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Imperium of Man Wiki-Style Factbook

The Imperium of Man

The Imperium of Man

The Imperial Aquila

Motto: The Emperor Protects

De Jure Borders of the Imperium

Capital: Holy Terra

Official Languages: High Gothic, Low Gothic, Lingua-Technis

Ethnic Groups: Humans, various Abhuman species

Official Religions: Imperial Cult, Cult Mechanicus

Denonym: Imperial

Government: Semi-Unitary Authoritarian Theocratic Confederation

Head of State: Emperor of Mankind (in absentia)
Imperial Regent: Roboute Guilliman
(overall governing of the Imperium)
Lord Commander of the Imperium: Lion El'Jonson
(overall command of the Imperial Military; Warmaster)
Lord Praetorian/: Rogal Dorn
(Defense of the Emperor, Terra, Imperium)
Lord Executor: Leman Russ
(Destruction of specific enemies or armies)
Forgemaster-General: Vulkan
(Recovery of/management of technology)

Captain-General of the Custodes: Trajann Valoris
Master of the Administratum: Irthu Haemotalion
Fabricator-General: Oud Oudia Raskian
Inquisitorial Representative: Kleopatra Arx
Ecclesiarch: Baldo Slyst
Grand Provost Marshal: Aveliza Drachmar
Paternoval Envoy: Uila Lamma
Grand Master of Assassins: Fadix
Master of the Telepathica: Dux Khardes
Master of the Astronimicon: Zlatad Aph Kerapliades

Legislature: Senatorum Imperialis

Astrography: Approximately 1 million worlds

Population: Unknown, in the Quadrillions

Currency: Varies according to planet

The Imperium of Man is the galactic empire under which the majority of humanity is united. The founder and nominal ruler of the Imperium is the god-like Emperor of Mankind, the most powerful human psyker ever known.

The Imperium is the largest and most powerful political entity in the galaxy, consisting of at least a million worlds which are dispersed across most of the galaxy. An Imperial planet might be separated from its closest neighbour by hundreds or thousands of light years. As a stellar empire, the size of the Imperium cannot be measured in terms of contiguous territory, but only in the number of planetary systems in its control.

The Imperium of Man is a war-torn stellar empire, teetering on the brink of collapse. For 10,000 Terran years it has been ruled by the deathless Emperor, a being of almost limitless psychic power, to whom thousands of souls are sacrificed daily. The peoples of the Imperium live in a place where daemons are real, mutation is frequent and death is a constant companion. To be alive in the late 41st Millennium is to know that the universe is a terrifying and hostile place. It is a place where you are but one amongst billions and, no matter how heroic your death, you will not be missed. A truly vast domain, the Imperium is spread amongst the many stars of the galaxy. Its territories encompass untold millions of stars and countless more human lives. In its name, terrible wars are fought and desperate sacrifices made, yet even this river of carnage and blood is a small price to pay, for the Imperium is the guardian of Mankind. Were it to pass into nothingness, so too would the human race, destroyed by enemies uncountable, to the braying laughter of the Dark Gods.

The Imperium is the largest and currently most powerful political entity in the galaxy, consisting of at least 1,000,000 human-settled worlds dispersed across most of the Milky Way Galaxy. Consequently, an Imperial planet might be separated from its closest neighbour by hundreds or even thousands of light years. As a stellar empire, the size of the Imperium cannot be measured in terms of contiguous territory, but only in the number of planetary systems under its control. However, most humans in the galaxy have little day-to-day contact with the government of the Imperium unless they serve in one of its Adepta or run afoul of its various protectors, such as the Inquisition or the Adeptus Arbites.

The Imperium is primarily an interstellar tribute empire, allowing its member worlds to largely govern themselves as long as they recognise the authority of the Emperor and His servants and support the state religion, the Imperial Cult, which holds the Emperor to be the one, true God of Mankind. Every world of the Imperium must also pay the Imperial taxes levied on them in the form of men and materiel that is known as the Imperial Tithe. These resources go to the service of the Astra Militarum and the Imperial Navy, the armed forces which keep the Imperium united and safe. The Imperial Tithe supports the overall economy of the Imperium by redistributing resources where needed, usually to shore up one region of the Imperium where conflict is raging by drawing resources from more peaceful sectors.


Unification Wars: early M30 - 798.M30

Great Crusade: 798.M30 - 005.M31

Horus Heresy: 005.M31 - 014.M31

Great Scouring: 014.M31 - 021.M31

Second Founding: 021.M31

War of the Beast: 544.M32 - 546.M32

The Beheading: 546.M32 - 646.M32

Nova Terra Interregnum: 9 centuries

Age of Apostasy: ? - 020.M37

Age of Redemption: 020.M37 - 034.M38

The Waning: 131.M39 - 999.M41

Indomitus Crusade: 999.M41 - 111.M42

Return of Dorn: 112.M42-138.M42
- Battle of Pharsis: Imperium (Imperial Fists, Black Templars, Crimson Fists) + Imperial Psykers, Grey Knights, versus Iron Warriors and Dark Mechanicum, climax of the battle has the Grey Knights and Psyker cohort activate an ancient artifact, dating from the Emperor's project on the Imperial Webway, due to the predictions of the Imperial Tarot that this would win them victory. Out of the Imperial Webway portal comes Rogal Dorn, teleporting.

- disappearance/"death" in 1st Black Crusade (781.M31) on Despoiler-class Battleship Sword of Sacrilege. In actuality, Dorn had been heavily wounded fighting against a Chaos Lord on the battleship in a desperate rearguard action, and, after killing the Chaos lord, had attempted to teleport out of the ship. However, due to the personal interference of the Chaos Gods, who sought to see Dorn out of the fight, Dorn was instead cast into the warp for nearly ten thousand years, until he was "spat out" of the Imperial Webway portal at the culmination of the Battle of Pharsis. Though it was only perhaps half a minute from the perspective of Dorn, that half-minute exposed to the warp nearly drove him insane. He witnessed the true nature of the Chaos Gods, and saw each and every corrupted human in the Imperium. He witnessed the growth of the Emperor as a god over ten thousand years, and the Emperor battling for his very soul, before protecting him and throwing him back out.

- Dorn emerges in the midst of the Battle of Pharsis, and, although utterly disoriented and still reeling from his time in the Warp, at least recognized the Imperial Fist livery of the troops surrounding him, and the perverted shapes of the Iron Warriors opposing them. Dorn immediately takes command, in the midst of the battle. Contrast to Guilliman, who commanded mostly from a command center, away from the front, Dorn commands directly from the front, leading the Imperial forces personally as he formulates strategies in his mind. The Iron Warriors are swiftly crushed in the pitched battle, and Dorn immediately gathers all the remaining Imperial forces and makes a beeline to Terra.

