vizn3r/warhammer40k-lore huggingface dataset:
Fellbane - History: Sometime in the late 41st Millennium, Master Zadakiel, the former Company Master of the Dark Angels' 5th Company, led his company to the world of Stern's Remembrance where they discovered the notorious Fallen Angel Attias the Untamed, who then attempted to warn his erstwhile brothers that it was all an elaborate trap, and that they should take their leave.The Dark Angels took Attias into custody and attempted to take their leave, but as they made their way back to their Thunderhawks the trap was sprung, as a massive Drop Pod assault was launched by the Chaos warband known as the Crimson Slaughter while their allied Chaos Cultists surrounded the outnumbered Dark Angels.In the ensuing battle, the Dark Angels reluctantly freed Attias, allowing him to fight by their side in order to survive the Heretic Astartes' onslaught. As Zadakiel was about to board the hovering gunship, the Helbrute Mortis Metalikus appeared. Zadakiel drew the Heavenfall Blade called Fellbane and started to do battle with the beast.Despite his agility, the Helbrute eventually got the upper hand and was about to crush him underfoot when the Thunderhawk appeared, shooting the Helbrute and giving Zadakiel the chance to climb aboard. However, as the Dark Angels Master grabbed the open ramp at the front of the Thunderhawk, the Helbrute snatched at him, dragging Zadakiel down.Seeing he could not escape his fate and that the Helbrute was aiming his Multi-Melta at the Thunderhawk, Zadakiel threw Fellbane into the Thunderhawk and let go, falling to his death.His position as Master of the 5th Company was then passed on to the company's senior-most surviving Astartes, Brother-Sergeant Balthasar.Years later, when Balthsar himself was slain in the period immediately following the opening of the Great Rift and replaced as Master of the 5th Company by Master Lazarus, the first Dark Angel Firstborn Space Marine to cross the Rubicon Primaris and ascend to become a Primaris Marine, Fellbane was passed on to him.
Fellbane - Sources: The Ascension of Balthasar (Audio Book) by Christian DunnDark Vengeance (Novel) by Christian DunnWhite Dwarf 37 (September 2019), "Index Astartes: Dark Angels," pg. 28
Fellblade - Unit Composition: 1 Relic Fellblade Super-Heavy Tank (41st Millennium Only)1 Legion Fellblade Super-Heavy Tank (31st Millennium Only)
Fellblade - Wargear: A Relic Fellblade Super-Heavy Tank is armed and equipped with:Twin-linked Accelerator CannonsTwin-linked Heavy BoltersDemolisher Cannon2 Quad LascannonsSmoke LaunchersMachine Spirit (artificial intelligence)Crushing Tracks - The Fellblade can crush smaller vehicles under its behemoth weight.A Relic Fellblade Super-Heavy Tank may replace its two sets of sponson-mounted Quad Lascannons with the following sponson-mounted weapons:2 Laser Destroyer ArraysA Relic Fellblade Super-Heavy Tank may replace its set of hull-mounted twin-linked Heavy Bolters with the following sponson-mounted weapons:Twin-linked Heavy FlamersA Relic Fellblade Super-Heavy Tank may take one of the following pintle-mounted weapons:Storm BolterHeavy BolterHeavy FlamerMulti-MeltaA Relic Fellblade Super-Heavy Tank's twin-linked Fellblade Accelerator Cannons could be outfitted with the following munitions:HE Shells (High Explosive Shells)AE Shells (Anti-Armour Shells)
Fellblade - Horus Heresy Wargear: During the Great Crusade and Horus Heresy eras the Fellblade Super-Heavy Tanks of the Legiones Astartes featured different weapon loadout options than those still found during the 41st Millennium.A standard Legion Fellblade Super-Heavy Tank is armed and equipped with:Twin-linked Accelerator CannonsTwin-linked Heavy BoltersDemolisher CannonTwo Quad LascannonsSearchlightSmoke LaunchersMachine Spirit (artificial intelligence)Crushing Tracks - The Fellblade can crush smaller vehicles under its behemoth weight.A Legion Fellblade Super-Heavy Tank may replace its two sponson-mounted Quad Lascannons with the following sponson-mounted weapons:2 Laser Destroyer ArraysA Legion Fellblade Super-Heavy Tank may replace its set of hull-mounted twin-linked Heavy Bolters with the following sponson-mounted weapons:Twin-linked Heavy FlamersA Legion Fellblade Super-Heavy Tank may take one of the following pintle-mounted weapons:Twin-linked Bolters (Combi-Bolter)Combi-WeaponHeavy BolterHeavy FlamerMulti-MeltaHavoc Missile LauncherA Legion Fellblade Super-Heavy Tank's twin-linked Fellblade Accelerator Cannons could be outfitted with the following munitions:HE Shells (High Explosive Shells)AE Shells (Anti-Armour Shells)Legion Fellblade Super-Heavy Tanks may also have a variety of vehicle equipment such as:Hunter-Killer Missile LauncherArmoured Ceramite PlatingLegion Fellblade Super-Heavy Tanks may also be upgraded to a:Super-Heavy Command TankLegion Fellblade Super-Heavy Tanks may also be upgraded with:Space Marine Legion Crew - Replaces the vehicle's human crew with Legiones Astartes Space Marines.
