vizn3r/warhammer40k-lore huggingface dataset:
Tzeentch - Greater Daemons: Lord of Change - Lords of Change are the most powerful Greater Daemons of Tzeentch, typically taking the form of a large, bird-like winged Daemon of vast intellect and potent sorcerous power. They are described as winged bipedal creatures with snake-like necks and avian heads. The creatures' bodies, especially their wings, are usually multi-colored and they are capable of shooting powerful blasts of Warp lightning and Chaos fire. However, the true danger of the Lords of Change is not their potent combat abilities, but the endless schemes they weave to entrap, manipulate and corrupt mortals of every intelligent species and culture.Daemon Prince of Tzeentch - A Daemon Prince of Tzeentch is a former mortal or Heretic Astartes servant of Tzeentch who has accomplished so much for the Lord of Change that he or she has been transformed into an immortal Daemon Prince. For a sorcerer of the Thousand Sons Legion, the apotheosis of their service to the Grand Conspirator is to gain immortality as a Daemon Prince. The last fragment of their mortal soul -- already warped by centuries of sadistic manipulation done unto others -- is plunged into swirling darkness, never to return. Their flesh is riven with Chaos energy, their body growing to enormous proportions to accommodate a massive surge of raw empyric matter. Muscles bulge along elongated limbs, and hands twist into many-taloned claws that drip with magic. Much of their armour and weaponry is absorbed into their new form. The Tzeentchian runes and icons bedecking their wargear become embedded in sinew, where they pulsate with bestial vigour.
Tzeentch - Scintillating Legions: The air fills with kaleidoscopic bursts of magical energy as the convocations of the Great Conspirator's Daemon armies  -- the Scintillating Legions -- materialise for battle. To mortal eyes, the different Daemonic legions of Tzeentch are impossible to distinguish, each one as bizarre as the next, yet there is method within the madness -- although none save the Architect of Fate himself could truly comprehend it.While Tzeentch prefers to further his ends through sorcery or schemes, there will often be no better alternative than force to achieve his goals. Thus are Tzeentch's Daemon legions deployed, armies unlike anything seen in realspace.These convocations go to war in a capering, bounding, spell-wielding carnival of violence, obliterating foes with hellfire and change-magics. Unlike the militant cohorts of Khorne or the cyclical forces that serve Nurgle, Tzeentch's legions are often in flux, shifting composition or altering tactics to better serve their master.Each Scintillating Legion is commanded by one of Tzeentch's Greater Daemons, a Lord of Change, each utterly dedicated to their master's cause. A Lord of Change is granted great independence to operate, and with the help of their advisers and champions, they will command a legion suited to their own proclivities.Those that love to bask in the glow of destruction might head a Conflagration Legion -- a force centred around formations of Flamers, capable of wielding the most powerful of Warp-flames.Others favour the Legions Anarchus, which are far less predictable in composition and specialise in sudden and wholly unexpected incursions.Those Greater Daemons of Tzeentch who are masters of duplicity will lead one of the Veiled Legions; the most mysterious of Tzeentch's forces, these surface rarely and are almost never brought to battle, and slip off unseen after their plan's culmination.Each of Tzeentch's Daemonic legions is divided into nine hosts, and these are directed in battle by Daemon Princes and Heralds such as Changecasters, Fluxmasters and Fateskimmers. The leaders of the hosts compete to attract more praise from the Lord of Change that commands them, and even between the legions, there is no end to the machinations as rival Lords of Change plot against one another and sabotage each other's plans. It is another game within the Great Game, and one beloved most by the Great Schemer himself, who frequently weighs the tributes paid to him and proclaims his judgement.Thus do the sigils of each Daemon legion dance across the Pyramid of Yrch deep in the Crystal Labyrinth, blazing into a new order of countenance. It is a hierarchy that moves often, but the nine most favoured Daemonic legions are each granted control of one of the Fractal Fortresses that tower over the Crystal Labyrinth, an honour all Tzeentch's servants desire to attain.
Törg - Törg: Törg is a Kin World and a Mining World of the Greater Thurian League of the Leagues of Votann located in the galactic core. It is an outlying world in that Kin league's space and many Terran years of deep-core tectonic mining have left Törg riven by great chasms.It is now a hostile mass of jagged stone, exposed magma veins, convulsing super-volcanoes and toxic fumes, which the Greater Thurian League's harvester fortresses traverse as they mine Törg's mineral wealth.
Törg - History: In the Era Indomitus the world was invaded by Chaos Space Marines belonging to the warbands of the Khornate World Eaters and the Nurglites called The Purge during the Battle of Örgvayr. These Heretic Astartes arrived in a small flotilla of voidships and overran the Greater Thurian League void docks that orbited Törg, before then assaulting the Kin harvester fortresses on the world itself.The miners of the Greater Thurian League's Cthonian Mining Guild were now trapped in their harvester fortresses. A plea for aid was sent out to the Greater Thurian League even as the Chaos Space Marines attacked. The Kin of Törg's plea was answered by Kâhl Ûthar the Destined and several Oathbands dispatched by his own home Kindred of Vôrtun to defeat the Chaos invaders.Despite assaults by the Heretic Astartes, these Oathbands were able to rescue both the miners and much of their valuable harvested raw materials. Ûthar slew the World Eaters Chaos Lord Hakatar in single combat with the Blade of the Ancestors.
