Sintoo
Sorceror
The Hordes of Chaos
Far to the north old God’s has awoken and the northern tribes are gathering to serve and follow their masters into war, longing to show their loyalty. Some will be rewarded with great strength and power for their faithfulness in following the dark god’s other’s shall be cursed with horrible mutations and disfigurements. Men, demons and indescribably creatures marching shoulder by shoulder for their cause to bring chaos upon these lands, spreading quickly like a disease over the land inflicting great pain and misery to it’s inhabitants.
Dark times lay before the people of these lands.
The hordes of chaos has arrived.
The people from the north are fierce and barbaric and live in a state of constant war. They are great warriors and not only the men but even the women have strengths and skills in weaponry that by far surpasses the softer men from the south.
Their lives are a constant struggle against eachother aswell as nature itself, for their lands are the home to many dangerous and irrationally violent creatures.
Their lands are cold and fruitless what there is to eat is to be hunted and slayed.
It is every young northman’s ambition to become a mighty warrior so that he can face the judgement of the gods in a ceremony of summonation or by travelling far into the north and if he was to survive be foud worthy to serve his god’s and gain the respect of his tribe.
These warrior’s have the highest status amongst their tribes and often bear a mark of their god in the form of a tattoo, brand of a heated iron or a patterin cut into their flesh.
Once a warrior has been chosen by his god’s he may start to mutate, often becoming bigger and stronger.
His skin may grow hard and leathery forming a natural armor.
Those who are especially favoured may return and be blessed with further gifts from the god’s.
Having many different old god’s and each tribe their own spirits there are four greater god’s known to all men of the north.
The northmen do not consider their god’s as evil and maintain that such powerful creatures are beyond the judgment of any mere man. It is seen as every warrior’s duty to honour the god’s.
The four greater god’s are
Tseentch the changer of ways
Khorn the blood god
Nugle the lord of decay
Slaneesh the dark prince
Among the northmen there are those who feel the pull of chaos stronger then others.
Their god’s calling to them, such gifted men and women are said to tread the path of god’s and head in search of glory, power and ultimately immortality.
Once a warrior starts to tread dangerous road there is no turning back and it can end in only three ways for there is no turning back.
The warrior may die in glorious battle against the enemy of his gods in wich case his soul will go to join the essence of his deity or b ereborn into another mortal shell to serve the gods again.
The chaos power coursing though his body may overcome him and turn him into a deformed monstrosity known as a spawn of chaos.
Alternatively, if he is strong enough, if he has strength of mind enough for the hard battles ahead he may well achive the goal of daemonhood and be blessed by the gods with great power and immortality.
Chaos Ranks what to roleplay as...
Chaos Marauders
Marauders are natural fighter born in hardship and forged by a life of battle.
When the shadow of chaos spreads the Norse leave their homes in force, guided by their gods and join the warrior and knights of chaos.
Warriors of Chaos
Warriors of chaos are strong and powerful fighters, raised from strong Northman stock, their skills honed over the years by constant battle amongst themselves and other races.
They are held in fear and awe by the tribes of the north and have great respect and authority amongst the tribes.
Knights of chaos
Sorcerers of chaos
Those who use the raw winds of magic to cast spells are known as sorcerers, able to unleash black bolts of energy from their fingertips, transport themselves from shadow to shadow, or flay their foes with burning fires.
But such potency comes at a cost, and the gods often demand a high payment for the power they bestow upon a sorcerer. Gradually eroding their sanity while their bodies twist and mutate with the energies coursing through them.
Sorcerers are seen amongst the Nortmen as the oracles of the gods and often act as advisors and counsellor to the northern tribes.
Slaneesh daemonettes
Gifted with disturbing beauty, Daemonettes are the Lesser Daemons of Slaanesh. What unearthly delights they might pleasure your soul with none can say, but upon the reeking field of battle, pain is what they bring. Vicious, spiteful, yet loving in the fatal affections they lavish upon those who dare refuse their chaotic charms, Daemonettes are swift and deadly to all who cross their path. On lithe legs they surge across the battlefield, dancing from foe to foe, gifting each in turn with gaping wounds from their scythe-like talons.
Ungors
Ungors are not as strong, tough or intelligent as the Gors. They are physically smaller and their horns are almost always less impressive and numerous. Ungor are extremely cruel and spiteful creatures, taking out their jealously of the Gors on foes in battle, captives, Brays (those Beastmen without any horns) or anything else incapable of putting up much of a fight. In battle the Ungors join the Gors in unruly herds, charging towards the enemy with thoughts only of rending them apart.
Gors
The more powerful Beastmen are called Gors. Their appearance varies more greatly than most races but all combine some bestial features with those of a man. The base form of the Beastmen, and that possessed by the vast majority, has come to be that of the head and legs of a goat and the upper body of a man. As creatures of Chaos, however, the Beastmen display almost infinite variations of this guise. Many have the horns or head of cattle rather than goats, while others may possess even stranger mutations.
