic blast, the spearhead of Traitor Titans marched through the gap in the Imperial lines. At the height of the battle, House Devine revealed its true allegiance to the Warmaster, its treachery unveiled at a pivotal moment, heralding a slaughter from which only a handful of Loyalists escaped. Caught between the treacherous Knights of House Devine and Horus' rampant forces, the shattered remnants of Molech's defenders were slaughtered without mercy. They were totally defeated, so brutally that only one in a hundred of the troops of the Imperial Army survived the campaign. After his passage through the portal into the Realm of Chaos, Horus won the full blessing of the Ruinous Powers as their chosen champion. His drive on Terra seemed unstoppable.
House Kaushik - House Homeworld: Molech has a long history as a Frontier World; its Knight houses protected it from the darkness of Old Night during long standard centuries of isolation. Though it lies within the borders of the Segmentum Solar, that most civilised centre of the galaxy within which Terra rules, its position at the very end of the Elliptical Way makes its planets difficult to reach via routes through the Warp. Molech is close to Terra in terms of size and orbit, sitting as it does within the primary biosphere of its star system.Similar to Terra, Molech also has a large moon. Though not as influential as Luna, it regulates the tides and seasons on the world below, making the planet more habitable for Humans. In time, as the planet was developed by Humanity, this moon, as well as several of Molech's smaller celestial bodies, would become outposts for orbital defence networks and fuelling stations for void ships contributing to its impressive defences.Four major continents grace the surface of the planet, divided by clear warm waters at the equator all the way to frozen seas at each pole. The two smallest continents, Estara and Neuropia, remain rugged wilderness realms, home to hunters and remote mining operations. These undeveloped lands lie far to the east and north of Molech, respectively.Next in size and importance is the southern continent of Arcanius, an industrialised landscape of manufactoria and smoke-shrouded cities. Centred around the vast metropolis of Clockwork City, Arcanius produces the wealth of Molech's manufactured goods and is home to its tinker guilds and tech-slaves. The Knight houses tolerate Arcanius for it is here that many of their Sacristans receive their training in the ways of maintaining their Knight armours.Molechari is Molech's principal continental landmass, the seat of power of its Knight houses and Titan Legions. Sprawling across the equator of the planet, its thousands of kilometres of landscape comprise the southern steppes of Tazkhar, the high mountain peaks of the Untar Mesas, the jungles of Kush and the huge agri-belts arrayed around the planet's capital city -- Lupercalia. These heartlands of the Knight World were where the Battle of Molech was fought during the Horus Heresy.
House Kaushik - Southern Steppes: On the far side of the Untar Mesas on the continent of Molechari, the lush greenery of the Western Marches gives way to the desolation of the Tazkhar Steppe. A savage and barren land, it covers thousands of kilometres of southern Molechari like a parched canvas. The peoples of this rugged land are for the most part nomadic, traversing it in long snaking convoys of land crawlers and riding beasts.Those few settlements that do exist are influenced by the seasons, swelling from ghost towns of a few hundred souls to thousands in those times when convoys converge to feed their beasts and farm the soil. The people of the Tazkhar also have a long history as raiders, and think nothing of attacking each other's caravans beyond the agreed safety of the settlements.Two of Molech's major Knight houses called the Southern Steppes home -- House Kaushik and House Tazkhar. House Kaushik formerly dwelled on the edges of the great wastes, their agri-arcology clinging to the side of the Untar Mesas. Considered insular by their peers, they maintained numerous Knight armours and claimed both a substantial area of the near-steppe and the Kush jungle as their ancestral hunting ground.House Indra made its home among the vast swamplands of the Southern Steppes found beyond the Tazkhar Steppe.
House Kaushik - Notable Knights: Shadow's Grasp (Questoris Knight Warden) - A Questoris Knight Warden that served at the Battle of Molech.
House Kaushik - Notable Personnel: There are no notable Nobles of House Kaushik listed in current Imperial records.