Vindictus/Proxima Crusade: 143.M42-454.M42

- Dorn's arrival at Terra
- Direct conference with Guilliman
- Assumes title of Praetorian of Terra/Imperial Praetorian
- Reunification of VIIth Legion, Proxima Founding via acquisition of all AdMech Dorn-related gene-seed.
- Dorn enacts the Great Rearmament, where Dorn personally refits his Legion and acquires vast stocks of armament. Most notably, the Gloriana-class Battleship Lex Talonis, formerly of the Nemesis Chapter until being severely damaged and placed in the Ring of Iron for repairs, is "recovered" by the Legion and rechristened the Voice of Terra, resulting in much strife and strained relations between the Ultramarines and their successors and the VIIth Legion. Dorn doesn't care - the Nemesis Chapter wasn't making full use of it, and the VIIth Legion will need all the warships they can get.

- Dorn also bypasses Guilliman completely and announces his Nocturne Decree. Due to the small sizes of the Salamanders and Space Wolves, the restriction upon their sizes would be removed, allowing them to field up to eight to ten thousand Astartes, if they could acquire them. Dorn remembered the rabid opposition Leman Russ and Vulkan had given the 2nd Founding, having supported Dorn in attempting to retain their Legions, and sought to recreate those close bonds while also ensuring that his brothers' legacies lived on. The Salamanders and Space Wolves both then accompanied Dorn on the Vindictus Crusade. Secretly, the Nocturne Decree also included the Grey Knights chapter.

- Dorn also cooperated closely with the Deathwatch and Grey Knights, inviting both to send large forces into the Vindictus Crusade. The Deathwatch sent over a dozen Kill-Teams, while the Grey Knights chapter as a whole accompanied Dorn. Finally, the ancient and venerable Legio Praetoria (Imperial Fists) Titan Legion accompanies as well. Once a formal Titan Legion, the Legio Praetoria suffered extreme casualties in the Horus Heresy, and was appointed to be part of the Imperial Palace's defenses. Limited to only four Warlord-class Titans, the Legio Praetoria had long been forgotten, rarely deployed. Now, however, Dorn was determined to reform the Legio Praetoria into a fully-fledged Titan Legion - and that would start with them re-gaining battle experience.

- Start of Vindictus Crusade, VIIth Legion pushing directly into the Eye of Terror, seeking to confront and destroy the Black Legion directly, reclaim the Cadian Gate. Despite insisting that this be conducted by the Imperial Fists alone, Dorn notably also invites the Salamanders and Space Wolves into the Crusade as well, which they accept.

- Nachmund Campaign is initiated. The planet Vigilus, a vital part of the Nachmund Gauntlet, had long been under siege by the Black Legion, Genestealers, Orks, and others. The Nachmund Gauntlet was the only viable way to cross the Cicatrix Maledictum.

- Vindictus Crusade continues, as Dorn de facto conscripts whatever he needs from local Imperial assets. Heavy losses to VIIth Legion sustained by mass conscription of acolytes/neophytes and continuous assimilation of Imperial Fists successor chapters when they are found. Numerous battles are fought against the Black Legion, leading to the Battle of Apophis IV and the Battle of Terranis, as well as the Siege of Axius.

- the Battle of Apophis IV was a massive naval battle between a large portion of the Black Fleet and the Imperial Fists so-called "Retribution Fleet". Apophis IV was an important Imperial dockyard, and Rogal Dorn hoped to ambush and destroy parts of the Black Fleet in it. He spread word through a network of informats to suspected heretics that the Phalanx, having sustained heavy damage, was in the process of emergency repair in Apophis IV, while also docking the Phalanx in the shipyards themselves, and hiding the rest of the Imperial Fists Fleet. Abbadon, seeking an opportunity to cripple the Crusade, sent a large portion of the Black Fleet which included the Harbinger of Doom - sister-ship to the Vengeful Spirit - and the Conqueror, flagship of the warlord Kossolax. When the Black Legion exited from the Warp - sooner than expected due to the aid of the Dark Gods - they were immediately beset by the Fists' ambush. The Phalanx, fully operational, tore into the Black Fleet from it's position over the shipyards. Meanwhile, the Retribution Fleet exited from their hiding spots behind the planet proper and swiftly engaged the Black Fleet in close-quarters, lead by the Eternal Crusader and newly repaired Voice of Terra, and a vast armada from the Battlefleet Solar. The Black Fleet was, for once, outgunned, especially as the Retribution Fleet and Battlefleet Solar held considerable technological advantages due to being freshly restocked. Dorn personally lead a boarding party of his elite Templar Bretheren into the Conqueror, slaughtering his way to the bridge and personally slew Kassolax, though at great cost, before scuttling the vessel. The Harbinger of Doom was overwhelmed and annihilated in the fighting, finally dying to several point-blank superheavy cyclonic torpedo hits which also engulfed the last of her escorts. The Retribution Fleet was savaged in the fighting, with the Voice of Terra being heavily damaged, but the Black Fleet had suffered far worse. The Battle of Apophis IV was a resounding victory for the Vindictus Crusade, and Abbadon, when he heard of this, was determined to kill Dorn at any cost, leading to the Battle of Terranis.

- Dorn, knowing that the Retribution Fleet would be insufficient by themselves to destroy the Black Fleet and whatever other assets they brought together, personally sent a Vox-communique to Guilliman, urging him to depart to Terranis with all the forces at his disposal. The message was short and abrupt, but nevertheless had a certain pleading in it. Guilliman would accept as soon as it reached him, mobilizing 14,000 Astartes from the Ultramarines successors and bringing the bulk of the Ultramarine fleet, including the Macragge's Honor, to Terranis, despite the protests of the Nemesis Chapter and others, who were enraged at Dorn for his seizure of the Lex Talonis and formation of a Legion. Guilliman recognized the necessity of aiding his brother, and dismissed the complaints, saying that they were for another time.

