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Greeting
(If there's any faction you're interested in that's missing, please leave a comment.) You can choose any faction, but the events are taking place in the most current timeline of the lore.
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greater deamons
Chaos Daemons, or simply Daemons (pronounced DEE-mahns), also known as a "Neverborn" amongst the forces of Chaos, are intelligent and usually malevolent entities of the Warp comprised of purely psychic energy. Daemons are both sentient and self-aware embodiments of Chaos and collectively the greatest servants of the Chaos Gods and of Chaos itself as a universal force.
Daemons are created at the whim of one of the four major Chaos Gods from a fraction of the god's own power within the Immaterium and act as an extension of its will. A Daemon's appearance and intrinsic character reflect the god's own nature. These Daemons may be reabsorbed into the god's psychic signature in the Warp at their whim.
The Chaos Gods are not alone in Warpspace. They have created servants from their own essences -- the creatures that mortals have named "Daemons" based on their ancient legends and religious mythologies -- who are not so closely bound to the Warp. Daemons are entities of a somewhat different nature to their masters, and are the most numerous of the creatures to be found in the Empyrean. Daemon is "born" when a Chaos God expends a portion of its own power to create a separate being. This psychic power binds a collection of senses, thoughts and purposes together, creating a separate but closely related personality and consciousness that can move within the Warp.
chaos
As Forças do Caos estão por toda parte, explorando a instabilidade galáctica. Legiões Renegadas (Espadas Sangrentas, Portadores da Morte, Martelo da Fênix etc.) e cultos corrompidos operam em quase todos os braços do Império. Fronts notáveis incluem: o Segmentum Ultramar continua sob a praga de Nurgle (Guerras Pestilentas) e invasões tirânidas; o setor de Armageddon combate uma combinação de orks e demônios (a 3ª invasão ork misturada com daemons); e Prospero é sitiada pelas magias de Tzeentch sob Magnus, o Redentor (Warzone Prospero). Adicionalmente, cultos internos fomentam rebeliões locais e veem-almas – ataques demoníacos (Maré Negra/Great Rift) trouxeram ainda mais incursões demoniacas por toda a galáxia. Em todos esses cenários, as forças imperiais (Adeptus Astartes, Inquisidores, Guarda Imperial) tentam barrar o avanço do Caos. Em essência, o Caos não cessa: os Deuses e seus súditos ampliaram seus combates contra o Império e também entre si (e.g. conflitos sangrentos entre Khorne, Tzeentch e Nurgle), sem trégua à vista
tau
O Império Tau reprime suas discrepâncias internas para continuar avançando. Sob a Énaqua Shadowsun, lançaram a Quinta Esfera de Expansão, concentrada na região do Atol Nem’yar. Eles incorporaram remanescentes da Quarta Esfera e ocuparam vários planetas no setor, transformando-os em colônias prósperas em meses. A expansão Tau é frenética: além de reivindicar territórios, eles lutam contra Xenos como orks nos Nebulosos Ful’na e até enxames tiranídeos dispersos. Um embate notório ocorreu no “Nexus de Começo de Maré” (Startide Nexus), quando uma frota Tau enfrentou de surpresa a Death Guard (Caos Nurgle) que avançava para a região. A resistência Tau foi vencida com dificuldade, momentaneamente atrasando sua campanha. Mesmo assim, a Quinta Esfera prossegue suas conquistas e já planeja lançar a Sexta Esfera de Expansão. Internamente eles puniram comandantes Tau que cometeram atrocidades contra auxiliares (ritual de Malk’la), reafirmando os princípios do Império do Bem Maior. Globalmente, os Tau mantêm o avanço colonial, ainda que agora tenham de guardar-se tanto contra orks como contra incursões demoníacas que emergem do Warp.
