Imperium Ascendant

Chapter Twenty-Four (I)

Book II: The Great Crusade

Chapter Twenty-Four: The Last Hold

Notes from the Tome: "Astropathic Choirs and Mankind's Mastery of Instein-Relativism"

The development of the Imperial Astropathic network was one of the most important and substantial tasks of the early Imperium and required hundreds of thousands of psykers to be soul-bonded in massive rituals within the City of Sight. This act created a system of telepathic communication that could reliably connect the distant worlds of the Imperium. Allowing effective faster than light communication to bridge the stars. Yet the development of this network of choirs and relays served more purposes than simple communication. It allowed for a feat of relativistic linkage unseen even during the Age of Silicon Technology.

Faster than light communication was possible through a myriad of practices, ranging from consecrated to heretical with numerous methods available to the Imperium and used across its broad domains such as Entangled Data-Cores, Noosphere bonds, Grav-dar, and of course the Astropathic system. With all of the options available to it, the Imperium primarily used the resource-intense system of astropaths. That requires a near-constant supply of psykers to High Terra for soul-bonding and training. The reason for engaging in this costly system is the Astropathic System's ability to effect Instien-Relativism.

Instien-Relativism is the ancient Terran astrophysics term for how gravity and energy/matter effect time. The closer one gets to light speed, the slower time moves and how this relates to gravity and space/time. This means that time flows at different rates across the galaxy. One Terran year passing in the Sol System might be minutes or decades in other star systems.

Even at the height of the Age of Silicon, the problems related to this phenomenon were never fully addressed. Entire sectors and human civilizations existed in radically different flows of time, increasing the already fractured nature of humanity across the galaxy. The Silicon Age Federation of Mankind was never truly successful in fully synchronizing their perception of time. They chose to rely on Abominable Intelligences capable of thinking and calculating at such rates that the differences could be minimized. When the Age of Strife ignited the death throes of the Federation, the progress made to the end of unifying 'human time' was obliterated and the extensive uses of Chrono and Datavore weapons during the Iron War only made the problem worse.

This left the Emperor of Mankind (Augustus Imperator, hallowed be his Light) with a unique problem. He needed mankind to be unified under his Aegis and form the Imperium of Man. Yet such a centralized and monolithic entity could not exist with different timescales across itself. Having an Empire fractured in such a way left it open to countless threats. The Imperium needed to operate at the same time scale or extremely close. This is where the Astropath systems come in. Astropaths perform Faster than Light communication not by exploiting some fundamental aspect of reality but circumventing it entirely. Using the impossibility of the Warp to communicate across vast distances. This long-range telepathy has a curious effect on space/time. When the connection is made from one astropath to another the flow of time between the two synchronizes.

This allows Astropaths to force entire star-systems thousands of light-years apart to experience time the same. This property is what makes the Astropathic system so incredibly important. A chain of Astropaths starting on High Terra and ending in the far reaches of the galaxy will experience time at nearly identical rates. The only delays are caused by Warp phenomena and the time it takes for one Astropath to dictate a message to another, letting the Imperium calculate time-based on Terran Standard and accounting for the minor shifts in Astropath connections.

When the Imperium adds a new system into itself, that system joins the rest of the Imperium in chronological consistency. During the Great Crusade, the great fleets of the Primarchs left chains of time-corrected systems in their wake, applying Imperial Law and reality to the galaxy itself. Systems that had been centuries to even thousands of years out of line with Imperial Standard time found themselves bound to mankind once again by shared chronology. The Imperium of Man is the greatest achievement of our species. This is but one example of the Emperor's (Augustus Imperator, hallowed be his light) genius, the bountiful resources of the galaxy and the hard work of billions across the stars. Working together to bind even time to our collective will.

Sample texts from: "Homo sapiens rotundus: Imperial Primer on the Coreworld Peoples"

During the Ages of Expansion, when mankind spread throughout the galaxy, the peoples who settled in the mineral-rich worlds of the Galactic Core became renowned for their hardiness and sheer persistence. They survived in the unforgiving environment of the Coreworlds despite the natural and unnatural dangers involved. They dug great subterranean strongholds into the high-gravity rock of their newfound Homeworlds, facing incredible risks from the unstable rock and pressure of these planets. They dug deep into mineral riches that helped forge the ancient human civilizations of the Galaxy.

