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The Plague Father


hiiampal
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Source: Codex Heretic Astartes: Death Guard

   

 

 

"A kiss of contagion; on your pretty unmarred cheek.

 

O~oooh. Generous gifts to you, so as to enhance your physique;

 

Buboes, phlegm, blood and guts! 

 

Boils.. rots and pus

 

Blisters, fevers.. weeping cankerous sores

 

From your wound it festers

 

Blessed be upon your bleeding pores

 

For you are graced with the opportunity to cleanse Almaris

 

from despair and stagnation through the acceptance of his gifts."

 

- Pope of Pestilence, Sagoth.

 

"Sooner or later, GOD won't stand the succulent itching within his decaying body anymore."

------

 

            

He, who stands upon his Garden of Affliction.

He, who creates life from the rotting frames of his faithful.

He, whose benevolence know no bounds, spreading his gifts without discrimination.

For you are all his children.

Fret not, He who now knocks on the window of the mortal realm of Almaris, his all-seeing gaze peeking through the Voidal Tears.

-------

1610-tid-07-jpg.20086a.image.mq6.jpg

 

Note:  First post, wanted to test the waters. It's pretty obvious where my inspiration comes from, nurgle of Warhammer franchise, credit goes out to games workshop. Thanks for reading. 

 

 

 

Edited by hiiampal
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Sagoth

 

The fear of stagnation is a primal one; instilled within all beings regardless of their hierarchy on the totem pole of life. A necessary fear inherent within everybody, which drives mortals towards progress. For the moment complacency occurs, stagnation soon follows. 

 

Sagoth is as old as time immemorial, for he precedes the concept of death. Gaining sentience before many of his other fellow brothers and sisters. Most of his cultists see him as their father and creator, for it was he whom offered them an olive branch. Allowing them to transcend death and escape pain and suffering from disease and old age through constant growths and mutations.

 

Contrary to commonly held belief, Sagoth despises the concept of stagnation. While his many detractors seek to differ, he embodies the concept of Rebirth, Redemption, Hope, & Growth in his own twisted way. A benevolent daemon which seeks to spread his ideals through his followers. He is the most doting of all his siblings, freely sharing his knowledge to whomever is willing to listen; he does not have a true favorite follower for he cherishes them all, even those that would call themselves his enemies.

 

Towards his foes, he does not view them with hate; but with pity. They are but lost lambs, whom he seeks to guide into his oasis amongst the desert that is a pit of despair, hopelessness and inequality. Sagoth believes them still deserving of his unconditional gifts and the release from their mortal coil. His realm and followers known for jovial laughter and singing.. despite their.. disturbing decorum and countenance.

 

(Here is a sketch drawn of one of his most loyal followers, offering readers a glimpse within his garden and various creations.)

 

Staff of Nurgle | Historical figures, Historical, Art

 

  Cult of Sagoth

 

 

Pin on The Dork Side

(The cult's sigil, often worn as a pendant or placed on a banner at their altar of worship. A silhouette of Sagoth's sigil branded onto anybody touched by His gifts; unworthy or not.)

 

The cult of Sagoth are the congregation of his staunchest and most loyal of followers, worlds apart from the rank and file of infected that secretly wander the deep wild or the dark expanse of Almaris. 

 

The cult's modus operandi is to fight a slow war of attrition with it's enemies as it bides its time awaiting for their cult's full revival. The prophecy of the Carrion Lord, may he walk on the soil of Almaris once more... their sole patron and the first worshipper of Sagoth.

 

 

 

 

 

"The blood of our brothers, has been swallowed on the grounds of unbelievable insatiable thirst...

 

The tide swells and rushes forth, swallowed by the storm's surge...

 

But we will turn from this, emerge from this...

 

Ignore the creeping dread that slithers up our spine from this...

 

Hear me!

 

We the stalwart stand prepared to hold before this brink of the precipice...

 

 While eye to eye with disaster...

 

We persevere with unrelenting force as we slowly raise the body count...

 

A war of attrition... to hinder their progress as our carcass rots in mud...

 

We step forward and feel no hesitation...

 

For we are tools for his plans;

 

To kill as is needed and to die as he demands...

 

For the Crowfather!"

 

ArtStation - Nurgle Cultist, David Auden Nash

                                                         

Hierarchy of the Cult 

 

 

The cult operates on a simplistic and loose top down hierarchy which values seniority and loyalty towards the teachings of Sagoth, requiring strict adherence towards His Will and directives. Only the most zealous of cultists will flourish, rising up the ranks. As they slowly become further entrenched within Sagoth's bountiful garden. The cult does not have a strict adherence to seniority however, dependent on the nature and circumstances of a person's corruption and their potential to maintain coherence as they are crafted towards Sagoth's vision of their ideal form.

