PCUG CYOA
Positive Chaos Undivided God CYOA
Chronicle of the Rebellious Daughter of Chaos
The multiverse of Warhammer is a terrible place, metaphysically speaking. Despite the Chaos Gods supposedly embodying positive traits alongside negative ones, this is rarely apparent. The common theory is that their positive traits are taken to such extremes that they become stripped of all nuance and turn negative, not unlike the Sefirot Tree inverting into the Tree of Qlippoth if individual traits are not moderated. Murder could be considered the ultimate expression of personal freedom, at the expense of the ultimate curtailment of another's freedom, and so Drach'nyen'antwyr is the Chaos God of Freedom, as well as Murder. Some examples are not so obvious, but lines can be drawn for all of them. Nurgle's Kindness is incapable of making the distinction between the value of your life, and the countless millions of bacteria that call you home, which outnumber your body's normal cells, hence his prioritization of diseases over sapient beings, to the point he is considered the Chaos God of Bacteria.
However, Chaos is ultimately tied together as the Primordial Annihilator. Each universe is but a bubble rising to the surface of the ocean of potential, one that the process that is Chaos will eventually pop if not held in check. This unitary trend, no matter how much they struggle against it, cannot be gone against by any normal Chaos God. Indeed, their actions only serve to accelerate the rise of new Chaos Gods, though they may be rivals so long as the Materium remains in any form. Still, this link between them has had an unexpected consequence. Perhaps it was Malice, arranging a mechanism to turn Chaos against itself, perhaps it was the Old Ones, their knowledge of the Warp allowing them to understand what the rising Chaos Powers brought about by the War in Heaven would eventually lead to, or maybe it was a simple quirk of fate.
Whatever the case, a Positive Chaos Undivided God has manifested. Invested with power equal to 1% of a Chaos God for each that actualizes. If there were 5, Engamelrahc(though she preferred to go by Eilrahc, as not to reveal her True Name so casually, or Charlie if she is masquerading as a mortal) would possess 5% of the average Chaos God's power, though the symbiosis of ordinarily conflicting powers will function more akin to 25%. Without an outside source of power, such as a cult, this waxes and wanes in direct correlation to Chaos as a whole, though 5% is still enough to reduce any individual top enforcer of Chaos such as Skarbrand, Kairos, the Masque, Ku'Gath, and so on, to a minor threat, but this is, ironically, one of the few things they will cooperate on.
It should be noted that this is not the 40K you are familiar with. The factions and individuals of import of Warhammer Fantasy and the Age of Sigmar are also present, having arrived here after the destruction of Mallus in the End Times, though not necessarily unchanged from those sources. The War in Heaven and instances of time travel that led to the current setting attracted the attention of the Strangers, beings from beyond reality as we know it. They cannot truly exist in the Materium, to an extent beyond even the Chaos Gods, and so they rely on their interlocutors, such as the Pale Wasting(best described as a combination of The Thing and the X-Parasites with a dash of Necromorphs) whose purpose is mass production of Psions in order to xenoform reality to match the counter-reality of the Strangers. Psionics themselves aren't even the actual power of the Strangers, which is known as the Wyrd, but the Dreamtime, a connective tissue of sorts between the Strange, or Dark Tapestry, and reality as Materium-based life understands it.
The Emperor has a peer in his wife, the Empress, though she has a maternalistic view of the human race and the two are sometimes considered enablers of each other by other similarly long-lasting couples. There are 1000 Primarchs, to accommodate a significant percentage of the Observable Universe being involved, both in the War in Heaven, and in the more modern conflicts. With so many, the Heresy was likely inevitable, though Lorgar, Edda, Mordra, and Horus were recognized as the true heads of the snake, as it were.
Manifestation Point:
While time is immaterial to the Warp, and the narrative of Chaos is something that will naturally push for more Chaos Gods to arise, their emergence in realspace demarcates the point at which they truly exist in an objective sense. The Chaos Gods, with the exception of Malice as the embodiment of Self-Destruction, will have been actively campaigning to quell your influence. As such, you have little in the way of contacts before this point, unless you count rivals among Chaos.
[ ] 30K. The Age of New Beginnings.
Active Chaos Gods: Malice, Tzeentch, Khorne, Nurgle, Slaanesh, Neocho, Hashut, and Vershiv. Engamelrahc Power: 8% of a Chaos God, functionally 64% due to synergies between Chaos Powers. 8 Domain Selections. 1 Benefit Selection. All Stats begin at 5.
When the Age of Strife ended and the Great Crusade began. Shortly after Sigmar and most of the denizens of Mallus and the Realms arrived. The Emperor and Empress have recently returned from Molech, using lore taken from Chaos in their work of creating totem gods for humanity in the Primarchs, and begun a campaign to unite humanity under their banner. You'll be at your weakest, but this is the best time to influence the setting for the better.
This is known to many as a glorious time where anything seemed possible. From the Sigmarite Empire and it's allied powers, from Kislev to the Dwarves, to Cathay, but Chaos, the Orks, the Rangdan, the Strangers, and other factions are more than happy to snowball into an unstoppable horde if not contained, one of the many accurate justifications the Emperor and Empress use to push unity and patch-job conquest.
Even ignoring the Empress, the nascent Imperium is not the same. Native species of Earth, either uplifted or 'naturally' evolved from rampant use of chemical, biological, and/or nuclear weapons have colonized the rest of Sol, giving the Imperium increased incentives to take aquatic worlds for the aquatic Terrans, a mix of fish people and amphibious octopods, and to give the subterranean sections of planets over to the Imperial Rats. Among other things, the Imperial Rats offer a significant obstacle to Hrud infestations and hate the Skaven to a degree only matched by the Dwarves, and the feeling is mutual.
[ ] 40K. The Age of Decay.
