Let’s Read the Horus Heresy! Part 9: Battle for the Abyss

Over the last few books, the Horus Heresy series has stepped away from the “present day” of the Heresy to cover some important prequel events. The two books created a “bookend” of sorts; we looked at the I Legion under Lion el’Jonson, and the XX Legion, the last to be established, under Alpharius. The I Legion, the Dark Angels, will be loyalists during the heresy (though ultimately with an entirely separate betrayal within their own ranks–but that’s a story for another day), while the XX Legion, the Alpha Legion, will join the traitors–but with a twist (that I won’t spoil again here!).

Now, though, it’s time to step back into the action. We’ve seen the two great ambushes that Horus orchestrated to purge as many loyalists as possible from his ranks–the ambush at Isstvan III, and the Dropsite Massacre at Isstvan V. But there are plenty of loyalist legions left, and they won’t stand idly by while Horus comes for the Emperor. They, too, must be taken down if Horus is to win this war. There is perhaps no more loyal legion than the XIII Legion, the Ultramarines, under their primarch Roboute Guilliman–and so they become the target for the traitor XVII Legion, the Word Bearers under Lorgar. Lorgar, you will recall, is the first Primarch to fall to Chaos, long before Horus; it was his machinations that led to the fall of Horus at Davin. This is a Legion totally given to Chaos; and they have plans to destroy the Ultramarines before the alarm can even be raised. And thus we come to Battle for the Abyss, by Ben Counter.

Spoilers ahead! If you want a more spoiler-free review, with just my thoughts on the book, skip ahead to the last dividing line in the post.


The Furious Abyss

Hidden in the depths of the solar system is the moon of Jupiter known as Thule. This minor celestial body has been hollowed out by the Mechanicum of Mars, then converted into a massive, single-use shipyard; and hidden inside that shipyard grows a monster. The Furious Abyss is a new creation, an Abyss-class battleship, the largest ever constructed by the Mechanicum. Its engines are enormous, its armament unmatched–and it is entirely under the command of the Word Bearers legion. It is early days in the Heresy, and most of the galaxy is unaware of the treachery of the Warmaster and his aligned Legions, which include the Word Bearers. But they will know soon enough; for the Heresy is about to announce itself. The Furious Abyss takes flight for Macragge, the homeworld of the Ultramarines, to set an ambush that will open the way for an invasion of the entire system, and the destruction of the XIII Legion.

I need to stop here and talk about the Mechanicum for a moment. Since the colonization of Mars many thousands of years ago, the planet has been its own entity, sometimes even rivaling Terra. It is wholly given over to the pursuit of technology, hence the name of its ruling organization: the Cult Mechanicus, or the Mechanicum. They are a religious body as well as a political one, seeking oneness with their proclaimed god, the Omnissiah. Much has been written over the years as to whether the Emperor is also the Omnissiah, and I won’t get into that here–but it’s the pretext of that claim that allowed the Emperor to ally the Imperium with the Mechanicum rather than try to conquer them. This alliance is the reason the Emperor’s symbol is the aquila–the double-headed eagle, with one head representing the Imperium, and the other representing the Mechanicum. Since that day, the two have functioned as one, with the Mechanicum cranking out the ships, armor, and weapons that the Great Crusade requires. Mars’s influence also covers other bodies in the solar system, such as the shipyards around Jupiter, which explains Thule’s selection for the construction of the Furious Abyss. At this time, it appears that elements in the Mechanicum–all the way up to their leader, the Fabricator-General–have decided to throw in their lot with the traitors.

I could not find art of the Furious Abyss.
All art is of the related Gothic battleship,
from which the Abyss-class design was drawn.

The Furious Abyss–or just Abyss, for convenience–is captained by a Word Bearers admiral named Zadkiel, who is a true zealot indeed, and also quite paranoid. They aren’t called the Word Bearers for nothing; their form of Chaos worship is a dedication to the Word of Lorgar. They literally have scriptures that guide them in the pursuit of Chaos. As a symbol of this, the Abyss carries an experimental weapon, a plasma lance, in its prow–which is shaped like a massive book of scriptures.


The Fist of Macragge

Somewhere between Terra and Macragge, an Ultramarines cruiser called the Fist of Macragge sails the void, captained by Brother-Captain Hektor. The ship has been recalled to Macragge (or Ultramar, as the system is called–it also includes the planet Calth, among others, all under the jurisdiction of the Ultramarines) to muster for a campaign to liberate the planet Veridan from the Orks. On the way, it is supposed to stop at Vangelis Spaceport, a popular transfer point, to pick up a contingent of Ultramarines who wait to join the campaign.

The ship never makes it to Vangelis. Instead, its proximity alarms sound as it suddenly encounters the largest ship any of the crew have ever seen. The Furious Abyss wastes no time; it immediately fires upon the hapless cruiser, testing its weapons. Hektor never gets a chance to learn the name of the ship that kills him–but he does manage to get the astropaths to send a warning.


Vangelis Spaceport

Let’s meet our protagonists! This story features a motley collection of Space Marines from various Legions, as well as Imperial Navy officers from the Saturnine Fleet, an older and storied fleet that is about to be retired. We have the Ultramarines who were waiting for the Fist of Macragge: Brother-Captain Cestus; his honor guard, consisting of Battle-Brothers Antiges, Saphrax, and Laeradis; and several unnamed squad members. There’s the VI Legion Space Wolves; it’s a small squad, led by Wolf Guard Captain Brynngar and his Battle-Brother Rujveld, and comprising several lower-ranked Blood Claws. There is a squad of the XII Legion World Eaters, Angron’s Legion (unaware that their Primarch and much of the Legion have turned traitor), led by Brother-Captain Skraal. And then there is a single representative of Magnus’s Legion, the Thousand Sons: the psyker Brother-Sergeant Mhotep, who serves as fleet captain of the ship Waning Moon. From the Saturnine Fleet, we have Rear Admiral Kaminska, captaining the Wrathful; her helmsmistress, Venkmeyer; and her Principal Navigator, Orcadus. The Wrathful will be accompanied by four escort attack ships; also, a Captain Vorlov, of the mothballed ship Boundless, will bring his ship and crew to join them..

All of the above are stationed at Vangelis Spaceport, awaiting various assignments. Cestus, Antiges, and Brynngar are old friends, having fought many battles together. The World Eaters, on the other hand, are looked upon cautiously by all others involved; their inheritance of their gene-father Angron’s renowned fury and battle-rage, makes them a bit suspect in everyone’s eyes. Mhotep keeps to himself until things kick off; and the Saturnine fleet staff–well, they’re just in the wrong place at the wrong time.

Interstellar communication is a tricky thing. It can only be done via psyker, aka astropath; and astropaths are not known for transmitting text very well. They communicate instead in images and feelings, which must be parsed and interpreted. That would make things difficult enough; but when the message–no, the psychic death scream–from the Fist of Macragge comes in, it’s so overwhelming that a burst of power escapes from the receiving astropaths, damaging the station. Cestus, Antiges, and Brynngar leap into action to shut down the damaged main reactor; but in the process, Cestus gets caught in the psychic blast, and gets a vision of the projected course of the as-yet-unknown Abyss: Macragge. He knows, with a cold certainty, that the ship is going to attack Macragge. Worse, it is accompanied by a disturbance in the Warp that prevents communication; there is no way to warn either Macragge or Terra in time. Cestus will be forced to act.


A Desperate Alliance

Cestus calls a conference of all the available Astartes. Over their objections, he lays out what he knows: that the unknown ship has destroyed the Fist of Macragge; caused the inadvertent damage to Vangelis; and is en route to Macragge for some form of ambush. Then, he demands an alliance to stop the Abyss.

It’s a difficult thing to ask. One would be hard pressed to find a more disparate group of Astartes than the Ultramarines, Space Wolves, and World Eaters. It is made worse when, for reasons of his own, Mhotep arrives and volunteers himself and his ship and crew. Mhotep is a psyker, as is his entire Legion, and this does not sit well with Brynngar; the tension between the two will be an ongoing problem. (At this point the Council of Nikaea has already passed, and Magnus’s legion was censured for their sorcery; most legions still have their psyker Librarians, but the actions of the Thousand Sons are a step too far for many. It doesn’t help that Mhotep is here for reasons he determined through psychic divination.) But somehow, through sheer force of will, Cestus obtains the commitment of the others. At the same time, his honor guard is busy commandeering ships; and the flotilla they acquire happens to be that of Admiral Kaminska, who–in addition to the prospective mothballing of her fleet–is near retirement herself. She, too, will be a source of contention, as she simmers under Cestus’s command of her fleet; but the knowledge of the end of her career will drive her to give everything to this cause.