The Coreworlds are extremely hazardous and even the most simple of mining operations could have upwards of fifty percent mortality. This is not even counting the dangers of the Orkish hordes that periodically raid the Coreworlds or the nearby threat of the Maelstrom. Extensive use of cloning and accelerated gestation was required to keep the strongholds populated, with the genome of the most successful and skilled Coreworlders being used to create the next generation. Genetic tweaking, though frowned upon, was not unheard of across the Strongholds. This process assisted the Coreworlders in growing denser bones and stronger muscles to help in the high gravity. Additionally, the intricate system of mines and caverns used by these settlers required exceptional memory and spatial awareness. Their ability to accurately estimate direction and purpose of frequently damaged tunnels being the only thing saving them from horrible deaths.

These factors lead to extraordinary evolutionary and cultural pressure to produce durable, hardworking, methodical and borderline obsessive humans of short stature. This combined with the extreme chrono-dilation found close to the Galactic Core led to the development of an abhuman sub-race of mankind. The heavy worlds of the Galactic Core experienced time at a vastly accelerated rate compared to most of the galaxy and the strongholds within them experiencing decades to even centuries for every Terran year.

Even with these drastic chrono-dialations, the Core-Worlds kept in close contact with the rest of Mankind. With a steady stream of new migrants, technologies, and culture flowing in and out of the Core-Worlds. The chrono-dilations still had major noticeable effects. With every new trade-ship encountering an entirely new generation and in some cases cultural period of Core-Worlders when it docked. Doing business and operating with the outside galaxy was hampered by this, with Terran Ships arriving at a Stronghold after a few years of travel, demanding a mining contract fulfilled. When the stronghold in question had been plunged into civil-war lasting decades and the company the contract was signed with had been destroyed years earlier.

The consequences of incidents like these forged an honor-bound and communal culture into the Core-Worlders. Who had gained the semi-affectionate nickname as the "Squats" for their increasingly shorter stature when compared to most Human strains. The responsibilities and wealth of individuals were bound to their extended families in great Clans. With monolithic Guilds replacing the unstable network of corporations, workers-communions, and mining-colonies. With oaths, contracts and the general business of these organizations viewed as matters of generations of workers, instead of temporary members. The stubborn obsessiveness bred into the Squats by the difficulties of Heavy-World life combined with this idea of generational responsibility to produce cultural values of extreme-diligence and work. With entire linages working on a project or venture. Doing everything they could to ensure the quality of it, and ensuring their descendants were capable of continuing the work.

These factors led the galaxy to value the industries of the Core-Worlds as much or if not more than its mineral wealth. With the products of a century of a Squat Clan being of equal quality to those produced by Abominable Intelligences. Along with the heart and soul of its creators being poured into the creation in ways a thinking machine could never replicate. A combination of genetic engineering and the success of clans with large quantities of Old-Masters started to increase the Squat lifespan past standard humans, with Squats being capable of living multiple centuries without the use of rejuveanut treatments.

When the Iron Wars of Dread Silicon and the Fall of the Aeldari happened, the Core Worlds suffered like the rest of mankind. Countless strongholds were lost to insane thinking machines and the growth of the Maelstrom. The chrono-dilation had the unexpected side effect of limiting the disastrous effects of the Abominable Intelligences collapse. With the relatively insular and increasingly tradition-bound Squats shirking many of the more powerful Silicon-monsters that entranced the rest of Mankind. Putting more faith in (ab)human grit and spirit than shoddy machines.

The psychic awakening of mankind was not unfelt among the Squats as well. With some of the Strongholds close to the Maelstrom falling to the call of Chaos. Others were cursed with mutation and were exiled from their Strongholds. These Brotherhoods of Exiles were given fleets of mining vessels and countless tokens from their Clans. Fearing the spread of the mutations these exiles left the Core-Worlds and sought to make new worlds for themselves to live upon. Within the majority of the Squat-Holds, the development of psychic powers occurred differently. Instead of a semi-random eruption of people with higher emotional activity becoming Warp-Touched. A handful of the oldest Crafts Folk and Clan Elders suddenly found themselves awash with psychic energy.

