The Full Wiki

Daemonhunters: Wikis


Note: Many of our articles have direct quotes from sources you can cite, within the Wikipedia article! This article doesn't yet, but we're working on it! See more info or our list of citable articles.

Encyclopedia

Updated live from Wikipedia, last check: May 31, 2012 21:31 UTC (48 seconds ago)
(Redirected to Inquisition (Warhammer 40,000) article)

From Wikipedia, the free encyclopedia

The Inquisition (The Holy Orders of the Emperor's Inquisition) is an organisation in the fictional Warhammer 40,000 universe. They act as the secret police of the Imperium, hunting down any and all threats to the stability of the God-Emperor's realm. In fiction relating to the games, Inquisitors are usually represented by extremely powerful, intelligent, and talented individuals. In the games, Inquisitors are usually powerful combatants with a variety of specialized abilities with a party of followers who improve and protect the Inquisitor. Inquisitors also grant the player access to many new units, such as Imperial Assassins and Daemonhosts.

Contents

Development of the Inquisition

Inquisitors have been a part of the Warhammer 40,000 universe since the first edition of the game, Rogue Trader. However, they have had a higher profile since the release of the 54 mm miniatures game Inquisitor, which is a narrative game based around warbands which often comprise of an Inquisitor and his henchmen. The creation of Inquisitor was followed by a great deal of information about the Inquisition, and the organization attracted the interest of fans. This led to the creation of Codex: Daemonhunters and Codex: Witch Hunters, both based around armies led by Inquisitors (of the Ordo Malleus and the Ordo Hereticus, respectively). In addition there are online rules for using Deathwatch, the militant arm of the Ordo Xenos and one such Ordo Xenos Inquisitor has been released by Forge World. Following the end of the Inquisitor line, and the successful relaunch of Warhammer Fantasy Roleplay by Black Industries, it was decided that the first roleplaying game to explore the Warhammer 40,000 universe would be Dark Heresy, a game in which the player characters are, by default, diverse agents of the Inquisition sent to investigate various mysteries and heresies on behalf of their Inquisitor.

In early editions of Warhammer 40,000, the Inquisition was a single, undivided organization, with a single inner order, the Ordo Malleus. The stated purpose of the Ordo was to police the Inquisition itself, but in reality it also existed to combat the threat of Chaos, then a secret hidden from most forces of the Imperium, including non-Malleus Inquisitors.

There were originally only two Orders within the Inquisition(Ordo Malleus and Ordo Xenos), but a third (the Ordo Hereticus) was added after the events of the Age of Apostasy.[1] A further fourth the Ordo Sicarius was formed following the Wars of Vindication.[2]

Within the narrative provided by source books and other media, a number of Inquisitors are considered to be famous. Those include Gideon Ravenor, Ario Barzano who is featured in the book Night Bringer by Graham McNeill, Jaq Draco, the main character in the Inquisition War series, written by Ian Watson, and Gregor Eisenhorn. In the graphic novel Daemonifuge, by Kev Walker, the character Silas Hand features prominently [3].

The development of other characters alludes to important literature works. Fydor Karamazov, Fyodor is known as the Pyrophant Judge of Salem Proctor. This is a reference to Arthur Miller's The Crucible, Proctor being the name of one convicted, yet innocent, witch; and Salem being the puritan township he lived in. His name is a reference to Russian authors Fyodor Dostoevsky's book entitled The Brothers Karamazov whose main characther is named Fyodor Karamazov and, included in the book, is a poem titled The Grand Inquisitor. [4]

Notable members

Silas Hand

A heavily armed and armored former psyker, from the graphic novel Daemonfuge, whose clash with the chaos entity Ashteroth comprised the climax of the book.

