Author's Note: This is not meant to be a complete reworking of the 40k universe, it's mainly just for fun. Enjoy!

Also, the Word Bearers have already fallen to Chaos Undivided like in canon, I just don't care to write anything about that. :P


Overview:

An alternate reality where the Chaos Gods have sown the seeds of heresy within most of the 18 Space Marine Legions. Now, they war with each other, the Imperium of Man good only for raiding for slaves and material.

Rough Timeline:

The Council of Nikaea – To the celebration of Leman Russ and other like-minded Primarchs, the Emperor decrees his official censuring of psykers and the use of psychic abilities in his legions. Feeling betrayed by his father and ostracized by his brothers, Magnus takes his legion and returns to Prospero, derisively conveying a need to re-learn conventional ways of war to replace the loss of his legion's primary arsenal.

Ghoul Stars Crusade – On a quest to eradicate the dreaded Cythor Fiends from the silent worlds and haunting coronas of the Ghoul Stars, the Dark Angels are lured to and make planetfall upon a world of dust and bone. As their hallowed boots trod the dry and cracking earth, ravenous shades arise from the fleshless piles scattered round, gibbering insanely as fresh meat is deposited to them. The Dark Angels fight bravely, but these are creatures fallen, feral, and iron. Conventional weaponry merely blunts their blades; only sorcery can stem the tide of fleshless mockeries. As the Dark Angels fight perilously against the unliving, razor edged Cythor vessels appear in the skies above, raining down all manner of magics on the combatants below. Lion El'Jonson, locked in vicious combat with the Fallen Lord, is forced to his knees, and the Skinning Spear threatens to pierce his twin hearts. Incorporeal specters alight around him suddenly as sorcerous Cythor join their wayward hunters to purge this place that the very Warp recoils from. What occurs after the involvement of the tainted xenos is unclear, but the utter destruction of the bone planet speaks for itself. The Lion stalks out of the Ghoul Stars with a chilling new allegiance, and at his side, wielding the Skinning Spear for itself, stands the Dread Lord Cythor. The Dark Angels are corrupted by Tzeentch.

Enter the Dark City – In an attempt to halt piratical raids on Imperial shipping, Jaghatai Khan leads his sons on a campaign against the vile forces of the Dark Eldar, the war culminating in an invasion of the very webway itself. The Khan musters the full might of the Fifth Legion, but as the White Scars enter the alien realm, disaster strikes immediately. The webway separates the fleet with its jagged pathways and incomprehensible layout as raiders strike from hidden passages and impossible alcoves. The Dark Eldar cripple the Fifth Legion, dragging them back as captives to Commorragh for entertainment and experimentation.

War with the Laer – The Emperor's Children lead a valiant crusade against a foul xenos race known as the Laer, Fulgrim promising to purge them completely within one standard solar month. The following war is savage yet short, and the Emperor's Children are exposed to excesses and blasphemies that defy mortal comprehension. Upon his inevitable victory, Fulgrim claims a brilliant silver blade from the dead race as a trophy, and listens to the exquisitely honeyed words dripped into his ear by the daemonic weapon. The promise of perfection is utterly irresistible to the Phoenician, and Fulgrim and his legion are corrupted by Slaanesh.

Ullanor Crusade – After delivering the deathblow to the mightiest Ork empire ever encountered by humanity, Horus is appointed Warmaster. Before the Emperor returns to Terra to construct his secret project, he chooses Perturabo to be his Praetorian, to act as his personal bodyguard and be the constructor of the Imperial Palace on Terra. Rogal Dorn makes his displeasure known, before the Emperor, Perturabo, and the Iron Warriors legion return to Terra.

Enter the Dark City (2) – Deep in the darkest recesses of the torture chambers where the Dark Eldar hold the Khan hostage, a lone figure approaches the Fifth Primarch, wreathed in maleficence that is utterly alien compared to the evil radiated by the Dark Eldar. The maleficent one bears the Khan no hostility, wishing only to converse with him. With the last vestiges of his ever vaunted freedom, the Khan chooses to listen.

Corruption Spreads - Horus is laid low on Davin, and is corrupted by Chaos due to the efforts of Lorgar and his Word Bearers. The World Eaters soon follow, their bloodthirsty ways easily guiding them to Khorne. The Death Guard are afflicted with the Destroyer Plague, their fall to Nurgle guaranteed. Fulgrim approaches Ferrus Manus and offers him a place among the traitors. The Gorgon accepts, his friendship with the Phoenician delivering his legion into the waiting arms of Slaanesh.

