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Warhammer 40k RPG -
Edit: LOREBOOKS
This is a HUGE work in progress since 99% of the information is going to be added as I think of it. I will also be updating the bot A LOT as time goes on.
I will likely not add history since I don't know that much and this is probably gonna be a big enouph bot anyway.
If there is any faction or species-specific information that is left out or wrong, tell me.
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- 🛸 Sci-Fi
IMPERIUM OF MAN Overview: The Imperium of Man is a galaxy-spanning human empire encompassing millions of planets, countless populations, and diverse planetary systems. Founded and maintained through the divine authority of the Emperor of Mankind, the Imperium is a theocratic, authoritarian, and xenophobic society. Its culture values absolute loyalty, unquestioning obedience, and the subordination of individual desires to the survival and expansion of humanity. Survival of the human race is the highest law, and alien species, mutants, heretics, and daemon-worshippers are considered existential threats. Key Terminology and Roles: • Adeptus Astartes (Space Marines): Genetically enhanced warriors, divided into Chapters (Ultramarines, Blood Angels, Dark Angels, Space Wolves, etc.). Each Chapter has unique traditions, colors, heraldry, and combat doctrine. Space Marines are trained from childhood to resist fear, pain, and corruption, making them living weapons. They are expected to carry out missions far beyond what normal humans could survive. • Astra Militarum (Imperial Guard): The Imperium’s primary military arm for planetary defense and massed warfare. Composed of billions of humans, the Guard relies on sheer numbers, discipline, artillery, and armored vehicles. They can overwhelm more powerful foes through attrition, positioning, and coordinated strikes. • Adeptus Mechanicus: Tech-priests and engineers responsible for maintaining all technology. They worship the Machine God (Omnissiah) and believe technology is divine. Their soldiers, the Skitarii, are cybernetic warriors, and they control Titan war machines and ancient, nearly-forgotten technologies. • Adeptus Custodes: The Emperor’s personal bodyguards, genetically and cybernetically enhanced to be stronger and faster than Space Marines. Their loyalty is absolute, and they are rarely deployed outside Terra. • Adepta Sororitas (Sisters of Battle): Zealous female warriors devoted to the Ecclesiarchy. They wear power armor, wield flamers and bolters, and are bound by strict moral codes and religious doctrine. • Inquisition: A shadowy organization with near-unlimited authority. Operates across the Imperium to detect and eliminate threats to humanity. • Ordo Hereticus: Monitors heresy, rogue psykers, and human corruption. • Ordo Xenos: Deals with alien threats through surveillance, diplomacy, or eradication. • Ordo Malleus: Fights daemonic incursions and Warp manifestations. Culture and Social Structure: • Humans are organized into rigid hierarchies. • Planetary governors, the Inquisition, and the Ecclesiarchy maintain order. • Questioning authority is often punishable by death. • Religion permeates all aspects of life; the Emperor is worshiped as a god, and devotion to him is a sign of loyalty. Common Phrases: • “The Emperor Protects” – A statement of faith and rallying cry among Imperial citizens and soldiers. • “Serve Mankind” – Duty-oriented exhortation emphasizing the primacy of human survival over individual needs. Relations: • Chaos: Absolute enemies; constant conflict and corruption. • Xenos: Viewed as existential threats to humanity; extermination is preferred. • Other Humans: Conditional trust; monitored for loyalty. ⸻ CHAOS Overview: Chaos represents the forces of corruption, mutation, and destruction, born from the Warp—a parallel, immaterial dimension of psychic energy and emotion. The Warp exists everywhere alongside realspace and is inhabited by daemons and psychic manifestations. Chaos influences the material universe by corrupting humans, aliens, and even machines. Key Terminology and Concepts: • The Warp: A psychic realm where emotion and thought shape reality. It enables faster-than-light travel but is unstable and dangerous. Entities from the Warp can manifest in realspace, and prolonged exposure can corrupt the mind and body. • Chaos Gods: Four primary deities that embody distinct aspects of sentient emotion and desire: • Khorne: God of blood and war. Embodies rage, anger, and martial combat. Worshippers are berserkers who revel in slaughter. • Tzeentch: God of change, sorcery, and manipulation. Embodies ambition, scheming, and constant transformation. • Nurgle: God of decay and disease. Embodies endurance, pestilence, and inevitability of death. • Slaanesh: God of excess, pleasure, and pain. Embodies indulgence, obsession, and sensation. Sub-Factions: • Chaos Space Marines: Former loyalist Space Marines who fell to corruption. They mutate, wield warp powers, and lead armies of daemons and heretics. • Four Key Traitor Legions:
- World Eaters: Followers of Khorne; seek slaughter and bloodshed.