 

After all, no matter how fair Sagoth wants to be; it is a fact of life.. that some people are created more equal then others. 

 

Abominations

"Blessed is the mind that is too broken to doubt."

 

Mindless beings that traverse the deep wilds where no mortals would normally set foot

upon, they can be found in a multitude of places; from the Diseased Grotto of Savoy to the Stygian Hollow of Urguan. These diseased few could be easily discerned by their limping gait and unfeeling cold milky eyes. Shambling aimlessly as they await instructions from the various Blight Priests within the cult. All but a husk of their former self, now mutilated and distorted beyond recognition.

 

While on stand by, they poison the surrounding ecology as the ecosystem mutates due to their various secretions. Whether it be through their decayed pores, saliva, tears or multitudes of openings from their already festering wounds. 

 

An abomination is created once a victim that is infected has lost all forms of sentience after being infected by Sagoth's touch. Depending on how powerful an individual was in his past life, a portion of their strength would be retained as abominations outside of their now.. enhanced vitality.

 

Ask Jaghatai Khan — phields: Warhammer: Nurgle's corruption by ...

 

"The bigger they are, the harder they fall." -  Vesh Redwood, Blight Priestess 

 

 

To convert and walk the path of enlightenment is the highest honor one can receive, however the dangers are great, akin to walking a tightrope of insanity;  a gift only Sagoth can bestow upon the worthiest of his followers. 

 

 

Prerequisites

Spoiler

- 1 Month old Persona

- Signing a PK Clause during trials and tribulations.

- Finding a Blight Priest to mentor and convert you.

 

(Failed advancements and initiations of cult members are automatically PK'd, turning into abominations. Their corrupted persona's being able to be used by the ST's discretion, losing all right to dictate it's future.)

 

Ranks within the cult:

 

Neophytes  (T0/1/2)

Plague Bearers (T3/4)

Blight Priests (T5) [TA Applicable]

Chapter Master/Plague Master (T5)

 

(Tier Progression)

 

Tier 1)

"Be grateful for the path father has laid before you."

 

Neophytes are newly initiated members of the cult. They will be taught the basis of Plague Magic and be put through rigorous training, slowly getting themselves attuned to their newly found gifts in preperation for their first ascension. They now tread a path of damnnation transcendence.  

 

Similar to dedicants of the druid order, they require a mentor to help guide them. There would be a high likelihood of them falling from Sagoth's grace without instructions, such as not practicing the faith correctly, citing incorrect rites and litanies or blaspheming or injuring themselves practicing their budding innate abilities.

 

Most Neophytes would undergo slight physical alterations, losing a significant amount of weight and skin tone turning a shade paler.

 

 

 

Ability Progression:

 

Spoiler

Smog Breath (I)

The user is able to produce smog, a foul smelling mustard yellow plume at Tier 1. While it is not inherently fatal nor debilitating, it causes side effects that limit an enemy combatant that is not prepared. Their tear ducts water, their nose start getting runny their throat coarse and itchy. Someone who is unused to fighting these cultists might start gagging at the smell. General visibility also lowers.  (2 turns to charge up, affects opponents max 3 turns)

Redlines

Spoiler

-2 turns to charge up, affects opponents max 3 turns

-It is NOT lethal

-Does not stack, ability has a cooldown of 2 turn after affliction is gone.

Corrosive Phlegm

Due to the weakening of their gag reflex and their Phlegm being strong adhesives with minor  hallucinogenic properties, they are able to spit in close to medium range whether on objects or people and bind them temporarily with a well placed shot. (2 turns to charge up, affects opponents 1 turn)

Redlines

Spoiler

-Does not bind players in its entirety, only maximum of 2 limbs or 1 limbs onto another object

Gut Pouch (I)

As a side effect of their gag reflex, they are able to store items within their gut to avoid detection by swallowing an object. 

Redlines

Spoiler

-Can only store things that can reasonably fit within your mouth.

-Outside of non combat items, it can store 1 dagger and 2 arrows

-Cannot be used in direct combat unless spending 1 turn to gag it out.

 

Poison & Disease Immunity

"There are poisons that blind you, and poisons that open your eyes."

Effectively immune to any diseases, poisons, paralytics or drug of any kind. For they are His domain.

Redlines

Spoiler

-Blight of a stronger caliber affects them.

-Weak against druid magicks.

 

 

 

Tier 2)

 "Success is commemorated, failure is merely remembered."

 

At this stage, surviving Neophytes have gone through their first ascension, garnering more favor and attention from the Plague father, for they have sipped from the poisoned chalice and triumphed.

 

Due to their ascension, Sagoth's gift has started to mature. This is the starting point of no return, unable to escape the Plague father's grasp. The infection spreading inwards, little to no malformation has occurred yet... the blight eating at the newly initiated cult member's innards, his body is in the transformative state of becoming the host of Sagoth's many diseases.

