by Max Barry

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Codex Imperialis: First Edition

OOC: Please telegram me what you want or think should be added to the Codex

Dearest Readers,
First allow me to introduce myself. I am Scribe Δ-02 (Delta-Two), employed by the Imperial Archives as an archivist, historian, and clerical worker stationed at the Main Imperial Archive Offices within the Imperial Palace on Terra. If you are a foreigner or even a National Leader, all the main Data Files you have read about the Victoran Empire were likely written by me.

Anyways, I have been commissioned by Lord Chancellor Conrad Tepes to, in his own words, "create a comprehensive guide of sorts in order to educate the normals (Imperial Citizens) and any National Leaders who bother to read this damned book about various things in and about our Universe such as places, people, objects, organizations, terminology, and other stuff like that".

Thusly, I present to you the Codex Imperialis: First Edition..... or what will be the Codex Imperialis First Edition when I finish writing it....

- Scribe Δ-02

Index: Empyrean

Overview

Spiral Empyrean, or simply known as "the Empyrean" is a psychic plane that is parallel to the physical plane that contains the Milky Way and many other Galaxies. During the Anchoring of the Thread, the ancient Time Lords attempted to remove irrationality from the Universe and impose their own physical laws, thus creating linear time and a history with themselves at the center. Through the Anchoring the Time Lords inadvertently created Spiral Empyrean, a psychic plane in which every thought and belief of every being throughout all of time and space (conscious, subconscious, or unconscious) becomes a physical reality. Due to the timeless nature of the Empyrean it has technically always existed, even before the Anchoring even occured.

Within the Empyrean there are no permanent physical laws, things such as gravity, shape, logic, reason, perception, and even time itself are in never-ending flux. There are exceptions however, safe-havens in the Empyrean, areas in which actual constant physical laws exist (some of these havens have similar physical laws to "our" own reality). These areas are referred to as a "realm"

These realms are created from "similar ideas" that have coalesced into a physical location within the Empyrean. For example; "Heaven" and "Hell" are near universal concepts found throughout all of time and space, thus "Heaven" and "Hell" have become real places within the Empyrean (in fact their are several). Realms often take the forms of celestial bodies (such as planets or star systems) within the Empyrean but can also be sector sized regions containing many star systems. Despite the volatile nature of the Empyrean, their are a great number (a seemingly infinite amount) of "safe-havens", some of which are "relatively" close to one another.

Often times, "positive" and "negative" ideas coalesce into Angelic and Daemonic Realms respectively. Individual realms are typically ruled over by a God-like Empyric Entity that "spawned" from the realm at it's inception. Realms of the same alignment have as much variance between them as they have with realms on the opposite end of the spectrum.

The Empyrean is able to influence "this" plane by way of magic. When the Time Lord Rassilon banished magic from the Spiral Politic it ended up in the Empyrean where it proceeded to leak back into "reality". "Psychically gifted" individuals are able to "tap into" the Empyrean and "manipulate Empyric energies" in order to manifest potent psionic powers. My own psychic potential only manifests as "above average luck" unfortunately.

The lead Imperial researcher into the science of the Empyrean is Hayden of the Technoguild, who is stationed on Mars.

Other names for the Empyrean include; Heaven, Hell, Gehenna, the Realm of Souls, the Netherworld, the Immaterium, and many others.

Empyric Travel

Travel within the Empyrean is possible but incredibly dangerous. Empyric Travel is achieved with the use of a psychic "Warp Drive". Using a Warp Drive a Voidship can "shift" from "Realspace" into a "corresponding point" in the Empyrean. Within the Empyrean, a Voidships no longer require Hyperdrives or FTL Engines to travel faster than light (Empyric travel is also much faster than FTL travel in Realspace). To make Empyric travel safer, many ships travel between safe-havens realms, areas in the Empyrean where physical laws actually exist and are internally consistent.

Due to the nature of the Empyrean, a Voidship can exit anywhere in time or space within Realspace. A Voidship can even exit the Empyrean into an entirely different Universe or Timeline. Thus Empyric Travel requires the use of Psychic Navigators who "steer" the ship through the tides of the Empyrean and bring the vessel to the proper place and time.

Another method of Empyric Travel is through a Warp Gate. Warp Gates are mysterious devices of unknown origins. Each Warp Gate is made up of two gate/portal-like constructs, one in the Empyrean and the other in Realspace, that are linked together in order to provide guaranteed travel between the two points. The size and design of each gate varies wildly. Many Warp Gates can be found on planets in Realspace that link to "Haven Worlds" within the Empyrean.

