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Death Guard

The heart still beats. That is why the Imperium still bleeds.

Plague-Ridden Sons

The XIV Legion's implacable advance embodies the inevitability of entropy and decay

The Death Guard stand as the ultimate testament to how virtue can be perverted by the Chaos Gods, a Legion whose legendary endurance and resilience were transformed into something far darker - an immunity to death itself through perpetual decay. Once known as the XIV Legion, they were among the most dependable of the Adeptus Astartes during the Great Crusade, warriors who specialized in the grimmest theaters of war where other Legions might falter. Their Primarch Mortarion forged them into instruments of inexorable advance, capable of enduring toxic environments, sustained bombardment, and grinding attrition that would break lesser forces. Yet this very resilience became their damnation, for when faced with supernatural plagues in the depths of the Warp, their strength proved insufficient, and in desperation, Mortarion surrendered his Legion to Nurgle, the Plague God.
The transformation from the Dusk Raiders of Old Albia into Nurgle's chosen champions represents one of the most complete falls from grace in the history of the Empire. Where they once embodied stoic determination and methodical excellence, they now personify decay and disease given martial purpose. The Death Guard are no longer merely warriors but walking biological catastrophes, their bodies transformed into hives of supernatural disease, their armor stained with rust and corruption yet somehow more durable for it. They have become the favored sons of Nurgle, carrying the Plague God's "gifts" to every corner of the galaxy, spreading contagion not as an unfortunate consequence of warfare but as warfare's very purpose.

Behind the corroded visor lies a being that has transcended mortality through Nurgle's pestilent gifts

In the ten millennia since the Horus Heresy, the Death Guard have maintained a cohesion that most other Traitor Legions lost long ago. Under Mortarion's leadership, now ascended to Daemon princehood, they established the Plague Planet as their headquarters - a realm that mirrors the toxic death world of Barbarus where their Primarch was raised. From this festering stronghold in the Eye of Terror, they launch what they call the "Plague Wars," methodical campaigns where disease precedes conventional assault, where entire worlds are reduced to necrotic wastelands before a single Bolters is fired. They see themselves not as destroyers but as liberators, spreading Nurgle's "gifts" of freedom from pain, fear, and ultimately, the burden of life itself.
The Death Guard's devotion to Nurgle is absolute and disturbingly paternal in nature. They refer to their god as "Grandfather Nurgle," viewing him not as a cruel master but as a benevolent entity who freed them from suffering by making them incapable of feeling it. This twisted philosophy pervades every aspect of their existence - they genuinely pity those who resist corruption, seeing in clean flesh and uncorrupted minds a terrible burden that they wish to relieve. Their plague marines shamble forward with patient inevitability, shrugging off wounds that would kill normal Space Marines, their rotting bodies held together by supernatural vitality. They do not charge into battle with the rage of Khorne's followers or seek perfection like Slaanesh's slaves; instead, they advance with the inexorable patience of entropy itself, knowing that all things eventually decay.
Among the Chaos Space Marines, the Death Guard are unique in their organizational stability and sense of brotherhood. Where the Emperor's Children have fragmented into competing warbands pursuing individual obsessions, and the World Eaters are scattered as mindless killers, the Death Guard maintain a semblance of Legion structure through their Seven Plague Companies. Each company operates semi-independently but remains ultimately loyal to Mortarion, united by their shared devotion to Nurgle and their mission to spread the Plague God's influence. This coherence makes them far more strategically dangerous than their shambling appearance might suggest - beneath the layers of decay and disease, they retain the tactical acumen drilled into them during the Great Crusade, combined now with the patience of immortals who have transcended both hope and despair.
The Empire faces in the Death Guard an enemy that embodies one of humanity's oldest fears - pestilence and plague given intelligence and purpose. Worlds that fall to their campaigns suffer fates worse than simple destruction; they become laboratories for novel diseases, their populations transformed into plague zombies or worse, their very ecosystems corrupted into breeding grounds for Daemon-spawned contagions. The Death Guard view this transformation not as horror but as enlightenment, seeing in rotting flesh and festering wounds a beauty that the Empire's "pristine" forces cannot comprehend. They are warriors who have found peace in corruption, soldiers who have transcended pain by becoming walking vessels of it, and in their patient advance across the stars, they bring the "gift" of Nurgle's rot to all who stand against them.