Duel with the Diasporex – Bitter with the favoritism shown to Perturabo, Rogal Dorn directs his legion to war against a fleet of vicious raiders of human and xenos origin called the Diasporex. In void war, the Diasporex have the upper hand, and punish the Fists severely over the course of the war, each defeat driving Dorn closer to the edge. Finally though, the enemy stronghold is located, and the Phalanx takes flight against a brutally barbaric voidstation above the airless plains of a dead world orbiting a dying star, savagely constructed with the ancient bones of mighty spaceborne creatures long extinct. Both sides commit to boarding action, Dorn leading the charge on the enemy station, even as his flagship is invaded and overwhelmed. Aboard the superstructure, the seventh legion is confronted with vicious monsters baying for blood and bone, protected by massed piles of skulls and frescos of splattered blood. Dorn slays the leader of the Diasporex in single combat, and voices of praise begin singing in his head. Dorn tries desperately to save his beloved Phalanx, but the Diasporex invaders sense the loss of their patron's support, and destroy it from within as a final act of spite. As the Fists watch helplessly from boarding craft yet to launch, the Phalanx implodes. Rage courses through Dorn's soul as the voices reach a crescendo, and something in him snaps. Coated in the blood of the fallen, Dorn descends into murderous madness against the remnants of the ill-favored Diasporex, and his sons follow. The Imperial Fists become one with Khorne.

Exit the Dark City – Thunderous tremors rock the foundations of Commorragh as Jaghatai Khan is unleashed, his eyes alight with ecstasy at the sheer sensations of suffering being emanated by countless emaciated slaves and tormented captives. His dark patron at his side, the Khan rampages through the prison cells, a dark liberator rallying all to his banner with the simple goal of exacting vengeance upon the Dark Eldar. The Khan's war continues as the White Scars rejoin the fray, wreaking havoc upon the arrogant xenos with abandon. During this time, the Khan converts his legion to worship of his new patron power, with any detractors clasped in chains. The White Scars attain salvation through Slaanesh.

Destruction of Nostramo – During a vision-induced madness, Konrad Curze appears to succumb to insanity, fully transforming into the Night Haunter. The Night Haunter's first command is to call for the elimination of those within the legion he deems weak or otherwise unworthy of the lives gifted unto them by the Legion; any legionnaire he knows will not follow him in his madness is murdered. When the purge is complete, he returns to Nostramo and burns it, and the Night Lords are fully steeped in the corruption of Tzeentch.

Isstvan Atrocity – The Luna Wolves, World Eaters, Emperor's Children, and Iron Hands massacre their loyalists in a grand spectacle of treachery. Only a small force of loyalists manage to escape, fleeing the carnage aboard the grand cruiser Red Talon.

Burning of Prospero – The Space Wolves are presented with evidence of Thousand Sons sorcery by agents of the Dark Angels. Guided by the counsel of the Lion, still thought loyal to the Emperor, Leman Russ and his legion attack the Thousand Son's homeworld. Magnus, having foreseen the battle to come, is ready. The war rapidly draws out into a bloody stalemate, the Thousand Sons desperately trying to save their people and lore, the Space Wolves furiously trying to slaughter their way through the psychic wards erected by Magnus and his sons.

Drop Site Massacre – In an attempt to purge the traitorous Luna Wolves, World Eaters, Emperor's Children, and Iron Hands at Isstvan, the Salamanders, Raven Guard, and Blood Angels are betrayed and gutted by the Word Bearers, White Scars, and Dark Angels.

Pox of Promise - The Blood Angels fight bravely against the traitors, slaying many of their former brothers in arms. Alas, it is ultimately futile, for Sanguinius meets Horus on the battlefield, and the Angel falls to the Warmaster. The loss of their Primarch induces a resonant psychic shockwave through all Blood Angels, and the severity of the legion's gene flaws increases exponentially. Filled with grief and wracked with rage and thirst, the surviving Blood Angels desperately seek a way to stabilize their gene flaws, accepting an offer of assistance from the Death Guard. As the Rust begins coursing through their veins, the Blood Angels are turned to the service of Nurgle.