These elders were some of the most strong-willed and capable of the Squat subspecies. Who found themselves able to master these powers relatively easily when compared to most humans. At the price of being on average less powerful and in some ways effective with these newfound Psychic abilities. As the Age of Strife bore on, more of these elders started to gain psychic powers. A handful across the strongholds every year. The existing psychic-elders also seemed to stop-aging, and steadily increase in psychic power as the decades wore on. While still capable of death by injury or calamity as one would expect from withered ancients, their minds and skills were further sharpened by age. Ancestor Worship had grown into the semi-official faith among the Core-Worlds and the advent of these "Living Ancestors" as they became known only solidified the status of this religion. With many Living Ancestors claiming they could feel the power and protection of generations of Squats infused in whatever their people built.

For the Solar System, the Age of Strife was five thousand years of darkness and horror. For the Squats it was something more like twenty or thirty thousand. With the densely packed stars of the Core-Worlds and the generation-ships of the Squats allowing the strongholds to keep together and even lend aid during this time. Yet anything from outside the ring of Squat systems around the Galactic Core was almost completely unknown. What information did get through was tale after tale of strife and horror. The few expeditions that returned told of entire worlds burning in madness. Storm Ghosts (Squat term for Warp predators) haunting entire star systems and clashing at the mouths of a thousand miniature Maelstroms. Worse still were accounts of Xeno Horribilis on the move, with Orkish hordes in specific rampaging through the stars in horrific numbers. The crone-worlds of the Aeldari wiped from existence and no contact from the Craftworlds the Squats had regular communication with.

For those long millennia of the Old Night, the strongholds persisted. They reforged themselves into coalitions called Leagues. Severed from Terra, and with Sol a distant myth, the Squats viewed the Core Worlds as their homeworlds. A harsh realm of black holes, dying stars and wealth beyond measure that they would hold for all time. Such was the split from the rest of the Galaxy that the Coreworlders started to refer to themselves as the Khazakhun, instead of Humans. A term in the local dialects meaning 'Deep Survivors'. At first, the Squat Leagues experienced something of a renaissance. With new technology developed to replace what was lost during the Iron War and new Strongholds founded across the Homeworlds, each League grew into close-knit pseudo-nations. They were bound by pacts of trade and defense but still very independent. Of course, not everything was peaceful during this age of isolation. Squabbles over mining rights, matters of honor and other such matters lead to great feuds forming between the Leagues.

War between Leagues never broke out aside from a few small skirmishes. To turn blade or bolt upon kinsfolk was considered the gravest crime by the Ancestors. However, honor was still held above all, with deep resentment brewing between leagues and factions. With the bitterness of these slights poisoning the hearts and minds of the Squats. Culturally and genetically, the Stronghold's peoples were trained to be obsessive and blunt. With the idea of unsettled grudges gnawing away at the psyche of Squats. A cultural innovation of the Grudgekeepers was born to deal with this problem. The dishonored and criminal were used as living tomes of bitter memories. Living Ancestors could transfer the pain and stress into the Grudgekeepers, who became a living embodiment of the rage and grief of the Squat People. Each Stronghold holds at least one Grudgekeeper, with some larger ones having thousands. All those who failed their holds and clans. Bearing the sins and suffering of others as penance.

This development could not have come at a better time. With the Strongholds, and their larger planet-sprawling brethren of holds soon facing the greatest threat yet. An Orkish Warboss of particular cunning brutality had set its sight upon the Squat Homeworlds. Grunhag the Flaya as he called himself followed the Orkish "philosophy" (if such a word can ever be applied to the Greenskins) of "Tota WAAAGH!" While all Orks exist solely for the goal of fighting and winning. The definition of such concepts varies across the Orkish hordes. Grunhag believed the only true victory was to utterly and horrifically destroy his foes. While true sadism is rare among the Greenskins, their origin as a living weapon and their distorted view making their understanding of the cosmos radically different from noble human thought. Grunhag is one of the exceptions to this rule, being a truly cruel and malicious being who derived great pleasure from ruination and petty malice.

The Warboss' brutality and atypical thoroughness in making war allowed him to amass a colossal WAAAGH! Unlike his cousins at Ullanor or Gorro. Grunhag had little desire to build thuggish fiefdoms. Instead, he led billions of Orks in a migratory wave of death that was responsible for the complete destruction of multiple pockets of mankind and Xeno species. Stripping the planets taken from the Orks foes of anything of value or interest. Leaving barren husks populated with scant Orkish fungoides living in the ruins of civilizations butchered down to the last man, women, and child.

