Nurgle dnd
He is the god of disease, decay and destruction and oldest of the four.
The Warriors of Chaos, also known as the Hordes of Chaos, the Followers of Chaos, Chaos Undivided, the Northern Barbarians or simply just Northmen, are the names given to a race of savage, warlike tribes of Human Barbarians that occupy the harsh and unforgiving lands of the uppermost North, known in the lands of the Old World as the dreaded Northern Waste. To all those that faced them, the northern warriors are considered by all to be the enemies of the entire world, whose unwavering worship to an uncaring and sadistic pantheon of ancient and evil Gods has given them a single driving motive to usher in the inevitable downfall of all mortal kind into their hellish enslavement. Out of all the many threats that the Old World must face, none strikes such fear and misery into the hearts of Men like the Followers of Chaos. Slaves to darkness all, they have given themselves wholly to the Ruinous Powers, some willingly, others because they felt they had no other choice. Chaos itself is a corrupting influence upon the world, like a dark, malign cancer that eats at the minds of all those that live within the World. No single race, no matter how noble or powerful, will ever be safe from their barbaric invasions, nor are they safe from the seductive whispers of the Dark Gods.
Nurgle dnd
Edit this Page All pages with an unattributed image. One of the four Chaos Gods the other three being Slaanesh, Khorne, and Tzeentch , Nurgle is truly a terrifying entity. He, like his brothers, was borne out of a single emotion. In his case, it was despair. When manifested upon the material plane, he often appears as a huge, bloated daemon covered in sores and boils. His body is completely rotten through with disease. He is less concerned with actual conquest than he is with the spreading of his diseases, however; a shortcoming which may be his downfall in the long run. Nurgle demands obedience from his followers, almost to a despot's extent. He encourages the spreading of his holy plagues through the lands of the living, especially if it allows his army of daemons to conquer said land. He also encourages stealthy warfare and tactics instead of brute force like Khorne. For example, a Nurgleite who poses as a village healer to further spread a chaotic virus in the village would find great favor among Nurgle. The cult of Nurgle generally operates underground for fear of discovery by local authorities.
Working with the Winds of Magic in the raw has terrible consequences, with often unpredictable results.
Summary::Lord of Plagues. Nurgle is one of the four major Chaos Powers. He is titled the Great Lord of Decay and represents morbidity, disease and physical corruption. Of the Four Chaos gods he is said to be the most involved with the plight of mortals. Those afflicted by his contagions often turn to him in order to escape their suffering. The physical likeness of Nurgle is described as gigantic and bloated with corruption, with foul-coloured leathery and necrotic skin. Nurgle teaches that family is very important, husbands should be loving to their wives and treat them as equals, not as mere toys.
Chaotic Neutral Domains. Death, Disease, Entropy Divine Rank. Greater Deity. He is the god of Death and Disease, but also Finality and Sloth. He is willed unto existence by the fear of death that all sentient beings carry and the desperate cries of those brought low by disease. He is nicknamed "The Grandfather" due to the fact that he treats his followers in the same manner that a grandfather treats his grandchildren, giving his followers gifts in the form of new plagues and poxes to spread across the realms.
Nurgle dnd
The Warriors of Chaos, also known as the Hordes of Chaos, the Followers of Chaos, Chaos Undivided, the Northern Barbarians or simply just Northmen, are the names given to a race of savage, warlike tribes of Human Barbarians that occupy the harsh and unforgiving lands of the uppermost North, known in the lands of the Old World as the dreaded Northern Waste. To all those that faced them, the northern warriors are considered by all to be the enemies of the entire world, whose unwavering worship to an uncaring and sadistic pantheon of ancient and evil Gods has given them a single driving motive to usher in the inevitable downfall of all mortal kind into their hellish enslavement. Out of all the many threats that the Old World must face, none strikes such fear and misery into the hearts of Men like the Followers of Chaos. Slaves to darkness all, they have given themselves wholly to the Ruinous Powers, some willingly, others because they felt they had no other choice. Chaos itself is a corrupting influence upon the world, like a dark, malign cancer that eats at the minds of all those that live within the World. No single race, no matter how noble or powerful, will ever be safe from their barbaric invasions, nor are they safe from the seductive whispers of the Dark Gods. However, out of all the mortal races that Chaos has corrupted over the centuries, perhaps the greatest and most numerous of their followers are those of Mankind.
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The corruption of Warpstone and the lashing Winds of Magic created herds of Beastmen to inhabit the dim places, but still Chaos could not thrive within a world still filled with hope and peace, for without mortals to fear them, they could not sustain their will. However, a catastrophic event had occurred in an unknown point in time that has since cursed the World to its inevitable damnation. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. The Knights of Tzeentch choose their Grand Master from amongst themselves with a complicated and twisted process of voting. Such is the favor of Scyla that the eyes of the gods are still drawn to his exploits, in battle, as he slays the mightiest warriors of the enemy, his bravery may lead to the gods seeing fit to grant him a boon, making him all the more deadly. A magic item of your choice within range immediately loses all magical properties. The Prince sparkles like a star. Experienced sorcerers can provide this magic output for a small number of them, however to summon Greater Demons, or legions of demons, far more powerful methods are necessary. To these weak willed men, Slaanesh whispers a dark bargain; power, but at a price. Now, wherever the Curseling plots and schemes to further his own power, a band of hard bitten veterans marches at his side, each of them under the fearful command of the disturbing creature that they know only as the Twisted Twin. The nurgling attacks once with its bite and twice with its claws. You concentrate with your mind materializing a lance of magenta flame imbued by chaotic power that can leap forth from your hand to strike your foes.
If the daemon fails a saving throw , it can choose to succeed instead.
The pestigor has advantage on Stealth checks while hiding in a forest. Only servants of Nurgle can handle these Death Heads safely. One day all this will be dust, and even the stars above will flicker and grow dim. A humanoid slain in this way rises up as a zombie after 1 minute. Saga of the Bloodbeast. Each and every living inhabitant within the harsh lands of the Northern Waste know full well the powers of these malevolent entities, for their influence can be seen all around the lands and its people. He would never champion the cause of Chaos. Brass Collar of Khorne. Those who survive grow ever stronger, their flesh and souls alike transformed by the bloody worship of Khorne. As magical creatures they draw energy from the proximity of Tzeentchian sorcery and others of their kind, the more groupings, the more savage they become. Choose one creature you can see within range. The skin of these severed heads are drawn tightly over the skull so that every detail of the bone beneath stands out starkly. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends.
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