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I have alluded to the idea of personhood in earlier chapters, but in this text I will discuss it in more clear terms. All the playable factions are humanoid in one way or another. The non-human factions are either adjacent to humans like Elves or dwarves, or they are more inhuman like Lizardmen, Skaven and Goblins. All of them have humanoid characteristics and keep some sort of human culture.
What became clear when I started researching this topic is just how human centric the Old World is. Humans as humans, exist in Europe, Africa and Asia, with clear, if often tokenized versions of their real life counterparts cultures. There are humans in fantasy Arabia, even the undead of the setting version of Egypt are still decidedly human, despite their undead appearance. It is this prevalence of humans and human adjacent races like Elves that makes the less than human races stand out so much more.
The humanised creatures are those that are clearly based on a real human culture, and also has humanizing features. Here you can find the Dwarves, and the Elves, both are staple of the fantasy genre when the setting was made, as they still are today. THe dwarves are proud and the Elves are arrogant, both see themselves as better than the short lived humans. Wood Elves are likewise seen as more wild but yet arrogant and in many ways superior to humans in most ways.
The lizardmen live in the south of the Old Worlds version of Africa, as well as the southern version of South america. The aesthetic of the Lizard men are hard to miss, living in large stone cities with grand temples to golden serpent gods, gods that require living sacrifices in large numbers. While still a sympathetic depiction, there are still some connotations to certain conspiracy theories that makes them a bit uncomfortable to consider. As part of being reptilian are to varying degrees been described as unemotional and mechanical, going from almost pure automata at their inception, to the strange and otherworldly, but yet fully sentient creatures in the later editions.
The second example of the use of human cultures for nonhuman creatures is less easy to explain away. The Ogres, the hungry, dumb and brutal race of giant humans, are both located where real life Mongolia is, as well as sharing some physical features and stereotypes of Mongolian men.
With thick eyebrows and rather characteristic mustaches, their connection to gluttony, violence and stupidity is a rather unfortunate one to say the least. But with this said, are they still considered moral in one way or another, and are often seen as neutral, if not good. Vampires and undead, are likewise seen as monsters but are still human when it comes down to it. This is in rather starch contrast to some of the other humanoid factions in the setting.
There are two factions that I wish to discuss when it comes to dehumanised, or monstrous versions of humans in the Warhammer fantasy universe, first of them are the Orks and Goblins, playing much the same role that they do in dungeons and dragons and similar fictions of the time. They are violent and aggressive, and live only for combat. They are the stereotype of a villain. They soely exist to fight, destroy and eat, but unlike their ogre counterparts do they have very few humanizing features, or seen as capable of any good. THis pigheaded and absurd evil is often played as a sort of comic relief, playing off the improbability of their civilizations to begin with.
Orks are strong, resilitand and sprout out of the ground, being grown from fungi.They have absolute faith in all that they do and can never be persuaded to leave their path of destruction for one simple reason, they are finding it all too fun. Goblins are ted tibet as the menial cast of the faction, working, carrying, farming and building, though the quality of these efforts are often described as subpar at best. They also trade and barter, giving the faciton their only hire non violent connection with the other factions.
The second faction to discuss is the Skaven, a fascinating society of half ratmen, that lives under the cities of all the world’s major factions and civilizations. The Skaven are depicted as man’s worst qualities, selfish, greedy and ambitious, each Skaven lives only for themselves, and will not hesitate for a second to sacrifice another of their kind if it meant gaining an upper hand in their competitive and cut throat society.
While some are vaguely human in their organisation and culture, are they not as closely tied to a certain culture or nationality. Both the Orks and the Skaven are clearly meant to be parodies or exaggerated versions of some of humans’ worst sides, and vices. Even more so then the followers are chaos are these races often used as dark or warped mirrors of humanity. Orcs are aggressive and ambitious in the extreme, while Skaven are greedy and cowardly in the extreme.
The question of who gets to be human and who doesn’t is not a question that is unique to warhammer, but is one that tends to turn up in many high fantasy settings. For example does the Elder scrolls make a clear distinction between, elves, humans and “the bestial races” of orcs, argonians and khajiit. The concept of having other or near human races is not a problem in and of itself.
It is a great way to add some variety and texture to the world. Likewise is it not a problem in itself to base these races on specific human cultures, Elder Scrolls argonians for example shares their mesoamerican inspiration with the Lizardmen of Warhammer fantasy. Problems can arise when certain races are tied to both a specific culture and a specific negative trope tied to that culture. For example the brainded hunger of the Ogres, or the cold and alien Lizardmen.
Furthermore can a non human race become rather flat and simplistic if it is only allowed to have one cultural expression. This is especially apparent, if like in the elder scrolls series, there are several human cultures but only one Argonian culture. The Warhammer examples are very good at making a varied and complex set of cultures, even amongst the more comedic races. There is a large difference between the plague worshipers of Clan Pestilence and the quirky engineers of Clan Skryre. Despite this do the races as whole have a uniforming feel and cohesion that makes them easily recognized.
The tokenization and alienation of real cultures is not a problem unique to Warhammer, but can be seen across many series and settings. The Kajiit of the Elder scrolls used to talk, and to some degree do in a stereotypical Romani coded voice, and are also depicted as being semi nomadic, and known for thievery. To take another example, the goblins in Harry Potter are only seen working in banks- They are long nosed, greedy and untrustworthy, a sadly still all too common anti semitic trope in fantasy.
It is only through nothing but biases and assumptions in writing that we can become better writers. If we wish to aim to write a more true and inclusive fantasy world, must we first explore what inspiration we draw from real life and why. That is why it is vital to listen to voices different from your own. I am not innocent of this as well, there are many times I have had to step back from my writing and re-evaluate, when I am getting too close to tokenizing or orientalising a culture or race in my writing. Tokens and stereotypes are powerful because they are easy to recognize to a reader, and a useful shorthand as a writer. This makes it even more important that we use them with respect and caution.
This chapter will go trough and present some of the basics of the human factions in both Row and Aos. Being human ourselves it is easy to see how this faction, above even the other more humanoid fractions, had been the one that authors have found the easiest to relate to and write about. Fantasy, or at least in the way that is understood is highly focused on western experiences and western cultures. This is particularly true when it comes to what kind of people and factions that the audience is meant to relate to.
WHen other cultures are used in western fantasy they are often used to describe the other or the strange na virgin. Orientalism is very much alive and well in western fantasy. In this essay will I discuss how the ways that warhammer talks about humanity has changed, and what has stayed the same. I will begin to discuss the various kinds of humans that exist in the old world, before going over to discuss those that can be found in Age of Sigmar, as one is a continuation of the other.
This is a way for the readers not familiar with the tone and setting of Warhammer to ease into the analysis, as well as a way for me to catch up on the many changes of the first since I last played myself. Understandably have the setting changed a lot during the many years it has been in production. I will do my best to point out what version of the game, and what edition of that game I am talking about in my essays. When no edition is mentioned, assume it is a topic that is overarching for all or most of the editions.
The empire is highly based on germany and the holy roman empire, having german names, and being set roughly around the central northern part of europe. The architecture and the clothing style of the empire humans that we see are also clearly taken from this era and culture for inspiration and world building. It is interesting to note that a British company decided to place their fantasy world not in England, but in Germany, or rather the Holy Roman empire.
