Commitee:
My humble self (Board Director and self-proclaimed Lord of Sorrow)
Saladin
Beregond
Action Fighter
Astor
By power of this commitee and by rules of majority these descriptions were chosen for incorporation:
Kislev: Astor
Dwarfs: Grand Admiral Thrawn
Slaanesh Followers: Fulgrim 88
Night Goblins: Ratzor
Another factions (these are not multiple, thus vote was not necessary)
High Elves: Cholio
Sylvania: Mr.Sorrow
Khorne F.: Vaz
Nurgle F.: Wolster
Tzeentch F.: Lord Inquisitor
Orcs and Goblins: Ratzor
Dark Elves: Maias 227
And all Imperial factions created by Grand Admiral Thrawn...Cheers mate..you deserve a lot of rep...
Spoiler Alert, click show to read:
Kislev
Courtesy of Astor
"Traveller, look to the North, there we shall stand as the Darkness covers us. For Motherland, for dreams written in ice, for freedom of steppes. Mourn us not, but remember that rose of Winter shall blossom with roar of bear once again.“
For centuries have our Tzars and Tzarinas enforced the rule of law in these unsteady lands, ever vigilant against new threats. For centuries have we withstood harsh winters and the deadly winds of destruction blowing from the Chaos Wastes. Many great men have been destroyed because of the idleness brought about by peace. The Kislevite soul however never rests, never falters, and when war calls, its voice is heard by the young and the old alike.
Our friendship with the Empire is strong and Kislev renews its oaths to our southern neighbours time and again with the steel of our Winged lancers and the arrows of our marksmen, with the favour being returned frequently over the years. But even the armies of the Empire cannot be everywhere, and though its military might is great it falls on Kislev to be the front line in the battle against Chaos. Night goblins are beginning to stir in the East and at times the drums of an Orc warband sounds through the blades of the long steppe grass.
The time for war has come again, and may mighy Ursun lead us to victory, else all hope be lost.
Spoiler Alert, click show to read:
This is madness! Madness? THIS IS Kislev!
Courtesy of Grand Admiral Thrawn
Kislev is the most northern of the lands of the Old World proper and the closest to the Daemon-infested Chaos Wastes. It is a cold land bordered to the east by the Worlds Edge Mountains, and by the Sea of Claws to the west. In the northlands every town and village is heavily defended because the lands are infested with Chaos warbands and marauding monsters. The plains of the east are sparsely inhabited by nomad horse tribes; expert riders and archers born to the saddle. The western and southern tundra is more densely inhabited with many fortified settlements.
Kislev is ruled by great warrior-mages called Tzars and Tzarinas, who have potent magical powers rooted in their own elemental Ice Magic. The Kislevites are long-standing allies of the Empire. In times of great danger the two realms unite to overcome the perils of Chaos. This relationship has lasted for many centuries with only the occasional dispute that has set the two nations against each other.
The warriors of Kislev are amongst the finest cavalry in the Old World, with the resplendent Winged Lancers considered experts with horse and lance, aided by the Ungol Horse Archers from the eastern tribes. These are supported by Kossar infantry drawn from all across the land of Kislev, trained to fight with bow and axes.
Spoiler Alert, click show to read:
High Elves Expedition
Courtesy of Cholio Long have the Asur, or more commonly known as High elves, stood as a beacon of light challenging the forces of Chaos wherever it may be found. As they are amongst the oldest races in the world, the knowledge and skills that they have acquired over the years will be essential in the conflict that is to come. The Asur magicians are amongst the most powerful in the world, as they have had centuries to refine their abilities and they do not hesitate to use their powers against any servant of Chaos. And even though that the High elves may still be suffering from the loss of the great Sundering and from fighting against their dark brothers for so long, the resoulution of the Asur has never faltered.
And now as their eternal enemy yet again musters in the north, the Asur draws out to meet them on the battlefield once more.. Rest assured, wherever the enemy may go, the High elves will be there in the forefront of the fight, striking down upon them with swift justice and retribution. The Asur will never stop their campaign against the darkness that resides in the north, they will stand triumphant or they will fall.