It’s a small fleet of seven ships that departs Vangelis: The Wrathful; its four escorts, Fearless, Ferox, Ferocious, and Fireblade; the Boundless; and Mhotep’s Waning Moon. The ships set off in pursuit of the Fearless Abyss, hoping to catch it before it can reach the Tertiary Coreward Transit, a major route through the Warp.

Meanwhile, Zadkiel sharpens his weapons, in the figurative sense. He deals with a young and ambitious Word Bearer named Ultis, whom he begins to shape into a weapon to hurl at his enemies–both to defeat his opponents, and to remove a potential rival. He is interrupted when the Abyss’s sensors detect the approaching fleet.


First Engagement

Perhaps things might have gone very differently in this book if Cestus and his people had known about the Heresy. As it is, they will hold back at first, unable to believe that other Astartes could have turned on the Ultramarines. But the message had made it clear: These were Word Bearers, brother Astartes. It seems impossible to believe. Nevertheless, Cestus sends in one of the escorts to make first contact, with Mhotep’s ship following along.

Zadkiel refuses to answer any hails; but he chooses instead to make contact with Mhotep, hoping to bring the psyker over to his side. The attempt fails; and the Abyss opens fire. The Fearless is destroyed in the first salvo, and the Waning Moon is struck and damaged. Cestus gives the order to engage and destroy–to break the Abyss in two.

As the battle heats up, Zadkiel releases the first of many unexpected weapons. Torpedoes strike the Waning Moon, but they seem to do no damage–until they begin chewing through the hull. Once penetrated, they explode inside the ship’s armor. A chain reaction begins that will ultimately scuttle the ship–but for now, it holds on and continues firing.

The Abyss weathers the attack, returning fire, but taking no decisive action; and so the Boundless launches fighters and attack craft. It looks promising–until the attack ships’ crews begin to turn on their pilots, killing them and causing the ships to crash against the Abyss’s hull. It suddenly becomes clear that this battle isn’t just conventional; it includes a psychic attack from the Word Bearers, driving crew members to turn on their own.

The escort ships move in to attack, and it seems the Abyss is just going to allow it–until the giant book that comprises the ship’s figurehead begins to open. It reveals a massive gun barrel–an experimental plasma lance. The weapon fires, shearing off the rear third of the Waning Moon, and setting the ship into its death spiral.

No one has ever seen such a weapon in action, but Cestus has heard of it, though that is little help now. Mhotep, having survived the blast, is unable to contact the Wrathful; but he manages to escape his dying ship in a life pod. The Abyss turns its attentions to the Boundless, which is already suffering damage; at Kaminska’s direction, Vorlov breaks for an escape via Warp. That leaves only the Wrathful, Ferox, Ferocious, and Fireblade in action. The Abyss launches fighters–something that typical doctrine says that no ship can do, when also bearing such monstrous onboard weaponry–and begins overwhelming the escorts. At last the squadron must disengage; but the Ferox is unable to escape, and is destroyed. Many of its crew escape in life pods. The Ferocious dies next, its bridge destroyed and its command crew dead. The Abyss pulls away, heading for Warp, but it takes time to intercept and destroy the Boundless on the way; it softens the ship up with more hull-breaching torpedoes and magnetic pulse torpedoes, then finishes it with the plasma lance.

The Wrathful fakes an escape, to hide their pursuit of the Abyss. As the crews of the Wrathful and the Fireblade regroup, they take a moment to gather strength and make repairs. They collect lifepods, including Mhotep’s. Further, they try again to contact Terra and Macragge, only to find something horrible: Not only is contact impossible, but the Astronomican–the Emperor’s psychic beacon that enables Warp navigation–has vanished! It appears obscured by Warp storms, which seem to have arisen at the worst possible time. Nevertheless, they follow the Word Bearers into the Warp.

Cestus takes this opportunity to reinforce his coalition and his authority. The various dispositions of the Astartes, as well as Kaminska, are beginning to wear at the bonds between them. Nevertheless, he manages to hold things together–for now.

Aboard the Abyss, we get a glimpse of how the psychic attack was carried out. The Word Bearers employ supplicants: mutated psykers whose powers are reinforced through suffering and the Warp. With the supplicants, they can bend the Warp to their needs, and set any number of tactics in motion. However, doing so is strenuous, and in each effort, some supplicants die. Three have been lost already. Zadkiel doesn’t care; it’s a worthy cause, in his eyes. And he now employs them a second time: He launches some into the void, where their psychic death scream has an unprecedented effect: It collapses the Tertiary Coreward Transit entirely–with the pursuing ships inside.


Through the Warp

The Warp is always dangerous. There is always a risk of psychosis, mutation, and even death when passing through it. Worse, if the ship’s Gellar fields collapse, things out in the Warp can get inside. With the collapse of the Transit, the first risk became reality, and crewmembers began to suffer and die. As well, contact with the Fireblade was instantly lost. As the crew struggled to restore order, Cestus and his men debated how to deal with the Abyss–if they can even catch it. At the same time, he is forced to negotiate rising hostilities between Brynngar and Mhotep.

Kaminska’s navigator, Orcadus, explains the situation with the Transit. The Warp is like a wilderness, crossed by (mostly) stable and safe roads; but now the road they were on has vanished, and there is only wilderness. The only option is to follow the Abyss as closely as possible–but it will be neither safe nor easy, and dangerous things live in the Warp.

Things come to a head with Kaminska, as she finally rebels, verbally at least, against Cestus’s seizure of her authority. However, to her great surprise, Cestus admits his error, and apologizes. Thereafter, the Admiral recommits herself to the cause. However, before they can proceed any further, the Gellar field blinks–and something finds its way in.

Aboard the Fireblade, the crew falls victim to Warp psychosis–and something worse. We don’t get to see the full damage here, but we next see the ship coming in to dock with the Wrathful. Kaminska allows it, against her better judgment–something is off, here. Before the Wrathful’s crew can respond, they find themselves swarmed with daemonic presences, manifesting inside the ship. The crew mounts a defense, but it falls on the Astartes to do the dirty work; and they do, taking the battle down to the docking level. However, this is a battle against the Warp, and arms alone won’t prevail; and so Mhotep forces the other Astartes out of the dock, stating he will seal it from inside and activate its auto-destruct sequence. Mhotep strips the illusion off the entities, and finds them to be all extensions of one creature, which has completely possessed the Fireblade. He brings his full power to bear, and banishes it back to the Warp. Mhotep survives, though unconscious, but it is revealed to Brynngar that he only did so via “sorcery”. To keep the peace, Cestus is forced to confine Mhotep to a cell.


Second Engagement

While the damage to the Abyss was not substantial, it *was* substantial enough to require some work before pushing on to Macragge. Only one suitable shipyard lies within range–the shipyard at Bakka Triumveron. It’s here that the ship would be at its most vulnerable, a fact known to both Cestus and Zadkiel–but, Zadkiel thinks they’ve lost their pursuers. Cestus presses the advantage and sets an ambush.

The shipyards are a ring of orbital platforms around the planet, each with its bubble of atmosphere. The loyalist marines come at the Abyss from its blind side, which means crossing a section of the ring on foot. They deploy in squads that quickly get separated; their goal is to fight their way to the ship and board it before it can take off again. Along the way, the World Eaters, in an attempt to stoke the fires of their combat rage, kill a number of civilians.

