vizn3r/warhammer40k-lore huggingface dataset:
Fang, The - Hammerhold: Within the Hammerhold, the vast network of the Chapter's forges that lay below the main chambers of the Hould, the sound of hammers resonate everywhere. It runs through the chambers, resounding in the stone, vibrating in the deep shafts, echoing in the hidden vaults. A single bridge of stone, six metres wide and without a rail, crosses the abyss at the core of the mountain and disappears into the gloom and haze of the distance. Hundreds of metres down, in the huge cavern spanned by the bridge, is a vision of Hel. Gigantic, hulking furnaces, each the height of a Warlord-class Titan and twice as wide, throw off clouds of blood-red light. Channels of heat-blackened stone carry rivers of fire from one inferno to the next, passing through wheels of iron and plunging pistons. The silhouettes of Servitor-Thralls, their wire-studded spines curled over from hunching, creep between the colossal machinery, checking flickering pict-readouts and tending brass-lined banks of Cogitators. The vast space hums with a low, rumbling activity. Along clattering conveyor belts amid the forges are the embryonic shells of vehicle plating, artillery barrels, even body armour parts. And then there are the hammers. They are borne by rows of muscle-enhanced, metal-ribbed, faceless Servitors chained to their Adamantium anvils by segmented nerve-conduits, endlessly working. There are ranks upon ranks of them, more machine than human, moulded into mindless golems by the uncaring arts of the fleshmakers. They are the perfect workers: tireless, uncomplaining, hugely strong, content to hammer away in the pits of fire until death from the aging or breakdown of their organic components give them a final release.
Fang, The - Arjac's Forge: Past the central forges and complexes of the Hammerhold lies a small, unornamented chamber containing a furnace, anvil, racks of tools, a bucket of water, a bin of smelted ingots and nothing more. This unremarkable forge is the personal domain of Arjac Rockfist. Such an indulgence is rare within The Fang but as with many things, Arjac stands apart. Drawn from the forges by his skill at arms and duty to the Great Wolf, this small forge is the one concession to Arjac's peerless skill as a craftsman. Less than a single weapon leaves Arjac's forge each standard year for the final blessings of the Iron Priests, but those that do leave are flawless works of master craftsmanship. Many more works fail to pass Arjac's strict standards and are melted down to become raw ingots once more.
Fang, The - Borek's Seal: The journey down the many hundred levels from the Valgard at the summit of The Fang to the lower reaches of the Hould takes a long time. The only way to reach this isolated area is by riding a number of turbo-elevators, tramping down several long spiral staircases hewn from the stone and marching across countless rough-cut chambers glowing with the embers of old fires. With every level that passes, the decorations in the rock became less ornate, the glowglobes a little less close together, the voices a little more hushed. At the base of the Hammerhold, buried kilometres down into the rock, is Borek's Seal, the largest of The Fang's innumerable chambers and the gateway to the Underfang. Even more massive than the Hall of the Fangthane, the enormous cavern is a gloomy and shadow-draped place. Just as the Fangthane guards the approaches from the Hould to the Jarlheim, Borek's Seal wards passage to the levels below, the Hammerhold and the half-explored Underfang. It is colossal, the size of a Battleship's hull, though almost empty of decoration and devoid of the pelts, bones and carvings that adorn most chambers of the Aett. The bare rock walls are unfinished and jagged, a reminder of the primal nature of the Space Wolves' ancient origins. A few fires burn low in vast circular pits, but their light is weak and the perma-chill is little disturbed by them. Across the yawning cavern, huge columns support the far-off roof. Each is the width of a Rhino chassis, a shaft of naked rock that glints with points of red from the low flames. No Thrall comes down this far into the mountain, for this was below the Gate level, the limit of the kaerls’ patrol circuits, and beyond it none but the Iron Priests went. Even within the Aett there are dangers. For on Fenris, the Space Wolves do not eliminate the danger on their world, even though they could. They keep it close to them, learn to live with it, using it to keep themselves strong.
Fang, The - Underfang: The Underfang represented the very bowels of the mountain fortress. It is a universe of stone marked by the increasing heat radiated by the geothermal reactors that provide The Fang with its power and by the ancient Armouries and hidden vaults of the Chapter where the Space Wolves kept their greatest secrets -- and their honoured dead. The Underfang has many perils, some unknown even to the Great Wolf.
Fang, The - Halls of the Revered Fallen: It takes nearly ten minutes of solid walking to traverse the yawning forge-halls. The bridge over the Forgehold terminated as it reaches a cliff of rough-hewn rock. An iron-lined door had been carved into it, crested with the sign of the two-headed wolf Morkai, the Fenrisian Guardian of the Dead. The image looks old, far older than anything in the Hould, and the edges are smooth from the hot, wearing winds. The doorway is open and there are no guards. A single, isolated green light winks at the base of the heavy frame -- a Disruptor Field. A large corridor lay beyond, wide enough to drive a Rhino through, descending ever deeper into the subterranean levels of The Fang, finally terminating at an extensively worked wall. There sits huge doors in the centre of it, once more crested with the twin faces of Morkai. The space around the doors are studded with arcane machinery –- coils of coolant piping, statuesque clusters of power transformers, lattices of ironwork covering the unidentifiable workings within. Incredibly, given the oppressive cold and distance from maintenance crews of Thralls, the low hum from the machines sound healthy. This is the threshold of the Halls of the Revered Fallen. It is here that the Chapter's honoured ancients, the Dreadnoughts, lay in eternal slumber until awakened for war by the Iron Priests. They are woken from their stasis-like slumbers in the depths of The Fang only in times of direst need, for each of these revered heroes embodies a part of the Chapter's history. The eldest and most revered of their kind lay here as well. He is Bjorn, called the Fell-Handed by the skjalds when declaiming the sagas, the last of the Chapter to have walked the ice with Russ. This Venerable Dreadnought is a living link to the Time of Wonder during the Imperium's golden age ten millennia before.