Uber Aemos - Uber Aemos: Uber Aemos was a human male Savant and Throne Agent in the Radical Inquisitor Gregor Eisenhorn's retinue until his death as a result of his successful containment of the Daemonhost Cherubael. Aemos was Eisenhorn's longest-serving agent and had also served Eisenhorn's own mentor, the Inquisitor Hapshant.A Savant like Aemos was an Inquisitorial investigator whose brain had been cybernetically augmented with increased mental processing power, data storage and memory recall abilities. A Savant's special talents were used to help an Inquisitor with various tasks related to an investigation that required a rapid utilisation of useful information, such as calculating various mathematical probabilities, communicating in rare languages and dialects with indigenous populations and translating ancient texts.
Uber Aemos - History: Aemos' considerable knowledge and enhanced intellectual abilities were the result of a meme-virus he had contracted at the age of 42 standard years. Aemos became a data-addict, compelled to absorb any and all information, no matter how trivial. His augmented mind could sift patterns and draw remarkable correlations from great masses of seemingly unconnected information with astonishing speed and accuracy.Aemos was already old by the time he entered the service of Inquisitor Gregor Eisenhorn. His body had several cybernetic implants and prosthetics. He was noticeable for his oversized augmetic eyewear and the bald pate that his augmetic implants compelled him to shave. Aemos was known for his characteristic and obsessive use of the phrase "most perturbatory" when puzzled.Aemos' death came during the Pontius Glaw Affair, after he temporarily trapped the Daemon Prince Cherubael within his own body until a more permanent Daemonhost could be found. Aemos had performed his greatest feat of intellect -- translating the writing found on the world of Promody about the history of Ghül. The problems he encountered during the translation led him to use a cursed daemonic book belonging to Eisenhorn, the Malus Codicium, to aid in the work. Eisenhorn used this book to summon Daemonhosts and create psychic thralls. The Daemonhost Cherubael communicated with Aemos through the Malus Codicium, promising him the information he wanted in exchange for his own release from being trapped within an unwilling Daemonhost.At this time, Eisenhorn and Aemos were travelling on the Essene, a ship belonging to the Rogue Trader Maxilla, which was unexpectedly boarded by Grandmaster Leonid Osma and Inquisitor Heldane, two members of the Inquisition accompanied by Inquisitorial Storm Troopers who were intent on capturing the Radical Inquisitor and his agents, as well as taking control of Cherubael. In desperation, Aemos summoned Cherubael and forced the daemon's soul to possess an Astropath serving on the Essene by using the knowledge he had memorised from the Malus Codicium.Cherubael went on a rampage that easily despatched the Storm Troopers, nearly slew Heldane and severely damaged the Essene until Aemos could temporarily contain the unwilling daemon inside his own body, a physical and mental struggle that badly damaged the old Savant's frail form. Eisenhorn, wounded in the boarding of the Essene by his pursuers, created a more suitable host for the Daemon Prince from the dead body of his old friend Godwin Fischig.This reprieve came too late for Aemos and whilst accelerating away from the doomed Essene on a shuttle with Eisenhorn, he unfortunately succumbed to the physical damage done whilst containing Cherubael and died. His last words were "most perturbatory."
Ukûlak's Kindred - Ukûlak's Kindred: Ukûlak's Kindred is a Kindred of the Trans-Hyperian Alliance of the Leagues of Votann. Ukûlak's Kindred have chosen to honour their league's exploratory traditions by having every last one of their Kin serve at least a Terran decade as Hernkyn during their early years.
Ulfar - Ulfar: Ulfar was a Space Marine, a Lone Wolf of the Space Wolves Chapter and a native of the Death World of Fenris who would eventually join the retinue of the Rogue Trader of House von Valancius while serving in the Koronus Expanse.The enemies of the Imperium are countless and terrifying, but among its defenders there are those who know no fear. Those from whose souls the very capability to sense terror has long been etched away by the sacred gene-seed of a primarch, exhausting trials, sophisticated hypno-training, solar decades of rigorous drills, and unshakable devotion to the Emperor. Clad in ceramite and adamantium power armour, armed with the finest weapons of Humanity, they march proudly, their massive, genetically-enhanced transhuman bodies driven by the blood of the Emperor Himself. The Space Marines keep their vigil.The culture, customs, and appearance of the Space Marines vary from Chapter to Chapter. Some brotherhoods are few and little known, others are innumerable and trace their history back to the time of the Great Crusade. But few can compete in glory with the Space Wolves -- the furious and proud sons of Primarch Leman Russ, bloodthirsty hunters from the frozen Death World of Fenris. Just as their ancestors sailed drekkars into the harsh Worldsea of Fenris to slay krakens and sea dragons, so today they voyage out into the Sea of Stars to make battle against the vile and blasphemous enemies of the Allfather.Wrathful Ulfar stepped on the hunting path many solar decades ago, and ever since, a trail of blood has followed in his wake. With triumphant howl, he thunders into every fight without fear -- for there is no fear of death for one whose saga will be forever sung with reverence by their brothers in the Hall of the Great Wolf. His violent temper and youthful craving for fame and boasting has not simmered with standard years of campaigns. His loud laughter instills awe in the hearts of ordinary mortals, and his stern roar wrings horror from his enemies. His memory is as strong as the jaws of a wolf, holding the saga of each battle-brother and his every deed.But now his brothers are lost. The proud Space Wolves of his pack (squad) have not returned from the hunt, and it is not known whether they are alive or feasting with the Allfather in his Hall. But Ulfar will find out, for such is he -- unstoppable, stubborn, driven by instinct. If needed, he will sweep across the Koronus Expanse like a bloody blizzard, but he will find his pack. The void will tremble in fright, hearing his mighty battle cry, and will return to the stubborn Ulfar his kin!
