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

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.

Copyright Disclaimer

Under section 107 of the Copyright Act 1976, allowance is made for “fair use” for purposes such as criticism, comment, news reporting, teaching, scholarship, education and research. I do not claim to own an of the pictures in this post. Al copyrighted materials belongs to their respective owners.

Warhammer 40k an in depth analysis: Part 1, IoM, part 8, The holy God Emperor

The Emperor of Mankind is a symbol of many things, some which are direct contradictions of each other. In this chapter we will try to explore the major themes, as well as relate them to the rest of the Imperium of man as a whole. By understanding the Emperor of mankind can we get a more clear picture of the rest of the faction, as well as the narrative of Warhammer 40k as a whole.

The hidden saviour

The Emperor is described as being an ageless stoic giant, silently leading humanity from the shadows. It was only at the 30th Millennium, during humanity’s greatest struggle that he first chose to reveal himself. He arrived at the head of a group of  genetically engineered soldiers known as Thunder Warriors, the precursor to the Space Marine. They rapidly unified the Earth under one banner, his banner. With his home now united once more, with his genetically engineered sons at his side, he set his gaze on the winder galaxy.

The image of a lone saviour  can be found in many faiths and mythological stories. To keep the catholic allegory, the easiest connection would be to Jesus, the saviour of the catholic faith. This is, though far from the only example we find of this character trope.

Due to the fact that the material we have discussed so far does not deliver very far into the past of the Emperor, then neither will we do so here.

https://vignette.wikia.nocookie.net/warhammer40k/images/5/50/EmperorsWisdom.jpg/revision/latest?cb=20110727213356
Source: https://warhammer40k.fandom.com/wiki/Emperor_of_Mankind

Above we see an image of the Emperor of Mankind leading the Imperium across the stars. Some of the common imagery, such as the seal and the skull are here overshadowed by another icon, one we have yet to discuss. This icon is the two headed eagle, a common symbol for Empires and Imperiums through history. (Chariton 2011)  

In the context of Warhammer 40k does the two headed eagle represent the two leading powers of the IoM, the Lords of Terra, and the Tech Mages of Mars. While this icon is widely used within the imperium of Mankind, especially within the imperial guard (hill 2016), this icon has been joined by the symbol of the Ecclesiarchy and the Inquisition, amongst others to show the might of the Emperor and his might Imperium. (Games Workshop 2013) 

The great crusade

The great crusade here refers to the time where the Emperor set out from earth to conquer the stars in the name of humanity. The term crusade once again makes connections to the Christian faith, via the Catholic crusades. The term Great crusade refers in the context of Warhammer 40k, to the time where the Emperor set out from Earth to conquer the stars in the name of humanity. The term crusade once again makes connections to the Christian faith, in particular to the Catholic crusades against the people they saw as infidels and heretics.

The imperialistic themes and undertones of the Great Crusade are hard to ignore, tying it closer to the themes of colonialism discussed in earlier chapters. The biggest difference being that the Emperor’s great crusades, and those carried out by the catholic faithful, was not made in the name of any god. The Emperor in fact, banned all forms of magic, mysticism and occultism. These crusades were, much like the British colonization, made under the mantra of reason, logic and civilisation (see Manifest destiny). One can argue, that due to the fact that the Emperor, were in several ways a god, even before he became the centre of a monotheistic religion, was the Crusades a perfect example of the will of god.(Games Workshop 2017) 

The father and his sons

During the time of the great crusades the Emperor of mankind perfected his thunder warriors. The Thunder Warriors had proven themselves to be violently unstable and prone to going into psychotic murderous rages from where there was no stopping them. The Emperor eventually managed to create the Primarch Space marines from his DNA, and from these templates he created the space marines. The grand forces of Chaos, the big evil of the 40k narratives conspired and managed to kidnap the primarches as children, and spread them across the universe. All of them seemed to land on planets that reflected their specific sentiments, talents and personalities, for better or worse.

After being separated from his sons by the forces of chaos (explained further in a future chapter) he slowly reunited with them as his great crusade progressed, giving them commands of legions of their own lesser clones, or sons. These Primarches have been moulded by the life they have lived away from their gene father, as well as by the various genetic mutations they had endured. These changes ranged from differences in eye and hair colour, to having fangs or even wings in the case of Sanguinius. These genetic differences later showed up in their clones to a greater or lesser degree.lones to a greater or lesser degree. The Space Marines of a certain chapter seemed to also take on the mentalites and quirks of their gene fathers, be it as mild as the Salamanders sharing their Genefathers humbleness and love for craftmanship, to the more sever anger of the Blood Angles, or the almost obsessive cybernetic enchantments of the Iron Hands.