Fang, The - Utility Level: At the deepest levels of The Fang, at the base of the region known as the Underfang, lay the massive geothermal generators which provide the great citadel with all of the power required for its operations. This includes the blazing capillaries of magma which bring superheated rock up from the mantle of Fenris to heat the water that provides the fortress' gigantic steam turbines with their motive force. This area of the fortress-monastery is maintained by a legion of Chapter thralls who are sometimes guided in their endeavours by the arcane technomancy of the Iron Priests.
Farsail of Thryk Kindred - Farsail of Thryk Kindred: The Farsail of Thryk Kindred is a Kindred of the Leagues of Votann's Trans-Hyperian Alliance.A far-travelled people, the Kin of the Farsail of Thryk embark on exploration and adventure with compulsive determination. While other leagues may dispatch large Prospects or Oathbands into the void to bring back resources and knowledge, the Farsail of Thryk Kindred are entirely voidborne and ever on the move.Their hold is an entire fleet of huge voidships complete with fortified city, mining, and factory vessels escorted by heavy warships.
Farsail of Thryk Kindred - History: In the wake of the fall of the space hulk called the Gallowdark to the Forge World of Bheta-Decima in the Nemesys Sector of the Segmentum Tempestus, the Genestealer Cult present on Bheta-Decima known as the Cult of the Chittering Verse has since managed to finally draw the notice of the xenos they call the "Star-Children," who they believe will soon arrive to save them from the present conflict and usher in their long-promised spiritual salvation.As such, a small splinter of Hive Fleet Leviathan is currently en route to Bheta-Decima, but its bio-ships were detected in transit and engaged by the Farsail of Thryk Kindred of the Trans-Hyperian Alliance league. These Kin seek to trap and then harvest the resources of the splinter fleet, as the Leagues of Votann have discovered that they can render bio-ship organic matter into rare and exotic compounds that can be used in all sorts of highly profitable applications, from new medicae treatments to voidship engineering projects.Scout vessels were deployed ahead of the Tyranid splinter fleet to identify its prey worlds, but the Quicksilver-class Scout Ship Vektrônn's Eye was shot down over Bheta-Decima by the Genestealer Cultists. The ship crashed into the central hold of their Genestealer Patriarch in the subterranean region known as the Seethe, named the Deeprealm. In a desperate panic, the troops of the Chittering Verse, including the Traitoris Militarum Cadian Neo-917th Regiment comprised of Brood Brothers and Genestealer hybrids, descended upon the wreckage of the Leagues of Votann ship and were battling with its Kin to eradicate the intrusion.
Farsail of Thryk Kindred - Notable Units: Need's Gaârd - Need's Gaârd is a team of Hernkyn Yaegirs of the Farsail of Thryk Kindred who were deployed from the downed Quicksilver-class Scout Ship Vektrônn's Eye on the contested Forge World of Bheta-Decima. During the combat over the Deeprealm that was the name of the subterranean citadel of the Genestealer Cult known as the Cult of the Chittering Verse's Genestealer Patriarch, Extrication Craft Thargr 7 carrying Need's Gaârd from the Vektrônn's Eye was shot down by enemy fire. The Kin's team leader Vynn Dreygr and his squad survived the crash but were forced to regroup as they sought to secure a Legacy Vault present in the Deeprealm, a critical Kin artefact present on Bheta-Decima that they sought to secure and return to the Votann. A Legacy Vault is an advanced Leagues of Votann cogitator technology that allows the neural makeup of individual Kin who have been slain far from their holds to be secured and stored in order to one day be rejoined with their distant Ancestor Core. To recover these neural patterns is a primary task of the Kin's Hernkyn. The Kin kill-team fortified their position at the crash site while fending off repeated ambushes from infected Brood Brothers of the cult's Cadian Neo-917th, a former Astra Militarum regiment that had come wholly under the control of the Chittering Verse's Broodmind during its time deployed to Bheta-Decima. The guidance of the cult's magus was pivotal in this first contact, as her psychic focus allowed the commander of a Cadian Neo-917th unit named Jerran Krauss to discover the Kin's movements after they unleashed a counteroffensive on the Brood Brothers as a distraction. As the Brood Brothers of the opposing Cadian Neo-117th unit known as the "Wardens of the Verse" launched coordinated attacks under the guidance of Krauss and the magus, the Kin retaliated fiercely but were ultimately forced to seek out a generatorium that could be used to power-up the damaged Legacy Vault so that the transfer of its precious data could begin. The Kin discovered their communications had been compromised by the cultists, leading to an ambush by the Brood Brothers at a generator site. The situation became dire when a Purestrain Genestealer revealed itself, accompanied by more Brood Brothers and a powerful female Clamavus. Despite heavy losses, including the near-death of Vynn Dreygr, the Kin managed to fend off their attackers temporarily. In the end, the remaining members of Need's Gaârd held out at the generatorium site while Dreygyr made a solo journey back to the Vektronn's Eye for reinforcements, leaving his team to defend the Legacy Vault. The team was resigned to fight to the death, knowing that through the Legacy Vault, their knowledge and sacrifice would return to the Votann, ensuring that their legacy would endure even if their lives did not.
