Fluff 'n' Stuff

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Fluff 'n' Stuff

Post  Guest on Fri Apr 30, 2010 4:34 pm

I liked the idea of Scott and his special fluff with his army so much that i did my own. Though this takes a nerdy game and makes it nerdier, if anyone else would like to post their personal army's back stories or tales of their heroes triumphs (beefy mcfist has a very long saga) i personally would enjoy to read them.

Also Scott i only ever got the jest of your army so i'd like to know a little more detailed.

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Re: Fluff 'n' Stuff

Post  Guest on Fri Apr 30, 2010 8:16 pm

Lady Gaga bested Ghaz three times...just throwing that out there.

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Re: Fluff 'n' Stuff

Post  Guest on Sat May 01, 2010 1:01 am

that is an achievement to be proud of :]

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Re: Fluff 'n' Stuff

Post  Guest on Sat May 01, 2010 1:13 am

truly- them dang faith points.

my fluff was born form the desire to keep my themed army and still play the blood angels rules- they fit both my style and theme

Capt. Santiago is my creation- back story is Santiago is spanish for james, which is my dad's name. his fluff isn't done yet. game play wise hes had many variations, but now because the capt. options for angels suck horribly, i proxy him. He is the Mephiston of my army, representing him getting stronger (though there are drawbacks to him, which i like- keeps it characterful.)

I also plan on creating new characters to proxy the offical angels one- Veteran Sergeant Desmond in place of dante, and a few others.

to explain the powers the chapter has, i needed to come up with an alternative to the red thirst,the curse, and the black rage. i'm not into that stuff so much, so i put personal spin on it.

I'll post the fluff i have i suppose.