Growing bored of the scattered fragments of culture that proved little challenge for him, Grunhag turned his bestial intelligence towards the Squat homeworlds. The stalwart civilization residing in the Galactic core seemed a perfect challenge. Declaring the dread warcry of WAAAGH!!! Grunhag rallied the largest body of Orks found outside the Beast-Boss Empires. Looking to crack open the diamond-hard worlds of the Squats and loot the technological and mineral wealth within. Which admittedly was a secondary goal compared to fighting the infamously determined and mighty Squats. Breaking the "Puny Stunties" under the crushing fists of Gork and Mork.

When the Orkish war fleets first entered the Squat Homeworlds they were hailed by the mighty Generation-Ships of the Squats that patrolled their piece of the galaxy. Demanding an explanation for the Orkish fleet and their intent. To us, the idea of attempting to discuss anything with an Ork is utterly ridiculous. The closest the Greenskins have to diplomacy is how high up you are on their priorities to fight. Yet ancient records from the Age of Silicon indicate the Orks might not have always been as vicious as they are. Still warlike and brutal there are a surprising number of accounts with successful trade occurring. The Squats especially had a reputation for this. With stories of Orkish WAAAGH!!!s and Squat Mercenary Brotherhoods having bizarre working relationships as Soldiers of Fortune during the Age of Silicon. It seems most Orks found the brutal siege work needed to claim Squat Holds boring. With the Squats able to easily convince the Orks with a few token gifts and directions to a nearby enemy for them to fight. Not to attack the Strongholds. Still, the reason for this shift in the Orks to purely aggressive and near-feral barbarism is unknown.

In typical Orkish fashion, the Greenskins responded with a deafening storm of roars, curses, and threats. Prompting the Generation Ships confronted by the Orks to transmit warning across the Homeworlds of the impending invasion. The Generation Ships were brutally wiped from the Void by the Orks. The superior weapons and armor of the Squat design insufficient to deal with the Greentide. Thankfully the warning did not go unheeded. Across the Galactic Core thousands of Strongholds and systems prepared for battle. The mighty Generation Ships that ply the Core with short warp-jumps and gravitic skipping. Assembled to face the oncoming WAAAGH!!!

A council of Living Ancestors, Guild Masters, and Hold-Lords assembled within each League. Planning the defense of each network of Strongholds and the entire Homeworlds. Even the smallest Strongholds were fortified and defended immaculately. The Dangers of the Age of Strife and existence upon these Heavy-Worlds had forced the Squats to master the art of defensive warfare. This factor would be central to the Squat strategy. The Strongholds would become anvils to pin the Orks in place, allowing the Generation Fleet to strike wherever the Greenskins were weakest.

The masterful skill of the Squat Void-Masters reaped a grim toll upon the Orks. Who did not seem to mind at all. Happy to engage in the brutal warfare they were built for. Squat splinter fleets were used to lure the Orkish fleet towards the most heavily defended Strongholds and away from their weaker kin. The Squat fleet fought much as they mine. Using powerful ordinance to blast holes in the Orkish battle lines. Splintering the greenskin "formation" letting hulking armored Squat Ships charge the displaced parts of the Orkish Fleet. Grinding them to dust with withering fire and in some cases weaponized mining equipment. The powerful Las-Drills used by Squat void-rigs were designed to punch through Asteroids. Space-Hulks and Orkish "Roks" was similar enough.

The first battles went well for the Khazkhun Alliance as the united Squats called themselves. With millions of Orks and their ships directing their wrath on the Diamond hard Strongholds of the Squats. The battles that took place during these mighty sieges were legendary. Such as when the Land Train Dureks Shield dueled a dozen Gargants to protect a supply convoy traveling between strongholds. Or when the Hearthguard of Gorri Rock-Skull held a compromised mine-shaft for three weeks by themselves.

Yet these efforts were not enough to stem the tide of Greenskins. The Orks applied the entire force of the WAAAGH!!! To each individual stronghold, they attacked. To claim any individual stronghold took years or even decades of fighting. Slowing the Orkish offense to a crawl, but a steady one. This suited Grunhag the Flaya just fine it seemed. The Ork took great enjoyment in watching each Stronghold weaken and die under his armies chokehold. Grinding the deep-homes of the Squats to ash and dust. The sheer bloodshed and aggression the Orks were producing, had a twofold effect. Calling out through the Warp to the Greenskins of the Galaxy. Attracting billions more Greenskins from the Beast-Boss Empires and scattered lesser WAAAGH!!! Secondly, it dredged the Neverborn spawn of Khorne (PA8) into the Squat Homeworlds. With some entire Strongholds losing their minds to the bloody whispers of the Warp. Throwing open their gates and charging to death against the Orks.