Ulfar - Personality: In service to the Emperor and the defence of Mankind, all worldly desire and vestiges of Humanity are discarded in favor of the transhuman might of the Adeptus Astartes. Space Marines are Humanity's foremost bulwark against fear. But this also means they have shed any chance of finding a life outside of war, outside of endless bloodshed alongside their battle-brothers. And this, too, means they have forsworn themselves from the niceties of amorous intimacy and the pursuit of love and family that makes life in the Impium somewhat bearable for its repressed masses.Ulfar is no exception to this rule, even though he hails from the wily and anti-authoritarian culture of the Space Wolves, and thus will respond to no such romantic advances.Of the innumerable warriors made to bear arms under the Imperial banner, it is the Adeptus Astartes who are perhaps among the most staunch devotees of the Emperor and His many institutions. While they maintain a notable political independence from the other arms of the Imperium, including the Inquisition, they believe in Him and adhere to what His will would have Mankind do as set in the Great Crusade. Some Chapters adhere to the Emperor's perceived will even more so than normal, and the Space Wolves, Ulfar's Chapter, are among the most loyal to the Emperor's vision.Because of this, Ulfar would be considered a staunch Puritan as the Inquisition defines such things.
Ulfar - Wargear: Mark VIII Errant Power ArmourBoltgunAstartes Combat KnifePlasma PistolFrost AxeFenrisian WolfskinFenrisian Wolf Pelt CloakFrag GrenadesKrak Grenades
Ulkair - Ulkair: Ulkair is an incredibly powerful Great Unclean One, a Greater Daemon of the Plague God Nurgle. Ulkair manifested on the world of Aurelia in the 40th Millennium when a Warp storm engulfed that planet, but he was defeated by the Blood Ravens Space Marine and Librarian named Azariah Kyras.But Aurelia was consumed by the Warp storm and over the course of their mutual imprisonment Ulkair corrupted Kyras to Chaos, ultimately returning him to realspace to reunite with his Chapter and begin the process of corrupting the Blood Ravens to the service of the Ruinous Powers and heralding the return of Ulkair himself.Ulkair's plans were ultimately disrupted only through the heroism of Captain Gabriel Angelos and his fellow Blood Ravens Loyalists.
Ulkair - Siege of Terra: Ulkair was one of the Great Unclean Ones of Nurgle who participated in the forces of Chaos' assault upon the Imperial Palace in the Horus Heresy during the climactic battle of the Siege of Terra.
Ullanor Crusade - Ullanor Crusade: The Ullanor Crusade was a vast Imperial assault on the Ork Empire of the Greenskin Overlord Urrlak Urg during the Great Crusade of the late 30th Millennium in ca. 000.M30. Ullanor Prime, the capital world of this empire, and the site of the final assault, lay in the Ullanor System of the galaxy's Ullanor Sector.The Crusade included the deployment of 100,000 Space Marines, 8,000,000 Imperial Army troops, and six hundred Imperial starships of the Imperialis Armada and their support personnel. The Ullanor Crusade marked the high point of the Great Crusade's vast effort to reunite the scattered colony worlds of humanity.The Orks of Ullanor represented the largest concentration of Orks ever defeated by the military forces of the Imperium of Man before the War of the Beast fought in the mid-32nd Millennium and the Third War for Armageddon in the late 41st Millennium.Following the defeat of the Orks of Ullanor, the Emperor of Mankind returned to Terra to begin work on His great, secret project to open up the Aeldari Webway for humanity's use. In His place to command the vast forces of the Great Crusade He left the Primarch Horus.Horus was raised to the rank of Imperial Warmaster and given command authority over all of his fellow Primarchs and every Expeditionary Fleet of the Great Crusade.But the Primarchs never came to terms with the Emperor's absence. Their hurt feelings over his seeming abandonment of the Great Crusade to pursue a secret project whose purpose he chose not to reveal to his genetic sons laid the seeds of corruption that would ultimately blossom into the Horus Heresy.
Ullanor Crusade - Aftermath: Following victory in the Ullanor Crusade, the Imperium believed that the Ork race had been forever broken and would never again present a credible threat to humanity. Though scattered groups of Orks would periodically attack the Imperial frontier, they were regarded as little more than troublesome pests for over a thousand years following the end of the Horus Heresy.This complacency would be shown for the arrogance it was when the War of the Beast brought the Orks to Terra itself and decimated the Imperium's entire military when that conflict began in 544.M32. The great Ork Warlord known as The Beast would establish his new Ork empire on Ullanor Prime once more, creating the most technologically and culturally sophisticated Greenskin civilisation ever encountered in the galaxy before or since.Several high-ranking Orks of the The Beast's WAAAGH! later incorporated pieces of the Luna Wolves' Mark II Crusade Pattern Power Armour scavenged from the prior Ullanor Prime battlefield into their own, both for protection and as marks of their elite status.
Ullanor Crusade - Trivia: The Triumph of Ullanor resembles the great triumph Julius Caesar held in Rome following his successful consolidation of power in 49 B.C. as the Roman Republic's dictator-for-life, following the defeat of all his rivals for power. Like Caesar's triumph, the Triumph of Ullanor represented the peak of the Emperor's power and glory shortly before the catastrophe of the Horus Heresy beset his empire and destroyed his vision of a better future for Mankind.