Imperial Merchant and Civilian Fleets do not rely the Empyrean for FTL travel, preferring safer alternatives such as Hyperdrives and FTL Engines. However, Hyperdrives take days to cross the Galactic Disk whereas using Empyric FTL travel a Fleet can cross the Galactic Disk at a point in time before they even departed (the actual time spent within the Empyrean can be much longer). For this reason, Empyric FTL travel is utilized extensively by the Imperial Navy.

The Empire also uses the Empyrean as a means of trans-dimensional travel or as a "cheap alternative" to Vortex-based Time Travel.

Reality Tears

Reality Tears occur when the "boundary" between Realspace and the Empyrean is "torn". The exact causes of Reality Tears vary; they can occur randomly or they can be created by divine or even mortal hands.

The size of different Reality Tears also varies wildly. Some can be microscopic while others are the size of an entire Sector.

Reality Tears can last a short period of time, days, years, decades, centuries, millennia, aeons, or even forever. The most well known Reality Tear in the Milky Way is the massive Cicatrix Dolor (several Sectors large) in the Galactic East. The Cicatrix Dolor is so potent that is affects the entire Galaxy by empowering 'the Enemy'.

The Empyrean often "leaks" and "bleeds" into Realspace through these tears creating an "Empyric Overlap" between the two. An Empyric Overlap can take many forms; most often a storm or maelstrom of psychic energy, other times it merely twists and warps the surrounding area. Physical Laws are weakened within the Empyric Overlap but are still existent. Sometimes the Reality Tear itself is invisible and only the Overlap is seen/experienced. An Empyric Overlap often "dissipates" soon after it's corresponding Tear closes but can linger years afterwards (or they may never go away, forming a constant reminder of the Tear).

There have been reports of Empyric Overlaps when the "boundary" between Realspace and the Empyrean has only been weakened and a Reality Tear is not present. There have also been a handful of reports involving damaged or "shoddily-crafted" Warp Gates being surrounded by Empyric Overlaps.

Empyric Entities

Despite the volatile nature of the Empyrean, there are many species and creaures that call this Realm home. The most notable "Children of the Empyrean" are of course the Neverborn. These "Neverborn" are divided into two primary groups; the Daemons and the Angels. The Neverborn are beings born from raw emotion the tides of the Empyrean, Angels are spawned from "positive emotions" whilst Daemons are spawned from "negative emotions". If one where to think of the Empyrean as an ocean, then the Neverborn originate from the foam created by the crashing of waves. Each culture typically produces it's own variety of Neverborn depending on what emotions they view as "good" and what qualities they view as "bad". Considering the great deal of variance between different cultures throughout time and space, some cultures may view certain Daemons as benevolent and certain Angels as malevolent.

There are some scholars who claim that the distinction between Angels and Daemons is arbitrary. The Neverborn are not born out of ideas, but rather from emotions and unlike ideas and concepts, emotions are purely neutral.

Even the best and most beneficial emotion, if taken to its extreme progression, becomes a destructive vice. And extreme, destructive emotions are far more potent than mild, healthy ones (meaning they are the emotions that manifest into Neverborn).

Too much martial honor becomes warmongering. Too much righteous indignation becomes consuming hatred. Too much love or friendship becomes obsession. Too much drive to achieve becomes ruthless ambition.

There are many "subspecies" and "varieties" of Neverborn, each having unique traits, powers/abilities, cultures, and appearance. Some appear more Human like while others are more beast like, others still have a form incomprehensible to the Human mind. There are also "unique" Neverborn that are not part of a subspecies and are, well, "unique" to themselves.

There seems to exist a pan-Daemonic "power-ranking system"; from the nigh omnipotent Daemon Gods all the way to Petty Daemons. Typical classes of Daemons include (in ascending order); Petty Daemons, Lesser Daemons, "Common" Daemons, Greater Daemons, Daemon Lords, Daemon Princes, Archdaemons/Daemon Kings, and Daemon Gods. However, this "hierarchy" is incredibly loose, volatile, and almost always evolving in some regard. Some Daemons or Sub-Species don't really fit anywhere in the hierarchy while different individuals within the same Sub-Species fit into different places in the hierarchy. There is also the fact that there are many Daemonic individuals and entire Sub-Species that ignore the system altogether or use their own system.

