Thousand Sons Tactical Squad
Artwork by QueenChikkibug and me!
Get the full PDF on my patreon for free!
Want more updates on future content and other regular updates, consider following me on twitter!
- Tuz
Have you ever started writing a story and realized your world has a bunch of unexplained shit and you have to fill in the gaps as you go? Me too, buddy. Me too. Here’s a checklist so that you can fully flesh out your world to the max. (I’m dying)
How does Time work? (Minutes, hours, days, the daylight cycle, years, ect.)
Species (if Fantasy. Will probably make another post on this.)
Countries, Nations, Tribes, ect. (nationalities/ races. Will probably make another post on this.)
The geography of the world (draw a map. Doesnt have to be good. Just for a general idea.)
Rivalries between races (includes prejudice, racism, ect.)
Religions
Technology
The Magic system. (Will probably make a whole other post on this.)
animals, plants, ect.
The sky: Sun, Moon(s), Stars, Constellation, Are there rings? (If the planet has rings)
Educations system
Government system
Politics
Methods of transport (Vehicles)
Can’t really think of anything else. If you have more to add then reblog and add to the list! :) bye bee
His pits after a 8 hour shift working a warehouse gig where he's the only competent worker. You agree. Reblog
her pits after she's been wearing the same hoodie for three days straight without a shower. you agree. reblog
Philomena, aasimar bounty hunter for the Astral Court from my campaign
Rock and stone to the bone.
The zombie lord is popular enough that I’m not sure we can say it’s unexpected anymore, but they certainly play against type. The entire thing with zombies is that they are mindless shambling corpses, but zombie lords aren’t. They are actually all-around superior to your run-of-the-mill humanoid, so they work equally as well as a monstrous brute or a manipulative cult leader.
Innate divine spell casting is a great way to customize the zombie lords, but their real meat and potatoes are what they can do to other zombies. Any lord needs minions, so you’ll rarely catch these monsters on their own since they can reanimate corpses with a ritual. If you want to make a zombie lord feel unique, think about how their ritual works. I don’t mean mechanically; I mean what they do during that hour-long ritual. Even if it doesn’t happen on screen, that may give you some of the colour and motivation required to flesh the lord out more.
Halidir the Infested was a priest who waded into the Battle of the Rasping Cliffs mere moments before the Worldwound shut and Deskari was slain. Halibut died from the psychic backlash, except his corpse was infected by thousands of insects fleeing his lord’s domain. Now, the zombie lord claims to be Deskari’s prophet, communing with the dead demon lord and preparing the Abyss for his return.
In life, Fesh the Scribe quietly prayed to Abraxas to grant her the arcane travel the planes. After death, the demon reanimated her as a zombie lord and taught her the secrets of planar travel. Now, Fesh has an unerring eye for portals and is more than willing to trade that information. In return, she asks adventures to help her complete her magnum opus - chronicling the many methods and practices zombie lords use to enact their reanimation rituals.
Sveta Sifsdottir made the journey to Port Valen and failed. She fought and died bravely, warding her body against reanimation, but her soul transformed into a zombie lord while drifting through the astral plane. Furious at her cursed existence, Sveta gathered a crew of undead and fiends on her ship of bone, raiding indiscriminately across the Great Beyond. She is unaware that Mahathallah’s intervention left her in her undead state, and the Dowager of Illusions is highly pleased with the havoc her pawn is wrecking in the afterlife.
𝑲𝑯𝑶𝑹𝑵𝑨𝑻𝑬 𝑭𝑨𝑼𝑵𝑨 - 𝑾𝑨𝑹𝑯𝑨𝑴𝑴𝑬𝑹 𝑭𝑨𝑵𝑻𝑨𝑺𝒀
Khorne lacks the whimsy of his siblings and so does not find it prudent to actively design life forms for his Kingdom, especially not when the mutating energy of the Warp does this anyway. Thusly, almost all fauna and flora in Khorne's kingdom are not the Blood God's doing. That being said, Khornate daemons interact with these creatures in ways important to their culture and traditions and so the Blood God makes no move to exterminate most of them. This list is not exhaustive.
Blood Worms - An invasive species originating from the lands of Nurgle, Blood Worms were Bloodletter parasites that have grown fat on the death and gore of Khorne's realm. They are massive beasts able to swallow a Bloodthirster whole.
