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

... Wow, good find. I have googled The Messenger, and now I cannot imagine Azure Magus's followers and her/their magitek aesthetic as anything other than the Order of the Blue Robes and their tower. Azure Magus is totally going to pick up some kind of crystal- or gem-related domain at some point. It's the chuuni way!

Her first daemons are totally going to look like Phobekins.

And I can't get the idea of eye color shift out of my head. I imagined Violet Rogue with green eyes, because deep green is supposedly the color of ambition. Verdant maiden has blue eyes. Those Order of the Blue Robes guys have red eyes, and now I can't imagine any other eye color for Azure Magus. To finish the pattern (that I have made up just now), Scarlet Cavalier must have violet eyes!
 
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new daemon/unit idea (also, i don't know latin, so can someone fix the name so it makes sense grammatically?)

The Verdant Witch is a deceitful, duplicitous being, and none of her slaves reflect that better than the Sirenica Oscenia. These blasphemous aliens have cast away not only the Emperor's guiding light, but also their very humanity, gaining in return the ability to shapeshift in a manner akin to [REDACTED]. Soldiers are to shoot birds and various critters on sight, as those are the favoured form of the Sirenica Oscenia; yet they can still take on the form of humans as well, to whisper their lies and sow dissent in the ranks of His Faithful servants. Autopsies show that their vile illusions are of a nature both sorcerous and biological, revealing the Verdant Witch for what she truly is, the Second Coming of [REDACTED]! The Sirenica Oscenia can be identified by their distinctive green eyes, unnaturally pleasant voice, and their twisted psychic imprint, which is, admittedly, very well concealed.
But their greatest weapon is their voice; the procedure concerning any captured specimen is to cut off its tongue and keep it drugged. Their voices are enchanting, and can rob the will to fight from entire companies, induce to rage entire mobs, or restore the zeal in entire heretic Regiments. These deceivers are suspected to be the culprits behind the seduction of the Azure Dragoons Battle Company.

--Ordo Maleus Report

*the procedures are rough, but hey, it is the inquisition we're talking about

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The Songbirds are a cheerful folk. They are one of the Verdant Maiden's daemonic servants who exist in the Materium by being bound into a willing host with whom them coexist symbiotically, granting them unmatched capacity to shapeshift as well as an enchanting voice. They like to take on the shape of various songbirds and small critters like squirrels and mice, so farmers are advised to avoid using pesticides. Their songs can rouse powerful emotions, and they have been known to roam the worlds, trading gossip and stopping by to share the delight of music where needed. Many a dispute have been solved with the calming influence of their songs, and many a depressed soul have found a in their songs the glimmering hope to allow them to endure. From eldar to men, from priests to labourers, from Belladonnas to the Sentinels, the Songbirds grace all with their songs, cheering them up when their spirits are down, rousing their spirits when the future is cloudy, and calming them down when their angers are blazing. Is it any wonder that for those under the Verdant Maiden's aegis, the Songbirds are among the most beloved, when they ask for nothing in return, but for the occasional piece of juicy gossip?

It is traditional for most settlements as well the more well-off families to keep a frequently updated news-board and a plate of food -- usually cookies and milk -- outside in case the Songbirds (or other critters) decide to grace the neighbourhood. Many believe that to be a recipient of their songs is to be blessed for the day with good health and good luck.

The Songbirds' predilection towards gossip is one that often draws forth exasperation, yet what is often left unspoken is how crucial said gossip is to not only their operations, but also to that of the Verdant Maiden's servants. They are her eyes, ears, and mouths, allowing Her and Hers to quickly pass on and receive information, to keep a pulse on local moods and gossip, and to know what which locations need reinforcements, charity, or other interventions most urgently.
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Excerpt from the Book of Life, an 80-volume compendium of lifeforms in the worlds graced by the Verdant Maiden, including daemons and warp-creatures.

Domains: Weaving(?), Sorcery, Life

*Most hilariously of all, it would allow songfic omakes XD. Also, yet another infiltration unit, along with ridiculous support abilities, including temporary buffs to morale, performance, or, if there are enough of them, then you can eventually get entire regiments to just... stand down and sing Kumbala (well, that would only last until the commissars do their thing, but still). Theoretically could spread fear too, so routing enemy forces will be easier. I imagine that most hosts would be chosen specifically for their personality to make sure they will be okay with the Songbirds' typical shenanigans.
 
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SPECIAL OFFER

From now until the formal start of Chapter 2, I'll be taking submissions for your Lesser Daemon variety. I have a default in mind but others might come up with something even more interesting.

The following criteria must be followed.

A) The daemon must be superficially humanoid, but not necessary a human (Bipedal with a recognizable face).
B) The Daemon must embody at least three of your Domains--you may include the one you're definitely picking up as this.

Procrastinating, so decided to do some public service by collecting daemon ideas

Good Boys:
Lesser Daemon - Hound of the Maiden

Associated Domains: Connection, Endurance, Harvest

Description:
Hounds of the Maiden are telepathic doglike beings with thick hide and dexterous forepaws. Predominantly quadrupedal, they can with some effort assume bipedal posture. Hounds of the Maiden are capable of generating a Life-Link between themselves and the Maiden's Faithful, and can use it to sense presence of living minds in short range. They are exceptionally hard to put down, and can be found on battlefields, or in sites of scavenging. Not focused on combat, but on gathering the wounded, or on assisting with hunting/foraging.

Ori (I think)
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.

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.

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

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

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

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

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

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

The Grim Reaper
"There is a great comfort to know that there is light within the darkness."