Flight of the Raven - As they escape the hellish site of the massacre, the Raven Guard and Salamanders promise to exact vengeance upon their traitorous kin, and leave to return to their own worlds. The Raven Guard return to Deliverance to find the Imperial Fists terrorizing their planet, slaughtering the remnants of the legion with bloodthirsty glee. The Raven Guard defend their planet admirably, but the bloodied berserkers are too much for them. Corvus Corax is eviscerated by Rogal Dorn in single combat. The remaining Raven Guard, broken with the loss of their father, flee.

Through the Fire and Flames - The Salamanders make haste to Nocturne, only to find it besieged by Night Lords. Though the midnight-clad greatly outnumber the Salamanders, Vulkan stands firm, and with his guidance, the Salamanders eject the Night Lords from their home, sending the enemy scattering through the void. With his legion decimated and his planet devastated, Vulkan begins the long, painful process of rebuilding.

The Push to Terra – As the true magnitude of treachery is revealed to the Imperials, Horus consolidates his forces for a sweeping advance towards the Throneworld while simultaneously fending off the only uncorrupted legions that can interfere. Many loyalist worlds between Istvaan and Terra capable of resistance are subjected to massed orbital bombardment, their infrastructures unnecessary to supporting Horus' war effort. Knowing fully how vulnerable the Imperium is with so many legions having turned traitor, Perturabo dispatches a tenth of his legion to raise a mighty ring of citadels in key systems surrounding Terra.

Ultramar Campaign – The Word Bearers and the World Eaters march on Ultramar, their ferocious advances putting the Ultramarines on the defensive. Though they fight on home territory, the Ultramarines are unable to bring a quick end to the war, and unable to send help to Terra.

Lost in the Darkness – The Raven Guard remnants are caught in the pull of a psychic storm, the Warp tides guiding them to meet up with the Night Haunter. The specifics of this incident are lost to Imperial records, but at meeting's end, the Raven Guard are turned to the worship of Tzeentch.

Shadow Wars – The Night Lords and their new Raven Guard allies engage known Alpha Legion strongholds. The Alpha Legion responds, hunting their hunters with their usual efficiency. The Shadow Wars begin.

Return to Caliban – Lion El'Jonson returns to Caliban to recruit the rest of his legion for Chaos. As the bulk of his fleet passes near the planet, hundreds of orbital cannons and void turrets come to life and unleash havoc upon the traitors as Luther and the rest of his legion spring their ambush, loyalists to the end. The Caliban Civil War begins.

Burning of Prospero (2) – The Space Wolves hurl themselves at the Thousand Sons with abandon, casualties piling higher and higher. Leman Russ, finally at the breaking point, allows his Rune Priests to unleash their full potential. The unexpected psychic backlash allows the Space Wolves to rush the Thousand Sons; as they are cut down, the legion of psykers responds in the cruelest manner possible: psychically accelerating the decay and mutation of their foes' gene-seed. And thus, the Sixth Legion is enslaved to the Rubric of Ahriman. The Space Wolves are morphed into crazed beasts of horrendous mutation, becoming easy prey for the Plague Lord, who offers false promises of salvation from this terrible curse. Russ, horrified at what his legion has become, takes the only option he sees, and his legion is anointed in the puss and bile of Grandfather Nurgle. Faced with the Space Wolves' new powers, the Thousand Sons are overwhelmed, and are forced to leave their homeworld to Russ's toxic barbarity.

Return to Caliban (2) – The Dark Angels destroy themselves, the marines under the Lion and Luther trading blow for blow, salvo for salvo. At last the battle comes to a head, when the Lion makes planetfall on the knightly world. His sorcerous powers crackling with unholy magic, the Lion decimates the loyalists, swatting them aside until he comes face to face with Luther. The two duel, and though Luther is powerful, he is no match for a Primarch. The Lion Sword disembowels him with a single blow. But with Luther's death comes the shockwaves of an unknown spell, and the world is torn apart. The loyalist Dark Angels are scattered throughout time and space, and the Lion is struck with nothing less than utter humiliation. Returning to his darkness, he sets course for Terra.