Beastigors
The toughest of Beastmen are known as Bestigors. As well as being stronger, they tend to be more disciplined, forming more organised ranks in battle than their quarrelsome lesser brethren, and restrain themselves from their more disruptive excesses. They always carry the best weapons and armour available, sometimes even toting steel shields or armour captured from weaker races. Most often the Bestigors will slam into the front of an enemy army where lesser Beastmen might not hold their nerve, while the other Gors and Ungors charge forward in unruly packs.
Banegors
The Beastmen give their leaders titles of honour, calling them Foe-renders and Wargors, and the very greatest amongst them Beastlords, also known as Banebeasts or Banegors. It is they who plan the raids on settlements and ambushes on caravans, and they who settle disputes and keep lesser Beastmen in line with strength of arm.
Rules to play after
No magic items. (mods wich are accepted on items are Lower reagent cost, lower reguirments, luck, nightsight higher durability, mage armor)
No powerscrolls or stat scrolls
Do not kill an enemy on sight.
Do not enter a building when you are mounted.
No obscene language or immature attitude accepted.
Stay in character at all time (use guild chat if there something you need to say or ask )
All guildmembers must have their guild abbreviation shown, except if they are civilians
No Banning from houses, and Remove should only be used in roleplayed context in non-combat situations. *kicks out assassin through window*
Avoid attacking characters that are obviously disconnected (but don't expect people to notice in the heat of battle, and don't complain when mistakes are made)
No coloured weapons. No neon weapons nor weapons crafted by any other material but iron.
Rules of WAR:
Looting & stealing
For each encounter, things lootable and stealable are limited to:
Up to 500 gold and any number of gems
50 Bandages, food and 5 of each potion
10 of each Reagents and scrolls
No poisoned weapons unless you can poison them yourself
Mages may only use one summoned animal ("Summon Creature" spell) in battle.
If you die, get ressurrected and return to your corpse. As soon as you reach it, hide, loot your remaining gear and then get away from the battle scene.
Avoid being seen as much as possible. You're currently a casualty of war.
Keep the death-robe on for 30 minutes (ignore the 30 mins rule since the roleplayers arent as populated here as one might wish), and do not rejoin the battle. This marks that you are Injured and may not participate in any way, including healing, stealing etc.
If your interested and want more information on how to make your char and etc or have any sugestions or ideas please do contact me.
Far to the north old God’s has awoken and the northern tribes are gathering to serve and follow their masters into war, longing to show their loyalty. Some will be rewarded with great strength and power for their faithfulness in following the dark god’s other’s shall be cursed with horrible mutations and disfigurements. Men, demons and indescribably creatures marching shoulder by shoulder for their cause to bring chaos upon these lands, spreading quickly like a disease over the land inflicting great pain and misery to it’s inhabitants.
Dark times lay before the people of these lands.
The hordes of chaos has arrived.
The people from the north are fierce and barbaric and live in a state of constant war. They are great warriors and not only the men but even the women have strengths and skills in weaponry that by far surpasses the softer men from the south.
Their lives are a constant struggle against eachother aswell as nature itself, for their lands are the home to many dangerous and irrationally violent creatures.
Their lands are cold and fruitless what there is to eat is to be hunted and slayed.
It is every young northman’s ambition to become a mighty warrior so that he can face the judgement of the gods in a ceremony of summonation or by travelling far into the north and if he was to survive be foud worthy to serve his god’s and gain the respect of his tribe.
These warrior’s have the highest status amongst their tribes and often bear a mark of their god in the form of a tattoo, brand of a heated iron or a patterin cut into their flesh.
Once a warrior has been chosen by his god’s he may start to mutate, often becoming bigger and stronger.
His skin may grow hard and leathery forming a natural armor.
Those who are especially favoured may return and be blessed with further gifts from the god’s.
Having many different old god’s and each tribe their own spirits there are four greater god’s known to all men of the north.
The northmen do not consider their god’s as evil and maintain that such powerful creatures are beyond the judgment of any mere man. It is seen as every warrior’s duty to honour the god’s.
The four greater god’s are
Tseentch the changer of ways
Khorn the blood god
Nugle the lord of decay
Slaneesh the dark prince
Among the northmen there are those who feel the pull of chaos stronger then others.
Their god’s calling to them, such gifted men and women are said to tread the path of god’s and head in search of glory, power and ultimately immortality.
Once a warrior starts to tread dangerous road there is no turning back and it can end in only three ways for there is no turning back.
The warrior may die in glorious battle against the enemy of his gods in wich case his soul will go to join the essence of his deity or b ereborn into another mortal shell to serve the gods again.
The chaos power coursing though his body may overcome him and turn him into a deformed monstrosity known as a spawn of chaos.
