vizn3r/warhammer40k-lore huggingface dataset:
John French - The Horus Heresy: The Crimson Fist (Novella) (2012, collected in Shadows of Treachery (Anthology))Grey Angel (Short Story) (2012, collected in The Silent War (Anthology))Child of Night (Short Story) (2012, collected in The Silent War (Anthology))Templar (Short Story) (2012, collected in The Silent War (Anthology))Tallarn: Executioner (2013, ISBN 1-84970-885-1)Riven (Short Story) (2013, collected in Legacies of Betrayal (Anthology))The Keys of Hel (Short Story) (Collected in Meduson (Anthology))Tallarn: Ironclad (2015, ISBN 1-84970-884-3)The Eagle's Talon (2015, collected in Eye of Terra (Anthology))Black Oculus (Short Story) (2015, collected in Blades of the Traitor (Anthology) and War Without End (Anthology))Praetorian of Dorn (2016, ISBN 1-78496-437-9)Tallarn (Anthology) (2017, ISBN 1-78496-640-1) collects the following:Tallarn: Executioner (Short Story)Tallarn: Ironclad (Short Story)Tallarn: Siren (Short Story)Tallarn: Witness (Short Story)Slaves to Darkness (2018, ISBN 1-78999-026-2)Champion of Oaths (2018, collected in Lupercal's War (Anthology))
John French - The Horus Heresy Character Series: Sigismund: The Eternal Crusader (2022, ISBN 1-80026-176-4)
John French - The Horus Heresy: Siege of Terra: The Solar War (2019, ISBN 1-78496-926-5)Mortis (2021, ISBN 1-78999-816-6)
John French - Horusian Wars: Resurrection (2017, ISBN 1-78496-556-1)Incarnation (2018, ISBN 1-78496-855-2)Divination (Anthology) (2019, ISBN 1-78999-066-1) collects the following:The Absolution of Swords (Short Story) (2018, also collected in The Hammer & The Eagle: Icons of Warhammer (Anthology))The Knave of Stars (Short Story)The Mistress of Threads (Short Story)The Circle of the Sword (Short Story)The Spirit of Cogs (Short Story)The Thief of Chalices (Short Story)The Maiden of the Dream (Short Story)The Purity of Ignorance (Short Story)The Son of Sorrows (Short Story)The Father of Faith (Short Story)The Blessing of Saints (Short Story)
John French - Space Marine Battles: Fateweaver (2012, collected in Architect of Fate (Anthology))
John French - Others: We Are One (Short Story) (Collected in Treacheries of the Space Marines (Anthology) and There is Only War (Anthology))
John Grammaticus - John Grammaticus: John Grammaticus was a human operative of the mysterious xenos organisation known as the Cabal, and had been genetically altered by them to become what they referred to as a "Perpetual," a being who was capable of reincarnation and therefore was effectively immortal, much like the Emperor of Mankind.Also like the Emperor, Grammaticus was a natural psyker whose main psychic power allowed him to act as a powerful logokine, a psyker who is able to understand any language, no matter its form or origin, and unleash the innate power of words.
John Grammaticus - Origins: Grammaticus was born on Terra at the close of the 29th Millennium, in the Caucasus region of Eurasia. He had served as a line officer in the Caucasian Levvies, a Unification Wars-era military force that had allied with the Emperor during that great conflict.During a victory ceremony after the Imperial forces defeated the Panpacific Empire, he met the Emperor, who recognised that Grammaticus was a man somewhat like him, and who said that they should have a discussion about the paths open to men with their particular "talents."This second meeting never transpired, however, as Grammaticus lost his life when he was hit by a groundcar at Anatol Hive shortly after.
John Grammaticus - The Cabal: Instead of oblivion, Grammaticus was reanimated by the Aeldari Autarch Slau Dha, an agent of the Cabal. The mysterious organisation had somehow become aware of Grammaticus and his psychic abilities, and had decided he could be of use.They offered him immortality as a reincarnating "Perpetual" in exchange for his service, a deal to which Grammaticus agreed.Grammaticus was eventually shown the Acuity, the Cabal's deep, psychic vision of the future of the galaxy, and came to share the Cabal's "long view" of galactic history.Although fond of humanity, and wishing to help in fending off the growing threat of Chaos, he was appalled by what he saw as the Emperor's "bloodthirsty" nature, whose Great Crusade had unleashed the terrifying killing machines that were the Space Marine Legions upon the galaxy.Grammaticus eventually proved to be a successful long-term agent of the Cabal, which was very rare for the Cabal's few human agents.
John Grammaticus - Oll Persson: Approximately two Terran years later, after the Horus Heresy had begun in earnest, Grammaticus was tasked by the Cabal with re-activating Oll Persson, another human Cabal agent and his old friend who was also a Perpetual -- though Persson's immortality was the result of a true congenital genetic mutation rather than the product of the Cabal's genetic tampering.Grammaticus psychically contacted Persson, who had retired to the Agri-world of Calth in the Realm of Ultramar, just before the Word Bearers legion unleashed the infamous Calth Atrocity. Persson eventually heeded the call and left Calth, to meet with Grammaticus and learn what new designs the Cabal sought to bring to fruition.
