Summary: You play as an emulation of Taylor Hebert, summoned into the world of Warhammer post-Worm. Your goal will be to lead a large-scale slave rebellion in the Dark Lands, then establish a safe and unified kingdom for whoever you manage to save.
Disclaimer: I do not own Worm, Warhammer Fantasy or Total War: Warhammer I & II, which are the inspirations for this quest.
Secondary Disclaimer: I'm going to try to gloss over the gory details enough to keep this from needing a Mature tag, but these are rather dark settings and you should not read this story if you're unwilling to read written depictions of slavery, daemons, ritual sacrifice or slavers drowning in a tide of bugs.
The Dawi Zharr, also known as Chaos Dwarfs, had faced many slave rebellions over the history of their species. The largest and most famous was the rebellion of the Black Orcs, a disaster that shook the Chaos Dwarf's iron grip on the Dark Lands enough for Skaven, Ogres and Greenskin tribes to claim vast swathes of territory. Some say that the Greenskin hordes rampaged as far as the Temple of Hashut itself, but they say so quietly, in whispers that they hope their masters will never hear.
In an effort to prevent such a catastrophe from striking their nation again the Chaos Dwarfs became proactive about managing their slave rebellions. Carefully curated and vetted agitators were seeded into the most common problem areas, where they could find the most rebellious, unruly and wilful of the local slaves, gather them together, organize a 'rebellion' or mass-escape, only to report back to their superiors so the breakout could be crushed in as public a manner as possible. Anyone who showed actual skill in evading the eye of their captors or who possessed a glimmer of leadership potential was captured and executed, slowly, painfully and publicly.
For a time this system worked. Slaves were cowed, each generation having several events within living memory that seemed to prove the futility of defiance and the brutality of their masters, while distrust and paranoia shattered many genuine uprisings before they could begin.
In the caverns of a long-dead volcano a group of nearly a hundred slaves found themselves trapped, abandoned by a leader who they had thought they could trust. The vast, stone warehouse had been supposed to hold the food and supplies they needed to escape, but the crates were empty and the exits were blocked.
There is a saying about cornered rats that applies to them.
Unarmed, untrained and with nothing but the promise of slow, painful death in their future, the slaves turned to the most dangerous weapon they knew, magic. One of them had been tasked with cleaning the ritual-sites of the Daemonsmiths; and while he lacked both knowledge and skill he still knew enough to roughly ape in blood the twisted rune-craft of his captors. His plan was to summon a daemon to break them free of the blockade, to cut a path through the line of solid dwarven steel that ringed the warehouse so that at least some of the slaves could escape. Barring that… well he considered a swift death via ritual sacrifice kinder than the punishment for rebellion.
One girl objected to the plan. A young woman named Elva was once something other than a slave, someone who actually knew something of daemons and the horrors they brought, and of souls and what it meant to sacrifice them. Her objections were overruled, her violent protests marking her out as the vessel for the daemon to be bound within. She was held down on top of a crate as, one after another, dozens of slaves took turns using a single, precious, stolen dagger to spill their lifeblood over her body.
Desperation, a dozen sacrifices, mis-drawn runes and a ritual made up on the spot… The most common result of all this would be for nothing at all to happen; or perhaps the north wind would whisper instructions into the ears of the man leading the ritual and yet another servant of Chaos would find a toe-hold within the world.
But the ritual did neither of those things.
Dice fell. A god with an ever-shifting face laughed. An alien being budded, then ate it's own bud for the sake of a love it didn't understand. Elva saw a vision of two gods, fighting through a million portals upon a thousand worlds, then her soul was caged as a prize for the winner.
We are all so very small, in the end.
No! No please! No no no no no no no…
You open your eyes. You're being held down by four women while a man stands over you, holding a bloody dagger with trembling hands. You reach for your swarm and feel relief as it answers. Your range is good, better than it was before even, about a dozen blocks in size. It's just bugs again, the people here are beyond your ability to control, fortunately.
Some of the insects are strange, some of the people are strange, there's another power tugging at your mind and itching to be used and a voice in your head that has descended into mindless babbling, but you'll think about all that later. For now a small flying insect finds it's way into the eye of the woman holding your right leg, allowing you to free the limb with a frantic kick. You stop pulling with your right arm and instead push, jabbing clawed fingers into the wrist tendons of the woman holding that limb, freeing your right side. This allows you to roll to the left, twisting off the crate and splashing into a pool of blood on the ground, while also knocking over the man standing over you and dragging your remaining arm free from it's captor. The last woman keeps her grip on your leg, holding it even as you fall, but that just keeps your lower body elevated enough for a solid kick to her throat.