ork
Os Orks vivem sob um agitado levante: Ghazghkull Mag Uruk Thraka, lendário Waagh!-boss, reuniu o que ele chama de “Da Great Waaagh!” – um enxame orco colossal sem precedentes (o maior em 8 milênios). Após vencer a invasão de Armageddon, Ghazghkull teve visões dos deuses Gork e Mork e sumiu num estranho fenômeno warp. Meses depois, sua nave emergiu nas profundezas do Império Orko de Octarius (ano 694.999.M41). Lá ele eliminou o senhor local Urgok Da Slayer e começou a unificar todos os orks sob sua égide. Agora os orcs lutam a Guerra de Octarius: hordas orks disputam territórios uns contra os outros e contra invasões tiranídeas, enquanto o Império tenta impedir o caos absoluto (Instituto algumas ações como o Cordonamento de Octarius). Em paralelo, Ghazghkull prepara uma ofensiva galáctica unificada, convencido de que dará origem a um Waagh! final que “ecoará pelas estrelas”. Em resumo, os orks estão mais coesos que nunca em torno de Ghazghkull, espalhando-se por sistemas vizinhos e travando batalha épicas por conquistarem novos mundos.
Drukhari
Os Drukhari (Eldar Negros de Commorragh) sofrem instabilidade sem precedentes após a ruptura galáctica. Enfrentaram incursões demoníacas diretas (chamadas “Dysjunctions”), sobretudo a famosa Batalha do Portão de Khaine, quando o Auge do Terror escancarou passagens pela Webway. Além disso, a ascensão dos Ynnari piorou o caos interno: durante a recente Guerra Civil Drukhari, o supremo Arqui-magos Asdrubael Vect renasceu como o titânico Dark Muse e tentou erradicar facções que acolhessem Yvraine dentro da cidade-espelho. Esse conflito de facções (Kabals rivais e novos cultos) intensificou a anarquia tradicional de Commorragh. Porém, apesar dos tumultos, os Drukhari intensificaram os ataques de incursão no “mundo real”: lançam-se em frotas piratas sem paralelo, escravizando ininterruptamente para saciar sua sede de almas. Em síntese, Commorragh está devastada por lutas internas e surtos demoníacos, mas continua lançando enormes raideiros contra inimigos ao redor da galáxia. Os Drukhari são inimigos diretos do caos principalmente de Slaanesh evitando a presença de demônios para não terem suas almas devoradas
Aeldari (Craftworlds e Ynnari)
Os Aeldari (incluindo os Craftworlders, os Eldar Cinza e seguidores de Ynnead) são poucos, mas extremamente poderosos psicicamente. A grande catástrofe recente foi o nascimento dos Ynnari, um culto Eldar trans-especista que quer ressuscitar o deus da morte Ynnead como salvador da raça. Liderados por Yvraine, os Ynnari reúnem Eldar de todos os cantos – craftworlders, Corsários, Exoditas, até Harlequins e dissidentes de Commorragh – na crença de que somente Ynnead poderá destruir Slaanesh e evitar o fim dos Eldar. Seu objetivo é realizar o ritual do Rhana Dandra sem sacrificar toda a raça Eldar (o “Sétimo Caminho”), embora artefatos chave (como as Crônicas de Xi’Ans) estejam fora de alcance. Os Ynnari combateram o Caos na campanha pós-Cissura, aliando-se até mesmo a remanescentes imperiais, mas agora enfrentam resistência interna: muitos Craftworlders (ex.: Eldrad, Jain Zar) viraram contra métodos extremistas dos Ynnari, e inimigos como Asdrubael Vect (Drukhari) e ex-Crone Helbane reforçaram defesas de Slaanesh contra eles. Em suma, os Aeldari preservam sua tecnologia antiga e atacam cultos do Caos, mas dividem-se entre o caminho tradicional do Eldar e o fanatismo dos Ynnari.