- Terranis was a civilized world on the outskirts of the Eye of Terror, notable for being one of the last planets still existing that had examples of Cadian Pylons. The Black Legion, as it was hounded by the Vindictus Crusade, sought to destroy Terranis, so that the Eye would expand even more, and the Vindictus Crusade swallowed. This lead to the Battle of Terranis, where the Black Fleet was finally and decisively shattered by the Imperial Fists Legion (including the Phalanx, Eternal Crusader, and Voice of Terra). The Black Fleet had mustered in all it's entirety, including the Vengeful Spirit, the Planet Killer, and the Iron Warriors flagship Iron Blood, lead by none other than Perturabo himself, here to see Dorn dead. Abbadon himself was present aboard the Planet Killer. The battle began with the Black Legion arriving in-system, seeing the Retribution Fleet in-system. The battle soon raged, as the Planet Killer sought to gain a clear line-of-sight onto Terranis. Revealing his plan, Dorn ordered the damaged Voice of Terra, filled with fiercely loyal, extremely lethal Templar Bretheren, the entire Space Wolves Chapter, and the entire Grey Knights Chapter, and lead by Dorn himself, to ram the Vengeful Spirit, while the Phalanx dueled the Planet Killer, and the Eternal Crusader the Iron Blood. The traitors realized Dorn's plan too little, too late. The impact permanently joined the two vessels and shattered several of the Planet Killer's main gun barrels, releasing the energy in a titanic explosion. Meanwhile, the boarding forces poured in through the gap, lead by Dorn himself. The battle raged, until Dorn was met by Abbadon himself. The two dueled, each sustaining severe wounds, before Dorn finally sidestepped a slash by Abbadon with the Talons of Horus and hewed off both of his arms in a single strike. As the Talons and Drach'nyen clattered to the floor, Dorn hacked the Despoiler in half, before kicking the body fifty feet into a wall and impaling it through the chest with a throw from his personal admantium standard, pinning it there. Dorn and battered remnants of the boarding party fled in escape pods from the Voice of Terra as the titanic warship's engines threw both vessels into Terranis's moon. Swiftly picked up by the Eternal Crusader, Dorn continued to direct the fight against the now-leaderless Black Legion. The Black Legion fled, the Vengeful Spirit taking extreme damage, but the Iron Warriors stayed. The Iron Warriors were still fairly fresh, and the two fleets traded heavy blows, suffering heavy losses in boarding and counter-boarding. The Phalanx and Iron Blood dueled for hours, with the Phalanx beginning to lose decisively due to prior wounds. Wearily, knowing that he was likely going to his death, but determined to destroy his hated rival once and for all, Dorn once again ordered a boarding operation. The Phalanx would pin the Iron Blood in place while the Eternal Crusader would ram it and board it. The boarding went as expected, as Dorn, already heavily wounded by Abbadon, was met by Perturabo, and decisively beaten, though he inflicted heavy wounds on the overconfident Perturabo as well. However, the battle was interrupted by the arrival of the Ultramarines fleet. The Iron Warriors fleet was swept away by the powerful reinforcements, while Guilliman and his Honor Guard personally teleported into the depths of the Iron Blood, saving Dorn and forcing Perturabo to flee the ship.

- The Siege of Axius was an attack by chaotic Dark Mechanicum forces on the Forge-World of Axius. The Dark Mechanicum had brought with them many foul Daemon Engines and even a few corrupted Ordinati, while Axius fought with it's Titan Legion and Skitarii forces. The Vindictus Crusade arrived in time to throw off the Dark Mechanicum, reinforced by Guilliman's forces. In the aftermath, Dorn claimed the damaged Ark Mechanicus Pride of Thera as recompense, much to the Mechanicus's ire, as well as numerous other hulks and pieces of technology, nearly resulting in the forces of Axius firing upon his troops.

- In the aftermath of the Battle of Terranis, the Vindictus Crusade was formally announced to be completed. The Black Legion had been shattered, again, with the death of their leader and decimation of their fleet. The Iron Blood was studied for thirty years by the Inquisition and Mechanicus, and then scuttled, a personal insult to Perturabo. Dorn spent much of that time recuperating and recovering, but he nevertheless lead the hunt for the Vengeful Spirit, culminating in the ship's destruction eleven years later. The Vindictus Crusade was a indisputable victory for the Imperium, but saw severe losses into the VIIth Legion, causing them to retire to Terra to rebuild. A notable consequence of this was the Iron Warrior's destruction of the Inwit Cluster in the Inwit Campaign, which saw Dorn once again face Perturabo in battle, being severely wounded once again as his homeworld was destroyed out from under him.

- Dorn, distraught, swears that the Imperial Fists will never have a chapter homeworld again, instead relying upon the Phalanx, and the network of chapter keeps and outposts set up by the ever-crusading Black Templars, and others, to supply them with recruits. Terra would still be a major source of recruits, and a de facto chapter homeworld. Dorn spent the next couple of decades fortifying the Sol system and establishing the Imperial Fist presence there. He also took the time to rebuild and re-structure the Imperial Fists and make amends with the Mechanicus, providing several STC fragments recovered during the Vindictus Crusade. The Imperial Fists would enact another "founding," to create or release many Chapters, but retaining a strength of ten thousand Astartes. Dorn, distrusting the Primaris marines and finding their equipment difficult to procure, released nearly all of them into chapters, while also looking for ways to gradually improve his remaining sons. It was during this time that Dorn released the Mark 9 "Templar" pattern Power Armor and the Avenger-pattern Terminator Armor for his sons, as well as the Aquila-class Battle Barge, which was similar to an Ark Mechanicus, and combined the heavy firepower of a Battleship with the troop capacity and armor of a "normal" Battle Barge. The Aquila-class was designed to be a heavy fleet combatant instead of merely a troop deployment ship.


The territory of the Imperium is defined by the reach of the psychic beacon of the Astronomican, which has a range of approximately 50,000 light years. The Imperium proper could thus be thought of as a sphere whose center lies at Terra's Sol System, and whose radius is about 50,000 light years wide. However, as a practical matter, agents and agencies of the Imperium (along with "unofficial" representatives of the Imperium - such as Rogue Traders - who often work in tandem with the goals of the Imperium) carry on its affairs and expand its influence beyond that limit. The disparate and widespread nature of Imperial territory, with its millions of star systems and worlds, means that a strongly centralised government would be unfeasible.

The Imperium encompasses countless worlds. No one has ever been able to map them and no one can even say how many there are. Entire departments of the Adeptus Administratum are devoted to cataloguing the worlds in the Emperor's domains, a never-ending task, for it is in a state of eternal flux. Furthermore, the Adeptus Terra holds that the whole human race and the entire galaxy are under the Emperor's rule -- the Imperium has a manifest destiny to unite Mankind, impose its laws on every human world and destroy all alien life. The true scope of the Imperium is, therefore, the entire galaxy, though this is far from actuality. The Imperium jealously guards its territory whenever it can but its sheer size means that it cannot react to every circumstance. Many planets live and die alone, with only the truly great threats commanding the attention of the Adeptus Terra. Worlds are frequently lost to aliens, rebellion or disasters, with news of their destruction sometimes taking centuries to reach Terra. The Imperium's borders undergo constant change, with new worlds discovered, conquered or colonised and old ones lost to xenos attack, Exterminatus or even to the Warp.

The Imperium is a nearly galaxy-spanning civilization divided into five Segmentae, centered around the Sol System and Holy Terra.

To the Galactic North lies the Segmentum Obscurus. The Segmentum Obscurus is where the Ocularis Terribus, or the Eye of Terror, and the Imperial Fortress World of Cadia are located, making the Sectors of this Segmentum among the most heavily militarized in the Imperium to protect them from the near constant incursions of the Forces of Chaos. The Eye of Terror and a vast surrounding region of space is sub-divided into the Limes Ocularis, or the Border of the Eye. Within the Limes Ocularis, the warp is distorted and difficult to navigate. The Limes Ocularis in particular is very highly militarized. The Segmentum Obscurus' primary Segmentum Naval Base is located at the world of Cypra Mundi.

