Lords of Darkness (WHF CK2-Ish Quest)
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Guide a newly transformed vampire in the world of warhammer fantasy.
Character Sheet

True Name: Aleksander Von Carstein
Aliases: Dracul
Race: Vampire/Dragon/God
Lands: The Mousilion Rose (underground complex); Duchy of Mousilion
Titles: Emperor of The Empire of Wallachia; Duke of Mousilon; God of Knowledge; Father of The Night; Blessed Father; Emperor of The Dead; The Father of Dragons
Godly Domains: Knowledge; Dragons

Health: 241
Diplomacy: 80 (+35) [85 in diplomatic actions involving vampires and dragons]
Martial: 102 (+35)
Stewardship: 86 (+35)
Intrigue: 130 (+35)
Learning: 76 (+35)
Magic: 88 (+35)
Mana: 208
Personal Combat Skill: 318 (+318) [+338 with a sword]

Invocation of Nehek - Resurrects fallen troops (allied or enemy) into undead.
- Type: Resurrection
- Range: Inter-planetary
- Mana Cost: 10
- Area of effect: Planetary

Wind of Death - Create a deadly gust of wind which can easily cut through armor and flesh alike.
- Type: Wind
- Range: inter-planetary
- Mana Cost: 20
- Area of Effect: planetary

Curse of Years - With this spell, everything considered being young and new becomes elderly and old.
- Type: Hex
- Range: inter-planetary
- Mana Cost: 25
- Area of Effect: planetary

Banish Undead - Creates a magical vortex within a large area nearby that sucks energy from the Undead. Skeletons and Zombies are instantly destroyed by this.
- Type: Vortex
- Range: Inter-Planetary
- Mana Cost: 25
- Area of Effect: Planetary

Blight - Sucks the life out of an area up to at least one square mile. Plants wither, animals sicken, water becomes poison, and soil turns to dust and ash. Animals instinctively avoid this land, and it will gain a reputation for being haunted. Dhar pools here, allowing its users to cast their spells with greater ease. It can grow no crops unless the ground is first sanctified by a Jade Magician or similar to the Cure Blight spell, which reverses all the effects.
- Type: Hex/Augment
- Range: Inter-planetary
- Mana Cost: 45
- Area of Effect: Planetary

Call of Vanhel - Energizes undead under the caster's control, making them absurdly fast.
- Type: Augment
- Range: Inter-Planetary
- Mana Cost: 20

Control Undead - Bends one of the ethereal Undead to the casters will. The necromancer can target any one creature with both the Ethereal and Undead traits within range, though the target may attempt to resist their command.
- Type: Domination
- Range: Inter-planetary
- Mana Cost: 10

Corpse Flesh - The caster's skin takes on the toughness of mortified flesh for one minute. During that time any would-be fatal wounds become less than threatening.
- Type: Defense
- Range: self
- Mana cost: 5

Face of Death - The necromancer makes their face look like a leering skull, the very symbol of death. This causes supernatural fear in any who gaze upon it.
- Type: Illusion
- Range: self
- Mana cost: 5

Fountains of Blood - All living creatures within range bleed more freely than before, as if their lifeblood is eager to weep from their bodies. This spell is especially handy for vampires. the increased blood flow makes it easier for them to feed.
- Type: Hex/Augment
- Range: Inter-Planetary
- Mana cost: 75
- Area of Effect: Planetary

Gaze of Nagash - Bolts of Dhar fly from the caster's eyes, and what flesh they touch blackens and withers, peeling away completely to reveal bleached white bone beneath.
- Type: Hex/Projectile
- Range: inter-planetary
- Mana Cost: 20

Hand of Death - The caster can wound with a touch, but cannot use weapons for the duration of the spell.
- Type: Hex
- Range: Touch
- Mana Cost: 10
Lance of Light - Create a lance of pure light and launch it at your enemies, carving a bloody swathe in their lines.
- Type: Construct
- Range: Inter-planetary
- Mana Cost: 15

Shem's Burning Gaze - lance furious bolts of light from your eyes.
- Type: Projectile
- Range: Inter-planetary
- Mana Cost: 10

Abulla's Snare - A snare of brilliant magical energy leaps from the caster's extended hand and wraps itself around a single person. The snare plucks the victim from the ground and brings him back to the wizard. It holds the victim in the air above the caster and remains a prisoner for some time. Once ensnared, the victim may do nothing at all. If the wizard moves, the ensnared victim drifts along with him.
- Type: Domination
- Range: Inter-planetary
- Mana Cost: 5

Assault Stone - Connecting his will with the dormant strands of earthbound Light Magic, the wizard reshapes the battlefield to his desires, crushing those unfortunate enough to be caught in the way of progress.
- Type: Area Manipulation
- Range: Inter-Planetary
- Mana Cost: 40
- Area of Effect: Planetary

