minor chaos gods

By Drake56, in Black Crusade

i was reflecting on the old realms of chaos books and the old armiy books and was wondering will it detail some of the lesser gods or maybe even give you rules for creating your own along with their minor demons?

Creating your own Chaos Gods? That sounds dangerously close to creating your own races and similar things that would change the setting on a greater scope - and whilst that is certainly a possibility for some GMs/groups I don't think we need any rules for this. In general, however, you could easily set up Greater Daemons as "pseudo-gods" - beings who are revered by some cults as a deity, who have infiltrated and manipulated a native populace to see them as something which they are not.

That said, I'm curious as to whether we'll hear more about Malal.

I want to play a follower of Necoho the Doubter, Chaos god of Atheists. Always been my favorite.

Lynata said:

That said, I'm curious as to whether we'll hear more about Malal.

Since Malal was abandoned by GW, chances are little to none.

klaymen_sk said:

Lynata said:

That said, I'm curious as to whether we'll hear more about Malal.

Since Malal was abandoned by GW, chances are little to none.

As was said somewhere else. Not just abandoned, but they lost the intellectual rights to him in general. So the chances literally are nil.

Really? Wow.

Alright, thanks for the info, I must have completely missed that!

It does seem however he was replaced by the minor chaos god Malice. There's a story in Legends of the Space Marines about him.

A few years ago there was a collection for Warhammer Fantasy called the "Chaotic Pantheon" that was posted on a few forums, don't know if anyone remeber that very well, but it did contain several write-ups for minor Chaos gods. Here's a short list of the ones that I have run down. Even if these are primarily Fantasy based I figured it should be possible to convert them to the 40k setting.

Minor Chaos gods

Be’lakor – First Daemon Prince
Malal – God of Self-destruction
Necho – God of Doubt
Zuvassin – God of Self-destruction
Khakkekk – Greenskin God of Blood and Violence
Atagro – God of Beasts
Meneloth – Goddess of Pleasure
Obscuras – God of Darkness
Mermedus – God of the Sea
Tristaris – Goddess of Misery
Kweethul – Skaven Chaos God
Hashut –God of Fire, Industry and Machines
Rashnet – God of Insanity
Sarr'Kell – Lord of Shadows
Melkirth - The god of evil, malice, and wanton cruelty and suffering
Malice - dedicated to confusion, anarchy and terror

EDIT: Of course I can't tell who was one time an official minor Chaos deity and who is a fan made, so I would advise caution in that regard. :)

EDIT II: And I did manage to track the old thread down. I'll make sure to post it here tomorrow or so.

Ok, new post with the old descriptions. Please note that these are made for ealier versions of Warhammer Fantasy but hopefully people can get some inspiration. :)

Atagro: The Beast God, Master of Rampaging Doom, Lord of Daemon Rage, Grand Patriarch of the Beast Masters.

History: Atagro born as a mortal man within the Empire by the name Hajerior Kull in a remote village of the Empire. Due to a miserible upraising by bad parents he came to despite the world, growing up to be a huge frightening man with an explosive temper and evil demour His physical and mental powers drawed the attention of a mighty daemonic servant of the Chaos god Shagraunt who imprisoned and teached Kull the secret ways of Chaos. Although it is evident that Kull learned much his hate for his masters grown with his power and finally he slew his teacher, the daemon’s magical powers unable to affect him.

This act drawed the attention of the god Shagraunt who gifted his newfound champion with gifts at random which made Kull recognise Shagraunt like his master and began to work for the dreaded cause of Chaos with such skill and determination that other gods of Chaos took notice of him and gifted him with the daemonic name “Atagro”. Atagro’s name became one of fear throughtout the Old World, it was however in Araby that he made his final test. By defeating the dreaded sandworm which had plauged the deserts. In reward for this Atagro was gifted with immense powers which made him superbly powerful, even mightier than his followers, despite their now daemonic nature. His followers continued to serve him loyally and worship their chosen gods. Among them was Nadine, a demon princess of Blazzach; Adaire, an elven daemoness of Shagraunt; Jenna, an elven demon princess of Tzeentch; Diva, a lusty demon princess of Slaanesh; Jundros, a hulking prince of Javate; Ayton, a demon prince of Ziradd; and Hrinn, a powerful demon prince of Thain.

Among Atagro’s many evil exploits and terrible victories are hard to number, for of many there are no survivors at all after his furious onslaught. Some worth of menting are:

His victory first great victory, that over the sandworm of Araby, after which he was given a set of magical bracers.

He faced and defeated Gog and Magog, Thain’s twin guardians. When the battle was over Atagro was presented with a great suit of Chaos armour.

Atagro’s victory over Krohxus, guardian of the Keys of Chaos by which he obtained a skin on his body, more resilient than any armour.

At the tomb of Zahkash, the first Chaos champion, Atagro destroyed the warrior’s spirit and claimed Zahkash’s magical helm.

Having penetrated a maze of illusions crafted by the goddess Xouahva he was gifted with a magical mask.

After Atagro fearlessly confronted the dark god of destruction himself he was given the ability to roar with all the dreadfullness of Chaos itself.

Atagro had to battle his way through a living nightmare that threatened to rob him of all sanity to acquire a pair of magical fangs.

Atagro won the two grey skinned, onyx clawed hands that replaced his former only after a grueling sparring match with the god Javate himself.

Atagro had to defeat the powerful demon prince of Vymm, Hakrii, to get the gift of a magical breath with which to undo his foes.

After having defeated an enormous mutated dragon called Norn, Atagro was given two hoves of power insteed of his former feeth.

After Atagro literally battled with the goddess Ziradd and managed to subdue her, he was given two pair of eyes that are grotesque and slitted lengthwise by narrow black pupils

His horns were given to Atagro after he proved his worth to Khorne by butchering six of Khorne’s mardaags (Flesh Hounds) in a single round.

The gaze was given to Atagro after he destroyed an entire temple of Sigmar and every living being within. The man-god’s eyes glow purple and searing beams of chaos energy stream from them striking whatever Atagro trains his gaze upon.

His magical cape which protects him from attacks from behind was won after Atagro pounded the goddess Xouahva into submission and bedded her.

Atagro’s great strenght of will was gifted to him after he slew the Grand Theogonist and threw his head into the Chaos Warp.

Atagro’s greatest gift is the weapon known as Kagorr. This deadly weapon appears to be almost like two swords connected at the ends of their handles. Kagorr was granted Atagro only after he defeated a powerful demon prince of Khorne named Stygion, as well as Stygion’s entire entourage. Stygion was a powerful hopeful of the Blood God and one who Khorne thought would prove to outdo Atagro. When proved wrong Khorne gave him the most powerful chaos weapon that has ever existed. Kagorr cannot be destroyed except by Khorne himself, personally, as it is he who fashioned the blade

After a final nameless test, created by Shaugraunt of which little is known where the Chaos gods put their champion to prove himself once and for all he succseded and was given his mark.

Atagro continued his raise to power, even despite that his warband was destroyed by followers of the daugheter to the Prophecy of Light, a woman named Ehvin, champion of Allumas (to make it better fit the current fluff, I would replace Allumas with Verena as they are pretty similer to each other). When Atagro finally stood ready to destroy the world as a mighty god of the flesh he was defeated during a epic battle atop Mt. Ghardoasa in the northern parts of the Chaos Wastes. Despite that Atagro defeated and killed Ehivn she bought the time for a thousand priestesses of Allumas to cast a spell that threw Atagro through the Chaos gates and prevented him from unleashing his scourge upon the world.

Once thrown into the Warp Atagro took the shape of a new Chaos god, at times he is himself able to take shape in the material world, and when he does he fights with all the horrific power that he once possessed.

Ehvin was herself giften divinity after her death by the gods of law due to her sacrificel effort against the forces and Chaos.