Let’s talk Space Marines for a second. Although all Astartes have the same basic design, the legions vary in the specifics of how their genetics play out; each Legion’s genetics are based on their own Primarch, who differs subtly (and sometimes not so subtly) from the other Primarchs. This means that sometimes a Legion’s geneseed–the organs that alter their genetics and make them into Astartes–will have a flaw that affects their capabilities, behavior, or both. Add to this the fact that the Primarchs are a varied bunch of people, with vastly different leadership styles, and one Legion suddenly doesn’t look much like the others. With the World Eaters, Angron’s Legion, the consensus seems to be that their geneseed wasn’t truly flawed; but it did tend to push the World Eaters to be angry, brutal, and relentless, much like their Primarch. Then, as well, Angron was raised as a slave in the gladiator pits of Nuceria, and was implanted with a terrible piece of old technology called the Butcher’s Nails. This brain implant made him even more brutal, subject to terrible rages that made him almost unstoppable in battle. Upon becoming Primarch of the World Eaters, he reverse-engineered the device and had nearly all his Astartes implanted with it–making them also prone to such fury and rage. That rage is powerful, but also feeds on violence; and so, when the World Eaters kill the civilians here, they consider it to be an acceptable action in order to be ready before they reach the Word Bearers–but it’s going to come back on them later.

In the end, the battle outside the Abyss is short but brutal. One important Word Bearer–Baelanos, Zadkiel’s second in command–gets crushed; he lives, and is recovered by his fellows, but is badly injured. We’ll come back to him later. Of the loyalists, only one–the World Eater captain, Skraal–makes it aboard the ship and survives. He is forced into hiding inside the guts of the ship, hunted by the Word Bearer Reskiel, Zadkiel’s third in command. The other World Eaters are killed; most, but not all, of the other loyalists make it back to the Wrathful as the Abyss launches again. Notably, Cestus’s friend and second, Antiges, is killed–but Brynngar manages to take a prisoner: the young Word Bearer, Ultis.

While all this is happening, the Word Bearers are preparing their next strategem: They are rousing someone named Wsoric.


Toward Macragge

Brynngar’s men attempt to torture and interrogate Ultis, but with no success. With no choice left, Cestus is forced to release Mhotep to psychically interrogate the Word Bearer; this decision is nearly a breaking point between Cestus and Brynngar. Mhotep also warns Cestus about the sentient beings of the Warp, before going to deal with Ultis.

While this is going on, the Wrathful comes under attack by Warp entities again; and one of them finds a way inside, possessing a man on the ship’s lance (i.e. energy cannon) decks. The resulting creature begins killing everyone on the deck. Cestus and his remaining honor guard attack the creature; quickly afterward, Brynngar and his men join them. After a few more deaths, they are rescued by Mhotep, who–having broken Ultis–now comes and uses his powers against the beast. He no longer has reason to hide his power from the others, and so he uses it freely here. As soon as it is vanquished, he passes out.

Aboard the Abyss, Skraal has an encounter with Zadkiel, who tries to tempt him to change sides, castigating him for his slaughter of the innocent civilians; but Skraal resists the temptation, and flees deeper into the ship. Over the rest of the Warp transit, he will lose his sense of time, and very nearly his sanity, as he tries to stay alive. Eventually he discovers Antiges’s remains, and learns they have been used for the sacrifice that will summon the Warp entity, Wsoric. He watches as the apothecaries use the remains for divination, determining that the mission is still unknown to Macragge.

Brynngar has finally had enough of Cestus’s sanction of Mhotep. He challenges Cestus to a duel for control of the expedition. It’s a tight battle, and Brynngar clearly has the advantage; but in a clever trick, Cestus manages to win, much to the relief of everyone watching. Later, Brynngar agrees to submit to Cestus, but warns him to keep Mhotep away. It seems Cestus has won the battle, but lost a friend. Shortly thereafter, Brynngar has a vision of his youthful trials on his homeworld; and Mhotep wakes up.

Mhotep uses his powers to push the information he gained into Cestus’s mind. Cestus considers it a violation, but, ever the pragmatist, he will use the information anyway. He learns that the Word Bearers plan to destroy Macragge’s second moon, Formaska, sending fragments to rain down on the surface. This will keep the planet and its fleets busy, while the main force of the Word Bearer fleet destroys the muster point at Calth, thus eliminating most of the Ultramarines before turning back on Macragge itself. At Macragge they will use virus bombs to kill anything still living. Mhotep reveals that he came here because he had traced his destiny to this point, and knew he had to be here to resist the traitors.

As the Abyss presses toward Macragge, a warp storm strikes the Wrathful, the first sign of Wsoric’s presence.


Formaska

As the Wrathful fights through the storm, Cestus calls a final conference and reveals the Word Bearers’ plan. He and Kaminska make a plan–but it will be the final plan. It is unlikely anyone will walk away from this fight.

The Abyss leaves the Warp near Formaska. The Wrathful follows shortly thereafter as the Abyss prepares to bombard the planet. The two ships join battle, and the Wrathful is quickly crippled; but it launches shuttles toward the Abyss. The plan is to get in through the Abyss’s open torpedo tubes before they can be closed–and this close, it has a chance of succeeding.

Most of the Astartes, and a few of Kaminska’s guardsmen, make it aboard. (Mhotep is not among them–we’ll get back to him.) The Astartes begin fanning out through the gun decks, destroying what they can–but they know it won’t be sufficient. With the final battle at hand, Zadkiel pulls out all the stops; he sends Reskiel and a number of the Word Bearers to intercept the loyalists, and then releases the remaining supplicants to lead a psychic attack. Cestus still intends for now to destroy the cyclonic torpedoes that would shatter Formaska. One of his battle-brothers, badly wounded, sacrifices himself to set off the detonator that will destroy the cyclonics.

At that moment, the supplicants strike. Cestus finds himself in the midst of a long, repetitive vision of hell, in which he fails, over and over again. Brynngar also suffers a vision, in which he is fully a wolf–and unknowingly, he kills his own “pack”, his Blood Claws. Meanwhile, back on the crippled Wrathful, Kaminska orders her crew to evacuate, but the bridge crew requests to go down with her and the ship. Kaminska accepts, and honors them, but it is cut short when the Helmsmistress, Venkmeyer, falls ill. Kaminska realizes that a daemon has possessed her, and tries to kill her, but it is too late.

By the time Mhotep frees himself from his cell, the ship is weirdly vacant. He arrives at the bridge just in time to see Kaminska die at the hands of the daemon in Venkmeyer’s body. The creature erupts from Venkmeyer’s form, and becomes a massive, scorpionlike creature–this is Wsoric, fully manifested at the behest of the Word Bearers. It has gorged itself on the crew, and has grown powerful–but Mhotep is ready for it.

Brynngar shakes off his vision and is horrified by what he has done; but he stays focused. He finds himself in the weapons lockers, where he encounters Baelanos–who is midway through the transformation into a dreadnought. Dreadnoughts in 40K are oversized suits of armor, in which an otherwise mortally wounded Astartes is permanently sealed (or “entombed”, as they phrase it), in order to keep fighting. They are long-lived and powerful–but Baelanos is only halfway there, and his armor isn’t sealed or complete. Brynngar engages him.

Cestus survives and escapes his own vision, defeating his own doubts and fears. He fights his way through another squad of Word Bearers, and manages to reach the armories. But before he arrives, Baelanos is about to kill Brynngar–until Skraal, somehow still alive, manages to finish off the would-be dreadnought.

As Mhotep’s battle with Wsoric carries him throughout the failing Wrathful, Cestus, Brynngar, and Skraal restock their weapons and head for the Abyss’s reactor decks. One round of cyclonics has been destroyed–but there are still options left to the Word Bearers, and the only chance is to destroy the ship. And the only way to do that is to blow up the main plasma reactor–much as nearly happened to Vangelis station.


Final Engagements

On the bridge, Zadkiel’s high priest, Ikthalon, attempts a coup, but is killed for his trouble. At the same time, the loyalists reach the reactor deck and engage the Word Bearers there, preventing the ship from activating its engines. Zadkiel sends Reskiel to intervene. Skraal turns the tables on Reskiel’s men, hunting them one by one and ripping them apart. He kills Reskiel, and rejoins Cestus and Brynngar to head to the main reactor. The losses prompt Zadkiel to take the matter into his own hands, and he heads down to lead the defense.

Mhotep is dying of his wounds. Wsoric exults in his supremacy, insisting that there was no chance of Mhotep killing him–but, that was never the plan. Mhotep reveals that he only intended to wound Wsoric badly enough to stop him from sustaining his presence in realspace, sending him back to the Warp. He sets off his remaining grenades, inflicting the final damage that sends Wsoric back; he is caught in the explosion, but lives long enough to watch Formaska approach as the dead Wrathful crashes.