Birona's Timewarp - The wizard infuses his allies with Light Magic, freeing them from the passaging of time and speeding their actions.
- Type: Augment
- Range: Inter-planetary
- Mana Cost: 20
- Area of Effect: Planetary

Blinding Light - Create an explosion of shimmering light within a large area that blinds all those present for potentially half a minute. Even those who resist the spell suffer effects similar to Dazzling Brightness instead.
- Type: Elemental
- Range: inter-planetary
- Mana cost: 15
- Area of Effect: planetary

Boon of Hysh - This spell wraps a single individual in the healing power of Hysh and all damage and maladies affecting him are healed. This includes all wounds sustained, diseases currently being suffered, poisons currently in the system, etc. The Caster can also cast this spell on themselves. This is a touch spell.
- Type: Healing
- Range: touch
- Mana Cost: 5

Brilliance - A brilliant light emanates from the caster's chosen allies, putting any attempting to hit them at a disadvantage.
- Type: Augment
- Range: inter-planetary
- Mana Cost: 28
- Area of Effect: planetary

The Claw of Apek - A huge silvery talon appears in the air and instantly attacks an individual within 12 yards of the caster.
- Type: Construct
- Range: inter-planetary
- Mana Cost: 15
- Area of Effect: planetary

Crevasse - The wizard strikes a staff on the ground and a low rumbling starts, rising to a crescendo as a huge crevasse opens in a place of the caster's choice. The crevasse is a variable amount of kilometers in depth and wide. Anyone in the crevasse's area, when it opens, as well as vehicles such as coaches and horses, will fall in automatically though people inside the vehicles and those on the edge of the crevasse can avoid falling in. Afterwards, the earth snaps shut, and it buries those trapped in the crevasse alive.
- Type: Area Manipulation
- Range: inter-planetary
- Mana cost: 55
- Area of Effect: planetary

Dazzling Brightness - Creates a burst of light that dazzles those in the area, hindering their ability to fight as much as see.
- Type: Elemental
- Range: inter-planetary
- Mana cost: 18 mana
- Area of Effect: planetary

Deathly Shards - Shards of crystal energy, like pieces of broken glass, fly up from the caster and embed themselves in the first person or group in their path. Each shard will cause a wound to the target's body, slogging its way to the heart over one to six days. As this happens, the victim will be in increasing pain. At the end of this period, the shards will embed themselves in the heart, which will tear itself to shreds as it beats. Someone can sometimes remove the shards through surgery. Certain spells can stop the shards' movements.
- Type: Construct
- Range: inter-planetary
- Mana Cost: 15
- Area of Effect: planetary

Daemonbane - Rends the very Aethyr and casts a group of daemons within a large area back whence they came. A great flash of light blinds anyone looking at a daemon at its time of banishment.
- Type: Banishment
- Range: Inter-planetary
- Mana Cost: 10

Eyes of Truth - The caster's eyes shine with the light of truth. For several moments, they can see through illusions, magical and mundane darkness, invisibility, and disguises. Concealed individuals are also revealed.
- Type: Revelation
- Range: Inter-Planetary
- Mana Cost: 5

Ill-Bane - Uses the power of Hysh to aid one or more individuals suffering from disease or poison. If this spell is cast successfully, any diseases affecting the targets have their duration halves (rounded down). Alternately, the spell can remove one poison from each target, nullifying all its effects. The wizard must decide if Ill-bane will treat disease or poison when they cast the spell.
- Type: Healing
- Range: Inter-Planetary
- Mana Cost: 5

The Hands of Karkora - The Hands of Karkora may be cast against any individual or group. It can only be cast outdoors, or on the ground floor if indoors (assuming there is no cellar, basement, abandoned mine-workings, Skaven tunnels or similar below). The ground beneath the target seethes as hundreds of hands claw their way to the surface and seize the legs of the target, holding them fast for the duration of the spell or dragging the victim below the earth.
- Type: Summoning
- Range: Inter-Planetary
- Mana Cost: 30
- Area of Effect: Planetary

Healing Light - The target glows with a cleansing light, about the same luminescence as a campfire. This light heals them and has the possibility of cleansing other forms of corruption.
- Type: Healing
- Range: Inter-Planetary
- Mana Cost: 10

Healing of Hysh - The Hierophant's touch heals an injured character depending on their prowess with the arcane. The caster can also heal themselves.
- Type: Healing
- Range: Inter-Planetary
- Mana Cost: 12
Assume Illusionary Appearance: The caster may assume the appearance of any other living, bipedal creature under 10 feet in height. The caster can appear in the guise of a specific individual if desired.
- Type: Illusion
- Range: self
- Mana Cost: 5

Bewilder: The shadowmancer casts this spell on any one character or creature nearby. If successful, the victim becomes bewildered, their actions randomly ranging from wandering aimlessly, to attacking anything in reach, or even curling into a ball on the floor.
- Type: Hex
- Range: inter-planetary
- Mana Cost: 15