John Grammaticus - Hunting Vulkan: Following his successful flight from Traoris, the Cabal once again contacted Grammaticus and gave him new orders. He was to take the relic and head to Macragge with his fellow Perpetual Damon Prytanis. When he reached the capital planet of Ultramar he was to make contact with one of the Primarchs who had recently gathered there during the founding of Imperium Secundus.Then Grammaticus was to take the relic and give it to Konrad Curze who, was rampaging across Macragge after escaping from the hold of the Dark Angels' flagship. The Night Haunter would use it to kill Vulkan, so that the Salamanders Primarch would not live to become "the keeper of the gate."If he successfully accomplished this monumental task, Grammaticus was informed that his pact with the Cabal would be ended, and his destiny would be his own to choose once more.During a brief period when he was alone John was contacted by the Aeldari Farseer Eldrad Ulthran, who was revealed to be the mysterious voice Grammaticus had once heard on Traoris. Ulthran revealed to John that he opposed the Cabal's aims and that their belief that Horus would usher in Chaos's ultimate demise was not set in stone.He believed that humanity were meant to be the firebreak against Chaos, and that without them the Aeldari would fall to the Dark Gods and the entire galaxy shortly afterwards. He offered John a way to leave the Cabal and a chance to stop being a traitor to his own species, as John had begun to consider himself.Continuing his quest with Damon Prytanis, the two Perpetuals joined forces with the Loyalist Word Bearer Astartes Barthusa Narek who had tracked John to Ultramar to take back the fulgurite. But instead, Narthak agreed to allow the pair to kill Vulkan with the relic if they would give it to Narek afterwards so that he might also kill his own Primarch Lorgar.During the crisis that followed the trio interrupted the fight between Konrad Curze and Vulkan with the intent of killing the Salamanders Primarch as planned.Deciding at the last moment to side with his own people instead of the Cabal, John used the fulgurite to heal Vulkan of the madness that had consumed him, though it left him in a death-like coma and took away John's status as a Perpetual, restoring his mortality.After this ordeal, Grammaticus returned to consciousness to find himself aboard an unknown craftworld being tended to by the Aeldari. Damon Prytanis informed Grammaticus that he was mortal once more and that his next death would be permanent, and that the Cabal had one final mission for him, whether he was willing or not.John was effectively taken prisoner by Prytanis and held in an Aeldari facility that generated the illusion that it was actually a farm.However the facility was eventually infiltrated by Eldrad Ulthran and Barthusa Narek. After a struggle the unusual pair slew Prytanis with a piece of fulgurite.Eldrad asked Grammaticus where Ollanius Persson was, to which the psyker answered that he did not know. The Farseer and Narek then took Grammaticus and stepped into a Webway portal, their destination unknown.
John Grammaticus - Wargear: As could be expected from a thousand-year-old field agent, Grammaticus had experience with an extensive array of personal weapons, both ranged and melee, and was masterfully skilled in the use of several.Among his exotic arsenal was a Digital Weapon incorporated within a ring, that he called an "Old Kind" weapon. It was a gift from a high-ranking Cabal member, and shot energy beams on command that were equally effective against both physical and Warp entities.Grammaticus was a lethal close-quarters melee fighter and an expert in both human and xenos martial arts. He wore a bodyglove with embedded adamantium strips placed at strategic points, and had undergone some form sort of tissue-strengthening genetic enhancement to fortify his physical resilience beyond the human norm.Grammaticus often used his psychic powers as a logokine as a weapon, and was a master of stealth, subterfuge, disguise, and deception, making him a dangerous individual indeed.
John Grammaticus - Trivia: The name Grammaticus comes from the Greek, meaning "scribe," or someone "learned in language(s)."
Jokaero - Jokaero: The Jokaero are an intelligent alien species who resemble the orange-furred great apes of Old Earth known as orangutans.Though lacking any known form of language, they are capable of tremendous feats of technological construction and manipulation, and specialise in the development of weapons technology, particularly miniaturised weapons.The Jokaero are not a naturally evolved species, but were created by the Old Ones during the War in Heaven over 60 million Terran years ago for the purpose of aiding in their conflict with the C'tan and the Necrons, along with many other intelligent races of the Milky Way Galaxy such as the Aeldari, the Rashan, the K'Nib and the green-skinned Krork, the possible ancestors of the Orks.
Jokaero - History: The Jokaero's physical resemblance to orangutans of ancient Terra led to some speculation by Imperial savants that the Old Ones or the Slann may have genetically manipulated and uplifted that primate species to sentience as they are known to have visited Terra on numerous occasions and to have had a hand in Mankind's own evolution.The Jokaero's defining trait as a species is their extraordinary and seemingly in-born skill at crafting extremely advanced technologies from even the most rudimentary parts, a skill which may be related to the similar trait often seen in the Orks. The difference is that Jokaero technology will work for a member of another species, whereas Greenskin technology often will only function when used by Orks.Recently, Inquisitors, most commonly the more Radical members of the Ordo Xenos, have been incorporating Jokaero into their retinues of Acolytes, where they make use of the Jokaero's innate affinity with technology. In the midst of battle the Jokaero can modify and manipulate the weapons and armour of the Inquisitor's retinue. These alterations may just be a simple aesthetic change, but certain Jokaero upgrades can modify the munitions of the altered weapon to massively and unexpectedly increase the weapon's damage.The creation of force fields and the use of unexpected and potent Jokaero imaging technologies to increase the accuracy and rate of fire have also been created on the fly by the Jokaero.Jokaero are also known for achieving wonders in the miniaturisation of advanced weapons technology, as Jokaero Digi-weapons are highly sought-after across the Imperium, and influential Imperial nobles, Rogue Traders and Inquisitors have spent small fortunes in order to obtain them.Such weapons visually resemble a large ring, but the most potent ones pack the punch of an Inferno Pistol, despite such a diminutive casing.