The Angels have a far more strict hierarchy who's inner functions are currently unknown to the Empire. All we know is that the numbers "9" and "3" constantly appears in all ancient records of Angelic hierarchy. Thus it can be surmised that Angels have a "Ninefold Hierarchy" divided into 3 spheres. Like Daemons, some Angels or Sub-Species don't really fit anywhere in the hierarchy while different individuals within the same Sub-Species fit into different places in the hierarchy. There is also the fact that there are many Angelic individuals and entire Sub-Species that ignore the system altogether or use their own system.

All Empyric Entities (including the Neverborn) are capable of manifesting corporeal forms within Realspace. Upon the "death" or destruction of their corporeal form, the spirit of the Entity is returned to the Empyrean were it must construct a new corporeal form. While all Empyric Entities can (in theory) be damaged or injured by "traditional means", beings of an "Empyric persuasion" are incredibly susceptible to the art of "exorcism". There are various methods of exorcism with the most common involving rituals and chants/incantations or (if the individual is a Psyker) psychic powers. Individuals who are specifically trained in combating Empyric Entities are known as Exorcists.

Empyric Entities are also capable of "possession" by entering the mind and/or body of an individual (Psykers are more prone to Empyric Possession). Often times, these individuals are known simply as the Possessed but may also be called a Daemonhost (when possessed by a Daemon) or an Angelhost (when possessed by an Angel). It is possible to free a host from possession by expelling the entity though exorcism.

Although born from one end of the emotional spectrum (positive or negative), Neverborn are able to develop the full range of emotions, good and bad alike. These entities end up becoming "Ascended Daemons" or "Fallen Angels".

It is also possible for a material being to cast aside their mortality and become an Angel or Daemon through a ritual known as "mantling".

Some Neverborn have seemed to show signs of evolution, settling on a planet and creating a brand new species. A notable example of this is a society of "Devils" that settled a world within the Sol Sector they (quite stupidly) named "the Underworld" and had once prayed upon the Human population of Terra prior to the arrival of the Victorans. Chief among these Devils are the members of the Gremory Clan who where the first to submit to Imperial authority and to this day maintain an odd connection with the Lord Emperor (likely as a group of seers or some sort of "paranormal intelligence network").


Index: Sol System

The Sol System is a Star System located within the Imperial Heartland and is a part of the Sol Sector and Sub-Sector Solar. The System is home to eight planets including Terra, the Throneworld of the Victoran Empire. The Sol System is located approximately 8 kiloparsecs from Galactic Zero Center.

As the political heart of the entire Empire, the Sol System is heavily fortified and defended by the 'Throneworld Defense Forces'. Each celestial body (aka the planets, the dwarf planets their moons, and the two Asteroid Belts) has military defense stations, patrolling defense fleets, war-forges, star ports, orbital shipyards, and planet wide weapon arrays (each able to obliterate a small enemy warfleet on it's own).

All planets in the Sol System have a menagerie of Orbital Installations and Colonies, Starports, Star Forts, Star Keeps, patrolling Defense Fleets, etc.

Sol

The primary star of the Sol System is, of course, Sol. Sol is an approximately 4.6 Billion year old G-type Main-Sequence (G2V) star with a diameter of 1.39 million km. Sol is orbited by eight planets; four Terrestrial and four Gas Giants.

Located just above Sol's corona layer are a number of orbital installations known as "Corona Stations' that serve as space habitats and colonies.


Mercury

Mercury is the first planet in the Sol System and thus closest in proximity to Sol (approximately 0.4 AU). A small planet with a population of 300 Million inhabitants, Mercury is an Industrial World geared almost exclusively towards mining and manufacturing.

The surface of Mercury is inhospitable and uninhabitable, dominated by rocky terrain and a surface temperature of 430 degrees Celsius. For this reason, Mercury's population is confined to protective cities on the surface, underground complexes, or orbital installations.


Venus

Venus is the second planet of the Sol System with an orbit of 0.72 AU. Through the Empire's terraforming efforts, Venus has been transformed from an inhospitable Death World into a lush and verdant Paradise World known for it's stunning natural beauty.

Like all Paradise Worlds, Venus is a very cultured place, with a large proportion of it's populace dedicated solely to producing works of art, music or other forms of culture and entertainment.