Farsail of Thryk Kindred - Notable Members: Hâvyr Starseeker - A theyn of the Farsail of Thryk Kindred, Hâvyr Starseeker commands the Hernkyn Yaegir force known as Need's Gaârd that was engaged in seeking to recover a Legacy Vault after crashing into the subterranean Deeprealm citadel of the Genestealer Cult known as the Cult of the Chittering Verse on the Forge World of Bheta-Decima. He is a warrior with vast experience over many solar decades of military service to his Kindred who has spent an unusual amount of that time with the Hernkyn Yaegirs. He is renowned among them for his long experience, wisdom, and the successful exploits he has commanded.
Farseer - Farseer: A Farseer is the most potent and respected form of Craftworld Aeldari psyker or Seer. A Farseer was once a Warlock, but has now become lost upon the Path of the Seer forever in the same way as the Exarchs are wed eternally to the Path of the Warrior.A council of the most powerful Farseers generally governs a craftworld. Farseers possess a wide diversity of psychic specialities with divination and precognition being the most common skill.They are most often known for using their vast psychic powers to see the possibilities of the future so that they can manipulate events to better ensure the survival of the Aeldari species in the wake of the Fall.
Farseer - Runes of the Psyker: Asuryani upon the Path of the Seer learn to harness their powers using complex, psychically sensitive wraithbone runes. These act not only as prophetic tools, but also as arcane wards that smoulder and burn out whenever the energies of the Warp flow too strong.With these runes, Farseers can learn to identify the course of reality that benefits them the most, and steer their people accordingly. On a personal level, their destiny is set in stone -- a peculiar side-effect of the Farseer's obsession with the metaphysical sees their bodily form eventually turn into delicate psychocrystal.When the transformation is almost complete, the senescent Farseer makes a journey to the Dome of Crystal Seers, joining his predecessors as an inert statue linked to the Infinity Circuit forever.
Farseer - Notable Farseers: Anaris of Lu'NasadEldrad Ulthran of UlthwéMacha of Biel-TanTaldeer of Ulthwé or Biel-TanCaerys of UlthwéCailleIdranel of UlthwéAuric Stormcloud of UlthwéKelmon of IyandenEldorath Starbane of AlaitocEla'Ashbel of KaelorBel-Annath of MymearaTyladhrasErandel Voidsinger of KaelorSerrenon of Kaelor
Farseer - Wargear: Rune Armour - Aeldari psykers fashion themselves elegant armour decorated with Wraithbone runes. Said to pulse in time with the wearer's heartbeat, Rune Armour offers protection against attacks both spiritual and physical in nature.Ghosthelm - A Ghosthelm conceals the presence of the wearer in the Warp.Shuriken PistolWitchbladeEldar Jetbike (Farseer Skyrunner only) - Aeldari Jetbikes are swift, graceful mounts that enable their riders to soar across the battlefield raining death upon their foes.
Farseer - Optional Wargear: May replace Witchblade with a Singing Spear1 item from the Remnants of Glory
Farseer - Sources: Codex: Craftworld Eldar (7th Edition) (Ebook), pg. 38Codex: Craftworld Eldar (3rd Edition)Codex: Eldar (6th Edition), pp. 28, 53Codex: Eldar (4th Edition), pp. 26, 50Codex: Eldar (3rd Edition), pp. 8, 37Codex: Eldar (2nd Edition), pg. 72Codex:Imperialis (2nd Edition), pg. 67Deathwatch: The Outer Reach (RPG), pp. 59-60Rogue Trader: Fallen Suns (RPG)Rogue Trader: Lure of the Expanse (RPG), pg. 131Rogue Trader: The Navis Primer (RPG), pp. 126-127Wrath & Glory: Core Rules (RPG) (2018 Edition), pg. 361Warhammer 40,000: Compilation (1st Edition), pg. 53Warhammer 40,000 Rulebook (3rd Edition), pg. 21
Farseer (Novel) - Farseer (Novel): Farseer is a novel by William King released in 2002. It is listed under the Heretic Tomes brand which is reserved by Black Library for works no longer considered consistent or canonical with the current lore of the Warhammer 40,000 universe.
Farseer (Novel) - Synopsis: Rogue Trader Janus Darke is a desperate man.  Once rich and famous, a string of bad luck has brought him to the brink of ruin. Dreaming of past glories, lost in despair, the last thing he wants is to accept a commission from two mysterious strangers -- a voyage to the Eye of Terror, the dark heart of the galaxy. But Janus finds himself in more danger than he could have ever imagined, as he is pulled into the middle of a deadly power struggle between the Eldar and their ancient enemy, a Daemon Prince of Slaanesh.