Ullanor Prime - Ullanor Prime: Ullanor PrimeUllanor SectorgalaxyOrksOrk empiresImperium of ManThe first of these Greenskin empires based on Ullanor Prime was approximately twelve star systems in size and was ruled by the Overlord Urrlak Urg at the end of the 30th Millennium. It was defeated by a massive Imperial force led by the Primarch Horus Lupercal and his Luna Wolves Legion in ca. 000.M30 during what was known as the Ullanor Crusade and marked the greatest triumph of the wider Great Crusade.Following it, a great Imperial celebration known as the Triumph of Ullanor was held where the Emperor granted Horus the rank of Warmaster. The Master of Mankind also shocked the assembled Primarchs and their Astartes when He announced His own retirement from the campaigns of the Great Crusade so that He could return to Terra and began a secret project to open up the Webway for the use of Humanity.This event marked both the high watermark of the Great Crusade and the beginning of the tensions between the Emperor and the Primarchs that would help to bring on the Horus Heresy.The second great Ork Empire to arise on Ullanor Prime initiated what was known as the War of the Beast in the 32nd Millennium from 544-546.M32. Under the rule of The Beast, the Orks established the most technologically and culturally sophisticated civilization they had ever created on Ullanor Prime and sought vengeance against the Imperium of Man for their defeat during the Ullanor Crusade.In the course of the conflict, the Greenskin forces threatened Terra itself multiple times until following three separate Imperial invasions the Emperor's servants finally succeeded in cleansing the world of its Ork population for a final time.In the wake of the War of the Beast, the Adeptus Mechanicus sought to scavenge the remains of the Orks' highly advanced technologies from the battered planet in violation of Imperial restrictions on the use of xenos technology. To do so, they used the Orks' "subspace" teleportation technology to teleport Ullanor Prime to a new star system on the edge of the Segmentum Solar and then reported that the world had actually been destroyed to the Senatorum Imperialis.The Mechanicus proceeded to strip the planet bare and then leave it open for later Imperial colonisation to further hide their subterfuge. Centuries later, Ullanor Prime was unwittingly colonised by Humanity and given a new name, a name that would find its own place in history before long -- Armageddon.
Ullanor Prime - Ullanor Crusade: The story of this world harkens back some ten millennia, to the closing years of the Great Crusade in ca. 000.M30, during the great campaign known as the Ullanor Crusade.A vast Imperial assault was launched against Ullanor Prime, the seat of the Ork Empire of the Overlord Urrlak Urg, the largest such Greenskin empire ever encountered in Mankind's history to that time. The Crusade included the deployment of 100,000 Astartes from the Luna Wolves, White Scars and Ultramarines Legions, 8,000,000 Imperial Army troops, 100 Titans of the Legio Mortis and 600 starships of the Imperialis Armada and their support personnel. The Ullanor Crusade marked the high point of the Great Crusade's vast effort to reunite the scattered colony worlds of Humanity under the rule of the Emperor in the wake of the Age of Strife. Led by the superlative strategic mind of the Luna Wolves Legion's commander, the Primarch Horus Lupercal, the massive Ork Overlord was defeated and the Greenskin forces scattered.Following this monumental victory, a great Imperial triumph, remembered as the Triumph of Ullanor, was held for the participating forces. It was there that the Emperor of Mankind announced that He would no longer be leading the Great Crusade and intended to return to Terra. In His place to command the vast forces of Mankind he left the Primarch Horus. Horus was granted the newly-created rank of Imperial Warmaster and assumed command authority over all of his fellow Primarchs and every Expeditionary Fleet of the Great Crusade, sowing the seeds of dissension, pride and wounded feelings that would eventually fester and erupt into all-out civil war during the Horus Heresy.
Ulrik the Slayer - Ulrik the Slayer: Ulrik the Slayer, also known as "Grandfather Lupus" and the "Guardian of the Sons of Russ," is the Wolf High Priest of the Space Wolves Space Marine Chapter and is the oldest of all the Space Wolves other than the Chapter's Dreadnoughts.His great mane is white as the slopes of the continent of Asaheim on the Space Wolves' Chapter homeworld of Fenris. Ulrik is older even than the mighty Logan Grimnar, the Great Wolf of the Chapter, who has fought in the name of the Emperor for over 700 Terran years.
Ulrik the Slayer - Wargear: Artificer Armour - When he goes to war, Ulrik the Slayer is a terrifying foe indeed, resplendent in his Artificer black battle-plate, he leads his brethren from the front, his grim example spurring other Space Wolves to action. Painstakingly cared for and customised for each esteemed bearer, artificer armour is the rarest form of power armour. The technology and superdense materials used to construct these suits is unparalleled inside the Imperium. Each one is a masterwork of Artificer ingenuity and (outside of Techmarines labouring towards creating their own) is awarded only to true Chapter heroes.Wolf Helm of Russ - As high priest of his order, Ulrik has been gifted with the sacred Wolf Helm of Russ, said to have been crafted by the Emperor's personal Artificers and given to Leman Russ at the time of the Space Wolves Legion's Founding. This is both a potent symbol of the Chapter's honour and an arcane artefact that instills fear in those under his gaze.Crozius Arcanum - These winged, wolf skull-topped weapons are used as both a melee weapon and the primary badge of office of a Wolf Priest, and are fundamentally identical to the same weapons carried by the Chaplains of other Chapters. These heavy mauls are wreathed in crackling gravitic disruption fields, and more importantly serve as a symbol of the bearer's status as a spiritual guardian of his battle-brothers.Plasma PistolFrag GrenadesKrak GrenadesHealing BalmsWolf Amulet - The Wolf Priests bear potent amulets that protect both body and soul from the mortal blows and baleful energies alike. These amulets contain a potent force field generator capable of turning aside mighty blows and ravening energies. These amulets are fundamentally similar to the standard Rosarius worn by Chaplains in other Chapters and high-ranking members of the Ecclesiarchy.Fang of Morkai - As much as they are the spiritual guardians of the Space Wolves, Wolf Priests also maintain the physical well-being and genetic legacy of their brethren, and require tools necessary for that vital role. Unlike the Apothecaries of other Chapters, Wolf Priests do not carry complex Narthecium arrays, but prefer instead to bear an assortment of potions, balms and herbal cures and a vicious-looking, complex, multi-bladed device known as the Fang of Morkai, which allows the extraction of a dying Space Wolf's Progenoid Glands so that his essence may live on to fight once again in a new host. The Fang of Morkai functions exactly like a Reductor. The presence of a Wolf Priest in battle will fortify those Space Wolves nearby as he leads them forth to slay his chosen foes, for the Space Wolves known that the Wolf Priests will carry the worthy beyond the gates of Morkai, that they might fight the enemies of the Allfather forever more.
