Lords of Chaos

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Mobility: (Variable: can move at a sloth's pace or as fast as a horse)

Training/Experience: 2-3 Max & Preffered Range: Melee Preferred Range: Melee "Then came the one called 'Gibberkin' No fouler thing have I ever witnessed." -Khargar, Beastman, of the Blood Axe tribe The powers of Chaos are fickle, elemental creatures that might, on a moment’s notice, raise up or doom their followers. Nowhere is this trait demonstrated more than with the Chaos Spawn. These are Chaos human warriors or Beastmen who have received one too many mutations, and have consequently lost their intelligence; becoming slavering wrecks that unfortunately still have some memory of what they once were. They are so mutated that they are nearly beyond description, but all of them seem to have numerous flailing tentacles and appendages. Neither the Warriors of Chaos nor Beastmen have any actual control over these creatures. Many roam the country side attacking whatever they see, and thus many Chaos Spawn end their days against a larger and more desperate beast, impaled on many swords, or even ripped asunder by all the mutations their bodies have endured. During times of war the Beastmen and Warriors of Chaos lure these creatures into their armies. Chaos forces carefully keep the spawn corralled until battle whereupon they can be unleashed upon the enemy to invoke great destruction. Like the powers that doomed them the spawn can be random in applications; sometimes they move towards friendly forces for instance, but most of the time to the enemy. Sometimes they move at a speed of a wheelchair bound old man, other times they get bursts of speed that might even exceed a horse on full gallop. Upon crashing into enemy lines their flailing appendages claim many as the warrior inside the spawn, that tiny coherent part, lusts for death. For this reason Chaos Spawn will never retreat. “There were three of them, their bulk so great that they could not stand side-by-side in the narrow, bone strewn corridor. Firelight shone on glistening, gelatinous flesh, shot through with thin, black veins and throbbing with unnatural strength. They had lean, powerful bodies similar to those of lions, their broad paws tipped with glossy, black claws, but their heads were like bloated octopi. The closest one to the fire reared back on its paws, its soft, bulbous skull pulsing with rage as it lashed the air with eight long, whiplike tentacles. Hundreds of suckers lined each tentacle, each one fitted with a barbed hook for trapping and shredding prey. At the center of the mass of tentacles a cruel, glossy beak snapped furiously at the offending flame, unleashing a torrent of thin shrieks and gobbling cries. The man beside Malus screamed like a child, and the Chaos beasts attacked. The lead hunter bounded over the pool of flame and leapt for the screaming man, as if drawn by the sound. Its tentacles made a whirring sound in the air as they lashed at the terrified Druichi. One slashed across the man’s face, shredding the skin and muscle beneath as if they were rotted cloth. The stench of brine and rotted meat filled Malus’ nostrils, making him gag. More tentacles wrapped around the hapless Druichi, in the blink of an eye, enfolding him and pulling him from his feet. Wet, tearing sounds emanated from within the writhing web of fleshy ropes, and the druchii’s frenzied screams of agony made Malus’ blood run cold.” -Warpsword

==LOADOUT== Offensive: Claws, teeth and an unknown amount of tentacles that allows them to fight several foes at once. That list is not exhaustive and indeed far weirder mutations exist. Your imagination is the limit. Defensive: Thanks to all the unknown mutations, generally very durable. ==Additional Factors== Chaos Spawn possess their own modified versions of Marks of Chaos. Spawns of Tzeentch breathe fire, Nurgle's attacks are poisoned and Slaanesh's can move faster then the others in combat. In the case of the spawn of Khorne, the ability to launch a devastating charges. Some have earned the classification of “Great Chaos Spawn”, which has all the traits of a regular spawn but doubled, meaning more tentacles, limbs, and general Chaos weirdness. These great spawn are generally really rare.

