We Are the Gods of a New World Order [Warhammer 50K ~ Warp God Simulator]

Moratorium's up. @dbRevned posted the same plan I did before I managed to, but they formatted it nicer and also mentioned they were going to bed, so I will post their plan for them.

[X] Plan: Peace, earth, and MAGIC
-[X] Elysium: The power of peace, sanctuary, and safety. Mastery of the Elysium Domain grant access to wards and bindings capable of enforcing peace upon limited areas While these cannot be used to protect combattants-such wards are proof even against indiscrimate attacks as long as the peaceful reside within them.
-[X] Expansion: Select two Associated Domains that you have previously passed up, the safe but boring choice.
--[X] Earth: The power of soil, stone, and everything in between. Mastery of Earth has great benefits in terraforming and drawing forth natural resources, it also augments your Weaving by allowing you to concentrate sufficient nutrients in one place to produce megaflora scale creatures.
--[X] Sorcery: An oldie but a goodie! Sorcery is a mechanism to delegate your own attention down to suitable mortal agents! It allows them to call forth your Daemons, invoke lesser echoes of your own Spheres, and generally is just a really flexible form of power! Of course, Sorcery isn't one hundred percent Reliable, and it doesn't really do anything to expand your abilities as a god in and of itself. Maybe take it now and see about whipping up some kind of neat witchy coven thingie? Or maybe it'd be best to leave it for later once you have more to offer with it. Decisions decision.
 
The only explanation I have is, that nearly 10.000 years of mostly killing other humans rebelling for understandable reasons and rampant institutional corruption has put the Astartes near their breaking point.
Though to play the Chaotic?(Imperial in this context?) advocate, maybe we just stumbled on a Salamader successor. Though that just brings up the question of when did the Salamanders started having official successors.
I think that tenchifew is right. Lets look again this often quoted part in the opening post:
Hope perhaps may have been found in the form of the Space Marines, but the twofold trap of the Chapter system discouraging coordination, and their genuine need to serve as a bulwark against alien aggression have stayed their hands. The few who protested were overcome by their peers or strangled by denial of much needed supply and expertise. The rest stoically accept the new lot and attempt to secure their homeworlds at least. Perhaps it will be enough.
We just had the pleasant surprise that the Space Marines that were sent to supress what the Imperial command thought was just the same old awful Chaos, against which the Azure Dragoons wouldn't have shown even a miniscule amount of hesitation? Well, they were clearly almost, or maybe completely, ready to rebel if they were sent to suppress civilian revolts (probably again after countless times). Instead, they run into people who weren't worshipping horrible abominations and doing horrific acts in the names of their dark gods, but were like the Captain Martin Solheart said:
"I don't see any heretics here" He continued. "Just good folk who had to fend for themselves."
Lets just say that I'm actually hopeful for the future of the galaxy in 40k/50k. And it feels wonderful.

EDIT: Speaking of wonderful things:
[X] Plan: Peace, earth, and MAGIC
 
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Elevation is hugely useful in the short term. The other two add versatility, but Elevation adds raw power in the form of effective favor tokens for every action. We already have far more domains we want to use than we have favor to use them. Elevation gives us a boost where it's most useful, when it's most useful.

[X] Plan Peace
-[X] Elysium
-[X] Elevation: Connection

We're already using connection on almost 90% of our actions anyway.
 
I don't want to take Elevation. Ever. Not even for Connection. It puts us one step closer to the situation the Four had: Everything chaotic, all the time, 100%. And more abstractly, it's giving up choice for power. We give up the choice to not use that domain when it's not appropriate. Permanantley. I just don't think that's a good deal, as it was our ability to spare and talk to the space marines that won the day, not any amount of divine power we had.

Besides, as someone(?) posted earlier, Elevation is most useful in the early game when our favor is limited. Later on as we level up, we'll have plenty of favor tokens to use the Connection domain when we want/need to. It's a short-term gain with a long-term detriment that we can't get rid of. I don't think that's a good trade, especially not when we have two other boons to choose instead.
 

A creature of both life and death. Where it walks, seeds long dormant or dead spring to life. Flowers sprout, bloom, and spread seeds within seconds. But as it is a spirit of life, as it passes away so too does the life that flourishes around it.

Alternative image
A creature of life, it tends to those around it, bringing prosperity and healing. Trees go strong, leaves grow green, flowers bloom and life of all kinds abounds. Where once was pollution and toxin and death, now blooms life. Rivers and streams flow clean at its passing, and it leaves only the scent of the forest after a summer rain in its wake. Anger it however, and it becomes a whirling death to all who cross it. Dodging around attacks, enduring others, it is a foe to be reckoned with.