Last edited by Lil Finnigan on Sat May 01, 2010 1:31 am; edited 2 times in total

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Re: Fluff 'n' Stuff

Post  Guest on Sat May 01, 2010 1:24 am

The Harbingers
At the time of the great apostasy, the Inquisition secretly created a new line of Astartes from the gene seed of the Imperial fists, with the intent of sending them to reorganize and colonize the worlds lost in that time. After claiming several worlds, the new Chapter dubbed the Reclaimers came upon the Aria system in the Gothic Sector held by Chaos renegades.
After years of fighting to preserve the system and liberate it, the Inquisition called for exterminatus. This the Reclaimers refused, as fully half the chapter had been eradicated in the campaign. To leave the people for which these brethren had died to purgation was not an option.
In a last, glorious series of attacks led personally by Chapter Master O’Rielly, the remaining brethren brought the dug in cultists and chaos warbands to heed. The people enjoyed liberation for the first time in centuries, and the Reclaimers set to work organizing the governing powers.
As they began to rebuild, Inquisition ships entered the system. Sensing a conflict, O’Rielly gathered his troops and began to evacuate as many as he could, with the 4th, 8th and 9th companies supporting. As the first few thunderhawks reached outer atmosphere, the Inquisition released its full measure of firepower, destroying the forces still deployed on the surface, along with every life just delivered from bondage. Every planet in the system was wiped, and an accusation of heresy leveled at the O’ Reilly and his chapter. This became known as the Aria’s Passing, and is a focal point of doctrine for the chapter.
As O’Reilly struggled to re-group, the imperial fleet opened fire, forcing him to retreat to his cruisers and make the jump to warp.
Recorded as lost, the chapter did not resurface. The Inquisitior heading the operation, Xasier Toreille, saw personally to the erasure of historical evidence of the Reclaimers. Assuming control over the liberated peoples of nearby systems, Torielle placed himself in control over what the Chapter had sacrificed of itself to create. In the name of the Inquisition, he gained instant access to all the resources of the combined system.
Aria had long been exposed to the influences of chaos, with ancient artefacts buried on its surface, and secretive cults hiding among its people. Though the campaigns raised by the Reclaimers purged this taint to near nothingness, traces were left. Torielle, with intentions unknown, began to dabble in the harnessing of these powers. Perhaps this was his goal to begin with, and latter was tried as such. Before his execution however, he escaped with the aid of this new found abilities granted by the forces of chaos.
Pitching Aria again into the maw of destruction, Torielle assembled forces to combat the incursions against him. A stalemate developed, as the Torielle had a great knowledge of the system, a system far from nearby aid. So the siege began, the imperium unable to directly attack and Torielle unable to leave his.
It was futile however, as Torielle soon discovered how to exploit the warp to open new means of dodging the blockages surrounding him. With the orbital defense systems keeping the spread-thin forces at bay, he was free to continue his exploitation of the people.
With help months away and their own forces worn to nothing, the small imperial kill-force was on the verge of declaring exterminatus when the Warp opened as it had 53 years prior. Forth spewed the batted ships of the Reclaimers. Without transmission or word of warning, they descended past the ill-prepared defense batteries. Many reason it was the lack of firing protocols that disallowed proper targeting against the Reclaimer ships, the brethren having constructed the system themselves. Others accredit the Emperor’s grace. Whatever the case, this breach lead to a spectacular planet fall.
Landing in the mid capital zones, the forces though lost disembarked their charge. From his tortured Thunderhawk strode O’rielly himself. At once grim yet shinning with holy fire, he led his remaining brethren to Torielle’s unholy sanctuary.
They would have been lost if not for the renewed vigour of the Imperial strike force at their back. Together, though Torielle and his forces were hell-spawned and strong, they drove them back until they found the heretic and his guard.
O’Rielly was outnumbered and weary, yet something else drove him. Some inner force empowered his every blow, and he seemed to visibly radiate his vengeful spirit. Striking down Torielle, he delivered Aria again unto freedom.
As the the Imperial Forces gathered, the Inquisitorial ambassadors could barely speak to inquire of the strange reappearance of the Master and his chapter. The brethren still standing were charged with such an undeniable aura of power that those around them nearly cowered in fear. Taking up his tansport again, O’Rielly quickly left the Inquisition to oversee the ordering of the capital.
O’Rielly somehow seemed to know of Torielle, his guilt and power, and how to overcome him. He offered no explanation, but simply set to work ordering his chapter, and securing his system.
And so five decades later, an aged and battle scarred O’Rielly led his finest in a daring mission to capture and bring to justice those of the Inquisition responsible for such an offense. Cleared of charges, the Chapter renamed its self the Harbingers of Dawn, or Harbingers in honor of the title the now long dead liberated called their rescuers.
Mission and Doctrine
Because of past experience with the Inquisition and the other branches of the Imperium, the Harbingers have become more independent minded in doctrine than their peers. They see the Imperium as a sprawling, broken and aimless giant, uncaring of its people. They hold the Emperor as their insightful king of great power, but recognize his weaknesses. They depend on him as there is no other power to look to, but hold more faith in what their brethren and their cause than in blind faith preached by a power hungry Ecclesiarches. The Emperor’s dream of unity and a perpetuation of mankind can only be achieved through the people, not through their manipulation. To the chapter, The Imperium is a force to be allied with, not wholly assimilated.
As the Imperium is more than happy leaving the Astartes to their own beliefs, there is little friction between the chapter and the Administratum. Indeed, even the Inquisition has counted upon the Harbingers in the past. But this by no means is to say they don’t have their suspicions…
From its creation, it has been the intent and mission of the chapter to liberate, and this remains today. The Harbingers have no central homeworld, but several that together form an alliance with the Harbingers. They may draw upon forge worlds, aggri worlds, and hive cities for support in their campaigns to free more worlds from the dominating powers of the alien, the tyrant, and the ever encroaching powers of Chaos. In return, they are pledged to protect these worlds, should they be threatened from within or without. Indeed, there have been occasions when the chapter has had to purge corruption from its own worlds.
Organization of the Harbingers
Varying in both great and small measure from the Codex Astartes, The Harbingers put a large emphasis on the strength and capability of each company. Since Aria’s passing, the chapter has not rebuilt the 4th, 8th or 9th companies, in honor of those brave brethren. Instead, each company is larger than 100 strong, compensating their numbers. In addition, each company produces and keeps its own veteran squads, and trains its own recruits, eliminating the need for a 10th company. Some even enjoy the complimented support from worlds they have liberated, such as the 7th company, that receive a good amount of their manufactured supplies from Crexus Prime, a highly efficient forge world. In control of many STCs and building protocols, they are independent of Mars, and supply their chapter with the means to conduct their wars.
Each company is not independent of its peers, but rather self-sufficient. They rally under the same banner, yet each have their own holdings for their respective campaigns. As such, each is a tightly knit group, veterans fight alongside each other for centuries.
Scouts are drawn from liberated and maintained worlds, trained as per codex, and added to the respective companies. Servitors are automated AI constructs built and monitored by the tech-marines of the chapter, to the distain and suspicion of other chapters. Every company maintains its own collection of relics, artifacts, and heraldry, including suits of tactical dreadnought armor and ancient weapons.
Veterans from each company are kept in the company, promoted alongside their brothers. Sterngaurd, Vanguard, and terminator squads come directly from the ranks of the company’s own.
The Halo Deviance
When Master O’Rielly made his return to liberate Aria once more, he was said to radiate power, to the point that it could be felt around him in a concentrated cloud of determination. Indeed, since the rebuilding of the chapter, there have been many accounts of the same, when brethren of the Harbingers have been described similarly- as aggressive, power encompassed crusaders, wreathed in energy as they make their charges or defend their fallen brethren.
This, unlike many supernatural accounts, is explained by scientific fact. It seems that while trapped in the tides of the void the brethren and their gene seed warped to develop a curious psycho- sensitive enhancing property. Referred to as the Halo Deviance, thanks to the radiating light their gene seeds emit, this seems to empower the brethren in many ways.
Linked unexplainably to what seems to be both the subconscious and the soul itself, the Halo deviance allows for the physical (through the gene seed) to interact with the spiritual being through the subconscious synapse. When a marine is emotionally incited to anger, for example, it appears the Deviance draws power from his spiritual power to augment his physical power. Thus a soldier inspired to avenge a fallen brother may double his strength, increase his fortitude, and speed his assault, through an empowered feat of will. He finds the very real power in himself, and draws it out.
Unlike psychic abilities shared with thousands of others, the Deviance is not a conscious power that can be called upon at a moment’s need. Instead, it is better thought of as an augmentation of one’s spirit or will, whether that emotion is manifest by anger, courage, or determination. Indeed there are few psykers among the Harbingers- it is thought that the Deviance blocks these abilities from all but the most powerful psykers.
And so the Harbingers are the bringers of dawn. While the gene seed of the chapter makes them appear outwardly grim and dark, when inspired to great works the brethren will begin to radiate power- their eyes will alight, their countenance and surrounding aura profoundly bright, and they are changed for a moment to new level of power.
This is not without price however. For those who experience increase are always tempted by greed. Those who know power feel corruption. And so it is with the Deviance- a brother who feels the power of his very self being multiplied must keep these things in check, for to abandon reason to emotion complexly invites a loss of control and a rational thought. This left unrestrained can lead brethren to grow to immense abilities, where the Deviance begins to compromise them. Their every blow is devastating, every word a heralding echo, with the eventual inability to draw the line. Insanity and meltdown happens as the soul is put into overdrive and the body cannot continue. Thus the brethren become martyrs for the most noble of deeds and battles. It is both a blessing and a curse then, the Deviance. It must be controlled- the power it grants is immense.
There are no battle librarians in the ranks of the Harbingers. To combine the prowess of a psyker and the might of the Halo Deviance would be devastating and dangerous. This rift is filled by sanctioned psykers conscripted from liberated and allied worlds, while combat abilities of the Martyis Proxy graduates (or rather survivors) are more than comparable to the Librarians of other chapters.
Indeed, to attain the rank of Captain, one must harness and control the power of the Deviance. To be able to physically withstand the pressures of a mortal shell powered by the very soul is a rare feat to be sure.