"Daemon, by the power of these runes I bind you!" a man says.
He's not speaking English, but you still understand him. This is concerning, and you force a bug down his throat under the assumption that he might have some kind of spoken Master power. The man you toppled seconds ago catches himself as he starts tumbling off the box, turning a drop into a painful kneeling motion that jars him long enough for you to rise, grab his wrist, twist it sharply and bang it against the edge of the crate until the dagger clatters to the floor.
His swearing is also not in English, and you can still understand it. You might need to revisit your theory about the first speaker being a Master.
You scoop up the dagger and stand, turning frantically as you try to keep the potential hostiles in sight. You are, unfortunately, still surrounded. There's at least thirty people in this room, crowded around you and with their heads turned to face you, although they're also backing away from you now that you're armed. Your vision is currently swimming too much to do a proper visual count by the dim candlelight, so you have to rely on your swarm-sense. You're still moving bugs through the room, tagging people who haven't caught the lice infestation as you find them.
At least fifty now, likely more, you don't have enough flying insects nearby to have done a proper grid-search yet. You're getting an idea of your surroundings though. It's an empty warehouse, full of empty crates. Large stone pillars supporting a stone ceiling indicate that you're likely below ground. Practically no time has passed and your swarm is still dispersed.
Your vision fades out completely and you see a girl in a cage of silver light screaming at you to give her body back. An effort of will clears her from your vision, but now that she's drawn your attention... You approach her again, brushing aside her feeble attempts at resistance to wring brief answers to your questions from her unwilling mind.
Who? Slaves. What? An escape attempt. When? Sometime in Nachexen, 2450, a calendar date that holds no meaning to you. Where? The Tower of Gorgoth, slave labor camp and slave trading hub of the Dark Lands. Why? Desperation.
The woman, Elva, thinks you're a daemon. Vicious and vile and about to torture her soul for all eternity. Her panic isn't helping anyone, so with a twist of will you send her to sleep until you have time to convince her otherwise.
The crowd has backed away a little more now and your eyes are adjusting to the dim light. You can see the rags they wear, the red marks on their wrists from shackles, the thin figures and the hopeless longing in their eyes. They don't seem so threatening now. The blood from the pile of corpses beside the makeshift altar still trickles across the floor, but now that you've calmed down you're starting to think that this isn't as simple as some crazy cult you can arrest and then go about your day.
The man who spoke of binding you finally coughs out the bug you made him swallow and forces a thin, fake and bitter smile.
"Maybe… maybe we can bargain? My name is Farrah, what do we call you?"
Taylor, Skitter, Weaver… there were a number of responses you could give, but they'd all be lies. You remember being shot twice by Contessa. You remember dying, then you remember being towers of crystalline computational matter, then you remember dying again. You'll ponder the existential crisis later. For now, with your abysmal skill at coming up with names on the spot and with the bugs pouring in from outside brushing past armoured figures carrying a heavy battering ram…
You don't trust these people, naturally, but you've worked with people you don't trust before. You won't just let them die, not if you can help it. You also won't let them engage in human sacrifice again, which requires a position of power within whatever organizational structure they possess.
"If you want me to save you, then you can call me Queen," you tell them.
AN: Please vote on your secondary power.
[ ] Data Package: Glaistig Uaine
You can grow four, six foot long segmented limbs from out of your back. They are slim, black and covered in hard chitin. Your spine is reinforced to better bear the weight. Each limb ends in a grey hand with three fingers and a thumb. The hands all possess a wiry strength, with each limb fully able to lift the weight of a grown man. If destroyed it will take several weeks for these limbs to reform.
If someone is choked to death by one of these hands you will gain something from the deceased. The lower-left hand grants you their knowledge, the lower-right hand grants you their skill, the upper right hand grants you the supernatural powers they wielded, while the upper left hand grants you the natural strength and durability they possessed. Using more than one hand to kill your victims is possible and even necessary to gain certain abilities that are a mix of the above, but each hand can hold only one imprint at once.
