Warhammer 40k an in depth analysis: Part 2, The Warp: part 4, Chaos: Tzeentch, Master of magic and schemes

Whenever a human lie to another, or schemes against them, Tzeentch hears, and uses them as a puppet on a string. The changer of ways sees and hears al, the ultimate master of manipulation and trick. He is the patron god of politicians, generals and scholars, for he promises his followers endless knowlage and power.

Source: https://warhammer40k.fandom.com/wiki/Tzeentch

The weaver of fate

The god of change sees and knows al, present and past, and he uses this to navigate the many possible futures towards one that is most beneficial to himself. It is inportant to note that Tzeentch do not see the future, only the present. What this is, can no mortal say, and it is possible that Tzeentch himself do not know.

The masters of change plans are complex, varied and seemingly endlessly contradictory, a yarn that seems to spin deeper and deeper as it gets more entwined with itself. It is hinted in the text that these schemes has no end, and that if the schemer would ever fulfil his scheme, there would be no need for him, and he would cease to be. (Games Workshop, 2016)

Warp and time

As I have hinted at before is time and space a strange concept in the 40k Narrative, especially when the warp is involved (which is usually is).

We have already discussed the fact that the Warp exists outside of time, space and classicality, which could explain the seeming randomness of the Changer of ways plans, as he is seeing the universe out of order, or arranged in different constellations then those in the material plain. To further complicate this concept, can certain races such as Necrons or Eldar travel in time, and change the course of certain events using magic and or technology. The concept of an al seeing and all knowing mastermind seem to falter here a bit, a point we will come back to later. (Games Workshop, 2016)

Master of magic and mutation

The changer of ways are also said to be the originator and creator of al magical powers, as well as a representation of the mutating power of the warp. The most powerful mages and sorcerers are unattainably found amongst the followers of Tzeentch.

We must here go back to an earlier chapter and discuss what exactly magic is within the 40k narrative. We have seen that the line between psycic powers and magic is strenuous at best, and that the concept of magic changes depending on which race describes and uses it.

Mutation is not something that is the clear preview of Tzeentch, but it non the less falls within his domain. It is very possible that, just like Nurgle is not the representation of death and decay, but rather the human fear of it, is Tzeentch the representation of human fear over the future, faith, power and knowlage. (Games Workshop, 2016)

Lands of change and chaos

Within ever changing labyrinths and glass mazes of the changers of ways lands, lays the grand library, where every single written word is collected and reviewed by the master of magic himself.

The surrounding lands are beyond the comprehension, as every single possible reality is shown simultaneously within the mirrored walls, as time and spaces looses al meeting within Tzeentch realm. Only Tzeentch himself can navigate the endless pathways to reach the secret library within.

In Tzeentch is every single written word ever created stored and archived by an army of daemons known as red and blue horrors.

Demons of magic

The daemons of Tzeentch are by far the most intelligent, and also the most magically gifted.

The servants of the changer of ways hate the predictable mundane and secure, and do their best to topple lives and change futures in to new and unpredictable paths. To chive this goal do they use al manner of manipulation and schemes, preferring diplomacy to open confrontations. (Games Workshop, 2016)

The lords of change are the greatest of Tzeentch demons is the changer of ways, creatures of great mind stunning intelligence, they use this power to change one stable planets and societies by breaking them down and building them anew, for there is little more that these daemons hate then mundanity and letting the galaxy taking the predictable path, for they crave renewal and change above al things. (Games Workshop, 2016)

https://vignette.wikia.nocookie.net/warhammerfb/images/9/97/Warhammer_Lord_of_Change.png/revision/latest/scale-to-width-down/300?cb=20170226092645
Source: https://warhammerfantasy.fandom.com/wiki/Lord_of_Change

The lesser creatures of Tzeentch is known as pink and blue horrors, they are manifestation of pure magical energies, and as a result a pure representation of Tzeentch power. Pink Horrors are happy and juvenile, telling jokes and doing cart wheels as they frolic in to battle, and peppering the enemy with magical energies. The daemons put on dazzling light shows for each other, often leading to the death of any nearby enemies, something the daemons find immensely amusing. (Games Workshop, 2016)

Blue horrors are created when a Pink Horror is split in twain, these daemons are the polar opposite of their cousins, being sombre, sad, and spending most of their time arguing on which fault it was that they one again lost their pink form.

Warhammer Daemons of Chaos Pink Horrors
Source: https://warhammerfantasy.fandom.com/wiki

Flamers of Tzeentch represents in many way, the pure chaotic and mutating power of the Warp, and Tzeentch himself. Their bodies move and contort in ways beyond human comprehension, as they constantly shift and change. They bellow forth magical fire, the pure essence of the mutating power of the warp. These flames are known to do anything from heal their victim, to grow them new limbs, sometimes these flames keeps the body unharmed, but instead changes and shifts the very soul of the victim. Much to the shock of the victim, and unbridgeable joy of any nearby horrors. (Games Workshop, 2016)

Warhammer Daemons of Chaos Flamers
Source: https://warhammerfantasy.fandom.com/wiki

The last demons we will discuss today is the Screamers of Tzeentch, beasts that prowls the warp in search for things to consume, they seem to not be directly affiliated with the changer of ways, but serves as a good example of the other daemons and denizens that inhabits the endless void of the Warp. (Games Workshop, 2016)

ScreamerofTzeentch
Source: https://warhammer40k.fandom.com/wiki/Screamer

Followers of Tzeentch

Politicians, generals and researchers of al kinds are drawn to Tzeentch, as he is in turn, drawn to them. Great power and knowlage are promised those that follow Tzeentch, but just as with any of the Chaos gods, is the price both high and heavily ironic.

The followers of Tzeentch gains immense knowlage, as well as magical power, which they use to achieve their own goal. This power comes with a great price tough, for they are now forever bound to the magical power and will of their patron god, and he only helps those that serves his schemes, and have no qualm about sacrificing his own pawns, if it means getting an upper hand against his rivals. (Games Workshop, 2016)

Conclusions

Tzeentch is by design full of enigma and contradiction, for he is that which humanity can not, and should not know. I have here but given a small taste of the many things worth exploring related to the changer of ways as I wish for my reader to continue exploring on their own. I will at the end of this chapter provide a few examples on how to continue their reading in this much interesting and strange subgenre of horror, but first, a short conclusion of the things we have discussed today.

Cosmic horror

The term Cosmic horror (or Lovecraftian Horror), is usually reoffered to and related to the fear of the unknown, or the unknowable, of the vast spaces of time and space beyond human comprehension, about fate, life, death and our part in it.

Tzeentch is the representation of humanities fears of the future, past, and their ability to change their place and path within these things. It is not surprising then that Tzeentch design borrows so much from the grandfather of cosmic horror, H.P Lovecraft.

Fate and the future

Tzeentch represents humanities fear of the future, and their own ability to control it. Just as with Nurgle, is Tzeentch the actual source or controller of the things humanity fear, but as humanity spreads throughout the galaxy, so does their fears, and as a result the power of their manifestations in the warp.

Tzeentch do not in of itself control the future, or the individual humans part in it, but as Tzeentch power grows, so does his ability to do just that. To join Tzeentch is to give up once own goals and dreams, to become a pawn in the great schemers plans. (Games Workshop, 2016)

The unreliable narrator

This will be another point that we will take up time and again as we deep dive in to the other factions of the narrative. This will become more and more apparent as we start to look at the narrative from the other factions point of view. So far we have seen the narrative from only one point of view, but the statements made about the chaos gods (as well as any other faction), will very much be put in to question here. I take this up now, for it is worth to keep the supposed all knowing nature of Tzeentch (as well as the powers of the other gods) in mind as we move forward.

Uncertainty as well as the almost myth like structure of the storytelling in Warhammer 40k is partly what makes it both frustrating and interesting topic to read and study. (

References

Codex: Chaos daemons (7th Edition), Games Workshop, 2016

Codex: Chaos Space marines (7th Edition), Games Workshop, 2012

Warhammer 40k an in depth analysis: Part 2, The Warp: part 3, Chaos: Nurgle, the god of death and rebirth

Every advanced emotion felt by enough sentient species is reflected within the warp. No feeling is so universal, and so often felt then the fear and relief related to the trails and tribulations of death and disease. It is these emotions, these fears, hopes and dreams that fuels Nurgle, the god of death and suffering, but also the god of hope, life and rebirth.

https://vignette.wikia.nocookie.net/warhammer40k/images/c/c1/Nurgle_mark.png/revision/latest?cb=20050727104008
Source: https://vignette.wikia.nocookie.net/warhammer40k/images/c/c1/Nurgle_mark.png/revision/latest?cb=20050727104008

Introduction

We will begin our series of the Deities of the 40k narrative, by looking at the most contradictory, and ambiguous of al the strange inhabitants of the Warp. Nurgle is said to have been a part of the fate of humanity since the very start, or maybe, even before that. The fear of rot, decay and death has always been prevalent in the human psyche, tough revered by some, most try their best to repress and ignore the sinking feelings of the inevitable, it is in these notions that Nurgle truly thrives. (Games Workshop 2016)

The gods of death and plague is one that can be found in most if not al major human faiths, as it has been a large part of human history, al from the start. Just like decease rot and death has been with humanity from the start, so has Nurgle been there, walking besides us. Few things has caused as much fear and dread in human society as the slow extinction at the hands of a malignant disease or plague. One of the more common faces of disease in the west is that of pestilence, one of the possible identifies of the four horsemen of the apocalypse.

Source: https://en.wikipedia.org/wiki/Four_Horsemen_of_the_Apocalypse#As_infectious_disease

Nurgle is not, as one might think, a sombre spirit, or even one of malice or contempt, he is rather a figure full of life and lustre, full of the wishes to organize, create and educate. To understand Nurgle, one must understand the constant contradictions that he, even more then the other chaos gods represent. (Games Workshop 2016)

Nurgle is a grand example on how the Warhammer 40k narrative uses dramatic irony to create a sense of dread and hopelessness. Dramatic irony, as we have discussed earlier, is the practice of making the audience preview to more information the the characters in the text has. In this case are the readers fully aware of the immense pain and suffering that Nurgles “gifts” wreck on the sentient life of the galaxy, as well as the seemingly loving and well-meaning spirit of Nurgle himself.