Farsight Enclaves - Farsight Enclaves: The Farsight Enclaves, known as the "Forbidden Zone" in the T'au Empire, are a series of four, heavily-fortified T'au colony worlds that are independent and indeed opposed to the rule of the T'au Empire and its Ethereals. They are ruled by the legendary Fire Caste Shas'O Vior'la Shovah Kais Mont'yr, known to the Imperium as Commander Farsight, and lie on the far side of the Damocles Gulf region in the Eastern Fringe of the Milky Way Galaxy.The T'au Empire launches many probes towards what the T'au have named the "Forbidden Zone," the cluster of star systems beyond the far side of the Damocles Gulf, although few have ever returned. The strange eddies and unreadable energies that drift in that region doubtlessly damage or reroute a portion of those lost probes, but many more are destroyed by the Farsight Enclaves' orbital defence fortress stations that blockade all entry, save only for their own voidships.Beyond that formidable ring of floating fortress stations are the Farsight Enclaves themselves. Scans from those few T'au probes to successfully beam back signals reveal a string of heavily built-up worlds with large T'au populations, including nodal cities expanded from colony domes and entire moonbases converted to manufacturing.When last seen trailing the Orks who were the target of his original military Farsight Expedition into the wilds of the Damocles Gulf over two Terran centuries ago, Farsight's coalition bore the symbols of their original septs -- predominately Vior'la, but also Sa'cea, Tau'n and several others. When sighted generations later, these forces and fleets bore markings similar in design to those used by the T'au Empire, but in colours and patterns never sanctioned by the Ethereal High Council.Like any distant colony, much of the wargear, armour and other technology used by those within the Farsight Enclaves is slightly dated compared to present-day Fire Caste armouries -- the equipment most prevalent at the time of Farsight's disappearance. There has been, however, unsettling evidence of classified technology and recent T'au prototypes present within the Enclaves. Time will tell whether this is the result of spycraft, theft or traitors to the Greater Good who have been aiding those within Farsight's domain.
Farsight Enclaves - History: In the aftermath of the Imperium's abortive Damocles Gulf Crusade in 742.M41, a T'au Fire Caste commander, Shas'o Viorla Shovah Kais Montyr, usually shortened to O'Shovah, and better known to Imperials as Commander Farsight, led a massive T'au expeditionary force of coalition size called the Farsight Expedition which broke away from the main T'au Empire and established a series of fortified T'au colonies at the far side of the Damocles Gulf.The underlying reason for the split has intrigued certain (admittedly obscure) scholar-adepts in the Imperium for many Terran centuries. As more information has come to light, the actions of Commander Farsight have become the source of grave concern for certain members of the Inquisition who perceive a distinct threat to the divine rule of the Emperor of Mankind in the actions of the T'au.Despite the T'au Empire's efforts to rewrite history -- either avoiding mention of the fallen hero or painting him as a cowardly deserter -- there is still support for Farsight amongst the existing septs of the T'au Empire. Many in the Fire Caste, especially those from Vior'la, maintain the image of O'Shovah as a trailblazer, although none dare show such dissent openly in the presence of an Ethereal.The Ethereal High Council has forbidden all travel and communications by T'au to that sector of the galactic west. Special councils, composed of Ethereals and auxiliary guards, are despatched to question any who are rumoured to have contacts or sympathies with the Farsight Enclaves. Few who are questioned are seen again.On the rare occasions when warriors bearing the distinctive red armour and markings of the Farsight Enclaves are seen within the T'au Empire, the Ethereal High Council has issued high mobilisation orders, although there have yet to be any confrontations.In 997.M41, the Farsight Enclaves were assaulted by a splinter fleet of the Tyranids' Hive Fleet Kraken. Farsight himself led eighty XV8 Crisis Battlesuit Teams to drive the alien invaders back and protect the Enclaves from the predations of the Great Devourer.In the Era Indomitus, after the birth of the Great Rift, the Farsight Enclaves were besieged by a large Ork WAAAGH! led by the infamous Bad Moons Warlord Nazdreg Ug Urdgrub in an attempt to prove that his Boyz are "shootier than 'sum shifty bunch of pirate gitz." In addition, the warlord has learned of the existence of the T'au KV128 Stormsurge Ballistic Suit and is intent on building one into a Stompa.
Farsight Enclaves - Recent Events: Damocles Crusade (742.M41) - The T'au Empire comes under attack by an armada of the Imperium's warships on an Imperial Crusade to reclaim their long-neglected territory. It was a bloody campaign, and the Emperor's forces were finally stymied at Dal'yth Prime. The retreat of Imperial forces marked the end of the T'au Empire's Second Sphere Expansion.Rogue Commander (760.M41) - Following the Damocles Crusade, Commander Farsight recaptured much of the lost territory for the T'au Empire. However, the famed commander defied orders to return to T'au space, instead establishing a string of fortified planets known as the Farsight Enclaves that are independent of the control of the T'au Ethereals.Defence of the Farsight Enclaves (525.997.M41) - With his spearhead of eighty XV8 Crisis Battlesuit Teams, Commander Farsight led a counterattack against a tendril of Hive Fleet Kraken that entered his territory.
Farsight Enclaves - Farsight Enclaves Unit Appearance: Farsight Enclaves Markings: Bone WhiteUniform Variations: Dark red, blackNote: These colours are a reversed version of the colours of the Vior'la Sept, the sept where O'Shovah was born and grew to adulthood.
