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Post by Dazo on Sept 8, 2004 16:49:07 GMT -5
It would need to be a beastman or ork shamen/warlord, we can't let the humans get involved with the cult otherwise it would just take over. But a beast cult with its more basic/primitive values while being powerful enough to entice the lower creatures would hold no appeal for the higher races. And would not draw the attentions of traitor marines
And can you have lesser chaos powers, would they be like your WFB gods like ulric, taal and kerenous...mmm perhaps, perhaps the more primitive humans might well venerate that kind of god...mmm would these lesser gods have minions they might send to their worshippers to instruct them in the dark arts.
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Post by malika on Sept 8, 2004 17:01:02 GMT -5
God of Wilderness ;D
I like the idea of a minor Chaos Power...perhaps that minor power is also responsible for isolating the planet.
I will post more on this tomorrow since Im really tired now
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Post by Destecado on Sept 23, 2004 16:50:23 GMT -5
One possibility that had been originally discussed for placement of this world was within one of the proto-dimensional fragments at the Heart of the Sector. Another possibility is to place it within the confines of the Sargassos Gulf. The Gulf is for the most part a becalmed zone of the warp. Several currents of the Heart of the Sector "dump" into it. It is not unusual for ships to become trapped within it. The planet might be there, with ships crashing upon it or others making their way to it as the only habitable planet in the area. I've also given some thought to the races that you wish to include. So ok, we got: -Humans -Eldar -Orks (including subspecies Goblins, Snotlings and Squigs) Some potential: -Undead? -Dwarfs? -Beastmen? EldarIt may be that the exodites were the first arrivals to this planet. They may have come here seeing the protection of the gulf as a way to remain isolated from outsiders. Instead of going with a prototypical exodite culture, what if the eldar fought amongst themselves. It could have bben over land, phylosophical ideals or anything. Philosophical view points are rarely either right or wrong, but to prove the validity of their arguments over another's, it was not unheard of for two eldar to fight a duel. These duels rarely took the form of physical combat. They wer descided by contests of will or by the creation of some exquisite work of art. The arrival of others changed this status quo. HumanHumans came to the world not by choice, but by happenstance. Several ships of a great fleet may have been trying to run the currents at the heart of the Sector and been thrown into the Gulf. Their broken ships limped into orbit and they made land fall. They were at first unaware of the eldar on the planet, who were few in number and migrate. The eldar how ever, were well aware of them. It may be that at first they descided to keep their distance from the humans...as long as they kept to themselves and did not approach their sacred areas. As the old axiom goes familiarity breed contempt. duels between eldar took on a new level when one of the duelists proposed proving their theories by using the humans. It could be how the beginnings of eldar manipulation of humans on the planet began. OrksThey could have come to the planet in much the same way as humans. DwarvesInstead of having dwarves on the planet, what about replacing them with ratlings? There could have been ratling snipers on the Imperial ships. I was also thinking of including a ratling settlement some where in the Sector, so they may have come on a merchant vessel that became trapped and "washed up" on the planet. I've always liked ratlings. Little is seen of them beyond Ratling Snipers (but the snipers have to come from some where). This would also provide us with an opportunity to take a deeper look into their culture. I actually helped in the design of a Ratling Codex (on 40k.ca). It would also allow us to have some "technological" weapons on the planet (See information on tinkers following this post). BeastmenInstead of making them the original inhabitants, what if they were genetically manipulated? Fabius Bile is not the only twisted geneticist out there. They could have started out on one island, but spread out after the doctors demise. Rather than being killed by his creations (which the doctor treated as his children), he may have been killed by humans from other settlements, wh found out about his experiments. UndeadThe Gulf collects much flotsom from the warp. It may have brought to the world a plague ship or one that had been tuched by the plague of Nurgle. It may have landed upon the world and brought the scourge of plague zombies withit. It also brought with them the Death Lords. The Death Lords originally started out as test subjects on a world