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

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

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

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

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

Virgin Mary
Name: Pieta
Domains: Death, Life, Connection, Harvest
Appearance: A tall figure in a cloak the colors of the sky (think Virgin Mary). Her face mostly hidden, pale yet beautiful. Underneath the cloak, equally pale, very thin body, sexless. Her skin has the texture of petals of a flower. Her eyes blue. Voice melodic, gentle. Smells of honey.
Place of occurrence: Battlefields, hospitals, nurseries- any place where beginnings and ends are plentiful.
Behavior:
- Oftentimes, when a mother has an especially painful birth, she arrives and comforts her. Crying babes are soothed, tired nurses given a hug.
- When she finds a greatly sick or wounded person, she comforts them. If they are very close to death, she asks for any last words to their loved ones (which she later brings to them, in form of a heart-link memory). If they are in great pain, she soothes them, occasionally ending their suffering early.
- On battlefield, she can be seen tending to the wounded. Be wary, anyone trying to disturb their rest with violence will be left with their very life-force drained, then donated to her patients.

Sawsbuck :)
Prince of the Forest
Domains: Elysium, Connection, Weaving, Earth[, any other terraforming-related domains we pick up, like Weather]

Princes of the Forest take the form of large cervids (commonly elk, though other deer and even moose have been reported), with amber eyes, leafy or flowering branches in place of antlers, and fur usually in shades of green, though autumnal shades (brown, yellow, orange, red) are also known.

They can serve the faithful as mounts and command lesser lifeforms made with the Maiden's blessings, but their larger purpose is to anchor Her power to an area, transforming barren or hostile environments into peaceful paradises and making it easier to summon more of the Maiden's servants.

While great herds have occasionally been reported coordinating to terraform worlds, Princes of the Forest are usually found alone. If their enforcement of the Maiden's domain of Elysium can be overcome or worked around, or if they have not been present long enough for Elysium to take hold, then they can be slain to end their effect on the local environment - while they can attack with their antlers or hooves, they are no better at combat than any mundane cervid.

Nannies
Lesser Daemon - Matron (Ordo Malleus desgnation - Felldar)

Associated Domains: Connection, Earth, Weaving

Description:
Different from known daemons for having a fairly normal appearance (looking like a cross between a plump Human woman and an Eldar, with the only way to actually tell it's a daemon being their unnaturally green eyes) Matrons are a fairly unique breed of daemon owing to the fact that they lack any and all capacity for taking offensive actions. Dedicated healers and assistants a Matrons sole duties are to care for the injured, assist in helping the local infrastructure (whether that be through aiding the Cults biomancers or simply working the farms), raising the Eldar children that are prominent in parts of the Cult or assisting with defensive magic in times of emergency to reinforce defensive wards or keep civilians safe. Cheerful and helpful (and slightly strict when it comes to raising their wards, their personalities switching to a true motherly bent when they are tasked with raising children) they are an aspect of the Verdant Maidens heartfelt desire to help people and her belief that so many problems can be solved without ever needing to take a life.

Basically Riolu
My Daemon idea
(Yes it is very heavily inspired by the Pokemon Riolu)

Domains:Elysium, Guardian, Sorcery
The idea is the daemon would be a protector, that seeks to guard those who are too weak to protect themselves, regardless of who they are, and would have an internal code that it/he/she follows.

Bellsprout companion (they are Good Boys 2)
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.

Glowy Terraformers
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.

Space Elves 2, Electric Boogaloo
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.

The Invisible Hand of the Ecosystem
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.

Entlings
Entling
Domains: Connection, Endurance, Earth[, other protective domains]

Entlings are roughly humanoid figures composed of braided plant material covered in bark. They are strong, durable, though not terribly fast or nimble. They cannot speak, but can be understood by the faithful by the grace of the Maiden's domain of Connection.

The interesting thing about Entlings is that they offer a trade-off: ease of summoning in return for time to become useful. They can be summoned almost trivially at the size of seedlings, and then grown to full size (three to four meters in height) over time as they remain in the Materium and incorporate matter from it into their forms. Entlings can also be summoned at full size, with the same less-trivial effort required for the Maiden's more notable servants, but the result is more easily vanquished by an attacker than an Entling summoned and grown over months and years by a diligent follower of the Maiden.

Entlings have been observed linking together to form barriers, temporary structures, and on at least one occasion a titanic composite Entling. Followers of the maiden have also been observed summoning an Entling to possess a living tree, resulting in a sort of arboreal daemonhost.

Figure 1: A comparison of Entlings at different ages past summoning.

Non-lustful Satyrs
SATYR
Domain's- Life, Death, Harvest, Connection

Fey creatures that are notorious in their revelry Satyr's are delighted to join parties of all kind's drinking, dancing and singing the night away. Quick to make friend's and enemies alike they are fickle in temperament and so wander wherever they please be that in the forest's they call home or in town's looking for a grand time.
Do be warned though when their ire is stirred by those who wish harm under the Verdant Maiden they fly into a rage like no other quickly turning more bestial with glowing eyes, growing thick shaggy fur, claws and horns sharpening into wicked points to evecsrite their foes with.

Stone Dude(tte)
STONE FOLK
Domain's- Earth, Endurance, Elysium, Life
Made of their namesake the stone folk are creatures of earth given life by the Verdant Maiden to spread peace and allow life too flourish in area's either too scarred by battle or terraforming uninhabitable area's into a flourishing ecosystem.
Their bodies are often covered in Moss, Flora and trail behind Fauna as they spread life to desolate areas and creatures of the forest follow in their footsteps for an easy meal and just to relax in their reassuring aura.
To those who break the peace bringing violence and war will find it hard pressed to bring down what is essentially a boulder on legs and quickly find that the phrase "between a rock and a hard place" is quite apt in their situation.

Giant Watchguards
Lesser Daemons - Sayrd
Domains: Life, Death, Earth, Weaving, Connection, Sorcery, (Elysium? Guardian?)