Fellblade - Variants: Glaive Super-Heavy Special Weapons Tank - Armed with a Volkite Carronade this super-heavy variant of the Fellblade was designed to battle foul xenos and light vehicles with overwhelming firepower. Although all original Space Marine Legions were issued limited numbers of this tank, only the Dark Angels and Salamanders Chapters are still able to field these engines of war, the former due to seniority and honour as former 1st Legion and the latter due to their skilled artificers that are still able to maintain and replicate the arcane technology. It is not known whether any other loyalist Chapters or Chaos Space Marine warbands are still able to field these ancient relics in the 41st Millennium.
Fellblade - Decimator: After the end of the Horus Heresy, the Traitor Legions fled into the Eye of Terror, taking most of their vehicles and weapons with them. After thousands of years of Warp exposure, many of the Fellblades taken into the Eye of Terror are now warped, twisted, and tainted by the foul powers of the Warp and touched by the "blessings" of the Chaos Gods, such as the Plaguereaper of Nurgle.The forces of Chaos still make use of Fellblades and Falchions that are blessed by Chaos Undivided in the 41st Millennium, though these vehicles are now designated as "Decimator" super-heavy tanks by the Imperium.
Fellblade - Known Fellblades: Akhyls Astra - A known Iron Hands Legion Fellblade, Akhyls Astra, was part of the 1st Order of Clan Ungavarr. It was lost during the Drop Site Massacre on Istvaan V, its ultimate fate unknown. It is believed to have been taken as a prize by the Sons of Horus.Crakatavas - Crakatavas was a known Fellblade of the traitorous Death Guard Legion. This particular Fellblade took part in numerous armoured thrusts during the Drop Site Massacre on Istvaan V.Khatek - Khatek was a Fellblade that belonged to the Sons of Horus Legion during the Great Crusade and the Horus Heresy and fought during the Istvaan III Atrocity.The Imperial Reaper - The Imperial Reaper was a Fellblade that belonged to the Death Guard Legion during the Great Crusade and the Horus Heresy and fought during the Istvaan III Atrocity.Mori Drakka - Mori Drakka is a relic Fellblade of the Charnel Guard Chapter. This little known fleet-based Chapter, whose chronicle threads through many dark passages of the Imperium's history, is believed by some sources to date from the Third Founding. Evidence for this can be seen in the number of ancient war relics it is known to possess, such as this dread engine and at least two other super-heavy tanks of similar provenance. This vehicle was last seen during the Messallas Purgation Campaign in the 38th Millennium.
Fellblade - Adeptus Mechanicus Technical Specifications: FellbladeVehicle Name:FellbladeMain Armament:1 turret-mounted Dual Munition Accelerator Cannon, 1 Hull-Mounted Demolisher CannonForge World of Origin:Mars/TigrusSecondary Armament:2 sets of sponson-mounted Quad-Lascannons, 1 Hull-Mounted twin-linked Heavy BolterKnown Patterns:I-VITraverse:360 degrees, -5/+30 degreesCrew:Commander, Driver & 2 GunnersElevation:UnknownPowerplant:Uncodified Atomantic plasma hybrid-reactorMain Ammunition:42 roundsWeight:302 tonnesSecondary Ammunition:28 rounds/Unlimited feed cellLength:12.5 metresArmour:Width:8.2 metres with sponsonsHeight:5.8 metresSuperstructure:130 mmTurret:120 metresGround Clearance:1.5 metresHull:120 mmMax Speed On-Road:32 kphTurret:120 mmMax Speed Off-Road:20 kphGun Mantlet:120 mmTransport Capacity:UnknownFiring Ports:N/AAccess Points:N/AVehicle Designation:UndesignatedAddendum:Less than 100 examples are known to have been constructed in the last 500 years.
Fellblade - Sources: Imperial Armour Index: Forces of the Adeptus Astartes (8th Edition), pg. 20Imperial Armour Volume Two, Second Edition - War Machines of the Adeptus Astartes, pp. 102-107The Horus Heresy - Book One: Betrayal (Forge World Series) by Alan Bligh, pp. 54-55, 224The Horus Heresy Book Two: Massacre (Forge World Series) by Alan Bligh, pp. 32-33, 50-51, 70, 82-83, 177, 205The Horus Heresy - Book Four: Conquest (Forge World Series) by Alan Bligh, pp. 146, 196, 199-200The Horus Heresy: Legiones Astartes - Age of Darkness Army List, pg. 86The Horus Heresy: Collected Visions (Background Book), pp. 79, 94White Dwarf 120 (UK), pp. 8-13Know No Fear (Novel) by Dan Abnett, p. 144Epic Armageddon Black Legion Army List, pg. 16Forge World - Space Marine Legion FellbladeForge World - Legion Glaive
Fenksworld - Fenksworld: Fenksworld is a small, grimy Imperial Hive World located to galactic coreward in the Josian Reaches sub-sector of the Calixis Sector. Fenksworld serves as a substation service depot of the Imperial Navy's Battlefleet Calixis. It is suggested that many cults and other "secret parties" test their influence on the Fenksworld population, using it as a manageable test bed before moving on to dominant worlds like Scintilla and Malfi.Chaos Cults and cult activity certainly fester here. Fenksworld's most notable feature is its Library of Knowing, one of the Calixis Sector's most comprehensive sources of data outside the Prol System. The Library of Knowing’s most significant attribute is that it is run under the administration of the Planetary Governor and exists outside general Imperial jurisdiction.The Calixian Conclave of the Inquisition has made several (subtle) attempts to close the Fenksworld library down, due to its esoteric contents. The library remains a "family run" enterprise, overseen by the Planetary Governor's family, the mercurial noble House Vaahkon.