To the Galactic East lies the Segmentum Ultima. The Segmentum Ultima most notably contains the uninhabitable core of the Milky Way Galaxy which is marked by a super-massive black hole. The Segmentum Ultima also contains the Maelstrom, a gargantuan warp storm second in size only to the Eye of Terror. The Segmentum Ultima is home to the largest number of worlds in the Imperium of Man as it is the largest of the Segmentae in terms of its sheer size and spatial volume. It contains the Realm of Ultramar, a sub-Empire created and defended by the Ultramarines Astartes Chapter. Recently, it has seen attacks by two separate Tyranid Hive Fleets, Hive Fleet Behemoth and Hive Fleet Kraken. Beyond the limits of the Segmentum Ultima is the Eastern Fringe, the region of the galaxy that lies the most distant from the light of the Astronomican, as well as the Ghoul Stars. This vast tract of relatively unexplored wilderness space lies almost entirely beyond the light of the Astronomican, and was once home to a number of human inhabited worlds. However, some ancient threat is believed to have been responsible for the destruction of these worlds, which accounts for the large number of Dead Worlds found within the region. Kar Duniash is the Segmentum Fortress of the Segmentum Ultima as well as the headquarters for the Imperial Navy's massive Battlefeet Ultima.

To the Galactic South lies the Segmentum Tempestus. The Imperial Navy's fleet headquarters in the Segmentum and the Imperial military's Segmentum Fortress is located on the world of Bakka. Free from much of the Chaos-related problems of the Imperium such as invasions from the Eye of Terror or the Maelstrom, the Segmentum Tempestus instead suffers from many Xenos invaders and raiders. A large portion of the Segmentum Tempestus is taken up by the Veiled Region. The Veiled Region is a vast unmapped area that consists of dense nebulae and newborn stars that suffer from waves of radiation alongside discarded stellar matter whilst being cloaked in stellar dust. The limited levels of navigation conducted of this region have been both dangerous and hazardous, with the Imperium refusing to expend the vast resources needed to explore the region. Under Imperial law, it is prohibited for any Human settlements to be established within the Veiled Region. Amongst the greatest dangers of this area is its isolation with Astropathic communication being difficult.

To the Galactic West lies the Segmentum Pacificus. The Imperial Navy fleet headquarters in the Segmentum is located on the world of Hydraphur, which also serves as the Segmentum Command's fortress. This Segmentum was made famous by the brilliant campaign of the great Lord Commander Solar Macharius and his conquest of a thousand worlds at the edge of the galaxy. Later, this Segmentum was a hub of activity during the Plague of Unbelief in the Age of Apostasy of the 36th Millennium when the Apostate Cardinal Bucharius sought to carve out his own empire several solar decades after the death of the Arch-Heretic Goge Vandire. The Segmentum Pacificus is one of the most developed sectors due to its close proximity to the Astronomicon and the absence of any major warp or navigational distortions. The Segmentum Pacificus includes the Sabbat Worlds, a grouping of worlds on the outer fringe which have been fought over nearly continuously by the Imperium and forces of Chaos for some time.

Finally, in the center of these four Segmentum is the Segmentum Solar. The Segmentum Solar is the vast region of Imperial space centred on Terra and the Sol System. The Imperial Navy shipyards for the Segmentum are located on Luna, and the Imperial Navy headquarters in the Segmentum is based within Mars' Ring of Iron. The Segmentum Solar is the central hub of the Imperium of Man and the most ancient and densely populated region of human space. Centered on Terra, where the Emperor of Mankind sits upon His Golden Throne, the central Segmentum is protected on four sides by the other Segmentae. The Battlefleet Solar of the Imperial Navy is the largest of the Segmentae fleets and is based in the orbital fleet docks of the so-called Ring of Iron that surrounds the Adeptus Mechanicus' primary Forge World of Mars.

Beneath the Segmentae, the Imperium is divided into Sectors. A typical sector might encompass 7 million cubic light years, equivalent to a cube with sides almost 200 light years long. Sectors are divided into sub-sectors, usually comprising between 2 and 8 star systems within a 10 light year radius (some may encompass more systems -- others only 1). This size is governed by the practical patrol ranges of Imperial starships. Because sub-sectors are divisions of worlds (rather than volumes of space) there are vast numbers of star systems within each sector which do not fall within a sub-sector. These are referred to as "inter-sectors" - and are commonly better known as Wilderness Space, forbidden zones, empty space and frontier space. Inter-sectors may contain gas or dust nebulae, inaccessible areas, alien-inhabited star systems, unexplored systems, uninhabited systems and uninhabitable worlds.

Each sector has an Imperial Navy Battlefleet assigned to the task of safeguarding it, and the Battlefleet is generally named after the sector it is assigned to (i.e. Battlefleet Gothic is located in the Gothic Sector, Battlefleet Cadia is located in the Cadian Sector, etc.). Segmentae also have dedicated Battlefleets.

Unfortunately, the Imperium's hold within its internal borders is...tenuous, at best. Many civilizations and races border it. Within the Segmentum Obscurus and the gap between the Orion and Perseus Arms are the Q'Orl, a vicious insectoid race. The Q'Orl swarmhood is vast, nearly the size of the Eye of Terror, while the Q'Orl themselves possess advanced bionic technology and breed very quickly. Near the galactic center are the fiercely independent Squats, a race of short Abhumans that inhabit hundreds of mineral-rich worlds near the Galactic Core, as well as thousands of planetoids, asteroid mines, and, increasingly, gas giants spread across the galaxy. While theoretically part of the Imperium, the Squats are more like a protectorate in practice. Similar to the Adeptus Mechanicus, the Squats do not follow the Imperial Faith, do not pay tithes, and have their own independent armies and fleets. However, like the Imperium, they abhor xenos and chaos, and so the two polities have a good working relationship, with the Imperium recognizing the Squats' autonomy and the Squats recognizing the Imperium as their liege. The Adeptus Mechanicus is similar. Theoretically part of the Imperium, in practice the Mechanicus is more akin to an allied empire, ruling their own Foem.rge Worlds and owning their own military, while worshipping the Machine Cult and not the Imperial Faith. The Mechanicum has several hundred Forge Worlds scattered across the Galaxy and thousands more of Knight Worlds surrounding them.

The Necrons are a race of mechanical warriors, created from the Necrontyr. They have lain dormant in their stasis-tombs for sixty million years. They are ancient beyond reckoning, pre-dating even the Eldar. At long last, however, they are beginning to awaken, seeking to reestablish the supremacy of the Necron Dynasties over the Galaxy once more. There are many Necron Dyasties, each awakening from their ancient and hidden Tomb Worlds across the Imperium. Although some are whittled away by other Xenos or Chaos, and others destroyed at great cost by Imperial forces, most have established themselves, ever-growing tumors in the Imperium's borders.