Mobility: 5 Training/Experience: 5 Max Range: Battlefield Effective Range: Sacrificial Range: 50m Preferred Range: Out od Direct Combat The Men of Chaos are well aware that their actions draw notice of the Chaos gods, and seek to capitalize on that. To that end they bring these massive portable shrines, carried on the back of large beasts, in order to attract their attention. Often these portable shrines are tailor-made to each Chaos God’s specialty: Khorne’s are full of skulls, brass, spikes and blood; Slaanesh silk, incense and the draped skins of human flesh; Nurgle’s are giant piles of waste and biohazards; and Tzeentch’s are butterflies, crystal statues and the music of the stars. The Shrine’s mount is enticed to the front-lines by the Shrine master, who then conducts vile rituals and battlefield sacrifices on top its altar. These are described as being like sweet nectar to the Chaos Gods, and the air ripples whenever their attention is drawn. Such energy raises the morale of the Warriors of Chaos first and foremost, who know that their gods are watching. Chaos Warshines are pulled by giant half-daemon things, which are only somewhat controllable by the Shrine master. Any that get close must deal with gigantic claws and jaws. ==LOADOUT== Offensive: The Shrine bearers are Chaos Warriors that can carry halberds or other long weapons. The beast, as noted, is about 2x the size of an ogre and armed with vicious claws and jaws. Defensive: The Shrine has some magical protection from the gods that must be taken care of for it to be destroyed. ==Additional Factors==

The real blessing a Chaos Shrine provides is to all those top the men of chaos in regards to godly gifts, increasing the likelihood of positive blessings to those within its aura (50 meters) with decreased chance of a negative spawndom or other punishment. This is just a passive effect. In addition at times the shrine master might directly acquire the blessing of the gods and bestow it upon up to three champions at once. Along with any buffs they normally get, this increases the chance a Chaos champion might become a Daemon Prince, though it would still be an exceptionally rare event.

Mobility: 5 Training/Experience: 4 Max & Effective Range: Spells Preferred Range: Ranged The Bray-Shaman is a Beastman born directly of magic, showing such talent from an early age. As these abilities manifest the bray-shaman is taken and trained to be a messenger of the gods by elder shaman. Thanks to their ability to consult with the gods, it is often the Bray-shaman that has the most power in Beastmen society. Nor do they need to worry about infighting from other Beastman jockeying for position, for few would dare wound a representative of the gods. Shamans radiate un-holiness and corruption. The very presence of a powerful shaman is enough to cause tree roots to writhe unnaturally, parasites to surround them, and reality to begin to crack. Evil animals are known to follow their lead, and the Shaman can use these creatures for spying purposes, or even turn into them himself. Unlike Beastlords, who embody the Beastlord desire to destroy man himself, Bray-Shamans have a higher calling. Their objective is the annihilation of nothing less than the gods of man themselves, for the very idea of any claiming to contest dominion alongside the "true" Chaos Gods is repugnant to them. To that end it is the burning desire of every bray-shaman to tear down man's temples, defile their holy sites, and sacrifice their holy men to the Dark Gods. ==LOADOUT== Offensive: For melee they wield a large, heavy bray-staff good for bludgeoning. At range they are spell casters, capable of using spells from the Lore of the Wild, Of Death, of Shadow and of Beasts. Most are

level 1-2 shaman, meaning they know comparably few spells, though quite a few are extremely skilled level 3-4. Sometimes they might come equipped with magical weapons. Defensive: They do not normally wear armor, as they have little to fear from other Beastmen. However sometimes a Shaman on his own might decide to acquire (loot or given by the Chaos Gods) magical armor. Magical trinkets can be equipped, with examples giving them magical resistance or unleashing a minor spell to temporarily blind enemy archers. ==Additional Factors== The Bray-Shaman is the spiritual leader of the Beastmen and thus commands a ton of respect. Their orders are usually followed without question, even by powerful beastlords, and thus Bray-Shamans can enact a great deal of influence over the Bray-herd. Sometimes they might even become direct leaders of it, as the legendary Gorthor was Shaman and Beastlord both. Bray-Shaman might come mounted on a chariot. Bray-shamen are rare and usually there is only 1-2 per warherd.