From Endurance to Entropy

Before the Heresy, the Dusk Raiders were renowned for their unyielding resilience in the most hostile warzones

The history of the Death Guard traces a tragic arc from the most resilient of the Emperor of Mankind's Legions to the most corrupted servants of decay, a transformation written in the agonies of betrayal and desperation. Founded during the Unification Wars on Terra as the XIVth Legion, they were originally recruited from the grim warrior clans of Old Albia and known as the Dusk Raiders. These early warriors specialized in dawn and dusk assaults, methodical operations carried out in conditions that tested human endurance to its limits. Even before they were reunited with their Primarch, the XIVth Legion had earned a reputation for stubborn resilience, for being the force that could hold ground or advance through conditions that would break other Legions.
Everything changed when the Emperor of Mankind discovered Mortarion on the toxic death world of Barbarus. The Primarch had been raised by a tyrant overlord named Necare, learning the arts of war while developing an intense hatred for tyranny and masters who ruled through fear. When the Emperor of Mankind arrived and offered Mortarion command of his Legion, it came at a price - the Emperor insisted on killing Necare himself when Mortarion failed to do so in Barbarus's toxic upper atmosphere. This "rescue" planted seeds of resentment that would fester for decades; Mortarion felt robbed of his vengeance, forced into service to yet another master. Nevertheless, he took command of the XIV Legion and remade them in his image, recruiting heavily from Barbarus and transforming them into specialists in the most hostile warfare environments imaginable.

Trapped in the Warp, the Death Guard were consumed by plagues until they embraced Nurgle's salvation

During the Great Crusade, the Death Guard - as they became known - earned glory in the grimmest campaigns the Crusade undertook. They excelled in toxic warfare, siege operations, and grinding wars of attrition where other Legions would rotate forces to prevent exhaustion. The Death Guard never rotated; they simply endured until victory was achieved. Their methodical approach to warfare, combined with their legendary resilience, made them invaluable for campaigns where glory mattered less than grim necessity. Yet Mortarion's resentment toward the Emperor of Mankind never fully healed, fostered by philosophical differences - the Primarch distrusted psykers and viewed the Emperor of Mankind's reliance on the Warp as hypocrisy from one who claimed to champion reason and science.
The Legion's damnation came during their transit to Terra to join the Horus Heresy's final assault on the Imperial Palace. Their fleet became becalmed in the Warp, trapped in a region where the empyrean's currents simply ceased. Then the plagues began - supernatural diseases so virulent that even Space Marine physiology offered no defense. Warriors whose bodies could withstand toxic atmospheres and radioactive wastelands found themselves reduced to walking corpses, their legendary endurance turned against them as diseases kept them alive while consuming them from within. The Legion transformed into a charnel house fleet, with Mortarion desperately seeking any way to save his sons, trying every remedy his knowledge of toxicology could devise, all failing against Chaos's supernatural contagions.
In the depths of his desperation, Mortarion did what he had sworn never to do - he called out for deliverance from any power that would answer. Nurgle responded, the Plague God offering a bargain simple and terrible: surrender to entropy, accept decay as liberation, and the suffering would end. In his moment of greatest weakness, the Primarch who had spent his life resisting tyranny bound himself and his entire Legion into eternal servitude. The transformation was instantaneous and horrifying - the Death Guard emerged from the Warp no longer dying but undying, their bodies bloated with supernatural diseases, their armor rusting and stained yet somehow more resilient, their minds freed from pain but enslaved to Nurgle's will. They had become Plague Marines, and the warrior Primarch who fought against tyrants had become the instrument of the greatest slavery imaginable.
At the Siege of Terra, the newly corrupted Death Guard fought alongside other Traitor Legions, but their hearts were no longer in the assault on the Imperial Palace. Mortarion's shame at his surrender manifested as a curious lack of commitment to the siege's ultimate objective. When Horus Lupercal fell and the Horus Heresy collapsed, the Death Guard retreated to the Eye of Terror with barely a fight, establishing themselves on what would become the Plague Planet. In the millennia since, they have waged their own war - not for vengeance or conquest, but to spread Nurgle's influence across the galaxy. Under Mortarion's leadership, they have maintained their Legion structure far better than most Traitor Legions, organized into Seven Plague Companies that periodically emerge from the Eye of Terror to wage systematic campaigns of biological warfare against the Empire that once commanded their loyalty.