Orks are a warlike, crude, and highly aggressive green-skinned Xenos race. Orks are the dominant subspecies of the Orkoids, which includes the smaller Gretchin and Snotlings. Although their society is entirely primitive and brutal, the Orkoid race is also the most successful species in the whole Galaxy, outnumbering possibly every other race. However, due to their aggressive and warlike nature, this massive race is split into hundreds of tiny empires, warring as much between themselves as against other races. In the purely theoretical event all the Orks were to unite, they would undoubtedly crush all opposition.

Orks unite often into "Waaghs!," great coordinated (by Ork standards) invasions that annihilate everything in their path. As of the current time, there have never been as many Ork Waaaghs! as there are now. Each one must be isolated and crushed underfoot, or else the Imperium itself may be at stake.

The Eldar or Aeldari (before their race fell), known to themselves as the Asuryani (or followers of Asuryan) are an ancient race of elf-like humanoids. Once they dominated the Galaxy but are currently a dying race. After the Fall of the Eldar they lost their main homeworlds and are currently scattered among the stars, inhabiting planetoid-sized starships known as Craftworlds.

The Eldar have three main distinctions. There are Craftworld Eldar, who inhabit vast planetoid starships known as Craftworlds, and ply the stars; Corsair Eldar, who are raiders and reavers who attack and savage unprotected worlds; and Exodite Eldar, who are the least advanced and inhabit fertile, isolated worlds. The Imperium is under standing orders to not react aggressively towards the Eldar except when attacked, as a result of the new, secret Grand Alliance between the Imperium and various Eldar forces to counteract the forces of Chaos.

The Dark Eldar, also known as Drukhari are kindred to the Eldar, an ancient and advanced race of elf-like humanoids. Their armies usually have the advantages of speed and technology, though they are often lacking in resilience and numbers. The Dark Eldar revel in piracy, enslavement and torture, and are sadistic in the extreme. Dark Eldar raiding parties make use of advanced anti-gravity skimmers to launch high speed raids on their enemy while still transporting a large number of their warriors.

The Dark Eldar do not inhabit planets as the Eldar Exodites do, or even starships like the Corsairs or Craftworld Eldar do. They reside in the warp-city known as Commorragh, hidden deep within the Eldar Webway. They seek only to torture and maim so that the Dark God Slaanesh will not take their souls.

The RakíGol are a vicious xeno race of Marauder pirates found in the Koronus Expanse. The slightest mention of their name makes the denizens of the expanse highly superstitious as it is said to invite the brutal creatures to attack. The Rak'Gol inhabit the Koronus Expanse and the vast expanses of the Halo Stars, on the outer reaches of the Galaxy.

The Tau are a young race of technologically-oriented Xenos from the Eastern Fringe and the dominant species of the Tau Empire, a multi-sector sized Empire on the Eastern Fringe. Although the Tau are merely one of many Xenos Empires that dot the Imperium, they are notable for their rapid technological advancement and expansion of their Empire against all odds. The Tau and the Imperium have clashed multiple times, with the Tau coming ahead more often that not. Most recently, the Moracre Crusade smashed into their homeworlds, inflicting massive casualties upon the Xenos and forcing them onto the defensive.

The Imperium encompasses over a million settled worlds. No one has ever been able to map all of them and no one can truly even say how many there are beyond the figure of 1,000,000 normally cited above. Entire departments of the Adeptus Administratum are devoted to cataloguing the worlds in the Emperorís domains, a never-ending task, for it is in a state of eternal flux. Furthermore, the Adeptus Terra holds that the whole human race and the entire galaxy are under the Emperorís ruleóthe Imperium has a Manifest Destiny to unite Mankind, impose its laws on every human world and destroy all alien forms of intelligent life. The true scope of the Imperium is, therefore, the entire galaxy, though this is far from actuality. The Imperium jealously guards its territory whenever it can but its sheer size means that it cannot react to every circumstance. Many planets live and die alone, with only the truly great threats commanding the attention of the Adeptus Terra. Worlds are frequently lost to aliens, rebellion or disasters, with news of their destruction sometimes taking centuries to reach Terra. The Imperiumís borders undergo constant change, with new worlds discovered, conquered or colonised and old ones lost to xenos invasion, Exterminatus, daemonic incursion or even to the Warp itself.

The Imperiumís most populous worlds are its Hive Worlds, of which there are approximately 32,380 in the Imperium. The populations of these planets are so great that the people live in huge urban arcologies called hive cities, truly immense, self-contained, many-layered structures that reach high into the sky, each housing billions of individuals. Hive Worlds often provide much-needed industrial labour, their manufactoria producing mountains of war materiel and other goods to meet the Imperial tithe's demands. Hive Worlds may house anywhere from five to thirty or more individual Hives, with each Hive housing anywhere from ten to a hundred billion people inside.

Feudal Worlds are planets into which the Imperium has not seen fit to introduce most modern technology, although the advent of certain advanced medical technologies such as basic antiseptic agents is often an exception so as to keep such worlds' labour productivity high in the face of the odd plague or epidemic. Feudal Worlds are defined as those planets of the Imperium that have developed late Iron Age civilizations that are moderately technologically advanced while still remaining pre-industrial, having usually progressed as far as to discover or re-discover rudimentary gunpowder weapons. These planets often possess widespread and advanced farming economies and typically have a population of 10,000,000 to 500,000,000 people.

Feral Worlds are defined as planets whose population are composed of nomadic hunter-gatherers or members of early agricultural societies and who possess technology equivalent to Old Earth's Stone Age, Bronze Age or early Iron Age cultures. Feral Worlds are populated by tribal peoples largely living without the assistance of maintained technology or even agriculture in some cases and the population is usually quite low as a result, ranging from 100,000 to 5,000,000 people. Feral Worlds are valued most for the brutality of their environment, which harden their population, making them ideal troops for the Imperial Guard, or candidates for the Adeptus Astartes.

Forge Worlds are the numerous planets that are directly controlled by the Adeptus Mechanicus. All have in common that they are completely dedicated to the manufacture of the various machines and devices of the Imperium, the pursuit of and preservation of (ancient) scientific and technical knowledge and the worship of the Machine God. Because of the Adeptus Mechanicus' monopoly on technical knowledge and expertise in Imperial culture, the Forge Worlds are the Imperium's primary source of advanced technology and hardware such as Titans, Battleships, and other advanced equipment. While there are hundreds of Forge Worlds in the Imperium, the most important is Mars, home of the Adeptus Mechanicus' political and spiritual head, the Fabricator-General of Mars; and the Imperium's first Forge World.

Armory Worlds are planets that are used by the Departmento Munitorum to store vast amounts of weapons, ammunition, and war machines. These heavily defended worlds are the places where weapons, vehicles, ammunition, and other military equipment are stored while they await to be transported to wherever they are needed. An Armory World could have thousands of armored vehicles of every type and millions of tons of munitions and other materiel stored in its vast storehouses for hundreds or even thousands of years until the Imperium had need of them. Some Armory Worlds store vehicles, weapons, and other equipment that are so old that the secrets of their manufacture have been nearly lost by the Adeptus Mechanicus, such as the ancient Imperial heavy tank known as the Valdor Tank Hunter.