House Kaushik - House Traits: The Kaushik Scions also displayed a variety of qualities that made them unique amongst their fellow Knight households. Many of their Scions had spent their lives in the caverns beneath the Untar Mesas on Molech, and due to their unique experiences fighting in a subterranean environment hunting the unique under-realm megafauna, they knew the importance of detailed reconnaissance to help form a plan of battle.When hunting these deadly beasts, once located, Kaushik Knights would draw out their prey with barrages of missiles that would cave in portions of their lair. When the beast emerged to confront its assailants, sustained barrages would weaken the creature enough to engage in melee.Forming strong bonds with their Knight suits, many Scions had worked the stone forges of the Sacristans of their house and knew the intricacies of their Knight's armour like their own skin. Some were so in tune with their Throne Mechanicum, that these fortunate few had entered the state known as the "Great Quiet" of the Kaushik, and were guided to a cold and unfeeling place by the ghosts of their command throne.
House Kaushik - Titan Legios: Legio CruciusLegio FortidusLegio Gryphonicus
House Kaushik - Space Marine Legions: Blood AngelsUltramarines
House Kaushik - House Colours: House Kaushik painted their Knight armours in a halved mint-green and blue colour scheme with corroded golden trim. Flame decorations were often painted on the blue side of their armour, including the left greave and left shoulder guard.
House Kaushik - House Arms: House Kaushik's arms took the form of a large, flaming black mountain, representing their home within Pyros Mountain. This symbol was centred upon a black lozenge (diamond) outlined in white and centred upon a field of blue.
House Kaushik - Sources: Adeptus Titanicus - The Horus Heresy: Doom of Molech (Specialty Game), pp. 54-55Vengeful Spirit (Novel) by Graham McNeill
House Kepsydra - House Kepsydra: House KepsydraRenegade Knight HouseEmperor of MankindWarmasterHorusRuinous PowersHorus Heresy
House Kepsydra - Notable Campaigns: Battle of Beta-Garmon, "The Titandeath" (006-013.M31) - House Kepsydra took part in the long and savage Beta-Garmon campaign, which included hundreds of war zones across dozens of worlds. During this conflict, House Kepsydra provided Knight support to the Legio Krytos. Even before the greater armies of the Warmaster Horus reached the star cluster, the battle lines had long since been drawn, and fighting had been going on for many Terran years. It was a cauldron of battle that would consume millions of lives before its end and see the demise of entire Titan Legions, earning this campaign the dire moniker of the "Titandeath." The Beta-Garmon Cluster, also known as the gateway to the throneworld of Terra, was the last hurdle that the Warmaster Horus' forces had to overcome before they reached the Imperium's capital world. Heavily fortified by the Loyalists, Beta-Garmon would become one of the greatest and bloodiest battles of the Horus Heresy, as well as one of the longest-lasting.
House Kepsydra - Notable Knights: None listed in current Imperial records.
House Kepsydra - Notable Personnel: None listed in current Imperial records.
House Kepsydra - House Colours: The colours of House Kepsydra are white and gold.
House Kepsydra - House Arms: The arms of House Kepsydra are not listed in current Imperial records
House Kestren - House Kestren: House Kestren is a Loyalist Imperial Knight House of the Imperium. There is very little information in Imperial records about this Knight House, other than the valiant stand made on their homeworld of Alaric Prime against the invasion of Ork Warlord Grukk and his Red WAAAGH! in 998.M41.
House Kestren - Notable Campaigns: Defence of Alaric Prime (443.998.M41) - In 998.M41, Warlord Grukk of the Red WAAAGH! ploughs into the densely populated Sanctus Reach, his crusade's juggernaut momentum smashing past the Space Marine homeworld of Obstiria to plunder the planets beyond. The Imperium prepares to make a stand upon Alaric Prime, a Feudal World of linked archipelagos and crumbling gaols. When a flotilla of Ork rust-ships make planetfall, the Knightly Houses of Alaric lead their Cadian allies in a worldwide counterattack. Warlord Grukk's bullish tactics take a heavy toll on the human defenders before the legendary Freeblade known as Gerantius, the Forgotten Knight, joins the conflict, tipping the war into a new phase of desperate battle.