A creed of duality

The domains of Nurgle are the duel domains of life and death, decay and rebirth. For every spore, every cell of a disease is new life and from every corpse grows new and fascination life forms. Life leads to death, which leads to new life. It is this cyclical nature that Nurgle represents. His fascination has always been chiefly with life, and its many struggles. (Games Workshop 2016)

Nurgle shares his plagues and diseases as gifts and blessings to a seemingly uncaring universe. He watches with fatherly pride as his minions spreads his foul contingents, and the deaths and pains that they spread throughout the galaxy. (Games Workshop 2016)

To ally once self with Nurgle is to accept this endless cycle and embrace the gradual decay of al things. In return will Nurgle give you immunity from the pains and discomfort related to eutrophy, and can as result conformably enjoy Nurgles great work. (Games Workshop 2016)

The garden of rot

Nurgles lands within the Warp manifests as an enormous bloated swampy garden, beautiful and terrifying in equal measure. Great vine trees reach to the sky, and colourful toxic mushrooms, some the size of humans or taller, fill the ground, spreading colourful spores across the lands. (Games Workshop 2016)

One can not survive Nurgles lands uninvited, for only he can protect you from the various illnesses and parasites that inhabits Nurgles forests. Many invaders and unwelcome visitors has learned this the hard way, as they have become a permanent resident in one form or another, to the gardens of Nurgle. (Games Workshop 2016)

Within this garden lays Nurgles Manor, it is described as rotten overgrown and creaking, yes fundamentally strong and immovable at its base. Driving home the theme of gaining strength from weakness and life from death.

The daemons of Nurgle

The daemons of Nurgle can roughly be categorised in one of two categories, the sombre and serous and the playful and mischievous. This further drives home the idea of the duality that exits within Nurgle himself. (Games Workshop 2016)

The playful beasts

Amongst the many beasts and creatures that serve Nurgle, is few as obvious and the duality of Nurgle as the Plauge beasts, large slug like creatures that are abhorrent to visit, and is highly toxic to touch. They pair this abhorrent physical appearance with the temperament, energy and personality of an attention star puppy. They do not see the enemy combatants as foes to slay, but rather new friends to play. The beasts are blissfully unaware of the fact that their touch are fatal to every living creature, and gets genuinely upset when their latest victim don’t want to play along. This is until another hapless mortal catches their eye at least. This is another clear example of the dramatic irony coming in to play. Both the attacker and the attacked misses vital pieces of information, only at the preview of the reader. The attacked is not aware of the beasts intention to simply play, and the attacker is not aware of the fatal outcome for their new playthings. (Games Workshop 2016)

The Nurglings, small creatures, looking like miniature version of the grand god of rot himself. These small creatures are born from the Great unclean once, and spend most of their time fighting for attention from either the larger daemons, or Nurgles faithful follower. (Games Workshop 2016)

Nurgling closeup
Source: https://warhammer40k.fandom.com/wiki/Nurglings

The legion of research

The second category of daemons are in one way or another representation of Nurgles wish to educate and research. Chief amongst these are the Plague bearers, mortals that has consumed to the plague known as Nurgle rot, and reborn in the Garden of Nurgle as one eyed, bloated version of themselves.

Plaguebearer
Source: https://warhammer40k.fandom.com/wiki/Plaguebearer

These creatures are now tasked with cataloguing, spreading and researching the effects of Nurgles so called gifts. They are also tasked with carrying out Nurgles will, and making sure his feat work do unchallenged. The tasks of these tally-men are an endless one, for Nurgles creations are always changing morphing and transforming, even as they take its course on the helpless victims. This bothers the plague bringers little, as they find great enjoyment in this seemingly monotonous and endless task. (Games Workshop 2016)

These two subsets of daemons are seemingly always at odds with each others, and the Plaguebringers see the Nurglings as nothing else but painful distractions from the endless work of helping their master achieve his goal of creating the ultimate illness.

Followers of ruin

The followers of Nurgle are legion, for the church of the fly is open to everyone, and turns no one away, for after al, Nurgle will embrace al in the end. Amongst the more eye catching are the members of the Adeptus Astarties that at one point or another abandoned the Imperium of man and embraced the Plague father. Chief amongst the many children of Nurgle is the Death Guard. hailing from a planet of plague and disease, did the death guard see themselves as immune to such maladies, and were often sent in to the most toxic environments, that was until one day they were stricken down with one of Nurgles finer creations, and left stranded in the warp, they turned to the only thing that could save them, the Plague father himself. The Death Guard of the modern imperium are great rotting monstrosities, a fusion of armour and rotten flesh, blessed with the absence of any pain and discomfort from their dread father. Stricken down by the very thing they saw themselves the masters of, they now server the very being that brought forth their downfall. (Games Workshop 2012)

Plague Marine battle
Source: https://warhammer40k.fandom.com/wiki/Death_Guard

Beyond spreading death and disease wherever they travel, do these fallen Astartes also take pride and joy in the Masters great work, either indirectly by cataloguing and tallying the victims of his many plagues, or directly in one of many laboratories and research station located on the Death Guards home planet. (Games Workshop 2012)

Origins of the plagues

I will here raise an inportant question, one that will follow the rest of our investigations in to the deities of the warp. Did the existence of Nurgle, create the first plague, or did humanities fear for dying this way, lead to the birth of Nurgle? The evidence I would say supports the second interpretation, but this raises another question. How did Nurgle go from a representation of the fear of death and disease, to an actual creator of these things? This is a question we will come back to in a later chapter, and one I am note sure I have an answer to myself.

Conclusions

Nurgle is an interesting and complex character within the 40k narrative, and a good example to the inherent paradoxical nature of the warp and the creatures that lives within. The fear and dread that Nurgle creates in his followers are in a stark opposition to the demeanour and mannerisms of the god himself. he calls his followers his children, and see his creations not at curses, but rather blessings and gifts that he sends out on the material plain.

Lastly, to follow and embrace Nurgle is to embrace the inevitable, to accept the death of al things, and in the process be freed from the more physical distresses that comes with such entropy. It is also to internalize the dual nature of Nurgle, to grow strong as the rest of the world grow weak. To take suffering and rot, and make it your power and life. This is a trait that we will find with the followers of al the chaos gods, and one that further drives home the horror of these creatures. In order to become free, you must embrace that you fear the most.

References

Codex: Chaos daemons (7th Edition), Games Workshop, 2016

Codex: Chaos Space marines(7th Edition), Games Workshop, 2012

Warhammer 40k an in depth analysis: Part 2, The Warp: part 2, Travelling trough hell

Introduction

Warp travel is a large and mostly deliberately obfuscated topic within the 40k narrative. This is partly because of the first or second hand accounts the writes often uses to describe the world of Warhammer (link here). In other words, does the Imperium for example know very little about warp travel, and how their own processes to navigate function, as a result, will the readers not be made preview to this information either. Note that in this chapter, due to the lack of information, will I need to go to earlier and later editions of the codex’s to paint a bigger and more interesting picture. I will in the references clearly label witch book is from witch edition, so you can clearly see witch lore is old and witch is new.

The Imperium of man

We will once again begin with discussing the Imperium, as a way to contextualize the rest of this chapter. This will then help us further understand how the warp travel of the other factions works. The warp and the factions relationship to it, plays a large role in how each faction function on both a large and small scale. This is partly due to the fact that the immense size of the galaxy in Warhammer 40k is a large part of the overall setting, and the ability to travel this vast space is a huge component in how narratives are presented and unfolds.

Galler field generator

The technology of the Geller field is poorly understood by those that uses it, technology from a long lost dark age of humanity (Adeptus Mechanicus).

The geller field creates a bubble of real space (or Materium) inside of the warp that the ship can travel inside, with relative safety. This bubble is the only thing that stands between the ship and utter destruction as the forces of the warp rips material object to shreds.

The navigators

We discussed in the last chapter of the psycic mutants known as the Navigator, these feared and hated individuals that held so much sway on the Imperium, despite their mutated state (The psyker). The navigators are the only humans with the ability to see the ebbs and flows of the warp, and be able to navigate their way trough it.

Bildresultat för warhammer navigator
Imperial Navigator, Source: https://warhammer40k.fandom.com/wiki/Navigator

Warp lanes

As we discussed in our chapter on the warp, does the Imaterium exists of swirling pools of purse emotion and toughs and desires of mortals. The warp do have more stable areas then others, manifested as rovers or streams of warp energy. Following these streams are a lot safer and faster then trying to navigate the more hostile areas of the warp. These warp lanes are heavily used by the Imperium to travel between planets. These warp lanes has a huge impact on where humanity do and do not settle. This leads to the Imperium`s habited planets, are like cities in ancient the real world, located mostly along rivers and coasts that enables commerce.

Warp gates

We discussed in the previous chapter, the numerous rifts between the Imaterium and the materium, and the danger it poses to any living creatures nearby. There exists stable portals between the two worlds, these are known as warp gates. It is uncertain if these structures are artificial or naturally formed. Most Warp Gates are large enough for space ships to pass trough, but a few rare once are not larger then a doorway.

Warp Gate
Source: https://warhammer40k.fandom.com/wiki/Warp_Gate

These gates do have a very inportant purpose tough. There do exist stable warp rifts, that always leads to the same place in the warp, and they are usually tied to specific warp lanes. This makes warp rifts indispensable when travelling trough the warp, as the ability to arrive at the same time, and in the same place each time is immensely inportant both for commercial and military travel.

The Tau

The Tau is the youngest of the space faring races (at least of those that play a major role within the narrative). They are presented as a strictly feudal society, living their entire lives in one of for casts, with no ability to travel between them. The Tau started as a highly aggressive race, almost at the level of the Orks, and almost destroyed themselves, if it weren’t for the arrival of the Etheirials, today they focus al their energy on the betterment of the lives of the community. This “greater good”, has been risen to the status of religion and dogma, as everything is made of the betterment of the larger community. as always, this will be discussed in more detail in a later chapter. (Games Workshop 2105 1)

The Tau do not travel in to the warp itself, as they do not have psykers ins the more traditional sense, that allows them to breach the wall between dimensions.

