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The lore of Warhammer 40K.

Warhammer 40K tells of a human empire spanning a million worlds, ruled in the name of an Emperor who has been dying for ten thousand years, and which has nothing heroic left about it. It is a setting of permanent war, compulsory faith and lost knowledge.

Here is that setting gathered in one place, in the order it comes up at the table. The Imperium and how it works, the institutions that hold it together, the enemies eating away at it, the civil war that broke everything, and the Warp that makes it all possible.

What is the Imperium?

The Imperium of Man binds a million worlds around a living corpse. The Emperor, mortally wounded ten thousand years ago, sits on a throne that holds him between life and death and consumes thousands of human lives every day so that ships can still find their way between stars. Nobody truly rules this empire: vast administrations share it out and watch each other.

Technology is inherited rather than invented, science has become liturgy, and asking the wrong question is enough to make a man disappear. A planet can be bled dry by tithes for centuries without anyone at the centre noticing, and wiped off the map in a night if an inquisitor decides it is lost. It is an empire too large to know itself.

The lore of Warhammer 40K.
© Games Workshop Limited. Warhammer, Warhammer Fantasy Roleplay and all associated names, marks and images are trademarks and/or copyrights of Games Workshop Limited.

The forces of the Imperium.

The Astartes
Space Marines, the absolute weapon

Soldiers altered until they are no longer quite human, organised into independent chapters. They are rare, and called in once everything else has failed.

The Guard
The Imperial Guard, sheer numbers

Billions of ordinary soldiers, raised world by world and sent to fronts they do not return from. They actually win the wars, at a terrible price.

The Inquisition
The Inquisition, watching without limit

Its agents hunt heresy, xenos and daemons, with authority to requisition anything. An inquisitor can save a world or order it destroyed.

The Mechanicus
The Adeptus Mechanicus, the sacred machine

It holds technology and maintains it as a cult, prayers included. Without it no ship flies, and it makes that clear in every negotiation.

The Church
The Ecclesiarchy, compulsory faith

It teaches that the Emperor is a god and shapes the lives of billions. Its armies of battle sisters burn whatever refuses to believe.

The Administration
The Administratum, paperwork that smothers

An ocean of scribes, tithes and archives where a file can be lost for a century. Most tragedies here begin with a clerical error.

The enemies of humanity.

Chaos
Chaos, the enemy within

Four powers born of human emotion, served by traitors and daemons. It is the most intimate threat, because it always starts with a temptation.

The Orks
Orks, war for its own sake

A species that breeds by spores and lives only to fight. Funny from a distance, utterly terrifying when they arrive in their millions.

The Aeldari
The Aeldari, a civilisation in ruins

An ancient, refined people who caused their own fall. They shape the future and will trade a human world for a handful of their own without hesitating.

The Tyranids
Tyranids, the hunger from the void

A swarm that crosses between galaxies and strips a world of all life before moving on. You do not negotiate, you do not flee, you delay.

The Necrons
Necrons, the kings that are waking

A civilisation that traded flesh for metal and has slept for sixty million years. Every tomb that opens costs the Imperium a system.

The T'au
The T'au, a promise too good to be true

A young power offering progress and prosperity to whoever joins its Greater Good. Plenty of human worlds accepted, which the Imperium never forgives.

The lore of Warhammer 40K.
© Games Workshop Limited. Warhammer, Warhammer Fantasy Roleplay and all associated names, marks and images are trademarks and/or copyrights of Games Workshop Limited.

The Heresy, the original wound.

Ten thousand years ago the Emperor was reconquering the galaxy at the head of his legions, commanded by sons made in his image. One of them, Horus, turned against him and dragged half those legions into revolt. The civil war that followed ended before the throne, where the Emperor defeated his son and was mortally wounded.

Everything since flows from that moment. The loyal legions were broken into chapters so none could ever try again, the traitors withdrew into a region of space where time means nothing, and the Imperium froze in fear of its own history. Understanding the Heresy means understanding why this empire would rather burn a library than read it.

The Warp, and what lives in it.

Travelling between stars means diving into another dimension, made of the stuff of emotion and inhabited by things that think. A mutated navigator steers the ship by the light of a psychic beacon fed by the Emperor himself, and a journey can take a week or a century depending on the currents.

Some humans are born connected to that place. They are called psykers, and they are feared, recruited or executed depending on the mood, because each of them is a door something can open. Since a vast rift split the galaxy in two, half its worlds live without word from the centre, under a sky that is no longer quite their own.

Using this lore at your table.

The world
One world is enough to start

A hive, a station, a mining moon. Your players will remember one district and three faces far better than a map of the galaxy.

The scale
Use the scale, it crushes

A million worlds, tithes that take thirty years to arrive. Naming those numbers makes every choice the characters make small and precious.

The patron
Give the group a patron

An inquisitor, a noble, a magos, an officer. They bring the missions and call in the debts at the worst possible moment.

The hooks
Heresy makes excellent hooks

A quiet cult, a questionable relic, a report that does not add up. Almost every investigation here starts with an administrative detail.

The tone
Grim does not mean hopeless

This setting works when small victories cost dearly. Saving one district plays better at a table than saving a galaxy.

The canon
Canon is only a starting point

Forty years of publications contradict each other cheerfully. Take what serves your story and invent the sector you are missing.

Bringing the galaxy to life online.

A setting like Warhammer 40K lives on images: a cathedral of iron, a ship corridor, a plain under smoke. Describing all of it in words alone, session after session, takes energy the game master would rather spend on the plot.

Tomeus brings the backdrop, the music, the sheets and the dice into one window. You prepare your scenes ahead of time, switch image and mood in one click, and your players join from home with their character in front of them, with nothing to install.

Go further with Warhammer 40K.

Go further with tabletop RPGs.

Frequently asked questions.

Do you need to know the lore to play Warhammer 40K?

No. Three sentences carry a first session: a vast, dying human empire, an Emperor kept alive for ten thousand years, and enemies everywhere, including within. The rest is learned by playing, mission after mission, exactly the way the characters find it out.

When in the 40K timeline are games set?

Usually in the forty first millennium, the period covered by the current lines, after the great rift split the galaxy in two. Some tables prefer to play before that event, for a more stable galaxy, and others go all the way back to the civil war at the origin of it all.

Can you play anything other than soldiers?

Yes, and that is where the setting becomes most interesting. An inquisitor's investigator, a Mechanicus tech-adept, a rogue trader, a preacher, a scribe who knows too much: a hive world offers as many plots as a battlefield, often with more tension.