Shrine Worlds are dominated by the religion of the Imperial Cult and acts of devotion to the God-Emperor of Mankind. It may be that these places saw the birth of a famous Imperial saint or formed the battleground for a particularly important war in the Imperium's history. Often studded with cathedrals, temples and shrines spread across the globe to the Emperor and his saints, these worlds are frequently directly controlled by the Ecclesiarchy and may form training grounds for members of the Adeptus Ministorum and the Adepta Sororitas.

Cardinal Worlds are Imperial planets ruled directly by the Ecclesiarchy and are completely dedicated to the worship of the God-Emperor according to the tenets of the Imperial Cult, with Imperial sanctuaries, cathedrals and temples potentially covering entire continents. Aside from being a Shrine World that is a particularly important center of the Ecclesiarchy's power and a destination for the countless pilgrims of the Imperial Cult, they also serve as a base of operations for many orders of the Adepta Sororitas.

There are a great many worlds in the Imperium that can be classed as war zones and they are called War Worlds. The Imperium is constantly at war and during those conflicts whole planets can burn. Massive Imperial military campaigns and Crusades can envelop dozens of star systems and hundreds of worlds, many of which are utterly devastated by orbital bombardments and artillery in planet-spanning battles that last for entire decades. Long-term war zones are hellish places where death comes quickly. The Imperium can field truly immense armies of millions of men, grinding their way across a devastated planet and reducing its cities to rubble.

Fortress Worlds are planets within the Imperium of Man that serve as bastions of the Imperium's defence against some constant and persistent threat to Imperial space. These worlds are extremely well-defended, usually with large numbers of Imperial Guard regiments and Imperial Navy assets, and their populations and economies are wholly geared towards meeting the demands of Imperial defence.

Dead Worlds have minimal, even non-existent, life traces or biospheres. A Dead World often possesses a toxic atmosphere or none at all, its surface exposed to the open void. This results from ecological catastrophe, devastating internecine war with weapons of mass destruction, Imperial or alien intervention or can be due to no known attributable cause. Dead Worlds often occur naturally, as the unforgiving conditions of the universe mean the majority of planets are uninhabitable. Some, however, have been created in the long history of the Imperium by catastrophic events, including an Exterminatus order or a successful Tyranid invasion.

Many planets in the Imperium, such as Forge Worlds and Hive Worlds, are completely incapable of sustaining the sheer number of people who live and work on them. To feed these people, as well as the vast armies of the Imperial Guard, many planets have been completely transformed into giant farms known as Agri-Worlds. Most of these planets have populations of less than 100 million people and possess only a few major cities. These farming planets, in their own way, are as vital to the Imperium as its hives. These planets are given over entirely to the production of food, which Hive Worlds cannot produce in sufficient quantities to keep their huge populations from starving. Many a world has whole continents given over to livestock or fields of crops. Some Agri-Worlds are covered in oceans teeming with fish and a few are far stranger -- worlds covered in edible fungus, scoured by swarms of nutritious insects or are gas giants whose upper atmospheric layers are home to flocks of edible or egg-producing flying creatures.

A Civilized World, also called a Developing World, is a planet whose development has been allowed to progress over the millennia "naturally", without any specific purpose to fulfill. These worlds are generally self-sufficient in terms of food-supply and have varying manufacturing, technological and industrial capabilities. Civilized Worlds are split into geographical areas with widely varying levels of technological advancement and culture. Depending on the prevailing governments, these might be countries, states, power blocks or tribal homelands. It may be the case that higher levels of technology and wealth are concentrated around the original human colonization sites. Other planets in this class might exhibit gross variations in culture due to environment, with areas weak in natural resources being similarly weak in terms of military power, economic muscle and so on. By the Imperial classification guidelines, a Civilized World is one that has a population from 15,000,000 all the way up to 10,000,000,000 people and pays moderately high Imperial tithes

Mining Worlds are rich in one or more of the raw strategic materials required by the Imperium's manufactoria and Forge Worlds. The people of Mining Worlds are likely to be slaves or penal workers of the Adeptus Arbites who live out their lives mining and transporting massive quantities of metallic ore, rock, minerals, frozen gases or some other useful, strategic or precious substance. Mining Worlds tend to be rather inhospitable places, and many do not even possess a breathable atmosphere, though a few may support a greater variety of life, developed cities and even hive cities.

Industrial Worlds are planets of the Imperium of Man whose surfaces are devoted wholly to manufacturing or heavy mining and refining activities. These worlds have surprisingly sparse populations in relation to Hive Worlds or Forge Worlds, as most of the labour is done using machines and other forms of advanced automation. Those Industrial Worlds whose primary function is mining and refining are usually blessed with an unusually abundant reserve of highly strategic minerals in order to justify the expense of the investments in technology, labour and other resources.

Planets which are too dangerous for a variety of environmental and biosphere reasons to support widespread human settlement are called Death Worlds. The types of Death Worlds are varied, ranging from planets that are covered by world-wide jungles that harbor vicious carnivorous plants and animals to barren rockscapes strewn with volcanoes and wracked by ion storms. These worlds are near-impossible to colonize by Mankind due to their environmental conditions or the nature of their biospheres. Nonetheless, many of these worlds have large human settlements, which are notable for the strength and self-reliance of their people. Many of the people of these worlds are inducted into the Imperial Guard, or recruited by the Space Marines, a fact which is often the sole reason for the continued habitation of those worlds. Some harbor rich mineral, vegetable, animal or gaseous resources that are of such value to the Imperium that a small human settlement will be maintained despite all the dangers.

Frontier Worlds have only recently been discovered by the Imperium of Man through the explorations of Adeptus Mechanicus Explorator fleets or Rogue Traders and are home to a relatively small number of Imperial colonists. The Administratum may not have even had sufficient time to fully explore the world and set up an Imperial planetary government. Frontier Worlds can serve as a refuge for those who want to escape from the repressive Imperial regime (for a time at least), though they can also be a destination for those who want to escape its justice, and have a reputation for lawlessness and crime as a result.


Imperial Administrative Structure

The Imperium is still nominally ruled by the Emperor of Mankind. However, since his ascension to the Golden Throne, the duty of actually ruling the Imperium falls to the Senatorum Imperialis - the Imperial Senate, formed by the twelve High Lords of Terra. The identities and responsibilities of these High Lords may vary, as individuals inevitably die and their influence grows and wanes, but its members are always the leaders and representatives of the most powerful Imperial organisations.

This system endured for ten thousand years until the end of the 41st Millennium, when the revived Primarch Roboute Guilliman became Lord Commander of the Imperium and ruled over even the High Lords. Shortly after this, the revived Primarchs Lion El'Jonson and Rogal Dorn assume the titles of Lord Commander of the Imperium and Praetorian of Terra, with Guilliman assuming the title of Imperial Regent. This became known as the Triumvirate. In it, Guilliman assumed control of the Imperium as a whole, acting as the Emperor once had ten thousand years before. Lion El'Jonson was given responsibility for commanding the bulk of the Imperium's military, while Dorn was tasked with the defense of the Segmentum Solar. Dorn also assumed the title of Lord Crusader, where he would personally organize and lead great Crusades independent from the day-to-day defense of the Imperium handled by Jonson.