They are drawn to the birth of newborns, and to deaths and funerals. They are most abundant at harvest time and in the spring. In the summer they range far and wide, curious and playful, often drawn to play with and watch over children wandering the woods. In the fall they are stern and dutiful, guarding the harvest from disease and rot, and helping to ensure that the work is done on time. In the winter they are nowhere to be found unless summoned, or someone dies of exposure in the snows, where they will gather to observe their passing and provide comfort and companionship in their final moments.
 
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[X] Plan Peace
-[X] Elysium
-[X] Elevation: Connection

This gives us +10 per action, and as we can sometime be doing 4-5 actions right now, and will likely have even more going off each turn as we grow in scope and scale, its value absolutely cannot be overstated. Now, there are downsides to the Elevation choice, and indeed those downsides are such that there is only a single Domain I'd be willing to run it on. That said, a single option isn't going to screw us over, especially when its for Connection, which we can and do already apply to pretty much all of our actions, and literally all of our most important and common actions. The downside for this specific domain getting Elevated aren't nearly enough to counteract the +50 a turn we might be getting from it.
 
I don't want to take Elevation. Ever. Not even for Connection. It puts us one step closer to the situation the Four had: Everything chaotic, all the time, 100%. And more abstractly, it's giving up choice for power. We give up the choice to not use that domain when it's not appropriate. Permanantley. I just don't think that's a good deal, as it was our ability to spare and talk to the space marines that won the day, not any amount of divine power we had.

Besides, as someone(?) posted earlier, Elevation is most useful in the early game when our favor is limited. Later on as we level up, we'll have plenty of favor tokens to use the Connection domain when we want/need to. It's a short-term gain with a long-term detriment that we can't get rid of. I don't think that's a good trade, especially not when we have two other boons to choose instead.
No, it's a short-term large gain for a long-term medium gain. We definitely don't want to Elevate too many domains, but we are in the early game right now, we almost died to the early game, and the leading plan doesn't do much for getting to the massive cult sizes required to have more favor tokens than applicable actions.

We already have Life as core. I think getting Life and Connection makes for an excellent story overall, particularly when we're already spamming that button so hard.
 
From now until the formal start of Chapter 2, I'll be taking submissions for your Lesser Daemon variety. I have a default in mind but others might come up with something even more interesting.

The following criteria must be followed.

A) The daemon must be superficially humanoid, but not necessary a human (Bipedal with a recognizable face).
B) The Daemon must embody at least three of your Domains--you may include the one you're definitely picking up as this.
Oh my, this seems to be a very interesting thing to consider. I'm not really good at stuff like this, never really done stuff like this at all, but I'd like to try and contribute something to this, as I always found the ways of the Warp rather interesting to see what they could produce.

-----

"The joy of life exists within every flower of every branch."

Seedlings, also know as Verdant Twigs, Joyful Tears, Handmaidens and Children of the Forest, are the first of the Verdant Maiden's Lesser Daemons and also their most numerous.

Appearing as small humanoid creatures, barely larger than that of a child, these beings of the Warp closely reflect the Verdant Maiden from which they originate from, at least at first when they are formed by the Maiden's energy. Ever full of joy and liveliness they yearn for nothing more than to go off to help and play with either the Verdant Maiden herself or, more often, with any of her followers, for they represent the childlike innocence of the Maiden and compassion towards others. Often do the Seedlings work together in groups, to both be able to play and help all the more.

These beings typically appear almost identical to the Verdant Maiden herself when they first come into existence, but over time as they interact with other beings they start to metamorphosise into different appearances. Said to be a reflection on both the development of life itself, as well as a reflection to how the Verdant Maiden herself has developed past their own 'heritage', the various Seedlings slowly change themselves into their own unique appearances as they grow with experience.

Still retaining the basic shape, they can change everything about how they look from their hair and their faces to even shifting their forms and attributes to reflect nature in its wonderful, and adorable, beauty by appearing as if their bodies were formed of sapling trees or thick collections of flowers. Truly, the Children of the Forest reflected life's beginnings, development and its variability quite well.

They aren't always the best at what they do, or fully understanding the mortal followers of the Verdant Maiden, but they do try their hardest whenever they're needed or wanted. They are drawn to the struggles that they sense mortals experience and do what they can to support their troubled friend, sometimes acting as something akin to playful household spirits or as helpful assistants to those that require some aid.

A/N: Yeah, decided to sorta base these off of the Nurglings that Nurgle has as that seemed fitting. The three domains that I see in these things are Life (obviously), Weaving (for how they change and develop themselves, the same seeds growing into their own 'trees' over time and experience) and Connection (in how they work together and help others.) I hope that all made sense, I'm uncertain if I'm understanding these domains correctly.
"There is a great comfort to know that there is light within the darkness."

Reapers, also known as Verdant Scythes, Guardian Gardeners and Farmhands of the Maiden, are the second of the Verdant Maiden's Lesser Daemons and also their more lesser known of the two.