The armies of the High elves may lack in numbers, but the skills and bravery of the elvish warriors can still outmatch any enemy that they may come across. Their skills with the blade as well as the bow, is amongst the finest there is to find and is by far enough to conquer any foe.
Spoiler Alert, click show to read:
Sylvania
Courtesy of Mr. Sorrow
Never has a land been so forsaken by nature and light as Sylvania. Very close to uninhabitable, Sylvania's dark and deep forests full of despair and hunger make every living soul shiver in fear. Moorlands and swamps of dead where only motion lies within unholy winds of magic.
Zombies and skeletons lie underneath nearly every inch of soil, thus ensuring that no life, no one will ever forget who rules these lands. Once in few decades the mighty vampire lords arise for glorious slaughter, and when defeated they wait and wait until human memory of them is nothing more than frightening stories for children. Then, they come again with thirst stronger than anything, with will of steel and without any fear. And the storms of magic dance with black and forbidden words of necromancers, Brother in arms die to raise as unspeakble horrors who kill, feast and maim until everything that is alive will belong to their endless army. Throne of Immortal Emperor- that is the only dream of vampire Counts of Sylvania ever since Vlad von Carstein marched with his hordes of undead for the first time.
After unfortunate defeat of Mannfred von Carstein at Hel Fenn we have survived, we have rebuilt, and now your reward is before you My lord, the Throne of Endless Tears is within your grasp. To war!
Spoiler Alert, click show to read:
Khorne Followers
Courtesy of Vaz
Khorne, the Blood God, is said to be the mightiest of all the Chaos Gods, for he is rage incarnate. Known by many names, every action taken where blood is spilled is in his name, whether it's intended or not. The sheer primal ferocity of Khorne is apparent in his followers. Many see them as degenerate blood maddened warriors, who seek only the shedding of blood regardless of whether it's friend or foes, yet they couldn't be further from the truth.
While the tribesmen of the northern nomad's, like the Hung and the Kurgan may occasionally fall to the throws of bloodlust and the berserkergang, the true power of Khorne lies in the Warriors of Chaos, and his Chosen.
Able to fight with the skill and intelligence of a true blademaster, yet also have the strength and speed of a madman see's them overcome foes who outnumber them many times over - the protection afforded by their Chaos Armour is enough to let them let through blows which could kill a normal man, and not need to waste time blocking - all so that the chosen can continue to spill blood.
The Warriors of the Blood God always follow a simple code - the blood must flow.
It matters not from whence it flows; all that matters is that it does.
Spoiler Alert, click show to read:
Nurgle
Courtesy of Wolster
Nurgle is the Great Lord of Decay and the Master of Plague and Pestilence, his carcase is riddled with disease and infestation. Nurgle is also Lord of All because all things, no mater how solid and permanent they seem, are liable to physical corruption. Indeed, the very processes of construction and creation foreshadow destruction and decay. The palace of today is tommorrows' ruin, the maiden of the morning is the crone of the night, and the hope of a moment is but the foundation stone of everlasting regret.
Nurgle is probably the greatest showman of all the Chaos Powers and revels in the specticle and drama of battle more than any of the others. The army can perhaps be visualised as a grotesque and macabre carnival. Wild jollity, laughter and mad-cap capering is combined with the most horrible manifestations of disease and deformity, like an insane circus parade of all the worst ills imaginable.
The warbands flocked to the sound of the drum. The plaguebearers carefully recorded the name of each Champion, announcing his titles as loudly as they were able among the rising laughter and squeaking chatter. The show pleased father Nurgle immensley, he sighed with satisfaction and patted the little Nurgling that had crawled into the crook of his arm and puddled there. With a loving smile the great Daemon plucked the Nurgling from the folds of his arm, caressed it for a moment before popping it whole into its gapping maw.