Gravitic Drives

As the Tau lack psyker they are unable to properly enter the warp, this is due to the fact no amount of pure power or technical know-how will let an individual or space ship enter or leave the warp without a connection to the other side. This link is most often found in a pyker. The Tau did on the other hand manage to enter an in-between realm of the Imaterium and materium, before being spit out in to realspace. This pocket of inbetween is still effected by the warping abilities on space and time from the Imaterium, and it is as a result possible to use this as a way to move vast differences in a very shorty amount of time. Th Tau ships travel to and from the Imateirum, much like a stone skips over the water, each time it touches the water its propelled forward. (Games Workshop 2105 1)

Bildresultat för tau battleships
Tau battleship, source: https://levelskip.com/strategy/Battlefleet-Gothic-Armada-II-Tau-Merchant-Battleships-Advanced-Ship-Guide

The Eldar

The ancient and mysterious race of Eldar used to be the major influence on the Materium as well as them Imaterium. We will discuss this race of creatures in their own series later. They are one of the oldest races in the galaxy, and is slowly declining in numbers and power. Several allegories can be found between the Eldar, and the High Elves of the Warhammer Fantasy narrative, as well as other high fantasy Elves. The most striking one being their long pointy ears and slender build. The Eldar also plays the same role as Elves usually do in fantasy narrative, that of the distant and mysterious mentor/ally/enemy, representing ages long gone by. (Games Workshop 2105 2)

The Webway

The Eldar has in the past, with the help of their creators the Old Once (a topic for a later day), created stable corridors and rooms within the warp, as well as gates in to these corridors. These corridors let safe and unhindered travel to take place from specific points in the materium. After the fall of the Eldar has these webways fallen in to disrepair, and most lead to dead ends, or in to rifts in to the warp itself. The Emperor himself managed to access these webways, with disasters end results. (Games Workshop 2105 2)

Bildresultat för the webway 40k
Source: https://warhammer40k.fandom.com/wiki/Webway

Webway gates

These are small stable portals the Eldar uses to access the web-way. These are usually the since of individual Eldar, or small vehicles. These wabways are the most common ways the Eldar travel trough space, as their fortress ships they call home are often equipped with at least one heavily guarded webway gate. The Eldar can send troops from these portal to far flung parts of the galaxy, and in doing so, making sure they never have to put their own home at risk in the conflict. (Games Workshop 2105 2)

Warp Gate
Source: https://warhammer40k.fandom.com/wiki/Webway

The Orks

The Orks are once again the most difficult to explain,as they by design defy the logic and rules set up by the wider Warhammer 40k narrative. They are a race of genetically engineered soldiers, made only to conquer and fight. It is hinted that they, just like the Eldar, were created by the Old once. Unlike other species, that grow weaker from war and strife, do Orks in a very real and litteral sense grow stronger from it, as Orks that have survived combat for a long time, is visibly larger and stronger, that Orks that have spent time away from combat. (Games Workshop 2014)

Gork and Mork

The Gods of the Orks are as direct and violent as their subjects, they clearly and fully embody the values of their worshippers. These creatures are monsters of pure muscle and unbridled joy for combat and excitement, it is explained that they are so powerful that they easily shrug of any attacks made by the other gods. This is partly due to the fact that the Orks are by far the most numerous of the races in the galaxy, and as a result do they cast the biggest shadow in the Warp. (Games Workshop 2014)

Space Hulks

There are enormous space ships travelling trough the void of the warp, these hulking masses are amalgamation of asteroids, ice and destroyed space ships. These enormous monstrosities drifts out of and in to real space at seemingly random intervals. The Space Hulks are notorious for being infested with al sorts of monstrosities, as well as priceless ancient technology. The lack of any form of steering mechanisms also makes the ship almost impossible to control, made even worse by their tendency to randomly disappear in to the Warp. (Games Workshop 2014)

Bildresultat för space hulk Ork
Source: https://wh40k.lexicanum.com/wiki/Space_Hulk

The Space Hulk is the primary transport of the Orks, as they genuinely do not care where or when they arrive, as long as there is a fight waiting for them, any previous inhabitants of the space hulk also serve as a nice distraction form the boredom of space travel. (Games Workshop 2014)

The shock attack gun

No discussion about Orks and the warp would be complete would complete without the mention of the Shock Attack gun. This device is a perfect example of the vast instinctual mechanical knowlage of the Ork species, as well as their utter inability to use it for anything then warfare and short sighted destruction.

Bildresultat för shock attack gun
Source: https://wh40k.lexicanum.com/wiki/Shokk_Attack_Gun

The Shock Attack gun works much like an Eldar Webway only on a much smaller scale. This device has the ability to create a (relatively) stable tunnel trough the warp, from the entrance of the gun, to wherever the wielder is holding. This technology is not used to revolutionize space travel, or improve logistics, but rather its used to fire Snotlings (small Orkids), in to the armours, tanks and or bodies of their enemies. (Games Workshop 2014)

Bildresultat för shock attack gun artwork
Source: https://40k.gallery/view/shokk-attack-gun/

The Necrons

The ancient species of the Necrons do not use the warp as the rest of the factions in Warhammer 40k do. These ancient creatures are made entirely out of living metal, their bodies forever locked in the limbo between life and death. The Necrons do not have psykers within their ranks, and can as a result either enter the warp, or navigate its invisible currents, they are as a result forced to use other means of transportation. (Games Workshop 2011)

Inertialess Drive

This seemingly arcane piece of technology allows the Necrons to travel faster then light without expending endless amount of energy, or expanding endlessly in mass. Making it possible for the Necrons to travel short distances in much faster speeds then the younger races of the galaxy. (Reynolds, 2014) The inertless drive has been used in other fictional universes such as Triplanetary and Lensman series of novels. Michael Pedler claimed to have created such an intereteller drive in the late 90s. He supposedly did this troguh his company called Inertialess Drive Corporation Limited, this company foreclose for bankruptcy in early 2007.

Dolmen Gates

As their war with the Eldar continued, did the Necrons manage to squire access to the biggest advantage available to their enemies, the Web way. Using the technology of living metal, were they able to boar holes in to the web-ways itself. It is interesting to not that the Web way is described to be somewhat sentient, it is as a result, capable of detecting and shutting down these breaches in to its system. The Necrons needs to quickly leave and exit the web-way as a result, or be trapped forever. Even with this disadvantage, does the Web way allow the Necrons to travel far faster then any other race, apart from the Eldar themselves. (Games Workshop 2011)

Discussion

I have here presented a number of Factions within the 40k narrative as well as how they travel trough vast distances of space. The ways the civilizations travel to space partly explains how the different civilisations function.

The Psyker

The Psyker is a vital part of travelling trough the warp, as well as accessing the powers of the warp. A civilization that do not have access to psykers, do not have access to the Warp. Races like the Tau and Necrons that lack a psychic link al have different ways around this fact. Their solution and mentality towards this problem is also indicative on how the overall philosophy of the species works.

Technology and the Warp

Warp travel is both a mechanical and magical procedure. The warp, and any procedure related to the warp are by far the area where the two mix the most. As I have tried to show in this and previous chapters, are the lines between science and magic often highly fuzzy within the the narrative of the 40k narrative. Terms like Alchemy is almost interchangeably used, and concepts like miasma and neurological diseases, can be used to describe the same thing. In no other area is this as clear as the navigation of the Warp, as its partly a mechanical procedure, and partly a mystical ritual.

Now with a basic understanding on what the warp is, and how it is used, will we move on to some of the denizens of the warp, beginning with the human centred pantheon.

Referencer

Codex: Necrons (5th Edition), Games Workshop, 2011 pp. 6, 8, 27

Codex: Tau Empire(7th Edition), Games Workshop, 2015 1

Codex: Craftworld Eldar (7th Edition), Games Workshop, 2015 2

Codex: Orks (7th Edition), Games Workshop, 2014

Shield of Baal: Exterminatus, Joshua Reynolds, 2014

Bay of plenty times, on the inertless drive.

Warhammer 40k an in depth analysis: Part 2, The Warp: part 1, the mage and the psyker

Introduction

The powers of the warp has many names, and take numerous forms. In this chapter will we discuss a few of them. This discussion will mostly have a focus on the Imperial side of the narrative, because it is the side that I have introduced so far, and as a result are the easiest to use as a bases for this discussion.

The mutant

To understand the view that humanity holds on Psychic powers, one must first understand their views on mutations. Mutants, heretics and aliens are the three things that the Imperium of man fears the most. The mutant is anyone that exhibits any large physical divination from the “normal” human citizen. These effects can be due to genetics, external natural sources, or exposure to warp energies. (Hill 2016)

By far the most feared of al these mutations are that of the Psyker. These individuals have a direct and inherent link with the Warp (the Imaterium). These anchor points works as a way for the individual to pull energies of the warp in the Materium and form it to their will. This connection do work both ways, and a psyker is also a entry point for creatures of the Warp to enter the Materium. (Hill 2016)

The psyker

Many races and civilisations has psykers in one form or another, some are revered and worshipped, while others are feared and hated. With the psyker I will refer to individuals that are able to use the powers of the warp, but lack any of the esoteric or occult imagery that comes with the Mages.

The Imperial psyker

The psykers of the Imperium are often hunted and terrorised for their abilities. Most psykers of the Imperium are captured and fed in to the Golden Throne in order to keep the dying Emperor alive. These individuals are rightfully feared, as an unprotected and untrained psyker can become an unwilling host to a host of dangerous and powerful entities from the warp. (Hill 2016)

Bildresultat för warhammer imperial psyker
Imperial Psyker. Source: https://warhammer40k.fandom.com/wiki/Sanctioned_Psyker

This is the average vestige of the Imperial psyker, most commonly known as the Sanctioned psyker. The large coat and cybernetics is the most striking features of this individuals, along with his staff. (Hill 2016)

Most of these psykers are operating small groups known as Wyrdvane Psykers. These groups are made up of psykers that has not yet learned to individual control their psycic abilities and become primaris psykers, tough others will never leave this stage of their training. These psykers are linked in both mind and soul, and their lacking control and powers can be funnelled in to a much grander whole. (Hill 2016)

Some Psykers manages to control their abilities and allowed to operate with some form of independence away from constant supervision. These individuals are known as primaris psykers. These individuals are rather skilled at controlling their individual powers, each person seemingly manifesting the powers of the Warp in distinctly unique ways. Despite this increased mastery and control are they just as feared and hated as the rest of the psykers of the imperium, often going by the label of Witch. (Hill 2016)

Like much of the Imperium, are the psychic affairs and organisations handled by one large organisation, in this case the Scholastica Psykana. This organization prowls the stars to collect and evaluate any possible psyker. As we discussed in previous chapters are psykers a two way connection between the Materium and the Imaterium and are as a result, a huge danger to anyone around them. (Hill 2016)

The Scholastica Psykana uses fleets of so called Black ships, dreaded vessels made only to carry those inflicted with the psycic mutation. Al of these unfortunates are carried to Terra, where they are tested and evaluated, most are either feed to the “infernal mechanisms of the Golden Throne” or to the “blazing beacon of the Astronomican”. The individuals that are considered to be stable enough, are instead ferried of to secret training facilities to hone and control their abilities. It is noteworthy that Imperium do not see any value in these psykers beyond their pure battlefield applications. (Hill 2016)

The librarian

An Astarties that has been gifted or cursed with psycic powers. The Imperium, as mentioned earlier are extramarital wary of mutants, and the Space marines are no exception to this rule. The librarian are subjected to growling tests of fate, as well as mental and physical fortitude, in order to make sure that they will not hear the lure of forbidden knowlage and power. The Librarians are described to use the power of their psychic abilities to their fullest in combat, hurling lightning bolts, or even warping time and space around them to help their battle brothers get an advantage in combat. (Games Workshop 2015, 3)

Bildresultat för warhammer librarian
Space Marine Librarian: https://warhammer40k.fandom.com/wiki/Librarian

Befitting of the name, are the librarians also in charge of collection, analysing and distributing the knowlage base of the chapter that they serve. Each librarian have a set roll and office within their chapter, but each are focused on the conservation and betterment of the chapters knowledge base. (Games Workshop 2015, 3)

The Ork weird boy

The Orks use of psycic powers are as pragmatic, straightforward and mindbogglingly strange as everything else they do. To understand how the weird boy work, one must first understand how the Orks and the power of the Waaaaaagh! works. Orks generates psycic energies all by themselves, seemingly independently of any connection to the warp. These energies are the basis for many of the Orks strange abilities, but for this chapter is it enough to know that this is where the Ork psykers (or weird boys) gets their powers from.