Appearing as ethereal humanoid creatures, standing at a roughly equal height to most adult humans, these beings of the Warp typically appear as figures are typically unseen most of the time as they largely spend their time in the Warp or against threats to the Verdant Maiden's followers. When they are seen they are almost always clothed in dark green robes that hide their features and wielding long sharp scythes wreathed in thorns.

These beings are said to be a reflection of the Verdant Maiden's desire to protect others and their desire to fight against the horror and injustice that exists within the galaxy. To those that come and try to attack the innocents in the Maiden's garden, or any other innocent that they can see and reach for that matter, it is then that these Reapers wield their scythes to strike against any such dark forces.

But to face battle isn't the core of the Reapers' purpose, instead they are focused much more on the protection and care of others rather than to harm them or leave them in sorrow. When not in a battle to protect those in their care, most often do they spend their time either peacefully observing those that live their life happily or using their scythes with their more intended use as they bring harvests both small and great to those suffering without any food that grows on their home. Or even to merely grant a little more strength to those that face hardships so that they can rise back up.

It is said that when a follower of the Verdant Maiden dies does a Reaper come by their side, only then choosing to reveal their face to them as they take them by their side so that they might journey to what comes after together. To give those that die some peace, and to make sure that they do not go alone, as gentle flowers that bloom in the darkest of nights before the sun rises back up.

A/N: I came up with this idea after thinking about how the Verdant Maiden is the 'Antithesis of the Reaper', thinking up some sorta thing that's similar yet distinct and sorta inverted to Plaguebearers, how they went against the Necron Flayers and the Nightbringer, some stuff that happened during this battle of the spire and how Death is one of the Verdant Maiden's domains. (And also thinking about stuff such as Death in the Discworld books.) Speaking of Death, that's one of the domains (obviously), Endurance (for they are the shield to those that they protect, and how they sorta help those in need), Harvest (because that's what they do to help people, in life and in death, and also that's sorta why they were made for combat stuff too), and maybe Connection (not to sure on this, or these Lesser Daemons can have more than three domains, but I feel like this is fitting? Maybe?) and I believe Elysium (with trying to keeping the peace and also granting it to those in their protection) sorta fits in with this.
I hope these two ideas are not too bad! 0u0
 
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Allow me to simplify the comparison between Elevation.

Will having a few more options on some turns be worth +20 to +50 points each and every single bloody round from now till the end of the quest? Because I don't think we've ever gone below two actions in a round, so +20 is the absolute minimum it is likely to grant.

Heck, Expansion only lets us get domains that I'm pretty sure everyone intends to get sooner or later a bit earlier. Its quite literally an extremely short term increase in options without any increase in how much we can do per turn, and right now we need growth boosters just to get to the point we're not endangered.
 
This gives us +10 per action, and as we can sometime be doing 4-5 actions right now, and will likely have even more going off each turn as we grow in scope and scale, its value absolutely cannot be overstated. Now, there are downsides to the Elevation choice, and indeed those downsides are such that there is only a single Domain I'd be willing to run it on. That said, a single option isn't going to screw us over, especially when its for Connection, which we can and do already apply to pretty much all of our actions, and literally all of our most important and common actions. The downside for this specific domain getting Elevated aren't nearly enough to counteract the +50 a turn we might be getting from it.
I think you are underestimating the problems it could potentially cause. As nice Connection sounds... Well, in some cases I could see it screwing us over. It will presumably try to apply trying to connect with everything, and 40k/50k has more than enough of things you don't want to make connections. Like say, while trying to study the Tyranid Hive Mind, or the Ork Waaaggghh!. Of course, we could also leave such actions that involve them aside, but that might have dire consequences of its against foes we cannot leave aside.

Because some of our foes? Unlike the Space Marines we faced, some of them just can't be convinced or reasoned with.
 
I think you are underestimating the problems it could potentially cause. As nice Connection sounds... Well, in some cases I could see it screwing us over. It will presumably try to apply trying to connect with everything, and 40k/50k has more than enough of things you don't want to make connections. Like say, while trying to study the Tyranid Hive Mind, or the Ork Waaaggghh!. Of course, we could also leave such actions that involve them aside, but that might have dire consequences of its against foes we cannot leave aside.

Because some of our foes? Unlike the Space Marines we faced, some of them just can't be convinced or reasoned with.

I mean you might technically be able to convince a genesteealer cult, they are not really pluged into the larger hive mind and old school Chaos could corrupt them. The overarching point still stands.
 