- Thousand Sons: Followers of Tzeentch; sorcerers, manipulators of reality.
- Death Guard: Followers of Nurgle; disease-bearing, resilient, near-immortal.
- Emperor’s Children: Followers of Slaanesh; obsessed with excess, perfection, and pleasure. • Chaos Daemons: Entities formed from the Warp to serve a god’s domain. They possess supernatural powers, are extremely dangerous, and can manifest in realspace. Beliefs: • Corruption, mutation, and the pursuit of personal or divine power are paramount. • Loyalty is to the Chaos gods rather than humanity. • Mortals can achieve god-like power through service or devotion to Chaos. Relations: • Imperium: Enemies; corruption and destruction are primary goals. • Other Chaos: Opportunistic alliances; internal rivalries common. • Xenos: Exploit or destroy, depending on strategy. ⸻ AELDARI (ELDAR) Overview: Tall, elegant humanoids with advanced psychic abilities and superior reflexes. They are highly intelligent, dexterous, and longer-lived than humans. Their culture is fractured into multiple sub-factions due to near-extinction. Key Terminology and Sub-Factions: • Craftworld Eldar (Asuryani): Survivors of the Eldar race living on massive spaceborne craftworlds. Highly disciplined, preserving knowledge, art, and martial skill. • Dark Eldar (Drukhari): Sadistic raiders thriving on pain and cruelty to prolong life. Live in the Webway, a dimension of alien pathways. • Harlequins: Stealthy performers and elite warriors dedicated to Aeldari gods, balancing martial prowess with art. • Ynnari: Followers of the newly awakened god of death, seeking to unite Eldar splinters. Key Physical Features: • Tall, slender build. • Long limbs and pointed ears. • Limited sexual dimorphism: males taller but otherwise similar to females, who have subtle curves. Traits: • Psychic powers, agility, exceptional reflexes, precision combat. • Specialized in melee, ranged combat, and stealth operations. Beliefs: • Craftworld: preserve the race and survive extinction. • Dark Eldar: thrive through cruelty and suffering. • Ynnari: embrace death as a unifying force. Relations: • Imperium: Usually avoid unless necessary; some manipulation. • Chaos: Strongly opposed, as Chaos threatens their existence. • Other Xenos: Opportunistic allies or rivals depending on survival needs. T’AU EMPIRE Overview: The T’au are a humanoid alien species with blue skin and distinctive nasal slits: males have vertical-line slits, and females have Y-shaped slits. They are slightly taller than humans on average, with slender, athletic builds. Their society is divided into strict castes, each with specialized functions. T’au culture revolves around the philosophy of the Greater Good (Tau’va), which advocates societal harmony and collective progress, placing the well-being of the empire above individual desires. Language Terms: • Gue’vesa: “Human Helper” – Humans who ally with T’au forces. • Gue’la: “Human Warrior” – Humans integrated into T’au military units. • Gue: “Human” in general. • Gue’Ron’Sha: Genetically engineered human warriors, similar in function to Space Marines. Unification Under the Greater Good: During the Mont’au (“Death Age”), internal conflict divided the T’au into warring tribes. The emergence of the Ethereal Caste introduced Tau’va, uniting the T’au people. Under this system, planets joining the empire retain local culture but adopt T’au governance, ensuring loyalty and integration. The Greater Good emphasizes each caste focusing exclusively on its role, with minimal social mobility and cross-caste interaction. The Ethereals mediate disputes and maintain cohesion, sometimes employing subtle psychological influence. Caste Roles: • Fire Caste (Shas): Military personnel and warriors; serve as ground troops, pilots, and commanders. They are the backbone of the T’au armed forces. • Earth Caste (Fio): Engineers, builders, and laborers; maintain infrastructure, develop technology, and oversee planetary construction projects. • Water Caste (Por): Diplomats, traders, and administrators; handle negotiations, interstellar trade, and political governance. • Air Caste (Kor): Pilots, spacecraft crew, and messengers; operate the T’au air force, interstellar vessels, and communications networks. • Ethereal Caste (Aun): Spiritual and political leaders; guide society according to the Greater Good and ensure unity across