The Hemocan Chronicles: Blood and Betrayal
Hello, everyone! It’s me, Gunum! Back again with the latest chapter in the ongoing saga of my Grand Narrative dynasty, Hemocan. For those just tuning in, this is where I chronicle the bloody rise of my custom Necron dynasty, a story that mixes mad science, betrayal, and a little bit of Chaos for good measure. If you’re new here, don’t worry; I’ll bring you up to speed with this first article.
GRAND NARRATIVE ONE: Hemocan Awakens
Let’s rewind to the beginning. The Hemocan Dynasty started like any other: an Overlord in charge, Lords managing the ranks, Crypteks doing their science thing, and Lychguard standing around looking menacing. Hemocan was rooted in the Novokh Dynasty and is known for its blood rituals and berserker tech. Hemocan had inherited those traditions but didn’t stand out much… not at first. But there was an idea moving through the Dynasty that would change everything: that there was power in the blood.
The Great Sleep: A Problem Beneath the Surface
Like all dynasties, Hemocan eventually entered the Great Sleep. Their tome world lay dormant for millennia, but when it awoke, it wasn’t because someone flipped the switch. A solar event caused the noctilith structures of the tomb world to radiate strange energies, sparking a new era for the Dynasty.
Enter me, Psychomancer Gun’um. Before the Great Sleep, I worked on “unconventional” research—combining Necron tech with something more primal: blood. The idea was simple (and heretical): if we could tap into the power of living beings, we might restore what we’d lost over the eons, a way to awaken Necrons who had lost their energy source. Their spark. My experiments were cut short when the Dynasty went into stasis, ordered by our Overlord. I had anticipated this coming, and when I awoke first, I returned to work.
Awakening and the Harvest
As the first to awaken, I found that humans had colonized the planet, mining its glowing crystals for industry. These unfortunate settlers became the key to my experiments. By studying their hearts—elegant little pumps of energy—I found a way to revive dormant Necron warriors using what I called “generators.” These are hearts. These modified cores hearts not only brought warriors back online but opened the door to something greater.
By re-engineering mind-shackle scarabs into a new form, I created a pseudo-blood that flowed through my warriors and bound them to my will. Over time, I worked my way up the chain, reviving and subjugating Crypteks, Lords, and eventually the Overlord. My only rival, Technomancer E’cyl, tried to stop me in the eons past, but now he was left with no choice but to serve as my begrudging assistant.
By the end of this first narrative, Hemocan was mine. The Overlord, the Lychguard, and the old hierarchy were all gone, transformed into Skorpekh. What remained was a dynasty reforged in blood and bound by my vision.
GRAND NARRATIVE TWO: Hemocan Ascendant
With Hemocan firmly under my control, I earned new titles: “The Enemy Without” and “Psychomancer Ascendant”. When the Palat System called, promising war over a powerful AI, I led my forces into battle, ready to test the full might of my creations. This would also prove an excellent opportunity to collect more generators. Did you know Space Marines come with two generators per body!?
The Palat Campaign: Blood and Chaos
Palat turned out to be a nightmare. What started as a straightforward conflict became a brutal slog as Hemocan could not leave. My forces relied on blood generators to sustain themselves, and the campaign became a harvest in more ways than one.
Things escalated while we fought Titan Legions and Imperial Fists, and we even clashed with a Necron dynasty that had pledged itself to Khorne, the other side of our coin. It was a brutal fight, but their forces were absorbed into ours in the end, the mind-shackle technology flowing through the pre-blooded warriors. Unfortunately, the real threat wasn’t the Khorne Necrons or even the Aeldari corpses we didn’t even bother to harvest; it was the planet itself, steeped in Chaos corruption.
The Pact with Tzeentch
As the Palat campaign reached its grim conclusion, it was revealed that the planet itself was steeped in Chaos corruption. Hemocan’s forces unwittingly became pawns in a grand sacrificial ritual for Vashtor to claim the main reward. Unfortunately, they had been working for a Daemon Prince of Tzeentch who whisked the Dynasty away from the battlefield and to safety.
This sudden, unwelcome alliance allowed Hemocan’s fleet to traverse the Warp—a feat unheard of for Necrons. Yet the price was steep. Gun’um emerged in real space within the Kessandras warzone, where the true reward of Tzeentch awaited its grand reveal.
What’s Next?
That’s where Hemocan stands today. The Kessandras campaign is shaping up to be another chapter of blood, betrayal, and dark bargains. In the following article, I’ll break down the opening battles of this new warzone and how the Hemocan Dynasty is adapting to its new reality.
Until then, remember blood may be temporary, but victory is eternal.
Have any questions or feedback? Drop us a note in the comments below or email us at contact@goonhammer.com. Want articles like this linked in your inbox every Monday morning? Sign up for our newsletter. And don’t forget that you can support us on Patreon for backer rewards like early video content, Administratum access, an ad-free experience on our website and more.