The Ork psyker works as sponge to these energies, and will collect and build up a charge of energy over time. If the Psyker do not find a safe way to release this energy will they combust in a awe inspiring display of energy. To avoid such a gory fate, has the more successful Weird Boyz managed to find several and deadly ways to get rid of this build-up of energy, usually at the cost of any fellow Orks nearby. Weird Boyz are as result forced to live outside of the Ork settlement proper, and kept under surveillance at al time.

Ork Weirdboy power
Ork Weird boy. Soource: https://warhammer40k.fandom.com/wiki/Weirdboy

Visually can we see a lot of similarities between the Ork psykers and that of the Imperium, as well as the Eldar. The staff he uses to focus his energy, the robes, as well as the various preferential items. The Orks also mistrusts their psykers just as much, if not more then the Imperium, a trend that will become more and more common as we continue this series. (Games Workshop 2015, 2)

The mage

The mage is a psyker that uses their powers in more ritual and more overtly magical forms. Note that these two distinctions are not clear cut, and the lines between them are blurry at best.

The navigator

The role of the navigator is a vital one, for they alone has the power to safely lead the Imperium`s ships trough the ebb and flow of the Imaterium. They achive this feat by the use of a rare human gene, known as the navigator gene. This mutation allows the individual to open a third eye, and peer in to the otherwise invisible realm of the Warp (see The Warp) The families of navigators are secretive and powerful, feared and hated, but still vital to the Imperiums continued existance. (Hill 2016)

Bildresultat för warhammer imperial navigator
An imperial Navigator. Source: https://warhammer40k.fandom.com/wiki/Navigator

The most obvious connection between the navigator and the occult is their third eye. The third eye is a common sigh for otherworldly sight and or abilities. (Hill 2016)

Emperors tarot

The Emperors tarot is a mysterious and poorly defined system of which imperial psykers tries to explore possible future events, many decisions are made based on the omens of the Emperors Tarot (Hill 2016). The ties between this system and the real life system of Tarot are very clear and obvious. Much like the Imperial officials did many rules in medieval Europe rely on seers, astronomers and readers of the tarot to make inportant decisions, Lévi names i the “noblest of magical arts” (Lévi 2017).

The Sorcerer

The Chaos sorcerer is the most clear example of the category of the mage. The sorcerer denotes many thing within the Warhammer 40k narrative, but for the process of this text will we use it to denote the Astarties Chaos Sorcerer. In other words, a space marine librarian that has gone in league with one or several of the chaos gods. (Games Workshop 2012)

Bildresultat för warhammer sorcerer

The term sorcerer in many magical texts from medieval Europe, and in to the Relicense denotes low or untrained magic. In a Christian context does the term Sorcerer often mean magic user in league with daemons or devils. In both cases does it refer to lesser or unofficial magic (Games Workshop 2012). Lévi describes sorcerers as users of demonic powers to curse, harm or even raise the dead. Sorcerers and sorceress are evil foes that any true mage must fight at any cost (Lévi 2017) .

This line between good and evil psycic powers can be found again and again within the 40k narrative. The difference between the sanctioned psyic powers and mental abilities of the Librarian, and the hexes, spells and rituals of the Sorcerer is one of the more striking once. One is based in self control and rigid training, the other in research and forbidden knowlage. The wordings of the different groups are interesting as well and can tell us a lot about each faction, and how they function. It is inportant to keep in mind, as the Codex of the Chaos Space marines describes, that the differences between the two are tenuous at best. (Games Workshop 2012)

The Eldar Farseer and warlocks

The psykers of the Eldar race are often denoted as mystics. One of the Farseers chief concerns is to scry the possible futures of their races by consoling runes of arcane magic. They guide their race trough the mists of possible futures, trying to reach one that will one say safe their civilisation from destruction. (Games Workshop 2015, 1)

FarseerUlthwe

The warlocks on the other hands uses their powers in purely a combat roll. They cast searing flames of energy, cast up barrier of blinding energy, and crush battle tanks with a single hand gesture. (Games Workshop 2015, 1)

The enigmatic race of the Eldar are steeped in occult and esoteric symbolism, most notably by their use of runes in their work. This can be partly explained by their ties to the Warhammer Fantasy equivalents, the Elves. These creatures are often seen as innately magical creatures in pop culture as well as folklore.

Bildresultat för The rune of the mystic eye eldar
The rune of the mystic eye. Source: https://warhammer40k.fandom.com/wiki/Seer

This sign, or versions of it is often worn by Farseers, or followers of “the path of the witch”. these symbols are easily recognizable to anyone with a passing knowlage and interest in the occult or esoteric, or pop culture in general for that matter. (Games Workshop 2015, 2)

Conclusions

As mentioned earlier are there a fine, often blurred line between the more scientificality denoted psykers and the magically denoted mages and warlocks. With that said is it an inportant distinction to try to make, as it will help us understand the build up of much of the narratives later.

The staff of office, and other symbols

I have in this chapter pointed to a series of artefacts and symbols, some more overt then other, that points towards real world philosophies and faiths. I have done this to point out that this text, as any other exists within a wide cultural context. Analysing and reflection on this context, can both deepen the enjoyment and understanding of this and future texts a reader experiences. The most recognizable symbols we have discussed today is the al seeing eye, the robes of the mage as well as the magic staff.

The use of psychic powers

As we can see in this chapter is psycic powers widely varied in both paratactic and theoretical use, from the rigid and pragmatic use of the Imperium, to the mystical and grand uses of the Eldar, to the accidental and random methods of the Orks. Psycic powers, and the attitudes towards them are another tool the writers use to expand and deepen their narratives universe. We will go further in to these distinct practices and cultures as we examine each faction in turn.

Science and magic

Lastly is it inportant to keep in mind the distinction between the psyker and the mage, magic and science. It is a theme that we are going to return to time and time again. Next chapter will make this concept even more convoluted, as we look in to the definitions and themes of warp travel.

References

Hill, DisclaimerJ.D. (2016). Astra militarum. Games Workshop. Lenton, Nothingham.

Games Workshop (2015, 1). Codex: Craft-world Eldar. Games Workshop. Lenton, Nottingham.

Games Workshop (2012). Codex: Chaos Space Marines. Games Workshop. Lenton, Nottingham.

Games Workshop (2016). Codex: Chaos Space Marines. Games Workshop. Lenton, Nottingham.

Games Workshop (2015, 2). Codex: Orks. Games Workshop. Lenton, Nottingham.

Games Workshop (2015, 3). Codex: Space Marines. Games Workshop. Lenton, Nottingham.

Lévi, Eliphas (2017) The Doctrine and Ritual of High Magic : A New Translation

Wilson, D.K. (2018). A magical world: superstition and science from the Renaissance to the Enlightenment. (First Pegasus books hard-cover edition.) New York, NY: Pegasus Books, Ltd.

Warhammer 40k an in depth analysis: Part 2, The Warp: part 1, The Materium and the Immaterium

Introduction

This chapter will mark this blogs official return to the Warhammer 40k franchise. In this series discuss the epic and daunting fictional series set in the 40th millennium. With this chapter will we start looking at one of the largest cornerstones of the Warhammer 40k franchise, that of the warp. We will begin with trying to describe the Warp, and how it relates to other similar worlds.

The Materium

The physical world or material world of Warhammer 40k. This would be the allegory of our Real world. The Materium is the place of physical laws and life. The Materium more or less follows the same laws of physics that our world does. The biggest difference being the direct connection to to the warp. One of these connections are that some individuals are given (or cursed) with special special powers. These powers are referred to as magic or psychic powers interchangeably, depending on who describes them. (Games Workshop 2016)

The Immaterium

In contrast to to the Materium, the Immaterium is void of any form of physical matter, at least in any traditional terms of the word. The Immaterium is described a misty sea of smokey clouds of vapour and colour, impossible structures of impossible size and angles fill this wiling space, constantly moving and changing. Within the warp does the laws of physics, time and causality seise to exist. The warp is described as an unknowable landscape of dreams, emotions and fears. The warp itself can not be seen, heard touched or smelled, it is a realm built up entirely of abstract ideas. (Games Workshop 2016)

Everything within the Warp is a reflection of the beliefs, hopes and fears of the inhabitants of the Materium. Every sentient creature has a an effect on the landscape of the Warp. Similar emptions clump together, and forms a strange landscape of rives, lakes and mountains of love fear and hatred. They eventual form in to what can be seen as rudimentary forms of life.(Games Workshop 2016)

The ever shifting tides of the Warp. Source: https://vignette.wikia.nocookie.net/warhammer40k/images/3/36/Waves_of_the_Warp.jpg/revision/latest?cb=20160211182552

These life forms with time forms a sentience of their own, with wants and desires, these reflections is what is most commonly known as gods within the 40k universe. The Orks project their image of grandeur in the form of the titans of Gork and Mork, the Eldar has their gods of old, and the strife and struggles of the Imperium has given birth to three chaos gods, as well as a projection of the Emperor of mankind himself. These creatures battle in endless wars, stuck in struggles with no clear end or starting point. The warp exists outside the confines of time, causality and logic, as does its inhabitants. These gods and daemons of the Warp can not directly effect the physical world of the Materium, but must instead act trough followers and servants. (Games Workshop 2016)

The world beyond

The duality that the Materium and the Immaterium represents is far from a new idea. To visualize this point will I present a series of examples of similar worlds in philosophy as well as fiction. These universes all have the same dichotomy of duality. One world is physical and tangible, while the other is abstract and incorporeal in one way or another. Al of these worlds are also deeply intertwined with their double.

Plato’s world of duality

The concept of Plato´s cave is well known to anyone that has studied any level of philosophy. The basic tenements is that there exists a natural world of physical items, and an ethereal eternal world of ideas. The physical world is mere reflections of the ideas present in the ethereal world.

The world of ideas, is ethereal, endless and never-changing. Each and every object that exists within the physical world is a mere reflection of its true self within the idea-world. The physical world is a mere reflection of the true world of the idea world. (Plato 1892)

A visualization of Plato’s Cave. Source: https://sociable.co/wp-content/uploads/2017/08/platos-cave.jpg

Lovecrafts other-world

The world of Lovecraft is described as being separated in to the world of the mundane, and the world of the supernatural. Much of the horror in Lovecraft fiction comes from the world of the supernatural in one way or another bleeds in to the realm of the mundane. The Old gods, deities of Lovecrafts world, are said to have escaped from the world beyond, to settle in to the mundane reality of humans. The world of the supernatural is said to be abstract and beyond the realm of mortal comprehension. (Lovecraft 2008)

Bildresultat för lovecraft old gods
A visualisation of Shub-Niggurath: https://vignette.wikia.nocookie.net/lovecraft/images/c/c8/Tumblr_n72r7hKWR91s748a0o1_1280.jpg/revision/latest?cb=20140818055056

Digimon

The other-world within Digimon is called the Digital World, and was created when the first Digital computor on this narratives real world (earth), was started for the first time. This created the foundations for this words physics and ground rules. Its explained as the expansion of digital communication, the digital world has expanded rapidly. (Bandai 2001)

These are but a few examples, but enough to five us a general idea about these kinds of worlds, and how they are represented elsewhere.

