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Edited by Ghost593835: 6/24/2016 5:44:58 AM
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Warhammer 40k: the warp

The warp is a strange and terrible place. You might as well throw a traveller into a sea of sharks and tell him to swim home as send him through the warp unprotected. Better it is not to let common man travel through the stars. Better still, let him not know such a thing is feasible. Fra Safrane, 5th aide to Navigator De'el. The never-ending tides of the warp's madness The Immaterium (also referred to as the Empyrean, the Aether, the Sea of Souls, the Realm of Chaos, Warpspace or most commonly, the Warp) is an alternate dimension of purely psychic energy that echoes and underlies the familiar four dimensions of the material universe. It is the source of all psychic powers and known instances of so-called "sorcery" or "magic" as well as the home dimension of the Chaos Gods and their myriad daemonic servants. In fact, the terms "Chaos" and "the Warp" are often used interchangeably by those aware of their existence within the Imperium of Man. Superficially, the Immaterium is Mankind's solution to the problem of faster-than-light travel. This function as a faster-than-light medium for space travel is achieved because the Immaterium is a domain of pure psychic energy, with spacecraft navigating between its currents, as in an ocean. The psychic energy that makes up the Immaterium is believed to be the direct result of the existence of sentience in the universe, in particular the intelligent species of the Milky Way Galaxy. Considered to be a dark reflection of the material universe, the Warp is an ocean of chaotic psychic energy, raw emotion given physical form. Stirred by emotion and action, the Immaterium is the true Realm of Chaos, home to the Dark Gods who comprise the Ruinous Powers and their legions of daemonic followers. The Immaterium is also rumoured by many cultures, human and xenos alike, to be the final resting place of the spirits of the dead, and therefore can be considered the "Underworld" of the Warhammer 40,000 universe. Time Displacement The time differences between realspace and Warpspace are quite drastic. Not only does time pass at different rates in both kinds of space, but it also passes at very variable rates. Until a voidship finishes its jump, it is impossible for a ship’s crew to know exactly how long their journey has taken. Time passing in realspace is referred to as real time. Time passing on board a spacecraft is referred to as Warp time. Realm of Chaos The Ruinous Powers of Chaos and their daemonic servants are known to inhabit the portion of the Immaterium often called the Realm of Chaos. Daemons are only able to exist within the Immaterium, unless certain conditions are met within the material realm. The Immaterium is what empowers the daemonic and mortal servants alike of the four Dark Gods -- Khorne the Blood God, Slaanesh the Prince of Pleasure, Tzeentch the Architect of Fate, and Nurgle the Lord of Decay -- and their followers will undertake any action to increase this power and their standing with their unholy masters. Each of the Chaos Gods maintains his own kingdom within the Realm of Chaos, the nature of which matches his own personality and interests exactly. The Realm of Chaos is marked by nearly constant warfare and strife between the daemonic servants of the Ruinous Powers, who constantly scheme and battle against once another in an eternal struggle for dominance that can never be won. The Chaos Gods and their servants are consumed by this struggle and in truth pay very little attention to the doings of realspace, save when the actions of mortals either present a threat to all of the Chaos Gods' continued activities or an opportunity for the Ruinous Powers to enhance their position against one another in their eternal conflict

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  • Edited by Ghost593835: 6/24/2016 5:48:35 AM
    Psykers The extrasensory, seemingly magical abilities of the psychically-gifted individuals known in the Imperium of Man as psykers are powered by the energies of the Warp, and when such power is used, the daemons and creatures of the Immaterium are drawn to the psyker's mind like moths to a flame. Those humans trained in the use of the psychic arts are able to resist such incursion to a degree, but the greatest fear of the Inquisition is the fact that an untrained human psyker of sufficient power can become the target of daemonic possession -- and a gateway for the intrusion of the daemonic servants of the Ruinous Powers into the physical world. Warp Entities The Warp, through a realm of pure psychic energy that is inimicably hostile to all forms of organic life from realspace, is home to its own forms of life, sentient and otherwise. Many of these creatures are not sentient but depend upon the absorption of psychic energies to survive and are thus naturally drawn to the psychic emanations of mortals in realspace whose psyches are the very wellspring of the Empyrean. Such creatures include the Vampire, Psychneuein, Astral Spectre, Astral Hound, and the hideous Enslavers. Enslavers are spontaneously created by the shifting energies of the Warp from the nightmares of sentient species, and prowl the Immaterium like sharks. The Enslavers are able to psychically control other species, forcing them to their will, hence their name. Enslavers are able to control almost any species, even creatures such as Tyranids and daemons! However it is thought that the only race immune to the Enslavers are the Necrons, who have no souls nor psychic presence in the Warp. Enslavers exist primarily in the Warp, but can enter the physical universe like a daemon through the unprotected mind of a human psyker. They are able to do this when three Enslavers band together to form a 'trinity', whereupon they form a psychic bond with their psyker victim. Over the course of the next 2-3 days after contact is made, the psyker's organic chemistry changes significantly, the end result being a living, pulsing Warp Gate, through which the Enslavers travel into the material universe. Enslavers are rather like an octopus in shape, their main body being made up of two roughly circular parts, one on top of the other. They have 8-12 small tentacles protruding from their bottom half, and 2 larger tentacles ending in suckers. On the smaller, upper half of their body, they have a sensory organ sometimes referred to as an 'eye'; this circular organ is normally reddish in colour. Their leathery skin is able to change colour, but is normally a light brown with pale tentacles. But far worse than these creatures are the truly intelligent denizens of the Warp, the Daemons of Chaos. Starships that travel through the Immaterium by use of a Warp-Drive are shielded from attacks by these creatures by their generation of a Gellar Field. Should this field's emitters fail or malfunction, the crew of the ship will be at the mercy of all of these horrors, and will likely be consumed by daemons or become their mortal playthings. The Warp is also the home of the greatest of all terrors, the four major Chaos Gods -- Khorne, Nurgle, Tzeentch and Slaanesh -- who each dwell within a separate kingdom within the Realm of Chaos, the existential embodiments of the darkest aspects of countless sentient species' psyches. Though the Immaterium and the Ruinous Powers are essentially composed of the same kind of psychic energy and the terms "Warp" and "Chaos" are often used interchangeably by those who are aware of the nature of the Immaterium within the Imperium of Man, each Chaos God maintains a primary form that embodies their nature and that is instantly recognisable to their legions of daemonic and mortal followers.

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