 

This phase causes Neophytes untold amounts of pain, it is also the most dangerous period for a budding Plague Bearer as the transition would wreck havoc on a cultist's body. A weaker Neophyte at this stage would lose concentration and succumb to the blight, unable to control the growing infection within their body. Body secreting various strains of pestilence involuntarily, (eg: whether exhaling smog, breaking wind, sweating etc.) 

 

Neophytes who fail this metamorphosis period would degenerate mentally and physically, turning into one of many abominations that plague the region. While Sagoth's disappointment would be immeasurable; he does not allow his children to waste away, instead beginning their lifelong servitude in a different fashion.

 

For their decaying carcasses are His currency, and He spends it well.

 

 

Ability Progression:

 

Spoiler

Smog Breath (II)

The user is able to produce a thicker smog completely carpeting the area surrounding it (10 meters), completely obstructing vision. It has the same effects, however slightly more potent. Their eyes get irritated within the smoke, turning red. Their tear ducts flow while their nose runny,  throat coarse and itchy. 

Redlines

Spoiler

-2 turns to charge up, affects opponents max 3 turns

-It is NOT lethal

-Does not stack, ability has a cooldown of 2 turn after affliction is gone.

Gut Pouch (II)

Their gag reflex looser, they are able to elongate their mouths slightly further to store items within their gut to avoid detection. 

Redlines

Spoiler

-Can only store things that can reasonably fit within your mouth.

-Outside of non combat items, it can store 1 dagger and 2 arrows

-Cannot be used in direct combat unless spending 1 turn to gag it out.

 

 

Tier 3)

"There, feel the glory of necrosis, and rejoice! Father loves you!"

 

At this point, the transitional period is over and the initiate fully graduates from their apprenticeship, becoming a sanctified Plague Bearer of the cult. Gaining the respect and acknowledgement a person of his stature deserves, the reward of his hard work and perseverance pays off and father's generous gifts bountiful. Plague Bearers of this tier are the foot soldiers of the cult, fully fledged members that can proudly bear the Sigil of the Enlightened in the name of the Plague Father.

 

Their feelings of pain and discomfort numbs; the amount of damage their body now able to hold increases by a large margin. What used to send them keeling on the floor now feels like a love tap. Their eyes slowly starts to sink in on themselves, skin coarse like sandpaper. 

 

Now attaining the iconic murky olive green green eyes, a stark similarity to murky swamp water. Their body now fully able to host and withstand most of Sagoth's plagues and diseases through a new organ; the disease sac. It flows through a new set of veins that pumps pestilence all across their body. From this point on, it is up to the cultist to take the initiative to spread their own creations and to nurture their new virulent body to be the ideal cradle of Father's vision.

 

They do not involuntarily secrete poison anymore.

 

 

 

Ability Progression:

 

Redline:

 

 

Tier 4)

"All life is a lie. I am a boil on the face of reality. And I fester!"

 

The Plague Bearer has become well adjusted to their new bodies and fully acclimated to the gifts earned through metamorphosis. Their disease sacs now formed within the body now matured and grown to its adult size. Due to the extensive use of Sagoth's gift, they have  fully lost the sensation of touch and taste. Neither feeling discomfort nor pain.

 

The plague bearer is now unfeeling and cold to the touch. Heartbeat weak; blood barely pumps throughout his body. Vermin such as botflies, maggots and leeches now seek refuge within his cradle, gaining a natural affinity with them. They burrow deep within their body and squirm about within their robes. At this stage however, the plague bearer is only able to hold common strains of plague bringing animals with little to no direct offensive capabilities. 

 

Ability Progression:

 

Redline:

 

 

Tier 5)

"I am no longer afraid, for with his pestinential favor, I have become that which I once feared most." 

 

Pain only an illusion of the senses; fear the illusion of the mind. Cultists of this tier have proven worthy of Father's undivided love and attention. Beyond this, only the Fly Lord sitting upon his sacred Garden waits as silent judge of them all. They are the herald of his vision upon all of Almaris. 

 

Their final transformation set in stone, crafted to perfection in Father's vision. Cultists of this tier immediately thrust into leadership positions inside the cult, making up the core members of the Inner Circle. The white of their eyes now piss yellow, their veins turn black from rot, a stark contrast to their pasty white thickened husk of a skin. 

 

The multitude of plague vermin within their bodies ripe for the picking, an entire ecosystem of pestilence and decay has been nurtured within them. They are able to protrude out of any orifice of their bodies, even forcefully digging out of the Herald's skin if needed to at a moments notice. These vermin, soaked from head to toe in pus and goo, slightly larger and way nastier than of the common variants. Making for a gut wrenching scene for any wary adventurers who stumbles across their path.

