The Young Xian of the Celestial Realm: Space Cathay 4x Warhammer 40k Quest

As a note, I currently have a minor case of COVID.

Get well soon!

Incidentally, I assume that the Virgin Territories are basically completely up for grabs, outside of possible Necron Tombs, since the Lizardmen/Couatl would have colonized those for some purpose or another by now if they wanted them right? That is, for example, say we grab the Virgin Territories directly north of Dan Yue, would we want to ask the Lizardmen if they had any plans for those before we moved in to avoid getting jumped by the Lizardmen at some point down the line? In addition to checking them over for Necron stuff, of course.

I wouldn't be opposed to helping fund their expansion into those points, since having the Lizardmen there is just as much a roadblock to potential hostiles(the Numerians in this case) as Tian'Chao territory would be, potentially moreso, and their Web's effects are beneficial to us too. Is that a potential Diplomacy option, actually? Footing some of the bill on Virgin Territories to set up Lizardman(or other people like the Eldar factions) outposts to help curtail dark mystical energies?
 
So I've been having a few issues with the current map of Vay-Gir...

7I 13C 19C 25N 31N 37C

3I 8I 14I 20U 26U 32U 38R 43E 48T

1S 4S 9I 15U 21V 27D 33E 39E 44E 49T

2S
5G 10G 16G 22V 28D 34E 40E 45L 50L

6A 11R 17G 23U 29U 35T 41E 46C 51T

12A 18R 24I 30T 36T 42T 47L​

Made a key for planning of conquest of the main Vay-Gir galaxy. Bolded territories are ours, italicized territories are in the hands of out and out enemies(Orks, Chaos, etc.) and so can be conquered without affecting hostilities, as a rule, though the Strangers ate one of the Imperial Territories(4) so we may wish to make a deal with them that we work together to crush the Strangers, they get their TP back, and we take one or both of the others, which leaves their flank secure against future Stranger incursions, and, cynically, we are much easier to dislodge than the Strangers in the event they decide to try and kill us. Similar to the plan with the Skaven's currently holdings, where the Imperial get 11 back and we get 38. N is for the Necrons, C is for Chaos, I is for the Imperium, U if for Undead, L is for Lizardmen, S marks Strangers, R(for Rat) marks Skaven, while E(for Ethereals) marks the Tau, G marks the Greenskins, D marks the Dawi, and T marks the Tyranids, while bolded T marks us. I marked 34 as Tau because 3 of it's sub-instances are Tau, even if A is serendipitously under Aeldari control, a limitation of this kind of key, I suppose.

Might do one for Nimrod if this is to people's liking. Took some finangling with the Indent function to get the empty spaces in front to stick around, and I couldn't figure out a way to get them to stick around between writing and posting..
 
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So, I worked it out, and, without breaking the treaty we have with the Imperium, or warring with the Tau, Eldar, Lizardmen(not sure why we would with the latter two, to be honest), or Necrons we can take 21 more of the Vay-Gir TPs, for 25 total, at which point the Imperium would likely attack us anyway over the perceived threat.

As for Nimrod as a whole, we of course have the 31 Virgin TPs, and the extant 8 Tian'Chaoren and 10 Ogor TPs to federate with. That's 49 of Nimrod's 161 right there. Accounting for enemy TPs nobody who isn't an existing enemy will give a shit about us for killing and taking their land(so not the Advent, Votann, Necrons, Itzecan, Asahikyojin, or Imperium, and ignoring the Thyrrus as we are explicitly advised to do) adds up to another 53(Orks, Dawi Zharr, Rak'gol, Word Bearers, Sarhuadin, Undead, Tyranids, and Numerians) or 102 in total, and if this section of the Imperium is dumb enough to attack us because that would result in us surrounding them from every direction but their southwest corner where the Thyrrus are sitting, that jumps to 111 of 163, more than enough to say that the locale is dominated by the Tian'Chaoren, and probably around the point where we get moved up to a different scale since we dominate the area more or less by existing if we've got more involved per TP than a flag planted in various places.