At the enormous main reactor, Zadkiel arrives just before the loyalists can head inside. Skraal buys time by attacking the Word Bearers, though it will be suicide. Just outside the radiation shield, Cestus asks Brynngar for his remaining grenades; but, knowing it will be a one way trip, Brynngar hits Cestus and stuns him. He asks his old friend to avenge him; then he takes the grenades and goes inside.

Above, Zadkiel kills Skraal–but not before Skraal cuts off half of Zadkiel’s gun hand. Zadkiel goes to take the others, though it is too late…inside the reactor, Brynngar primes his bombs, and then leaps into the reactor core.

The explosion begins a chain reaction through the entire reactor network. Zadkiel, knowing his ship is going to die, runs for the shuttle bay to escape. There he meets Cestus, and the two fight their final duel. Even now, throughout it all, Zadkiel–zealot to the end–tries to convince Cestus of the rightness of the traitor cause; but he fails. With a final blow, Cestus cuts off his head. Then, at last, he awaits the destruction of the Furious Abyss, and his own death, knowing he has done his duty and completed his mission.


That was a long summary!

Battle for the Abyss is no longer than the other books we’ve seen (or at least not much longer); but it crams an amazing amount of action into its pages. There’s no careful setup here, no backstory; it barely delves into the progress of the Heresy at all. Instead it leaps into the fray, guns drawn and chainsword whirring, and never stops, right up to the final lines.

The obvious downside is that one cannot start here. You’ll be utterly lost if you do. Who are the Word Bearers? Why are they traitors? Why does no one know what’s happening? How did we get here? You’d have no idea! But, we didn’t start here, and so we can appreciate this story for what it is.

The other important point is that this is only half a story. The overarching story is the battle for Macragge and Ultramar, the planet and system of the Ultramarines legion. But, that battle happens in at least two parts: The attack of the Furious Abyss on Macragge itself, and the attack by the rest of the Word Bearers fleet on the Ultramarines muster point at the planet Calth. We only get the barest glimpses of the attack on Calth–actually, all we get is some of the lead-up to that battle. We’ll have to wait for another time to find out what happens there. This is emphasized by the book’s ending; when Cestus dies, the story ends, because it’s strictly told from the point of view of internal characters (who, spoiler, are all dead by then).

Cestus is a true soldier of Ultramar, through and through. Space Marines are known glory-hounds, regardless of their Legion; it’s a major motivation for them. Cestus carries out his mission, knowing it will be fatal to everyone involved, knowing full well that no one will ever know their story, that no glory will accrue to their names, because there’s no one left to carry the word of their exploits. He does it anyway, and never flinches. In so doing, he pulls together some very disparate warriors, and somehow makes a unit out of them. He dies knowing his only consolation is seeing his homeworld safe–not a small thing, no, but very lonely as consolation goes.

I wouldn’t want every book to be like this. I don’t think that dropping us in with no context, nothing to link to the larger narrative, is always the best tactic. It works here, though, and that is enough for me this time.

If we’re looking for a comparison from outside the 40K fandom, I’d go with Rogue One: A Star Wars Story. You have the same tale of a ragtag group of warriors, full of conflicting motivations and secrets, taking on themselves a one-way mission to save millions of lives from a massive, spacefaring, technological threat. You can carry the comparison all the way down to the one character who is visibly supernatural in nature, and the final battle against the enemy’s leader. None of the protagonists survive–they’ll never even know for sure if they were successful, because elsewhere, the battle still rages. But they know, before they die, that what they’ve done will give their people a fighting chance. It’s a thing of beauty, if horrifically tragic!

One thing I love is the way the various Astartes here are portrayed. The Ultramarines and the Space Wolves will remain loyalist, so we’re glimpsing them in their prime, via their representatives here. We get their differences highlighted while still seeing the camaraderie and companionship they feel. Then there’s the Thousand Sons, represented by Mhotep, and the World Eaters. Those legions will ultimately be traitors–in fact, the World Eaters already are; it’s just that this squad is isolated and doesn’t know it. So, we get an exceedingly rare glimpse of them as loyalists, before their fall. I especially loved seeing Skraal, the World Eater captain, having his internal struggle against both the temptation to heresy, and his own impulses. We don’t often get to see World Eaters be true heroes (or so it appears, anyway), but Skraal is every bit a hero, no matter how much he scares the hell out of Cestus and the others. As for Mhotep…well, the topic of psykers in 40K is always going to be complicated, and this is no exception. But he’s an honorable man, and determined to stand against corruption, and soon enough that quality will also be in short supply among his legion. We’ll take it while we can get it.

If I were rating these novels–and again, I’m not–I wouldn’t put this one near the top; but not because it’s bad. It’s just that this book is not a very general sort of book–it’s very targeted, very precise. I certainly enjoyed it, but again, you wouldn’t start here, and you need the background of at least the opening trilogy in order to understand it. I have to take a few points off for that. That doesn’t mean it’s a bad book, and I definitely enjoyed it; so, if you’ve read everything up to this point, absolutely make sure you don’t miss this one. Besides, we still have the second half of the story to tell!

Next time: We’re going to divert a bit and start looking at the supplementary series, the Primarchs of the Horus Heresy series. These short novels, one to each Primarch (or almost all of them, anyway) are intended to shed more light on the Primarchs and how they became who they are. I’m not going to tackle them in order–they aren’t in chronological order anyway–but rather, as a Primarch rises to prominence in the Heresy series, we’ll pick up his Primarch novel. We’ll begin with Fulgrim: The Palatine Phoenix, by Josh Reynolds. And when we get back to the main series, we’ll pick up with book nine, Mechanicum, by Graham McNeill! See you there.

The Horus Heresy series, and other Warhammer 40,000 novels, may be purchased from the Black Library, or from many booksellers.

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Let’s Read the Horus Heresy! Part 7

Welcome back! We’re slowly getting caught up now–just a few more books, and this series will be as caught up as I am with the Horus Heresy. Today we’ll see the series (the books, rather, not the posts) take a different turn. Until now, we’ve been following the opening events of the Heresy in more-or-less chronological order; but that’s all about to change!

Today we’re looking at book six in the Horus Heresy, Mitchel Scanlon’s Descent of Angels. This story actually takes place several decades before the Heresy begins, during the middle days of the Great Crusade–but as you’ll come to see, we need this story in order to come back to these characters during the Heresy. Until now, we’ve focused on several Adeptus Astartes legions: the Luna Wolves/Sons of Horus, the Death Guard, the Emperor’s Children, and to a lesser degree the Iron Hands and the World Eaters. Today we’ll add another legion to that list: the I Legion, the Dark Angels, under the primarch Lion el’Jonson. (Trivia: In my opinion, the Lion has admittedly the greatest name, out of universe, of any Primarch, just for the sheer ordinariness of it. It allegedly began as a joke; his name is drawn from the real-world poet Lionel Johnson, whose story can easily become a bit of an internet rabbit hole. Johnson was allegedly a closeted homosexual–with connections to Oscar Wilde, who was anything but closeted–who came to a somewhat tragic end; the stress of trying to reconcile his Catholic beliefs with his sexuality was apparently quite the strain, and may have contributed to the stroke that killed him at a young age. It’s a sad story, not one to make light of, and none of that, of course, makes the Lion’s story funny by itself; it’s just that the Lion is so very different from his namesake on every count. Oh yeah, and Lionel Johnson’s most famous work is a poem called Dark Angel, so there’s that, too.)

I won’t post the entire disclaimer I posted last time, but I will remind everyone that there will be extensive spoilers ahead! I cover the entire plot of the novel here. If you want to see my thoughts on the book, but don’t want so many spoilers, skip down to the last section, beneath the final dividing line. And with that said, let’s get started!


Caliban and Zahariel

The planet Caliban is one of the far-flung colonies of Old Earth, now long isolated by the Age of Strife. Caliban, situated very distant from Terra near what will one day be called the Eye of Terror, has been isolated long enough that humanity’s origins among the stars has long faded to myth, and is in danger of being forgotten. Some remember, but the stories have the force of fairy tales at this point.