House Kestren - Notable Knights: None listed in current Imperial records.
House Kestren - Notable Personnel: Lord Gaulemort Kestren - Former High King of House Kestren, he was killed in glorious battle against the hordes of Warboss Grukk.Sire Flachine Kestren - Noble and notable Knight of House Kestren.
House Kestren - House Colours: The colours of House Kestren are not listed in current Imperial records.
House Kestren - House Arms: The arms of House Kestren are not listed in current Imperial records.
House Khomentis - House Khomentis: House Khomentis is a Chaos Knight house and an Infernal house in service to the Dark Mechanicum. Though once loyal to the Imperium, the house's homeworld of Matarakh was struck by a daemonic invasion in the 33rd Millennium.During this time House Khomentis was turned to the service of Chaos and the Dark Mechanicum. Its Fallen Nobles are most famous for actively seeking out daemons in the hope of becoming possessed and further corrupting their Knight to the service of the Dark Gods.The strip-mined sands of Matarakh are now home to all manner of daemonic creatures that are both revered and hunted by the Knights of House Khomentis. Whole continents have been carved into summoning circles to draw more Warp entities into existence.
House Khomentis - House History: House Khomentis arose on the Desert World of Matarakh, and developed a culture in which the predatory creaturesthat stalked the mountainous dunes were revered as hunting companions. Nobles trained for their Ritual of Becoming by setting out into the sandy wastes without food, water or weapons in pursuit of a Matarakhi beast.Only after subduing one of these creatures, such as a savage vharrat or winged vultris, would they return to the safety of their keeps. The Nobles believed these animals served as eternal spiritual guides, and so the nature of the beast an aspirant captured determined the nature of the Knight suit to which they would be bonded.When Matarakh was discovered by the Imperium during the Great Crusade, its indigenous fauna was quickly wiped out. Vast Mechanicum strip mines were constructed to extract the mineral wealth that lay beneath the sands,while towering processing hive cities belched toxins into the atmosphere, rendering the surface of the world inimical to all but the hardiest life forms.Despite this, the Khomentis Knights pledged themselves to the Omnissiah, and fought boldly for the Imperium throughout the Horus Heresy.It was not until the 33rd Millennium, when Matarakh was engulfed by a daemonic incursion, that House Khomentis turned to Chaos. No Imperial record exists of the nightmares that befell the world, but the Khomentis Knights now fight for the Dark Mechanicum.With lances that can spread across an entire continent they close in around their enemy's position, encirclingtheir prey and cutting off all routes of escape.In place of predatory animals, the Fallen Nobles now seek out daemons as a rite of passage, allowing themselves to become possessed so that the Warp entities can intermingle with their Thrones Mechanicum and the Machine Spirits of their Knight suits.Over long Terran years these daemons eat away at their hosts, twisting their flesh, mutilating their minds anddevouring their souls. The fate of all such pilots is to be pulled from their Thrones at the point that their body collapses into a fleeting Warp fissure.During this nightmarish implosion, more Chaos entities are loosed into reality, and these too are hunted by new aspirants. Thus is the grotesque cycle of possession allowed to eternally propagate.