The Virgin TPs would cost 4650 for Ridiculous Heartlands. The Unfederated TPs are going to depend on their extant buildup and defenses, so it's impossible to know for sure, but the remaining enemy TPs would be 53 normal price TPs, so 2385 for Heartlands-ing them, 1590 for Ridiculous Defenses for all of them, meaning 3975 total, which is significantly less than 31 Virgin TPs. On the other hand, we don't have to conquer the former, and thus have no reason to worry about military expenses from fleet losses, and probably won't make enemies in doing so. In total, it would be 8625, plus whatever pushing the Ogor and currently Unfederated Tian'Chao TPs to their maximums would cost. About 13.6 times our current per Turn income after upkeep.

So, in order, the Production(assuming filled out POPs) of Dominated Vay-Gir(25/27/30/32 TPs under our control, depending on if we conquer the local Imperial and Necron holdings when the former inevitably attacks and we get sick of tithing to the latter) is 1562.5/1687.5/1875/2000, subsuming the Virgin TPs of Nimrod(35 total) would be 2187.5 RP, conquering the straight enemy TPs of Nimrod(53/59/62/68, depending on if you count the Imperium and Necrons among these potential conquests) 3312.5/3687.5/3875/4250. The combination of the least extent of Dominated Vay-Gir and the Virgin TPs of Nimrod would be 56 TPs, with a Production of 3500 RP, while the greatest extent would be 63, producing 3937.5 RP. The combined least extent of Dominated Vay-Gir and the least extent of conquered Enemy TP in Nimrod would be 78 TPs, making 4875 RP, while the greatest extents would be 100 TPs even, producing 6250.

Finally the combined least extent of Dominated Vay-Gir, and the Virgin and potential conquest TPs of Nimrod would be 109, producing 6812.5, and the greatest extent of those would be 131, making 8187.5 RP. Civilian Sector Efficiency and Communications Improvement would make this into 13,509.375 RP.

Of course, if we don't get those techs(or some significant discounts), that's only enough to make 10 Mag 6 Fleets(costing 4000 RP) though we can maintain up to Mag 8(Upkeep of 4000) such Fleets. The techs push that to Mag 7 fleets constructed in one Turn(10,000 RP total) while we can maintain Mag 9(8000), and yes, this has once again devolved into prioritizing our production upgrade techs.
 
reposting lore to ease my paranoia

from Holy Empire Doc

City Ogor Warhulk: The Free Cities of the Holy Empire (as the various worlds of the empire are nicknamed out of nostalgia for the World that Was) are multicultural in the extreme. Practically all are welcome, and Ogors are a typical sight. While most Ogors are nomadic mercenaries, there are those who find the cities pleasant enough to settle down permanently and even have children. Notably, this only happens in the holy empire, as other policies are either have a permanent mercenary contract that means they don't truly settle down (the Tian'Chao) or have societies that do not mesh with Ogor sensibilities (the T'au)

As with all denizens of the city's who came from other cultures, the children of the city are divergent from their own culture, if only in small ways. In the case of second generation Ogors, or City Ogors, this divergence is massive. They are born with less of the Great Maws pull on them, enabling them to control their hunger for hours at a time. They are lanky and, while still having a paunch, it is proportional to their size and not the massive gut Ogors typically boast. They are nowhere near the god-like figures that the Torgotai are said to have been, but they look more like a big Eldar than an Ogor.

While often finding employment in factories, construction, or the criminal underworld; City Ogors are often enlisted into the Freeguilds. These Ogor Warhulks provide a stable platform for the Freeguild Fusiliers, though it is far from their own role. They often provide bulk for situations that requires it, or provide strength beyond that of an Ogryn.

While the lack of Paunch and lesser pull of the Great Maw might seem like something Ogors would take offense to, in truth most Ogors are very easy-going and the worst they do to City Ogors is give them nicknames like "no-belly" or "hasn't got a belly". But Ogors are not Eidolons, and more cruel Ogors like to make the "City boyz '' regret their existence. The Ironkin Ogors in particular love to feed City Ogors far too much, until their bellies burst open, among other inventive tortures.
 