The idyllic surface of Venus is dotted with luxurious entertainment complexes, stunning gardens, palatial cathedrals dedicated to the Church of the Menti Celesti, lavish academia campuses, grand institutes of the Collegia Arcana, opulent estates and manors of the wealthiest and most influential noble families in the Empire, and other such things.

Venus has a relatively low population of 448 Million.

Venus was the Empire's first successful large-scale terraforming project.


Terra

Terra is the Throneworld of the Victoran Empire and the third planet of the Sol System with an orbital distance of 1 AU. As the Throneworld, Terra is the political and administrative center of the Empire and the seat of Imperial power.

The native species of Terra is Mankind, a primitive warrior race with an indomitable will. Initially tensions between the Humans and the Xenos were high from being forced to share the same planet, but after a demonstration of the greatness Mankind could achieve working alongside the Terran-bound Xenos, the Human race have become one of the forefront species of the Victoran Empire.

The total population of Terra is unknown, but it is speculated to be somewhere upwards of 100 Trillion

Following the Unification of Terra, the planet quickly became blanketed in urban sprawl as the Imperial capital of Morhaven expanded to meet the needs of the growing Empire. In the present, massive labyrinthine structures and edifices of state now sprawl the entire surface area. Portions of Terra's natural biosphere have been preserved in "Garden Sanctuaries" located both on the planet's natural surface (far below the bulk of the urban sprawl) and in underground complexes.

The buildings on Terra are constructed in the "Imperial Gothic" style, which is itself a combination of Gothic, Roman, and "Science Fiction" architectural styles. Notable locations on Terra include the Imperial Palace and the Basilica Celestis (headquarters of the Church of the Menti Celesti). Terra also has a few Titan Foundries which produces the eponymous combat walkers for the Terran Titan Legions.

Luna

Luna is the only natural satellite of Terra. Luna is home to a massive defense network responsible for the protection of Terra as well as a number of shipyards and starports.
Aside from it's military and defense capabilities, Luna is a civilized moon with numerous underground complexes and sprawling megacities doting it's surface along with that essentially serve as an extension of the urban sprawl of Terra. Due to the airless nature of Luna, it's inhabitants cannot leave the megacities or underground complexes environmental shields without protective equipment. The approximate population of Luna is 5 Billion.

The primary headquarters of the Imperial Inquisition, the gargantuan Arx Vigilus, is located on the dark side of Luna.


Mars

Mars is the fourth planet of the Sol System and has an orbital distance of 1.52 AU. The planet Mars is the industrial and scientific heart of the Sol System, developing, researching, and constructing technology for commercial, government, and military use. The exact classification of Mars is a difficult thing to determine, it can be considered a; Civilized World, Industrial World, Forge World, Research World, and many others.
The Martian landscape consists of rocky deserts of red-orange sand and a number of mountain ranges with two ice caps at the north and south pole. Imperial terraforming technology has been used to give Mars a breathable atmosphere but the pollution produced by the manufactorums often makes the air difficult to breathe.

Aside from the deserts, Mars is home to advanced techno-cities, expansive research complexes, and vast industrial manufacturums, and grand Titan Foundries of the Martian Titan Legions. Numerous Technoguild Enclaves and Corporate Compounds can also be found on Mars. Even the space around Mars is dedicated to reaserch, development, and production, with the planet boasting a number of orbital drydocks and research stations.

The Martian Shipyards are charged with providing Cruisers and Destroyers for Battlefleet Solar.

The current population of Mars is approximately 20 Billion

Phobos

The gun-studded first moon of Mars, Phobos is the headquarters of the Martian Defense Forces. Phobos also houses a number of research complexes dedicated to research and development of cutting-edge military technologies.

The population of Phobos is 55 Million and it's physical dimensions are 17km x 22km x 18km

Deimos

The second moon of Mars, Deimos is home to a number of residential blocks and industrial manufactorums. The population of Deimos is 1.93 Million and it's physical dimensions are 15km x 12km x 11km.


Phaeton Asteroid Belt

Millions of years ago a planet known as "Phaeton" was the fifth planet of the Sol System but was destroyed around 12,000,000 BC creating the Phaeton Asteroid Belt. The Phaeton Asteroid Belt is the innermost of the two Asteroid Fields in the Sol System. The Phaeton Asteroid Belt is the center of untold numbers of mining operations and contains hundreds of thousands of orbital habitat stations. The largest body in the Phaeton Asteroid Belt is the dwarf planet Ceres. As the largest object in the Belt, Ceres is the administrative center of the Phaeton Asteroid Belt as well as the headquarters of the Ceres Mining Guild which controls approximately 54% of the mining ventures within the Asteroid Field.


