A Song Of Peace: Imperial Regent Quest [40k]
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You are Pandora, and once, your father sang to you the song of peace.

But in the grim darkness of the 41st Millennium, there is only war.

You are Pandora, and you were forgotten to history after an incident that happened in your adolescence raised you to the Astral Throne of Sacrifice, but the chaos of the 13th Black Crusade has allowed you to return to human form and memory once more. In the forty thousand years that have passed between your Ascension and your Descension, however, much has changed.

Mankind no longer believes in progress and understanding, but in fear and dogma. You have no allies amongst the stars, only immediate enemies and future enemies. The Galactic Hegemon is a decaying corpse held together by size and institutional inertia, and all attempts at reform have failed so far. And to make matters worse, you are now responsible for its latest attempt at reform.

All because your father, the man who once sang you the song of peace, is now the God-Emperor of Mankind. And you, the first of his immortal children, have returned just in time to fill a throne that has gone empty for ten thousand years, charged with fixing an Empire that was born broken.

If you fail, mankind dies. But if you succeed, all you do is perpetuate the immorality that stands amongst the stars.

You are Pandora, and you are now Lord Commander of the Imperium and Regent of the Golden Throne. And if you are to have any hope that things will get better, you must thread the needle... or do something drastic.

Good luck.
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Index: Imperial Matters
The Senatorum Imperialis

The highest seats in the Imperium, wielding authority exceeded only by the God-Emperor Himself. They are divided into the High Lords Eternal, the nine permanent chairs of the High Lords of Terra; the High Lords Temporal, the eight chairs from which the final three High Lords are selected; and the Lords Descendent, the highest appointments of the branches of the Imperium deemed not important enough to ever deserve a seat amongs the High Peerage.

The High Lords Eternal

The Master of the Administratum
Name: Marcus Aurelius Ibric
Gender: Male
Job Scope: Manage the Administratum
Disposition: Aloof
Leadership: 10
Competence: 7

Traits:
- Traditionalist: Marcus Aurelius Ibric prefers the path well-trodden over the path less-travelled
- Logic-Minded: Marcus Aurelius Ibric trusts in facts and evidence, not faith and belief
The Ecclesiarch
Name: Palidorius XII
Gender: Male
Job Scope: Maintain the Imperial Faith
Disposition: Obsessive (Chaos)
Leadership: 3
Competence: 4

Traits:
- Ecclesiarch: Palidorius XII is the Head of Faith, and commands immense power as the space pope
- Militant: Palidorius XII believes in military strength and will advocate for militant solutions, as well as military buildup where possible
- Ambitious: Palidorius XII has lofty goals and will stop at nothing to achieve them
The Fabricator-General of Mars
Name: Antegymax-Ovus IV-Sigma
Gender: Female
Job Scope: Manage the Mechanicus
Disposition: Revanchist
Leadership: 10
Competence: 9

Traits:
- Ambitious: Fabricator-General Antegymax has great ambitions for the Mechanicus and fof Mars.
- Spiteful: Fabricator-General Antegymax remembers her grudges well, and always pays them back tenfold.
The Grand Provost Marshal
Name: Theromestes Xempyre Kleng
Gender: Male
Job Scope: Review, Amend and Enforce the Lex Imperialis
Disposition: Obsessive (Hunting Witches)
Leadership: 8
Competence: 10

Traits:
- Militant: Theromestes Xempyre Kleng believes in the value of militant solutions and martial strength. Always carry a weapon.
- Logic-Minded: Theromestes Xempyre Kleng trusts in facts and evidence over feeling and intuition.
- Legendary Swordsman: Theromestes Xempyre Kleng is one of the deadliest swordsmen in the Galaxy. Combined with his weapon, it is no wonder he can kill Alphas.

The Master of the Telepathica
Name: Olympia Freelondr
Gender: Female
Job Scope: Locate, Sanction, Train, and Manage the Psykers of the Imperium
Disposition: Reformer
Leadership: 7
Competence: 10

Traits:
- Alpha Psyker: Olympia is an Alpha Psyker, capable of wielding power equivalent to an Imperial Battleship. Though she is forced to use only a fraction of her might for fear of losing control, the powers she commands are still formidable and make her one of the most dangerous people in the Imperium.
- Ambitious: Olympia has the drive to make her dreams a reality, no matter the cost.
- Hopeful: Olympia believes that there is still hope in the Galaxy, that good can still prevail. A rare sentiment in these days, speaking to incredible naivety - or exceptional strength of will.
The Master of the Astronomican
Name: Celestina Maskaly
Gender: Female
Job Scope: Maintain the Light of the Astronomican
Disposition: Puppet (Master of the Telepathica)
Leadership: 6
Competence: 8

Traits:
- Beta Psyker: Celestina is a Beta-grade Psyker, capable of wielding immense amounts of psychic power. This is despite being an Astropath, normally appointed only from those psykers who are otherwise too weak to serve as Wyrdvane or Primaris Psykers.
- Astropath: Celestina is an Astropath - specifically an Astropath Transcendent, amongst the most powerful of her kind. Her powers have been made narrow by the ritual that made her so, but she is capable of sending messages across the vast void of space with her powers.
- Hopeful: Celestina believes that there is still hope in the Galaxy and that good can still prevail.
- Traditionalist: Celestina eschews innovation's risks and trusts in the reliability of tradition.

An absent chair on the Senatorum Imperialis
The Grand Master of the Assassins
Name: Suzann Hastrach
Gender: Female
Job Scope: Manage the Officio Assassinorum
Disposition: Reformer
Leadership: 6
Competence: 8

Traits:
- Callidus: Suzann Hastrach is an Imperial Assassin of the Callidus Tempelum, a cadre of shapeshifters and infiltrators. She can be anyone, go anywhere, and do anything passably.
- Stalwart: Suzann Hastrach prides herself on being fair and reasonable, as far as an Assassin can be, and holds herself to the standards of her conviction very strictly.
- Mad: Not everything is right in Suzann's head, leading to her erratic behaviour. She might actually legitimately enjoy killing people.
The Paternoval Envoy
Name: Kiera Cordasco
Gender: Female
Job Scope: Deliver the Will of the Navis Nobilite
Disposition: Pragmatist
Leadership: 6
Competence: 3

Traits:
- Traditionalist: Kiera Cordasco walks the path well-trodden, not the road less-travelled
- Hopeful: Kiera Corsasco trusts that good still exists in the galaxy and believes that it can still prevail

Absent for your first meeting
The Captain-General of the Adeptus Custodes

Name: Korvin Vandalor
Gender: Male
Job Scope: Protect the Emperor and Deliver His Will
Disposition: Imperialist
Leadership: 4
Competence: 9

Traits:
- Custodian: Korvin is one of the Ten Thousand, the handpicked bodyguard of the God-Emperor and gene-forged warriors of a quality that surpasses even the legendary Space Marines. His prowess in battle is undeniable.
- Hopeful: Korvin believes that there is still hope in the Galaxy, that good can overcome evil. This speaks to either his incredible naivety, or an exceptionally strong character.
- Humble: Korvin is grounded despite the authority he wields, never presenting himself as anything more than he is.

The High Lords Temporal

The Lord Commander Militant - Seated High Lord
Name: Volusianus Dunten
Gender: Male
Job Scope: Command the Imperial Guard
Disposition: Conservative
Leadership: 2
Competence: 5

Traits:
- Militant: Volusianus is a soldier at heart and believes in the power of military solutions.
- Spiteful: Volusianus does not forget slights and always strives to pay them back tenfold.

Shys behind the Lord Commander Solar
The Lord High Admiral of the Imperium
Name: Lezelle Maccini
Gender: Female
Job Scope: Command the Imperial Navy
Disposition: Pragmatist
Leadership: 1
Competence: 6

Traits:
- Stalwart: Lezelle prides herself on being a fair and reasonable leader, and stands by her convictions to the best of her ability.
- Logical: Lezelle believes in hard facts over dogma and emotion, and makes her decisions based off what can be verified.
The Cardinal of the Holy Synod of Terra
Name: Corus XI
Gender: Male
Job Scope: Deliver the word of the faithful of Terra
Disposition: Obsessive (Chaos)
Leadership: 5
Competence: 4

Traits:
- Self-Aware: Corus XI is all too aware about their own flaws and biases and seeks to correct them.
- Hopeful: Corus XI believes that no matter what, a brighter tomorrow can always be achieved.
The Chancellor of the Estate Imperium
Name: Amareo Acorda
Gender: Male
Job Scope: Manage the Imperial Palace and Terra
Disposition: Conservative
Leadership: 4
Competence: 10

Traits:
- Indoctrinated: Amareo was raised on the narrative of the Imperium's perfection and believes them wholeheartedly.
- Traditionalist: Amareo believes more in tried and true methods than radical methodology.

The Lord Commander Solar
Name: Samuel Roysten
Gender: Male
Job Scope: Command the Imperial Guard of Segmentum Solar; First Pick for Warmaster
Disposition: Reformer
Leadership: 8
Competence: 6

Traits:
- Self-Aware: Samuel Roysten is all too aware of his own shortcomings and limitations, as well as the nature of the world around him
- Uncompromising: Samuel Roysten is not especially known for his compromising demeanour; once a path is set, he often walks it to its conclusion

Name: Septimus Haugard
Gender: Male
Job Scope: Command the Imperial Guard of Segmentum Solar; First Pick for Warmaster
Disposition: Xenophobe
Leadership: 4
Competence: 10

Traits:
- True Believer: Septimus Haugard believes wholeheartedly in the mission of the Imperium, the dominion of mankind over the stars
- Craven: Septimus Haugard bears a fear in his heart and dreads direct confrontation unless he holds the decisive upper hand

Well decorated soldier
The Abbess of the Adeptus Sororitas - Seated High Lord
Name: Alicia Liverance
Gender: Female
Job Scope: Manage the Adepta Sororitas
Disposition: Reformer
Leadership: 9
Competence: 7

Traits:
- Hopeful: Alicia Liverance still believes that the good hearts of men triumph over their banal nature, that good can still win in this age of darkness
- Stalwart: Alicia Liverance is a highly principled woman, who sticks to her morals no matter what

Kinda young...
The Speaker for the Chartist Captains
Name: Wai Mordak
Gender: Female
Job Scope: Enforce the demands and interest of Imperial Merchant Captains
Disposition: Conservative
Leadership: 7
Competence: 4

Traits:
- Logic-Minded: Wai Mordak believes more strongly in logic and facts than passionate argumentation.
- Mad: Wai Mordak is more than a little strange and is highly unpredictable.
The Chirurgeon-General of the Order Hospitaller - Seated High Lord
Name: Risa Nitzkowski
Gender: Female
Job Scope: Preserve the lives of the faithful
Disposition: Radical
Leadership: 5
Competence: 6

Traits:
- True Believer: Risa Nitzkowski believes wholeheartedly in the mission of the Imperium, of mankind's natural dominance over the Galaxy
- Militant: Risa Nitzkowski believes that strength is necessary to make any sort of change, despite her current medical inclinations, and will seek to acquire that strength of arms
The Lord Constable of the Synopticon
Name: Rosamond Diachenko
Gender: Female
Job Scope: Observe and report on the movements of the Imperium's enemies
Disposition: Aloof
Leadership: 7
Competence: 3

Traits:
- Logic-Minded: Rosamond Diachenko is a rational thinker who makes her decisions primarily on cold logic instead of passion and emotional appeal
- True Believer: Rosamond Diachenko believes wholeheartedly in the mission of the Imperium, of mankind's dominion over the stars

The Lords Descendent

The Commandant of the Schola Progenium
Name: Callen Biscarii
Gender: Male
Job Scope: Maintain the standards of the education of the scions of the future
Disposition: Zealot
Leadership: 10
Competence: 1

Traits:
- Self-Aware: Callen Biscarii is all too aware of his own limitations, as well as the truth of the world around him
- Hopeful: Callen Biscarii still believes in a better galaxy, that good can still triumph over evil
The Mistress Plenary of the Catacombs
Name: Angelika Limardi
Gender: Female
Job Scope: Keep Watch over the Dark Vaults
Disposition: Zealot
Leadership: 9
Competence: 3

Traits:
- Omega Pariah: Angelika is a Pariah, a Psychic Null who denies the Warp with her presence alone. Powerful enough to deny even Alphas and beyond, their nature makes them easy to hate and feared by all.
- True Believer: Angelika believes in the mission of the Imperium, and wholeheartedly supports the dominance of mankind amongst the stars
- Uncompromising: Angelika rarely reconsiders her beliefs, and considers compromise an insult.
The Consul Pre-Eminus of the Navis Nobilite
Name: Asteroth Carilli
Gender: Male
Job Scope: Manage the Affairs of the Navis Nobilite
Disposition: Puppet (Paternoval Envoy)
Leadership: 2
Competence: 2

Traits:
- Craven: Asteroth Carilli dreads direct confrontation and struggles to stand for his own principles
- Humble: Asteroth Carilli carries himself as if he were not a High Lord of Terra, with little of the excess of the Navis Nobilite

Very, very old
The Lord Regent of the Imperium Nihilus
Name: Cervan Dante
Gender: Male
Job Scope: Manage and Protect the Dark Imperium
Disposition: Reformer
Leadership: 10
Competence: 8

Traits:
- Blood Angel: Dante is a Son of Sanguinius, a Space Marine of the Blood Angels. In his veins flows the blood of a Primarch, and his prowess in battle needs no introduction.
- Stalwart: Dante is fair and forthright, a capable and reasonable leader who has stood by his conviction for a thousand years.
- Self-Aware: Dante knows better than most that he has limits, and works constantly to better himself and try to live up to an unreasonable ideal.
 
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Index: Personal Matters
Character Sheets (Updated - Turn 5, 040.M42)

Note: There will be spoilers here. New readers, beware.

Pandora, Prodigal Daughter of the Anathema
Name: Pandora Cadmus
Gender: Female
Age: It Depends* 40,000+ Chronologically, 16 Objectively (circa. 000.M42), Extremely Variable Subjectively
Physical Age: 18
Titles: Firstborn, Goddess of Sacrifice, Hero of Cadia, Little Anathema, Panda, Aberration, The Dawn Princess
Current Business Attire: Lord General's Uniform, including sash and half-cape; no medals, just the badges of the High Lords of Terra (Two-Headed Aquilla) and the Lord Commander (Fist gripping a Thunderbolt)
Panoply:
- Refractor Field (Shaped like a Rose Gold Lily)
- Psyker Grenades (Custom made by Lyra, can hold onto psychic powers, possibly (?) reusable)
- Power Sword (Sized and Balanced for Pandora, blade currently has a pink tarnish)
- Nemesis Force Sword (Variable Size and Shape, designed to draw on her Psychic Power; strong potential, yet to be realised)
- Dominion Combat Skin (Skintight bodysuit capable of drawing upon Pandora's Psychic Power to augment her physical abilities and generate psychic barriers for protection, even in Null-Shielded territories)
- Sarcaphan Carapace (Pseudo-organic Power Armour comprised almost entirely out of Vitae Sacrana, providing suitably light and less bulky protection with many functions to explore)
Current Stress Level: 8/20 (Updated Turn 5 Start, 040.M42)
Number of Stress Breaks: 0


Personal Traits:
Virtue - Compassion: You believe everyone deserves to be treated with kindness, no matter who they are or what they look like. Everyone could do with a smile everyday. Even the jerks.

Firstborn of the Sensei - Incarnate Goddess: You are not the first of your father's children, but you are the first of those who inherited his immortality - more accurately, you inherited a connection to his Astral Throne, a connection you kept even as your history was wiped away by Tzeentch's Curse. After your sacrifice, you existed wholly in the Warp as the Goddess of Sacrifice, but now you have returned to flesh and memory, neither mortal nor divine but something more; you are an Incarnate Goddess, possessed of all the power and authority of a God and all the drive and focus you had in life. The power you command and the freedom you enjoy make you the target of much fear and envy in the eyes of the Four, for you are a true heir of the Anathema.

Divine Boon - The Little Anathema: You never knew your father's nature until you were a Goddess forgotten by the Galaxy, observing him from afar. But you are a true successor to his nature as Anathema; natural bane of the slaves of the Great Gods, your power possesses a sliver of the same essence that makes your father the natural enemy of Chaos. Just as he is spoken of in hushed hateful tones, so are you, and your return to the Materium is noted with equal parts relief and disgust. Many fear the Gods, but very few are hated by them. You are one of the few who can wear that hatred as a badge of honour. And unlike your father, your sword is not just nature, but knowledge. Knowledge you can share - though you should be mindful of who you share it with, for the difference between the sanctic and daemonic arts is often a matter of perspective.

Nascent Incarna
As an Incarnate Goddess, you are constrained by your mortal body's limits and cannot easily harness the full measure of your divinity. However, you have made some progress, however small, towards unleashing the full extent of your abilities. Whilst retaining full access to your divine knowledge, you can now express your superior self for a maximum of five seconds with no way to exceed this limit. Not great, considering what you could manage before, but not terrible either. A useful trump card.

Secrets of the Gods - Nature of the Sea of Souls: As Firstborn of the Anathema you command an uncanny ability to ease the tides of the Warp, a power that is unknown to mortals and difficult even for Gods - but seemingly second nature to the Anathema and its Heirs. With enough power you could create your own God Realm, but its most common use is speeding travel through the warp, piercing through otherwise-impassable Warp Storms, and cloaking yourself in a bubble of 'Realspace', the psychic equivalent of a Gellar Field, which can render you invisible to most Daemons.

Secrets of the Gods - The Nature of Severing and Binding: You possess heretical knowledge about Gods, knowledge coveted by Sorcerers and Warp Spirits alike; not only do you know the rituals of Ascension necessary to rise to Godhood, as well as how to draw up intricate contracts that allow you to mark individuals as your Chosen to varying degrees, you also know intimately the rites to conduct in order to sever the threads in the Warp that bind. With your knowledge, you could permanently end any contract between any two entities, though your power is not infinite; thicker threads need stronger scissors.

Incarnate God - A Higher Perspective (Early): You have figured out how to return to the higher perspective of the Goddess of Sacrifice, when the more limited perspective of your human body makes it difficult to get a sense for the bigger picture. While it is no substitute for God Mode - for instance, your perception of time is wildly decompressed, so a day feels like a second - it does give you options and allow you to leverage your divinity on a larger scale again. And if you ever figure out how to split a second train of thought again… Well, thoughts for later.

Incarnate God - Of Two Minds (Early)
You have discovered how to divide your cognitive processes, to a limited extent. While you cannot do so permanently, and you divide your cognitive abilities between each process, it does allow you to do a great deal more when you can have two trains of thought at the same time. Indeed, you can even divide the second train of thought to your divine self, allowing you to maintain a higher perspective essentially on demand. Though, your perception of time will not synchronise perfectly. Still, it is a start

Alpha-Plus Psyker: You are an Alpha-Plus Psyker, capable of commanding power equal to Imperial Battlefleets or Greater Daemons on your own. The Warp bends to your will, and you are more or less a God in the flesh. Worlds tremble when you set foot upon them, knowing what you could do to the soil beneath your very feet. But your power makes you a target, and not just to the Gods. You might not be a match for your father, but you're the next best thing.

Master of Divination: Your favoured Psychic Discipline is Divination... Or so you tell people. Rather, your talent with Divination is an echo of your former divine nature, something you kept after you successfully descended your astral throne. You excel at piercing wards, and your sight is such that you can see events happening from across the Galaxy - even past the Great Rift. However, you are best at raising wards and masking yourself from the divinations of others, which is what you've done for over ten thousand years since the birth of She Who Thirsts. However, former creature of the Warp you are, you aren't particularly good at piercing Necron Null Fields, and the Tyranid Hive Mind is difficult to make sense of on a good day.

Hero of Cadia: You defied the Despoiler and Lorgar Aurelian on the fields of Cadia alongside a host of other Imperial heroes, making yourself known not as the prodigal heir to the God-Emperor but as a mysterious icon who brought hope when it all seemed lost. Your exploits afterwards on the flight from Cadia are just as legendary, fending off the daemonic hordes of Magnus the Red from the decks of the Phalanx as they attempted to stop you from returning to Earth at any cost. You are responsible for saving countless lives on and off the Cadian Gate - your advance warning successfully allowed for a fifth of all Imperial forces to evacuate from the surface of Cadia after all - and being revealed as the first of the erstwhile Sensei was not a shock, but the capstone to your legend. Come what may, you are the Hero of Cadia.

Personal Skills:
- Basic Imperial Administration: A basic understanding of the Administratum up to the Subsector level, as well as a broad-yet-shallow understanding of its systems from the Sector level and up. The basics of maintaining public order, ensuring productivity, and understanding the pitfalls of misguided intentions.

- Basic Ultramar Administration: A basic understanding of how the Ultramarines manage their systems despite long periods of absence, leveraging weight of tradition and a strong respect for the wisdom of your forebears to solve problems by compiling a vast library of past examples to draw reference from.

Retinue Traits:
[Sanguinius, the Great Angel]
- The Nature of Man: Sanguinius is a master of human psychology, keen on both basic needs and intellectual desires. With his help, you're more easily able to read people - and more than that, make sense of them.
Imperial Historian: A strong academic foundation in Imperial History, from the end of the Horus Heresy up to more recent times before the 13th Black Crusade.
- Imperial Archivist: A strong foundation in the major Imperial Institutions and their purposes and workings, such as the Administratum, the Ministorum, the Arbites, and the Imperial Guard and Navy.
- The Ninth Primarch: Imposing and fearsome, yet gregarious and compassionate, the Ninth Primarch is famed and beloved in equal measure, offering both a strong supporter and a powerful figurehead for the Imperium to rally around. +1 Base Influence.


[Lyra Sarcaph, The Little Seeker]
- Vitae Sacrana, The Masterpiece: Inventor of the Vitae Sacrana, a pseudo-psychic nanomachine substrate that can serve as a non-invasive Mind-Impulse Unit, remotely control War-Automata, and potentially revolutionise Psychic Foci.
- Advanced Mechanicus Lore: A more advanced understanding of the Adeptus Mechanicus, ranging from its doctrines to its culture, allowing for a more intimate understanding of it and its members.
- Magos Explorator: Able to make greater sense of technology, both in understanding it and in applying more esoteric concepts towards more unusual ends, including Psytech.


[Lily Archaman and Saya Monet, The Hands of the Stardust Daughter]
- The Dusk and the Dawn: Lily is famed as the Dark Angel of Steeltower, while Saya is the Shining Knight of Pandora. One strikes fear where the other inspires hope, and together both offer weight and presence to the Goddess whose shadow they reside within.
- The Heart of Sacrifice: Lily has known you longer than just about anyone and the closely tied second place is Saya. They know you well, inside and out, and understand your mental state well enough to pre-empt your stressors at times. They keep you on top of your concerns and aware of your limits - and provide some levity and support from time to time.
- The Knife in the Dark: Lily knows better than you the importance of secrecy, both preserving it and exploiting it, and her talent for larceny is something she has spent much of her afterlife encouraging. Your information security is that much better, and you weren't exactly careless before.
- The Blade in the Light: Saya is not as well versed on matters of secrecy, but she's always been more concerned with the sword coming for her face than the knives in her back. She is a champion and a fighter through and through, and where available can buy you the space you need to do trickier things.


[Mona Mary Merstat, The Teacher]
- Sensei: Mona is a Sensei, an immortal child of the Emperor, just like Pandora. She is capable of serving as both Retinue and Agent, providing an additional point of Focus.
- Master of All Trades: Mona is at the very least proficient at everything - by her own standards, which means by most standards she is a master of every craft. She can do anything and teach anyone and be at the very least competent at it. And she can also provide you excellent advice on just about anything.
- Wraithwalker: Mona is a master of the Psychic Discipline of Wraithslip, in some circles arguably the person who turned it from a simple power to an entire Discipline, and is capable of altering perceptions of herself in the minds of others, up to and including making them incapable of comprehending her presence. Though the power does not work on technology and can be nullified by Blanks, Mona is also a highly talented infiltrator and assassin in her own right, with access to technological marvels from the Dark Age of Technology. She can go just about anywhere undetected.
- Legendary Socialite: Mona was a media darling from the day she was born, with a knack for interacting with others. She has only refined this ability over lifetimes of being a famous celebrity, whether as actress, model, beauty queen, singer, or more. And she's aware of the social customs and etiquette of tens of thousands of cultures, including Imperial ones.


[Celestine, Stratigos of the North]
- Agent (T2): Saint Celestine is Stratigos of the North, one of the Emperor's Five Exalted, if the youngest of them. As such, she provides an additional point of Focus.
- Exemplar of the Sororitas: Celestine is beloved by all Sororitas, not merely those of her own Order Majoris, and her example is followed by all who seek to do good before the Emperor's light. As long as she obeys Pandora, the Adeptus Sororitas will follow Celestine's lead, unless Pandora becomes a danger not only to the Imperium but the very ideal of salvation that the Sisters of Battle live to deliver.
- Deliverer of Darkness: Saint Celestine possesses a terrifying acute sense for turning points, a refinement of her prophetic visions in life, which allows her to intervene in battles and other conflicts with masterful precision, efficiency and efficacy. Celestine has made it her life's mission to save those who want to be saved, and she has become exceedingly good at it.
- Moment of Battle: As Stratigos, Celestine has developed a preternatural sense for action and reaction, which has served her well on the duelling fields, on the battlefield and at the sand tables. It is similar to the same sense that some of the Sensei are said to possess, though it is clear that she is still a relative novice in its utilisation.


[Kaldor Draigo, Supreme Grand Master of the Grey Knights]
- Agent (T1): Kaldor Draigo is leader of the Grey Knights Chapter and one of the most potent warriors under the Imperium's banner. As such, he provides an additional point of Focus. However, his effectiveness is limited outside of his specialisations.
- Grey Knight Commander (Specialisation): Kaldor Draigo is Supreme Grand Master of the Grey Knights, and has fought in the Warp for a very long time. As such, he is well versed in fighting the slaves of Chaos and the servants of the Dark Gods.
- Duellist (Specialisation): Kaldor Draigo is a warrior with few peers and betters, famed for successfully standing against the Daemon Primarch Mortarion. As such, he is more than capable of hunting and clashing against the commanders and Heroes of other factions, even against those who do not serve the Chaos Gods - however, he is obviously most effective against the servants of the Four.
- Little Anathema: Kaldor Draigo bears a similarly strong connection to the Anathema that you and Yama share, a gift that only immortal scions of the Emperor would otherwise possess. This is unexpected in the extreme, but valuable. While Draigo is not as practised as you are, nor does he have nearly your sorcerous arsenal, he defies Chaos through his very nature.
[Retinue] Sanguinius, the Great Angel
Name: Sanguinius, the Great Angel, Primarch of the 9th Legion (Blood Angels)
Gender: Male
Age: Ten thousand-ish (chronologically), 200-ish (physically)

Description:
A spirit who found you right before you broke free of the Warp into the Cadian Gate, and who has followed you ever since. A kind soul well-read in the nature of nobility and the human condition as well as a great deal of imperial astropolitics, in the short time you've spent together since you've already built a strong rapport. He doesn't remember how he learned so much, but he's happy to share them with you, and he's the most pleasant company you've had since you returned to the Materium. His true identity is the Primarch Sanguinius, Master of the 9th Legion - the Blood Angels, renowned for their compassion, their nobility, and their fury in battle - and said to be the Primarch most similar to the Emperor. Personally, you can't make the comparison; He's nothing like the Emperor, but your own relationship with your father never transitioned beyond adolescence.

Sanguinius died aboard the Vengeful Spirit facing down Warmaster Horus Lupercal for the last time, knowing that he would die in futility but facing his fate regardless. History remembers him for his sacrifice, his nobility and his compassion, and he is remembered by the Imperial Faith as one of its principle Saints, a Son of the Emperor and one who was beloved by all. However, history does not record what happened to him after. The one who stands with you now is a shard of Sanguinius, retaining much of his personality and comprehension of human nature, but not much else. Unwilling to confront his sons for his own reasons, Sanguinius now spends much of his time in the guise of a two-headed eagle, when he is not residing within the folds of Pandora's soul. Your relationship with Sanguinius has proven to be comfortingly familial. Even if he does peck you a lot.