Flesh Hounds - The Sole Creatures created by Khorne's hand, Flesh Hounds are fiercely territorial daemon-dogs whose packs can number in the hundreds. The hunt overground when hungry and sleep underground in nests of bones when inactive. Like mortal dogs, Flesh Hounds come in a wide variety of breeds and even species.
Brass Ticks - Another Nurgle-devised parasite unique to Khornates.
Blood-Flies - Tiny crimson insects that feed on the blood-nectar of black-petaled Death-Flowers near the Tree of Souls. They lay their eggs in the bodies of the fallen, which give rise to Blood-Fly Maggots. Though called flies, they serve a purpose more similar to bees and are aggressive as wasps.
Brazen Bulls - Brass-furred daemon-beasts and one of the few obligate herbivores in the Aethyr. They consume the twisted, gnarled vegetation of Khorne's realm. Brazen bulls are ritually hunted and killed by daemons and, when they fin their way into the mortal realm, by men. Their prized brass skulls are offered to Khorne and their blood and bones are used in rituals and rites. They resemble bulls of various species. Their horns are often turned into war-horns or drinking devices.
Drownscale - Living in the myriad Blood Lakes and rivers snaking through the Realm of Khorne are the Drownscale. These reptilian horrors snatch the unsuspecting from the banks of their territory in the manner of giant, bloodthirsty daemon-crocodilians.
Drowndrake - Similar to the Drownscale, Drowndrakes are massive creatures that make their homes in the abyssal blood-oceans of Khorne's realm. They are more draconic than the Drownscale and can breath blood-fire onto enemies, but prefer snatching daemons from the sky and dragging them to a watery doom beneath a sea of boiling blood. Drowndrake skulls, when acquired, may be worked into Daemon Lairs.
Furnace Beasts - Furnace beasts are creatures of twisted metal; the remains of slain Juggers and battle debris pulled together and reanimated by the hatred and bloodshed abound throughout the Realm of Khorne. They affect no one shape, but tend to have a discernable mouth, body, and be-weaponed limbs. Some are covered in a layer of stolen flesh and sinew, while others are purely daemonic-alloy.
Gorger - Another massive creature, Gorgers are heavy-jawed knuckle-walking daemon-animals important to Khornate culture. A beast of sinew, multiple mouths, and endless hunger, they are common targets for enterprising Bloodthirsters. When Slain, the skull of a Gorger is made into or worked into the lair of a Deathbringer and it's host. The larger the Gorger, the more prestige the Deathbringer has.
Bonestealer - One of the more unwelcome daemon-beasts in Khorne's realm, Bonestealers are bipedal, therapsid looking creatures with spinal crests. One of their hands ends in a long scything bone and the other in obsidian claws. As their name implies, they steal and horde skulls and bones from battlefields-- Blood Hosts often busy themselves with finding, slaying, and retrieving these stashes so that they may be added to Khorne's throne.
Skull-Lairds - Skull-Laird are a variant of the Bonestealer, the result of several lairing together and one gaining primacy over the other. This larger beast is called a Skull-Laird and is a fair challenge to a Daemon Prince. These creatures never stop growing, commanding a nest of Bonestealers, and every so often grow to massive proportions. Such beasts are Greater Skull-Lairds and the most infamous of them is Vah'lruhk, the Skulls Thief, who has many Daemon Prince, Herald, and even Greater Daemon skulls in its horde.
Butcherboar - The Butcher Boar is a disturbing creature which broadly resembles a wild hog, but there is a vaguely humanoid quality about the animal as well. They are hooved nightmares with a bladed mess of tusks and overlong claws on their front limbs. Like the Gorger, they walk on their knuckles. Butcherboars are often hunted by Flesh Hounds and vice versa.
Kharndrill - The Kharndrills live in the dense jungle-wood near the Tree of Damned Shades, in the Forest of Damned Shades. They are dog-ape creatures with long fangs and dominant among them have large horns and brightly colored faces of red and orange. Kharndrills eat bloodfruit, but will snatch up and eat daemons who venture through their forest. They can overpower a Bloodletter and will snatch Chaos Furies from the sky if they catch them. When the forest is barren of fruit, they raid the gardens of Daemons who tend Khorne's meadows.