Description:
Humanoid-like Daemons that are tall as the Astartes themselves, their very bodies are sculpted out of wood, stone, flora and earth. They may seem inhuman and aloof from a distance but to the followers and the people who live under the Verdant Maiden, they are serene and accommodating, however, other than watching over the population, they do not assist any of them in any normal tasks for their purpose is to protect the people and worlds of the Verdant Maiden. When in war or threatened, they unleash blasts of Sorcery derived from the Verdant Maiden herself against any who dare to harm those who only wish to live in peace.

Jokaero Racoons
Azeban.

Domains:
Sorcery, Connection, Harvest. Earth.

Lesser daemon type that looks like intelligent walking Raccoons of ancient Terra, they are psychically-talented, the Azeban. Known also for their sheer obsession with finding and taking information and technology. When there is one, they is always several more near by, waiting to act and to take and to steal.

Mischievous little Raccoons.

Hedwig on steroids?
Tyche.

Domains:
Death, Life, Sorcery, Harvest. Earth.

Tall, Owl-like beings. To friends, they are bringers of good news, and healing, snow-like feathers. To foes, they are death itself, striking fear into them, and reaping their souls for their plans,black as death, and binding powerful living weapons to do their will.

Grave-keepers
Graveroot: Death, Elysium, Harvest, Endurance.
The Graveroots are guards and caretakers. In the materium, they tend to the graves of the faithful, keeping the Maiden's Peace and providing comfort to the grieving. In the immaterium, they guard the souls of the dead as best they are able, trying to ward off the predations of wild daemons who seek to devour the souls under their charge, so that the faithful may pass into the warp in peace and tranquillity.

They are varied in form, ranging from one meter to three in height. Some look as if a tree decided to walk one day, while other look like humans and eldar with skin like bark and hair like leaves.
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Merlin in Green
Lesser Daemon - Tenders of the Green
Associated Domains: Weaving, Sorcery, Life, Earth

Description: The Tenders are not primarily combative daemons (though they are certainly far from helpless). Instead they most often serve as teachers, instructing the followers of the Verdant Maiden in the ways of shaping life in all it's forms and the powers of the Immaterium. Though they are far more taciturn and reserved then the Maiden; for the ability to shape Life and the Warp are both dangerous things and must be taken seriously. Recklessness and/or foolhardiness is not something they will ever accept among their pupils. But if any would be so reckless to attack those under it's care; the fools will find the very land turning against them even as the Tender gives a practical demonstration of it's command over the Warp.

Green Tinkerbells
Lesser Daemon: Verdant Pixies

Domains: Life, Weaving, Earth

While amusingly small, the size and disposition of these winged humanoid daemons belies their power. Each of them represents a sliver of the Verdant Maiden's love of cultivating the land and the things that live on it.

From even seemingly barren land, given time the Pixies are capable of drawing out life of every form, size, and function.

They serve as the tiny daemonic worker bee in the Green Legions, and are equally seen working alone on smaller projects or in great flights on massive ones (usually coordinated by some other daemon or witch using the Connection domain)

Pixies are cheerful and excitable, and tend to solve every problem by making an appropriate organism to do the work.

While they have no problem making weapons or war-critters, they will not fight directly on their own initiative, choosing instead to flee to somewhere they can weave more organisms unmolested.

Is it a dog? Is it a hedgehog? No, it's a Thord-dog!
Weed-Puppies/Thorn-Hounds

Description: The cult of the Verdant Maiden is known to manipulate life to serve varying purposes. One of the most common bio-forms found is that of the Thorn Hound. They are generally similar in shape and size to various breeds of terran dogs and wolves, albeit often significantly denser. They are most commonly formed from various types of plant life, using moss, leaves and occasionally thorns to imitate a more traditional fur coat. However various varieties have been known to incorporate flesh and bone with the theoretical potential to incorporate a 'living metal' ala the Necron constructs. While they most often remain quadrupedal when at rest or waiting ambush they may begin to unravel their bodies and either begin to resemble a

Many of the cult's Weaver's are known to create and sustain a Thorn-Hound as a pseudo familiar and servant. A relatively simple design they are a common choice for a first foray into crafting Bio-Forms for members of the Weaver Sects.

In Combat they serve as a form of a fast cavalry. Most often serving as scouts via mental connection but are known to be deployed against infantry and skirmisher units. The larger and more developed specimens most often serve alongside a Weaver-Sorcerer and act as a bodyguard. These models are known to weight in at nearly a ton and take large amounts of small arms fire before suffering significant damage, especially if given time to regenerate from any wounds.

In terms of armaments the standard variants can be thought of as hardier and more dangerous hounds. With massively strong jaws and claws capable of shredding standard carapace armor but ineffective against Astartes or vehicle armor. Though not standard it is not uncommon that their bite or blood contains either acid or poison. On account of this (among many biological warfare capabilities) that troops deployed against them have full body coverings.

Amongst the ones that are found with Weaver-Sorcerers trend towards having more novel armaments. So far thorn flechettes, localized spore deployment, crushing vines, and a variety of other novel weaponry has been observed.

Tutorial NPC/Glowy Zennyatta
Description:
Not all of the Daemons of the Violet Maiden are strange nature spirits, detached from human life, or warrior beings born to battle. The Veritas is one such creature. It serves as the advocate of the criminal, the wounded, and those who are lost. Summoned by those who wish to unwind the web of harm they wrought, to find peace from a traumatic experience, or one who seeks to define their own destiny. That being said the Veritas will not stand idle should evil manifest itself in its presence, doubly so if such maleficence is warp spawned.