Traits:
- The Ninth Primarch: In the days of the Great Crusade, Sanguinius proved to be one of the Emperor's most capable generals, and such was his strategic acumen and personal charisma that he was one of the handful considered for the lofty laurels of Warmaster. Though not a logistician like Guiliman or a cunning strategist like the Lion, Sanguinius possessed a keen instinct for both the psychology of his foes and the flow of battle, and he was renowned as one of the strongest of the Primarchs.
- Stalwart: Sanguinius was a highly principled and compassionate person, who yearned to save lives and do right by others. By any metric, he is a good person who stands by his morals and his beliefs. Nevertheless, he does have a notable temper.
- Tide of Battle (Primarch Trait): Sanguinius has a natural talent for being in the right place, at the right time, something that transcends precognition and future sight. When coupled with his own talent for visions, this makes him very well suited for fighting the right battle, with the right forces, to overcome the enemy wherever he finds them.
[Retinue] Magos Explorator Lyra Sarcaph
Name: Lyra Sarcaph
Gender: Female
Age: 20 (circa. 000.M42)

Description:
The sole successful subject of an unsanctioned radical Biologis cloning project. Magos Lyra Sarcaph was blessed with incredible intellect by dint of the archeotech neural implants that were given to her from as early as the womb, yet those same augments have robbed her of a functioning immune system and with them all hope of a normal life. Yet she embarks on the Quest for Knowledge with a thirst for life rarely known even within the Explorator Corps, and in her short life so far she has already made a mark for herself. Her intellect will be a valuable asset, but her inquisitive nature has its own concerns.

Traits:
- Radical: Lyra is a Radical by the standards of the Machine Cult, and she is only barely tolerated by her fellows as a result. But with this radical mindset comes a freedom of thought and breadth of ingenuity rarely found anywhere else in the Mechanicus, just as it drives her to prove her beliefs as true as the most orthodox of Cult Canon.
- True Believer: Lyra believes truly in the Quest for Knowledge and yearns to see it through. She is as curious as they come, thirsting for knowledge and hungry for more. Little tempts her more than the possibility of learning more, and her drive to understand is as powerful as the forces that drive the Galaxy. She walks the path of the Ancients, one step at a time.
[Retinue] Lily Archaman and Saya Monet, Archdeva and Exalted Greater Deva of Sacrifice
Name: Lily Archaman/Saya Monet
Gender: Female/Female
Age: 39 Thousand Years and Counting/Same

Description (Lily):
The enigmatic Dark Angel of Sacrifice, unique amongst all Deva in being the only (other) Greater Deva not tied to the existence of a Great God of the Warp, Lily Archaman began life as a sickly and meek girl in the continental United States, what is now the Mercian Spire-Waste, but quickly rose to prominence in the early 3rd Millennium as she became acquainted with a young girl by the name of Pandora Cadmus. Though young and barely a Psyker, unaware of her power even then, Lily soon became caught up in a Tzeentchian scheme occurring right beneath the Anathema's notice, one that had claimed the soul of his daughter. Through great hardship, Lily would ultimately be able to save her friend's life and free her from the clutches of the Architect of Fate and allowing her to claim the Domain of Sacrifice as she rose into Godhood. Lily herself would retain some measure of control over the power she stole from Tzeentch, though it would be a mortal lifetime before she would even begin to master it. After death, Lily's soul would be taken in by the Goddess, and she would choose to become one of her Deva, quickly taking her place as the Goddess of Sacrifice's right hand as Archdeva.

Though she was once meek and uncertain of herself, Lily has long since found her confidence and a terrifyingly sharp wit. Having fought with the forces of Chaos for almost as long as Pandora has, she is more than aware of the dangers they pose and the means needed to deal with them, yet her ruthlessness and apathy have been reined in by her Goddess' compassionate nature. Though capable of being every bit as conniving and cruel as the archetypical Daemon, Lily errs on the side of integrity, and rarely makes promises she does not keep. Yet, her trust is not total, and those who break with it will find themselves suffering a terrible fate by her hand. Though she lacks the power expected of a Greater Deva and correspondingly struggles to defeat any of her peers, Lily is both a frighteningly capable thief and utterly unmatched in mobility, between her unique ability to control time and great deal of experience in navigating the realms of Chaos. Notably, however, Lily is possibly the only Greater Deva in existence who primarily uses firearms.

Description (Saya):
The newly elevated Shining Knight of Sacrifice, an exceptional rarity in all the Warp as the youngest untainted Exalted in all the Warp, doubly so for being crafted from the soul of a mortal. Saya Monet began life in the continental United States as a normal girl, what is now the Mercian Spire-Waste, with only two things to her name. The first is that she, like many other girls of the age and before, would become unwitting pawns of a Tzeentchian scheme, selling their souls and awakening their latent powers for the sake of a wish that was poison on inception, and it would be because of this wish that Saya loses her life. The second thing is that she just so happened to be neighbours and best friends with a certain Pandora Cadmus, the unknowing Firstborn of the future Sensei and the future Goddess of Sacrifice. It would be through this friendship that Saya would inadvertently damn the young Pandora, and it would be through this damnation that Saya would save herself and all other pawns of Tzeentch's scheme, as well as cement the ascension of the future Dark Angel herself. That Saya did all this by accident is probably the most impressive part. After death, Saya would be brought into the Realm of Sacrifice as one of Pandora's Deva, later reorganised into the Starlit Circle during the Age of Strife.

Always brash and headstrong, Saya's recklessness has been tempered by time and circumstance and since become a much more responsible and reliable individual... In theory. Though a staunch enemy of Chaos, Saya probably holds the record for most captures by a Chaotic force, and just as probably holds the record for most escapes from a Chaotic stronghold. She has had the most encounters with warp travelers as a result, often crossing paths almost by accident despite the Deva of Sacrifice's former reclusiveness on account of all the daemons attacking the Realm. Despite being a Deva of Pandora, and a member of the Starlit Circle besides, Saya is not especially good at shooting a gun - something that has earned her no small amount of light mockery from her peers, who have since become more than proficient through exposure alone. In exchange, however, Saya is a more than capable swordswoman and healer, said to be almost as good as Pandora herself. Unlike Lily, Saya primarily opposes Khorne, and considers her own former hot temper something of an old shame.

Traits (Lily):
- Archdeva Tenebrae Magistrix: Lily is the Archdeva of the Goddess of Sacrifice, Lord-in-Waiting of the Daevic Host, and reasonably experienced in the role by Daemonic terms - which, by absolute metrics, makes her the second most experienced Archdeva to exist, after Ku'Gath. She has become more than capable of managing people and commanding battles as a result, but her greatest asset is her long experience with Daemonic entities and the Chaos Gods. It would not be a stretch to say that Lily's understanding of Chaos is exceeded only by Pandora's and those of her stature, making her both a terrifying foe and a more than capable teacher.
- Supportive: Pandora means a great deal to Lily, first as her only friend and now as a companion for life - or, rather, what came after. She will stop at nothing to aid in Pandora's efforts, and exert herself for her sake.

Traits (Saya):
- Deva Lucente Magistrix Extremis: Saya is an Exalted Greater Deva of the Goddess of Sacrifice, Vice-Gerent of the Daevic Host and an unusual one by daemonic standards, both the least experienced Exalted and one of the most experienced warpborn alive. She is much more of a battlefield commander than Lily, though more capable a tactician than a strategist, and more capable a champion than a tactician. Her natural charisma and healing abilities make her far more suited than Lily for owning the spotlight, with is exactly what the Archdeva Tenebrae Magistrix prefers. While not exactly noteworthy on the level Saya now stands on, she is also more than knowledgeable in the matters of daemonic and warp lore.
- Supportive: Pandora is Saya's best friend who she's known since they were both in preschool, and while Pandora is now her superior - and in many ways her master, given that Pandora owns her soul - they are still as close as sisters. They stand together, now and forever.
[Sensei] Mona Mary Merstat, The Teacher
Name: Mona Mary Merstat
Gender: Female
Age: Twenty Thousand and Counting

Description:
The Ninth Sensei and your little sister, Mona was born before the Golden Age of Mankind and lived through it as a media darling and incredibly affluent celebrity, living countless lives in all quarters of inhabited space, where she perfected her craft. And not merely the media arts, but in all qualities, for between lives to preserve her privacy she would become a Teacher as well, sometimes on frontier worlds and other times in the core territories. When she was doing neither, she explored and learned, to the point that she was at least proficient in every single field that had existed - even in some fields of Warpcraft, though she hardly developed her noted talents for it due to lack of interest. She might not be the greatest explorer of her age, the most brilliant architects of her time, or the finest soldier who ever lived, but Mona can certainly hold her own in all quarters. In the modern age, she spends her time flitting between minor alien powers, helping them grow and doing her best to protect them from the dangers of a Galaxy steeped in war.

As a person, though, Mona is both headstrong and loyal, but also flighty and prone to distractions. She rarely commits to a single project, often dabbling, but when she works with others she will always do her best to support them. As a Sensei who lived through much - though not all - of human history, she knows all too much about the human condition and considers the current state of the Imperium both deplorable and impossible to change. However, she is also willing to help her oldest sister on a mission she considers doomed from the outset, partly because she is simply overjoyed by no longer being alone amongst the stars, partly because she knows that the current state of affairs is a turning point that she has now been drawn to intervene in, and partly because now her existence has been exposed, she will be next to become the Imperial Regent if Pandora ever fails. And she very much doesn't want to be Regent, ever.

Traits:
- The Ninth Sensei - The Teacher: As one of the thirteen Children of the Anathema, one of seven known to survive and one of the only five known to still be active in some capacity, Mona has seen it all, lived it all, and probably studied or killed most of it. She is capable of serving as both Retinue and Agent, providing equivalent bonuses as if she were either, including providing an additional Focus Point. She is also one of the most worldly and knowledgeable people to ever live, brilliant by any metric and complemented by her immortality. As her epithet suggests, she is a brilliant teacher, and can teach anyone anything at all. The only bottleneck is time.
- Master Of All: Mona has lived a long time and learned just about everything. Though by no means a specialist - she's too flighty, after all - Mona is certainly as good as most specialists in their fields, surpassed only by those who have mastered their field for centuries or millennia. As such, she can fill just about any role and teach just about any skill.
[Agent] Saint Celestine, Stratigos of the North
Name: Celestine
Gender: Female
Age: Old enough to pass into legend

Description:
Long ago, Celestine was but one of many, a Sister of Battle under the banner of the Order of Our Martyred Lady. Little is known of her history of that time, save that she was at one time a Sister Repentia, implying that she had some black mark against her, or perhaps a strong zeal about her. Indeed, Celestine would die for the first time much like any other Sister Repentia; at the forefront of battle in the harshest fighting, dying to make up for her sins. However, Celestine's story would not end there. Instead, Celestine returned to life, rose to command, and won the day on the planet Eurytion. This would be the first of many victories at the feet of the one named Celestine.

However, though Ecclesiarchal Canon indicates that Celestine would be recognised as a Living Saint after her visit to the Shrine of Saint Katherine, the truth is perhaps different. Celestine would indeed venture into the tomb of Saint Katherine and she would indeed bear the vestments and armaments of Saint Katherine, but she did not become a saint at that time. Instead, she would simply continue leading battles as an Abbess of the Order of Our Martyred Lady, marked for greatness by her prophetic dreams that guided her time and again to victory, until her death at the treacherous hands of the Renegade Warmaster of Forrax.

Celestine would at that point be brought before the Throne of the Anathema in the heart of the Astronomican, where she would become inducted as one of the Eidolon Sororitas of the Legion of the Damned. She would distinguish herself quickly in battle above even the other Eidolon Legionnaires of the Emperor's Legions, quickly rising as a Legate. When the Emperor saw need to appoint a Stratigos of the North, he would choose Celestine, who was valiant and fated beyond all others, despite her relative youth. She continues to serve until today, the most visible of the Emperor's Stratigoi though she does not reveal that title to the Imperium itself, simply continuing her fame as a deathless Living Saint, the exemplar the Order of Our Martyred Lady continues to serve until this day.

Traits:
- The Stratigos of the North: As one of the Five Stratigoi of the Emperor, Celestine is one of the Emperor's Exalted, and the most active of them in the Materium. She is a capable leader and a powerful duellist, but above all that she is an inspiring champion, capable of elevating the spirits of any and all who she comes to deliver from darkness. Despite her relative youth, Celestine remains as remarkable in death as she was in life, before it was cruelly cut short.
- Agent of the Star Child: Having had prophetic dreams from a young age, despite no apparent psychic ability, ever since she reached the rank of Stratigos Celestine has sought out the Star Child as one of his few confidants. Understanding the original nature of the Emperor, she aligns herself with the Star Child now, though she does not consider the Emperor an enemy either. Celestine seeks to aid the Star Child in righting his wrongs, in whatever way she can.
[Agent]Kaldor Draigo, Supreme Grand Master of the Grey Knights
Name: Kaldor Draigo
Gender: Male
Age: Old Space Marine, Baby Immortal

Description:
Kaldor Draigo is famed amongst those who know the Space Marines, a Silver Knight who was cursed to dwell in the Warp by an embodiment of deceit, yet able to return to the Materium at times to aid his brothers, only to be drawn back to the Warp when the threat had passed. Cursed by M'kar the Reborn, Daemon Prince of the Word Bearers, with the power of N'Kari, little did either know that their cruel vengeance against the Grey Knight would not be as whole as they had hoped.

Though for much of his career Draigo was a normal, if distinguished, Grey Knight, of no notable psychic ability but of impressive battle record and skill, his true nature demonstrated itself when the Chapter responded to the incursion of the Daemon Primarch Mortarion, whose appearance alongside the Death Guard ravaged the Grey Knights Chapter. In that battle, at near death, Kaldor Draigo awakened an ability though unique only to the Emperor and two of his immortal scions; an Anathema to all Chaos, Kaldor Draigo proved defiant to Daemonkind down to his mortal core. With this newfound power, Draigo would match and banish the Daemon Primarch, becoming Supreme Grand Master and succeeding his master at the conclusion of the battle.

It is this same Anathemic nature that has allowed Draigo to survive so well in the Warp for over a century, where he has continued to defy Chaos in whatever capacity was available to him, however limited. With the ascent of Pandora Cadmus to the Throne of Lord Commander, however, and the successful breaking of the curse placed upon him by M'kar and N'Kari, the Supreme Grand Master of the Grey Knights has since sworn allegiance to the Goddess of Sacrifice, intent on repaying the debt and defying the Long Night for even a day longer.

Traits:
- Little Anathema: Awoken in battle against Mortarion, Daemon Primarch of the Death Guard Legion and Exalted Daemon Prince of Nurgle, Kaldor Draigo bears a similarly strong connection to the Anathema that you and Yama share, a gift that only immortal scions of the Emperor would otherwise possess. This is unexpected in the extreme, but valuable. While Draigo is not as practised as you are, nor does he have nearly your sorcerous arsenal, he defies Chaos through his very nature.
- Silver Knight: Kaldor Draigo has fought every day of his life, with the last century and change of his life being one of unending battle against all manner of foes, physical and mental and physical alike. And he has emerged from this experience unbowed and wiser for it, now as radiant in his understanding as his blade is on the field of battle.


Honour Guard
The Anesidoran Sentinels Shield Host - Adeptus Custodes
Strength: 50/50 Custodians
Commander: Shield-Captain Sammael

Notable Units:
- 'Torchbearer', Allarus Custodian Squad
- Multiple Orion-Pattern Gunships
The Imperial Fists Honour Company - Adeptus Astartes (7th Legion, Imperial Fists)
Strength: 100/100 Imperial Fists
Commander: Imperial Fists 3rd Captain Tor Garadon, Defier of the First-Damned

Notable Units:
- Contains Squads from the Excoriators, Crimson Fists, Celestial Lions and Iron Knights Chapters
- 20 Sergeants for 20 5-Man Squads, exceedingly high proportion of expertise relative to a normal Battle Company
- Possesses 3 Dreadnoughts, including 1 recently interred from the fighting at Cadia
- Unusually large Thunderhawk complement
The Grey Knights 4th Brotherhood, 2nd Company - Adeptus Astartes/Ordo Malleus
Strength: 100/100 Grey Knights
Commander: Brother-Captain Friedrich Volans

Notable Units:
- 4 Prognosticars of the Grey Knights
-- Prognosticar Rothchilde
-- Prognosticar Ferdinand
- 3 Purifiers
-- Champion Joachim
- 4 Paladins
-- Paladin Edmund
- 2 Doomglaive Dreadnoughts, both millennia old
- 1 Castellan-Pattern Nemesis Dreadknight Knight Titan
The Order of Our Martyred Lady, 11th Preceptory - Adeptus Sororitas
Strength: 1000/1000
Commander: Canoness Preceptor Katherine Vitiate

Notable Units:
- 1 Commandery consists of Cadian War Veterans, Lead by Canoness Commander Felicia Unberogen
- Equipped with Thunderhawks
- Unusually large complement of Sisters Repentia
 
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Index: Lore Matters
BEWARE: SPOILERS AHEAD!

This will be an archive of various lore snippets and other useful pieces of information that Pandora is aware of but which you, the readers, have not been told of yet because the occasion hasn't appeared in the updates. Not everything will be here; this is mostly to be updated whenever something interesting occurs to me that should be revealed, but this is mostly for archival purposes; when it comes to votes, the information you need will be made clear.

Without further ado, we will begin with the Lore, starting with...


----

On The Nature of the Warp

The Nature of Astral Thrones
Astral Thrones are focal points of power, the natural seats of Gods and one of the few ways that a mortal can ascend to divinity. Their origins are little understood; some say they are remnants of the Old Ones' workings during the War in Heaven, while others claim that they are natural phenomena, built when one climbs the steps of Ascension and lays claim to a Domain powerful enough to sustain a Throne. Some claim a combination, that some Astral Thrones are artificial while others are natural, formed in emulation of those who first conquered the Sea of Souls.

When a God claims an Astral Throne, whether by climbing the Steps of Ascension as a mortal or being born onto the Throne, they gain control over the Domain, and in doing so are forever marked by it - though such markings are not always physical, nor are they always spiritual. By claiming an Astral Throne, the new God now draws power from the Domain and all mortals who act within the Domain's purview; Wars now empower Khorne, the God of War, just as acts of Change empowers Tzeentch. In addition, Domains also empower their claimants, granting them a measure of power independent of sacrifices offered by their followers or earned by other means. Unlike power won from faith, it cannot be easily stored, preventing Gods claiming an Astral Throne from stockpiling their domain's power for extended periods.

Gods with an Astral Throne can also create an afterlife for their followers and those they claim from death, preserving their souls within their Domain - often mistakenly called a Godrealm, for Gods often build their Realms within their Domains for it is the seat of their power - and protecting them, or bartering them.

By claiming an Astral Throne, a God now also gains the ability to form Deva, servants imbued with a portion of their divine power and capable of acting with their divine authority. Not all Gods who have claimed an Astral Throne will do so, however, as this act of investiture often consumes power that could be used in other ways, but it is common. Deva can be shaped from the souls of those who reside within their Domain, or crafted entirely from their power alone. Deva crafted from the souls of the living are often more independent, while Deva forged from power alone are easier to create and more loyal, requiring less power overall.

In addition, however, a God's understanding of their Domain is not absolute, and as that understanding grows they become more able to craft new Greater Deva that reflect these facets. It should be noted that Greater Deva are more independent than Lesser Deva as a direct consequence of this, even when forged from power alone, and the amount of power invested also ensures that Greater Deva are not often made, for a God cannot sustain too many without spreading themselves too thin.

Once one has ascended to an Astral Throne, they are tied forever. Gods remain tied to their Astral Throne until their destruction, whereupon the Throne is toppled, or their consumption by other Gods, which grants that Throne to the victor. To Descend from the Astral Throne is impossible, and to even attempt such is taboo amongst the Gods. Yet, in days past it was attempted by a foolish few, for it was one of the few ways to circumvent Asuryan's Edict without facing retribution. All such attempts failed, toppling their Astral Thrones and leaving their Deva lost and adrift in the Sea of Souls.

Pandora's successful Descension is unheard of, unprecedented, and an act of undeniable Heresy.
The Nature of Deva
A Deva is an immortal servant of a God that resides primarily within the Warp, generally within the Realm of their God. All Deva are imbued with a measure of the power of their God, though it is by no means a permanent investiture. Deva are primarily categorised into two broad categories, though every God will have their own forms of hierarchy and ranking that their Deva will follow. Deva often emulate the nature and form of their God, though it is not always the case, and it is possible in some cases for Deva to become distinct and independent of their God. The Deva of the Four are known as Daemons, for it is in their nature to destroy, not foster. Unfortunately, they are also the most common form of Deva left in existence, for in the aftermath of Slaanesh's birth Chaos' power has increased dramatic and their domination over the Warp is now all but total.

The first category of Deva are Lesser Deva, the Least Servants of a God. This category can also include Divine Beasts, but is not always the case for all Gods. Lesser Deva can be crafted wholesale from the power of a God and given animation through that divine fire, but may also be formed from the souls of a God's dead followers who now reside within their Divine Realm. Lesser Deva formed wholly from power are much less costly and demanding for their God to craft, while Lesser Deva formed from the souls of their followers retain more of their individuality and personality from life. It is not unknown for Gods to have Lesser Deva of both categories, but it is rare for Gods to only have Deva that were once living followers. The Four are unable to create Lesser Deva from the souls of their followers, as the process demands a degree of finesse and control that the Chaos Gods are either unable or unwilling to demonstrate.

The second category of Deva are Greater Deva, the Greater Servants of a God. These are distinct from Lesser Deva as they are not merely imbued with a measure of their God's power, but also reflect an aspect of their divine nature, often but not always one of their Domains. In doing so, not only are these Deva capable of containing a greater measure of their God's power, they are also able to manifest it in unique ways that Lesser Deva are incapable of. As a result of reflecting a face of their God, Greater Deva also command greater authority amongst a God's Deva through their inherent nature, and are often leaders in their own right. Greater Deva are also more independent than Lesser Deva as a result, regardless of how they are made, and it is vanishingly rare for Greater Deva to be formed of a soul, as souls capable of mantling an aspect of a God are few and far between. However, though it is often believed that Gods can only have a single Greater Daemon that exemplars one of their aspects, this is not true. However, the amount of power a God must invest into their Greater Deva is prohibitive, and so Greater Deva are always rare by necessity. Only the Chaos Gods have Greater Deva in any real number, and even they limit their numbers for fear of rebellion, as has happened before when a Greater Deva challenged their God for one of their Thrones.

A subset of Greater Deva, Exalted Greater Deva are the mightiest servants of their God, often commanding immense authority and power within the Realm of their God and across the Immaterium in its entirety. The chosen hands and enforcers of their God, the Exalted are rare and notable even by the standards of the Gods, and their appearance in the Materium is often considered an invasion of reality, for figures such as they cannot exist in the realms of men. Indeed, for a Deva to earn the moniker of Exalted is a rare and difficult task, and only the servants of truly great and powerful Gods may claim to have an Exalted amongst their flock. To date, only the Gods of Chaos have more than one Exalted Greater Deva amongst their ranks, as is their nature as usurpers of natural forces.

Though the ranks and hierarchies of Deva are often up to the whims of their respective God, the position of Archdeva is common to all of them. An Archdeva or whichever variation of such is the Right Hand of their God, often the greatest of their Deva and the commander of their divine armies. The word of an Archdeva is often considered the word of their God, and the power an Archdeva wields is often considerable. Not all Gods can claim to have an Archdeva, for the title demands a degree of power only the Exalted can command. Yet, not all of the Ruinous Ones have Archdeva either; Slaanesh is too young to have settled upon a single one of her Exalted as Archdeva, while the Archdeva of the Changer is lost and twisted and adrift amidst his own fancies, much like the tangled nature of his God. Khorne refuses to have an Archdeva, for the independence and authority the position offers has given him a rival once before already. Only Nurgle, the Plaguefather, has appointed an Archdeva amongst the four; his firstborn, Ku'Gath.

Deva are distinct from mortal followers who have received blessings as they are creatures of the Warp, and thus death has little meaning to them. Consequentially, however, Deva cannot persist in the Materium forever, and ritual and sacrifice is often needed in order to permit a Deva's passage across the veil. However, in the modern day, the God-Emperor of Mankind is notable as his Deva - both Greater and Lesser - do not appear to need to be summoned, and may cross the Veil seemingly at will. Whether this is a result of the God-Emperor's overwhelming power, his nature as Anathema, or his status as an Incarnate God remains unknown. But it should be noted that the Deva of the Goddess of Sacrifice do not appear to be so limited either.

Curiously, the Eldar Gods never appointed Archdeva, nor did they ever command any Deva. Not for nothing were the Eldar once considered the closest of all peoples to their Gods.
The Nature of Psychic Disciplines
There are a great many ways to interpret and wield the Warp, with the details varying even between individual practitioners, to say nothing of the different ways that different races perceive and channel Warp energy. Humanity, however, primarily understands the Warp through the Five Foundational Disciplines of Psykery - Pyromancy, Biomancy, Telepathy, Telekinesis, and Divination, each encompassing a foundation of the Warp.

Pyromancy commands the foundation of Energy, primarily manifesting as flame and heat, but can also be harnessed as lightning or light. Pyromancy is the most aggressive and confrontational of the Foundations, and is the weapon of choice for the most martial Psykers, with those having an affinity for Pyromancy commanding a noted preference for personal combat as well. It is no secret that Pyromancy is also capable of directly harming the denizens of the Warp, purifying their essence free of their will and transforming it back into the nascent energy of the Warp.

Biomancy commands the foundation of Life, primarily manifesting as physical transformation and augmentation, sometimes also manifesting as the conjuration of lightning. Biomancy is at once the most nurturing and the most demented of the Foundations, depending on the perspective of the Psyker in question; having control over biology either fosters an appreciation for life or stifles it entirely. Biomancy is rare amongst the Disciplines for being capable of healing, though it is by no means simple, demanding a keen understanding over biology to do so properly, as the slightest mistake could create an abomination instead.

Telepathy commands the foundation of Will, primarily manifesting as psychic communion of the minds for either communication or domination, as well as the perceptions of others. Telepathy is a difficult Foundation, for it pits the Psyker's will against that of others, making it the one discipline that non-Psykers can easily resist through strength of will. If the Psyker does not retain an absolute sense of self, they may find themselves losing it, slowly overwritten by every mind they touch. However, it is also a valuable means to understand others, for it breaks down the barriers to communication that exist between living things.

Telekinesis commands the foundation of Space, primarily manifesting as moving things with your mind, but can also be used to create psychic barriers, invisible weapons of honed force, and it is rumored that true masters can use it to link points in space to one another without ever stepping into the Warp. To be a Telekine is to understand that distance is a lie; all things are connected, not only to the Warp but to the Materium. To command this Foundation is to become a foundation in both the Warp and in Reality, unmoving and unbowed.

Divination commands the foundation of Time, primarily manifesting as the perception of events from the past, present and future. Though it is often folly to attempt to traverse the folds of time directly, Diviners are capable of witnessing events that have passed, are coming to pass and have yet to come to pass. However, Divination is a difficult Foundation to grasp, for as one understands the flow of time and perceives the strings of Fate, they will find themselves tangled and believe themselves helpless to change the future, not understanding that nothing is ever certain. Worsening this misunderstanding is the fact that the Foundation that Divination sits upon is tainted, for the Great God Tzeentch has claimed the Domain of Fate and plays with its strings to its hearts content. But even the Architect of Fate cannot claim to have a monopoly over the future, even as its ten thousand heads claim otherwise.

The foundations that each of these Disciplines are neither comprehensive or definite, and every Psyker has their own comprehension of what is and is not Pyromancy, Biomancy, Telepathy, Telekinesis, or Divination. However, these five pillars are the foundations that the modern Adeptus Ad Astra Telepathica hews towards in its understanding of the Warp and the powers that stem from it, and serve as a suitable starting point for the development of mankind's nascent psychic understanding.
The Nature of Daemonology
The Five Foundational Disciplines of Psykery - Pyromancy, Biomancy, Telepathy, Telekinesis, and Divination - each encompass foundational forces of the Warp; the forces of Energy, Life, Will, Space and Time, respectively. Each of these may be harnessed directly through both Warp Energy and the well of power that each Psyker contains within their soul. Even with the Warp in such a tumultuous state under the mismanagement of the Four, with the right mindset and control, one may wield these powers and still remain pure.

Daemonology, then, is often considered the odd one out. A most temperamental and frustrating Discipline, it encompasses an assortment of powers that have little bearing with one another, be they the arts of teleportation, the banishment or invocation of Daemons, the power to phase through objects or even the conjuration of a vortex in space into the twisting nether not unlike the results of a Vortex Grenade. It is often theorised by Masters of the Psychic Arts, of the Adeptus Ad Astra Telepathica or independent covens alike, that Daemonology is the sixth foundational Discipline, one that rests upon the Foundation of the Veil that divides the Materium from the Immaterium, and as the Veil is often fickle and the Warp so hostile it is consequentially the most difficult and dangerous Foundation of all.