Ulrik the Slayer - Canon Conflict: Ulrik the Slayer is said to be the Space Wolves' oldest Wolf Priest, and mentor to many of their greatest heroes. Ulrik has had a hand in training both Ragnar Blackmane and (allegedly) Logan Grimnar; however the chronology of the Warhammer 40,000 universe actually makes this impossible with regards to Grimnar, not least because Grimnar reached the position of Great Wolf (leader of the Space Wolves Chapter) before Ulrik was even promoted to Wolf Priest.This could be explained by the mention of a different Ulric (spelled differently from that of Ulrik the Slayer), though so far Games Workshop has not cleared up the discrepancy.
Ulrik the Slayer - Sources: Codex: Space Wolves (2nd Edition), pp. 34, 39, 48, 76-77Codex: Space Wolves (3rd Edtion), pg. 29Codex Space Wolves (5th Edition), pp. 23, 50Codex: Space Wolves (7th Edition), pp. 44, 46-47, 68, 122-124Companies of Fenris - Space Wolves Painting Guide (6th Edition), pg. 52Index Astartes II, "Wolves of Fenris - The Space Wolves Space Marine Chapter" & "For the Emperor - Space Marine Chaplains"White Dwarf 156 (US), "The Space Wolves", pp. 8-25White Dwarf 157 (US), "Space Wolf Army List: Space Marines Space Wolves", pp. 2-21White Dwarf 158 (US), "Ragnar Blackmane, Njal Storm Caller & Ulrik The Slayer in Space Marine: Space Wolves", pp. 9-13White Dwarf 208 (US), "Faith and Vengeance: Space Marine Chaplain Background and Tactics", pp. 78-86White Dwarf 227 (US), "Chapter Approved", pp. 73-80Sons of Fenris (Novel) by Lee LighterCurse of the Wulfen (Novella) by David Annandale
Ulthanesh - Ulthanesh: Ulthanesh, also known as Ulthanash, is a folk hero of Aeldari Mythology, a key figure in the tale of Eldanesh, considered the greatest mortal hero of the Aeldari race. Originally a member of the House of Eldanesh, which was comprised of the first members of the Aeldari species created by their gods, Ulthanesh aided Eldanesh in the completion of the tasks that marked the key moments in the Aeldari's early mythic history.The two heroes eventually had a falling out and became rivals, with Ulthanash gathering a band of followers to himself who founded the House of Ulthanesh. Descendants of Ulthanesh amongst the population of the Asuryani Craftworlds today are said to still belong to the House of Ulthanesh and are called "Ulthanar." They have a longstanding rivalry with those Aeldari who are descended from Eldanesh, the "Eldanar."
Ulthwé - Ulthwé: UlthwéUlthanash ShelwéUlthanashAeldari LexiconAsuryanicraftworldsFall of the AeldariIt is whispered by those of other craftworlds that the Asuryani of Ulthwé have been damned and tainted by their world-ship's proximity to the eastern rim of the Eye of Terror in the Segmentum Obscurus, exaggerating their psychic potential.This is also why these Asuryani are sometimes called "the Damned." But the people of Ulthwé know instead that they are a bulwark between the survival of their species and utter destruction.Ulthwé has long sought to covertly intervene in the affairs of the other intelligent species of the galaxy, particularly Humanity, in an attempt to alter events to favour the continued survival of the Aeldari race and defeat the threat posed by Chaos.These efforts have been led for over ten thousand Terran years by Ulthwé's High Farseer Eldrad Ulthran.Since the rise of the Ynnari in the wake of the Great Rift's birth, Ulthran has become a staunch ally of Yvraine, the high priestess of Ynnead. He believes that the god of the dead and his Ynnari servants may offer the only path to salvation for the Aeldari and the rest of the galaxy.This craftworld's world-rune, "The Eye of Isha," symbolises the sorrow of Isha, the fertility goddess from whom the Aeldari believe they descend.Isha, it is said, wept bitterly when Asuryan, the king of the Aeldari gods, ordered her separation from her mortal children. Vaul forged her tears into glittering Spirit Stones so that her grief might not be in vain.Today, the warriors of Ulthwé bear this symbol as their sigil, a poignant reminder of the godhood they lost long ago.