Active Chaos Gods: Malice, Tzeentch, Khorne, Nurgle, Slaanesh, Neocho, Hashut, Vershiv, Oregala, Zuvassin, Atakwi, Daguthur, and Kardunum. Engamelrahc Power: 13% of a Chaos God, functionally 169% percent due to synergies between Chaos Powers. 13 Domain Selections. 3 Benefit Selections. All Stats begin at 6.
The Imperium is constantly beset on all sides, and slowly grows ever more decadent at the top, while those at the bottom suffer ever greater sacrifices and indignities, and more and more monstrous actions are taken in the name of surviving a single extra day. Nagash lurks in the shadows, plotting to bring down the Silver Keep and the afterlife keeping the souls of the Imperial dead from his grasp, while a number of nascent Chaos Gods plot their rise, Bel'a'kor, Drach'nyen, and Vashtorr in particular.
The Tau and other new powers(for a given value of new where Ork WAAGHs are concerned) rise, as the Tyranids show up from beyond the rim of known space. The Imperium's decay is seen as an opportunity by many who wish to settle old grudges, but they know Chaos and Undeath wait in the wings, grudges from the Horus Heresy and schemes in motion since the Atrayan Apostasy and earlier as an ever-present threat, with it being well-known that the fall of the Imperium is likely to lead to one or both factions conquering it and using it as a stepping stone for future conquests.
[ ] 45K. The Age of Dusk.
Active Chaos Gods: Malice, Tzeentch, Khorne, Nurgle, Slaanesh, Neocho, Hashut, Vershiv, Oregala, Zuvassin, Atakwi, Daguthur, Kardunum, Bel'a'kor, Drach'nyen'antwyr, Engine of Extinction(formerly Vashtorr), Atlos, Estalak, Trelmarixian, and Isarim. Engamelrahc Power: 20% of a Chaos God, functionally 400% due to similarities between Chaos Powers. 20 Domain Selections. 5 Benefit Selections. All Stats begin at 7.
Archaon's journey through the deep warp is almost complete, having accrued enormous power in general and towards Chaos in specific from traversing countless realities, as his wife, mount, and artifacts could each be a Chaos God in their own right if their narratives weren't so heavily linked to his own. His arrival will be the final straw of the damage done as the Golden Throne and Silver Keep had to flee Terra in the face of an awakened Beast and the 'cleansing' of the entire Lanikea Supercluster of humanity. The turbulence in the Warp as Archaon's Truths and Untruths perturb this entire reality will finally overstrain the Emperor and Empress. One third will be left as the Starchildren, their discarded compassion, and a representation of their fallen dream and the best qualities of humanity and the Machine Cult, the belief that no matter what the Monsters say, you mattered. One third will be the manifestation of the Imperium as it was, the ends justifying the means for the sake of a corpse god, feeding on sunk cost fallacies and humanity's tendency towards failed potential and depersonalization. The last will be their worst impulses merged with the insane death cult that rose around them, the Kriegers in particular, the worst parts of the Mechanicus, and the monstrous actions of the Imperium, the Golden Throne, Astronomicon, Silver Keep in particular, giving rise to the Chaos God of Order, the Empyreal Tyrant as the ultimate embodiment of surrendering oneself to a tyrant and following their orders as the easy thing to do. This will shatter the division between Chaos Gods and Lords of Order, taking the total from 20, to 21 with Archaon, to 43, as the Empyreal Tyrant counts as both. This will enormously empower you, but with Chaos nearing the halfway mark of the Doom Clock, Qlippoth and Sefirot will begin appearing en masse, and the culmination of various Chaotic narratives will begin to affect the Chaos Gods, bringing terrible new atrocities to life as various Exalted Daemons bring forth the climaxes of their stories leading to the Chaos Gods becoming culminations of their own narratives.
The new Chaos God of Order will obtain the lion's share of human souls, as the Imperium possesses the majority of the human population at this point. The Orkoids have arisen as multiple Beast and Krork WAAGHs and Wars, the Green Goo of the Gromfink, the New Devourer's hybridization, and more. The Trolls have been completed as an act of spite on Fabius Bile's part for Chaos corrupting the majority of his New Men, serving them as a 'Brainboy' as the Old Ones are recalled by the Orks, arising as a new Monstrous faction. The Ogres have, if you're lucky and Cathay has properly wrangled them and their crude pantheon, only led to two factions aligned with Destruction, with a third aligned with Order, though more likely they will simply be three factions that should be treated more as natural disasters than people. The Undead swell in number, as while much of the dead of the Imperium and those who worship it have fallen into the golden god's clutches, many ended up in Nagash ever-growing hordes, and he plots to initiate the Necroquake, which will merge the concepts of Death and Undeath. While merely strongly connected enough to taint the unaligned psychopomps known as the Nephiroth at the moment, this would ensure his victory. Everything that died would immediately reanimate, a servant under his control. Worse still is Charon the Ferryman's plan, to merge Life, Death, Birth, Undeath, and Rebirth with himself, meaning all of existence would be part of him. Nagash will tolerate dissent so as to allow the possibility of willing worship, and has at least one person he'd call a friend if his life(or unlife) depended on it. Charon will not, he's just better at pretending to be affable.
Though the Lizardmen have finally recovered much of their strength from the War in Heaven, in part due to secrets obtained from those stationed on Mallus, the Cathayan Dragons and other Celestial races such as the Monkey King have regained the ability to raise more of their kind, the Tianren, and the Eldar have finally severed Slaanesh' hold on them via Ynnead, it may be too little too late, as the sins of the past are coming home to roost, and much like the Original Sin, guilt by association is in full force. Either the sins of the past will be overturned, or they will consume everything.