The Emperor, the Primarchs and the Space Marines, all use terms like father, son and brother when referring to the relationship to each other. The Emperor created the Primarchs from his own genetic makeup, though despite this, it would be more accurate to call them his creations rather than his children. Note that this repudiation of heritage was made without sexual repudiation, a theme common in both post-humanist and futurist works.

The Space Marines see their Primarchs, as well as the Emperor both as deities and as their parental figures. It is true that the Space Marines share some genetic materials via their implants (see Space Marines),but other than that they do not necessarily share family bloodlines. Note that the term brother is also a reference to battle brothers, as well as brothers of the same convent, much like a priest or monk would speak about his equal. The term Father, may also be used in the same way as the elder or superior member of the same religious order would be addressed. The term Son would be similarly be applied by this superior member while addressing his lesser. (Games Workshop 2017)

Conflict, betrayal and defeat

During the great crusade, the Emperor was forced to rely more and more on his Primarchs. This left them alone and leaderless for long periods of time, and some started to resent their gene father. Some felt used, treated like nothing more than a tool by their creator, Magnus the Red felt scorned by the ban on Psychic powers, that greatly limited his and his sons research. But none were as resentful as Logar.

Logar had, despite his father’s wishes, started a religion venerating his immortal creator. On each planet he and his sons would conquer, they would erect huge temples, and form cults in his father’s honour. This, of course, went against the Imperial Truth, and the wishes of the Emperor himself. Logar was forced to kneel and watch, as his most prized achievement, a city sized monastery and temple was burned to the ground. He was also forced to swear off worship of the Emperor, as well as any other form of deity or god.

Instead of following his gene fathers wishes, Logar instead, simply found other gods, darker more sinister gods. These gods, the Ruinous Powers, will be discussed in a later chapter. He proceeded to try and convince his fellow Primarchs to join him, and his new gods.

This rebellion would be known as the Horus Heresy, so named after the general, Horus, chosen to lead the rebellion. TThis rebellion would be known as the Horus Heresy, so named after the general, Horus, chosen to lead the Emperor’s armies in his fathers absence. This rebellion saw half of the Space Marine legions join the rebellion, as well as leave much of what the Emperor had built in ruins. This rebellion was eventually stopped, at holy Terra itself, this victory was not without great cost though. Chief amongst them, being the Emperor being left mortally wounded by his son Horus. (Games Workshop 2017)

The absent leader

After defeating, and being mortally wounded by War-master Horus, the Emperor was entombed in an archaic machine known as the Golden throne. This golden throne keeps the Emperor clinging to life, using poorly understood science, and the sacrifice of a thousand souls each day. This throne keeps the Imperium’s beloved god Emperor alive, but also works as a beacon for interplanetary space travel for the Imperium.

https://vignette.wikia.nocookie.net/warhammer40k/images/2/25/Emperor_Upon_Throne.jpg/revision/latest?cb=20110726003909
Source: https://warhammer40k.fandom.com/wiki/Emperor_of_Mankind

Many of the same visual themes are present here, as in much of the other artwork we have seen representing the IoM. The Emperor is an amalgamation of machine and man, there are sigils as well as themes of Gothic and catholic Much of the same themes we have found in earlier visual designs is present in the representation of the Emperor in his Golden throne. The Emperor is an amalgamation of machine and man, there are sigils as well as themes of Gothic and catholic architecture in the form of the dust, holy statues and arches covering the throne. Skulls are once again prevalent, both in the form of the Emperor himself being a literal skeleton, but also in the iconography and decoration of the Golden throne itself. The dust driving home the point of how ancient and poorly kept this machine truly is, and the row of skulls is an apt metaphor for the millions of lives lost every day to keep the machinery running. This allegory works both for the Golden Throne, but also for the Imperium itself. (Games Workshop 2017) 

Conclusion

As we can see from this quick breakdown is many of the themes we have discussed earlier present here as well, with that said are they for the most part subtly, or not to subtly altered. This further drives home the scale and timespan of the narrative within the 40k universe. The most striking of these differences, would be the Emperor’s “ascension” from leader, to godhood in the eyes of his followers, a move he himself adamantly opposed. This ascension is common in man

We can once again see several different themes return in the design of the Emperor himself. The mystical blend of magic and science return both in the Golden Throne as well as the Primarches. The focus on gothic architecture and death is present in the throne itself. The fact that the Emperor himself is, literally in life support, drives home a certain inevitable horror of a grand collapse and slow painful death. The Imperium as a whole holds a similar fate in the not too distant future.