[ ] Data Package: Chevalier
You can grow four, fourteen foot long, heavily articulated limbs from out of your back. They are made of iron initially, but the arms have the ability to adapt to become other metals if you have them 'eat' a large enough sample. Your spine, pelvis, legs, neck and rib-cage are all greatly reinforced to ensure you are not crushed or damaged by the weight or the high speed maneuvers these limbs are capable of. Each limb ends in a large four-prong pincer. These pincers are strong enough to casually throw around horses. If destroyed it will take several months for these limbs to reform.
Each pincer is able to 'absorb' a single weapon, biting into and merging with it until such time as you choose to spit the weapon out. There are size constraints, but these limbs are are able to consume just about anything short of artillery, provided it is a physical object that can be used in combat. The limbs are then able to merge with each other, granting them increased strength and allowing you to create unique weapons with traits from everything in the merge. An example would be absorbing a grenade, a net and a rifle into three limbs, and then merging them to create a single limb with a gun that shoots bullets that explode into a tangle of rope.
[ ] Data Package: Teacher
You can grow four, twenty foot long tendrils from out of your back. They are thin and whip-like, with only a small spike on the end. Your spine, ribs and neck are reinforced to ensure you are not damaged by the high speed maneuvers these limbs are capable of. These tendrils require momentum to be effective, but can reach high speeds and are capable of throwing/dragging you around if used correctly. If destroyed it will take less than a day for these limbs to reform.
Each tendril has a 'rule,' and each rule grants a power. In order to inflict a rule upon someone, that tendril has to strike the victim directly on their skin and draw blood. The lower-right rule is 'Do Not Murder,' this makes the victim pathologically incapable of killing another sapient being, they will also become capable of sensing within a short distance people who have killed sapient beings. The lower-left rule is 'Do Not Lie,' this makes the victim incapable of directly lying and allows them to sense lies as they are told. The upper-right rule is 'Do Not Die,' this makes the victim unable to take actions that may directly result in their death, and gives them a short-range danger-sense. The upper-left rule is 'Do Not Teach,' this prevents the victim from willingly passing on information regarding a subject that they consider themselves expert, they also gain a pseudo-Tinker power that makes them a genius at their chosen field, or sets them decades or even centuries ahead of their time if they are already a genius.
All rules are permanent once inflicted.
[X] Data Package: Simurgh
You can grow four, eight foot long wings from out of your back. They are white and angelic in appearance, and they feel like soft down to the touch. These wings allow you to fly and are strong enough to throw around a grown man with ease. If damaged they will grow back in a few months.
Every time you cause complete terror to a sapient being you will randomly gain one hour of use of one of the following powers: You gain powerful telekinesis, though only within five feet of your wings. You gain three seconds of precognition. You can sing beautifully and your songs will powerfully inspire the emotion of your choice. You become much stronger. You become much more durable. Your scream causes fear and confusion to your enemies. You become inhumanly beautiful. You can intuit and reverse-engineer technology. You can intuit and reverse engineer magic.
Stored time is lost if it isn't used within two months.
Taylor's bug control will work just fine on Leviathans, Arachnaroks, Prometheans, Tregara, Giant Beetles and other such creatures, giving her a ready-made and disposable army if you manage to find them. I may even introduce a few non-canon bugs with fantastical abilities over the course of the quest. Ogre's, for instance, will have their unending hunger caused by psychic tapeworms in this continuity. You won't be able to do much with the tapeworms other than cause hunger to the creatures they infest, but it might get a few Ogre's on side if you can help them curb their appetites.
The body Taylor's inhabiting belongs to an apprentice Hierophant, so she might also gain access to the Lore of Light.
To be honest I'm not an expert on Warhammer Fantasy. I've enjoyed the Total War: Warhammer games and BoneyM's quest, done a wiki crawl, and that's about it. I'm not going to hold myself to the source books with any particular rigour. Mostly because I don't own them and the wiki only goes so far. Expect some characters and places not to exist and for other characters and places to be made up entirely by me.
This quest is designed to be at least partially a fix-fic. Expect a bit of plot armour, and for things to go right more often than they go wrong. That said, it's going to take a lot of convincing to assure the more civilized races that you aren't a daemon and the Dark Lands really aren't a nice place, so you'll need all the power you can get your hands on.
