Funny that you should say that.

Where enemies stood against the Emperor because of their belief in gods or the superstitions bred by Old Night, it would fall to the XVIIth Legion to deliver the Emperor's ultimatum: recant or be destroyed. To the fortresses of demagogues, and the enclaves of cults, a lone warrior of the XVIIth Legion would come. Clad in black armour, his face hidden by a skull helm and bearing the eagle-winged mace, the herald would speak of the truth offered by the Emperor and the futility of resistance.

These bearers of the word and death were chosen from those who had shown supreme devotion to the Imperial Truth. Such a mantle once bestowed was never removed. Some, on seeing such a warrior, would surrender, and renounce their false beliefs. Others would refuse. Many heralds would die at the hands of defiant enemies, pulled down by human hands after slaying hundreds.
They are still Imperial Heralds and the Wiki still holds true. It is just that from the POV of the defenders, the Herald that approaches appears out of no where, says a few things, and when they try to kill him, ninja vanishes away.

Needless to say, unlike in Canon where the Marines are sent on Suicide missions, the spot of Word Bearer is heavily contested by the Legion's elite, as they feel that it is a position of Honor.
 
Sorcerers, Psykers and Shamans
WHAT IS THE DIFFERENCE?
Sorcery and psychic abilities are threads of power, each distinct yet intertwined, weaving a complex web of influence over the galaxy.

Sorcery, the arcane art of bending the Warp to one's will, is a treacherous path. It involves the manipulation of the Immaterium through ancient knowledge, intricate rituals, emotions, intent, and symbolism. Those who walk this path seek to harness the powers of the Warp, often through pacts with malevolent entities dwelling within its depths. The sorcerer learns to call upon these entities, bargaining for their aid in manipulating the fabric of reality. Yet, for all their power, these sorcerers are but vessels for the Warp's energies.

It is a path fraught with danger, for to traffic with the entities of the Immaterium is to invite corruption. Sorcerers are scholars of the arcane, delving into forbidden lore to unlock the secrets of the Warp. They usually bargain with daemons and warp entities, binding them to their will through dark pacts. The power they wield is borrowed, drawn from the depths of the Immaterium. Sorcery is a dance with the devil, a dangerous game that often leaves its practitioners twisted and malformed, both in body and soul.

In contrast, psykers are beings of innate power, born with a connection to the Warp. They are conduits for the energies of the Immaterium, able to shape reality with their thoughts and emotions. Unlike sorcerers, whose power is learned and external, the abilities of a psyker are as natural to them as breathing. They draw upon the Warp instinctively, their powers fueled by their own psychic strength. However, this raw power comes with its own risks, for the Immaterium is a realm of chaos and temptation, and the untrained psyker risks being consumed by its malevolence.

The distinction between sorcery and psyker abilities lies not only in their origin but also in their nature. Sorcery is a deliberate act, a calculated manipulation of the energies of the Immaterium. It is a craft that requires study and practice, a path that can be chosen or rejected. Psyker abilities, on the other hand, are a part of the psyker's very being, an intrinsic aspect of who they are. While sorcerers may wield greater power through their rituals and pacts, psykers have a connection to the Warp that is pure and unfiltered.

Though distinct, these paths are not always separate. The lines between sorcery and psyker abilities can blur, especially for those who seek to wield both. Warp entities, ever eager to corrupt and manipulate, often offer new powers and insights to psykers, blurring the boundaries between natural talent and sorcerous practice.

In the grand tapestry of the 30th millennium, sorcery and psyker abilities are but two threads, each vital to the fabric of reality yet distinct in their purpose and practice. Whether used for good or ill, these powers shape the galaxy, their wielders standing as both saviors and scourges, heroes and heretics, in the eternal struggle for dominion over the Immaterium.

COST
The pursuit of sorcery is a path paved with blood and suffering, where every act of magic exacts a toll, and every ritual demands a sacrifice. To wield the powers of the Immaterium is to court damnation, for the Warp is a realm of endless hunger, where nothing comes without a price.

The sacrifice required for sorcery is not merely a transaction, but a deeply personal and meaningful act. It is a gesture of devotion, a offering of something precious to the sorcerer. No two sacrifices are the same, for what holds value to one may be meaningless to another. A poor man may sacrifice his only possession or maybe even his children, in a desperate bid for power, while an Imperial Governor may offer up a quarter of his planet's population to fuel his ambitions.