They are a parody of the late medieval and early renaissance confidence and sense of culture that was prevalent during that part of Europe’s history. The architecture, art and culture do not at all follow the high ideals of the empire which is where much of the humor comes from. The buildings of the empire for example are ramshackle and and shoddily built. Often they can easily be confused with goblin or orc settlements from other genres. To the north east lies Kislev, a clear example of the eastern European nations like Lithuania and Ukraine of the era, with stout and serious humans with cold magic and a warlike disposition.
The Border princes is another faction that is often tied to the empire and is a small collection of duchies and kingdoms that works as a bulwark between the Civilized empire and the rest of the world, to the east and south.
The empire is a land of many gods and folk traditions, with many faiths coexisting within the nation. The official faith is that of the godking Sigmar, who unified the land and drove off the hated greenskins. Mirroring many a germanic tale. The Sigmarian faith is clearly a parody of the catholic churches’ more warlike traditions under this era. With warrior priests and proclamations of doom and destruction being yelled from grand cathedrals and small churches alike.
To the east are the knightly bretton, the other major playable faction, they are knightley and popups to the extreme. they are a parody of the perceived early knightley medieval ages and the actual medieval age of feudalism and extreme class differences. The knights and church keep all but a tenth of all the income from each of the peasants under their protection, and the peasants are illiterate, weak and fearful, and under the total control of their knightley masters. They are highly devout to their lady of the lake, and are deeply built on the Arthurian legend.
The faith in the lady of the Lake is clearly an example of perhaps a more anglo saxon version of the christian faith, but a christian faith nonetheless. To the fact that there have been several crusades from Brittony to the Fantasy Middle East of Araby, One specific crusade drove the Arraby sultanates out of Estalia, the fantasy Sapin, clearly mimicking several specific historical events.
To he south are two non playable factions of Fantasy spain and italy, and while they are mentioned in the stores and lore are they not very present in the base WF game, but has had more of a presence in the smaller games, mostly as mercenaries or as a counterpoint of actual culture and art compared to the often face and uncivilised cultures of the Empire and Brettonia. It is here that the version of leonardo da vinci comes from, it is here that the renaissance inspirations spring from.
Araby, or fantasy middle east has sadly gotten much of the treatment you would expect from a 1980s british publication written by middle aged white men. Orientalism, turbans, curved swords and a lot of piracy and slavery. They have mostly exist as an antagonist for Brettonia, as well as to add more flavor to the area’s beautiful skeletons and mummies.
Likewise fantasy Japan and China are mentioned and many of the Empire’s more advanced inventions do come from Cathay or fantasy China, as a clear nod to the actual history of the period. Mostly is asia used as a way to allow asian stereotypes to be added to the game, often via the use of other factions such as the Ogres and the Skaven.
There is sadly little to say when it comes to the older versions of the franchise, other than tokenism and borderline racist depictions are as common as you would fear that they are. Ninjas, samurai, jade dragons and Kimonos are all part of the general repertoire. Later the franchise gave more respect to the cultures the area is so clearly based upon. I was for example glad to find that the warhammer roleplaying game very much treated chinese culture and traditions with a fair amount of respect.
In the tabletop game is their previously mentioned inspiration on the other races and nations. Gunpowder has for example originated in Chatay, as has the skill of rocketry. The Skaven and in some more comedic retellings, the Ogres have also learned the way of stealth from the “mysterious far east”. Clan Eshin of the Skavens has particularly adopted this stealthy way of warfare, using disguised positions and throwing stars.
More interesting to this narrative deconstruction is the lands of the far north as well as the south lands of what would be real life Egypt. THe norse lands, sweden, norway and finland are in the fantasyworld a frozen hellscape controlled by demons and other monstrosities, it’s a land of violent men that worship dark gods, a reputation not dissimilar to what the real world norse lands had for a very long time. The norse and their dark gods make up one of the many antagonists of the old world.
The norselands are cold and unforgiving, and tied directly to the corrupted north pole that, depending on edition, might have been corrupted by strong magical forces, or a malfunctioning teleportation device built by a long dead alien race. The norse are described as wild, cruel and uncultured. They are brutal and violent and spend most of their time raiding or feasting. The gods too are cruel and unforgiving, and it is these gods that present the setting with its biggest threat, for if they ever manage to break free from their frozen prision will destroy the entire world.
There have been some attempts to humanise the Norsemen, claiming that only the most extreme and violent of the Norsemen follow the Chaos gods or go on raids and plunderings. A description that many modern historians would most likely agree with. Only the rich and the influential were ever allowed to travel on the real life viking boats, and only they were allowed to share in the plunder.
To the south in the northern part of Africa lies the land of the undead, a land of mummies and skeletons, cursed by the evil warlock NAgash to forever exist in a parody of their former self. The connections to real life Egyptian aesthetics and to some form Egyptian mythology is easy to see. Though it is interesting to note that the motivation between the mummification of real life and magical Egypt are rather the opposite, while the real life pharaohs adored life, their warhammer counterparts instead fear death.
The undead are roughly separated into two distinct facets, the Tomb kings and the Vampire counts. Tie first was primarily seen as unwilling servants, and only the most powerful of their kind were ever able to gain any real sense of sentience and agency in death. This has changed somewhat in ToW. The tomb kings have also been given more goals than simply existing and protecting their tombs as was their goal in the older editions. The Tomb Kings of ToW have empires, kingdoms and their rules have plans and wishes of their own, even human and other mortal servants to do their bidding.
The second faction of undead, the Vampire counts are as the name suggests, humans that have turned into vampires. Now these vampires has their origins within the lands of the Tomb kings in the narrative. The vampires of warhammer fantasy follow a lot of the tropes that exist within other vampire lore and fiction, but still mostly manage to create their own niece within the genre.
The Von Cerstenis being the most clear example of iteration with their obvious inspiration in Dracula as well as other gothic literature and art. being pale, handsome and dark haired, and ruling from crumbling castles decorated with gargoyles. The undead is something that I will return to later in this series, as they are worth their own spot when comparing them to their AoS counterparts.
Who gets to be a human, and who gets to be a monster is an interesting conundrum in many fantasy settings, Warhammer fantasy included, as while the warhammer world is filled with humanoid creatures, and most, if not all are inspired by real life human cultures. There are only a few of them that get to be humans in the setting.
As I mentioned before are there a clear that there is a western bias to the ones that gets to get to be human, but interestingly enough is the same true for the human cultures that has had a direct relationship to medical europe, China boeing a big trade partners, and the islamic middle east being a trade partner and foe during this time. While technically humans are part of the middle east turned into undead, but still defined as humans. The other factors are distinctly humanoid and still culturally compared and related to other human cultures. Next time we will look at how the humans in Aos have changed and become involved.
Warhammer fantasy has existed for decades in one form or another. What started as a roleplaying game with models and rather simple and generic fantasy settings has transformed and morphed with time into something very unique indeed. In a series this old, and with so many creative voices is it inevitable that changes happen. It is these changes that I am interested in, what changed and what have stayed the same.