Ulthwé - Ulthwé Military Forces: Due to Ulthwé's close proximity to the Eye of Terror, this craftworld boasts far more psykers than others. Consequently, it has few Aspect Warriors, instead relying heavily upon its standing army of citizen troops, the Black Guardians. These fearless soldiers hold back the advance of the Chaos hordes in a hundred different locations, striking with serpentine swiftness from hidden webway portals across Segmentum Obscurus.Supporting these troops will be assortments of vehicles and elite units armed and equipped with advanced Aeldari technology. Ulthwé also employs large number of psykers on the battlefield, sometimes in the form of a Seer Council consisting of multiple Farseers and Warlock bodyguards.The Seer Council or Seers will use their potent psychic powers to destroy the minds of their enemies, shape the battle's course to their favour, and perform other tasks to ensure their victory. However, every time a Seer or Warlock delves into the Warp to harness its power to their favour, they risk their own minds. Many have been lost to the terrors of the Warp.Ulthwé armies may strike fast and hard in the form of an Ulthwé Strike Force, a highly mobile entity of Ulthwé's power in which units utilise Jetbikes and other fast vehicles, which enables the force to strike quickly and decisively through Webway gates and vanish as quickly as they appeared.The sight of an Ulthwé force is a brooding, dark image, filled with the air of mourning and suffering. The primary colour of Ulthwé's military forces, troops and vehicles alike, is an ominous black. This is often contrasted with spotted colours and patterns of bone white, golden yellow and dark red.
Ulthwé - Notable Locations: Calmainoc - This is the name given to a great space dock that is not strictly located within the craftworld, but rather to a Webway portal that is hardwired into the structure of Ulthwé itself. The portal is indistinguishable from the main doors, though the actual harbour could be located anywhere in the galaxy or even beyond it. The only certainty is the fact that the way in and out of Calmainoc is through Craftworld Ulthwé.Ghreivan's Gate - Ghreivan's Gate is a circular frame that is decorated with several runes that stretch across several dimensions. This gate is actually a Webway portal and one among hundreds that exist in the craftworld. These serve as access points to Webway routes that were designed by the original architects of Ulthwé in order to allow its inhabitants access to distant locations in a matter of moments.
Ulthwé - Sources: Citadel Journal 17, "The Storm, The Hunter and the Seer: Eldrad Ulthran, The Farseer of Ulthwe", pp. 47-48Codex: Adeptus Sororitas (6th Edition) (Digital Edition), pp. 17-18Codex: Craftworlds (8th Edition), pg. 29Codex: Eye of Terror (3rd Edition)Codex: Eldar Craftworlds (7th Edition), pp. 39-40, 48, 52, 172-179, 279-281Codex: Eldar (6th Edition), pp. 14, 21-23, 28, 53, 74, 82, 86Codex: Eldar (4th Edition), pp. 50-51Codex: Eldar (3rd Edition), pg. 37Codex: Eldar (2nd Edition), pg. 33Craftworld Iyanden - A Codex: Eldar Supplement (6th Edition), pp. 23-24The Gathering Storm - Part Two - Fracture of Biel-Tan (7th Edition), pp. 4-101Psychic Awakening - Phoenix Rising (8th Edition), pp. 14-15Warhammer 40,000: Planetstrike (5th Edition), pg. 56White Dwarf 286 (US), "Heroes and Villains of the 41st Millennium: Eldrad Ulthran, Farseer of Ulthwé" by Phil KellyWhite Dwarf 227 (US), "Chapter Approved: Eldar - Eldrad Ulthran: Farseer", pp. 73-80White Dwarf 172 (US), "The Eldar", pp. 5-16Fulgrim (Novel) by Graham McNeillDawn of War Omnibus (Novel) by C. S. Goto, pp. 279-281Dawn of War: Tempest (Novel) by C.S. GotoHarlequin (Inquistion War Trilogy) by Ian WatsonFarseer (Novel) by William KingWarrior Coven (Novel) by C.S. GotoWarhammer 40,000: Dawn of War - Winter Assault (PC Game)Warhammer 40,000: Dawn of War - Dark Crusade (PC Game)Warhammer 40,000: Dawn of War - Soulstorm (PC Game)Warhammer 40,000: Dawn of War II (PC Game)Warhammer 40,000: Dawn of War II (PC Game)Warhammer 40,000: Dawn of War II - Retribution (PC Game)
Ulthyr Ellarion - Ulthyr Ellarion: Ulthyr Ellarion is an Aeldari Corsair lord active in Calixis Sector space who also may have some unknown ties with the Crow Spirits corsairs of the Koronus Expanse. He is the commander of the Craftworld Aeldari starship called Twilight's End.The enigmatic Aeldari are rarely seen in the Calixis Sector -- these aliens seem to shun the region, though relics and ruins of their ancient civilisation have been discovered on a handful of Calixian worlds. Among the few Craftworld Aeldari who do traverse the sector, none are as infamous as the corsair lord Ulthyr Ellarion. Some say he remains in order to recover a special spirit stone, precious to him for some personal reason. Others claim that he simply revels in the thrill of the hunt, and finds Humanity to be most excellent sport.The Navis Imperialis' Battlefleet Calixis has pursued Ellarion's elusive voidship throughout the sub-sector of the Drusus Marches for over four standard centuries. Though he has been brought to battle more than once, the Eldar and his vessel have either triumphed or disengaged in every encounter. Merchant vessels, however, have had even worse luck -- over a thousand shipments have been raided by Ellarion's piratical crew. A figure of some myth and legend, Ulthyr Ellarion keeps no counsel but his own, striking when and where he wishes with seemingly no regard for the Imperial Navy's orbital defences or patrols.More than a few Inquisitors of the Ordo Xenos have lost their lives or vanished into the depths of space attempting to confront this alien marauder and end his predations upon Imperial shipping once and for all. A handful of dedicated Radicals, however, seek Ellarion more to learn from him than to slay him, for he has shown he can be bargained with on a number of previous occasions.In 784.M41 at the Battle of Sheol the Dauntless–class Light Cruiser Argent Herald of the Battlefleet Calixis under the command of Captain Marchand was ambushed by a Chaos warship that had been concealed by some type of Warp sorcery as it emerged back into realspace.  It was not long before the Argent Herald was crippled, adrift and venting plasma into the void.Like many other systems, the ship's saviour pods were nonfunctional, and the ship's confessor began to consign his crew's souls to the Emperor. It was then that one of the ship's officers, Leomyr, a future captain of the Imperial Navy, saw a xenos vessel appear upon the Imperial starship's flickering auspex array, black and sharp like the edge of night. The image shifted and flowed, barely visible from one solar second to the next.The alien vessel was the Aeldari Corsair voidship Twilight's End, and it slid smoothly behind the Traitor vessel and blew it apart with a perfectly–timed volley of torpedoes. The alien vessel hailed the Argent Herald on vox to gloat. In a few, well-chosen words in perfect Low Gothic, the xenos ship's corsair captain, Ulthyr Ellarion, mocked the Imperials, made sport of their valour, and humiliated Captain Marchand. Yet all aboard knew that they owed their lives to the duplicitous alien pirates.