The Veritas has three aspects, that of the Redeemer, the Healer, and the Guide. To perform their tasks the Daemon finds solid foundation to the material world with a series of glowing tattoos upon the body of its charge - ones not easily hidden. Do not assume to know if the bearer of such a mark is one who dealt harm, or one who was harmed. When a Veritas accepts a task, it will endeavor to see it done, no matter how arduous.

They do not judge mortals for their crimes, their pain, or their confusion, that task is for another being, human or otherwise. They are invoked by a call for healing, nothing more, nothing less.

Do not mistake their compassion for weakness. Nor their desire to aid unlimited. There are those who they would deem unredeemable. For such wicked souls the Veritas will do what it must to insure no further harm is done. For the multitude whose transgressions fall below that terrifying threshold, they will find the road to redemption long, often forestalled by the thorns and briars of their own making. All those who willingly begin their journey find such a commitment one that is not so easy cast aside at their convenience. This path is not clemency, or a pardon. Should one summon a Veritas to seek a cheap price for their transgressions they will find their new path illuminating.

"Long is the way, and hard, that out of Hell leads up to Light."


For those who are harmed, in body, mind, or soul, the the Veritas can be called upon to grant them succor, if just for an hour, or the rest of a life.

"I will be with you, for as long as you have need of me."

Lastly, for those who are simply lost, the Veritas can help them find where they need to be, even if their charge keeps losing their way.

"It is time for you to look inward and begin asking yourself the big questions: Who are you, and what do you want?"

You would be hard pressed to find a better avocate, healer, or guide - should you seek it.

As a strange quirk, Veritas have an inordinate fondness for tea, so be prepared to drink a lot of it!

Terraforming Elephants?
It's basically a beast of burden, four-legged, with thick hide and plodding, round footsteps, roughly the size of a tank. In battle, they serve as line-breakers, walls of muscle and meat and pure Warp-enhanced unyielding determination that barrel through fortifications in much the same way a child might knock over an anthill. Their steps always leave deep footprints, regardless of what they're walking on, making bringing them into an arcology a dangerous prospect at best.

Outside of battle, their footsteps seed the ground beneath them with a mix of crops, flowers, and plenty of nutrients for both. It's not uncommon for battlegrounds where they are deployed to become farmland mere week after the fighting dies down. Interestingly, the nutrients these beasts infuse into the ground beneath them does not, in fact, encourage the growth of Orkoid spores. Speculation puts this firmly in the 'Warp Fuckery' category. Rituals invoking these beasts would typically be spring-time rituals calling to invigorate the earth, right at the start of planting season.

The beasts are largely believed to be mindless, grazing on the local flora whenever they aren't being directed by their Goddess or their Summoner, though what rare instances they do show taking the initiative hint at a slow, contemplative wisdom.

The Imperial Propaganda's Poster Girl
Jorōgumo
Domain's- Death, Weaving, Connection, Harvest

Taking the form of beautiful women the Jorōgumo is unlike their other daemonic kin, they weave together thread's that are as fine as gossamer strand's lining everywhere they dwell growing further entangled the deeper one goes. Too those inexperienced or unsuspecting it is often fatal for when attempting to remove them the web's will pass right through flesh as easy as a hot knife through butter.
Deceiver's by nature they will lure unsuspecting prey with a haunting song and their very own brethren like a puppet mimicking their motions with only the sharp eyed able too see through the deception. Despite their reputation they are often quite friendly too those under the protection of the Verdant Maiden particularly woodcutter's though few know quite the reason why...

Friendship Is Really Magic, Silly Edgelord!
Daemon idea:
themes: growth/change; celebration of life; //sure, change was more of tzeentche's thing, but an argument could be made that just as death is a part of life, so too is change

Warp creatures have been known to coalesce from emotions, and Fae-lings are no different. These creatures were sparks of joy and sheer innocent delight and contentedness at life given form by the VM; as such, they are a friendly sort that delight in playing with and helping others. They frequently take on the form of children (of various different species, though humans are still the most common, with the eldars being a close second), dressed in colouful clothes. Recognizing one from actual children can be difficult -- that is, until they invariably start using sorcery to amuse themselves and others. They can be rather flighty and whimsical, though their main concern is usually to spread as much joy and happiness as they can, for it is the sweetest nectar to their kind. Yet even daemon are not impervious to social conditioning; as such, they will often help and joke and play just because they can, even when they are 'full' (metaphorically speaking).

Upon looking at their childlike visage, one may be tempted to write them off as weak, pathetic creatures; yet in doing so they commit a grave mistake. Like children, Fae-lings are remarkably resilient, capable of withstanding extremely powerful sorcery; in addition, they are innately attuned to their kin, allowing dozens, if not hundreds to jointly weave spells. Further, they are extremely hard to visually differentiate from actual children (though many may find them a bit odd), making them decent infiltrators -- so long as their powers are bound away, lest their flighty nature breaks the illusion.
But more than that, they hold within themselves what is perhaps the greatest gift of life -- potential for growth. Though the journey is long and arduous, lasting, on average, a century, a Fae-ling that completes it will grow into a Fae, psychically potent daemons (of a greater rank, of course) whose prowess is something that even an Eldar should not underestimate.

The journey is taken in steps, with the number of stages depending on the individual Fae-ling: whenever a Fae-ling grows powerful enough, they shed their old form and don a new, more psychically-conductive one, akin to a snake shedding its skin. The shell it leaves behind is not empty though; imprints and small portions of its power, are left behind, creating Echoes that will aid the Fae-lings in their endeavours. In time, Echoes too may become Fae-lings, especially if contentedness and joy are found in great supply; the more developed the Fae-ling was when it formed the Echo, the sooner the Echo would become a new Fae-ling, albeit an undeveloped one. As for the Fae-lings, then their cycles of growth continue until, at last, their patron Goddess deems them ready and infuses them with a portion of her divine powers, allowing them to form a psychic cocoon. They remain dormant for a full moon cycle (symbolism attached by mortals) until they emerge from their cocoons as a majestic butterfly Fae

Walking Target
The mighty Oak shields all in its Shade.