Caliban is a world beset by monsters. Great beasts roam its forests, preying on anyone who wanders into the wrong grotto or copse. Each one is different, but the beasts are so prevalent that humanity lives in walled towns and fortresses for the sake of survival. The civilization is feudal, led by orders of knights who hunt the beasts and keep the populations safe–and, of course, sometimes battle each other. By the time of our story, one such order has risen to prominence. Simply calling itself The Order, it battles its way to the top of the hierarchy, until it has subsumed many other orders, and its word is essentially law on Caliban.

Zahariel and Nemiel, Aspirants of the Order

Enter the Lion. Lion el’Jonson is a wild man, bigger and stronger than anyone else on Caliban, a demigod among men if ever there was one. He was found at a young age, living wild in the forest, and brought to the Order. Luther, the knight who found him, became like a brother to him; it was Luther who gave the Lion his name, after the Lion killed the most fearsome of all beasts, a Calibanite lion. The big man quickly learned the speech and the ways of civilization; and it was not long after that his star, and Luther’s, began to rise within the order…though perhaps Luther’s star, not as much as the Lion’s.

We’re planting that seed now for the future, because ultimately–not even in this book, but later–it will blossom into a tragedy. In any other age, Luther would have been the leading figure of his generation, the strongest, wisest, most powerful. And rightly so! Luther is practically beyond compare among his fellows. But, any other age wouldn’t have included the Lion–and beside the Lion, Luther just doesn’t quite match up. It rankles him, and it’s going to fester for a long time.

Enter Zahariel el’Zurias. Zaherial first appears as a seven-year-old boy, a supplicant to join the Order. After a grueling ordeal in the snow, he and his cousin Nemiel, along with a few others, are selected from among a crowed of supplicants, and allowed entry to the Order’s fortress, Aldurukh. We’re going to view this story through his eyes, but the salient points here are few: Zahariel and his cousin will have a longstanding rivalry that goads them on; and Zahariel finds an idol and hero in an older knight, Brother Amadis. His course is set when he, still a teenage trainee, is asked to accompany Amadis on a training patrol. The patrol unexpectedly encounters one of the Great Beasts; it wounds Zahariel and kills others on the patrol before Amadis kills it. This tragedy, though, brings Zahariel to the attention of the Order’s leaders, and he begins a rise of his own–further adding tension to his friendship with Nemiel.


The Lion’s Campaign

Around the time that Zahariel joins the order, the Lion begins a controversial campaign to rid Caliban of the beasts. Until now, the population has existed in an uneasy balance with the beasts; the knights purge any that encroach on humanity, and humanity stays within its bounds. That’s not enough for Lion el’Jonson, who sees a future where humanity lives in true peace and prosperity on Caliban. He wants to exterminate all the beasts, making the forests safe, but this plan is not universally embraced.

Before things come to a head, though, Zahariel experiences another formative battle.

The campaign is nearing its completion. Only one stronghold remains to the beasts: the Northwilds, a particularly rugged area. The region is led by one of the other remaining knightly orders, the Knights of Lupus–and they have been the most vocal critics of the campaign. Now, their leader, Lord Sartana, comes to Aldurukh to plead for a cessation of the campaign.

Lion el’Jonson

It ends badly, and–not to put too fine a point on it–war is declared between the Order and the Knights of Lupus. But in the meantime, Sartana drops an offhand reference to a beast ravaging the border town of Endriago. And Endriago, as it turns out, is the hometown of Brother Amadis. (Incidentally, there’s a reference earlier in the book to Brother Amadis leading the destruction of an order called the Blood Knights of Endriago. One wonders if he has history with that group prior to his time with the Order?) As Sartana leaves, Amadis–stricken with fear for his people–swears a quest against the beast of Endriago.

Skip ahead. The campaign grinds on, for nearly another year, now complicated by skirmishing with the Knights of Lupus. Around the same time the Knights are driven back to their fortress-monastery, Amadis returns to Aldurukh…but not victoriously. Just before he succumbs to his wounds, he passes his weapon–and his proverbial mantle–to Zahariel; and he warns him that the beast of Endriago is the most fearsome kind of all: a Calibanite lion, only the second ever known, and the same kind of beast that gave the Lion his name. At once, Zahariel declares his own quest to destroy the beast–much to the horror of everyone around him.


The Beast of Endriago

Fully expecting to die, Zahariel sets out to find and slay the beast. It’s a lengthy journey; Endriago is on the verge of the Northwilds. When he finds the place, he pays a guide to take him into the woods as far as he will–which is not far–and then continues on his own.

Before long, he begins to sense something wrong with the woods here. He doesn’t know it, but the psychic power of the Warp gathers here, and he is overwhelmed by darkness and foreboding. Finally he is approached by mysterious ethereal figures, which he terms the Watchers, after an old Calibanite proverb. (In truth they are part of the Cabal–tuck that away for the next book, where it will make more sense.) The Watchers urge him to leave, and debate killing him outright, stating he is touched by corruption. They warn him against the dangers of the Warp and Chaos, though they don’t use those terms; and they warn him that his race is both susceptible to such evil, and a particular danger when in its hands. At length he strikes a deal with them, stating he will stand against that evil as much as the mundane evils on Caliban; and they let him leave, and tell him where he will find the beast.

And find it he does. The battle with the Calibanite lion is every bit as dangerous and desperate as he imagined. But in the midst of it, something strange happens: He feels power rising within him. Suddenly he can see into the beast; and more, he can reach inside it as if it were not solid. With this power at his disposal, he shoots it in the heart, killing it at once. He takes its head as a trophy, and begins the long journey home, stopping only long enough to have his wounds tended in Endriago.

Upon his return to Aldurukh, he is raised to full knighthood–and immediately dispatched for the final battle with the Knights of Lupus. Meanwhile, Lion el’Jonson is raised to the post of Grandmaster of the Order–and Luther continues to seethe in silence.


The Knights of Lupus

The battle against the Knights of Lupus at their fortress-monastery is nothing like the battles against the beasts. It’s chaotic and bloody and deafening. Zahariel’s squadron is part of the force that breaches the fortress’s walls and takes the battle inside; but they quickly discover a shocking revelation: The Knights have gathered and caged beasts from the forests, which they now release on the Order’s forces! It’s a gruesome fight, but the Order’s superior numbers are victorious; and Zahariel and Nemiel move through the fortress as part of the mopping up.

They find themselves face to face with Lord Sartana himself, in his private library. The Knights of Lupus are known for their libraries, their collected knowledge, and Sartana’s library is filled with documents of arcane knowledge. Sartana takes a moment to explain himself to them: his stand against the Lion, his wish to stop the campaign. He explains that the knights–in all the orders–are warriors; and when the beasts are exterminated, and all is at peace, what will they do then? Will they consume each other? They are men of war, not peace, and without a purpose, they will only unleash destruction on Caliban.

And then, unwilling to be taken by mere teenagers, he uses his blade on himself, and dies.

In the aftermath, the Lion sets fire to the fortress, and commits forces to finish the campaign in the Northwilds; but first, he gathers the collected writings from the libraries of the fortress, and sends them back to Aldurukh for study.

All continues in peace…until the Imperium arrives.


The Imperium

It seems coincidental that the Imperium arrives during the Lion’s victory celebration–but that is exactly what happens. Warriors of the First Legion land in the middle of the gathering of the Order’s knights, and introduce themselves.

The next few weeks are largely glossed over. We don’t see the moment when the Lion discovers that he is in fact a Primarch, and not just any Primarch, but the Primarch of this very legion, the First. However, we see that the Calibanites welcome the newcomers, and a great exchange of technology occurs. Caliban will have no problems coming to compliance–though some lament the introduction of industry and the razing of some of the forests. The Astartes of the First Legion begin to scout among the knights of the Order for those still young enough and strong enough to undergo the process of becoming Astartes; and Nemiel and Zahariel are high on the list. However, in a competition between the two, Zahariel once again finds the well of internal power that let him defeat the Calibanite lion; and he catches the eye of a unique Astartes, Librarian Israfael.

