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

[X] Plan: Peace, earth, and MAGIC

I've been looking forward to Sorcery. This feels like a great time for it.
 
Right time to compile all the various images I found that could work for our hypothetical Daemons
As a side note I really want to get that Guardian Domain at some point, it'd probably mesh with our Daemons really well
If you want it, vote for it.

We don't know when we're gonna unlock Guardian again nor what it will be up against, so the only way you can be sure to get is to pick it now.

This obviously also goes for all other Domains.
 
One point of discussion about Expansion's usefulness that hasn't been probably brought up yet: Not only will having more Domains make VM more flexible in how she can approach different problems, and sometimes unlocking actions which wouldn't have been otherwise available. But there is also the fact that it allows theoretically for higher Divine Token investement spikes to actions, as there will be more likely more Domains that apply to that single action. And with Sorcery, spreading around Divine Tokens becomes a lesser concern, so we should have a better chance to more often focus those Divine Tokens to just a couple of actions.
 
Ha, we showed that azure jackass! Dying by space marines my ass!

A lot of our people did die by it. the only reason we did not die as a whole was the depth of Dana's faith allowing herself to be possessed and bring the full power of a warp god into the materium. These were not Grey Knights, or even someone like the Exorcists with a lot of anti-Daemon experience and so they were overwhelmed at the last. God in flesh trumps gene-seeded demi-god.

Let's not get cocky though, this was one company of Space Marines, the Imperium has a lot more where these came from.
 
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Ha, we showed that azure jackass! Dying by space marines my ass!
Well, without VM being able to directly materialize we were losing rather badly. Exchange rates of six to one against us? And we seemingly did not kill a single terminator and probably just a few regular marines, by far the most of their losses were suffered by scouts.

Our military forces were nearly wiped out.
We can rebuild, but our losses were horrific.
 
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@Alectai

Joyous Vines
Domains: Weaving, Connection, Endurance, Elysium

Of all those daemons summoned by the cult of the Virulent Maiden, few are more insidious or horrific than the Devouring Vines. Though harmless in appearance and lacking any ability to fight for themselves, these monstrosities offer those of the Maiden a bargain: to bond with the Vine for the rest of their mortal life, and in exchange the daemon shall devour their immortal soul upon their death. Needless to say, far too many are willing to submit themselves to this deal, for the cursed boons the Vine bestows upon its host are great and many-fold. Those who have damned themselves thusly....
-Ordo Malleus Report


The Joyous Vines are an extremely unusual species of daemon, in that they lack any true offensive or defensive capabilities of their own. In fact, by themselves they are barely even capable of movement, their thin and flexible root-legs only just able to support the weight of their two-foot tall body. This is because, unlike most daemons, the Joyous Vine is a symbiote that requires a human host to unlock its potential.

When one of the faithful of the Verdant Maiden approaches a Joyous Vine, the Vine will straighten as best it can and begin waving its leaf-limbs to attract attention. Once the cultist notices the Vine, it transmits them an offer: become their friend and carry them, and Vine will protect them and grant them health. This deal and all its implications are instinctively understood by the faithful, for the Maiden will brook no miscommunication, and the cultist is free to accept or decline without penalty.

Should the cultist decline, the Vine will collapse in on itself and begin sobbing until another of the Maiden's faithful catches its attention. Should the cultist accept, however, then the Vine will climb onto their back and merge its body with them. This leaves what appears to be a tattoo of the Vine's body stretching up the cultist's upper spine, with its leaf-arms covering their shoulder blades and root-legs spreading across their lower ribs. The head of the Vine, meanwhile, does not merge with cultist's body and will instead typically rest upon their shoulders, humming to itself in quiet contentment.

Upon bonding with a Joyous Vine, the cultist immediately feels a surge of energy as the Vine begins feeding them its own power. This allows the cultist to become almost tireless, while also boosting their strength, speed, and general physical toughness. This rush also frequently has the side effect of inducing irrepressible good cheer and enthusiasm in the Vine's host. The Vine also provides the cultist with a minor connection to the Verdant Maiden- not one strong enough to accomplish anything practical, but enough that they will instinctively know if the Maiden would approve or disapprove of their intentions and actions. Lastly, as the final immediate benefit, if their host is threatened the Vine will panic and temporarily coat both their skins with a flexible bark-like substance that greatly resists physical impacts without impacting flexibility.