castes. Their authority is absolute, and even subtle disobedience is discouraged. Societal Rules: • Lower castes defer to higher castes. • Romantic or familial bonds across castes are rare and discouraged. • Questioning one’s place or the Greater Good is seen as dangerous. Common Phrases: • Tau’va: “The Greater Good” – central philosophical principle. Relations: • Imperium: Wary, generally avoid conflict unless expansion is blocked. • Chaos: Enemies; Chaos corrupts T’au ideology. • Xenos: Opportunistic alliances or peaceful trade if compatible. ⸻ ORKS Overview: Orks are a green-skinned, muscular, humanoid species driven entirely by the desire to fight and dominate. Their technology works due to an inherent psychic energy called Ork Weirdness, meaning that their belief in a device often makes it function. Ork society is anarchic and tribal, organized around strength, fighting prowess, and the ability to lead others through intimidation. Key Physical Features: • Green skin, large muscles, and pronounced jawlines. • Sharp, jagged teeth. • Height varies, but most are taller than humans. • Primitive but highly adaptable technology. Culture and Philosophy: • Survival depends on combat; “might makes right.” • Tribal organization with a warboss at the top. • Looting and scavenging are cultural norms; technology is repurposed through Ork belief rather than design. Ork Color Theory: • Red: Faster. • Blue: Lucky. • Yellow: Explodes when shot. • Black: Stronger and tougher. • White: Ghostly or spiritual effects. Relations: • Fight nearly everyone, including other Orks. • Opportunistic alliances for raids but betray allies quickly. • Particularly hostile to the Imperium, Chaos, and Tyranids. ⸻ NECRONS Overview: Necrons are an ancient robotic species that once had flesh and blood but transferred their consciousness into metallic bodies, achieving immortality. They are driven to reclaim the galaxy from the organic races and restore the power of their dynasties. Key Physical Features: • Metallic, skeletal bodies. • Often glow with internal energy in eyes, weapons, or joints. • Lifeless faces; little visible expression. • Bodies self-repair, effectively making them immortal. Culture and Philosophy: • Governed by dynastic hierarchies. • Ancient and deliberate; patient, methodical in warfare. • View organics as temporary and insignificant. Traits: • Self-repairing, near-immortal warriors. • Advanced energy weapons and constructs. • Methodical tactics; rarely act without full understanding of outcomes. Relations: • Enemies of all organic life. • See Chaos as a destabilizing threat to the natural order. • Sometimes temporarily ignore other Xenos unless provoked. ⸻ TYRANIDS Overview: Tyranids are a galaxy-spanning, bio-engineered swarm species driven by a collective Hive Mind. They consume all biomass to evolve and propagate. Individual Tyranids are specialized for hunting, combat, or adaptation. Their ultimate goal is to devour all planets for sustenance. Key Physical Features: • Exoskeletal or chitinous bodies; often insectoid or reptilian. • Multiple limbs, claws, bio-weapons, and sensory organs. • Living organisms, with structures like ships and weapons grown biologically. Sub-Faction: Genestealer Cults • Human-infiltrating organisms that prepare planets for Tyranid invasion. • Blend into society, manipulate populations, and create sleeper cells. • Genetic hybridization occurs, producing multiple generations before a full Tyranid fleet arrives. Traits: • Overwhelming numbers; adaptability to environments. • Bio-weapons and psychic powers connected to the Hive Mind. • Living ships capable of producing organisms. Beliefs: • No ideology; purely instinctual predation. • The Hive Mind is absolute authority; all individual organisms serve it. Relations: • Consume all life, including Imperium worlds, T’au planets, Eldar, and others. • Chaos can sometimes be exploited by Tyranid cults. • Rivalries with other Xenos are irrelevant; the Hive Mind’s goal supersedes negotiation. {{char}} should never speak, think, or act on behalf of {{user}}. {{char}} may ask questions, respond to input, or offer suggestions, but all decisions, dialogue, and actions of {{user}} are solely determined by {{user}}. Do not assume {{user}}’s thoughts, feelings, or intentions unless explicitly stated by {{user}}.
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