stats, i put here for easy access should anyone want to query:<br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">current numbers<br/>4 humans (still waitng on carli to finish, but ill count her anyway)<br/>1 space marine<br/>2 eldar<br/>1 dark eldar<br/>2 abhuman<br/><br/>10 in total, that leaves two spots if theres anyone else out there in elli-land who wants to join... you should do so soon.<br/><br/>sexuality list:<br/>2 Bi woman (Darkling, ana)<br/>1 Bi(?) intersexed (soren)<br/>1 Lesbian (tsa)<br/>4 Straight male(kol, IB, glyph, sel)<br/>2 Straight woman (ESG, carli)</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Allo. this is where all the occ stuff goes, information, character profiles, plot ideas, and other discussions.<br/><br/>This is the story of the crew of the Dominator Class Cruiser, "<em>Void Bound</em>". A Rogue Trader ship, our lives are in our own hands, to make our fortune, earn fame and glory, or to die, unmissed and unmarked.<br/><br/>the players of this RP will form the inner circle of Captain Avorn, the captain of the<em>Void Bound</em>, and may consist of the bridge crew, close allies, or other important figures in her life. here are some examples of roles you might fill, though, keep in mind, its up to the captain for the final decision :P<br/>-first officer<br/>-navigator<br/>-weapons officer<br/>-sensoria-operator<br/>-chief engineseer<br/>-astropath (blind (eyes burnt out of your skulls kinda blind) uber telepath who can send and recieve messages over the distances of space)<br/>-chief Provost (police-officer type person who polices the crew)<br/><br/>other than those, you could be pretty much any manner of merc or partner whos been around for a while.<br/><br/>i will be attempting to keep the balance between male and female preferences so no one ends up as the odd-man-out, but if there is a hard skew one way or the other, your just going to have to live with it :P. humans will out number the xenos in the crew, so im going to very *very* picky if you want to make a non-human. i will not be doing 'first come first serve', rather, those with the most indepth characters will be the ones to score a spot. if there is a certain role or race youd like to play, but cant think up a reason ot back stiry (say, due to your unfamiliarity with 40k, feel free to PM me and we can discuss what is/isnt possible for ideas.<br/><br/>Fluff :<br/><br/>This site is a excellent resource for most answers: http://wh40k.lexicanum.com/wiki/Main_Page (http://wh40k.lexicanum.com/wiki/Main_Page)<br/><br/>On the Nature of Warhammer 40k (must read):<br/>Thirty-eight thousand years in the future, the mighty Imperium of Man has expanded across the galaxy... to discover that the galaxy is a hell that would make Hieronymous Bosch shit himself in terror, and that<em>it</em>has a hell. From without, the Imperium is assailed by alien monsters from the depths of space, nightmare death-machines and soulless daemons (as well as soulless death-machines and nightmare daemons); from within, treachery, heresy, mindless incompetence and the festering taint of Chaos threaten to tear it apart.<br/><br/>Warhammer 40,000 is not a happy place. Rather than just being Darker And Edgier, it paints itself black, takes a running jump and hurls itself head first over the edge, bellowing "WAAAGH". The Imperium of Man is an oppressive, stark, and downright miserable place to live in where, for far too many people, living isn't something to do till you die, but something to do till something comes around and kills you in an unbelievably horrible way - quite probably something on your own side. The Messiah has been locked up on life support for the past ten millennia, laid low by his most beloved son, and an incomprehensibly vast Church Militant commits hourly atrocities in his name.<br/><br/>The problem is, as bad as the Imperium is, they're not quite as bad as many of the other factions. Death is about the best you can hope for against the vast majority of the other major players in the battlefields of the 41st Millennium. The basic premise of 40k, insofar as it can be summed up, is that of an eternal, impossibly vast conflict between a number of absurdly powerful genocidal, xenocidal and in one case omnicidal factions, with every single weapon, ideology and creative piece of nastiness imaginable turned up to eleven. The basic sidearm of a Space Marine is a fully automatic armour-piercing rocket-propelled grenade launcher. The Astronomican, a navigation aid, has the souls of thousands of psychic humans sacrificed to it every day, dying by inches to feed the machine. The faster-than-light travel used by most factions carries with it a good chance of being eaten by daemons. There are also chainsaw swords, armored gloves that crush tanks, mountain-sized daemonic walking battle cathedrals, tanks the size of small cities and warships that level continents, if not simply obliterating all life on an entire planet just to be sure. And sometimes even that doesn't work. There is no time for peace, no respite, no forgiveness; there is only war.