A large, bulky daemon with a skin made of bark,
Whose antlers are a favoured nest by the larks.
It towering height is a source of great pride,
And where its feet tread sprout flowers so white.
Excerpt from 'Robum', in Aemilius the Old, 'Collection of Poems Vol XIII'

Robums are, despite their frankly intimidating size and bulk, are minor daemons. Though they possess great strength, their lack of speed prevents them from employing it. They are incredibly psychically potent, yet can only channel it defensively to create a maximum of three (or however many; dunno how to balance it) small domes that are all but impenetrable (a really high defense stat, basically) to both conventional weapons and sorcery from both inside and outside, so long as the Robum stands (remains in the materium). Yet its height and tactical use makes it a tempting target for enemy fire, and though its armour is heat-resistant, bullets will still damage it from sheer speed (yes, it makes no sense in physics, so let's just blame warp-fuckery; thus, plasma weapons, lasguns and the like deal less damage to it than ballistic weapons).
Yet of the many servants of VM, these are some of the most efficacious. They are frequently found in cities, where they often lend a hand -- or a leg, as it may be -- to travellers, lifting them to higher floors, or bridging the gap between two locations. Their great size and their propensity to grow plantlife on their bodies allow them to produce a lot of oxygen, which is a great boon on some worlds. They are also capable of temporarily planting roots to quickly dig tunnels or to bring the water up. The older ones spawn the Sideris Flower -- a white, tripetalled flower that exude a lovely aroma. They can be used to create both potent medicines, and devastating poisons. (In nature, it takes about half a century to bloom, so...)
A Borum grows in size as it ages (the number of years it has existed in the materium); the smallest are ~2.6 metres high, and the oldest graze the sky with their antlers. Larger ones are often host to many different species (especially birds and squirrels), with the greatest constituting an entire ecosystem unto themselves.

Disney Backup Singers, Ordo Maleus edition
The Verdant Witch is a deceitful, duplicitous being, and none of her slaves reflect that better than the Sirenica Oscenia. These blasphemous aliens have cast away not only the Emperor's guiding light, but also their very humanity, gaining in return the ability to shapeshift in a manner akin to [REDACTED]. Soldiers are to shoot birds and various critters on sight, as those are the favoured form of the Sirenica Oscenia; yet they can still take on the form of humans as well, to whisper their lies and sow dissent in the ranks of His Faithful servants. Autopsies show that their vile illusions are of a nature both sorcerous and biological, revealing the Verdant Witch for what she truly is, the Second Coming of [REDACTED]! The Sirenica Oscenia can be identified by their distinctive green eyes, unnaturally pleasant voice, and their twisted psychic imprint, which is, admittedly, very well concealed.
But their greatest weapon is their voice; the procedure concerning any captured specimen is to cut off its tongue and keep it drugged. Their voices are enchanting, and can rob the will to fight from entire companies, induce to rage entire mobs, or restore the zeal in entire heretic Regiments. These deceivers are suspected to be the culprits behind the seduction of the Azure Dragoons Battle Company.

--Ordo Maleus Report
*the procedures are rough, but hey, it is the inquisition we're talking about

Disney Princesses and Assorted Animal Singers, VM edition
The Songbirds are a cheerful folk. They are one of the Verdant Maiden's daemonic servants who exist in the Materium by being bound into a willing host with whom them coexist symbiotically, granting them unmatched capacity to shapeshift as well as an enchanting voice. They like to take on the shape of various songbirds and small critters like squirrels and mice, so farmers are advised to avoid using pesticides. Their songs can rouse powerful emotions, and they have been known to roam the worlds, trading gossip and stopping by to share the delight of music where needed. Many a dispute have been solved with the calming influence of their songs, and many a depressed soul have found a in their songs the glimmering hope to allow them to endure. From eldar to men, from priests to labourers, from Belladonnas to the Sentinels, the Songbirds grace all with their songs, cheering them up when their spirits are down, rousing their spirits when the future is cloudy, and calming them down when their angers are blazing. Is it any wonder that for those under the Verdant Maiden's aegis, the Songbirds are among the most beloved, when they ask for nothing in return, but for the occasional piece of juicy gossip?

It is traditional for most settlements as well the more well-off families to keep a frequently updated news-board and a plate of food -- usually cookies and milk -- outside in case the Songbirds (or other critters) decide to grace the neighbourhood. Many believe that to be a recipient of their songs is to be blessed for the day with good health and good luck.

The Songbirds' predilection towards gossip is one that often draws forth exasperation, yet what is often left unspoken is how crucial said gossip is to not only their operations, but also to that of the Verdant Maiden's servants. They are her eyes, ears, and mouths, allowing Her and Hers to quickly pass on and receive information, to keep a pulse on local moods and gossip, and to know what which locations need reinforcements, charity, or other interventions most urgently.
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Excerpt from the Book of Life, an 80-volume compendium of lifeforms in the worlds graced by the Verdant Maiden, including daemons and warp-creatures.

GG (Garden Gnomes/Good Game)
The Verdant Gnomes

Associated Domains: Life, Endurance, Harvest.

Short, stocky, green, gnome-like creatures with adorable hats and tiny sickles, they love to help out, whether it's with bringing in the crops, healing the sick, or seeing off predators or raiders. They are dauntless in the face of hardship, and the sight of them brings joy and hope to the faithful, staving off the encroachment of despair.

They are tiny, but fierce!