Description: Atagro is a huge vicious creature clad in glistening black armor and crowned with a fierce, horned helm atop his blackened, skeletal head. Atagro’s eyes burn with a fiery luminance, and he wears a huge shroud-like cloak. Tormented, vaguely human wretches struggle and writhe to peer out from under its folds. Atagro’s armor is decorated with all the symbols of chaos, as he was once their most powerful champion. His hands are filthy and rotted; capped with grim steel talons and dark metal studs. Atagro’s weapon, Kagorr, is a huge tooth edged sword with a second blade extending from the handle. The mighty god wields the blade with whirling grace and deadly precision. Kagorr is the most powerful weapon of chaos ever created and less powerful blades of similar appearance are often granted to Atagro’s followers.

Worship: Atagro is worshipped by mortals as well as the majority of the chaos beasts of the wastes. Servants of Atagro are among those who cherish freedom and the wild spirit to do and go as they please. The savagery of the beast is his highest virtue and the lust for frenzied battle is his only vice. Atagro’s mortal servants disdain their humanoid likenesses and seek rewards for their services which will allow them to alter their shapes into that of beasts. The most powerful of the god’s worshippers can morph into any number of strange and fantastic creatures; and even the lowliest of his children will have some sort of bestial power.

Atagro’s champions are on occasion granted a double bladed sword similar to the god’s awesome weapon, Kagorr. These weapons are called “Beast-blades”.
The chaos armor of Atagro is invariably black and reflective, but is also rather bestial in appearance.

The armor of Atagro is always fused to the champion but can be made to seemingly vanish into the champion’s body at will. The armor costs one attack for the mutant to summon it back into place.

Symbol & Number: Atagro’s number is six; after his most favored traits of the beast: fangs, claws, hooves, wings, horns, and talons. His symbol is a laughing skull with huge curved horns. The skull represents the head of Atagro himself; and the horns are those that adorn his great helm.
Magic: Atagro’s champions may only use the magic that is afforded them from magical items or innate abilities. Magic spells are too distant and civilized for the god’s liking, and so their use is forbidden.

Friends & Enemies: Tristaris’s hopeless gospel and emotional bondage which she subjects her victims to goes completely against the wild, frantic, and physical nature of the Lord of Beasts, and so an eternal war rages between the Lord of Beasts and the Queen of Misery. Atagro remains neutral to all the other gods of chaos.

Strictures: Champions of Atagro must destroy followers of Tristaris wherever they may be found. His followers must also destroy wizards and all those that seek to psychologically influence those around them. His worshippers may not use magic and are forbidden to kill one another; though when two or more of them meet they may battle to see who has the right to take charge and command the rest. Followers of Atagro are also forbidden to stay in one place for more than three days and are encouraged to consume raw flesh of their enemies daily.

Daemons: Storm Lasher (also known as Serpent-Giants, Twisting Punishers or Lashing Gargantuans): These disgusting creatures appear as bloated gray skinned giants with long flailing tentacles for heads. The creatures have thick, two fingered hands with each finger ending in huge dark tentacles. Their short opposable thumbs are their only true fingers. The storm lashers are so named due to their affinity for lightning. Lashers whip their enemies with tentacles and make a sound like thunder when they run.

Gull Grinder (also known as Raging Slug Men, Screaming Beasts of Frenzy or Atagro’s Habitations): These creatures are among the more deadly of Atagro’s demons. They appear as huge brown skinned strongmen with slug bodies for legs. Their enormous muscled arms end in the heads of lions and their own flat, bald heads are featureless save for beady black eyes and huge mottled beaks. The Gull Grinders attack by biting or spewing fireballs with their lion heads.

Corpse Render (also known as Butchers of Atagro, Beast-Lords or The Dark Titans): The horrifying Corpse Renders are absolutely Atagro’s most powerful greater demons. They look like massive 20’ humanoids with black skin and the heads of rhinos. The Corpse Renders’ arms end in spherical masses of dark, twisted blades which spin and rotate at the will of the demons. The Render’s awesome muscular legs end in flattened black hooves which they may scrape across the ground as they snort in anticipation of a coming fray.

Quote: “The Beast within shall destroy the world without...”

Khakkekk

History: Khakkekk was once a god of goblins, yet as a young god he abondon the other Greenskin deities and embraced Chaos in the hopes of one day ruling a dark domain of his own after the final victory of Chaos. This have had an unfortunite effect, which is that it have made him totally and utterly mad.

Description: Khakkekk is portrayed as a huge, grotesque, horned goblin with eight arms. In each hand he holds a sacrifical knife or a cleaver and a leering facial expression. Khakkekk represents the brutal side of goblins, he isn’t a god of war, nor of assassinations. He is a god of bloody massacres.

Worship: The worship of Khakkekk is centred around the spilling of blood, as a god of sacrifices he is not intressted in whose blood that flows upon his altar, all that matters is that it flows.

Followers of Khakkekk can be found throughtout the Darklands among the scattered goblin comunities. Temples of Khakkekk is maintained by cultists involved in the cult, the outer structure can vary, but the main focus of it is the altar, on which the twisted and bloody ceremonies in this god’s name is made. It would seem that rituell duel fighting is a part of the cult and a way to sacrifice to this god. The more fearsome the creature fought and slain the greater are the joy of the god. At the most importent sacrifices only a goblinoid is considered to be good enough, or another creatures as big as the follower who fights it.

Shamans seemes to be rather influenciel individuels within the cult, keeping with many of the usually goblin traditions. The most famous tribe of followers to Khakkekk was/is the Bloodied Nose Goblins who under the shaman Ratscrote Boggobbler’s leading turned to Khakkekk, and was gifted with mutations and marked as the favoured of Khakkekk. Ratscrote himself adopted the title of Blood Wizard and was blessed by his Chaotic patron for his dedication.

Magic: Magic is a fully accepted part of the cult of Khakkekk, his followers are granted spells by their patron like most other Chaos gods.

Friends and enemies: Khakkekk shares a mutual contempt with the other Goblin gods. He craves to be the one who will claim the world when chaos finally claims it to the void and maintains no friendly relations, Goblinoid or otherwise.

Strictures: Kill all other Humanoids whenever and wherever they are encountered, especially other Goblinoids.

Daemons: There are four different types of daemon who serves Khakkekk, there arn’t however any names by which to define them. They can be roughly described as; greater daemons, daemons, daemonic creatures and daemonic steeds.

Greater Daemons: Khakkekks demons are very much a mockery of the Goblinoid form, and the greater demon of Khakkekk could easily be mistaken for an Orc (albeit a tall one) from a distance or in bad light. A closer look, however, reveals the glowing red eyes, chaos armour and an impressive array of teeth and sharp talons (including a nifty pair of fangs). Its face could be a mirror of that of Khakkekk and it wields a fiery burning greatsword with immense skill.

Daemons: Just as the greater demon mocks Orc-kind, then so does the lesser demon mock Goblin-kind. From a distance or in bad light it could easily be mistaken for a Goblin (albeit a tall one), but close up its glowing red eyes, the face reminiscent of Khakkekk and the impressive array of dangerous teeth and talons (no fangs though) are plain to see.

Daemonic creatures: These creatures, sociable in a similar way to Nurglings, appear as Snotlings with glowing red eyes (a common feature of Khakkekks demons, along with the pointy teeth and talons).

Daemonic steeds: Khakkekks demonic steed seems virtually identical, physically at least, to a Dire Wolf, and it may be that this is in fact what Dire Wolves are. Whether or not this is the case, they are virtually identical.

Old World schoolers often thinks of Khakkekk as a mix between Khorne and Khaine.

Necoho the Sceptic

Description: Necoho is, the few times that he takes visible shape of a short plump old man in a cloak, his face twisted in expression of ironic amusement. For he is neither a god of change, nor of disorder but the divinity that oppose the idea of religion, seeking to bring and end to it.

