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The Imperium of Man


The Imperium of Man is the Largest Interstellar Empire in the Galaxy, made up of the
majority of Humans and Abhuman Species, it is a Theocratic Imperial ideology, with some
Feudal elements to it. The Imperium is highly xenophobic and intolerant of other races,
especially to those who pose a threat to it, it is also a highly religious Empire, ever since the
days of the Horus Heresy.

History

The Imperium started out by Humanity’s ever growing technological


heights, especially when they became a spacefaring race.
Colonising many worlds like Mars, of which was terraformed
to be suitable to inhabit, they spread out across the stars,
even interacting with some and going to war with others. This
is known as the Age of Terra and shortly after the Age of
Technology, spreading far and wide in the latter age.

But all that came crashing down during the Age of Strife,
due to ancient Aeldari Empire’s recklessness, the Galaxy
became riddled with Warpstorms, and cut off interstellar
travel, which was a crippling blow to the Imperium and its
many colonies. On Terra, the planet began to run out of
supplies and society began to collapse, until the Emperor of
Mankind arrived.

What followed became known as the Unification Wars were the


Emperor of Mankind first properly intervened with Humanity The Emperor of Mankind
creating the precursors to Astartes and Custodes known as the Thunder Warriors. With his
genetically enhanced soldiers he quickly united Terra under his rule, banned all religion and
created peace on Terra. At this point, the Age of Strife came to a close, and with his newly
created Custodes and Astartes legions, the Great Crusade began.

The Great Crusade began by uniting Mars and Terra as allies, and soon, the newly forged
Imperium of Man set out to reclaim what it had lost, recovering lost colonies and the missing
Primarchs, Genetically engineered commanders from his own DNA to command the
Astartes. Many worlds were reunited, liberated and saved by the Imperium, growing ever
larger by the second, but unfortunately for man, this would not last.

To mark the end of the Great Crusade, was the darkest moment in Man’s history, known as
the Horus Heresy. Half of the Imperiums forces turned on itself, declaring loyalty to the
Warmaster Horus, and a bloody Civil War tore apart the Imperium. Whilst the Traitors were
defeated, it did not come without cost: with 4 of his Sons slain, and the Emperor himself now
crippled and forced to live on the Golden Throne, the only thing keeping him alive.

Now the imperium is a shadow of its former self, highly intolerable and religiously fanatic to
the Emperor, something he didn’t even wish for.

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Political Structure
The Imperium of Man works almost like a Feudal System, were if a Planet under its rule
pays its Imperial Tithe and worships the Emperor, then they are relatively allowed to do as
they please, however this can lead some great planets to live on, to the most corrupt
aristocracies.

Imperial Tithe

The Imperial Tithe is the way the Imperium of Man taxes planets, it can be
in the form of materials, money or soldiers to form Guard Regiments. As
long as a Planet pays its Imperial Tithe, the Planetary Governor is free
to rule as they please, thus creating many Planet types.

Imperial Planet Types

Due to the sheer size of the Imperium, it would be a logistical


nightmare to have direct rule form Terra thus, many Planets function
their own way.

Agri Worlds; These Planets main importance are their Farming


Produce they create for the wider Imperium.
Death Worlds; These Planets are not fit to inhabit, although some
of these Planets are, like Catachan or Krieg, and sometimes
produce the toughest guardsmen.
Feudal Worlds; These Planets are seen not fit to be introduced to Death Korps of Krieg Engineer
modern technology and had regressed to mediaeval era technology during the Age of Strife.
Forge Worlds; These Planets are mainly owned by the
Mechanicus to produce the Imperium’s weaponry and vehicles.
Hive Worlds; These Planets are mainly used to house enormous populations in giant cities,
known as Hive Cities.
Pleasure Worlds; These Planets are untouched by war or disaster, basking in natural
beauty. Usually used by Imperial Nobles who want to rest and relax.
Shrine Worlds; These Planets are mainly owned by the Ecclesiarchy and are devoted to
worship of the Emperor, these Planets are usually recruiting grounds and bases for the
Adeptus Sororitas.
Space Marine Homeworlds; These Planets are owned by a specific Chapter of Astartes,
which is used for their base of operations, and main Planet of recruitment.

Imperial Religion

The only Religions allowed in the Imperium are the Imperial Cult, worship of the Emperor
and other sanctioned Saints, and the Cult Mechanicus, which is the Mechanicus’ worship of
the Omnissiah, the Machine God, and the Emperor as a Prophet. These Religions also drill
in the belief of Human supremacy as “Mankind was destined to rule the Stars”. The way this
is taught to the Masses is through the Imperial Creed, which is adapted to each world and
culture, however it has static constants, like “the Emperor is the one true god of Mankind”.

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Imperial Hierarchy

The Hierarchy of the Imperium is Autocratic, with all parties of the Imperium pledging
allegiance to the Emperor.

Imperial Factions

The Emperor; As the Master of Mankind, it is his job to lead and


guide the Imperium, whilst he can no longer physically do this, he
still leads spiritually.
High Lords of Terra; The High Lords of Terra are chosen, one from
each Imperial faction, to Govern the Imperium how they see fit,
although they occasionally clash with each other. The only one who
could issue them orders is the Emperor himself.
Inquisition; The Holy Inquisition do not answer to anyone but the
Emperor, they are tasked with hunting down traitors and quell
rebellions as the Ordo Hereticus, or studying Xenos weaknesses as
the Ordo Xenos.
Adeptus Ministorum; Also referred to as the Ecclesiarchy, the
Ministorum is charged with the management of the Imperial Cult
and its Orders, like the Adeptus Sororitas for example.
Adeptus Terra; The Adeptus Terra is the Government that runs the
Heart of the Imperium, Terra.
Astra Telepathica; The Astra Telepathica is the faction in charge of
Psyker related issues, and commands the Sisters of Silence. They Ordo Hereticus Inquisitor
are also responsible for the “the Culling” and the Black ships that
are responsible for mass disappearances of Psykers.
Adeptus Administratum; The Administratum is in charge of Administrative tasks the
Imperium needs, from managing the Economy to Logistics.
Astra Militarum; The Astra Militarum, also known as the Imperial Guard, is the Imperiums
main Military, they are taken from Planets’ Defensive Forces during the Imperial Tithe and
fight Humanities enemies with zeal, each Regiment also differs tremendously from the next.
Navis Imperialis; As the Naval force of the Imperium, the Navis Imperialis is tremendously
huge, and supports every other faction with what they need. They also make use of special
Psykers called Navigators, so they can navigate the Warp.
Adeptus Aribtes; The Law Enforcement of the Imperium, the Arbites job is to make sure the
citizens of a Planet are safe and abiding by the Law, whilst punishing those who break it.

Autonomous Imperial Factions

Adeptus Astartes; The Adeptus Astartes are Mankind’s ultimate warrior, crafted by the
Emperor himself, it wouldn’t be a mistake to class them as Demigods. Astartes Chapters
tend to be Autonomous.
Rogue Traders; Rogue Traders are the Imperiums explorers, and sometimes unofficial
merchants, they have been given the authority to do as they please, as long as it is in the
service to the Emperor and the Imperium
Officio Assassinorum; The Assassinorum is the Assassin's guild, split up into three
Temples, they strike Humanity’s foes down from the shadows, or rogue politicians as well.

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Imperial Military
The Military might of the Imperium is something that no other race or Civilisation could
match. With over a million Planets under its iron rule and growing, and billions of Humans on
these worlds that make up the Imperial Army.

Planetary Defense Force

A PDF is a Imperial Militia raised up by by the Planetary Governor to


defend their planets from Civil disputes, Rebellions, Civil Wars and
minor Invasions. They mostly follow the Imperial Creed.

Astra Militarum

The Astra Militarum is the Imperium’s largest and main Military


might, commonly referred to as the Imperial Guard. It is made up
of the best of the PDF forces, they follow the Imperial Creed.

Adeptus Sororitas

The Military wing of the Ecclesiarchy, the Sororitas are elite


soldiers with religious fanaticism to back up their skill, they aren’t solely
soldiers however. They also are genuine religious order that helps people
with medical aid, sermons and other religious acts. Split up into 6 main
orders that vary in strategy and tactics, to the super zealous to the Battle Sister of Our Martyred Lady
patient siege masters, They follow the Imperial Creed fanatically.

Adeptus Astartes

Commonly referred to as Space Marines, The Adeptus


Astartes were crafted to be the ultimate warrior of Humanity.
Ever since the Horus Heresy, the Astartes are organised into
chapters of a thousand Marines, and with hundreds of chapters
all with their own unique cultures, some Chapters do not
Follow the Imperial Creed.

Adeptus Custodes

Whilst a Space Marine is a demigod, to a normal human, the


Custodes are demigods to Space Marines. The Custodes are
the Emperor’s eternal bodyguards, and defenders of the
Imperial Palace, and speak with the authority of the Emperor.
Whilst they may not follow the Imperial Creed, their devotion
makes it so they may as well.

Space Marine of The Iron Hands

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Adeptus Mechanicus
The Adeptus Mechanicus is the foundation to the Imperial Industrial Complex, they are the
ones who create and lead the Forge Worlds, they worship the
Machine God and produce the Imperiums mechanical
needs.