House Khomentis - Dark Cloud Incident: Whilst en route to the War Zone Kilda, the mass conveyance barge Dark Cloud became stranded in the Warp with a full lance of Imperial Knights of House Mortan waiting in its hangar. The Gellar Field that shielded the disabled craft from the denizens of the Empyrean holds firm at first, until a series of massive objects impact with the ship's hull.The objects turned out to be Chaos Knights of House Khomentis. After clamping themselves to the barge, the Khomentis Knights begin blasting and cutting their way through its outer bulkheads to allow waves of Warp energy to flood inwards.Knowing that the Dark Cloud could not survive long against such an assault, the Knights of House Mortan ventured out onto the barge's exterior to do battle with their corrupted attackers. Though they fought bravely, the Mortan Knights were blasted to scrap by the Chaos Knights, and the souls of their pilots devoured by great flocks of predatory daemons. With its last line of defence annihilated, the Dark Cloud was swiftly torn apart.
House Khomentis - Kroot Vengeance: On the Jungle World of Y'tach'grra, a lone War Dog of House Khomentis was cut down by a roving band of Kroot mercenaries. As was their custom, the carnivorous Kroot pried the pilot from the fallen war engine and devoured his flesh.But in doing so the daemonic entities the Fallen Noble had welcomed into his body were released. After a swift and brutal skirmish, these manifestations were similarly cut down, their essences dissipating back to the Warp, but not before they marked each of the Kroot mercenaries with a burning rune.More than a Terran year later on a distant world the truth of these markings became apparent. A lance of Khomentis Knights attacked the Kroot from out of nowhere, having tracked the burning runes through the Warp to take revenge on their prey.
House Khomentis - Notable Campaigns: Talledus War (Unknown Date.M42) - House Khomentis sent a force of Chaos Knights to fight alongside House Vrachul as Knight support for the Iron Warriors force that assaulted the Fortress World of Ghreddask in the Talledus System under the command of Warpsmith Etrogar. The conflict that raged upon Ghreddask was dominated by the presence of super-heavy war machines and enormous armoured battalions. Striding through the hailstorm of shells and rocket barrages came the towering forms of Imperial Knights, as well as their dark mirror, the dreaded Chaos Knights. Both of these bitter enemies upheld ancient oaths to their liege lords with unwavering certainty. In the case of the corrupted houses, their refusal to break the bonds of honour had found them fighting on the wrong side of the Horus Heresy, supporting the traitorous forces of the Warmaster Horus as they made war upon the Imperium of Man. House Mortan provided the majority of the Loyalist war engines on Ghreddask, with no less than six Knights hailing from the darksome world of Kimdaria. Veteran beast-hunters all, the Mortan Knights hailed from a world wreathed in perpetual darkness and ravaged by predatory behemoths, a harsh place that had forged iron-hard souls. They proved invaluable in the battle against the Daemon Engines of the Scarax Krond, corralling the twisted abominations with fleet Armigers before tearing them apart with Reaper Chainswords and Thunderstrike Gauntlets. Warpsmith Etrogar had forged pacts with Houses Khomentis and Vrachul, both of whom were sworn to serve the Dark Mechanicum -- the unholy Chaos-corrupted counterpart of the Adeptus Mechanicus. The war machines of Vrachul belched acidic vapours from vents and exhaust ports; a pall of chemical smog wreathed them in battle, dissolving the flesh and armour of anything that strayed within its bounds. The warriors of Khomentis kept daemonic spirits as hunting thralls and took cruel delight in chasing down and brutalising wounded and damaged Imperial Knights. Both houses favoured the rush and crash of close combat, a craving that the Loyalist Nobles of House Mortan were only too glad to accommodate. Ghreddask shook to the impact of Titan-killing weaponry as these two ancient foes duelled, prepared to fight to the bitter end. Though the Imperial forces managed to blunt the Chaos assault, the fate of Ghreddask still hung in the balance.
House Khomentis - Notable Knights: Prey Seeker - Prey Seeker is a Knight Rampager piloted by Kyoptis. Prey Seeker hunts constantly. So strong is its violent appetite that it has been known to consume its own pilot when no other quarry can be found, tearing apart and absorbing the flesh of the enthroned Noble to slake its thirst for death. The gheist of that pilot remains in the Throne Mechanicum, eternally locked in the instant of their own gruesome demise. Their perpetual anguish serves as the perfect inducement for the next warrior who dares bond with the Knight.Tenacious Blade - Tenacious Blade is a Knight Desecrator whose Reaper Chainsword whirs incessantly due to the daemons infesting its pilot Dinatis.Killing Oath - The Killing Oath is a Knight Tyrant piloted by Abesh.
