A great noise startled Zug. The ork had never heard such a sound and looked around in confusion. The scarred earth around him showed no signs of disturbance. The noise came a second time, exploding in the feral ork’s ears. This time Zug distinctly sensed that the unfamiliar commotion came from above, which was odd, because nothing came from above. Except for tasty birds, now and then. The ork looked up and was amazed by what he saw.
A great, shiny, yellow rock was plunging towards him, with a great black plume of smoke trailing behind it. Too mesmerized to do anything, Zug just stood there as the object plummeted to the ground at incredible speed. Impossibly, it slowed only a few tree lengths from the ground and smashed against the ground with a heavy thud only a short distance from where the ork stood. Sensing that this rock might somehow be important, Zug raced towards it. Mebbe diz rock make gud chopaz! The ork thought to himself. Boss wud be soo pleazed!
When he reached the shimmering object, Zug stopped at arm’s length from its strange surface. As he looked, Zug was alarmed by the sight of another ork staring back at him from the rock. “Oi!” he bellowed, “wot ya doin in dat rock?” Zug demanded. The strange ork made no sound, but opened his mouth and waved his arms menacingly, so Zug swung his club and smashed it right into the other ork’s face. The weapon shattered on impact. The other ork seemed unharmed, but looked extremely puzzled. Suddenly a hissing sound emanated from the shiny rock in front of Zug. Before he had time to react, a large sliver of the object came crashing down on top of the feral ork.
Cap’n Klaw raised a single orky eyebrow. The gangplank had just said Oww. It didn’t usually do that. Must be the mek messing with him. Klaw would bash his funny head in later. With a happy roar, the ork pirate jumped onto the surface of Tarandros. His boyz followed eagerly, stomping noisily down the gangplank. But the steel slab used by the ork pirates as an entrance ramp kept making strange whimpering noises.
“Right, I’ve bout had enuf o dis!” shouted Cap’n Klaw, and trudged over to the gangplank. The giant ork shoved a pair of boyz that were standing on the plank out-of-the-way and lifted the metal with a grunt of effort. Beneath, he found the bruised shape of a mostly naked ork. With his Dakka hand, Klaw grasped the poor sod by the neck and lifted him up to the Cap’n enormous head. “Oi!” Klaw roared, shaking the ork “are you alive?” he demanded. His chest no longer crushed by hundreds of pounds of ork and metal, Zug was able to breathe again, somewhat. He coughed and sputtered, slowly regaining consciousness.
When Zug finally opened his eyes, he was face to face with the biggest, meanest looking ork that he had ever seen. In vain he tried to struggle and free himself. Red beady eyes peered at him intensely, completely unnerving the feral ork. Cap’n Klaw inspected the wretch from head to toe, and recognized the brute for what he was. He dumped Zug on the ground, but threatened him with his massive power klaw, to make sure he would not run off. “Me name’s Cap’n Klaw! Me an me space boyz iz startin a grand propa Waaaaagggghhh! I came ere to gather up any real orks wot wants a gud fight! Where iz your boss?” the pirate shouted. “Ugghh…Err…youze da boss…Boss.” Zug replied nervously.
The orky pirate captain roared with laughter and slapped his newest boy on the back, propelling him head first into the dirt. “Aye! Good answer, you lot, find dis boy a choppa an a dakka gun! Wez got lots of work ta do.”
To the human mind, the warp is only a place of madness and unreality. A realm of chaos, to be avoided at all costs. The Eldar, however, are bound to the warp in manner unlike any other known race, and remember a time before the dark pantheon dominated the immaterium. For the Eldar, the warp is still the realm of infinite possibilities and source to most of their technology. Contrary to the belief of many, the warp and the materium are not realms apart. They flow in symbiotic concert with each-other. The places where the two meet, are known to the Eldar as the skeins of fate.
Aboard his sleek scout ship Asredil, Farseer Aramel opened his mind to the skein. Using wraithbone runes to guide him, the Eldar seer sifted through the myriad possibilities that the immediate future offered. The balance of probability confirmed that the events transpiring on the world of Tarandros within the coming cycles would have a decisive impact on the future. Aramel saw images of an Ork Warboss, with millions of his savage brethren flocking to his banner. He saw also the blazing symbol of the Mon Keigh Ultramrines, plunging into the heart of this growing green tide.
But these things were easily discernible using his vessel’s instruments. The Farseer delved deeper and saw the point of flux; a decision made that could lead to radically different futures. Where the armies of many races fought, the choices of one would determine the fate of all. Aramel had seen this many times, during his voyage through the webway from Craftworld Ulthwé, yet he could still not be certain of what act would forge the most favorable future.
As time advanced towards the point of flux, the skein would become clearer, and Aramel trusted that it would reveal the path that he must take. The Farseer allowed his mind to return to his body, and opened his eyes to Asredil’s crystal meditation chamber. He was not alone. Farseer Erethentil and several warlocks had added the strength of their minds to empower his visions. “The time for action approaches” said Erethentil. Aramel nodded, and rose to prepare his Black Guardians of Ulthwé for battle.