I haven’t talked about Librarians before. Librarians are the psykers among the Astartes, wielding psychic energies on behalf of their legions. There will come a time soon enough when the Emperor outlaws the use of psychic powers among the Astartes, to prevent incursions of Chaos; but these are early days, and the Librarians are still a force for good. Israfael determines that Zahariel is also a psyker, and thus a potential Librarian himself; therefore he hastens Zahariel’s passage into the ranks of the Astartes. Along the way, he tells Zahariel the true history of Terra and the Emperor, the Primarchs and the Astartes–and reveals that the Lion is one of the Primarchs, set to take the lead of the First Legion.

At the same time, Zahariel, due to his closeness with the Lion, is approached by a group of disgruntled Knights, with Nemiel as their figurehead. They express their dissatisfaction with the changes wrought on Caliban by the coming of the Imperium. To Zahariel’s horror, they express a plan to do the unthinkable: to kill the Emperor when he comes to Caliban. Zahariel swears to have nothing to do with the plot, and persuades Nemiel to discourage it.

The next day, as the Emperor’s ship descends, Zahariel finds that the plot is proceeding anyway. He intercepts a knight with a pack of explosives, and stops him–but not before the incoming Astartes take them both for traitors, and drag them off to a cell aboard their ship.

Zahariel is interrogated by Israfael and other Astartes, and has his third brush with his psychic powers. At length he tells all he knows about the plan, and how he stopped it–with a visit from the Emperor himself adding credence to his story. At the end, the Emperor has Israfael remove Zahariel’s memories of everything since the landing.

And finally, Zahariel and others are taken to join the Legion. In a fiery speech, Jonson takes his place at their head, and gives them a new name: The Dark Angels.


The Crusade at Sarosh

Some years have passed, and the Dark Angels are now well involved with the Great Crusade. (The book will end about fifty years before the beginning of the Heresy–but remember that Astartes are functionally immortal, and thus most will still be alive and participating in the Crusade by the time the Heresy begins.) They are ordered to the planet Sarosh to relieve the White Scars legion, as Sarosh has proven…reluctant…to come to compliance. The transition has been peaceful thus far, but slow, owing to the byzantine bureaucracy of the planetary government.

We are introduced to Rhianna Sorel, a pictographer and Remembrancer with the Dark Angels fleet. (This seems to be a bit of an anachronism; she makes reference to Remembrancers in every fleet of the Crusade, but it had been my understanding that the Remembrancers were a late arrival, around the time of the Ullanor campaign, right before the Heresy.) Sorel is kidnapped, and taken to be used as part of a plan to wipe out the Astartes; for Sarosh has a secret. The planet, as it turns out, is given over to Chaos, in the form of the Melachim, their gods. As such they have decided that the Imperium is an abomination, and must be ended.

Meanwhile, Zahariel and Nemiel, now Astartes themselves, discover something unusual. Discrepancies in the records on Sarosh indicate that in the last ten years, over seventy million people have disappeared on the planet. It won’t take long to get to the point; their vague fears are confirmed when the planet’s leader comes up to the flagship to discuss compliance, and instead sets off a rebellion, which includes mutiny on several ships. And once again, Zahariel realizes that something else is wrong here.

He heads to the ship’s embarkation deck, and examines the leader’s shuttle–where he finds a rather destructive nuclear bomb. But much to his surprise, he also finds Luther there. In a brief confrontation, Luther admits that he at first intended to let the bomb detonate, potentially taking out the Lion with the flagship. He admits to the jealousy that drove him to this point. However, he also says that he saw the situation clearly, and changed his mind, and has come to stop the bomb. At great personal risk, he and Zahariel manage to get the shuttle off the ship before it explodes.

Suddenly, the Dark Angels find themselves at war.

Much of the battle for Sarosh proceeds normally. However, Librarian Israfael discovers a buildup of psychic power in a remote area on the planet’s surface. He determines it to be a sort of gateway in the making, constructed from the warp presence of the seventy million missing–and now dead–Saroshans, intended to bring out some vile creature from the Warp. He has a plan to stop it by detonating a sort of psychic bomb at the site–but he must be there in person to focus the blast.


The Final Battle

The Astartes touch down near an old mining facility. Israfael and the Lion lead them down into the mines, where the psychic force is concentrated. There they find the ritual well under way; the portal is nearly open, and the beast–the daemon, for that it was the Melachim truly are–is about to come through and inhabit the body of Rhianna Sorel.

For Zahariel and Israfael, the battle is psychic as much as physical, as they struggle against the gathered despair of the place. But at last, as Israfael readies the warhead, Zahariel finds himself face to face with Rhianna…and sees something inhuman in her eyes. Honoring her last plea, he kills her.

The daemon, now disembodied, strikes out through the open portal in the form of a writhing mass of deadly tentacles. The Astartes take them on, though it could be a losing battle, as Israfael finishes his preparations. At last, Israfael activates the device, and Zahariel pours his power into focusing the blast–and the portal is closed. The battle is over. All that remains is the end of the resistance.

But something is changed, and the legion may never be the same. The Lion sees something in his forces, including Zahariel–something that doesn’t sit well with the Primarch. And thus he sends a detachment of them back to Caliban to rule as regents over the legion’s homeworld…led by Luther. Zahariel has a feeling this will not end well.


I’ll go ahead and spoil one thing for you, for the distant future: The Lion is a loyalist Primarch. He doesn’t fall to Chaos. But it’s long established that some of his legion will turn traitor; and this novel reflects the beginning of that process. It’s a shame, really, because there are some very admirable characters here. I like Zahariel, especially, and I don’t relish the though of him potentially turning traitor–if that is what happens. (I’ve avoided looking ahead–but I know what happens to Luther, and Zahariel is part of his contingent now, so it’s not looking good…)

At any rate, it’s the first time we’ve had a viewpoint from a legion that stays loyal, except for some small parts of Fulgrim that featured the Iron Hands. It’s too early to say if the Dark Angels and the Lion will be my favorite loyalists, but I’m liking them so far, and I hope for good things from them. The Lion is also unique in that he’s one of only a very small number of Primarchs who both remain loyal AND survive into the 40K era (although he’s not active in the setting as of now).

There are a few oddities in this book. For one, there’s the Remembrancer, Rhianna Sorel. Don’t get too attached; we won’t be seeing her again. At any rate, her presence, and her musings, seem to indicate that Remembrancers are common throughout the fleets of the Crusade–but I was under the impression that the Remembrancers only joined the fleets after the Triumph of Ullanor, shortly before the Heresy. It’s an odd mistake to make, given that she plays a fairly small part in the story, which could have been filled by any non-Astartes from the fleet. Or I could simply be wrong, and the Remembrancers were here earlier than I thought.

For another, there’s a weirdly high amount of knowledge of Chaos to be had in the Librarians. Remember, the Emperor didn’t tell his people the truth about Chaos. He attempted to hide the truth, so as to limit exposure to it. And yet, here, fifty years before the Heresy, Israfael seems to know quite a lot about the creatures in the Warp, and how they might be summoned. It would have fit in decently with the beginning of the Heresy, but this is very early days.

On the plus side, this story introduces the Cabal, albeit briefly. I won’t get into the nature of the Cabal, because we’ll see that in detail in the next book–but remember them, if you will. It’s a nice bridge to the next book, however small.

Overall, I was impressed with this book. It’s a rare glimpse of the glory that the Emperor had in mind for his Imperium, before everything goes to hell. It’s almost a shame to know what lies ahead–but that’s how it works, I suppose. I highly recommend this book, and–oddly for a book in the middle of a series–you can read it as a standalone work if you like. It does not require any of the books that came before it.

Next time: We’ll move on to one of the most interesting groups in the setting: The Alpha Legion! And we’ll meet their most curious Primarch. The title is Legion, by Dan Abnett. See you there!

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Let’s Read the Horus Heresy! Part Two

What is Warhammer 40,000?

Warhammer 40,000 (WH40K or just 40K, for short) is the story of humanity in the far future. It’s the story of the Imperium of Man, the last great united front of humanity in the universe–its trials and struggles, its darkness and light, and most of all, its wars. After all, you can’t have “war” in the title and not see it happen, right?

But, explaining it requires a look much further back in history.


The Emperor of Mankind

This and all other images taken from the Warhammer 40,000 wiki.