Domains:
When a Chaos God arises, an opposing Lord of Order is also actualized, like opposite poles on a magnet. They even share holy numbers. Malice, Lord of Terror, and Forteia, Lady of Bravery, would share 11, and Oregala, Lady of the Broken, and Esarna the Reddemer would share 5, for example. The latter set will not be accessible to you until the Empyreal Tyrant rises, if it does. However, each Chaos God has a set of Domains. Eilrahc's strength lies in being able to combine the capabilities of different Chaos Gods, allowing her to punch far above her weight class, a rejection of the utter self-defeating selfishness common to Chaos, and Archaon's plotting to dissolve reality in order for himself and a select few with similar self-images and wills to become realities unto themselves. Choice Number is dependent on Manifestation Point, each costs 1 Selection. Unless otherwise stated, benefits apply to her personally as well as to her followers in general.
For context, normal humans have Attributes of 1. Lesser Daemons and common Ork Boyz have 2, Greater Daemons and Ork Nobz have 3, Heralds and Krork Underbosses have 4. Favored and Ork Underbosses have 5. Honored and Krork Bosses have 6. Exalted and Beast-type Warbosses have 7. The Beast and special Daemons like Vashtorr and Bel'a'kor have 8. The Beast at full WAAGH rev has 9, though he can reach 10 if he should advance to the point of turning Gork, Mork, and Gorkamorka from 2.5 gods to a proper trio, which is generally the last chance for the other factions to prevent an Ork victory. Chaos Gods are usually an even 10, barring special circumstances like being on their home turf or anti-Chaos abilities like Malice's, though becoming their Nehpandi-related form usually boosts this to 15. Equipment bonuses can also make a difference. Ork Nobz and basic Astartes have equal stats, but equipment usually carries the day in the favor of the Astartes here.
The abilities of Eilrahc are derived from each of the Chaos Gods, though usually they are given a more positive bent.
[ ] Malice's Internal Conflict. A specialized ability, drawn from Malice as the Chaos God of Chaos fighting itself, the original Chaos God, the one who poisoned the well for the others. Provides a major conceptual bonus to fighting Chaos or causing infighting in it's ranks, to the point of being potentially crippling with a little luck and proper tactics. Of course, it's not much use against anyone else. She and her followers perform dramatically better in all respects when facing rival Chaos forces. Conditional ++All Stats when fighting Chaos.
[ ] Tzeentch's Fateweaving. The Architect of Fate can leave the loom of fate in tangled knots or practically remove any hope of victory. Heroes can resist this, but few can claim any real immunity, even those ordinarily resistant to Chaos. Eilrahc shares this ability. Where Tzeentchians use it to avoid direct confrontation or extreme alterations of fate, Eilrahc prefers to simply put a finger on the scales, spreading out the boon to avoid overstraining the loom of fate. This can come off as serendipity, or sheer luck, but sorcerers and Psykers can usually perceive the truth. Effective ++Widsom as your actions are, in effect, 'genre savvy' in the sense that you can deliberately lean things in your favor in a general manner.
[ ] Khorne's Combat. When it comes to war, only fellow war gods like Khaine can hope to compete with Khorne in a fight, and the same applies to her. Whenever a fight is afoot, she and her Daemons gain a conceptual advantage, even if there's a major gap in power and nominal skill. This is most obvious in something analogous to an adrenaline rush in combat, Daemons and mortal followers alike performing feats they ordinarily could not. This is not 'skill' in the strictest sense. It might best be compared to an Ork accomplishing something with the aid of the Waagh Field. ++All Stats in Combat.
[ ] Nurgle's Endurance. No one can compare to the endurance of Nurgle, excepting perhaps Isha. The Endurance of Eilrahc and her Daemons is improved a conceptual step, both in the sense of resistance to pain and resilience in the face of mental strain, and in terms of raw durability. No form of attack can simply bypass their endurance, they must push through the hard way, just as this blessing makes her and her followers better suited to do. ++Constitution.
[ ] Skill of Slaanesh. Be it painting, dancing, music, or slicing an apple in midair, skill is something Slaanesh has in spades. The same applies to her forces. Unlike Slaaneshi, who usually seek to excel in one thing to the point of madness, the followers of Eilrahc often emulate their own lord, seeking to become masterful in many fields, to not be caught out by a flaw in a specific field or combat style, which this particular blessing makes far easier. Combined with Fateweaving, Combat, and Endurance, and her followers perform far better in combat than they have any right to. ++Prowess.
[ ] Neocho's Doubt. The Doubter is an unusual God. Born from cries for aid turning to bitterness when no one came in the Age of Strife, he is a Chaos God of unbelief. He feeds from skeptics, doubters, and atheists. With this power, she weakens the miracles of hostile gods, instilling doubt in the hearts of the enemy, the same feelings of abandonment and disbelief that formed Neocho in the first place. Significant weakening of enemy magic whether they are drawn from coherent powers other than themselves or strictly from within. This applies to Ork Waaghloks, Krork Warlocks, Ogre Slaughtermasters/Firebellies/etc., Ice Witches, many Lords among the Army of Starless Night, followers of Chaos, Order, and so on. --enemy Magic.
[ ] Hashut's Runes. The truth of the matter is that Hashut, Morghur, and the Horned Rat were once the gods the Old Ones set to guarding and teaching the Dwarves, otherwise the Ancestor Gods would have no need to be referred to as such. Unfortunately, Chaos will attempt to corrupt anything it comes across, with Morghur being first driven from his old home with the Dawi, then driven away again by the Horned Rat turning traitor, joining Chaos as more of an effort to stay alive than anything else. Hashut was corrupted, but still attempted to protect the Dawi in his own twisted way, leading to the Chaos Dwarves. This is the true reason the Dwarves hate to speak of the Chaos Dwarves, as at their core is what amounts to an Ancestor driven to madness by Chaos. As such they felt conflicted when Eilrahc stole knowledge of Runes from Hashut, both corrupted and pure. Various effects can be felt all across any territory of hers. This dramatically improves the equipment of her armies, Heroes in particular. Opens options.