Fenksworld - The Library of Knowing: The Library of Knowing is one of the greatest repositories of record, scholarship, and wisdom in the Calixis Sector. A vast assemblage of works acquired by Lord Militant Golgenna Angevin's coterie of scholars, scribes, and advisers during the Angevin Crusade and from his private collections, the Library of Knowing is an enduring relic of the foundation of the sector. It was one of the liberator's dying indulgences that gave the Library of Knowing its unique status that has seen it remain to this day under the authority and care of House Vaahkon, the ruling house of Fenksworld.Angevin's ink-stained minions assembled a wondrous collection of tomes, data-cores, and art from across the Imperium, including illuminated works from distant Terra, loose parchments by forgotten authors, and curled scrolls of ancient lore plundered from vaults and Renegade worlds.It is this collection that forms the core of works held in the Library, though a great deal more has been added over the centuries by House Vaahkon and by numerous private donors, state seizures, and bequests. It is open to any who can bribe, intrigue, or inherit his way onto its exclusive list of readers.The library building itself is a vast vertical drum of worn metal that juts from the spires of Nova Castillia. Its internal spaces are divided by pillars and walls of stone, and its open galleries crossed by gantries and walkways of tarnished brass. Some within the Inquisition are certain that the Library holds proscribed works in its secret stacks despite repeated searches that have turned up nothing of overly heretical note.This supposition is made all the more likely as it is the known birthplace of the tainted Ateanist philosophy. Curiously, the library has remained largely untouched in the face of Inquisitorial disapproval in spite of its dubious association with this proscribed, daemon-influenced tradition, leading many to believe the library has powerful patrons beyond just the mercurial House Vaahkon. Perhaps there is even someone within the Holy Ordos itself.
Fenksworld - Departmento Cartographicae Planetary Database: Galactic Position: 1056/45/CS/H.Population: 22 billionGeography: Extremely cold nights, extremely hot days at the polar caps and temperate climate at the equator. Fenksworld possesses four mountainous and rocky continents separated by polluted seas and oceans. On the southern polar continent lies Magnagorsk Hive, at the northern polar cap is Nova Castilla, on the western continent is Volg Hive, the capital city of the world, and on the eastern continent lies the ruins of Hive Akelia, which collapsed solar decades ago. Fenksworld has no moons but there is a major network of orbital docks located in geostationary orbit above Nova Castilla to service the vessels of the Imperial Navy's Battlefleet Calixis.Government Type: Imperial Adeptus TerraPlanetary Governor: Josian Reach Sub-sector Governor Pas PalaciusAdept Presence: Adeptus Terra, Adeptus Administratum, Adeptus Ministorum, Adeptus Astra Telepathica (Astropathic Choir at Nova Castilla), Adeptus Arbites (high Arbitrator to civilian ratio).Military: Volg Volunteers (local Planetary Defence Forces; medium quality force, based at Volg Hive), numerous Volg Regiments (1-414th; medium/high quality force, based at Volg Hive), Castillian Finest (local Planetary Defence Forces; high quality force, based at Nova Castilla).Trade: Main source of manpower and labour in the sector's Josian Reach. Abundant with various underground factories and refineries dedicated to everything from ore processing to water purifying.Contact with Other Worlds: Stable Warp routes link Fenksworld to Acreage and Zillman's Domain.Tithe Grade: Exactus Extremis.
Fennias Maxim - Fennias Maxim: Fennias Maxim is a Techmarine and the Master of the Forge for the Ultramarines Chapter. He is responsible for overseeing the actions of the Chapter's other Techmarines and ensuring that the Chapter Armoury is able to maintain and repair the Ultramarines' stocks of wargear, aircraft and vehicles.
Fenright Tithe Wars - Fenright Tithe Wars: The Fenright Tithe Wars was the name later given to an Imperial Crusade launched against the long burning civil wars that had riven the neighbouring Cal-Sek, Nepthis and Sadusyne Sectors. In their baptism of blood as a fully active Chapter, the Fire Angels Space Marines committed their full strength to the Third Imperial Interdiction force under the command of Lord Militant Helstrom in 760.M39.The Fire Angels were deployed to the Heretic world of Jhoppa to break the deadlock between the Astra Militarum forces on that vital industrial planet and the massed ranks of the rebel "juggernaut" companies; the Heretics being supplied with large quantities of battle tanks and field artillery from Jhoppa's massive defence armouries.The Fire Angels tipped the balance in a savage three-year-long campaign, matching their swift-moving Predators and Razorbacks against the rebel-crewed Leman Russ and Malcador tanks in open battle on Jhoppa's ash-plains, while their Tactical and Sternguard Squads wreaked untold havoc in close-quarter fighting in the tangles and treacherous terrain of the planet's extensive shatter zones.Through a string of victories, the Fire Angels were instrumental in turning the tide of the war for Jhoppa and brought a world back into the Imperial fold that had lain in the hands of the Apostate for more than three Terran centuries. The Fire Angels remained active throughout the latter part of the Tithe Wars through 411.M40, and gained noteworthy victories contesting the Ork incursions into the Vorsk Sub-sector where they held out against a Speed Freek horde on Lambast's End, and struck deep into enemy-held territory to relieve the besieged Ecclesiarchy Shrine World of Lament.It was this last action, fought against the nightmarishly powerful psyker-cult forces of the Seven Daughters of Oblivion and their mind-slaved followers, for which the Chapter was awarded the high honour of the Order of the Martyr's Heart by the Holy Synod of Gathalamor.