Jokaero - Jokaero Technology: The creations of the Jokaero include not only Digital Weapons but also Defence Orbs.In addition, they are also the creators of the unique devices known as the Spy-flies, tiny, vibrating crystalline automatons that resemble flying insects seen on many worlds and are used to carry out visual and audio reconnaissance on unwitting targets.The fact that these machines required psychic input led Inquisitor Jaq Draco to suspect that the Jokaero may also possess psychic powers.Jokaero defensive force field technology is created from altered Imperial force field emitters that operate under a similar principle as the massive Gellar Fields that protect Imperial starships from the entities of the Warp.As a result of this change, Jokaero force field emitters are highly prized by the Calixis Sector's Ordo Malleus operatives as a potent form of protection against daemonic threats.Jokaero light-sculptures are known to be an exotic form of alien art that is showcased by certain officials within the Imperium.
Jokaero - Jokaero Starships: The Jokaero's understanding of astrophysics is also unusually deep, as they seem capable of tapping into unseen power-currents that run throughout the galaxy and are unknown to all of the other intelligent star-faring races.Jokaero starships take full advantage of this knowledge, as they are open-structured lattices that resemble a unique polyhedron and are unlike any other star-faring species' vessels so far encountered by Mankind.This unusual open structure is vital to the design as it draws upon those same, unknown instellar currents of energy that the Jokaero are aware of and channel it in a similar manner as Force Weapons do for psychic energy through the vessel's unique spiral shape.Thus, Jokaero vessels are able to move, manoevure and even enter the Warp by simply making ongoing physical alterations to the starship's shape so that it might draw more readily upon this unseen energy.
Jokaero - Canon Conflict: Although some sources distinctly conclude that the Jokaero have no known form of language, Codex: Necrons (3rd Edition) states that they are aware of the existence of the C'tan called the Deceiver who they name "Artemorra." It is unknown whether this is a ret-con of the older material or simply an oversight on the part of the authors.
Jokaero - Notes on Sourcing: Jokarero originally appeared in Warhammer 40,000: Rogue Trader, the 1st Edition rulebook, where it is speculated that they were created by the Slann, an earlier concept for the Old Ones, and were the makers of Digital Weapons.Their next notable appearance was in Codex: Necrons (3rd Edition) which established that they had, in fact, been created by the Old Ones.The Jokaero's most recent appearance is in Codex: Grey Knights (5th Edition) as Inquisitorial henchmen where they are referred to as "Jokaero Weaponsmiths."Novels such as those of the Inquisition War Trilogy make mention of the Jokaero as being the creators of devices such as Digital Weapons and Spy-Flies.In Codex: Witch Hunters (3rd Edition), on page 11, an indirect mention is made of the Jokaero as being an alien race that were the creators of relic Digital Weapons.
Jonah Orion - Jonah Orion: Jonah Orion is the Blood Ravens Space Marine Chapter's Chief Librarian and an individual of fearsome psychic power.Focused on supporting his brethren, he is a flexible Veteran Astartes who amplifies the effectiveness of his allies in battle.
Jonah Orion - History: Chief Librarian of the Blood Ravens, Jonah Orion is a psyker of tremendous renown and power. Jonah had served as a Librarian of the Blood Ravens under Captain Gabriel Angelos, Commander of the Watch and leader of the Blood Ravens' 3rd Company, since the Tartarus Campaign.During the First Aurelian Crusade, he was one of the Chapter's Librarians tasked with battling against the Tyranid Hive Mind of the encroaching splinter fleet of Hive Fleet Leviathan who had entered the Sub-sector Aurelia intent on devouring all of its worlds.This bought time for Captain Gabriel and his Company to make their way towards the Ice World of Aurelia. While traveling through the Warp, Jonah would end up being the sole survivor of the dozen Librarians, Navigators and Astropaths who were accompanying Captain Angelos at the start of the First Aurelian Crusade.Following this ordeal, Jonah's powerful psychic abilities would play an instrumental role in rooting out several pockets of Tyranid bioforms left over from the original invasion over the course of the following standard year.During the Third Aurelian Crusade, Jonah fought against his Chaos-corrupted, daemonically-ascended Chapter Master, Azariah Kyras, upon the Dead World of Cyrene, and was thought to have been mortally wounded during the final push to Kyras' position. Miraculously, Jonah survived his grievous wounds.Understanding the gravity of Jonah's sacrifices for the Chapter and his undeniable role in their victory against the Arch-Traitor Kyras, the newly-appointed Chapter Master Gabriel Angelos promoted Jonah to the rank of Chief Librarian.Now, it is Jonah's desire to redefine psyker culture within the Blood Ravens Chapter so that heresy can never again breed within. Due to the nature of their gene-seed, the Blood Ravens will always have a higher distribution of psykers within their ranks than other Astartes Chapters.It is Jonah's duty as the Chief Librarian to ensure that they do not again stray and fall to the predations of the Ruinous Powers.During the events of the Acheron Campaign to recover the Aeldari artefact known as the Spear of Khaine, Jonah Orion again played a crucial role with the Blood Ravens and their allies of the moment -- the Aeldari of Craftworld Biel-Tan and an Ork horde under the control of the Warboss Gorgutz, to defeat the Bloodthirster of Khorne known as the "Storm Prince" on the world of Acheron, which had recently emerged from the Warp.