The nature of the sacrifice is as important as its scale. It must be something that holds significant meaning to the sorcerer, a symbol of their dedication to the pursuit of power. It could be a treasured possession, a beloved companion, or even a part of themselves, such as their memories or their sanity. The greater the sacrifice, the greater the power that can be wielded, but also the greater the risk of damnation and corruption.

Sorcery is a dark and twisted path, where the line between sacrifice and atrocity blurs. Those who walk this path must be willing to pay the price, no matter how steep. For in the end, the powers of the Immaterium demand their due, and those who seek to wield them must be prepared to give everything in return.

METAPHYSICAL WEIGHT
In the realm of sorcery, power is not merely a matter of knowledge or skill, but of Metaphysical Weight, a measure of one's spiritual and psychic essence. This ethereal currency determines the scope and magnitude of the arcane feats a sorcerer can achieve. Yet, for most practitioners, their Metaphysical Weight is but a fraction of what is needed to command the forces of the Immaterium in grandiose displays.

To overcome this limitation, sorcerers turn to pacts, ancient and binding agreements with beings of immense Metaphysical Weight. These entities, whether daemons or other warp-born creatures, possess reservoirs of power that dwarf those of mortals. By contracting with them, sorcerers can access abilities far beyond their natural reach.

Pacts are not without their price. In exchange for their services, the beings of the Warp demand payment, typically in the form of a portion of the sorcerer's own Metaphysical Weight.

If bargained properly, this allows the sorcerer to not only achieve greater effects but also reduce or eliminate the need for sacrifice, as the entity bears part or all of the cost.

However, such bargains are fraught with peril. The entities of the Warp are ancient and inscrutable, their motives often incomprehensible to mortal minds. To enter into a pact is to dance on the edge of damnation, for failure to uphold one's end of the bargain can lead to dire consequences.

In the shadowed corridors of the arcane, where power and ambition intertwine, the making of pacts is a game of high stakes and even higher risks. Those who dare to tread this path must be prepared to pay the ultimate price, for in the world of sorcery, there are no bargains without consequences.

WORLDSOULS AND SORCERORS
In the vast expanse of the cosmos, there exist entities of majesty and power: Worldsouls, the living spirits of planets. These cosmic beings embody the essence and consciousness of their worlds, existing beyond mortal comprehension.

One of the most extraordinary abilities of Worldsouls is their capacity to reflect the life on the planet onto the Warp, in essence cleansing the local Warp and essentially hiding those who live or are bound to it. Through their bonds to the Worldsoul, these psykers can tap into the pure energies of the Warp, amplifying their powers to higher levels. This bond is not a mere transaction, but a profound and symbiotic relationship, where the psyker and the Worldsoul are united in purpose and destiny.

However, the favor of a Worldsoul is not easily won. While there are rare exceptions, where Worldsouls have been known to make pacts with sorcerers, such alliances are are unheard of.

SHAMANS AND SORCERORS
Shamans, who are almost always Psykers, are the spiritual guides and guardians of the natural order of their Worlds. Unlike sorcerers, who wield the powers of the Immaterium through arcane rituals and pacts, Shamans draw their strength from a deep and primal connection to the Worldsoul of their planet.

Shamans are conduits of the planet's essence, serving as intermediaries between the physical realm and the spiritual realm. Through their connection to the Worldsoul, they can invoke the spirits of the planet to influence the natural world. This allows them to manipulate the elements, summoning storms or calming seas, and even quelling earthquakes or volcanic eruptions.

Unlike sorcerers, whose powers often come at a great cost, the magic of Shamans is rooted in harmony with nature. They do not seek to bend the world to their will, but rather to work in concert with the spirits of the planet to maintain balance and order. This relationship is symbiotic, with the Shaman offering their guidance and protection to the Worldsoul in exchange for its blessings and aid.

The magic of the Shaman is deeply tied to the land and its inhabitants. They are the healers, the protectors, and the storytellers of their communities, preserving the ancient traditions and wisdom passed down through generations. Their rituals are steeped in symbolism and tradition, honoring the spirits and seeking their guidance in all things.
 