Time once again placid a major part in the narrative. One of the major examples would be the Emperor’s ascension from leader, to godhood in the eyes of his followers, a move he himself adamantly opposed. The change of Emperor from secular leader to mythical deity closely mirrors that of the Imperium´s change from a secular society honouring technology and research, to a conservative theocracy.

We now have all the pieces we need to more fully understand one of the major parts of the Warhammer 40k narrative, the Imperium of Mankind. Next chapter will be focused on combining all these pieces to form a coherent picture of the faction. Next series will focus on the mystical dimension of the Warp and the gods of the Warhammer 40k universe that reside within it.

References

Games Workshop (2013). Codex: Inquisition. Games Workshop. Lenton, Nottingham.

Chariton. J (2011) The Mesopotamian Origins of the Hittite Double-Headed Eagle

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

Games Workshop (2017). Codex Space Marines . Games Workshop.

Copyright Disclaimer

Under section 107 of the Copyright Act 1976, allowance is made for “fair use” for purposes such as criticism, comment, news reporting, teaching, scholarship, education and research. I do not claim to own an of the pictures in this post. Al copyrighted materials belongs to their respective owners.

This blog post was spell checked and edited for readability at 2021-07-03

Warhammer 40k an in depth analysis: Part 1, IoM, part 7, In the service of the Emperor

Introduction

In this chapter we will take a look at a series of different factions, all related in one way or another to the primary religion of the Imperium of Man. This religion goes by the name of the Imperial faith, and shares some similarities to the European Catholic Christian faith. These similarities will quickly become apparent as we move forwards. The different factions we will be looking at are in this chapter are the Ecclesiarchy, the Adeptus Sororitas and the Inquisition. We will also examine the visual and theological similarities between the Imperial faith and the Catholic Christian faith.

The Imperial faith

The Imperial faith is the official, but far from the only, religious belief within the IoM. The tenements of the Imperial faith is straight forward, the will of the Emperor is law, and the Emperor wishes humanity to rule the stars, so rule then, humanity will.

The only problem is that, the Emperor (for reasons we will explore later) has not been able to speak for over ten millennium, and this has resulted in interpretations of interpenetrates of his original words, ranging over decades of dogma and scholarly debates. The original ideology preached by the Emperor himself was in fact known as “The Imperial Truth”, and while equally as dogmatic, was it focused on knowledge, truth, and the rejection of the supernatural in all its forms. It based on learning and initiative, tough it still thought humanities superiority over every other form of life, sentient or not.

This rejection of all thing supernatural, will as will learn, later become the Emperor’s downfall. The Emperor indeed forbade al sort of worship of gods and spirits, especially the worship of him. In the Emperor’s absence has this belief in initiative and exploration transformed in to a faith of dogma and submission. To question the Imperial faith is to question the Emperor himself!

The Ecclesiarchy

This is the main governing body of the Imperial faith, and has risen to power after the events of the Horus heresy, and has become the dominant spiritual organisation in the Imperium, and their faith is strictly enforced by the various governors and interplanetary organisations of the Adminstrarium.

The Ecclesiarchy follows the belief that the Emperor is the force of ultimate good in the universe, and that the humans are his messengers and servants. Humanity, as a result, can do no wrong, as long as they work in the Emperor’s will.

Cleric
Source: https://warhammer40k.fandom.com/wiki/Adeptus_Ministorum
Source: https://warhammer40k.fandom.com/wiki/Adeptus_Ministorum

The Ecclesiarchy, just like many other aspects of the IoM are visually heavily inspired by the catholic church. Noticeable similarities being the robes, seals and rosaries, al commonly attributed to the Catholic church.

The Adepta Sororitas

Known as the standing army of the Ecclesiarchy. This organisation of warrior-nuns and diplomats follows a similar naming scheme as many other organisations in the IoM. The adeptus being a Latin amalgamation of “belonging to” or “serving”, and Sororitas, as you might have figured out, translates to, “sisterhood”. In other words “in the service of the sisterhood”.