House Khomentis - Notable Personnel: Kyoptis - Kyoptis is the most recent pilot of Prey Seeker. Kyoptis has employed all her predatory cunning to provide the Knight Rampager with an unending supply of victims, thereby ensuring that she herself is not devoured. She leads her lances to attack in multiple successive waves, hitting the enemy position from all sides. Kyoptis coordinates these assaults in such a way that the bulk of the opposing army is funnelled directly towards her, allowing Prey Seeker to revel in the greater part of the slaughter.Dinatis - Dinatis is the daemon-possessed pilot of the Tenacious Blade whose inner conflicts causes his Knight Desecrator's Reaper Chainblade to never stop whirring.Abesh - Masters of the persistent hunt, Abesh and the massive Knight Tyrant he pilots, the Killing Oath, will wade through entire war zones in pursuit of their marked target.
House Khomentis - House Colours: House Khomentis' Knights sport a red house colour with yellow trim.
House Khomentis - House Arms: House Khomentis' heraldry is a daemon head, halved black and white, holding a blank, black-and-white Cog Mechanicum in its mouth.
House Khomentis - Sources: Codex: Chaos Knights (8th Edition), pp. 22-23, 29, 31, 33Psychic Awakening - Faith & Fury (8th Edition), pg. 17
House Khord - House Khord: House KhordImperial KnightAdeptus MechanicusImperialKnight WorldKnight Lancers
House Khord - Notable Campaigns: None listed in current Imperial records.
House Khord - Notable Knights: None listed in current Imperial records.
House Khord - Notable Personnel: None listed in current Imperial records.
House Khord - House Colours: The colours of House Khord are not listed in current Imperial records.
House Khord - House Arms: The arms of House Khord are not listed in current Imperial records.
House Khymere - House Khymere: House KhymereChaos KnightsIconoclast houseImperiumAfter the opening of the Great Rift in the late 41st Millennium House Khymere was corrupted to the service of Chaos when its homeworld was unexpectedly attacked by a force of the Indomitus Crusade, whose Space Marines claimed Chaos-corrupted House Khymere Knights had been attacking Imperial worlds.Unwilling to make war against the Imperium they had so long defended, the entire house fled into the Warp Storms of the Great Rift. Their exposure to the empyrean energies of the Warp corrupted many of the Khymere Knights, who returned to realspace filled with hatred for those they felt had betrayed them.Unknown to the Chaos Knights, their travels in the Warp had also displaced them in time. The Renegade Knights had been thrust into their own past, unleashing the very attacks that had led to the Imperial assault that resulted in their damnation.The Khymere homeworld of Surtr's Wake is a desolate graveyard, lined with crumbling statues built by the Nobles of House Khymere and littered with the remains of felled Knights. Since their exodus, the Iconoclast household that once called this lost world their home have not returned.