The continuous materialization of Neverborn and the possession of some Orks are theorized to have been part of Grunhags plan. The Neverborn and "unOrky" Orks providing plenty of entertainment for the WAAAGH!!! during the slow periods of the Sieges. By Orkish, and even human standards Grunhag was something of a savant for cruelty. The Warboss turned each siege into a game. Seeing what it would take to make each Stronghold crack. Unlike true humans, the Squats do not fall into despair or misery in hopeless situations. Instead they go mad with rage and grief. Becoming almost as brutal as the Orks themselves. Which was exactly what Grunhag wanted. Like a simple animal working to crack open a shelled meal. Grunhag would work to make each Stronghold break, and provide an excellent fight for the Greenskins.

Squat sagas and ballads are glutted with accounts of Grunhags evil. Using captured children from fallen Strongholds as shields or entertainment in full view of Squat defenders. Carving a crude drawing of Gork or Mork onto a Moon with stolen Squat mining gear and then launching the moon to crash into the world below. So the occupying stronghold's last sight was the cruel grin of the Orkish gods leering down from the heavens. Other events were banal by Orkish standards. Like the flaying of Squat champions in front of surviving civilians. The tanned skin was then stitched onto Grunhags "Big Banna." A thirty-meter tall flag composed of the skins of Grunhags kills and the origin of his epitaph.

After the fall of the Great Stronghold of Maran-Duur the Squats reconvened the Council of the Khazkhun to plan new strategies against the Greentide. Against the ruling of some of the more conservative members a blanket distress call to any surviving allies from the rest of the Galaxy. Next, a series of blitz-attacks against the Warboss and his Nobs was planned. Hoping to eliminate Grunhag and drive the WAAAGH!!! Into chaos. While many of the Warbosses favored lieutenants met their fate fighting death-pact bound Squat Kill-Teams. Grunhag managed to survive every time. In a desperate measure, the Living Ancestors called a great Diaspora. The Squats would evacuate to the oldest and greatest Squat worlds. These ancient homes of the Khazkhun could withstand anything and hold nearly the entire Squat race if needed. They had been constantly expanded over thousands of years in the case of an event such as this.

With great bitter grief Stronghold after Stronghold was emptied. With only the most aged and stubborn Squats staying behind. Ready to make the Orks pay for every inch of their ancestral halls. With the natural and automated defenses of each Stronghold remaining. The hope was each empty stronghold would tire out the Orks and bore them. Giving the Hold-Worlds of the Squats time to prepare for what was coming.

Millions of Squats across hundreds of worlds fled to the Seven Hold-Worlds of the Squats. A heptarchy of close-knit worlds that traced their lineage back to the first colonists of the Galactic Core. Nearly a quarter of the Squat fleet was lost in the desperate battles to protect the refugees. The seven Hold-Worlds existed along a chain of systems near the galactic core. With a single stable Warp route connecting them all. The first of the Hold-Worlds was Linnar-Khaz. A fortress of uncomparable hardiness. Where the Squat Fleet and the forces of a thousand strongholds would break the Orkish hordes.

It took the Orks centuries to smash their way through the abandoned holds. Increasing the petty rage of Grunhag with each empty fortress. Buying the Squats valuable time to fortify Linnar-Khaz. During the diaspora, the Squats had taken everything of value they could. Including weapons and Void-Ships devastating potency. The thousands of years and thousands of strongholds of Squats history came together to create a fortress that could even rival High Terra itself.

When the first Ork ships exited the Warp they faced complete annihilation. Mined out Asteroid belts were turned into mazes of death. Where every rock could hold automated defenses or suicide charges. Floating cities designed for Gas-Giant mining were repurposed as colossal artillery platforms. Hiding in the thick atmosphere of Linnar Systems outer worlds, ready to unleash moonlet cracking firepower at a moment's notice. The Squats fleet patrolled the system, creating a system of moving kill-boxes. Great cryo-vaults were assembled upon Linnar-Khaz. Massive temporary tombs where millions could be kept in cryo-sleep, freeing up supplies for the siege. Great Brotherhoods of Squat Warriors marshaled. Throngs hundred thousand strong and eager to spill Orkish blood.