Jupiter

Jupiter is the fifth and largest planet in the Sol System with an orbital distance of 5.2 AU. Since Jupiter is a Gas Giant with no hard surface to inhabit, the Jovian population resides on a number of floating "cloud cities", hundreds to thousands of orbital installations, or on the planet's 79 natural satellites. As a Forge World responsible for the construction of Warships, Jupiter maintains close relations with both the Imperial Technoguild and Imperial Navy

Jupiter is classified as a Forge World, with the Jovian Shipyards being renown Galaxy-wide for the quality of their mighty Warships. Jupiter is the Imperial Navy's foremost shipyards.

Galilean Moons of Jupiter:

Io: The first Galilean moon of Jupiter, Io is is a Forge Moon geared towards the production and manufacturing of machines for commercial or military use. Io has a population of 124 Million. Io is also home to a number of Titan Foundries and thus acts as the headquarters of the Jovian Titan Legion..

Europa: The second Galilean moon of Jupiter, Europa is a Civilized Ocean Moon with a population of 77 Million. The enitre surface of Europa is covered in a single massive ocean by early Imperial terraforming experiments.

Ganymede: The third (and largest) Galilean moon of Jupiter, Ganymede is classified as an Urban Moon, host to a population of 870 Million. Ganymede is the most populous and urbanized moon of Jupiter. The "Jovian Administration Headquarters" is also found on Ganymede.

Callisto: The fourth Galilean moon of Jupiter, Callisto is classified as an Urban Moon, being home to several sprawling megacities and is the second-most populated moon of Jupiter with a population of 440 Million. Callisto is also home to the Jovian Naval Academy.


Saturn

Saturn is the sixth planet in the Sol System with an average orbital distance of 9.6 AU. As a Gas Giant, the Saturnine population cannot live directly on it's surface and are instead confined to a number of floating cloud cities, hundreds to thousands of orbital installations, or one of Saturn's 82 moons. Saturn is also known for having a massive ring system.

Major Moons of Saturn:

Mimas: The tenth moon of Saturn, Mimas is a Forge Moon the specializes in the production and manufacturing of military superweapons.

Enceladus: The fourteenth moon of Saturn, Enceladus is a frigid Fortress Moon that despite now having a breathable atmosphere is highly inhospitable. The climate of this frozen moon has made it's inhabitants a hardy folk, creating an excellent recruitment pool for the Imperial Military.

Tethys: The fifteenth moon of Saturn, Tethys is home to an academy of the Collegia Arcana specializing in the study of Empyric entities. The Tethys Library (containing knowledge on Empyric Entities), maintained cooperatively by the Imperial Archives and the Collegia Arcana, can be found here. Tethys is also known to have a number of underground botanical gardens

Dione: The eighteenth moon of Saturn, Dione is a Civilized Moon with a number of Imperial Settlements

Rhea: The twenty-first moon of Saturn, Rhea is a Civilized Moon with a number of Imperial Settlements.

Titan: The twenty-second moon of Saturn, Titan is a Civilized Moon and is the most populated moon of Saturn. The Imperial Inquisition has errected the massive Arx Malleus on Titan's surface to serve as an Inquisitorial Fortress. The Saturnine Administrative Headquarters can also be found on Titan. Titan was the site of the Empire's first successful terraforming experiment.

Iapetus: The twenty-forth moon of Saturn, Iapetus is a small Civilized World host to a number of settlements as well as a large Naval Fortress.

Other Notable Moons of Saturn:

Janus: The eighth moon of Saturn, Janus is an Inquisitorial Fortress and home to a high-security Daemon Prison maintained by the Inquisitorial Conclave known as the Knights of Janus.

Ymir: The ninteenth moon of Saturn, Ymir was once home to a number of gene-labs maintained by an elusive gene-cult for the sake of furthering 'Project Neo Genesis'. Ymir was eventually placed under quarantine and the gene-cult forced out. The highly secretive (and incredibly dangerous) Inquisitorial Conclave known as the "Subjects of Ymir" have since established themselves within Ymir's abandoned gene-labs. Other than it's shrouded history and it's equally shrouded current inhabitants, =][= THERE IS NOTHING OF NOTE ABOUT YMIR =][=


Uranus

Uranus is the seventh planet in the Sol System with an average orbital distance of 19.2 AU. As a Gas Giant, the Uranian population cannot live directly on it's surface and are instead confined to a number of floating cloud cities, hundreds to thousands of orbital installations, or one of Uranus' 27 moons. Uranus has a large ring system though it is considerably smaller than the ring system of Saturn. Uranus is also home to two large Military Fortresses (one Army and one Navy) and two Military Academies (again one Army and one Navy). The Army Fortress and Academy is located on Titania while the Naval Fortress and Academy can be found on Oberon.