The Warp and its uses

It is possible for the Immaterium to spill out in to the world of the Materium, when this happens it is often referred to as a tear or a storm. When a tear in the Materium occurs, the abstract representations and fears of the warp pour in to the world. As one can imagine by a galaxy beset on al sides by war, sickness and strife, are the reflections in the warp, just as, or even more terrifying then the galaxy that willed them in to existence. (Games Workshop 2016)

A warp rift consuming a planet. Source: https://vignette.wikia.nocookie.net/warhammer40k/images/8/8c/Warpstorm_.jpg/revision/latest?cb=20151013183924

To breach in to the Immaterium from them Materium is indeed also very possible. This is a highly dangerous and unpredictable process, but a very useful one, if done correctly. Because of the fact that the warp exits outside of time and space as mortal minds understand it, is it possible for physical objects (such a s a space craft), travel over immensely vast distances. The Warp needs to have a connection point to the Materium in the shape of a psychically sensitive sentient individual. These psykers can use their powers to draw forth powers from the warp, as well as to travel in to it (Hill 2016). This power can be used to navigate space ship safely trough the Immaterium, call forth storms of pure Warp energies, or even to send messages trough vast distances of space. I will go further in to the details on how the different races and species handle and work with the warp in a future chapter. (Games Workshop 2016)

Ships entering real space from the Warp. Source: http://img3.wikia.nocookie.net/__cb20140415161335/warhammer40k/images/d/d9/Iron_Hands_Fleet_Arrives.png

The gods and their worshippers

The gods of the Warp grows as the emptions that first birthed them grows. This influence grows either by direct worship, or by the creatures that willed them in to being, feel certain sensations. For example, every time a human feel ambition or lust for knowlage, the power of the god of knowlage Tzeentch grow.

Bildresultat för tzeentch warhammer
A representation of the physical form of Tzeentch. Source: https://1d4chan.org/images/thumb/9/97/Tzeentch_the_Architect_of_Fate.jpg/500px-Tzeentch_the_Architect_of_Fate.jpg

This is true of al the sentient races of the galaxy (with the possible exception of the Tau). The larger and more successful a species become, the larger of an imprint will they have on the warp. In aeons past, the Galaxy was ruled by a species known as the Aeldari (or the Eldar), and as a result was the warp a reflection of their hopes, dreams and fears. In the 40th millennium the Galaxy is fought over, and more or less ruled over, by humanity, and their strife and homes and fears help shape most of the warp. I would argue that humanity is the birthplace of a number of Warp entities, more specificity Nurgle, Korn and Tzeentch (Games Workshop 2016). These entities are feared by some and worshipped by many others others. The Orks for example are adamantly loyal to their representations in the warp Gork and Mork. Most humans hate and fear their reflections in the warp, but some choose, or are forced in to their service and worship. Yet again will we discuss the pantheon of the Warhammer 40k setting in a much deeper detail in later chapters. (Plato 1892)

Conclusions

This is a basic introduction to how the Warp operates and how it relates to the world of the Materium. We have compared it to the ideas of Plato’s idea world, as well as a few other similar fictional worlds. I have trough this chapter shown that the narrative of the dual worlds exists in many places of the world, within classical as well as modern narratives. I have also tried to lay the groundwork for further discussion of the Warp, and ids significances for forming the rest of the Warhammer narrative. Next time we will start discussing how the different factions and races handle and look upon magic and psychic powers.

References

Hill, DisclaimerJ.D. (2016). Astra militarum. Games Workshop. Lenton, Nothingham.

Plato. (1892). The Republic [Electronic recurse]. Auckland: The Floating Press.

Games Workshop (2016). Codex: Chaos daemons . Games Workshop. Lenton, Nottingham.

Games Workshop (2015). Codex: Orks. Games Workshop. Lenton, Nottingham.

Bandai (2001). Digimon Tamers: Brave Tamer. Tokyo, Japan.

Lovecraft, H.P. & Jones, S. (2008). Necronomicon: the best weird tales of H. P. Lovecraft. (Commemorative ed.) London: Gollancz.

The art of the bootleg: An aesthetic analysis of copyright infringement.

Introduction

We will in this post take a look at the consent of the Bootleg. Specificity will we look at the bootleg products created after the image of pop culture. The definition of bootleg we will use is the following: any material or content created for consumption by the public, without the knowlage and/or approval of the copyright owners involved. In other words using the visuals or themes of an already established trademark in order to make profit. Note that fan works do not fall within this genera, even if they are sold. This is solely confided to companies making unlicensed product relating to another companies intellectual product.

we will start this chapter by giving a few examples of influential fictional properties, before making a more overarching analysis of the overall similarities between the different franchisees of bootlegs. Note that in this text will we only be discussing bootlegged toys, as including things like bootlegged movies and games etc would make this chapter al to big to handle within a reasonable time frame.

Star Wars bootleg

Star Wars is a monolith of a franchise, that barely requires any introduction. The iconic star wars font, together with their highly marketable characters are seen on everything from billboards to happy meal boxes. It is difficult to overstate the importance of this franchise on contemporary pop culture. The visage of Darth Vader is recognizable to people not even familiar with the franchise.

These intellectual properties might be explicit like the example of this figure of “R2-CP30”. That both mention the franchise Star Wars and two character (R2-D2 and CP30) by name. It also clearly uses the trademarked type font, as well as two characters from the series of movies.


Source: https://m.imgur.com/CpuaB46

Or more subtly as with this toy of “space man” (my translation), that can be linked to star wars trough the helmet that looks early similar to the helmet and chest plate worn by the iconic character Darth Vader.

Source: http://runt-of-the-web.com/wordpress/wp-content/uploads/2015/12/star-wars-bootleg-darth-hombre.jpg
Source: http://static.srcdn.com/wp-content/uploads/Darth-Vader-Rogue-One-details.jpg
Bildresultat för star wars bootlegs
https://www.pinterest.se/pin/469218854907697489/?lp=true

Lastly we have an interesting one, with very few if any visual ties to Star Wars in the toy itself. The only thing that clearly ties it to the larger Star Wars franchise is the title as well as the type font used on the name.

As we see from just these two examples does bootleggers take a number of strategies in order to sell on the iconographic value of the Star Wars franchise. Note that both of these were released before the Disney buyout.

Star Wars has a very recognizable aesthetic, from the characters to the world, to even the type font itself, as a result is it prime materials for bootlegging, as you need very few means to tie it to the series itself.

Harry Potter

Another franchise that has become almost universality known, but in a much shorter time frame. A lot of the bootlegs related to Harry Potter I was able to find in my searches was relatively straight forward.

Bildresultat för harry potter bootleg toy
https://www.google.com/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=2ahUKEwj4sZz1y_3kAhUQxcQBHY90DI8QjRx6BAgBEAQ&url=https%3A%2F%2Fknowyourmeme.com%2Fphotos%2F1036953-bootleg-knock-off&psig=AOvVaw28hFmwmzXnFDE7dJ7veOum&ust=1570106248846915

We can see here a good example getting the inportant details right, yet staying completely out of legal territory. The boy shares traits with harry yes, like the glasses and short hair, but still has another hair colour. He comes with a broom and a staff, but not once that tie directly to the franchise visually. The font as well, hints at the famous Harry Potter font, but only vaguely.

https://66.media.tumblr.com/f2d08e4af9afad46f749f77b9ffc3bc8/tumblr_ol2hoqEvVB1uxkzdxo1_400.jpg

Yet again we here have a much more overt tie between the bootleg and the franchise it is copying. each character has clear ties to who they are supposed to be copying. The product also clearly uses the name of Harry Potter in the trademarked font.

We here see examples of the explicit as well as implicit ties to the franchise the bootleg is trying to copy.

Miscellaneous and mixed bootlegs.

Even more interesting are those bootlegs that wildly mixes and matches different franchises and intellectual properties. These products tries to tie itself to as many franchises as possible, amusedly to cater to as many fans as possible.

Bildresultat för harry potter obama
https://bootlegtees.bigcartel.com/product/harry-potter-obama-sonic

The So called Harry potter Obama backpack, is quite infamous, to the point of even having its own merchandise. Something we will dive deeper in to later in this esse. The backpack has a differently coloured version of Sonic the hedgehog on it, and the name Harry Potter, as well as, Obama, the name of the previous president of the united states of America.

https://i.pinimg.com/236x/c7/76/ca/c776ca247a4af4b95dc89392543590ed–pokemon-memes-pokemon-mashup.jpg

This toy, seems to be a recolour of the Star wars character Bobba Fett (to which it also share its name), and the Pokemon Venusar. In the back is a Pikachu. Most interesting is the title of this series “Poké wars” which refers to both the franchise of Pokemon as well as Star Wars, with the wonderfully cryptic tag line “the power that is inside”. Here we can yet again see the use of a copy writen type font to more clearly tie the product together with the franchise it is copying.

Bootlegs and textuality

The bootleg raises interesting questions around paratextual connections, and what i and what isn’t considered Canon. I would like to preface this discussing by mentioning that we will not be discussing legality or the morality inherently tied to bootlegs. This text will solely by dedicated to discussing their visual and narrative implications.

Intertextuality

The concept of intertextuality refers to, as discussed in the chapter on Undertale, to the link between one text and another (see Undertale). More precisely are we going to discuss how these illegal toys ties to the legal representations of these franchises.

As discussed in the Undertale chapter, can you not point directly at an Intertextual connection within a work, unless of course directly tied to with a link or a reference.

With this logic would the ties between the the official and unofficial merchandise are equally as strong. At least from a purely Intertextual viewpoint. Does the connection of the bootlegged Star Wars toy being named Darth Vader, make it any less of a valid connection, that the on that the official toy with the same name makes?

Paratextuality

Paratextuality, as mentioned in the same chapter (see Undertale) refers to any connection point that is not found directly in the text itself. It is usually within this realm that ties between primary texts, such as books and movies, and secondary texts like toys and posters are found. A classic example is the use of a uniform type font and visual format.

The most easy reason that comes in mind is that canonical materials are al made by the same author. This of course falls apart, when we look at examples like Star Wars, where several authors. Th this point cant a single individual be called the source of the canon. The same thing can be said about a company, it is simple to try and tie al the canonical texts to a certain company. But what happens when several companies al produces texts individually and independently of each other. Should one of the companies texts be considered more canon then others, yet again the most simple solution would be to tie the canonical texts to those with the power over the copy-write. With this logic will the current copywrite-holders has the power to decide what is and what isn’t canon. This has some very strange implications for larger franchises and collections of texts, especially if the copywrite-holders change hands, like happened for example when Disney bought up Lucas-arts. This model of course falls apart, when we discuss things that no longer has an official copywrite-holder and has landed in the public domain.