Using a loophole that excludes the Ecclesiarchy from employing “Men at arms”, does the Sororitas, only consist of women. This, as well as the Sisters of silence, is the only “female only”, organization within the IoM.

SisterofBattle2
Source: https://warhammer40k.fandom.com/wiki/Adepta_Sororitas

As we have seen in earlier examples, does the incents and and the regalia give them a clear connection to the catholic church. (Games Workshop 2011) The fleur de leis also invokes the other major inspiration for the Adepta Sororitas, that of the historical figure of Jeanne d’Arc, famous general, warrior and pious believer.

The The Adepta Sororitas are organized in chapters, not unlike their Space Marine brethren, tough unlike the decentralized and isolationist organization of the Astartis, does the Sororitas follow strict hierarchies and works closely with other chapters. The Sororitas also have several chapters that are not dedicated to fighting, but instead serve functions as diplomats, administrators, teachers or healers, al of them, in some way, helping in spreading and preserving of the Imperial faith. This shares a fair number of simulates to how real life Catholic convents have different voes and serves God and the church in different ways. (Russell 2007)

Much of the Sororitas work are concerned with of matters of fate in al its forms. The sisters often fight enemies that goes against the Emperor’s will in one way or another, be it aliens, humans of different faith or any other criminal that would be branded heretical in the eyes of the ecclesiarhy. This sacred mission, combined with the fact that the sisterhoods preferred weapon is fire, makes connection between them and the medieval witch-hunts pretty easy to make. (Games Workshop 2011)

The Inquisition

This faction is the easiest to relate to their real life counterpart, or at least, the myths of it. The most well known real life instances of an Inquisition, would most likely either be, the Spanish Inquisition, or one of the many separate Inquisitions involved in hunting witches al across Europe during the medieval witch craze.

The Inquisition in Warhammer 40k is in many ways the ultimate authority in all things concerning the safety of the Imperium, and they are seen as the ultimate arbiters of the Empires will. The inquisitors are mysterious, all-powerful people, with the utmost authority, only answerable to one of their own rank. The in universe Inquisition faces a large variety of threats, but the once we are interested in today, relates to perpetrators of “heresy”, this branch is, helpfully enough, named “Ordo Hereticus”, or the “witch hunters”. (Games Workshop 2013)

The real life European inquisition was a lot less organized, but did hold some authority in the matters of a heretical nature, thanks to Pope Jon XX II who give the Inquisition the authority to any sorcerer they encountered on trail, as well as to doll out punishment to those found guilty. (Russell 2007)

OrdoHereticus Inquisitor
Source: https://warhammer40k.fandom.com/wiki/Inquisition
Source: https://warhammer40k.fandom.com/wiki/Inquisition

The same visual cues, can be seen in the inquisition, as we have seen in the other factions that we have looked at today. The seals of purity, the skulls and the various religious regalia. It is not as obvious as with the other two, but the visual themes are still there. the Ordo Hereticus, are in charge of, as it sounds, heretics, but what is a heretic according to the Imperium? (Games Workshop 2013)

Heresy

Heresy takes many shapes and forms within the Imperium of Mankind. Most of them are related to helping, or concerting with the “enemies of mankind” or researching “forbidden lore”. (Games Workshop 2013)

These enemies are the Chaos gods, aliens and mutants. Forbidden lore concerns knowledge of magic, the chaos gods, alien technology as well as technology from the “dark age of technology” something we looked at in the Adeptus Mechanicus chapter. (Games Workshop 2013)

This might seem incredibly harsh and draconian, that the IoM punishing its own citizen for not strictly following the creed of its rulers. But, as we saw in the Adeptus Mechanicus chapter, are many of these rules set in place for a reason. Dark age technology was highly powerful and destructive, and the reliance on it inevitably led to humanity’s downfall. Magic, and its use draws from the incredibly dangerous dimension of the warp, where the chaos gods reside, and many of the alien species humanity has encountered has indeed been hostile. (Games Workshop 2013)

Conclusion

We can here see further ties to real life institutions and events, and slowly does a picture form of how we can critically analyse the IoM as a mirror and exaggeration of certain western traditions and institutions.

Here we once again how dramatic irony is used to further the sense of dread and fear within the narrative. At face values, the actions of the Imperium of Man are deplorable, and completely unjustifiable, but at a further inspection we learn what would happen if one of these measures of control fails.