Farsight Enclaves - Forces of the Farsight Enclaves: T'au Empire ForcesCommandEthereal • T'au Commander • Cadre FirebladeTroopsFire Warrior (Fire Warrior Strike Team • Fire Warrior Breacher Team) • Pathfinder • Drone SquadronBattlesuitsXV02 Pilot Battlesuit • XV8 Crisis Battlesuit (XV8-02 Crisis Iridium Battlesuit • XV81 Crisis Battlesuit • XV84 Crisis Battlesuit • XV85 Enforcer Battlesuit • XV86 Coldstar Battlesuit • XV89 Crisis Battlesuit • XV88 Broadside Battlesuit) • Stealthsuits (XV15 Stealthsuit • XV22 Stealthsuit • XV25 Stealthsuit • XV95 Ghostkeel Battlesuit) • XV46 Vanguard Void Battlesuit • XV9 Hazard Battlesuit • Class 10 Battlesuits (XV104 Riptide Battlesuit • XV107 R'varna Battlesuit • XV109 Y'vahra Battlesuit) • KV128 Stormsurge • KX139 Ta'unar Supremacy ArmourGrav-VehiclesDevilfish • Drone Harbinger • Hammerhead • Sky Ray • Swordfish • TX-4 Piranha • TX-42 Piranha • TetraAircraftBarracuda • Manta • Orca • Razorshark • DX-6 Remora Drone Stealth Fighter • Sun Shark • Tiger Shark • Tiger Shark AX-1-0T'au AuxiliariesKroot Shaper • Kroot Carnivore Squad • Kroot Hound • Krootox • Knarloc • Great Knarloc • Vespid Stingwings • Gue'vesaNotable T'auAun'Va • Aun'Shi • Commander Farsight • Commander Puretide • Commander Kais • Commander Shadowsun • Commander Surestrike • Sub-Commander Darkstrider • Shas'el Lusha • Shas'la T'au Kais • Shas'la Longstrike • Commander Arra'kon • Commander Bravestorm • Commander Brightsword • Commander Sha'vastos • Sub-Commander Torchstar • Honour-Shas'Vre O'Vesa • Shas'vre Ob'lotai 9-0
Farstalkers - Farstalkers: The Farstalkers are a Loyalist Space Marine Chapter of unknown Founding and genetic origin. Their Chapter homeworld is Vagoris, which lies beyond the Segmentum Ultima and Warp Storm Malfactus, to the galactic west of the Ghoul Stars.
Farstalkers - Chapter Colours: The Farstalkers' Chapter colours are not currently listed in Imperial records.
Farstalkers - Chapter Badge: The Farstalkers' Chapter badge appears to be an open eye.
Fast Clipper - Fast Clipper: A fast clipper is a class of Imperial transport whose plasma drive has been modified to allow for extremely fast travel through realspace, at the cost of much of its cargo-carrying capacity and any defensive weaponry.The Imperium swarms with transport vessels. Millions of these civilian voidcraft of the merchant fleets plough the space lanes, ferrying pilgrims, ore, fuel, foodstuffs, weapons, materiel, machine parts and luxury goods to untold billions of eager consumers across the galaxy.
Fast Clipper - Role: Extremely fast merchant vessels for their size, fast clippers utilise improved main drive plasma engines that take up more than half of the modified vessel's total mass.Most of the power from the expanded plasma reactors required to power these engines is directed to propulsion. These voidships are virtually unarmed and rely solely on their great speed to keep them out of danger while they seek to deliver their precious cargoes to hazardous destinations where speed is of the essence.Imperial fleet masters of the Navis Imperialis have commissioned their shipwrights to build some of these vessels for naval purposes, with minor modifications to make them more suitable for military use.
Fast Clipper - Notable Fast Clippers: Upsalla and Menander - These are two of the most famed vessels of this type of transport and though they lack the transport capacity of standard Imperial transports, on five separate occasions they were cited for bravery by the Navis Imperialis in successfully running the blockade of St. Jowen's Dock by Orks during the Second War for Armageddon, bringing some desperately needed provisions and a ray of hope during dark and forboding times.
Faster-Than-Light - Faster-Than-Light: Faster-Than-Light or FTL is a term that refers to the propagation of matter faster than the speed of light in a vacuum.In accordance with the Special Theory of Relativity, a particle that has rest mass with subluminal velocity needs infinite energy to accelerate to the speed of light, although Special Relativity does not mathematically prohibit the existence of theoretical subatomic particles that travel faster than light at all times (called tachyons).In the Warhammer 40,000 universe, FTL travel is the primary method of long-distance interstellar transportation in the known galaxy.The various forms of this advanced technology allows its users to traverse immense distances of interstellar space in a reasonable amount of time rather than the Terran solar decades to standard centuries required by conventional, sublight propulsion.
Father Marius - Father Marius: Father Marius was the Imperium's Chief Missionary on Aurum, having been present during the murder of Sister Rachayel of the Orders Hospitaller.
Father Marius - History: A gaunt, balding man, by the time of the early 9th century of the 41st Millennium, Marius had been in Haistand -- the planetary capital of Aurum -- for many solar years. He was able to offer offworlders a great deal of insight into the city of Haistand, the people of Aurum, and their leader -- Rylus Darkscourge.To the Deathwatch, Marius related the details of Sister Rachayel's death. He was the one who found the sister's body in the Word of Faith mission, located adjacent to an altar dedicated to Saint Alicia Dominica. The body was later returned to her order for final rites.According to Marius, Rachayel had been deeply suspicious towards the faithless present on Aurum. Towards the end of her life, she had begun to suspect that they were hiding a dark secret.She confided to Father Marius that she sometimes saw flames dancing on the western horizon and small convoys of Humans setting out from Haistand through its back gates in the dead of night -- always heading north.Rachael thought the recent deaths were the work of a daemon, and spent many nights searching for it. Marius is not sure whether he believed her assertion or not, but he could not deny that she must have encountered something dreadful during the midnight hunts.He does not believe she would have been so cowardly as to kill herself, even in the face of a daemon. Marius knows she ranged at least to the cliffs beneath Haistand and the surrounding lands, but claimed she was sometimes gone for solar days at a time, so her search might have extended further.The last time he saw her alive, she had been planning to follow the next suspicious train of wagons north.