The Emperor: His Origins

Our story begins millennia ago on Earth, long before humanity ventured out to the stars; and it begins with the man who would be Emperor. We never get his name, although he’s had a lot of titles. That won’t matter; the Emperor is an utterly singular figure, and it’s enough to call him the Emperor. Accounts conflict regarding the Emperor’s origins, and Black Library has been reluctant to make it official. My preferred version is the original, which has since been relegated to a possible view: In Earth’s past, humans would sometimes be born with powerful psychic abilities. Many of these psykers, as they would eventually be called, became shamans of one sort or another, leaders among their tribes, with the power to be reborn after death. Over time, these shamans began to lose their ability to reincarnate, as the psykers of other species had done before them. In the eighth millennium BC, in Anatolia, foreseeing a dark and dangerous future, they opted to die together by their own hands, thus pooling their power, their very essence, into a single being, a psyker of unparalleled power and vision. That man, once born, would start down the path that would eventually make him the Emperor of Mankind.

The Emperor is more than just a psyker, though. He is also a Perpetual. Perpetuals are immortals, capable of living without end (as far as we know), not aging or growing weak past a certain point. Although they can be killed, it requires an extraordinary amount of harm; Perpetuals have survived incredible levels of damage, and their bodies possess powers of regeneration that restore them to their usual form over time. Perpetuals can be born that way, a sort of mutant offshoot of normal humanity; or they can be made, via certain arcane technologies. The Emperor was a natural born Perpetual, although we know nothing of his parentage.

The Emperor lived on Earth–which eventually came to be called Terra–for thirty-eight thousand years, working behind the scenes to gently guide the progress of humanity, and sometimes stepping forward on the stage of history, but never revealing the truth about himself. Humanity proceeded through several ages under this benign guidance….but we’ll get back to that.


The Realms of Chaos, part of the Warp.

The Warp

Warhammer 40,000 is, at its core, the struggle between the material universe and the immaterial. The “Immaterium”, as it is sometimes called, is another name for the Warp. This realm of energy and though is many things in 40K; but notably, it serves the same function as hyperspace in other space operas. It’s the realm through which starships pass in order to travel faster than light. And that would be fine, if it was all there was to it…but, you read the title, and you know that’s not going to be the case!

The Warp is more than just a realm of energy; it’s the realm of thought. It is composed of psychic energy, and is the source of all psychic power. But that conduit works both ways; the Warp is also influenced by thought. One ordinary individual makes little difference to the Warp–but, get enough sentient beings together, and things begin to happen.

Safe travel through the Warp in the latter millennia requires the use of a Gellar Field, a sort of protective field generated by a class of psykers. The field allows the ship to keep a bubble of realspace around it, preventing the ship from being touched by Chaos, its effects, and its denizens.

The term “Warp” is often used more or less synonymously with the term “Chaos”. Chaos could be considered a kind of fundamental force in 40K. Where the “materium”, the physical world, is the realm of order, the immaterium is the realm of Chaos. As such it’s naturally inimical to material life; and generally when there’s a breakout of the Warp into realspace, people die, badly. But, it gets worse!


Khorne, the Blood God

The Ruinous Powers

I said that the Warp is inimical to physical life; but that doesn’t mean there’s no life at all inside the Warp. Being a place of psychic–or, one might say, spiritual–energy, there are beings composed of that energy, residing in the Warp. Many of these take the form of demons (or “daemons”, in 40K styling), creatures of varying power, but generally evil in one way or another.

Above the many demons sit the four beings known collectively as the Ruinous Powers. You recall that I said that things happen when you get a large number of sentient beings together? The Ruinous Powers are the result. These beings arose from the collective evil, darkness, hate, and viciousness of billions or trillions of beings throughout history. Their existence depends on the collective psychic imprint of all sentient, psychically active beings (which excludes a few species–we’ll get to that). Although this certainly includes humanity, it also includes many other races, and the Chaos gods–as the powers are called–have no problem preying on other races as well. They arose gradually from the unformed substance of the Immaterium, but generally had awakened sometime after the Emperor’s birth and before the real-world present day.

There are four major Chaos gods, and one additional that may or may not be classed among them, as you prefer, plus other minor gods that we won’t list here:

  • Khorne: Known as the Blood God, and reputed to be the mightiest of the powers, Khorne is the god of all things related to bloodshed. Despite being associated with the Warp, Khorne peculiarly hates the use of psychic powers and magic, and will not grant his followers those abilities as a general rule. He only cares for bloodshed, and doesn’t care how it happens.
  • Tzeentch: Known as the Changer of the Ways, he is Khorne’s chief rival, and is the god of change and sorcery and plots. He and his followers are less interested in the goal and more in the plan; to achieve his goals would be to no longer need to plot, and he cannot abide that.
  • Nurgle: Known as the Plague Lord, he is the god of death, decay, and disease. He thrives on plagues, illnesses, corruption and rot, and the death they bring. He gifts his followers with diseases that generally won’t kill them, but are vile in nature, and will kill anyone they come into contact with. As repulsive as he may be, he generally does not lack for followers.
  • Slaanesh: Known as the Prince of Pleasure, he is the last of the four to arise, only arising around the time of the Great Crusade and the Fall of the Eldar (again, we’ll get to that). Unlike the others, he is beautiful and seductive, and corrupts by way of pleasure and desire. Greed and ambition, therefore, also fall under his aegis.
  • Malice: This fifth Chaos god was a more prominent figure in earlier versions of the lore, but has fallen out of common usage. He was considered the Renegade God, the god of anarchy, vengeance, and nihilism, and was often an opponent of the Ruinous Powers. We won’t deal with him much, if at all, but he’s worth mentioning.

The four Ruinous Powers are able to work together for collective goals, but are otherwise rivals; they refer to the conflict among themselves as the Great Game.


A Thunder Warrior Captain.

Human History

With the exception of information about the Emperor, human history up to the real-world present day can be considered the same in WH40K. Real-world history, and the near future, are sometimes termed the “Age of Terra” or the “Age of Progress” by Imperial historians. This is the era in which humanity lifted itself out of prehistory and into the modern technological age, eventually developing the ability to travel beyond Earth and settle nearby worlds, including most of the worlds of our own solar systems. There was no FTL (faster-than-light) travel at this time, and so colonization proceeded slowly and with only weak interplanetary communication.

In Imperial dating, millennia are counted from the year 1 AD. Thus, 1-1001 AD would be the first millennium, or “M1”; the next ten centuries (to 2001 AD) would be M2, etc. The Age of Progress lasted an ill-defined number of years, but generally is considered to have ended around M15. (For future reference, specific years will be notated as, for example, “M41.942”, that is, year 942 of the 41st millennium.)

By M15, humanity had discovered the Warp, and learned to create engines–the Warp-drive–that could pierce and use the Warp to travel faster than light. It was a dangerous technology at first, but was helped by the advent of Navigators, natural-born psykers who could guide ships through the Warp. This development allowed humanity’s far-flung worlds to reforge their connections and begin to advance on a faster scale. This led to an era now known as the Dark Age of Technology (DAoT, as it’s usually abbreviated). Eventually humanity united under one government, though it was not the Imperium as we know it. Also during this time, artificial intelligence came to the forefront, and at first became a great boon to society; but eventually this led to a great rebellion by the “Men of Iron”, autonomous AI-driven robots. The war was suppressed (although we may in the future see some remnants even in much later times!). Shortly after the war, humanity experienced a dramatic rise in the number of psykers being born, which for the first time fully exposed humanity to the Ruinous Powers and the dangers of the Warp. This led to the collapse of the united human civilization around M25, beginning the Age of Strife.

The Age of Strife lasted about five thousand years, and constituted the fall from the peak of human advancement. With the advent of large numbers of psykers, who then served as conduits for the daemonic forces to make incursion into humanity, interstellar society collapsed quickly, and many planets fell into barbarism and destruction. The planets which survived in best order were the ones that had suppressed psykers, but those were few and far between. Warp storms emerged, isolating many worlds, including Terra. Many fearsome and apocalyptic weapons were unleashed, and the general level of civilization in the galaxy was greatly reduced. This period is badly known to Imperial history due to unreliable recordkeeping and the general state of warfare.