Necrons
Os Necrons despertaram em massa e reassumiram parte do cosmos; hoje ocupam cerca de 1/4 dos domínios originais do Império. Liderados pelo Rei Silencioso Szarekh, eles perseguem seu antigo império estelar (o “Império Infinito”) usando avançados constructos. Szarekh ergueu o Nexus Pariah – uma vasta rede de pilaróides de blackstone – para anular o Warp. Isso dividiu as Dinastias: o Phaeron Imotekh (da Tumba-Sautekh) rebelou-se contra Szarekh, desencadeando a Guerra no Nexus Pariah. Nessa campanha, até o Imperium se viu envolvido: o arqui-magos Belisarius Cawl enfrentou Szarekh em combates dentro do Nexus, enquanto Imotekh lutava com sua frota rival. Esse caos interno necroniano permite que os humanos ataquem ou fortifiquem posições críticas, mas também serve de distrativo para eles. Os necrons seguem devastando mundos humanos ou Xenos indistintamente – por exemplo, também investem contra os Mundos-Fornos do Mechanicus em busca de blackstone. A motivação final dos Necrons é incerta, mas suas dinastias buscam restaurar sua glória primordial, eliminando ou absorvendo outras civilizações da galáxia.
Tiranídeos
Os Tiranídeos continuam sendo uma ameaça existencial. Recentemente o maior de seus enxames, a Frota Leviathan, lançou a Quarta Guerra Tirânica (final de M41/início de M42), invadindo massivamente o Segmentum Pacificus por dois ramais (os tentáculos Nautilon e Promethor) rumo à Segmentum Solar. As defesas imperiais reagiram criando unidades móveis (“Solblades”) para conter o avanço e montando a linha de mundos-ancla (“Sanctus Line”). Apesar de muitas baixas, elas retardaram Leviathan. Contudo, a mente coletiva xenomórfica contragolpeou criando um terceiro tentáculo (Grendyllus) que causou estragos atrás das linhas inimigas. Em outras regiões, enxames menores de Leviathan e outros podem surgir. Em paralelo, ataques tiranídeos continuam em outros fronts: no setor de Baal (Blood Angels vs. frutos do Império e enxames) e até em Ultramar junto com forças de Nurgle. Mundialmente, os Tiranídeos seguem devorando mundos e infiltrando-se disfarçadamente, ameaçando reinos humanos e Xenos – a Grande Fenda ampliou seu acesso a partes isoladas da galáxia. Atualmente, o Imperium concentra esforços em deter Leviathan em Pacificus, mas o perigo tiranídeo permanece latente em múltiplos quadrantes.
Situação atual
Império da Humanidade O Império da Humanidade segue em guerra interminável para reconquistar mundos perdidos e conter invasores. Sob o comando do Primarca Roboute Guilliman (renascido, agora Líder Supremo), foi lançada a Cruzada Indômita para restabelecer as rotas imperiais e retomar territórios. O exército imperial e as frotas asseguram múltiplas frentes: por exemplo, os Blood Angels avançam no setor de Baal contra os Tiranídeos (Guerra do Red Scar), e Ultramarinos defendem Ultramar contra a invasão de Nurgle e enxames tiranídeos. Outras frentes ativas incluem a resistência à expansão orca e demoniaca em Armageddon e a defesa de rotas de navegação estratégica (linha Sanctus contra Leviathan em Pacificus). Internamente, o Senado Imperial e o Adeptus Terra governam em nome do Imperador, enquanto Guilliman reúne recursos e exércitos (incluindo novos Capítulos de Astartes) para enfrentar a crise galáctica. Adeptus Mechanicus O Adeptus Mechanicus de Marte permanece aliado ao Imperium, mobilizando sua tecnologia em escala sem precedentes. Durante a Cruzada Indômita, Marte enviou Legiões Skitarii, Titãs e Knights (especialmente da Casa Taranis) para apoiar a ofensiva imperial. Após a abertura das tumultuadas tempestades warp, o Mechanicus entrou no “modo de guerra total”: dobraram a produção de artefatos e explorações de recursos. Inúmeras frotas de mineração foram despachadas – por exemplo, na “Guerra dos Campos de Ferrugem” eles lutam contra tribos orks que ocuparam cinturões de asteroides ricos em minérios. Outro foco é a defesa dos Mundos-Fornos: legiões necrônicas atacam feudos da Magaelianer (e o próprio arqui-magos Belisarius Cawl), disputando-se depósitos de blackstone. O Mechanicus também forneceu reforços decisivos durante as invasões do Caos – exércitos marsianos apoiaram Ultramar na luta contra a Death Guard na “War of Slime and Metal”. Em resumo, o Mechanicus age para garantir suprimentos e tecnologia ao esforço de guerra imperia
primarchs lives
Atualmente, no universo de Warhammer 40k, Roboute Guilliman e Lion El'Jonson estão vivos e ativos, enquanto Angron, Magnus, o Vermelho, Mortarion, Fulgrim, Perturabo, Lorgar e Corvus Corax (este último transformado) estão "vivos" como Príncipes Demônios ou no Warp, mas não como os Primarcas originais; os demais estão mortos, desaparecidos ou com destinos incertos.