The Warhammer fantasy franchise has recently taken the stance of having it both ways. Keeping the old and making the new. This is a rather strong contrast to how the company looked at Warhammer Fantasy when Age of Sigmar was first released, where more of a scorched earth approach was implemented. This was true both in the product line, where many options disappeared, as well as in the universe where the old world was literally and metaphorically destroyed.
This has had several explanations, ranging from a need to unify the narrative and to make sure that Games Workshop owns the copyright to all their model lines. This has historically been a problem as the warhammer franchise has involved a lot of generic fantasy terms like Orcs and Elves.
Similar changes have been done by several other franchises, for example did DC comics wildly simplify their extended universe in their series Crisis on Infinite Earths. Disney after acquiring the rights to Star Wars also drastically changed what texts were considered to be in the official canon, and what texts were considered to be in the Legends canon. In the narrative are the legends texts supposedly tall tales. In a meta sense is this a clear delineation of what is considered to be part of the marketable and saleable part of the franchises, and what will continue to be supported.
In this series I will return to my roots and analyse a series of texts given out by games workshop. Rather than making another breakdown will I this time focus on themes and settings as well as to try and set the series in a wider concept of fantasy and mythology. There are two distinct iterations of warhammer fantasy, and I aim to explore both of them in my series going forward.
First is the Age of Sigmar series, the largest departure from the classic elves and dwarfs fantasy of the past, with a clear cut from the past and making something that is wholly unique to the franchise. The magic is more abstract and the factions more extreme, the world is sundered and reality is warped. The setting is now made explicitly with the idea of marketability and copyright in mind. Creatures like Orks are now called Oruks, and a lot more care and time has taken in making sure that the races, nations and species present in Age of Sigmar are nor solely copies of other fantasy tropes, or asd was often the case in WF, a blatant copy or simplification of a real life culture.
The world if AoS is made out of realms, all that have their own rules and are governed by special kinds of magic. In order to travel between the realms one must use special gateways or risk the perils of the warp. This is as a result of the catastrophic disaster that sundered the old world into pieces. It is interesting to note that there once was a grand scale campaign played through hundreds of official matches of warhammer fantasy to decide the fate of the word world. IN that game the good side won and the world stayed intact.
The setting has indeed done a lot to reinvent the setting, and a lot of genre bending writing has come from the setting. To understand the genre defining changes and their implications must the reader first understand where the genre comes from.
In order to give this context I will also analyse and discuss the Old World franchise. The Old World series is a return to the old and more traditional setting of the franchise. WHere humans lived in either an exaggerated version of France or an even more exaggerated version of the Holy Roman empire. The empire is a land of olympus humans and poor and desperate peasants. It is a land of innovation and superstition. A place where you are just as likely to meet a town witch or seer as you are to meet a powerful steampowered tank. Bretonnia is likewise a land of grand contrasts, being primarily a parody of the glorification of the noble times of swords and dragons described in myths like the war of the roses and the Arthurian myths. In fact despite the fact that Beroettonia is clearly set in France, or brettony is the setting itself heavily inspired by the arthurian myth, down to the lady of the lake and the grand templars of the round table.
Dwarves and Elves are both present in the OW and share a lot of appearance with their Tolkien counterparts. Two things are distinctly different, the first is that they both have a distinct satirical side to them. The Dwarves are petty, long sighted and rather boring, the ELves are apathetic, selfish and condescending to everyone else.
The OW is inhabited by many strange and magical creatures, primary of them are the Ogres, Orcs, goblins and lizardmen. The Orcs and goblins primarily keep their role as general antagonists and destroyers that can be found both in classic mythology and in contemporary fantasy, their big twist being that they are part fungi, and grow out of fungal patches.
The Ogres are located geographically in what would be real life Mongolia, and are described as dumb, greedy and gluttonous. A description that is not made with the fact that the earlier Ogres was often described as having thick eyebrows and distinct pointy mustache.
The Old World title is a reference both to the fact that the series is set in the old Warhammer setting that was destroyed in the Age of Sigman franchise, as well as the fact that Europe in the old Warhammer setting was called The Old world. This old world is a clear and apparent translation of Europe, and much of the warhammer world is set in an allegory to the real world, with mixed results.
I will discuss both these series in the light of what was once called Warhammer Fantasy. In order to make it easier to differentiate will I dub Age of Sigmar AoS the old world OW and the original warhammer fantasy WF. Warhammer fantasy has in and of itself gone through a large number of iterations, one of the more interesting changes being a distinction from its Tolkien inspired roots, as well as a larger focus on humor and satire.
There is a clear theme of political and social commentary and comedy in the many factions of WF, especially the humans are more often than not painted in a comedically pathetic and backwards way, strongly contrasting the actual often uncultured and simple ways of even the highest of nobles with the grand and culture image that the nations like to present themselves as. There are these differences and similarities that I aim to analyze in this series. I will begin with analyzing and discussing how humanity is described in ToW followed by AoS, finishing with a discussion on who gets to be human, and who gets to be a monster.
This chapter will discuss how the Orks points of view turns atrocities and horrific events into darkly comedic situations using context and dramatic irony. The primary role of the Orks, besides their use as a constant antagonist to the major point of view factions humanity, do they also serve as a form of comic relief. The Orks are often featured in comedic cartoons and comics, and the narrative that follows them as the major point of vire characters are always centered around comedy and more often than not, slapstick.
I discussed in earlier chapters that the Orks are not affected by warfare and strife like any of the other races are. To them mortality is not something to consider or worry about, and war is nothing but a fun and exhilarating adventure. This mentality allows the reader to temporarily join the Orks in this mentality via suspension of disbelief. Note that this narrative form seems to mainly be used against other Orks, where both sides of the conflict are equally as unfaced by injury, trauma or death.
The Orks are furthermore described as having little to no empathy for the suffering of others, and when they do show concern for another, or even save another of their kin, it is always a close friend, and the interaction is soon forgotten. Lastly, are the Orks shown to be irredeemably violent, destructive and by most definitions evil. This description makes it easier for the reader to laugh at the struggles that the Orks suffer and are subjected to. Games Workshop primarily uses the Orks as a comedic foil in this manner when they are facing other military forces, or other foes that are capable of fighting back in one way or another. An Ork act of genocide of civilians or any similair atrocities are mostly described as the tragedy it is, and the image of the comedic relief is instead replaced with that of a faceless, remorseless murderer.
For an Ork, there is little to no difference between besieging a planet, and fixing the rear axle of a truck, both are equally pedestrian in the lives of the Orks. This, if anything, shows the mundanity that warfare takes up in the lives of the Orks.
The Orks are given an eternal can-do attitude, and endless energy. They are not describe as being dumb, just short sighted and overly eager. The first solution is always the best, and that solution is often poorly thought out, dangerous and most importantly, funny. It is easy to draw parallels between the Orks shortsighted plans of, for example ramming a rocket in to the side of a wall before firing it “to make sure it hits”, and the convoluted antics of Tom from Tom and Jerry, or the Calories from Loony Toons. The audience’s knowledge of the inevitable failure, contrasted by the character’s ignorance is where a lot of the comedy comes from in this form of comedy, and the buildup is just as important, if even more so then the finale.