His name is only found in the most obscure tombes detailing the foul entities of Chaos, which is probably as Necoho likes it best. In truth it’s unsure if he would care if he was completely forgotten. He does only intervine with the affairs of mortals if he can either discredit or undermine a cult or religion as a hole, or to help one cult hinder another. In most however, he tends to allow mortals to go about their own affairs.

Worshipp: Necho have few followers, as would be expected of as such god. The only know place for a temple dedicated to him is in the town of Bolgasgrad in Kislev. In the hole Necho is as much oppose temples and worshipp of himself as he is of mere existense of religion. As such he completely ignores his few followers, hoping that this will show them the folly of their, and all other worshipp. Neocho would even probably be happier if he had no one who followed him.
Symbol: Necoho does not have known symbols.

Requirement of the cult: Necoho don’t expect anything from his followers, neither praises nor sacrifices, and in turn one could be certain to never obtain anything from Necoho. It would seem that he would prefer not to have any worshippers at all.

Spread of the cult: For how much it is known, the only place of all the Old World in which Necoho it is adored is to Bolgasgrad.

Temples: For that it is known, it seems sure almost that Necoho is hostile to the idea of temples as
far as that of of divinity. His only know temple is the temple of Old Allies which is sacred to both himself and his ally, Zuvassin. This temple is located at the Kislev town of Bolgasgrad

Obscuras, Master of Darkness, Lord of the Shadows.

History: Obscuras was once the half-brother of Alluminas (to fit the current fluff I would suggest that Alluminas is traded for Dazh, the Kislevite god of fire as fire is the source of light). Originally allied to
law, he became jealous of Alluminas' wondrous light and claimed the
realm of darkness for himself and embraced Chaos.

Description: Obscuras appears as a tall, dark haired man clad in black, who somehow seems to "radiate" darkness, and also takes the form of a
bat.

Worshipp: Obscuras has secret cults throughout the old world, and rituals always take place in near or total darkness. He is followed by many a necromancer, and with others who work
mainly in the shadows. Dedicated cultists are
admitted to the "Brotherhood of the Shadow" which shelters and works
with fellow cultists travelling from other areas.

Upon preforming some rituell in Obscuras’s name his followers always wears black.

When cultists dedicated to Obscuras die, their shadow becomes fixed as
it was at the moment of death, leaves their body and heads straight
for Obscuras' shadow realm - a place of total blackness, but where
those blessed to come can 'see' perfectly.

Obscuras has no formal temples. His worshippers
operate temporary shrines that can be quickly dismantled in an
emergency.

Symbol: His symbol is an eclipsed Morrslieb.

Holy days: Holy days of Obscuras are generally when Morrslieb is new, as well
as any and all times when an eclipse of the sun or either moon
occurs. Another day held sacred is the winter solstice, when the Old
World day is at its' shortest.

Trials: Protect a group of creatures of darkness (eg. prevent a rural
community from harming or moving some bats in a temple roof), destroy
a local cult of Alluminas (Dazh), extinguish the light in the temple of the
White Wolf in Middenheim, etc.

Magic: Obscuras is a god who favours the use of magic for his followers, and in the way of necromancers many of his followers are wielders of magical forces. Obscuras grants illusionistic and spells using the magical wind of Shadows, as well as allowing Necromancers who turn to him to keep and expand on their necromantic abilities.

Friends and Enemies: Obscuras severely dislikes most of the non-Chaotic gods but reserves the majority of his hatred for Alluminas (I would recomend that he is replaced by the Kislevite god Dazh, the god of fire as fire is the source of light for fluff). He maintains friendly relations with the Horned Rat and tends to ignore all other gods
(including the other chaos gods) unless some scheme of theirs piques
his interest.

Strictures:
- Hunt down and destroy all followers of law (I would replace this with non-Chaotic gods), and especially of Alluminas (Dazh).
- Never kill a creature of darkness (eg. a bat) unless in self- defence.
- Sympathise with the Skaven and their aims.
- Extinguish the lights that burn in the temples of Ulric whenever
possible.
- Extinguish all lights unless this would make the cultist unable to
see.

Daemons: Shadowphytes (also known as Shadow Daemons). Shadowphytes are demons of Obscuras, standing around the height of an average man. The most dedicated of Obscuras' cultists hope to join the ranks of the Shadowphytes upon their deaths. Shadowphytes appear as black shadowy humanoids whose features are only barely visible through the inner darkness they radiate. They cannot fly but possess the ability to melt into the shadows in one place and reappear in the shadows somewhere else within their line of sight. They fear the light and it is know to cause them actually damage when not standing in full or demi-darkness.

Shadowphytes can’t cause physical wounding upon their victims, but cause damage through their touch, which robbs the victim of his or her strenght, and they are skilled users of the magical art of their master. It’s said that anyone slain by a Shadowphyte is condemned to eternal torment in Obscuras’ realm of shadow.

Rhasneth , Lord of Insanity

Description: Rhasneth is described as a long man, almost two metres tall in a dark hooded robe. He have on several occasion been taken for Morr and does sometimes have a crow on his shoulder. Other than this he looks like a normal human male in all aspects.

Rhasneth don’t have a goal of dominating the world, only to cover it in the glorious madness of Chaos.

Worshipp: Rhasneth is followed by schoolars of different kinds. Wielders of magic who have summoned more than they could hope to handle, the chaotic energies stripping their minds clear of their sanity, clergy who have seen their gods powerless and in great spirituel tourmant have lost all their faith in the world along with their minds, embracing the madness rather than live on without and the madmen who through their madness have seen more than was ever meant for mortal eyes to bear and insteed of fighting against it have embraced their madness.

Rhasneth communicate with his servants through dreams and visions, drivning them deeper into their madness even so with the conntact with their patron.

Magic: Magic and spells of illusions are the great tools of Rhasneth and his servants alike, few sorcerers can indeed even hope to challenge the followers of Rhasneth’s skill in illusions as they have no sanity to lose to Chaos and a mind more twisted than any other to give form to their illusions.

Daemons: The daemons of Rhasneth are to varied to make a single name for them, the most horrible nightmares of the most twisted madmen made real, pushing their way from the realm of nightmares into the world of the living to do their master’s wish.

The daemons of Rhasneth are special in that not all can see them, only those who have already lost their sanity can see them while all others fail to even notice them. The madman can scream in terror when his nightmares comes for him, not only to haunt him in his dreams but to feast upon his soul, while the rest of the world remains ignorant of the creature and tells him there is nothing there. Even as the daemon slowly approch, a mad twisted snarl upon its face...

Tristaris: Goddess of Misery, Mother of Endless Lamentations, Queen of Depthless Sorrow

Description: Tristaris is the dark goddess of misery. She is the last of the major chaos powers and was formed from the spirits of hopelessness and despair that coagulated in the chaos warp as a result of the widespread destruction and terror that was caused by the other gods of chaos. Tristaris appears as a huge gray skinned woman with a gaunt, emaciated body and long, steel nails. Her features are thin and sharp and her hair is white and wispy. Tristaris has no eyes, and her eye sockets are constantly filled to overflowing with tears of black, thick liquid that runs down her cheeks and thin neck. The goddess is swathed in a black mourner’s shroud and bedecked with elegant, though morbid jewelry of ivory and onyx. The goddess wanders about the endless desolation of her pocket dimension in the chaos warp, singing an eerie, never ending song of sorrow and misery. Her song recounts all of the tragedies that have ever occurred among mortals of the earth, and it is said that all who hear the song are doomed to spend the rest of their lives in everlasting hopelessness.

Worship: The goddess is only worshipped and revered by those who feel that all hope for the world is truly lost. Her worshippers find some ease to their pain in crying out to her in recognition of the disaster that the world has become; and coercing others into thinking as they do. Her champions are the most zealous of her worshippers. They are wholly convinced that the world is doomed and that their is nothing that can be done about it. To speed the world’s damnation the champions of Tristaris kill and condemn those who would oppose the gods of chaos and stand against the universal decay that they feel is the world’s imminent fate and inevitable doom. Her champions are rewarding for spreading the notion of helplessness against the world’s end, and the misery that permeates the daily lives of her followers.

