Why It Sucks to Be a Hrud in Warhammer 40K
Scribe 40k
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Why It Sucks to Be a Hrud in Warhammer 40K
4 562 просмотра · 1 месяц назад
Scribe 40k
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4 562 просмотра · 1 месяц назад
#warhammer40k #warhammerlore #hrud #xenos #entropy #imperium #grimdark #40k
The Sak'trada Deeps, 999.M30. An Iron Warrior in perfect plate raises his bolter at a column of air that is shimmering wrong. Then his ceramite starts to pit, the way armour pits after five thousand years outdoors. He looks down. His hands are running out. He falls, and his flesh pours through the rents opening in his own armour.
The whole thing takes less than a second. Congratulations. You did that, and you weren't even looking. You were walking past, thinking about something else.
You are a Hrud, and your entire tragedy is that you were built for the sun and sentenced to the dark.
Why standing near you ages a battle-hardened veteran fifty years in a matter of months.
Why the Imperium has fought entire campaigns against one migration and still cannot agree on what you look like.
Why six regiments of Valhallan Ice Warriors were sent to stop you, and half came back too old to serve.
Why a Deathwatch kill-team of eight Dreadnoughts went in after you, and every one of them was found rusted through with nothing but dust inside.
Why an entire Imperator-class battleship was crippled by a single one of you loose in its hull.
What the fusil actually is, and why its warp-plasma materialises inside a target, behind the armour, and burns it out from within.
Why your migrations, the Poh-ha, only begin when a world is already rotting.
Why you are a parasitic species living inside somebody else's civilisation, arriving only after the decay has set in.
Why the Aeldari warned the Mechanicus to avoid your homeworld, and what happened when the explorers didn't listen.
Why your people share one vast memory, and why your legends are all true.
The gods who made you to bask in the sun, and the war that drove you underground forever.
Kah, He Who Tarries, your last surviving god, and why he was shattered into a million shards of shadow.
Why your entropic field cannot be switched off, because the field is not something you carry. The field is you.
You are the only species in the galaxy that lost a war it never took part in, and inherited a permanent night shift from it. The tunnel is collapsing. It is always collapsing. And there is another world up ahead that has not yet turned to dust.
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TIMESTAMPS
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0:00 The Iron Warrior Who Ran Out
0:59 A Thing Even the Imperium Can't Describe
1:58 The Aura: Everything Near You Ages
3:01 What You Actually Look Like
4:04 The Trail of Rust and Dust
5:00 Why You Cultivate the Field
6:07 Your Scent as a Weapon of War
7:17 The Poh-ha: The Great Migration
8:24 The Parasite in a Dying Civilisation
9:31 The Valhallans Who Grew Old
10:05 The Eight Dreadnoughts of Damnation
11:41 The Battleship Brought Down From Within
12:50 Regiments Written Off, Not Killed
14:15 The Sailor and His Terrible Reward
15:21 Kryptman and the Fusil
16:26 Forced Into Impossible Shapes
17:29 The Eldar Warning Nobody Heeded
18:34 The Hole Left in Space-Time
19:40 The Gods Who Made You for the Sun
20:41 The Field You Cannot Switch Off
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SOURCES
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▸ Warhammer background on the Hrud — their entropic field, physiology, the two conflicting descriptions of their form, and the migrations that swallow worlds.
▸ Warhammer background on the Entropic Field — the aura that accelerates time and decay, and its recorded effects on troops, armour, and war machines.
▸ Warhammer background on the war for Ursula Spinal and the Valhallan regiments aged beyond service by a single Hrud migration.
▸ Warhammer background on the Damhal engagement — the Deathwatch Dreadnoughts recovered rusted through, and the Paternus G