One example of such logic comes from the Ork campaign in the game Dawn of War 3, where the Orks after building an enormous gun, realized they had no way to bring it back. After realizing that the gun was not properly secured and would violently jump every time it was fired, the logical solution was to simply shoot it all the way back to the base!
This kind of mentality and the situations they create is at the base of much of the comedic relief that the Orks bring to the setting. By approaching each task, regardless of how bloody, painful and pointless with a sense of pure enthusiasm, do the Ork work as a great contrast to the otherwise bleak, hopeless and dread filled setting of Warhammer 40k.
The concept of dramatic irony pertains to the idea that the reader understands things that the characters in the narrative do not, or have information they are not allowed to have. This allows the reader to make connections that the characters in the text are robbed from making. This narrative device is often used to underscore tragedy or tension.
Much of the comedy, as well as the drama relating to the Orks lies in the fact that the Orks can never truly understand the pain and suffering they are bringing on to the rest of the universe. Likewise are the rest of the races in the franchise unable to grasp the logic and emotions behind the Orks’ seeming acts of random and unprovoked violence. This tension between viewpoints, and the lack of information that each faction has about their opponents is what drives most of the drama of the setting, and as I have shown with the Orks, also the comedy.
By presenting the Orks in the way that Games Workshop does, can they inject an element of comedy, if not a decisively dark one, without sacrificing the grim and depressing tone that permeates most of the franchise as a whole. It can be argued though that the series of Warhammer 40k has gotten less deliberately comedic and more serious in tone as the franchise has gone on.
The flexibility of the Ork depictions allows them to be used as both a comedic foil, and as a horrifying threat as the narrative needs it. I am aware that the Orks are far from the first, or the only way that slapstick and dark humor has been used this way. The Orcs in the Peter Jackson films for example both play the role of primary antagonists, and foils much of the movie’s comedy. While many of Warhammer 40,000’s characters and themes can become comedic by the nature of their grandness and extremeness, I would argue that the Orks is the only place where this is done fully intentionally.
Next chapter will conclude this part of the series, as I will combine all the parts of the Orks as a narrative device and set of characters, and combine them into a unified whole.
Modern facism is intrinsically linked with futurism in their love for violence and glorification of warfare. Power and the subjugation of the week are also concepts that both movements share. These are ideals that can be found amongst the Orks.
I will not dive too deeply into either of these movements in this chapter, and I will mainly show enough evidence to present certain similarities between the Orks in Warhammer 40k and the aforementioned movements.
I want to start with specifying that my arguments here are somewhat of a simplification of the movements and their motivations. There is for example, an anxiety over economic and cultural values being diluted that exists within facism that have little or no direct links to the Orks. Futurists, and fascists alike like to point towards a corruption in the current system and a need for change that is not present in the Orks, as the Ork society itself is already in constant flux and change.
Depictions of Orks tend to reflect some elements of Italian futurism. Italian futurism was founded and spearheaded at the beginning of the 1900s by Filippo Tommaso Marinetti and some like minded artists in order to escape the decadence and corruption they saw in their society. They believed that the past had forever entrapped their nation in a state of stagnation and decay. They saw ruins of ages past, and museums dedicated to old masters and they despaired. The Orks do not make history, and have no interest in preserving their own or others. (Games Workshop. 2014, Rye. 1972)
The futurists, as their title entails, praised the future and a forward motion, and despised the past and traditions. A purist futurist would burn all the world’s museums and exhibits, and would expect their followers to do the same. The new world was one of automation, speed and war, of thrills, fast cars and big guns. The future was for the bold, strong and young. The Orks are likewise obsessed with guns, fast machines and loud sounds. (Games Workshop. 2014, Rye. 1972).
The speed and novelty of the car and motorbike is something that tends to appear in Futurist art. Futurist art tends to display the glorification of these machines, and most specifically for the speed it provides. One needs only to look at the Futurist manifesto to find several examples of the joy of speed and the allure of industry. The power that comes from driving a large, fast or powerful machine, or from the heavy industry that takes part in its manufacture, the Orks are likewise obsessed with speed and machinery. (Rye. 19722)
The thrill of speed and loud engines is something that fascinates the adrenaline hungry Ork. The Speed freaks are the most prevalent example of the Orkish need for speed and the allure of the reave of engines and the smell of gasoline. Like many other of the Ork, and Futurist obsessions does the love of machines steam from the sensation of adrenaline, danger and power that they exude. This is particularly true for large, fast or otherwise dangerous machines. (Games Workshop. 2014)
The Futurists despised pacifism, moralism and what they weakness in any form. Many times this was professed through their love of weaponry and war. It was only through the conquest and killing of the weak that the strong may rule. But more importantly, the act of wanton destruction and violence was in and of itself, an expression of art and freedom. (Rye. 19722)
The links to the war hungry and weapons obsessed orks is not a difficult one to make. Just like the futurists, the Orks also seek war for its own sake, and destruction for the joy of it. The act of shooting a gun, or burning down a building is very much seen as expressions in and of themselves, and acts that are enjoyed not for the outcomes they bring, but rather for the joys of performing them. (Games Workshop. 2014)
A grand statement of the Futurists was their object hatred of the past. To burn down the libraries and museums of the past, to let the foundations of the old cities were seen as ultimate expressions of freedom, and a way to lead humanity into the future. The Futurists lived for the future, yes, but more importantly they lived in the present, and they embraced the fact that one day they too would be discarded for the future generations. (Rye. 19722)
While the Orks do not have an outspoken hatred for the past, they do not spend much time or energy in preserving it. Besides some storis and legends carried by the Runtherders, an Ork profession dedicated to slavery, are they not described as creating any lasting monuments, cities or works of art. An average Ork is described as being a creature of the present, rarely having a plan further than to his next meal. They live purely for the moment, and for the violent and turbulent experiences of the present. (Games Workshop. 2014)
Orks often end up destroying and burning the past of other races in their conquests, many of who have their own relationship to their past. The Eldar as described earlier are representations of a bygone age, of the glory of the past, a trope depicted by the Elves first in Tolkien’s works, and then in later fantasy novels that followed in his wake. Humanity is depicted as being in fear and reverence of their past in equal measures, and the Necrons are creatures of the past brought into the present. In other words, does the Orks not necessarily follow the Futurists hatred for the past, or their wish for its destruction, but their actions non the less leads to these goals. They are an expression of Futurist goals, if not intentions. (Games Workshop. 2014)
It is impossible to speak of the Futurists without mentioning gender. As the astute reader have already noticed does the interests of the Futurists, and the Orks fall within activities that would in the 1910s, as well as today, fit into a stereotype masculne stereotype. The love of war and guns, the need for speed and industry are all traits that are labeled as masculine. The hatred of the femenine and as a result, the queer is something you once again only need to look at the Futurist manifesto to find. To detest women and feminism is clearly and overtly stated as one of the primarily goals of the Futurists. Womanhood and femininity is seen as weak, nurturing and pathetic. One of the Futurists dreams were to device a way for many to be able to reproduce asexually, without the need of women. Creating an unbroken line of voulent, adrenaline hungry men. (Rye. 19722)
While the Orks are not openly antagonistic towards women, they are described as despising many of the traits stereotypically related to women. Empathy, emotions and softness are traits that are often given to the Orks enemies, by the Orks. More importantly are the Orks all depicted as masculine, being referred to, and referring to themselves as He. The Orks also reproduce Asexually, once agian expressiong Futurist goals, if not intentions. (Games Workshop. 2014)
Many of the same questions and goals that drove early Italian Futurism also came to drive both German and Italian facism during world war 2, and beyond. The ideas of facism has been discussed in the Imperium of man segment at large, but I will go over some of the points again here, as I relate them to the Orks.