Jonah Orion - Abilities: As a Chief Librarian and potent psyker, Jonah Orion has a number of unique psychic abilities:Fury of the Ancients - Jonah is able to channel his psychic power through his Cherub-Familiar, dealing damage to enemies and temporarily boosting the reaction speed in combat of his allies.Emperor's Light - Jonah can call forth an expanding field of light that increases the damage done by his allies while disabling the enemy's attacks and vision.Stonewall - Jonah can telekinetically reshape the earth and erect a ring of impassable barriers around himself that absorb all incoming and outgoing fire.
Jonah Orion - Wargear: Power ArmourPsychic HoodForce HammerBolt PistolPlasma Pistol
Jonathan Curran - Jonathan Curran: Jonathan Curran, also spelled Jonathan Curren, is an author for Games Workshop's Black Library imprint.
Jonathan Curran - Warhammer 40,000: The Raven's Claw (Short Story) (1999, collected in Into the Maelstrom (Anthology) and Let the Galaxy Burn (Anthology))Barathrum (Short Story) (2002, collected in Words of Blood (Anthology) and Let the Galaxy Burn (Anthology))
Jonathan Green - Jonathan Green: Jonathan Green is an author for Games Workshop's Black Library imprint.
Jonathan Green - Armageddon: The Armageddon Omnibus (2011, ISBN 1-84416-923-5) collects the following:Crusade for Armageddon (2003, ISBN 1-84416-025-4)Conquest of Armageddon (2004, ISBN 1-84416-196-X)
Jonathan Green - Iron Hands: Iron Hands (2004, ISBN 1-84416-094-7)
Jonathan Green - Others: Salvation (Short Story) (1999, collected in Into the Maelstrom (Anthology) and Let the Galaxy Burn (Anthology))Firestarter (Short Story) (Collected in Crucible of War (Anthology))The Relic (Short Story) (2013, collected in There is Only War (Anthology))
Jopall Indentured Squadrons - Jopall Indentured Squadrons: The Jopall Indentured Squadrons are Imperial Guard regiments that hail from the once-peaceful Agri-World of Jopall. On their homeworld, the Jopall owe their government money as soon as they are born. Taking up valuable resources throughout their childhood, they incur a debt that they cannot repay until adolescence. Most citizens of Jopall spend the majority of their adult lives working off the debts they incur during the first part of their lives. There are ways around this punishing system, however; the citizen can either borrow money from the local lord, or they can work off the debt to the government by joining the Jopall Indentured Squadrons. This system explains why the Jopall are never short of recruits.The Jopall Indentured Squadrons are equally well-known for their marksmanship as they are for their greed. The question of recompense is often raised by the officers of the Indentured Squadrons, and every Ork life they take is tallied somewhere around the soldier's person, to be raised at a later date. Excellent snipers, during the third Imperial campaign to defend the Hive World of Armageddon from invaders in 998.M41 the Jopall were stationed in the upper reaches of Hive Tartarus. The excellent marksmanship skills of the Jopall Indentured Squadrons were able to substantially thin out the numbers of the secondary Ork troops laying siege to the outer reaches of that hive city.
Jopall Indentured Squadrons - Notable Jopall Indentured Squadrons: 17th Jopall Indentured Squadron - The 17th Jopall Indentured Squadron fought in the 13th Black Crusade in 999.M41 against the Forces of Chaos, commanded by Abaddon the Despoiler, the Warmaster of Chaos Undivided and leader of the Black Legion Traitor Legion.
Joppal - Joppal: A Joppal is the slang term in Low Gothic given to those citizens of the Imperium of Man who have been sentenced to death for crimes against the Emperor, many of whom are awaiting their sentences within Imperial prisons.One of the few ways for Imperial prisoners with a death mark against them to find redemption in the eyes of the Emperor is to volunteer to join the so-called "Joppal" squadrons maintained by many of the Astra Militarum regiments that have been stationed on the Imperium's border worlds.Unlike the Penal Legions maintained as separate regiments of the Imperial Guard, Joppal soldiers are always drawn from prisoners who face a death sentence and are usually incorporated into regiments where the majority of troops are conscripts rather than convicts seeking to shorten their sentences.Joppal troops are often tasked by their regiment with the most difficult missions, including those deemed to be "suicide missions" where the chances for success are considered slim and casualties will likely be high. Since the Joppal were already sentenced to death they are always held to be expendable by Imperial commanders.Any Joppal who has survived three individual high-risk missions or military campaigns, regardless of the strategic or tactical outcome for the Imperium, is considered to have made good his or her debt to the Emperor and is granted a full pardon for their crimes.
Jorin Bloodhowl - Jorin Bloodhowl: Jorin Bloodhowl was Jarl (Wolf Lord) of the Space Wolves Chapter's lost Dekk-Tra (13th) Great Company during the Great Crusade. Ancient contradictory accounts state that is was Bloodhowl who led the fabled 13th Great Company -- given command by none other than the Primarch, Leman Russ himself. Whether or not this is fact, the truth remains unknown due to the passage of time, missing lore and and contradictory accounts. Though Jorin Bloodhowl may well be a Wolf Lord of the 13th Great Company, it is unknown whether or not he was the senior Wolf Lord, and therefore the true leader of this Great Company.