So that I am getting from here is that there is basically a power generation problem in the universe. One can either:
  1. Draw in pure Warp energy as a psyker... but it might well blow you up because the Warp is Chaotic and you are pulling that stuff though your soul
  2. Draw Warp energy specifically shaped to purpose as a sorcerer, but the kind of things that allow that exchange will ask for prices sane people do not want to give up
  3. Draw in World-Soul energy as a shaman, but that is limited to being on the planet and the inherent (though pro social) sacrifice of being a shaman
So how do you break the system:
  1. Make your own Worldsoul, become a power source, there is a charm for that
  2. Make an artifact that just mulches the Warp into usable magic and spits it out, a Reality Engine
The first requires Essence 3 and the right charm, the second requires multiple Terrestrial Exalted equivalent assistants.
 
Also metaphysical weight. Greater the effect, the greater your metaphysical weight must be. It was why Ahriman was so powerful as a Sorceror and why the others fell short.
  1. Draw in World-Soul energy as a shaman, but that is limited to being on the planet and the inherent (though pro social) sacrifice of being a shaman
Also, you need to be "born" on the planet but you are not required to be on it to use the Power of the World Soul. It is why Stormseers and Rune Priests are able to use their powers outside of their respective planets.
 
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Also Fan Morgal is (appropriately) behaving like a Pseudo-daemon in this system already most obviously when handing out wishes, they bind those who take them into service he just chooses not to call them in.
 
So that I am getting from here is that there is basically a power generation problem in the universe. One can either:
  1. Draw in pure Warp energy as a psyker... but it might well blow you up because the Warp is Chaotic and you are pulling that stuff though your soul
  2. Draw Warp energy specifically shaped to purpose as a sorcerer, but the kind of things that allow that exchange will ask for prices sane people do not want to give up
  3. Draw in World-Soul energy as a shaman, but that is limited to being on the planet and the inherent (though pro social) sacrifice of being a shaman
So how do you break the system:
  1. Make your own Worldsoul, become a power source, there is a charm for that
  2. Make an artifact that just mulches the Warp into usable magic and spits it out, a Reality Engine
The first requires Essence 3 and the right charm, the second requires multiple Terrestrial Exalted equivalent assistants.
Or you can do the chad thing and go into the warp and claim a portion of it for yourself.
 
I assume our Permanent Essence Score counts here? Where does a human, vs a standard psyker, vs an astartes vs a Primarch vs the Emperor stand on the Essence rating scale?
This is not for you as you use Exalted Sorcery as a base but for bog standard Mortals.

For Daemons & Spirits - It is an arbitrary measure of their standing within their Chaos God/World Soul and what the said Chaos God/World Soul allows them to do. As a trade off, they can only do things that are in their Preview. Environmental effects for Spirits of World Souls and aligned effects for demons of each of the chaos gods.

Emperor and Primarches - The Emperor has a rating of YES and can do most things, but the best "deal" he ever managed to offer was soulbinding. Primarches have a variable rating, with Magnus being YES, but he, like the Emperor, has to make sacrifices, which at their power level is painful. Magnus, like the other Primarches, is incapable of offering deals with others.

For Mortals - Part of it is how powerful a Psyker they are and how much they have ended up doing. Like, Ahriman the Stay at Home NEET will not be as Metaphysically heavy as Ahriman the Space Marine, who will not be as heavy as Ahriman the Chaos Sorcerer.

Mechanically speaking, a mortal can only have that many Sorcery rating as his metaphysical rating, i.e his weight acts as his cap in Sorcery (Aspects). Your wish charm ignores this, basically forcing the Universe to accept that the said mortal has the Metaphysical rating to have that many dots in Sorcery. The trade off here is that it only applies to one sorcery and they would have to come back to you to get more dots in other Sorceries.

With regards to sacrifices, the wish charm also allows them to avoid making sacrifices to gain dots in Sorcery. Down side is while they can caste spells, for rituals and to gain additional dots outside of the wish charm, they still need to make sacrifices and are still bound by Weight limitations.

This was how Raheem managed to max out Summoning, Warding and Binding and why it was such a big deal. It is also very similar to how the Sorcerers in general work, they make deals to enhance their powers and avoid making sacrifices/paying costs.
 
Is it possible to use sorcery to bind oneselves to conceptual ideals like Order or other concepts rather than dealing with daemons?
 
Votes closed.
Adhoc vote count started by Yzarc on Apr 19, 2024 at 6:33 AM, finished with 34 posts and 15 votes.
 
Turn 1: A Choice made
Colchis - 830.M30

In the vast expanse of the desert, you stand, the weight of your questions heavy on your mind. The spirits, ancient and wise, await your inquiry. With a deep breath, you speak, "Where is the most significant lore of the Ancients on this World?"