I asked Spartakrod and they said we should probably ask the Lizardmen if they have any plans regarding the Virgin TPs before colonizing them.
 
reposting lore because i am paranoid

from the greenskins doc

Buggobboz: This creature is to the Grot and Gobbo what the Orruk is to the Ork. Buggobboz, or Bugrots, are bigger than Orks, though are not as big as a Black Ork. They are also unique among the Greenskins in that they have actual hair in the form of their shaggy fur (which is much closer to moss or lichen than actual hair), though they are also as scarred as a Skarboy. Buggobboz are addicted to causing terror, and absolutely love to put fear into things that can feel fear.

Unlike Orruks, who are extremely stable overall with only three notable sub-kulturs, the Buggobboz are extremely hyper-mutative, with a great many stable subspecies. The following are ultimately only the most common sub-breeds of Bugrot in existence, many of which are connected to the winds of magic, perhaps hinting at what exactly the Zagrots were before the Conclave of Spite began their sabotage.

Kardans are a distinctly Morkish breed with jet black fur and a link to Uglu that allows them to project a perfect illusion of whatever they want, such as rocks, chairs, tree stumps, or even loved ones. Wikkawaks are an albino breed with a connection to Frijjir able to create blizzards and leaving no tracks in the snow. Murds are a swamp dwelling breed able to turn into a sentient pile of mud, enabling them to slip through the cracks of fortifications. Murds are closely affiliated with the Kruleboyz and for reasons unknown they fear serpents to such a degree that no Murd will ever get close to a serpentine creature. Slate-Stalkers are a breed of Bugrot adapted to the cities of the gitz they frighten, able to hide in urban environments, hide among the roofs, and feed upon the products of the city. A team of Slate-Stalkers working together can empty a Hive-City of life in a week at least.

Koblaks are a breed of Bugrot connected to the wind of Shyish and exist in a state between life and death, enabling them to phase through walls and literally scare their victims to death; as well as being unable to be killed by anything short of a weapon sprinkled with grave dust. Dropaks are a breed of Bugrot that apes the Stormboyz and are highly militaristic, with a connection to Ulgu enabling them to create illusions far away from them to draw out their quarries, and are often found as mercenaries for the forces of Darkness. Lopers are a scarlet skinned breed of Bugrot with blue ram horns that is typically found in the role of shock troopers, there name coming from the loping charges they enact.

Ginches are Bugrots that are essentially the Bugrot version of the Troglagob, minus the weakness of needing water every few days. Vogatemtu are tied to the wind of Aqshy, and can summon fire and are themselves immune to burning, with a fondness for lairing near volcanos. Orls are an albino strain of Bugrot with feathered wings often called winged tyrants by those who know of them. Orls tend to stay in mountains and see themselves as the police of these areas, harassing and punishing those they see as unworthy of a free life, which is every being that is not a greenskin. And lastly is the Yawahu, who are smaller and less hairy than other Bugrots but are able to channel the WAAGH! like a weirdboy, in addition to being even more primative than other Bugrots, being firm followers of "Da Old Ways"
 
reposting lore because i am paranoid

from traitor legions doc

Twice Blessed: it is rare for an Astartes to seek out the status of a Chaos Warrior, for in many ways they do not need the power offered by that status. They do age, but this is mitigated by the fact that they lair in timeless warp storms, ensuring that they do not experience linear time. Chaos Warriors are strong, but they are not as strong as the gene forged might of a space marine. Chaos Armor is durable, but it is still weak compared to the Mark V Heresy Power Armor that is standard among the Traitor Legionnaires. Even the Dark Miracles that are performed by Chaos Warriors are not a true enticement, because they are either replicable with Esoteric Power or just ignored by the pragmatic Astartes. Another cause of their rarity is the narrative conflict that occurs when an Astartes becomes a Chaos Warrior, in which the warrior status seems to rebel against being placed on a Space Marine. The Harlequins have said it to be a case of the templates not stacking. However, perhaps the most important reason that Space Marines becoming Chaos Warriors is so rare is in how the Chaos Space Marines view the Chaos Gods.