Once again, this has been an incredibly short introduction to these concepts and factions, and I highly suggest you looking up further materials for further information, the reference giving you a good starting point. Next time we will look at the final piece of the puzzle, the Emperor of Mankind himself.

References

Doorn-Harder, P.V. (1995). Contemporary Coptic nuns. Columbia, S.C.: University of South Carolina Press.

Russell, J.B. & Alexander, B. (2007). A history of witchcraft: sorcerers, heretics and pagans. (2nd ed.) New York: Thames & Hudson.

Games Workshop (2013). Codex: Inquisition. Games Workshop. Lenton, Nottingham.

Games Workshop (2011). Codex: Sisters of Battle. Games Workshop. Lenton, Nottingham.

Copyright Disclaimer

Under section 107 of the Copyright Act 1976, allowance is made for “fair use” for purposes such as criticism, comment, news reporting, teaching, scholarship, education and research. I do not claim to own an of the pictures in this post. Al copyrighted materials belongs to their respective owners.

This blog post was spell checked and edited for readability at 2021-06-14

Warhammer 40k an in depth analysis: Part 1, IoM, part 6, The Emperors chosen.

Introduction

Last time we briefly discussed how the most numerous and expendable rank and file troopers of the Imperium of Man are presented and represented. We also previously discussed possible real life inspirations for these armies. This chapter we will take a look at the opposite, the elite and superhuman Space marine, or Adeptus Astartes. As with earlier chapters will this one serve as a simple introduction, a starting point on which we can later discuss more deep and complex subjects. This text will be focusing on describing the Space Marine, as well as their place in a long line of fictional, genetically engineered superhumans.

To begin with, we will start with some fast simple comparisons. A marine is a type of soldier, being trained to fight primarily at sea, and is in Science Fiction often a shorthand for specialist soldier. Adeptus, as we know from earlier chapters, roughly translates to servant of, or belonging to something. I have on the other hand not been able to find a direct translation to the word Astartes, though the simplest explanation would be that it is a simple pun on the term Star, so in other words, servant of the stars or belonging to the stars.

The Marine

The Space Marine is a hulking monstrosity of a human, breed from early age to fight. Later augmented with a series of artificial organs, they are turned from a normal human into a several feet tall monster of pure muscle and devotion. Clad in their signature power armour, and wielding their famed Bolter, they strike instantly recognizable image, often being used as the primary mascot of the franchise as a whole.

Ultramarines Artificer Armour

Source: http://warhammer40k.wikia.com/wiki/Ultramarines

A Space Marine is raised from the age of fourteen to become a loyal servant and instrument of the will of the Immortal Emperor of mankind. In order to reach this goal the individual is systematically broken down and built up from the ground up, both mentally and physically. This is done by inhumane mental and physical training, as well as with the implementation of powerful artificial organs. This procedure is extremely dehumanizing and dangerous, many die or get irreversibly disfigured during the process.

Standing several heads over the tallest mortal human, with the body proportions more akin to an early 90s superhero comic, then any form of real life anatomy, the Adeptus Astartes makes for an imposing figure. This grander than life size and stature is further enhanced by their armour, a fully sealed suit of armour powered by several motors and other assist systems. The Space Marine seem almost mythical, inhuman next to their unaugmented kin.

The Astartes, or Space Marine is raised by, and indoctrinated into a brotherhood of warriors, a cult of fully devoted soldiers, with a singular purpose, to serve the Emperor of mankind. The Astartes live a Spartan life, away from temptation and vice, their days being filled with prayer, drills and combat training. Everything to keep their mind and bodies occupied, and to stop them from turning against their creators. This fear is not without precedent, as their genetic ancestors rebelled against the Emperor himself at the order of Primarch Horus, a story we will cover at length in later chapters.

The Astartes has in essence, shredded himself, and become something non-human, in order to protect the very thing he has sworn off forever. For an Astartes there is no retirement, no leave of absence, no end to the struggle, for only in death does his service end. They know no other joys than battle, have no other goals than the safeguarding of all of Imperial space.

The superhuman

The myth of the superhuman is not a new one in science fiction, or in literature and storytelling in general for that matter. From the Greek myths to the modern super hero classics, can we find examples of individuals that through birth or other means become more than human.

The first allegory we will look to is that of the Jewish myth of the Golem. The Golem has become a standard stable of much of contemporary fantasy as well. The Golem being a sentient magical being, often made out of clay. This Golem is animated by holy texts and is said to follow the owners commands unquestioningly, until it is told to stop. The Marine is also a large loyal servant, created in much, with the use of holy scriptures and religious dogma.