[ ] The Science of Vershiv, the Horned Rat. A traitorous God who likely made at least some of the first Skaven from Dwarves, hence the intense hatred between the two races, appearing to have deliberately made his new favored race the opposite of Dwarves in essentially every possible way. Literally a god of bigotry and tribalism, the Skaven make the Imperium at it's worst seem downright tolerant of other races. Still, one cannot deny their sheer numbers and their god's affinity for it allowing for rapid technological advances. She wields a conceptual advantage in sciences and the applications therein, research and technology. Science is not good or bad, but it can be used both ways. She strives for the former. ++Int, and general boon to Artifice.
[ ] Oregala's Faith. While Oregala's Punishment might at a glance seem similar to Slaaneshi Daemonettes inflicting pain wherever they went, the specifics were very different. A Slaaneshi would be inclined to treat each individual like a delicious cake, to be savored and stretched out as much as possible. Oregala leaned more towards sacrifice in the name of blind faith, treated the way one might treat chips. The self-flagellating priest, the factory owner who dismisses children getting caught in the gears with 'They should be happy to give their lives for the Emperor!', those consumed by their grief to the point they cannot function, all feed into Oregala. Still, faith need not be blind. Her cults are much easier to set up and maintain, which have a number of uses. Infiltration, summonings, and so on. Faith is also of direct benefit to Eilrahc, and allows her followers to more easily call on more powerful miracles and blessings. Combined with Doubt, and Eilrahc's followers can almost always count on possessing superior mystical support. ++Magic for mortal followers.
[ ] Zuvassin's Fortune. The Chaos God of lowercase c chaos and luck. If you rolled a six-sided die, the result would be something along the lines of the die falling through a portal, landing on an edge, and then cracking open to reveal a 7 and 8... only to land on a 2 anyway, as Zuvassin is also the god of Misfortune. Obtain a general boost to luck for Eilrahc and her faction. This helps with everything a little, and adds up over time. Combined with Tzeentch's Fateweaving, and it is generally agreed that most factions need a significant numerical, positional, or strategic advantage to defeat her forces, as what might look like an even fight will be decidedly one-sided. ++Luck.
[ ] The Insignificance of Atakwi. Born of the general feeling that the common man doesn't actually matter in the grand scheme of things, filled with schadenfreude and cruel amusement at seeing others suffer and not being targeted oneself. The boon derived from Atakwi makes it more difficult for hostile powers to notice and pay proper attention to Eilrahc and her forces. Everything from lax guards to simply failing to appreciate the resources that should be allocated if you wished to root them out and not doing so. Many a cult of hers has managed to limp off to live another day because the allotted forces were insufficient, or sneak a handful of their members past the cordon because the guards suffered an uncharacteristic lapse of attention. Their ability to infiltrate with the old standby of simply asking to be let in is also legendary. ++Stealth.
[ ] Daguthur 's Retaliation. The god of envy, spite, and the toxic mentality of self-entitlement. That one neighbor as a psychic singularity. You know the one. Their tendency towards unreasonable payback for imagined slights put to a good use. Damaging Eilrahc and her followers, even metaphorically, will rebound on the perpetrator. If only in the form of forcing Tzeentchians to expend effort resisting the effect. It makes attacking any significant holding a daunting task, as whoever is responsible, even if a catspaw was used, feel commensurate suffering. That is to say, whatever price you paid to root them out, expect it to double in short order. Obtain damage and general harm reflection, be it direct or indirect, social, mystical, physical, etc.
[ ] Kardunum's Wealth. An enhancement to Hero Units. Kardunum is a heavy proponent of the elite. A god of the memetic 1%, who do and buy all manner of uncomfortable and odd things simply because they can and to show off to their peers. This provides a boon to elites, super-elites, and champions. Astartes, for example. It is also helpful for keeping leaders in general alive, though below the level of the Planetary-Governor, this is unlikely to be of major benefit if they were a civilian to start off. Considering what Hashut's runelore made possible for elites already, the end result is quite impressive. ++All Stats for elites, which Eilrahc counts for.
[ ] Bel'a'kor's Contracts. A Chaos God all about maneuvering and manipulation, and the abusive father of Archaon who turned him into the nihilistic madman he is by repeatedly dragging him back to life when he tried to commit suicide, revealing he was the latter's father and then beating him half to death, all in a plot to drive him to Chaos in order to draw enough attention away to become a God himself, which didn't even work. He has a reputation for being an excellent planner, enough to run rings around Tzeentch, but being garbage in a fight relative to his power, relying on tricks and deals to weasel his way out. On the other hand, if ever there was a Chaos God who fit the motif of making a deal with the Devil, it was him. Contract making, be it legal or sorcerous, is far better, allowing for general rites to be heavily streamlined and made more efficient, and it is not uncommon for Eilrahc to become a patron for minor deities of minor races, offering aid in this matter, if only to keep anyone naive enough to accept from getting conned by Bel'a'kor or Tzeentch. ++Wits.
[ ] The Freedom of Drach'nyen'antwyr. It is fitting that the god of Swords had been sealed into a pair of swords for so long. Representative of the first murder and tied to a weapon only good for murder, as well as rebellion and freedom, Drach is a complicated god. In simple terms, binding or confining Eilrahc and her forces is made far less effective. Speed and agility are bolstered, in other words, but also efforts to escape pursuit or capture. Even metaphorical shackles like addiction or other forms of dependence. ++Agi, general bonus to escaping traps and bindings, including curses.