desperately attempting to find a cure or some way to slow the advance of the plague. It was found that plague multiplied in the blood and through the blood was transported to the rest of the body. Nothing short of a complete transfussion would slow the advance. These transfussions unfortually only provided a short reprieve from the plague. The cells already affected would replicate the virus which would again begin to degrade the blood. The scientists then tried transfussions and expunging (cutting out) of the affected tissue. This left many of the subjects with missing limbs (some replaced with artificial ones) and abnormal lumps or cavities on their body. Several of the original test subjects had been sanctioned psychers or those with rogue talent. It seemed in those who had some affinity for the warp the virus spread less quickly. As the virus began to take hold another odd thing began to occur. The test subjects found that they had some connection to those returning as plague zombies. The zombies would listen to them and follow their orders. Their first order was to release them from their cells inthe laboratory. After exacting their revenge upon the scientists, they took their research. The Death Lords as they came to be known found that they needed fresh transfusions to maintain their state between their current sembalnce of life and the horror of returning as a plague zombie. They set out to keep themselves suspended in their half life. As such, they must continually find new sorces of fresh blood. I know it isn't actually vampires, but I thin it fits what you are looking for. They could also have a steampunk type feel to them with large tanks attached to their bodies with hoses running through ruined limbs that constantly pump fresh blood into their systems. These are just some ideas let me know what you think. I'm also going to post some information for Ratling Tinkers (which was a suppliment to the Ratling Codex).
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Post by Destecado on Sept 23, 2004 17:14:47 GMT -5
Here is the information on Ratling Tinkers. It should hopefully provide some insights into Ratling culture. It was originally set up as a codex for the wargame, but I am omitting the points values and stats and only including the fluff.
RATLING TINKERS
Ratlings for the most part are a self sufficient folk. This trait is characterized in all aspects of their life, including their technology. Most ratlings are able to maintain their machines and even make minor repairs. In cases of major overhauls or when a machine just stops working for no explicable reason, its time to call a tinker.
Are tinkers master mechanics? Well….no, not really. They just know machines. There is much folk lore and superstition built up around the tinkers. Many denounce them as disturbers of the peace, not able to leave well enough alone. A few whisper that they are the favored children of the machine god. Where a tech priest prays and gives alms to their machines, the tinkers talk to them more as one would to a good drinking buddy and if the need arises, they’re not averse to giving them a proper thumping.
Tinkers do more than just keep old machines and vehicles running. Many are pioneers in various fields of study. They along with their apprentices stand at the forefront of Ratling science and technology. This supplement will cover several ratlings of renown as well as some of their more noteworthy inventions.
Before we proceed, let me offer a side note on the society and the world of tinkers. When reading the following text, you will notice that many of the tinker’s names sound odd or fictitious. This is because they are not their true names. When an apprentice becomes a fully fledge tinker, he takes a professional name of his own choosing. Sometime if a master thinks the apprentice is worth his salt and is retiring himself, he may sell his professional name to the apprentice.
There are two main reasons for this:
1. In ratling society a person is judged by their word and deeds. A tinker takes a new name, so that if he royally screws up, his family won’t have to bear the embarrassment. This is why some people are distrustful of tinkers. It would be like swearing on your mother’s grave when she has yet to kick the bucket.
2. Name Recognition – Tinkers want a name that inspires awe and dependability. Who would want to hire Bob Smith the Tinker? Now Phineous Fright, that’s a name.
The weapons created by Tinkers are as much works of art as tools of war. They do not entrust them to just anybody. Tinkers often accompany ratling armies into battle, to not only repair machines and vehicles as they break down, but also to evaluate how well their inventions work and the worthiness of those they let use them. They sometimes hover like worried fathers, making sure no one is mistreating their inventions. A Tinker may be taken in any Ratling army as a secondary HQ choice.