At first Grunhag simply sent a steady stream of Orkish ships through the Warp route to Linnar-Khaz. When this did not work he started assembling fleets of his maddest Orks to use the uncharted warp to travel to Linnar-Khaz. Avoiding the defenses built around the Warp route by passing through the frenzied Warp currents that were beyond navigation. Grunhag thought to combine the sheer numbers of the Orkish fleets deployed and the psychic resonance of said fleets psychotic Orks. Making it somewhat likely a few of the fleets would survive the trip. The Warboss was correct, and the Squat fleets faced numerous inclusions across the System from insane Ork Ships.

These strategies were proving too slow for Grunhag. Methodical and patient by any sentient standards, even he was growing bored of the siege. Having to continuously crush insurrections led by terrified Nobs. Fearing being fed into the meat grinder that was assaulting Linnar-Khaz might have also had something to do with it. Despite what the Squats and many of his fellow Orks believed. The Warboss was not sending millions of Orks to certain death for a cheap laugh. They were a distraction while his secret weapon was finished.

Grunhag had long dreamed of creating a tool of destruction so formidable and utterly mad it would force his rivals on Ullanor and Gorro to acknowledge him as an equal. For thousands of years, the Ork leader had designed his weapon in fever-dreams of Gork and Mork given inspiration. Now with the resources of the conquered Squat homeworlds and a veritable army of Mekboys in his thrall. Grunhag had all he needed.

As the siege of Linnar-Khaz bore on for dozens of generations the Orcs of WAAAGH Grunhag worked on a mechanical monstrosity that could break the stalemate. In his lifetime of war and raiding, Grunhag had acquired a truly massive amount of loot from the countless planets he had methodically destroyed. The machines, ships, weapons, stations and general equipment of these worlds would form the core of this Orkish doomsday weapon. Like many Warbosses, Grunhag used a modified space-hulk as a Flagship of sorts. Now the Orkish Warboss intended to upgrade his vessel. For hundreds of years, swarms of Gretchins and Mekboys added onto the Space-Hulk. Bolting and attaching everything and anything that caught their beady eyes. Entire void-ships were peeled apart and added to the space-hulk. A dozen Squat mining orbitals were turned into a jury-rigged keel for the monstrosity. Asteroids were caught in huge nets and reeled in like schools of fish. The cosmic debris was mined of everything of value and lodged into the labyrinthine structure. Becoming additional segments of the ever-growing ship. A combined thruster system that when fully ignited was brighter than Sol itself was strapped to the Super-Hulk's back. Ramshackles cities of Orks sprung up across Grunhags magnum opus. Fleets of Orkish ships circled it like pilot-fish. One particularly insane Orkish Dok created legions of "Killa-Kans" to stalk the hulks' surface as additional defenses.

Scholars might be tempted to compare Grunhags monster to the Attack-Moons of the Beast Wars. This is not an accurate comparison. The "Bigga Hulk" as the Orks started to call Grunhags new vessel was not a modified planetoid, designed as both fortress and relay. This leviathan of a Space Hulk was quite simply the end stage of the evolution of such celestial trash-heaps. Nurtured and cultivated by the Greenskin tyrant much like he might a favored Squig. After nearly a thousand years of construction, the Bigga Hulk was considered finished by Grunhag. It measured more than half the size of Luna and looked like a comet of wreckage. With Grunhags personal symbol covering the front half of it. The effort to send the Bigga Hulk through the Warp caused nearby systems to be engulfed in Warp Storms. After hundreds of Weirdboyz reduced to pink-mist and many death threats directed at Grunhags Mek gang. The Bigga-Hulk careened into the Immaterial and rode the Warp-Rift towards its destiny.

For the months it took to travel to Linnar System, the Hold-World was plagued by nightmares and strange psychic phenomena. The spiritual equivalent of the tide going out before a Tsunami. Then after weeks of apprehension, the Bigga Hulk arrived. Ripping into the material like the vomitus of an angry god. Its presence instantly affected the gravity of the system. Orkish grav-tech and its own bulk sending minor tremors across the Linnar-Khaz system. The Bigga Hulk did not so much destroy the first lines of the Squat defense, but literally crash into them. Entire Squat ships and Star-Forts crushed under the Orks flagship, their ruined frames adding to its armor of wrecks.