Gideon Ravenor

Gideon Ravenor was an Inquisitor of the Ordo Xenos - serving in the Scarus Sector of the Imperium - and a highly potent psyker, and the protagonist of the novels Ravenor, Ravenor Returned and Ravenor Rogue. Formerly the interrogator (an inquisitor-in-training) of the infamous Gregor Eisenhorn, Ravenor's career in the Ordos seemed promising until he was critically injured during an event that became known as the "Thracian Atrocity" on Thracian Primus. Crippled by the destructive crash-landing of a heretical aircraft and burned beyond recognition, Ravenor was able to continue serving the Inquisition by being placed in an enclosed mobile life support unit. The chair - a device specifically commissioned by Eisenhorn - was crafted with amplifiers that boosted Ravenor's psychic abilities. It is unclear just how powerful Ravenor's abilities are, but Orfeo Culzean suggests that he may be an Alpha-plus psyker. Despite being confined to his armoured chair, Ravenor is capable of using his powers to "ware" his companions; essentially possessing them and using their bodies as his own. While Ravenor served the Ordo Xenos - the Inquisition's alien termination unit - he collaborated with the Eldar during his early days as an inquisitor (although he allowed Eisenhorn to learn of this, he hid his association with the elder race from the rest of the Ordo). During his service to Eisenhorn, Ravenor encountered Zygmunt Molotch for the first time. The two, mirroring Eisenhorn's opposition to Pontius Glaw - would clash on a number of occassions over the course of a century. On several of these encounters, Ravenor believed Molotch to be dead, only for the heretic to return and prove otherwise.

The Ravenor trilogy - a spin-off of the Eisenhorn trilogy in which Ravenor originally appeared - focuses on Ravenor's investigation into a mysterious cartel of traders which smuggle "flects" (small shards of glass taken from a warp-scoured world, which become a popular high as the warp energy encased in each flect induce hullucinations and peculiar visions) into the Imperium. The hunt to find the ringleaders of the cartel leads Ravenor and his team to discover a far darker conspiricy, in which a heretical cult called the Divine Fratery attempt to bring about the "birth" of a daemon named Slyte into the material universe. Although Ravenor and his team believe that they foil the plot, Slyte secretly possesses Ravenor's own interrogator, Carl Thonius. When Ravenor sets out to persue his nemesis, Zygmunt Molotch, he is forced to become a rogue inquisitor and even travels through time in his hunt.

At the end of Ravenor Rogue, Ravenor is forced to account for his actions to his masters and is taken into custody of the Inquisition. Several members of his retinue leave to persue their own duties, although Ravenor does not begrudge them for doing so. One other member, Kara Swole, is also held in custody for concealing the fact that Thonius was Slyte.

Gregor Eisenhorn

Inquisitor Gregor Eisenhorn was one of the original characters created for the game. The three books in the series follows: Xenos (2001), Malleus (2001), and Hereticus (2002). The books are named after the three major divisions of the Inquisition; the Ordo Xenos, the Ordo Malleus and the Ordo Hereticus. The titles also played off the themes of the books themselves.

The Eisenhorn trilogy follows the eponymous character as he conducts investigations in the Scarus Sector of the Imperium over a period of a century and a half. Most notable of these is the "Pontius Affair", in which he clashes with elements of a rogue faction attempting to ressurect a long-dead heretic named Pontius Glaw. Despite crushing the initial plot to do so, Glaw manipulates events and succeeds in returning in a prosthetic body. Throughout the novels it becomes clear that Eisenhorn's fate is linked to that of a daemon - Cherubael - whom he encounters in the form of a daemonhost. When Eisenhorn is forced to stray from the path of the Puritan and become a radical inquisitor, he binds Cherubael to his service and confronts Glaw. After defeating the heretic at the trilogy's climax, Eisenhorn remains in self-imposed exile despite the fact that the charges of heresy against him were lifted. It is implied in Ravenor Returned (part of a spin-off series, see below) that Eisenhorn was killed by the Divine Fratery when he was caught in the destruction of a building he was facing them in. However, this has yet to be proven.