Vectors of Contagion

Death Guard armor fuses with diseased flesh, creating walking plague vectors impervious to pain

The Death Guard have elevated biological warfare to an art form that would be impressive were it not so horrifying, transforming disease itself from a side effect of war into its primary weapon. Their approach to combat fundamentally differs from conventional military doctrine - where other forces seek to destroy enemies through firepower and maneuver, the Death Guard simply wait for entropy to do their work. They deploy plagues weeks or months before their actual assault, allowing supernatural contagions to weaken defenders, corrupt infrastructure, and transform populations into plague zombies that will turn against their former protectors. By the time the Death Guard's rust-stained ships appear in orbit, the battle is often already won, with defenders too weakened by disease to mount effective resistance.
The specific plagues the Death Guard employ go far beyond natural disease, drawing on supernatural contagions spawned in Nurgle's Garden in the Warp. The most infamous is Nurgle's Rot, a disease that corrupts both body and soul simultaneously. Victims begin with seemingly minor symptoms - fatigue, minor skin lesions, depression - but the affliction progresses inexorably, transforming living beings into bloated, rotting corpses that somehow remain conscious. The truly horrific nature of Nurgle's Rot becomes apparent upon death, when the victim's soul is dragged into Nurgle's realm to be reborn as a Plaguebearer Daemon, doomed to eternal service counting diseases in the Plague God's garden. This spiritual component makes Nurgle's Rot far more than a biological weapon; it is a tool of damnation that claims not just lives but afterlives.

Every weapon of the Death Guard drips with Nurgle's contagions, turning each wound into a death sentence

Another favored contagion is the Walking Pox, a variant of Nurgle's Rot that turns victims into shambling undead known as Poxwalkers. Unlike simple zombies, Poxwalkers retain fragments of consciousness, trapped in reanimated corpses that continue to mutate after death. Tentacles sprout from suppurating wounds, horns burst through skulls, spikes of bone pierce through flesh, and all the while the victim remains dimly aware of their transformation. The Death Guard deploy these creatures as shock troops, using them to exhaust enemy ammunition and demoralize defenders who must kill former comrades, friends, and family members transformed into mutant undead. The psychological impact equals the tactical advantage, as defenders watch their evacuation plans fail when refugees transform into monsters behind their lines.
The Destroyer Plague represents perhaps the most viscerally horrifying of Nurgle's gifts - a contagion carried by Warp-spawned plague flies that infest every orifice of their victims. These flies lay eggs inside living hosts, eggs that hatch into larvae that consume the victim from within. As the infestation progresses, the victim's abdomen becomes grotesquely distended, filled with multiplying plague flies. Death brings no relief; the corpse bursts open, releasing thousands of plague flies to continue the cycle. The Death Guard sometimes deploy clouds of these flies ahead of their advance, turning entire regions into breeding grounds where the very air becomes toxic with larvae and the buzzing of wings drives survivors into gibbering madness.
Beyond these signature plagues, the Death Guard continuously develop novel pathogens, each tailored to specific enemy weaknesses. Their Plague Marines include individuals who were once brilliant toxicologists and biologists, their scientific knowledge now devoted to creating diseases that can bypass Power filters, that spread through water supplies, that lie dormant for months before activating simultaneously across an entire population. They weaponize every type of contagion imaginable - airborne spores, waterborne bacteria, contact toxins, vector-borne viruses, and contagions that spread through psychic resonance or warp-touched infection. Each new plague is viewed as a "gift" from Nurgle, a new expression of decay's beauty that they eagerly share with the galaxy.
The Death Guard's tactical doctrine complements their biological weapons perfectly. They advance with patient inevitability, their Plague Marines immune to the very diseases they spread, shrugging off wounds that would kill normal Space Marines through supernatural resilience. They do not charge with the fury of Khorne's followers but shamble forward with the inexorable advance of a glacier, knowing that time favors entropy. Enemy fire that would devastate other forces merely inconveniences them - Bolters rounds that penetrate armor find rotting flesh that barely registers damage, explosive munitions create wounds that close with writhing masses of maggots and supernatural regeneration. The Death Guard fight not to win quickly but to demonstrate the futility of resistance, showing enemies that even victory is merely a temporary stay against the inevitable corruption that Nurgle offers as release from struggle.