Only the five major moon's of Uranus were given breathable atmospheres and all five of them are frigid Death Worlds whose population are condensced into a number of protective cities. The five major moons of Uranus are Miranda (a Forge Moon operated by the Technoguild), Ariel, Umbriel, Titania (home to the Uranian Administrative Headquarters), and Oberon


Neptune

Neptune is the eighth and farthest planet of the Sol System with an orbital distance of 30.1 AU. As a Gas Giant, the Neptunian population cannot live directly on it's surface and are instead confined to a number of floating cloud cities, hundreds to thousands of orbital installations, or one of Neptune's 14 moons.

Triton and Proteus are the only notable moons of Neptune. Triton is home to the Neptunian Administrative Headquarters while Proteus is a Forge Moon with numerous manufactorum and an infamous gene-lab. Neptune's 12 other moons are home to numerous habitation blocks, each with populations in the tens of millions.


Pluto

Pluto is a dwarf planet in the Sol System with an orbital distance of 49.3 AU. Pluto is a Fortress World that acts as the headquarters of the "Kuiper Defense Network". Pluto has a single subterranean city populated by civilians, though most of the planet's population are Garrison Soldiers or other Military Personnel.

Pluto has five moons; Charon, Nix, Hydra, Styx, and Kerberos. Charon has it's own garrison of soldiers, Nix and Hydra serve as command stations, while defense systems have been established on Styx and Kerberos that are controlled from Nix and Hydra.


Kuiper Asteroid Belt

Eris: The farthest dwarf planet in the Sol System, Eris serves as the Primary Relay Station that monitors all craft coming in and out of the star system. Eris is protected by both defensive batteries and Garrison Soldiers on it's surface as well as a Defense Sytem located on it's moon of Dysnomia

Kuiper Relay Stations and Command Centers: There are seven dwarf planets within the Kuiper Belt that serve as Relay Stations and Command Centers for the Kuiper Defense Network, the first line of defense for the Sol System. These dwarf planets are; Huamea, Makemake, Gonggong, Quaoar, Sedna, Orcus, and Salacia


Index: Psykers

Psykers are individuals who are able to tap into the raging energies of the Empyrean in order to manipulate and effect Realspace in the form of Linkpsychic powers. Psychic powers are powerful abilities that can be used offensively, defensively or passively. The nature of these powers range from simple extrasensory perception to unimaginable levels of apocalyptic destruction on a catastrophic scale (most Psykers in the Universe fall between these two extremes). Some Psykers can use their powers in a near limitless number of applications while others are only capable of one or two psychic abilities.

13.5% of individuals typically manifest some degree of psychic potential. However, only "1 in a Million" individuals are considered to be "true Psykers".

It should be noted that Psykers have two glaring weaknesses. The first is that the Empyrean itself is very difficult to control even for the most powerful Psykers. The second is that stronger psychic abilities adversely affect the mind, body, and soul. The overuse of more potent abilities leading to terrible side effects (such as coma-inducement, temporary brain hemorrhages, or bodily harm). The usage of psychic power also comes with the chance of corruption. Those who succumb to the dark whispers of the warp become infected with the TAINT and will eventually become one of the FALLEN. Yet another deterant is the fact that Psykers (especially untrained ones) often attract Empyric "Warp Predators" (such as malicious Neverborn) and are more at risk of being possessed.

Most psychic powers fall into a number of different "categories" known as 'Arcane Disciplines'. Due to the near infinite variation in psychic abilities, categories will often overlap or two categories may be entirely synonymous with each other.

Very few Psykers are able to utilize every Arcane Discipline to their fullest extents. In fact, most Psykers in the Galaxy are only capable of a few psychic abilities from various Disciplines (kinda like LinkJedi). Other Psykers may only be capable of mastering a single Arcane Discipline while others still only manifest a single unique ability. The variation between the skillsets of different Psykers is nearly infinite.

