Warhammer 40,000 Homebrew Wiki:How to Create a Homebrew Dark Eldar Kabal

"'I will never forget what I saw at Obsidian Station. The bones of five thousand brave menlay scattered around the winding corridors. Their blood was slick upon the walls and floors of the dormitories. Their innards were hung from control panels like grotesque decorations of some insane celebration. But not a single skull was to be found; taken as sick trophies by these despicable attackers.'""-Inquisitor Absolvus"This is a guide for those who wish to create their own Fandom Drukhari Kabal, Wych Cult, or Haemonculi Coven. The Drukhari are, also known as the Dark Eldar, are an ancient Xenos species, who splitted from their cousins, the Aeldari, many millenia ago. Unlike the disciplined and emotionnaly stoic Aeldari, the Drukhari are saddistic and wild, notorious for their act of cruelty to other races. Drukhari are also known for their acts of piracy and pillaging against numerous worlds, belonging to a variety of races, be it Humans, T'au, or others. They bring billions of slaves to their home, the Dark Realm of Commorragh, to be tortured, slaughtered, play with, and used in sick scientific experimentation and monstrous artistry. The Drukhari revels in the despair and suffering of others, for these acts, are the only way for their souls not to be consumed by the Bane of the Aeldari, the Chaos God Slaanesh.

The Dark Genesis : M18-M30
The origins of the Drukhari start a few century prior to the Fall of the Ancient Aeldari Empire, in a period they would call the Age of Dark Genesis amongst themselves, from M18 to M31. At this time, Commorragh was established as the primary nodal port of the Webway, growing larger with each passing decade. Away from the attention of the Aeldari leading councils, the City quickly became a refuges for those wishing to avoid attention. This leads to the formation of the Twilight Cults, hedonistic and and self-indulgent organisation that rise in power as their influence spread accross the Aeldari Empire. Formely hidden in the Webway to avoid the attention of puritains elements of their society, the Pleasure Cult spread the obsession with ever-greater acts of excess. In the Warp, the energies born from the sufferings and pleasures of the Empire merged to slowly nurture one of the Great Power of Chaos. In one apocalyptic instant, those energies give birth to the Dark Prince Slaanesh, and the Aeldari race is shattered as billions of Aeldari dies in an instant. Only the Exodites, Craftworlders and Drukhari survives, the last by hiding in the depth of the Webway.

The Rise of Vect : M32-M35.
In M32, as the Cults continued to control Commorragh, the half-born slaves known as Vect vows to control the Dark City, whatever the efforts and time it would take him to do so. Vect found the Cult of the Black Heart, the first organisation to refer themselves as "Drukhari" or "Dark Eldar". From them spread the fondations of the Thirteen Foundations of Vengeance, a code of dishonour that spread in the society of Commorragh.

During the War of the Sun and the Moon, the solar cults controlling the stolen suns that assure powers and warmth to the Dark Realm rise to power, and declare war upon the noble houses ruling the City itself. During the War, the Cult of the Black Heart become the Kabal of the Black Heart, and is instrumental in the final victories of the Noble Houses. After this victory, Vect triggered the Imperium, by pillaging multiple worlds and stoling an Astartes Strike Cruiser from the Salamander Space Marine Chapter, into attacking the Dark Realm. Three Space Marine Chapter, lead by the Salamanders, are guided to Commorragh by Vect's manipulations, and destroy the noble houses before retreating when the implosion of the Desaderian portal annihilate most of the elements of the Imperial Navy. After this event, Asdrubael Vect become the Supreme Overlord of Commorragh. Under the tyrannic rule of Asdrubael Vect, the Drukhari would become the society they are in the 41st Millenium, divided amongst various organisations, such as the Kabals, the Wych Cults and the Haemonculi Coven. From Commorragh, the Drukhari have send countless raids against Imperial and Xenos Worlds alike to raid slaves and pillage ressources, even sometimes dragging entire planets to orbit the Dark Realm for their own amusement. The pain and sufferings that await the slaves are unimaginable by human minds, giving birth to the common saying : "Prey that they don't take you alive".