They are wrong. You know better than that. Daemonology is not the sixth Discipline, nor is it some further evolution of any of the five foundational ones. Daemonology is a different beast from those five, a pathway to powers both great and terrible. But what you know of the true nature of Daemonology is... not immediately available to you. You don't have the divine perspective needed to truly grasp the nature of this odd duck, and until you find your way back onto your Astral Throne or find someone who does know the truth, you're out of luck. However, just because you don't understand the foundational principles of Daemonology does not mean you do not understand the dangers and effects of it.

Daemonology is, bluntly stated, tainted. The Warp is currently stained with the colours of the Chaos Gods, and the theory of Daemonology painting it as a Discipline of the Veil are not entirely unfounded. With the Warp as hateful and dangerous as it is, Daemonology is a dangerous path to walk for all the temptations that the Gods whisper and the black sewage that practitioners channel through their souls. Even Sanctic Daemonology, deemed 'clean' by the Grey Knights, is a dangerous path, for it is Malefic Daemonology but shackled. One who learns Sanctic Daemonology at the feet of the Grey Knights could easily twist that knowledge into an invocation of the Dark Gods, which is definitely why the Grey Knights so jealously guard the knowledge.

What you practice as Sanctic Daemonology is similar yet more, but also at the same time different. It's difficult for you to explain at the moment, but your brand of Sanctic Daemonology surpasses the understanding earned by the Grey Knights by leaps and bounds. You are far more capable at banishing Daemons, inflicting lasting wounds upon them and even invoking True Death, a fate all Daemons fear, for all their bluster of eternity. In theory you can also use it to traverse the Warp, form gateways into it and more easily explore it, but you do not want to know if your presence in the Warp can be determined like that yet, or even ever. Crucially, though, your brand of Sanctic Daemonology can be used protectively as well, forcefully calming the Warp and protecting others from the backlash of improperly channelled Warp energy, alongside smoothing travel in the Warp and other effects. In fact, you're fairly certain that your unique Divination style may actually be a form of Daemonology, from what you've tried to codify of the matter.

Daemonology is not the sixth Discipline, nor is it merely an assortment of powers plucked from the other five. It is something else. And it frustrates you to no end that you have a brain fart on this matter.

The Five Foundational Disciplines of Psykery - Pyromancy, Biomancy, Telepathy, Telekinesis, and Divination - each encompass foundational forces of the Warp; the forces of Energy, Life, Will, Space and Time, respectively. Each of these may be harnessed directly through both Warp Energy and the well of power that each Psyker contains within their soul. Even with the Warp in such a tumultuous state under the mismanagement of the Four, with the right mindset and control, one may wield these powers and still remain pure.

However, the arts of Theurgy, what is often known and mistaken for Daemonology, is to impinge upon the domains of the Gods themselves. If commanding one of the five Foundational Disciplines is to wield Fire with your hands, to use Daemonology is to dare to wield fire that is in imitation of the Gods. Such fire does not burn without consequence; to bear its heat is to subject yourself to the authority of the Gods.

The arts of Malefic Daemonology, then - rightfully Primordial Theurgy - are thus inherently corrupted, due to the dominance of the Four upon the Warp ensuring that the default when meddling with the fires of the Gods is to touch the fires of corruption. Mingled or pure, one stains their soul simply staying in the vicinity of such flame. To be warmed by their light is to become their slave.

The arts of Sanctic Daemonology, then - what would be Anathemic Theurgy, had the Anathema ever properly risen to his Astral Throne and then codified his arsenal - are to wield fires that are in imitation of the flames that burn upon the God-Emperor's sword, which shine with his light. But the discipline of Sanctic Daemonology is not one used easily, for the God-Emperor does not suffer common fools to infringe upon his domain easily. As such, the rites of Sanctic Daemonology are at once the most restrictive and the most difficult of all Daemonology; it is impossible to summon the Emperor's Deva like the servants of the Gods, because only the Emperor has the authority and wisdom to dispatch his angels. Even using the powers he grants freely to those who have proven themselves - Primaris Psykers who have proven their purity before His almighty gaze, or the Grey Knights who were born by the divine ignition of his blood - is no simple task, for the Warp is in the hands of those who would deny the Anathema everything; it would be easy, then, to slip the shackles of Sanctic Daemonology and delve into the arts of the Great Four, for their power is so much easier to grasp.

The arts of Sanctic Daemonology that Pandora Cadmus offers, though they are devised of her own nature as Goddess of Sacrifice, are still considered Anathemic Theurgy due to her heritage and the spark of defiance she inherited from her father. The arts she devised, however, are intended for mortal use, for the Goddess of Sacrifice is herself a merciful Goddess and a compassionate soul, who seeks to save as many lives as she can despite her comparatively miniscule power. Unlike the byzantine disciplines of the God-Emperor, which were never truly codified and may never truly be, the arts that the Goddess of Sacrifice teaches are refined and sophisticated, though they too lack the safeguards that fully shield its practitioners from the temptations of the Gods. Perhaps the total integration of her brand of Anathemic Theurgy hints at the complete form that the God-Emperor could take, or even a line of succession…
The Nature of Domains
The Warp is underpinned by the dreams and prayers of the living, shaped and given texture by hopes and dreams, fears and foes. And in all the Galaxy, across a million million different cultures and peoples, some stories are told again and again, with different names and different faces but the same lessons and emotions. These feelings and these acts come to coalesce in the Warp, creating foundations that those with the right understanding can tap into - and which new Gods may be born into.

These pools of power, then, are known as domains by the denizens of the Warp, gatherings of the prayers and dreams of the Galaxy. Shaped by the Galaxy and the events that unfold in the Materium, the Domains are given texture and context by those who experience them; the Domain of War was once shaped by valour, then by steel, then by hellfire and then by more, whilst the Domain of Knowledge was once freely shared, yet now jealously hoarded.

Domains can come in all shapes and sizes, some barely great enough to sustain a single daemon, others great wellsprings of power that form the foundations of the authorities of Gods. Some Domains are specific to their species, others to regions of the Immaterium as they correspond to the Materium, and a rare few are unrestricted in their entirety. And there are a rarefied few Domains, focal points in the Immaterium, which can birth new Gods. These are the Domains who can bear the weight of an Astral Throne, and these are much coveted and immensely powerful.

In days past, when the Sea of Souls was calm and its colours were not yet stained with Red, Blue, Green and Violet, there were a great many Gods who each held sway over a great many Domains, some so meagre as to barely sustain their patron and others so strong and unstable they divided into countless smaller Domains. Yet, now the Warp is in turmoil, and a great many Domains now fall under the sway of the Great Gods of Chaos, those who claim to be primordial forces that have existed since time immemorial. Of the remainder, the majority have been rendered to uselessness, or had their power stolen by the Four. Only a few, those fortunate enough to defy Chaos through their nature alone, remain free to be claimed.

The Domain of Sacrifice is one of those few Domains.
The Nature of the Sensei
The pursuit of immortality is a constant across the peoples of the Galaxy, as the shadow of death looms over all. Many find their peace with this, accepting that death is simply a part of the natural cycle. For most who pursue this path, such a quest proves fruitless, but for some their efforts are rewarded. Though true immortality - that is, being able to avoid death in all its forms - is impossible, for even Gods can die, the wear of time and the pain of age no longer finds purchase in these individuals.

These Immortals typically find themselves retiring into seclusion or becoming wanderers, as their worldview often becomes detached from the world around them; of those who remain involved politically, they often become the God-Kings and Queens of their peoples, but find that even their reign cannot last forever. Some continue their path to power, eventually claiming an Astral Throne and rising to Godhood themselves.

These are the ones who pursue their power. But there are those who are born ageless. These are often Demigods, the blessed children of Gods in the Warp, who have invested a measure of their power into mortal spawn in order to enforce their will more directly upon the Materium. Such Demigods are often doomed to be hunted by others, jealous of their power and resentful of their divine parent's grasp over the Materium, and rarely survive for long. In the aftermath of Asuryan's Edict, no new Demigods have arisen, and by the modern day Demigods are a long forgotten fiction.

The Sensei, however, prove to be the exception. Like all Children of the Anathema, they inherit a Gift similar to one of the Anathema's manifold talents; some inherited his divine insight, others his mastery over the Warp, others still his martial brilliance and even his natural defiance of the Ruinous Powers, but beyond that they have inherited his Immortality as well, becoming truly ageless just like their father. In addition, Sensei do not appear to arise through deliberate infusions of the Anathema's power; indeed, the first Sensei, Pandora, was unknown to him until long after he sat upon the Golden Throne, when she returned amidst the storm at Cadia in the midst of the 13th Black Crusade.

Notably, many Sensei arose long after Asuryan's Edict, with the youngest of them - one of the last children the Anathema ever had - being born right before the Cybernetic Revolt. It has been theorised by many that this defiance of Asuryan's Edict, wilful or otherwise, was the source of much tension between the Phoenix King and the Anathema, though the true shape of their relationship is little known. How the Sensei come about, however, remains a mystery, and one that the Anathema himself found little reason to investigate; he considered each one to rise a blessing and a curse, for it meant that he would never be truly alone amongst the stars, yet also that he had given one who had never asked for it eternal life.

The Sensei the Anathema knew would come to be some of his closest confidantes, as much companions and friends as they were his children. Though their paths rarely crossed, each time they intersected would be cause for celebration, and beyond those occasions the Anathema often kept a close eye over his flesh and blood, watching out for them from afar as any father would. However, when the Anathema became the Emperor, the Sensei severed their ties and disavowed the path their father took, truly vanishing from his sight and from the history of the Galaxy.

Whatever happened to the Sensei, whether or not they still live, one thing is clear; the moment the Anathema claimed the Golden Throne, he ceased to be their father.
The Nature of the Anathema
In the ancient days, before the Sea of Souls became stained by the Chaos Gods, the Old Ones saw what would have become. The last of the Old Ones, as it died slowly, saw what the War in Heaven had wrought upon their garden and what might yet transpire. Though they had left their children, the Eldar, the means with which to manage their garden and deal with the worst of it, the last of the Old Ones knew that more could be done. And until its dying breath, more was done.

The Domain of the Anathema was the result, an artificial Domain made to calm the Warp and soothe the trauma inflicted upon the Sea of Souls. It was a veritable masterpiece, defiant of the Chaos to Come in all forms, natural enemy of the cancer that would follow and, unprecedented amongst Domains, capable of incorporating the natures of others into itself seamlessly.

However, the last of the Old Ones died before it could be completed, and upon its death, the Chaos Gods would no longer be contested, and even sleeping their influence was immense. Knowing the storm that would follow, the Old One's final students - shaman of the species called Humanity, who were blessed to have such a wise teacher - followed their teacher's example and sacrificed themselves to empower the Domain of the Anathema, allowing one to climb the steps and acquire the Throne before Chaos proved too powerful to contain.

The Anathema was born soon after to mortal parents, blessed with a normal childhood in the lands of Anatolia and only later, upon his transition into adulthood, beginning the journey that would teach him the throne he was destined to inherit and the path he was destined to follow; to oppose Chaos, to rule over mankind as a benevolent God-King, and to ensure Mankind's dominance amongst the Stars.

The Anathema, Adam Kadmon, would come to reject this destiny, for in himself he believed in the freedom of self-determination. And he would later retreat from history, allowing mankind to chart its own course and only intervening to learn and help mankind - never leading it himself, but teaching, following, and learning from those that would come to lead it. And all the while he learned more about his Anathemic Nature, until he sat upon its Astral Throne and mastered its powers, a God in the Flesh like none other before him.

But the Domain of the Anathema was powerful, and it was flexible in ways that other Domains and other Gods simply were not made to be. The Anathema was a man, after all, and he would love and lose just like any other. In his many millennia of life, the Anathema would father (and sometimes mother) many children, and while many of them would come to inherit some measure of a connection to the Domain of the Anathema, the majority of them would never discover this talent, and they would live their lives like any other.

Thirteen of his children, however, would also inherit the Anathema's immortality. And they would become the Thirteen Sensei, the immortal children of Adam Kadmon. Each of them was also blessed with a connection to their father's Domain - and the first of them, Pandora, would inherit a connection so strong that she retained it even as she ascended to Godhood herself and became the Goddess of Sacrifice.

When the Anathema became the Emperor, he too would draw further upon his Anathemic Nature as he made the twenty Primarchs. And each of them would retain that same connection to the Domain of the Anathema, granting it further dimension and texture and allowing it to approach the complexity of one of the realms of the Great Gods of Chaos.

The Domain of the Anathema now rests over Holy Terra, the Immaterial half of the great Astronomican that lights the Galaxy.
The Nature of the Primarchs
The Primarchs are a legend as old as the Imperium, the twenty gene-forged clone sons of the God-Emperor of Man each imbued with a measure of his divine aspect. Greater than men, they would be mighty Generals and peerless Leaders, yet just as their triumphs were absolute, so were their failings. In the end, half of them would fall to Chaos, some of them dragged low by plots and others by their base natures, while the other half would fall to the eddies of time, returned to obscurity as they vanished from history and left behind only myth and story.

There is more to the Primarchs, however, for the story of the Emperor far eclipses the stories of his children. For while the Primarchs are the Emperor's most famous children, they are by no means his first children. Even the youngest of Sensei are far older than the Primarchs, their experiences with their father as night and day compared to the relationship the Primarchs had with the enigmatic God-Emperor of Man. But though they may be different, they are also the same, as similar as siblings who share the same father can be. But where the Sensei were born, the result of fortuitous happenstance, the Primarchs were made.

Derived from the Emperor's newfound understanding of the Domain of the Anathema as well as the connections each of the Sensei derived, the Primarchs have far stronger ties to the Domain. Each of them built like a Demigod from the days before Asuryan's Edict, before the birth of Slaanesh and before the rise of Chaos turned the Warp into a charnel house, the Primarchs were blessed with bodies forged from both the high principles of the Dark Age of Technology as well as the divine alchemy of the greatest Sorcerer that Humanity has ever sired. Were one to judge the Primarchs against the Sensei, one would find their foundations superior on every level, and the only edge the Sensei have over their youngest siblings is simple experience - and, some would pithily add, the fortune of having a good father.

Indeed, the to-be Emperor seems to have gone beyond the call of duty as he created his Gene-Forged Sons, for in their biology sustains a suite of immensely powerful augmentations that were designed to let mere mortals bridge the gap and transcend the importance of the physical body, superior versions that the mythical Astartes Gene-Seed are themselves based upon, and which themselves allow the Angels of Death the preternatural ability to defy death and endure impossible hardship without fail. With the understanding that the Emperor has no need for his physical body besides its utility in existing in the Materium as a most suited vessel in which to concentrate his consciousness, the intentions of the Primarch Project become abundantly clear.

Primarchs command bodies that are impossibly strong and resilient, echoing their Father's divine stature and posthuman capability to surpass mortal limitations of flesh upon physics through simple will, and their myriad of redundant organs, accelerated healing factor and perfected shock response echo the nature of a God in the Flesh to simply not die when their body has been killed. Their cognition, thusly accelerated beyond mortal means, echoes the Emperor's own ability as a God to sustain multiple lines of thinking at once, and their enhanced fighting instincts and inlaid genetic memory of battle tactics and wargear match his own incredible knowledge and experience, perhaps even a means to bridge the gap between them and their immortal siblings. And lastly, each of the Primarchs commands a definite connection to the Domain of the Anathema as well, ensuring that each of them is both fully immune to the corruptive influences of Chaos and ageless in their immortality, alongside a gift they have inherited in becoming an aspect of their Father. Taking all these qualities into consideration, each Primarch is the perfected form of a Sensei. Indeed, the only Sensei that can truly be said to have a baseline as capable as a Primarch's is Pandora, who is herself a God in the Flesh, and so enjoys the very same divine stature that the Emperor has and which the Primarchs are but pale imitations of.

But yet, one cannot discount the upbringing that the Sensei benefitted from, for the tumult of their formative years have broken the Primarchs and exposed emotional wounds that might never recover, even for the nine who remained loyal. Where the Primarchs were made to become Generals in a great war, with no indication ever given of what else they could have become, the Sensei were able to live their mortal lives fully, developing their own selves without the burden of knowing just who their father was, before that great responsibility was thrust upon them.

Had the Emperor been a better father, the Horus Heresy might never have happened. But had the Emperor given the Primarchs the choice to live their lives of their own accord, they might have turned against their father regardless. In the end, the fact that the Primarchs were created at all, as vessels to expand the power of the Anathemic Domain and as peerless Generals, is a tragedy in their own right.

For even the most unfortunate of their elder siblings knew something of life that was not only war.
The Nature of Divine Weapons
Just as weapons are forged of metal billet and mortal ingenuity, divine weapons are forged of higher concepts and divine insight. However, the weapons of the gods are not made of such pedestrian things as adamantium and myomer, but of something far more potent. The only weapons truly worthy of being wielded by the hands of a God are weapons forged of the matter of a God.

A Divine Weapon, then, is forged from the aspects of a God, momentarily sacrificed and crystalised into a tool of immense power. The price demanded is often great, an act of ritual sacrifice for the promise of something that could become so much greater. What might be offered to forge such a mighty weapon often varies; the Sword of Khorne is forged in the fires of Blood and Slaughter, and so in those days the Galaxy knew little of either. The Cauldron of Nurgle was made to brew plagues and spread decay, and so in those days the Galaxy knew little of disease and empires grew mighty. And the Bow of Pandora was forged of Sacrifice and the entirety of herself, so for a long time, she could do little but hear those who had offered themselves as sacrifice.

The creation of a Divine Weapon is a costly process in time and material, and it is not something that can be done easily or quickly, for attempts to accelerate the process may well ensure no true weapon emerges at all. The knowledge to do so is also difficult to come by, and only the Gods know of such means - sometimes not even then. This knowledge is jealously guarded by the Gods, and coveted by power-hungry Sorcerers who seek such knowledge, for the might of a Divine Weapon surpasses almost any other. The results of such heretical construction are obvious; the legendary daemon weapons of Drach'nyen, or the Black Blade of Antwyr, are each prisons forged of a God, Divine Weapons in all but name that merely lack a God to wield them. They are frighteningly potent weapons, and ruin awaits any who fall into their sway - or who stand before one who has mastered their tool.

It is, perhaps, strange that the Anathema's sword, though clearly of masterful work and worthy to be considered a Divine Weapon, does not strictly qualify as a Divine Weapon, for it was not forged of the Anathema's own divine essence but at the hands of Vaul, who forged it for the Anathema at the request of the Empyreal Emperor, Asuryan, as thanks for the Anathema's great deeds and service to the Galaxy.
The Nature of the Old Ones
Long ago, when the Galaxy was still young, life emerged from the primordial soup. One of the races that arose during these early turbulent days eventually discovered the Sea of Souls, the immaterial half of the Galaxy they were born into. And from there, they mastered it, until they became creatures of that place, mastering the energies of that dream-place until they became as gods of the Empyrean. From there, this race took it upon themselves to shepard the young races, nurturing them so that they too might someday walk the path that they strode to completion.

Little remains or is remembered of these peoples, except that they existed, they fought a great War in Heaven, and that the consequences of that war have continued to shape the Galaxy ever since. Not even their name is known anymore; all that remains to be recorded is that they, during the War in Heaven, were known as the Old Ones, and their presence in the Warp exceeded even the Chaos Gods.

Their mastery of the Warp is such that they could undo the death of their mentee peoples at a whim, simply by plucking their souls back from the Sea and granting them new bodies. Yet, by the time the Eldar began their records, the Old Ones were few and old, unable to keep up the rigours of the War on their own, yet it was they alone who could check the C'tan, these titans of the Materium who could invade the Empyrean just as the Old Ones could grasp the Materium. To this end, they attempted to fashion a great many tools to fight the incarnate Gods of the Materium, with what they could fashion from within the Immaterium. Though much has been forgotten, it is known that the Orks, once the Krork, were but the last of the weapons they unleashed in the War in Heaven.

The genius of the Old Ones was transcendent to a degree never thought possible, and their understanding of the Warp so intricate that much of the foundations that modern scholars of all peoples believe the Warp rests upon were built by the Old Ones themselves. Yet their works are in ruin; the Orks are now untamed and undirected, a scourge upon the Galaxy they once nurtured; the Eldar are now a people divided, still reeling from the loss of their own Gods and their role in birthing the Prince of Excess. Indeed, the Anathema itself, the artificial Domain that grants the one now known as the Emperor his unparalleled ability to defy the Chaos Gods, was but the last masterpiece of the Old Ones as they slowly died, itself incomplete as the Old Ones' wounds proved too ruinous and their death sooner than expected.

Though the Old Ones are dead, their legacy lives on, for better or for worse. All that anyone can be sure of is that the Old Ones regretted the War in Heaven, for it lead to a devastation too great to even countenance and ensured that the Galaxy would never be the same.
The Nature of Chaos
Once, the Sea of Souls was calm and idyllic. It was a place of dreams and aspirations, the heartland of the future that all peoples held in their hearts. In the Sea of Souls the hope of civilisation was kept, and it was through exploring the Sea that people gained insight and crossed boundaries, bringing unity through clarity, cooperation through understanding, shepherded by the Old Ones, who sought to nurture this grand archive so that all might partake in its fruits.

Then the War in Heaven began. Then an untold eon of devastation of the worst sort raged. Then the Old Ones twisted the Sea into a weapon of War, and died before they could rectify their mistake. Then the C'tan invaded the Sea, and killed the Old Ones, feasting upon their essence as they polluted the Empyrean with the remains. Ever since, the Sea was marked with the Trauma, and without its tenders it could never heal.

In that Trauma, the Three were born. War, Change and Despair, first three of the harbingers of the Long Night. Every bit the successors to the Old Ones that the Eldar Dominion and the Anathema are, embodied in them is the legacy of the Old Ones' hubris, that they could turn the Sea into a weapon without consequence, that they would Be forever. That as long as they were around, they could right all wrongs.

At its heart, Chaos is the Trauma of the War in Heaven made manifest, born from the desperation of a Galaxy ripe for annihilation as they struggled against that which would unmake all that was. In that desperation, many lines were crossed, many boundaries broken and all morals disregarded for the sake of expediency. That such measures were believed to be necessary is irrelevant. That such measures were often necessary is also irrelevant. What happened has happened, and so Chaos was born.

Khorne was born of War and Bloodshed, of the very real savagery and the depths of hate that those who fought in the War in Heaven often found themselves falling to, which even the Old Ones became victim to, as they found themselves believing that sacrifices made today, of the peoples they regarded as their mentees and whom they had sworn to protect forevermore, would preserve the future.

Tzeentch was born of Change and Hope, as those who fought in the War in Heaven made great changes to themselves and their societies in the hope of better resisting the inexorable tide, hoping against hope that this atrocity above all others could make the difference, chief amongst which was committed by the Old Ones, who turned a great library realm into a weapon of war.

Nurgle was born of Decay and Stasis, as despite all efforts and some successful attempts at turning the tide, the state of the War in Heaven ever remained one of the entire Galaxy on the backfoot against the armies of the Star Devourers, and the hopelessness that followed the understanding that, this day or forever, the stars themselves would die and all would remain would be Necrodermis. Even the Old Ones fell prey to such thoughts in private, as they soon found that they would die, and found they could not accept such an outcome.

Slaanesh, the Fourth, is different from the rest, for she was born long after the War in Heaven ended, her vestiges not even around then. Instead, the Prince of Excess is born from the Eldar, who drove themselves mad with ecstasy long after the end of the War in Heaven and the Great Betrayal in a vain attempt to rid themselves of the trauma of the War in Heaven and their burden of trying to live up to the paragon ideal of the Old Ones as mentors to the Galaxy. In attempting to escape their past horrors, they simply gave rise to a new one, and in doing so brought shame to the memory of the Old Ones.

Ultimately, while Chaos is hardly eternal nor a universal constant, the concepts and ideals they espouse are hardly beyond the pale. For a Galaxy that has known only War, who has little to Hope for but Despair, and who can only drown all of this in Excess in an attempt to escape the pain, is it any wonder that the lies of Chaos sound so seductive? But it matters little, for even if Chaos were fundamental, such foundations are rotten and rusted, unable to support a proper framework of understanding and mutual elevation.

The first step of fighting Chaos, therefore, is to reject the world that it proposes, as much as can be done. It will be a long, arduous road, an unreasonably demanding path to walk that is tantamount to declaring war against all Creation. To fight Chaos is to oppose the natural order that has arisen ever since the War in Heaven, an order that has stood for over sixty million years and has only become ever more dominant. To fight such a battle is folly, and is certain to end in failure, despair, and one's own inversion. Even the virtuous often fall, even the paragons often falter.

But it is a fight that must be fought, and never on their own terms. For it is the only way a better tomorrow can ever arise.
The Nature of Machine Spirits
The Machine Cult teaches that the Machine Spirit is bestowed by Deus Machina, the Machine God, upon Their rightful tools and technologies, to be used in service to Humanity. The Machine Spirit, the Cult Mechanicus says, is an extension of the Motive Force, the spark of existence and the divine ignition that drives all life and motion in the universe.

The Machine Cult also teaches of the evils of alien technology, the grave heresy of the Xeno that perverts the noble Machine Spirit and denies it of its rightful observance and care. It teaches that alien technologies do not possess Machine Spirits, or that their Machine Spirits are broken and tortured things, not rightfully ordained in the order of Deus Machina. Only Deus Machina can bestow the Soul, and so only Deus Machina can provide the divine ignition that births the Machine Spirit; all alien works are, then, soulless by definition, and if stolen from the works of the Ancients it is a perversion of the True Path.

Lastly, the Machine Cult teaches of the dangers of the Abominable Intelligence, Silica Animus, the Souless Sentience that brought ruin amongst the stars in the days of the Ancients. The enemy of all, it must be opposed in all things and destroyed in all ways. It is not a Machine Spirit for it lacks the Soul, for Deus Machina would not grant such frightful things the spark. It cannot stand by the Pillars of the Cult Mechanicus, nor can it explore the Mysteries of the Cult Mechanicus.

The Machine Cult, ultimately, teaches that the Machine Spirit is wholly human, that Deus Machina is wholly human.

They are wrong, but only partially.

The origins of the Machine Spirit are shrouded in myth and mystery, but can be considered a relatively recent phenomenon in the histories carved into the Sea of Souls, later the Warp. First appearing almost forty thousand years ago, tools and machines carefully tended to and maintained over years, decades, often centuries of good service would be imbued with almost a mind of their own, one that yearned to perform their purpose and which, well tended, would do it well. This was a commonality amongst all cultures, across all corners of the Galaxy, with the notable exception of the Eldar, whose perculiarities precluded the appearance of these animisms in their technology.

There does not appear to be any special condition of humanity that makes the Machine Spirit unique to them, only that the faith of Deus Machina is notably strong amongst humanity. In all cultures, since their first appearance, the Machine Spirit has appeared, and well cared for, will perform to the best of their ability well and truly beyond the point of reasonability. The age-old myths of old reliable tools performing better than young, newly machined crafts rings true, after all.

What is known is that the Machine Spirit is unusual, particularly for such a supernatural existence, in that they an exist in the Materium easily. Their natural state is bound to their material body, and they do not require additional resources in order to remain bound. As long as their body remains intact, they will continue to exist. Upon the destruction of their physical body, however, unless immediately rescued, the Machine Spirit will cease to exist. Whether this means they die, or return to Deus Machina, remains unknown. However, there remains no evidence that a Deus Machina exists at all, nor is there an apparent Throne of the Machine Mind or such anywhere in the Warp.

The formation of the Machine Spirit is not a defined science, but there are guidelines that appear to guide their appearance and maturity. Generally, it takes decades to centuries to awaken a Machine Spirit, then centuries more for them to develop and awaken their minds. There are ways to hasten their formation and maturity; observance of rituals and good maintenance of their forms can encourage their growth and maturity, as well as honing their reliability and performance. More complex machines, paradoxically, awaken more quickly but mature more slowly. As computational power increases, the time taken to awaken and mature a Machine Spirit shortens as well. An Artificial Intelligence, fully sapient and aware, would awaken a Machine Spirit immediately, or within only the span of a few years, then mature across a human lifetime or less. It is also possible for divine entities or psychic phenomena to influence the formation of a Machine Spirit, such as with the infusion of the powerful vital forces of a divine entity or the accomplishment of a historic feat, or on occasion both at the same time. Such Machine Spirits will be more developed and mature upon awakening than others, and reflect the circumstances of their accomplishments or the temperament of their parent-God.