"Ahh... Gentlecreatures, Children , pretties ... lend your ears to your loving Father, cease thy aimless chatter, banish thy banal burblings....."
"Gentlecreatues our pretties... now is time to sing the songs of fate, for the moment has come for the Dance of Death!"
Spoiler Alert, click show to read:
Tzeench Followers
Courtesy of Lordinquisitor
Tzeentch is the god of change, of magic and of deceit. Tzeentch knows the fate of every being in the universe and he manipulates mortals and gods alike in his convoluted schemes- Not to achieve an specific goal, no, constant change is Tzeentch`s only motivation.
His Worshippers might not be as numerous as those of Khorne and they might not be as tough as the followers of Nurgle; Yet one shoulnd`t underestimate the might of his legions. For the chosen ones of Tzeentch aren`t just skilled warrios, but also great sorcerers and cunning schemers.
Among his legions are also the most hideous abominations, for he is also the god of mutation and he likes to "bless" his followers, who gladly embrace the change.
When the legions of Tzeentch go to war, reality is usually the first casualty. The Sky over an army of Tzeentch is charged with raw, magical energy and reality itself is altered to suit the needs of his generals.
Strong walls might crumble to dust; The enemy general might become insane; The stocks of an besieged city might rot within hours; Arrows fired at the followers of Tzeentch might turn to ash in midair; Long awaited reinforcements might change the sides and an secure castle might turn into an death-trap.
The Lord of Change enjoys such twists of fate, and tell me, when reality bows to his will, who might oppose him?
Spoiler Alert, click show to read:
Dwarves (Dwarfs)
Once again courtesy of Grand Admiral Thrawn
The Dwarfs are one of the most ancient races of the Warhammer world. From the beginning of time, their traditional homeland has been the Worlds Edge Mountains, the vast, forbidding mountain chain, that marks the eastern boundary of the Old World. Here in ages past, the Dwarfs built their massive underground strongholds among the high peaks and tumbling chasms. At its height, their real spread from the far north to the distant south, while their mines stretched far beneath the earth itself. These days of glory are now long gone; many strongholds lie in ruins or are occupied by evil creatures, and the great achievements of the past are now nothing more than memories, ancient sagas sung in the half-empty halls of the few surviving Dwarf strongholds.
The Dwarf strongholds of the World Edge Mountains are remnants of the once great Dwarf empire known by the Dwarfs as Karaz Ankor. This means either the 'Everlasting Realm' or the 'Mountain Realm', the Dwarf word for mountain and extreme durability being the same. The great city of Karaz-a-Karak, called Everpeak in the tongue of Men, lay at the centre of this vast empire. The history of the Everlasting Realm is a long saga of war, treachery and betrayal that has left a bitter legacy in the minds of the Dwarf people.
Spoiler Alert, click show to read:
Dwarf Empire
Courtesy of Astor
Of all the peoples inhabiting the Old World, it is perhaps the Dwarves who hold the deepest grudges against the forces of Chaos. Many are the grievances they have, and their greatest one is the loss of the mighty keep of Karak Vlag in ages long since past, wiped from the plane of existence by the Ruinous Powers. Despite the many setbacks the dwarves have suffered, the loss of their ancestral homes and the diminishing of their people, they are still capable of fielding armies that make the world tremble.
Karak Ankor, the Realm of Mountains, stretches the entire length of the World's End Mountains, though of late many formerly unconquered holds have fallen to rampaging hordes of greenskins. The situation looks increasingly grim for the sons of Grungni.
Under the leadership of the venerable Thorgrim Grudgebearer, the dwarves have one last chance to reclaim their rightful place in this world, one last chance to strike the last insult from the Great Book of Grudges, driving all those who oppose them into the sea once and for all. The time of the axe is nigh.
Spoiler Alert, click show to read:
Orcs and Goblins
Courtesy of Ratzor
WAAAAAGH!!!! 'ere we goe ya dumb sod! I´m big warboss now and I say we smash 'em puny 'umie rock buildings! We iz gonna stick 'em wiv choppas, blast 'em wiv 'em rock lobbas 'an nick all ther gear!!