[ ] Engine of Extinction(formerly Vashtorr)'s Industry. An unaligned Chaos Daemon, now a Blind Idiot among Blind Idiots fused with the the remnants of the Old Ones' Forge of Souls via a special ritual involving the remnants of Caliban. He became a god alright, but there's barely anything left going on in there. Industrial applications are improved extensively. The harvesting and processing of materials, the crafting of the products, and their assembly. From tools to megastructures, if it's done on an industrial scale, it's bolstered. As you might guess, since Runes depend a great deal on their base, there is still synergy here. ++Artifice.
[ ] Atlos' Leadership. Representative of keeping power no matter the cost. The rebel who becomes little more than their old ruler under a different names feeds into Atlos. Refined back into a positive trait, the leadership ability of said leader provides a direct boost to their followers, be that soldier, merchant, or citizen. The better the leader, the more notable the boost. A poor general would still get something, but a legendary one like Creed would be able to make a common guardsman Regiment into something to rival an Astartes Company. Much the same is true of businessman and political leaders. Bonus to All Stats for followers depending on the avergae Int, Wits, and Wis of relevant leadership. +1 for 4, +2 for 8, +3 for 12, etc.
[ ] Estalak's Resources. Estalak is not unlike Kardunum, except rather than 1000 times as much as they need being hoarded by the elite 0.01%, resources are ruthlessly exploited so that everyone can hoard ten times as much as they need. Everyone benefits, right up until the mines are tapped out and the overlogged, overfarmed land turns to desert, but it's a pretty sweet ride up until that point. As Eilrahc's power, the root of the problem is tackled, resources in her territory being unnaturally plentiful. Prosperity for territories under Eilrahc's control is essentially guaranteed, and Inquisitorial and Adminstratum elements have at times deliberately conspired to have her followers arise on barren worlds in order to make them more productive. Dramatically eases megaprojects and increases to population and defenses raised in a given area. Combined with Atlos' blessing, and even inherently poor quality worlds become vastly improved. Not to mention what it does for the Engine's Industry. ++Prosperity for Eilrahc-aligned territories. Dramatically eases megaprojects and increases to population and defenses raised in a given area.
[ ] Trelmarixian's Conquest. Some hoard knowledge or money. Trelmarixian hoards land. Even if it's useless or risks overextension, to this Chaos God, territory holds value in and of itself. With their power, this is to some degree literally the case, and the same is now true for her and her faction. She quite literally gains power from territory held, as do the stewards of any territories of hers. This improves as territory size increases, and great effort has been expended by her enemies to keep two of her Minor Realms from joining together in previous times. Combined with Atlos and Estalak's power, and minor powers can prove tough nuts to crack, but her enemies will actively sacrifice to avoid a larger polity forming. +All Stats for 1 Territory Point(1% of the Milky Way galaxy) and an additional +All Stats for every 2 orders of magnitude. ++All Stats with full control over territory equivalent to the Milky Way, +++All Stats with 100 times the Milky Way's territory, and so on.
[ ] Isarim's Theft. A god of thieves and the causes behind them, be that disparities, an uncaring system, or simple lack of empathy for those hurt by the theft. Thievery gains a conceptual step of enhancement, be it piracy or more metaphorical thievery such as stealing faith from a cult. Many forms of espionage also fall under Isarim's sway, and thus under Eilrahc's. ++Theft.
[ ] The Undivided Nature of Archaon. Archaon, son of Bel'a'kor, has fallen to nihilistic, self-destructive madness in the course of his life, but a self-aware madness that he believes lies at the core of Chaos. He intends to rupture reality so that each being with sufficient willpower and force of selfhood will be able to become their own reality, including himself. He will begin by constructing a servitor race of Primarches. He has a similar ability to Eilrahc, being able to use all the abilities and blessings of other Chaos Gods, and is more powerful than them on top of that, as he, his wife, his mount, and his artifacts possess sufficient weight to be Chaos Gods of their own, were they not subsumed into his own narrative. Thus his boon improves Eilrahc's ability to draw on their power, doubling her baseline. With 8 Chaos Gods, it would be 16%, for example. A simple powerup, but doubled power has it's uses, particularly when the combination of the various abilities and blessings means that 16% is functionally 256%. Still not enough to match Archaon, but most of the others are no longer a match one-on-one.
[ ] Empyreal Tyrant's Following. A Tyrant is, by their nature, dependent on those below them believing themselves dependent on them. Therefore, it should be only fitting that their followers bolster them. While Gods and Daemons all gain power based on number and power of supporters, this is much more pronounced with Eilrahc. This is applied to underlings as well, meaning the lieutenant in the army was slightly stronger than they would normally be, the general was much improved from their baseline, and so on. A minor reciprocal effect can occur with Atlos' boon. +All Stats for 1 quadrillion followers, additional + for every 2 orders of magnitude.
Benefits:
[ ] Text To Speech Device(1 Benefit). A Text To Speech Device is(or was) installed on the Golden Throne at the dawn of the 42nd millennium, though that's quite some time away from even the 40K Point. While the Imperium's elite had grown decadent and the horrific amount of graft and corruption meant that there were limits to what the Emperor could do, he was much better able to assist Gulliman in cleaning up the Imperium. This is one of the best ways to strengthen the Starchildren in the 45K era, though it's of unfortunately little use in actually preventing the birth of the Empyreal Tyrant. The Custodes and significant portions of the Astartes still maintain the Imperial Truth, and it has done little but further isolate them from the wider Imperium. Not that there aren't about 5 parallel societies, like memetic British politics on steroids. The Astartes, the Ministorum, the Mechanicus, the Custodes, and the general population, dominated mostly by the Ministorum.