The Martyris Proxy
Those that are alight with the determined fire to avenge, defend or purge can become so charged that they must go to where they can be of most worth- the heart of battle. Brethren that have lost the ability to keep the charging of their war-spirited souls in check are given the chance to either expire on the battlefield in glory or satisfy this emotional need in death defying deeds.
The brethren lost on Aria have never been forgotten, their acts of selflessness and courage recorded in many tomes within the Reliquary. These names hold special meaning to the Harbingers- each is a hero.
When a battle-brother joins the Martyris Proxy, they are adorned in scripts and seals bearing the names of the fallen brethren, both old and new. In this way they bring them to battle and glory eternally, and are there when the battle-brother lays low his life.
As each brother is infused with a fierce determination multiplied and manifested by the Deviance, it is rare that those who survive the battle to be able to long endure after. So it is that the Martyris Proxy is held in the highest respect among the chapter- they personify the ideals of the Habinger’s doctrine.
Arraignment and heraldry
As befits their character, the chapter colors are predominately a dark blue grey, simple and dark. By contrast, they brethren wear a lighter grey then a shining white, with lastly a gold trimming accenting their mindset: Brightness and hope only after a dark despair.
The Defender’s Shield and Cross is their emblem, signifying the devotion they feel to their people and to those the ally with. Truly, for a battle brother to don the shield and cross is to make their oath to brother, chapter, humanity and its allies.