The mark of Tristaris is the inability to feel joy or pleasure, only their goddess endless misery is feelt by the champions of the Queen of Depthless Sorrow.


Symbol and Number: The number of Tristaris is four; after the four elemental disasters that serve to remind that the world is headed for impending doom. These are fire, flood, earthquake and storm. Her symbol is one half of a face, with the narrowed eye shedding tears.
Friends & Enemies: Tristaris has no true allies or enemies among the other gods of chaos. Her followers enjoy tempting even the other chaos worshippers to the goddess’s misery; as it is the ultimate irony to have those who are destroying the world give in to a sorrowful realization of what they are doing.

Magic: Tristaris does allow her followers to use whatever kinds of magic they are capable of; though the goddess herself never grants them spells.

Strictures: Tristaris’s followers are incapable of feeling joy in anything other than spreading and validating their own depthless misery. They are not really forbidden to do anything, though they all realize that whatever they do will not change the world’s straight and narrow course to its own damnation.

Gifts: Those who Tristaris deemd worthy are granted items of power from their evil patroness.

Cauldron of Keening: This small, black iron cauldron holds approximately two gallons of liquid and can only be lifted by the chaos champion that it is given to. The cauldron may be filled with any liquid, but its contents always turn to a deadly poison. The surface of the liquid is filled with shimmering images of the doings of the fools that have not understood the usefullness of their resistance to Tristaris. The cauldron is normally worn at the hip or strapped to the back, though it weighs almost nothing to the champion who carries it.

Humanwood Stave: This powerful staff is fashioned from one of the branches of one of Tristaris’s humanwood trees. The staff appears to be made of normal wood with agonized human faces and grasping humanoid fingers protruding from it at various places.

Snare of Weeping: This weapon appears to be a long, gnarled stick with a small, wispy net at one end that looks much like a bundle of cob webs. The staff itself is dark gray wood and almost nine feet in length. The net end can be used to attack and upon impact immediately wraps up the foe’s head. The foe will then begin grabbing at his face and screaming and crying out miserably.

Tome of Tragedies: This large, black book contains four hundred pages. On each of them is written a sorrowful, wretched poem that is foul enough to make even the bravest, most noble of hearts sink into bottomless misery. Those who lisens to it and still holds on to their foolish belife in a bright world loses their strenght of both body and soul without them ever understanding what is happening to them as they will most likely want to hear the end.

Sickle of Sades: These are the sickles used by Tristaris’s greater demons, the Sades (say-deez). The sickles are huge and engraved with green and gray runes. Any who are struck by them will have the strenght of their mind tested to the limit or collapse to the ground in tears.

Lash of Lament: These thick, green whips appear to be made of slick, dark vines and lined with thorns. When struck the grief causes the victim will leave him or her utterly immoblised.

Crook of Tristaris: This powerful weapon is a stave of ashen wood that is curved at the top like a crook. It can be used to summon a Blissbane, which will remain and serve its summoner faithfully until its demise.

Thief of Dreams: This dark green bladed sword is a potent weapon given only to the most worthy of champions, it’s magical powers ever increasing as it feeds upon the soul of the victim. The sword will also always warn its owner of nearby enemies and can glow with a brilliant green radiance equal to that given off by a lantern.

Daemons : Blissbane (alos known as Wailing Woman of Misery, Mistress of Destress or Gaunt Spirits of Lamentation): This infernal creatures look like haggard, ghostly women with wild hair and gaunt, wrinkled bodies. They wear white shroud like clothes and are translucent to the eye. The Blissbanes emit occasional shrieks of pure misery as well as sudden bursts of maniacal laughter. They can pass through any obstacle as though they were ethereal, but are also incapable of manipulating any material objects. Often Blissbanes appear in groups of four, the number of Tristaris.

Sloathe (also known as Mounts of Misery, Hunching Beasts of Suffering or Steeds of Tristaris): The sloathes are bear sized creatures with four legs and short curved claws. The creatures have no heads and appear to be made almost entirely of layer upon layer of dark rags and shrouds. They make low grunting and grumbling sounds as they walk. The sloathes lash out with their claws in combat, and they have the ability to collapse into a pile of useless rags. The rags may be scattered by the wind or even burnt up; but unless every single one of them is destroyed the creature can return to its normal shape from any one of the pieces.

Humanwood Tree (also known as Oaks of Despair, Petrified Eyes of Torment or Roots of Evil): The humanwood trees are powerful demons that largely inhabit the groaning forests of misery in the pocket dimension that is Tristaris’s realm in the chaos warp. The trees look like stubby, twisted oak trees with thick trunks and anguished human faces and bodies seemingly squirming about beneath their flexible bark. The trees speak a language that is their own and to hear it is to surely lose one’s mind. All who hear the trees speaking will feel suffer from it as blood pours from their ears. The trees lash out with their branches and should the victom be caught the trees’ nine limbs will easily rip a held person to shreds. Strangly enough they are also immune to fire, somehting that would otherwise have been their main weakness.

Sade (Screaming Devils of Sorrow, Sobbing Lords of Tribulation or Jeering Lords of Languishing): The Sades are Tristaris’s greater demons. They look like gaunt red skinned men with long black beards, tiny horns from their foreheads and pointed chins. The Sades dress like nobles and their eyes are white and constantly streaming with bloody tears. Each of them carries a large, gleaming sickle. They also each carry a Lash of Lament and have long claws which they can use in close quarters. The Sades must consume twice their weight in living hearts each day that they exist in the material world if they are summoned.

Quotes: “Sorrow and Misery will swallow all the children of the earth...” - Juvagla, Champion of Tristaris

Zuvassin


Description: He may appear to his followers in a variety of forms, often choosing the form of the thing they fear most, or a member of their own race who is hideously deformed. In any form he takes, he is always laughing.

Zuvassin is a spoiler, constantly striving to undo the things which others have done and to soil the things which others seek to do and give them an utter unexpected ending. His brand of Chaos leads him to ensure that nothing turns out as expected, and that plans always go awry. He does not confine his sabotage to Chaos, but will quite cheerfully spoil anything for anyone. Zuvassin is able to undo everything, even removing the Chaos influence from an individual by clearing his mutations. Given to his care, even a Beastman can be turned back in human form, but is likely to get killed in the process.

Worshipp: While his chief success to date have been in Bolgasgrad, a town in Kislev, Zuvassin has a handful of cults worshipping him throughout the Old World. Wherever people want things to go wrong, he is there to offer his services - and to make their plans go wrong in the process. He has even been known to take over cults which think they are worshipping other Chaos Gods, in order to revel in the confusion and misery of letting them down.

Like most of the other Chaos Gods, Zuvassin is worshipped secretly for the most part, in makeshift temples hidden in cellars or woodland clearings. The temple of the Ancient Allies in Bolgasgrad is the only Known temple in the Old World, but - as always - this does not mean that that there are others as yet undiscovered.

The central piece in the temple of Old Allies is the holy flame which cleanses away all Chaotic mutations from anyone who steeps into it.

Like most Chaos Gods, Zuvassin will never refuse anyone who is foolish enough to offer him their loyalty; even the most exhaustive of terms will not worry him, as he is confident of being able to make things go wrong if it suits him to do so.

Symbol: Zuvassin's symbol is a double ended Y-shape, normally incomplete or incorrectly drawn in some way; a part may be missing, or something may have been added.

Friends and enemies: Zuvassin is nominally an enemy of all Chaos, including the other Renegade Gods, but he has been known to ally himself with other Gods of Chaos in order to spoil plans elsewhere. He have however an alliance with the god Neocho in the Kislev city of Bolgasgrad.

Strictures: Zuvassin imposes no restrictions upon his followers, since any character who is truly imbued with his spirit would be able to make any instructions misfire.