Jorin Bloodhowl - History: Jorin Bloodhowl was a native Fenrisian who served as one of the first Einherjar to the formidable warlord Leman, King of the Russ, the lost Primarch and rightful leader of the VI Legion of Astartes before the coming of the Allfather to their world during the Great Crusade. These formidable warriors served as an honour guard to Leman Russ, having been reavers and sword-brothers to their fearsome lord. When the truth of Leman's heritage was finally revealed, every warrior in the king's mead-hall had drawn their iron blades and clamoured to fight at his side, as sword-brothers ought. But the Emperor informed them that they were too old to survive the dangerous implantation process to become Legiones Astartes, as not a man amongst them was younger than twenty winters of age. The trials they would have to endure would very likely kill them, no matter how courageous and strong-willed they were. They would not be dissuaded by thoughts of suffering or death, and so, moved by the devotion of his warriors, Leman Russ could not refuse them, and thus allowed his warriors to undergo the dangerous process of becoming Space Marines. Though the vast majority of them died, two score managed to survive. Forming a new, elite company of warriors around these survivors, the other warriors of the VI Legion referred to these warriors as the "Greybeards". But the members of this company called themselves the "Wolf Brothers." Jorin joined the other Greybeards, forming the core cadre of the newly created Dekk-Tra (13th) Great Company, who were considered the most honourable Astartes of the Legion and the closest to their Primarch.
Jorin Bloodhowl - Physical Appearance: Jorin Bloodhowl had been old before the Helix had been applied, just as all the commanders of his Great Company had been old. Only a handful had survived the implantation process, being far from the optimal age for such rigours, but they had all dared it anyway, for they had been Russ' own brotherhood, the ones who had guarded him during the mortal years under Fenris' cruel gaze. Jorin possessed a long mane of jet-black hair and his face was seemingly carved from blasted bedrock, long and lean and riven with scars. His skin looked ancient, harrowed over a lifetime of combat in the steel-sharp storm winds of their harsh Death World of Fenris. He also possessed black-rimmed eyes that did not have the amber irises usual among the warriors of the VI Legion, but almost human eyes, barely tinged by the mutating effects of the Canis Helix. Jorin's physical stature was quite large even for a Space Marine, as he towered over his own Wolf Guard.
Jorin Bloodhowl - Wargear: Runic ArmourPlasma PistolMaster-Crafted Frost AxeFrag GrenadesKrak GrenadesMelta BombsWolf Pelt - Fenrisian Wolves are renowned across the galaxy for their viciousness. They are respected creatures, and greatly entwined with Space Wolf beliefs. Unarmed hunting rituals exist on Fenris to prove a warrior's prowess. Should a Battle-Brother succeed on such a hunt, he typically displays the pelt of the animal thereafter.The Wulfen Stone - This ancient gem was found by Wolf Lord Jorin Bloodhowl on an Eldar Crone World during the 13th Great Company's sojourn in the Eye of Terror. It was worked into Jorin's suit of Power Armour by Fengri, the great Artificer and one of the Company's few surviving Iron Priests. Within its murky depths lies the raging image of the Were, the Wulfen monster of Fenris that lies coiled within the gene-helix of every Space Wolf. The Wulfen Stone has the unusual property of amplifying a bearer's Wulfen rage to far beyond that of the rest of their kin. Its horror can be borne by few creatures and as a result, most foes will break and run in absolute terror before the fell creature before them. This dire relic is one of the Space Wolves' greatest treasures.
Jorin Bloodhowl - Canon Conflict: In the original Warhammer 40,000 canon, Jorin Bloodhowl was known as Jorin Bloodfang. At the time it was not clear whether the character named Bulveye was the actual ranking Wolf Lord of the 13th Great Company, as he only appears in the novels of author William King, which were not fully accepted as canon (and clash with the current depiction of the Vlka Fenryka in later Black Library novels). It might have been the case, however, that due to their extended Great Hunt in the Eye of Terror, the 13th Great Company became fragmented to the degree that it was forced to promote several of its remaining Wolf Guard to the position of Jarl (Wolf Lord) in order to maintain several independent task forces. In this case, Bulveye may well be a Wolf Lord of the 13th Great Company, but probably not the Wolf Lord.
Jorun Retaliation - Jorun Retaliation: The Jorun Retaliation was an Imperial vengeance campaign prosecuted by the Space Marines of the Howling Griffons, Ultramarines and Sons of Orar Chapters against the Renegade Guardsmen of General Jorun and his Drukhari allies in 143.M41.The campaign resulted in complete victory for the Adeptus Astartes and the total eradication of the Renegade forces.