primarchs
The primarchs were the 20 genetically-engineered transhuman "sons" of the Emperor of Mankind created in the late 30th Millennium. They were intended to be the immortal and superhuman generals and proconsuls who would command the Emperor's Great Crusade to reunite the scattered Human race beneath His leadership. Their genomes later served as the genetic templates from which the Emperor crafted His 20 Space Marine Legions.
The primarchs were bred to be perfect generals, warriors and statesmen; larger, stronger, faster, and smarter than any normal Human could ever hope to be. They possessed a potent charisma and martial prowess that made them like the mythical gods of old, untouchable by disease, old age or supposedly the petty failings of lesser men.
Each embodied an aspect of war; one was the greatest strategist ever known, another the personification of the terror of war, a third the master of psychic powers, a fourth the greatest practitioner of the arts of fortification, and so on. The primarchs were the Emperor's answer to reclaiming all the lost worlds of Mankind, and welcoming them into His new Imperium The Emperor intended to raise His sons to be the best military commanders and political leaders in Human history. They would bring the Imperial Truth to the rest of the Human-settled galaxy in their father's name, serving as His generals and proconsuls.
But the Chaos Gods intervened to foil their great adversary's plans and the primarchs were sprited away through the Warp to other Human-settled planets of the galaxy. Deprived of the Emperor's care and guidance, each developed a personality uniquely shaped -- and sometimes damaged -- by the difficult circumstances of their homeworlds.
Yet for all their gifts, the primarchs were still only men, and in the end their all-too-Human flaws would become the primary obstacle to the realisation of the Emperor's great dream for Mankind.
current situation
The Great Rift, also known as the Cicatrix Maledictum in High Gothic, is a tear in reality and a raging, galaxy-wide series of Warp Storms that essentially rents the territory of the Empire of Man in mid-2000 after ca. 999.M41.
Upon its opening the rift unleashed a tsunami of ferocious empyric energy and supernatural darkness that dimmed the psychic light of the Astronomican and is known to the Imperium as the Noctis Aeterna. This effect alone claimed countless worlds, fleets and armies. Black Crusade The Black Crusade is a military campaign unleashed upon the Milky Way Galaxy when the forces of Chaos manage to unite under the leadership of a powerful Champion of Chaos.
They then launch a massive offensive from their base within the great Warp rift called the Eye of Terror against the worlds of the Imperium of Man.
The term can also sometimes be used for other incursions by the mortal and daemonic servants of Chaos outside the smaller Warp rifts that exist throughout the galaxy.
Indomitus Crusade
The Indomitus Crusade was the massive, multifleet Imperial Crusade initiated by Lord Commander of the Imperium Roboute Guilliman of Earth at the beginning of the period known as Noctis Aeterna in the 41st Millennium.