Daemons: Zuvassin have no known daemonic servants.

Be’Lakor: The Shadowlord, Harbringer, Dark Master, Messanger of the Great Undivided, Prince of Nightmare.

History: The history of Be’Lakor is one of the oldest of all the many followers of the gods of Chaos. No one knows to which race he was born. All that is known, is that he dedicated his soul and body to the cause of Chaos, and for his many and terrible deeds, lost to the mists of time he was given accension to Daemonhood, not by a single god but by Chaos Undivided.

As the first Daemon Prince of Chaos he lead the vast legions of Chaos across the globe and ruled most of the mortal lands for centuries, all those who dared to stand aganinst face the true horror that is Chaos and he never for all his reign knew defeat. But through his domination, worshipped like a god by countless tribes and peoples he thought himself as great as the Great Four and incured the wraith of the gods. Tzeentch put a curse upon Be’Lakor to be the Spirit of Chaos, the one who crowns the conquerors. Insteed of personally leading the forces of Chaos to victory he was condemed to crown the mortal servants of the Dark gods with the crown of domination, the first of these was Morkar the Uniter and watching their strive from the heavens before sinking back into the madness that was his loot to endure. This meanlingless existence fueld his jealosy and frustration.

Once Be’Lakor manage to escape the fate that Tzeentch had put upon him, binding his essance to the meteor that destroyed Mordheim where he ruled as the Shadowlord, an avatar of Chaos. Using his magical powers he lured the one who was raising to become the next Everchosen, Khaardun the Glorified whose body Be’Lakor possessed to escape the curse put upon him by the gods. But the warpstone in Mordheim which gave him the needed magical power to exist in the mortal plain prevented him from leaving the city, and claiming the Crown of Damnation that he sought. In his rage Be’Lakor destroyed the body that he had possessed and was thrown back into his madness once more.

The next Everchosen, Ansavar Kul was as those before him crowned by Be’Lakor, yet once more his was defeated at the gates of Kislev, even as victory seemed to be in the iron grip of Chaos when he was smithed down by Magnus the Pious. This time Be’Lakor manage to cling to his sanity and avoided his madness. Knowing of the powerful stones guarded by the Truesayers of Albion Be’Lakor took the form of the Dark Master, corrupting some of the Truesayers and sent them across the world to gather armies with which to take controll of the magical stones. This plan was partially fooled by the enemies of Chaos, most notebly the Asur. But even so Be’Lakor manage to draw upon power sufficent enough to avoid the madness and give him his daemonic form and to let him walk the lands of the Waste. In an act of superiority over Archaon Be’Lakor summoned the fallen arch-Theogonist, slain by Archaon from the dead and had his body chained to his banner.

During the great incursion of Archaon Be’Lakor lead his former daemonic legions into the war to prove himself even more worthy than Archaon to the gods, attacking those who stood against the servants of Chaos. Yet even this newfound freedom was to be ended as Be’Lakor was banished during the final epic battle by the Asur mage Teclis, said to be the most powerful mage in the world, and with Be’Lakor gone so was his legion thrown back into the warp.

Description: Be’Lakor is a nightmarish creature, a humaniod with two great pair of black wings, hind legs and might horns and a long tail. On his chest is the eight-pointed star of Chaos. Be’Lakor is among the most terrifying beings that exist. Few if any can match the sheer horror that the sight of him quells the hearth of the mightiest of heroes.

Worshipp: During the time that he ruled over Mordheim a wicked cult was formed around him, gathering the warpstones scattered throughout the ruins and preforming unspeakible foul deeds in return for power from their evil patron.

When Be’Lakor sought to use the Ogham stones on Albion to fuel his powers he created a twisted mockery of the Truesayers of Albion to serve his own goal, men known as the Dark Emesseries, secuding many a warrior and lord with the promise of power that could be gain on the island in the service of the Dark Master.

It’s known that he is also revered as a god among some of the tribes of the north, it is not unthinkible that he might have followers also in the south in form of cultists or beastmen.

Be’Lakor is a god of power over others, as power and the search for it have been the lead star of his accension, and the essence of his demise, be this sociologically, or actual power by force and slavery. The corrupt tyrant, the sadistic torturer, and the callous slaver all give power to the Shadowlord. Every soul that cries in the night in horror or anguish is said to fuel his might.

Little else is known about the first Daemon Prince of Chaos, the eternal horror: Be’Lakor.

Kweethul

History: Little is known about Kweethul’s history but what is known is that he was originally a Skaven, blessed by the gods of Chaos and elevated to daemonhood. What unholy acts that make him appointed for this blessing, and what made him search the power of the Dark gods is secret well kept. After his assencion it would seem that his power grown from that of a Daemon Prince among many to the state of a god in himself.

Description: Kweethul is described as a Skaven, three meters in height with the wings and horns that are the marks of all those who have walked to the end of the path of damnation. Kweethul wields a large sword and wears a suit of Chaos armour.

Worshipp: Kweethul is the main patron for the Skaven who turnes from their race foul patron to walk in the darkness of Chaos. Kweethul is an eternal remainder to them of the price they can be theirs, should they succsed in their endevour, a thing that not many does. It’s not suprising that indivudels from a race as devient as the Skaven would give up their souls in return for the promise of power and eternal life as a slave to darkness. (I have made this part up due to an almost complete lack of info about Kweethul save for his history, apperience and some about his daemons).

Daemon: Massacror , the greater daemon of Kweethul have six eyes. It is a demon with body of a humanoide, but with a leg of goat and two heads of the same animal. It also has a pair of membranous wings, a tail and some sort of weapon.

Floating Horror . The Floating Horrors have a body of woman with wings of bird and legs from griffe. Its arms are reptiliens and change colours like a chameleon. Their name comes owing to the fact that they float naturally a few meters of the ground.

Runner of Fire . It is a creature completely without fur whose head has featherson the back of cranium. Its four legs spit of the flames, with the result that it leaves a trace of fire behind it while going. It also has two arms that are as if from a fly.

The Thing . It is a horse with head of scorpion surmounted by ears of hareand having legs of caterpillar.

Malal

History: Long ago, longer than anyone can remember, neither mortals nor records Malal became seperated from the other Chaos gods. If this was of his free will or if he was cast out by the others is unknown.

Description: Malal is a god of the Chaos who was turned over against all his
brothers and dedicated his existence to their destruction. His admirers, that one are called the Doomed Ones, are always in search of the other servants of Chaos, with an aim of overcoming them for the glory of their dark Master. In his own nature he is the aspect of the most terrible Chaos, the blind revenge and the eternal damnation of
the heart. In his spite of his indisputable membership of Chaos, he is an important threat for Chaos, Malal god representing Chaos’ self-destructiveness.

In eons past Malal was cast out from the bosom of Chaos by the other Gods, or else abandoned them of his own volition, no one is sure which. In any case, Malal's relationship to the other Gods of Chaos is a strange one. All Gods of Chaos pursue purposes that are wholly their own, yet only Malal occupies a position so resolutely parasitic upon his own unfathomable creed.

Malal loves using trickery to cause the other Chaos Gods to lash out against each other. A spell here, a broken vial there, a strip of fabric, an uprising, or a single word. These are the tools that Malal uses in his plot to undermine and destroy the Chaos Gods. Malal's powers come from the struggle of a single (relatively) powerless figure trying to fight a larger oppressor. Every slave that plots against his master, every worker that hates his boss, every peasant who looks with anger upon the places of the rich, every man who cries out to the uncaring gods about his placement in life feeds more power to Malal.

Malal is usually depicted as a towering humanoid with wolflike and crocodilian features. His hands have six fingers apiece. Three eyes look out from his head. A horde of teeth, Lion-like, Shark-like, Cow-like, and Rat-like, jut from his jaws.