Most of the traitor legions do not see the Chaos Gods as things to worship, but instead as allies or tools to use. The simple fact that the Heretic Astartes are themselves the tools of the gods never crosses their arrogant minds. The status of Chaos Warrior is not bestowed upon those cultists who only survive longer than usual, but on those who survive and show great faith in the dark gods. This faith is equal to that the Peringas have in the Diad, or the Cults Unberogen have in Sigmar. In most cases, the Heretic Astartes simply do not have that level of faith.

Those that do are usually in the Word Bearers, but not always. A Chaos Space Marine that becomes a Chaos Warrior is known as a Twice Blessed, and is a champion among champions. Surprisingly, the Twice Blessed show little ambition to rise in the warband they are a member of, not caring about political gains. They are entirely devoted to the gods and gaining their favor. This does not make the lord safge from coup attempts, for if they ever show insufficient devotion to the gods, the Twice Blessed will kill them and attempt to put the warband back on track.
 
once again, reposting lore because i am paranoid

this is from the maggotkin doc

Xiangilu: Made and named in mockery of the kajiu Xiangilu after the godbeast managed to deliver true death to an Exalted Decayer of Nurgle, Xiangilu's are nine headed serpents that are twenty feet long and have a lifespan measured in decades. Possessed of a single mind that is peevish, cruel and sadistic, they are gluttonous in the extreme and love to spread disease and stagnant water. They dwell in swamps and are excellent fighters, with a diseased slime coating their bodies and control over mud and water. They typically create moats of mud when fighting, and are able to summon forth swarms of mosquitoes. They are best attacked from the air, but are not defenseless against airborne foes, for they can spit jets of water from each of their nine heads.
 
reposting lore to keep this alive (if only to relive my paranoia)

from the undead imperial doc

Apostate Astartes: in the wake of the Horus Heresy, a second schism would wrack the Imperium of Man as primarch Atraya would lead a grand rebellion in service to Undeath. Gathering legions that stayed loyal to the Imperium only because of their distaste for Chaos and legions that broke from Traitor Legions to seize the opportunity Atraya provided, these Apostates would ravage the Imperium once more and truly kill the Great Crusade. They would be driven to the Warpstorms and Empires of Undeath following the failure of Atraya, and would serve the various gods of death in their twisted aim of making Undeath a natural state instead of the error that it is.

Most of the Apostate Astartes are actually still alive, with Undeath being a reward to successful members of their number. Invariably these Astarte Champions are given a higher form of Undeath such as Lichedom or Vampireism; always after the progenoid glands are removed.

Notably, the Apostate Astartes fight in a manner almost identical to the tactics employed during the Great Crusade. This is an example of how much Death has corrupted even the still living beings in it's employ. The Dead are static things that can not change or grow, and each Apostate Astarte desires Undeath just as Heretic Astartes desire Daemonhood. Their lack of deviation from these tactics developed when the Diad still walked the Garden is an example of how they refuse to change, even if it would benefit them.
 
reposting lore to ease my paranoia

from the Ecclessiastic Crusaders doc

Templar Astartes: the vast majority of Adeptus Astartes do not follow the Imperial Creed. The Space Marines remember the words of the Diad, and so promote the Imperial Truth. While the Imperial Truth of the Astartes is heavily filtered through the rites of theirthere chapter cults and hero worship of the Diad, it breaks with the most fundamental tenet of the Imperial Creed; that the Diad is divine.

The Ecclesiarchy avoids the troubles that could be caused by this by stating that the Space Marines are essentially the grandchildren of the Diad, and so are somewhat exempt from the laws of the creed. Many conflicts have come from the friction between the Creed and the Chapter Cults, but each recognizes the other is necessary for the Imperium.