"With the weight of ages and the words they bring, cities of Ancients, once grand and bold, now consumed by sand, their stories untold. Whispers of glory, echoes in sands, ancient civilizations, by time's cruel hand. Desert's relentless, unforgiving embrace, leaves only remnants of a once mighty place."

Your heart sinks at the thought of these lost cities, their secrets buried beneath the sands. But the spirits continue, "In the Wound, a scar on earth's skin, some ancient lore is buried within. To extract their secrets, wield steel's might, for there, the Ancients' knowledge takes flight."

You pause at that. Not knowing what to say. There was a cryptic warning but the meaning eluded you.

Archeotech, something from one of the dead cities made in the time of the Age Before. All such artifacts were supposed to be turned over to the Covenant but many tribes and rival sects within the Covenant hoarded the archeotech for themselves.

Your Tribe had none, for the dead cities were called that for a reason. Only the bravest dared to enter the same and few, if any returned. Yet time waits for no one and the second question burns in your mind, eager for an answer that could change everything.

"Do any spirits serve the Covenant?" you ask, the words hanging heavy in the air.

The spirits around you grow still, their ethereal forms wavering as if touched by an unseen breeze. Silence descends, stretching into eternity as you wait for their response. Minutes pass like hours, and just when you begin to doubt if they will answer at all, a voice, ancient and weary, speaks.

"In the realm where the Dark Kings reigns, where the Black Dreams remains, a force that twists and corrupts the soul, in the Immaterium's depths, it takes its toll. Spirits that serve this malevolent might, are tainted by its unending blight, their essence warped, their minds askew, in the Immaterium's depths, where nightmares brew." It pauses. "A darkness that festers, a darkness that sears, in the realm of chaos, where madness veers, beware, O Prince, of the Covenant's call, for in its voice, many dark spirits fall."

The spirits' warning was clear, a reminder of the dangers that lurk beyond the veil of reality. But your curiosity burns bright, a flame that refuses to be extinguished.

Thus, you pose your final question: "Where did Lorgar come from?"

"Of the warp we speak, where Dark Kings reigns, reality twists, in nightmare's chains. From this realm of horror, Lorgar came, brought by forces of enigmatic name. Horrors of the warp, ancient and cold, scattered him across lands untold. Their motivations, intentions obscured, in darkness they dwell, in chaos they're lured."

With that the spirits leave. You had much more questions, yet you knew that you would have to wait to get answers.

As you leave the spirits behind and make your way back to the tribe, you carry with you the knowledge that Lorgar is no ordinary child, destined for a fate unknown.

As you and Lorgar journey back to your tribe, the weight of the spirits' revelations about his origins weighs heavy on your mind. The desert stretches endlessly before you, the sun beating down relentlessly, yet neither you nor Lorgar seem affected by the harsh conditions.

After what feels like an eternity, you finally arrive home, only to find the tribe bustling with activity. A caravan is on its way, a rare sight in these desolate lands. You can't help but feel a sense of unease at the timing of their arrival.

Raheem approached you with a grave expression, his eyes betraying a hint of concern. "There is something you must know," he began, his voice low and solemn. "The caravan that approaches belongs to Kor Phaeron."

Your heart skipped a beat at the mention of that name. Kor Phaeron was a figure of great importance, a powerful enemy, a man with his own agenda. In the chaos of recent events, his presence had been completely forgotten.

"We... I forgot that we reached out to him," you realized, a pang of guilt tugging at your conscience. In the midst of dealing with Lorgar's origins and the tribe's challenges, the Kor Phaeron had slipped your mind.

Raheem nodded, his expression sympathetic. "Yes, and now he approaches, unaware of all that has transpired. We must tread carefully, for Kor Phaeron is not one to be taken lightly."

You pondered the situation for a moment, weighing your options. Kor Phaeron was dangerous, but his caravan vastly outnumbered your tribe. You needed to handle this situation delicately, lest it escalate into something beyond your control.

"We must greet him with respect and honesty," you decided, your voice firm. "We will explain the situation and send him on his way. With luck, all will go well. But hide Lorgar and the Ambulls. Hopefully they will believe that it is just fanciful tails made up by children."

Raheem nodded in agreement, his expression reflecting a mix of apprehension and determination. Together, you prepared to meet with Kor Phaeron, knowing that the fate of your tribe could hang in the balance.