Jorun Retaliation - History: Following the treachery of General Jorun of the 15th Heraklon Ironclads, an entire Imperial battle group that should have been on its way to reinforce the lines of the Gothic War instead turned Traitor, slaughtered their Commissariat attachments and went Renegade.The Imperium was moved to act with decisive force as the foul taint of the xenos known as the Drukhari was found to be at the root cause of this perfidy, with Jorun and his personal cadre laid low and corrupted by addiction to the aliens' foul psychotropics and depraved practices.Thanks to the dark arts of the Kabal of the Crimson Libation, the Heraklons danced like puppets to their new masters' tune.The humans to them were no more than disposable tools they used to enslave planetary populations by treachery and brute force, and with little risk to the aliens themselves.This could not remain unpunished, and the retaliation force the Imperium launched was fully intended to smash the Heraklons and their dark allies with brutal and overwhelming power, annihilating them without regard or mercy.The taskforce was comprised of the full active power of the Howling Griffons Chapter (then about eight companies in effective strength) who were given command, and reinforced with supporting companies from the Ultramarines and Sons of Orar Chapters.The Space Marines intercepted the Traitor Guard as they made planetfall on the Feral World of Asturia.Caught unprepared for such a fierce counter-assault, over five thousand Renegade Guardsmen died in the first solar hour of the Space Marine attack, torn apart on their landing zones with much of their heavy armour yet to be unlimbered.As the battle was joined in full, the task of destroying the Traitor command fell to the Howling Griffons 4th Battle Company who executed a Drop Pod assault into the heart of the disoriented enemy.Confronting not only the elite of General Jorun's Ogryn cadre, but also the inhumanly lithe and cruel shadows that rose around him, the Howling Griffons dispatched them with bolt, fire and unshakable resolve.It was Chaplain Armand Titus who fought his way to the Traitor General and delivered the Emperor's judgement despite suffering grievous wounds tainted with vile Drukhari poisons, cleaving Jorun's skull in half with his Crozius Arcanum.The Traitors' morale collapsed and the swift desertion of their xenos allies followed. The disordered and panicking Heraklons were ruthlessly hunted down and slain in the aftermath; the Renegade forces were utterly wiped out within six solar hours of the battle's opening salvos.On the Howling Griffons' return to their fortress-monastery on Mancora, Chaplain Titus, who had finally succumbed to his many injuries, was enshrined with all due reverence within a Dreadnought sarcophagus, in order to continue his service to his Chapter.Famed Veteran Alavaan of the Sons of Orar was also given great honours during this campaign, and went on to become his brethren's Chapter Master.
Josh Reynolds - Josh Reynolds: Josh Reynolds is an author for Games Workshop's Black Library imprint.
Josh Reynolds - Fabius Bile: Fabius Bile: The Omnibus (2022, ISBN 1-80026-296-5) collects the following:Fabius Bile: Primogenitor (2016, ISBN 1-78496-445-X)Fabius Bile: Clonelord (2017, ISBN 1-78496-707-6)Fabius Bile: Manflayer (2020, ISBN 1-78999-267-2)Prodigal (Short Story) (2016, collected in The Hammer and the Eagle: Icons of Warhammer (Anthology))A Memory of Tharsis (Short Story) (2017, collected in Lords and Tyrants (Anthology))Light of a Crystal Sun (Short Story) (2018, collected in Nexus + Other Stories (Anthology) and Warriors and Warlords (Anthology)
Josh Reynolds - The Horus Heresy: Primarchs: Fulgrim: The Palatine Phoenix (2017, ISBN 1-78496-623-1)
Josh Reynolds - Necromunda: Kal Jerico: Sinners Bounty (2019, ISBN 1-78999-184-6)
Josh Reynolds - Shield of Baal: Shield of Baal: Deathstorm (Novella) (2014, ISBN 1-84970-793-6)
Josh Reynolds - Space Wolves: Lukas the Trickster (2018, ISBN 1-78496-756-4)
Josh Reynolds - Space Marine Battles: Dante's Canyon (Novella) (2014, ISBN 1-84970-989-0, collected in War for Armageddon: The Omnibus)Hunter's Snare (Novella) (2014, collected in Damocles (Anthology))
Josh Reynolds - Space Marine Conquests: Apocalypse (2019, ISBN 1-78496-955-9)
Josh Reynolds - Warhammer Horror: The Beast in the Trenches (Short Story) (Collected in The Wicked and the Damned (Anthology))
Josh Reynolds - Others: Adeptus Mechanicus: The Zheng Cipher (Short Story) (2015, collected in Servants of the Machine-God (Anthology) and Crusade + Other Stories (Anthology))Remorseless (Short Story) (Collected in Flame and Damnation (Anthology))
Jotun-Erydani Combine - Jotun-Erydani Combine: The Jotun-Erydani Combine is a league of the Leagues of Votann located in the galactic core. The Kindreds of the Jotun-Erydani Combine are renowned for their craftsmanship and the technologies they forge.
Jotun-Erydani Combine - Trivia: The name "Jotun" is a play on jötunn (plural: jötnar), a type of supernatural being in much Germanic mythology. In Norse mythology, they are often contrasted with the gods (Æsir and Vanir) and other non-human figures, such as dwarfs and elves, although the groupings are not always mutually exclusive. The jötnar typically dwell across boundaries from the gods and humans in lands such as Jötunheimr. Although the term "giant" is sometimes used to gloss the word "jötnar" and its apparent synonyms in some translations and academic texts, jötnar are not necessarily notably large.The use of the name here accords with the general reliance upon Norse imagery and mythology used in the fictional culture of the Leagues of Votann.
Jovan - Jovan: Jovan is a former Cardinal of the Ecclesiarchy within the Jericho Reach who has become a Heretic and an apostate. He styles himself the "High Cardinal" and "Lord of the Righteous Lost," a heretical cult of the Imperial Creed.In the Jericho Reach he is thought to be leading his subversive and insurgent body of cultists on several Fortress Worlds within the Achilus Crusade's Acheros Salient.Recent intelligence by the Deathwatch suggests that Jovan's followers have turned a number of high-ranking Astra Militarum commanders to their beliefs, which have striking similarities to those of the Radical Horusian faction active within the Inquisition.
Jove's Descent - Jove's Descent: Jove's Descent is an enigmatic Feral World found deep within the Jericho Reach's Orpheus Salient, beyond all but the furthest-flung elements of the Achilus Crusade's forces.Currently, it is subject to a sociological and technological survey by the Imperium, and thus travel to Jove's Descent is permitted only by express mandate of the crusade's High Command.Touched by heroes in the earliest days of the Imperium, the world somehow never became anything more than an insignificant footnote in Imperial histories.Instead, all that remains are failed colonies and alien ruins, and the echoes of the long-dead that linger far longer than they have any right to.Jove's Descent is a haunted and benighted place, yet one that holds many secrets and the interest of those who seek to understand the perils of tomorrow in the tales of long ago.The veil between reality and the Immaterium is particularly thin around the world, and the Warp's unnatural power presses heavily upon it.