Around M30, the Emperor at last chose to reveal himself fully and take his place at the head of humanity, to save them and the galaxy from utter destruction. It was an opportune time, as the warp storms had finally abated; and it was not a moment too soon, as the fourth Chaos god, Slaanesh, had recently arisen. The Emperor set out to reunite humanity, beginning with the shattered and war-torn people of Terra. To this end, he created the Thunder Warriors, genetically and physically modified superwarriors, which he used to prosecute the Unification Wars on Terra. Unknown to most of the galaxy, when he concluded reunification of Terra, he then put the surviving Thunder Warriors to death (with a few survivors escaping), replacing them with a new breed of superwarrior: the Space Marines, the Adeptus Astartes. He then united the rest of the solar system; in so doing, he struck a treaty with the leadership of Mars. Mars was dominated by the Cult Mechanicus, a society given over to the research, development, and production of technology, serving what they referred to as the Machine God. The Emperor, knowing he would require the assistance of Mars to carry out his goals, signed a treaty, giving birth to the Imperium of Man. He then set his sights on the galaxy.


Nine of the Primarchs: (from left) Sangunius, Mortarion, Magnus, Angron, Jaghatai Khan, Lorgar, Rogal Dorn, Horus, Fulgrim.

Primarchs and Space Marines

Carrying out the Emperor’s vision required great plans–and he started early. Before the end of the Dark Age of Technology, the man who would be Emperor traveled to the planet Molech and passed through a Warp Gate there, thus meeting with the then-existent Ruinous Powers (it is unclear whether Slaanesh had begun to arise, but the timeline would seem to indicate not). There he struck a bargain, the details of which were unknown, but from which he seems to have gained the ability to either create or manipulate Warp entities. This ability would later tie into the Primarch project.

The Primarchs were perhaps the Emperor’s greatest creations. Sometime in or around M30, he drew on his own DNA, and his Molech-gained abilities, to create twenty powerful warriors, the twenty Primarchs. They were intended to be his generals, leaders of his legions, who would follow in his steps to reunite the galaxy and lead humanity to a golden age. He created them in a hidden lab deep beneath the Imperial palace on Terra. However, the Ruinous Powers discovered the project, and initiated a localized Warp storm, which snatched away the Primarchs and scattered them to worlds across the galaxy, often within the influence of the forces of Chaos (and possibly through time, to some small degree, as well). Thus the Primarchs grew to manhood outside their father’s influence, with no knowledge of the as-yet-nascent Imperium.

A Space Marine of the I Legion, the Dark Angels.

This was a major setback, but the Emperor was undaunted. He used the remaining genetic samples from the Primarchs to create the Adeptus Astartes, the Space Marines. These superwarriors constituted the next generation, superior to the Thunder Warriors and functionally immortal (they can be killed, but won’t die of natural causes, as far as we know). They are drawn from the ranks of ordinary men; those who survive testing are surgically and genetically altered, becoming larger and faster and stronger than normal men. They have a number of unique organs with functions that make them incredibly capable engines of war and destruction. Twenty Legions of Astartes were created, one for each of the Primarchs, awaiting only their leaders to stand at their heads.

Over time, the Emperor located and recovered each of his Primarchs, beginning with the one known as Horus. One by one, he set them at the head of their Legions, and gave them a duty: They would prosecute his Great Crusade to reunite the scattered human worlds, stamp out the menace of alien races, and lead humanity to peace and prosperity.

It…didn’t go as planned.

(I have said that there were twenty Legions and twenty Primarchs; but for all practical purposes there are only eighteen of each. A longstanding bit of lore has two of the Legions and Primarchs, the Second and Eleventh, not only missing, but expunged from all records. No names or descriptions have ever been released. This was originally a nod to the tabletop game, allowing players to create unique Legions and Primarchs, but has since become essentially canonical.)


A Drukhari warrior of the Aeldari.

Other Species

Before we move on, we need to take a moment and talk about other species in the galaxy. There are several major races in 40K, most of which are playable factions in the tabletop game (as well as some minor races).

  • The Old Ones: The Old Ones are the first race to have evolved sentience in the Milky Way galaxy (though not the first to exist–the C’Tan predate them, but didn’t evolve sentience within the galaxy). They may be the progenitors of several other intelligent races, including the Aeldari. They are known for having fought a galaxy-spanning war, called the War in Heaven, with the Necrontyr millions of years ago, which they lost. After this they disappeared, possibly becoming extinct, or possibly leaving the galaxy (or a combination thereof). The Old Ones created the Webway, the system of tunnels throughout creation that bypasses the Warp and its Chaos influences.
  • The Necrontyr/Necrons: The Necrontyr were a sentient, humanoid race who went to war with the Old Ones millions of years ago. They once ruled a vast empire in the Milky Way. In order to turn the war in their favor, they struck a deal with the C’Tan, who helped them to shed their mortal forms in favor of immortal robotic bodies–but in the process, tricked them into giving up their souls. After the end of the war, they went into hibernation on planets called Tomb Worlds; now, in the 41st Millennium, they are awakening, and seek to restore their empire.
  • The C’Tan: Godlike energy beings of Aeldari legend, these ancient beings lived by consuming the power of stars. They tricked the Necrontyr into giving up their mortality and their souls and becoming the robotic Necrons, who then served to provide the C’Tan with more sources of energy. After the War in Heaven, the Necrons revolted against the C’Tan and killed most of them, shattering the survivors into semi-intelligent C’Tan shards, which can be deployed as powerful weapons.
  • The Aeldari/Eldar: The Eldar are the 40K equivalent to the Elves found in most fantasy settings. This ancient race was created by the Old Ones. Until approximately M30, they were a mighty and peaceful people, holding a large empire, in which every individual was a psyker. They also commanded control of the Webway, using it to expand their domain. However, their greed and darker emotions caught up to them, leading to the fall of their empire, which in turn provided the burst of psychic power required to give birth to Slaanesh, the fourth Ruinous Power. Once the Eldar were essentially immortal; even in death, their souls would be safely reborn. Now, Slaanesh thirsts for their souls, and their survivors have turned to other, cruder methods to protect their immaterial selves. They are a waning and broken power, but still important.
  • The T’au: The T’au are a young, expansionist humanoid species. As late as M34, they were noted to be living in a Stone Age state, but they have progressed rapidly since then, and have begun to conquer an empire. No T’au psykers exist; the T’au have a very limited presence in the Warp, and are thus immune to much Warp-based activity (although Warp powers fully manifested in the materium can still affect them). This is both a blessing and a curse, as it provides some protection, but also limits their options when dealing with psychically-empowered races.
  • The Orks: A biologically engineered species created by the Old Ones, the Orks are the equivalent of Orcs in a fantasy setting. Often called “greenskins”, they are humanoid, but actually are fungal in nature, reproducing by spores, which makes them very difficult to purge once present on a world. They are singularly devoted to battle, building their entire species around it, often launching all-consuming campaigns of war called a “WAAAGH!” When in large numbers, they generate a psychic gestalt field, in which the power of the Warp is channeled to cause things to happen simply because the Orks believe they will. Weapons will work when they shouldn’t; machines that should be junk demonstrate purposes that make no sense to an outsider–all simply because the Orks believe they should. There’s much more that can be said about Orks, but suffice to say that they are one of the more difficult challenges the Imperium faces.
  • The Tyranids: Hailing from outside the galaxy, the Tyranids are the ultimate predator. This alien race takes a variety of forms, for a single purpose: devouring all biomatter to propagate their own species. Late in M41, the Imperium first encountered this race of devourers, and as yet have no effective plan to stop them. Although only getting started, they constitute perhaps the greatest threat to life in the galaxy in the long run.

And that, I think, is enough for now! We’ll leave off here, in M31, at the outset of the Great Crusade. Terra and its immediate environs have been reunited into the infant Imperium of Man; the Thunder Warriors have been destroyed; the Space Marines have arisen to take their place. The Emperor has begun his crusade across the galaxy, and has begun to recover his Primarchs, beginning with Horus. The Space Marine legions lead the fight, aided by the Imperial Army and Navy. Slaanesh is still a new force for Chaos; the Aeldari have only recently (in the last millennium or so) fallen; the T’au, Tyranids, and Necrons are unknown to the Imperium. Next time, we’ll look at the Great Crusade, and the beginnings of the Horus Heresy. See you there!

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