The theme of super human soldiers is, as mentioned before, a long lasting staple of science fiction narratives. From Captain America and Bane to Solid Snake and Agent 47, only to mention a few, are contemporary fiction filled with genetically modified humans, breed to fight in humanities wars or other conflicts.

An imperfect system

As you will see in this series, the Imperium of man’s narrative is full of imperfect, broken or seemingly arbitrary laws, ideas or organisations. This imperfect state helps to further the feeling of dread, hopelessness and frustration that we have discussed earlier. Much of these emotions are created via the use of dramatic irony. Dramatic irony is a narrative tool, where the audience knows more than the actors in the story. The most well known example being, a couple sits at a restaurant, and there is a bomb under the table, the audience knows, but the couple do not. Alfred Hitchcock famously used this example to illustrate how he liked to build suspense in his stories.

Much of the drama and tension that the Astartes creates comes from a similar notion, for despite rigorous testing, and check-ups, are each Space Marine potentially flawed, unstable or disloyal. The creation of new Astartes is achieved using genetic materials of their predecessors, with the help of science beyond even the most skilled of the Imperium´s scholars. The Imperial scholars can not improve, nor reproduce the systems involved in the creation of new Astartes, only replicate it. This fact further helps create tension, and drama. To create a new Astartes, the organs and hormones needed for the process, must be extracted from an Astartes corpse. This means, if a Astartes corpse is lost, not only is he lost, but so is every possible successor that could be created using his genetic materials. These facts are well known to the readers, but not to the majority of the actors within the various narratives where the Astartis appears.

The inherent flaws of the Space Marine, and the Primarches, is the basis for one of the more popular and elaborate narratives within the Warhammer 40,00 franchise, the Horus heresy. We will tackle the setting, narratives and overall presentation of the Horus heresy in a later series.

The warrior cult

The last thing I like to discuss is how the Marine relates to the overall faith of the Imperium, more specifically The Imperial Creed, a subject which we will also discuss in a later chapter.

The Adeptus Astartes do not follow this general faith of the Imperial Creed, but rather have their own, unique cultures of devotion. The Astartis follow their own form of worship and traditions. All loyal Astartes, just like the rest of the Imperium, worship the God Emperor in one form or another. These traditions may vary from solemn prayer and contemplation, to worship through creation of art and weapons, or even severe self flagellation. These religions and cultures are a tightly guarded secret by the chapter, and are all but unknown to outsiders, something that further spreads paranoia and fear through the Imperium regarding the super human Astartis.

This dedication and secrecy further cements the Space Marines as more than just a fighting force, they are a devoted warrior cult, full of secrets and mysterious practises.

Conclusion

This chapter has been a short introduction to one of the major elements of the Warhammer narratives, the Space Marine. We will return to this topic many times in the future, but for now, this will be enough for us to be able to continue and explore the more complex parts of the Warhammer 40k narrative. Next time we will take a look at the Ecclesiarchy, the Imperiums official religious organisation, as well as the secretive polishing organ known as the Inquisition. 

Source

Games Workshop (2017). Codex Space Marines . Games Workshop.

Copyright Disclaimer

Under section 107 of the Copyright Act 1976, allowance is made for “fair use” for purposes such as criticism, comment, news reporting, teaching, scholarship, education and research. I do not claim to own an of the pictures in this post. Al copyrighted materials belongs to their respective owners.

This blog post was spell checked and edited for readability at 2021-06-14

Warhammer 40k an in depth analysis: Part 1, IoM, part 5, The Astra Militarum

Introduction

In this chapter we will be diving into the Imperiums most numerous military organisation the Astra Militarum. We will take a look at the standing forces of the IoM, and what their portrayal can tell us about how warfare is presented within the Warhammer 40k narrative. This text will be based on the seventh edition of the Warhammer narrative primarily. This chapter will be divided into two parts, each delving into the two seemingly opposing views of warfare presented in the Astra Militarum codex. These sides are a view of war as horror and one of war as heroics. (Hill. 2016)

The terror of logistics and dehumanisation

The wars of the Imperium are presented to be fought on a galactic scale, the size of their war machine too large for a single person to understand even less comprehend by any one member that is part of it. Each life is presented as a mere statistic, each death a decimal point in the eternal bureaucratic machine. Most die unnamed and unremembered. (Hill. 2016)