Banish Illusion - The caster may use this spell against any group of creatures, single character, or object which he or she suspects of being an illusion. If the target is an illusion, it will be destroyed.
- Type: Revelation
- Range: Inter-Planetary
- Mana Cost: 15

Bridge of Shadows - At the wizard's command, a bridge of shadow and spite whisks his allies across the battlefield.
- Type: Construct
- Range: Inter-Planetary
- Mana Cost: 10

Burning Shadows - Causes the shadows around the caster to burn like acid, inflicting pain and misery on any enemies upon whom a shadow from any light source as-or-more powerful than a torch falls at the moment the shadowmancer casts this spell. Lack of light alone does not make up shadow for this spell; targets must be in a distinct shadow cast by some object interrupting light shining from some source. Simply being indoors does not count; the building's structure is not "casting a shadow" inside.
- Type: Hex/Conjuration
- Range: Inter-Planetary
- Mana Cost: 35

Clone Image - This spell allows the Illusionist to create one or more clone images. When the spell is cast, the Illusionist will appear to split into 2, 3, or more identical images - only one of which is the real Illusionist. The images always stay within 2 yards or more depending on your choice. Each image may move individually, leaving any observer unsure which is the real Illusionist. The entire group of images counts as a single illusion and lasts for 1 hour or more, depending on your choice.
- Type: Construct/Illusion
- Range: Inter-Planetary
- Mana Cost: 10 Per Clone Created
The Amber Spear - Sounding a gnarled horn, the wizard summons a glowing amber spear of pure Ghur. Seizing hard upon the spear's translucent shaft, he hurls it at the foe with uncanny accuracy.
- Type: Construct
- Range: inter-planetary
- Mana Cost: 5

Amber Talons - The caster's nails grow into cruel amber talons.
- Type: Shape-shifting
- Range: Self
- Mana Cost: 3

The Amber Trance - The Amber Trance mesmerizes a single individual. They will fall into a rigid trance, and their body slowly turn to transparent amber. The entranced individual cannot be moved or harmed. When the spell wears off the victim returns to normal, remembering none of the "lost" period.
- Type: Hex
- Range: inter-planetary
- Mana Cost: 10
Barkskin - The skin of the target becomes hard and gnarled, as the bark of a tree. This acts as natural armor, although it comes at the price of decreased agility.
- Type: Augment
- Range: inter-planetary
- Mana Cost: 10

Awakening of the Wood - The trees have long and wrathful memories, needing only a little magical encouragement to lash out with root and branch.
- Type: Area Manipulation
- Range: inter-planetary
- Mana Cost: 20

Cure Blight - Cleanses an area of blight. This saves plants, trees, crops, and other growing things and makes the area immune to the same blight for the rest of the season. Alternately, this spell can be cast on up to twenty (or more) characters suffering from disease. The duration of any diseases these characters are suffering from is halved or taken out depending on the wish of the caster.
- Type: Healing
- Range: Inter-planetary
- Mana Cost: 30

Curse of Thorns - Causes thorns to grow inside the body of one or more characters, wracking them with excruciating pain that might turn fatal.
- Type: Hex
- Range: Inter-planetary
- Mana Cost: 10

The Cloak of Dain - A cloak of shimmering green energy forms round the wizard. This magical shield will absorb a select amount of damage and will then disappear. Each time a weapon hits the cloak, it takes the damage off the Wounds total of the robe. When the robe's damage amount is gone, the wizard will begin taking damage as normal, even if this means they share the damage from a single blow between robe and wizard. If the cloak provides protection from any magical attack, it will vanish the moment that the damage has been absorbed.
- Type: Protection
- Range: Self
- Mana Cost: 5

The Dwellers Below - Gnarled creatures emerge from the ground, their steely strong fingers tearing at the foes' flesh, clutching their limbs and dragging them down to who knows what fate.
- Type: Summoning
- Range: Inter-Planetary
- Mana Cost: 20

Drain Life - This spell allows the Wizard to drain the life fluids from a person, sucking out all the moisture and leaving a desiccated corpse.
- Type: Hex
- Range: Inter-Planetary
- Mana Cost: 15

Earth Blood - The druid absorbs energy from the earth beneath their feet to heal themselves. They must stand on natural earth. The longer it's channeled, the more injuries are healed. They cannot cast this spell on others. This is also the name of a charm of rebirth that a Jade Wizard can create by tapping into the Winds of Magic, bestowing great resilience upon himself and his companions.
- Type: Hex
- Range: Inter-Planetary
- Mana Cost: 15

Earth Gate or Earthpool - The caster disappears into the earth and reappears anywhere within a wide area. Both their departure and arrival points must be areas of natural earth, meaning the druid can't cast this spell while inside a building or on a cobblestone street, for example.
- Type: Transportation
- Range: Inter-Planetary
- Mana Cost: 25