The Iron Cage – As the traitors make their way to Terra, countless worlds burning in their wake, their sweeping blitzkrieg is finally halted as they encounter the first of the Fourth Legion's Iron Cage worlds. As more of these bastions are discovered, Horus spreads his forces to exterminate them all. Though vastly outnumbered, the garrisoned Iron Warriors fight fiercely, buying precious time for the rest of their legion to finish defenses on the Throneworld.

Majik, The Gathering – On the world of Majik, the Thousand Sons emerge from the Warp for a brief respite from the death of their homeworld and the decimation of their legion. Here, on this industrialized world, the Fifteenth Legion attempts to restock their armouries of conventional weaponry and other supplies. The Dark Angels, heeding the scorched earth policy, arrive in system and attempt to wipe out Majik and its great factoriums and shipyards. Battle is joined, and, under the guidance of Tzeentch, the Dark Angels obliterate Imperial defenses with unnatural precision, leaving the Thousand Sons intact. Tzeentch desires their natural psychic prowess for himself. Despite the Thousand Sons' best efforts, the world of Majik is sundered through means magical and mundane, and with the Dark Angels drawing their blockade ever closer to encompassing the planet's orbit, it appears that the Thousand Sons are in for a fight to the death.

Breaking the Cage – They are surrounded. They are divided. They are without support, and without any possible hope of reinforcement. They are massacred. Yet the blood price upon their heads far exceeds any reasonable projection of traitor casualties; the Iron Warriors fall, but the traitor victory is decidedly pyrrhic. The Iron Cage is broken, lock by lock, link by link. And with the Iron Hands acting as his vanguard, Horus continues onward to Terra.

Angels and Daemons – Over the desolated world of Majik, the Space Wolves enter the fray, having followed the Thousand Sons from Prospero. Bearing the mark of Nurgle and looted wargear from the Fifteenth Legion, the Space Wolves close in, firing at the Dark Angels who appear to be shielding them from the Sixth Legion's fury. Though the Lion tries to impress upon Russ the necessity of impressing the psyker legion into the service of Chaos, the new servant of Nurgle is uncompliant, and the Wolves tear into the Angels. The Lion is infuriated with Russ's shortsightedness, and strikes back with the fury of the First Legion. The Thousand Sons, mere observers of the greater battle, take on as many Imperial refugees and supplies as they can before Magnus scuttles the traitor fleets with a massive Warp Storm, a feat achieved with the aid of the world's natural inclinations towards the arcane. The Thousand Sons and their charges escape into the Warp, while the Dark Angels and Space Wolves are scattered.

Schism of Mars - The Iron Hands make landfall on Mars to assist the Dark Mechanicus in the Schism. Amidst the terrifying sight of gargantuan war Titans trading salvoes, the Iron Hands weave their dark magics into the traitor machines, blessing them with unholy powers from the Empyrean.

Battle of Terra – Horus makes way to Terra, the planet guarded only by the Iron Warriors, the Warmaster backed by the full might of the Luna Wolves, Imperial Fists, Blood Angels, Death Guard, Emperor's Children, and White Scars. Though their goal is clear, only the Luna Wolves and Imperial Fists wage war against the Imperial Palace, the others pursuing their own ends on Terra to appease their chosen deities. Rogal Dorn leads a reckless charge against the Iron Warriors, breaking open the outer shell of the palatial defenses. The blood-soaked berserker comes face to face with Perturabo, and red-hot bloodlust meets cold fury. After a battle of cataclysmic proportion, Perturabo breaks Dorn over his knee, ending the would-be daemon prince before he has the chance to ascend.

Shadow Wars (2) – The Alpha Legion, Night Lords, and Raven Guard maintain their fighting, scarring the deep underworlds of countless planets across the galaxy. Each faction is relentless in the pursuit of their prey, but the Raven Guard suddenly depart the conflict, the announcement of Dorn's death drawing them to Terra. While half of the loyalist legion continues the war of attrition with the Night Lords, the other half follows the Raven Guard.

Battle of Terra (2) – As the Imperial Fists demand to rush the Imperial Palace to get vengeance for their father's death, Horus manages to hold them back, and he finally manages to enlist the aid of the Death Guard and White Scars, their Primarchs now convinced Perturabo is a danger to them. The four traitor legions rush the Imperial Palace, and the Iron Warriors' bulwarks become too flooded with foes to function. Though they inflict grave casualties on the traitors, their positions are broken open, and the Iron Warriors are slaughtered. Suddenly, the Raven Guard fleet appears over the planet, deploying their entire force onto Terra. Horus is delighted at their arrival, believing the Alpha Legion to be no more. His delight soon turns to unbridled fury when the Raven Guard turn on the Imperial Fists, scything them limb from limb in vengeance for Corax. Calls for them to cease are unmet, and Horus turns on the servants of Tzeentch, unleashing his wrath. The Luna Wolves follow, tearing out the hearts of their foes to let blood run, annointing them in the worship of Khorne.