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Re: Fluff 'n' Stuff

Post  Guest on Sat May 01, 2010 1:34 am

Well fuhh.. who wants to follow that?!

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Re: Fluff 'n' Stuff

Post  Guest on Sat May 01, 2010 1:48 am

you do- lets hear about the outcast wolves!

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Re: Fluff 'n' Stuff

Post  Guest on Sat May 01, 2010 3:05 am

The 14th. The Sons of Russ and the Chosen of the Wolf. The Outcasts of the Space Wolves started with their Leader, Wulfgar Spellbreaker, The Bane of the Thousand Sons. Wulfgar was once a promising young Wolf Guard for the Lord Engir Krakendoom. He was assigned to assist the Company's Wolf Priest in training the new recruits. But on a routine patrol their Thunder Hawk received a distress call from a near by Coven world belonging to a chapter of The Benevolent Hand battle sisters, upon making planet fall the new recruits fast learned of a powerful contingent of Thousand Sons led by the Outcast Sorcerer himself, power behind the empty husks that the Thousand Sons had become, Ahriman.
Ferocious and Headstrong nature was their ultimate downfall, the young Fenrisian Warriors charged straight through the heart of the enemy with devastating results but the advantage of their surprise assault soon tore them asunder. A hail of psychokinetic gun fire tore all in their wake to gore. Only Wulfgar was left standing, covered in the blood of his fallen comrades he gripped his power sword in one hand and the Crozius Arcanum Axe of his fallen mentor in the other.
He swiftly tore through a score of Admantium husks on his rage fueled path to the heart of the battle, where the Cannoness of the Sisters, Lady GaGa, dueled with Ahriman. With a roar so loud that the stars themselves shook in his wake as he managed to slide his Power Sword right through one of Arhiman's two hearts. With a large blast of warp energy he retreated to his Star Cruiser grievously injured.
Wulfgar collapsed into a hump of blade wounds and bolter holes and his transformation had begun, revived by the Sister Superiors of the Coven, Wulfgar struggled with terrible visions and horrific pulses of warp energy through him. The blast from sundering Arhiman had ripped Wulfgar's mind asunder and forced raw psychic energy to fill the void.
He managed to keep his new found power secret long enough to return to his Battle Brothers on Fenris. He soon discovered he had the amazing power of Foresight, so craved by the Astropaths of the Chapter. But instead of visions of heroic deeds and honorable battles, Wulfgar saw only death and extermination in the future for the Space Wolves. Attempting to preach the doom of the chapter only angered the Twelve Lords and a consequential skirmish saw Wulfgar banished.
Though his message still reached to some, several smaller Wolf Lords formed as his personal Disciples and formed the Pack of the Lone Hunter. Together these powerful tacticians, warriors and psykers travel the galaxy upholding an honor to defend all in need, and sift any promising recruits along the way. Recruiting outside their traditional Fernisian Warrior Pool makes many uneasy but Wulfgar knows the coming threat is very real. He scours data archives and vox channels in search of Lone Wolves on their exiled Path to Redemption to form his personal Body Gurad and guides to the new in the ways of the wolf.
Their crusade for honor and fresh bodies readies them even more for when the day finally comes and the Space Wolves won't be enough to save Fernis from ultimate destruction, Wulfgar will lead in his personal Land Raider; The Lupercale straight into the heart of any foe. He and his Renegade 14th Company shall reign fire from the sky and bring the fury of Russ upon all who hope to snuff the light on mankind out.

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Fleet No. 328448

Post  Lil Red on Tue Jun 01, 2010 7:43 am

Fleet No. 328448
Location: Astroid Gryphone III
Commander: Basil (last name unknown)
General: Ambrose the brother of Basil, Directs the front lines.