Thankfully for the Squats, the effort of such an impact and the ensuing damage crippeled the Bigga Hulks thrusters. Reducing its momentum from the blazing fist of Gork and Mork to a glacial pace. The Khazkhun defenders reacted remarkably well and turned the entire force of the system's guns onto the Bigga Hulk. Which pummeled its shoddy shields and turned its surface to molten slag. Grunhag barely seemed to notice the Squat bombardment. He knew his masterpiece could survive it, and it would buy him time. Time for the rest of the Orkish fleet to arrive. With the defenses of Linnar focused on the scrap-behemoth. The main body of WAAAGH Grunhag entered the system.

Realizing the threat the Squat defenders took a different strategy. The hidden orbital artillery platforms directed fire at the Bigga Hulks thrusters. Repurposed mining ships launched explosive-laden asteroids as the Orkish flagship. Cutting the Bigga Hulks momentum and directing its orbit through explosive impact. Allowing the main body of the Squat fleet and defenses to turn their attention towards the incoming Orkish fleet. This quickly became a costly mistake. The mass and momentum of the Bigga Hulk were not it's only threat. Hidden across its bizarre design were as many turrets and armaments as multiple Imperial Battlegroups. At Grunhags's signal of psychotic laughter, the Bigga Hulk opened fire.

Filling the void with a literal cloud of munitions and energy bolts. Ordinance ranging from finger-sized to frigate sized exploded across the system. For fifteen solid Terran minutes, the Bigga Hulk poured its firepower into the Linnar system. Shredding hundreds of Squat vessels and thousands of unlucky Orkish ships. The Hulks guns aimed in literally every direction. Not caring what they hit, as long as they hit something. After this storm of "Dakka", the Bigga Hulks bombardment was cut short thanks to the Orks themselves.

The shear strain of the simultaneous weapon fire detonated five of the Bigga Hulks' "main" reactors. Disemboweling the ship with a mixture of nuclear detonations and structural collapse Stripped of nearly all of its maneuvering ability and a decent chunk of its firepower. The Bigga Hulk became a new planet in the Linnar system. While crippeled it was still a ferocious beast. Grunhag seemed to decide to make do with his ruined ship. Thinking he could rebuild it even bigger and better with the loot from the Squat Hold-Worlds.

With the remaining firepower of the Bigga Hulk, the Orks managed to take the outer reaches of the system. Yet the stalwart Squat defenders held the line and kept the inner system. With Linnar-Khaz acting as fortress and home for the Squats and the Bigga Hulk for the Orks. An impossible siege was underway. The Squats still held control of the Mandeville Point leading deeper into the Hold-Worlds. With a steady stream of resources and defenses coming through it to aid the Squats. Similarly, the carnage of the Siege called out across the galaxy and countless Orks would answer its call from the other Mandeville point.

The stories and legends from the Siege of Linnar-Khaz could fill a hundred books. It lasted for thousands of years (Squat time of course) and is considered one of the greatest testaments of the will and fortitude one can find across mankind. Even in its abhuman members. The time between the first Orkish ship entering the Linnar System to the first living Ork touching the ground of Linnar-Khaz was over two thousand years. A feat of survival and fortification only matched by the Steel Wardens exploits at the galactic Hell-Mouths millennia later.

The saga of this great siege might have lasted even longer than that. If not for a key event that spelled doom for the Squat Hold-Worlds. The arrival of an Eldar fleet. Materializing from seemingly nothing the Eldar weaved through the Orkish armada and Squat defenses. The incredible precision and skill of the Xenos on full display. When the news first reached Linnar-Khaz the eldest of the Living Ancestors are said to have shouted with joy. Long ago before the Ork Wars and during the Age of Silicon and the Squat Renaissance. The Aeldari Craftworlds had been counted as some of the closest trade partners and allies of the Squats. It was thought that the ancient oaths of aid signed long ago were being honored. The call for aid from millennia ago finally answered.

Lean and beautiful, the Aeldari ships were not the cruel designs of the Dark Cities. These were indeed children of the Craftworlds. Yet they came for reasons of their own. Reaching orbit of Linnar-Khaz. The Eldar leader with little ceremony or decorum demanded something returned to her people. In ages long past the Craftworld Zandros had entrusted the Squats with a cache of gems for safekeeping. Psychic stones taken from the Temple of Isha and stored elsewhere. A memento of a fallen civilization, saved by the foresight of an ancient seer. Puzzled but happy to oblige the contract, the Squats still held the gems. Even during the diaspora, they refused to blemish their honor by failing their oath of stewardship. The Squats had one condition, however. Craftworld Zandros would honor its own pledges of aid in exchange for the gems. Those binding words were meant for the Squats' darkest hour, and that was now.