Me Big'uns are strong and hunty and will kill 'em who stann' in me way!! Yu' 'arrer boyz fill 'em wif 'arrers, yu' choppa boyz chopp 'em up real gud', them black orks will smash yer 'eads in if yu go run like little pansy-elfses!! An 'en we bash 'em dwarfs up for good, an pile 'ere bones outside me hutt and make it look real flash'd up!!
An 'en we got'z 'em big chaos boyz, 'ey got 'em demons 'an that sort of magic nonnwatz. Me pick me teef wif em' demon horns, Gork got'z way moor' power than any of 'em godz!! Me let 'em fink t'ere real smart but me smarter van 'em, I'll let 'em 'ave orkish swords 'an orkish 'axes 'an 'ey won't even notice!!!!""
Spoiler Alert, click show to read:
Slaanesh Followers
Courtesy of Fulgrim 88
Of the four grand deities of Chaos, the Dark Prince, Slaanesh is the youngest and weakest. However, one would be foolish to believe that he wields no power.
Slaanesh is pride, Slaanesh is desire. Slaanesh is decadence, Slaanesh is lust. The mightiest Empire might withstand the rage of Khorne, the schemes of Tzeentch and the diseases of Nurgle, yet it will ultimately fall victim to it's own hauteur and crumble - much to the amusement of the Dark Prince.
His followers are a breathtaking sight, ranging from unearthly beautiful to outrightly debauched. Many soldiers facing a Champion of Slaanesh found themselves unable to follow their original orders, wishing nothing more than to fullfill his every wish.
However, each gift of Chaos comes at a price; Those who gift their souls to the Prince of Lust slowly loose their humanity, growing unable to feel anything but the most extreme pain and pleasure. This is why, in battle, warriors of Slaanesh sometimes appear just as mad as followers of Khorne - with the exception that they don't only aim to spill blood, but to inflict maximal pain while doing so.
The armies of Slaanesh may not be as tough or well armoured as those of Khorne and Nurgle, not as adept in magic as those of Tzeentch, but they posess a deadly grace and speed none of the other Chaos gods is able to muster.
And after all, Slaanesh doesn't need a single warrior to achieve victory, for the true battle against the Dark Prince is fought within the very soul of every living creature...
Spoiler Alert, click show to read:
Slaanesh FollowersCourtesy of Outlawstar15a2
The people of the Northern wastes pray to many dark and loathsome Gods. Some are mere pagan Gods that have existed since time immemorial, others worship the Ruinous Powers of Chaos. Of the four primary Gods Slaanesh is worshipped by warriors whose sensual desires know no bounds.
Slaanesh is lust and decadence embodied and his followers show this through many horrible atrocities, thouse captured by the minions of Slaanesh will suffer a fate worse then death for the warriors of the Dark Prince are know for their debased rituals including excessive rape-murder. On the battlefield Slaaneshi soldiers dance around and dodge blows with a supernatural speed and percision, deriving sadistic pleasure from the sounds of battle and actually getting off on it.
However over time their exposure to the magic of Slaanesh will dull their senses and emotional capacity meaning that they will need to experience more intense sensations each time. To this effect followers of Slaanesh are constantly search for new sources of euphoria and debased please.
Spoiler Alert, click show to read:
Night Goblins
Courtesy of Ratzor
Pieces from Goblins: A vermin Incarnate by brother Lorentz the Pious:
Imperial year 2257
The first incursion into goblin territory yielded no substantial results. Field commander Erik von Hertz led our troops into a glorious victory, chasing the goblin filth into the same holes they originated from but I´m yet to wonder whatever these cowardly creatures contain a sentient life or follow a crude animal instinct. They seem capable of producing their own weapons and armor, but they could just as likely be stolen from ambush victims or looted from nearby garrisons. Still, they seem capable of herding, we lost Captain Furmarch's whole company when the goblins released their squigs. They threw themselves at the soldiers, chewing of armour pieces and even swallowing soldiers heads whole. At the end of the "battle", a shaman appeared to rally his cowardice underlings, sprouting fireballs from his fingers and lashing the goblins into a frenzy. The tap was already shut though and Eriks handgunners launched a massive volley to end the goblin filth.