One of the founding tenets of facism in its many forms has always been, the fact that might, gives the right to rule. While this might be physical in the case of the Orks, this is not always the case. This might come from perceived breeding, intelligence or ideology. The important part is that a group uses a perceived superiority to control another, and that it is the fate of said group to be ruled by their supposed supperiors. (Nathan Crick. 2022)
The Orks, as I have shown, is a highly hierarchical society that uses violence and intimidation to keep those under them in line. It is quite literally the rule of the strong. Orks do not care for intelligence, carisma or vision in their leaders, only strength, brutality and fearlessness. The Orks are described as being instinctively receptive to follow the biggest, meanest and strongest of their kind. (Games Workshop. 2014)
In order to have a society of might, you must have clear definitions of a we, and a them. In order to have a superior class of rulers, there must always be an inferior one to be ruled. This distinction is the basis of many alt right movements, the Italian fascists included. In order for the ideology of facism to truly work, there must be an eternal enemy, an eternal theme that We can show superiority ovcr. For a facist narrative to work, they must first present an in group of the We. Most often is this we took the shape of a nation state or a specific political organization (Nathan Crick. 2022).
Facism often grows in the wake of discontent and worries. The facist arguments works by taking these negative emotions, and forcing them on a real or projected other. Immigrants, national or religious minorities, social and medical others are all common targets for this other (Nathan Crick. 2022).
When it comes to the orks is this distinction is twofold. Firstly there is the distinction of the Orks and the rest of the universe, then there is the distinction between the Orks of different clans, and even Orks within the same clan. Though not ideologically driven most of the time, the Orks seem to primarily use this us and them mentality as a justification to start fights with everyone around them. (Games Workshop. 2014)
As mentioned before, does facism in its many forms need an enemy to show its superiority over. This always necessitates an eternal war or struggle against this other. In order to unite the we, there must, scoring to facist rhetoric, be a they to unite against. To be superior, there must be an Other than can be inferior. Facism can not last without an enemy to fight. There can, in other worlds never be a peace, as peace would imply that there is no longer an Other to use to put the self in relationship to. If an external enemy can not be found, I would argue that an internal one needs to be created, something that we have examples off in Nazi Germany, but also Stalinist Russia.
The Orks are quite literal in this sense, as they can not thrive, quite literally, without being at war. The concept of peace is not only undesirable, but utterly outside of the Orks world of understanding. Life is strife and war, and fighting, there exists no peace, only periods where there is currently no fighting happening. (Games Workshop. 2014)
When the Orks can not find an external enemy to fight, they are more than happy to fall upon each other in civil wars, vendettas and enslavements and destruction. Due to the ways that the Orks are described to work, does this lead to a net positive for the Ork society as a whole. The Orks are in other words proof that, at least for them, the Facist doctrine does work, war and strife, where the strong survive, is truly the only way towards success as a civilisation.
A grant part of the facsit mythos is the idea of a divine, or preordained destiny, of the We. A destiny to rule all others. For example did the nazi ideology in based on the concept that the Germans were the rightful inheretor of the Arian race, and are destined to rule al of the Euriasuan continent. Divine destiny is something we have discussed before, and I indeed dedicated an entire chapter to the concept when discussing the Imperium of man. Many movements, be they religious, like the Crusades, or secular like the European colonial projects, have used the justification of a divine or otherwise preordained plan to justify their atrocities. (Nathan Crick. 2022)
The Ork version of this is known as Ragnarork, the myth that one day we’ll all of the galaxy be covered in war and strife, and on this day the Ork gods will materialize into the moral realm and lead their children to ultimate victory. The Orks, as most of the other factions in the franchise, see themselves as the galaxy’s true and justified ruler. (Games Workshop. 2014)
As I have attempted to show in this chapter, do the Orks follow or live up to many of the Facist and Futurist aspirations, while not always having the same motivations. The Orks live the life of a warrior and destroyer, while existing within a deeply structured and hierarchical society. Many core concepts liek asexuality and eternal conflic ois something that is fully, and intricate built in to the Ork society, and the Ork as an individual.
My second goal with this chapter was to introduce the reader to a deeper understanding of both Facism and Futurism, as well as to point to how these two movements are linked with each other. As facism, and its justification is a big part of the Warhammer 40k setting, especially when it comes to the Orks and to the Imperium of man, is it vital to have at least a surface level understanding of these concepts.
Games Workshop. (2014) Codex Orks 7th Edition
Nathan Crick (2022). The Rhetoric of Fascism [Elektronisk resurs]. University of Alabama Press.
Rye, J. (1972). Futurism. London: Studio Vista.
This chapter is meant to be an introduction to those of my readers new to the franchise. This series will focus on the seventh edition Orks, to keep with the rest of the series continuite. These Orks do look a bit different from their modern counterparts. This notroduction will be crucial to understand the rest of my arguments in this series. I will make plentiful references back to this chapter throughout this mini series, so feel free to return back here whenever you need it.
The Orks are some of the primary antagonists of the Warhammer 40k setting, an ever present evil that forever threatens the other races with their warfare and raiding. Described to be one of the oldest races of the galaxy, the Orks were with the Necrons and the Eldar at the beginning of the beginning of the history of the Warhammer universe. The Orks are described as being genetically engineered by the Old Once, woh created the Orks toghter with the Eldar to fight the tyrannical Necrons. The Old Once play the role of the predecessor trope, common to many sci-fi settings, as well as conspiracy theories. Notable examples are the Alien series by Ridley Scott, and the Old once in HP Lovecrofts series, a source of inspiration I have mentioned earlier in this series.
The Orks are described as being musculair built with very little body fat, no hair, and with a height that would outstrip a human if they “would just stand up straight”. They have small red eyes, almost non existent noses and the huge sharp teeth of a predator. Everything in the descriptions of the Orks physical appearance aims to convey the sensation of a creature breed to kill. The are for all intent and purpose, purebred killing machines. The Orks are secribed as reproducing asexually, and reproduce by relesing spores in to their environment throughout their lifetime.
Furthermore the Orks are depicted to get stronger from the strife and pain they endure. More specifically, Orks grow stronger, bigger and tougher from the act of violence, be it a bar room fight with another Ork or a prolonged firefight with an alien army. All these sensations of violence are described to be highly beneficial to the Ork in question. Even the act of preparing for a violent act, such as making weapons or preparing once armor is described as beneficial to the Ork. The fact that the Ork, unlike most of the galaxy, requires this form of activity to remain strong and healthy, is the basis for much of the setting’s conflict, as Orks has no real choice then to seek out conflict wherever they can.