The most notable and wide-spread Arcane Disciplines are outlined below.

Common Arcane Disciplines


- Biomancy: Essentially flesh/life force manipulation, Biomancy involves the manipulation of biological energies and processes. Biomancy can be used to heal wounds, cure diseases, and restore stamna. It can also be used to harm individuals in exceptionally brutal ways such as boiling their blood or burst their organs. A Psyker can use Biomancy to enhance their own strength, speed, endurance, etc.


- Technomancy: Very similar to Biomancy but involves the manipulation of machinery.


- Chronomancy: Chronomancy is the manipulation of time itself. Most Psykers can only utilize Chronomancy in the form of minute clairvoyance or lesser precognition. Stronger Psykers are able to clearly divine potential futures. Only the most potent of Psykers are able to use Chronomancy to preform feats such as time dilation/distortion.


- Telepathy: Simply put, Telepathy involves contacting and/or controlling the minds of others. Psykers can also use Telepathy to fortify their mind from the Telepathic attacks from other Psykers. Common applications of Telepathy include; psychic communication, memory/mind reading, will bending, hypnosis, emotional manipulation, mental manipulation, and "corporeal puppeteering". Telepathy can also be utilized as extrasensory perception (for example, sensing nearby individuals or creatures).


- Telekinesis: Telekinesis is the most basic application of psychic powers as it involves the manipulation of the real world by converting psychic energy into physical force. The most wide spread (and primary) application of Telekinesis involves moving, freezing/stopping, pushing, pulling, lifting, crushing/compressing, exploding, etc. objects, people, and creatures. Aside from affecting an object itself, Telekinesis can be used to create a physical Telekinetic force similar to a burst or shock wave (Telekinetic force can be condenced to form a harmful "Telekinetic Spear"). Levitation, teleportation, flight, and the use of psychic domes/shields are also considered a telekinetic ability. Some individuals have learned to utilize Telekinesis in conjunction with Biomancy in order to further bolster their own physical capabilities. Telekinesis can also be used to produce very similar effects to Geokinesis


- Elemental Manipulation: Involves the creation and manipulation of basic elements of nature. The most popular and widespread uses of Elemental Manipulation is Pyrokinesis and Electrokinesis. Geokinesis is also often used as an alternative form of Telepathy.
- Pyrokinesis: Involves the creation and manipulation of psychic fire. Despite it's relatively simple nature, Pyromancy has many applications. Applications of Pyromancy include (and are certainly not limited to); melting/incineration, creation and manipulation of fiery constructs, summoning a protective wall or dome of flame, spewing fire from the eyes and/or mouth, unleashing a torrent of hellfire from the palms of your hands, spontaneously combusting your foes, superheating the air, producing storms of fire, producing beams/bolts of fire or heat, or setting your enemy's very soul ablaze
- Electrokinesis: Involves the creation and manipulation of psychic lightning. Common applications of Electrokinesis include; basic electrocution, summoning lighting strikes from above, storm creation, unleashing torrents of psychic lightning from the palms of your hand, spewing bolts of lightning from your eyes, focused or omnidirectional electrical discharge, lightning shield projection, producing beams/bolts of electricity or lightning
- Geokinesis: Involves the creation and manipulation of "earth" or "eathen" elements (including rock, soil, metal, sand, magma, crystals, etc.) regardless of the state they are in (depending on the potency of an individual Psyker, this can range from small rocks, to boulders, to mountains, to continents, to an entire planet). The most common applications of Geokinesis involve raising pillars/walls of earth as a defensive barriers or to rip chunks of earth out of the ground and hurl it at enemies.


- Manakinesis: The most basic of all psychic applications, Manakinesis involves the conjuration and manipulation of raw psonic power directly from the Empyrean itself. Despite being basic in principle, Manakinesis is the most dangerous and destructive of all the Arcane Arts and has little practical usage outside of combat. The most common usage of Manakinesis is in the creation of highly destructive energy or laser-like bolts, balls, beams, or blasts. Another common application is the creation of solid energy-like constructs (typically either weapons or tendrils/appendages). Manakinesis can also be used to project defensive shields.