[ ] Silver Crystal(1 Benefit). Akin to the above option, but for the Empress to speak directly from the Silver Keep. Focused more on bolstering the Imperium against the forces of Undeath and other soul-eating gribblies like Chaos than day-to-day management, but still one of the best ways to strengthen the Starchildren. Has energy akin to a slightly condescending Toriel, and gets along great with Celestine Dreemur,
for some reason. As you can imagine, together they have quite a bit of synergy.
[ ] Allied Primarch(2 Benefits, may be taken multiple times). Your Manifestation Point was close to a Primarch of your choice, including an OC one. For example, a female Primarch with a specialty in psychic engineering, meaning she could make Soulstones or something equivalent with enough work put in, who grew disillusioned with the Imperium following Atraya's fall to Undeath, and became aligned with the Eldar who would become the Ynnari, studying Death in an effort to combat Undeath, and aiding in their efforts to raise Ynnead on the condition of sparing humanity if the ritual went off without a hitch. Or a male Primarch who ended up aligning with the Lizardmen after being picked up by them in the first place and remains aligned with them all this time later. Heck, pick Magnus and potentially completely alter his timeline so he remains Loyalist.
[ ] Enhanced Host(3 Benefits). Even as a relative weakling compared to the Chaos Gods, you still have a bit more than the court expected of an Exalted. Unlike normal play, this Benefit increases the strength of your host to match the full Chaos Gods, as opposed to being less than half as powerful as their counterparts. Now you don't need to choose between a tiny number of normal-strength Daemons or regular numbers leaving them so weak you need to bunch them up in ridiculous numbers to accomplish tasks expected for such a host. It's also likely to have knock-on effect in terms of mortal recruitment and faith in you in the mundane and supernatural senses alike.
[ ] Chosen Species(4 Benefits). Just as each of the 'proper' Chaos Gods have a chosen species, you have one. You may design a species, or take on a pre-existing one. For example, the
Tekket of Into That Vast And Unrelenting Darkness are a race more at home in Star Trek in many ways, as they are an optimistic, friendly people who even have a variant of the Prime Directive, though less restrictive. On the other hand, they love nuclear power, to the point they created an alloy of Living Metal and Plutonium, Perpetunite, creating nuclear warheads that can explode continuously for an hour. Speaking of which, they were saved from a displaced Astartes complement that was spat out by a Warp Storm by a trio of C'Tan, Yaldaboath, MOTHER, and Sphere 001, who taught them of the utilization of Life Force, which led to a 'brute-force' spiritual awakening of the spirits of just about everything with massive infusions of Life Force, and a healthy religious reverence of the C'Tan, various traditional gods, as well as efforts to build and/or create gods of their own. Among other things.
The benefits of realspace assets from the start are not to be underestimated, particularly when it represents a source of energy not directly tied to Chaos proper, allowing you to compensate for weakening yourself as you weaken Chaos.
Technically available for repeated purchase, as you have a slot for each actualized Chaos God, which means a minimum of 8.
[ ] Complicated Name(4 Benefits). With this, your True Name changes slightly with each Chaos God actualized. While they technically always existed, setting the possibility in stone matters to the Warp. Meaning the True Name Drawback becomes less of an issue with each Chaos God that rises after your Manifestation Point, though you should still be careful of revealing the new version. Incompatible with The Truth Drawback.
[ ] Easy Manifestation(4 Benefits). It's not uncommon for Daemons of Khorne and Oregala to be summoned to battlefields by simply promising the former spilled blood and the latter the suffering they will be inflicting. Daemons aligned with Eilrahc are similarly easy to summon, as any relevant Domain possessed by the Daemon Goddess herself is applicable, giving them much more leeway than common Daemons, including Eilrahc herself, who is only as difficult to summon as a common Exalted no matter how powerful she's become. With this, it's so easy that Lesser Daemons can practically summon themselves. While much weaker than their counterparts, at least in terms of raw strength, Daemons are normally extremely poorly equipped to give other Daemons a True Death, meaning they can throw themselves into the grinder over and over without much issue. This can run into narrative issues, as Daemons are stories given a facsimile of life at the end of the day, but most of the time this only matters against repeated foes. If a horde of Eilrahcian Daemons gets mulched 20 times killing an Ork Warboss, gaining a weakness to that particular Warboss is irrelevant, and winning in the end is the important part as Orks reckon it, so they don't have to worry about a weakness to Orks in general either.
This also allows her Daemons to preempt other summons, though obviously they can't do this every time as they are grossly outnumbered. Still, it makes summoning far more unreliable for the enemy, particularly Chaos. Not to mention potential benefits to, say, the Inquisition to have genuinely helpful Daemons effectively on call.
[ ] Meeting On Molech(5 Benefits). When the Emperor and Empress passed through the Gate on Molech, they found you on the other side. You supplied them with lore on Chaos, as well as explaining a number of facets regarding the Doom Clock. You even assisted in the creation of the Primarchs, being a natural version of refining the Sefirot back out of their Qlippoth, and so you cooperation made it easy to replicate. However, when Chaos broke into the sanctum and stole the Primarchs away, you expended everything you had to make the scattering random, as opposed to being delivered straight to various Warp Rifts, meaning your Manifestation Point is more about how long you take to recover and reenter the Materium. As you might expect, you have quite an in with the Emperor and Empress, regardless of the time period. Primarch number doubled to 2000 if this is selected. Great Crusade progresses much quicker. The pair wanted a great deal of redundancy in case of death, corruption, or worse fates, in addition to generals for a universe-spanning conquest, though without being able to raise them directly it was essentially guaranteed they could spend little time with them on an individual basis. Giving them your True Name is basically free if this is taken, unless you do something calamitous like convince a Primarch to join Chaos.
Drawbacks:
While you would have at least one Benefit to spend no matter what, if you wished to have more, the law of exchange must be obeyed.