Elevation is hugely useful in the short term. The other two add versatility, but Elevation adds raw power in the form of effective favor tokens for every action. We already have far more domains we want to use than we have favor to use them. Elevation gives us a boost where it's most useful, when it's most useful.
Elevation is hugely useful, and more useful the earlier you get it... but I really don't think we can afford to go without Earth and Sorcery for much longer. It's true that we are limited by Favor in how many domains we have on each action, but having more domains lets us have more options overall. We can't do giant creatures without Earth and our worshipers can't summon our Daemons without Sorcery.

Also, while I think Elevating Connection isn't bad, I would point out that it has almost never applied to our Charity actions that help us climb the tech tree and develop our resources, which is the thing we need the most of in the short term.
 
This was superb. And the best? WE DIDI IT! Reason, mercy, kindness, empathy, the very ESSENCE of life met the rotting abyss... AND WON!

It wasn't easy or without libation, but Verdant Maiden stood by her principles, morale and succeded. I can't emphasize this enough.
But these:
"I don't believe that"
"I don't believe in sacrifice"
There is a change. No longer suffering and death be norm of the Imperium, no longer do they need to follow a corps of regret and callousness.
There is a better future, all we have to do is strive towards it.

Though I'm worried about Dana and VM (really want to learn her Name). Both took a considerable beating, there will be wounds, unfortunately.


As for possible votes:

[ ] Growth, for home and heart.
-[ ] Earth: The power of soil, stone, and everything in between. Mastery of Earth has great benefits in terraforming and drawing forth natural resources, it also augments your Weaving by allowing you to concentrate sufficient nutrients in one place to produce megaflora scale creatures.
-[ ] Expansion: Select two Associated Domains that you have previously passed up, the safe but boring choice.
--[ ] Sorcery
--[ ] Elysium

made by @cheesyme, a solid take


[ ] Power of Tomorrow.
-[ ] Earth: The power of soil, stone, and everything in between. Mastery of Earth has great benefits in terraforming and drawing forth natural resources, it also augments your Weaving by allowing you to concentrate sufficient nutrients in one place to produce megaflora scale creatures.
-[ ] Expansion: Select two Associated Domains that you have previously passed up, the safe but boring choice.
--[ ] Sun
--[ ] Weather

The pure energy take, we need as much energy and lightning creating abilities as possible to compensate what is to come.


[ ] Unending Protection.
-[ ] Elysium: The power of peace, sanctuary, and safety. Mastery of the Elysium Domain grant access to wards and bindings capable of enforcing peace upon limited areas While these cannot be used to protect combattants-such wards are proof even against indiscrimate attacks as long as the peaceful reside within them.
-[ ] Expansion: Select two Associated Domains that you have previously passed up, the safe but boring choice.
--[ ] Guardian
--[ ] Sorcery

Synergy option Elysium and Guardian sound similar and might create our Soul reincarnation cycle, promise to help no matter what.

[ ] Bulwark of Life.
-[ ] Elysium: The power of peace, sanctuary, and safety. Mastery of the Elysium Domain grant access to wards and bindings capable of enforcing peace upon limited areas While these cannot be used to protect combattants-such wards are proof even against indiscrimate attacks as long as the peaceful reside within them.
-[ ] Expansion: Select two Associated Domains that you have previously passed up, the safe but boring choice.
--[ ] Guardian
--[ ] Earth

We promised to protect the living, so let's protect them.


[ ] Grand Divine.
-[ ] Elysium: The power of peace, sanctuary, and safety. Mastery of the Elysium Domain grant access to wards and bindings capable of enforcing peace upon limited areas While these cannot be used to protect combattants-such wards are proof even against indiscrimate attacks as long as the peaceful reside within them.
-[ ] Elevation:
--[ ] Elysium

Making this into our core domain alongside Life could make Maiden one of, if not THE embodiment of Good in this hell-of-a-universe.



Personally I'd prefer Power of Tomorrow because I'm materialistic (allows us to thinker more with Necron tech) and this covers practically everything we need to make our follower lives better AND self-sufficient. Not 100% protection, but darn close

You thoughts @Everyone ?


Two questions, @Alectai :

1. What does the -20 cohesion do and how bad is it?
2. Will Dana be human, or is she.... if not dead, then impaired?







P.S. Vote:

[X] Power of Tomorrow.
-[X] Earth: The power of soil, stone, and everything in between. Mastery of Earth has great benefits in terraforming and drawing forth natural resources, it also augments your Weaving by allowing you to concentrate sufficient nutrients in one place to produce megaflora scale creatures.
-[X] Expansion: Select two Associated Domains that you have previously passed up, the safe but boring choice.
--[X] Sun
--[X] Weather
 
This gives us +10 per action, and as we can sometime be doing 4-5 actions right now, and will likely have even more going off each turn as we grow in scope and scale, its value absolutely cannot be overstated.

It's not a +10 to all our actions, as the Life domain doesn't give +10 to every action either. It's not that kind of mechanical advantage.
 
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