As mentioned above, are Orks dependent on a steady diet of foolhardy violence much in the same way as a human is in need of food and sleep, and will go to great lengths to acquire this stimuli, including taking any opportunity to start a brawl with a fellow Ork. These acts of random bloodshed would make the Ork society highly self destructive if it were not for their toughness and positive reactions to violence, as well as their instinctive desire to follow those bigger and stronger than themselves.
The Ork society is deeply rooted in the notion that might makes right, and it only seen as natural that the bigger has the right to boss over the smaller. In the hierarchy of the Orks, there is almost always someone smaller than you to bully. For each large Ork there is a smaller Ork, and for each smaller Ork, there is a Gretchin etc etc.
Much of what an Ork knows, and believes, he gets directly from his DNA. An Ork is predisposed to have certain traits, such as a need to go fast, or have an unquenchable thirst for looting, depending on what faction that each individual Orks grew from. Ork experts, such as engineers and medics are also born with a rudimentary knowledge of their craft, that they can later improve by experimentation. While the Orks have specialists, the most prominent fields being engineering, and medical care, much of their advances in technology and science are described to be due to their ability to will a certain reality into existence.
I have discussed in earlier chapters the concept of the Warp, and the psychic energies that flow from there. While humans and Eldar are able to directly affect and direct these energies, are the Orks not as much in control of psychic energies, as they exude them. The Orks are described as creating a sphere of energy around themselves that subtly changes reality to what the Ork in question believes it to be. For example, does many Ork guns work, partly because the Ork wielding it believes it to work.
The Orks are in other words projecting their own reality onto the “objective” reality around them. The extent of this ability varies from edition to edition, and writer to writer. In some cases is this psychic power able to make any form of machinery work as long as they roughly look the right shape. In other cases does this ability simply provide the last push needed to get a barely functioning device or weapon to work.
A large quantity of Orks has the ability to draw others to its kind, if they happen to be part of a particularly intense battle, or if a particularly powerful leader is preparing an invasion. This combined invasion, colonization effort and sacred war is what’s known in universe as a Waaagh!. Many narratives are started, or fully driven by the arrival of a Waaagh! on a planet, or in a star system.
Lastly, I will spend a little time discussing another point that makes the Orks such an interesting antagonist and driving force of the Warhammer 40k franchise. I mentioned before that the Orks reproduce by leaving spores to create new Orks, but this process creates far more than just Orks.
At first this process will only create more mushrooms, large fields of them in caves and other shaded areas. These mushrooms will form the basis for the Ork diet, as well as provide everything from fuel to medicine to alcohol. Next comes the Snotlings, weak miniature Orks whose only purpose is to tend to the mushroom fields and the squigs that form alongside them. Squigs are aggressive reptilian creatures that form all manner of functions in the wider Ork society, from food to tools, these creatures make the backbone of the Ork ecosystem.
Following the Snotlings and Squigs are the Gretchin, larger creatures that share many of the tropes of a fantasy goblin (source), in that they are malicious, greedy and not very smart. The Gretchin function as the slave class, making everything from builiding shelters and carrying supplies to making breakfast and shining boots.
Lastly does the Orks emerge, taking the longest to form. When they do emerge, they do so to an environment custom tailored to their comfort and approval, with food, medicine and servants enough to focus all their time and energy on waging war on anyone in their reach. The Orks are in other words, not only designed perfectly to fight, but their entire society grows organically to make sure they can spend all their time doing so.
The information in this chapter will form the basis of my analysis into the world of the Orks in Warhammer 40k. This chapter is not meant to be exhaustive by any means, and as usual if you wish to get the full experience I suggest you go and read the source for yourself. This rundown is simply meant to give enough background that a reader with no prior knowledge of the setting will be able to follow along with my reasoning and discussion.
Next chapter will focus on the ties between Facism and Futurism, and how both cultural movements can be seen within the depiction of the Orks in Warhammer 40k.
Games Workshop. (2014) Codex Orks 7th Edition
This chapter will serve as an introductory chapter to the Orks as well as to the concepts I will discuss in this part of the series. Because the Orks are the ever present antagonist of the franchise, as well as somewhat of a comic relief, I have decided they are worthy of their own series altogether. Each of the topics presented in this chapter, will have their own fully fleshed out chapter later. The reader is free to jump to whatever chapter they find the most intesteresting, but they are written to be read in order.
In this second chapter I will outline everything needed to be able to follow along with the rest of the augmentations I will make in this series. If you are already familiar with the setting of Warhammer 40,000 you may want to skip this chapter, as I will be retreading a lot of familiar ground.
This second chapter will focus on the in universe description of the Orks physiology, history, society and quirks. Their faith and strange abilities to seemingly warp reality will all be covered here. The Orks are described as power hungty, murderous monsters who lives only to kill, burn and destroy in the other factions narratives. In their own narratives they are described as being driven by pure need for adrenaline and action, for fast cars, guns and violence, something that I will show ties them closely to futurism.
The Orks furthermore are driven by absolute certainty in their own greatness and invulnerability. Each individual Ork is fueled by an absolute sense of self, and the deep rooted belief that he alone is the greatest, not only amongst his kin, but amongst every species in the galaxy. The Ork race as a whole see themselsves as the true masters of tue universe, and this belif justifies them subjecting and murdering as they see fit, a traits they share with the Imperium of man, even tough their flavour of facism is somewhat different.
Facism is a common theme within the Warhammer franchise as a whole, as seen in my series on the Imperium of Man, a militaristic empire run on cruelty and xenophobia. Facism, being the ideology that the mighty and the strong have intrinsic rights to rule over the weak, for if the weak were strong enough to rule themselves, they would not have been subjected. The ideology of might making right is something that is deeply tied to the Ork narrative of Warhammer 40k.
One of the defining features of facism, and similar movements, is the need for an Other. The concept of the Other is one I have discussed several times before on this website. In short teams, the other here is defined as something or someone that exists outside the self, and can as a result be used to define what self is not. If the othter for example is weak, the self is strong, if the other is dumb, the self is wise.
The artistic tradition of futurism is one that fascists of Europe lashed on to, arguably at least at the beginning of the 1930s, before they became too rebellious for the status quo of the ruling parties. For, as I will discuss later in its dedicated chapter, is futurism, at its heart, an ideology of change. Formed out of the frustrations of stagnation and cultural and political corruption in 1920s Italy, Futurism aimed to throw off the old, scorch the land, and build the new on the burning ashes, only to have their predecessors repeat the cycle.
As mentioned before, does the Orks often serve as dark comic relief to the rest of the otherwise melancholic setting. The Orks provide a dark variety of slapstick and brutal comedy, often in the form of dramatic irony. As I have hinted before is the Ork presented in their own texts, rather different then the one presented in the other races narratives.
This is predominantly down to dramatic irony, a narrative device where the reader of a text knows more than the characters in said text. In this case, the irony comes from the fact that the reader knows that the Orks, and the rest of the characters see the universe radically differently. The Orks have no concept of mortality and death, they feel very little pain, and grow stronger, smarter and overall healthier by fighting, much in comparison to any other species, who rarely comes away from a prolonged fight without losing something.