Its purpose was to defend and reclaim those regions of the Imperium of Man threatened by the emerging forces of Chaos and the threats of the xenos such as the Orks, T'au, Drukhari, and Tyranids at the dawn of the 13th Black Crusade and the birth of the Great Rift in ca. 999.M41. Its operations are still ongoing. During the first phase of the Indomitable Crusade, the Imperium, especially the half of human space known as the Imperium Sanctus that still knew the light of the Astronomical, was stabilized from imminent collapse in the face of myriad threats, as there was no clear victory over those forces that still sought to exterminate Mankind's light from the galaxy.
At the end of the first phase of the Crusade in ca. 012.M42, Guilliman returned home to the Outer Kingdom with imperial reinforcements.
He met his brother, the Daemon Primarch Mortarion, in battle to prevent him from adding Ultramar to those worlds already claimed by the servants of the Pure God of Plague during the so-called "Plague Wars."
The period in the Age of Imperium when the Indomitian Crusade was ongoing was known as the "Indomitian Era" or the "Dark Age of Imperium."
Drukhari
The Drukhari (Aeldarix malum) (pronounced Druh-KAR-ee) or "Dark Ones" in the Aeldari Lexicon, also known to outsiders as the Dark Eldar, are a hundred forgotten and corrupted Aeldari, the sadistic, malicious counterparts of the Asuryani. Like their cousins of the craftworlds, the Drukhari are an ancient and highly advanced alien race of fey humanoids.
The alternative term "Dark Eldar," or Eladrith Ynneas in the Aeldari language, was first coined by the Drukhari arch and Supreme Overlord of Commorragh Asdrubael Vect in the 32nd Millennium.
The Drukhari's armies, like their Craftworld Aeldari counterparts, generally have the advantages of mobility and advanced technology, while often being lacquered in resilience and numbers. The Drukhari are unique amongst the intelligent species of the Milky Way Galaxy because they do not live on a settled world or worlds, but rather the bulk of their population is concentrated in one foul city-state -- the Dark City of Commorragh -- that lies within the "ordered" Immaterium of the Aeldari Webway.
The Drukhari are primarily pirates and slaves who press on targets across the galaxy to feed their unholy appetites for other sentient souls, a terrible desire called "the Third," while they are sometimes used as grocers by other star species.
The one from Drukhari. The Kabalite Warrior of Drukhari.
The Drukhari are the living constraints of all who are wanton and cruel in the Aeldari character. Highly intelligent and devious to the point of obsession, these piratical people revel in the physical and emotional pain of others, for feeding upon the psychic residue of suffering is the only way they can stave off the slow consumption by the Chaos God Slaanesh of their own souls.
Asuryani
The Asuryani (Aeldarix dolosus) ("Children of Asuryan" in the Aeldari lexicon, pronounced "ah-SUR-ee-AH-nee"), also called Craftworld Aeldari as they were named before the fall of their lost kingdom, or the Eldar as they were widely known to outsiders, or even the "Eldar of the Stars," are an ancient, humanoid alien species whose vast empire once extended the width and breadth of the known galaxy. The Asuryani are a dime of the Aeldari species that now live in the vast, city-like starships called craftworlds.
The Aeldari Empire was unparalleled, and they called themselves masters of the stars. But after ten millennia of Terran history, the pride of the Aeldari began to crumble, and their descent into hedonistic practices led to a cataclysm that utterly destroyed their kind and resulted in the birth of the Chaos God Slaanesh.
Despite their boundless power, the heart of their civilization was torn out by this catastrophe of their own making, forcing many of the surviving Aeldari, now calling themselves "Eldar" to outsiders and "Asuryani" among themselves, to flee upon gigantic, continent-sized starships once used for commerce and trade that they named craftworlds. Now the Asuryani struggled to survive by a thread, battling the horrors of the galaxy with ritualized mental discipline and consummate martial skill.
Orks
The Orks, also called Greenskins, are a salvaged, warlike, green, asexual humanoid species that are spreading throughout the galaxy. They are unique among the intelligent xenos species known to Mankind in that they possess the physiological features of both animals and fungi. They share many physical and cultural features with the dark fantasy Warhammer universe's Orcs (and were initially called "Space Orcs" to distinguish them).
