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Chaos Space Marines are genetically augmented transhumans who seek only to conquer, slaughter, and despoil. Clad in baroque power armour bedecked in macabre trophies and infernal iconography, Chaos Space Marines do battle alongside growling battle tanks, monstrous Daemon Engines, and thronging masses of cultist thralls. Some are possessed by daemonic allies, others bear Chaos-tainted artefacts or wield warp sorcery. No matter what form they take, they pursue their Long War with pitiless brutality, slaughtering any who stand in their path in an ever-escalating campaign of vengeance, conquest
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Death World is a planet in which the native flora and fauna has evolved into naturally aggressive and dangerous forms. These eco-systems are finely balanced between continual destruction and lightning-fast reproduction. Death worlds take many forms, ranging from jungle-covered hell-holes with carnivorous plants and animals to barren, volcanic wastelands racked by ion storms. The most famous and notorious Death World is the hellish planet of Catachan.
Some worlds can be turned into Death Worlds, like what occurred on Indiga after numerous captive giant predators escaped from their zoos. When this happens, these worlds are labeled as Man-Made Death Worlds.
Humans can, and do, live on these worlds, but it is a never-ending struggle. On many death worlds it is as if the entire bio-mass of the planet were consciously motivated against human settlement - concentrating forces against intruders to destroy them. Death worlds with human settlements or colonies can have populations of 1,000 to 15,000,000
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The Skaven are a race of humanoid rat-men, who inhabit the caves, tunnels, mines, and sewers of the Warhammer world. They control a vast Under-Empire which reaches from the Southlands to Kislev and from Estalia to the Far East.
The god of the Skaven is the Horned Rat, whose high priests form the Council of Thirteen. The direct agents of the Council are an order called the Grey Seers. Most of Skaven society is organised into innumerable clans, all of which are ruled by the Council. The four Great clans mercilessly dominate the weaker Warlord clans.
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The Ynnari, also known as "the Reborn," are a kindred or religious sect of the Aeldari species comprised of members drawn from all of its other major kindreds, including the Asuryani, Aeldari Corsairs, Exodites, the Drukhari and the Harlequins.
Under the leadership of the prophet Yvraine, the "Daughter of Shades," the Ynnari seek to fully awaken the Aeldari god of the dead Ynnead, who they believe can defeat Slaanesh and restore the Aeldari species' unity and its lost glory.
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Typhus, also known as "Typhus the Traveller" and the "Herald of Nurgle," originally the Space Marine named Calas Typhon of the world of Barbarus, is the Death Guard Lord of the Death Guard Traitor Legion's 1st Plague Company, and the host of the terrible plague known as the Destroyer Hive. He is a Champion of Nurgle, a Death Guard Sorcerer and the former first captain of the Death Guard Legion. Typhus is also the most feared of all Chaos Lords to command one of the legendary Plague Fleets.
That Typhus has been truly blessed by Nurgle is indisputable. When the Death Guard were adrift in the Warp during the Horus Heresy, dying from the Destroyer Plague, Calas Typhon, First Captain of the XIV Legion, absorbed the full power of the disease, becoming a vessel for this ultimate corruption. Swelling in size, his skin and armour bonded. Great pestilential funnels grew from his body, spewing forth a miasma of destruction. Calas Typhon has been transformed into Typhus, Host of the Destroyer Hive.
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Out of options, Ufthak leads his Waaagh! through the mysterious webway, to a place where kunnin’, sneakin’, and thinkin’ are the name of the game. A place with little truck for muscle and brawn – Commorragh, the Dark City.
Here, where kabals and haemonculus covens pump psychic viscera into the warp, Ufthak is thrown into gladiatorial combat and soon finds himself up against an archon who will stop at nothing to prove she deserves to rule the Dark City – even if it means bringing Commorragh down around her.
But the Drukhari are about to discover that while orks may be simple, very little about them is ever straightforward.
Written by Mike Brooks. Narrated by Harry Myers.
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The Primarchs were the twenty genetically-engineered "sons" of the Emperor of Mankind, and the genetic "fathers" of the Space Marine Legions. The Emperor used his own DNA in their creation, and they were designed to be far superior to the average human: immensely larger, stronger, hardier, faster, and more intelligent. They were also incredibly charismatic, as their main role was to be generals and leaders of the Imperial military. Each had their own purpose and specialty, allowing them to serve in specific functions that the Emperor's forces would need in reconquering the galaxy.
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The Armageddon Steel Legion are the Imperial Guard Regiments native to the Hive World of Armageddon. True to its name, Armageddon has been the site of three massive battles in the history of the Imperium, most recently a pair of invasions by the Ork Warboss Ghazghkull Thraka. As a result, the armies of Armageddon are very skilled in fighting Orks.
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The establishment of the Roanoke Colony (/ˈroʊənoʊk/ ROH-ə-nohk) was an attempt by Sir Walter Raleigh to found the first permanent English settlement in America. The colony was founded in 1585, but it was visited by a ship in 1590 and the crew found that the colonists had disappeared under unknown circumstances. It has come to be known as the Lost Colony, and the fate of the 112 to 121 colonists remains unknown to this day.
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The Thousand Sons were the XV Legion of the original twenty Space Marine Legions. Their Primarch is Magnus, oft called Magnus the Red. The Legion turned traitor during the Horus Heresy, after which it relocated to Sortiarius, the Planet of Sorcerers, in the Eye of Terror, and dedicated itself to the Chaos God of change, sorcery and magic, Tzeentch. For a time it appeared that Tzeentch protected the Thousand Sons from the corruption and fragmentation that most of the other Traitor Legions underwent, but eventually the Legion went through a crisis of mutation and de-evolution, seemingly at the wish of their patron-God. Aghast at this development, their chief sorcerer, Ahriman, cast a powerful spell designed to render the Thousand Sons immune to the warping effects of Chaos. While the spell succeeded in this goal, it had an unforseen consequence of transforming the mutated Thousand Sons into little more than mystically animated suits of armour barely capable of being termed as anything more sentient than automata.
With the only surviving cognisant members being those incredibly strong in heretical psychic powers, the Thousand Sons are now a legion of ghosts led by the damned.
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