Mobility: 5.5 Training/Experience: 5-6 Max & Effective Range: Melee Preferred Range: Melee Beastlords are, as the name implies, are the lords of the brayherds, with warherds being the lords of warherds (A brayherd is made up of at least a dozen of these).When the call to form a Brayherd is sounded a competition among the different Warherds is created, where the different Wargors bash each other until one becomes powerful enough to be a Beastlord. These beastlords are confident in themselves and exceedingly violent, every gesture meant to be perceived as threatening. These powerful warriors concern themselves not with the day to day running of the tribe but solely with war and vengeance upon the civilized. They wish to wreck everything that makes man what he is, and constantly plot to do so.

A Beastlord's leadership is based on strength, and he must constantly be careful not to show any weakness lest an opportunistic underling seek to challenge him. This happens quite often on and off the field, and existing chieftains often have totem poles many feet high from which dozens of hides- sheared off from defeated challengers- are hung. Invariably among those will one day be his own, when a stronger challenger finally comes along. These challenges have occurred on fields of battle, sometimes resulting in success when a weak leader was replaced by a strong one. Losses in battle are all but guaranteed to spawn challenges. Other times their enemies, such as the Empire, have used the infighting and confusion to score victories either during, or immediately after the fights are over, defeating a weakened foe. At least one Empire general was clever enough to deliberately spawn challenges among different pretenders to ensure victory. On the battlefield they count as minor heroes, each one claiming potentially dozens of ordinary men over the course of one long battle. However unlike Minotaurs Beastlords are not indiscriminate killers but rather hero-oriented ones .They deliberately seek out enemy heroes, champions and other notable fighters in order to smash and trample them into the ground, taking personal satisfaction in proving their supremacy over civilized foes. In doing so they might even attract the attention of the gods themselves! “But then Raghram unveiled himself. The shroud of nothingness slipped from his shoulders, dissolving against the stone like smoke. He rose to his full height, towering over even Schwarzhelm’s mighty frame. He was vast and old, reeking of death and corruption. His eyes blazed blood-red and his leathery fingers clasped an axe the size of a man. Cruel horns, four of them, rose like a crown over his heavy brow and tusks hung from his ruined face. He wore twisted iron armor over his shoulders and breast, crudely hammered into place and daubed with the foul devices of the Dark Gods. In that face there was malice, ancient malice, the long, slow bitterness of the deep wood. To gaze into that expression was to see the tortured, endless hatred of the primal world for all the doings of man. Nothing existed there but loathing. Nothing would quench its fury but death.”-Sword of Justice ==LOADOUT== Offensive: Normally giant cleavers, axes or the like. Rarely might they have a magical weapon, ranging from a axe that causes unstoppable bleeding upon making a cut to a mace powerful enough to be effective against tanks or an axe specially tuned to killing men, ignoring their armor. If they choose to they can take a magical war banner.

Defensive: Usually light leather or heavy plate armor, taken from stripped metals and bashed roughly onto the Beastlord's body. Sometimes these can include magically enchanted plate, powerful helmets, or other more exotic defenses. Talismans might convey some limited magical resistance or even a onetime use spell. Types of Horns, carved from the first Beastman or the boar god, are rarely seen items that can easily rally the Beastman force, making them fight all the harder against a foe.

Mobility: 5 Training/Experience: 7-9 Max & Effective Range: Melee (likely) Preferred Range: Melee “'Garagrim Ironfist, Prince of Karak Kadrin and WarMourner of the Slayer Keep,' Garagrim growled, stalking towards his opponent. 'And I am Yan the Foul, Yan of the Khazags, Beast of the Steppes, Wolf of the Plains, Master of-' Yan began. 'I don't care,' Garagrim said, lunging. His axes skidded off Yan's hastily interposed blades. Yan grunted and shoved the Slayer back. 'Master of the Red Lodge and Servant of the Eightfold Path,' Yan continued, eyes flashing. 'There. Now we're properly introduced. Time to die, little monkey.'- Road of Skulls