Whoever would dare to carry a glance in the cursed pages of the
Book of the Shades of Despair, would find the words following:

"... and that which came formerly from of came now for the last time, and what was black and white of all directions against itself was
projected in all directions. Deeply made indignant that it was will of the other powers, Malal kept resentment against them and sheltered in the vastness of
space... Then no man since contemplated Malal, without being able to give up resentment of those which hate it, who gaussent themselves of his misfortune, and which does not support any major love for the Doomed Ones. Sometimes a proud warrior dedicates himself to Malal, and all the powers of Chaos tremble, because the laughter of Banished God fills up the vastness of its
cosmic tomb... "


Worshipp: Malal’s followers, sometimes called the Doomed Ones, seek out and destroy the followers of other Chaos Gods wherever they may be found. The term Doomed Ones does both incline Malal’s human followers as well as his daemonic servants.

To be a follower of Malal is to be a chaotic warrior bent upon shedding the blood of other chaotic creatures. As such, Malal is both feared and hated by the other Gods. Malal's worshippers, too, are loathed by other chaotics; they are outcasts beloved by neither the friends nor enemies of Chaos, dependent upon the least whim of their patron deity. Few men worship such a God; fewer still live long in his service. The bonds that tie master and servant ever drain upon the soul of the warrior, and it is a rare man that can loosen the bonds once forged. Many an overzealous official or priest has lost his soul to Chaos when he allowed his hatred to blind him to the price he was paying.

Followers of Malal generally loners; the vary burning hatred of Chaos that possesses all followers of Malal makes them hate all followers of Chaos powers, even other followers of Malal! Rarely, a leader comes along who can knit together a band of Malalites for the mutual need. At these times, the mortal followers of the other Chaos gods know fear, for a lone champion of Malal is to be feared, a group of them acting together is truly horrific!

Toward other mortal organizations, followers of Malal are more neutral. However, the feeling is not necessarily reciprocal. Consequently, followers of Malal usually act alone and in secret. However, they have no problem tipping the authorities off to the location or existence of rival Chaos groups. Many tips to the Witch Hunters and Royalty has come from a whisper in the dark, a mysterious note, or a fortunate accident. Malal's followers try to not interfere with these organizations, either. "The enemy of my enemy..." as the old saying goes. Many of these type of organizations know of Malal, as well. For the most part, they don't trust followers of Malal, but they are content to let the monsters eat the monsters, and hopefully wipe each other out in the process.

Malal is not a god of warriors, nor of wizards, the decadent, or the desperate. He is the god that the lower classes turn to to avenge themselves on the higher classes who attempt to strangle and stop them from their true glory. He is also the god of those who have been wronged, but lack the power to correct this. His followers come from people whose hatred of Chaos becomes so strong, that they willingly bond with Chaos to fight it at it's own level.

The most famous of the champions of Malal is Kaleb Daark, wielding the daemonic soul-consuming axe Dreadaxe gifted to him by Malal himself.

Symbol and number: The symbol of Malal is a skull, bisected down the middle, one half white, the other black. This can vary from very stylized, to very naturalistic or even bestial. His followers favor black and white, especially bisected patternings.

The number eleven is associated with Malal.


Friends and enemies: Malal have no true friends, the enemies of Chaos are his enemies, his nature as a Chaos god denies him their friendship, while he and his followers are hated by the other gods of Chaos.

Towards the other worships, the followers of Malal adopt a neutral attitude, what is not on the other hand reciprocal. They thus observe a discretion more than morbid, so much so that any text announcing the existence of the worship or
any person having acquired the knowledge of this existence, must be destroyed. However, they do not hesitate to inform the authorities of a city about the
intrigues of the other Chaos cults and about the localization of
their places of meeting. Many judges, inquisiteurs or mayors saw themselves one night
bringing a singular letter of a mysterious friend and particularly created sensation in
their respective trades.

Strictures: Malal requires only one thing from his followers. Complete dedication, above all other things, to the destruction of the forces of Chaos. Many times after a Chaos horde has rampaged through an area, the survivors, blinded by hatred and grief, pledge themselves to Malal. Malal is much more active in his (relatively) small following then the other Chaos gods. Consequently, many of his champions have held audiences with him personally. He is even known to have manifested and intervened for particularly important tasks and minions. Malal's followers are few, but very powerful!

Temple: Malal’s dark temple is bleak and stark, compared to the edifices of the other Chaos deities. Witchfires burn at seemingly random places around his hall, and glimpses of futures that might be flicker within them. One long hall is dedicated to trophys collected. A Bloodthirster rages against the spikes driven into it's limbs, nailing it to the wall. A plucked Lord of Change lies curled up in a very small cage, it's bared flesh covered in welts. A Keeper of secrets floats blinded and deafened, denied any sensation whatsoever. And dozens of champions all displayed, impotant, cut off from their gods. Tallykeepers scurry through the darkened hall, inscribing the fate of those on display, and placing the newly arrived.

The location of the great temple of Malal is uknown.

Daemons:

The Doomed Ones : The Doomed Ones are the daemonic entities of Malal and are described as bipedal lizarddaemons that stand almost a head taller than a human. The Doomed Ones wields soulblades which are forged from the soul of burning hatred taken from a Witch

Zhedun: the Devourer, the Hungry, the Starving, the Devourer, the
Unsated, or the Jawed One.

History: Zhedun is an ancient entity of the Warp. His birth dating back since the
beginning of time, and it is believed that Zhedun will be the last entity that exists after everything else has been consumed by his eternal hunger. According to this prophecy, Zhedun will consume itself in one last painful frenzied feeding and the end shall be then. Others believe that Zhedun is simply the personification of Chaos’ nihilism and ultimate failure in
triumph over the world.

Description: Zhedun is the Chaos God who will never know contentment, for he has an insatiable appetite and is always ravenous for more regardless of how much he have consumed. It is said that Zhedun eats gods, mortals, and worlds alike, and none can mollify his rapacious appetite. The dog of never-ending consumption, Zhedun will be eternally frustrated.His followers believe that when Chaos has taken over the world, Zhedun’s appetite will result in the inevitable, Zhedun will consume everything and the last thing eaten will be himself.

It is said that none can conceive of Zhedun’s bulk or size, and it is said that his
mouth is always gaping open, swallowing everything about greedily. It is said that those that would see Zhedun are consumed by him.

Few men knows of the creature known as Zhedun, not even the other Chaos gods are aware of Zhedun, for Zhedun lives on the fringes of insanity and chaos where he gnaws at the very essence of the warp.

Worshipp: Zhedun is a virtually forgotten god, his existence merely hinted at in the writing of the insane, and his few followers are utterly consumed by their own obsessions. It is claimed that those Trolls that fall under the sway of Chaos are all serving and fulfilling Zhedun’s plans.

Symbol: Since none know what Zhedun looks like, Zhedun is represented by a circle from with the arrows of chaos burst out from the perimeter of the circle. Within this circle is a drawing of a jaw, or sometimes the circle is left empty to symbolize the craving and frustration of Zhedun.

Friends and enemies: Zhedun has no friends or allies, and is not even recognized by the other chaos gods, who are simply not aware of Zhedun. Zhedun hates Khaine (Khorne?) for his mindless slaughter and waste, and Slaanesh because of the pleasure and pain that Shem can feel and experience.

Cult requirments: Worshipper must be insane, and in the depth of their insanity are
often contacted by Zhedun. Such Champions of Zhedun are a danger to themselves and even other followers of Chaos, since none can match their appetites for destruction.

Gifts: The gifts that Zhedun grats upon his followers are the powers to increase their physical power, even as each gift drives the taker even deeper into his madness.

Daemons:

Devouri ng Fiends ( Mawed Ones, Devourers): Daemons of Zhedun are creatures ruled entirely by their own voracious appetite. They stands well over six feet tall, stooped, with atrophied arms but strong legs, and their heads are comprised mostly of a giant gaping jaw filled with massive teeth. Often they will stopp at fallen foes, devouring their bodies in their Chaos-spawned hunger.