Conclusions

The art of the bootleg is a fascinating one, and one that requires many revisits. At this juncture I mainly wished to introduce my readers to this wonderful world of wonky logic and near illegality. We have in this text managed to raise two interesting questions, as well as starting to answer them. These are questions of style and of authenticity.

Firstly have we managed to discern two schools of tough in the design of bootlegs, the direct and the abstract. The direct approach aims to get the likeness as close a possible while still being legally distinct. The abstract school goes in the other way, and tries to capture, an essence or vague concept of the original, and staying mostly visually distinct.

In the second part of this text did will endeavour to try and find or disprove canonical connections between the original and the bootleg. We failed to prove or disprove any ties intertextually, or within the texts themselves. We did manage to tie these bootlegs paratextualy to the original, but could not find any clear way of establishing if these ties were more or less valid then the ties between official materials, and other official materials. As mentioned before is this not a exhaustive analasys on the topic but rather meant to be an introduction to the topic, as well as an invitation to further discussions.

Dungeons and Dragons and History Part 2: The Cleric (Part 1) – Man of the Church

Introduction

This chapter will tackle one of the more iconic classes of Dungeons and Dragons- the Cleric. In this chapter, we will discuss the more common tropes of the cleric, how it ties to the Catholic faith, as well as other fictional representations of the same archetype. In part 2, we will explore some of the sub-classes of the Cleric and try to find a real life connections of these varied archetypes.

The Cleric in Dungeons and Dragons

The Cleric is a magic user, healer and warrior. The power of the Cleric comes from their gods rather than inert magical abilities like that of the Sorcerer, or from intense studies of the arcane arts of the Wizard. This difference gives these magical classes considerably different approaches to what magic is and how it is used. (Wizards of the Coast 2019)

The Cleric is described as more than a mere priest or devout follower. These clerics are mortals that are chosen by their deity to receive some of their divine power. The interesting aspect of this is that the Cleric can as a result lose his power if they anger their patron god, or lose their good graces. (Wizards of the Coast 2019)

The Cleric of D&D is not, as we will see, tied to any one particular faith or creed. The Cleric is very much the catch-all term for individuals that have in one way or another, gained divine powers from a greater godly power 1. These would, in terms of Medieval Europe, might be a parallel to a prophet, soothsayer or other even a saint2.

The Medieval Catholic Clerics and Monks3

The Catholic church is what comes to mind when Clerics are discussed within a western context4. The Cleric, in the context of the Catholic church, usually refers to the priestly office in some capacity. These clerics had a large authority over medieval society, both within and outside of theological matters. These powers came partly from their monopoly of the language of the Holy book5, which was Latin. (Wilson 2018)

When discussing this instance of the Clerical archetype, I will refer to the medieval Catholic Cleric, and his office. It is hard to overstate the importance of these men within the social order of Medieval Europe, for good and for ill. Faith, as in many different places around the world, was both uniting and dividing force. An important factor to keep in mind is that the Medieval Catholic clergy, as well as the clergy of most major religions were part of the privileged part of society.  (Wilson 2018)

Prayers and Miracles

In his book A magical world: superstition and science from the Renaissance to the Enlightenment does Wilson (2018) describe the Miracle as the “bread and butter” of the Catholic church. The saints and the miracles they produce are meant to lend legitimacy to the church, as well as be the basis for the divine powers of the prayer. By praying at certain places, in certain ways, a devoted follower would be able to gain certain blessings. (Wilson 2018)

Miracles are of course a major part of other religions, as are prayers, but I believe that the original inspiration from Wizards of the Coast primarily came from Catholic Christianity6. With that said, D&D as time went on, has added more and more influences as the franchises. As a result, their player base grew. We will take a look at this wider source of inspiration and world-views.

The prayer in Dungeons and Dragons, when performed by a Cleric, follows the same general theory.  The Clerics prayer is most often directly answered in some way by their deity, in form of a spell, blessing or curse. Purely mechanically speaking, this is similar to a Wizard casting a spell. (Wizards of the Coast 2019)

The tools of the office

The most striking image of the Medieval Catholic priest is that of a stoic man in long flowing robes, carrying books, scrolls or incense. These articles are vital to the performance of the office of the Cleric or priests. These objects are often referred to as symbols of office and serve as a unifying force for the faith in question. The symbols of office also allows the priests to give their prayers a lot more weight and importance than they would have if anyone else performed them. (Bourdieu 1991)

The attachment of Luther’s 95 Theses, Julius Hübner, 1878. René

This image of the robed holy figure is one that we can easily find in Dungeons and Dragons, as well as other contemporary fantasy works that take place in a similar time period. Below we have two images, a Cleric from the 5th edition Dungeons and Dragons and a Priest from the MMORPG7 World of Warcraft. Here we can see clear connections between the visual aesthetics of the Medieval Catholic church and these two gaming narratives.

D&D 5e handbook  
Priest World of Warcraft

The office of the Cleric, is in gameplay, the focus of their divine power and the centre point for their magical powers. This is in contrast to the Wizard, who needs to use components, or an arcane focus to cast spells. This magical force, like much in Dungeons and Dragons, is partly left to the discretion of the DM. A number of smaller details are in fact, left rather vague, for the possibility for the DM to modify and better fit their players. The symbol of office, in the case of the Cleric in D&D, is their focus of their power and the tools they use to cast their spells. In other words, the symbolic power of the Catholic cleric becomes a physical tangible power in the case of the D&D Cleric. The symbols of office, or the holy symbol as it is called in game, is vital for the Cleric to perform their magic. These symbols can take many forms- from books, to talismans to swords, but they all have the same function, to let a chosen wielder to be heard by their chosen deity. (Wizards of the coast 2019).

Divinity in the world of Dungeons and Dragons

The pantheon of the D&D world is vast and complex, We are going to give a very brief overview here of the various pantheons. The gods for good or ill have a large presence in the world of Dungeons and Dragons. Deities can be contacted both directly by individuals such as clerics, or by prophets via prayers or indirectly through prophecies and signs. The pantheons and gods that are presented in the official D&D materials are way too numerous to go into detail here. We will go through the general outline of how the pantheons work, and how they are organized.  (Wizards of the coast. 2019)

The Pantheons of gods we will discuss today are roughly sorted into two categories. The first category goes by the name of Deities of the Forgotten Realms, or the gods created specifically for Dungeons and Dragons. The second category is the so called Fantasy-Historical Pantheons. The Fantasy-Historical Pantheons are all based on real life gods from the Greek, Egyptian, Celtic and Norse faiths. These gods have a clear grounding in real life faiths, and we will go into more detail with them in the next chapter.  (Wizards of the coast. 2019)

The gods are further sorted into categories based on their domain of influence as well as their alignment. These alignments inform a lot of how the character in question are predisposed to act. These guidelines help role-play, as well as keeping the characters consistent, between sessions and campaigns. (Wizards of the coast. 2019)

These different gods all have a realm of power or responsibility. Note that these areas often overlap. This makes sense, since not every culture in D&D worship every deity. As with real life pantheons, several gods of life for example exist within the same geographical area. In terms of D&D, we have for example we have the god Ilmater, god of endurance, who is a lawfully good god, with reign over life Life and his symbol is a pair of hands bound at the wrist with red cord. Another god with reign over Life is Chauntea, goddess of agriculture, a neutral good goddess of Life with her symbol being a sheaf of grain or a blooming rose over grain. It is up to the DM to use these gods how they see fit, as well as in which configurations they are used. As I mentioned before, much of D&D meant to be modified and transformed to fit the players and DM the best. (Wizards of the coast. 2019)

Conclusions

We had as a goal in this essay to analyse the connections between the D&D Cleric and their real life counterparts. I believe we have managed to point towards a series of interesting connections between Dungeons and Dragons and real life religious practices, in this case, the Catholic church. Much of the visuals, such as the symbols of office, the clothing, as well as the general mythos of the role is shared by both incarnations. The focus on prayers, as well as miracles and the performance of miraculous things are present in both roles. Lastly, the symbols of office or the holy symbols do carry great weight when it comes to performing these wonders and miracles.

Next chapter will be dedicated to another spellcaster that uses divine or otherworldly powers, the Warlock.

Footnotes

1Note that Clerics are not the only classes that get their powers from a divine source. Some other notable examples are Paladins and Warlocks, which we will discuss in later chapters.

2 All  individuals that were believed to be able to perform miracles in one form or another.

3 Not to be confused with the D&D class, the Monk.

4 A context of which Dungeons and Dragons were created (Wizards of the coast).

5 See, The Bible.

6 I base this assumption on the fact that Wizards of the Coast is a primarily American company, that at its conception primarily sold to an American public. As a result, would it make sense to tie the Cleric to a religious context this public would be the most familiar with. (Wizards of the coast)

7 Massive multiplayer online role playing game

References:
Wizards of the coast. (2019). Pantheons. Retrieved 2019.09.25 from  https://www.dndbeyond.com/sources/basic-rules/appendix-b-gods-of-the-multiverse

Wizards of the coast. (2019). Cleric. Retrieved 2019.09.25 from  https://www.dndbeyond.com/classes/cleric

Wilson, D.K. (2018). A magical world: superstition and science from the Renaissance to the Enlightenment. (First Pegasus books hardcover edition.) New York, NY: Pegasus Books, Ltd.

Bourdieu, P. & Thompson, J.B. (1991). Language and symbolic power. Cambridge, Mass.: Harvard University Press.

Further reading

General texts on the chatolic faith or mission

http://www.newadvent.org/cathen/04049b.htm

https://www.gutenberg.org/files/25133/25133-h/25133-h.htm

https://www.gutenberg.org/files/52040/52040-h/52040-h.htm

https://www.gutenberg.org/files/11553/11553-h/11553-h.htm

http://www.gutenberg.org/cache/epub/18039/pg18039-images.html

Further reading on symbols of office

https://www.dio.org/bishop/symbols-of-the-bishop.html

Undertale: an example of multileveld textuality.

Warning: This text do contain several major spoilers for the game Undertale. We will in this examine the games narrative in its entirety. As a result we ask you to only read this paper if you have already consumed the medium in question, or don’t mind being spoiled on key parts of its narrative.

Introduction

Undertale is an indie game created in 2015 by Toby Fox. Undertale is s classic turn based role-playing games in the vein of Earthbound and the early Final fantasy games. The unique mechanic of Undertale is that every single foe can either be killed or befriended, as well as, the game saving everything you do contiguously, regardless of the players own saving and loading.

This is not going to be the focus of this paper tough, rather this text will focus on how Undertale plays with different narrative and textual levels. This text will begin with a small introduction to the terms and general theories this analasys will be based on, followed by an in depth analysis of the text concluded with a concluding discussion on the analasys as well as tips on further reading materials on the subject.