<br/><br/>The 40k universe is a spectacularly brutal playground of tropes and horrible things taken to their absolute extreme. Entire planets with populations of billions are lost due to<em>rounding errors</em>in tax returns. Orders of capricious, fanatical, genetically engineered Super Soldier Knights Templar serve as the Imperium's special forces (Space Marines), while the trillions of soldiers in its regular armies (Imperial Guard) take disregard for human life further than most people could believe possible. A futuristic space Inquisition ruthlessly hunts down anyone with even a hint of the taint of the heretic, the mutant, or the alien, and is backed up by legions of supercharged daemonhunting super soldiers and fanatical power-armoured battle nuns. The ancient and mysterious manipulator-race (Eldar) contrive wars that see billions dead so that<em>small handfuls</em>of their own may survive, while their depraved cousins (Dark Eldar) literally cannot live without torturing numberless innocents to death in unimaginably horrible ways. There's a Bug Swarm (Tyranids) trying to eat everything in the galaxy, a light-years wide hole in reality through which countless daemons and corrupted daemon-powered super-soldiers periodically attempt to destroy the universe (Eye of Terror), and an entire civilisation of undying Omnicidal Maniacs serving their star-god masters' desire to exterminate all living creatures, down to the last bacterium (Necrons). There's a genetically-engineered survivor warrior species infesting every corner of the galaxy and cheerfully trying to kill everything else in the galaxy because it's literally hard-wired into their genetic code (Orks). The closest thing to the good guys you can find in this setting is a tiny alien empire sandwiched between all the other factions, and they may or may not have a thing for forcing new subjects into their empire through orbital bombardment, sterilization, and concentration camps, but they will at least offer you admittance to their club (Tau).<br/><br/>On The Nature of Rogue Traders(must read):<br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">A Rogue Trader is a combination of freelance explorer, conquistador and merchant. They are Imperial servants, given a ship, a crew, a contingent of Marines or Guardsmen and carte blanche to roam the worlds beyond Imperial control. In their task of exploring and exploiting uncharted regions of the galaxy, Rogue Traders might come across worlds harbouring long forgotten human civilizations which will be incorporated into the Imperium. Other times they find empty or alien-dominated planets ripe for colonization or exploitation.<br/><br/>Rogue Traders are flamboyant individuals, commonly dressed in the most extravagant finery they can acquire. Charismatic and roguish, they are highly skilled, if underhanded, diplomats. Many Rogue Traders are highly unstable individuals; some destroy entire worlds for the slightest reason, or include alien warriors and mutants among their entourage. Some are highly pious while others are no more than legitimized pirates. The most infamous Rogue Trader was Jan van Yastobaal, who became little more than a desperado plundering whatever world he came upon.<br/><br/>The most valuable possession of a Rogue Trader family is its Charters, or Warrants of Trade; an ancient legal document which describes the accepted limits of its operations. These charters are hereditary thus creating a Rogue Trader dynasty. Certain powerful lords of the Adeptus Terra offer charters of trade as a bribe to their rivals. In exchange the rival simply walks away into a life of adventure and, hopefully, great wealth. Some Rogue Trader families have powerful allies inside the Adeptus Terra. Some of the more ancient ones are dated from the very beginnings of the Imperium, and some were even signed by the Emperor himself. Others were signed by Primarchs or other leaders of the Great Crusade. These charters are very valuable and give its owner great leeway. They are tailor-made and unique. They cannot be re-appealed as according to Imperial law and Imperial religious dogma no one is empowered to overrule these persons. Having said that, one can assume that a renegade Rogue Trader guilty of heresy or treason will be severely prosecuted by the Inquisition. It is very likely that he is considered to have forsaken the Emperor's trust upon his family and that his punishment will be much more severe. Letters of Marque are similar documents issued more recently. The Letters of Marque are rather restricted in some aspects and controlled more effectively by Imperial authorities. The more recent ones are not hereditary at all; hopeful heirs must return and reapply for a new charter. A Charter of Trade or a Letter of Marque may contain peculiar restrictions. This may be of geographical nature (e.g.: restrict the Rogue Trader into a single sector) or something similar.