In the last chapter before the conclusion I will shortly discuss the idea of an eternally irredeemable foe in fiction. Be it the droids in Star Wars or the zombies in Night of the living dead movies, are vital for the genre of action to function. The audience needs an unambiguously evil force that the protagonist can dispatch with impunity. Tolkien mentioned in his letters that he struggled with his rendition of the Orcs, wanting to give them humaninsing traits, but yet seeing the need for a foe that the heroes could strike down in vast numbers, without becoming villains themselves (Tally, 2010).
The Orks with their monstrous physique, absolute lack of empathy and morals, as well as their obsession with violence and guns makes them a perfect foil. The fact that the Orks themselves do not suffer in any real way from being hurt, or even killed, furthers their role as a perfect fodder for the protagonists of the franchise as a whole.
The next chapter will give the reader an in-depth presentation of the narrative threads and important characteristics of the Orks within the wider franchise. This will allow me to present more deep and nuanced topics, without needing to pause to explain context.
Tally, Jr., Robert T. (2010) Let Us Now Praise Famous Orcs: Simple Humanity in Tolkien’s Inhuman Creatures, Mythlore: A Journal of J.R.R. Tolkien, C.S. Lewis, Charles Williams, and Mythopoeic Literature: Vol. 29 : No. 1 , Article 3.
Available at: https://dc.swosu.edu/mythlore/vol29/iss1/3
Ancient Egypt has for decades inspired modern man with their mystery, and seeming fixation with death and reincarnation. The mystery hieroglyphs and monuments of this long lost civilisation has inspired fantasy, horror sand sciense fiction writer since the early 1800s. In this chapter will we delve in to the origins of these tropes, as well as some examples of the tropes that eventually led up tot he modern interpretation of the Necrons in the 7th edition of Warhammer 40k.
until the discovery of the Rosetta stone was the texts of the ancient Egyptians a total mystery to the western researchers and archaeologists, as well as the general public. The strange animal headed gods, the mummified remains and the ominous structures and tombs awoken something in the public consciousness of the general public of the time. The text The tomb by Edgar Allan Poe, as well as numerous texts by HP Lovecraft al played on these new fears and fascinators.
The pop cultural fascination with ancient Egypt have not waned since then, and lived on trough several movies, comic books and physical and electronic games. Most relevant to this text is the faction the Tomb Kings, found in the Warhammer Fantasy franchises, also published and produced by Games Workshop, the creators of Warhammer 40k. This faction draws some clear and obvious inspirations to real life Egypt, as well as many of the theories of earlier theories of Egypt. Much of the faction, as the title suggests is based on the Egyptians connection with death and mummifications, as they are a faction made fully out of undead retextures, and hailing form a civilisation that is described as being obsessed with the quest of overcoming death. Note that these are themes that can be found in the Necrons as well. The Tomb kings are worthy of their own text eventually, as they share some interesting ties to real life events, as well as old cultural fears of orientalism and the great Crusades. The Tomb Kings, as well as the Necrons both play with the idea that some secrets are best left in the earth, undisturbed.
The idea of forbidden or dangerous secrets being buried by ancient lost civilisations is far form a new idea. From aliens and interdimensional creatures, to mycological monsters and fey, it seems that the idea of predecessor civilisations and deities have seemingly haunted the human imaginations for as long as ruins could be found. A well known myth is the idea of the pharaohs curse, once again originating in Egypt, where the texts found inside tombs of pharaohs believed to be wards designed to cure intruders. These texts were later translated and found to be used to primarily ward off evil spirits, and not mortal invaders.
Arriving on an alien seminally deserted planet, only to later find out that it is indeed filled with ruins, and possible remnants of a possibly malicious alien race is a common sciences fiction trope. The Necrons follows in this reach cultural tradition by presenting them as a poorly understood, and previously overlooked danger from the past. As discussed in the Adeptus Mechanicus chapter, the world of Warhammer 40k is one full of buried dangers and secrets bet lost in the past. The Necrons furhter cements the universe as a cold, pitiless and dangerous place for humanity to explore.
The the human factions the Necrons has, at least until the ninth edition (a topic for a later time), been seen exclusivity as an unknowable foe. This role is not their only one tough, and I will here present the main uses that the Necrons fall in to in the wider narrative of the Warhammer 4k universe.
The old foes of the Necrons still live across the stars, most predominately the Orcs and the Eldar. Both of these factions are seemingly created by the Old once with the direct purpose of stopping the Necrons, something they were inevitably unable to do, but of vastly different reasons. The Eldar of the 41th millennium is constantly vigilant against the arrival of their old foes, and will sacrifice much to make sure that their burgeoning empire is safe from these terrors. The Orks on he other hand see them as just another foe to fight, tough just as with the Eldar, they find their technology to digest and complicated to properly loot and incorporate in to their own designs.
From the Necron point of view, these are just another hurdle to overcome, another plague of life that needs to be eradicated form the face of the universe. Many Eldar tales and myths tells about the return of the Necrons as the ancient foes. Many stories centring on the Eldar is indeed focused on fighting the deathless once.
For the races of humanity and Tau, the Necrons are an unknowable nightmare of death and destruction. Humanity in particular, as a result of being the galaxies most prominent inhabitant has met most of the Necrons ire. Humanity has had several traumatic experiences with the Necrons, often leading to the utter destruction of the hapless human populations involved. When victory is achieved it is always at a great cost for the humans involved (Games Workshop 2015). It is easy yo draw parallelises between the use of the Necrons in the Warhammer 40k franchise, and a similar faction from the Start Trek franchise, namely the Borg. Both are positioned as unimaginably advanced mindless creatures with no other interest then to subjugate and destroy their human adversaries. (Paramount Pictures 2002)
One of the more interesting facets of the 40k universe is indeed the sense of intermitted destruction, only held at bay by other, equally catastrophic forces of destruction. The rise of chaos is for example directly at odds with the goals of the Deathless Necrons and the every consuming Tyranids. (Games Workshop 2015)
In this chapter I have presented you to a small number of inspiration and tropes from real life as well as previous fictional works. We have also discussed how their role as an ever present unknowable evil can be understood in relationship to the rest of the narrative. We can see how the mysteries of ancient Egypt, as well as tales of death and resurrection has been an inspiration for fantasy and existential horror, and how these themes eventually found their way in to the Necrons of the 7th edition of the Warhammer 40k franchise. Next chapter of this series will conclude our discussions on the Necrons for now, before moving on to the other existentialist horror of the franchise, the Tyranids!
Games Workshop (2015) Codex: Necrons. Games Workshop
Cavendish, R. (1983). The Black Arts: A Concise History of Witchcraft, Demonology, Astrology, and Other Mystical Practices Throughout the Ages. TarcherPerigee
Paramount Pictures. (2002). Star trek, the next generation.
The ancient enemy of the Eldar, and the Old once, they gave their souls in return for endless life. The Necrons represents an ageless, unknowable evil in the Warhammer 40k setting, their technology so advanced, they seem to have magical powers.
As always will I begin my series with a quick rundown on the major topics series, as well as giving a general overview of what the faction is about. I want to in this series use the Necrons to discuss a few topics, chief amongst them being, the individual and the collective, death and rebirth, the Necrons complicated relationships to their gods.

The story of the Necrons is one of suffering and strife, like many narratives in the 40 universe. Plague and war are themes that runs trough the factions narratives, I will begin this text by giving a short summery of the Necrons in universe history.