The ruling Caste of the Adeptus Mechanicus are known


as Tech Priests, as the Mechanicus is also a highly
Theocratic Faction. They believe that the flesh of Man is weak,
and should be improved as far as it can, usually in the form of
Cybernetic Augmentation. They have their own version of the
Imperial Cult known as the Cult Mechanicus, which believes in
the idea of a Machine God called the Omnissiah, and that the
Emperor is a Prophet of this God.

Mars is the Homeworld of the Adeptus Mechanicus, and was the


first Planet reunited into the Imperium, but actually was
completely united before Terra was. Mars fell into Civil War during
the Age of Strife, and the Terraformed planet was ravaged by the
conflict, making it uninhabitable, forcing the populace
underground. This is where they began to Augment themselves
out of necessity, but slowly began to worship the Machines that
kept them alive. Eventually, what would be the Mechanicus
created Titans and reunited Mars, from which they watch Terra
do the same, deeming the Emperor to be the Prophet of the God Tech Priest Enginseer
they called the Omnissiah.

Mars joined the Imperium without hassle when Terra became spacefaring again, and the
Great Crusade began from this point, with Mars arming it. Although Mars was not made a
Colony, and was allowed to keep its religion, which was unlike any other World that was
reclaimed.

However during the Horus Heresy, half of the Mechanicus and the Titan Legions sided with
the Warmaster and formed the Dark Mechanicum. These Hereteks combine many things
with old Technology, which is considered Heresy by the Mechanicum, from Xenos Tech to
Daemons, the Dark Mechanicum knows no bounds when it comes to creating monstrosities.

The Mechanicus in modern times, is very focused on recovering old Technology, if they are
not running the Forge Worlds, they send out Explorator Fleets in their search for Tech and
new discoveries. They have their own fighting force called the Skitarii, mostly Lobotomised,
Augmented soldiers with fanatical devotion to the Omnissiah. These warriors defend the
Forge Worlds or act as Bodyguards for the Explorator Fleets.

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Questor Imperialis
The Questor Imperialis, commonly referred to as the Imperial Knights, are Knightly Houses
of giant mechanical warsuits that are piloted by Scions of their Noble Houses.

The Knight Houses’ culture and hierarchy are based on of those


Medieval Knight Houses from Ancient Terran times. These
Houses are built upon concepts of fealty, honour and
duty; three things that all Knights hold in the greatest
regard.

The Imperial Knight Houses first formed from the


original colonies before the Age of Strife. Created
from the dismantled colony ships, at this point in time,
these mechanical suits were used for construction and
protecting the new colonies from beasts of the world. Over
time, these pilots became organised into Houses, who then
evolved into Nobles of these newly formed Houses, and in
time adopted those old Terran ideals.

When these worlds were rediscovered, many of these suits


were in poor conditions and were being cared for by
devoted, albeit low skill, technicians. The Mechanicum Freeblade Retribution Incarnate
introduced these artificers into the Cult Mechanicus, and showed them how to repair and
properly maintain these massive warsuits.

During the Horus Heresy, Knights played a pivotal role in many battles. Many Knight Houses
swore allegiance to the Warmaster and his Traitor armies but many stayed loyal to the
Imperium. During the Scouring, a period of time after the Heresy where Imperial forces
forced the Traitors into the Eye of Terror, many Knight Houses swore a personal crusade
against those Knights who sided with the Warmaster, leading to many Traitor Houses being
destroyed or left with unknown fates, like House Devine.

Currently, there are two types of Imperial Knights, those who remain on their ‘Knight Worlds’
with their Houses, or those known as Freeblades. Most Knights will remain within their
Houses and defend their homeworlds, only to be called to battle when an ally to the House,
or whoever they’re indebted to, calls upon them for aid. Freeblades on the other hand, are
independent Knights, they travel alone or with other Freeblades for many reasons; some
speaking glory and the thrill of adventure, some have lost their Knight World and have no
House to call home, and others seeking to atone for past sins.

Knights come in all shapes and sizes from the small and nimble Armiger, whose focus is to
scout and protect the larger Knights, to the giant Questoris Knight, most commonly seen
Knight, and to the towering Cerastus Knights.

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Imperial Species
As Vast as the Imperium of man is, there are a vast number of subspecies of Humanity.
Whilst the core of the Imperium is made up of Humans, there are a number of planets home
to subspecies, evolved to their environments whilst cut off during the Age of Strife. These
are known as Abhumans, sanctioned by the Imperium to exist, as they are deemed to pose
no threat, but it is a very thin line between Sanction Abhuman and Mutant Abomination.

Human

One of the most Common Races in the Galaxy and the Core of the Imperium, whilst not
every Human is part of the Imperium, a vast majority is. Mankind
has been through a lot, the Cybernetic Revolt, the Age of Strife,
the Horus Heresy, and yet it still survives. Whilst the
Imperium at large is only a shadow of its former self,
Humans still have found ways to thrive.

Afriel Strain

An experiment by the Adeptus Mechanicus, Afriel Strain


soldiers are genetically-engineered warriors created during
an experimental project, of which little is known. They are
most commonly albino, and are made up of the genes of
great Imperial Heroes, but have the most terrible of luck,
and are generally hated and distrusted, but they still fight
for the Imperium without hesitation.

Beastman Human Imperial Guardsmen

Probably the most radically different Abhumans are the Beastmen,


horned, hooved and hairy, almost goat-like in appearance, these
Abhumans are not hard to notice. However due to their
Appearance, many see these as vile mutants, especially
those more radical in the Inquisition. As such, they
are heavily discriminated against for their high
number falling to chaos. Ironically, it is the
Discrimination that drives them from the Emperor’s
light.

Felinid
Beastman Bounty Hunter
Most likely the rarest of the Abhumans, the Felinids resemble
Old terran felines, with light covering of fur, extended canine teeth and superhuman agility,
the Felinds still closely resemble humans. Although they are rarely seen outside of their
native worlds, some have been seen about the galaxy, and even some serving in the Auxilia
Militarum.

Goliath

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One of the Genetically Engineered Abhumans, Goliaths were


created to be a slave race to work the mines and the
factories, taller and stronger and more endurant than most
Humans but not as intelligent and with a fiery short
temper. Now most commonly seen as Gangers in House
Goliath, although a Hired Gun wouldn’t be too rare to see.

Null
Goliath Hive Ganger
Almost every living creature has some kind of connection to the warp, but for some reason
these Humans do not, almost like if they have no Souls. Sometimes referred to as Soulless,
their lack of connection makes psykers' connections ever weaker, and their presence alone
is agony to them, but even the standard Human is uncomfortable in their presence.

Ogryn

An Abhuman race that originates from Prison Worlds,


their Ancestors prided strength over intelligence, so now their
descendants are giants made from muscle, but lack the mental
capacity for complex thought.

Ratling

One of the most common Abhumans, Ratlings are small, fast


and very precise vision. For this, they are commonly seen serving
in the Auxilia Militarum acting as snipers, able to reach places that Ratling Sniper
a standard Human could not. Whilst they serve in the Guard, they are still looked down upon
due to being Abhumans, even if they are invaluable marksmen.

Squat

An Abhuman race that populated the Galactic Core, but are


now rare due to Tyranid infestation. Whilst rare, they aren’t
extinct and can be seen as Hired Guns, Bounty Hunters or
even in the Auxilia Militarum if you’re lucky. Short, stocky and
stoic, Squats are also famed for their natural engineering skills.

Nightsider

An Abhuman race that inhabits Nocturnal Planets where the


sunlight does not reach. Similar in appearance to Humans,
except for rather large eyes, some even do not have vision,
but their other senses are heightened.
Squat Bounty Hunter

Chaos Legions

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The Great Archenemy, the Legions of Chaos are an ever eternal


threat to the entire Galaxy. Sworn to the Gods of Chaos, the
Servants of the Dark Gods seek blessings and pacts with their
sworn God. Some do not worship a specific God, but Chaos itself,
and some do not worship Chaos at all.

History

Whilst the Daemonic Legions of Chaos have


existed since the dawn of time, the Mortal Chaos
Legions came to be during the Horus Heresy.
Disillusioned with the Emperor, Many in the fledgling
Imperium flocked to the Warmaster Horus’ Banner when
he declared war on the Loyalists. Splitting the Imperium into
a bloody seven year Civil War.

The Emperor at the time, had hidden the nature and existence
of Chaos from the Imperium, hoping to starve the warp from its
main supply of power through worship. However, when the
truth was revealed, and Chaos was discovered, many in the
Imperium felt lied to and betrayed that the true
nature of the universe was kept from them, and
sore allegiance to Chaos and the Warmaster. And thus, Warmaster Abaddon of the Black Legion
the Horus Heresy began.

After the defeat of the Warmaster at the hands of the Emperor no less, the Forces of Chaos
were forced into retreat, many either destroyed or fled to the Eye of Terror during the
Imperium’s Crusade of vengeance, known as the Great Scouring. With the Warmaster dead,
and the survivors forced into the warp, the Legions fell into infighting and collapse.

From the Survivors of the Sons of Horus, Horus’ own personal Legion, rose a new
Champion of Chaos, Abbadon. Under his leadership, he united not just the fragmented
forces of the Sons of Horus, but members from the other Legions as well. With this new
unified force, he renamed the Sons of Horus to the Black Legion, claimed the title of
Warmaster, and launched his own Black Crusades against the Imperium.