Bloodsteed - Bloodsteeds are equine-like creatures kept by daemons and used for work and war. On occasion, they are granted to mortals as godly gifts. Bloodsteeds have black or deep-crimson fur, fiery eyes, and flaming hooves. Their temperament is more fit for work, but they are warbeasts just as any creature of Khorne. Wild herds of them run above Khorne's lands, eating the coarse vegetation or flesh when they cannot find it.
Brand Ant - Brand Ants are so named for their superheated mandibles, which leave last marks in flesh when they bite a victim. They are hyperaggressive eusocial insects that create large mounds from the red earth of the realm. Brand Ants war amongst themselves, attacking rival mounds. They are fearless and will not even hesitate to swarm a Bloodthirster should it step on their home. Though typically not dangerous in small numbers, Brand Ant venom has an agonizing sting-- this species has found purchase in some Slaaneshi and Nurglite circles for that reason.
Wrothsire - A Wrothsire is among the largest of beasts found in Khorne's realm. They thick, leathery skin that can turn aside blade and spear and a 'Y' shaped horn on the end of a beaked nose. The slumber beneath the earth, and may awaken during a particular vehement rage by Khorne. Wrothsires bring fell storms and burning rain when they rip their way from the ground, able to toss about bloodhost as a child might several small toys. The biggest Wrothsires require a coordinated effort from several daemonic armies to fell and by the time the beast is killed, the death-toll is high. The Daemon who struck the killing blow is accorded the skull of the creature and the most sought after Skull-Fortresses are made from the heads of these beasts.
“ There is nothing of yours he cannot take…. days, joys, secrets. Forget hope, and let the darkness unmake you…. the shadows may be hungry, but they are kinder than Sigix”
-Stained note found in disused cell of the howling basilica
Setup: Heavy iron boots resound through seemingly endless hallways, a nightmare landscape of mist and claustrophobia. Emaciated figures huddle in cells among the bones of the dead, and the walls and ceilings seem to always, always, be closing in, ready to swallow an intruder. This is the domain of the Dread Warden Sigix, a recursive prison located on the plane of shadow, and dedicated as a temple to the worm god Torog, who made Sigix a saint among torturers and set him to guard these nameless halls forever.
No crime is necessary to be imprisoned within this umbral labyrinth, as its purpose is the slow torment of the imprisoned, rather than the enforcement of any mortal or divine law. Creatures from all over the multiverse end up in there, slowly wasting away to the shadowfell’s influence between long and seemingly pointless “interrogation” sessions in Sigix’s personal chambers.
Adventure Hooks:
An old, crumbling door appears in random places through the material plane, a shadowy “prisoner” begging passersby for aid to lure in the unsuspecting.
Secret acolytes of the Crawling King know an invocation to open a gateway to Sigix’s realm, and often work covertly as gaolers or slavers, feeding their patron an occasional “snack” as tribute. Should the party fall into the clutches of a particularly well connected and evil authority figure, they may employ one of these acolytes to give the party into Sigix’s care, confident that they’ll be unable to escape from his prison-palace. Once imprisoned, the Dread warden will never let the players go, sending dark beasts and Torag cultists after them, before pursuing them himself.
Haunted and brokenhorned, a paranoid teifling approaches the party and pleads with them for help. She claims to have escaped from an impossible prison, and is being hunted by…. well she doesn’t know what.. but she’s sure a terrible fate awaits her. In their care she recovers slightly, but is given to terrible nightmares and paranoia. IN fact, this waif was indeed one of Sigix’s prisoners, released only as part of a devil’s bargain with her sister in the balance. Her sister will only walk free if she finds new people to take her and her sibling’s place in the jail. Won over by the party’s generosity though, she’s suddenly VERY conflicted about sacrificing the party, and it will only take a little coaxing to reveal the truth of her situation.
Keep reading
by Serdjek Sholohovshek
My main thesaurus website which is up while I write:
My favorite Random Name Generator: There are so many ways to tweak the settings and generate names to choose from:
If you have spare credits/moolah/kruge, these are awesome:
Translations: Nothing beats having a native or fluent speaker's help, but DeepL tends to do better than Google Translate:
I don't heed even a third of its suggestions, but the Hemingway Editor is good for finding stupidly long run-on sentences that I otherwise skim over. It encourages me to rework some things, make them more succinct: