Valley of the Giant
08-08-2006, 03:55
I've recently acquired DoW: 40k, and it now ranks among my favorite games. There was once such an RP, but I haven't seen it since.
I was thinking of the conflicts being player-created. I have something in mind myself, and you are not restricted to the classics (Imperium, Chaos, Eldar, Orks, Chaos Dwarves, etc.) you may design your own race for this, but remember the Imperium is STILL the largest race in the universe, and I hope to keep it that way in this RP.
If you claim one of the main nations, you don't claim the nation as a whole, you can choose a particular group from it or create your own. Example, someone wants to be Orks. Instead of controlling the entirety of the Orks, they would control a Clan. Or someone wants to be the Chaos Marines. Instead of controlling the Chaos Marines as a whole, they would control a specific Chaos Marine Regiment and its influence thereof. Matters that concerned the nation as a whole would be RPed by all the players, with each person controlling a specific character in such an RP. Example, and ONLY an example, the Imperium and the Eldars begin discussions for an alliance. Any player who chooses to RP in the negotiations RPs his/her own delegate at the conference, working as a team. If the latter example seems to be too inefficient, we'll think of something else.
If you wish to control a specific section under a custom race, get the creator's permission IN THIS THREAD before doing so.
While I like the organization we can have at an offsite forum, we'll keep this on NS.
Race Form
Name of race:
Gov't Style:
Military Formidability: ((This is divided into certain ranks.
-Superpower: So powerful that there's not a lot that can even think about shaking the overall power of the nation. Example-Human Imperium. You cannot start as a Superpower, it must be earned.
-Powerful: A very strong nation that is only threatened by other nations of this rank, although can be bothered by minor things, such as an Ork invasion of one of their planets. Example: Chaos Space Marines. You cannot start at this rank as it must be earned.
-Threatening: A nation that's not the Powerful rank, but still a good fight. Threatening nations, should they play their cards right, could be well o their way of becoming a serious power in the galaxy. Example: Eldar
-Potentially Threatening: A nation whose power could be incredibly powerful. Their potential looks good. Usually splintered somehow. Example: Orks
-Strong: One whose power isn't exactly looked up to, but is still a force to be reckoned with by other powers, but in a long, bogged-out war, Strong nations only match lesser nations or ones of equal strength. Example: Imperial Guard
-Recognized: A nation whose military power is acknowledged, but it isn't exactly the pick of the litter. Usually races who are peaceful and use their defense for colonial expansion and defense.
-Developing: Not strong, but it's still building up. Easily crushed in this pupa state.
-Feeble: Not even worth fighting.
-Basket Case: They'll probably surrender at the sight of a gun, or even think of them as a God.))
Psychic prowess and Influence with Warp:
Offshoots:
Physical features:
History:
Other:
You may only control ONE race/Regiment/Clan/Whatever, unless you are standing in for someone, and such a decision must be shown by both players in THIS thread.
Players and their Race/Sect
Valley of the Giant-Drow (All)
Wanderjar-Chaos Space Marines (Iron Warriors)
The Cadian Tomb-Necrons (Cadian Tomb)
Balrogga-Ta'Nar (All)
Sol Giuldor-Imperium Space Marines (Gray Knights and parts of the Inquisition)
Related Threads
The Drow, the Ork, and the Human (http://forums.jolt.co.uk/showthread.php?p=11512193#post11512193)
Custom Races
Drow (VotG, this post)
Anyone interested?
My own race. You guessed it, the Drow.
Name of race: Drow
Gov't Style: Feudal
Military Formidability: Potentially Threatening
Psychic prowess and Influence f Warp: Priestesses have enormous psychic powers, matched by few others, and their Wizards control warp very well, but few are actually controlled by it, and such wizards are usually killed off.
Offshoots: Ilythiiri d'lil Yutsu (Drow of the Return), Lloth's Belbolen (Lloth's Gifts), other (Drow who worship other Gods instead of Lloth and Drow who worship the Chaos Gods, but the latter are rare.)
Physical Features: Drow are humanoid. Their skin is usually black, but can be gray, blue, and even pink. Their hair, however, is almost always white, with some silver and light blue. They have long, elflike ears, and are shorter than humans, more agile, and less immune to physical harm, but other things, such as poison and psychic resistance is greater than that of the normal human.
History: Sprouted by an ancient race, the Drow know little of their very early history, but know that they favored the caves of their home planet to the surface. They were the first to develop modern technologies on their native planet and wiped out or enslaved the other intelligent races. The Drow quickly took to the Stars, but after facing off with the Eldars, they soon realized they could not openly expand. The Drow began to colonize secluded worlds or worlds with Underdarks, worlds with large connected underground caverns and tunnels. The Drow became the background fighters, being skilled assassins and often hired out on the planets they inhabited, especially with the Orks, which usually wound up with all involved Ork clans or other races losing their upper leaders and a handful of their Elite warriors, as Drow usually attempt to get their payment first.
The Drow have always had a Feudal system of Houses, each led by a Matron Mother. Drow Mercenaries, rogue Nobles from destroyed houses or recruited soldiers into such organizations, usually manipulate these houses into warring with one another. These wars eventually became long and bloody, with Warp Daemons oftentimes becoming involved. The Chaos Gods enjoyed a large amount of worship during the Chaos Age of the Drow. One High Priestess, however, in her dying moments, projected herself into the Warp itself and became a Warp deity herself. The Priestess, Lloth, returned to the Drow and killed off the Chaos-worshipping Priestesses and established her own rule, ending the Chaos Age. Lloth was known for using Giant, mutated Spiders in her battles, and they became a holy symbol in Drow society as she ascended to a Goddess. Lloth was banished, however, by the Chaos Lords, after three thousand years of reign over the Drow. Lloth, in her last efforts, spread her Handmaiden Daemons, the Yolchlol, to prevent the Chaos Lords from becoming powerful in the Warp, but the Yolchlol were divided in sentiment. Some Yolchlol wanted the Drow to know the truth of their Goddess's banishment, while others wanted to keep it a secret. The Yolchlol rule over the Drow as Lloth did, giving the Priestesses the powers the always enjoyed, but the Houses fell under the divided Yolchlol's influence. It has been prophesized, however that Lloth will return from her banishment and a series of clues has led these Houses close to her return. Drow Houses, while they still fight each other for rank, are divided into the two main sects, the Drow of the Return, who believe that Lloth will return to rule over their society once more, and Lloth's Gifts, the Drow who believe Lloth has always been there with them and gave them their powers. While Drow don't usually allow these differences get in the way of their conquests, it has accused a few bloody civil wars between them. Several other deities are also worshipped, such as powerful Yolchlols, believed to have ascended to the power of a Deity themselves, however, the only one close to this is Shar, who is worshipped as the Goddess of Darkness, and the second most-worshipped Deity in Drow culture, but even Priestesses of Shar worship both major Goddesses. Drow Elves are very dedicated to their Goddess(es) and are only rivaled by the Imperium in terms of faith. The Chaos Drow are rarely found are mostly Wizards who dig too deeply into Warp.
Other: The Drow are renown for their Undead-spawning abilities. Priestess can spawn a dead corpse back to its living self, so long as the body isn't too expired. Wizards can teleport themselves, other units, and dead bodies back to their base, where they can respawn by Priestesses, which is why many Field Medics have at least some magical studies. Priestess can also spawn Driders from dead bodies, fearsome, tall creatures imbued with the Warp, but only just enough to resurrect it as a Drider. Driders only last a while, and will eventually become Chaotic and turn on their summoner. Driders have incredible Melee strength and are difficult to kill through conventional means. Driders also have powerful auras that can heal their allies' bodies or morale, or install fear in teh hearts of their foes, even amongst the most bravest of Orks. Alternatively, a High Priestess can use Zin-Carla to respawn one corpse. Zin-Carla Zombies are even more powerful than Driders, having four times the resiliance, strength, and speed of their former self. Faith and anti-Daemon abilities do not damage the Zin-Carla, but instead they return to their consious self, where their morale is low, whereas as a Zombie he/she was not affected by Morale. Only High Priestesses can summon Zin-Carla or Fear Driders.
One effective tactic used by Drow wizards is summoning Zombies. Zombies are simply meat shields, bodies taht stand up and charge the enemy. They are easily dispatched, do little damage, but surprises the hell out of their allies when their dead buddy gets back up and starts gnawing on their arm. If bitten, the Warp-infested corpse's bite will be infected and it will slowly consume the person, slowly killing him, and when he is dead, he returns as a Zombie. Zombies bac bite corpses to add to their ranks, but, like Driders, they can quickly become Chaotic and Wizards do not allow this to happen, dispelling the Zombies before they can, else their Matron Mother will psychically kill him and his Zombies.
I was thinking of the conflicts being player-created. I have something in mind myself, and you are not restricted to the classics (Imperium, Chaos, Eldar, Orks, Chaos Dwarves, etc.) you may design your own race for this, but remember the Imperium is STILL the largest race in the universe, and I hope to keep it that way in this RP.
If you claim one of the main nations, you don't claim the nation as a whole, you can choose a particular group from it or create your own. Example, someone wants to be Orks. Instead of controlling the entirety of the Orks, they would control a Clan. Or someone wants to be the Chaos Marines. Instead of controlling the Chaos Marines as a whole, they would control a specific Chaos Marine Regiment and its influence thereof. Matters that concerned the nation as a whole would be RPed by all the players, with each person controlling a specific character in such an RP. Example, and ONLY an example, the Imperium and the Eldars begin discussions for an alliance. Any player who chooses to RP in the negotiations RPs his/her own delegate at the conference, working as a team. If the latter example seems to be too inefficient, we'll think of something else.
If you wish to control a specific section under a custom race, get the creator's permission IN THIS THREAD before doing so.
While I like the organization we can have at an offsite forum, we'll keep this on NS.
Race Form
Name of race:
Gov't Style:
Military Formidability: ((This is divided into certain ranks.
-Superpower: So powerful that there's not a lot that can even think about shaking the overall power of the nation. Example-Human Imperium. You cannot start as a Superpower, it must be earned.
-Powerful: A very strong nation that is only threatened by other nations of this rank, although can be bothered by minor things, such as an Ork invasion of one of their planets. Example: Chaos Space Marines. You cannot start at this rank as it must be earned.
-Threatening: A nation that's not the Powerful rank, but still a good fight. Threatening nations, should they play their cards right, could be well o their way of becoming a serious power in the galaxy. Example: Eldar
-Potentially Threatening: A nation whose power could be incredibly powerful. Their potential looks good. Usually splintered somehow. Example: Orks
-Strong: One whose power isn't exactly looked up to, but is still a force to be reckoned with by other powers, but in a long, bogged-out war, Strong nations only match lesser nations or ones of equal strength. Example: Imperial Guard
-Recognized: A nation whose military power is acknowledged, but it isn't exactly the pick of the litter. Usually races who are peaceful and use their defense for colonial expansion and defense.
-Developing: Not strong, but it's still building up. Easily crushed in this pupa state.
-Feeble: Not even worth fighting.
-Basket Case: They'll probably surrender at the sight of a gun, or even think of them as a God.))
Psychic prowess and Influence with Warp:
Offshoots:
Physical features:
History:
Other:
You may only control ONE race/Regiment/Clan/Whatever, unless you are standing in for someone, and such a decision must be shown by both players in THIS thread.
Players and their Race/Sect
Valley of the Giant-Drow (All)
Wanderjar-Chaos Space Marines (Iron Warriors)
The Cadian Tomb-Necrons (Cadian Tomb)
Balrogga-Ta'Nar (All)
Sol Giuldor-Imperium Space Marines (Gray Knights and parts of the Inquisition)
Related Threads
The Drow, the Ork, and the Human (http://forums.jolt.co.uk/showthread.php?p=11512193#post11512193)
Custom Races
Drow (VotG, this post)
Anyone interested?
My own race. You guessed it, the Drow.
Name of race: Drow
Gov't Style: Feudal
Military Formidability: Potentially Threatening
Psychic prowess and Influence f Warp: Priestesses have enormous psychic powers, matched by few others, and their Wizards control warp very well, but few are actually controlled by it, and such wizards are usually killed off.
Offshoots: Ilythiiri d'lil Yutsu (Drow of the Return), Lloth's Belbolen (Lloth's Gifts), other (Drow who worship other Gods instead of Lloth and Drow who worship the Chaos Gods, but the latter are rare.)
Physical Features: Drow are humanoid. Their skin is usually black, but can be gray, blue, and even pink. Their hair, however, is almost always white, with some silver and light blue. They have long, elflike ears, and are shorter than humans, more agile, and less immune to physical harm, but other things, such as poison and psychic resistance is greater than that of the normal human.
History: Sprouted by an ancient race, the Drow know little of their very early history, but know that they favored the caves of their home planet to the surface. They were the first to develop modern technologies on their native planet and wiped out or enslaved the other intelligent races. The Drow quickly took to the Stars, but after facing off with the Eldars, they soon realized they could not openly expand. The Drow began to colonize secluded worlds or worlds with Underdarks, worlds with large connected underground caverns and tunnels. The Drow became the background fighters, being skilled assassins and often hired out on the planets they inhabited, especially with the Orks, which usually wound up with all involved Ork clans or other races losing their upper leaders and a handful of their Elite warriors, as Drow usually attempt to get their payment first.
The Drow have always had a Feudal system of Houses, each led by a Matron Mother. Drow Mercenaries, rogue Nobles from destroyed houses or recruited soldiers into such organizations, usually manipulate these houses into warring with one another. These wars eventually became long and bloody, with Warp Daemons oftentimes becoming involved. The Chaos Gods enjoyed a large amount of worship during the Chaos Age of the Drow. One High Priestess, however, in her dying moments, projected herself into the Warp itself and became a Warp deity herself. The Priestess, Lloth, returned to the Drow and killed off the Chaos-worshipping Priestesses and established her own rule, ending the Chaos Age. Lloth was known for using Giant, mutated Spiders in her battles, and they became a holy symbol in Drow society as she ascended to a Goddess. Lloth was banished, however, by the Chaos Lords, after three thousand years of reign over the Drow. Lloth, in her last efforts, spread her Handmaiden Daemons, the Yolchlol, to prevent the Chaos Lords from becoming powerful in the Warp, but the Yolchlol were divided in sentiment. Some Yolchlol wanted the Drow to know the truth of their Goddess's banishment, while others wanted to keep it a secret. The Yolchlol rule over the Drow as Lloth did, giving the Priestesses the powers the always enjoyed, but the Houses fell under the divided Yolchlol's influence. It has been prophesized, however that Lloth will return from her banishment and a series of clues has led these Houses close to her return. Drow Houses, while they still fight each other for rank, are divided into the two main sects, the Drow of the Return, who believe that Lloth will return to rule over their society once more, and Lloth's Gifts, the Drow who believe Lloth has always been there with them and gave them their powers. While Drow don't usually allow these differences get in the way of their conquests, it has accused a few bloody civil wars between them. Several other deities are also worshipped, such as powerful Yolchlols, believed to have ascended to the power of a Deity themselves, however, the only one close to this is Shar, who is worshipped as the Goddess of Darkness, and the second most-worshipped Deity in Drow culture, but even Priestesses of Shar worship both major Goddesses. Drow Elves are very dedicated to their Goddess(es) and are only rivaled by the Imperium in terms of faith. The Chaos Drow are rarely found are mostly Wizards who dig too deeply into Warp.
Other: The Drow are renown for their Undead-spawning abilities. Priestess can spawn a dead corpse back to its living self, so long as the body isn't too expired. Wizards can teleport themselves, other units, and dead bodies back to their base, where they can respawn by Priestesses, which is why many Field Medics have at least some magical studies. Priestess can also spawn Driders from dead bodies, fearsome, tall creatures imbued with the Warp, but only just enough to resurrect it as a Drider. Driders only last a while, and will eventually become Chaotic and turn on their summoner. Driders have incredible Melee strength and are difficult to kill through conventional means. Driders also have powerful auras that can heal their allies' bodies or morale, or install fear in teh hearts of their foes, even amongst the most bravest of Orks. Alternatively, a High Priestess can use Zin-Carla to respawn one corpse. Zin-Carla Zombies are even more powerful than Driders, having four times the resiliance, strength, and speed of their former self. Faith and anti-Daemon abilities do not damage the Zin-Carla, but instead they return to their consious self, where their morale is low, whereas as a Zombie he/she was not affected by Morale. Only High Priestesses can summon Zin-Carla or Fear Driders.
One effective tactic used by Drow wizards is summoning Zombies. Zombies are simply meat shields, bodies taht stand up and charge the enemy. They are easily dispatched, do little damage, but surprises the hell out of their allies when their dead buddy gets back up and starts gnawing on their arm. If bitten, the Warp-infested corpse's bite will be infected and it will slowly consume the person, slowly killing him, and when he is dead, he returns as a Zombie. Zombies bac bite corpses to add to their ranks, but, like Driders, they can quickly become Chaotic and Wizards do not allow this to happen, dispelling the Zombies before they can, else their Matron Mother will psychically kill him and his Zombies.