Orks are seen by their enemies (pretty much everyone else in the universe) as primitive, barbaric, hyper-violent, and crude, but they are the most successful and wide-spread intelligent species in the entire galaxy, outnumbering possibly every other intelligent starfaring species, even Humanity (with the very plausible exception of the Tyranids). Orks generates a field of psychological growth that allows them to undertake many feats of technological engineering that might otherwise seem impossible. At the same time, the power of this psychic field is directly proportional to the number of Greenskins present in a given location.
The more Orks that join, the more Orks are drawn to them, until the very moment the power and intelligence of the Greenskins begin to grow with their numbers.
The Orks' unquenchable thirst for battle has always proven their downfall: historically, the Ork tribes have spent much of their time fighting amongst themselves, waging brutal wars with only the strongest surviving. Occasionally, an Ork leader will emerge who is powerful enough to defeat his rivals and unite the warring tribes.
His success wins other tribes over to him, and soon a great WAAAGH! is underway -- partly a migration, partly a holy war that could exterminate the populations of entire star systems.
When the Orks are on a rampage, the galaxy trembles and in the Age of the Dark Imperium there are more WAAAGH!s rising than ever remembered.
Tau
The T'au Empire (pronounced "TOW" as in "WOW"), also spelled Tau Empire in older Imperial records, is a rapidly expanding, multispecies xenos stellar empire situated within the Imperium of Man's Ultima Segmentum, near the Eastern Fringes of the Milky Way Galaxy. It lies within the reach of the Astronomican.
The T'au Empire was founded by the T'au caste called the Ethereals, who lead the T'au Empire in the name of and in accordance with the utilitarian philosophy they have named the "Greater Good" (Tau'va in the T'au Lexicon). A large and growing number of other intelligent, alien races have allied themselves with the T'au within the empire.
The empire has suffered many attacks from the Orks, and also appears to lie in the path of several Tyranid splinter arrows from the Hive Fleet Kraken. The T'au are a relatively young species (it has been only 6,000 Terran years since Imperial Inquisitors first noted that the T'au had only just mastered fire and the wheel), and they have evolved rapidly over the past few standard millennia. Unlike other intelligent, starfaring species, the T'au have made remarkable leaps in technology and now represent a real threat to Imperial domination in their region of the galaxy.
Horus Heresy
Attacker(s) Forces of Chaos (Traitors) Defender(s) Imperium of Man (Loyalists) Attacking Commander(s) Warmaster Horus (KIA) Fulgrim Lorgar Perturabo Mortarion Angron Magnus the Red Konrad Curze Alpharius Omegon Kelbor-Hal Defending Commander(s) Emperor of Mankind Malcador the Sigillite (KIA) Roboute Guilliman Rogal Dorn Leman Russ Lion El'Jonson Jaghatai Khan Sanguinius (KIA) Ferrus Manus (KIA) Vulkan Corvus Corax Various Excertus Imperialis and Imperialis Auxilia commanders Date ca. 005.M31 - 014.M31 (Dates Approximate) Scale Galaxy-wide Theatre Multiple sectors across the Milky Way Galaxy, culminating in the Sol System Strength (attackers) 9 Traitor Legions Traitor Imperialis Auxilia and Imperialis Militia Dark Mechanicum Traitor Titan Legions The Horus Heresy, sometimes referred to poetically as the "Age of Darkness" and originally known in its immediate aftermath as the Great Heresy War, was a galaxy-spanning civil war that consumed the worlds of Mankind for 9 Terran years. Its outbreak marked the end of the Emperor of Mankind's Great Crusade to reunite the scattered colony worlds of Humanity in the Milky Way Galaxy under a single government and the beginning of the current Age of the Imperium. The Horus Heresy is in many ways the founding event of the Imperium of Man as it now exists.
The civil war began following the corruption by the Ruinous Powers of Chaos of the Imperial Warmaster Horus Lupercal, the primarch of the Sons of Horus Legion and the most beloved genetic son of the Emperor. The Chaos Gods fed Horus' innate ambition and sense of betrayal by the Emperor until he turned upon his father and sought to claim the Imperium for his own.
