for the non 40k. The Warp, through a realm of pure psychic energy that is inimically hostile to all forms of organic life from real space, is home to its own forms of alien life, sentient and otherwise. Many of these creatures are not sentient but depend upon the absorption of psychic energies to survive and are thus naturally drawn to the psychic emanations of mortals in real space. 1
The Warp is also the home of the greatest of all terrors, the four major Chaos Gods -- Khorne, Nurgle, Tzeentch and Slaanesh -- who each dwell within a separate kingdoms within the Warp. They are existential embodiments of the darkest aspects of countless sentient species' psyches, and each create there own races of daemons to serve them, often utilizing them to ensnare real space sentients and/or tare holes in the fabric of real space to allow the Warp dimension through. 2
The inquisitors are sorta like the human imperial factions secret police and are driven by an ancient order of the Emperor of Mankind to ensure the security of the Imperium of Man from the taints of Chaos, the Daemonic threats of the Warp, internal dissension and the dangers presented to Mankind by intelligent alien species like the Orks, the Tyranids, the Aeldari, the Necrons and the T'au. If they show up on your world it is like the emperor himself is there and you are about to have a bad day.
Also, the Warp is important because it's the backbone of the Imperium's infrastructure. FTL travel works by taking a shortcut through this Jungian noosphere dimension, and FTL communication works by having a bunch of telepaths think your message really hard. It's also the source of all the magic in the setting--which means wizards are insanely dangerous because they basically have portals to the place in their heads, and can explode or be possessed by daemons any time their control lapses.
friendsofsandwiches
Dude just got Vader'd.
KilroyLichking
for the non 40k. The Warp, through a realm of pure psychic energy that is inimically hostile to all forms of organic life from real space, is home to its own forms of alien life, sentient and otherwise.
Many of these creatures are not sentient but depend upon the absorption of psychic energies to survive and are thus naturally drawn to the psychic emanations of mortals in real space. 1
TheobromineAddict
Bless you.
KilroyLichking
The Warp is also the home of the greatest of all terrors, the four major Chaos Gods -- Khorne, Nurgle, Tzeentch and Slaanesh -- who each dwell within a separate kingdoms within the Warp. They are existential embodiments of the darkest aspects of countless sentient species' psyches, and each create there own races of daemons to serve them, often utilizing them to ensnare real space sentients and/or tare holes in the fabric of real space to allow the Warp dimension through. 2
KilroyLichking
The inquisitors are sorta like the human imperial factions secret police and are driven by an ancient order of the Emperor of Mankind to ensure the security of the Imperium of Man from the taints of Chaos, the Daemonic threats of the Warp, internal dissension and the dangers presented to Mankind by intelligent alien species like the Orks, the Tyranids, the Aeldari, the Necrons and the T'au. If they show up on your world it is like the emperor himself is there and you are about to have a bad day.
tsiyeria
Thanks for the context!
PaleChapter
Also, the Warp is important because it's the backbone of the Imperium's infrastructure. FTL travel works by taking a shortcut through this Jungian noosphere dimension, and FTL communication works by having a bunch of telepaths think your message really hard. It's also the source of all the magic in the setting--which means wizards are insanely dangerous because they basically have portals to the place in their heads, and can explode or be possessed by daemons any time their control lapses.