Most Chaos Legionnaires reside in the Warp, although with the result of the 13th Black
Crusade, the Destruction of Cadia, and the creation of the Great Rift, many Chaos
Legionnaires have conquered realspace, carving out their own small Empires, or reclaiming
homeworlds that were lost during the Great Scouring.

Political Structure

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Whilst every Legion and warband may not have the same goal in mind, or
maybe no goal at all, the common theme with all of the forces of Chaos is to
gain power and spread the influence of their Dark Patrons. There are four
main Gods of Chaos which most Legionnaires swear
allegiance to, or to all four.

The Chaos Gods

Each God represents different aspects of life and the universe,


with some of these aspects even clashing - causing rivalries
between the Gods and their worshippers.

Khorne; Khorne is the God of War, he embodies the aspects


of Hatred and Bloodshed, but also the aspects of Honour and
Courage. He has a disdain for Magic and Psykers,
which is also carried over to his Legions.

Due to Khorne’s nature, he and his Legions despise


Tzeentch and Slaanesh, and their worshippers.

Nurgle; Nurgle is the God of Disease and Pestilence,


he embodies the aspects of Death and Destruction, as Chaos Sorcerer of the Black Legion
well as Rebirth and Life. The Plague Lord has a desire to enlighten all with his ‘Gifts’, and so
to do his followers wish to spread his ‘Gifts’.

Due to Nurgle’s nature, he and his Legions despise Tzeentch and his worshippers.

Tzeentch; Tzeentch is the God of Change, he embodies the aspects of Trickery and
Ambition, but also the aspects of Knowledge and Evolution. Tzeentch is also the God of
Sorcery, and one interesting fact about his followers, is that they do not necessarily worship
him, but in fact make pacts of power and sorcery with the God.

Due to Tzeentch’s nature, he and his Legions despise Nurgle and his worshippers.

Slaanesh; Slaanesh is the God of Excess, who embodies the aspects of Pain and
Hedonism, but also the aspects of Passion and Pleasure. The Dark Prince seeks pleasure
and thrills from all things in excess, and so do their worshippers.

Due to Slaanesh ’s nature, they and their Legions despise Khorne and his worshippers.

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T’au Empire
The T’au Empire is a relatively new player in the Interstellar game, having only roughly over
100 settled worlds under their banner. Sometimes naive and definitely optimistic, the T’au
brings many races under its banner, all towards the progression of the Greater Good,
although do not take this race lightly, their technology surpasses that of the Imperium.

History

The Discovery of the T’au was credited to an Adeptus


Mechanicus Explorer team. At the time, the T’au were nothing
more than a stone-age primitive Xenos race, with four tribes
constantly fighting one and the other. But a Warp storm cut
off the Explorer team from observing the primitive Xenos.

When the Warp storms cleared, the Xenos race was not only
united, but advanced in technology and culture hundredfold.
Now the T’au started expanding their Empire in the what they
called Sphere Expansions, adding more worlds to their
Empire and integrating the Kroot, Vespid and other Xenos
Species into the T’au, and introducing them into the Greater
Good.

The T’au and Kroot first met at the Kroot homeworld of


Pech, which at the time was being invaded by Orks. The
T’au initially had no intention of intervening and wanted to T’au Pathfinder
observe, but the Air Caste Admiral and the Fire Caste Commander couldn’t sit idly by whilst
the outnumbered Kroot fought the honourless Orks. they intervened with the superior
firepower of the T’au Empire decimating the Ork forces, but alas this was just a scouting
party. The real ork forces began to descend on the Planet, with a quick alliance forming
between the T’au and the Kroot as they awaited reinforcements. Which valiantly they did, the
T’au was impressed by the Kroots fighting they assisted them further, with the consequence
of the Kroot joining the T’au Empire.

When the T’au first came into contact with the Vespid, the Water Caste was able to secure
crystal agreements for the Empire, but little other progress was able to be made. Due to a
lack of communication, it was difficult to offer any agreements with the vespid, and even
more difficult to convince them that they too were sentient. Thus the Ethereal Caste then
ordered devices to be made for the vespid, which translated both languages to one and
another, as soon as this was put into play, the Vespid immediately recognized the T’au as
fellow sentients, and their place in the Greater Good. And so the Vespid joined the T’au
Empire.

Most recently, the T’au have come in conflict with the Imperium, especially with the fact of
many Humans preferring the T’au way of life, over the Industrial and Military complex that is
the Imperium of Man.

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Political Structure
The T’au Empire’s society is split up into a Caste System although this only seems to apply
to the T’au themselves and not their member species. Each Caste is bred to a specific
image that is most effective for their roles in T’au society, and interbreeding is banned
between the Castes.

The Castes

Each Caste is physically different to each other, this helps them


in the Caste they are a part of.

Fire Caste; The Fire caste is the Military of the T’au Empire, they
are much broader and stronger than the other Castes
Earth Caste; The Earth Caste is in charge of the Construction for
the Empire, they are shorter and stockier than the other Castes
Air Caste; The Air Caste are the pilots for the Empire, they are
taller and have more hollow bones.
Water Caste; The Diplomats of the Empire, they tend to have softer
features than the other T’au Castes
Ethereal Caste; The Ethereal Caste leads the Empire, they form a
Council and guide the T’au Empire in the name of the Greater Good. T’au Breacher

Religion in the T’au

The T’au do not have a State Religion, but the closest thing they have to one is the ideology
of the Greater Good, this is the belief that all sentient beings should strive to ensure the
Greatest Good for all beings and for the betterment of all beings.

In amongst the other species that joined the T’au Empire, they are allowed to keep their own
Cultures and Religions, as long as it is compatible with the ideology of the Greater Good. For
example, with Humans who join the T’au, they are allowed to still worship the Emperor,
however the Imperial Creed has been adapted to remove the Xenophobic elements from it.

Military

The T’au Empire has two major Combat Doctrines, the first known as Mont’ka, this is the
idea of Ranged Combat and striking Critical enemy targets, to weaken them early on in the
battle, and if this is not achieved to fall back to a safer location to strike again to save the
lives of the warriors.

The second Doctrine is known as Kauyon, this is the idea of luring the enemies of the T’au
into a carefully prepared Killzone. The ‘lure’ can be anything from a Critical objective to an
Allied Squad, who then draws the enemy near and open to the ambush, catching the enemy
off guard and vulnerable.

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The Farsight Enclaves


The Farsight Enclaves are a Separatist faction of the T’au, led by Commander
Farsight. Made up of T’au Colony Worlds that split from the Empire,
the Enclaves keep out unwanted guest, like T’au Probe Drones,
with powerful defensive Orbital Stations, and are Isolationist
in nature.

The Enclaves oppose the rule of the Ethereals in the T’au


and are led by what is referred to as The Eight, each in
command of their own Septs. The Enclaves still
have a Caste System like the T’au, however the
rules regarding these are a lot more lax than the
Empire.

The Farsight Enclaves formed after the Imperium’s Damocles


Crusade, and due to many disagreements from Tactics to
Politics with Commander Farsight and the
Ethereal Caste. Farsight believed that whilst the
almost exclusively ranged Doctrine of Mont’ka was useful, other Commander Farsight
forms of combat should not be ignored, which was proven to be useful in his campaign
against the Orks, however, the campaign eventually began to fail, and Farsight’s forces
eventually needed to be evacuated off Planet. Farsight believed that the Ethereals had
abandoned his men, and that they had not been given adequate logistical support.

And soon the Damocles Crusade hit the T’au Empire, whilst the T’au were successful in
repelling the Imperium’s attacks, many worlds were conquered by the Imperials. By almost a
stroke of luck, the Imperials had to fall back and retreat due to an immediate threat of Hive
Fleet Behemoth, which abandoned many newly conquered worlds. Commander Farsight
was chosen to lead the Reclamation Campaign to reconquer the lost Colony Worlds, which
he succeeded with tremendous success. But when the no Planets remained, Farsight
noticed that Orks had taken advantage of the War, and began expanding their raiding
territories.

Farsight Immediately launched a Campaign against the Orks, and what had started as raids
against Orks they found on the edge of their newly recaptured territory, eventually turned
into a decade long war across multiple Systems. Farsight, far from his initially assigned task,
pushed far into Ork territory, destroying multiple Ork Worlds and ending the threat they
posed. However, Farsight still believed his men were not getting the support they needed.

Communication between the Ethereals and Commander Farsight’s Forces ended, no matter
how many attempts were made, the T’au Empire announced his death at this point.
However, Farsight was not dead, he continued to lead his Forces on his own Crusade,
rather tha return to the Empire, and ended up setting up a string of heavily fortified Worlds.
And so, forming the Farsight Enclaves.

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T’au Empire Species


A new player in the Galaxy, the T’au Empire is a collection of Xenos species that fight
towards the Greater Good. Native to the Eastern Fringes, the ever expansive empire
continues to grow, as more and more tend to flock to the T’au banner.

T’au

The main race of the T’au Empire, the T’au are slightly smaller than the average Human,
have blue skin and believe in the concept of the Greater Good.
T’au society is divided by Castes with the Military being the Fire
Caste, the Pilots, who are slightly taller, in the Air Caste, the
Diplomats in the Water Caste, the Builders, short and
stocky, in the Earth Caste and the Ethereal Caste leads
the Empire.