This particular tribe of goblins seem to worship the moon, displaying banners and paintings of a faced crescent moon. They are also shy of sunlight and only move above surface during the night, dressing in black garments to hide their skin from the righteous beams of light. Perhaps that's a fitting appendex for them, Night goblins? They also showcase a higher ferocity levels than other tribes. Seeking to take fight sometime instead of running away as most of their "kinsmen". More research into this is needed.
For the glory of the Empire and the eternal grace of Sigmar!"
Spoiler Alert, click show to read:
Night Goblins
Courtesy of Wolster
Goblins are cruel, wicked, and bad-hearted. They make no beautiful things, but they make many clever ones. They can tunnel and mine as well as any but the most skilled dwarves, when they take the trouble, though they are usually untidy and dirty. Hammers, axes, swords, daggers, pickaxes, and instruments of torture, they make very well, or get other people to make to their design, prisoners and slaves that have to work till they die for want of air and light.
It is not unlikely that they invented some of the machines that have since troubled the world, especially the ingenious devices for killing large numbers of people all at once, but not using their own hands more than they could help.
They do not hate dwarves especially, no more than they hate everybody and everything, and particularly the orderly and prosperous; and anyway goblins don't care who hey catch, as long as it is done smart and secret.
There in the shadows on a large flat stone sat a tremendous goblin with a huge head, and armed goblins were standing round him carrying the axes and the bent swords that they use, they chanted;
"Batter and beat! Yammer and bleat!
Work, work! Nor dare to shirk,
While Goblins quaff, and Goblins laugh,
Round and round far underground
Below my lad!"
Spoiler Alert, click show to read:
Dark Elves
Courtesy of Maias227
The Dark Elves, or Druchii as they call themselves, were once inhabitants of the legendary island of Ulthuan. They regard themselves as the only true heirs to the first and mightiest Phoenix King, Aenarion the Defender. The invading hosts of Chaos had been defeated but had left Aenarion dead and the Elves of Nagarythe saw it only natural that his son Malekith should rise to the throne. However, the council refused and this ultimately exploded into a civil war, known as the Sundering. Ulthuan itself was torn apart as the two forces clashed all across the isle, though ultimately Naggarythe sunk beneath the waves and the remaining Druchii fled to Land of Chill.
Today the Druchii have mastered their new desolate homeland and sail the seas, exploring, raiding and on occasion invading Ulthuan, seeking to reclaim their old home. Their hatred is unmatched, their skill formidable and finally their resolve unshakable. The mighty Witch King Malekith reigns supreme still and the armies of the Druchii march at his bidding into the world to spread the terror of the Dark Elves.
All that contributed :
Mr. Sorrow-Sylvania, Kislev
Vaz-Khorne's Followers
Wolster-Nurgles Followers,Night Goblins
Lordinquisitor -Tzeenches Followers
Astor-Dwarfs,Kislev
Grand Admiral Thrawn- Kislev,Dwarfs, Empire
Cholio- High Elves
Ratzor-Orcs and Goblins, Night Goblins
Fulgrim 88- Slaaneshs Followers Outlawstar15a2-Slaaneshs Followers
Maias227- Dark Elves
Grand Admirals Empire
Last edited by Mr. Sorrow; February 03, 2010 at 11:37 AM.
Re: Gentlemen, I dare you! Faction descriptions writing
Khornate Followers
Khorne, the Blood God, is said to be the mightiest of all the Chaos Gods, for he is rage incarnate. Known by many names, every action taken where blood is spilled is in his name, whether it's intended or not. The sheer primal ferocity of Khorne is apparent in his followers. Many see them as degenerate blood maddened warriors, who seek only the shedding of blood regardless of whether it's friend or foes, yet they couldn't be further from the truth.