The Emerald Pool - The caster melts into a pool of water which is absorbed into the ground. The wizard may immediately reappear anywhere within any river, pool, or other natural water source. This means the wizard could move to be within a lake a mile away, or to an island in a river as long as they have the power to do so. The wizard can only cast this spell on himself.
- Type: Transportation
- Range: Inter-Planetary
- Mana Cost: 25

Father of Thorns - Causes thorns and briars to burst from naked earth. Anyone affected has become physically impaired while they remain in the affected area, and anyone who tries to move suffers serious injury. The thorns and briars retreat into the ground after several minutes, depending on the magical strength of their summoner.
- Type: Summoning
- Range: Inter-Planetary
- Mana Cost: 10

Fat of the Land - Just as animals fatten themselves up before winter, the druid causes the character they touch to feed on and store the energy of Ghyran. The subject of the spell does not need to eat for one week, though drinking water is still required. In addition, they excrete a normal amount, though their feces are a verdant green. The wizard can cast this spell on themselves.
- Type: Augment
- Range: Inter-Planetary
- Mana Cost: 10
Acceptance of Fate - Causes allies to temporally put aside their fear of death, making them immune to mundane and supernatural forms of terror.
- Type: Augment
- Range: Inter-Planetary
- Mana Cost: 15

The Animus Imprisoned - The spiriter imprisons the soul of their victim, sealing it in a durable vessel of their choosing, such as a bottle, vial, or pouch. While the soul is so imprisoned, the victim's body lives as a mental vegetable, carrying on the barest functions of life — breathing, swallowing, excreting — without initiative or awareness. Though technically living, this husk cannot shuffle around or even sit up on its own and must be fed by others or die of thirst or starvation. Damage, diseases, poisons, and other sources of harm affect it normally. It similarly heals over time and can be healed as usual by magic or normal medical practice. The caster can restore the imprisoned soul to its body by opening the sealed vessel in the presence of its body. In either case, the restored individual likely goes insane from the experience. If the bottle is opened away from its body or is opened by one who does not know the proper rituals, the soul becomes lost in the world, wandering and damned to become a ghost. If the soul is lost, they can maintain the body in its state, but there is little point. This is a touch spell. Because of the disruption caused in the fabric of life and death by this conjuration, all wizards in a five-mile radius are aware of the disturbance in the Aethyr that this spell causes.
- Type: Hex
- Range: Touch
- Mana Cost: 45

Ashes and Dust - A choking dust cloud erupts from the wizard's fingertips, suffocating all in its path.
- Type: Hex
- Range: Inter-Planetary
- Mana Cost: 15
Armour of Lead - Causes the armor of a group of enemies to have the weight of lead, encumbering them severely.
- Type: Hex
- Range: Inter-Planetary
- Mana Cost: 10

Breach the Unknown - Allows the alchemist to unlock all secrets of the object, learning the material composition and any mundane special properties it might contain. For instance, a Gold Wizard using Breach the Unknown could learn the medicinal character of the toadstone. Besides the normal effects of this spell, the caster may attempt channeling to discern a magical item's special properties. With cursed, tainted, or otherwise spoiled items, the wizard uncovers these dangerous properties at last.
- Type: Detect/Identify
- Range: Touch
- Mana Cost: 15

Burnished Gauntlet - A burnished gold gauntlet materializes out of thin air and flies off to strike an enemy. It vanishes after making its attack.
- Type: Construct
- Range: Inter-Planetary
- Mana Cost: 5

The Crucible - The caster takes on a golden glow that gets fiercer and fiercer until he is impossible to look upon, at which point he seems to melt away to nothing. The caster can then reappear instantaneously somewhere else, appearing first as a glow of molten gold that then solidifies and cools a multiple of 100 yards — or more — away from the casting point. The spell cannot be cast on anyone but the caster.
- Type: Teleportation
- Range: Inter-Planetary
- Mana Cost: 20
Azure Blades - Thin, razor-like shards fill the air around the wizard, whirling in orbit around them like miniature stars, and dealing damage to any who come close for a hand-to-hand combat attack.
- Type: Construct
- Range: Inter-Planetary
- Mana Cost: 5

Birdspeak - The astromancer can speak and understand the language of birds. However, this does not force birds to talk to said-caster or answer their questions. Cunning birds may even lie or demand favors in return for their knowledge. A bird's opinion of the wizard will be based on the way they appear and act. The wizard does, however, because of this spell, gain insight into the customs and behavior of birds, understanding, for example, why a flock of birds is behaving in some particular way, or why a nest might have been abandoned.
- Type: Voice
- Range: Self
- Mana Cost: 5

The Cerulean Shield - A crackling shield of magical energy forms upon the wizard's left arm. The shield automatically negates any damage from normal weapons, and with additional defense, but not complete negation, when hit by magical weapons. In addition, anyone who strikes the Cerulean Shield with a metal weapon will suffer electrocution. If any blow (physical or magical) causes actual damage to the wizard, the Cerulean Shield is instantly dispelled.
- Type: Construct
- Range: Self
- Mana Cost: 8