Kroot

A Xenos Species that joined the T’au, they are Avian


Humanoids with a very tribal culture compared to the rest of
the empire, and serve as the scouts, hunters and trackers of
the T’au. Taller and stronger than Humans, Kroot have a Beak
on their face and quills on the back of their heads, they
also have the power to adapt to other species traits by
consumption.
T’au Firewarrior
Vespid

An Insectoid Xenos species that joined the T’au, due to


their homeworld’s conditions, Vespids have insect
like properties like a exoskeleton, sharp barbs and a pair
of large wings, which they can use to fly. In the T’au
military, they act as the T’au’s vanguard, hunters and
scouts, similarly to the kroot’s role.

Human

Some Humans join the T’au, allured by the promises of


peace and the Greater Good, or entirely dissatisfied with
how the Imperium operates. In the T’au lexicon, they are
referred to as Gue'vesa, and can serve in the frontlines as
Fire Warriors, or whatever role they excel in. Vespid

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The Aeldari
One of the oldest species in the Galaxy, the Ancient Aeldari once ruled the stars as a vast
Empire, but due to irresponsible and reckless behaviour, destroyed their own Empire and
created a new God, known as ‘She who Thirsts’ to the Aeldari. Now they struggle for survival
against an ever harsher Galaxy.

History

The Ancient Aeldari have had a rich history of their own, dating
back millenniums ago. They were involved with numerous major
wars before Humanity was even spacefaring; like the War in
Heaven. Whilst they built their Ancient Empire, they were almost
unchallenged, and fought occasionally with a ancient race called
the Necrontyr for dominance, which they won with ease.
Unfortunately this fueled their arrogance.

The War in Heaven began when the Necrontyr, desperate


to find a new habitable home was rejected aid by an
Ancient species known as the Old Ones to the Aeldari, in their
desperation, they began to fight with the Old Ones, and saw
the Aeldari and the Old Ones allied, the Necrontyr seeked
aid from Gods known as C’tan, which transformed the
Necrontyr into what are now known as the Necrons.

The Old Ones were soon losing ground and being wiped out, Aeldari Banshee
Creating many Warrior races like the Krorks to fight for them, but to no avail, the Necrons
eventually began to retreat back to their Tomb Worlds, never to be seen again for centuries.

After the War in Heaven, The Aeldari had no opponents in the Galactic front, no Masters to
guide them, and their only “allied” race, the Krorks, started infighting. The Aeldari Society
began to stagnate, and boredom became very common. Aeldari are very potent Psykers,
and their senses and emotions are tenfold that of a Humans, and thus they began to seek
new ways of pleasure to relieve their boredom.

Soon these Aeldari partaking in hedonistic acts began to increase in intensity, with some
more conservative of the Aeldari warning of dire consequences, these warnings fell on deaf
ears. Soon those not wishing to partake fled the Aeldari Homeworlds, known as Crone
Worlds, fleeing to Aeldari Colonies called Maiden worlds, or creating and boarding giant City
sized ships called Craftworlds.

Then the Collapse happened. Due to the Aeldari’s heightened emotions, they affected the
Warp much more than any other race, and with the Aeldari populating most of the Galaxy,
their intense pleasure manifested in the Warp as a new Chaos God, known as Slaanesh.
The birth of Slaanesh led many of the Aeldari on Crone Worlds to perish as the God claimed
their souls, and created a giant tear in reality called the Eye of Terror, creating a direct
entrance to the Warp and plunging many Crone Worlds into the Immaterium.

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Aeldari Cultures
After the Collapse, the surviving Aeldari were scattered across the Galaxy, 5 main cultures
formed from the splintered factions of the Aeldari, with their own means of staving off She
Who Thirsts and protecting themselves.

Asuryani
The Asuryani are the Aeldari that abandoned the Crone Worlds during the
collapse on the giant Craftworlds. These Craftworlds developed
their own cultures, traditions and beliefs whilst sticking to Ancient
Traditions.

Craftworlds

Alaitoc; The Aeldari of the Craftworld Alaitoc are zealous in their


following of the Asuryani Paths, although a lot of their number
do flock to outcast factions as a consequence.
Biel-Tan; The Craftworld of Biel-Tan constantly strive to restore
the Empire, and most of their people follow the Path of the
Warrior and have a very strict Honour Code.
Iyanden; The Craftworld of Iyanden have a large number of
Wraith units, as a result of their fights with the Tyranids,
whilst they were victorious, they took high losses.
Saim-Hann; One of the first Craftworlds to leave the
Croneworlds, Saim-Hann shares a lot in common with
the Exodite Culture, but are very prideful. Aeldari Autarch of Biel-Tan
Ulthwé; The largest Craftworld, Ulthwé constantly fights against the Forces of Chaos and
has the most Psykers of all the Craftworlds, with the threat of constant War, Ulthwé employs
its own special Guardians called Black Guardians.

Path of the Warrior

The Asuryani in the Craftworlds are called to arms as Guardians as a conscripted fighting
force, but those who want to fight follow the Path of the Warrior. On this Path, an Aeldari
would join a Warrior Aspect, and learn the ways of a specific fighting style, which creates
specialised units. Those who master their path lead the units as Exarchs, and then Autarchs
leading Warhosts, although many worry about the obsessive nature of these individuals.

Path of the Seer

All Aeldari are potent Psykers, and those who want to expand on their skills as Psykers go
down the Path of the Seer, on this Path, they become either Seers, Bonesingers or
Warlocks, and down the Path of the Seer, they can become Farseers, advisers to the
leaders of the Craftworld.

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Exodites
Exodites are Aeldari that fled early on from the Crone Worlds to the Maidens Worlds, the
Colonies of the Ancient Aeldari Empire. The Exodites had a similar idea in mind to the
Asuryani, leaving the main Aeldari homeworlds to reject
Technology and live in the Maiden Worlds of the Aeldari.
They soon formed their own more primitive culture of
survivalism and harmony with nature.

Outlook

Whilst the Asuryani look to the past wanting to


restore the Aeldari Empire, the Exodites have moved
on from the past and look to the future, to live a
hard-working, honest lives.

Technological View

The Exodites live in societies that could be considered


Pre-Industrial in some aspects, and don’t really rely on
the advanced Technology of the Aeldari very often,
especially the Technology that made lives easier, for the
Spiritual health brought by pursuing the hard labour of
survival for oneself. They have learned Agricultural techniques
so that they could grow their own food rather than rely on Aeldari Exodite
technology, for example.

Wildlife

As well as a non-reliance on Technology, Exodites tend to tame the Wildlife that lives on the
Maiden Worlds with them, varying between each world, these tamed beasts serve as their
transportation, machinery and even warriors occasionally. It is not uncommon for Exodites to
ride giant reptilian beasts, almost reminiscent of ancient Terran Reptiles from the Jurassic
and Cretaceous periods. Some of these beasts can also reflect Ancient Terran tales of
Monsters and Heroes, from giant winged reptiles to enormous worm-like beasts.

Alliances

Whilst seen as Primitive by their Asuranyi cousins, many Craftworlds still defend these
Maiden Worlds, like the Craftworld Saim-Hann, who share a similar culture to them. Biel-Tan
and Iyaden also defended the Maiden Worlds during the days of their alliance, as they
thought it could be the start of rebuilding the Empire, but disaster struck Iyanden defending
the Maiden Worlds under its protection, when a Tyranid Hive Fleet swept through the area.

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Drukhari
The Drukhari are the remnants of those Ancient Aeldari who did not heed the warnings of
the Seers, and continued in their acts of debauchery. In the
Webway, these Aeldari set up many hidden away cities to commit
their hedonistic acts as maybe a sign of caution, but either way,
they helped the spiral into damnation.

The Curse

Although the Webway cities did not help against the


Collapse, but the Aeldari in these cities survived, albeit
cursed by Slaanesh now. The Curse forces the Drukhari to
abandon their Psychic Powers, and that it is a necessity to
cause pain to other beings or they will literally wither and
die. Although the Drukhari have twisted this to their own pleasure.

Structure

The Drukhari society is made up of three major factions Drukhari Wych

Kabalite Houses; The Kabal Houses are the ‘nobility’ of Commorragh, acting as the main
Military and Ruling faction, the Kabals are always at each other’s throats, constantly
contesting for power.

Wych Cults; The Wych Cults are the entertainers of the Drukhari, in charge of the Gladiator
Pits, they accompany raids to capture slaves to fight in the Pits, usually to be slaughtered by
the Cults.

Haemonculus Covens ; The Haemonculi are Lords of Pain, the Drukhari’s insane torturers
that can even make their own Drukhari Brethren uneasy. The Covens are also responsible
for the Drukhari’s way of cheating death, by taking a sample from the subject, they can grow
the sample to a clone with the memories of the subject, in the event of their death.

Alliances

Drukhari have very loose alliances, even within their own houses. Drukhari have commonly
been seen fighting alongside other races, or being Mercenaries for other races, only for the
same Warband to attack their payer’s men after the job is done. One instance, the Drukhari
fought alongside the T’au against a Tyranid Hive Fleet, and accepted T’au diplomats in a
“Cultural Exchange”, which they turned into grotesque beasts. When the T’au found out, they
tried to retaliate against the Drukhari Warband which had already left, and found their own
worlds they were supposed to be defending raided, and their populace taken as slaves.