Each human soldier is described to be little to no match, to the other inhabitants of the universe. Individual people, nations, or even planets would easily be destroyed by humanity’s many foes. The Astra Militarum do not win their war through the strength of their soldiers, but rather the sheer volume of troops and war machines at their disposal. Populations of entire planets can easily be sacrificed with few lasting negative effects on the Imperium as a whole. The Astra Militarum is often described within fiction as “the Sledgehammer of the Emperor”. Regiments are raised and sacrificed in the millions, entire planetary populations are kept in brutal savage conditions simply to ensure a good “fighting stock” for the Imperium’s armies. (Hill. 2016)

The Manufactorum is a grand example of the massive scale, and incredibly dehumanising tactics that the Imperium of Mankind is described to employ. The bureaucratic and logistical branch of the Imperium`s armed forces, The Manufactorum is presented as an interplanetary organization of bureaucrats and scribes numbering the billions. Each carrying out jobs that they barely understand to reach goals they understand even less. Sending reports and orders back and forth, each typo leading to catastrophic errors such as a regiment being sent into combat without any ammunition, or a fleet being sent several light years of course, delaying arrival by months. (Hill. 2016)

The lone hero

Despite these themes of mindless sacrifice and dehumanisation, there is a parallel narrative. The narrative of a lone hero, or a small group of heroes saving the day at a critical moment. The codex describes a series of heroic men (for all the named major characters in the codex are male), that in one way or another through their cheer, bravery or genius saves the day. This trope is not something unique to this narrative, but is indeed a common vehicle for many war narratives. Saving private Ryan, apocalypse now, bad company etc, all follows small groups of soldiers facing great odds to finish their mission. (Hill. 2016)

The theatre of war

The aesthetics of warfare of the Astra Militarum is interesting to deconstruct. Most of the illustrations in the codex are depicting the regiments known as the Cadian shock troopers.

File:Img008.jpg
Source: http://wh40k.lexicanum.com/wiki/Cadian_Shock_Troopers

The most iconic visual of the Astra Militarum is the Cadian Shock troopers, reminiscent of the aesthetics of late world war 2 warfare. But these are far from the only representation of popular war narratives presented in the codex. These different historical war zones are represented by different regiments from different planets. For example are the Catachan jungle fighters an overt reference to the Vietnam war. As well as Vietnam inspired media such as the movie Predator.

Astra Militarum Regiment Tactics & List: Catachan | Frontline Gaming
Source: https://www.frontlinegaming.org/2017/10/31/astra-militarum-regiment-tactics-list-catachan/

The praetorian guard are modelled on British colonial forces. A visual that is especially interesting in light of our earlier discussion on Colonialism. (Hill. 2016)

https://vignette.wikia.nocookie.net/warhammer40k/images/d/d0/Praetorian_sgt_by_diegogisbertllorens.jpg/revision/latest/scale-to-width-down/250?cb=20140619031051

We have the Death Korps of Krieg, which both in name and appearance and name appearance are referencing the German war machine during WW1. (Hill. 2016)

File:Krieg Guardsman.jpg

Source: http://wh40k.lexicanum.com/wiki/Death_Korps_of_Krieg

Lastly we have the Tallarn Desert Raiders with their desert war curved swords might be attributed to the Ottomans, with the rest of their wargear remenicant the desert battles of WW2. (Hill. 2016)

File:TallarnDesertRaiderMal'harof.PNG

Source: http://warhammer40k.wikia.com/wiki/Tallarn_Desert_Raiders

The armies presented in the codex are much more numerous then these, I simply aim to present a small example of some of the more clear references to real life theatres of war. As you can see, the war narratives presented within the codex are highly varied and draw from several different real life influencers. This lets Games Workshop a great deal of flexibility in the stories they tell. (Hill. 2016)

Conclusions

As we can see from this chapter alone, is the Astra Militarum a large and complex subject, both narratively and within the fiction itself. We will return to these soldiers several times throughout the series, but this has served as a quick introduction into how the Imperium of Mankind fights most of its wars.

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

Copyright Disclaimer

Under section 107 of the Copyright Act 1976, allowance is made for “fair use” for purposes such as criticism, comment, news reporting, teaching, scholarship, education and research. I do not claim to own an of the pictures in this post. Al copyrighted materials belongs to their respective owners.

This blog post was spell checked and edited for readability at 2021-06-14