Ulthyr Ellarion - Wargear: Craftworld Aeldari Mesh ArmourMaster-crafted Shuriken PistolMaster-crafted Aeldari Power SwordXenos-craft Medi-kit (Adopted for Aeldari physiology)
Ultima Founding - Ultima Founding: The Ultima Founding of Space Marine Chapters occurred in the wake of the events of Abaddon the Despoiler's 13th Black Crusade and the fall of Cadia in ca. 999.M41.The Chapters raised during this Founding consisted entirely of Primaris Space Marines who had been created from a new stock of modified gene-seed -- crafted over ten millennia by Archmagos Dominus Belisarius Cawl -- as the supreme contingency plan and the ultimate defenders of the Imperium of Man against the darkness that now encroaches from all sides.The Ultramarines Primarch Roboute Guilliman, always an optimist, but never a fool, had learned from the mistakes of the Horus Heresy. He had foreseen that the forces of Chaos would never relent in their aim to bring the Imperium of Man low.He anticipated that the threats Chaos and the xenos presented to Humanity would engulf the galaxy and knew that warriors resilient enough to stand against them would be needed as never before.Therefore, he set a task for the Priesthood of Mars: to develop a new legion of transhuman warriors -- the Primaris Space Marines -- who were bigger, more physically powerful and possessed faster reaction times than their original Astartes counterparts.Developed by Archmagos Dominus Cawl on orders from Guilliman 100 standard centuries past, the Primaris Space Marines were perfected by the Mechanicus during the long intervening millennia.Now, as the Imperium is poised on the brink of annihilation at the hands of its myriad foes, Guilliman's task is at last complete.
Ultima Founding - Primaris: At the dawn of the Indomitus Crusade to retake the Imperium from the advancing armies of Chaos and xenos alike, Lord Commander of the Imperium Roboute Guilliman gathered his new armada, along with elements of the Adeptus Custodes, a small contingent of the Silent Sisterhood and a vast war host of Primaris Space Marines as he fought to liberate the scattered bastions of the Imperium.Some, Guilliman had forged into new Space Marine Chapters, whole brotherhoods comprised only of these new transhuman warriors. Others he offered to the existing Space Marine Chapters. Many Chapter Masters welcomed their Primaris brethren into their ranks, accepting the new reinforcements gladly.Others, though, viewed these new creations with suspicion or outright hostility, claiming that the Emperor's work should never have been meddled with by mere mortals.Fortunately, the Emissaries Imperatus, a Shield Host of the Adeptus Custodes, the elite bodyguard of the Master of Mankind, stepped forward to intercede, stating that the gift that was the Primaris Marines was the will of the Emperor.As "Heralds of the Golden Throne," they accompanied Guilliman's crusade, many of them taking to the air as Vertus Praetors, the quicker to deliver messages of reinforcement to the embattled Space Marines.The presence of the Adeptus Custodes also ensured that even the most traditional Chapters accepted the Primaris warriors into their ranks. One does not decline a gift from the Emperor's own hand, after all.
Ultima Founding - Indomitus Crusade: As the Indomitus Crusade launched by Guilliman penetrated deeper into the galaxy, Archmagos Cawl kept his automaton workers on overdrive, risking meltdowns with their accelerated speeds.Locked deep in the labyrinthine holds of his Ark Mechanicus Zar-Quaesitor, thousands of Primaris Space Marines -- some comprising entirely new Chapters and others designated as reinforcements for existing ones -- were awakened out of stasis and made ready to join the fray.On battle-scarred Rynn's World, the arrival of the Indomitus Crusade broke the daemonic legions of the Daemon Prince Rhaxor.After the fighting was done, the Crimson Fists marvelled at the return of Roboute Guilliman, but were even more grateful for the arrival of Primaris Space Marines bearing their own heraldry. Here were warriors whose genetic composition was closer to their own primarch, Rogal Dorn, than had ever before existed.For his raw material, Cawl had selected warriors of Terra, and had taken them only a few generations after the original Imperial Fists had been created by the Emperor. Indeed, some had been held in stasis since the days of the Great Crusade; a few of the Primaris Space Marines could recall having seen Rogal Dorn himself.Again and again the crusaders watched the same tale unfold. When those of the Ultima Founding were brought before their Chapters, it was like a meeting of brothers separated at birth. Arriving at a time of great darkness and upheaval, the new transhuman warriors' strength was welcomed.Such unusual reunions were repeated on many Astartes worlds, including Chogoris, Ultramar and Baal, where the Crusade arrived even as the proud Sons of Sanguinius were making what they thought would be their last stand against the Tyranids of Hive Fleet Leviathan during what became known as the Devastation of Baal.Despite cleaving a wide path through the darkness that beset the Imperium, the Indomitus Crusade began to break down. When the vast holds of the Zar-Quaesitor were at last emptied, Archmagos Cawl departed, for he had many more secret vaults to activate in order to complete the Ultima Founding.Once deployed, the new Primaris Chapters -- such as the Rift Stalkers or the Umbral Knights -- remained after the initial conﬂicts were won, seeking to consolidate the Crusade's gains; in many cases, they did this by establishing their own new Chapter planets.In this way, the Crusade not only freed worlds from the tyranny of the Dark Gods, but also strengthened their defences against further attacks that were sure to come. Finally, Roboute Guilliman could no longer delay responding to the distress signals coming from his Chapter's own home Realm of Ultramar, which was itself once more besieged.All their triumphs were but a sliver of light piercing the ink-black void, their many campaigns unable to reach the vast number of imperilled planets -- yet it was a start. Later it was said that during the darkest hours the Imperium had endured since the Horus Heresy, it was the Indomitus Crusade -- and the reinforcements of the Ultima Founding -- that gave Mankind the hope to persevere.