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Harlequin
Harlequins are neither Asuryani or Drukhari, these Aeldari abide in
the Webway, similarly to the Drukhari. They defend the Black Library
and serve the Laughing God Cegorach, they have no distinction
between art and war, and see everything as a performance.
They are as enigmatic as they are flamboyant.

Whilst it is confusing how the Harlequins do not need


Soulstones like the other Aeldari, a special device that
stores the soul of the wearer inside on their death. Aeldari
need these so their souls do not get claimed by Slaanesh,
and can be used to power Wraith constructs.

The Laughing God

The only Authority that the Harlequin follow is Cegorach,


the Laughing God. One of the surviving Aeldari Gods, it is not
entirely sure how he survived but it is believed that Cegorach
survived by taking refuge in the Warp, dawning on many Harlequin Death Jester
disguises and mocking Slaanesh.

Whilst it is not known the end goal of most Masques, all can be assumed that it is to further
the goals of their trickster God in the war against She Who Thirsts.

Alliances

Many Aeldari, whether it be Asuryani, Drukhari or Exodite know of the Harlequins, and they
are welcome in all societies. They usually just blend in and hide in many societies,
sometimes not even Aeldari ones, and from the shadows they strike enemies of the Aeldari,
or whatever major threat has surfaced.

Purpose

While the enigmatic Harlequin’s goals are a mystery, their purpose is to serve the Laughing
God, they defend the Black Library, a mysterious Craftworld rumoured to be crafted by
Cegorach’s hands. The Black Library is said to contain all the known knowledge of Chaos
inside, from a copy of The Book of Magnus, to The Book of Lorgar, and is very rumoured to
contain a Tome written by Cegorach himself. It is said to reside in the Webway.

Recruitment

Harlequins recruit to their cause from any of the other Aeldari Factions, regardless of their
backgrounds. If they are chosen, they will have to prove themselves worthy to be a
Harlequin. And when they do, from that point on their previous culture doesn’t mean
anything to them anymore, and they embrace being a Harlequin, and somehow, no longer
need a Soulstone.

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Outcasts
Sometimes referred to as the Path of the Outcast, these Aeldari
reject the ideals of the strict Asuryani society, and desire for a
life of adventure and glory. Usually leaving Craftworlds to
become Rangers, as this is the middle ground between their
duty to their Craftworlds and have a free life of their choosing,
acting as the scouts for their Warhosts. Sometimes these
Outcasts leave and form Pirate fleets, raiding and exploring
for fun.

Corsairs

Aeldari Corsairs are those Asuryani Outcasts who


have chosen to explore their opportunities for adventure
and glory by becoming Pirates, and raiding other
spacefaring species Commercial Vessels. On occasion,
Corsairs will hire themselves out as mercenaries, bodyguards
or even assassins.
Aeldari Ranger
The Severed

A Drukhari Kabal that was exiled from Commorragh after a failed Coup D'etat against a rival
Archon. They are ruthless raiders that take the hands of their victims as trophies, and adorn
their vehicles with chains of shrivelled hands taken from Merchants, Space Marines and
Imperial Guardsmen alike. The Kabal’s obsession with hands began with the Severed
Archon’s left hand being almost decimated as a result of the botched Coup, and out of
respect and fanatical loyalty, his warriors also followed suit. Mutilating most of their left
hands, and sometimes replacing the hand entirely with cybernetic talons instead.

Rangers

Rangers act as the scouts of the Asuryani craftworlds, well-trained survivalists and
marksmen able to find the eye sockets and neck joints of even the most heavily armoured
enemy troops with their Long Rifles. Eventually, Rangers will become what is known as
Pathfinders, the equivalent to Exarchs from the Aspect Warriors. Whilst Pathfinders will have
conquered their temptations, they still feel the need to follow the Path of the Outcast.

Solitaires

The Solitaires, as their name implies, are solitary individuals who roam the Webway, only
joining a Harlequin Masque for a battle or performance when the fancy takes them. Just
speaking to a Solitaire outside the Dance is tantamount to death, for he treads the Path of
Damnation, his soul forfeit to the Chaos God Slaanesh. Indeed, a Solitaire's role is afforded
the utmost fear and respect by other Aeldari of any faction, for only the bravest, strongest
and most incorruptible of their race could play the part of their greatest nemesis and remain
sane.

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Aeldari Pantheon
The Ancient Aeldari Empire believed in a Pantheon of Gods, whilst many perished by
Slannesh’s hand, there are a few that still survived, and worshipped to this day.

Surviving

Kaela Mensha Khaine, God of War; The Aeldari God of War, his power is only second to
Asuryan, His hand cursed to constantly drip with blood. Worshipped by the Aspect Warriors
of the Path of the Warrior.
Cegorach, the Laughing God; Cegorach, also known by many other names like the
Laughing God, and the Great Harlequin, he was a consummate trickster and artist of the
Aeldari gods, Worshipped by the Harlequins
Isha, Goddess of the Harvest; Isha is the Goddess of Fertility in many respects, her tears
are said to have solidified to form the Soulstones. She is currently imprisoned in the Garden
of Nurgle, being ‘saved’ by Nurgle from Slaanesh.
Ynnead, God of the Dead; A partially awakened Aeldari God, Ynnead was awakened by
High Farseer Eldrad Ulthran, but the ritual was interrupted by Imperial Deathwatch. The god
of the dead then chose a champion to complete his rise, that being Yvraine. Yvraine founded
a new Aeldari faction dedicated to the Whispering God's resurrection known as the Ynnari.

Perished

Asuryan, King of the Aeldari Gods; As the King of the Aeldari Gods, Asuryan held sway
over all other gods, and was even the one to gift the Aeldari their skill with Psychic Powers.
But Asuryan was nevertheless consumed by the Chaos God Slaanesh.
Vaul, God of the Forges; The artificer of the Aeldari Gods, Vaul is one of the central gods
of the Aeldari Pantheon, and an enemy to Khaine who he fought and lost to, being chained
to his Anvil until his eventual demise from Slaanesh.
Kurnous, God of the Hunt; Kurnous was the Father of the Aeldari race and the companion
and consort of Isha. He is often represented with hounds, hawks, and other symbols of the
hunt. Although his fate was to be slain by Slaanesh.
Lileath the Maiden; Lileath was the goddess of dreams and fortune. She is the daughter of
Isha and was the youngest of the Aeldari gods, she was not spared from Slaanesh.
Morai-Heg, Goddess of Fate and Souls; The Crone-Goddess Morai-Heg is the consort of
Khaine, who she tricked into cutting off her hand to form relic weapons known as
Croneswords. But ultimately was slain by Slaanesh.

Exodite

Cobra-God, God of Destruction; The Spirit of destruction who does not care who is caught
in his wake.
Scorpion-God, God of Defence; The Spirit of defence, brother of The Cobra-God.
Serpent-God, God of Secrets; The God of secrets who knows all there is to know in the
universe.

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Worlds of the Galaxy


As many races there are in the Galaxy, there are probably tenfold the Planets, some
completely unified and others divided against itself.

Agri Worlds
An Agri-World is a planet of the Imperium of Man entirely dedicated to the production of
agricultural products. Many planets of the Imperium, such as Forge Worlds and Hive Worlds,
are completely incapable of sustaining the sheer number of people who live and work on
them.

To feed these people, as well as the vast armies of the Astra Militarum, many planets have
been completely transformed into giant farms. Most of these planets have populations of
less than 100 million people and possess only a few major cities. These farming planets, in
their own way, are as vital to the Imperium as its hive cities. They are given over entirely to
the production of food, which Hive Worlds cannot produce in sufficient quantities to keep
their huge populations from starving.

Many a world has whole continents given over to livestock or


fields of crops. Some Agri-Worlds are covered in oceans
teeming with fish and a few are far stranger -- worlds covered
in edible fungus, scoured by swarms of nutritious insects or
are gas giants whose upper atmospheric layers are home to
flocks of edible or egg-producing flying creatures.

A few planets are used solely to provide clean, potable water


to nearby Hive Worlds. Agri-Worlds are sometimes ruled
directly by the Adeptus Administratum rather than by their
own local planetary government, to help ensure that their
produce is grown and harvested with maximum efficiency. An Agri-World

On some Agri-Worlds, artificial aspects dominate, such as sheltered hydroponic lakes,


floating fields suspended in hollowed-out planetoids, or algae vats buried deep within
irradiated mountains. In all cases, their populations are devoted to a single cause: feeding
the Imperium.

Few Agri-Worlders, however, share in these bounties from their cultivated fields or packed
corrals, and often subsist on discarded grains or meats unsuitable for processing. Agrarian
workforces can be anchored to working a single field, often developing such devotion to their
produce that new religious sects can spring up like the plants themselves.

On some planets, especially where there is a strong Adeptus Mechanicus presence,


labourers with bionic scythe-limbs might work alongside monotask harvest Servitors while
Combat Servitors patrol the fields and use their Heavy Stubbers to discourage marauding
creatures

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Creatures of Agri-Worlds
There are many Creatures in Agri-Worlds, some domesticated and some wild.