Fenris - Fenris: Fenris is the Death World in the Segmentum Obscurus that is the homeworld and recruiting ground for the Vlka Fenryka, the Space Wolves Space Marines Chapter. It was also the homeworld of the Space Wolves' Primarch Leman Russ. Fenris is the location of The Fang, the Space Wolves' massive fortress-monastery, considered by many Imperial savants the greatest bastion of the Imperium of Man outside of the Imperial Palace on Terra itself.Fenris takes its name from the mythical Norse wolf fathered by the god of tricksters, Loki, that would assault the Norse gods during the Final Battle of Ragnarok. Most of the names of locations on Fenris are also drawn from the Norse mythology and languages of Old Earth. Its single moon is called Valdrmani, the "Wolf's Moon."Fenris is situated in the galactic south of the Segmentum Obscurus, at the end of the Warp rift known as the Eye of Terror, from which come the Forces of Chaos to raid and pillage. Fenris thus lies at the forefront of the Imperium's defence against Chaos.The Space Wolves maintain the vigil that began many millennia ago at the close of the Horus Heresy and watch over a hundred other nearby worlds besides. Their demesne stretches far and wide across the scattered stars that girdle the Fenris System, but it is the bitterly cold Death World at its heart that the Space Wolves proudly call home.
Fenris - Asaheim and The Fang: Native Fenrisians are used to the pattern of destruction that engulfs their planet every Great Year and have learned to love the endless mutability of their lands with a fierce warrior pride. Only on the northern polar continent of Asaheim are the human populations of Fenris protected from the extreme climate. Here there are many unique creatures not able to live elsewhere on the world.These include massive ice bears, gigantic elk and shaggy mastodons as well as stranger creatures such as the snow trolls, shape-changing dopplegangrels and the great white wyrms that burrow through the glaciers and fjords. The deadliest creatures are the native semi-sentient Fenrisian Wolves themselves, for their wits are as sharp as their teeth and the largest of their number is the equal of any of the great predators that slither and stalk through the icy Fenrisian wastes.Yet Asaheim is remote, surrounded by towering cliffs that rise thousands of feet into the air above the seas and separate it from the oceans. Its fabled land mass provides no refuge for those that live beyond its rocky confines. To a Fenrisian tribesman, it is truly the land of the gods.The Space Wolves' fortress-monastery, known widely across the Imperium as The Fang and the Aett by its inhabitants, is a massive citadel built atop the tallest mountain of Asaheim. This mountain is known by many names, including the Shoulder of the Allfather, and volda hammarki, the World Spine. The Fang is the home base of the Space Wolves and extends into the surrounding mountain range as well as into orbit, drawing energy from the geothermic source of the planet's molten core.The complex includes huge, ground-based anti-ship orbital defence laser weapons concealed as nearby peaks, docks at the summit for the Space Wolves' Battle Barges and Strike Cruisers, numerous shrines to the Emperor in the guise of the Allfather along the lower slopes, and massive fusion and geothermal reactors deep underground.Outside of Terra itself, The Fang is considered one of the most impregnable fortresses in the galaxy, constructed by the Mechanicum during the Great Crusade for the Space Wolves on the order of the Emperor using technology that has long since been lost. It has never been conquered, although the Thousand Sons Traitor Legion, the Space Wolves' most hated foes, did manage to briefly occupy the outer slopes of The Fang after luring the bulk of the Space Wolves' forces away from Fenris during the First Battle for The Fang in the 32nd Millennium.
Fenris - Peaks of the Asaheim Mountains: The great mountain chain known as Asaheim by the tribesemen of Fenris is crowned by seven great peaks. The largest and greatest of these is The Fang, whose uppermost peak breaks free of Fenris' atmosphere. The other six peaks ring Fenris on all sides and are familiar hunting grounds and landmarks for the Space Wolves:Ammagrimgul - The northernmost of Asaheim's great peaks.Broddja - Situated to the southwest of Ammagrimgul.Krakgard - The peak of Krakgard was planed off by the early Space Wolves to serve as a site for funeral ceremonies, where the bodies of fallen Space Wolves can either be interred or burned, as the case might be. Krakgard stands to the southwest of Broddja.Friemiaki - Located to the northeast of The Fang.The Aett (The Fang) - Situated roughly towards the centre of the peaks of Asaheim, The Fang is undoubtedly the greatest of them and home to the Space Wolves themselves.Tror - Tror lies to the southeast of The Fang.Asfryk - Asfryk stands almost directly south and slightly west of The Fang.Allfather Peak - One of the most legendary peaks of the Asaheim mountain range is Allfather Peak. It is believed by some in the Chapter that the cryo-pod of the infant Leman Russ crashed into the mountain and buried itself deep beneath the peak within a system of hidden caverns. Chapter legend holds that the Glimmerfrost Crystals first began to grow in the caves beneath Allfather Peak after the Emperor was reunited with the Wolf King, a physical manifestation of the Allfather's might and power and an eternal gift to the Chapter that makes the manufacture of its Helfrost Weapons possible.
Fenris - The Fire Breather: This mighty volcano is surrounded by a handful of hardy and stubborn Fenrisian tribes who risk the fickle wrath of the mountain. Without warning, the Fire Breather will spew forth massive clouds of dense, toxic fumes that can wipe out entire tribes in a matter of solar minutes or the volcano will suddenly and unexpectedly erupt, blanketing the surrounding area in rivers of molten lava and clouds of pyroclastic ash.Only the extremely brave or very foolish would dare to live in the shadow of this dread mountain, yet there are those who carve out a living on the slopes of the volcano. The tribes surrounding the Fire Breather practice the ritual tattooing of their warriors' flesh to mark deeds of great import, bravery or skill. Wolf Lord Sven Bloodhowl was recruited from amongst the Fire Breather's tribes and has brought some of his old tribal traditions, including the ritual marking of the skin and armour, into the Chapter.