An Exalted Hero is a true champion of Chaos, a paragon of deadly ability and lethal intent. From the time of the Elder races ruled the world to the End Times these champions have sought their ascension to daemonhood and shed their mortality. While some become Lords of Chaos, others sorcerers, the vast majority roam the Chaos Wastes, seeking challengers from which to gain more glory. Often it is each other that they encounter and eagerly seek, for the destruction of such a worthy foe adds greatly to their resume. They are the corrupted ‘adventurers’ of Warhammer, traveling far and wide to kill, loot, plague, burn and defile. Each and every warrior has a story behind them, becoming legendary figures of tribal and even national legends. Off-hand battles, duels, treachery, corruption and more are frequently referenced when an Exalted Hero needs to cite their resume. Many have traveled and fought for well over a hundred years, pitting themselves against the endless threats in the Chaos Realms. For the vast majority of exalted heroes the end result of such a quest is either death or spawndom, the latter a result of countless mutations heaped on them by uncaring gods. However even that does not deter these warriors, for they know tales of the most exceptional of warriors who did reach daemonhood. “He had fought champions of the Changer, the Rot, the Lover and even the Breaker, wielding first a sword, then magics. He had broken open the Black Vaults of the dawi zharr and fended off their stonefooted sorcerer-kings in order to steal the Crystal of Crooked Ways, which he had spent a year and a day carving into the mask he now wore. He had made war on the Spellbreakers of the Shifting City and on the War-Judges of the Tahmaks, he had corrupted the monks of the White Lotus, and he had crushed the heart of Isadora Von Carstein on the steps of the Lost Cathedral in order to prevent the vampire from unravelling the Weaver's works. All of that had been done in the service of one goal... The death of his false friend, Garmr.”-Road of Skulls When mustered for battle exalted heroes take their place among the normal chattel, their very presence filling allies with inspiration and dread. When battle is joined with the enemy they can cleave through scores of lesser men before finally seeking out and challenging enemy champions. Each death brings them one step closer to transcendence. ==LOADOUT== Offensive: All sorts of swords, axes, great axes, halberds act. Sometimes they might have magical weapons or chaos mutations. Example mutations might include a Chaos familiar that memorizes a spell on behalf of its owner, acidic ichor in the manner of the xenomorphs from Aliens, a flaming body that burns all those around them (miraculously, it does not burn them), the ability to eat souls or just plain disfigurement, invoke supernatural horror etc. . As for weapons they might bring weapons that induce sudden change, ignore armor, or set their souls on fire. Unfortunately the full complement of their weapons cannot be described, as many are wholly

unique in that there is only one of them available. They also are likely to have superhuman reaction time, strength and toughness. Defensive: Chaos Armor and sometimes shields. May take one of the above mutations or scaly, reptile like skin. Some rare armor too, like (lore example) a helmet that foresees all actions committed by a foe except the one destined to kill the user. “With no more room to swing his axe, Hors let go of it, leaving the weapon buried in the back of the last man to have felt its bite. He smashed his large fists into the faces of those around him, breaking jaws and noses. He grabbed one soldier by the throat and squeezed hard, crushing his windpipe. As he let go of the body, kept upright by the weight of people around it, he drove his forehead into the face of a man trying to wrap his arm around the Norseman's throat. Hors felt someone grabbing at his face from behind and he snatched the arm in his strong grip and twisted. There was a scream and Hors pulled hard, the limb coming away in a spray of blood. Ignoring the punches raining onto his back and shoulders, he turned to face the man who had attacked him. He was gibbering madly, staring at the ragged stump of his shoulder. 'This is yours.' snarled Hors, smashing the severed limb into the man's face, breaking his neck with the blow. The Norseman rammed his elbow into the throat of another soldier, and then drove his fist into his chest, buckling his thin breastplate. Choking, the man staggered back, giving Hors enough time to pull a knife from his belt. He rammed it point first into the injured man's eyeball. Gouging and slashing, Hors drove ever deeper into the spearmen, leaving a trail of dismembered dead and injured in his wake.”-Heart of Chaos on Chaos Champion strength ==Additional Factors==