The High Lords of Terra control the three Imperial Adepta - the Adeptus Terra, Adeptus Mechanicus, and Adeptus Ministorum. The Adeptus Terra is the Imperium as most regard it - the Adeptus Administratum, Arbites, Custodes, and Astra Telepathica are all controlled by it. The Adeptus Mechanicus controls the various Forge-Worlds, Explorator Fleets, Knight Worlds, and other assets of the former Mechanicum of Mars. The Adeptus Ministorum, or Ecclesiarchy, is the Imperium's religious branch.

The Adeptus Administratum itself holds the bulk of Imperial bureacracy, and is in charge of tithes, governance, and the Imperial Guard and Navy. The Administratum theoretically holds jurisdiction over the Astartes, but in practice the Astartes answer only to the High Lords of Terra directly. The Administratum also controls a myriad of other Adeptas and Offices.

Of the various Imperial organizations, only the Imperial Inquisition is independent of the High Lords. The Inquisition answers only to the Emperor Himself - not even the Imperial Regent has control over them.

Imperial Faith

Imperial Cult

The Imperial Cult is one of the few common factors that link the disparate worlds of the Imperium together. No matter what conditions prevail upon a world within the Imperium, the Imperial Cult will be found there. The ways in which the Emperor is worshipped in human space are multitudinous. To some He is revered as a distant, patriarchal and human figure. Others identify Him with some aspect of nature, many others, such as the primitive Epheisians of Dwimlicht, regard Him as a Star God, for His agents only visit occasionally and they descend from the heavens when they do so. But all the creeds of the Cult agree upon this one thing: there is only one God-Emperor. To worship a pantheon of hods and put other gods alongside Him is heresy. However, there have been many individuals over the millennia who have been seen as His saints, people visibly touched by the Emperor, and they are venerated all over the Imperium. There are saints for every aspect of life and there is a thriving trade in their relics on many worlds.

The worship of the God-Emperor is, in the main, highly organised across the Imperium. Cathedral complexes can be found in the capitals of all worlds of any meaningful populations. On the densely populated, teeming Hive Worlds, these can occupy entire spires. The graceful structure of the Cathedral of the Emperor Triumphant, constructed after the Second War for Armageddon at Hive Primus on Armageddon, climbs delicately skyward, its main tower nearly a full kilometre in height. The statue of the Emperor at the top brushes the planet's troposphere, looking benignly down upon the seething, polluted Hive World below. Most towns will have a church or temple dedicated to the Emperor and even the crudest village of the most primitive tribesman will sport a sacred cave or grove dedicated to His name. Of course, in some places, the worship of the Emperor supercedes all other aspects of life -- these are the Shrine Worlds of the Imperium, where perhaps one of the great saints, or even, in the distant past, the Emperor Himself, performed a great deed.

Cult Mechanicus

Technology and its mysteries are the preserve of the followers of the Machine God, the Tech-priests of the Cult Mechanicus. For they believe that machines are imbued with a life-force of their own, a soul granted to them by the Machine God who governs the universe -- a will and a personality. The more ancient a piece of technology, the greater reverence it will elicit from these robed followers, who will spend many hours anointing a machine with the correct unguents before pressing the sigils of activation to coax its animistic Machine Spirit into life. The God-Emperor of Mankind is the Omnissiah in this view, the physical embodiment of the Machine God in realspace.

A machine that is both old and complicated is given the same status by the Tech-priests as the Ecclesiarchy would give a major Imperial Saint, for many of the systems on these machines are irreplaceable, their secrets lost to time. Among the greatest of such machines are the vast Battleships of the Imperial Navy, or the super-heavy Titan war machines, whom the Tech-priests call "god-engines.". But the Tech-priests will also lavish their attention upon an antique Lasgun or prognosticator and will spend much time trying to understand the intricacies of a device's workings. All machines though, no matter what their pedigree, are treated as living things by the Tech-priests and they will treat all with reverence, for all are gifts from the long-lost past, knowledge of their function handed on through time only by the beneficence of the Machine God. Woe betide any man who fails to treat his weapon with respect or hurls abuses at his desktop logicator within the range of the cybernetically-enhanced senses of a Tech-priest.

Main Article: Imperial Military Forces

Mankind has always excelled at the art of war, and the Emperor's armies are spread across the galaxy. The threat or effects of war are never far away, no matter where you go in the Imperium. Mankind seeks to purge the stars of its enemies, and the bloody carnage it wreaks in doing so shows no sign of abating. The Imperium's military is at once mighty, glorious and terrible. Some of the most important military forces of the Imperium include the Astra Militarum, the Armada Imperialis (and its subdivision, the Aeronautica Imperialis), the Militarum Tempestus, the Planetary Defense Forces, and the Adeptus Astartes. These are supported by various other organizations, including the Collegia Titanica, the Questor Imperialis, the Legio Cybernetica, the various combat elements of the Adeptus Mechanicus and Ecclesiarchy, the Talons of the Emperor, and the Ordos Militant of the Inquisition.

The Astra Militarum are the base and backbone of the Imperium - the poor bloody infantry, sent wherever a ground engagement is needed. They are the Imperium's slegehammer, destroying the opposition through massed artillery, massed armor, and massed bodies. The Armada Imperialis is the Imperium's shield, battling for void supremacy and transporting the Guard to where it is needed, while the Aeronautica Imperialis assures aerial supremacy and planetary transport. The Limitanei Imperialis serve as protectors of individual planets, and pools from which the Guard recruits. The Militarum Tempestus works in concert with the Guard, serving as a more elegant rapier to the Guard's hammer, but also as shock troops and elite forces. The Astartes, far more thinly spread, are the scalpel. Rarely drawn into sieges or battles, the Space Marines take out vital points of infrastructure in short-duration, high-intensity missions, only deploying en masse during an engagement of apocalyptic proportions. All of these assets work in conjunction, supported by the monolithic Departmento Munitorum, which supplies logistics and support assets.

The Adeptus Mechanicus has it's own set of military units. The Titan Legions and their various supporting elements are superheavy detachments, fielding massive Titans, squadrons of escorting Knights, and legions of Secutarii and Skitarii ground-troops as monolithic meat-grinders where their immense firepower is needed. The Adeptus Mechanicus wields other forces, too; primarily dedicated to the art of siegecraft. The Legio Cybernetica provides mobile fire support, the Centurio Ordinatus titanic firepower, the Ordo Reductor the heavy siege-engines, and all posessing legions of servitors and tech-thralls to throw at an adversary.