There are those Space Marine Chapters that do follow the Imperial Creed. Foremost among them are the Black Templars, who are on an eternal crusade. So prominent are the Black Templars that all Adeptus Astarte chapters that follow the Imperial Creed are called Templar Astartes. These chapters are always willing to join a crusade, especially the Black Templars.
 
another lore repost because i'm paranoid

from the Asmoderokil Undead

Autogiest: a breed of Nighthaunt that is firmly of Asmoderok, this creature arises from the spirits of multiple beings who died in vehicle accidents, almost always automobile accidents but not always; come together to punish the living. In its base form the Autogiest is a shapeless mass of glowing red mist, unable to be harmed but also unable to harm.

It's only when an Autogiest finds a suitable host, that being a high quality vehicle (almost always a car) that it becomes dangerous. Under the sway of the Autogiest, the host vehicle is able to raise its victims (both vehicles and mortals) as necromantic zombies, terrorize with its appearance and engine wails, hide its own presence or phase through walls, blind others with lights and consume victims, even repairing damage to its hull.

Even if the host vehicle is destroyed, if an exorcism is not used or the destruction is not done through esoteric power, the Autogiest might survive to fight another day. Most Autogiests require anywhere between one to four terran months to possess a new vehicle, though some can do it in a mere few hours.
 
on this discord spartakrod said a new post is being drafted, but heres a lore repost cause i'm paranoid

from maggotkin of nurgle

Iku-Turso: The beings known as the Iku-Turso are emerald scaled beasts resembling a mixture of eel, viperfish, and clawed humanoid. They are one and all claimed by Nurgle, and function as aquatic warriors for the Maggotkin, though they are able to channel the Ethersea, meaning the land is not safe from them. Disease is sacred to them, and they lurk in the depths of the deep seas using lure lights they call into existence to draw fools into traps. They particularly love tormenting air-breathers, and each settlement of the Iku-Turso has air-filled torture chambers so that the victims need not expire.

It is a common mistake to believe the Iku-Turso are a race of Xenos devoted to Nurgle, but in truth they are just one of the many things born of Nurgle's love. One of the many illnesses born of Nurgle's cauldron is known simply as Tursas. This disease is carried by the bite of both the Iko-Turso and the Nurglite breed of spirit known as the Meritursas, and the infected undergo a terrifying transformation. Tursas causes the infected to have their skin grow painful scales and suffer strange hallucinations, and while they do gain the ability to breathe underwater and move unencumbered through the Ethersea the ultimate fate of the sufferer means these benefits are cold comfort. The ultimate fate of those infected with Tursas is to become an Iku-Turso, forgetting its previous life entirely and joining the nearest community of Iko-Turso.
 
reposting lore because i am paranoid

from the maggotkin doc

Meritursas: This nurgilite spirit is a chimera of land and sea life roughly 50 feet long. It has the general shape of a walrus with tusks and clawed flippers, but it has the horns of a stag and the tentacles of an octopus. These creatures are devastating avatars of plague, able to sense if a being is suffering from a disease, can spread diseases, or is outright immune to sickness. In addition to being able to spread the Tursas sickness (and are often accompanied by a horde of Iku-Turso), they can unleash a breath weapon that carries a random disease, each Meritursas having nine diseases that they are called the father of, each of which is carried by this breath weapon and randomly infects the victims.

The Meritursases have a warped survival of the fittest mentality, those who survive the diseases they bring are respected and those who die are to be pitied. The Iku-Turso are the closest allies of the Meritursas, but beings immune to disease may become allies if they recognize the power of infection and of Nurgle, while being the most hated of foes if not.
 
reposting lore because i am paranoid

from the maggotkin of nurgle doc

Goldpoxen Dawi: The Goldpox is a creation of Nurgle that debuted during the Age of Strife. Named after its vector, Goldpox drives beings to madness as their lust for gold reaches insatiable heights. Designed to target the Kharadron Overlords and the Pyrocults, gold infected with Goldpox creates a false positive to the detectors of these Dawi, leading them to believe that it is Aether-gold or Ur-gold. This has led to the fall of entire Magmaholds and Skyports to the worship of Nurgle.