Chain Lightning - Lightning bursts from the wizard's hands and arcs across the battlefield, leaping from foe to foe with crackling fury.
- Type: Elemental
- Range: Inter-Planetary
- Mana Cost: 12

Clear Sky - Clears a single cloud from the sky, or, in the event of a completely overcast sky, clears all areas present in the casters line of sight. Clouds continue to blow and form naturally in the aftermath of this spell, so the time the caster has an uninterrupted view of the sky above depends on the weather. When cast in the rain, this spell also stops precipitation, though it is hard to stop precipitation over a point on the ground, as the winds drive falling rain in ways that are difficult to perceive and predict.
- Type: Area Alteration
- Range: Inter-Planetary
- Mana Cost: 21

Crystal Charioteer - A gigantic crystal ball envelops and imprisons a single individual within at least 24 yards. The ball immediately carries the victim between two and twelve yards (or more) in a direction nominated by the caster and continuously carries them in that direction until the spell can be broken. If the victim can break free of the ball, it shatters with a ringing sound, breaking into millions of tiny fragments that melt away into nothing in a few seconds.
- Type: Construct
- Range: Inter-Planetary
- Mana Cost: 20

Curse - Curses one opponent within the immediate area. For the next twenty-four hours, the target suffers a greater chance at failure in all endeavors, and is more susceptible to harm. A target person can only be the subject of one curse at a time.
- Type: Hex
- Range: Inter-Planetary
- Mana Cost: 15

- Vampire: You are a vampire, a creature of the night who feeds on blood. +5 to all stats, Negates piety attribute, negates fertility, +50 health, +20 personal combat skill, +10 mana

- Von Carstein: You are part of the Von Carstein bloodline. +3 to intrigue and diplomacy, +1 to stewardship

- Paranoid: The time spent hiding and escaping the witch hunters has left their mark on you. -1 Diplomacy, +2 Intrigue

- Magician: you are a magician, a being who was born with the ability to control the winds of magic. +3 magic

- Architect: You architected and build what may be one of the greatest works in history when not even wanting the result. +1 Martial, +2 Stewardship, +20 Bonus to armies you are leading in sieges

- Socializer: Your very presence attracts everyone to you, making them listen to your every word with the utmost attention. +3 Diplomacy

- Mystic: In your studies involving the magical arts you have come thought a unique understanding of it. +1 Stewardship, +2 learning, +5 magic

- Scholar: You have learned great things in your life, but why stop? Knowledge is power, after all. +3 learning, +4 Magic

- Strategist: You are a natural strategist, making plans that seem incredible to others but to you are simply average. +2 Martial, +1 Stewardship, +20 Bonus to armies, you are leading in defense rolls.

- Brilliant Strategist: You are among the most Brilliant Strategists and Tacticians in the world. +9 Martial, +2 Stewardship, +2 Intrigue, +0.5 Health, +20 Personal Combat Skill

- Administrator: Your skill in administration of resources is among the greatest in the world. +3 Stewardship

- Master Schemer: In the matters of schemes, you are their master. +3 intrigue

- Game Master: Everything is a game and you are the master of the game. +2 to all attributes except magic, health and personal combat

- Legendary Swordsman: You are amongst the most skilled swordsman in the world. +4 martial, +20 Personal combat Skill when wielding a sword

- Legendary Fighter: You are amongst the most skilled fighters in the world. +5 martial, +20 personal combat skill

- Grey Eminence: You are among the most brilliant and dangerous diplomats in the world. +9 diplomacy, +2 intrigue, +2 learning

- Touched By Fortune: You are considered being touched by fortune, as this is the only way everyone can explain the success of your actions. +9 Stewardship, +2 martial, +2 Intrigue

- Elusive Shadow: You are elusive as a shadow to both foe and ally alike. +9 Intrigue, +2 diplomacy, +2 martial, +16 personal combat skill

- Genius: You are amongst the various geniuses of the world, having learned incredible things with no type of outside help. +5 to all attributes, +10 personal combat skill

- Minor God: You are a minor god capable of destroying entire worlds, but your journey is still not done. +30 to all attributes, +100 to Mana, +150 Health, +100 Personal Combat Skill

- Father of The Night: You have an uncanny ability in the matters of diplomacy involving the aristocracy of the night. +5 Diplomacy in diplomatic actions with vampires

- Ambitious: You possess a grand ambition to see your enemies destroyed and conquer or assimilate new lands under your control. +2 To all attributes, +3 To Personal Combat.