The Eisenhorn trilogy resulted in a spinoff series about Inquisitor Gideon Ravenor, a crippled psychic genius who appeared as a secondary character in the second and third Eisenhorn books. Eisenhorn arguably makes his final appearance in the short story Thorn Wishes Talon which is found as part of a collection in the book What Price Victory, and also as the linking story between the Ravenor trilogy novels Ravenor and Ravenor Returned. Eisenhorn arranges a meeting with Ravenor to warn him of the possibility that Ravenor or one of his entourage will cause the "birth" of a daemon in the early fourth century of the 41st millennium. Following this meeting, the group of cultists attempting to stop Eisenhorn delivering the warning to his protogé apparently bomb a building that they cornered him in.

In the introduction to the Eisenhorn trilogy, Abnett describes how he had become interested in the idea of such a story after seeing early concept art from the Inquisitor game (in particular a piece named "Inquisitor Tannenberg" by the artist John Blanche). The end of the Eisenhorn books was designed to bring the character to the point at which he is described in the Inquisitor rulebook, so that players can then create his further exploits for themselves if they wish. The Eisenhorn trilogy has since been re-released as a single compendium volume (Abnett, 2004), complete with the three novels, two connecting short stories, and a foreword by the author.

Notes

  1. ^ Priestley, Rick (2004). Warhammer 40,000 (4th Edition ed.). Nottingham: Games Workshop. ISBN 1-84154-468-X. 
  2. ^ Exterminatus Issue 8, Bringers of Death Page 22
  3. ^ Walker, Kev (1999). Daemonifuge (1st Edition ed.). Nottingham: Black Library. ISBN 1-84154-117-6. 
  4. ^ McNeil, Graham; Hoare, Andy, and Haines, Pete (2003). Warhammer 40,000 Codex: Witchhunters (1st Edition ed.). Nottingham: Games Workshop. ISBN 1-84154-485-X. 

See also

References

External links


In the fictional Warhammer 40,000 universe, the Daemonhunters (who make up the Ordo Malleus, a sub-section of the Inquisition) are one of the three Ordos of the Holy Emperor's Inquisition. Aided by the Grey Knights Space Marine Chapter, it is the task of the Ordo Malleus to destroy the physical manifestation of Chaos.

Foundation and role



The Ordo Malleus was founded after the end of the Horus Heresy to prevent any further daemonic incursion or influence. It is one of the two original Ordos of the Inquisition. The Ordo Malleus concerns itself with the daemonic threat that faces the imperium and for thousands of years has waged a covert war for humanity's survival. Every single Inquisitor has sworn to pledge their every hour to seeking out and destroying daemonic threats wherever they may appear.

An Inquisitor of the Ordo Malleus has at his disposal all the Imperium may offer. He will not hesitate to recruit local troops at a moment's notice, or to call upon a detachment from the Space Marines. No force is considered too strong to combat such a threat, and to prevent the further spread of Chaos, all records of their actions are eliminated. Those with skills too useful to waste are mind-scrubbed and brainwashed to forget, while any other forces are consigned to labour camps or executed.

When the level of Daemonic infestation is so great that even an Inquisitor can not handle it, an Ordo Malleus Inquisitor can call on the Grey Knights, the Chamber Militant of the Ordo Malleus. Surpassing even their fellow Marines in power, the Grey Knights have the skill and determination to destroy any daemon and send its presence back into the Immaterium.

Without the Ordo Malleus and the Grey Knights, the Imperium would not survive.

Combat doctrine


In combat, the Inquisition deploys a variety of troops, as an Inquisitor has the authority to command almost any citizen of the Imperium. The forces of the Ordo Malleus could include anything from the Imperial Guard to the Space Marines, and even one of the six temples of the Officio Assassinorum. But, the Grey Knights, Chamber Militant of the Ordo Malleus, gallantly pursue the Daemonic wherever it is to be found.

The Grey Knights



The Grey Knights are issued with the best equipment possible. Their aegis armour shields them against psychic attacks, and is physically repelling to daemons, and is also covered in a shroud of ancient technology making them harder to spot and shoot at on the battlefield. They carry a stormbolter on one wrist, and carry a nemesis force-weapon, which is typically a halberd that is tuned to the Grey Knight's psyche. Heavy weapons squads (Purgation Squads) carry special double barreled flamethrowers (known as incinerators) that are loaded with holy oils that are the anathema for daemon-kind. Psycannons, which carry psychically charged, silver bolts that are inscribed on a microscopic level with holy sayings and litanies, can bypass material and psychic shields.They are especially suited to fighting the Daemonic.

The devotion of the Grey Knights to their duties and their vows is quite notable; as of current background fiction, no Grey Knight has ever turned to Chaos or otherwise been declared Excommunicate Traitoris during the chapter's entire recorded history.

The Daemonhunter Codex explains that the Grey Knights are descended from the Emperor's own flesh and were created specifically to stave off future daemonic intrusion (Post-Horus Heresy).

Certain people state that the Grey Knights were founded during the Horus Heresy. The starting members were the surviving Death Guard space marines that had escaped in a badly damaged space cruiser from the Istvaan System where the traitor Horus was busy setting the stage for the betrayal of humanity and the Emperor. This idea is however doubted by many as the differences between the Pre-Heresy Death Guard and the Grey Knights' combat doctrines are far too great to provide a link between the two chapters.

Organization is not a large issue in this Space Marine Chapter, as they are usually split up, light years away from their brethren. Recruits are drawn from feral worlds as the other Astartes except the recruit must show signs of a psyker, though any Chaos taint will rebuke his skills and the planet may be investigated further by the Inquisition. After going through all the necessary steps to becoming a space marine, and possibly a few more, the recruit has to be finally checked before being able to don the ancient, aegis armour and his new nemesis-force weapon.

Grey Knights then join a squad, under the command of a Justicar. Eventually, they will learn the battle skill and join a teleport or Purgation squad and become Justicars themselves, teaching and commanding their own squad. If judged to be of proper piousness and knowledge, they might join a terminator squad, for you must be extremely accomplished to wear these holy suits. If somehow, through the Blessed Emperor, a Grey Knight lives past becoming a Brother Captain, commander of a terminator squad, he may become a Grand Master. Akin to a Chapter Master of other Chapters, a Grand Master may have colleagues in the same position though. A Grand Master has occupied a seat in the Inner Enclave of the Inquisition for reasons to keep the organizations coherent.

Nemesis Force Weapons


Perhaps the most distinguishing part of any Grey Knight is his weapon. Many speculate that the halberds used by the Grey Knights came in fact from the design of the Guardian Spear that are used by the Adeptus Custodes. All Nemesis Force Weapons are crafted with the purest materials to the highest standards. Each weapon is also unique as it is tailored specifically to the wielder's psychic energies. Because of this, no one can use a Nemesis Force Weapon other than the owner. The weapon will accumulate power as its owner gains experience. Higher ranking knights can destroy even Terminator armour with their Force Weapon. Grand Masters can kill monstrous creatures outright with a single stab. Nemesis Force Weapons normally take the shape of a sword or halberd but can also be an axe or any other melee weapon.

Brother-Captain Stern



Brother-Captain Stern has served the Grey Knights for many long years. His most famous act was when he banished the Lord of Change M'kachen back into the Warp for one hundred years and a day. When the vengeful daemon finally returned he vowed to send Captain Stern into the realm of the dead no matter what the cost. He appears on the battlefield to face Stern every chance he gets.

Quotations


:"It is better that one hundred innocents fall before the wrath of the Emperor than one bows before the Daemon."
~First Book of Indoctrinations
: "Innocence proves nothing."
~Inquisitorial motto
: "Better crippled in body than corrupted in mind"
~Inquisitorial motto

References















  • Got something to say? Make a comment.
    Your name
    Your email address
    Message
    Please enter the solution to case below
    12+12=