Alternatively, if he is strong enough, if he has strength of mind enough for the hard battles ahead he may well achive the goal of daemonhood and be blessed by the gods with great power and immortality.
Chaos Ranks what to roleplay as...
Chaos Marauders
Marauders are natural fighter born in hardship and forged by a life of battle.
When the shadow of chaos spreads the Norse leave their homes in force, guided by their gods and join the warrior and knights of chaos.
Warriors of Chaos
Warriors of chaos are strong and powerful fighters, raised from strong Northman stock, their skills honed over the years by constant battle amongst themselves and other races.
They are held in fear and awe by the tribes of the north and have great respect and authority amongst the tribes.
Knights of chaos
Sorcerers of chaos
Those who use the raw winds of magic to cast spells are known as sorcerers, able to unleash black bolts of energy from their fingertips, transport themselves from shadow to shadow, or flay their foes with burning fires.
But such potency comes at a cost, and the gods often demand a high payment for the power they bestow upon a sorcerer. Gradually eroding their sanity while their bodies twist and mutate with the energies coursing through them.
Sorcerers are seen amongst the Nortmen as the oracles of the gods and often act as advisors and counsellor to the northern tribes.
Slaneesh daemonettes
Gifted with disturbing beauty, Daemonettes are the Lesser Daemons of Slaanesh. What unearthly delights they might pleasure your soul with none can say, but upon the reeking field of battle, pain is what they bring. Vicious, spiteful, yet loving in the fatal affections they lavish upon those who dare refuse their chaotic charms, Daemonettes are swift and deadly to all who cross their path. On lithe legs they surge across the battlefield, dancing from foe to foe, gifting each in turn with gaping wounds from their scythe-like talons.
Ungors
Ungors are not as strong, tough or intelligent as the Gors. They are physically smaller and their horns are almost always less impressive and numerous. Ungor are extremely cruel and spiteful creatures, taking out their jealously of the Gors on foes in battle, captives, Brays (those Beastmen without any horns) or anything else incapable of putting up much of a fight. In battle the Ungors join the Gors in unruly herds, charging towards the enemy with thoughts only of rending them apart.
Gors
The more powerful Beastmen are called Gors. Their appearance varies more greatly than most races but all combine some bestial features with those of a man. The base form of the Beastmen, and that possessed by the vast majority, has come to be that of the head and legs of a goat and the upper body of a man. As creatures of Chaos, however, the Beastmen display almost infinite variations of this guise. Many have the horns or head of cattle rather than goats, while others may possess even stranger mutations.
Beastigors
The toughest of Beastmen are known as Bestigors. As well as being stronger, they tend to be more disciplined, forming more organised ranks in battle than their quarrelsome lesser brethren, and restrain themselves from their more disruptive excesses. They always carry the best weapons and armour available, sometimes even toting steel shields or armour captured from weaker races. Most often the Bestigors will slam into the front of an enemy army where lesser Beastmen might not hold their nerve, while the other Gors and Ungors charge forward in unruly packs.
Banegors
The Beastmen give their leaders titles of honour, calling them Foe-renders and Wargors, and the very greatest amongst them Beastlords, also known as Banebeasts or Banegors. It is they who plan the raids on settlements and ambushes on caravans, and they who settle disputes and keep lesser Beastmen in line with strength of arm.
Rules to play after
No magic items. (mods wich are accepted on items are Lower reagent cost, lower reguirments, luck, nightsight higher durability, mage armor)
No powerscrolls or stat scrolls
Do not kill an enemy on sight.
Do not enter a building when you are mounted.
No obscene language or immature attitude accepted.
Stay in character at all time (use guild chat if there something you need to say or ask )
All guildmembers must have their guild abbreviation shown, except if they are civilians
No Banning from houses, and Remove should only be used in roleplayed context in non-combat situations. *kicks out assassin through window*
Avoid attacking characters that are obviously disconnected (but don't expect people to notice in the heat of battle, and don't complain when mistakes are made)
No coloured weapons. No neon weapons nor weapons crafted by any other material but iron.
Rules of WAR:
Looting & stealing
For each encounter, things lootable and stealable are limited to:
Up to 500 gold and any number of gems
50 Bandages, food and 5 of each potion
10 of each Reagents and scrolls
No poisoned weapons unless you can poison them yourself
Mages may only use one summoned animal ("Summon Creature" spell) in battle.
If you die, get ressurrected and return to your corpse. As soon as you reach it, hide, loot your remaining gear and then get away from the battle scene.
Avoid being seen as much as possible. You're currently a casualty of war.
Keep the death-robe on for 30 minutes (ignore the 30 mins rule since the roleplayers arent as populated here as one might wish), and do not rejoin the battle. This marks that you are Injured and may not participate in any way, including healing, stealing etc.
If your interested and want more information on how to make your char and etc or have any sugestions or ideas please do contact me.