The Price of Relief

The Great Unclean Ones embody Nurgle's foul generosity, spreading disease as gifts of the Plague God

The Death Guard's relationship with Nurgle differs fundamentally from how other Chaos Space Marines serve their patron gods - where the World Eaters are driven by rage and the Emperor's Children pursue sensation, the Death Guard have found in decay something they describe as "peace." This theological distinction makes them perhaps the most psychologically disturbing of the Traitor Legions, for they do not serve Nurgle from coercion or addiction, but from sincere gratitude for what they view as liberation. The Plague God freed them from pain, fear, and ultimately the burden of caring about their own destruction. In Nurgle's "gifts" of supernatural disease and perpetual rot, they have found a perverse form of enlightenment that makes them genuinely pity those who resist corruption.

Typhus, Herald of Nurgle and Host of the Destroyer Hive — the most devoted champion of the Plague God

Central to understanding the Death Guard's devotion is recognizing that Nurgle does not promise power or glory, but relief from suffering. The Plague God is often called "Grandfather Nurgle" by his followers, a paternal figure who offers comfort to those ground down by existence's cruelties. This benevolent presentation masks a terrible truth - the relief Nurgle offers comes at the cost of becoming walking corpses, immortal but decaying, freed from pain only because one's nervous system has been so corrupted that agony no longer registers as suffering. The Death Guard embraced this bargain in their darkest moment, trapped in the Warp with supernatural plagues consuming them, and found that Nurgle's "cure" was worse than any disease - yet in their corrupted state, they cannot perceive the horror of what they've become.
The philosophy the Death Guard espouse centers on entropy as the universe's fundamental truth. They view the Empire's attempts to hold back decay as futile denial of reality, seeing in humanity's struggle against chaos a tragic waste of energy fighting the inevitable. From their perspective, Nurgle offers the wisdom to accept that all things rot, that fighting decay merely prolongs suffering, and that peace comes only through surrender to entropy's embrace. They genuinely believe they are bringing enlightenment to worlds they corrupt, freeing populations from the "burden" of hope, ambition, and the fear of death. This twisted benevolence makes them more dangerous than simple destroyers, for they approach their victims not with hatred but with something approaching love, eager to share Nurgle's "gifts" with those too ignorant to seek them voluntarily.
What truly sets Nurgle's corruption apart from the other Chaos Gods is how it inverts normal responses to horror. The Death Guard look upon their own rotting bodies with satisfaction, viewing suppurating wounds as decorations and clouds of plague flies as pets. They take aesthetic pleasure in decay's patterns, finding beauty in rust and mold that others see only as disgust. This inversion extends to their perception of victims - they hear in screams of plague-wracked populations a "music" of transcendence, see in faces twisted with disease the "relief" of accepting Nurgle's embrace. From inside their corrupted perspective, they are not inflicting horror but offering salvation, not spreading disease but sharing freedom from the tyranny of health and wholeness.
Where Khorne demands skulls, Slaanesh requires ever-escalating sensation, and Tzeentch feeds on schemes and change, Nurgle asks only for surrender - acceptance that decay is inevitable and beautiful, that rot is merely life's next stage. This makes the Plague God's corruption the most insidious, for it requires no active malice, merely the exhaustion that comes from endless struggle. The Death Guard embody this perfectly in their patient advance, never rushing, never desperate, simply demonstrating through their existence that fighting entropy is futile. They offer enemies a simple choice: resist and suffer, or accept Nurgle's gifts and find peace in decay. That this "peace" means becoming a rotting shell animated by supernatural disease matters not at all to those who have already made the bargain and found in corruption the closest thing to happiness their broken minds can still perceive.

The Seven Companies

The Death Guard organize into Plague Companies, each commanded by a Lord of Contagion