Ultima Sector - Ultima Sector: The Ultima Sector is a sector of Imperial space located in the Segmentum Ultima in the galactic east. It is the home sector of the Realm of Ultramar, the autonomous stellar domain of the Ultramarines Chapter, which is one of its sub-sectors.
Ultimaris Decree - Ultimaris Decree: The Ultimaris Decree was a proclamation made by Primarch Roboute Guilliman after his resurrection in the Era Indomitus that provided Primaris Space Marine reinforcements for the struggling Deathwatch Chapter.
Ultimaris Decree - History: Resurrected and returned to the Imperium in its hour of greatest need during the Ultramar Campaign of the 13th Black Crusade, Primarch Roboute Guilliman strove to reunite his father's shattered realm after the start of the Era Indomitus. As the lord commander of the Imperium and Imperial Regent, he presided over the Ultima Founding of the Adeptus Astartes, wherein the long-slumbering Primaris Space Marines were awoken by the primarch's ally and their creator Archmagos Dominus Belisarius Cawl and sent to join the war against Chaos.As part of this grand mobilisation, Guilliman seconded entire Chapters' worth of Primaris battle-brothers and deployed them -- along with all their supporting materiel -- to reinforce the hard-pressed Deathwatch as so-called "Fortis Kill-teams" and pull them back from the brink of annihilation. Other types of Primaris kill-teams were soon established as the watch masters of the Deathwatch began to find new ways to use their improved transhuman warriors.When Guilliman first learned of the existence of the Deathwatch after his awakening, he realised two things: the necessity for the Chapter's existence and the wisdom of its creation in the 32nd Millennium, and how thinly stretched its resources were. In some places, the Great Rift had cut watch fortresses off from any support. In others, furious Warp storms drove desperate xenos migrations before them, leaving the Deathwatch embattled against waves of displaced enemies that had nothing left to lose. Foreseeing that Humanity's shield against the alien would soon be sundered without aid, he issued the Ultimaris Decree, so that every newly-founded Primaris Marine-only Space Marine Chapter created during the Ultima Founding would be bound to provide Primaris Marines for the Deathwatch in perpetuity.The Ultimaris Decree also directly reinforced many watch fortresses across the Imperium with Primaris Marines. In total, thousands of the new generation of Space Marines were distributed to the Chapter's watch masters, nearly all of whom accepted the new Space Marines without question, so dire were their circumstances in the Era Indomitus. Soon enough the Primaris Marines' might was proven to their Firstborn brethren, and put to good use.There had long been no single name for the agreement by which Space Marine Chapters pledged their warriors to the Deathwatch, and few possessed identical terms. To the Ultramarines, it is the "Accord Eternus," while the White Scars fulfill what they call the "Kardunn Pact" -- named for the site where the bargain was struck in blood. The Knights of Abhorrence maintain their secret "57th Protocol," while most Ultima Founding Primaris Chapters had their Deathwatch tithe established through the holocryptic sections of the Ultrimaris Decree.However, some Primaris Chapters have since annulled those sections of the decree from applying to them and enacted their own individual alliances with the Deathwatch like many of the Firstborn Chapters.
Ultramar - History: Forged by the brilliant strategic mind of the Primarch Roboute Guilliman and the martial prowess of his XIIIth Legion, the Ultramarines, Ultramar was the jewel of the Imperium's border realms, over five hundred worlds torn from the grip of unspeakable xenos empires and the despots of Old Night.Two standard centuries of disciplined and masterfully planned campaigning since the rediscovery of Roboute Guilliman by the Emperor in 837.M30 had won the Ultramarines Legion an industrial base which rivalled any of the ancient strongholds at the Imperium's core, and this vast industrial complex supported one of the largest armies in the Imperial war machine, providing troops and resources for the hundreds of regiments of the Excertus Imperialis raised across Ultramar, as well as the XIIIth Legion itself, one of the largest of all the Space Marine Legions.
Ultramar - Age of Strife: The world of Macragge is located in the Eastern Fringe of the galaxy. Macragge was a bleak but not inhospitable world, part of a decayed star empire of ages past that Mankind had inhabited for many centuries since the time of the Age of Technology.Its industries had survived the Age of Strife relatively intact, and its people had retained an authoritarian but cohesive society. It had remarkably preserved a number of antiquated, short range, Warp-capable spacecraft which could be utilised for near-stellar transit -- conditions permitting -- and its people had continued to build sub-light spacecraft even during the time of the most intense Warp storms. This had allowed the people of Macragge to maintain contact with several neighbouring Human-settled star systems, despite the Warp storms' fury, and so retain a tenuous link to the rest of Human space and the knowledge that it was not alone in the darkness.