Walking Water Filters
River Watchers
Associated Domains: Connection, Elysium, Weaving
Looks: Roughly humaniod frogs most often found wearing wooden shoulder pads and possessing a large bamboo staff that can used for walking or as a ranged blowgun depending on the need, and can be slung over the back to minimize hindrance in all other situations. Most often found near large bodies of water or some sort or another.
Sounds: River Wardens are mostly quite, but can use a variety of croaking sounds to communicate with each other, it is said that one such of these sounds though disguised as the calling of a simple frogs call can be used to alert people over great distances, even if the sound should not normally be able to carry that far.
Lore: Water is key to live for many things, plant, animal and everything in between. Without this preciuse life giving sustenance it is likley that few things would ever live, if any at all. Thus the role of watching over the fresh waters of the maiden domain falls unto the river watchers. Amphibian in appearence the River Watchers have a special connection with these water sources, not as impressive or large scale as say a connection to the sea itself that an ocean deity would have or power over rain that one of weather might give the connection with the rivers and lakes of the maidens domains gifts the river watchers with an incredible capacity to detect harmful presences, weather they be as large as human or as small an inconspicuous as a virus... in the case of the former the most often solution is to bring them down with a sleeping dart to the neck, to be moved either to safety or imprisoned depending on the maidens judgement, though of course more lethal toxins can be added to the dart in case of actual battle. When the problem of a virus, fungus, bacteria, or other small threat makes itself known the River Wardens art in the weaving of life often makes a solution a simple matter. They may not often be seen, and rarely venture from the waters they protect, but when called to battle the River Watchers will do all they can assure that the shelters of the innocent do not fall... not matter the nature of the enemy.

SCII Probes
Dryads
Asosiated domains: Earth, Life, Harvest.

Homadryads
Asosiated domains: Life, Connections, Sorcery.

With the birth of the world tree, there came a need for helpers to tend to it's growth as well as the world's they inhabit. Born from a world tree, dryad's appearance differs from world to world though most take the form of young maidens clothed in the Floria of the world they inhabit.

Their responsibilities include terraforming the worlds they inhabit to better support life, blessing the lands, purging corrupting influences, and assisting settlers with day to day life among other duties that fall below the level of abstraction. All dryads on a particular world answer to a hamadryad overseer who coordinates their efforts and maintains telepathic connection to other world trees.

If their world is threatened, dryads serve as combat engineers constructing base camps, preforming emergency repairs, healing the wounded, and altering the state of the battlefield to make life easier for allied forces and living hell for the opposition.
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It's entirely possible that i missed something. If you want it added to this post, tell me
 
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Not sure about submitting specific daemon builds. That said I do have some ideas.

A lesser daemon (dryads) are Spawned from the world tree in any given settlement (and yes, I'm excited about the possibility of literally planting and growing new colonies and settlements). These in turn answer to overseers (homadryads) who administer the distribution of the maiden's blessings. During peace time, the dryads use their gifts to construct settlements, teraform worlds, and cleanse unwanted corruption among other duties.

In battle they serve as combat engineers, quickly constructing base camps, healing wounded, and altering the battlefield to make life easier for the maiden's forces and living hell for the opposition.

Anyone have some idea what build would be nessesary to pull this off?
 
It's entirely possible that i missed something. If you want it added to this post, tell me
I had another one:
The Verdant Gnomes

Associated Domains: Life, Endurance, Harvest.

Short, stocky, green, gnome-like creatures with adorable hats and tiny sickles, they love to help out, whether it's with bringing in the crops, healing the sick, or seeing off predators or raiders. They are dauntless in the face of hardship, and the sight of them brings joy and hope to the faithful, staving off the encroachment of despair.

They are tiny, but fierce!
 
Not sure about submitting specific daemon builds. That said I do have some ideas.

A lesser daemon (dryads) are Spawned from the world tree in any given settlement (and yes, I'm excited about the possibility of literally planting and growing new colonies and settlements). These in turn answer to overseers (homadryads) who administer the distribution of the maiden's blessings. During peace time, the dryads use their gifts to construct settlements, teraform worlds, and cleanse unwanted corruption among other duties.

In battle they serve as combat engineers, quickly constructing base camps, healing wounded, and altering the battlefield to make life easier for the maiden's forces and living hell for the opposition.

Anyone have some idea what build would be nessesary to pull this off?
earth, life, possibly harvest domains? anyways, if you could expound upon that a bit then i will add your submission
 
A less Deamon idea of mine... probably very cheesy.

River Watchers
Associated Domains: Connection, Elysium, Weaving
Looks: Roughly humaniod frogs most often found wearing wooden shoulder pads and possessing a large bamboo staff that can used for walking or as a ranged blowgun depending on the need, and can be slung over the back to minimize hindrance in all other situations. Most often found near large bodies of water or some sort or another.
Sounds: River Wardens are mostly quite, but can use a variety of croaking sounds to communicate with each other, it is said that one such of these sounds though disguised as the calling of a simple frogs call can be used to alert people over great distances, even if the sound should not normally be able to carry that far.
Lore: Water is key to live for many things, plant, animal and everything in between. Without this preciuse life giving sustenance it is likley that few things would ever live, if any at all. Thus the role of watching over the fresh waters of the maiden domain falls unto the river watchers. Amphibian in appearence the River Watchers have a special connection with these water sources, not as impressive or large scale as say a connection to the sea itself that an ocean deity would have or power over rain that one of weather might give the connection with the rivers and lakes of the maidens domains gifts the river watchers with an incredible capacity to detect harmful presences, weather they be as large as human or as small an inconspicuous as a virus... in the case of the former the most often solution is to bring them down with a sleeping dart to the neck, to be moved either to safety or imprisoned depending on the maidens judgement, though of course more lethal toxins can be added to the dart in case of actual battle. When the problem of a virus, fungus, bacteria, or other small threat makes itself known the River Wardens art in the weaving of life often makes a solution a simple matter. They may not often be seen, and rarely venture from the waters they protect, but when called to battle the River Watchers will do all they can assure that the shelters of the innocent do not fall... not matter the nature of the enemy.
 