Unlike most Traitor Legions that fragmented into scattered warbands after the Horus Heresy, the Death Guard have maintained a cohesion remarkable among the forces of Chaos. This organizational stability stems partly from their nature - beings who have transcended hope and despair feel little need for personal glory or independence - and partly from Mortarion's continued leadership as their Primarch and daemon lord. The Legion is divided into Seven Plague Companies, each numbering thousands of Plague Marines, with the number seven holding sacred significance as Nurgle's favored digit. These companies operate semi-autonomously across the galaxy, yet remain bound by shared devotion to the Plague God and ultimate loyalty to their transformed Primarch.
Each Plague Company develops its own character and specialized approach to spreading Nurgle's influence. The Lords of Silence are renowned for their eerie quiet in battle, advancing without war cries or communication, their silence broken only by the gurgle of diseased lungs and the buzzing of plague flies. The Apostles of Contagion focus on developing novel plagues, viewing disease creation as a form of worship, each new pathogen a prayer to Nurgle. The Favoured Sons maintain grotesque standards of "purity" even in corruption, ensuring their rust-stained armor maintains ceremonial perfection, their rituals conducted with methodical precision despite - or perhaps because of - their physical degradation. These distinctive cultures prevent the Death Guard from becoming a monolithic force, allowing flexibility while maintaining Legion-wide coordination impossible for more fractured Traitor Legions like the Emperor's Children.

Nurgle's daemonic legions fight alongside the Death Guard, summoned through plagues and rituals

The Death Guard's headquarters, the Plague Planet, stands as a monument to their transformation and a physical manifestation of Nurgle's realm bleeding into realspace. Located deep within the Eye of Terror, this world was deliberately crafted to mirror Barbarus, the toxic death world where Mortarion was raised. The atmosphere is poison, the landscape pustulent with decay, and reality itself grows thin as the barrier between the Warp and material universe weakens. From fortress-monasteries built into mountains of accumulated filth, the Seven Plague Companies prepare for their periodic assaults on the Empire. The planet serves not just as a base but as a spawning ground for supernatural diseases, with entire regions dedicated to cultivating novel plagues in conditions that blend the worst of biological warfare with daemonic corruption.
Leadership within the Death Guard reflects their unique culture of patient endurance and diseased brotherhood. Mortarion rules as undisputed master, his ascension to daemon princehood granting him powers that make him one of the most formidable of all the traitor Primarchs. Below him, individual Plague Company commanders - often called Plague Lords - lead their forces with surprising strategic acumen despite their corrupted state. These commanders maintain the tactical knowledge drilled into them during the Great Crusade, their minds still capable of complex military planning even as their bodies rot. Some have served for all ten thousand years since the Heresy, their immortality through Nurgle's gifts making them repositories of accumulated military experience that few in the galaxy can match.
Perhaps the most significant figure after Mortarion himself is Typhus, the Legion's First Captain, who has claimed the title "Herald of Nurgle" and operates with semi-independence that borders on outright autonomy. Typhus commands the Terminus Est, a massive plague ship that has become legendary even among the Death Guard for the virulence of its contagions. He was instrumental in the Legion's fall, having secretly worshipped Nurgle before the Horus Heresy began and deliberately navigating the Death Guard's fleet into the warp storm that led to their corruption. Where Mortarion leads methodical campaigns of plague warfare, Typhus pursues a more missionary approach, spreading the Destroyer Plague - a particularly virulent contagion of which he is the primary vector. The relationship between Primarch and First Captain remains complex; Mortarion resents Typhus's role in the Legion's damnation yet recognizes his effectiveness as Nurgle's servant.
The Death Guard's organizational strength manifests in their campaign doctrine, which combines patience with coordination impossible for less unified Traitor Legions. When they target a region of space, multiple Plague Companies might coordinate assaults across dozens of systems simultaneously, each spreading different plagues that complement each other's effects. While World Eaters warbands fight as independent berserkers and Black Legion forces require Abaddon's direct command for coordination, the Death Guard operate with the methodical efficiency of a military machine, corrupted but still functional. This makes them strategically more dangerous than scattered warbands, capable of systematic campaigns rather than just opportunistic raids. The Empire faces in the Death Guard not rabid destroyers but patient conquerors who wage war on a timescale measured in centuries, content to wait while their plagues do the work of conventional armies.

The Reaper Primarch

Mortarion, the Pale King of the XIV Legion, whose endurance was legendary even among the Primarchs