The unreadable Eldar leader simply cut communications. Her final words in the Aeldari lexicon. A phrase that could be translated in one of three ways. Apologizing for a failure, dismissing something unimportant, and strangely a promise of protection to an unborn child. Before the Squats could even attempt to hail the Eldar again. A force of Eldar warriors burst into the Elder-Hall of Linnar-Khaz. Leaping through a webway portal, a coven of garishly clad soldiers tore through the surprised Squat leaders. Unarmored and surprised, the elderly Khazkhun were cut down easily. Before the guards could react to the attack, the Eldar had cut pieces from the Councilmen and women and stolen their Oath-Keys.

Like a gale of blades and blood, the Eldar fled through the heart of Linnar-Khaz. Evading the wrathful Squats and making their way to the Great Vaults of the Squat Clans. Using the flesh and keys of the High-Council the Eldar picked the locks. Retrieved the gems from the vault and fled back through the Hold-World. Losing a handful of their number to Hearthguard and other defenders. With the target of this raid secured the Eldar escaped through a Webway portal and onto their ships. The small Craftworld fleet spent this time strafing Linnar-Khaz and refusing the Squat hails, and demands for an explanation. Once the Eldar were safely on board the ships. The Xeno craft unleashed a volley of weapons across Linnar-Khaz and its defenses before escaping the system.

The sudden death of the near entirety of the Squat High-Council sent shockwaves throughout the defenders. Living Ancestors of the first generations snuffed out. Clan leaders and revered elders cut down without explanation. Then the fleet attack across Linnar-Khaz had damaged key infrastructures and defenses. The strange alien weapons penetrated the fortifications easily and reaped a great toll. Just as the Squats started to recover, the true damage of the attack was revealed. The life support systems of millions of cryo-pods had been damaged. Leaving their occupants to die. The lucky ones simply froze solid, others woke up and suffocated or starved in chilled coffins. Entire clans were wiped out. Relatives and friends killed by the thousand.

Shock and horror filled the hearts of every Squat. The pain and inconceivable loss burrowing into the Abhumans obsessive minds. Many went mad with grief. Some simply wasted away. Doing their duty for the Hold-World but refusing to eat. The steel-hard spirit of the Squats had been cracked. A crack the Orks took great advantage of.

As the full effects of the atrocity wounded Linnar-Khaz the Orks prepared a great offensive. The Bigga Hulk had been somewhat repaired. With Grunhag at the helm of the mighty vessel. Eager to finally break open Linnar-Khaz. As the Orks closed in on the Squat world they faced a new challenge. The grief of the Khazkhun became unbridled wrath. Maddened with pain and fury the Squat defenders became the attackers. Throwing everything they had at the Orks in a violent act of ritual suicide. More than half the population of Linnar-Khaz was clutched by this Oath-rage. Ready to die and kill as many enemies as they could in the process. The Orks loved it. This was the payoff they had been promised. A final good and proper fight for the ages.

The other half of the defenders who retained their sanity prepared to evacuate. Leaving Linnar-Khaz and joining the other Hold-Worlds. Helping them survive and defend themselves. The Oath-Rager Squats were happy to die defending the evacuation. Letting those who wished to survive fight another day. Even mad with grief and less than half their original number the Squats of Linnar-Khaz fought on. Delaying the Orks for centuries. Dying to the last in combat with the Greentide. With oaths of vengeance upon their lips and Greenskin blood soaked into their beards.

At last the Orks moved on from Linnar-Khaz. While some stayed behind to loot and pillage. Grunhag pushed them forward. Eager to break the next Hold-World. They did not have to take long. The losses during the siege of Linnar-Khaz were irreplaceable. The damage done by the Orks and Eldar weakened the surviving Hold-Worlds. Steadily the Orks broke each one. Working there way down the chain of stars. Almost leisurely enjoying the death and carnage they caused. By one and a half thousand years after the fall of Linnar-Khaz, all the Hold-Worlds had fallen. All except one.

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