Ashedte’gash: the Strong of the Howling

As a daemon Ashedte’gash have been given a daemonic truename. Truename: Gristleskull Bloodvomit.

History: Ash was once human. Born an orphan he fought his way through the streets of the Imperial town that he grew up in. Ash never hesitated to take from those less able than himself. His early days were spent in bloody fights and murder. His life was one of opportunity, gain, and chaos. His nature corrupted his body, yet strengthening
it. Ash left bearing the marks of Chaos and left heading north with husband of cut-throat followers. Cutting a bloody swath across small villages in the Old World, he finally found the Chaos Wastes where the primal forces of Chaos hastened the changes in his
body and spirit.

After traveling about for years, slaying the weak and strong alike, and emerging
victorious, Ash came closer to his destiny. After winning a battle against impossible odds at an open chaos gate leading to the Realm beyond Ash stopped to examine all his dead followers and enemies strewn about, and standing despite the grievous wounds his body bore, Ash concluded that there were none stronger than him. To show his strength he picked up a daemon’s sword and drove it through his body as he walked through the portal. The powers of Chaos rewarded his strength and he was raised to daemonhood.

Description: Ash Gristleskull is the self-proclaimed patron of the strong. Ash despises the weak and helpless for he believes that the strong shall inherit a lifeless world fit only for those strong enough to survive its barren and harsh nature. Ash represents an unholy strength and vitality, lack of compassion, and a cruel and callous disregard for the old, infirm, unhealthy, crippled, disabled, young, witless, dreaming, or the cowardly.Ash represents the concept of survival of the fittest. However Ash does not limit his definition of strength to mere physical prowess. Intelligence, cunning, deception, and magic are all useful if not cowardly used.

Ash is an imposing figure, encased in an immensely solid rune
encrusted black plate armor. There is a gaping hole in his stomach, where acid and maggots drip out of this severe and nasty looking wound. He is always wearing a helemt, which has a vaguely vulpine shape, with long horns sprouting out. His great size and strength belie his greater speed and agility. He is always surrounded by the stench of death, and the baying of wolves, bringing down prey is always audible in the distance.

Worshipp: His followers take his motto "Eat the weak" quite seriously and
literally. Only by proving your superiority in strength by eliminating the incapable and those frauds who believe they are strong. Rituals are usual battlefield blood sacrifices, cannibalism, and the drinking of blood from skull chalices. Since Ash’s champions are a reflection of his strength, he is more likely to be less fickle than the other powers. However any sign of weakness like sparing the defenseless will
usually earn the champion a severe punishment as a sign of his displeasure.

Ash’s followers may serve him as single
champions purging the world of the weak or in groups, bands or packs treading over those unable to defend themselves, for Ash sees strength in flexibility.


Symbol and number: A bloody axe of fist, or wolf’s head. His sacred number is one.

Friends and enemies: Ash will align with any who seem strong, but he harbors a deep rooted resentment towards Khorne, who he sees as a laughable, depraved, and bestial creature. Ash may secretly fear Khorne’s strength and primacy. Ash also frowns upon the delights and pleasures of Slaaneshi indulgence.

Cult requirments: To be physically strong and clever, and to kill
those who are not.

Ashedte’gash’s realm: Where the world is warped by Chaos under the influence of Ashedte’gash the world is a nightmarish landscape. The ground is
composed of dead or dying mutilated bodies, punctuated by mountains of piled up
corpses. The sky is cold, gray, and unforgiving, and the wind howls like a wolf and
carries along the screams of the dead and the dying. The land is bleak and hostile. Ash’s
daemons wander about sparring with each other and feasting on the dying.

Gifts: Ashedte’gash’s gifts serves to make his followers even hard, even stronger and even more mercyless.

Daemons: Ash has only a handful of Greater Daemons serving him. All of the lesser daemons were destroyed in the ever present struggles to prove oneself to Ash.

The remaining daemonic servants of Ashedte’gash are heavily armored Greater Daemons, wearing plate armor, carrying giant two handed swords. Little is known of these foul servants of Ashedte’gash. They lack wings to fly, but except from this nothing is known, but of their great strenght at arms.

Oubelgyr

As a daemon Oubelgyr has a truename. Truename: Wrackbelch Ichorspittle: Daemon Prince

History: Many claim that Oubelgyr was once a man who ascended to daemon-princehood, and Oubelgyr makes this claim when approaching daemons, when in truth Oubelgyr was a daemon who ascended through daemon-princehood through pacts and bargains with humans. He has long played a small but powerful role in the manipulations and alliances of daemons, and for this reason many of Khorne's daemons, at great personal expense seized him and constructed a prison.

Oubelgyr had anticipated this however, and left means for humans to free him from his prison, and was able to convince a warband of Chaos servants to take these measures that would release himfrom his prison. This prison was opened, but Oubelgyr remains in it, having grown accustomed to these surroundings as well as keeping those who imprisoned him none the wiser.He reputedly has at his call the souls of many of the most powerful of sorcerers, whocommitted their souls to him in favor of knowledge and power. These damned souls seek out humans practicing dark magics and harvest further souls for Oubelgyr by promising them the same knowledge that led the damned soul astray in the first place.

Description: While Tzeentch is a harborer of secrets, Oubelgyr is a peddler in secrets. Knowledge is
to be held or given away based solely on its merit to increase power or influence others. Cunning and yet capricious, his gifts and bargains are often calculated, but at times his whimsy strikes and he may give away ancient secrets or useless cantrips.
Oubelgyr manifests himself as an enormously obese bald human with recklessly gluttonous behaviors. His size is enormous, over a hundred feet tall and just as round. Oubelgyr is
closely tied to both Tzeentch and Slaanesh, unable to divorces his conspiring from pleasure.
Every deal, every pact brings to him a heady sense of power and influence. He has for long worked between these two groups and deals frequently with both sides.
Oubelgyr long ago twisted and warped the machinations of many other daemon princes, and some princes associated with Khorne, fed up, bewildered, and angered by his actions condemned him to a prison after a most terrible battle. This prison was a hall giant enough to hold his girth. From the ceiling was suspended chains that hung down and dug deep into his fat. Oubelgyr swung lazily in these chains while thousands of daemons scampered up the chains or held them from below on the
ground. Occasionally a chain would rip free in a shower of flesh and fat and another chain withscores of daemons clinging to it would lash down and drive a new chain into his body.
He has since been freed by the actions of his servants, but few are aware of this, since he
remains in his prison for the sake of appearances. He can now communicate with his servants, take audiences, and continue his scheming.

Oubelgyr embodies gluttony, a gigantic bald, sweaty, naked man whose figure and featuresis concealed by fold after fold of fat. His voice varies from loud and brazen to quiet, secretive and seductive. He is both terrifying and disarming, and uses this to ensure he gets what he wants in his pacts. Daemons flit about his ears, whispering secrets and making requests, to which heresponds in quiet cryptic asides.

Worshipp: Oubelgyr is not worshipped per se, but he builds extended relationships with daemons and others for power and magical knowledge. Therefore he is quite practical in his approaches, not demanding servility and compliance, but rather promises and commitments in exchange for magic. Few win in the bargaining however and Oubelgyr usually acquires the souls of those dealing with him.

Symbol: Oubelgyr has no symbol that he uses, but many of his followers have adopted one that he might approve of, a pound of fat sewn up in a square of flayed skin.

Friends and enemies: Oubelgyr has no friends and many enemies. Many turn to him for assistance, but such aid comes at a heavy price and creates resentment and hostility. Dealing with Oublegyr is a necessity for many, and if it weren't for his consummate skill in negotiating he would have succumb to hiscountless enemies long ago. As it is, Oubelgyr is quite capable of playing his hand and growing in strength despite the fact that nearly everyone is envious of his growing power and influence.

Cult requirments: There are no cult requirements or tenets, each individual strikes up unique bargain with Oubelgyr, usually through his proxies which are daemons or the souls of spellcasters damned to his servitude.