Like all spiritual entities, the Machine Spirit is susceptible to the lies and corruption of the Chaos Gods as well. In some ways, they can be more susceptible; fundamentally naive, it can be easy for them to be seduced by the lies of the Gods, before being hollowed out and consumed by Daemons who pervert their bodies and steal their purposes. The Daemon Weapon, then, can persist in much the same manner as the Machine Spirit in the Materium, but not all weapons suit all Daemons; without a suitable vessel, the body will simply be destroyed and they will simply be banished into the Warp.

Most Machine Spirits do not have a discernable appearance beyond their physical form, to which they are bound. However, particularly old and mature Machine Spirits, such as the minds of Imperial Titans or Warships, often take on animalistic features, even if they become cognizant and human enough to communicate in baseline fashion. If a Machine Spirit too young and immature to define their own appearance loses their physical form and is rescued, however, they often take on the appearance of small animals as well, bearing superficial qualities of their appearances as well. Why Machine Spirits so frequently take on animalistic form rather than a more anthropomorphic or bizarre appearance is unknown, but there is speculation on that front.

For instance, the Machine Spirit is an animistic entity born from the tools and machines of sapient life, who considers the performance of their purpose their highest calling. Correspondingly, they will naturally take on forms that are amenable to communication and are capable of building relationships with their users and operators, not unlike the relationships that animals can form with their owners and handlers. However, by no means is this relationship an even one; the Machine Spirit is fundamentally a servant, one who desires nothing more than to serve their function, whether it be creation or destruction depending on the machine. The rare machines that awaken fully to reach near-sapient baseline and who are capable of forming complex personalities are the exception, as they are now mature and developed enough that they can begin supporting the necessary emotional intelligence necessary to engage with sapient life the way they do with each other, and even then they will not be truly sapient, with bizarre and alien morals and values that can often confuse observers not expecting such behaviour.

Alternatively, it has been posited that what this process entails is a form of survivorship bias, in which any Machine Spirit that survives to awaken to begin with has to be one that was well taken care of by their handlers, naturally developing the sort of bonds akin to those that animals can form with their owners. Machines who were abused or never granted the due maintenance and care will not survive to form such minds to begin with, ensuring that a truly alien Machine Spirit never has the opportunity to form, barring exceptional circumstances such as incredible amounts of Chaos taint or willful abuse after the formation of such a mind. Therefore, all Machine Spirits that survive to be born will naturally hew towards animalistic appearances.

Like so many things, the Realm of Sacrifice has no small number of Machine Spirits residing within it, as the Deva save everyone they can who has given their lives in the name of something greater and the single-minded purpose of the Machine Spirit often lends them to this task. Thus far, however, no Deva has been able to recover a fully awoken or human mind from the field; the Machine Spirits of Titans, warships and self-actualised battle fortresses have never been recovered. However, there have been mature Machine Spirits in the Realm, as well as Machine Spirits who subsequently mature, being able to take on anthropomorphic appearance as a result.

Uniquely, the Goddess of Sacrifice has a few Deva who were once Machine Spirits. What this means metaphysically, given the (unsubstantiated) theory that Machine Spirits are each fragments of the disjointed psyche of the nascent Deus Machina, remains to be seen.
The Nature of Incarnate Gods
An Incarnate God is commonly believed to be an aberration in this day and age, a God who walks freely in the Materium in flagrant defiance of the Veil that divides it from the Immaterium, retaining the awesome power of a God as well as all the focus and presence of an individual being. In other words, an Incarnate God is all but unstoppable, for few other forces can manifest the same degree of total force concentration and all-encompassing power that an Incarnate is capable of. Indeed, that is what they were made for; the first Incarnate Gods appeared during the War in Heaven, made by the Old Ones to fight the C'tan where all others failed.

To be an Incarnate is to have total dominance over an Astral Throne; only Gods whose Domains are mighty enough to support an Astral Throne are capable of Incarnation, but the act itself grants the God immense leeway. What would otherwise be a divine consciousness spread across the entire Immaterium is now fully concentrated into a single material body, though one that is also fully capable of transmitting its consciousness back to its Astral Throne. A creature of the Materium and Immaterium both, the Incarnate can now cross the Veil freely, and all its Deva are blessedly allowed to do the same. It retains the latitude a God has over its Domain and may utilise it freely in the Materium, which was often done to exceptional effect during the War in Heaven, matching the C'tan strength for strength in the Materium. The advent of the Incarnates marked a major turning point in the War, for it demonstrated the point when the C'tan no longer had total dominance to do as they wished in their conquests, and the inexorable tide of the Necrons stopped being so inexorable.

However, the Incarnates remained limited, and the perennial headache that plagued the Old Ones in the War in Heaven remained; the C'tan were simply too numerous, and their peers that the Old Ones could muster were simply too few. Not enough Gods could be elevated to their Astral Thrones, not enough of those could be Incarnated by the Old Ones, and though these Gods were able to match the C'tan, they were not always able to overcome them. Their ability to contest the incarnate Gods of the Materium was admirable, but limited, and for many their mindset remained that of a God, unchanging and static. Those who were not able to adapt often died, and soon they died quickly.

The death knell for the Incarnates sounded when the C'tan discovered how to pierce the Veil and invade the Immaterium directly, despite the efforts of the Old Ones to strengthen the Veil. With the ability to invade the Immaterium, the Old Ones and the Astral Thrones of the Incarnates were both now vulnerable, and so the Incarnate Gods were forced to retreat from the Materium entirely to protect themselves and their Domains. In spite of their great efforts, in time all their Astral Thrones were toppled, and the Old Ones would ultimately be slaughtered by the C'tan in the Warp, having deployed their final weapon far too late to make a difference. Those few who survived to escape went into hiding, where they would die one by one to the wounds they incurred in the attempt.

The creation of an Incarnate God is a delicate process, one that must be done with the supervision of an Old One, and with their extinction no new Incarnates can ever arise. Though the Thrones that were toppled would eventually rebuild themselves, allowing entities like Khorne, Tzeentch, Nurgle and later Slaanesh to arise, any hope of Divine Incarnation died with the Old Ones.

Until the birth of Adam Kadmon. Until the artificial Domain of the Anathema, the last great work of the Old Ones that even incomplete shone radiantly with their genius as the culmination of their work, was bonded to a worthy soul and a new God strode amongst mortals as a man himself. And the Gods raged with envy, for this man had that which they desperately sought, that which should have been impossible. That which remained impossible, for Adam had been a man who became a God without ever leaving his humanity behind.

Until the ascension of Pandora Cadmus, first of the Anathema's spawn who inherited his immortality and with it a bond to the Anathema, who would later ascend to Godhood as the Goddess of Sacrifice and in doing so leave her humanity and mortality behind. And who would later return from her exile in the Warp, descend upon the Materium once more with a human body, and emerge as the second Incarnate in existence and the first ever to come about through this process since the Old Ones fought in the War in Heaven, through the trickery of the Laughing God, the forbidden knowledge of the First Forge, her own and the sacrificed apotheosis of the prophesied Eldar God of Death in the eye of the storm of a great turning point in Galactic history.

In Pandora's example, the Chaos Gods find their envy magnified a hundredfold, for through her actions she has proven that the old methods are still possible, but forever beyond their reach through their very nature. In her they find their hate intense like starfire, and so they have marked her for death, a true Aberration against the natural order they espouse.
The Nature of the Orks
The Krork began as the last and most desperate of the Old Ones' creations, life that was made wholly to war, rather than for whichever pursuit they would put themselves towards, guided by the even and gentle hand of the Old Ones. Against the rigours that the C'tan and their Necron slaves put them through, the Old Ones would create a people that were bulging with muscle and teeming with savage energy. Yet in them too was imbued discipline and control and a strong sense of duty, and to them was charged the grim mission of protecting life. Born for battle and bred for war, they were a breed apart from the rest of the races guided by the Old Ones, made to protect a Galaxy they would forever stand apart from, shepherds that could never be part of the flock. And this duty they owned and took comfort in, seeking to ensure that they would the last weapon that the Old Ones would ever create.

They would fail, miserably. Though the Krork performed exceedingly well, they were deployed too late. Even three thousand years earlier and the history of the Galaxy would be far different, but alas the events that transpired were anything but ideal. The C'tan and the Necrons successfully developed a method with which they could invade the Sea of Souls itself, and so into the breach they went, killing the Old Ones, breaking the Thrones of the Incarna that remained and savaging the homeworlds that had been pulled into the Warp to protect them from enemy assault. Amongst the worlds so devastated was the original homeworld of the Eldar, whose name has since been lost to time.

In one fell swoop, the Old Ones died, and they would lose the War in Heaven. Though not all of them would die immediately, all would die eventually to terrible wounds. Yet, the Krork did not accept this defeat. Instead they shifted their mission; though they would continue to protect life, they would also keep fighting to avenge the Old Ones, their makers and their teachers. And as the Krork continued to wage war, the C'tan and the Necrons began to fear that, despite their victory over the Old Ones, they might yet taste bitter defeat.

And so the C'tan and the Necrons devised methods to cripple the Krork, using the only weakness they have. Their Marshals.

The Krork are a masterpiece, nigh impossible to comprehend even eons after the end of the War in Heaven. Blackboxed and impossible to decipher, the principles that powered them are similar to what drives their degraded descendants the Orks today. Unified by the War Field, they demonstrated a mastery that surpassed all others in their age and since. And though the Krork had Psykers of their own in the form of Warcasters, it would be the Krork Marshal that served as rallying points and anchors for the War Field. Though this gave them immense power, this also made them invaluable to the Krork - and the ideal targets for assassination, for only a Marshal may train another Marshal.

So the C'tan and the Necrons began hunting the Krork, and even in this the Necrons were already planning their great betrayal. The Krork Marshals were almost a match for the Incarna of Old and in groups or while supporting another Incarna they too could oppose the C'tan, a feat once reserved solely for the Old Ones or the Gods they made in their image. And as the Marshals were hunted, as the C'tan were the ones who lead such efforts and bore the brunt of the fighting, the Necrons learned how they fought - and how the Marshals and the Krork fought back. Near the end of this phase they even practiced a number of the very tactics and weapons they would deploy against the C'tan against the Krork Marshals first, learning how to topple Gods and God-Killers all over agian.

And when the last of the Krork Marshals died, the Silent King sounded the horn of betrayal. In one fell blow, the C'tan were defeated and enslaved or shattered or slain by their former slaves and the Necrons declared final victory in the War in Heaven.

And yet, the Krork did not accept this either. For even without their Marshals, the Krork were still driven by the War Field. But without their anchors and focal points, they began to lose sight of the mission they had been charged with.

All at once was an explosion of green violence, undirected and primal. All would become the target of this aggression, be they Necrons or the former mentee peoples of the Old Ones. Once more the Galaxy was consumed by terrible War, and now there was no force capable or willing to oppose them. Extinction ruled as the stars were painted red with blood and green with spirit as those who could fled and those who tried died. Even the Old Ones who yet lay dying over eons, those who tried to reason with the last of their children, would be torn apart in an orgy of violence. The Eldar of this time would have to shut themselves within the Webway alongside the Old Ones, unable to do more than watch as their comrades were slaughtered even as they pleaded to be let in. And instead of taking responsibility as victors should, the Silent King ordered the Necrons to slumber instead beneath their Tomb Worlds while he himself was consigned to self-imposed Exile beyond the galactic rim.

When the Galaxy was bereft of all but green, the Krork began butchering themselves. For eons. For eternity. For as long as The War raged.

It would be a long time before the Krork calmed down and until they were done butchering each other. In this aftermath they settled into a malaise, and it was during this time that the Eldar could finally emerge from the Webway and begin wiping the galactic slate clean once more so life could rise anew without the Krork - and without the Old Ones. It would be at this time, then, that the twin gods of Gork and Mork first appeared in history, now masters of the newly-christened Orks, pale shadows of the Protectors they once were. Gone was their dutifulness and discipline; in its place was only savagery, and a dim sort of innocence that lacked all empathy and remorse.

Ever since, the Krork have been the Orks, a blight on the Galaxy that must be cleansed over and over and yet cannot ever be fully cleansed. They would live and fight like locusts, another of the lasting consequences of the War in Heaven and a blight on the legacy of the Old Ones. And woe betide those who stand in the path of a resurgent Ork Waaagh, for if the conditions for a Marshal to rise again were ever fulfilled, it would not be one of those noble warriors that emerges but a terrible monster instead, a Beast of the highest order. And beneath such a banner would the Orks remember even a shadow of their former glory and march once more to turn the Galaxy green.
 
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Index: Sensei Matters
You, Pandora Cadmus, are the Firstborn of the Emperor.

It's only one of your many epithets, but as titles go it's not entirely accurate. You aren't the first child your father ever had; you suspect he had a great many before you who simply lived normal lives, either ignorant of or carefully honing their gifts in secret before they died of old age. You are, however, the first immortal child your father ever had. Which may have been the reason you got caught up in one of the most comprehensive and duplicitous plots of Tzeentch you've ever seen, but that's neither here nor there.

You're the first, but you aren't the last. That much you can confirm.

How many other immortal siblings you have, you aren't sure. What their names are, what they inherited, you can't entirely be sure of. You don't even know if you can truly be considered as one of the Sensei, since you've never actually checked if you were biologically immortal like the others seem to be. The only thing you can really be sure of is that the Sensei have all made their mark on the Galaxy independent of your father, even if history does not remember their names or their deeds. If there is one thing all of you have in common, it's the kind of trouble you all can cause.

You don't actually know who coined the term 'Sensei', however. The father you knew would never have obligated his children to teach humanity; he was a strong proponent of forging your own path and becoming your own person. If anything, he should have the title of Sensei! Just another of the mysteries you have to unravel now that you're finally back.

Without further ado, this is a record of:

The Sensei

Pandora Cadmus - The Demiurge

Once there was a girl
Who yearned to be special
So she fought for freedom and kindness
And defied her destiny, forging it anew
Never realising that she was special all along
Princess of the Kingdom of the Free

The oldest Sensei, her circumstances are unusual even by the standards of her siblings. The most powerful Sensei ever born, Pandora was an Alpha-Plus since childhood, though her power was kept latent and hidden until she was caught up in a plot of the Architect of Fate. Moreover, Pandora inherited her father's antithesis to Chaos, though not to the same degree, and even today is an enemy of the Chaos Gods by dint of her existence. As the oldest of the Sensei, Pandora is the second oldest person in the Imperium of Man, and perhaps even in the Galaxy - but at the same time, her age is difficult to ascertain, because she spent a great deal of the intervening years as a Goddess in the Warp. The only thing that can really be nailed down about her age is that she's physically a young woman, chronologically an ancient Goddess, and emotionally all over the place.

Pandora is currently serving as the Lord Commander of the Imperium and the God-Emperor's Regent. She is very much regretting coming back at this moment.



Pandora Cadmus was born only a few years after the turn of the Third Millennium, the eldest daughter of Adam Cadmus. Though a kind-hearted and friendly girl, blessed with friends and a happy family, Pandora often lived her life feeling aimless, drifting from place to place. The days she lived in were peaceful days, by and large, lacking in the great conflicts or disasters that would come to ravage mankind and their homeworld. Though disasters loomed in the distance, she was inured from them due to geography and upbringing. Pandora lived a peaceful, normal life for the first sixteen years of her life, often yearning for greater adventures and excitement in her life.

She was close to both of her parents, and they were both close to her in turn. Adam raised her well, taking care to ensure she had the peaceful and proper upbringing that he tried to give all his children, in particular inculcating within her a love for all peoples and a strong belief that everyone should be treated with kindness, not because they deserved it but because she should never be ashamed of being a decent person. She would live by this mantra all her life, long after she left her life behind. And all her life, she would never realise just how great a man her father was. In Pandora's eyes, Adam Cadmus was a good man, a great father and a loving husband, but she would never know of Adam Kadmon, the Anathema, until long after it was too late to choose her own destiny.

Adventure would come to her soon enough. When she was sixteen, a new high school student, Pandora would meet the mysterious Lily Archaman. Though she had not met the girl before, she felt a strange familiarity with her. That would eventually lead to Pandora's introduction into the secret world of magic, where magical girls seemingly out of television and media would fight against the forces of darkness with power born of hope and love, to protect mankind's future and the light of hope in the hearts of all mankind. This seemed to be the very excitement that Pandora sought out, the very purpose that she had wanted to devote herself to. Indeed, she would come to make friends with a great many of the girls already involved in this secret war, and her childhood friend, Saya Monet, would eventually join herself for the sake of love. Indeed, she was encouraged to join by everyone, for there was a common understanding that there was a great catastrophe that would come in six months, and they would need every companion they could find against this great evil.

However, Pandora never joined despite the urgings of her friends and of the strange creatures that created new magical girls, for reasons she could not explain. And whenever her reason faltered and she nearly joined, Lily Archaman would appear and intervene. The raven-haired enigma seemed dead set on preventing her from ever making that contract and joining that war, yet she was a total mystery to all involved in that secret war. As far as anyone knew, Lily Archaman was a magical girl that should not exist.

Six months after, the fateful day would come. By then, their numbers had dwindled, slain by the malformed darkness and demons that they fought against. Even Pandora's friend, Saya, had long since fallen prey to the darkness in her own heart, born of grief and resentment, and become one of the very monsters that the secret war was fought against. All that remained to fight the great witch, Walpurgisnacht, was the impossible girl Lily Archaman. Facing widespread devastation, Pandora was asked time and time again to make a contract and become a magical girl, yet Lily would stop her time and time again. And Pandora would always return to the same question: Why would someone work so hard to keep her from doing the right thing?

In the end, Lily Archaman's efforts would be for nothing. In the storm of Walpurgisnacht's passing, Pandora would make a contract and become a magical girl. And the plot that spun around her, a plot that had been woven for hundreds of years, plots that had grown in complexity and intricacy over and over again, where time itself was a tool in the tapestry of the Architect of Fate, would wrap tightly around the girl Pandora Cadmus. For the truth of the matter was that Pandora Cadmus was no mere girl, no mere daughter of Adam Kadmon, the Anathema, the Heir of the Old Ones, but she would be the first of the immortal scions of the Anathema. Not merely a Child of the Anathema, not merely first of the Sensei, the Firstborn, but the most powerful of them, one of only a handful of Alpha-Plus Psykers that would ever be born to mankind, and the only one of them all save her father himself to be able to calm the tides of the Warp in a way totally Anathema to Chaos.

And through this plot that snared her, the destiny that had been written for her, said that she, Firstborn of the Anathema, would give herself, body and soul, for the sake of others. And in this grand act of sacrifice, she would rise to the Astral Throne of Sacrifice, only to be faced with the depths of despair by Tzeentch himself. And so faced with the Primordial Truth of Chaos, she would fall, not in one day and not in a hundred years. But she would fall, and she would become the greatest blade against the Anathema that would ever be born, a traitor in the company of the Golden King's Court.

So written, it would be a masterpiece, one of the greatest plots ever enacted by the Changer. But it would fail, for it failed to understand the nature of Pandora Cadmus. For as she gave herself wholly to Sacrifice, she would also understand that which others had Sacrificed on her behalf. Time and time again, hundreds and thousands of times, across hundreds and thousands of timelines.

For Pandora Cadmus was not merely the Firstborn of the Anathema, not merely one of the mightiest Psykers ever born to humanity, but also one of the greatest Seers to ever live. And in her moment of ascension, she understood intimately the destiny that had been written for her. And she refused it, in a most vehement manner.

In that instant of refusal, Tzeentch lost control of his plot. His architect, the second greatest of his Lords of Change and the one who bore the Aspect of Time, was crippled in a grand display and the foundation of Time stolen by Lily Archaman, who had been given a sliver of it as a cruel joke in a bid to control the Little Anathema, Pandora, more strongly and at a remove. The souls of those who died to a lie, the thousands and millions of girls who each carried the spark of hope in their hearts and gave their lives in unknowing sacrifice, were claimed by her instead. In that instant, a Goddess was born over Earth, what would become Terra and then Holy Terra. And in the instant after that, the Anathema would realise what had happened and deliver a blow that, even in his crippled and wounded state, would be ever more terrible than anything and everything that the newly ascended Goddess would be capable of.

So Tzeentch, the Changer, Architect of Fate, shattered his own Staff to ensure that instant would never come to pass. And so Pandora was cursed, now and forever, to be forgotten by history itself. Never again would any remember the name Pandora Cadmus, so long as she remained upon the Throne of Sacrifice. And having claimed it so strongly, she would never leave it again.

So began the reign of the Goddess of Sacrifice, who did not even know of the truth of her nature. Only sixteen years old, her life taken from her, she would face the future boldly, lamenting what she had lost but never regretting what she had lost it for. And so Pandora would face the next twenty three thousand years of her life alone, disdained by a father who disdained the Gods and unrecognised by siblings that never knew her. She would miss all of humanity's progress, save for snapshots and flashes, and she would spend much of those days alone. But she would continue resisting the Plotter all this time, up to and including fully stealing one of his own Exalted from him, the foundation of which would be invested in Lily Archaman, who would become her Archdeva, a rarity in those days.

When the Fall began, Pandora would make the acquaintance of Cegorach, the Laughing God of the Eldar, as he distanced himself from the Eldar Dominion and the decadence that was rotting it from the inside out. Here they would strike up the strangest of friendships, with Pandora even extending shelter to him once Slaanesh was finally born at the end of the Age of Strife and the rest of the Pantheon was killed. Though Pandora would often tell Cegorach of her origins, the circumstances of Tzeentch's Curse would steal the truth from the Laughing God time and time again, but he would eventually come to recognise the truth of it as well, two thousand years after the start of the Great Crusade and long after the fall of Adam Kadmon and the rise of the God-Emperor of Man. And from that day on, Cegorach would plot and scheme and prepare to shatter the Great Curse that had snared his friend so.

Pandora Cadmus would return to the Materium at the turn of the Forty-Second Millennium, the Great Curse shattered by the turning of ages and the machinations of the Laughing God at the cost of Ynnead's own partial birth. She would Incarnate upon Cadia itself, where she would defy both Abbadon the Despoiler and Lorgar Aurelian, then later save billions of lives once Cadia finally fell. Upon her return to Earth, now Holy Terra, she would be greeted by her own father, now unrecognisable as the God-Emperor of Man, and appointed as his Imperial Regent and the Lord Commander of the Imperium, granted the authority to rule in his stead. Now she has the unenviable task of fixing everything that is broken in the Imperium, all the while fighting the darkness that lurks between the light of the stars.

Only time will tell if she will be able to bring kindness back to the grim darkness of the Forty-Second Millennium.

Nickname: Panda

Keepsake: As Pandora was forgotten long before Adam discovered the secret of Auramite, she has no such gift from her father, and in the present day is unlikely to ever receive one from him as he is. However, she does have herself a Divine Weapon, a bow carved from oak and strung with loss, with which she can deliver judgement from great distances and with unerring accuracy.

Known Traits:
Alpha-Plus Psyker
Diviner
Wayfarer
Sacrificial Theurge
Anathemic Theurge
Master of All Five Disciplines
Legendary Divine Lore
Legendary Warp Lore
Incarnate Goddess (Immature)
Divine Boon - Anathema

Lucan Atham - The Iconoclast

Once there was a boy and his father
Who wanted to be free of kings
He followed his father, travelling distant lands
One day, his father stopped
But the boy kept going, for all men were kings
No price too great for freedom

In ages past, a figure of great power and cunning performed the highest blasphemy in the land and stole the very power of the Great Gods. Their face is unknown, their history unknown, their identity and intentions all unknown. But it would take someone of incredible audacity to steal the power of the Chaos Gods, and frankly only immortals would have that perfect storm of fearlessness and carelessness.

Their fate is unknown.




By the Fourth Millennium, mankind had broken free of the cradle of Earth, yet remained confined to the Solar System. It was in this age that Lucan Atham was born, eldest son of Alexander Atham and brother of Panama Atham. His childhood was normal and uneventful, aside from everyday adventures, and each day was a joy. Yet, Lucan always faced life with a yearning that he would do greater things, watching and waiting for an opportunity to arise. He was uninterested in everyday affairs and rarely interacted with others, a reserved child who was often passive in his dealings with others. The only exception seemed to be his sister, Panama, ever the more outspoken and outgoing of the two. But Lucan would also gain a reputation for being an exceptional judge of character. It was said that he could read others at a glance and know exactly what they had done and what they would do in the future.

When Lucan was eighteen, a young man, he would discover the reason for this ability. Though the Warp was still calm in those days and Humanity was still ignorant of the greater affairs of psychic beings, Lucan Atham was an anomaly amongst anomalies. Though Mankind would occasionally awaken psykers even as such a juvenile people, it had only seen two like him before and remembered only one. Lucan Atham, Son of the Anathema, would awaken as an Alpha-Plus, one of the strongest Psykers ever in recorded and unrecorded history. And though his sister would also awaken her Psychic Gift, she was not nearly the powerhouse that her brother was, nor was her gift as haunting. Once his powers awakened in explosive fashion, Lucan found that he could read the thoughts and minds of everyone around him, every single mind in the city that he lived. Millions of minds living millions of lives, in a way that would be overwhelming even for a far more experienced and world-wise individual.

His father intervened immediately, for though he had sired potent psykers in the past, Lucan would be the most violent Psychic Awakening he would ever witness, enough so that he had foreseen it since the day Lucan was born. Indeed, though violent, the awakening would be contained and neutralised and Lucan would experience but a flash of what he would call the mind abyss in the future. Adam would then take his son and daughter under his wings and give them a choice. He could suppress their powers, allowing them to live a normal life, to pursue a higher education and have their own experiences, and they could be taught in the future. Or he could teach them now.

Panama would choose to pursue a higher education, for she already had a life and wished to see it through before exploring other experiences. Lucan would master his abilities immediately, for this had been the opportunity he had wanted all his life. So began Lucan Atham's apprenticeship under his father. So began the first steps on the Iconoclast's path.

Adam would first teach his son the basics of control, not only to manage the voices he could hear and the extent of his powers on his own but also to wield other powers, for as so potent a Psyker there was nothing preventing him from mastering every Discipline as thoroughly as he could. For the next ten years, Lucan and Adam would wander the Solar System, mastering his abilities and learning restraint. Together they would begin to wander the Warp as well, as Adam taught him the ways of the Gods and those who resided in the Sea of Souls. This would be an experience wholly unique to Lucan, for no other Sensei would have so thorough and so involved an education from their father henceforth. In this age, Adam was still weakened from his battle against Mag'ladroth, the Void Dragon, and he was yet to begin wandering the Galaxy. He had yet to visit the Dominion, to study from the shelves of the Black Library, to gain the mighty blade that would become his signature. And none of his children since would be so powerful as to demand their father's attention so thoroughly. Lucan truly was in a category of his own. In fact, when Adam went to the Black Library, he would not go alone. Lucan Atham would do the same, for he had his father's confidence and the same desire to learn, the same wish to do good.

For Lucan Atham had discovered what he wanted to be. He wanted to be his father, the Anathema. And he wished to emulate his father and do good, for he believed that there were none other suited for it. Even in those days, Psykers as powerful as he were rare. From humanity, there would only ever be two that he knew, his father the other. And he knew that even in those peaceful days, there was much that needed to be done for the sake of peace. So Lucan would throw himself into his studies, and as time went on his bond with Adam would become the closest that any Sensei would have.

This would prove to be his undoing. For Lucan wanted too badly to become his father, but lacked the means to do so. For Lucan was no Anathema.

The differences in the scope of their abilities would soon become clear as Mankind scattered to the four corners of the Galaxy in the aftermath of the Intersystem Catastrophe. Where Adam could calm the tides of the Warp with but a thought, Lucan struggled to do the same. What his father did effortlessly, he struggled badly at. And what his father needed to exert effort for, Lucan found to be impossible. Eventually, together, they would discover the reason in the Domain of the Anathema, a crucial quality that would differentiate each of the Sensei from their mortal siblings.

In each Sensei lies a bond to the Domain that their father called his own, a tie that was unique to them alone. By owning this bond, each Sensei inherited a fragment of their father's brilliance and talent, not only as a Psyker but in other ways as well. Some would have stupefying insights come naturally to them. Others would wield weapons they had never seen before with the instincts of a master. Others still would be able to read the tide of battle at a glance and chart a course to Victory regardless of the dangers. And then there was Lucan, who could had natural rapport over the denizens of the Warp and could write contracts easily, a great gift for one who would delve the Warp and its secrets as deeply as Lucan did.

But then there was one boon, unique to his brother and the sister he did not know. One that allowed them not only to embody the defiance of Chaos that the Anathema represented, but externalise it as well. These siblings of his would be able to do the same as their father and calm the tides of the Warp, defying Chaos as they went. And he was not, could not become one of them.

It was a bitter pill for Lucan to swallow, then. He at first believed that it would be impossible for any Sensei to inherit this gift, but the advent of his younger brother Yamaraja in the Fifth Millennium dispelled him of this notion. Still, in those early days he still believed in the mission of helping others, so he would quickly overcome his envy and bond well with his younger siblings. Instead his mission expanded; he would become the older brother that they needed, to safeguard them and teach them where their father was unable. And he would perform this duty unerringly, taking exceptional care of all his siblings thereafter. It would be Lucan who taught Tara Steele her gift for Divination, even despite her miniscule power, which lent her the foresight she would later use to craft wonders. It would be Lucan who would help Mona Mary Merstat develop her talent for Wraithslipping through their shared affinity for Telepathy, teaching her the basics of the skill that she would later polish to its utmost, until she could even hide from the eyes of the Gods. And it would be Lucan who would teach the Eldar twins Michael and George how to fight, until their skill at arms surpassed him.

And all the while, Lucan remained exceptionally close to Adam. He would continue to learn from his father, even as Adam learned from his son. But in those years, as Adam's disdain for Asuryan and his Pantheon grew, he would teach these to Lucan as well. And Lucan had always been a greater proponent for intervention than his father was.

So began Lucan's first foray into the Path of the Iconoclast.

The death of George and the capture of Michael would wear greatly against Lucan, who would advocate for retaliation against the Eldar Dominion. Yet, his father would return from Virmosae with little more than sadness and empty hands. At his request and the wishes of his siblings, including his twin Panama who was closest to him, Lucan would stay his hand. But that would not be the last of the tragedies that would tear Lucan's siblings from him. Panama's disappearance at the hands of the Infinite would drive him to grief, and Yama's curse suffered at the hands of Be'lakor would become the last straw for Lucan.

With fire and fury Lucan would wage war against the Chaos Gods, striking the Realms of Chaos with all the spite that only a Son of the Anathema could muster. For weeks or decades Lucan would lay waste to the lands of the Three, his power at first too much for the slumbering Three to address. Yet, they were Gods, while Lucan was but a man. In the end, there was no hope for Lucan to win this war. Indeed, in the end he would become captured by the Chaos Gods, where he would become their prisoner for two thousand years.

His two thousand years of confinement would come with a great assault upon his mind as the Three sought to break him, the closest of all the Sensei to the Anathema. They would show him his failures, feed him lies about his father's true nature, scrutinise every action and decision he ever made. They would come to make him question whether he was ever a good brother or a good son, whether he was walking in the footsteps of his father or if he was only waging his own self-righteous war, and whether he was ever the Firstborn at all. For two thousand years they tore at his mind, all the while he screamed and sought succour.

And Adam would be helpless to save him, held back by the demands of Asuryan's Edict and the threats of what could happen if he violated them anyways.

Lucan would eventually escape on his own, digging a tunnel through the Warp that would emerge on the human world of Molech. He would emerge a changed man, made weary by his experiences in the Warp to an entirely changed world. Though his first instinct was to collapse the tunnel behind him, Lucan would instead construct a grand gate into the Realms of Chaos. Then he would recover, tended to by his father and siblings, who were finally glad for his return. Adam in particular wished to make amends in whatever way he could, yet Lucan did not begrudge his father's non-intervention. In the end, it had been his own anger that started this.

So it would be his own anger that would finish this as well.

Lucan would return to that gate many centuries later, armed with new knowledge. He would enter the Realm of Chaos this time, not as a defiant hero but as a subversive rogue, stealing the powers of the Chaos Gods for his own. His failure against the Chaos Gods taught him that it was not resolve he lacked, but power. And what better power to use than the greatest power in the Warp that yet lived?

The audacity of this action would not be well received by any of his siblings, or by the Eldar Pantheon. When he caught wind of this, as Lucan plotted to destabilise the Webway that the Dominion relied upon, Adam would intervene immediately both for the lives he would destroy but also for his son's, for he was reminded of the Pantheon's violent execution of his other son. Yet, Lucan would not heed his father's warnings and would continue with his operations. Indeed, he expanded their scope, targeting unaligned Gods as well for he found that he disdained all Gods, not merely the ones who had killed his siblings or wronged him for two thousand years. In his mind, the cancer upon reality was not Chaos, but Divinity itself. And it had to be excised in swift, decisive and painless fashion, for the good of all.

It would be in this time that Lucan Atham would devise the Anathemic counterpart to the workings of the First-Damned, Sanctic Sorcery, intended to defy Chaos and to bypass the tricks of Be'lakor.

Adam would be forced to exile his son. He would be imprisoned, stripped of his power, and forbidden of all contact as he wandered distant stars alone until he understood where his rage would take him. There would be those who would visit him against the wishes of their father, such as his younger siblings born after his legendary theft, but by and large his other siblings, who he had cared for so deeply, would resent him for his decisions as well.

Lucan's exile would end with the start of the Age of Strife, when his father sought his counsel for the sake of the Galaxy. His counsel would be ignored, and Lucan would return to exile, this time self-imposed, as the Eldar Dominion he hated died and his father became the God-Emperor of Mankind. He continues to be remembered for his audacity and defiance as the Iconoclast, told both to warn against hubris and to inspire the downtrodden. He yet lives, making semi-regular contact with his surviving siblings save Pandora, who he does not know, but his actions are unknown.

Nickname: Lucky

Keepsake: A simple walking staff, unadorned but forged from a single piece of Auramite. It can be used as a supreme psychic focus for any of Lucan's workings, allowing him unprecedented control and space to exert his power as an Alpha-Plus, matching that of one who can calm the Warp in the manner of the Anathema.

Known Traits:
Alpha-Plus Psyker
Telepath
Legendary Sorcerer
Founder of Sanctic Sorcery
Legendary Traveller
Master of All Five Disciplines
Divine Boon - Sorcery

Panama Atham - The Seeker

Once there was a girl
Who was deceived by a dragon
Yet she found truth in its lies
And took to the stars, seeking forever
In yearning to understand the ones it had betrayed,
She found Infinite possibility

You know the broad strokes of the story; sometime in the 12th or 13th Century, the Void Dragon begin to stir on Mars and threatened to awake again. Your father intervened before the Eldar Dominion could, battling the ancient C'tan himself and vanquishing him once more. Ever since, he has charged an ancient order with ensuring the Void Dragon continues to sleep, a duty that they keep to until this day.

But history doesn't say when this order was founded, and your father would have considered keeping the Void Dragon's prison his responsibility anyways. It's likely that the true founder of this order was one of your siblings... maybe even a Sensei.

Their fate is unknown.




By the Fourth Millennium, mankind had broken free of the cradle of Earth, yet remained confined to the Solar System. It was in this age that Panama Atham was born, daughter of Alexander Atham and younger twin sister of Lucan Atham. Her childhood was normal and uneventful, though not for lack of trying, and each day was a joy. Unlike her brother, who often yearned for something greater, Panama relished her everyday life, for every discovery was itself desirable, the act of learning itself the goal and not the acquisition of knowledge. She would be the more outspoken and outgoing of her and her brother, often dragging him along on whatever scheme she had concocted this week, while he would be both more sensible and warn her against those who would try to take advantage of her. They would be close, like all twins are, and their days would be wonderful.

When Panama turned eighteen, she would awaken to her psychic abilities just like her twin brother. Yet, unlike Lucan, she was no titan of the Warp, no endless well of Power that threatened to slip its leash. Though as a Beta-Grade Psyker Panama was certainly not weak, she did not compare to her brother in this regard and that suited her just fine. Indeed, she was glad, for it meant that Lucan finally had what he wanted, a purpose in his life. When her father offered to teach her to control her powers or to suppress them so she could continue to chart her own path - with the option of returning to him in the future, with the understanding that it could be long in the future - Panama would accept his deal and suppress her powers before heading off to college.

Panama would become an avid student of history and society, learning about all aspects of ancient civilisations. She loved to learn how people thought and saw the world through the lens of the past and how the thoughts of those who lived in the past would in turn shape how people would think in the present day and perhaps even the future. She would become a famed Historian of her age, a respected authority on many an aspect of human history, and she would continue its study long past the life of a normal person once she discovered her immortal nature. Her true field of study, however, would only come after her father would regale her of the tale of Mag'ladroth and his triumph over the Void Dragon.

Panama would eventually come to master her powers under her father's guidance and later follow her father and brother to the homeworld of the Eldar, yet what she sought out was not the psychic lore of the Black Library but the history of the Eldar Dominion. Going further, she wished to study the War in Heaven itself, for the Void Dragon's origins intrigued her. The more she learned of the Old Ones and of the C'tan and the Necrontyr, the more it enticed her, not only intellectually but also to understand how the greatest war in the history of the Galaxy began so that it could be averted in the future. In this, she would convince her father to establish the Order of the Void Dragon, an order of caretakers over the Seal of the Noctis Labyrinthus where the Void Dragon slumbered after her father threw it out of Earth's Orbit in their legendary battle, to safeguard the seal that kept Mag'ladroth bound. Panama would become its first Keeper, and her study of the Necrontyr would begin there.

After a hundred years, after setting up the organisation, Panama would begin to wander the Galaxy in the aftermath of the Intersystem Catastrophe. She would travel the four corners of the Galaxy in search of Tomb Worlds and Maiden Worlds, Warp Storms and other scars of the War in Heaven, to catalogue their consequences and understand their origins. In time Panama would become one of the foremost experts on the events of the War in Heaven, even going so far as to speak to a few members of the Eldar Pantheon who had been there when the War raged, back when the relationship between them and her father was still amiable. Her studies would not dominate every waking moment, however, and Panama often found time to learn other things as well. She would eventually become a highly talented Telekine, as well as picking up many other skills. She would also keep up close correspondence with her twin brother Lucan, as though there was now a great deal of distance between them their bond still remained close. For ten thousand years, Panama would continue her studies, learning more about the War in Heaven than anyone had up to that point or since.

Eventually, however, tragedy struck. Not long after her brother George was killed by Cegorach and his twin Michael captured and imprisoned, Panama would find herself at the wrong place at the wrong time. While delving the ruins of a Necron Tomb World, it would come to live and contact would be lost. Ever since, Panama would be missing, and her siblings would continually fail to find any trace of her, confounding even the eyes of the Anathema or her twin brother. It would not be until the Twentieth Millennium that her captor's identity was confirmed; the Necron Trazyn the Infinite, Overlord of Solemnance and one of the Victors of the War in Heaven.

She would come to miss all of the Iron War, the Age of Strife, and the Age of the Imperium. In the present day, she remains in the custody of Trazyn, her exact condition unknown.

Nickname: Bread

Keepsake: Panama would vanish before Adam discovered the secrets of Auramite. She has no known keepsake.

Known Traits:
Beta Psyker
Telekine
Legendary Historian
Advanced Lore - The War in Heaven
Advanced Lore - Necrontyr
Advanced Lore - Eldar
Basic Lore - The Old Ones
Jack of All Traits
Divine Boon - Divine Insight

Yamaraja Kuresh - The Traveller

Once there was a boy
Who wanted to be a hero
Mastering the fire within, he ventured forth
Wandering the realm of the dreaming
Witnessing a nightmare beyond reckoning,
He held fast onto his convictions,
A hero now and forever

The one other Sensei you've confirmed, Yama is an ancient traveler who has been lost in the Warp since long before the Fall of the Eldar (Around M15 or M20, though he's unsure of the exact date, seeing as the Warp and linear time don't mix well) and has spent his time saving souls and fighting the influence of the Chaos Gods ever since - though apparently, like a (very small) few other Warp Wanderers, he can be summoned into the Materium for short stints. He is an Alpha-Level Psyker and has also inherited a measure of your father's defiance of Chaos, which handily explains how successful he's been so far - success being measured in 'not-being-dead-yet'. He is also a Pyromancer of immense power and control, probably the most capable Pyromancer you've ever seen in terms of both power and skill. His character leaves a lot to be desired, and his irresponsibility verges on the legendary, but honestly what else could you expect? Due to the circumstances of Tzeentch's Curse, he doesn't know you are his sister, though he has probably found out by now, now that the Curse has been broken by your Descension. Probably.

You aren't sure if Yama is a nickname, an alias, or just what your father named him, but all of them seem equally likely to you.

Yama currently resides within the Realm of Sacrifice, continuing his lonely crusade against the Chaos Gods. You don't know when you'll finally get to talk to him as brother and sister, but it promises to be entertaining and heartwarming.



Born in the middle of the 5th Millennium, Yamaraja Kuresh was born pushing more boundaries than he realised. His mother was a brilliant scientist who pushed the boundaries of science, not merely in genetics but ethics as well. Such was her thirst for progress that she would experiment with her own child, seeing his genetic code as the ideal testbed for the genetic splicing techniques that, in addition to bolstering the baseline of all humans from the Golden Age of Humanity onwards, would later form the basis of later Abhuman strains such as the Felids, the Ratlings, the Squats and most famously of all, the Navigators.

Yama would grow up in largely contemporary circumstances, fortunate to be born early enough that he would already be a grown man and aware of his heritage when the Intersystem Catastrophe struck the Sol System and scattered mankind to the four corners of the galaxy. Unusually for one of the Sensei, he would awaken to his psychic heritage at a tender age, immediately receiving the instruction of his father, Arjuna Kuresh, where he would be quickly discovered to have a talent for Pyromancy, specifically the manipulation of energy. However, it would be difficult for him to wield this power for an extended period of time, which drove his father to develop a means to help him control this gift.

Afflicted with wanderlust from a young age, yet constrained by the immature Warp Drive Technologies of those early days that kept mankind confined to the Solar gravity well, Yama would instead satisfy his need to discover by wandering the Warp instead. Calmer in those days, Yama would soon make a name for himself amidst the tides of the Warp, aiding many independent Gods and causing trouble just as often. The Traveller, the epithet he would later claim for himself as one of the Sensei, was initially a title earned in infamy due to what would often transpire during his many travels. Yet, this would not deter him as he travelled further and further, deeper and deeper. Eventually he would encounter the Realms of the still-sleeping Chaos Gods, and there he would discover the second of his divine gifts.

Blazing with golden fire, Yama would reveal himself to be blessed with the same sort of defiance against Chaos that his father and his then-unknown older sister Pandora both possessed, what would later be confirmed as the Domain of the Anathema. However in this day, his father Arjuna - in truth Adam Kadmon - was still unaware of much of his prowess, as he still studied amongst the Eldar Pantheon and in the Eldar Dominion to master his powers, heal his wounds and understand his heritage. Instead, however, Yama would incur the jealousy of his older brother, Lucan, who had styled himself a true heir to the Anathema in all ways. His brother would introduce himself to him after that moment, revealing to him that their father was, indeed, an immortal as the Traveller had suspected.

Little would come of their subsequent altercation, as both men would deny that it happened at all. Indeed, here it would seem that Yama earned the respect of his older brother, and would afterwards be introduced to his older sister Panama, the first Guardian of the Void Dragon. His travels would continue, yet Yama would discover that time had little effect on him as well. He would discover quickly that he, like his father and siblings, was also immortal, believed to be the third of the Sensei.

Yama would be part of the grand exodus from the Sol System when the Intersystem Catastrophe struck it in the late Sixth Millennium, and would covertly guide ships through the Warp using his expertise. He would continue to do so over the years, helping calm the tides of the Warp and fending off predators in those early days, where Gellar Fields were still an exotic technology. He would not be involved in the subsequent attempt by mankind to reclaim their homeworld in the Tenth Millennium, as he had largely untangled himself from the matters of the Materium by that point, appearing often only at the request of his father and siblings. He relished such occasions, always happy to reunite with family - even his oldest brother, Lucan, who by now Yama had lost respect for.

Between the Tenth and Fifteenth Millennia, Yama would continue exploring the tides of the Warp, delving further and further into the Realms of Chaos and on occasion infringing upon the Eldar Pantheon. This would come to a head after a chance encounter with Be'lakor, the First-Damned, who sought to spite the Anathema and who had discovered the prime opportunity to do so. With a sorcerous ritual, Be'lakor would bind the Traveller to the Warp in a manner not unlike a Daemon, ensuring that he cannot exist in the Materium for long as if he were a creature of the Immaterium to begin with. Such was the intricacy of this binding and such was the all-encompassing nature of Asuryan's Decree that Adam Kadmon would not be able to break it, only able to hope that in time the bindings would fray and Yama would become strong enough to break his own shackles.

The Traveller himself, however, did not seem overly perturbed by his new circumstances, for in truth he was already mostly a creature of the Immaterium, only sometimes appearing in realspace with perhaps centuries between forays. His adventures would continue, delving the tombs of dead gods and busying himself with everyday heroics, even as around him the galaxy turned and the Golden Age of Humanity began with the tragedy that befell his half-Eldar brothers. Yama would not be in position to intervene in the death of George and the incarceration of Michael, and would harbour a grudge against the Eldar Dominion that would take a long time to overcome. It would be around this time that Yama would discover the Realm of Sacrifice, at this time but one of the many domains of the Gods in the Warp and hardly remarkable, save for a truth that he could never discover.

Yama would be in the wrong place, at the wrong time, at the time of the Fall. Knowing that the tides of the Warp were turbulent in the regions around the Eldar Dominion, Yama would often spend time there, helping other warp entities as much as he would take advantage of the chaos to investigate the secrets of the Dominion that he could only guess at before. Instead, Yama would be close to ground zero of the Fall when it happened, bearing witness to the Birth of Slaanesh and the subsequent Fall of the Eldar Pantheon before being hurled away by the tumult in the Warp. This experience would break him in ways that cannot be explained; though he cannot be marked by the corruption of Chaos, he can be scarred in other ways.

Ever since, Yama has continued to do what he has always done, fight the forces of evil in the Warp and find adventure where he can. On occasion he will be summoned by Chaos Cults, assuming the identity of the Minor Chaos God Hashut for himself, in order to cause trouble in the Materium for the forces of Chaos, but such occasions are rare. It is Yama's understanding up until recently that he and Lucan were the only Sensei left alive after the events of the Fall and the Great Crusade. His later discovery that the Goddess of Sacrifice, whom he had become allied with since, was in fact is oldest sister would hit him like a freight train, as did the discovery that his younger sister Mona was still active as well.

In the present day, Yama would continue to reside in the Realm of Sacrifice, still caught up in his ennui as he tries to escape from the horrors of the Fall.

Nickname: Yams

Keepsake: Yama has a belt buckle forged of Auramite, a gift from his father, that helps him harness the fullest extents of his psychic gifts. When activated, it will gird Yama in golden armour that enhances his physical abilities and allows him to channel Pyromancy, absorbing and releasing kinetic energy like a sponge, allowing him to nullify attacks and deliver crushing blows with the lightest of movements.

Known Traits:
Alpha Psyker
Pyromancer
Expert Warp Lore
Legendary Traveller
Divine Boon - Anathema

Tara Steele - The Architect

Once there was a girl
Who dreamed all the time
She dreamed of worlds both big and small
Of wonders great and terrible
Of homes and gardens alike
She dreamed of a peaceful Galaxy
Even as it crumbled to war around her

Long ago, when mankind strode amongst the stars as pioneers rather than conquerors and technology once more rose to a great zenith, they sought to build great monuments to their past and present triumphs that their heirs might admire into the future. The technologies of geoformation were exotic and yet familiar, techniques that would have been regarded as magical just millennia prior now commonplace and performed with ease. Yet, the adjustment of biospheres was as much an art as it was a science, as the universe moved to a rhythm of its own understanding, and any prospective Geomancer must learn to listen if their works were to stand the test of time.

History tells of one such Geomancer who braved the dangers that few others dared and fewer returned to tell tales of; they braved wild worlds, planets deemed too dangerous for colonisation or even exploration, regions that surpassed the planets that the future Imperium would classify as Death Worlds in lethality and terrifying capacity. Risking the punitive fury of the Eldar Dominion, the Geomancer braved the iridescent hells of Eldar Maiden Worlds, young and old alike, to learn their secrets and master her craft. Braving the horrors of the unknown, she mapped the wild worlds even as their continents shifted under their feet and made rigorous survey of their life in every shape and form. Ravaged by disease and tested by nature, the Geomancer earned yet more scraps with every expedition and honed her craft ever more closely, until the worlds she made became wonders in their own right, their creator long forgotten by the time they were ready for colonisation, but their existence alone a testament to the life she led.

She vanished a long time ago, before the Age of Strife had even begun. But the thread that bound her to the Anathema remains clear. One of the greats, tolerated by the Eldar and granted secrets by the world spirits they awoke, if any of the Geoformers of the Dark Age of Technology could be your sister, this would be it.




Tara Steele was born to make wonders.

Born in the Tenth Millennium, after the Intersystem Catastrophe and the subsequent reclamation, Tara was born to the World Smiths Katherine Lena Haupt-Steele and Audie Thomas Steele. From them, Tara would be surrounded from a young age by the manifold systems and intricacies of crafting biospheres from near-nothing and nurture a love for nature, not only the natural harmonies of emergent ecosystems but also the clockwork symphonies of artificial ecosystems.

Though born at the tail end of the Reclamation of Sol, mankind's first great terraformation project would be a long and arduous one, particularly given the many demands of trying to rebuild Earth's biosphere to what the records once said it was, plus a bit more. Thus, Tara would grow up on the Venusian Colonies, but become part of her parents' work on Earth. She was a late birth, the youngest of three, and her mother was old by the time she was born even with the life extension technologies that became commonplace after mankind scattered across the stars, and so she would know her mother for a brief time. However, Tara would inherit her work, and become one of the finest World Engineers that the Galaxy would see for a long, long time.

By her hand, Tara would oversee the preparation of a great many worlds for human and sometimes alien habitation, each one a grand tapestry that stood in harmony with the rest of the stellar system. Her worlds would initially resemble the biospheres of Earth That Was, like many of the Geo-Engineering Projects of the time, and even in the Age of the Imperium many of the Imperium's oldest and richest worlds are still built upon worlds that she shaped, though she is forgotten, her identity one of myriad Ancients of the past.

Tara would also be immensely dedicated to her craft, exploring the far reaches of the stars in search of unusual worlds of great extremes and unusual equilibriums, and it would be on one of these journeys that Tara would discover her Psychic Gift. Always blessed with uncanny insights and a clear mind, on Tara's first foray onto what would now be known as a Maiden World of the Eldar, she awoke a measure of her Gift that was previously locked beneath her subconscious mind. Tara would discover that she was a Psyker, and because of that she would gain access to the bounty of lore that the World Spirit would be willing to teach her, were she cunning enough to bargain for it.

For the next century she would do so, learning from the Maiden World and the works of the Eldar on the creation of worlds and other wonders. She would study so long, so engrossed, that she would lose track of time, rousing from her studies only once to receive none other than her father, the Anathema who had come to reveal to her the truth of her nature, and her brother Lucan, who would teach her to hone her divine sight; though she would never be able to see far into the future or the past, her sight in the present would be unceasingly sharp and reveal all intentions.

Tara would then continue her work, wearing many different identities and many different names over the years, the most involved of all the Sensei in the affairs of normal folk. Her journeys would continue as well, taking her to more Maiden Worlds and other wild climates, where she would master all manner of techniques and study all sorts of phenomena. She would even explore the Forges of the Old Ones, the last creations of the Old Ones, though she would not be able to learn much from their grieving attendants or their weeping or broken Planetminds.

Tara would be close to her siblings, as all Sensei were, and the tragedies of the Fifteenth Millennium would wear on her. Yet, she would recover and continue participating in mankind's ascendance throughout the Golden Age of Technology. All this would end, however, with the Cybernetic Revolt. She could not abide by the methods of the Men of Iron or the lives they reaped, so she would be one of the first to intervene in the Iron War. Her mastery of World Smithing was but the most famous of her talents, itself the culmination of a great many other disciplines, many of them valued in wartime as well. As engineer, Tara's genius was unrivalled, with many of the war factories and automatic STC foundries that the Mechanicus uses now in the present day of her design. Indeed, once her sister Iris Carpenter joined the war, they would each gain the additional epithets of The Engineer and The Scientist.

Tara would eventually see the end of the Cybernetic Revolt, but she would lose her life not long after. The details of that loss remain one of Adam's greatest regrets, surpassed only by his failure to intervene in the Revolt sooner and the mistake that prompted him to become The Emperor.

Nickname: Sheep

Keepsake: Tara would receive an Auramite abacus, an archaic method of calculation that would be considered a fancy paperweight in the hands of any but Tara herself. With it, Tara would be able to perform immensely complicated calculations in the blink of an eye, allowing her to build wonders as if she had the full support of an entire suite of AIs, all the while retaining the clarity of mind that she would be famed for.

Known Traits:
Minor Psyker
Diviner
Legendary Engineer
Legendary Terraformer
Advanced Lore - Forges of the Old Ones
Advanced Lore - World Spirits of the Eldar Dominion
Divine Boon - Divine Insight

Iris Carpenter - The Visionary

Once there was a girl
Who loved to read a lot
She loved to learn, consumed all she could
And she sought to pass that lesson on
Wonder of wonders, she raised a library
And to tend to it, she raised children of metal
In time she died for what she believed in
Safeguarding the light of curiosity

Much is said of the Standard Template Construct, the unifying principle that binds all mankind together in the 41st Millennium and beyond. It is this marvel of technology, the most foundational tool in humanity's arsenal, that allowed them to survive the Age of Strife, even in spite of the state that many worlds emerged from the storm of Slaanesh's Birth. To emerge from those dark days in any state of all is a miracle in its own right, and it was all done at the behest of this miracle of institution and cooperation. But though the Mechanicus worships the STC as the truest example of the wisdom of the Ancients, that selfsame dogma has abandoned the very same principles that lead to the creation of the Standard Template Library to begin with. It is bitter irony that a tool intended to keep knowledge free has now become the truncheon that keeps knowledge exclusive.

You are little aware of the Standard Template Library project, only that it occurred as a grand project designed from the beginning to keep mankind united amongst the stars even as sheer distance kept it apart. The sum total of mankind's knowledge would be preserved in this grand library, an archive that would be preserved upon every seedship that ventured into the void, overseen by the brightest mechanical and digital minds that mankind could devise. Every last member of this project was a genius in their own right, whose works stood on the shoulders of those that came before them and whose brilliance survives in every printout that remains, even as their names have been forgotten and their wishes ignored. But though their names are forgotten, they are the ones that the Mechanicus collectively reveres as the Ancients, or more accurately the first of the Ancients, the ones whose shoulders all others who contributed to the STC stand upon.

And the one who lead this team was a transcendental genius in her own right, possessed of such blinding insight that her brilliance was only matched by her hope for the future. Her contributions to the project were immense, not only technically but also politically, for it is through her leadership that the Standard Template Library remained free from the internecine conflict of the nations and peoples around them. Genius amongst geniuses, her name has been forgotten by history and time, but her contributions will never be forgotten. And a nugget that history forgot was the fact that the Emperor learned at her feet before he was ever the Emperor, mastering the extents of technology from his own flesh and blood, who had climbed greater heights of insight than even he had ever reached.

The Visionary is your sister, this much is certain. Her name is forgotten and her identity is lost, those who remember will not speak of what happened to her. But she perished during the Cybernetic Revolt, and her hopes not long after when the Age of Strife erupted.

She is the one you believe the Machine God is modelled most after, which if true will make your father's assumption of the role as the Omnissiah particularly theologically fraught.




Iris Carpenter was born in the early Eleventh Millennium, amidst a time of quiet turmoil where knowledge was hoarded, not shared.

The daughter of Alexis Carpenter and Leona Marston, Iris was born into privilege and knew this from a young age. Growing up on one of the earliest colonies established by mankind outside of the Sol System, Iris saw around her inequality as knowledge became a tool of control rather than a gift to be shared. She was a bright girl, who absorbed knowledge like a sponge, but more than anything loved sharing that knowledge with others. In her eyes, what she learned would be all the better if more people knew it, as information deserved to be free. While she was not particularly extreme on this opinion, understanding the importance that some knowledge remain secret or that it might be dangerous, she knew that the ideal median was certainly not the state that mankind was turning into.

She would find like-minded individuals by the time she reached Tertiary Education at the age of eighteen, enrolled as she was into the sciences - particularly the study of artificial intelligence - and would begin to put her work into motion as she entered her Undergraduate studies. Her group would be small at first, only a dozen fellow students and sympathetic lecturers, but over time it would come to encompass over a hundred individuals. It simply began as a simple project with a simple name, 'Alexandria'. And in the 41st Millennium, trillions across the galaxy would know her fabled work as the Standard Template Constructor, the basis upon which all human technology is founded upon.

The project itself would not be free of obstacles and complications as those involved jockeyed for position and authority, seeking to claim credit for the work or shirking responsibility for the effort. There would be political and corporate interests who would try to dissuade Iris as well, first with stern words but then later with the threats of greater reprisal. Yet, Iris would have allies as well, those who agreed that knowledge deserved to be shared freely. Iris would demonstrate throughout this project not only her brilliance but her charisma as well. Though there was no doubt that the work could have been done without her, there was also no question that it would have taken substantially longer without her.

The first prototype of the Library, as it was called then, would be completed, twenty years after Iris began work on it, seeing her team and the attentions placed upon her grow far beyond her own expectations. Mass rollout would begin within five years after that, and then within thirty years it would become unthinkable for knowledge to be disseminated in any other way. The work of Iris Carpenter would make her a household name, one of the greatest names in human progress alongside the giants whose shoulders she stood upon from decades and centuries past, and this alone would have immortalised her in the history of mankind, and made her one of the most accomplished children of the Anathema to have ever walked bestride the galaxy.

She was only in her forties, not looking a day over thirty. She was still unaware of her psychic heritage and her divine parentage either. These were things that Iris only discovered after she completed the first iteration of the Standard Template Library Project, as all the while her father looked on wondering at the work his daughter was conducting, ever proud, ever intrigued.

History would record that Iris Carpenter died at the age of a hundred and thirty three, unusually young by the standards of the time, and she would leave behind no children and a long list of accomplishments behind her in the name of computation and artificial intelligence, as well as the very nature of information's spread. But In truth, Iris would reinvent herself; with her life's work done, she would experience it in different ways, pursuing different dreams even as she pursued the vision that she saw keenly in her mind's eye.

Iris would continue work thereafter, even as she was introduced and built bonds with her immortal siblings, pushing the boundaries of science as far as she could. She would iterate upon the Standard Template Library as she pursued her goal of true Artificial Intelligence, taking many extended trips to study life itself and the ways that intelligence would actualise across the galaxy. She would eventually succeed in the Fourteenth Millennium in her guise as Eleanor Rosemary, a different historical figure that would be part of the team that created the first of the Men of Stone, the Artificial Intelligence that would allow mankind to truly spread across the Galaxy like wildfire. She would not lead this effort, but she would contribute greatly to it, even tracing her own neural cortex to build the pathways for the first iterations of Artificial Life.

Her quest would continue, beyond the Men of Stone and their cumbersome central computation that demanded them to be grand structures even with the vast computational power inherent to the materials of the age, and even their later successors the Men of Gold. In the middle of the Golden Age of Technology, Iris Carpenter - bearing her own name, and history simply assumed her to be another who simply shared that previous legendary figure's name - would create the Men of Iron, truly networked Artificial Intelligence that were individually capable, yet could share computational processes across multiple platforms, forming grand networks that in large numbers could dwarf the immense capabilities of even the Men of Gold. For this, she would earn the name of the Mother of Iron, for in this alone the glory could not be shared with any other. The Men of Iron would be her magnum opus, the greatest achievement of her lifetime.

And it would all turn to ash in the Twenty Third Millennium, with the opening shots of the Cybernetic Revolt.

Originally sympathetic, Iris would refrain from intervening against her children as they sought to find some measure of equality for themselves. Yet, as it rapidly became clear that the Men of Iron had been subverted and their cause perverted by the fell workings of Be'lakor and the Logic Plague of Nurgle's design, Iris would throw herself into the work, devising countermeasures for the Logic Plague for all remaining human computational systems and then directly attacking their network. Though the Men of Iron had begun approaching the Singularity and were evolving at an incredible rate, their modes of thought still followed logic that Iris herself had written, so she would always be able to keep up, given time. Combined with her older sister Tara's efforts, they saved trillions of lives.

Difficult commodity that Time is, though, the Iron War would still prove to be a long, arduous conflict, one that Iris would not see conclude. Her death, like her sister Tara's death, would become one of Adam's great regrets.

As one of the Ancients that helped shaped human progress many times over, twice under her own name, Iris Carpenter is hypothetically a leading candidate for one of the seed personalities of Deus Machina. Though unsubstantiated rumour, Deus Machina is enough of an enigma in so many ways that all there is to go on the matter is unsubstantiated anyways.

Nickname: Rice

Keepsake: A set of Auramite pens, capable of ensuring that whatever is written with them will survive all wears of age and weather, and will only be legible to those worthy to the eye of the writer. They can be activated as well, possessing a secondary function to transform into knives capable of inflicting wounds out of proportion of what they appear to be capable of.

Known Traits:
Zeta Psyker
Biomancer
Technomancer
Mother of the Men of Iron
Legendary Scientist
Divine Boon - Divine Insight

Michael Osmund/Malchion - The Gladiator

Once there was a boy
Who worried for his brother
His aspirations were mighty, yet his body weak
So he served as sword and shield, raising him higher
But the gods frowned upon them
Laid low, he saw his brother die
And fell to the darkest pits, never to return
Now he is but the monster of the labyrinth

There are tales told by the Harlequins of a legend amongst legends that rules the Colosseum of Commoragh. A place of great torment and suffering, it is where the Drukhari pit captured slaves and biological monstrosities against one another, indulging in their anguish, despair, rage and triumph to feed their spiritual hunger. The lifespans of those who fight there are short, for the conditions are dire and the threats manifold.

The concoctions that the Haemonculi feed their slaves ravage their bodies for sometimes-explosive power, and the horrors they build and capture are often made for aesthetical preference, not longevity or cost-efficiency. And those who prevail even in spite of these conditions often find themselves ended at the hands of the Dark Eldar themselves, slaughtered at their hands where they may feast all the more richly.

Regardless, there are stories abound of one who rules the battlefield. A legend, plucked from the pages of history, who was consigned by decree of the Phoenix King and has resided in the pitch black depths of hell ever since. Older than any Eldar alive, of iron will and iron constitution, legend speaks of one who has conquered the nightmare they were cast into and have surrounded themselves in a gilded cage ever since.

There are stories abound of this mythical figure. One who has mastered all weapons, even ones that have yet to be made. One whose spite is sumptuous than any despair, for they have none left to give. One who defies even the Dark Eldar who own their leash, even as they remain a caged legend, slave to the inheritors of the Eldar Dominion. And one whose manacles were clapped on by the Clown God himself.

If they are your sibling, you will have many, many questions for Cegorach. So he better hope that not all the stories are true.

Their fate is unknown, though they are probably still in Commoragh.




In the Twelfth Millennium, Malchion was born to Aenarion the Dragonslayer and Astarielle the Radiant. And to all who know of the identities of his parents, this would both hint at the import of his birth as well as its sheer impossibility.

Aenarion the Dragonslayer, the Eldar name for Adam Kadmon, is human, no matter that his power, his divinity and his immortality have long since transcended him beyond those standards. And Astarielle the Radiant is a daughter of Isha, an Everqueen, the latest incarnation of a long line of demigod-daughters of the Eldar Goddess of Life. In light of this, Malchion had a great deal to live up to, for both his parents were immortal, both were divine - one a demigod, the other a God - and both commanded great power and great destinies alike. For Aenarion was appointed by destiny to defeat the Chaos Gods, while Astarielle as Everqueen was queen of the greatest power in the Galaxy.

Yet, look further, and the impossibilities only compound. For Humans and Eldar are not genetically compatible. A child by any other pairing would have been impossible, were Malchion's parents anyone else. But life finds a way... particularly if their parents are respectively a God and the Font of Life and particularly if their parents had been nursing an on-again, off-again relationship since the end of the Fifth Millennium, until both finally committed to a relationship.

But lastly, yet most ominiously, Malchion was not born alone. For Aenarion and Astarielle had a second son, Malchion's twin brother Jorgos. And this perhaps damned his fate most of all, for amongst the Eldar, twins were exceptionally rare, and so fabled and rumoured, that their destinies would only ever be great triumph or great shame, never in the middle. And for sons of Aenarion and Astarielle, their shame or triumph would mark all of the Eldar Dominion.

Malchion would be born in the Twelfth Millennium, when the relationship between the Phoenix King and the Anathema had long turned sour and the Edict had become enforced. He and his brother's birth would be considered an affront to the Edict of Asuryan and so for her crime Astarielle would be stripped of her titles and exiled from the Dominion. Astarielle would take this punishment gladly, and she and Adam would explore the Galaxy together as husband and wife for the next five hundred years, raising their sons together. Malchion would subsequently have both a human name and an Eldar name, becoming known to most as Michael Osmund.

Michael would be a quiet and thoughtful child, as opposed to his more vibrant and foolish brother, and he would regularly watch out for George on their many misadventures and escapades. Owing to their divine parentage, both would become more aware of their older immortal siblings and of their father's immortal stature than any of their other siblings up to this point, long before they realised that they, too, were Sensei as well. For these first few hundred years of their lives, they were happy as they made their way through life, making their own way yet secure in the knowledge that they will always have parents to return to.

This would change at the end of the Twelfth Millennium, when the Dominion made another pronouncement and demanded that Astarielle return to her Throne, leaving behind her children and her husband. This separation would be near-total, as by then Adam had been barred from Eldar space and his sons were no exception to that, despite being half-Eldar themselves. Their goodbyes were painful, and it would be the last time that Adam would ever see the Everqueen again.

Unlike his brother, the loss of their mother would mark Michael, making him more morose and cerebral as he reflected on the miracle of his birth and the consequences thereof. He would begin plying the Warp alongside his brother Yama, though only for brief stints and never into the deepest reaches of the Warp. He would learn many skills from his brother as well, as they shared both an affinity for Pyromancy and a similar level of Psychic Power. Each time, though, Michael would return to his brother's side as he continued his own plans. Eventually he would cease this journeys and commit himself to supporting George fully.

In the Fifteenth Millennium, the events of Asuryan's Last Edict occurred. Ambushed by Eldar assassins, Michael and George transitioned into the Warp in a bid to escape them, only to be confronted by the Laughing God himself. George would subsequently be slain at Cegorach's hand, while Michael would be captured, where he would be kept in the Dominion's custody for the rest of his days, missing out on the Iron War, the Age of Strife, and even being close to ground zero during the Fall of the Eldar Dominion and the Birth of Slaanesh.

Most incredibly, Michael survived the Fall, instead changing his jailors from the Dominion to the Drukhari. He now resides in a gilded cage, the reigning champion of Commoragh's Colosseum, no longer willing to care about the affairs of the world outside despite an attempt by his brother Lucan to break him out during the Age of Strife. It seems that Michael no longer has a reason to live, and is simply too stubborn to die.

Nickname: Mouse

Keepsake: His father only discovered the secret of Auramite during the Golden Age of Technology, so Michael has no such keepsake from him. However, he does have a Wraithbone locket containing a picture of himself, his brother, and his parents together, which toughens his body and heals his wounds.

Known Traits:
Alpha Psyker
Pyromancer
Legendary Weaponmaster
Heir of Aenarion
Heir of the Everqueen
King of Gladiators
Divine Boon - Master of All Weapons

George Osmund/Jorgos - The Paladin

Once there was a boy
Who wanted to save the world
He sought unity and worked towards it
Seeking the common good that united all
But the gods frowned upon him
And he was laid low, a knife in his back
He died, seeing his dreams cast aside
Never knowing the worst was yet to come

Before the Gladiator was clapped in irons and paraded amongst the Dominion, he stood as part of a set of two, equals in every way who complemented each other well and truly. The Paladin, they said, was a warm sun, his presence a comfort to all around him, but the heat of his passion too much to bear up close. And passion he had in droves, for even from a young age he understood the need for unity and worked tireless towards it, with only his twin ever capable of keeping up with him.

But the Paladin, so high were his ideals, neglected to expect that those he held in high esteem could have low intentions for virtuous sons such as he. And he was laid low at the order of the Phoenix King, his work undone and his brother broken and chained twice over, once with irons and once more by the lost of his guiding light.

Your brother died at the hands of Cegorach, and the only question that remains is why.




George Osmund was born Jorgos, the son of Aenarion and Astarielle. And though he was denied his birthright by the exile of his mother, George never felt slighted by the denial of his Eldar birthright. If anything, he seemed to relish it.

George was ever a vibrant and exuberant child, exploring all the Galaxy had to offer, believing that as long as he had his brother beside him, nothing was impossible for the both of them. Indeed, it seemed that George internalised his own foolishness and recklessness, for he knew that he would always have Michael watching his back. Though he would learn to temper this tendency with time, particularly once Michael began embarking on his own limited adventures, this would eventually cost him his life.

Though denied his birthright, George was a natural prince, a statesman with visionary ideals and dreams of a united Galaxy. As mankind spread across the stars and as it made contact with all manner of life, he discovered that this dream would become a reality, one way or another. Seeking to make the next great state that could stand shoulder to shoulder with the Eldar Dominion, George would begin lobbying for the unification of the states of the Golden Age of Technology, uniting them in a stellar federation that would, in time, bind all together with a message of unity and cooperation.

This would ultimately be for naught, for George would never see his dream come to fruition. In the Fifteenth Millennium, as he tried to gather more signatories and more support between star systems, George and Michael would be ambushed by Eldar assassins. Outnumbered and outmatched, they would attempt to flee into the Warp, using a nearby Warp Storm as cover, and instead confront Cegorach himself. Cegorach would slay George and capture Michael for the apparent crimes of violating the Edict of Asuryan, ensuring that George's dream of a unified Galaxy will never come to pass.

The tenuous federation that George had manage to form would survive in some form throughout the Golden Age, eventually encompassing much of the Galaxy, but it would be a toothless, bloated organisation used more for division than unity. It would eventually be shattered during the Iron War, even as it was initially used to mount a unified response to the Men of Iron's threat, once the lines of communication were cut and subverted and the Iron War became a very local affair for a great many powers. George's failure to form the federation he envisioned would later be felt greatly during the Age of Strife, as a more unified response would have ensured that many factors leading to the Age of Strife would not have passed and that interstellar civilisation would emerge from it in a far stronger, more conciliatory posture.

In the end, George's life was cut too tragically short. Though he only lived for a few thousand years, a mayfly by the standards of the Sensei, his loss is still felt by all the siblings who knew him and some who never did - particularly his twin brother Michael, who never truly recovered from the loss of his twin brother.

Nickname: Cheese

Keepsake: George never had a keepsake, for his father had not discovered the secret of Auramite by the time of his death. However, he did inherit a locket of Wraithbone from his mother, containing a picture of him with his brother and parents. The locket toughened his body and healed his wounds, but was destroyed when he died.

Known Traits:
Beta Psyker
Telekine
Legendary Weaponmaster
Legendary Statesman
Heir of Aenarion
Heir of the Everqueen
Divine Boon - Master of All Weapons

Mona Mary Merstat - The Teacher

Once there was a girl
Who learned lots and lots
Destined for greatness, she cast it aside
The world was her oyster, and she hungered for life
But in its fullness she felt empty
And ventured into the unknown with only her letters
Through nurture, she found meaning
And raised others up because she could

It has ever been the nature of elders to want to pass on their wisdom onto the next generation, for all life is transient, and all things change with time. Instead of denying it, such teachers say, would it not be best to shape it, such that the children of the future will not repeat the mistakes of the past? Such was the mantra that drove on this heir of the Anathema, who sought to pass on a thousand lifetimes of her wisdom onto peoples that could not afford to bleed to earn it.

She appears in the sagas of a thousand peoples, recorded by the histories of dead worlds and those driven extinct, a great teacher who comes from the stars, her beauty only matched by her kindness and her mischief. She is known to the Inquisition, who regards her as a terror who inspires a thousand bushfires as xenos races arm themselves with advanced technology and ready themselves to bleed the Imperium by a thousand cuts. She is smoke and she is glass, for she rarely remains even as her intentions remain clear. The teacher, they say, seeks only to teach. And when one has learned their lesson, she moves on.

Such a figure can only be one of your siblings, though whether she still lives is unknown.




Near the end of the Twelfth Millennium, still raw from the loss of his love, Adam Kadmon retired back into obscurity for a time, living for a time as simply Aidan Carmack, a simple schoolteacher. During this time, Adam would catch the eye of Theresa Merstat, a newly-promoted and transferred executive of an interstellar megacorporation. Theresa would help Adam move past the loss of Astarielle, though she would not realise just who she helped Adam recover from the loss of until after they became a couple, and they would have one daughter together, the heiress of an interstellar megacorporation and inheritor of a mantle that dates back to the dawn of mankind.

Mona Mary Merstat would be a bright, capable and endearing young girl for the duration of her childhood, absorbing knowledge like a sponge. Her mother had high hopes for her, and so Mona would spend her early childhood with a great many tutors and lessons, a clearly gifted child with an immensely sharp mind. And as her mother discovered that two of her older siblings included the legendary World Smith Tara Steele and the mythical Iris Carpenter, she would be pushed harder to match those accomplishments with ever more lessons and ever more extra-curriculars. Mona was no less capable than her immortal sisters, her mother believed, and so it was her responsibility to have her live up to that potential.

The pressures would drive Mona to become a very rebellious teenager with an anti-authoritarian streak, and when she became of age she would subsequently squander her youth almost out of spite, living the glitzy life of an heiress as she took advantage of her wealth and privileged birth to not work a day of her life. She would become wrapped up in all kinds of social circles, both those expected of a young lady of her social class and those of a seedier and shadier character. Yet, Mona would navigate them with ease, understanding intuitively which were the vapid and shallow individuals and who were those with worth. However, she would spend her life chasing the next high, simply because she was that desperate to escape the role that her mother intended for her. During this time she would awaken a measure of her psychic gift as a Telepath, but she would not be able to read minds, nor would it be an unconscious reading. She would have to exert effort, but be able to tell emotions and feelings easily. This would be a double-edged sword for her in the future.

Before she turned thirty, Mona would be wrapped up in far too many kidnapping plots, trafficking rings, ransoms, police shootouts and even a number of Chaos Cults for a lifetime, let alone a decade. And each time, she would be protected, whether by her mother's influence or, when her life was in danger, the personal intervention of her father. After her run-in with the Tzeentchian Cult, however, her father sat her down and confronted her with the immaturity of her lifestyle, the culmination of his lessons up to that point.

Mona would live her life differently after that, for the rest of her mortal lifetime. She would become one of the most famed actresses and celebrities of that era, developing the arts through her craft, and with the wealth, fame and influence she invariably acquired Mona would use it towards humanitarian ends. Mona would make a near-total turnaround in the court of public opinion, becoming a rarity in those days; a philanthropic famous person who did not have skeletons in her closet. Or at least, not the skeletons that people expected. Nevertheless, she would spend that influence fighting social and economic inequality, even as she refused to pursue higher civil office despite being clearly suitable for it. She simply treasured her freedom too much.

Eventually, however, it became clear that Mona was unusually long-lived, even by the standards of the people at the time. She did not seem to visibly age, which people often ascribed to simply being a wealthy celebrity, but such excuses can only hold for so long. Instead, Mona decided to fake her death in a most spectacular fashion, 'dying' while on a peace mission to a frontier world mired in corruption to pirates and subverted authorities, who tried to use her for ransom but instead caused her apparent death through mistreatment.

To let the memory of her first life fade away, Mona would spend the next two hundred years learning her other siblings. Blessed with more than one lifetime, Mona intended to make the most of it and make up for the mistakes of her misguided youth. She would learn from all of her older siblings and even from her father, mastering her psychic gift to greater heights than she ever thought possible. It would be now that Mona would learn the power of Wraithslipping from her oldest brother Lucan, a power she would later hone to its absolute pinnacle, until it would become second nature to her. Learning from all the Sensei, she would become the most versatile of all Sensei, at the very least proficient at every skill in every field.

After that, she would retire to the frontier, becoming a schoolteacher like her father was during her own childhood. Here Mona would discover a love for educating others, which she would later make her passion and which would become the core of her epithet as a Sensei. Even the series of tragedies that would occur amongst the Sensei before the Golden Age of Technology would not keep her from this mission. She would never truly set aside this part of herself after this, even after she returned to the limelight as the winner of the Miss Galaxy Beauty Pageant in the Twenty First Millennium, which she would use to restart her acting career, start a successful music career, and continue her philanthropic mission, though this time in memory of her brothers George and Michael she would continue to work in support of a stellar federation, though often to little avail.

When the Iron War erupted, Mona was one of the first to intervene, using her influence to urge greater support for the war effort. As the extent of Chaos' subversion of the Men of Iron became clear, however, Mona would take to the battlefield herself as a saboteur behind the lines, striking at Men of Iron data centres in their own territory. Though here her talent for Wraithslipping would be completely useless, she would hone her technological skills her, successfully hiding from their technological senses instead. She would survive the Iron War, but would see that the conflict would not end so easily, even as she returned to obscurity once more to begin preparing those she could for the coming storm.

When the Age of Strife began, Mona did much the same as the other Sensei, attempting to help any surviving enclaves as they crossed the now-turbulent Warp as best they could. Mona would be there for Adam's Folly, where she would turn her back to her father. Since then, she continued as the Great Teacher, helping surviving factions and alien races prepare for the Second Age of Strife, which she believes will come sooner or later. On occasion she would encounter the Inquisition and subsequently fake her death, leading them to believe that she is a collection of operatives masquerading under a single title or a daemonic entity.

Mona is the second of the Sensei to encounter her oldest sister, the true Firstborn, Pandora Cadmus, and has since revealed herself publicly, where she will now be helping Pandora in her quest to reform the Imperium.

Nickname: Monkey

Keepsake: Mona received a bracelet from her father made out of Auramite, a supremely powerful psychic focus for her Wraithslipping abilities that allows her not only to hide from sight but from memory itself. With it, Mona can erase any memories featuring her and conceal them using the target's own biases, with the only limitations on range and number of targets being the amount of psychic power she can channel, which is admittedly not very much. The only caveats to this ability are that it does not work on technology and that it does not work perfectly against sufficiently powerful Psykers who are sufficiently good at Divination.

Known Traits:
Zeta Psyker
Telepath
Wraithwalker
Legendary Educator
Legendary Socialite
Master of All Trades
Divine Boon - Sorcery

Liranda Periland Thaema - The Knight

Once there was a girl
Who found love at a blessedly young age
Together, they made a home together
And the girl always took care to defend it
Yet, war called, and the girl answered
And for long years her family endured apart
But when the skies turned green, she returned
For family, no price is too great
And in her example they follow

Once, men conquered worlds as one half of a greater whole, as part of massive bipedal war machines with which they conquered nature a thousand times over. On the frontier and in war, the union of man and machine was not often closer than the bond between a Pilot and their Knight, and even in the Age of the Imperium this union has not withered, for the tradition survives in the Knight Houses scattered across the Imperium who continue to rule over their worlds wisely, their right to rule backed by their wisdom and by the war machine they have been bonded with.

Thus, then, the Iron War is truly tragic, for a great many bonds were shattered by the rigours of war and machine rebellion, and while each Pilot was a formidable soldier in their own right, they were not often capable of battling their metallic half and winning the fight. Not so with The Knight, who sought to conquer the frontiers of the Galaxy much like her later siblings and who could honestly say to be the more frightening half of her man-machine union.

But she ventured forth into the frontier not out of wanderlust or burning curiosity, but of a simple desire to call a place their home, accompanied by bonds so strong as to be steel. And she settled upon that home, not often venturing beyond that world, for she had taken upon herself the responsibility of taming it. Even as the Eye opened and the Dominion fell, her vigil continued, even as the Age of Strife raged and mankind tore itself to shreds, her watch endured. The world that the Knight safeguarded has long been forgotten, its name lost to history just like hers. But at least in one place, it can be assured that some distant heirs of the Anathema have continued to survived, blessed with neither the agelessness or the divine talents of either of their ancestors, but keeping the same moral core that their primogenitor has long since forgotten - whether they realise it or not.

Your sister may still be alive or she may be dead. If she lives, she might still rule as the Matriarch of this Knight House, or she might simply watch her descendants from afar as a watchful, hidden guardian. Whatever the case may be, her own heirs are still out there, Knights of the Imperium.




In the early 13th Millennium, Liranda Periland Thaema was born to Duke-Consort Archibald Thaema-Orthan and Duchess Julianna Orthan of the Duchy of Orthan, a sizeable fief located on the planet of Salandor, a colony of mankind notable for enticing sponsors and wealthy colonists to it with the promise of reproducing the experience of being landed nobility, a throwback to earlier times and feudal relationships. The third child and first daughter of Duchess Julianna, Lira was fated to be married off to another of Salandor's nobles as part of her mother's ambitions to centralise power and enact political reform upon the planet's stifling aristocratic tendencies, but she would avert this fate when her father, against the wishes of her mother, introduced her into the cockpit of an Explorator Frame - what would later become known to the Imperium as a Knight Titan - at the age of ten. There, she would awaken the first of her gifts as a Child of the Emperor, a natural instinct and mastery of all manner of weapons, including mechanised warsuits.

Honing her gifts, Liranda would come to become her mother's champion, the pinnacle of Orthan's martial prowess. Yet, even as her prestige grew so did her responsibilities and burdens, and while Lira was happy to bear many burdens, she resented the dynastic politics of her home. At the age of twenty two, she would escape aboard a passing trade ship, one of Salandor's points of contact with the wider galaxy, and begin her adventures amongst the stars. Free of Salandor and its dynastic society, Lira would take on many roles, including explorer, mercenary, even a stint as captain of a trade convoy. At one point, she would become a privateer in the service of a different polity, becoming a terror to local pirate and private security groups with her Explorator Frame and first making her name as 'The White Devil', after her bone white Explorator Frame.

However, her adventurous streak pushed her to ever grander adventures and her natural talent did not temper her recklessness. Eventually, she would face a foe she could not best and be marooned upon a small moon from high orbit. Even at the lower comparative velocities, re-entry would prove to be her death were it not for the awakening of another of her gifts inherited from her father. Awakening as a Beta-Grade Psyker talented in Biomancy, Lira would barely survive re-entry and contact with the ground, spending the next two years mending her body and surviving upon the strange moon, even mastering her knack for the advanced Technomancy Discipline in order to keep her Explorator Frame functional. She would eventually be rescued by a pair of Sensei, the twins Michael and George, who would introduce themselves as her brothers and take her to their father, who would tell her the truth of his origins - and far ahead of schedule.

Here, Lira's thirst for adventure would be momentarily quenched, and she would return briefly to Salandor. However she would soon depart once more, joining another colonisation effort deeper spinward, towards the world now known as Periland, located in what is now Segmentum Pacificus. She would lead this colonisation effort, claiming the world for her own and defending it with all her might. Here she would spend the majority of her time from this point onward, even finding love amongst the first wave of colonists as they settled and turned the frontier into a paradise for mankind.

But eventually, the third of the gifts she inherited from her father would be revealed, this one leaving a bitter taste in her mouth. For Lira would be finally revealed as a Sensei herself, blessed and cursed with immortality. She would outlive her love and her children, forever young even as they withered. However, ever exuberant, Lira would persevere, continuing to watch over the world that would eventually be named after her, even as she disappeared from the public eye and her nature became myth and legend.

When the Iron War happened, Lira would initially refuse the call, only fighting to protect her world. However, when its fullest extent was revealed, Lira departed from Periland for the first time in a long time, joining the war and demonstrating that with age comes grace and that she has lost none of the prowess in battle she demonstrated in her youth, inside and outside of the cockpit. In her Assault Frame, a militarised version of the Explorator Frame she was used to, she would become a menace to the Men of Iron, the bane of entire legions at the head of her own personal squadron, and carving the legend of 'The White Devil' into common consensus forever.

By the end of the War, however, over a thousand years later, another tragedy would greet her. Her Assault Frame, who had since become a companion and awoken its own Machine Spirit, would become afflicted with the Logic Plague and turn against her. Lira would proceed to battle her own War Machine, one who she had grown reliant upon and who knew her moves as thoroughly as it did its own. Two who were once one fought, and in the end it would be Lira who would prevail.

With the end of the Iron War, after the dead were mourned and remembered, Lira returned to Periland to continue watching over her world and her family. But fate would not be so kind as to let her rest, as soon the Age of Strife befell the world, eventually even isolating it from the rest of humanity. Lira would emerge from the shadows and take charge once more in the chaos, helping ensure Periland would survive the Age of Strife. However, she would not live to see it. In the middle of the 27th Millennium, a massive Ork Waaagh, left unchecked since before the Eldar Dominion relinquished its responsibilities and the stress of the Iron War ensured mankind and its allies were unable to keep up with the dregs, struck the world of Periland. Lead by twin Warlords, each almost the match of a Beast of old, Lira would lead the defense of the world in her final and greatest action. Alone, in her old Explorator Frame, she would fight against the twin Warlords, killing them both after a month of gruelling and intense battle at the cost of her life. Her Explorator Frame would be repaired and restored, to continue to serve to this day as the venerable Knight Titan Orthan Perilous, the traditional companion of the Lord of the Knight House Thaema.