TINKERS OF RENOWN
TOM THUMBER
I’ve seen a steam tank stop dead in its tracks. No matter what the crew tried, it wouldn’t budge, so they called a tinker. Ole Tom Thumber came out. He listened to their story with many a shake and nod of his head. Finally he silenced them and went about his work.
Fur about 10 minutes he looked over the tank from top to bottom. He could be heard whispering to it like it was a comely lass. Eventually he jumped down and stood a pondering. A broad smile creased his face and he snapped his fingers. He told his apprentices to bring up Gertie. Biggest hammer you’ve ever seen.
Spitting on his hands to make sure he had a firm grip, he took up that mallet and struck the tank such a blow, it rang like a bell. The engine sputtered, coughed and then roared to life. Tom turned back to us with that same wide grin and said, “Ye jest gotta know how to talk to em.”
Tom is a giant of a man….by ratling standards that is. He tops out at a statuesque three and a half feet. When asked, he attruibutes it to good genes and clean livin. Rumors attribute it to one drunken night when his father was in the service of the Imperium. Regardless of the facts….and Tom does his best to spread stories to obscure them further, he is one hell of a tinker.
From an early age, he showed an affinity for mechanical devices. He talked to them, and they seemed to do what he asked. If they’re being a little stubborn, Tom is always to give them a little gentle persuasion with Gertie (a large one-handed maul). One or two liberal whacks and most temperamental machines start right up.
PHINEOUS FRIGHT
Phineous use to go by the tinker name Phineous Fog. Most people began calling him the Fright after he invented the Lightning Hurler. The name stuck. Phineous doesn’t complain. It has brough him more renown than the name Fog ever did.
Phineous is the inventor of the Lightning Hurler and several other static discharge weapons. He has acquired his name due to the unnatural manner in which his hair seems to be perpetually standing on end. Years of testing have left him with a slight static charge. For his own personal amusement, Phineous insists that any agreement he enters into must be sealed by shaking hands. It is a surprising shock to the other party, to say the least.
The peculiar properties of his personal static charge and the field put off by the gauntlet also afford Phineous a 5+ invulnerable save.
His weapon of choice is the Lightning Gauntlet. Another weapon of his own design, the Lightning Gauntlet runs off a capacitor strapped to his back. It also incorporates a hand crank on the belt, that Phineous may use to recharge the capacitor as it runs down. The gauntlet is able to fire a static burst at short range or generate a static field around the gauntlet in close combat.
Phineous is usually accompanied into battle by a squad of apprentices. They have come to be known as the Fright Squad, due to the fact that many of them share Phineous’ unfortunate hair style.
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Post by Destecado on Sept 23, 2004 17:19:45 GMT -5
RUBERT RUMPKIN
Never one for face to face confrontation, Rubert has spent the better part of his life perfecting weapons aimed at giving ratlings a fighting chance against the oversized louts of the galaxy: anyone taller than a ratling.
He has recently been toying with the designs of his friend Billie Bodger, inventor of the hand cannon, to come up with a new design based on his original ratchet gun. The ratchet cannon, employs the same mechanism as the ratchet gun, but fires the higher caliber rounds of the hand cannon. It provides better range as well as rate of fire. About the only drawback is its weight. To fire the new gun with any accuracy, it is necessary to be stationary.
CORNELIUS CLANK
Fighting from the safety of his armoured clank, Cornelius sees no need for an apprentice retinue. He is an independent character. He may not be accompanied into battle by an apprentice retinue.
A genius in the field of steam reactors and engineering, Cornelius has recently begun production of his greatest work, the Clank. The clanks grew out of toys he made for his master tinker’s children when he was an apprentice. They were small simple windup toys in the shape of ratlings, which could walk across the floor under their own power. They provided the children with hours of amusement.
Cornelius eventually became a notable Tinker in his own right. His work on steam reactors ushered in a new era in farm equipment and was incorporated into the first steam tanks. The decrease the size of the steam reactors also gave him the opportunity to finally design a full sized Clank.