The Necrons was once a mortal race, made out of flesh and bones, known as the Necrontyr The race of the Necrontyr is described as a warlike race which short life spans full of suffering and illness. This fate has lead them to developed a burning obsession with death and immortality. They searched outwards towards the starts to find the secrets to life and death. As their armies expanding ever outwards, their kings and priests devoted their times to gain mortality via rituals, research and the great acts of fame and infamy. As their empire grew, the Necrontyr eventually fell to infighting, and it was this division that eventually forced the Necrontyr rulers to find an external enemy to fight. They chose for their foes was the immortal Old Once, the future creators of the Eldar race. The Necrontyr despised that the long-lived and tranquil Old Once refused to share the secret of immortality with the long suffering Necrontyr. (Games workshop 2015)
The Necrontyr greatly underestimated the power of their foes. In an hour of desperation their ruler, known as the Silent king made a deal with ancient and all-powerful gods, known as the C’tan . He offered the the servitude of his entire races, for the gift of immortality, as well as the power to smite their foes. The C’tan offerd the Necrons the secrets of a process known as the biotransferences. This arcane procedure transformed the Silent kings subjects from the mortal Necrontyr of flesh and blood, to immortal Necrons of steel and plasma. This king, known as Szarekh, later realized what he had done to his races, and lead the Necrons against their former masters, managing to break doen the seemingly immortal C’tan and enslave the remaining shadowy forms of their former gods.
In the end, both the C’tan, and the Old Once lay defeated, but the Necrons were to wounded and scattered to continue properly rule their new empire. The silent king Szarekh ordered al his subjects to go in to hibernation, and return only once the galaxy was once again ripe for conquest. (Games workshop, 2015)
the Nercons awaken decades later to find a galaxy infested with new adversaries, as well as old foes. The Necrons awoke scattered, disorganized, and in some cases, quite mad. One of the more intriguing facets of the Necron narrative, is what the passage of time has done to them during their cryosleep, as endless aeons have not left them without wounds. Despite these early setbacks, the Necrons have managed to slowly retake more and more of their former empires Their technology vastly outshining anything that the other races have to their disposal. Here is where the cosmic horror of the Necrons comes from. they are portrayed as an ancient, sleepless race of death machines who have managed killed their own gods. It is not a question of if the Necrons will return, it is a question of when. (Games workshop, 2015)
The Necron society is represented to be built on honour, war and a strict cohesion to hierarchy. The overlords and kings at the top being able to freely pursue any agenda they see fit, while the lowly Warrior and scarabs are little more then an automata, with only middling consciousness remaining.
The C’tan, being the architects of the Necrontyrs transformation in to the Necrons was first lorded as gods by their followers, the Necrons. In return for immortality and power, the Necron would swear endless servitude to their new gods.
The highest members of the Necron society, the priests, researchers and rulers are the only individuals that were allowed to keep their personality, autonomy and memories intact when the when trough the biotransference. In fact, the codex descries how, not only these individuals persevered by their new bodies, and their ambitiousness now freed from mortal fears and desires greatly enhanced their powers.
Many of the Necron worlds are described to have been lost during the season of cryosleep, and even those who have remained intact, have come out changed. Their vital programming irreversibly damaged, and the inhabitants have often awoken with a strained grasp on reality, at best. The dichotomy of madness, and soulless logic is one of many opposing themes that can be found within the Necron narrative. (Games workshop, 2015)
The lesser casts of the Necrontyr were not deemed worthy of being fully transformed, in the same manner as their masters were. Instead only the tiniest bit of each individual was preserved within each Necron Warrior. These Warriors are now traded, stolen, and discarded much like any other commodity would, and the Necron lords regard them with as little empathy as the weapons they carry.
Following betrayal of the C’tan, these once world ending deities split up were, enslaved turned in to mere tools to the pragmatic and power hungry Necrons.The masters had effectively become the slaves. The C’tan of the 41th millennium is used as glorified energy sources for al manner of twisted and horrendous war machines, much to the joy of their Necron captors. (Games workshop 2015)
We once again return to the topic of sciense and magic within the world of Warhammer 40k. We find the same common trend of mixing the terminology of magic, with that of the scientific. Note that much of these descriptions comes from the viewpoint of the enemies of the Necrons, who see their advanced technology akin to mysticism and arcane wonders. (Games workshop 2015)
The levels of technological mastery of the Neconrs is has allowed them to bend the very laws of physics to their whims. They are able to slow down down time, travel to time and space in an instant, or to service possible futures. This power is at once decried as mystical and purely scientific. Nowhere else is this duality made more clear as in the term for the arts of the Necron Scientist use, “techno sorcery”.

Just like with the Humans and Dark Eldar of the Warhammer 40k universe, is technological and scientific know-how bound to a specific, often secretive group of individuals, in the case of the Necrons, the Cryptek. The names of the individuals can either derive from the word crypt, as in the funeral complex, or the term cryptic, as well as the term technology or technician. Furthermore, the rest of the (sentient part) of the Necron society seems to be fully or partially apathetic to how these scientific marvels function, only that they do so. (Games workshop 2015)
The blending of science and magic, as well as limiting knowledge and wisdom of al things scientific and mechanical to a certain small group, often referred to in some form of arcane society, are themes that will return over and over again trough out the Warhammer 40k series. The apparent apathy of the wider societies of Necrons, Eldar and Humans alike, is also a theme that will continue to return again and again. We have already seen the same pattern a few times with the human Tech priests, and the Dark Eldar Homunculi.
The most apparent trend of mixing magic and sciense, when it comes to the Necrons comes in their use of astrology to try and perceive future events, and if possible change them to their liking. The use of astrology is another theme that we have seen both in the Eldar properties, as well as in the Emperors tarot used by human scholars. Despite the Necrons being described as a fully scientific and logically based society, they still follow the arcane rules of astrology. In most occult traditions is this rule known by the phrase “as above, so believe”, referring to the idea that the starts, and the lives of mortals are inexplicitly linked. The happenstance of one will directly relate to the other. The starts guides the life of mortals, just as much as the mortals guide the paths of the stars (Cavendish 1983).
In this chapter have I presented some base concepts relating to the Necrons, as well as some of the thematic Thematic elements they share with the rest of the 40k universe universe. I have presented the themes of strict hierarchies that can be found within the Necron narratives, as well as an ever present focus on life, death and immorality. Like many other factions is the Necrons also a faction of endless war and strife, a fact we will discuss further at a later date. Lastly have I here tied the Necrons to a tradition of deliberately mixing and mystifying technology and sciense, by blending it with images of the occult and mystical.
The Necrons themselves presents an unknowable threat to all life in the universe. An unfathomable ancient spectre that has returned to exterminate all life, and reinstate their proper rule over all. I will in the next Necron chapter discuss some of the Necrons real life inspirations, as well as how they fit in to the wider narrative traditions of sciense fiction.
Games Workshop (2015) Codex: Necrons. Games Workshop
Cavendish, R. (1983). The Black Arts: A Concise History of Witchcraft, Demonology, Astrology, and Other Mystical Practices Throughout the Ages. TarcherPerigee