- Father of Dragons: 'There he saw a mighty dragon who seemed to change color as he blinked but never in appearance, he was surrounded by dozens of other dragons of various colors and appearances and he looked at them like a father would his very own children'. +5 Diplomacy with dragons, Draconic Transformation

- Strong: You have the might of dragons running through your body. +1 Diplomacy, +2 Martial, +10 Personal Combat Skill, +1 Health

- Greedy: The greed of all dragons that exist and will exist has affected your mind, turning you into someone who is naturally greedy to what others have, though you can control this to various degrees. -1 Diplomacy

- Proud: You are a proud being, for it is the pride of dragons that courses through your veins. You have accomplished so much. Why shouldn't you be proud? +1 Martial

Broken Runeblade

Rusted (?) Magical Blade of Aenarion

The Sword of Darkness (Equipped):
- Damage - 7d10 health points
- Grants +10 to martial, +8 to magic, and +100 to personal combat skill
- Special Effects: The Last Breath, a target hit by this, will start having their air flow stopped by the sword's magic. A high level curse break can break the effect. -20 to combat rolls for an enemy hit by the blade. Formless Attacker can hit spiritual or formless enemies.

Ebon Battlegear of Dracul (Equipped)
- Description: A complete set of armor made by the dark god Dracul, also known as Aleksander, made using the fire of an Emperor Fire Dragon and his own divine energy. It grows in power with its master. No mortal weapons can even scratch it.
- Special Effect: Divine Item (Can only be destroyed by Divine Weapons or Attacks)
 
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Mechanics
Attributes: The attributes will be divided like this:

Health
Diplomacy
Martial
Stewardship
Intrigue
Learning
???: other attributes that may arise given the setting or other things

Attribute level: The levels of the attributes will be like this (unless l change them):
-5 to -1 Terrible (-10)
0 to 4 Below Average (-5)
5 to 9 Average (+0)
10 to 14 Above Average (+5)
15 to 20 Skilled | Peak Human (+10)
21 to 24 Exceptional (+15)
25 to 29 Great (+19)
30 to 35 Edge of Mortal Capacity (+21)
36 to 39 Low-Superhuman (+25)
40 to 44 High-Superhuman (+29)
45 to 49 Legendary (+31)
50 to 59+ Mythical (+35)

Turns: Each turn will be one year in time (unless I change that).

Critical success and failures: 95 to 100 will be the critical rolls and 1 to 3 will be critical failures.

Combat: Combat will be the roll plus the personal combat skill of you and your enemy have. If either side manages to reduce the health of the other to zero they win.

Actions: Okay so actions will be the roll plus the bonuses of your attributes, martial actions have your martial attribute, same with your learning, Intrigue, etc.
 
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Realm
Population:
- Humans: 13,990,000
- Vampires: 235 Vampires (100 Strigoi; 50 Lahmian; 85 Necrach)

Population Growth Per Turn:
- Humans: 1,190,000

Population Status:
- Humans: No Problems
- Vampires: No Problems

Reputation Among Population:
- Humans: God
- Vampires: Savior/Admiration/Near Worship

Food In Storage: 389,200
Food Being Consumed: 13,990
Food Being Generated: 400,390

Blood in Storage: 19,734
Blood Being Consumed: 23
Blood Being Generated: 9,900

Infrastructure Level:
- Northern Wallachia: Low (High in Mousilion)
- Southern Wallachia: Low

Infrastructure Income: 580,225
Infrastructure Expenses: 13,584

Wallachia:
- Northern Wallachia: Mousilion (Capital), Lyonesse, Artois, Gisoreux, and Couronne
- Southern Wallachia: Quenelles, Bastonne, Montfort, Aquitaine, Borderlaux, Brionne, Parravon, and Carcassonne.

Undead: 67,641,098 Skeletons, 62,262,490 Zombies, 45,810,630 Grave Guard, 43,243,750 Black Knights, 950 Undead Giants.

Dark Beasts: 467,250 Fell Bats, 467,350 Dire wolves, 262,500 Vargheists, 264,000 Varghulfs, 401,250 Crypt Ghouls, 378,750 Crypt Horrors, 890 Terrorgheists.

Hero Units: Bahamut, Nidhogg, Dragoth, Drakon, Galrkrond, Fafnir, Druk.

Dragons: 50,000 Fire Dragons, 700 Doom Fire Dragons, 50,000 Storm Dragons, 700 Great Storm Dragons, 70,000 Forest Dragons, 500 Venom Dragons, 50,000 Magma Dragons, 45,000 Frost Dragons, 600 Ice Dragons, 60,000 Carmine Dragons, 45,000 Merwyrms, 30,000 Pagowyrms, 30,000 Sciowyrms, 10,000 Sea Dragons, 800 Helldrakes, 800 Shard Dragons, 800 Toad Dragons, 15,000 Celestial Dragons.

Human Forces: 50,000 Swordsmen

Magical Forces: 105 Necromancers, 2 Fire Wizards, 1 Metal Wizard, 1 Heaven Wizard, 1 Beast Wizard, 1 Shadow Wizard.
 