Among the followers of Chaos, Exalted Heroes have risen to such a position that, when gods give out blessings, they are one of the most likely to get transformed into a daemon prince, though such a thing is still rare. They can take any mount listed in the mount section with the exception of those listed as exclusive for the Chaos Lord or those of the Chaos Dwarves. They are rare but not extremely so, and Road of Skulls gives the statistic of 64 champions within an army of 8,000 (almost all Warriors of Chaos, with a few Dawi Zharr assistants).

Mobility: 5 Training/Experienc: 8-9 Max & Effective Range: Variable Preferred Range: Melee “And so, the Chaos Wastes. There mindless marauders, who had ravaged, robbed and butchered their way north, gathered. They knew not why. The road to damnation was a lonely one and perhaps, Archaon considered, it gave the doomed comfort. To know that there were those who shared their madness. In truth, they were

there to fight the foes of their dread patrons, each other and themselves – since there was only so much pain and bloodshed a single man, even a man devoted to Chaos, could achieve. Marauders found each other on the path and gathered about the suggestions of greatness in their ranks. Warbands formed. Warbands joined together to create hordes and hosts about emerging warriors and sorcerers, whose worthiness was tested before the growing number of the damned. Like hungry wolves they fought each other for the wretched right to lead others of their ill-breed. Some became dark beacons in the cold havoc of the north, attracting hordes of their battle-kin to their banner – bringing the souls of hundreds under the yoke of their dark celebrity. Such men might even earn the loyalty of Beastmen and greenskins or even the fallen of the elder races. Such dark light in the world might then snare the service of monsters and daemons. From such a melting pot of savagery, the champions of Chaos are crafted. Some received the kind of infernal gifts and sponsorship required to exalt them to infamy. Dark heroes to those in their service. They became names known by others; known by the names of other great warriors whose heads they had claimed and followers they had taken for their own. Some became Chaos lords and generals, commanding armies that would threaten to conquer the very Wastes themselves. Such was the dark path to damnation and greatness. The path that the man who had never been Diederick Kastner found himself upon. The path of the Ruinous Powers.”- Archaon: Everchosen A Chaos Lord is an Exalted Hero who has risen, through skill in both combat and strategic acumen, to command a legion of Chaos followers. In skill, appearance and even physical stature he towers over other Chaos champions as if they were children, for other than a Daemon Prince he is as high up on the food chain as one can get. His sheer force of will is often enough to bind a legion together. Chaos lords seek endless to prove themselves to their gods against both other lords and those noncorrupted champions of the South. They are exceptional fighters, as strong as a troll but as fast as a striking snake. Any that meet their challenge are briefly saluted and then often hacked apart in a most grizzly fashion. They have carved bloody and terrible legends throughout the history of the Warhammer world. Entire nations have fallen before these Chaos lords, and those known within the Empire are often spoken in hushed tones ala Voldemort of the Harry Potter series, for such is the dread they inspire. With the ascension of Archaon all of them have flooded down into the southlands, serving as vile lieutenants to the man would bring the doom of the world. This they do for their own selfish reasons, for they know that sheer concentration of devotees serves as a magnet for the gaze of the beings they worship and thus their own deeds are far more likely to be noticed.