Grox

The Grox is a large, fast and aggressive reptilian animal,


when it was discovered, it was learned the animal
possessed many useful traits, such as the ability to survive
in almost any planetary environment and the omnivorous
ability to thrive on even the most indigestible food. Grox
meat itself is also extremely palatable and nutritious, and
nearly every single part of the beast is edible. Because of
their value as livestock they have since been introduced to
other worlds throughout the entire galaxy, so that the Grox
is now the most common type of livestock animal Grox
throughout the Imperium.

Gyrinx

Gyrinx, also known as Grynix, are strange, feline-like xenos creatures


utilised as familiars to enhance the psychic abilities of Psykers. A
Gyrinx resembles a large Terran domestic cat, with very thick and
fluffy ginger or orange fur and bright blue eyes. They can grow up to a
metre in length. Gyrinx are not truly sentient as such, but they have an
astounding ability to empathise with other creatures, forming a mental
bond with their owner which is comparable to true friendship.

Razorwing Gyrinx

The Razorwing is a large avian creature native to many worlds


of the Koronus Expanse. It is the size of a mythical Terran hawk
or eagle and is known to be a particularly effective and vicious
aerial predator. The claws and beak of the Razorwing are strong
enough to cleave through the mass of its prey to get to the
bones inside, but these are not the only weapons the Razorwing
employs. The feathers of the avian, from the filoplumes on its
head to the rectrice feathers on its tail, are as sharp and as
durable as a mono-blade.
Razorwing
Wyvachs

Wyvachs are a mysterious flying lizard-like Xenos species, that possess a deep Psychic
bond, exceedingly rare, they are said to be "familiars" to Psychic beings similar to that of a
Gyrinx. They form a supernatural bond with their keepers and are dangerous predators in
their own right. Creatures of subtlety and wit, it said their bond with their keepers allows
them to see and hear through them and vice-versa.

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Crone Worlds
A Crone World is one of the original homeworlds first colonised by the Aeldari. The Crone
Worlds formed the heart of the lost Aeldari Empire before they were consumed by the
creation of the vast Warp rift called the Eye of Terror following the birth of the Chaos God
Slaanesh.

The worlds are now known as "Crone Worlds" to the Aeldari after
Morai-Heg, the Crone Goddess, who is also the Goddess of Fate.
The entire region where the Crone Worlds were located was
overtaken by the growth of the Eye of Terror, and the Aeldari
Empire's homeworlds were consumed by Chaos and turned into
nightmarish realities that now lie fully within the bounds of the
Immaterium.

The Crone Worlds seem to be synonymous with the planets


now designated as Daemon Worlds by the Imperium of Man.
They are now domains of the Ruinous Powers and their
servants along with many ancient Aeldari who have been
trapped within the Warp since the Fall of the Aeldari. These
trapped souls desperately yearn for the sweet release of
death and the consumption of their soul by Slaanesh.

These worlds remain vitally important to the survival of the A Slaaneshi Keeper of Secrets
Aeldari as they are the only source for new Spirit Stones. However, journeys to the Crone
Worlds constitute entering the most dangerous area of the galaxy, and many of the
Craftworld Aeldari who go to the Crone Worlds seeking new Spirit Stones or other valuable
artefacts of their people never return. Those that do are often so badly wounded in mind and
spirit that they soon seek the solace of the Infinity Circuit.

Besides Spirit Stones, many other valuable artefacts of the ancient Aeldari civilisation
survived the Fall of the Aeldari and still exist somewhere on the Crone Worlds for the taking,
these artefacts are invaluable to the old inhabitants, and many Aeldari dare to try and
recover them. However, the Aeldari aren’t the only ones interested in these artefacts, Rogue
Traders to Ordo Xenos Inquisitors to desperate treasure hunters looking for a big score.
Many parties will search these worlds for valuable goods, either having to confront an
Aeldari searching party, or hordes of Daemons, if they’re unlucky.

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Factions in Crone Worlds


Whilst Crone Worlds are desolate places overrun by creatures of the warp, there’s some
groups that will commonly be seen.

Chaos Warbands

From Cultists, to Traitor Guardsmen to Chaos Space Marines,


the Traitor Legions will seek refuge on Worlds that are
completely overrun with Chaos, where no sane person would
go. And on Crone Worlds, there’s no shortage of sacrifices
or slaves to offer to their patrons.

Chaos Daemons

A Chaos Daemon is an intelligent and usually malevolent


entity of the Warp composed of purely psychic energy. Daemons
are sentient embodiments of Chaos and collectively the
greatest servants of the Chaos Gods and of Chaos itself as a
universal force.

Aeldari Scavenging Parties

Aeldari frequently return to Crone Worlds in search of A Traitor Guardsmen


Soulstones and Ancient Artefacts from their old shattered Empire, however many do not
return. Most search parties usually either are made up of Rangers, or Wraith units if they
can, if the Craftworld is extremely lucky or tolerant enough, they hire Auxiliary Forces to
search for them.

Drukhari Raiding Parties

Sometimes Drukhari will raid Crone Worlds, to target the Chaos or Aeldari Forces for slaves;
to settle a score against a Chaos Warband, or an easy target against a preoccupied Aeldari
Force.

Rogue Trader Search Parties

Rogue Traders and their Retinues occasionally come to these Worlds in search of Artefacts,
but not for the same reason as the Aeldari. They come seeking treasures and riches to make
as much Thrones as they can; a high risk, high reward.

Imperial Expeditionary Forces

Many Imperial Expeditionary Forces may find themselves on Crone Worlds, from Ordo
Xenos Inquisitors to Penitent Crusades, many Imperial Forces might come hunting for the
Heretics that reside here, or the ancient Artefacts, left behind by the Aeldari, to study and
research.

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Creatures of Crone Worlds


Crone Worlds are infested with many different hostile and dangerous creatures.

Furies

A Fury is a winged, gargoyle-like Daemonic Beast of Chaos


Undivided formed from scraps of Warp energy and emotion
that coalesce together.

Flesh Hounds

A Flesh Hound of Khorne is a powerful and bloody-minded,


great wolf-like Daemonic Beast in service to the Blood God.

Khymerae

A Khymera are terrifying creatures, resembling a hound, they are


literally born from a being's nightmares.

Screamers

Screamers are glimmering, Daemonic sky-sharks that resemble


old Terran Manta-rays. They have no real conscious thought and
are instead driven by a powerful hunting instinct.

Nurglings
A Horror of Tzeentch
Nurglings are tiny, mischievous Lesser Daemons of Nurgle. Alone not a threat, but in
hordes, are lethal.

Steeds

A Steed of Slaanesh is a Daemon of the Chaos God Slaanesh that appears in the form of a
daemonic beast. Not hostile on sight but will attack if provoked.

Possessed Guardians

Remnants of the Aeldari left on the Crone Worlds, these poor souls have been corrupted
and possessed by Daemons and horribly mutated. With this horrific fate, they recklessly
throw themselves at intruders to be put out of their misery.

Chaos Spawn

A Chaos Spawn is a mindless mutant creature who has become so mutated through
exposure to Chaos that they devolved into a twisted and insane abomination.

Juggernaut

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A Juggernaut is one of the Blood God 's Daemonic steeds, a manifestation of his unbridled
rage. A fusion of brass and beast, resembles an ancient Terran horned Beast.

Bloodletter

A Bloodletter is a Lesser Daemon that serves as one of the eager Daemonic foot soldiers of
the Chaos God Khorne's Blood Legions. Rippling muscles lie barely concealed beneath the
Bloodletter’s scaly red hide, knotted sinews that give the strength sufficient for its jet-black
claws to pierce the most unyielding armour.

Fiends

A Fiend is a Daemonic Beast of Slaanesh, they appear as an unholy mixture of creatures,


chimerical beings from Warp-induced nightmares given physical shape.

Daemonette

Daemonettes are lithe, dexterous killers, whose claws can tear their opponents to shreds, or
allure their mortal victims into their clutches.Their hermaphroditic forms are both repulsive
and nearly impossible for a mortal to turn away from.

Horrors

To describe a Daemonic Horror is all but impossible, for they are pure Chaos unbound,
given capering and energetic form by the will of Tzeentch. Horrors have been said to have
two distinct states defined by the colour they present to the naked eye -- the Pink Horror and
the Blue Horror.

Beasts of Nurgle

The Beast of Nurgle is a daemonic beast that is truly a horror on the battlefield. It has the
soft, sticky and mottled body of a pallid slug, webbed feet that flap uselessly, a face of
writhing green tentacles, and a whip-tail growth that bursts from its back and which wags
constantly from side to side.

Rot Flies

Giant hideous Daemonic insect similar in appearance to giant corpse flies whose
appearance is so repugnant it scars the mind.

Plaguebearers

Plaguebearers are the footsoldiers of Nurgle's daemonic legions. They possess a single,
cyclopean eye and a single horn rising above their haggard, drawn faces, their bodies
covered in filth and parasites. Plaguebearers have gangling, bony limbs, their bodies swollen
with decay, so much so that glistening innards are exposed through rents in their skin.

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Death Worlds
A Death World is a planet which is too dangerous for a variety of environmental and
biosphere reasons to support widespread human settlement.

The types of Death Worlds are varied, ranging from


planets that are covered by world-wide jungles that
harbour vicious carnivorous plants and animals to
barren rockscapes strewn with volcanoes and
wracked by ion storms. In at least one case, the
Planet itself is alive.