Gryphone III is an astroid in orbit just outside Ambrose and Basil’s home world Gryphone IV. Gryphone III’s Volcanic activity has made nye uninhabitable. Gryphone III’s worth comes from the fact that the Tyranids must first pass by Gryphone III before they can attack any other Imperial planet in this region. Because of this Gryphone III has become the Emperors first defense.
Far from any reinforcements the emperor has allowed for the Imperial Navy to overlap with the ground troops in the region. Because of this alliance Commander Basil and his predecessors have been able to hold off the Tyranids for more than 100 years.
Commander Basil and his brother we both born on Gryphone IV. From a young age they both showed great abilities in the art of war. Their father was one of the Cadian shock troops assigned to Gryphone III and spent most of his life leading the battalion in his region. It was because of his valor that Commander Breech looked into his children. Basil was the older of the two boys but by far the smaller. What he lacked in size he more than made up in wit. He on more than one occasion was thought to be the master mind behind many of the school pranks, although no one was ever able to prove it.
What basil was mentally his younger brother Ambrose was physically. He quickly gained a reputation of being “invincible” in combat. The brothers at the age of 13 and 12 respectively enlisted into the military. By the age of 14 both we in command of the regiments and by the age of 16 both were stationed along side their father on Gryphone III.
Four years into their stay on Gryphone III is when things changed. Never before had the Tyranids swarmed down on their defenses as they did that night. It took the Imperium more than 18 months to fend off this attack. When the dust settled Commander Breech had fallen to the sword of the fleet’s swarmlord. Along side Breech’s remains was Basil and Ambrose’s father. More Unexpected however was that Ambrose being Basils spear had slain the swarmlord and the brothers with their regiments had pushed back the tyrannic invasion.
Basil was made Commander over the Gryphone III and the two brothers have spent the last 8 years defending it and the rest of the empire from the Tyranid invasion. Basil has spent the last few years trying to capture and brake the link between the Hive Mind and a tyranid. Although it is impossible to ever “train” a tyranid, he has been successful at braking some of it’s ties to the hive and at times “pointing” it in the directions of Basil’s enemies and thinning them out before the guard fall upon them.
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Re: Fluff 'n' Stuff

Post  Lil Red on Tue Jun 01, 2010 7:44 am

I've tried not to end the fluff on purpose so that I can keep it moving forward as my army progresses (and I do as well). As I pick a solid playing style I will incorporate it into my fluff.
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Re: Fluff 'n' Stuff

Post  Guest on Tue Jun 01, 2010 3:21 pm

I liked it, is that fluff behind your two armies? Guard and Nids that you're going to start?

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Re: Fluff 'n' Stuff

Post  Lil Red on Wed Jun 02, 2010 12:54 am

Yeah, the guard are by far my favorite army and really play to my style. I also love the look of the models and their tanks. They will 9 times out of 10 be the army I field in a tourny. However playing the same way every time can get boring and so I'm working on another list that is competitive with the guard and on top of that I'm going to slowly collect some nids. I like the idea of a massive swarm rushing an opponent to get into melee, as well as outflankers and flyers and MCs and no tanks. It will be almost 100% different than how I play now.
I'll try and update the post as my army progresses. This tournament should be fun to add the first chapter in their fluff.
I also tried to set it up and look like an actual IG writing style, for the Nids I think I am going to give their fluff as if it's Basil's journal. This way I can give things names (which the Nids lack in) and it will make sense why they even have "fluff." Some of the things I'll have to set up as if Basil heard it from another follower of the empire (when the nids playing anything other than guard) which will make the journal entries fun and unique as well as allow me to customize the units in the army. I won't lie a lot of my models etc.. from here on out will just be for fun and to try something different.
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Re: Fluff 'n' Stuff

Post  Lil Red on Wed Jun 02, 2010 1:00 am

Marshal do you have fluff for your eldar as well?
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Re: Fluff 'n' Stuff

Post  Guest on Wed Jun 02, 2010 4:10 am

I sure do, but its kinda weak so far.. Do those two brothers fill in for any SC's? Like Santiago is Mephiston and Wulfgar is Njal??

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Re: Fluff 'n' Stuff

Post  Lil Red on Wed Jun 02, 2010 11:13 am

Yeah Basil is creed, I'm not 100% sure where I want to put ambrose yet.
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Re: Fluff 'n' Stuff

Post  Guest on Wed Jun 02, 2010 12:44 pm

Straken!!

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Re: Fluff 'n' Stuff

Post  Guest on Wed Jun 02, 2010 3:30 pm

Dude I like it! that sweet shiz! holy cow now you have to make them some sick models!

