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===Azrimuth=== Oramar was hurled down upon the dunes of the planet Azrimuth, a bleak, arid world of salt flats and vast crystalline mountain ranges. The young Primarch was discovered and raised by the primitives of the world, who traveled the endless deserts of Azrimuth in sleek sand-sailers that took inspiration from the ruins that littered the plains. Resources were sparse upon Azrimuth, its deserts offering little in the way of food or water, and its people were appropriately ruthless - war between the nomadic clans that populated the world was the ancient way of things, broken only intermittently by ephemeral truces and alliances of convenience that shifted and faded like the very sands of Azrimuth itself. In such an environment, it was inevitable that Oramar would soon enough rise to prominence amidst his peers, for he had grown from babe to young man in what seemed a mere blink of the eye, absorbing the knowledge of his fellow clanmates and surpassing them in their arts of choice with astounding speed. What's more, he possessed a knack for the ways of fate, a sixth sense that his clanmates soon came to trust with their lives - it seemed that Oramar always knew when the worst of Azrimuth's shard-storms was approaching, or when their rivals were waiting in ambush amidst the crooked crystal formations that littered the dunes; sometimes, during the Time of Witch, he could even tell his fellows how many foes they would face and how they would be armed. Soon enough, Oramar's innate knack for seeing into the unseen would tell him of things no native of Azrimuth had ever been privy too. The planet was littered with the remains of an ancient xeno race, perhaps even more than one, and beneath the world's vast salt flats waited immense, sunken catacombs left to rot by their former denizens. Intrigued beyond measure by the ruins of Azrimuth's surface, Oramar soon discovered that greater bounties waited beneath the dunes, and through sandcunning and unnatural instinct he was able to locate the ancient entryways into these subterranean warrens. There, in the dark, he found many things - things that would continue to puzzle the Primarch for decades to come. Advanced weapons and strange tools brought fortune and wealth to his clan, but Oramar's fascination was with the writings that had been left by Azrimuth's former rulers. He spent many moons poring over the meaning of these glyphs, stitching together from them a frayed account of Azrimuth's ancient past and how its old inhabitants had been brought low. The aliens inscriptions spoke of things he had no knowledge of, of worlds beyond the physical and leering creatures that peered into the souls of men. This would be the beginning of an obsession for Oramar, as he would see such tales mirrored on a thousand other worlds beyond Azrimuth, across the great span of the galaxy.
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