House Khymere - House History: For ten thousand Terran years the Knights of House Khymere had fought ferociously for the glory of the Imperium of Man. The cracked and burning surface of Surtr's Wake was dotted with monolithic statues of the Emperor, towards which the faithful serf classes of the planet prayed for solar hours every day.Many times did the Nobles answer the summons to join a gathering Imperial Crusade, and when desperate pleas for aid came from nearby star systems, the Knights of Khymere marched with burning wrath against the enemies of Mankind.Yet when the Cicatrix Maledictum tore across the stars, the Knights of House Khymere were amongst the nightmarish warriors who burst from the Great Rift to prey upon the worlds of the Imperium. Many of these once-valiant war engines were hideously twisted, the corruption that had evidently taken hold of them expressed in their grotesque forms and rampant cruelty.In an edict that caused great anguish to those they had once served, the Knights of House Khymere were declared Iconoclast, and Surtr's Wake -- now shrouded within the Imperium Nihilus -- was marked for destruction.When the Indomitus Crusade reached Surtr's Wake, Adeptus Astartes strike forces of the Ultramarines and White Scars Chapters were tasked with launching an execution assault against the planet. But the warriors of House Khymere offered no resistance to the Imperial attack; the nobility -- seemingly untouched by Chaos taint -- could not fathom that they had been deemed Traitors, nor could they bring themselves to raise their weapons against those to whom they had sworn loyalty.Instead, the entire house withdrew from the planet. They marched their Knights onto vast fleets of mass conveyance barges and fled from judgement by disappearing into the roiling tumult of the Great Rift. In truth, the house was displaced through time during its sojourn in the Empyrean, its Knights returning to realspace in their own past.Lances of Khymere Knights continue to burst into reality along the length of the Great Rift. Where they appear, their wrath is quickly turned upon the defenders of the Imperium. Attempts to treat with them have been met with silence or maddened ramblings, for what nobility once existed in the house is now long gone.
House Khymere - Conflagration of Rho Zapphire: Above the gas giant of Rho Zapphire, a strike force from the White Scars 6th Company fought a war of speed against an invading host of Slaaneshi daemons soon after the opening of the Great Rift. The Space Marines raced to secure the vital aether-derricks that are suspended in the planet's thermosphere, cutting their way through screaming droves of Daemonettes and Fiends of Slaanesh that skittered along the equatorial gantries, even as more depraved beings pour from the nearby maw of the Great Rift.The fuel from these derricks was crucial for the Imperial fleets withdrawing from the encroaching Warp Storms of the newborn Great Rift, but the daemons outnumbered the White Scars a hundred times over. The battle appeared to take a shift when a flotilla of macro-conveyance barges swooped into low orbit and disgorged its cargo of Knights.But the hope of reinforcements was short-lived. The Chaos Knights of House Khymere that marched onto the floating gantries opened fire on the Space Marines, obliterating those few that remained.When cruisers from the Imperial Navy arrived to refuel, the Chaos Knights departed, but not before overloading the core of each aether-derrick. The ensuing chain reactions ignited the volatile atmosphere of Rho Zapphire, incinerating the refuelling fleets as the entire planet exploded.
House Khymere - Notable Knights: Burning Sky - The Burning Sky is a Knight Rampager piloted by Lady Brinhild.Mantle of Ashe - The Mantle of Ashe is a War Dog piloted by the Fallen Noble Gelki.Scorched Fury - The Scorched Fury is a War Dog piloted by Uthren.
House Khymere - Notable Personnel: Lady Brinhild - Brynhild was present on Surtr's Wake when the Space Marines attacked without warning. With the rest of her house she had fled into the Cicatrix Maledictum rather than face the shame of fighting those to whom she had sworn loyalty. But after passing into the mass of Warp Storms, time lost all meaning. For an indeterminable period of time, Brynhild and her Knight, the Burning Sky, fought an endless deluge of nameless, faceless entities wrought of madness and nightmare. Within her own mind she heard the constant screams of her forebears contained inside her Throne Mechanicum, tortured as they were by the overload of empyric energy. With every Chaos being she cut down, her hatred grew further. Eventually, all that remained in both pilot and Knight was a desire for revenge against those they had once served. When at last they emerged from the Warp, they set themselves to their murderous task, completely unaware that they and the remainder of their house had been displaced in time by the Great Rift, and sent back into the past to initiate the cause of their own corruption.Gelki - Like most War Dogs of Khymere, Mantle of Ash and its pilot, Gelki, willingly accept their position as subservient thralls, so long as they are driven by their masters to slaughter the Adeptus Astartes Chapters that attacked their house.Uthren - Time and again Uthren and his War Dog Scorched Fury have demonstrated their remarkable resilience. They are frequently sent charging through raging firestorms or fields of acidic geysers to attack from the angle their enemies least expect.