As the caravan draws closer, you notice that it is led by a group of travelers, their faces weathered by the sun and wind. Among them is a man of imposing stature, his presence commanding respect.

The leader of the caravan approaches you, his eyes curious yet guarded. "Greetings," he says, his voice rough from years of travel. "We come seeking shelter and trade. Is your tribe willing to offer us hospitality?"

You nod, welcoming the travelers into your camp. As they settle in, you can't shake the feeling that there is more to their arrival than meets the eye.

As the caravan bearing Kor Phaeron drew near, the anticipation among the tribe grew palpable. A caravan filled with slaves and guards, of the two, which the Priest wanted from your tribe you did not know. But as you watched the caravan approach, a sense of unease only increased.

When Kor Phaeron's caravan settled into the camp, he wasted no time in asserting his presence.

Standing tall, his voice booming across the gathered tribe, he proclaimed, "Nothing is hidden from the gaze of the Powers. All is laid bare before their immortal scrutiny as the desert is set before the blazing sun."

This declaration stirred a visible reaction among the crowd, with furtive glances exchanged between some, and a nervous shifting among others. Stepping forward with a determined stride, Kor Phaeron walked forward and the crowd instinctively parted to let him through. He made his way towards you, fixing you with an accusatory gaze.

"What are you hiding, Fan Morgal? When the Powers turn their gaze upon you, shall they see one of the Faithful, or an agent of the faithless?" he asked.

"They will find one who is defiant, Priest. One who finds you pressing dangerously on traditions of hospitality," you say with disdain.

You saw that Kor Phaeron was visibly taken back but quickly gathered himself. He pointed towards your dwelling.

"What secrets do you hide in your hut, nomad?" he spat out. "You may think that you can keep your secrets away from the sight of mortals, but the Powers see all."

You opened your mouth to respond, only for the tent to open and for Lorgar to step out. The moment Kor Phaeron saw Lorgar's purple eyes, he gave a piercing cry and fell backwards, his hands clutching his face.

His guards reacted immediately, a giant of a man shouting out orders and to your surprise, the tribesmen did not cower, instead arming themselves. As you drew your sword and readied yourself, a fight seemed imminent, but no blow was struck. The guards merely secured the area. Your own tribesmen were of the same mind, Haraq running up to you.

A slave walked up to Kor Phaeron, only to look into Lorgar's eyes and fall to the ground as well. You frowned and looked at Haraq who also nodded. You recalled that no one other than you actually looked Lorgar in the eyes. But that was for another time as the slaves and guards were already rushing towards Kor Phaeron, surrounding him.

Whatever happened, Kor Phaeron had clearly recovered, if his constant stream of curses was anything to go by.

"What heresy is this?" Kor Phaeron demanded, his voice echoing with righteous indignation as he got up and pushed his way towards you.

"Hersay, Priest?" You retorted. "He is my son."

"Son?" Kor Phaeron's voice thundered, his eyes ablaze with fervor. "Do you expect me to believe that? With how blessed by the Powers he is? Why would you hide him from me, the Bearer of the Word?" Kor Phaeron said as he tried to grab your robes.

You simply backhanded him away. The act sent him sprawling on the ground, and tensions heightened, a fight seeming all but imminent, stopped only by the Priest who continued spewing his hate.

"You wish to turn him into a desert soothsayer? A useless shaman? Begging lesser powers for scraps?" Kor Phaeron's words were sharp, cutting through the air. "What falsehoods would you lay in his heart, corrupter?"

"He is my son," You repeated. "And you have pushed hospitality to its limits, Priest. Any more and you and yours will no longer be welcome."

To your surprise, Kor Phaeron raised his hands, touching his fingertips to his briefly closed eyelids in a gesture of apology.

"Forgive my blindness, Fan Morgal," Kor Phaeron said from the ground, his voice softened with what he thought was sincerity. "You must know that the child is not of mortal birth."

"Mortal, immortal? None of that matters, only that he is my son," You say.

"He should come with me, Fan Morgal. I shall lead him to the Truth. You know it is more than happenstance that we have met this day. Of all the deserts to cross, of all the preachers and tribes to meet, the Powers have placed you and I together in this place, at this moment. A greater work is unfolding around us. You have done your part, kept safe that which the Powers have gifted us. Let me take him, Fan Morgal."