Terminology

Before we start with the analysis of Undertale itself, will I present a series of terms that we will use in this, and future texts like this. It is inportant when writing any kind of academic text to always clarify how You the author will use the terms used. A term like text or contextulity will have different meanings, and it is vital to specify which meaning you will use.

Text

Firstly the term Text will refer to everything that is traditionally considers to be part of a video game, graphics, music, game mechanics, dialogue etcetera. In other words is the term text not limited to the written word. In this chapter will text mean the game Undertale.

Textuality

This is a breakdown of the different textualists we will examine in this chapter. We will also analyse how these levels interact with each other.

Text– Everything that is explicitly part of the narrative or story itself. Characters, plot, game mechanics, items, rooms etc, game assets. The text encompass everything that can be part of the text itself, this is different between genera and media forms.

Subtext– Everything that is implied or offered by the author in the text. Themes, morals lessons etc. These themes are not directly mentioned openly in text, but inferred using allegory or hints left for the reader to find for themselves.

Intertextuality– Anything connecting this text with another text, for example Toby Foxes other games or games in similar genera. The most common example of intertextuality is between the texts within the same series. In the terms of literary theory is there no connection between, for example, part 1 and part 2 of the Harry Potter series. These ties are instead left for the reader to create, just as the subtextual connections. Intertextuality more difficultly means the narrative ties between books. Titles, the text on the back and the numbering of series, falls within the category of paratextuality.

Paratextuality– Surrounding texts not part of the text, including the code, the title screen and border etc. These are part of what is sometimes reoffered to as the “artefact” or the object of study. Code, the box, the background blurb.

Analysis

The text we are to analyse today is a video game titled Undertale, its tag line being “a friendly game where no on needs to die”.

Undertale is constructed as a traditional turn based RPG where you traverse several game maps or “rooms” and fight enemies on a “battle screen”. By battling you gain either experience or money. You get money by choosing to ”spare” an enemy, and you get XP for killing an enemy.

Battle menu, source: Havoc teh Raven

The picture above represents the battle screen in Undertale. Here you have a series of options presented to you, you can do one of the following things on your turn, fight, act, use an item or try to spare your opponent. Here you also see your level and your current hit points.

The large black screen is representing the enemy attacks, and here you will dodge, their attacks in the vein of bullet hell shooters1. This area is, as described earlier very much a physical plane within he game world. Other characters can very much influence this seemingly purely mechanical plane. This fact become even more apparent within the games so called ”dating hub”.

Papyrus discussing dating hub, source: Havoc teh Raven
The dating hub, source: Havoc teh Raven

The paratextual connections, are used very often as a narrative device. This can most most easily be seen in the border window of Undertale, this border is not what we would consider part of the normal text. The border is often used as a narrative device, this is done by either changing the title of the game or moving the program around the desktop in various ways.

Papyrus has his special ability stolen, source: Havoc teh Raven

A second layer of paratextuality is a lot more closely tied to the text. This layer consists of the gameplay vs story. The battle screen is most often considered a semi real plane, existing only to drive the story forward. The most obvious moment being, the fight with Papyrus being interrupted by the annoying dog physically stealing his ultimate attack. A more obscure example is that the different areas within the world is know as ”rooms”. Rooms are usually what these areas are called within game terms. These rooms are then tied together, with ”doors” or ”portals”. The character Sans ability to teleport can be, the ability to freely enter these rooms out of order. These doors can at different points also lead to different areas, something we will discuss later.

Relaterad bild
Save screen, source: Nasıl Yüklenir

Lastly we need to discuss the concept of Loading and Saving. I here refer to the ability to create a ”save state”, this save state can later be returned to by loading a save state. The power of loading and saving is something that some characters have this ability to ”save” and ”load” at will. More specificity do you the player, and the main antagonist share this mechanics laden ability. This ability in game lets you return to a previous ”save state”, and fix potential problems and or misses you may have done. From a gameplay perspective does saving not actually create a save state per say, but rather moves you along a different narrative path, the game instead autosaves whenever the game is closed. This fact become apparent rather quickly as your player character has reactions to characters they meet for ”the first time”. Certain characters like Sans, and the shop keeper Temmie also seems to be able to keep track on whenever you load and save.

Subtext and the mystery of Gaster in the code.

In this last segment will indulge ourselves in some theorising on some materials not directly tied to a first hand source. In this area we will partly discuss things found within some second hand sources, mostly in the form of Wiki pages and other peoples analysis of Undertale. The character known as Gaster can only be encountered if some very specific criteria are met in the games algorithms. These algorithms are known in the games files as “fun values”, and are used to calculate a series of random events occurring.

One of the more interesting random events bring that of the character Gaster. Hem as well as any character related to him, can only be met if certain fun levels are met. One of these individual explains that Gaster was “lost in his own creation”. This could either relate to the grand power plant known as the Core, witch he supposedly created, or that he got lost in the very code itself.

Conclusion

The narrative style of Undertale takes up on a rich tradition of fourth wall breaking. This tradition was common in certain schools of theatre and film. These breaks go further then the simple acknowledgement of the audience, and makes both the game and the player itself, part of the narrative.

Different characters, such as Flowey, Sans and Asgore al have some sort of power to influence the game mechanics or objects on a Paratextual level. These are but a few examples of the various ways Undertale plays with differencing levels of textuality. I will leave it to the readers if the wish, to discover the rest for themselves.

Footnotes

1The genre of games where you play as a ship or other small object, dodging a series of bullets or other fast moving objects.

References and further reading

Click to access Narrative%20in%20Games.pdf

https://www.jesperjuul.net/text/clash_between_game_and_narrative.html

Analyzing the Game Narrative Structure and teqnice – Huaxin Wei

Undertale – Full Pacifist Play-through – No Commentary: Havoc teh Raven

Undertale Save File Nasıl Yüklenir

https://undertale.fandom.com/wiki/W._D._Gaster

Dungeons and dragons and history: part 1, the Wizard

Introduction

The modern myth of the Wizard may be traced back to the renaissance in Europe, but the concept of magic and the men and women that could wield it goes way further back then that.

In this series will we discuss some of the classes available in the Tabletop role-playing game Dungeons and Dragons, and put them in a larger fictional and historical context.

The Mage

The concept of the wise old man with a long beard and a flowing robe is far from a new one, both in fantasy and in general lore as well. The modern idea of the mage can be traced back medieval Europe and the Renaissance as well and the middle ages. This mage or wizard gained his power trough diligent studies and the manipulation of the natural world to his advantage. The mage is seen as a seeker of knowlage and truth, in comparison to the Sorcerer and the superstitious magic user of the countryside. This can very much be understood by the climate of the times and the need to distance themselves from the heretics that the Inquisition were hunting at the time (Levi 2017).

The Wizard in D&D

The fifth edition handbook describes the wizard as a scholar of the arcane. Tough his craft does at first seem simple and their powers come form a single utterance of a short word, or waving of the hand, does this hide vast hours of preparation, study and meditation. The idea of the Wizard as a scholar is further cemented in the form of Arcane Traditions, these traditions are described as philosophical schools of thought, or general areas of study. A wizard tends to specialize in one of them. (Wizards of the Coast 2014)

Knowledge as Power

A mage becomes more and more powerful the more he or she studies the magical and natural world, this concept that exists within both sources we have discussed so far. Lévi argues that true magic can only come from study, and the wizard of Dungeons and Dragons must spend several decades of apprenticeship and studies to acquire any form of real power. In other word does their dedication to their studies and search for magical lore leads to the gain of real life wealth and power.

Booth texts puts large emphasis on the fact that the visual aspects of the magic, the hand waving, the chants and the components, are but a small part of the spell. The real power comes from within the mage itself, and from his long and careful preparations.

Dark vs Light Magic

In Lèvi´s texts (2017), as well as the text of his contemporaries is the Mage presented as the user of light and good magic, in comparison to the evil superstitions of the Sorcerers and Necromancers. This dichotomy between science and superstition, high and low, city and country has been written about in several places. This will not be our focus point today, but non the less will it be consider (Levi 2017). The magic in Dungeons and dragons, are as in many fantasy worlds organized in to good and evil magic to some extent. Dungeons and Dragons most clear example on “evil” magic, would be the study of necromancy (Wizards of the Coast 2014). Lèvi also condones any use of Necromancy in any shape or form.

The clothes of office

When most think of the image of a Wizard, they think of an old man in long robes and with a large white beard. Much of this image I would personally like to attribute to Tolkien’s works, but Dungeons and Dragons as well.

Wizard D&D 5:e taken from Players Handbook

Here we have two examples of Wizards as they are presented by Wizards of the coast1. Here we can see a clear symbols of the mage, the staff, the robes and the book/scrolls of his practice, not shown here is the wand, a symbol that is often related to the wizard as well2.

Wizard D&D 3,5:e taken from Players Handbook

Lèvi discusses a series of artefacts in his text. Chief amongst these are the robes, the staff and the magical wand. Levi explains that these artefacts are al needed to properly control the Astral light. He continues to g in to deep detail about how these instruments should be prepared, used and preserved. The robes in particular corresponds to the certain days of the week, which in turn reoffered to the different celestial bodies. (Levi 2017)

Many of these elements can be seen in the Tarot card The Magician. The Tarot is one of Lévis largest inspirations, and are a large element of occult studies even today. In this card can we find several of the artefacts we have already pointed out. Here we see the robes, the staff and of course the inportant wand. Note that there are several artefacts the Magician carries that do not have a clear translation to the D&D wizard. Chief amongst these are the sword, the talisman and the chalice or cup. Note that Lévi makes account for al of these in his text on occult science.

The Weave

This is the layer of magical energy that the Wizards of Dungeons and dragons uses to manipulate the world around them. This underlying force that combines everything in the multiverse (Wizards of the Coast 2014). A similar concept can be found in Lévis texts in the form of the Astral light. This once again the unifying force that ties the world together. Levi compares this Astral light to a series of contemporary ideas about magic and divinity, such as animal magnetism (Levi 2017).

Knowledge of the ancients

Both of our base texts built around the idea of a long historical tradition of study, as well as the idea of lost knowlage. That the forbearers grasped magic to a much higher degree, and that it is up to today’s Mages to find this lost knowlage (Wizards of the Coast 2014). Lévi (2017) in his studies ties a lot of his research back to the Egyptian and Greek knowlage on the arcane and religion. In Dungeons and Dragons is the call of knowlage very much used as a reason for the Wizard to leave their laboratories and workshops and go out in world and explore and discover old secrets of the world. Lévi also attributed much of his research to the Cabala of old, a topic way to big to take up in this text, but one we might return to.

