THE THINGS WE FORGET TO MISS Warhammer 30/40k

The game started three weeks ago.

Nobody remembered who invented it.

That was normal.

Rules survived longer than creators.


The children sat in a circle around a chalk diagram scratched onto the steel floor.

Three paths.


Worker.

Soldier.

Saint.


The goal was simple.

Reach the center.


Nobody ever asked what happened afterward.

The game already knew.


Mara:
I don’t like this one.


Chibi looked up from the board.


Chibi:
Why?


She pointed toward the center.


Mara:
Because everybody ends up the same.


Several children frowned.

Confused.


One boy shrugged.


Boy:
That’s how you win.


The others nodded immediately.


That answer bothered Mara more than the game itself.


Every turn required giving something away.


Food.

Sleep.

Comfort.

Family.

Fear.


The player who sacrificed the most reached the center fastest.


Nobody questioned the rule.


Mara:
Why does giving things away make you stronger?


A girl answered without hesitation.


Girl:
Because that’s how heroes work.


More nodding.

More agreement.


Mara had started disliking agreement lately.


Agreement felt dangerous.


Not because people were wrong.

Because people stopped thinking after they agreed.


The game continued.


One player became a worker.

One became a soldier.

One became a saint.


Different paths.

Same destination.


Another child reached the center.

The others clapped.


Boy:
What did you become?


The winner smiled proudly.


Winner:
Useful.


Everyone cheered.


Everyone except Mara.


Not happy.

Not loved.

Not free.

Not curious.


Useful.


Only useful.


Mara:
What if you don’t want to be useful?


The circle became quiet.


Not angry.

Confused.


One child finally answered.


Boy:
Then why are you here?


Silence.


The question landed harder than he intended.

Because he wasn’t being cruel.

He genuinely didn’t understand.


The game ended.

The other children left.

Soon only Mara and Chibi remained beside the chalk board.


The distant machinery hummed through the walls.

Steady.

Endless.

Comforting.


That was probably a bad sign.


Mara:
Do you think people become fanatics on purpose?


Chibi thought for a while.


Finally—


Chibi:
No.

A pause.


Chibi:
I think they stop noticing.


Mara:
Noticing what?


He looked down at the game board.

The three paths.

The single destination.


Chibi:
The things they gave away.


Silence.


The hive continued humming around them.


Mara:
How do you know when you’ve lost too much?


This time Chibi answered immediately.


Chibi:
When you stop missing it.


That answer stayed between them.


Because suddenly the game wasn’t about workers.

Or soldiers.

Or saints.


It was about everyone.


Khorne.

Nurgle.

Tzeentch.

Slaanesh.

The Mechanicus.

The Imperium.

The Drukhari.

The Orks.


Every path begins with something worth keeping.


Strength.

Hope.

Endurance.

Passion.

Duty.

Purpose.

Belonging.


And every path carries the same danger.


The moment the thing you love becomes the only thing left.


Three paths.

One destination.


And for the first time—

Mara wasn’t afraid of where the paths led.


She was afraid of how reasonable they looked while getting there.


If you remember what this felt like —
you already know what you’re missing.

Step back into it.
Or keep missing it.

👉 https://startplaying.games/gm/dunchan

Want to go deeper?
Then don’t stop at the surface.

The full stories. The dossiers. The things behind it —
they’re waiting. Or they’re not.

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Dunchan Hunter's avatar
Dunchan Hunter
http://fziviani-qhstu.wordpress.com

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