It took many tests and failures, but eventually Cornelius’ dreams were realized. The clank stood to a height of 8 ft. It had roughly the dimensions of a ratling. Its short stubby legs supported a stout frame with short arms and a large head. The “guts” of the Clank held the steam reactor and crew cabin. It was thought to be the safest place, with the most armor. Also Cornelius was afraid of heights. He felt placing the crew cabin in the head was dangerous and just too high. 8 ft. is quite a distance to a ratling.
The head was attached for astetic reasons. No one wants to see an 8 ft. headless ratling walking across the battle field. It later served as an observation post. A periscope running from the crew cabin to the head was installed. The binocular style periscope looked out through the clanks eyes. This gave the pilot an extrodinary field of view, not previously possible for a ratling in the middle of a battle field.
Using this first Clank as his prototype, Cornelius made improvements on the designs until he created the version currently in use by ratling defense forces. He also made a special model for his own use. Standing 10 ft tall, the Ogre as he calls it is the height of clank engineering.
The Ogre:
The Ogre is Cornelius’ pride and joy. The right arm ends in a huge hammer. It can be used to turn pesky boulders in the fields to gravel or just as easily rip through armor. On either side of the hammer, there are nozzles, which are tied directly into the steam reactor system. They constitute part of the pressure release system, to keep the steam reactor from exploding. Cornelius has fashioned them into a weapon. They are able to release gouts of super heated steam (treat as a flamer, use flamer template).
The left arm incorporates a modified Volley Gun. A set of chains and gears link the firing mechanism directly to the crew cabin. The gears are tied to a modified bike pedal and sprocket assembly. Cornelius may fire the volley gun by peddling. This leaves his hands free to work the other levers and pulleys that keep the Clank in motion. The ogre also incorporates an escape mechanism, which the smaller clanks do not. (Use the escape hatch rules).
FERGUS
Not all Tinkers of Note are famous. Some are infamous. Just saying his name is enough to send shivers down the back of many a ratling. Rumors persist that he has had dealing with orks, and has even procured designs for some of their more choices vehicles and weapons. His dealing with orks aside, what really generates dread among apprentices and the general populace alike, is the lethality of his inventions; to both the target as well as the user.
Many an apprentice that has joined Fergus’ workshop, not counting those that haven’t been blown up of course, has developed a nervous condition. Several have actually had break downs. Though their work environment can be very risky, many claim the Fergus is a good master to learn from. Fergus should not be thought of as a substandard Tinker. His designs are sound. They just sometimes exceed the level of technical expertise and materials needed to realize them.
Special:
The added wariness of Fergus’ apprentices has made them very adept at ducking for cover. His apprentices gain an additional +1 to cover saves. Unfortunately, they are also very nervous individuals. Subtract one from the apprentices leadership score. This rule applies to both apprentices and master apprentices.
APPRENTICE SPECIAL CHARACTER
LUCKY
“That boy must have nine lives or somthin. The explosion darn near took off the top of the workshop. We was sure everyone inside was a goner. Next thing we know lucky’s walkin out nare near a mark on um."
Be it dumb luck or a guardian angel watching over him, Lucky has side stepped death on several occasions. Unfortunately his master tinkers have not always been so lucky. His most recent brush with death has left him looking for a new master. Lucky may lead a unit of apprentices for any tinker listed.
TWITCH MAGEE
Twitch is one of Fergus’ most loyal apprentices. He has stood by him through success and failure. Some would call him his right hand man. Now a days, left hand man would be more appropriate. Twitch lost his right hand to Fergus’ re-engineered harvesting combine. It has not deterred him, although it has made him more cautious around Fergus’ inventions.
Twitch can be taken to lead a unit of Fergus’ apprentices into battle.
Weapons: Hand Cannon, Close Combat Weapon (sword over stump)
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Post by malika on Sept 24, 2004 3:34:34 GMT -5
Who are these Death Lords? A Nurgle Cult? Or some Nurgle worshipping Chaos Space Marine warband?