Favoured Sons - Favoured Sons: The Favoured Sons is a splinter warband of Plague Marines that has become independent of the Death Guard Traitor Legion's central command. Having broken away from Mortarion's rule, the Favoured Sons seek Nurgle's blessings for themselves. Each Heretic Astartes of this warband tries to outdo his brothers in the hope of earning Daemonhood. Their master, Vermithrus the Blighted, is a Daemon Prince who surrounds himself with gruesome champions of Nurgle.
Favoured Sons - Warband Colours: The Favoured Sons' power armour is the same as that of the Death Guard, composed of decayed and cracked plates of ceramite in grey with sickly green trim. The Favoured Sons' Chaos Space Marines, like those of the Death Guard, often wear grotesquely warped suits of antique Mark III Iron Power Armour.
Favoured Sons - Warband Badge: The Favoured Sons' warband badge is usually a modified version of the standard Mark of Nurgle, similar to that used by the Death Guard.
Fear to Tread - Fear to Tread: Fear to Tread is the twenty-first volume in the Horus Heresy series of novels.
Fear to Tread - Synopsis: Fear to Tread takes place upon the war-torn world of Signus Prime. Warmaster Horus sends the Blood Angels Legion to the Signus System on a fool's errand, where a large host of Chaos Daemons awaits them.The Warmaster's plan is to exploit the flaw in the Blood Angels' gene-seed (which will later be known as the Red Thirst) in order to turn them to the worship of the Blood God Khorne.The Blood Angels are forced to fight for their very survival of both their minds and bodies. At the height of the battle, Primarch Sanguinius is confronted by the mighty Bloodthirster Ka'Bandha.
Feast of Blades - Feast of Blades: The Feast of Blades is a centennial competition of honour held between the Imperial Fists Space Marine Chapter and its Successor Chapters. Each Chapter is chosen to compete in a test of arms, sending a champion to the Feast who is usually selected from among its Company Champions.Because many of the Imperial Fists' successors are quite different from one another in temperament and culture, and also because several are fleet-based formations with no permanent base of operations, standard centuries can go by without the various Chapters crossing paths.In order to maintain at least some links between the scions of Rogal Dorn, the Imperial Fists and their successors hold this semi-regular gathering, in which each of the Chapters in attendance selects a champion, who competes in trials of arms against the champions of each of the others.The Feast of Blades has been held for 8,140 standard years and Imperial Fists tradition mandates the Feast be held no more than once every 100 Terran years. However, the hosting Chapter may choose to hold the Feast sooner.The combat is a highly ritualised (and generally non-lethal) affair, and is fought according to ancient duelling traditions until, after many solar days, a single champion is declared the victor.Winning the Feast of Blades earns both the champion himself and his Chapter great honour, as well as the artefact known as the Dornsblade and the right to host the competition in the locale of their choosing within 100 Terran years of their victory. Many individual rivalries between champions have developed over the years.At least twelve Chapters are known to regularly attend the Feast of Blades, though on occasion war and other duties preclude more than a handful from the gathering.The purpose of the competition, which was created by the Primarch Rogal Dorn after the Horus Heresy, is to maintain the bonds of brotherhood between all of the Successor Chapters of the original Imperial Fists Legion.
Feast of Blades - History: Following the Battle of the Iron Cage between the original Imperial Fists Legion and their mortal enemies, the Iron Warriors upon the world of Sebastus IV, the Imperial Fists' Primarch Rogal Dorn established the tradition known as the Feast of Blades -- a competition held every 100 Terran years between the Imperial Fists and their Successor Chapters that involved ritual combat between select Chapter champions.The Feast of Blades commemorates Rogal Dorn's decision to break up his Legion into Chapters as the Codex Astartes -- and Imperial security -- required.The tradition was soon established and Rogal Dorn presided over the first of the centenary Feasts. Dorn wanted to foster brotherhood between the various Chapters that resulted from splitting his Legion during the Second Founding. To maintain close relations between the Successor Chapters, the bonds of brotherhood were to be strengthened and tempered through competition.It is customary for the host Chapter to select the site of a recent victory to serve as the contest's location. The most recent Feast of Blades, the 816th, was held on the recently emancipated world of Samarquand IV, a formally Ork-held world in the middle of what might just be the only non-expansive Greenskin empire in the galaxy.Samarquand had been part of the Urk Empire for two thousand standard years. An Ork Warlord called the Great Tusk held the system. The Great Tusk and its entire line of Ork rulers were plagued with an uncharacteristic lack of ambition. The fat monsters seemed content to sit on their throne world, breeding in their own squalor.The Urk Empire's fleet and forces had never committed themselves out-system or joined the Ork invasions plaguing nearby sectors. After two thousand standard years of warfare, the Imperium was still attempting to utterly destroy the small, but populous Ork empire.The Imperial Fists, the Dark Angels and the Space Wolves had all honoured commitments to remove the Great Tusk and cleanse the system of Greenskin filth, but progress had been slow as there were just too many Orks to clear. The Imperial Fists had finally succeeded where the Space Wolves and the Dark Angels had failed. Samarquand IV had finally rejoined the Imperium.