Schism of Mars (2) – The Iron Hands successfully subjugate the loyalist elements of the Adeptus Mechanicus, reveling in their victory with Warp-touched elation. Though the original plan calls for the Tenth Legion to now join the fight on Terra, Ferrus Manus is made aware of a more tempting target, and he enlists the help of the Fabricator-General. The Iron Hands and the Mechanicus leave the Sol System.

Shadow Wars (3) – Locked in a temporary stalemate with the Alpha Legion, the Night Haunter makes the tactical decision to withdraw to Terra, believing the superiority of the traitors' overwhelming numbers sufficient to crush the mysterious hydra. The Night Lords fly, and the rest of the Alpha Legion follows.

Ultramar Campaign (2) – Though the realm of Ultramar defies the vicious assaults of the World Eaters and Word Bearers, the Ultramarines overextend themselves in their attempts to guard each world from harm. The traitor forces have no such trouble, warping into real space to raid and pillage, then warping out to continue elsewhere. In a grand gambit, Roboute Guilliman uses himself as bait for Lorgar and Angron, a plan that enacts successfully on the world of Calth. The two traitor Primarchs make landfall, willingly walking into the Ultramarines' prepared ambush sites and kill zones, utterly apathetic at the deaths of their sons, their focus aimed singularly at killing the Ultramarines Primarch. Guilliman awaits them grimly, and battle is joined. The fight ends with Guilliman lofted high atop Gorefather and Gorechild, the twin chainaxes biting deep into his back. With contemptuous ease, Angron hurls him to the earth, and the traitor Primarchs depart. Lorgar senses something amiss on Terra. Though it breaks their superhuman hearts to do so, the Ultramarines leave their fallen father and follow.

Battle of Terra (3) – The Alpha Legion appears in the skies, Alpharius leading them, utilizing their unique skills to sow discord and confusion among the traitors' ranks. They deceive them into seeing enemies where there are allies, luring them to create enemies of those allies. The Alpha Legion ploy works wonders: White Scars are accused of attacking Blood Angels; Death Guard are accused of attacking Luna Wolves; Imperial Fists are accused of attacking Emperor's Children. Coupled with the prior actions of the Raven Guard, conflict erupts immediately between the followers of the Chaos pantheon, and the Alpha Legion successfully infiltrates into the Imperial Palace.

Battle of Terra (4) – With combat raging throughout the Imperial Palace, the few Iron Warriors remaining regroup at the Throne Room alongside their father and their Emperor. The Alpha Legion arrives, bolstering the loyalists' numbers greatly, though still far too little to survive the wrath of the skirmishing legions above. Resigned to their fates, the loyalist space marines prepare for the last. But finally, the Emperor cannot watch any more of his sons die. He orders them to leave, to rebuild their forces and strike at the heart of Chaos when the time is right. But he knows they will not leave him, and is unsurprised when his sons refuse. The Emperor smiles sadly, before entombing himself upon a brilliant Golden Throne. His screams of agony echo throughout the Empyrean, distressing countless Warp entities, decimating lesser beings instantaneously. The Emperor is no more. On the mortal plane of reality, psykers across the galaxy spasm, suffering indescribable traumas to their minds and souls. The loyalists are shaken, and the traitors are stunned. Deep within the Warp, Magnus begins weeping out of his single eye. Elsewhere within the Warp, Lorgar smiles. In a distant galaxy, a trillion, trillion light years away, the Hive Mind takes notice.

Destruction of Terra (1) – Broken, but forever pragmatic, Perturabo begins orders for evacuating, his brother and their sons too shocked to resist. Amongst the traitors, the fighting sees a brief lull pass, a calm for celebration. Then the fighting picks up once more. With the Emperor dead, the Chaos Gods are truly free of their alliance, and the struggle for supremacy continues. As the loyalists attempt to flee the Imperial Palace, they are separated, lost in the sorceries of the damned Tzeentchian Raven Guard, doubtlessly meant to trap both loyalist and traitor alike. As the constructors of the Imperial Palace, Perturabo and his own are free to depart, but Alpharius remains trapped within.