Fenris - Thunder Mountain: An ancient site honoured by the Thunderfist tribe from which Ragnar Blackmane was recruited. Sited on a relatively stable spur of rock, this towering peak was mounted with a ring of great rune stones, some of which appeared truly ancient, the stone worn by the ages and marked by dirt and moss. How long this ritual site stood, or whether it still stands, is unknown.
Fenris - Valley of the Burning Stones: This strange and hostile valley was once home to a deviant mountain tribe entirely composed of rogue psykers known as the Vulture Clan. Discovering this den of evil, the Wolf Priests of the Chapter descended in strength and exterminated the clan nearly to the last, gathering up and burning the bodies to leave no trace that they had ever existed. The only ones spared were five boys young enough to potentially become Aspirants to the Chapter.Despite their deviant heritage, psykers are nevertheless rare and priceless assets to the Chapter. These five were tested, of which three were found to be too far corrupted and were left in the wastes to die of exposure. The fourth died during his proving, but one survived and was ultimately recruited into the Chapter. This sole survivor of the Vulture Clan would come to be known as Rune Priest Ulli Iceclaw, a specialist assigned to the Blackmanes Great Company during the Battle of Alaric Prime.The Valley of the Burning Stones was an ominous place at the best of times, a deep rift in the mountains of Asaheim where the light of the sun only reached for a single solar hour each day. The far end of the valley was marked by massive peaks of blackened rock and guarded by cairns and watchtowers, the hills scattered with the skulls of the Vulture Clan's enemies.The clan itself had sheltered in huts made of whale bone and sheathed in the flayed hides of their enemies. The valley earned its name from the ritual sacrifices made by the Vulture Clan. Sacrificial victims would be chained to the rocks above the settlement and ritually burned as offerings to pagan gods -- the Ruinous Powers of Chaos.
Fenris - The Cavern Cities: The first settlers to arrive on Fenris before the Age of Strife found the surface too inhospitable to properly colonise. Instead the colony ships were salvaged and the colonists built expansive cave cities deep beneath the Asaheim polar continental mountain range. For many Terran years the settlers sheltered beneath the rock, kept safe as the realm of Mankind was sundered in the Age of Catastrophe that was Old Night. Though these cities were safe from the predators and harsh elements of Fenris, they were ultimately abandoned.Only contradictory legends and rumours now remain to explain why these great shelters were forsaken in favour of living on the unstable surface. Some legends tell that some malevolent force was present in the rock that led to mutation and Chaos worship, while other stories tell of the unleashing of ancient and forbidden weaponry that made the cities unsafe to inhabit.Ultimately, Leman Russ forbade any Fenrisians from establishing permanent dwellings within the great cave systems or the ruins of these massive subterranean cities. Unfortunately, there will always be those who defy such edicts, for whom the appeal of the forbidden outweighs the danger.Those who have defied the orders of Russ and chosen to dwell in the caves have over time devolved into foul creatures known as "Nightgangers," horrible monsters with misshapen limbs, pale and diseased skin and massive milky orbs for eyes. Any Fenrisian tribesman with any sense avoids the cave systems of the Asaheim range lest they be dragged into the dark by twisted claws and devoured by the tainted mutants of the deeps.
Fenris - The Temple of Tzeentch: For centuries, maybe even millennia, a dread temple devoted to the worship of Tzeentch had been hidden beneath the mountains of Fenris, deep beneath the surface of the world in the depths of one of the ancient cave cities built by the first human settlers of the world. The devolved and mutated denizens of this horrible place, the Nightgangers, had over many Terran years built an enormous temple and devoted themselves to the worship of Chaos in the aspect of the Lord of Change.That such a place could have existed for so long in the very shadow of The Fang was a truly horrific discovery for the Space Wolves when a Pack of newly-inducted Blood Claws that included the young Ragnar Blackmane stumbled upon the temple. So dire was this discovery that the Chapter's commanders chose to awaken the greatest of the Ancients, the Venerable Dreadnought Bjorn the Fell-Handed, to lead the response force to the caverns and destroy the temple.Ultimately, the corrupt temple was destroyed and the forces of the Thousand Sons driven from the place, but whether any more such sites exist beneath other great caverns is uncertain and the Chapter must remain ever vigilant lest other such sites of insidious worship be revealed.
Fenris - Tombs of Ancient Kings: Scattered across Fenris are the remnants of ancient tombs, barrows and cairns where the ancient lords of Fenris are buried. Kings, queens, princes and nobles of the tribes were interred in ancient times in stone crypts marked with runes retelling the history and deed of the individuals contained within. It is from these crypts that the Fenrisian tribesmen take their language and the Sky Warriors the runic script central to the practices of the Rune Priests.