House Khymere - House Colours: House Khymere's Knights sport red and black house colours with brass trim.
House Khymere - House Arms: The heraldry of House Khymere is a black horse which breathes yellow fire.
House Khymere - Sources: Codex: Chaos Knights (8th Edition), pp. 18-19, 29, 32-33
House Korvax - House Korvax: House Korvax is a Chaos Knight house and an Infernal house of the Dark Mechanicum in service to Be'lakor, the first Daemon Prince of Chaos Undivided, and a splinter of the Loyalist House Raven corrupted by the Dark Master during the Charadon Campaign of the Era Indomitus.From their mist-wreathed keeps on the penumbral Fallen Knight World of Korvosi, the Chaos Knights of House Korvax spread the dark corruption of Chaos. Misery and fear are their heralds. These dread engines loom out of the cloying shadow that surrounds them like monolithic spectres. With dirge-like war horns blaring, they close in on their terrified foes, pulverising them with deadly salvoes of fire and crushing them beneath thunderous charges.
House Korvax - House Homeworld: Korvosi, once the Knight World of Kolossi that was home to House Raven, is now a Fallen Knight World of mist and shadow, reshaped by the hand of the Dark Master Be'lakor, the first Daemon Prince, now enshrouded by a darkness so vast that it stretches into the surrounding void of space. This shadow makes the world appear to conventional augurs more as an absence against a backdrop of stars than a visible presence.Rumour and nightmarish tales are all that have reached the cognoscenti of the Imperium concerning the fate of Kolossi. Fleeting glimpses of Korvosi's surface have fuelled tales of immense chasms that now scar a bleak, fractured landscape. Hypnotic balefires and monstrous machineries churn in their depths. Whispers have surfaced of gigantic land masses the size of continents that float in the skies, tethered by immense chains with links as broad as battleships.Upon one of these continent-sized shards there is said to stand a colossal fortress-city, seething with wailing souls. At its pinnacle, so the tales recount, is an enormous throne upon which sits a brooding malefic entity - Be'lakor, the Dark Master and ruler of Korvosi.
House Korvax - Notable Knights: Violator - Violator is a Knight Desecrator of House Korvax piloted by the Fallen Noble Arvael. The Chaos Knight's dark heraldry matches the stained spirit at its heart and pleas for mercy before it are answered solely by ruinous firepower and crushing force.Dark Talon - Dark Talon is a Knight Rampager of House Korvax piloted by Reksan Jor.
House Korvax - Notable Personnel: Arvael - The brooding Arvael was among those young aspirants of House Raven who were abducted along with their planet and its last defenders. What nobility he possessed was stripped from him, his dignity warped into taciturn disdain for those he once served. Now, Arvael pilots the Knight Desecrator Violator, both of them remade to Be'lakor's design and existing purely to enact the first Daemon Prince's diabolical schemes.Reksan Jor - A succession of Fallen Nobles have wrought bloody atrocities while commanding the Knight Rampager Dark Talon. Few were able to do much more than steer the war engine from one brutal engagement to the next. All ended their days insane, while enraged spirits screamned at them from Dark Talon's Throne Mechanicum. Reksan Jor has been the first Fallen Noble to tame the Chaos Knight's ferocious spirit. She was legitimised in a lightless ritual, her own heritage unknown. Reksan Jor's iron-hard will and malicious cruelty have focussed the Chaos Knight's mindless rampages into horrific atrocities that terrify and disgust her foes.
House Korvax - House Colours: House Korvax's Chaos Knights sport grey and white colours.
House Korvax - House Arms: House Korvax's heraldry is simply a raven, its wings raised in a subtle mockery of House Raven, whose own badge does not display an avian.