Feast of Blades - Feast Customs: Tradition has it that the Feast of Blades is a centennial tournament where each of the participating Chapters presents ten of their finest champions. A series of individual fights are scheduled and fought, until only one clear winner remains. The Chapter that claims victory in the Feast is allowed to schedule another before one hundred Terran years have passed.The Feast of Blades serves its purpose. Many pacts are created and obligations honoured amongst the Sons of Dorn during the Feast -- but all Astartes are bred for victory. Reigning Chapters want to build on past triumphs so that their success can echo through eternity and catch Dorn's approving eye or ear, wherever the primarch might now be.The winner of the previous Feast calls the next to best complement their advantage -- the prowess of their champions and the perceived weakness of their opponent Chapters. If a Chapter is unable to attend the Feast, as has been known to happen on occasion due to combat commitments, they may request another Chapter take their place.
Feast of Blades - The Cage: The ritual combat is held within an arena known as "the Cage." Though the Cage is a ceremonial arena it is not some dusty amphitheatre. It is an architectural interpretation of the Iron Cage as far as accounts allow, but the layout is changed between and within each round of the competition -- even the geometry of the field can be shifted during battles.When fighting in the Feast, all combatants wear Carapace Armour like that worn by the Scout Marines of their Chapter, which consisted of a simple sparring arrangement; a tunic and plated skirt, chestplate, codpiece and ceramite shoulder guards.Plated gauntlets and boots completed the armour. No helmet was worn and both forearms and thighs were left exposed.All combatants in the Feast wear the original Imperial Fists Legion's colours in the Cage as a sign of symbolic unity. On one of the shoulder guards is the allegiant yellow of the old VIIth Legion. The second one bears the champion's own Chapter colours and iconography.The rules of the Feast of Blades are simple. Each round can be ended by a simple knock-out. Two champions enter the ring. The one that walks out of the Cage is declared the winner. The competitions lasts as long as one combatant remains standing.A combatant is only permitted two weapons within the Cage; their own bodies (to use as they see fit) and a gladius (ceremonial sword) that is secreted about the Cage. There are two, one for each opponent.The tips and edges of both blades are smeared with a powerful paralytic toxin, engineered by the Adeptus Mechanicus especially for the Feast. The more a combatant cuts his opponent, the more likely it is that they will be the first to go down, unconscious. The combatant left standing will walk away victorious.There are also rules of conduct in place to ensure an honorable fight, but these are not effective at preventing accidental casualties. In fact, accidental deaths are overlooked, while deliberate debilitation is vocally objected against by all of the participating Chapters.The sole remaining champion after several rounds of such combat wins the Feast and is formally awarded the Dornsblade as his and his Chapter's trophy and prize. This is the most ancient and revered artefact of Rogal Dorn by those Space Marine Chapters descended from the Imperial Fists Legion.The Chapter who wins this honour is granted custodianship of the sacred blade and the solemn duty of presenting it at the next Feast that they will host, at most, one hundred Terran years later.
Feast of Blades - Notable Participants: Black TemplarsCelestial LionsCrimson FistsDeath StrikeEmperor's WarbringersExcoriatorsExecutionersFire LordsFists ExemplarHammers of DornImperial FistsIron KnightsKnights of DornShadow Wolves - No longer participates. Destroyed by a Tyranid splinter fleet in 987.M41.Sons of DornSoul DrinkersVenom Thorns - No longer participates. Declared Excommunicate Traitoris.White Templars
Feat of Iron (Novella) - Feat of Iron (Novella): Feat of Iron is a novella published in The Horus Heresy series that was originally part of an anthology. Feat of Iron was first published as part of The Primarchs main series anthology in May 2012. The cover image used is that of the e-book version Feat of Iron which was released alongside the original anthology.
Feat of Iron (Novella) - Synopsis: At the height of the Great Crusade, Ferrus Manus leads his Iron Hands in battle alongside the Salamanders and Death Guard on an alien-held world. But when he is cut off from his brothers and sons and lost in the darkness, can Ferrus Manus reign in his aggression long enough to heed a warning that could change his dark destiny?
Feculent Gnarlmaw - Feculent Gnarlmaw: A Feculent Gnarlmaw is a Daemon of Nurgle that takes on the form of a carnivorous, disease-ridden tree.Wherever the servants of Nurgle gather in large numbers and the blessed rot begins to set in, Feculent Gnarlmaws push their way up through the blighted soil.These disgusting trees ring with the sorrowful tolling of entropic chimes, belch clouds of daemonic spores, and shed rot-wet blossom to carpet the maggot-churned earth beneath their boughs.Covered in chitinous bumps and boils, the Gnarlmaw looks almost like some struggling creature rather than the twisted tree it allegedly is.An enormous mouth runs up the centre of its trunk, with dozens of razor-sharp teeth lining it, while the few stunted branches that grow from it feature dismal bells, tentacles and more pustulent boils.
Fecund Ones - Fecund Ones: The Fecund Ones is a warband or vectorium of Heretic Astartes of the Death Guard Traitor Legion's 7th Plague Company. When an Imperial Agri-world is infected with one of the innumerable poxes of Nurgle, the warband known as the Fecund Ones are often the culprits.Belonging to the alchemically-gifted 7th Plague Company, the Fecund Ones are masters of brewing virulent blights and parasitic phages. They delight in sowing these putrescent gifts among the food supplies of the Imperium's oblivious masses, leading many worlds they invade to be crippled by either hideous vomiting plagues or widespread famine and starvation.