While the tribesmen of the northern nomad's, like the Hung and the Kurgan may occasionally fall to the throws of bloodlust and the berserkergang, the true power of Khorne lies in the Warriors of Chaos, and his Chosen.
Able to fight with the skill and intelligence of a true blademaster, yet also have the strength and speed of a madman see's them overcome foes who outnumber them many times over - the protection afforded by their Chaos Armour is enough to let them let through blows which could kill a normal man, and not need to waste time blocking - all so that the chosen can continue to spill blood.
The Warriors of the Blood God always follow a simple code - the blood must flow.
It matters not from whence it flows; all that matters is that it does.
[ Cry Havoc:: ] - [ link ] - [ An Expanded World Submod for Call of Warhammer ] My turban brings all the muslims to the yard and they're like العنصرية ش
Re: Gentlemen, I dare you! Faction descriptions writing
Originally Posted by Vaz
Khornate Followers
Khorne, the Blood God, is said to be the mightiest of all the Chaos Gods, for he is rage incarnate. Known by many names, every action taken where blood is spilled is in his name, whether it's intended or not. The sheer primal ferocity of Khorne is apparent in his followers. Many see them as degenerate blood maddened warriors, who seek only the shedding of blood regardless of whether it's friend or foes, yet they couldn't be further from the truth.
While the tribesmen of the northern nomad's, like the Hung and the Kurgan may occasionally fall to the throws of bloodlust and the berserkergang, the true power of Khorne lies in the Warriors of Chaos, and his Chosen.
Able to fight with the skill and intelligence of a true blademaster, yet also have the strength and speed of a madman see's them overcome foes who outnumber them many times over - the protection afforded by their Chaos Armour is enough to let them let through blows which could kill a normal man, and not need to waste time blocking - all so that the chosen can continue to spill blood.
The Warriors of the Blood God always follow a simple code - the blood must flow.
It matters not from whence it flows; all that matters is that it does.
Great! Iam just reading it...glad that someone finally responded. You are in!
Last edited by Mr. Sorrow; January 03, 2010 at 04:45 AM.
Re: Faction descriptions writing. WE NEED YOUR HELP!
Dwarf Empire
Of all the peoples inhabiting the Old World, it is perhaps the dwarves who hold the deepest grudges against the forces of Chaos. Many are the grievances they have, and their greatest one is the loss of the mighty keep of Karak Vlag in ages long since past, wiped from the plane of existence by the Ruinous Powers. Despite the numerous setbacks the dwarves have suffered, the loss of their ancestral homes and the diminishing of their people, they are still capable of fielding armies that make the world tremble.
Karak Ankor, the Realm of Mountains, stretches the entire length of the World's End Mountains, though of late many formerly unconquered holds have fallen to rampaging hordes of greenskins. The situation looks increasingly grim of late for sons of Grungni.
Under the leadership of the venerable Thorgrim Grudgebearer, the dwarves have one last chance to reclaim their rightful place in this world, one last chance to strike the last insult from the Great Book of Grudges, driving all those who oppose them into the sea once and for all. The time of the axe is nigh.
Last edited by Astor; December 29, 2009 at 06:51 AM.
Screw multiculturalism and the horse it rode in on
Re: Gentlemen, I dare you! Faction descriptions writing
Followers of Slaanesh
The people of the Northern wastes pray to many dark and loathsome Gods. Some are mere pagan Gods that have existed since time immemorial, others worship the Ruinous Powers of Chaos. Of the four primary Gods Slaanesh is worshipped by warriors whose sensual desires know no bounds.
Slaanesh is lust and decadence embodied and his followers show this through many horrible atrocities, those captured by the minions of Slaanesh will suffer a fate worse then death for the warriors of the Dark Prince are known for their debased rituals including excessive rape-murder. On the battlefield Slaaneshi soldiers dance around and dodge blows with a supernatural speed and percision, deriving sadistic pleasure from the sounds of battle and actually getting off on it.