 

Ability Progression:

 

Redline:

 

 

Ascension Rituals & Trials

 


Spoiler

Initiation

"Faithless is he that says farewell when the road darkens" 

 

The moment an aspirant expresses an interest to join the cult and found a Priest willing to mentor them, their faith and loyalty will be put to the test. To live according to Sagoth's teachings, it would be a life long commitment; to abscond at this point would be heresy.

 

The cult's sigil, the mark of the beast branded unto their previously unmarked skin... signifies their undying loyalty. A common placement would be on the aspirant's left shoulder blade. Many zealots choose to get the brand on somewhere more visible to prove their sincerity instead. (eg: neck, cheeks, palm etc)

 

The cast iron dipped in a cauldron of boiling blight before the branding occurs, a small amount of blight trickling into their skin, mandatory for the usage of plague magic. This process symbolic in nature and to drip feed their mentor's blight.

 

 

Ascension

"We are just real selective on who we choose to call our  brother,  so the question is... are you ready?" 

 

This is the first real step for an initiate's path towards transcendence. A rite of passage. It is also the first hurdle amongst the many trial and tribulations they soon face; same as the other members of the cult that came before them has, not unlike certain tribal cultures of old. 

 

However, to disappoint father at this point would meant to be cast down, unable to gain transcendence and stand beside him within his sacred garden. Instead serving as an abomination for all of eternity, for their rotting carcass is his to do as he choose so.

 

It is an joyous event regardless, widely celebrated amongst the cult. The ceremony starts with initiates standing before the holy altar, where the designated priest makes an incision on their own wrist before allowing the blight to trickle into the ceremonial cup until it is filled to the brim. Initiates now having to drink from the poisoned chalice; blight coming from the sanctified priest in all it's undiluted might. The process signifying their undying pact, a connection never to be released even if death does them apart, all under the watchful gaze of His most Virulent.

 

If the Initiate fails and succumbs to the blight, he is turned into one of the priest's personal Abomination; serving under him for all of eternity. If he passes, he is accepted as a full member, the priest under oath to provide as best he can for his student for not doing so means going against Sagoth's will. 

 

 

Metamorphosis

"I am the harbinger of decay, my body His Temple."

 

Like a house fly who goes through complete metamorphosis from its pupa state into it's adult form, an initiate similarly has to go through it. A seaweed green cocoon starts to form around their body as they fall catatonic when the blight reaches its maturation period. This occurs when the foundations are fully set, the disease sac forming and a new set of veins growing while the old one withering up and decomposes into their blightstream during this period of transition. The process takes 24 to 48 hours, some never leave the cocoon while others come out forever changed; their psyche warping and turning feral. To succeed would mean coming out with their sentience intact.

 

Their form now allows to lay host to living vermin that Sagoth adores.

 

Transcendence  

"Flesh and bone are weak and mutable, the daemonic perpetual."

Not much is known about the entire process of Transcendence. Due to the lethality of Plague Magic and the nature of the cult, most members rarely survive to reach this  crossroad. 

 

What is known is that it requires copious amounts of Ant's blight, a herb revered by the Cult and source of the blight. They then make a pilgrimage into the voidal hollow to seek enlightenment. They either make it out, transcending or fated to never leave, forever traversing the deep dark.

Warhammer - Nurgle Champion by helgecbalzer on DeviantArt

 

Edited by hiiampal
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thats not how the force works

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Interesting, last I heard; new daemons weren't being accepted, but I'm curious to see that if this is to come into fruition of an actual lore piece, what it can provide for the narrative, a more sinister deity magic is well needed. Though I might suggest seeking other minds to help you write and theorize, maybe gather a few older players who know all what might and might not go well on the server, and who can offer feedback at a more profound source. 
Regardless; Goodluck, will be sure to keep checking for updates and the like. o7

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2 hours ago, _Leyd said:

Interesting, last I heard; new daemons weren't being accepted, but I'm curious to see that if this is to come into fruition of an actual lore piece, what it can provide for the narrative, a more sinister deity magic is well needed. Though I might suggest seeking other minds to help you write and theorize, maybe gather a few older players who know all what might and might not go well on the server, and who can offer feedback at a more profound source. 
Regardless; Goodluck, will be sure to keep checking for updates and the like. o7

I was thinking of something that could allow people to fight a common enemy, and maybe more potential content for druids to actively combat. I am not too sure about the complaints towards druids but I heard staff cucked them off combating the void corruption so maybe another enemy would help. (All in good faith ofcourse)

 

I also dislike cannonism IRP so there's that. Anybody willing to give me advice or help out DM my discord caojibaii#6101. 

Edited by hiiampal
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