Goldpox itself does not carry any physical signs, but the Goldpoxen Dawi typically encase themselves in molten gold, or at least adorn themselves in as much gold as possible. Like all fallen Dawi, they are despised by the Dawi Zharr and there exists a near constant war of extermination upon them by the Dawi Zharr.
 
posting lore because i am paranoid about this thread dying

from the nighthaunts doc

Charghar: a type of incorporeal undead that arises from those who are cooked while still alive, Charghars fight with spectral cookware and are able to inflict fears and misfortune on their foes. Like most undead beings, they are able to make new beings from their victims; should a being die because of a Charghar and lie unburied by a stove, oven, cauldron or similar device a new Charghar shall rise at the next dawn.

The most common source of Charghars is from Ogors, as they get a good chuckle out of chucking a still living being into the pot. As such, all Charghars have a fear of Ogors and will flee should they encounter Ogors. Not even the commands of Nagash himself are enough to make a Charghar stand their ground in the face of an Ogor.
 
Is there any info in the Empire's history after the Heresy and the Apostasy? also are there units for the Sororitas?
 
Yes the Imperium specifically after the Heresy and the Aposthasy
Well, the m41/42 is essentially marked from the end of the heresy, so the Imperium has ruled for over 40,000 years.

I also know that the crucioans managed to attack the Imperial palace. Other than that, I don't have much in the way of stuff that doesn't happen in canon.
 
an omake because i am paranoid

(note: all the worlds here are the creation of Undead Frog, the gatormen/ Blindwater Congregation come from Hordes/Iron Kingdoms)

Some Imperial Regiments

The Astra Militarium is a grand thing, consisting of uncounted hordes of humans from every planet in the Imperium. Sent off to fight in the endless wars and die for the will of Terra, the Regiments of the Imperial Guard are as divergent as the planets they come from. Oftentimes the only similarities any of them have is their service to the Diad. While the Cadian and Death Korp patterns are the most common, there are as many different regiments as there are planets in the Imperium. What follows is merely a small portion of the regiments one might encounter.

Skullura Headhunters

A Death World that is located in the District of Ultramar, Skullura joined the Imperium before Roboute Guilliman was found and has the distinct honor of being deemed a Servo-Skull manufacturing planet. This is primarily due to the almost ridiculous number of creatures that kill through decapitation, the most famous of which are Neck Slicer Mantis, the Skull Extractor Octopus, the Cranial Flayer, and the Head Puller Gorilla. These animals ensure the people of Skullura and its colonies (all established by the Skullura Headhunters through the Right of Settlement, which typically causes the worlds to be terraformed, seeded with life, and otherwise changed to match the homeworld of the settling regiment) will never run out of the raw material necessary to make the Imperium's preferred helper drone.

The Imperial Guard from Skullura are known as the Skullura Headhunters, and they are experts in removing the heads from the bodies of the enemies of Mankind. Their strain of the Imperial Creed is one that exalts the taking of heads, claiming that each heretic, xenos, and mutant removed of their head is a death dedicated to the trinity, just as every skull of those claimed by the life of Skullura is sent to serve the They on Terra. The Skulluran peoples of course do not meekly let their heads be taken, such would be an insult to the Diad. But they take comfort in the fact that something of them will still serve the Imperium.

Like Kanak, Skullura and all those who share its culture are at constant risk of Khornate corruption due to their focus on the taking of skulls. But since all regiments save the Kriegers and indeed all humans have such failings at one point or another (Kriegers are not human by any meaningful measure and are kept sustainable by the High Lords).

Pertana Painless

Pertana IV is an unusual world, not for any physical aspect of the planet (besides a present fog that stays no matter what) but instead for its people. All those who come from Pertana IV and its colonies have a unique relationship with pain, in that they seem to have a limitless pain threshold. They are able to endure the absolute highest limit of pain a human body can endure without perishing.