However over time their exposure to the magic of Slaanesh will dull their senses and emotional capacity meaning that they will need to experience more intense sensations each time. To this effect followers of Slaanesh are constantly in search for new sources of euphoria and debased please. Slaaneshi companions are charismatic and attractive, they often have large followings which are enthralled by their quick wits and sweet words. They are often master orators and skillful demagogues able to advance through social ranks and build a power base due to their ability to mainipulate people. The most dangerous thing about Slaanesh and it's followers is the ability to play off of the emotions of the people they come into contact with and in battle this is used to horrific effect. Particularly favored champions of Slaanesh may even be able to summon a Keeper of Secrets onto the battlefield, a lumbering walking edifice of sensual sin incarnate, it holds the power to sap the enemy's will to fight and while the foe is mesmorized the daemon will move in for a easy kill.
Currently Slaaneshi cults can be found all throughout the Old World. Slaanesh attracts all manner of people to it's service. From men and women suffering from love scorned to those who seek pleasures of the flesh to look upon the ranks of Slaanesh is to look upon the misguided ranks of the world. The signs of Slaanesh are everywhere from the whore working the dark alley to the husband practicing infidelity. Now you, oh rising champion of Slaanesh, have a world to conquer, nations to corrupt, and people to kill. Slaanesh will brook no cowardice, no insolence. Unite the people of the north behind your banner and then march south and do what what Asavar Kul and Archaon before you failed to accomplish.... The destruction of the Old World and the deliverance of it's people and lands to the one true Dark God...
Last edited by Outlawstar15a2; December 29, 2009 at 03:29 PM.
Re: Gentlemen I dare you! Faction descriptions writing.
Nurgle
Nurgle is the Great Lord of Decay and the Master of Plague and Pestilence, his carcase is riddled with disease and infestation. Nurgle is also Lord of All because all things, no mater how solid and permanent they seem, are liable to physical corruption. Indeed, the very processes of construction and creation foreshadow destruction and decay. The palace of today is tommorrows' ruin, the maiden of the morning is the crone of the night, and the hope of a moment is but the foundation stone of everlasting regret.
Nurgle is probably the greatest showman of all the Chaos Powers and revels in the specticle and drama of battle more than any of the others. The army can perhaps be visualised as a grotesque and macabre carnival. Wild jollity, laughter and mad-cap capering is combined with the most horrible manifestations of disease and deformity, like an insane circus parade of all the worst ills imaginable.
The warbands flocked to the sound of the drum. The plaguebearers carefully recorded the name of each Champion, announcing his titles as loudly as they were able among the rising laughter and squeaking chatter. The show pleased father Nurgle immensley, he sighed with satisfaction and patted the little Nurgling that had crawled into the crook of his arm and puddled there. With a loving smile the great Daemon plucked the Nurgling from the folds of his arm, caressed it for a moment before popping it whole into its gapping maw.
"Ahh... Gentlecreatures, Children , pretties ... lend your ears to your loving Father, cease thy aimless chatter, banish thy banal burblings....."
"Gentlecreatues our pretties... now is time to sing the songs of fate, for the moment has come for the Dance of Death!"
(Realm of Chaos - The Lost and the Damned - 1990 1st Edition ) + plus a little creative editing
Last edited by Wolster; December 28, 2009 at 03:07 PM.
Re: Gentlemen I dare you! Faction descriptions writing.
Originally Posted by Wolster
Nurgle
Nurgle is the Great Lord of Decay and the Master of Plague and Pestilence, his carcase is riddled with disease and infestation. Nurgle is also Lord of All because all things, no mater how solid and permanent they seem, are liable to physical corruption. Indeed, the very processes of construction and creation foreshadow destruction and decay. The palace of today is tommorrows' ruin, the maiden of the morning is the crone of the night, and the hope of a moment is but the foundation stone of everlasting regret.