Maybe genetically manipulated as slaves, then put on the planet to work, but eventually they rebelled, killing the slavers, the creator comes and re-unites with them, but he ends up being killed by the other humans, now the Beastmen are angry at the humans for killing their "father god" and attack human settlements.
The Eldar often manipulate them into attacking human settlements when needed.
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Post by Dazo on Sept 24, 2004 5:26:01 GMT -5
Eldar are fine, whether they be dak eldar or fikle exodites, they would be a must have for a fantasy type world. As would humans.
Orks, yes, we need a foil for everyone else.
Beastmen, while I was reticent in the beginning I think this race has potential. But the island of doctor morea is not an avenue down which I would like to go. Besides all the islands have been conquered by humans.
Rattlings. Ermm, for me no, absolutly not. I would rather have squats. If I see a rattling within so much as 3 sectors of Anargo I'm off. High tech hobbits was possibly the worst idea GW ever had.
Undead, yeah why not. However i would rather the evil dead than chaotic undead, the idea was to have them linked to dark eldar haemonculi. I f we're not going to have dark eldar then I would prefere not to have the undead element. To be clear I love undead, the are the coolest, but there has to be avery very good reason for them to be in 40k
Edit; the death lord thing sounds cool, could you elaborate further
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Post by Destecado on Sept 25, 2004 9:16:07 GMT -5
Who are these Death Lords? A Nurgle Cult? Or some Nurgle worshipping Chaos Space Marine warband? Several of the Death Lords were Sanctioned psychers in the gaurd units of their home planet, when the plague came. When they succumbed to the disease, it was found that it advace more slowly in their system than in others. This is how they became test subjects. the planets scientists were working feverishly to find a cure, this was a group that showed some resistance to it. Other test subjects were among those that had some latent psychic abilities or who were rogue psychers. My original thought was that they were not originally servants of Nurgle. Most were treated no better than lab rats when they were test subjects and after they escaped they did what they needed to survive....but with each person that they killed to extend their own life, they divorced themselves more and more from humanity. It could be that some of the death lords do serve Nurgle directly other still fight the disease and seek a cure. Even if the do not serve Nurgle directly, they do its bidding none the less. Though they can halt the progress of the disease with transfussions, they are still infected, so they carry they nurgle plague to any world they visit. Not all of the Death Lords work together either. their very survival is tied to the number of "unspoiled" humans they can lay their hands on for transfusions. this puts them in direct competition with others of their kind. There are cases however where several have banded together in order to pool their resources or where several have been brought together by a more powerful Death Lord. Part of the reason for this is because there is a limit to the number of plague zombies that one Death Lord can control. By joining together, they can field a much larger force in order to defeat their opposition and subjegate populations for culling. While it is true that plague zombies provide a good portion of the muscle for the Death Lords they do have access to other types of troops. Over time, the plague has mutated from its original form. Not everyone that is infected dies. Some recover although the disease usually leaves their bodies riddled with pock mark and postules. Some become subjects for those death lords seaking a cure for the plague. Others are pressed nto servitude, to attend to the Death Lords needs. A few willingly join the ranks of a Death Lords army. Their chances for survival are greater, plus after the army sweeps a planet, there is usually much booty to be looted. The plague zombies have no use for such wealth and most of the Death Lords dwell only on obtaining their next transfussion. Several Death Lords also keep corpse hounds. These are animals that are fed upon the bodies of those drained to provide transfussions or who eat the diseased corpses of those that fell victim to the plague. The are used to root out any survivors that maybe hiding in the ruins left in the wake of a Death Lords army.
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Post by Dazo on Mar 29, 2005 3:33:37 GMT -5
Is there anything here in this thread that might be useful for kages idea of fantasy 40k, I think if this was expanded to several worlds as he has said might be a good idea then every one can have everything they want and more it would seem.
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