Fenris - Sky Warrior Training Camps: Located in the lowlands of the mountainous polar Asaheim continent are a series of remote training camps where potential Aspirants to the Chapter undergo a series of intensive trials to prove themselves worthy to join the Chapter. Russvik, Grimnir, Valksberg, and other sites like them, are where the young tribesmen chosen by the Wolf Priests are brought to begin their training.For solar months the Aspirants endure extreme hardships and training that tests them to their very limits, both mentally and physically. The young tribesmen are forced to put aside the greatest differences of their old tribal identities and learn to work and fight together in groups that will in time become the Packs with which they will most likely serve for the rest of their lives.Should an Aspirant survive this training he will be taken to The Fang to face the Trials of Morkai. Should he pass those, he will then begin the gene-seed implantation process and go through the Blooding that will transform him from a scrawny youth dragged from the ice into a transhuman killing machine of the Adeptus Astartes.
Fenris - The Worldsea: Most of the creatures of Fenris live within the planet's single global ocean, called the "Worldsea" by the Fenrisians, and it is on that vast, grey ocean that the Fenrisians must live and fight if they are to survive. It is not an easy life at the best of times. Many deadly creatures inhabit the Worldsea, ancient and scaly reptilian behemoths that are as large as small islands and can swallow a Fenrisian longship in a single gulp. Others are long and serpentine, with boiling acidic blood and scales that glint like pearls in the sun.These sea monsters will sometimes pluck a sailor from the deck of a ship and drag him down to his death in the deep, cold waters. Still others are too uncertain in form to describe, as they are many-tentacled monstrosities with razored beaks and cold black eyes that hide in the depths until they rise to the surface to feed. It is against these creatures that the warriors of Fenris match themselves and those that emerge triumphant live forever in the oral legends of their tribe.To survive on such a world, the Fenrisians must be warriors from the time of their birth to the day of their deaths. This is why the child-gift for both boys and girls is always the axe, and why those children that are not able to grasp it are cast outside to die quickly in the freezing seas. Their survival, and the survival of their fellows, depends upon their wits and determination as much as their skill with sword and spear and axe.Because their world is almost entirely covered in water, Fenrisians must be masters of the waves, able to fight, navigate and endure through ice storms and tropical squalls. For a large part of each Fenrisian Great Year the tribes endure a savage seaborn existence which often ends in a watery death or in battle against the monstrous creatures of the deep. The competition for food is great and tribes are often drawn into conflict over the planet's precious resources.
Fenris - The Sea of Storms: In Fenrisian culture most regions of the universe are known as seas. The land of the living is the Sea of Storms, which also serves as the name for the great expanse of oceans that bounds the entire world of Fenris, save only for the sole permanent continent of Asaheim. The void is known as the Sea of Stars while the Warp is often referred to as the Sea of Souls. Most Fenrisians live amongst the Sea of Storms, living their lives on the ice floes, volcanic islands, or aboard great longships.
Fenris - Isle of the Iron Masters: Home to the only tribe of Fenrisian natives whose technological capacity stands comparable to the ancient Terran Iron Age, the inhabitants of the Isle of the Iron Masters are also unique among Fenrisians in that they do not sail the seas, they do not hunt or raid, for conquest is not in their nature. As laid down in the Ancient Pact of Leman Russ, the Iron Masters are the sole source of metalwork to the Fenrisian natives.Every season vast fleets of dragonships will risk the torturous and nearly suicidal voyage to the Isle of the Iron Masters on the slopes of Fire Mountain and in sight of the great cliffs of Asaheim. Once they arrive in the Iron Masters' harbour, they are met by belching metal ships powered by steam engines and armed with crude but functional weaponry. Though crude in the extreme compared to even the most humble of Imperial STC-derived technology, these steamships and weapons are nevertheless more than powerful enough to deter even the most hot-headed Fenrisian raider from trying to steal the hordes of the Iron Masters without paying.Just as surprising to those Fenrisians who have never laid eyes on the isle before is the nature of the Iron Masters' settlement, dressed stone caked in layers of soot and moss built up over many standard centuries and laid out in dense rows of habitats and forges. To the natives of Fenris' volcanic islands, the mere concept of such permanent structures built on one of the world's turbulent islands is horrifying, for a quake could send the ancient structures tumbling down on the inhabitants at any moment.What the islanders do not initially realise is that the isle of the Iron Masters has been stable for many standard centuries and will be for many more, its people untroubled by the frequent earthquakes, floods and catastrophes commonly suffered by the sea-faring islanders.Once the dragonships dock at the stone quays, the wide-eyed tribesmen trade furs, salted meats and other goods for precious iron axe and spear blades, far superior weapons to the stone and bone the Fenrisian tribes are otherwise forced to use. Occasionally, young Aspirants like Arjac Rockfist will train with the Iron Makers or the Forge Thralls of the Chapter who work in the Iron Hills, in the shadow of The Fang. To facilitate communication with the Chapter an ancient Vox-relay hub stands at the top of the Iron Masters' harbour settlement.
Fenris - The Kraken's Spur: This rare island is home to one of the few sites of permanent ruins on the surface of Fenris. When under the surface of the waves, the site serves as a great graveyard for the deadly kraken that stalk the oceans of Fenris. The largest kraken can grow to a length of many kilometres long and possess fangs ranging in size from a knife or spear blade to a sword in length.From time to time, this great spur of rock will rise to the surface, pushed above the waves by the grinding tectonic movements of Fenris during the Season of Fire. The rise of the Kraken Spur is a once in a lifetime opportunity for the island tribes. Scattered across the spur are the bones of countless kraken, deposited over thousands of standard years beneath the waves. The bones and fangs of these kraken remains can be used to craft priceless weapons and tools, ship hulls that are lighter and far sturdier than any others and weapons that are sharper and harder than the crude bone and iron blades typical to the island tribes.If that were not enough to make the Kraken's Spur a prize of inordinate value to the island tribes, the spur is also the site of an ancient stone ruin known as the Temple of Morkai. Who built this temple, when they built it, or why, are mysterious to the Fenrisians and even to the Space Wolves. What is important to the tribes is that the ruins are home to vast treasures left behind in ages past.