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Re: Fluff 'n' Stuff

Post  Guest on Tue Jun 22, 2010 1:18 am

basil and ambrose are cool names too. where did kennan post his stuff?

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Re: Fluff 'n' Stuff

Post  Guest on Tue Jun 22, 2010 2:24 am

I don't think he has yet!

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Re: Fluff 'n' Stuff

Post  Guest on Tue Jun 22, 2010 2:47 pm

i thought he said he had...

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Re: Fluff 'n' Stuff

Post  Guest on Wed Jun 23, 2010 3:55 am

He said he was gonna but he hasn't :[

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chaos ftw

Post  Zac Nelsen on Fri Jul 09, 2010 2:12 am

Well I have yet to name my legion of chaos but it is led by the sorcerer Hastur the king in yellow (cthulu stuffs) and have close relations to huron blackheart and his pirates along with a band of the sons of malice and their daemon prince leader The Prince of Madness, bringing along with them their deep seeded hate for the self righteous, hippocritical, (and sometimes extreemly evil!) Imperium. My fluff is mostly just for the specific squad but ill just run down the line. Hurons's dark wolves, a squad truly blessed by slaanesh, they fell to chaos as huron contacted them, convincing them to betray their fellow wolves on the ship the wolf of fenris (once a great ship for the space wolves now commanded by huron and his pirate fleet) they could not resist the promises of riches, honour, and most of all, martial prowess from slaanesh. My thousand sons have all traded their souls for protecting wards and unholy magical powers to hastur, they got their wishes but as time went by their debts were due, they now live in a state of insanity, hollow shells of the once proud space marines, personal guard of the scorcerer rhasputin, who instead sacrificed the lives of his entire space marine platoon for even greater powers and near immortality (he stood up to the avatar and lived!) The khorne berserkers I have, named the Shadows of the Warp once part of the infamous world eaters, after a massive slaughter of eldar only 9 warriors stood left, led by the great lord Ali Raza gifted with his daemonweapon "Banshee's Cry" and his apprentice Ceasar they were found by the King in Yellow himself. In his mad ramblings The King told him to go to a hidden altar of khorne deep in a forrest and fall on their own blades and they shall be immortal. Ali convinced his band of warriors to follow him into the decent of madness they did as The King told them. A massive implosion errupted sucking inn the altar and the warriors alike to the throne of Khorne himself. Khorne was indeed pleased and granted the souls of the warriors the ability to manifest themselves in the physical world as shadows and murder and slaughter as they please with no chance of harm (as they have no physical form to harm) as they die their apperitions simply vanish into a black cloud of fire (think zealots on starcraft except darker) Those that manage to excape with their lives seldom excape with their sanity as they are haunted by shadowy figures slicing, chopping, and stabbing away at their souls and often find themselves falling to chaos (and even in the dark clutches of Hastur himself, mere pawns to his greater gouls). I still have some fluff to work on, such as my chaos dark angel, my death guard, and maybe even noise marines, ill post it when its done
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spelling n stuff

Post  Zac Nelsen on Fri Jul 09, 2010 2:17 am

I reqlize my english is horrible but its 1 am, I can't sleep, and have had unholy amounts of mountain dew today so don't blame me
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one last thing...

Post  Zac Nelsen on Fri Jul 09, 2010 3:01 am

I play Hastur the King in Yellow, as Ahriman. Not much is known about him except he is an unmatched psyker and he is not, nor never was a space marine. Even the superhuman form of a space marine is far too frail and weak to contain the sheer psychic power and knowledge of Hastur. It is rumored that the form of the great king is merely an avatar of something much greater in the warp only a select few that he has trusted (such as the immortal Prince of Madness and the ever loyal Rhasputin) have true knowledge of what he is. Hastur is, he always has been, and always will be. But it would be no fun to keep his secret to myself now would it? Razz Hastur is the Chaos God of Insanity. He doesn't take place in the other god's petty fights for dominance, he is a true sorce of power, respected by all 4 gods, and his followers are the truely gifted (and also of course, completely insane) worshipping him will not only receive his favor, but depending on what they desire, will gain gifts from the other gods I. E. Ali Raza and the Shadows in the Warp
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Re: Fluff 'n' Stuff

Post  Guest on Fri Jul 09, 2010 3:12 am

whoa awesome! i like it- god of insanity eh?! hideous!

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Re: Fluff 'n' Stuff

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