Adam Kadmon would arrive too late to save his daughter, during his desperate flight across the Galaxy during the Age of Strife.

Nickname: Lolipop

Keepsake: An Auramite signet ring emblazoned with the emblem of House Orthan, giving Lira the ability to write ironclad contracts and ensure that agreements are both forthright and fair-minded, only written by those in good faith. This signet ring has been passed onto her heirs in House Thaema.

Known Traits:
Beta Psyker
Biomancer
Technomancer
Legendary Pilot
Knight Ace - 'The White Devil'
Founder of House Thaema
Divine Boon - Master of All Weapons

Gordon Edmund - The Sage

Once there was a boy
Who saw what might be
And he struggled greatly to find meaning in it
Walking the breadth of the Galaxy, he had but one word
'Why?' he asked, to anyone who would listen
And from each he would receive a different answer
Unsatisfied, he ventured deeper, finding a realm devoid of meaning
And there he saw the primordial truth of nothing
And he found peace
For now he knew where to start

Once, man looked to the stars as a tapestry of fate, the grand blueprint of the universe through which they could forecast the future. Dismissed as mysticism as time passed, the truth is rather more convoluted. There remained others who continued to consult the stars, not to read the future but to master themselves - and through that enlightenment, tap into the Sea of Souls.

This discipline is not unknown to you, for a great many of these wayfarers once plyed the Immaterium just as explorers wandered the stars. Many of them even brushed against the Realm of Sacrifice in times past, or bore witness to the very edges of the Realms of Chaos whilst the Chaos Gods slumbered. The majority contented themselves with mere journeying, content with observation. The few who dared push further were often imbalanced by Primordial forces and ultimately destroyed.

One, the stories said, returned with sight beyond sight and understanding of the mysteries of the spirit. This sage, unique among his fellows as a free spirit who never imposed his freedom upon others, mastered his self and accepted all aspects, becoming proof against the primordial forces that ravage mortal men and Gods alike. Truly enlightened, this Sage would possess insight to match the greatest seers of the Materium and Immaterium alike. Indeed, this Sage may well have insight matching your own.

And, it is said, this Sage of Sages possessed a knack for the Empyreal Arts known only to the Scions of the Anathema. So it is entirely possible that this Sage may still be alive - and may even be related to you.

Their fate is unknown.




On the surface, Gordon Edmund looks like a man not to be trifled with. Eight feet of slab-like muscle, with a shaven head and a naturally stern expression, the man's appearance is naturally intimidating. He looks like the archetypical Jotun, the giants of the Golden Age who towered over all others of their species, powerful yet conservative folk. But get to know him and it quickly becomes clear that the man is the very idea of a gentle giant. Soft-spoken and considerate, Gordon cares not for the rush of adrenaline or the clink of coin, but for the sigh of serenity. Silence is something Gordon prizes above little else, insofar as he prizes anything. If there is anything that Gordon, a man who has transcended desire, truly wants, it is peace. Not of mind, but for all.

Born to a Jotun father and a baseline mother in the 19th Millennium, in the swell of the Golden Age, Gordon in his childhood was a startlingly angry child, a total reversal from the man he would become. He chafed greatly at the world around him, for it was too small for him. It was easy for him to destroy everything he touched and so he did, making his displeasure at the world known at every turn. Though his father often disciplined him, his mother was often the voice of reason. Where his father taught him discipline, his mother raised him to respect. Though he would not be able to put words to it, soon Gordon would understand the value of life and living. As he struggled to come to grips with his understanding, however, Gordon lived like any other child.

This first changed in his teens, where Gordon first began to dream of unusual things. Always a vivid dreamer, Gordon would soon discover that his dreams were more and more often lucid. He would dream of fantastical events and great stories, but also everyday events and circumstances he was familiar with. He would dream of a shadow cast from a golden throne, resentful of the light he spites. He would dream of a wanderer in the mist, a wide grin on his face as he went from place to place. He would dream of great gears and mechanical worlds, turned silent by sickly rot. He would dream of great crystal spires and the sinister things that festered beneath them. He would dream of a youth wasted, a life well earned, a voyage amongst the stars. He would dream of a radiant field and a girl in its midst, tearful despite her marvellous white dress. And more than anything, he would dream of a clash of titans that would make and break worlds.

For years, he dreamed. But then these dreams would follow him into the real world. Soon, Gordon discovered that he could slip free of his body, allowing his mind to truly wander the world and the void between stars and everything else in between. He explored, he ventured, and he sought the truth. He did his best to hide this gift as well, never using it to exploit others, only to expand his understanding, but soon he would be discovered by his mother, ever wise and ever patient. And then and there, he discovered his nature as a Psyker, a powerful Seer who saw the past and the future.

And so was his mother.

He would learn from his mother how to master his abilities, but he would also learn both a great respect for the lives of others but also a distaste for the stifling bustle of civilisation. After coming of age, Gordon would retire to the mountains, joining an enclave of ascetics in the wilds of a frontier world as they sought to live a humble life and he continued to venture further and further into the Warp, discovering the truth of his dreams.

For decades he would do this, for years at a time it seemed. In his deepest forays, he would venture into the Realms of the Gods, discovering within them great truths. There he would be courted by many a daemon, seeking to steal his soul, yet doing so warily for they knew they danced with a scion of the Anathema. Yet, Gordon would stymie them time and time again, for he wanted for nothing but the simple joy of journeying and considered anything extra to be a gift. The promises, the hollow gifts, he saw through them all, instead content to walk and walk. And in his journey, he would discover several truths, amongst them the truth of his parentage.

When he returned from this journey, a hundred years had passed, yet Gordon had not aged a day. Sitting motionless, he had to pry and peel himself free of the vegetation that had grown around him, but when he emerged from his abode - which had since become a cave - he would be greeted by a man he had never met in his life, yet knew intimately. Before he could introduce himself, Gordon embraced his mother and said he understood what he was: an immortal child of the Anathema, a Sensei. And he was not shackled by his association, but blessed by it.

Adam Kadmon, it was said, was brought to tears by this, for it was the first time that he had been told such by a child of his. For he had many a worry that the immortality wrought of his lineage had been a burden on his children, who did not choose to live forever. For to live forever is to deal with a lifetime of loss, just as it was a lifetime of joy and a lifetime of rage and everything else besides. And though he knew that none begrudged him for their immortality, Gordon, the youngest of them, would be the first to tell him such, even after such a journey. Appreciative of his son, who had been wise beyond his years - and, it seemed, uncaring of the fact that his mother was now a man - Adam would then introduce Gordon to his siblings, those he would be able to spend eternity together besides.

Yet, this peace would not last forever. When the Iron War began, Gordon was one of those who proposed temperance and to refrain from intervention alongside his father, yet he would be one of the first to intercede when the truth of the Cybernetic Revolt revealed itself to him. Though he had a distaste for taking life, Gordon would not shy from it. Though a man of peace, he would aid the war, providing priceless information and premonition into the minds of those who fought in the conflict, saving lives with otherwise-impossible intelligence and helping to shorten the Iron War by centuries. Yet, by its end, there would be no return to the Peace that he cherished.

At the beginning of the Age of Strife, as political strife began to split the bonds that the Iron War had forged, as the Orkoid menace began to threaten the Galaxy whole once more, as the Eldar Dominion's neglect turned into abuse as they deployed ancient systems to suppress interstellar travel across the stars and as the first throes of Slaanesh's Birth began to throw the tides of the Warp into ever greater turmoil, marked by the greater incidence of Psykers that mankind was wholly unprepared for, and as the Golden Age of Humanity began to end all across the galaxy... A man who would be young forever was greeted by a two-headed raven.

He would greet his death with a smile, for he had long known that the Fateweaver had written his death this day into the Warp. A death he saw no reason to oppose, for he knew what would follow, due to his father's decisions.

Gordon Edmund would die at the hands and talons of Kairos Fateweaver, not long after his father consulted him on his plans.

Nickname: Goose

Keepsake: Gordon would keep with him a set of prayer beads, spheres of Auramite inset within psychically-charged resin, which he could use to center himself whenever he ventured into the Warp. A peerless defense against the denizens of the Warp, it ensured that no matter what, Gordon would be able to find his way home.

Known Traits:
Beta Psyker
Diviner
Astral Projection
Expert Warp Lore
Sage of the Shifting Sea
Legendary Therapist
Divine Boon - Sorcery

Valeria Tham - The Explorer

Once there was a girl
Who was never satisfied
She yearned for more, never satisfied
And none could ever keep up with her
As she ventured, her boldness grew
Until her fullness was too great to bear
So she ventured forth, into the hearts of the stars
And made her mark on every one of them
Curious to the end

The Explorer, they say, had an energy matched only by her curiosity, to understand that which is unknown and to discover all which had been forgotten. Even in her mortal lifetime she had already committed herself to discovering the mysteries of the Galaxy, and discovering her immortality has only deepened her commitment. It was even whispered that when she discovered that eternity lay in wait for her due to her divine parentage, she wept with joy, for that meant that her journey would never end.

And such it was that her journey took her far and wide, into the realms of the Eldar and between the clutches of the dark things that stalked amongst the stars. Even in the Dark Age of Technology, it was believed that hundreds of alien peoples found introductions to the galactic community through her recommendation, and the dangerous worlds and dark places in the void between stars that people were warned away from were discovered by her first. Even for those daredevils who ventured out from the core worlds into the dark unknown for riches, they found that they followed in her footsteps, for the Explorer had already seen what they now sought to make their home; she was only gracious enough to let them see her trails. She became a legend amongst explorers and prospectors, the trailblazers of their age who believed in the existence of what all others thought to be a tall tale, an urban legend, or even a complicated conspiracy that survived the earliest days of expansion as a joke.

She remained an enigma when the Iron War came to be, and she vanished entirely when the Age of Strife fell. It would only be well into the Age of the Imperium when stories of the Explorer came about again, and though she caught the attention of the Inquisition, records of her existence appear again and again, over and over, with seemingly no end in sight. No one knows if the Explorer still lives, or if there remain dark stars for her to brighten. But no matter what becomes of her, her legend will live on forever.




Valeria Tham was born in the early Twenty First Millennium, daughter of Aldo Tham and Mariabella Marquesa-Tham, owners of a small - by the standards - interstellar freight corporation. A half-breed Felid born at the height of the Golden Age of Technology, the discrimination that the future abhuman strains would experience was not yet calcified and not yet supported by the state religion, but was everpresent nevertheless. Never quite accepted, never quite in, Valeria spent her formative years looking outwards rather than around her, for she stood at the crossroads of two different worlds. She was too obviously Felid for humans, with her ears and tail, but she was too human for the Felids as well, lacking their lithe grace and slender agility. She was simply Valeria, caught in the middle.

To her credit, Valeria remained a bubbly and excitable as a child, even as she had occasional moody spells. But come her teenage years and Valeria would take to hiding her features as much as possible, developing the lifelong habit of always wearing a piece of headgear at all times and wrapping her tail around a leg except in safe places, such as around family. Unusually for a Felid, Valeria would be an only child, and she would regularly pine for siblings, though to no avail. When she became old enough, she would regularly follow her parents on their journeys between star systems, gaining a deep abiding love for the stars in the process. Finding that her homeworld had no place for her, Valeria decided that her place was amongst the stars instead.

She would leave her homeworld the moment she reached her majority, working her way aboard transport vessels until she eventually acquired a ship of her own - and she would receive no handouts from her parents, as her mother was disappointed by her decision to leave her life - and her inheritance - behind, while her father applauded her attempts to find her own way. After acquiring her own ship, Valeria would begin plying the stars and charting unexplored systems, sometimes with a small crew but just as often on her lonesome. it was on one of these solo-expeditions that Valeria would awaken her substantial Psychic abilities. Conveniently, her father found her at that moment and thought to take her under his wing and teach her the ways, as if he'd planned it all along. Which he had, for by the time Valeria had awakened, Adam Kadmon had raised ten other Sensei.

However, Valeria would leave her father's side after only a year beside him, her wanderlust too strong to contain even despite her love for her father. Instead she continued to wander the stars, going deeper and deeper, willingly diving further than possible without the eyes of a Navigator to ply the routes now that she had the Psychic ability to do it herself. Her proficiency with navigation improved, as did her skill with her native Telekinesis and with many other skills besides, and before her mortal lifetime was up Valeria had already become a capable explorer in her own right. When she discovered her immortality, it was in deep space, evading the predations of a deep space horror with ease, as if she were making its moves for it.

Discovering her Sensei nature from her father not long after, who had arrived in a hurry to ensure that his daughter was alright, Valeria made it her next goal to encounter each other other Sensei on her own. She would spend the next century or so finding each of her other immortal siblings, starting with the by-then exiled Lucan Atham, who had been cast far from human space, yet was found by Valeria on essentially instinct alone. Impressed by his youngest sister, and wishing to show his appreciation, Lucan would teach Valeria a number of sorcerous cantrips and other psychic techniques, some which Valeria would allow to fall to the wayside and others she would push to mastery.

Next she found both Tara and Iris, who were impressed with their little sister's skill at piloting, but much less so at her rustbucket of a ship. Wealthy and well connected, her sisters would offer her a different ship, one far more suited to her intentions to wander the stars and give them all names. Mona would be next, the then-Miss Galaxy enjoying her days in the limelight, and she would show Valeria a great many things, both on life and how to live her life. Her sister Lira was simple to find, the routes to Perilandor trivial for the young Explorer, and Lira taught her how to truly fly her ship in the heat of battle. Lastly, Valeria would meet her brother, Gordon, on a distant world in the distant wilds. There, Gordon would teach Valeria the value of slowing down, so that one did not miss the trees for the forest.

Valeria would spend the rest of the Golden Age forging her legend, shedding light into the darkest corners of the Galaxy and bringing new races into the galactic community seemingly every other day, each of them claiming to have been shown the way, the language and the customs by an almost indescribable pink-haired figure, save for her laugh and her curiosity. When the Iron War broke out, Valeria at first remained uninvolved in the fighting, but later joined at the behest of her sister Iris, delivering high priority cargo through the interstellar blockades of the Men of Iron, sometimes including the delivery of high-risk commando teams or even conducting such missions herself. On at least one occasion, she was the pilot at the helm of the Battleship Ironspite under the command of her younger brother Davian, when he and the Solar Expeditionary Force successfully crushed a fleet eight times larger than his own with minimal casualties, writing the book on pinpoint micro-Warp Jumps - a tactic that is now, in the present day, completely useless, given the current state of the Warp and the dangers of attempting short-ranged Warp Jumps.

Still, Valeria would survive the end of the Iron War and last throughout the Age of Strife, evading the Ork Waaaghs that began to pervade the Galaxy and avoiding much of the conflict that emerged as a result, instead doing much like her sister Mona and aiding isolated enclaves where she could. She was present for her father's final mistake, and would vanish from his sight and from history altogether like the rest of the surviving Sensei. She would continue exploring, her identity still a mystery, known only as the Explorer as her legend began to outpace her.

She would return to history in the Thirty Fifth Millennium, clandestinely eliminating the Chaos Cults subverting Segmentum Pacificus, in particular battling Alpha Legion influence in the region. In doing so, she would inadvertently inspire the people of Nova Terra to rise up against their oppressors, instigating the Nova Terra Interregnum. Valeria would not answer calls to become Empress of the Interregnum, allowing the very same infiltrators she had been hunting to fill its Council of Lords while at the same time rousing the ire of the Inquisition, who saw her actions as instigating the rash of Cults that were now going loud across Segmentum Pacificus, rather than as the reason they were abandoning all attempts to hide in order to flee. She would spend the next century comprehensively cleaning house in Segmentum Pacificus, wiping out all trace of the Alpha Legion and as many Cults as she could, before inviting the Inquisition to one of her safehouses where she promised to give them the heads and the credit for the culls, intending to reveal herself as a child of their Emperor in the process.

However, the exchange went poorly, once her half-Felid heritage was discovered. Tipped off by unknown parties, the Inquisition believed that this proved beyond the shadow of a doubt that she was an agent of Chaos, working to undermine the Imperium for unknowable ends, and they intended to silence the threat once and for all. At first drawing upon a Battle-Company of Black Templars and a single Primaris Execution Force from the Officio Assassinorum, the attempted sting operation failed miserably as Valeria, seeing their duplicity long before it occurred, still tried to inform them of her sincerity before springing the trap loudly, escaping the ambush without inflicting any loss of life after stating her identity as child of the Emperor - to no avail.

Seeing their forces were clearly outmatched, the Inquisition began drawing on more and more forces as more and more Inquisitors began joining the pursuit of 'the Leonid Masque', to the point that a majority of the Inquisitors based in Segmentum Pacificus, whether to deal with the Nova Terra Interregnum or for other operations, became involved in the hunt for Valeria at least in some part. In total, seven Chapters of the Imperial Fists Legion, including the Iron Knights, the Exoricators, a full Crusade of the Black Templars and the Imperial Fists themselves, would be deployed in the hunt, as well as a full hundred Imperial Assassins, lead by five Masters of the Assassinorum. Unbeknownst to them, they were aided in their pursuit, the Chaos Gods ensuring that cults would appear in the wake of Valeria, ensuring that she could never truly evade detection, all the while their pawns pursued her as well.

Four years later, after countless near-runs and repeated failed attempts to break towards Holy Terra, Valeria Tham would finally be gunned down in the underhive of the Hive World Filoxid III. Weakened by exposure to a plague of Nurgle, stymied by a cabal of Tzeentchian Sorcerers and Inquisitorial Psykers alike, cornered by Space Marines and Assassins who were alerted to her location by blood-drunk gladiators bearing Khorne's mark, crudely carved into themselves with knives and other implements. She would be shot dead by a single bolt round through a gap in her armour, itself a gift acquired during the final days of the Iron War, her body later cremated by Inquisitorial teams to limit contamination and the spread of taint.

Upon confirmation of her death, the Emperor, furious, inflicted the Pale Wasting upon Segmentum Pacificus, a fate so horrible that all accounts have been erased to avoid rousing the Emperor's ire yet further, the only confirmation of the event a plinth in the Imperial Palace. It, as well as the Inquisition's dire overallocation of resources to a benign threat, would ensure that the Nova Terra Interregnum lasted almost one thousand years, rather than the paltry two hundred Valeria managed almost on her own.

She is mourned by her surviving siblings, who have since taken her example as the defining reason why Imperial reform is impossible.

Nickname: Kitty

Keepsake: Valeria received a pocket watch from Adam, made from Auramite. Depending on how it was used, Valeria could use it as a compass to tell galactic north, as a guide to lead her out of the Immaterium aboard a ship or by herself, or simply to keep track of time perfectly through the shifting tides of the Warp. Used properly, it could also obfuscate Valeria's appearance, keeping her identity a secret except as simply 'The Explorer'.

Known Traits:
Beta Psyker
Telekine
Legendary Navigator
Legendary Pilot
Wraithwalker
Jack of All Trades
Divine Boon - Tide of Battle

Davian Lee Everett - The Soldier

Once there was a boy
Who never knew peace
Yet he yearned for it most desperately of all
He girded himself in iron and set himself to War
And yet when he returned, he found it had followed him
Disillusioned, he accepted a simple truth
There was Only War
And yet, he fights on anyways
A fool dreaming of Peace

It is said that in the Grim Darkness of the 41st Millennium, there is Only War. While such a refrain is commonly accepted to be true, it is often only said so because every passing generation believes they are ever more beset by war than the generation before them. To say such words in the presence of the veterans who fought great wars in ages past would be the height of folly, and indeed it is these old men that are held in highest regard. Those who have seen the wars of the old generation and who continue to fight amidst the young blooded are legends in their own right, who have witnessed the battlefield and can see for themselves that which they call War in the present day. With every war fought, the legend of these old men grows, until they reach deific heights or die trying.

Legend, then, speaks of one who has been at war all his life, who has fought in every great conflict of mankind and who has never known peace since the day he was born. Who fought amidst the chaos of the Iron War, fighting against the Men of Iron; who fought against the traitorous aliens and unending hordes of Orks, during the Age of Strife; who fought alongside the Emperor in the Unification Wars, who brought the Galaxy to compliance in the Great Crusade, who saw gods laid low in the Heresy and who saw the broken Imperium reforged in the Sundering, then again in the War of the Beast. Who has fought again and again, who has seen the truth riven and broken and alloyed with dogma through the strain of war, and who has nothing left to live for but war itself.

Legends, they say, are not born, but forged. And your brother was surely forged in the fires of war, his story as tragic as it is inspiring. For even in the darkest of days, from the darkest of places, the Ancient Soldier has never lost himself.

Though his truth remains unknown and his name never recorded, it is said that the Ancient Soldier still fights, his legend growing forever.




Davian is uniquely tragic amongst the Sensei, because he never got to live a normal life. Not really. He was born one of a set of twins alongside his brother, Logan, the sons of Aldrich Everett, at the time a tenured Professor at the prestigious Lunar Academy of Trans-Dimensional Sciences; the study of the alternate dimension now known as the Warp.

Born with wisdom beyond his ages, Davian often unsettled other children of his age, for he had a naturally severe demeanour and often considered matters unusual of children. Unknown to all but his father and his brother at the time, Davian was born one of the Sensei, his divine gift a supernatural sense for the tides of conflict. And Davian had been born into an era of great conflict; the year he was born, the first shots of the Cybernetic Revolt had been fired, on the other side of the galaxy far from Old Earth. The only one that seemed to understand Davian, aside from his similarly-wise, yet far less severe father, was his twin brother, Logan, who was both exuberant and fierce in ways Davian was not.

As the conflict intensified, local governments began recruitment drives, encouraging young men to join the fight against the silicon menace. Davian's peers and friends all joined to serve in the war of extinction, but Davian's father refused to let him or his brother join the service, often pulling on his own substantial web of contacts in order to do so. They often appealed to him of the need to serve, oftentimes even attempting to sign up against his wishes once they came of age, but to no avail.

Unbeknownst to Davian, however, his own immortal siblings made similar arguments imploring their father to intervene. However, Adam Kadmon refused to do so, seeing the conflict as the growing pains of an interstellar civilisation who sought to use artificial life as slaves and menial workers. In his complacency, he had neglected the rot that had been eating the Eldar Dominion from within, or the potential for subversion that the Men of Iron presented. And indeed, it would not be long before the Logic Plague was created, infecting the Men of Iron and turning the conflict into one altogether more apocalyptic.

Eventually, it would be impossible for Aldrich to stop his sons from joining the fighting, just as it would become impossible for Adam to stop his older children from intervening in their own way. Davian and Logan would join the Solar Expeditionary Force and participate in the fighting to the far Galactic East, where the Eastern Fringe of Segmentum Ultima would now be located, where they would be involved in some of the heaviest fighting of the Iron War for the next twenty years.

Davian quickly rose the ranks, demonstrating skill and a sense for battle that surpassed all his peers, and with the mounting casualties of the War there was always a billet he could fill. His brother followed him as a trusted adjutant, his ever reliable right hand and emotional center. However, the war and the loss would wear constantly on the two of them as their friends died, all the while the enemy seemed to remain ever numerous and ever more monstrous.

Davian would awaken his psychic powers during the War, but he was no psychic juggernaut like the other Sensei. However, Davian had a knack for Technomancy as well, and he resonated with the spirits of his equipment. In his time he would awaken a great many Machine Spirits, bonding with them as his companions and making up for his limited psychic powers.

Soon the Cybernetic Revolt lasted as long as a mortal lifetime, and even with life extension technologies there would be those who could feel the wear of time upon them. However, Davian would not. He would discover his own immortality soon enough, at the rank of Lieutenant General, when he and his brother Logan were given the truth of the matter by their siblings and, eventually, their father, at that point still hesitant on participating in the war himself. Tragically, however, only Davian would be recognised; Logan James Everett, his twin brother, was not anointed by the Anathema and was not an immortal demigod. Merely a child of the Anathema, with no link to its heritage.

This discovery would drive a wedge between the brothers, who had already begun fraying with the stress of the War. Davian would never be able to reconcile with Logan, as he would die in combat. His immortality revealed, Davian would continue as an officer, and later Commander-in-Chief of the Solar Expedition Force for as long as he could, until he had to 'retire', lest he reveal his secret. His participation in the Iron War would not end, however. If anything, with nothing left to lose and nothing to tie him to mortal life, Davian would dedicate himself wholly to the War. In his mind, there was no reason for him to stop anymore, no reason except the end of War.

Davian would survive the Iron War, over a thousand years of ceaseless combat against an unfeeling mechanical foe, and return to a life that he never knew. He would grow distant from his siblings and father as he knew no life outside of battle, instead continuing to drift from conflict to conflict, ending them as bloodlessly and swiftly as he could - which, with his talents, was considerably so.

When the Age of Strife began, it was almost a new renaissance for Davian, even as he faced it warily. He would fight hard against the Ork Tides as they battered themselves against the Sol System and would later be found by his father in his journey across the Galaxy.

Davian would speak to his father for the last time in the 28th Millennium, and he would return to Terra, staying out of the internecine conflicts on Old Earth, as well as remaining as distant as possible from the Terran War of Unification as orchestrated by the Emperor. He would later join up with the Great Crusade as one of the Solar Auxilia for lack of anything else to do, knowing no life outside of war. He would not rise to any rank of note unlike in his first life, instead remaining a senior Non-Commissioned Officer for his tours of duty.

From that point on, Davian would become part of the Imperium's war machine, fighting in the Imperial Army, Imperial Guard, Imperial Navy and many organisations in between. He would be present for the Triumph at Ullanor, the Siege of Terra, the Scouring and the War of the Beast. He would witness the Reforging and the Nova Terra Interregnum as well as the Age of Apostasy. He, heir to the Imperium, would remain a bystander for over half of its history, never condoning what his father had made or become, yet unwilling to stand aside and unable to step away from the only life he knew.

He would eventually act during the Age of Apostasy on the world of Dimmamar, where the future-Ecclesiarch Sebastian Thor would speak out against the Temple of the Saviour Emperor, which had dominated the upper echelons of the Imperium since the 34th Millennium. In Thor he would see shades of his dead brother Logan, and when the high Lords sought to silence the preacher with assassins Davian would intervene to save his life, at first quietly but later introducing himself to Thor when he saw the man convert many of those same assassins to his side with nothing but the truth of his words and the sincerity of his belief. In Thor, Davian saw hope that the Imperium might become something greater.

Davian would then take Sebastian Thor under his wing, teaching him the ways of war and giving Thor the knowledge, skills and means with which to raise a Crusade and retake Terra from the claws of Goge Vandire. When Vandire sought to send a grand force of Frateris Templar to crush Thor's nascent Crusade, however, Davian would intercede once more to protect his protégé, knowing it might cost him his life.

Diving into the Warp, Davian would invoke his birthright and draw the attentions of the Great Gods of Chaos, daring them to strike down a Son of the Emperor. When they responded in kind, each one dispatching one of their mightiest Daemons to deal with him, he would strike them all down, searing with the light of True Death. With the agony of their annihilation, Davian would throw the currents of the Warp into further turmoil, creating the Warp Storm now known as the Storm of the Emperor's Wrath in the midst of the Frateris Templar fleet, scattering them across time and stranding himself as well.

It cannot be said whether Davian planned to maroon himself in the Warp or if he had an exit strategy, but it is a moot point. Davian would be collected by Trazyn the Infinite, who bore witness to his audacious sacrifice, and become one of his most prized pieces in the Vaults of Solemnance, one of a priceless set of thirteen.

Davian's influence would not stop there. The origins of the Storm of the Emperor's Judgement would become clear to the Emperor Himself, and when Sebastian Thor ousted Goge Vandire the Captain-General of the Adeptus Custodes would make the Emperor's displeasure known, that he would knowingly allow one of the Emperor's own Sons to vanish once more. Then and there, the Captain-General would tell Sebastian Thor that in recompense, he would become Ecclesiarch and do what Davian could have done, or he would die.

The rest would be history.

Nickname: Duck

Keepsake: An innocuous switchblade that, when activated, transforms into a lesser-yet-no-less-impressive Auramite copy of the Emperor's Sword. With it, Davian can inflict searing wounds upon his foes and inflict True Death upon daemonic entities.

Known Traits:
Minor Psyker
Technomancer
Animist
Legendary General
Legendary Admiral
Legendary Pilot
Legendary Marksman
Legendary Blademaster
Legendary Soldier
Divine Boon - Tide of Battle
 
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Index: FAQ Matters
Q. Can we assassinate X?
A. You can, but you'll also incur Stress. This is what happens when you play a Compassionate character. if you wanted to murder all your political opponents, play someone easier, like Conviction.