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Has vote been locked yet?
Right now the vote usually locks... 13 hours ago or so? However either tomorrow or the day after (forget if it's 'the last shift' or 'one more shift to go after this' today) that'll get a shake up as Alectai's going to actually be available outside an hour or two around when the update is posted or the vote gets locked.
 
Meme/joke daemon suggestion/submission from Negaverse:
Domain: Fate, Dreams (is that a thing?), Sorcery???

Ordo Maleus Report on the Muses, pt.1

The Muses are creatures of immense psychic powers, capable of invading mortal dreams to interact with their very souls. These are an insidious sort of daemons that love to prey on young adolescents, corrupting them and those around them for its amusement. The schemes within which they entrap their victims are wildly varying, and it is my hope, that by providing a few examples, that the Good Servants of the Emperor will find a way to defeat these vile creatures.

[The Zeryn-00-12 AAR] reports a Muse that decided to amplify [REDACTED], a young, adolescent male's psychic imprint, such that a number of women in his life were unnaturally drawn towards him. The victims included his neighbours's daughter, two of his classmates, and, worse of all, his sister. The Muse in question used [REDACTED] as a bridge into the Materium, and slowly spread its influence over its victims, slowly turning them into exaggerated caricatures of themselves. As such, its initial victim shall be referred to as Nexus. For reasons unknown, the daemon delighted in instigating compromising and intimate incidents between its victims; subject T, one of the aforementioned classmates, grew increasingly physically violent with each successive incident; by the time the local inquisitor has been alerted to the situation, she has escalated to flying kicks; yet, miraculously, [REDACTED] remained perfectly healthy; it is hypothesized that the daemon increased the density of his skull to a degree comparable to that of Carapace Armour.
According to witness interrogations, when the phenomena started, the only ones affected was [REDACTED] and the four girls; when inquisitor Rose von Hoffstein began looking into the situation, it has spread out to the whole school. However, the insidious creature was not content with that; it targeted the inquisitor as well, clouding her judgement until she decided the best way for her to proceed in her investigations was to infiltrate the school as a teacher. To the best of my abilities, i estimate that it took her less than two weeks to fall into the vile daemon's grasps; she became a regular victim of the... Incidents surrounding [REDACTED] within less than a week after establishing her cover identity, and she gave up on unraveling the case approximately after four months.
It was by the flimsiest stroke of luck that Inquisitor Cokoras Apokleistís was given leave to visit his niece who was one of the victims; his perspective on the whole debacle is found in [REDACTED]. The veteran Inquisitor quickly found his suspicions aroused due to the unnatural behavious of those around him. Like agent Rose von Hoffstein, he was almost captured in the Muse's web; yet his experience and devotion to the Emperor allowed him to pull through. He engaged [REDACTED], but the Daemon used its foul sorcery to deflect the shots away, just in time for Rose to stumble upon them. By then, she was thoroughly in the Daemon's yoke, and she engaged her fellow servant of God in combat, almost allowing [REDACTED] to escape. But the Emperor's Light prevailed, and both Rose von Hoffstein and [REDACTED] were eliminated. Upon the death of its host, the Daemon's grip on Materium dissipated, allowing its slaves to be rounded up for examination and interrogation.


*Cokoras is a corruption of κόκκορας in greek, which apparently stands for rooster, and apokleistís is translated as blocker. No idea if Hoffstein means anything; i just picked the surname at random.
 
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Gentlebeings, Behold!
Like I said on discord already, those are all amazing, especially AM's. And as was pointed out there, all incorporate their respective God's number somehow in them, which makes them double-amazing.

Now we just need a grand alliance of the all four new Gods, and some kind of ceremonial grand chamber for all the High Priestesses and the equivalents to meet, with those four symbols hanging in enormous banners in that chamber with all that other ceremonial pomp.

And when all of their mortal leaders and their advisors try to act seriously while deciding on important matters there, the Gods on the background engage in constant silly shenanigans and side-commentary that destroys the whole official mood.
 
All these daemon ideas are cool, but I don't think we should go with any of the ones that blend in with people. The Imperium would probably just respond to that by purging any groups that might have daemons hiding in it wherever they think we've reached out to.
 
Meme/joke daemon suggestion/submission from Negaverse:
Domain: Fate, Dreams (is that a thing?), Sorcery???

Ordo Maleus Report on the Muses, pt.2

Another Muse targeted a female adolescent, a daughter of an Arbite. The Nexus was by all accounts a naive child whose head was up in the clouds, making her an easy victim for the creatures' vile depredations. The Muse manifested itself before the Nexus as a plush toy resembling a small white Terran cat. It crafted an elaborate ruse, where it would create monsters -- weak warp constructs -- that it would direct the Nexus to go and fight, to 'protect the Innocents' with 'the Power of Love and Friendship' (more on that later), all while using her close proximity to an Arbite to slowly sink its influence over much of the settlement's law enforcers and militia, rendering them as little more than useless bystanders. The powers of 'Love' and 'Friendship' are blasphemous schools of sorcery, with the former strengthening its user when those close to them are threatened, and the second one a reward for the number the souls the user corrupts for their vile masters.