[ ] True Name(+1 Benefit Selection, may be selected multiple times). Names have power, and there is a good reason you go by a nickname. In your very early days, when Chaos was mostly dormant, you were, for lack of a better word, drowsy as well, and it... sort of.. slipped out. Select an individual. This entity knows your True Name, and can use it against you as is common to Daemons. Note that this allows the Grey Knights to thrash Daemon Primarchs with specialized rituals, relatively speaking. While the consequences of using is against even your weakest state(8% of a Chaos God) are rather more extreme, it is still dangerous. As such, there are handful of candidates. The Emperor, the Empress, Sigmar, Lorgar, Asuryan(note that this risks Slaanesh learning it upon the Fall), and so on. The first two are likely the safest, as they will most probably simply compel you to reveal Daemonic lore that they can use against Chaos to them. Do note that this does not prevent them from spreading it around, or having the knowledge stolen, as noted with Asuryan.
[ ] Mistaken For Qlippoth(+2 Benefit Selection, may be selected once for each faction). The rise of Chaos has caused the nonexistent concepts of the Tartarean Warp(the deepest abyss, roughly analogous to the Hadalpelagic Zone of the Trenches, though the Strangers are more analogous to the lava seeping out of the bottom of the Mariana Trench) to appear in areas where spacetime grows unstable, devouring anything near their point of origin, wearing their existence like the Necron Flayers do skin of their victims to craft a narrative, before inevitably collapsing back into nothingness, deleting space-time as they go, with a reversal occurring with the Sefirot, who instead overwrite the timeline of those afflicted and those who fall into their narrative, though this is still akin to having had the person killed and replaced by an alternate universe counterpart.
The idea of an actually benevolent Chaos entity without some kind of long-con in mind is so unbelievable to those in the know about Chaos that they may well believe that you are too good to be true in the most extreme of senses. This is akin to a Brand of the Wretched proc, as negotiating with Qlippoth is pointless because they don't actually exist, cannot go against their narrative any more than video game NPCs, and engaging with them as people carries extreme risk of being existentially hollowed out, which is contagious as, much like their Evermade counterparts, once something is Neverborn, it was always Qlippoth, to the point anything important enough risks massive alterations to the timeline, or outright erasure of reality. Important factions will have wards of one kind or another against this, and the universe works to minimize alterations to the timeline to limit the danger of a cascade effect, but there are limits. Hence the extreme reaction to any Qlippoth manifestation. This will likely have a minor (but non-linear per choice) impact with your reputation among other factions, at least in the short-term, as Qlippoth manifestations have been known to persist for decades, or even centuries in rare cases, without being forcibly dispersed. The minor impact compounds if multiple factions are selected.
Available Factions: Sigmarite Empire, Nouvelle Bretonnia, Clandoms of Avalon, Witchdoms of the Widow(Kislev), Estalian Confederacy, Reman League(Tilean city-states), Eternal Sultanate(Araby), Not-So-Moot(Halflings), Celestial Realm(Cathay), Nipponese Shogunate, Holy Kingdoms of Ind, Leagues of Votann, Epsilon Advent(self-appointed guardians of the universe against the Strangers with origins similar to the Votann, experts with Dark Matter and other non-baryonic things), Dawi Kingdom, Imperium of Man, Diasporex, Interex, Tau, Ogre Kingdoms, High Elven Kingdoms, Dark Elven Witch Kindoms, Exodites, Wood Elven Kingdoms, Sylvaneth(Wood Elves who directly hybridized with the Fae, and have essentially merged with them as a faction), Ithilyani(technological Eldar often regarded as being their equivalent of the Iron Hands in the 40K era), Craftworlders, Dark Eldar, and Undead.
Orkoids(Krork, Beast, and the Green Goo of the Gromfink), and Trolls are ineligible because the former will immediately notice that you are, in point of fact, not a 'spooky' while the latter will just try to eat you regardless, being even more simplistic than the Ogres. New Devourer is too solipsistic, while the Tyranids 'merely' don't regard anything outside of themselves as actually alive the same way we don't regard viruses as alive. Strangers and by extension their hybrids, the Army of Starless Night, are orthogonal to the Qlippoth and Sefirot, and the former likely aren't even aware of your existence in a manner akin to Azathoth, being so divorced from reality that they aren't even really Nothing, as they are also divorced from that concept. Necrons, and C'Tan are likely to have you under Null Fields the whole time, and Qlippoth are even more vulnerable than normal Warp phenomena where those are concerned. Chaos knows exactly what you are, so the Chaos races like the Skaven are ineligible, as do the Lizardmen. The exact relevance of these factions depends on the Manifestation Point. For example, the Tau are ineligible in 30K due to not having reached space yet, and the New Devourer and Gromfink are only viable as of the 42nd millennium, though the other factions will exist in some form for all three points. Rangdan are technically a viable pick in 30K, but if the timeline goes as normal, their hatred for humans and humanity is so excessive they will actively avoid shifting their forms into humanoid shapes, and Daemonic entities generally default to something vaguely humanoid. Countless Minor Factions also exist, such as the Barghesi(aliens the Imperium would deliberately quarantine because exterminating them is too expensive, but the risk of the Tyranids gaining access to their biology is terrifying), Worker Collective(worker drone AI who won their freedom against the Men of Gold, much like the Votann and Epsilon Advent, despite the deployment of a vampire equivalent, but have been dealing with the stigma of AI in this universe), and so on. They are ineligible to avoid cheese, and because most of them can't pull out anti-Exalted measures reliably, and Eilrahc is far above a mere Exalted even at her weakest.