Offensive: Can use lances, flails, swords, axes, great axes, halberds etc. in any combination. However such is their prestige they might also have additional mutations and weapons. Lore examples include the ability to breathe fire, the ability to power a strike with such dark energy that they can shatter a stone wall, or a daemonsword/ one that is eternally on fire. Lore wise every Tzeentchi Lord doubles as a sorcerer, who are discussed below. Chaos Lords are likely to have reaction times even superior to Elves and of course super strength. Defensive: Chaos Armor and sometimes shields, along with superhuman durability. In addition to what the Exalted hero might have they can choose to take more advanced magical weapons with one example being the collar of Khorne, giving a massive degree of magic resistance .Another is the Pendant of Slaanesh which instills the user with euphoric energy, making them insanely brave and attack much faster, but also covetous, jealous, and inherently distrustful of allies (well more so then usual) ==Additional Factors== Can ride any mount of Chaos, barring Chaos Dwarf stuff, but including manticores and chaos dragons. They have blessings or marks of specific gods and are the most likely to be changed into a Daemon Prince. Consider that the Chaos Warriors are the uncommon members of the Marauders who ascend to becoming a living embodiment of war dedicated to nothing but Chaos. The best of the Chaos Warriors become Chosen, small squads of elite warriors capable of breaking up lines through skill. The very best of those become Exalted Heroes, warriors that have legends associated with their name. And then a few of those become Sorcerers and Chaos Lords. This should tell you how common the Greatest of the Men of Chaos are, as well as Lords and Sorcerers (though Sorcerers do draw from other sources besides these

Exalted Heroes, the various magic users of individual tribes usually are lacking compared to the platearmored Heroes in skill and magical aptitude).

Mobility: 4 Training/Experience: 5-8 Max & Effective Range: Spell ranges Preferred Range: Ranged

Chaos Sorcerers is a catch all phrase that defines the magic users of the Warriors of Chaos with roughly two separate groupings within. The first of which refers to those basic members of tribes said to have been blessed by the gods. These might include oracles, shaman, medicine men or, for their Empire equivalent, cult leaders and witches. Alternately they might be ‘thrall sorcerers’ of a main Chaos champion (see below) .They are pretty rare and less effective on the battlefield than the second type, very likely knowing only a few battlefield applicable spells and weak ones at that. By far the most common patron of sorcerer is of Tzeentch, who happily lets any join his ranks. However his mark, favor and greater magical ability must be earned, and thus those that align him often compete as a “thrall-sorcerer” for a while. These thralls plot and scheme against each other as much as the enemy, for only one of each group will rise to become a true Chaos Sorcerer. Or such is the promise if not the reality. More often than not the top-tier of sorcerers will not let any threaten their power easily and scheme to foil an ascendant. In an extreme example in the End Times the Chaos sorcerer Villitch created a chaos cabal so large that it is said to rival an Imperial College of Magic however through his misuse of apprentices the number quickly whittled down to seven over one siege. The second architype is that of the most skilled champions of the Warhammer world, those that had traveled the world seeking magical items and boons. These might have been personally taught by daemons, blessed an obscene amount by magical gifys from the gods or even might be rogue wizards from the civilized lands, with the most infamous example being the renegade Light Wizard Van Horstmann. This architype is even rarer than the first. These wizards are exceptionally powerful, rivaling and sometimes even surpassing the Chaos Lords. With but a gesture they can unleash devastating spells annihilating dozens of men, empowering allies, or

causing other more exotic effects. In comparison to the wizards of the Empire a Chaos Sorcerer is generally considered to be more powerful.

However ultimately they are but pawns to magic, not in control of it. Many of them sold their souls long ago in exchange for greater mastery of the Winds, continually doing so until they now have little left. They are just one small step away from utter damnation, their souls playthings for daemons forevermore. This is the price for greater power that they must pay. ==LOADOUT== Offensive: Can wield swords, axes and the like, as well as any mutation/weapon found in the Exalted Hero profile. They can choose to utilize some spells from the Lore of Fire, Death, Metal, or Shadow. In addition those aligned to the respective god can use spells from the Lore of Tzeentch, Slaanesh, or Nurgle. The majority are level 1 or 2 wizards but extremely powerful 3s and 4s exist. Defensive: Chaos Armor and whatever the Chaos Lord/Exalted Hero can use mutation wise. ==Additional Factors== They can use any mount in the mount section except the manticore, Chaos Dwarf stuff and the Dragon (though Van Horstmann provides us with an exception to that rule). Power Chart: Tribal Shaman/oracle < Greater Shaman/Thrall Sorcerer