Fenris - The Shark's Reach Fjords: This region of Fenris is home to a number of tribes who make a living around the hostile shallow waters and river crossings. These tribes are known for their fierce pride and deeply ingrained sense of honour. No tribesmen of the fjords will do to a brother what they will not do to themselves and any loss or injury they cause to another they inflict on themselves in return. This self-destructive sense of honour is compounded by a fierce pride and need to respond to any perceived slight. This makes the tribesmen of the fjords fierce warriors, but their pride is all too often their own undoing.
Fenris - Flora: Fenris has little natural flora, being a world defined by immensely frigid winters and volcanically destructive summers.
Fenris - Notable Beasts of Fenris: While the wolves of Fenrisian myths hold an important place in the beliefs of the tribes and the Chapter, the Death World of Fenris is also home to many other dread creatures, many of which have accrued legends and myths of their own:Iron-Scale Kraken - This mighty beast was said to have been amongst the greatest and deadliest of its kind. Too tough to slay on the open ocean, it is said that Russ dragged the creature out of the oceans and onto dry land where he could more easily slay it.The Beast of the Black Fjord - A terrifying monster inhabiting a dark river of Fenris, this dread beast is said to have been lured out of its lair by Hef Shattertusk.The Thunderwolf Fellclaw - This mighty predator once terrorised the lowlands of the continent of Asaheim, leading the Great Wolf Logan Grimnar to personally hunt down and slay the beast. After a brutal fight, Grimnar slew Fellclaw but was then forced to take shelter in a nearby cave because of an approaching blizzard. Within, Grimnar discovered a pair of cubs that must have belonged to Fellclaw. Rather than leave them, Grimnar adopted the pups and raised them as his own battle companions. Now the teeth of Fellclaw serve as a mighty token of Grimnar's faith spread amongst his company while the wolf's pelt adorns his back and its skull sits over his shoulders.The Ice Wyrm Witherwing - One of the most dreaded of the great drakes inhabiting the highest peaks of the Asaheim range, the beast known as Witherwing was finally hunted down and slain after some effort, its talons crushed down and worked into an enamel that would coat the Frost Axe dubbed Wyrmclaw.The Ice Troll King - The greatest of the ice trolls that threatened the Tide Hounds tribe. This mighty beast was slain by Wolf Lord Harald Deathwolf and now its hide adorns his back as a cloak.Kjarg King of Wolfkind - The legendary king of the Fenrisian Wolves, legends hold that Kjarg bears a coat as black as night and stands as large as a mountain.The Dopplegangrel - Lukas the Trickster is the only individual in the Space Wolves' history who has managed to track and slay one of the legendary chameleonic dopplegangrels of Fenris. Lukas wears the pelt as a trophy and uses its innate abilities to assist him in battle, and probably any mischief he undertakes.
Fenris - Native Fenrisians: It is said Fenris breeds cold souls. As a Death World Fenris is considered by most within the Imperium as a veritable hell. Virtually every living thing on the planet is a predator or capable of fighting predators in its own right, and so nothing weak survives on Fenris for long. The few invaders to have set foot on Fenris have learned the hard way that there are more ways to die on Fenris than can easily be counted.As such, the people of Fenris live short, brutal lives where survival is a constant struggle. The majority of Fenris' population live a largely nomadic existence on the many hundreds of islands dotting the Worldsea. During the Season of Fire most islands sink beneath the waves even as new ones rise up, forcing the tribes to remain almost constantly on the move, taking to the waves each Great Year to find a new place to live. Inevitably the tribes engage in warfare over the ever-limited number of habitable islands and much coveted resources.A smaller portion of the native population lives in the lowlands of the Asaheim continent, the only permanent landmass on the planet. Most island tribesmen view the lowlanders as soft, but this is far from the truth. The many predators native to Asaheim ensure that life in the lowlands is in many ways just as dangerous. Though their numbers are fewer, the lowlanders are still chosen by the Space Wolves Wolf Priests from time to time to become Aspirants to the Chapter.A very small portion of the populace lives on the isles of the Iron Masters beneath the Fire Mountain. Alone amongst the natives of Fenris, the Iron Masters possess crude technologies, metal steamships, stone buildings and furnaces of molten metal. As part of an Ancient Pact with Leman Russ, the Iron Masters remain secluded amongst themselves, trading only occasionally with those islanders brave enough to make the journey to their islands. Food, furs and other materials are traded to the Iron Masters in exchange for crude iron tools and weapons much valued by the islanders. Virtually the only stable landmasses in the great oceans of Fenris, the isles of the Iron Masters house a small Vox-based communications post to contact the Space Wolves.
Fenris - Fenrisian Tribes: Of the resources available on Fenris, the most valuable is the land itself. No man knows how much the land will change with the turning of the Great Year. Sometimes old islands survive the changing seasons and good fortune may preserve a tribe's territory intact for many Great Years, but it is more likely that the archipelagos will be broken and destroyed, submerged beneath the oceans by the vast upheavals of Fenris' crust.When this happens there will be vicious wars between the tribes and only those who succeed in finding new land and establishing themselves on it will survive. Once the Season of Fire has passed, the Fenrisians must settle the newly formed lands quickly, for soon their supplies will run out. If they can find no new land, they must resume their wars for the territories of other tribes.So it is that the life of a Fenrisian is one of constant seaborne migration and warfare. The people of Fenris speak their own distinct dialect of Low Gothic called Juvjk which is very similar to the ancient Scandinavian languages of Terra and represents the culture of the world's original colonists.