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Ranks of Power Amongst Gods
If anyone is wondering how the ranks of power amongst the gods work it is essentially like this:

Fledgling -》Minor -》Intermediate -》Greater -》Overgod -》Almighty

DETAILS

• Fledgling: Newborn god entities they are at the bottom of hierarchy of power amongst divine entities, but they are still powerful if a mortal attempts to confront one without a divine weapon they are a good as dead. The souls of their believers reside in a pocket space inside their god souls.
- Power Level: Larger City to Continental
- Capabilities: Complete invulnerability to all mortal weapons, can solo entire armies of various tech levels, can survive in extreme temperatures (can survive on the vaccum of space, the heart of a volcano, etc)

• Minor: Minor divinities are those who are already entrenched in a society (and in most cases) a pantheon, pantheons compromised entirely of minor gods are not uncommon. They possess a base of operations inside the warp, thought it is small by the stands of gods and they do not possess immaterial servants. The afterlife of many faiths usually resides within this domain.
- Power Level: (At full power) solar system; (when not at full power) planetary
- Capabilities: Can warp reality of a planet or system to their wims when fully manifested and powered in a material avatar, can destroy whole stars and planets when fully manifested and powered on the material realm.

• Intermediate: Intermediate divinities can already warp the reality of whole galaxies to even their respective universes, if a mortal wants to fight against one they are just begging to be killed. At this stage they are already possess legion of servants both from the material and immaterial realms.
- Power Level: (At full power) Universal; (when not at full power) Galactical
- Capabilities: at full power in the material realm can affect the universe they reside in, can potentially destroy a universe when in full power in the material realm, can destroy whole galaxies at once even in a weakened state. Legions of immaterial servants

• Greater Gods: Greater gods are the third most powerful beings in the whole omniverse being multiversal beings capable affecting multiple universe at once, they also very hard to kill as they reside in multiple realities at once and have the power to destroy multiple realities as well.
- Power Level: Multiversal
- Capabilities: Exist at multiple point of times in different realities at once, can affect multiverses and travel 'the void' between them, have the power to destroy multiple realities at once if fully manifested and powered on the material realm. [OOC: Chaos gods are on this level]

• Overgod: Overgods are the second most powerful entities in the ommniverse, they have the power to create multiverses and are Nigh omnipotent.
- Power Level: ERROR
- Capabilities: Nigh Omnipotence, Nigh Omniscience, Nigh Omnipresence, can create multiverses.

• Almighty: ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR
- Power Level: Unknown
- Capabilities: Unknown likely to have full Omnipotence, Omnipresence and Omniscience

Right now in the planet you are in have several minor gods running around with practically not many intermidiate gods yet, the four chaos gods are the only greater gods in the planet which are worshipped a fact that they abuse very often.
 
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How does one kill a god?
Okay, so gonna give you guys two forms of how to deal with gods you want to be gone, okay so the first method has three methods by eliminating all the anchors of the god in question:

1) Kill or convert the gods worshippers en mass.

2) Destroy all relics and anything holy to the god, this will definitely grab its attention and weaker it further.

3) Confront the god after 1 and 2 are done, with god weakned it will be more easy to you, depending on the god level of power of course.

Of course this may not always work, so thats why there is a second tactic and the one most used amongst the gods (well the powerful ones at least): Confront the god spiritually ie fight it in the warp and devour/destroy it.
 
After The End
So l camed to a decision, if the quest completes the final objective that is to conquer the world by any means that you guys want, i will (probably) do a sequel incorporating the stellaris type of system.

It will be becasily you attempt to create a space empire in the warhammer fantasy galaxy, which it will have similarities with warhammer 40k one but it will have differences in it, but l am not gonna reveal all of the mysteries it will hold.

DETAILS

So i decided to reveal some things but not all about (probable) sequel to this quest which will be set on a galactical scale:

Tech tree:
- Space: A mix of stellaris and master of orion tech tree.
- Ground: A mix of stellaris, master of orion, commander and conquer (both the red alert series and the tiberium wars series), and starcraft.

Xeno Space Civilizations: A mix of random generated empires with a few ones from sci fi games such as endless space.
 
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The Chaos Gods of Order
Law Gods on the other hand are directly opposite of Chaos Gods and indeed came into existence at the same time. They are essentially the other side of the coin. Where Chaos is well.. chaos and anarchy, Law is rigid order and stability. They are considered "better" then Chaos only because of how ascendant Chaos is compared to Law and thus Law is useful(the more ascendant Law become, the smaller the Chaos Wastes get, which the mortal races understandably view as a good thing), but if their positions were reversed then Law would be every bit the threat that Chaos is because Law would cause all change and development to cease, and nothing would ever change.
Chaos gods of law and order are not aligned with common seen chaos (aka destruction) they aligned with another form of chaos.

"Chaos" can be considered with various things, the normally seen chaos gods are those gods who are obviously evil, because of you know. Khorne, Slaanesh, Tzeentch and Nurgle all represent a form of destruction or anarchy:

Khorne: The anarchy and destruction that war and conflict brings.