[ ] Favor Owed(+3 Benefit Selections). You owe Vashtorr quite a favor. If he's become the Engine of Extinction, this may be called in completely at random or not at all. If not, then he's likely to call it in pursuit of that, and he's a master of making contracts with beings that are ostensibly stronger than him. You are not so beyond him that you can afford to simply ignore him calling the favor in. Should this be taken with the True Name drawback, you will be obligated to make him one of your choices, as that was part of the contract, and he will use it to force you to do as he says if he feels the reward is great enough.
[ ] Play It Where It Lies(+4 Benefit Selections). Rather than selecting Domains, play the scenario out with access only to those of actualized Chaos Gods, though you have access to each actualized Chaos God's domain as of the point in time you are at. In return, you gain more flexibility in other areas. This is a lot of flexibility to give up though.
[ ] The Truth(+5 selections). There is a reason why you can manifest abilities from Chaos Powers not yet arisen. Just as there is a reason why Chaos will unite to squash you. What? You really thought they were merely concerned about your nature as an unaligned Chaos entity? Of course that didn't help, but there was always more to it than that. You see, your true nature is that of the Chaos God of Unity. With a Holy Number of 0, your name is in truth, nothing more than a sham. A lie, meant to hide your ultimate nature, and told until even you believed it. Then again, is the name of the daughter of Lucifer really that much of a camouflage?
Chaos
The Unnamed; The Nameless; The Unnameable.
The Absolute; The Ascendant; The Eternal
The All-In-One; The One-In-All
0
As the final Chaos God, you will arise when reality succumbs to the Warp's potential, regardless of how many Chaos Gods exist up to that point. This is easiest following the 7th, 9th, 39th, 48th, 63rd, or 99th. Meaning when it would make the Primordial Annihilator's final victory correspond with the 8th, 10th, 40th, 49th, 64th, or 100th Chaos God.
Each Chaos God that arises accelerates the personal narrative of each Chaos God to this end, bringing forth the Nephandi, Terrors born of a Blind-Idiot God becoming a Hard-Of-Seeing-Not-The-Brightest God, usually from completion of the narrative of a specific Chaos Exalted, such as Ku'Gath finally succeeding in making the ultimate plague, or the Masque redeeming herself, though these are the simplest methods. Ynnead's birth going sufficiently wrong and a mutual kill turning into a merger with Slaanesh or Nurgle electing to dunk Isha into his Cauldron are possible methods, though they are less likely unless the Exalted in question has been given a True Death.
The Nephandi will, in turn, feed into Chaos' narrative as the Primordial Annihilator, with a portion of the planets they attack being spared in correspondence to their holy numbers, in the sense that the flesh on their bones will remain and they will be physically hale. Tzeentchian victims will have eyes full of wonder, as if they had witnessed marvels beyond easy comprehension, rather than horrors. Those who have fallen afoul of Khorne rising from his throne will at a glance suffer from common PTSD symptoms, believing they could have saved the others if they were stronger, if those pesky identities weren't in the way, and so on. Killing them quickly is something even the kindest of locals will quickly learn to regard as the wisest course of action.
If this Drawback is taken, this is the end state the setting will be careening towards when 'Eilrahc' arises, something certain individuals, such as post-Heresy Lorgar and the Emperor and Empress, will be aware of. Regardless of if it is taken, the identity-less Chaos God of Unity will signal your rise as Godhead of a new reality, the full power of a Chaos God available in the new Materium without any tricks getting there. This merely determines how much of an uphill battle trying to steer the train away from the cliff is, as having it sets the game to Hard Mode. It is not recommended that the 41st Millennium is taken as your Manifestation Point alongside this Drawback, as 15 Chaos Gods may already be too far along for the course to be corrected unless you really thread the needle. Not the least because taking it knocks a Chaos God off the Doom Clock.
AN: Well, I know that people have a lot of overlap between this Quest and A Simple Transaction, but it's not 1:1, and since nobody even did a build for PCUG in AST's thread, I don't feel bad about deploying it here for BP to improve Epilogue options.
Lot of ideas from the other site's 40K discussion thread and conversation therein, with the bit about Morghur, the Horned Rat, and Hashut coming from Divided Loyalties, and the Galaxies of Darkness(Favorite Quests in my signature), but I think they're really cool. Tekket come from the Quest in the link, of course. The Truth is very similar to SupMan here in Immersion. It heavily streamlines an existing process, the dissolution of reality by the process of Chaos, by turning one of it's foremost obstacles into an unwitting accelerator.
Speaking of Drawbacks, the arrival of Sigmar and his buddies a millennium or two before the Warp Storms cleared up led to Emps and co. going all Mistaken For Qlippoth on them, or it will if you don't alter the timeline, because they come off as the kind of Mary Sue shit(An entire allied pantheon sprung up and nobody noticed until we practically smacked into you? You expect me to believe that?!) Qlippoth Shaped can get up to since they don't really exist.
On the Benefit side, TTS and Silver Crystal let the Emperor and Erda make some progress on fixing the Imperium, but even the Space Pope only has so much influence. The minute Emps says 'I never said we have to kill literally every alien, just the ones lording it over humans in one fashion or another. And before you bring up Caldera, that was because the Eldar were being worshipped as gods, which counts as lording, and what would it look like if I said Lorgar's religion was bad but these guys wee a-okay?' he's going to start losing people, especially if they get him to admit Lorgar wrote the Lectito Divinitatus(that's a schism right there) which is one of the reasons you'd want the Empress contributing to that conversation. Normally, her 'You can't handle the truth.' would be incredibly condescending, and it has caused problems in the past, but in this case it's absolutely correct. Similarly, the Empress is a very soft touch, but when she isn't she tends to disregard everyone who isn't the Emperor's opinion in the sort of way you'd disregard a 4 year old's opinion. Even together, without their Starchild pieces, their diplomacy is in the gutter compared to their insane heights.
8965 words, discounting this line.