(Realm of Chaos - The Lost and the Damned - 1990 1st Edition )
Yes, this is nice. It is also too short (Iam not saying that we are writing novels here) and you should put a bit of yourself in it. Just use imagination.
Re: Gentlemen I dare you! Faction descriptions writing.
Sorry i didnt expect a reply so soon, was mid way through editing, if its the sort of thing yr after i could possibly use the same source book to crack off a Tzeentch version as well.
Re: Gentlemen I dare you! Faction descriptions writing.
Originally Posted by Wolster
Sorry i didnt expect a reply so soon, was mid way through editing, if its the sort of thing yr after i could possibly use the same source book to crack off a Tzeentch version as well.
Sorry, I tend to act berserk. This edited version is very good. You are in. Nurgle crossed. Maybe just tone down the humour. We are very serious here. (I will wait for the final edit...)
Re: Gentlemen I dare you! Faction descriptions writing.
There you go, the pore Nurgling gets eaten now - I feel bad for the poor guy but u made me do it.
Thats my final edit, but im more than happy for anyone to adjust the basis of the paragraph to suit (personnally i like the comedy element of Nurgle - its part of what makes them unique imo) as ive copied most of the extract myself so its not an original work etc..
Re: Gentlemen I dare you! Faction descriptions writing.
Tzeentch is the god of change, of magic and of deceit. Tzeentch knows the fate of every being in the universe and he manipulates mortals and gods alike in his convoluted schemes- Not to achieve an specific goal, no, constant change is Tzeentch`s only motivation.
His Worshippers might not be as numerous as those of Khorne and they might not be as tough as the followers of Nurgle; Yet one shoulnd`t underestimate the might of his legions. For the chosen ones of Tzeentch aren`t just skilled warrios, but also great sorcerers and cunning schemers.
Among his legions are also the most hideous abominations, for he is also the god of mutation and he likes to "bless" his followers, who gladly embrace the change.
When the legions of Tzeentch go to war, reality is usually the first casualty. The Sky over an army of Tzeentch is charged with raw, magical energy and reality itself is altered to suit the needs of his generals.
Strong walls might crumble to dust; The enemy general might become insane; The stocks of an besieged city might rot within hours; Arrows fired at the followers of Tzeentch might turn to ash in midair; Long awaited reinforcements might change the sides and an secure castle might turn into an death-trap.
The Lord of Change enjoys such twists of fate, and tell me, when reality bows to his will, who might oppose him?
Last edited by Lordinquisitor; December 28, 2009 at 03:27 PM.
Re: Gentlemen I dare you! Faction descriptions writing.
Yes, this is not as big as translation and though it is "my" child, I make this sticky movement for useful purposes (to avoid confusion and working on the same thing). This should be channel for those who want to make final faction descriptions. And because "final" is nice word we will work and deliver.
Sorrow
Last edited by Mr. Sorrow; December 28, 2009 at 04:51 PM.
Re: Gentlemen I dare you! Faction descriptions writing.
For Greenskins:
WAAAAAGH!!!! 'ere we goe ya dumb sod! I´m big warboss now and I say we smash 'em puny 'umie rock buildings! We iz gonna stick 'em wiv choppas, blast 'em wiv 'em rock lobbas 'an nick all ther gear!!
Me Big'uns are strong and hunty and will kill 'em who stann' in me way!! Yu' 'arrer boyz fill 'em wif 'arrers, yu' choppa boyz chopp 'em up real gud', them black orks will smash yer 'eads in if yu go run like little pansy-elfses!! An 'en we bash 'em dwarfs up for good, an pile 'ere bones outside me hutt and make it look real flash'd up!!
An 'en we got'z 'em big chaos boyz, 'ey got 'em demons 'an that sort of magic nonnwatz. Me pick me teef wif em' demon horns, Gork got'z way moor' power than any of 'em godz!! Me let 'em fink t'ere real smart but me smarter van 'em, I'll let 'em 'ave orkish swords 'an orkish 'axes 'an 'ey won't even notice!!!!""