Fenris - Glacier Nomads: Making their living on a chain of glaciers stretching across Fenris' oceans, the glacier nomads live a humble existence ever fraught with danger. Because of this, the glacier tribesmen are known to possess superior senses to any of the other tribes of Fenris. Even once recruited into the Space Wolves, Battle-Brothers drawn from the glacier nomads possess far sharper senses than even the heightened hearing and smell of their comrades.Because of these skills, most warriors drawn from the glacier tribes invariably become members of Wolf Scout Packs, the better to utilise their heightened skills to the benefit of the Chapter. One of the more well-known glaciers is the Gautreksland glacier, a stretch of ice from which Brother Starkad was recruited to the Chapter.
Fenris - Island Tribes: Perhaps the most numerous of the many tribes of Fenris are the seafaring islanders. The great oceans of Fenris cover most of the planet's surface and are dotted with thousands of volcanic islands which rise and fall with the changing of the seasons. Most of these islands do not last more than a few seasons before they are reclaimed by the churning seas and even when they do stand, the islands suffer frequent and violent earthquakes and floods.As a result, the Fenrisian islanders rarely build structures of any permanence. Most of their dwellings are crude bone huts covered in cured animal hide. Dragonships are crafted from the ribs and bones of Fenrisian sea beasts or occasionally from the sparse woodlands that occasionally grow on the longer-lasting islands. Cured hide is stretched across the skeletal structure of these ships to form a watertight outer skin. Though humble, the islanders' dragonships are light, fast, and easy to build, allowing even the humblest of tribes to field them in their dozens.Though extremely dangerous, the island tribes make a living from hunting the great beasts of Fenris' seas, creatures that often greatly outweigh and outsize the largest of the dragonships. Yet to slay even one such beast is a rich bounty indeed, providing skin, scales, fat, meat and bones that can last a tribe for solar months. The hide is cured and turned into clothes, ship hulls and shelters, while the meat is salted and preserved. Such hunts are necessary practice, for with the turn of every season comes the chance that a tribe's home island will be torn asunder and sink beneath the wave, sending the entire tribe out onto the seas in a mass exodus.The tribe must find a new home if they are to survive, for no matter how skilled the sailors, no tribe can survive on the seas alone for any length of time. Yet any new land is likely to be already inhabited or at the very least will be claimed by multiple tribes who will have to fight for dominance and ownership.It is during these clashes between tribes that the Wolf Priests will watch most attentively, ever ready to swoop in and lay claim to the most skilled or promising of the combatants, whether standing or fallen. Among the better known of the present era's Island Tribes are the Thunderfist, Grimskull, Iron Blood, Tide Hounds, Sea Devil and Ice Fang tribes, while one of the better known tribes during the Horus Heresy era was the Ascommani. Whether the Ascommani tribe still exists in one form or another is unknown.
Fenris - Mountain Tribes: A small number of Fenrisian tribesmen make their homes in the lower slopes of the Asaheim mountain ranges and across lowland regions bordering the seas of Fenris. The many hostile beasts that make the Asaheim ranges their homes make these tribes and their settlements few in number by necessity and attrition. It is all too common for a band of ice trolls or a rampaging herd of saenyeti to wipe a tribe from existence.Though many islanders look down on what they see as weaker tribes living in relative ease, the life of the mountain tribes is no less fraught with danger and though fewer in number, members of the mountain tribes are occasionally taken by the Sky Warriors and brought to The Fang to become Aspirants to the Space Wolves.
Fenris - Culture of Fenris: The culture of Fenris is considered crude, brutal and barbaric by many within the Imperium. Yet for all its savagery, the people of Fenris are loyal and fierce, the perfect recruits for a Space Marine Chapter. Their culture has influenced every aspect of the Space Wolves' organisation and belief since the Founding of the Space Wolves Legion during the Great Crusade.The basic social structure of Fenris is the tribe, which is led by a Jarl. The warriors of each tribe are known as Wolfbrothers or Shieldbrothers. The history of each tribe is recorded in oral songs and poems by a Skjald. Every male of a tribe is taught to fight, to hunt for food and supplies, and to defend the tribe against its enemies. The women are no less fierce and hardy, as Fenris suffers no weakness. In the spring, various tribes meet at gatherings known as moots to trade and exchange stories and news. Technology is crude, iron weapons and tools are rare and highly valuable. The island tribes rely on their vessels of bone and hide known as dragonships, and every settlement, no matter how small, will feature a longhouse or hall where the Jarl holds court.To the natives of Fenris, the Emperor is known as the Allfather, the father of Russ and protector of mankind. Runic totems and talismans ward away the evil spirits of Ghorghe, Sla Nahesh and Horus. The peaks of Asaheim are known as the Wall of the Gods and the Space Wolves are myths and legends known as the Sky Warriors who appear amongst the tribes to take the honoured slain.
Fenris - Fenrisian Numbers: Onn - One.Twa - Two.Tra - Three.For - Four.Fyf - Five.Sesc - Six.Sepp - Seven.For-twa - Eight.Tra-tra - Nine.Dekk - Ten.Elleve - Eleven.Tolv – Twelve.Dekk-Tra - Thirteen.