In the longer term, more benefits also begin to emerge; as it adapts to its host, the Vine learns their biology and begins to tend to their health. This results in a slowly but steadily increasing improvement to how rapidly their wounds heal, which at its peak allows all but the most grievous of injuries to be recovered from in moments, and their ageing slowing until it finally stops altogether. During this process, the Vine also gradually resculpts their host's body based on their desires. This cannot cause major biological shifts, but adjustments to height, muscle mass and distribution, facial features, loss or addition of fat, hair and eye colour shifts, and similar are well within its power.

The final gift of the Joyous Vine, however, only manifests once their host dies. When this happens, be it through natural causes or misadventure, the Vine will emit a cry of pure anguish before vanishing from the material world to safeguard its former host's soul. Though weak in the physical world, in the realm of souls Vines are no less potent than any other daemon- and they defend their charge's soul against all that would seek to steal or devour it with a ferocity and desperation that defies all reason. Only once their host's soul has been delivered safely to the Joyous Maiden will they relax- but even then, they will not abandon their charge, and will remain with them in the Maiden eternally as a companion and final guardian.

Once a Joyous Vine has bonded with a cultist, it will only leave them if they renounce the Verdant Maiden or they perform a deed that the Maiden would be truly horrified by. If this happens the Vine will immediately begin sobbing, detach from their host, and flee in fear. During this time the cultist will feel the Joyous Vine's heartbreak at being rejected, which is intense enough to leave all but the most hardened individuals an emotional wreck.

Should the head of the Joyous Vine be destroyed while it is bonded to a host, it will not kill the Vine. Instead, the cultist will lose all the benefits the Vine normally provides (save for the protection of their soul) for several minutes while it regenerates.

In terms of personality, Joyous Vines are perhaps best compared to a friendly dog. They are simplistic in thought, communicating with their host only in basic images and feelings, and are completely unconcerned with the outside world save for where it will impact their host's happiness.
 
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A creature of both life and death. Where it walks, seeds long dormant or dead spring to life. Flowers sprout, bloom, and spread seeds within seconds. But as it is a spirit of life, as it passes away so too does the life that flourishes around it.

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

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

Since it was not flagged to @Alectai by original poster, I am doing this instead.
Because I really love the pictures and think them very fitting.
 
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  • He's fucked off somewhere and is living in exile out of frustration with all the damm humans fucking everything up because they always do cause NO ONE CAN DO ANYTHING RIGHT SINCE SERIOUSLY PEOPLE, ITS NOT THAT HARD TO JUST DO YOUR DAMMED JOBS!!!! (actual fucking with his Aeldar waifu optional)

give me some heresy

jokes aside

lets remember the general plan,we need to evacuate given that the imperium will eventually send people for our asses in numbers that would make the great crusade blush
the 5th company are pretty much heretics,the moment the decided to keep silence about us they inevitably choosed us over the imperium
as the moment they are discovered they will have no other option than run away and seek us,for the imperium will not forgive them

based on this,i say we take elysium,is perfect for ensuring new allies that might be usefull against the imperium (admech radicals,average citizen and space marines)
because we will not win through sheer strength alone

followed by something that allows us to evacuate


[X] Plan Earth, Sun, and Elysium
 
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Well, there are a few interesting combinations. Elevated Elysium is lolzy, because it fundamentally breaks the setting.

The winning plan ain't bad, although I'm ambivalent about sorcery. Our followers being able to use our power sounds good, but I'm meh on the mechanical effects.

Earth is good and it synergizes with everything else we do.

Elysium is so out of context and a get out of jail free card that we can't deny it - we had a lot of Zugzwang because we needed to defend our followers, which led to suboptimal results, and that's the solution to this problem.

Both sun and guardian would be great substitutes for sorcery (plasma + C'tan tech / boosting our defensive abilities), but that's unlikely to happen with current votes.
 
Well, there are a few interesting combinations. Elevated Elysium is lolzy, because it fundamentally breaks the setting.

The winning plan ain't bad, although I'm ambivalent about sorcery. Our followers being able to use our power sounds good, but I'm meh on the mechanical effects.

Earth is good and it synergizes with everything else we do.

Elysium is so out of context and a get out of jail free card that we can't deny it - we had a lot of Zugzwang because we needed to defend our followers, which led to suboptimal results, and that's the solution to this problem.

Both sun and guardian would be great substitutes for sorcery (plasma + C'tan tech / boosting our defensive abilities), but that's unlikely to happen with current votes.

elysium is absolutely fucking OP

in the discord and here is mentioned the existance of stygies VIII a relative xenophile (as in ''give me your xeno tech and i might not shoot you to death'') forgeworld,wich most likely is separatist from the imperium (as they were highly independent and disliked by the imperium and more traditional mechanicus even in the original timeline)

usually, they would shoot us for tech or have really strained secret diplomacy,but this instead allows for real contact
the same with many space marine chapters
or new populations we could convert into followers,the ability to create neutral zones is a massive boon to diplomacy

we know the imperium is culturally and diplomatically strained,this is a perfect tool for harnessing said strain and gain allies
 
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[ ] Elysium: The power of peace, sanctuary, and safety. Mastery of the Elysium Domain grant access to wards and bindings capable of enforcing peace upon limited areas While these cannot be used to protect combattants-such wards are proof even against indiscrimate attacks as long as the peaceful reside within them.
From the sound of it, we could theoretically set it up in the middle of a battlefield, and the noncombatants in the warded area would be protected from harm, even including bombing runs that hits the area, and other major explosions that logic would dictate should kill them by proximity.
 
@Alectai

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Aziza
Domains: Weaving, Earth, Endurance, Elysium

Unlike most others, they lack any direct offensive abilities and in truth are intangible like mist, and can quickly escape danger. What they lack in lineal (directly interacting with their environment) their true asset comes from their influence.

Aziza's give and nurture life, any place with these benevolent spirits become healthier, forests grow, animals come, air cleans up and even dead places change as well.
Practically a terraforming/environmental control. Given time they can change a Dead World into a Garden world.
Most vulnerable when they use their powers because then they are immobile and thus can't avoid and escape a psyker and anti-warp attacks.





Meliae, Caïssa, Epimeliad
Domains: Endurance, Death, Connection, Harvest, Weaving, Sorcery, Life

Dryad triumvir that always come together, each has their own role whether empowering/saving allies, hunting prey/enemies, or calling forth Maidens miracle or "winds of death" (essentially Support, Attack, Magic respectively).

Though all are benevolent some are aloof, focused, or seemingly absentminded. Wildly different personalities, they do their best to help Verdant Cult in their own way.


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@Alectai

The Verdant Reapers


Other Names: The Gardeners Of The Maiden

Domains: Death, Harvest, Earth, Endurance

The Verdant Reapers, also known as The Gardeners Of The Maiden, have but a singular true purpose. To seek out overabundant swarms of life spreading uncontrollably, which are in doing so choking out or devouring all other life without concern for anything other than the swarm itself. And then, cut them down again and again.

While looking like men from afar, they are in fact animated dirt and roots mixed together, surrounded by ironbark giving them cohesion, while the crows following them are made out of weaven fire-blackened plant matter.

In their task, they are aided by the crows following them, who lead them them to such hegemonizing swarms. Their caws herald the Reapers rising from the earth itself, from where they then proceed to seek to enter into melee with their giant scythes, blessed to end the lives of creatures with even monstrous vitality like the Orks. They excel at cutting down hosts of lesser creatures of these swarms, with the great sweeps of their scythes ending them in countless numbers during battles with the speed of quicksilver flashes.

While they are sturdy and constantly healing while in combat with overabunce of life to harvest, even regrowing lost body parts while bolstered with considerable battle-endurance of their own, they can be still ended even with thousands of small cuts, if done fast enough to overwhelm them. This leads them crumbling back to earth where they first came. But if the group of Reapers they were in is still harvesting their foes and spilling their vital fluids to the ground, the fallen Reaper will soon reappear from the ground that is soaked with the life-energies of the pest they are tirelessly cutting down, ready to continue their grim task.

Out of battle, they are creatures few words, but appreciate those who seek to bring harmony and symbios in nature by cultivating it, preferably by the ways of plant-life. They often like to help those people at harvesting at farms, though here they possess only maybe a small advantage over mortals if they are not pushing themselves. If urgently needed, they can push themselves and work staggeringly fast for a short period, but as they are not bathing in the great life-energies of slain foes, they quickly tire and have to rest for days afterwards. They only ask for recompanse in weeds and parts of plants that farmers traditionally would have no use for, burning them in great bonfires which they dance around through a whole night. From the blackened ashes rise their dependable crows, spreading their wings and taking the skies, ready to seek out the new harvest for the Reapers.
 
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