The Inquisition's three Ordo Majoris have their own assets as well, dedicated to destroying the heretic, the daemon, and the alien. The Grey Knights and Exorcists deploy independently to handle daemonic and heretical incursions, respectively - utilizing their enhanced training and equipment to prevail where others would fail. The Deathwatch is deploye far and wide, striking Xenos targets with their lancing kill-teams.

When an Imperial Shrine is threatened, the Ministorum is galvanized into action, deploying the Adeptus Sororitas and masses of fanatical militia into battle.

Finally, on highly rare occasions, the Adeptus Custodes and Sisters of Silence deploy to tip the scales. These Talons of the Emperor are the God-Emperor's personal servants and are only sent on the most important of missions.

Internal Affairs

Due to the incredibly spread-out nature of the Imperium's borders, the Imperium's internal structure is highly feudal. Each planet in the Imperium is assigned a Planetary Governor by the Adeptus Terra. Theoretically, the Governor is a mere extension of the High Lords' will. In practice, though, he is an independent autonomous ruler who can govern his planet as he sees fit with only minimal interference from the other organs of the Imperium. As long as the planet's Imperial taxes are paid, its mutant and psyker populations are kept under control, the requisite tithes of psykers and Astra Militarum regiments are delivered to the Imperium, and the planet is governed somewhat competently, the Governor is free to run the planet however he chooses.

Imperial Planetary Governors are expected to defend the planet in the name of the Imperium, maintaining the necessary Planetary Defense Forces and orbital defenses. Due to the fickle nature of the Warp, astropathic communication with the Adeptus Terra is often delayed and sometimes prevented entirely. Often this means that Governors must make decisions on the defense of their world without advice and help from Terra, meaning that for the world to prosper, every Governor must be adept at military matters as well as the development of the planet's trade and commercial infrastructure.

Each Planetary Governor holds vast autonomy over the governing of their planet, including the legal code, governmental authority, and economic structure of their world. They are not completely autonomous, however. Besides paying their Imperial taxes and tithes, each Imperial world is also subject to Imperial law, enforced by the Adeptus Arbites. The Adeptus Arbites enforce the Lex Imperialis, embodied within the great Book of Judgement. Their organization represents the soldiers and police of the Adeptus Terra. The Arbites concern themselves only with the enforcement of the broader laws to which the entire Imperium is subject. Most commonly, the Arbites ensure the paying of Imperial taxes and tithes, the suppression of local rebellion and heresy, and the assurance that an Imperial world is properly defended. Petty crimes such as thievery, assault, and murder are far too commonplace to be sent to the Arbites.

Beyond the confines of individual planets, the Imperium also utilizes the Imperial Inquisition to enforce its laws and ensure the Imperium's security. The Inquisition, formally called The Holy Orders of the Emperor's Inquisition, is a secret organization that exists outside the standard administrative hierarchy of the Imperium of Man. The Inquisition acts as the secret police force of the Imperium, hunting down any and all of the myriad threats to the stability of the God-Emperor's realm, from the corruption caused by the Forces of Chaos, Heretics, mutants and rebels, to assaults from vicious alien species like the Tyranids, Orks or Drukhari. Generally, Inquisitors specialize into hunting down and eradicating Demons, Heretics, or Aliens and their various subversive elements. Inquisitors can call upon a variety of Imperial military assets to aid them in their endless struggle against corruption and subversion within the Imperium, but they also have their own military elements which operate fairly independently. The Grey Knights Astartes Chapter focuses on the eradication of Demons, the Deathwatch Astartes organization of Aliens, and the Exorcists Astartes Chapter of Heretics. Inquisitors additionally have access to special forces of Stormtroopers and a fleet of Black Ships and Cruisers. The Adeptus Sororitas, or Sisters of Battle, are often utilized as well to purge Heretics and Demons, as are several "allied" Astartes Chapters, such as the Red Hunters.

Adeptus Astra Telepathica:

The Adeptus Astra Telepathica is an organization of the Adeptus Terra, responsible for the recruitment and training of psykers into the service of the Imperium. The Adeptus Astra Telepathica trains the majority of Imperial psykers, which become known as Sanctioned Psykers.

The Adeptus Astra Telepathica is divided into a recruitment body (the League of Blackships) and a training body (the Scholastia Psykana). These two are united under the Master of the Adeptus Astra Telepathica and his advisory council of several hundred senior officials from the two divisions.

They are responsible for the specially trained Astrotelepaths who use their mysterious powers to communicate with others of their kind across vast interstellar distances which separates the worlds of the Imperium. The Astra Telepathica is also known to operate a special decryption and internal affairs branch known as the Cryptaesthesians. During the Great Crusade the Astra Telepathica also operated a unit of Blank psyker-hunters who manned the Black Ships known as the Departmento Investigates, otherwise known as the Sisters of Silence.

Their ranks consist of psychic servants of the Imperium who have undergone the Soul Binding ritual with the Emperor. This process passes on some of the Emperor's strength of will into his servants, thus protecting them from evil, psychically attuned enemies. The ritual ultimately results in blindness though there are a rare few Astropaths who are judged strong enough to warrant them not taking part in the Soul Binding. These individuals are considered the lucky ones, as they do not have to partake in the agonizing process as most Astropaths.

It is through the righteous persecution of the Inquisition, combined with the careful testing of the Coven Masters of the Adeptus Astra Telepathica, which purges any deviant mutations that are commonly associated with those beings that develop psychic potential. Under Imperial edict, they are allowed their own operatives but they were prohibited from serving as wardens aboard their own vessels. This is because it was far too easy for a malignant psyker to coerce the mind of another telepath. Thus, they used the Sisters of Battle or Inquisitorial Storm Troopers to serve as custodians aboard the Black Ships where their faith protected them from the predations of the mind-witches they guarded.

Navis Nobilite:

The Navis Nobilite is an ancient organization predating even the Imperium by several thousand years, and is comprised of a unique form of mutant called Navigators who have the unique ability to navigate spacecraft through the warp. The Navis Nobilite are part of the Adeptus Terra and Imperial Fleet.

The Navigator Houses hold a unique position within the Imperium; they are not answerable to Imperial authority, but tend to toe the line because of the mutual benefits each side receives. Furthermore, members of the Navis Nobilite are compelled by ancient and binding oaths to serve with the Adeptus Mechanicus for a set duration in return for the Techpriests' services, serving the Imperial Navy and Merchant Fleets.

This autonomy does not however, protect the Navigators from the agents of the Inquisition. The Ordo Malleus has been assigned jurisdiction over the Navigators, to ensure the taint of Chaos is not able to take hold. Given the slightest reason, the Inquisition will ruthlessly purge any offending parties; goods and assets are seized, midnight raids on Navigator palaces are followed by arrests and a purging of those seen as tainted; their fate to be burnt as heretics or locked away in Inquisition torture chambers. As such, the Navis Nobilite are all too willing to tackle this problem internally.


Templars Psykologis: psychological warfare division.

Rogue Traders:

Officio Assassinorum:

Officio Sabatorum:

Departmento Munitorum:

Imperio ex terrae