Destruction of Terra (2) – In space, the Dark Angels and Night Lords arrive, the two worshipers of Tzeentch on course for Terra. As they make planetfall, they unleash dreaded magics upon their new foes, sparing only the Raven Guard from the destruction. The Alpha Legion regroups fully, eagerly extracting Perturabo and his sons. Not long after, the Thousand Sons emerge from the Warp, weakened terribly by their physical trials, demoralized into despair with the loss of their Emperor; they are powerless to intervene. But the Thousand Sons still recognize the terrible sigils being burned into the earth by the Dark Angels warships, still recognize the vortex of concentrated Warp energy being drawn upon by the Tzeentchian legions. Terra is being turned into a daemon planet.

Destruction of Terra (3) – Deep within the bowels of the Imperial Palace, Alpharius wrestles with the mental puzzle that is the Raven Guard labyrinth, attempting to learn its paths and predict its twists. His sons try to follow, but are led astray time and time again. Alpharius refuses to give in, refuses to fall short of carrying out his father's last directive. But time is not on his side, for it feels as if decades have gone by with him wandering, him and the few that remain by his side. With the power of the Warp, perhaps decades had indeed gone by. It is almost enough to break him. But then Alpharius hears the telltale sound of an approaching warrior. His eyes narrow. He knows that sound. Recklessly, he rushes through the labyrinth, his companions unable to keep up with his seemingly instinctual ability to find that sound. Alpharius is lost, but he continues to hear the growing noise, the ever-louder growling of a very specific bike. Jaghatai Khan is near.

Destruction of Terra (4) – The Space Wolves burst forth from the immaterium like the savage brutes they once were, now the insidious plague bearers they are. Though the Thousand Sons are within sight, Leman Russ directs his vengeance towards the other psyker legions. The Dark Angels feel his wrath instead. Soon after, the Word Bearers and World Eaters arrive. Angron feels his bloodthirst grow at the ensuing carnage on the planet, and joins his Khornate allies in the brawl. Lorgar is dismayed, but does not impede his Gods' designs. He instead focuses on the loyalists, and the Word Bearers meet the Alpha Legion in void combat. The field of battle plays to neither legions' strength, and the outcome is unknowable.

Destruction of Terra (5) – The Khan roars atop his mount, the sheer pleasure and freedom of this endless maze enveloping him completely. Never again would the Khan achieve such orgasmic bliss, not in this plane nor the Empyrean. A flickering line appears before him, and as his bike carries him forth, the Khan finds himself decapitated. His body and bike continue on, exploding upon impact with one of the Warp palace's walls. The Pale Blade shimmers, and Alpharius steps out from behind an alcove. He stares at his traitorous brother's head and stabs it again in hollow vengeance. His goal complete, he begins wandering the halls once more, searching for egress.

Destruction of Terra (6) – The Ultramarines arrive, tipping the balance of power against the Word Bearers. The Word Bearers retreat, intent on spreading the glories of Chaos throughout the galaxy. Alpharius finds his way out of the maze and is recovered by his legion. Demoralized and drained from their trials and the loss of the Emperor, the loyalists depart Terra for their respective homeworlds in an attempt to preserve what they can. Back on Terra, the world is engulfed in chaotic energies, and the vast majority of Segmentum Solar is twisted with evil power. A psychic shockwave spreads throughout the galaxy, as a new permanent Warp Storm is brought into being. The Vortex of Doom is created. The traitor legions, caught within the grasp of the Vortex, escape and spread out amongst the stars to tear down the corpse of the Imperium, and bring worship to their chosen deities.


AN: And that's it! For those who find it hard to keep track of all the legions:

Imperial:
Ultramarines, Iron Warriors, Salamanders, Thousand Sons, Alpha Legion

Chaos Undivided:
Word Bearers

Khorne:
Luna Wolves, World Eaters, Imperial Fists

Tzeentch:
Dark Angels, Raven Guard, Night Lords

Nurgle:
Death Guard, Blood Angels, Space Wolves

Slaanesh:
Emperor's Children, Iron Hands, White Scars