The Imperial Managuild runs a registry of all known Psykers both within and beyond the Victoran Empire. Part of this involves classifying Psykers based on their overall psychic potential. Due to the wide variety of different kinds of Psykers in existence, the Managuild has opted for a very broad type of categorization. The first level of classification is a "Grade". Mundanus denotes individuals with little to no psychic potential, Instinctus denotes individuals with minor to mild psychic potential (this can range from extraordinary luck to the ability to preform basic psychic feats), Adeptus denotes "true Psykers" with moderate/average to high psychic potential (Adeptus Psykers are the first grade to be considered increadibly dangerous), Primaris denotes individuals with very high psychic potential (Primaris Psykers are the first grade to be capable of "mass destruction"), Supremus denotes individuals with an apocalyptic level of power, and Ultra denotes Gods or God-like entities.

Each Grade is divided into a number of more specific (yet still quite broad) "Classes". Each class is based on a letter in the Greek Alphabet starting with "Rho" and ending in "Alpha" (in ascending order). The only exception is the Ultra Grade which is comprised of "Omega" and "Omega-Plus"

Psyker Grades and Classes (In Ascending Order)

Mundanus Grade

Rho: Ordinary individuals with no psychic potential whatsoever. Around 80% of individuals are classified as Rho-class. Regardless, as sentient creatures they are still connected to the Empyrean.

Pi: Pi Psykers are not really Psykers in the traditional sense. Pi-class individuals are those more "in-tune" with the Empyrean than ordinary people but (typically) do not develop any psychic abilities. Exceptional Pi-class individuals may experience visions of the Empyrean in their sleep.


Instinctus Grade

Omicron// Xi // Nu: Unconscious or minor level of Psychic talent. Omicron levels of talent only manifest in high-stress experiences and remain beyond the control of the individual. These instances are commonly written off as "good luck" or "fluke" occurrences. Xi Psykers are considered to have paranormal luck or "superhuman reflexes". Nu Psykers are able to use very minute psychic abilities sub-consciously.

Mu //Lambda // Kappa: Mild psychic talent. Mu-class is the first level of using psychic abilities consciously and are typically called "Espers". Lambda Psykers can preform low level or very basic psychic feats. Kappa-class Psykers are able to preform basic psychic feats.


Adeptus Grade

Iota // Theta // Eta: Conscious and moderate to high level of psychic abilities, Iota-class is the first level of "true Psyker" and the first to be considered "incredibly dangerous".


Primaris Grade

Zeta // Epsilon: Very high level of psychic abilities, Zeta-class the first level of Psyker capable of "mass destruction"

Delta // Gamma: Extreme level of psychic abilities.


Supremus Grade

Beta // Alpha: Apocalyptic level of psychic abilities, Alpha and Beta Psykers are exceedingly rare and dangerous.

Alpha-Plus: Alpha-Plus is considered to be the final level of "ordinary Psyker" before crossing into truly "God-like" tiers of power. Some Alpha-Plus Psykers are said to be on par with Daemon Princes of the Empyrean.


Ultra Grade

Omega: In extremely rare circumstances, Psykers of indescribable and God-like power somehow exceed the highest boundaries of the Alpha-Plus-class. These extraordinarily rare individuals are classified as Omega Psykers, beings with the power to shape/create/destroy entire Universes. There are only a few mortals in history who have been classified as Omega Psykers.

Omega-Plus: Omega-Plus is considered to be the "end-all-be-all" of the Psychic Hierarchy and is typically used as a catch-all term for the psychic potential of truly divine or otherwise "exceptionally God-like" beings.

On average, 1 in 1,000,000 individuals (0.0001%) are classified as "True Psykers" (Adeptus Grade or higher)


Out of 1,000,000 Individuals

- Rho-class (80%)

- Pi-class (6.5%)

- Omicron-class (2.5%)

- Xi-class (2.5%)

- Nu-class (2.5%)

- Mu-class (2.5%)

- Lambda-class (2%)

- Kappa-class (0.5%)

- Adeptus Grade+ (1%)

Alternatively....

- Mundanus Grade (86.5%)

- Instinctus Grade (12.5%)

- Adeptus Grade or higher (1%)


Out of 1,000,000 "True Psykers"

- Iota-class (40%)

- Theta-class (25%)

- Eta-class (15%)

- Zeta-class (10%)

- Epsilon-class (5%)

- Delta-class (3%)

- Gamma-class (2%)

- Beta-class (0.0001%)

- Alpha-class (0.0000001%)

- Alpha-Plus-class (0.0000000001%)

Alternatively....

- Adeptus Grade (~80%)

- Primaris Grade (~20%)

- Supremus Grade (<0.001%)

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