However, the security of Commorragh would never be complete during those days. Deep inside the Dark City, lies Khaine's Gate, a sealed Portal between Commorragh and the Warp, started to suffer many disturbance during M41, worrying Vect enough so that a contingent of 500 Incubi Warrior would be placed before it to stand guard. But with time passing, voices started to emanate from the Gate, forcing Vect's to place specific defenses before it. Ultimately, even those defenses fails when a Daemon Host emerged from the Gate, shattered by the ascension of the Aeldari known as Yvraine in the Crucibael, the greatest of the Wych Cult Arena. In the confusion, Yvraine espace the grasp of the Kabal of the Black Heart and Daemons invade the Dark City until they are stopped by the Mandrakes and the separation of the infected realms using dimenssional technologies. The sacrified sectors are renamed the Chasm of Woe, and grow larger every decades as the Daemons continue to advance, and as slaves, warriors and territories are stopped.

Commorragh, the Dark City.
Commorragh is a portion of the labyrinthic and intricate dimension known as the Webway entirely controlled by the Dark Eldar. It is an endless nest of architectural contradictions and spatial anomalies. Each of its estates has been over developed to such an extent that their growth has been forced into the vertical plane, the rival regions sprouting upwards like a tangle of needle-plants fighting for as crap of sunlight. Each of the spires and towers is linked to its fellows by hundreds of curved arches and strands, and crested with complex silver structures that glow with stolen energies. Its towering eyries and palaces reach both upward and downward, spiralling into the depths of captive space. With every passing year, the parasitic city seeks to devour ever more of the hidden dimension that acts as its host.

However, Commorragh dispose of several recognisable district that makes navigation possible, though their numbers are beyond counting. Some are densely populated and well-known, and others are mysterious and deadly for those that travelled it. They may take the form of monster-haunted wastelands of vitreous wreckage and ossified remains, or lakes of seething poisons and screaming shadows. The latter will often have suffered dimensional breaches due to the partial or total collapse of the webway around them, and may be bombarded by the light of dying stars, or exist within fields of entropic radiation that wither living creatures to dust in seconds.

Girdling the titanic central spires of the Dark City, Low Commorrag his a hotch potch of shattered ruins and scavenged glories. Once-proud fortress complexes and barter-ports spread out in all directions ,and the black and angular spires of lesser Kabals riddle their extremities with opportunistic growth. Many areas are haunted by packs of Ur-Ghuls and Khymerae,and are twisted beyond recognition by the tremendous up heavals of the Fall and the Great Rift. Their pitch-dark catacombs are prowled by far larger and uglier things than the Drukhari, for in Low Commorragh the lost and the feral thrive like carrion in a graveyard.

A vast swathe of these war-torn ruins form a region known as the Sprawls.Through their bleak streets wander the Parched – cadaverous Drukhari who have fallen far from grace. These ghouls gather on the periphery of others’ fights and misfortunes, vicariously feeding on pain like freezing men flocking to a flame. Another region, known colloquially as Central Corespur, plays host to the torturous bends and falls of the acid-green River Khaïdes. Along this river race Hellions and Reavers, who compete in blisteringly fast aerial duels. The losers are sent spinning to their deaths, their dissolving corpses adding to the potency of the caustic sludge that swills around them.

Further coreward can be found the mercenary district Sec Maegra, more popularly known as Null City–a nation sized shanty town permanently riven by internecine conflict on a scale akin to civil war among the lesser races. A thick mist of poisonous smoke hangs over its roofs, and with every passing minute fresh screams pierce the silence. At night, the scorched streets resound to solid-shot gun fire and the crack-spit of splinter rifles as negotiations turn sour and rivals are assassinated. Alien mercenaries can be found here in profusion,vying fiercely for the lucrative murder-contracts offered by many of the Kabal.

As violent as they are, the districts of Low Commorragh are but playgrounds in comparison to the inner rings that surround the Dark City’s core. Here can be found the oldest noble houses, which have ruled their demesnes with irresistible force for millennia. Their sweeping wings and towering mansions are crested by citadels full of aristocratic Trueborn warriors, each of whom descend from one of the original orchestrators of the Fall.

Among these inner rings, one of the Dark City’s ancient states has literally fallen into shadow. In Aelindrach, shadows thicken and writhe as living things, flowing in to one another and crawling up the legs of those that trespass amongst them. Here amongst the velvet domes the dreaded Mandrakes make their lairs, bathing in the darkness. The outskirts of Aelindrach giveway to the Bone Middens of the Wych Cults, where the skeletal remains of every sentient species in existence can be found, positioned in grim tableaux and mock battles by the Wyches who slew them.