The Pertana natives have an interesting relationship with pain, unable to feel it themselves yet intimately familiar with it. Their strain of the Imperial Creed exalts the Emperor as He Who Suffers, his eternal anguish upon the Golden Throne to save mankind honored while the Empress is seen as the relief of pain through her mastery of the Silver Keep.

Pertana IV and its colonies have two persistant problems, those being Slaanesh cults and the Drukhari. The Prince of Pain and Pleasure is able to create cults by exploiting the Pertanan peoples inability to feel pain, making it so they can so as to satisfy their curiosity. The Drukhari meanwhile are almost always of he Haemonculus Covens, for many of the colleges of pain see a mark of true mastery of pain as being able to make a being of Pertana IV or its colonies scream in agony. As such, these raids serve as what some might call a final exam for the acolytes who hope to become a true Haemonculus.

Mizzurl Wrasslers

Mizzurl is a swamp planet, but unlike most such places neither the Fimir or the Kruleboyz have any presence on Mizzurl or its colonies. This is due to the fact that the swamps are inhabited by every species of crocodilian life known to the Garden, many of which were not placed their by the Imperium or any other policy but arrived through what is best chalked up to the Narrative influence of the Warp (which can affect even things like the Strangers, Necrons, and Tyranids).

The main threat the people of Mizzurl face are beings of Death, for the Gatormen of the Blindwater Congegration who serve the Ascended God Barnabas and through him Balor seem to love to invade and otherwise hide in the swamps of Mizzurl. While the forces of one of the mightiest xenos empires in service to Balor, who is a rival to Nagash himself, would be a big problem on its own. Sadly the madness of Ushoran is also at work, Flesh Eater Courts springing up in the deepest swamps with mighty Gator Ghouls providing strength equal to an Astartes. And that is not taking into account the many, many carnivorus crocodilian beasts that hunt humans. The Mizzurlians even deal with Crotalids as the planets they conquer and settle become Crotalid nesting grounds among the many other creatures.

Mizzurlians love to fight these creatures in tests of hand to claw combat they call Wrassling, often going without any armor besides regular clothing. So ingrained in their culture is the sport of Wrassling that the most common depiction of the God Emperor is of the immortal in a barechested brawl with a Blackhide Wrassler (one of the most iconic warbeasts of the Gatormen, both corrupted by Balor or still serving the nature spirit-god Kossk). They claim that this is a great representation of the Imperium as a whole, Terran Humanity is up against great dangers but with pluck, strength, and grit they will prevail.

The regiments raised from Mizzurl are known as the Mizzurl Wrasslers, and while their unusual accent does grate against Imperial sensibilities (being what a 21st​ century human would label a southern American accent), they are excellent marksmen and have often ended a battle by taking a shot that would normally require a Vindicare to enact. They are also vital in making deals with the uncorrupted Gatormen and their allies such as Bog Trogs (no relation to Greenskin Trogs) and Croaks for mercenary work, as those who serve Kossak are well known to be reliable mercenaries. The Mizzurlians know enough about their culture to be able to earn the respect of the harsh servants of Kossk.

Oropt Exterminators

Oropt is a desert planet whose primary concern to the wider Imperium is that the planet lies very close to a major Warp Route to Terra. The constant ships travelling to and from Terra, ferrying the luxuries of the High Lords and the various things Terra needs to survive, as well as countless Black Ships and pilgrims seeking to arrive on the most holy planet in the Imperium means that the tribal people have a relatively standard version of the Imperial Creed.

The Oroptian people exist in a state of constant war, not against any of the enemies of mankind but rather against the giant ants that plague the world. For reasons unknown ants on Oropt and its colonies grow to the size of a Leman Russ Battle Tank, as well as getting a lot more hostile. This makes all Oroptians experts at dealing with swarm tactics and insectile xenos. Many battles with the Megarachnid Swarms and Tyranid Hive Armadas have been won by the Oropt Exterminators.
 
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