With the latter, the Nexus spread her blasphemous coven, unknowingly damning the souls of four other girls -- this time, all from different schools. The Muse would craft monsters, and the girls would come up with increasingly contrived reasons to get out of sight; from there, they would call upon the Muse, who would grant them the power to manifest an outfit of sorts -- one that was grossly indecent, and a clear sign that the Muses are forces of Chaos. The outfits were skintight, latex suits that left an unpractical amount of skin open; yet the blasphemous sorcery woven into them gave enough protection to the girls that none of them so much as had a single scratch: the interrogation has proven that they do not scar, and that bruises are unnaturally quick to fade away. Their protections, as well as their indoctrination are vaguely reminiscent of the W.I.T.C.H.E.S. coven of the Cult of Thorns, suggesting either conflict, or an unholy alliance between the Azure Demon and the Verdant Witch. .

The Muse granted its thralls more and more power with each illusory monster felled, until each girl was a powerful psyker armed with demonic artifacts, to the point where hiding them became all but impossible. Those five girls and a single daemon routed several regiments without killing a single combatant; it took sending in a squad of Grey Knights to subdue the slatternly champions of Chaos. Worryingly, their capture prompted the protests of their cultist-slaves, who called themselves 'fans', who took to the streets to
peacefully protest.
I must confess, i neither understand what they thought, nor do i wish to, Emperor protect my soul, but why the heathens expected us to fall for such an obvious distraction, i know not. Likely as not, the the vile Muse forgot to reverse the dulling of their mental faculties it inflicted in order to conceal its evil schemes, for the fools were chanting phrases like 'Madoka did nothing wrong', (Madoka was one of the girls ensnared in the Muse's web) and 'But they didn't do anything' -- even though their job of corrupting His servants is clearly done --, all while the Muse, still in the form of a talking cat, tricked one of the girls' friends into widening the bridge to the Warp, no doubt in an attempt to summon reinforcements.
It was only barely that the inquisitors and priests attached to the Grey Knights Squad was able to track down and interrupt the ritual.

Thus, fellow servants of His Will should be vigilant and take care to root out the problem before it has time to fester.
 
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All these daemon ideas are cool, but I don't think we should go with any of the ones that blend in with people. The Imperium would probably just respond to that by purging any groups that might have daemons hiding in it wherever they think we've reached out to.

if you're talking about mine, then tbh, it'a not like we need to send them into enemy territory. Fae-lings look like children because children are adorable and few people are afraid of them; Songbirds can turn into humans because honestly, they can turn into anything, given enough biomass and power (so no, they can't turn into Godzilla).
And honestly, the imperium typically purges ALL heretics they can get their hands on anyways, regardless of whether or not they are heretics. But having shapeshifting daemons would compound the issue, i suppose.
 
if you're talking about mine, then tbh, it'a not like we need to send them into enemy territory. Fae-lings look like children because children are adorable and few people are afraid of them; Songbirds can turn into humans because honestly, they can turn into anything, given enough biomass and power (so no, they can't turn into Godzilla).
And honestly, the imperium typically purges ALL heretics they can get their hands on anyways, regardless of whether or not they are heretics. But having shapeshifting daemons would compound the issue, i suppose.
I thought there was at least one other, but I might be crossing some wires there.

The Imperium is evil, but it tries to be resource efficient and the individual people who live in it will have some sort of moral line on stuff like this. I doubt they'd put kids in front of a firing squad unless we give them a reason to. Even if we never send them as infiltrators the possibility will be enough to get the Imperium to add some more crimes against humanity to their SOP.
 
I thought there was at least one other, but I might be crossing some wires there.

The Imperium is evil, but it tries to be resource efficient and the individual people who live in it will have some sort of moral line on stuff like this. I doubt they'd put kids in front of a firing squad unless we give them a reason to. Even if we never send them as infiltrators the possibility will be enough to get the Imperium to add some more crimes against humanity to their SOP.

It's not like we can really stop the Imperium; it already slaughters thousands daily. Of course, it's not like we can't get rid of the 'looks like humans aspect'; i don't think it's central to the themes of either of mine (well, fae-lings look like children because they're supposed to grow, but we could always give them grass instead of hair or smt :D ). The nanny one (by @Vilegrave, i believe) looks more like an eldar, if i interpreted them correctly; then there's the Virgin Mary one, and the first grim reaper entry, but you'll have to talk to their authors.
Besides, i don't think they'll go massacring the whole population so long as there is a reliable way to distinguish the daemons from humans. I specifically left distinctive traits on mine for that, come to think of it.
 
are our cultists gonna ridicule the imperials by singing mock songs like the IRA did with english army?




''i got a brand new shiny lasgun and a pair of kinky boots
i'have got a lovely new flak armor and lovely camo suit

and when we go on night patrol we cover with fear ,holding each other hands

we are the imperial army,and are we are here to steal your land!! ''

- neo-chaos propaganda song
 
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are our cultists gonna ridicule the imperials by singing mock songs like the IRA did with english army?



''i got a brand new shiny lasgun and a pair of kinky boots
i'have got a lovely new flak armor and lovely camo suit

and when we go on night patrol we cover with fear ,holding each other hands

we are the imperial army,and are we are here to steal your land!! ''

..? i don't get the joke, but the handholding part is quite amusing
 
..? i don't get the joke, but the handholding part is quite amusing

remember that the stereotype of the soldier and warrior is being a hard man doing hard actions while hard
so the idea is mocking their attempts of looking threatining by degrading their outfit and behaviors as emotional,delicate and overall ''not threathening''

thats why the song makes so much emphasis on hand holding,lovely clothes,kinky clothes (that thier outfit is not a sacred uniform but rather something they are fetishizing),is basically saying that enemy is just kids being toy soldiers,trying to cosplay as hardman

wich on the ''cult to death and sacrifice'' that is imperial culture might work well as demoralizing method
as you take what make the imperium to prideful and turn it into mockery,by saying they are just a childlish and emotional as the things they hate

the same doesnt work with us as the imperium doesnt have a way to try a degrade us:

''you are bunch of coward tree huggers''

''yes we are,and?''
 
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