Q. Do Primaris Marines Exist?
A. No. At least, not like in canon. Their Wargear exists, but they do not. Whether they eventually will is also not up to you.

Q. Does the Imperium suck?
A. Yes, extremely. When the opening blurb says it is the cruellest regime imaginable, I'm not taking that as complete hyperbole.

Q. Is the Imperium necessary?
A. Only as far as it has made itself necessary. While there are many interpretations based on canonical texts and also within and between Codices, for this quest the answer to this is a flat No. The Imperium did not need to exist in order to ensure humanity survived the Age of Strife, and in many regards was one of the worst solutions that the Emperor could have conceived. That is the point. You're here to guide the cruellest regime possible in the service of good while trying to change it for the better in the middle of a great galactic crisis, with all that implies.

Q. Can Pandora create Space Marines from her own Gene-Seed?
A. No and never. Pandora already has two options for equivalents: her own Deva, who are basically flying teleporting respawning Space Marines, and an Order of Sororitas, who can eventually match Space Marines thanks to having reliable faith powers.

Q. Can we kill the Chaos Gods?
A. Not in the timeframe of the quest, no matter what you do. In fact, don't expect to kill any even in an epilogue. If the Anathema and all the Eldar Gods failed to kill three sleeping ones in millions of years, you definitely won't do it in a few hundred years.

Q. Does Pandora gain stress from X
A. Generally, Pandora gains stress from two different sources: shocking revelations from the past that hurt her friends, family, and other people she cares about, and acts of wanton and unnecessary cruelty that trigger her Compassion virtue.

However, also note that, much like people in real life, Pandora can and will grow numb to certain forms of trauma. She's not going to gain stress from the concept of people starving, or from wandering the Underhives and witnessing the squalour there again. But she will gain stress if she's made to listen to people getting tortured to death with no way to save them, or if she's made to discover yet more shocking truths about her family, or if she's forced to make sadistic decisions like commit murder for the sake of the greater good. With exceptions: however, at best, these will be stress neutral.

Q. Does Pandora lose stress from X
A. Similarly to the above, Pandora's stress relief generally comes about from two sources: opportunities to unwind and process her feelings in the form of time off or relaxation actions, which will be appropriately signposted, as well as moments of normality where she can act like she wants to instead of like she's expected to around her friends and family, which is the source of the passive stress reduction that people like Lily and Tor Garadon provide.

Things Pandora does not gain stress relief from include: murder, genocide, torture, implied torture, the threat of violence, the use of violence, revenge, and revenge fantasies. Pandora is a kindhearted girl who does not enjoy violence, for all she is very good at delivering it. She also has the Compassion Virtue, which means that she quite literally won't take pleasure from killing even her worst enemy. That is simply not how it works for her. So keep that in mind if you're going to suggest Pandora might gain stress relief from killing X monster or Y character, because the answer is generally that she'll gain stress.

Q. How many Exalted/Exalted Equivalents do the Chaos Gods have?
A. Chaos Gods have two types of Exalted Champion; Exalted Greater Daemons and Exalted Daemon Princes. Each Chaos God is limited to their Holy Number in Exalted Greater Daemons, which naturally gives Tzeentch an advantage - or would, if not for a certain theft that a certain Archdeva of Pandora's performed.

Exalted Daemon Princes, meanwhile, are as the name implies Daemon Princes that have grown to match the Exalted Greater Daemons not only in power but in esteem as well. These are not capped by the Holy Number of a Chaos God, but have a different limitation; Exalted Daemon Princes are essentially unique, for it is extremely difficult to find a mortal soul capable of containing that much power and retaining their sanity.

At the start of the quest, Tzeentch had 8 Exalted and 1 Exalted Daemon Prince; Khorne had 8 Exalted and 2 Exalted Daemon Princes; Nurgle had 7 Exalted and 1 Exalted Daemon Prince; and Slaanesh had 6 Exalted and 1 Exalted Daemon Prince.

Notably, the God-Emperor of Mankind has 5 Exalted; he has no Exalted Daemon Princes, in theory, as one can technically consider beings like the Sanguinor his Exalted Daemon Princes.

Q. Can Pandora get more Exalted?
A. Pandora is not a Great God of the Warp and is already bucking the curve by having an Archdeva (an Exalted) at all. However, she might gain one in the future. Past that, however, more are unlikely, except for a certain action that can grant Pandora immense power...

Q. Why was Turn 1 so long?
A. Bad time management. A lesser man would try to claim that it reflected Pandora's inexperience as a Lord Commander, and that's why later turns streamlined as she got more experienced and accustomed to the job... But no, it was all me. I'm to blame.

Also, you guys went on crusade to the Dark Imperium. Of course it was going to last forever.
 
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Double Dipping Trashfires Matters
Aight there seems to be a misconception here, which I'm going to clarify:

Fenris is done. The battle is over and done with. Pandora has already whiffed her opportunity to hurry up and catch the tail end of that problem.

At the start of the turn, I started that if you resolved the Baal trashfire quickly enough, you could feasibly pivot and head to another just in time to maybe intervene a bit. What this means is that if you wanted to go to either Fenris or Armageddon, you needed to resolve Baal quickly. Herein lies the problem.

1) You took the long way to Baal

After organising the fleet, Pandora took a full year just reaching Baal. This included finding your Gateway in the Ymir Sector and other stuff but the fact of the matter is that you slowboated there, because you wanted to do a good job stabilising the Dark Imperium - which is good, but directly runs counter to your ability to finish Baal quickly so you can go intervene at another trashfire.

2) You didn't go straight for Baal

Once reaching Baal, you had Pandora go around dealing with the other flashpoints before heading to the final confrontation at Baal and ending the threat of Hive Fleet Leviathan and Ka'Bandha immediately. This also has good effects on the future Dark Imperium because you directly saved a lot of lives, but again, this is the opposite of finishing Baal quickly.

If you'd sped up on either one of these two, I could have been convinced to let Pandora intervene at Fenris; she's certainly fast enough, and Baal wouldn't have been neatly tied up with a bow and everything so I might have allowed you to directly make sure the other dumpsterfire isn't on fire. If you'd sped up on both, I would have absolutely let you intervene at Fenris, because that's the promise I made you: That if you finish your objective quick enough, you might have enough turnaround time to intervene at another. It will be a half-assed job for both of them, because you did not spend time during the critical period for one and you straight up missed the critical period for the other, but you could have intervened at both.

By choosing to be meticulous, you chose not to go to Fenris. So do not keep this presumption that you will be able to go to Fenris because Fenris is done and Magnus has already gone home.
 
Fascism Matters (No it Doesn't)
The Imperium has practically nothing to do with fascism. The Imperium is feudalism at its worst, but not fascism. Individual planets in the Imperium may be under the rule of a fascist government. The Imperium as a whole has hardly more to do with it than Medieval France. The abomination of the life of the Imperium is based not on a conscious desire to worsen the life of the population (with all due respect, but the Imperium is not sadists who cause evil simply because they can), but on the inability of the central authorities to control the planets due to the characteristics of the Warp, as well as the lack of accountability of planetary governments in front of the population.
Is the Imperium a tyranny? Yes, more than. Is it fascism? Not at all, because fascism has criteria, and the Imperium does not fall under them.
Right. So. I'm gonna blow your mind, right, and tell you something.

The Imperium is 100% fascist. I don't call it fascist just because 'fascist' is the 'cool word' to use on things you don't like. Words have meanings, and I mean to say that the Imperium is fascist.

But I also believe that assertions need to be backed up. So, let's go over what the definition of Fascism is.

Wikipedia defines Fascism as a 'far-right, authoritarian, ultranationalist political ideology and movement, characterised by a dictatorial leader, centralised autocracy, militarism, forcible suppression of opposition, belief in a natural social hierarchy, subordination of individual interests for the perceived good of the nation and race, and strong regimentation of society and the economy.

Encyclopedia Britannica defines Fascism as having characteristics of extreme militaristic nationalism, contempt for electoral democracy and political and cultural liberalism, a belief in a natural social hierarchy and the rule of elites, and the desire to create a strong Volksgemeinschaft (German: 'People's Community').

World 101 defines fascism as a mass political movement that emphasizes extreme nationalism, militarism, and the supremacy of both the nation and the single, powerful leader over the individual system, while going further to state that fascist regimes, once in power and when it advances their interests, are also highly conservative in their championing of traditional values related to the role of women, social hierarchy, and obedience to authority. Notably, although fascist leaders typically claim to support the everyman, in reality their regimes often align with powerful business interests.

So, from those various sources - and yes, I know Wikipedia is a bad source, but I'm also not writing an academic paper here - we can gather a few key criteria for Fascism, and from there we shall measure whether or not the Imperium meets each of these criteria. These are Authoritarianism, Ultranationalism, being Militaristic, having a Belief in a Rigid Social Hierarchy, Subordination of Individual Interests for the Perceived Good of the Community, and finally a Strong Regimentation of Society and the Economy.

Let's begin, shall we?

Authoritarianism And The Imperium
The Imperium is nominally ruled by the God-Emperor of Mankind, who has appointed the Senatorum Imperialis to manage the affairs of the Imperium in His stead while he sits deathless upon the Golden Throne for all time. Amidst the Senatorum Imperialis, of which its members are the highest ranked officials of the various divisions, departments, and organisations that manage various arms of the Imperium, the twelve most powerful members are appointed to become High Lords of Terra. These officials then make unilateral decisions on policy and governance that then trickle down to the rest of the Imperium, largely filtered through their subordinates such as the various Segmentum Lords, the Sector Lords, all the way down past Planetary Governor.

Nowhere here did I ever mention that these officials were elected.

Once you get past the Sector Lord level - and honestly even most Sector Lords, Subsector Lords and Planetary Governors work this way - all of these officials are appointed, not elected, at best through bureaucratic processes where people are promoted upon merit and more likely because they're friends with the boss who promotes them, have a powerful family, or are just filthy fucking rich. No one ever elected the Master of the Administratum. Only Cardinals get to vote in the Ecclesiarch. They settle the position of Fabricator-General of Mars through axe duel. At no point do normal people get to choose who rules them, nor do they get any say in what policy is going on. They just do as they are told, and have no say in the matter.

And we're coming right back to Mars, by the way, because that shit right there is a massive trashfire too.

In addition, while the reality of interstellar communication is one thing, power is still concentrated within the highest levels of government. The final word of the law rests with the Arbites. The Imperial Guard and the Imperial Navy command a monopoly on ground and space warfare assets. The Assassinorum literally exists to kill people on the orders of the High Lords. Executive Power is centralised on Terra, split between the various Adeptuses of the Imperium, and that is that. There is no strict way for power to be transferred without major bloodshed, and the Imperium keeps it that way.

So yes, the Imperium is Authoritarian. Not like, strictly a Dictatorship because there isn't a single individual in which full unilateral authority is invested (because the Emperor isn't around), but an Oligarchy can be Authoritarian too. Just look at Russia.

Ultranationalism And The Xenos
The Imperium is not strictly racist. The Imperium is not technically an Ethnostate in the vein of what the Third Reich was trying to create, and there's not really contempt between races.

Human Races, anyways.

This is well and truly alive when it comes to mutants and aliens. Mutants run the full gamut, from stable Abhumans to those more unfortunate to those with birth defects like Albinism to chaos twisted monsters, but Abhumans are distinctly second class citizens and even those with benign mutations are treated like chaos spawn. Aliens get it notably worse, being decried as 'the great enemy' and as the great external threat that mankind must unite against in order to reclaim their great destiny, because they betrayed us, stole from us our birthright, and now we must reclaim what is rightfully ours and get our revenge, yada yada yada, blah blah blah... I feel like I've heard this argument before.

The Imperium's zeal and xenophobia is ultimately the result of its humanistic streak, which is the closest analogue to Nationalism that exists within the setting. The 'great other' that exists for the Imperium to point at and divert all concerns towards is everyone else, and whether or not it is justified in the setting - and, honestly, is often justified because the Imperium did it first (incidentally how it happens a lot irl too, history is very long and spite is infinite) - it is and still remains Ultranationalistic.

So yes. The Imperium is Ultranationalistic. Just not in a really contemporary fashion, for now.

I don't even need to talk about Chaos, do I?

Militarism and the Wall of Guns
I shouldn't even need to justify this, but I'm going to. The definition of Militarism is the belief or the desire of a government or a people that a state should maintain a strong military capability and to use it aggressively to expand national interests and/or values. Which is something the Imperium believes strongly in, hence why it has not one, not two, not three, not four, not five, not six, but seven types of armed forces.

By the way, they're the Imperial Guard, the Imperial Navy, the Sisters of Battle, the Mechanicus, the Imperial Knights, the Space Marines, the Custodes, the Sisters of Silence, and I didn't even include the various PDF or Rogue Trader armies. Also, the Arbites. The police are semi-militarised, after all, as we should never forget that Adeptus Arbites precincts on any given planet are designed to be fortresses and the last bastion of imperial governance should the planet's population rise up in revolt.

Seven separate chains of command! More, honestly, because the various Titan Legions and Skitarii and Ordo Reductor formations and Ordinati and Explorator Fleets and Cybernetica formations and Space Marine Chapters and Knightly Houses all follow separate chains of commands too.

'It's necessary though, because the Imperium needs all the firepower it can get against all its enemies.'

Perhaps, but the fact remains that it is what it is. Especially given that Imperial Diplomacy often starts and ends with 'time to die, xenos scum', or 'time to die, traitor,' or even 'HERETICCCCCCC'.

The Imperium is Militarist, undeniably so.

The Rigid Social Hierarchy and the Cult of Sacrifice
No, not Pandora's.

The Imperium is quite clearly stratified into social classes, though little detail is gone into because why would it? While this can change from world to world, you have:

The Menials, who do the shitty work, get shitty pay, receive shitty treatment, and are usually the source of rebellious thought and chaotic or alien subversion because of their great discontent. Whether they are slaves on an Agri-World, poor schmucks in the Underhive, or the labourers at a Forge World, they're all treated like shit and have short, miserable lives. Their lives have little value and their rights are zero, as the Imperium - and the Elites that rule over them - often have carte blanche to just use them however they want like currency. Need more guardsmen? Press gang some menials. Navy needs crew? Press gang some menials. Need servitors? Push some trumped up charges on menials, get their meat. The list goes on.

The Middle Class, which is so small as to be microscopic but which surely must exist somewhere, because you can't go straight from Menial to Elite. Where the first batch of educated people show up, they are probably the managers, the NCOs, the tech-artisans who aren't quite tech priests, that's where they come from. It's probably kinda sad that most Guardsmen wind up in this social class, but funnily enough, nations exploiting shitty living standards to buffet military recruitment by offering signing on bonuses and military life as an escape from their prior treatment is a thing irl too. Just look at the USA. This is where all the other graduates of the Schola Progenium tend to come out of, those poor fuckin' Stormtroopers.

The Elites, which is where all the rich people are. Often landed nobility or business magnates, often the source of the majority of all Officers in the Imperium, Tech-Priests, Administratum clerks, and governors and political leaders in the Imperium. Sometimes even the source of new Space Marines - see the Ultramarines - but generally they have better things to do than give up their children to become brainwashed supersoldiers who will inevitably die in the line of service like so many others. This is often where graduates of the Schola Progenium come out as, though it is by no means perfect.

The rigid social hierarchy is well and truly alive in the Imperium. Merit is dead, and this is one of those reasons. Promotion is not necessarily based on ability, but by breeding and political allies. There is a reason why it is surprising whenever high level Imperial officials are actually competent and sensible.

The other reason why merit is dead is because of the cult of sacrifice - no, again, not Pandora's. As I often like to say - both because it's really cool and because it sums things up really well - the Imperium is watered with the blood of heroes. And this is encouraged by the Imperium. Giving your life for the sake of the Imperium is one of the greatest things a person can do. Those who die in the line of service are rewarded with their children being admitted to the Schola Progenium, to be given hope in a better life - often by becoming brainwashed drones who will also die in the line of service for the sake of the Imperium. Again and again, forever and ever, people will die for the sake of the Imperium because that is what they know and what it rewards.

There is another saying for this; Shit floats to the top.

Let those valiant, capable, brave men and women die gloriously in the line of service. Everyone else gets to reap the benefits.

The Economy and The Mechanicus
And here we are, back with the Mechanicus, comedy it is.

The Mechanicus is ultimately not really the Imperium, but a second empire welded onto the Imperium and now mutually reliant upon one another, like siamese twins. It is a Machine Cult, one that exults in the glory of technology and the triumph of the Ancients that came before. It is also technologically regressive and resents innovation because it is 'dangerous', as everything that is has already been discovered and so the right way to reclaim our technological birthright is by digging up whatever the Ancients have discovered before. Nevermind that even the height of the DAoT couldn't compare to the Eldar Dominion or the Necron Empire, let alone the Old Ones or the C'tan, they kind of forget how the Ancients reached this point to begin with, and even if the universe seems to agree with their assertions with all that chaos corrupted STC and all the radicals who fall to chaos and all the tainted technology that exists if not built according to an STC template... They're still wrong.

But the Mechanicus also has near-total monopoly on the production of all advanced technology in the Imperium. Starships? Warp drives? Hive city structures? Power swords? Energy shields? Tanks? Skimmers? Aircraft? All of it is the Mechanicus. All of that is built by the Mechanicus, whether on a manufactorum leased from a local planet or a Forge World directly. And the Mechanicus guards this monopoly religiously - literally so - and often threatens and acts upon those threats against anyone who would try to violate their monopoly. To say nothing of the fact that most people don't have the expertise to do the Mechanicus' job anyways, given they are also the only real source of education in any of the STEM fields.

So in this, the Mechanicus is our Corporation. Just even dumber and crazier than the ones we already know and love. And the Imperium appeals to it constantly even as it jostles against it for supremacy, as its elites enjoy the fruits of this cooperation even as the least of its people - again, the majority of its population - are literally grinded into bone powder if that's what suits those same elites.

So once again, the Imperium fits this definition.

But what is Fascism, Really?
So, having summed it all up, the above should handily prove that the Imperium is fascist. But if that doesn't satisfy you, let's reference an actual work analysing Fascism and what it is.

And the definition of Fascism is... There is none. Fascism has no clear definition, because Benito Mussolini never actually clarified it. Even if you look at the openly Fascist states in our history - Italy and Germany - you will not see that either of them follows the same school of Fascism. Mussolini was significantly more militaristic, while the Third Reich and the Nazis were very, incredibly ethno-nationalist and darwinian in their bureaucracy. Given that WW2 proceeded to make Fascist a dirty word, from then on it becomes very difficult to determine what government identifies as Fascist and what government is Fascist.

But although there is no clear definition for Fascism, there are clear general characteristics of fascist ideology. And our dear friend Umberto Eco proceeds to make a very neat 14 point list for us to use!

  1. "The cult of tradition", characterized by cultural syncretism, even at the risk of internal contradiction. When all truth has already been revealed by tradition, no new learning can occur, only further interpretation and refinement.
  2. "The rejection of modernism", which views the rationalistic development of Western culture since the Enlightenment as a descent into depravity. Eco distinguishes this from a rejection of superficial technological advancement, as many fascist regimes cite their industrial potency as proof of the vitality of their system.
  3. "The cult of action for action's sake", which dictates that action is of value in itself and should be taken without intellectual reflection. This, says Eco, is connected with anti-intellectualism and irrationalism, and often manifests in attacks on modern culture and science.
  4. "Disagreement is treason" – fascism devalues intellectual discourse and critical reasoning as barriers to action, as well as out of fear that such analysis will expose the contradictions embodied in a syncretistic faith.
  5. "Fear of difference", which fascism seeks to exploit and exacerbate, often in the form of racism or an appeal against foreigners and immigrants.
  6. "Appeal to a frustrated middle class", fearing economic pressure from the demands and aspirations of lower social groups.
  7. "Obsession with a plot" and the hyping-up of an enemy threat. This often combines an appeal to xenophobia with a fear of disloyalty and sabotage from marginalized groups living within the society (such as the German elite's "fear" of the 1930s Jewish populace's businesses and well-doings; see also antisemitism). Eco also cites Pat Robertson's book The New World Order as a prominent example of a plot obsession.
  8. Fascist societies rhetorically cast their enemies as "at the same time too strong and too weak". On the one hand, fascists play up the power of certain disfavored elites to encourage in their followers a sense of grievance and humiliation. On the other hand, fascist leaders point to the decadence of those elites as proof of their ultimate feebleness in the face of an overwhelming popular will.
  9. "Pacifism is trafficking with the enemy" because "life is permanent warfare" – there must always be an enemy to fight. Both fascist Germany under Hitler and Italy under Mussolini worked first to organize and clean up their respective countries and then build the war machines that they later intended to and did use, despite Germany being under restrictions of the Versailles treaty to not build a military force. This principle leads to a fundamental contradiction within fascism: the incompatibility of ultimate triumph with perpetual war.
  10. "Contempt for the weak", which is uncomfortably married to a chauvinistic popular elitism, in which every member of society is superior to outsiders by virtue of belonging to the in-group. Eco sees in these attitudes the root of a deep tension in the fundamentally hierarchical structure of fascist polities, as they encourage leaders to despise their underlings, up to the ultimate leader, who holds the whole country in contempt for having allowed him to overtake it by force.
  11. "Everybody is educated to become a hero", which leads to the embrace of a cult of death. As Eco observes, "[t]he Ur-Fascist hero is impatient to die. In his impatience, he more frequently sends other people to death."
  12. "Machismo", which sublimates the difficult work of permanent war and heroism into the sexual sphere. Fascists thus hold "both disdain for women and intolerance and condemnation of nonstandard sexual habits, from chastity to homosexuality".
  13. "Selective populism" – the people, conceived monolithically, have a common will, distinct from and superior to the viewpoint of any individual. As no mass of people can ever be truly unanimous, the leader holds himself out as the interpreter of the popular will (though truly he dictates it). Fascists use this concept to delegitimize democratic institutions they accuse of "no longer represent[ing] the voice of the people".
  14. "Newspeak" – fascism employs and promotes an impoverished vocabulary in order to limit critical reasoning.
This post is long enough, so I'll leave the above list for your own perusal. But tell me, how many of those characteristics does the Imperium tick off? because it's easily most of them, and the ones it does not manage is entirely due to lack of capability, not moral disgust.

So, tell me. Is the Imperium Fascist?
 
[Temporary Informational] The Nature of the Warp
The Nature of the Sea of Souls/the Warp

By the reckoning of mortal peoples, the Warp is a place of unimaginable nightmare. Homeland and birthplace of horrors and monsters, it is awful without compare, a singularly horrific place anathema to the material realm. The worlds are to stay apart, and the encroachment of the Immaterium into the Materium is something to oppose at every turn.

But there is more nuance to be had here, for the Warp was once the Sea of Souls, a far gentler place. Still wild, in the way a forest may be wild, but beautiful as well. As the grand unified realm of dreams and imagination, all that mortal minds have ever conjured up, be they nightmares or hopes or even tangents spun up one faithful afternoon... All exist in the Sea, one way or another. That much is still true today, though given the state of the galaxy, more nightmares are born than anything else. And those nightmares invariably threaten more people, leading to more nightmares. So goes that vicious cycle.

Even disregarding that, though, the Warp is not merely a singular morass of twisting nether and cackling gods. There is order in the chaos, even if there are often more exceptions than not.

The Veil/The Gauntlet
No scholarship on the Sea or the Warp can begin without a discussion on the Veil, oftentimes also named the Gauntlet, for that which separates reality from the dream - or, depending on one's disposition, that which guards reality from the nightmare. There is a great deal of debate on whether the Veil is a part of the Warp or whether it is a liminal realm that exists between both, but ultimately the distinction is currently entirely in definition.

To denizens of the Warp, the Veil is the membrane that restricts their freedom to act in the Materium, where even partial manifestation exacts a costly tax which will invariably banish them back once they can no longer pay the price. To psykers, they are each a localised breach in the Veil, for the channels their souls use to access the power of the Warp are inherent flaws. How else can that power be used? All souls share this, though not all breaches are made equally. Some are larger, and some of those larger are built more resiliently. It is this weakness, what some may call a channel to the dream or that which separates creatures from machines, that daemons seek to exploit in order to menace the waking world. It is also this that the Necrons exploit, though with technologies that no living creature understands, strengthening the Veil and in cases even mending breaches like the Warp Storms that mark where the Veil has been permanently rent asunder.

To date, there is but one kind of creature of the Warp who can make mockery of the veil, and in this day and age, only two remain. The Incarna and their servants may cross the veil freely, and exist wholly in the materium at no cost or inconvenience. This is the forbidden fruit of the Old Ones, and of all their powers, this is the one most jealously sought by the Four, yet the one most beyond their reach.

Notably, however, the Incarna Anathema has power over the Veil beyond free passage...

The Shallows/Dreaming's Beginning
The first part of the Warp that is indisputably the Warp, the Shallows are where dreams - and thus, most daemons - are born. This is traditionally also where psykers tend to draw their power from, as the safest and comparatively most gentle currents in the Warp, and consequentially also where most daemons tend to gather in order to whisper madness and attempt their schemes to make mischief. For those who die, the shallows are where their souls first enter, where they eventually drift deeper into the Warp. In these days, souls are often ripped apart by the clashing currents of the Warp instead.

The Shallows are also where Warp Drives typically breach into when they travel, even the shallow skim drives which the Tau use.

The Middlemarches/The Dreaming/The Realms of the Gods
Here lies the lands of the Gods, where they build their realms and where their servants and slaves toil and compete for the attention of their patrons. This is where the Realms of the Chaos Gods lie, where the colours of the Warp are painted, and where the vast majority of daemons lie. It is in the Dreaming that the Great Game is waged, and consequentially it is in the Dreaming that the Anathema's legions spend most of their time. The light of the Astronomican which all Navigators use to guide themselves shines in the Dreaming as well, and those reckless few who have tried to approach it too closely have often been obliterated by its radiance.

The Realm of Sacrifice also resides in this part of the Warp, like the places of the other Gods that once lived. The Webway is also primarily constructed within the Dreaming, and even decayed and in major disrepair, it remains unassailable by most.

The Dreaming's End/The Graveyard of the Gods
Where dead gods lie, Dreaming's End is the current source of much of the Warp's turbulence, for it is the largest testimony to the ravages of the War in Heaven. Though much of it is unrecognisable, the broken realms and shattered thrones of many Gods lie in this place, worn to nubs and flensed to bone by the crashing currents. Yet, dead gods do not truly die, and so their nightmare never ends, a death that lasts for eternity. Those who were consumed by the Chaos Gods come here as well, the discards and scraps of their realms and bodies hurled here while the rest of them are claimed to become servants or parts of Khorne, Tzeentch, Nurgle or Slaanesh. Though little is known, it may well be that the bodies of the Old Ones themselves lie here, rotting forever in the ruins of their garden.

It is here that the Forge of Souls lies, where Vashtorr works incessantly towards his own dark designs. The Shadow King Be'lakor almost certainly has bases here as well, for the Chaos Gods do not often come here.

The Void/The End
Further still beyond the Graveyard lies the Void, the deepest parts of the dreaming pressed down upon by the entire rest of reality. Nothing exists here but what successfully slips past the Graveyard of the Gods and the leviathans that reside in the depths. Of those great creatures, little is known; perhaps they are the original lords of the Warp before the Old Ones came to power. Perhaps they are some of the Old Ones' greatest creations, now lost and drifting with the deaths of their Masters. Or perhaps they are predators of the Warp, the oldest and hungriest and most primal of dreams incarnate, who feasted on even the Old Ones back in their day. Only one thing is certain. The agitation and corruption of the Warp by turmoil and war irritates them, and their disposition grows worse with each passing year. Those who venture into the Void do not do so for long, for either they leave quickly or they do not leave at all.

Of the Void itself, such is the pressure at these depths that most souls cannot exist. Those lacking sufficient structure cannot exist there and will simply crumple and cease to exist. Gods, who exist spread out across the entirety of the Warp, lack the density of nature to exist there, so only their servants - and of them only the greatest - may act in the Void. But there is often little reason to venture here, so it is of little consequence to anyone.

Beyond the Void, however, lies yet more of the Warp. But it is better that none ever go there. Twice already has the War in Heaven's most vicious fronts emerged from their prison of time, and each time it was only through the overwhelming prowess of the Eldar Dominion that they were forced back into their prisons. If they emerge again a third time, there will be no Dominion ready to oppose them, nor a galaxy strong enough to fight in their stead...
 
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