Oubelgyr’s realm: Oubelgyr’s realm is his prison in which he was trapped by the daemonic servants of Khorne long ago. His current residence is a giant hall, larger than the mind could conceive, a hall that appears like the inside of a hollowed out cathedral. The vaulted ceiling is hidden in shadows, and descending from this ceiling are dozens of giant iron chains whose links are larger than a ship. These chains stick deeply into his Oubelgyr's body but despite their strength groan at their burden, and thesechains often break free, but a few more sink into place to hold him. His body rocks from one end of the room to another, like a grisly swinging chandelier, and hundreds of daemons run up and down the chains frantically to ensure that their prisoner never escapes. When one of the chains does break free it swings loosely for a short time before being hauled back up to the hidden ceiling, while a handful of new chains with daemons swarming on them hurl down and drive themselves painfully
into his body to keep hold.

In the shadows of the hall, since his release, are a stream of daemons who whisper from the
shadows as Oubelgyr swings to and fro, to which Oubelgyr provides secret signals of acknowledgementand either approval or disapproval. Others just approach the Oubelgyr and whisper in his ear.

Gifts: The gifts given by Oubelgyr is mostly such as to widden the reciver’s magical power and capabilities.

Daemons: Strange as it may seem, Oubelgyr has no daemons of his own, rather he has earned the servitude of countless daemons, champions, chaos sorcerers and many others. Their souls are his and they can do little than serve him. This gives him an advantage that he has a wide array of minions to call upon, and by not having distinctive daemons of his own make seeking out or identifying his servants and daemons much more difficult.

Lynata said:

That said, I'm curious as to whether we'll hear more about Malal.

I wish!

Still: If in doubt: Make it up!

Realm of Chaos: The Lost & the Damned had rules for making up "lesser gods." As a matter of fact Kweethul, mentioned above, was the example in the book used to walk the reader through the process. The rules even included creating demons of the god (greater,lesser,beast,mount). I suspect that Kweethul was the inspiration behind The Horned Rat, as he had features of goat & rat. While I don't see the need for such rules in this game, I also see no harm in them. Chaos is, by its nature, limitless. Any strong thought or emotion has the potential to coalece into something more. It doesn't threaten the setting. After all it's not like we're talking about getting rid of Khorne, replacing him with the rabbit from Monty Python & the Holy Grail! Think of them as REALLY powerful independant demons & you'll be good to go.

Alpha Chaos 13 said:

Realm of Chaos: The Lost & the Damned had rules for making up "lesser gods." As a matter of fact Kweethul, mentioned above, was the example in the book used to walk the reader through the process. The rules even included creating demons of the god (greater,lesser,beast,mount). I suspect that Kweethul was the inspiration behind The Horned Rat, as he had features of goat & rat. While I don't see the need for such rules in this game, I also see no harm in them. Chaos is, by its nature, limitless. Any strong thought or emotion has the potential to coalece into something more. It doesn't threaten the setting. After all it's not like we're talking about getting rid of Khorne, replacing him with the rabbit from Monty Python & the Holy Grail! Think of them as REALLY powerful independant demons & you'll be good to go.

Very true, as I just recently managed to secure access to those named books. :) I could easily see some of the Undivided Legions, warbands or cults making pacts with powerful independent daemons which don't grant as much power as the big four, but don't cause as much potential problem either with overtly mutations, possessions etc.

I have to say, the concept of "Minor Gods of Chaos" sounds like little more than particularly potent Greater Daemons and Daemon Princes. In the case of Undivided Princes especially they can have powers akin to being a minor god. Up to and including Greater Daemons serving them (See, for example, the main villain of the Grey Knights first book. He had Greater Daemons of Tzeentch appearing in droves to defend him in the first chapter alone - and that one served Tzeentch, an undivided one might be even more likely to seem like a minor god).

How about this for an idea for minor Chaos Gods:

Imagine the four Chaos powers as the cardinal points on the 8-pointed mark of chaos. Now imagine four lesser gods who mix features of the principle gods according to their alignment.

So Khorne is North, Slaanesh is South, Nurgle is West and Tzeetch is East.

So at North East, you'd have a God who mixes aspects of Khorne and Tzeentch: a malign god of violent upheaval, civil strife, change through bloodshed, bloodshed through change. Or murder...Perhaps Khaine is a neat fit for this god.

At South East you'd have a god who mixes aspects of Tzeentch and Slaanesh. A god of intrigue and conspiracy, decadence, corruption and selfishness.

At South West, you'd have a god who mixes aspects of Slaanesh and Nurgle. Nasty. So sloth, vice, despair and ennui.

At North West you'd have a god who mixes aspects of Khorne and Nurgle. So violence, despair, bleakness, destruction, stasis.

Lightbringer said:

How about this for an idea for minor Chaos Gods:

Imagine the four Chaos powers as the cardinal points on the 8-pointed mark of chaos. Now imagine four lesser gods who mix features of the principle gods according to their alignment.

So Khorne is North, Slaanesh is South, Nurgle is West and Tzeetch is East.

So at North East, you'd have a God who mixes aspects of Khorne and Tzeentch: a malign god of violent upheaval, civil strife, change through bloodshed, bloodshed through change. Or murder...Perhaps Khaine is a neat fit for this god.

At South East you'd have a god who mixes aspects of Tzeentch and Slaanesh. A god of intrigue and conspiracy, decadence, corruption and selfishness.

At South West, you'd have a god who mixes aspects of Slaanesh and Nurgle. Nasty. So sloth, vice, despair and ennui.

At North West you'd have a god who mixes aspects of Khorne and Nurgle. So violence, despair, bleakness, destruction, stasis.

Interesting. Reminds me of the Elementals from D&D: Ice, Smog, Lava, Mud if my memory serves me. I wouldn't want to pidgeonhole the proposed minor deities (not very Chaotic), but this idea is a great source of inspiration.

Kaluza-Klein, chaos god of the fifth dimension of space time who is responsible for single lost socks, missing tupperware lids, your wallet, AAA batteries for the TV remote and all that other stuff that mysteriously disappears when you need it most. He's inadvertantly prayed to when you're late for battle and worshipped when you find the keys to your landraider in that extra special safe spot you really must have put them last night before you got on the grog.

Well... Basically every Daemon Prince has his/her worshippers... As do many Greater Daemons... so those would be minor chaos gods. And in fact I think that is the way Daemon Princes get more power, by having lots and lots of people think it is mighty and stuff. Thought is power in the realm of chaos after all. The tabletop (and the one in Deathwatch) daemon princes are by far the weakest of the lot, the daemon primarchs for example would eat Greater Daemons for buffé.

Kweethul is a heretic according to the Skaven. A Skaven who abandoned the Horned rat in favor of a more individualistic aaproach to Chaos... or something. Suffice to say, he is a hated traitor rat-thing and should die many painful deaths for his heresy... Yes-yes, slow-kill-death!!

Dulahan said:

I have to say, the concept of "Minor Gods of Chaos" sounds like little more than particularly potent Greater Daemons and Daemon Princes. In the case of Undivided Princes especially they can have powers akin to being a minor god. Up to and including Greater Daemons serving them (See, for example, the main villain of the Grey Knights first book. He had Greater Daemons of Tzeentch appearing in droves to defend him in the first chapter alone - and that one served Tzeentch, an undivided one might be even more likely to seem like a minor god).

It's not all that new of an idea. GW has played around with it from time to time, such as in the case of Malal (who they retconned out because someone else owned the IP).

Really, there only being the 4 main Chaos Gods sounds a whole lot less plausible to me, especially since the warp is described as a realm that's constantly in flux, filled with a great many malign intelligences of varying power. Not everything is going to necessarily fit in to their portfolio's of entropy, carnage, change, and sensuality (I know they're broader than that, I'm trying to keep this brief). That's where the 'nichey' Gods come in. Like the one that the Night Lords, or Chaos jump troops, worship.