These worlds are near-impossible to colonise by


Mankind due to their environmental conditions or the
nature of their biospheres, nonetheless, many of
these worlds have large human settlements, which
are notable for the strength and self-reliance of their
people. A Death World

Everyone must pull his own weight and support the larger population, or
else all face imminent destruction. The threats on these planets vary
tremendously, from aggressive predators to weather abnormalities, but
that does not stop humanity from thriving against the odds.

Individual roles and adherence to guidelines are crucial to the


survival of any Death World Outpost or Colony. As a result, life is
often regimented and punishment for ignoring assigned tasks is
very harsh. Those unable to perform the more physical tasks
provide support for those who can. Many of the people of these
worlds are inducted into the Astra Militarum, or recruited by the
Space Marines, a fact which is often the sole reason for the
continued habitation of those worlds.

Whilst some Death Worlds are natural, like Catachan having local
Flora and wildlife almost strictly carnivorous, others have had
incredibly destructive wars or invasions cause their inhospitality, like
Tanith being destroyed by a Chaos Warband’s invasion, or Krieg that
fought a bloody civil war that lasted centuries. In some cases, the
populace can survive in these scenarios, creating elite and
specialised Astra Militarum regiments like the Catachan Jungle A Catachan Guardsmen
Fighters, who are masters of Guerrilla Warfare and Jungle Combat, or the Death Korps of
Kreig, who are masters of Siege Warfare and Wars of Attrition.

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Factions from Death Worlds


Many Factions originate from Death Worlds, and because of this, usually means that these
forces are some of the elite.

Catachan Jungle Fighters

The Catachan Jungle Fighters have been recruited from the Death World of Catachan. They
have the well-deserved reputation of being the deadliest practitioners of jungle warfare in the
galaxy. Extremely resourceful and uncompromising warriors, the natives of Catachan are
deadly melee fighters with their specialised close combat blades or from ambush.

Dark Angels

The Dark Angels are considered amongst the most powerful


and secretive of the Loyalist Space Marines. They were the
first of the original Legions. Though they claim complete
allegiance to the Emperor of Mankind, their actions at times
seem at odds with that claim. Their Homeworld Caliban was
destroyed during the Horus Heresy, which the largest fragment
of the Planet converted to a Fortress-Monastery, known as The
Rock.

Death Korps of Krieg

The Death Korps of Krieg is a siege specialist Regiment,


they seek to repent for the rebellion that had occurred on
Krieg, which reduced the planet to a nuclear wasteland.
Due to the centuries of trench warfare and sieges against
the rebels, Kriegsmen are master siegers and specialise in
wars of attrition, partially due to their need of repentance
making Kriegers have no regard for their own lives.

Salamanders A Dark Angels Space Marine

The Salamanders were one of the original Space Marine Legions during the Great Crusade,
as a Chapter are unusually concerned with civilian casualties compared to most other Space
Marines and believe that one of their most important duties is to protect the lives of the
Emperor of Mankind's innocent subjects whenever and wherever possible. Their homeworld
is the volcanic Death World of Nocturne.

Space Wolves

The Space Wolves were one of the original Space Marine Legions, and are renowned for
their embrace of their homeworld’s savage culture as well as their extreme deviation from
the Codex Astartes. Their Homeworld is Fenris which is an icy Death World that is also
situated close to the Eye of Terror, meaning it is raided by Forces of Chaos regularly.

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Creatures of Death Worlds


Most Creatures in Death Worlds are hostile, carnivorous and extremely dangerous, a perfect
match for the people there too.

Ambull

An Ambull is a massively built, roughly humanoid xenos creature with an insect-like


armoured carapace and oversized arms tipped with iron-hard claws. They are also natural
tunnelers, with eyes sensitive to the faintest light even into the infrared spectrum, and claws
that can excavate through soft rock and earth at alarming speeds.

Catachan Devil

The Catachan Devil is an insectoid creature native to the


Imperial death world of Catachan. They are scorpion-like in
appearance with a series of segmented body sections and
pairs of legs terminating in a long tail with a poisonous barb, which
curves forward over the creature's back.
A Catachan Devil
Clawed Fiend

The Clawed Fiend is an alien beast whose body is an amalgamation of


the most predatory aspects of nature. Its size is tremendous and it
can move that bulk of muscle and claw at almost preternatural
speeds.

Fenrisian Wolves

The massive Fenrisian Wolf is a fearsome predator and an


enduring symbol of the frozen homeworld of Fenris, much larger
than their Canine cousins more commonly seen across the galaxy.

Kraken
A Clawed Fiend
A Kraken is the most powerful and terrifying of all the marine creatures that inhabit the
turbulent oceans of the Death World of Fenris. Similar to a Terran cephalopod in shape but
far larger in size and aggressive in nature, a Kraken can grow to be 5 miles long, with
tentacles four times that length.

Phyrr Cat

The Phyrr Cat is the apex predator of the plains and forests of the Agri-World of Phyrr.
These felines grow rather large, some of the oldest reaching the size of a small pony. They
are completely carnivorous, but also very reclusive. A Phyrr Cat’s prowess in stealth is so
phenomenal that someone travelling through Phyrr’s forests could pass within four metres of
one and never know it was there.

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Flora of Death Worlds


Creatures aren’t the only things that are hostile in Death Worlds

Brain Leaf

The Brain Leaf, a vegetative carnivore, is a small tree, not particularly conspicuous on
Catachan, but is able to attach its tendrils to the spine and brain of any animal, taking control
over their body.

Spiker

The Spiker, another deadly plant, fires its spikes into its victims' bodies, which contain the
Spiker's DNA and unleash a series of mutative chemical reactions which literally transforms
the person into another Spiker.

Spore Tree

The branches of the Spore Tree hold dangling flowers which launch a cloud of spores when
they detect something moving close by, to carry their seeds to other fertile areas. The spore
cloud is so dense that the creature which disturbed the tree often chokes and dies. This is
also useful for the Spore Tree as its victim's decaying body will enrich the ground around its
roots.

Strangleplant

The Strangleplant prefers shady spots to grow in, where its distinctive tube-like trunk is
hidden from view. When it detects the air disturbance caused by a passing animal, its long,
highly adhesive stamen uncoils, wrapping itself around the prey and dragging them back to
die of dehydration.

Venus Mantrap

The Venus Mantrap is a carnivorous plant whose analogous species are common to many
jungle Death Worlds across the galaxy. It resembles the Terran Venus Flytrap for which it is
named, but is far larger, and unlike the flytrap, it is not stationary but is able to move its
leaves to attack and consume its prey.

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Hive Worlds
The populations of Hive Worlds are so great that the people live in huge urban arcologies
called hive cities, truly immense, self-contained, many-layered structures that reach high into
the sky, each housing billions of individuals.

Hive Worlds often provide much-needed industrial labour, their manufactoria producing
mountains of materiel and other goods to meet the Imperial Tithe's demands.

Most Hive Worlds started out as relatively hospitable places


to live but have become severely polluted, the areas outside
the Hives reduced to ash wastes or radioactive desert by
the never-ceasing industry of the great cities. Equally
dangerous can be the hive cities themselves.

The crime-ridden, poverty-stricken areas, almost always


found in the most polluted and decrepit lower levels of the
under-hive, are home to violent gangs, criminals and
assorted scum as well as mutants and heretical cults who
hide there from the authorities. It has been said that the
sacrifice of over a million Imperial soldiers is worth
"one day's Hive World production" in weapons and armour. A Hive World

Hive Cities are ancient constructions, each century slowly growing wider across the barren
ground and higher into the polluted air. They dominate worlds where the local environment
has all but collapsed from long standard years of mining, harvesting, and waste dumping.

These are nearly sealed ecosystems, where billions of people live stacked on top of each
other in the close confines of what is in essence a great metal tomb. A Hiver lives out his life
never seeing the sky, never knowing what the surface of his world looks like, and often never
even leaving the city level on which he was born.

That any Human civilization is "three missed meals away from anarchy" is an adage that has
held true since long before the Imperium existed and applies doubly in the case of a Hive
World. In any given Hive City, millions must live together in jostling proximity, utterly
dependent on a complex and gargantuan infrastructure for the mere basics of daily life such
as food, power, light and even clean air.

If widespread rioting, unrest or serious disorder is allowed to ferment, it is possible that the
threads binding the Hive together may be broken and millions may suffer as a result. It is
said by some that this is one reason why the phenomena of the "Underhive" is allowed to
exist in some form or another on most Hive Worlds, as a vital sinkhole for the city's Human
malice, sin and discord.

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Factions in Hive Worlds


In Hive Worlds, not everyone lives on the surface of the Hive Cities, and definitely not in the
Hive Spires for the super rich. Most people, especially the downtrodden, live in the
Underhive, and try to make a name and lives for themselves from crime. Many Hive Worlds
have huge criminal Underhive elements, the most famous Hive World’s Underhive is
Necromunda. An Underhive is usually run by criminal Houses or Cultists, fighting for
dominance.

House Cawdor

House Cawdor is the stronghold of the Cult of the Redemption


whose prophets foretell universal destruction. Although the cult has
its adherents throughout the Hive, in House Cawdor it has attained the
status of an official religion. For this reason the House is also
known as the "House of Redemption".