Spells, Alchemy and Divination

The bread and butter of many magical vocations, including that of Dungeons and Dragons. Lèvi, amongst with his contemporaries all dabble in these arts, as well as the art of Divination. In the Era of the Renaissance and late the enlightenment did many nobles and lords still decide on wars and inportant meetings based on the alignments of the stars. It was the job of the mage to interpret and rely these messages from the stars (Wilson, 2018).

Alchemy was also a well trusted source of knowlage, power and wealth at the time of Lévi and earlier. Many Renaissance scholars and scribes were dabblers in magic as well as natural and social science. Much of was written in these subjects, at least in Europe, was done so with a clear Christian angle and viewpoint. It was hard, if not impossible to separate magic, science and religion.

An interesting side note, the famous Dungeons and Dragons spell Prestidigitation, is a French term, that toughly translates to “slight of hand trick” or “visual magic trick”. An amusing coincidence considering the fact that Lévi and many of his occult contemporaries were indeed from France.

Conclusions

we have in this text endeavoured to tie the Wizard of the Dungeons and Dragons, to his real world counterparts. We have managed to tie the practises, history and visuals of the fictional mage and the Wizard in Dungeons and Dragons.

I argue that we can find several connections between the two images of the Wizard archetype. I would not go so far as to draw direct lines between the two, but it does point towards a somewhat unambiguous and universal view of the Wizard in the west. This text also has quite effectively managed to draw links between modern pop culture and the traditions that came before it, our era do not exist in a vacuum. This is one of the major goals with this blog, to show our popular media, in a broader social and historical context.

If you find this topic interesting then I have a few suggestions for further reading in the references, and I will be adding more to this list as I find them. Feel free to share your suggestions and advice for further research in the comments.

References

Agrippa von Nettesheim, H.C. (1986). Three books of occult philosophy … London: Chthonios.

Wizards of the Coast (2014). Dungeons & dragons Player’s handbook. Renton, WA: Wizards of the Coast LLC.

Lévi, Eliphas (2017) The Doctrine and Ritual of High Magic : A New Translation

Wilson, D.K. (2018). A magical world: superstition and science from the Renaissance to the Enlightenment. (First Pegasus books hard-cover edition.) New York, NY: Pegasus Books, Ltd.

1The company responsible for the release of Dungeons and Dragons. Note that they to share the name of today’s chapters namesakes.

2An image popularized in to contemporary pop culture much thanks to J.K Rowling Harry Potter series, a series we will in the future discuss in relation to renaissance magic as well.

Warhammer 40k an in depth analysis: Part 1, IoM, part 9, Final thoughts

Introduction

This will be the final chapter in our introduction to the humans of the Warhammer 40k universe. We will in this chapter combine what we have learned in previous chapters to create a uniform image of the Imperium of Mankind. Furthermore, will we deepen and contrast these themes with each other to see how they work together to create a coherent whole in a way that we will not see in many of the other factions in the Warhammer 40k franchise.

Knowledge and Faith

One defining feature of the different factions we examine, is how they view knowledge and the use of said knowledge. In the case of the IoM is knowledge, and the pursuit of knowledge, deeply tangled in with the pursuit of theological enlightenment and purity, this is particularly true in the case of the cult of the Adeptus Mechanicus (see Adeptus Mechanicus).

Magic and science

The British writer Arthur C. Clarke said the famous quote “Any sufficiently advanced technology is indistinguishable from magic.” This statement is most assuredly true when it comes to the scientific and technological advancements of the Imperium of Mankind. As described earlier are technology and knowledge highly mistrusted and mystified amongst most of the citizenry of the Imperium.

The members of the Imperium that do follow scientific pursuits uses terms of mysticism and magic rather than pursue science. A good example of this is that Chemistry is referred to as Alchemy, and the psychic powers of many races, are referred to interchangeably as magic. Furthermore is the term Miasma and similar terminology frequently used within fiction, giving us a good idea of how the scientific outlook works within the Imperium of man.

The last point is something that we have not yet had a chance to go into detail about, the concept of the “Machine Spirit”. The Machine spirit or, or the “Prime motivating force” is the name that the Adeptus Mechanicus has given to the force responsible for the function of al machinery in existence. This force is sentient and have wants and needs. As a result are machines not seen as tools to be used, but allies to be cooperated with, and in some cases, deities to be venerated. This further blurs the line between magic, science and faith. (Sanders, R 2016)

Doctrine vs innovation

As we have discussed previously, is innovation highly frowned upon, and in some cases, illegal. This taboo is particularly true within the Adeptus Mechanicus, and their punishment of supposed “Techno heretics”, goes far beyond that of their own priesthood. Citizens as well as members of the Imperial military has felt the ire of the Adeptus Mechanicus for “unlawful modification” of holy machines. To try and carelessly modify or invent new technology would be to put oneself above the wisdom of the ancients.

Most research stations and laboratories of the Imperium are described to be worked by several generations of scribes and scientists. It is rare that any of these scholars knows the original purpose of their research, even rarer for them to see any form of results within their own lifetime. This further drives home the idea of hopelessness, helplessness and overwhelming scale, as even such an innovative and creative task as research is turned into a series of monotonous and seemingly pointless tasks.

There are exceptions to this rule tough, for example does the Space Marine chapters personal engineers (known as Tech marines), often modify, or even create new forms of war gear. This blatant breaking of the status quo creates even more tension within an already fractured imperium.

Technology and religion

Lastly do we have the subject of technology and how it pertains to faith. The Adeptus Mechanicus are the most obvious of these connections, as they literally and metaphorically worship technology and knowledge, In this search do they willingly sacrifice flesh for metal in their quest of spiritual purity.

The Adeptus Mechanicus is far from the only area where technology and religion melds. We see it in the weapons they wear, the mechanical angels and statues, and the warships and tanks they use in battle. They are all used to give the feeling of the machines superiority over thee human. The venerated machines such as the bolter, is also valued many more times higher than that on any individual life.

The warrior culture of mankind

Throughout the narratives focused on the IoM, there is the notion of omnipresent war, a culture that is so deadest on victory and conquest, that peace is al but inconceivable.

Divine destiny

We have already discussed this concept earlier, but now we have a fuller understanding of the faith and philosophies of the Imperium, we can dig further into these concepts.

Both the pre and Post Horus Heresy Imperium is lead by a distinct notion of an ultimate destiny, that the galaxy is the property of humanity by birthright. The biggest difference between the two, would be that one crusade was done in the name of logic and reason, while the other was made in the name of faith and duty. The end result is tough, arguably still the same.

Be it the Imperial truth or the Imperial faith, both are highly strict doctrines, that meets any opposition with extreme violence. We see it in the Emperor’s crusade, where all those human civilisations that had no interest in joining peacefully were brutally torn down, and again where the Word Bearers were forced to watch as their cult to the Emperor were utterly destroyed before their very eyes. The same sort of unforgiving rhetoric is very much present in the current era of the Imperium, it can be found in the aggressively anti alien propaganda of the public officials, the strict and unforgiving teachings of the Ecclesiarchy and Adeptus Mechanicus, and in the uncaring and brutal methods of the inquisition. (Games Workshop 2013)

The cult of war

War is in general described as glorious within the Imperium of man, and a society is often measured by how skilled and or powerful their warriors are. One of the greatest imperial planets, is the Planet of Cadia, here the concept of a civilian do not exist, and most have gotten their first kills at the age of 14. This kind of dedication to war and combat it is seen as a sign of great cultural strength within the Imperium.

Another good example of this is the sector of Ultramar, the homeland of the mighty Ultramarines. The strength of this system is described to come from their “noble and warrior like citizens”. The greatest honour is to be chosen in to the grand space marine chapter. (Games Workshop 2017)

The individual and the masses

The dichotomy of the faceless masses and the lone hero is one that go through all the texts we have examined so far. This theme more than anything signifies the themes that strongest represent the Imperium of Man.

The hero and the expendable masses

The dichotomy between the faceless masses, and the heroic individual is most clearly seen then in the Astra Militarum. The organisation is described as unimaginably large, and one that sacrifices countless lives each day. Despite these facts, are the actions of single individuals, or small groups of valiant heroes been said to save the day constantly. This might also be meant to represent the large amount of propaganda the Imperium is constantly producing. The story of a lone hero in a large and careless world, is an interesting one when put next to the further narrative of the 40k universe, and one that we will surely come back to at a later date. (Hill, J.D. 2016)

Grand names and grand wars

The Warhammer narrative is usually signified by large distances, and long spans of time, this is often done to further drive home the idea of the vastness of the world, and the hopelessness of the characters struggles.

There are characters that are seemingly immune to the effects of time and space, that can freely travel large distances, and be able to have large sway over world changing events, sometimes even, galaxy spanning once. A good example of this would be during the Horus Heresy related texts. Here a few named individuals take up central and leading roles in a galaxy spanning event, spanning over decades if not centuries. We will discuss the Horus Heresy later, once I have presented a more complete image of the Warhammer 40k narrative as a whole. (Games Workshop 2013)

These examples can easily be explained away using “narrative convenience”, these breaks of the fictional rules needed to happen in order for the narrative to flow. With that said, are these points still important to keep in mind as we move forward.

The horrors of The Imperium

Lastly we will take a look at our final unifying theme, that of horror and dread, be it from the body horror of the twisted technology of the Imperium, to the existential dread of the Adeptus Militarum, is dread something that is always lurking beneath the surface.

Icons of horror

The iconography of horror and death is one that has run through most, if not all of the areas we have looked at through this series. The most easily recognizable one is that of the skull, it is a unifying sign throughout the Imperium, often as a sign of power or authority. This symbol can easily be tied to death, for obvious reasons.

The horror of scale

This is other tool of producing terror we have seen time again and again throughout the series. The size of the enemy armies, the vast distances between the characters and possible salvation, the size of the Imperium itself, al is is use to further a sense of dread and despair. One excellent examples of scale used to build dread, would be the Manufactorum with its endless scribes, protocol’s and barley functioning logistics. Another example is, the size of the galaxy itself, and the time and effort it takes to send a single message from one star system to another, not to mention, physical space travel.

Conclusion

With this analysis have we managed to create a coherent image of the Imperium of mankind, as well as presented some of the tools we will be using in the rest of the series. We have so far presented an image of our subject as a Xenophobic, highly religious civilisation that values war, and venerates as well as worships technology. I have during this series tried to show the coherency of these themes, as well as to categorize them into the three different areas presented above. We will give each faction the same analysis, and when we have a good grasp of the subject matter, will we use this as a platform to discuss smaller and intricate subjects.

This wraps up our first chapter on the Warhammer 40k franchise, the next few series of episodes will be shorter one offs to cleanse our pallet, before returning and taking a deep dive into the strange and intriguing world of the Immaterium.

References

Games Workshop (2013). Codex: Inquisition. Games Workshop. Lenton, Nottingham.
Hill, J.D. (2016). Astra militarum. Games Workshop. Lenton, Nottingham. Games Workshop (2017). Codex Space Marines . Games Workshop.
Sanders, R. (2016).Adeptus Mechanicus . Games Workshop.

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