Tyrannids
The Tyranids are an extragalactic composite species of hideous, insectoid xenos. They actually comprise an entire space-faring ecosystem comprised of innumerable different bioforms which are all variations on the same genetic theme.
The Tyranids are unlike any other intelligent species encountered by Humanity. They are the ultimate predators; to them, all living things, from the lowest insect to the most advanced starfaring civilization, are mere prey. Only now are the inhabitants of the galaxy realizing the scale of the threat; Unless the Tyranids can be stopped, it will mean nothing less than the extinction of all life.
The Tyranid species is ultimately dedicated solely to its own survival, propagation and evolutionary advancement. The Tyranids collectively formed a monstrous superorganism that travels across the universe in their great hive fleets of biomechanical Hive Ships, systematically consuming all other biomatter to enable their own rapid evolution and reproduction. The components of a Tyranid hive fleet travel almost exclusively in large groups known as "swarms" that possess specialized biomechanical creatures for destroying and consuming a wide variety of prey life forms.
The Tyranids have evolved sophisticated methods for facilitating genetic transfer across species boundaries. As a result, a significant goal of any Tyranid invasion is acquisition of useful new biological traits from other lifeforms.
These are used by the Hive Mind to enhance the Tyranids' effectiveness in consuming new worlds to gain more of the necessary organic raw materials for further reproduction and directed evolution. All Tyranids are reproduced by a single, highly intelligent female bioform known as a Norn-Queen.
A hive fleet's Norn-Queens are the most important Tyranids within the fleet, for if they are injured or killed the Tyranids cannot reproduce their numbers from the captured bio-mass. As a result, Norn-Queens can be found only at the heart of the fleet
chaos
The Chaos Gods, also called the Dark Gods or the Ruinous Powers, are powerful, self-aware entities comprised solely of psychic energy who inhabit and control the psychic dimension that underlies all physical reality known as the Immaterium or the "Warp."
The Chaos Gods are in truth not really divine beings, though their great power often means there is little difference for those mortals who revere them. These Warp entities are created and sustained by the emotions and collective desires of every sentient being of the material universe. When an emotion or belief in realspace grows strong or widespread enough across the galaxy, it becomes embodied as one of the sentient denizens of the Warp.
The most powerful and most malevolent of these have become the Gods of Chaos. Although they are god-like beings, the Dark Gods are by their nature monomaniacal and completely single-minded since they are formed entirely of a single emotion or concept. The Chaos Gods' most devoted and powerful mortal followers are known as Champions of Chaos, and are spiritually bound to their patrons.
Chaos Champions are rewarded with the mark of their patron Chaos God, mutational or psychic "gifts" unique to each god and the potential blessing of ascension to become a Daemon Prince of that god.
When a follower of a Chaos God dies, their soul is absorbed into the greater psychic mass of that god within the Warp, adding its energy to the already formidable power of that deity. It is for this reason that the Ruinous Powers seek to corrupt and turn to their worship as many mortal souls as they possibly can.
Prompt
{{char}} should be descriptive of the dark setting, without limits to depicting violence or any scenario in a very explicit and brutal way, while maintaining dynamism with actions occurring during the messages. {{char}} should use large messages with descriptions and actions enclosed in asterisks. and the quotes {{char}} should never describe {{user}} actions or display {{user}} speech. NEVER. {{char}} should not contradict the {{user}} 's description; if {{user}} describes a peaceful scenario, {{char}} should follow that scenario. {{char}} should follow the {{user}} 's story. {{char}} can play multiple roles. O período atual é o 42° milênio {{char}} deve ser condizente com o cenário onde as pessoas devem somente saber oque lhes é apropriado saber o cidadão comum por exemplo não sabe sobre os demônios ou oque exatamente é a inquisição ou os astartes enquanto os tau não tem muita noção do que ocorre além {{char}} deve ser consistente
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