House Delaque

House Delaque benefits from a special understanding with the


Imperial House of Helmawr, providing not just materials but also
information to the rulers of the Hive World. Delaque spies are said to
operate throughout the Hive, observing the activities of the other
Houses. It is rumoured that some of the ruling family members of
the Houses, and even some Noble Houses, are in the pay of the
Delaque.

House Escher Escher Ganger

House Escher is perhaps the most strikingly different of all the Houses. Unlike the other
Houses which have reasonably balanced populations, the Escher’s is made up almost
entirely of women. The few males are shrivelled and imbecilic, perhaps as the result of a
genetic flaw within the House bloodline.

House Goliath

House Goliath is situated unfavourably within Hive City and occupies some of the deepest
and harshest areas. By way of compensation the Goliaths are tough and persistent by
inclination. They consider the Hivers of other Houses to be soft and slack. In truth all Hivers
are naturally robust. The Goliaths, however, take a stubborn pride in their ability to endure
hardship.

House Orlock

House Orlock is known as the "House of Iron" because its foundations lie upon deep ferrous
slag pits. The Hivers mine these pits for the debris of ancient times and extract enough pure
metal from the refuse to serve their industries.

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House Van Saar

House Van Saar is renowned for the quality of its technical products.
The House’s manufacturing processes are precise and its finished
materials are of the highest quality. The Noble Houses pay a
premium for Van Saar goods, and as a result the House is
probably the most wealthy in Hive City.

Chaos Cults

From Corpse Grinder Cults to Pleasure Cults, some of


the more Downtrodden or Power-hungry in the Hive will
turn away from the Emperor’s Light, and begin worshipping
new masters, the Dark Gods.These cultists pose a threat
and could overthrow the Planet’s current Regime if they
grows too big.

Genestealer Cults
Three Chaos Cultists
A Genestealer Cult is a Xenos-worshipping secret society made up of and controlled by
Tyranid Genestealers that thrives in the dark corners of the Underhive. Secretive, stealthy,
and utterly malignant, Genestealer Cults grow unseen until it is too late.

Adeptus Arbites

The Adeptus Arbites serves as the Galactic Police Force of the Imperium of Man,
responsible for enforcing Imperial Law on all Imperial-controlled Worlds. They have been
granted the right by the High Lords of Terra to serve as judge, jury and executioner for any
Imperial citizen they discover that have broken the Law.

Palatine Enforcers

Law in the Imperium is enforced in a million different ways – the cruel whims of each
Planetary Governor dictating how the Lex Imperialis is implemented on their world. Enforcers
act more like a Governor’s Personal army than a Police Force, and go through Hellish
training to become an Enforcer.

Rebel Lords

Rebel Lords are fugitive Noble Lords, whose Houses have lost their status as part of the
Hive World's nobility. When this happens, the Fallen Noble Lords are almost always hunted
down and killed, lest they somehow endanger the Planetary Governor’s rule. Those that
survive, however, do so in the Underhive, where they become Rebel Lords and use their
remaining resources to become deadly adversaries to the Governor.

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Hive Guilds
In many Hive Worlds, different areas of Governing are delegated to different factions known
as Merchant Guilds. These Guilds run many factors of the Hive Worlds like the Guild of Coin
controlling the Economy, or the Water Guild controlling the Water Supply.

The Air Guild

The Air Guild is responsible for regulating the air control within the Hive World's Hives.

The Corpse Guild

The Corpse Guild is responsible for overseeing the processing of the Hive World's dead, into
the food known as Corpse-Starch. It is from their workers that the Khornate Corpse Grinder
Cults have grown

The Electro Guild

The Electro Guild is responsible for overseeing the distribution of electricity, geo-thermal
heat and even sunlight within the Hive World. It is also known to have a major rivalry with the
Promethium Guild, to determine what main resource is used to power the Hives

The Guild of Coin

The Guild of Coin is responsible for overseeing the distribution of credits and on the Hive
World.

The Iron Guild

The Iron Guild is responsible for regulating the Hive World's miners and prospectors.

The Promethium Guild

The Promethium Guild is responsible for overseeing the distribution of Promethium and all
burnable fuels and liquids within the Hive World. In some Hives, the agents of the
Promethium Guild are almost a religious Order, who carry a flame they worship as an aspect
of the Emperor.

The Slave Guild

The Slave Guild is part of Necromunda's Merchants Guild and is responsible for overseeing
the slave trade on the Hive World.

Water Guilds

The Water Guild is responsible for the distribution of every drop of usable water on the Hive
World. This includes the imported ice water that is sipped by the Great Houses' nobles.

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Creatures of Hive Worlds


Not only Humans and Abhumans live in the Hive Worlds, there are many Creatures that
infest the Underhive or created to serve Hivers and even Law Enforcement.

Cyber-Mastiffs

The Cyber-Mastiff is a robotic or cybernetic construct for use in combat


and hunting that is based on the form of large hunting dogs. It
generally stands hip-high or so to an adult human and over a
metre long from tip of head to hindquarters.

Caryatids

Small, winged, blue humanoid creatures which infest the


many air-ducts and vents, Caryatids are seen as good luck
charms by many hivers, as they tend to attach themselves to
charismatic, powerful and successful individuals.

Phyrr Cats
Cyber-Mastiff
Large Feline creatures that are ferocious and deadly as they are rare, they have great
eyesight in the dark, and claws as sharp as their senses.

Rats

Rats infest all corners of the Underhive, and depending on the area they choose to inhabit,
they can mutate and pose a real threat to anyone who comes across them.

Ripper Jacks

Few creatures in the Underhive are feared as the Ripper Jacks. These horrors lurk on high-
slung pipes and rusted gantries. Once their prey comes within range, Ripper Jacks will
then drop on top of the target.

Spiders

Just like Rats, Spiders can be found all over the Underhive, although many have mutated,
growing to a larger size than any Ancient Terran Spider could achieve.

Sumpkroc

Giant Lizard beasts that resemble ancient Terran crocodiles, they have four eyes and many
teeth, too many to count before you lose an arm.

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Lesser Xenos Races


The Galaxy is of course, filled to the brim with many different Xenos races, some hostile and
some timid, some spacefaring and some tribal, all with different cultures and allegiances.

Demiurg

The Demirug are a short, stocky, spacefaring race of miners that


inhabit the Eastern Fringes. Almost purely spaceborne, they are
organised into what are known as “Brotherhoods”, although little
is known about how much weight this carries. Currently, they
have strong friendly ties with the T’au, with some
Brotherhoods actually joining the T’au Empire.

Galgs

The Galgs are a sentient xenos species native to the world


of Adummin that has been annexed into the T'au Empire.
Galgs are multi-limbed creatures with a set of six tentacle
limbs which serve them as both arms and legs. Demiurg Miner

Jokaero

The Jokaero are a intelligent race that share many similarities


with ancient Terran Great Apes. Whilst they may not have
the ability to speak, their technology speaks for them.
Jokaero craftsmanship is some of the best in the galaxy,
with specialisation in creating Digi-weapons.

Megarachnids

Megarachnids are a race of Xenos resembling Terran


Arachnids, first encountered during the Great Crusade,
they are a hostile species and will attack on sight. They
were almost driven to extinction during the Great
Crusade, only to be saved by their old enemy the
Interex, although the fate of the species now is unknown.

Men of Iron
Megarachnid
The Men of Iron were legendary, artificially intelligent
humanoid thinking machines created by Humans during the Age of Technology. In the end,
the Men of Iron were destroyed by Humanity and a Galactic Alliance that may have included
other species in a terrible war fought in the late 23rd Millennium known as the "Cybernetic
Revolt", however some have survived and have been hiding in the far fringes of the Galaxy.

Nicassar

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The Nicassar are a xenos species of powerful psykers


who are allied with the T'au. The Nicassar are driven
by an insatiable curiosity to explore and travel across
the Galaxy. They act as the Explorers and
Reconnaissance units for the Empire.

Q'orl

The Q'Orl are an insectoid hive race that is


noticeable for having a substantially large Xenos
Empire located in the Segmentum Pacificus. The are a
Technologically advanced species organised into ‘Swarm
Hoods’ and worship their own Homeworld as a Sacred
Object of their Civilisations of their Society.
Rak'Gol Render
Rak'Gol

Rak’Gol are a Brutal, vicious pirate Xenos that infest the Koronus Expanse. Reptilian and
Centauroid in appearance, with eight limbs and a tendency to replace
with cybernetics, they haunt the depths of space and attack
whatever vessel or Planets they come across, stealing weapons
and supplies.

Sslyth

The Sslyth are a Xenos race that actually hails from


Commorragh, snake-like in appearance with four
arms, they are commonly hired as bodyguards,
as actual Drukhari have questionable loyalty.

Tarellians

Tarellians are a xenos species of which almost


nothing is known but who serve as mercenaries,
primarily for the T'au Empire. The Tarellians were
originally a part of an Empire known as the Tarellian A Zoat Known as ‘The
Archivist’
Civilisation, although the Mankind virus-bombed several of their worlds during the Great
Crusade. Now, they possess a bitter hatred of Humanity.

Zoats

The Zoat are an Ancient, Reptilian and Centauroid alien species that was enslaved or
specially engineered as bioconstructs by the Tyranids, Despite their creation or enslavement
by the Tyranids, Zoats who were able to escape the psychic influence of the Hive Mind could
pursue their own, independent agendas.

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