Tzeentch: The anarchy and destruction that devious plots bring.

Slaanesh: The anarchy and (self) destruction that indulging in "pleasure" can bring to a person along with several others.

Nurgle: The anarchy and destruction commonly seen when a devasting plague happens, along with the despair seen in them.

Like you said If the chaos gods of order win everything becomes stagnant, and i think that solkan explains how that would go, all living things would be enslaved to the chaos gods of order, this would technically defeat chaos corrupting the mortal races (well until a daemon army comes knocking), their influence would cause no changes. So in this line thinking they represent a twisted form of "order" and "stability":

Solkan: Likely represents an aspect of tyranny, in this case domination, solkan would slave all mortals so that they would only worship him or his wife, or the rest of his pantheon.

Arianka: Likely represents a form of military stagnation, the battlefield of war is said to be constantly changing, but with Arianka armies and their tactics would never change. This is why she holds the aspects of tactics and the rest of the military.

Alluminas: Likely represents creativity, the "light of creativity" and all that shit, with him in power there would be no more inventions of any type.

????: The final chaos god of order, is not born yet. But l have answers about him, he would represent a form of control through emotions, in this case there would be either no emotions, rendering the mortals as little more sacks of meat with nothing that makes them "them", or their emotions would be so dampened that they would care for nothing anymore but the pantheon of order.

There you have my point of view in this matter.
 
Gods Power Level
The Elven Pantheon:
- Divine Strength Level: Minor
- Influence Level: Very High (High Elves), Medium (Dark Elves), Non-Existent (Wallachia), Very High (Wood Elves)

The Pantheon of Chaos:
- Divine Strength Level: Greater or Minor (Depending on the god)
- Influence Level: Very High (Norsca), Medium (Empire of Men), Very Minor (Wallachia), Very High (Chaos Dwarves), Medium (Dark Elves), Very High (Skaven)

The Dwarf Pantheon:
- Divine Strength Level: Minor
- Influence Level: Very High (Dwarves)

The Ork Gods:
- Divine Strength Level: Intermidiate
- Influence Level: Very High (Feral Orcs of Malleus)

The Human Pantheon:
- Divine Strength Level: Minor
- Influence Level: Very High (Empire of Men)

OOC: So there you have it the gods current power levels, this will be changed as time goes on as I am pretty sure some pantheons are going to disappear. Also these are only the major pantheons there other minor pantheons out there such as the tilean pantheon. Will add more pantheons and individual gods as time goes on.
 
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About Runes
Runes are divided into five different categories: weapon runes, armor runes, banner runes, engineering runes, and talismanic runes. Before I explain what each category of rune can do, first, there are the rules of the runic system and rune carving in general:
  1. Rule of Three - No single item can have over three runes. It is virtually impossible to forge items able to bear the strain of carrying so much power. At least without severe research on the subject, and even it will take time and effort.
  2. Rule of Form - Weapon runes can only be inscribed on weapons, armor runes can only be inscribed on armor, banner runes can only be inscribed on standards, engineering runes can only be inscribed on war machines or buildings, and talismanic runes can only be inscribed on talismans. Note that some runes can be inscribed on other category cases in point to the rune of piercing.
  3. No master rune may be used, can be completely. Master runes are so powerful that they cannot be combined together on the same item or suffer a violent reaction. For this reason, Runesmiths describe these runes as Jealous Runes.
So that out of the way it is time to explain what each category of runes can do.

Weapon Runes

Weapon runes are pretty self-explanatory, but it boils down to runes that make anything considered a weapon is stronger (swords, pikes, daggers, bows, etc), these runes are the runes of piercing, sharpness, precision, and many others. Do note that is anything that is considered a weapon, be they ranged or physical. Runic Set Example: Striking, Precision, Piercing.

Armor Runes

Armor runes are the runes carved in anything that is considered armor, these runes make so that the armor becomes tougher and some cases more light if the proper set of runes is used, these are the runes of fortitude, preservation, resistance, and many others. Runic Set Example: Stone, Iron, Steel.

Banner Runes

Banner runes are those found in stands. They can inspire bravery in your own troops and allies, and dread in your enemies. These are the runes of terror, fear, courage, determination, and many others. Runic Set Example: Fear, Terror, and Despair.

Engineering Runes

Engineering runes are those used in war machines or buildings, they can be used for you to keep your secrets to yourself or improve your industry. These are the runes of defense, disguise, reloading, and many others. Runic Set Example: Accuracy, Precision, Seeking (for war machines)

Talisman Runes

Talisman runes are the runes inscribed in talismans. They can range from wards against spiritual influence to runes to increase their own luck. These are the runes of luck, warding, dismay, and many others. Runic Set Example: Disperse, Spellbreaking, Spelleater

There are also master runes, which are runes that carry great power in them, runic items that have master runes in them are very few the runeblades of the empire of man being amongst their number, you can literally count their entire number with just your fingers.
 
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