Mortarion, the Death Lord, stands as perhaps the most tragic of all the traitor Primarchs - a being whose entire existence was defined by resistance to tyranny, only to become the greatest tyrant his Legion has ever known. Among the eighteen Primarchs created by the Emperor of Mankind, Mortarion was unique in his visceral hatred of tyrants and overlords, a hatred forged in the toxic mountains of Barbarus where he was raised by Necare, a psychic warlord who ruled through fear and power. The Primarch spent his early years learning warfare while developing an ideology built around self-determination and resistance to oppressive rule. Yet this philosophy would be turned against him by Chaos, transforming the liberator into a slaver, the freedom fighter into an instrument of enslavement more absolute than anything Necare achieved.
The seeds of Mortarion's fall were planted not by Chaos directly, but by the Emperor of Mankind himself during their first meeting on Barbarus. When the Emperor offered Mortarion command of the XIV Legion, it came with a challenge: climb to Necare's fortress in the toxic upper atmosphere and slay the tyrant, or submit to the Emperor's authority. Mortarion accepted, determined to kill the overlord who had tormented Barbarus for generations, but as he climbed into atmosphere so poisonous even his Primarch physiology struggled, he collapsed mere meters from Necare's throne. The Emperor of Mankind then killed Necare himself, "rescuing" Mortarion but also robbing him of his vengeance and forcing him into service to yet another master. This humiliation never healed; for all the decades of the Great Crusade, Mortarion served the Empire with distinction but never with the love other Primarchs felt for their father.

Reborn as a Daemon Primarch, Mortarion spreads Nurgle's plagues across the galaxy from the Plague Planet

During the Great Crusade, Mortarion transformed the Death Guard into a reflection of his own philosophy and physiology. He recruited heavily from Barbarus, building a Legion that specialized in the grimmest forms of warfare - toxic battlefields, prolonged sieges, grinding attrition campaigns that broke other forces through sheer psychological weight. The Death Guard under his command became known for methodical excellence and stubborn endurance, warriors who would advance through conditions that should kill them and hold positions past the point where retreat would be sane. Yet Mortarion also instilled in them his distrust of the Emperor of Mankind's methods, particularly his use of psykers and the Warp. The Primarch viewed psychic powers as a form of tyranny, forcing reality to bend to will, and he saw in the Emperor of Mankind's reliance on warp-craft a hypocrisy from one who claimed to champion reason and science over superstition.
The transformation of Mortarion into a daemon prince of Nurgle represents irony so complete it borders on cosmic horror. When the Death Guard fleet became trapped in the Warp during their journey to join the Siege of Terra, supernatural plagues began consuming the Legion. Mortarion tried everything his extensive knowledge of toxicology could devise, refusing to surrender even as his sons transformed into walking corpses around him. The Primarch who had spent his life fighting against masters and tyrants maintained his resistance until the last possible moment, until his pride and his sons' agony became unbearable. In desperation, he called out for any power to save them - and Nurgle answered. The bargain was simple and terrible: surrender to decay, accept entropy as liberation, and the pain would end. In his moment of greatest weakness, Mortarion did what he swore never to do - he submitted to a master's will, binding himself and his Legion to eternal servitude.
The ascension that followed transformed Mortarion into something that mockingly embodies everything he once opposed. As a daemon prince of Nurgle, he wields powers that dwarf his already considerable might as a Primarch - he can manifest clouds of poison that dissolve ceramite, command plagues that corrupt souls as well as bodies, and exist partially in the Warp where Nurgle's influence makes him nearly unkillable. His physical form has become grotesque, his once-proud features bloated with corruption, vast bat-wings sprouting from his back, his scythe Silence transformed into a Daemon weapon of immense power. He leads the Death Guard from the Plague Planet, periodically emerging to wage campaigns against the Empire, each appearance a testament to how thoroughly his ideals were corrupted. The liberator became the enslaver, the warrior against tyranny became tyranny's instrument, and the Primarch who valued self-determination above all now serves a Chaos god's whims.
Yet perhaps the greatest tragedy of Mortarion's fall is that he cannot fully recognize what he has become. The corruption of Nurgle includes a spiritual component that alters perception itself - Mortarion genuinely believes he freed his Legion from suffering, that his surrender to Nurgle was an act of mercy rather than damnation. He views the Empire as enslaved to false hope and sees in his Death Guard a truth that the Emperor of Mankind's followers refuse to accept: that all things decay, that fighting entropy merely prolongs suffering, and that surrender to Nurgle represents the only honest response to existence's cruelties. In his twisted perspective, he achieved what he always sought - freedom from tyranny, achieved by becoming so corrupted that concepts like freedom and tyranny no longer have meaning. He leads his Legion in eternal war against the Empire, each campaign a rejection of the father who humiliated him on Barbarus, each world corrupted a demonstration that the Emperor of Mankind's vision of ordered humanity was always futile against Chaos's patient inevitability.