You open your mouth to……you're not sure what, but someone spoke and it was not you.

"Why do you not ask me?"

You stiffen as does the Priest. The voice was that of a child and had a degree of innocence to it. But it was also steeped in wisdom and had a calm tone to it. A voice filled with dignity and was spoken perfectly.

"It is alright, you can look at me now." Lorgar said, looking at the downed Priest.

"Lorgar…." You murmur, not intending to say it out loud, but something Kor Phaeron heard and was furious at.

"'You gave him one of your filthy sand-names?'" he spat out.

"He brought rain to my parched heart and thus I named him, Lorgar, rain caller." You absentmindedly say as your eyes remain fixed on Lorgar.

Lorgar however ignored you, instead slowly walking up to Kor Phaeron and helping him up.

"I have heard your offer. Your speech was very moving, Kor Phaeron. I know that I am different. You are the Bearer of the Word, and I would learn of the Powers and the Truth if I accepted your offer." Lorgar says.

You feel pain in your heart, yet if Lorgar wanted to leave with the Priest, you would not stop him. Not if it was his choice.

"You seek to accompany me?" Kor Phaeron asked with a range of emotions in his voice.

"No." was the simple reply, before Lorgar pulled back his fist and sent it through Kor Phaeron's head.

GAIN:
Lorgar's Loyalty. Lorgar sees you as his dad and is as loyal to you as he was to Kor Phaeron in canon.

Will add Background, now that you have Lorgar's loyalty.

In canon he left the declined and was not at all phased when Kor Phaeron had the declined slaughtered, only showing slight regret. Here, thanks to your choices, he ultimately chose to be Loyal to you and reject Kor Phaeron's offer. Why he did that in canon is unsaid but there are implications if you read in between the lines.

I will not say what factors and circumstances lead to him accepting you in the quest, only that it did. So be on your toes and choose wisely.

BATTLE:
Battle has started and you need to plan. A fight is about to break out and the fate of your tribe is at stake.

You have to fight and subdue an entire caravan filled with Guards and Slaves. They number in the hundreds while your tribe has barely 60 to 70 people out of which only 20ish are combat ready.

You have Lorgar, who is currently the size of a child of around 6 to 7 years old. The Dread Ambull and its brood.

The thing is not about WINNING, because you will win, but not losing your tribe members.

CHOICE:
[] Intimidate them into submission and bind them to the tribe. But word of Lorgar's existence gets out.
- Intimidate them into submission by flaring your anima. They are very god fearing people and you can bind them into your tribe, boosting your tribe greatly. Not only do you get a lot of trained professionals, you also get the Caravan completely undamaged, complete with the guns and other weapons. But Lorgar's existence gets out.

[] Order the Tribe to flee while you, Lorgar and the Ambulls slaughter the Caravan. This way, it is guaranteed that Lorgar remains hidden.
- This may end up killing the entire caravan and losing the stuff on it (like the guns) or even loosing tribe members, depending on the rolls. But Lorgar remains hidden for now.

[] Write in:
 
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[X] Intimidate them into submission and bind them to the tribe. But word of Lorgar's existence gets out.

We are in a hurry, the best time to start the snowball is now.
 
[X] Intimidate them into submission and bind them to the tribe. But word of Lorgar's existence gets out.

We need to expand ASAP.
 
Ambull slaughter, ambull slaughter, ambull slaughter.


But seriously, binding is a bad idea. We literally decried slavery to lorgar, would look bad to go back on that. Better to slaughter them.
 
To be clear, it is the "Sanctify oaths" and not "Magically bind them" option.

So swore oaths of loyalty or be killed and left to rot in the desert.
 
...One wonders what choices led to securing Lorgar's loyalty. How easily could it have gone the other way, with Lorgar choosing to go with Kor Phaeron?

A delicate and nerve-wracking business, this one, raising a Primarch, especially when it is Lorgar.
 
Got to love Lorgar just mulching Kor phaeron.
[X] Intimidate them into submission and bind them to the tribe. But word of Lorgar's existence gets out.
 
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...One wonders what choices led to securing Lorgar's loyalty. How easily could it have gone the other way, with Lorgar choosing to go with Kor Phaeron?

A delicate and nerve-wracking business, this one, raising a Primarch, especially when it is Lorgar.

I mean to be fair Fan Morgal has a better claim to being an aspect of the Primordial Truth than the Chaos Gods themselves.
 
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