Jove's Descent - The Ghanathaar: At some point in the distant past, before the coming of the Imperium, a xenos species known as the Ghanathaar inhabited Jove's Descent.They were either wiped out or driven away at some point during the Great Crusade by the Blood Angels. Records of the time are incomplete at best, and there is no information remaining that describes the conflict, but some traces of the species still remain.Sanctioned Psykers of various kinds have noted that many locations on Jove's Descent -- known to be regarded variously as cursed places and holy sites by the native tribes -- have an odd psychic presence within them; the faint echoes of a campaign fought more than ten millennia before.Some Astartes, particularly those descended from the genetic line of Sanguinius have reported feeling the presence of their Primarch on Jove's Descent.Some believe that this suggests the Blood Angels fought at the forefront of the campaign that originally liberated the world from the Ghanathaar, while others warn of Warp-spawned lies and illusions, mimicking the presence of the Primarch for their own sinister goals.The obelisks and scattered, vine-choked ruins in these locations seem to be all that remain of the Ghanathaar's domain, but evidence exists to suggest that the alien culture defeated on Jove's Descent was little more than a backwards remnant of a far more powerful civilisation, laid low by some unknown apocalypse in the distant past.
Jove's Descent - Culture: The prevalent civilisation on Jove's Descent cannot easily be defined as any single culture, but rather as a collection of different Human tribes scattered across the planet's surface.To date, the Adeptus Ministorum has catalogued only a fraction of the different tribal structures and belief systems to be found on Jove's Descent. However, amidst that, a number of common themes have been observed.A noteworthy proportion of the tribes observed seem to fall within one of two main categories: those who worship a primary deity analogous to the God-Emperor, as some remnant of pre-Age of Shadow Imperial civilisation, and those who appear to have fallen to worship of beings believed to be either the Ruinous Powers or the Ghanathaar. Other belief systems exist outside of these groups, but cannot be so easily categorised.
Jove's Descent - Notable Locations: Though little of Jove's Descent is mapped, a few locations are regarded as significant by both the inhabitants and by those few servants of the Imperium who have walked upon its surface.
Jove's Descent - Angel's Landing: A large clearing in the jungles on the northeastern continent, Angel's Landing appears little different to countless other locations across Jove's Descent but for the crudely wrought totems and signs that adorn the clearing's edge.Each of these adornments bears familiar imagery -- angelic figures clad in gold and crimson, the double-headed eagle, and the mailed fist clutching a pair of lightning bolts -- reminiscent of the Imperium in general and the Blood Angels in particular.Local tribes regard the clearing as a site of religious veneration, their priests -- understood by Imperial scholars to be psykers almost without exception -- visiting it to commune with "the Angels" who they claim once walked upon the world. Angels' Landing, they believe, is the place where these angels first set foot upon Jove's Reach.Given the strong psychic presence possessed by many Astartes, and the psychic phenomena so common to Jove's Descent, it seems likely that Angels' Landing was actually a landing site for the Blood Angels Legion strike force that fought there during the Great Crusade, their presence imprinted upon the world.The psychic shamans that guide the disparate tribes seem to possess the ability to discern these psychic echoes, gaining insight into a war that happened more than ten thousand Terran years before, of which little record remains.Needless to say, the prospect of such lore and insight is an attractive prospect to Imperial historians and to the Blood Angels themselves, who believe that it was not only their ancestors who walked upon Jove's Descent, but the Primarch Sanguinius.No Astartes could ignore evidence of his spiritual and genetic father's legacy, least of all the sons of Sanguinius, and as a result, Jove's Descent remains of particular interest to the Blood Angels.
Jove's Descent - The Hollow Lands: The ancient and war-shattered ruins of a xenos city-fortress, these broken structures litter an area more than seventy kilometres across. The region is a twisted and corrupted place, covered in dry, ashen earth and black, thorny, twisted foliage, grown over the ruins of black glass structures that are said to have once dominated the horizon.The local tribes refer to this place as the "Hollow Lands," and regard it with great fear and superstition, with only the shamanic priesthood setting foot within its boundaries willingly, as a rite of passage and a test of prowess against the shades and revenants that haunt it.The ruins that litter the Hollow Lands are thought to have come from one of the fortresses of the Ghanathaar, torn asunder by the Blood Angels during their war so long ago.Whatever dark science or foul sorcery the Ghanathaar employed during the height of their civilisation corrupted the land around the tower when the structure was destroyed, leaving a soulless and unnatural place, haunted by psychic echoes of the warriors who fought to destroy it, and the creatures that opposed them.
Jubal Khan - Jubal Khan: Jubal Khan is the current Chapter Master or "Great Khan" of the White Scars Chapter of the Adeptus Astartes.Incapacitated in the wake of solar weeks of torture by the Red Corsairs Heretic Astartes following his capture during an assault on their primary void station Seethnar, Jubal Khan is no longer physically capable of combat operations.