This quest is designed to be at least partially a fix-fic. Expect a bit of plot armour, and for things to go right more often than they go wrong. That said, it's going to take a lot of convincing to assure the more civilized races that you aren't a daemon and the Dark Lands really aren't a nice place, so you'll need all the power you can get your hands on.
A good idea. Most of the early quest will take place within the Dark Lands, because Taylor isn't going to just leave slaves in Zharr-Naggrund once she learns about them, but getting already freed slaves out and safely to somewhere they'll have access to food and water is probably very smart.
[X] Data Package: Glaistig Uaine
Why, yes! Let's pilfer all the magic and skills if those slaving bastards. And everybody else, too. If they're not a woobie
Commence Escalation! Releaze ze BEES!
Why, yes! This will indeed end in tears. For everybody who's not Taylor. Looks good, eagerly awaiting more.
A good idea. Most of the early quest will take place within the Dark Lands, because Taylor isn't going to just leave slaves in Zharr-Naggrund once she learns about them, but getting already freed slaves out and safely to somewhere they'll have access to food and water is probably very smart.
Each limb is tracked separately and loses its last imprint permanently if it is used to kill a new being. Knowledge and skills that have been used extensively can be learned, otherwise it's gone for good.
I'm also not sure if this counts as spoilers, but I guess it is something to consider with the vote. Will the data packages have impact on Taylor's mental state?
Side note, no matter what gets picked I imagine Taylor will probably be trying to regrow her hair ASAP
You can certainly vote for as many options as you would like. So long as it's all in one post I think that just counts as one vote for everything you mention.
I haven't used preference voting with the automated vote-counter before. Only use it if it's easy for me to setup, please.
1. I like the aesthetic.
2. It might be neat for Taylor to try out something that isn't as horror inducing.
3. Power-wise, assuming we can get that initial fear blip, its a combo of things that is really strong. Ignoring the tech aspect for now cause I've seen it done a lot and any other magics, just the light magic is really good,* since light magic responds extremely well to singing. Combine with intuiting (and very strong will power) Taylor could become very potent just off of that and frankly I think that's really cool.
*That's all good, in fact I encourage it Warhammer in general is a setting that grows really dumb if you stick to what's been written religiously.
For the lores of magic specifically I would do some thinking about how some lores work, since certain winds really get the shaft while others (light) end up as sorta mary sue winds by comparison.
...
4. Oh went back and read again, also Wings good for another reason, mobility. Might not be as useful if we're underground too much, but if we can get to the surface of the dark lands the ability to rapidly relocate should have obvious uses no matter what stage of the quest we're in.
The big downside is that we can't control what power we get when we scare someone.
You can certainly vote for as many options as you would like. So long as it's all in one post I think that just counts as one vote for everything you mention.
I haven't used preference voting with the automated vote-counter before. Only use it if it's easy for me to setup, please.
TLDR: While I do like all the options to one degree or another, such as getting adamante spikey bits for Chevalier, I think this one has the right combo of difficulty, opportunity and freedom!
Also, I find the idea of pulling a Malagor, flying around the place and tormenting people with bugs to be amusing
Friend, I do not think you have considered that statement very long.
Regardless, it's a fun power. @Jurric, the language is mildly ambiguous, is the 1 hour of a power bankable? If we make an entire army shit themselves and run in blind fear do we get a single power for weeks, or do we get ALL THE POWERS for a day or two?
Gotta be honest, I am selecting this more for the appearance and aesthetic than anything else, that and I dont want taylor to be traumatized even more by her new powers than she needs to be.
And hey! She is extremely good at that whole inducing terror thingy, so the bonuses may as well be 'evah'.
Pretty sure being the Simurgh is still horrifying to her. Lovecraftian tentacle monsters aside, Simmy is literally the closest possible in Taylor's setting to being a Thing Man Was Not Meant To Know.
Pretty sure being the Simurgh is still horrifying to her. Lovecraftian tentacle monsters aside, Simmy is literally the closest possible in Taylor's setting to being a Thing Man Was Not Meant To Know.
The Glaistig Uaine power seemed nice, but each limb can only hold one imprint, so no infinite gathering of power from that. Simurgh it is! Also, I like angel aesthetics (profile pic completely unrelated I swear), and it fulfills Taylor's dreams of flying.