Fecund Ones - Warband Colours: The Fecund Ones' power armour is the same as that of the Death Guard, composed of decayed and cracked plates of ceramite in dark green with iron-rust trim. The Fecund Ones' Chaos Space Marines, like those of the Death Guard, often wear grotesquely warped suits of antique Mark III Iron Power Armour.
Fecund Ones - Warband Badge: The Fecund Ones' warband badge is usually a modified version of the standard Mark of Nurgle, similar to that used by the rest of the Death Guard.
Fecund Ones - Sources: Codex Heretic Astartes - Death Guard (8th Edition), pg. 15Dark Imperium (Game), Death Guard Booklet, "Death Guard Vectoriums", pg. 12
Fedrid - Fedrid: The thick forests of the Imperial Feral World and Death World of Fedrid are so dense and so teeming with dangerous carnivores that access is forbidden without a license.Fedrid is a particular favourite of game hunters and those individuals procuring animals for the Imperial arenas.
Fedrid - Departmento Cartographae Planetary Data: Galactic Position: 122/93/CS/E
Fedrid - Principal Exports: Fedridian Arboreal Transport - Technically a walker class vehicle re-designed almost beyond recognition. The odd vehicle, with its low-slung body and six massive grasping limbs, reminds viewers of a crustacean, hence its most commonly used nickname, the Tree Crab. Tree Crabs are quite capable of carrying a dozen man hunting party and several tonnes of gear near the tops of the great trees of Fedrid, high above the forest floor where the bulk of the predators roam.Fedrid Razor Disc - Developed by the hunters of Fedrid the throwing disc is little more than a razor edged disc, about the size of a standard plate, which can be thrown with surprising accuracy. When thrown the disk makes a low humming sound, allowing the hunter to follow the disc by sound as it disappears into the dense Fedrid undergrowth.Fedrid Smoke Flares - Fedrid smoke flares are made from hollowed out spines of cactus-like plants. They are then filled with a cotton-like substance, that, when lit gives off a high yield of thick black, acrid smoke over an area of up to 40 metres.Fedrid Braid Cloak - The hunters of Fedrid rarely go tracking without wearing a braid cloak. The cloak is made from the tough hide of a large herbivorous creature.
Fedrid - Contact With Other Worlds: There is a stable Warp tunnel between Fedrid and Sepheris Secundus, with whom most of the planet's trade agreements are made.
Feeder Tendrils - Feeder Tendrils: Feeder Tendrils are special organs possessed by some Tyranid bioforms such as Lictors and Ymgarl Genestealers that enable them to drain their dead victims' brain matter and cerebrospinal fluid, absorbing all of their memories and learned knowledge in the process.This provides the Tyranids with crucial information about an enemy's strengths and weaknesses, along with invaluable intelligence and reconaissance information about a world whose biosphere has been targeted for absorption by a Tyranid hive fleet.
Feinminster Gamma - Feinminster Gamma: Feinminster Gamma is an Imperial world whose hard-working people came under the domination of elements of the Adeptus Mechanicus.Feeling oppressed and exploited by the actions of the Tech-priests, the world became easy prey for the Genestealer Cult now known as the Bladed Cog.
Fel Zharost - Fel Zharost: Fel Zharost was the former Chief Librarian of the VIIIth Legion, the Night Lords, during the Great Crusade in the late 30th Millennium. Following the Night Lords' reunification with their uncaring and cold-blooded Primarch Konrad Curze, the Terran Astartes of his Legion were rapidly replaced with a large influx of new Space Marines drawn from the criminal elements of Nostramo, who quickly supplanted their original Terran-born counterparts like Zharost.Almost a standard century later, following the Council of Nikaea and the rendering of the Emperor's judgement against the use of psychic abilities, Zharost confronted First Captain Jago Sevatarion, who was in temporary command in place of their absent primarch. Disgusted by what his Legion had become under the Night Haunter's leadership, he demanded some form of judgement against the Legion's Librarius.In response, Sevatar exiled Zharost and cast him out of the VIIIth Legion. Zharost made his way back to Terra, the place of his birth, but was eventually tracked down and mercilessly stalked by an unknown assailant. This mysterious individual, a member of the Knights-Errant of Malcador the Sigillite, ultimately offered Zharost a chance to redeem himself in the eyes of the Emperor, and to continue to serve Him in another capacity.
Fellbane - Fellbane: Fellbane is a revered artefact of the Dark Angels Space Marine Chapter, and in times of need, Lazarus, the current company master of the Dark Angels' 5th Company, wields this famous master-crafted power sword.This sword is one of a quadrumvirate of legendary swords collectively known as the Heavenfall Blades. These formidable weapons are only carried by the highest-ranking members of the Inner Circle of the Dark Angels.The Chapter's lore states that these blades were forged from the core of a meteorite that struck their mobile fortress-monastery, known as the The Rock, in orbit around the Feral World of Al Baradad.The mightiest of these blades is the Sword of Secrets, carried by the supreme grand master of the Chapter, and the current wielder of that sword is Azrael.The blades wielded by the grand master of the Deathwing, the master of the Ravenwing, and the master of the Dark Angels' 5th Company also utilise small amounts of the obsidian taken from the meteorite in their working.It is also said that a small portion of this meteoric substance was despatched to each of the Dark Angels' Successor Chapters, so that the senior members of the Unforgiven's own Inner Circles would also bear the same heritage forged in steel as those borne by the Masters of the Dark Angels.