Jubal Khan - Early Days: Jubal was named the Great Khan of the White Scars after the previous Chapter Master, Kyublai Khan, disappeared while fighting the Drukhari in 943.M41. He successfully survived the trials set by the Stormseers to emerge as the new master of the Chapter.Jubal and three other candidates for the position had gathered in the Khum Karta mountains of Chogoris, within the Valley of Khans, and only Jubal had emerged alive. What the candidates must face during the trials remains a mystery as none who survive them ever again will speak of what transpired within the Valley of Khans.During his time, Jubal has fought countless battles and faced an endless array of opponents. One of his greatest achievements came during the Jopal Uprising when a band of insurrectionists sought to force the world of Jopal to secede from the Imperium. Jubal led the White Scars' 1st Brotherhood in several raids and strikes against the enemy's supply and communication lines.Such was the devastation wrought that the enemy were forced to divert large numbers of troops to deal with the White Scars, but this allowed the regiments of the Astra Militarum to batter through the weakened front lines and end the insurrection.
Jubal Khan - Battle of Chogoris: When the White Scars' homeworld of Chogoris came under assault by the forces of Chaos under the command of Huron Blackheart and his Red Corsairs Heretic Astartes, Jubal Khan was still fighting on Armageddon.His forces returned to Chogoris while the White Scars' garrison forces were defending their world under the command of Barutai Khan of the 2nd Brotherhood, but proved ineffective at turning the tide until the arrival of a strike force commanded by Kor'sarro Khan of the 3rd Brotherhood, the Master of the Hunt, successfully forced the Red Corsairs to withdraw.
Jubal Khan - Attack on the Seethnar: Seeking revenge for the severe damage inflicted on Chogoris, the Great Khan, Jubal, led a daring attack upon Seethnar -- the vast space station seized by Huron Blackheart as a main dockyard for his piratical war fleets. In a swift naval attack, the Seethnar was boarded from multiple locations, each war party racing into the station and planting Melta Bomb charges.After brutal fighting, Jubal Khan and his Honour Guard reached the Seethnar's heart and caused catastrophic damage to its Plasma Reactors, but became trapped by collapsing corridors.Solar weeks after the White Scars' attack on Seethnar, the White Scars ambushed the warship on which Jubal Khan was imprisoned. They liberated their lord but found him tortured close to death. Jubal Khan was returned to Chogoris and installed into a life-preserving Apothecarion cradle in his inner sanctum.Jubal Khan still lives, and thanks to his indomitable spirit remains capable of serving as his Chapter's lord and grand strategist; prognoses for his physical recovery are dire, however, and many whisper that it might have been kinder for their Great Khan to die in battle than to face a future trammelled within his strategium, unable to lift a blade or sit a saddle.
Jubal Khan - Fate of Jubal: Since he was retrieved from the clutches of the Red Corsairs, Jubal has ruled from his chambers in the White Scars' fortress-monastery of Quan Zhou, where his ravaged body hangs in a life-support cradle of burnished calipers and hissing stimm-dispensers.He is examined daily by the Chief Apothecary, but Ogholei's prognosis never improves. The Great Khan's body has been subjected to untold horrors, and is beyond the Imperium's arts of medicae to heal. All the Apothecaries can hope to do is sustain his mind for as long as possible.The shadow of the trauma he suffered at the hands of the Red Corsairs' torturers lies heavy upon him, but Jubal has lost none of his keenness. He issues commands with relentless assurance, seeing through the eyes of White Scars outriders and orchestrating his Chapter's actions on a segmentum-wide scale.If anything, it seems his strategic nous has increased with his physical confinement, freed from the distractions of leading his armies in person. Jubal's will is enacted through his closest advisors, who ensure his orders are relayed clearly to the many White Scars strike forces on campaign at any time.
Jubal Khan - Jubal and Kor'sarro Khan: Jubal Khan was not pleased to learn that Kor'sarro Khan had undergone the Rubicon Primaris treatment to become a Primaris Marine in the wake of the Battle of Chogoris. The Master of the Hunt was summoned before the Chapter Master, striding into Jubal Khan's incense-thick sanctum with the look of one who goes to battle.The two proud warriors faced one another, and it is said that the air crackled between them like dry lightning over the Khum Kharta Mountains. Kor'sarro virtually glowed with the newfound vitality of his transformation. Yet it was he who averted his gaze, who had the humility to kneel and to ask forgiveness of his lord for his rash deed.What passed between the two khans that day was not recorded, and none know of what was said. What is known is that when Kor'sarro emerged from his audience with the Chapter Master, he wasted no time in calling his battle-brothers to him and preparing to take the fight to the Heretics still ravaging the Yasan Sector; his hunt was not over, but for now it was set aside, for a new duty was his to complete. The Yasan Sector seethed with foes, and all else would have to wait until it was secured.It is as a token of Jubal Khan's faith and favour that Kor'sarro Khan is now accompanied by the cyber berkut called Anzuq. Known to the White Scars as the "Hawk of Fire and Water," this ancient creature has been the familiar of only a handful of khans throughout the Chapter's history, and has slumbered through the aeons within the protective aegis of a suspension field when not in service.It is said that Anzuq's wingbeats echo the fury of the Chogorian storms, that his blood is the planet's running rivers and his ferociousgaze its swift-leaping wildfires. Where Anzuq strikes, so too strikes the harnessed spirit of Chogoris itself, reaching out with vicious talons and flashing beak to savage those who would stand against the Master of the Hunt.Of course, some amongst the White Scars whisper that this gift may have an another, altogether different purpose; all that Anzuq sees, it records within capacious mnemonic datacoils. Perhaps, some whisper, Jubal Khan wishes to keep his huntmaster on a shorter leash after his impetuous deeds of late. If so, then Anzuq is that leash.