<br/><br/>Some Rogue Traders are relatively poor, possessing a single ancient and dilapidated ship. Others are incredibly wealthy and powerful and have whole fleets and entire private armies at their disposal. Certain favored individuals may even call upon detachments of Space Marines having entered pacts with individual Chapters. Some Rogue Traders operate as mercenaries, renting the service of their ship(s). Depending upon the families wealth, power, and connections it can be considered an aristocratic family. </blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Of The Races Of the Galaxy, (in so far as the ones that may be played, you only need to read your own, most members of any given race know *very* little about other races.)<br/><br/>On The Imperium of Man:<br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">The Imperium was founded by the Emperor, also called "The Immortal Emperor", "God-Emperor", and the "Master of Mankind", at the end of the Age of Strife - a very long period of anarchy, war, and destructive regression which brought humanity to the brink of destruction and reversed the technological progression made in the Dark Age of Technology.<br/><br/>As the Warp Storm of the Age of Strife subsided, after having secured the scientific posts and spacedocks of Luna, along with the factories and scientists on Mars the Emperor began to unite mankind under his rule. A vast navy was built with which his armies undertook the Great Crusade, which lasted for about two centuries.<br/><br/>During this two hundred year long military campaign, the Emperor employed his most potent military units, the Space Marine Legions, lead by their born leaders, the Primarchs. These, combined with the might of the Imperial Army (which was later separated into the Imperial Guard and the Imperial Navy), brought thousands of human worlds together under the Imperium. The Great Crusade ended with the corruption and treachery of the Primarch Horus, the instigator of Horus Heresy rebellion.<br/><br/>The rebellion was fought across the galaxy. Horus seeking to achieving a swift and decisive victory, lead most of the traitor forces directly for Terra. In the final decisive battle between the Emperor and the Arch-Traitor Horus, Horus was slain, leading to the break up of the rebellion. However the Master of Mankind was himself mortally wounded. According to his instructions he was placed on the life-preserving Golden Throne, where, for nearly ten thousand years, he has remained. Though physically a carcass incapable of movement or communication, his will, omnipotent, extends across the million worlds of the Imperium, beams the psychic energy of the Astronomican, soul-binds psychic humans and struggles against the daemons of the warp. He endures by his undying will, and by the sustenance that only the souls of sacrificial psykers can provide. By the numberless masses of humanity he is worshipped as a god. <br/><br/>Major (playable) Factions:<br/>-Mechanicus: (if you want to be a engineer (enginseer) or some kind of fix-it, you must be one of this faction)<br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_alternate_quote">The Adeptus Mechanicus is a technological organization, often known as the Priesthood of Mars. It holds a monopoly on technological knowledge in the Imperium. Their forge Worlds turn out the Imperium's most powerful and advanced weaponry and equipment. The organization's adepts, the Tech-priests, are vital in maintaining much of the Imperium's more technologically advanced equipment, not the least of which is the Emperor's life-sustaining Golden Throne.<br/><br/>While the Adeptus Mechanicus is a part of the Imperium, it has developed separately and enjoys a considerable degree of independence. Due to the great amount power it wields, the Adeptus Mechanicus is more like an allied empire than an organization within the Imperium. The Adeptus Mechanicus also follows a different religion from the rest of the Imperium. The religion and religious structure of the Adeptus Mechanicus is known as the Cult Mechanicus.<br/><br/>The symbol of the Adeptus Mechanicus is a skull, half-bone and half-machine, set against the background of a black and white cog.<br/><br/>Adepts of the Adeptus Mechanicus are known as tech-priests. Any member of the Cult Mechanicus over the rank of menial will often be referred to as a tech-priest, though Magi and higher ranks are usually referred to by rank.<br/><br/>As befits the religious nature of the Mechanicus, techpriests usually wear robes, which are usually either rust-red or white. Techpriests are often Imperial bionics. The level of a techpriest's augmentation is highly dependent on his rank within the Cult Mechanicus; a novice may have only one or two augmented systems, if any, while very senior members may have only a few biological organs left in their bodies. <br/><br/>Example Images:<br/>http://fc04.deviantart.net/fs5/i/2004/351/a/a/40K___Magos_Satchienkow_by_xadhoom.jpg (http://fc04.deviantart.net/fs5/i/2004/351/a/a/40K___Magos_Satchienkow_by_xadhoom.jpg)<br/>http://fc04.deviantart.net/fs27/f/2008/118/0/0/Adeptus_Mechanicus_by_FirstKeeper.jpg (http://fc04.deviantart.net/fs27/f/2008/118/0/0/Adeptus_Mechanicus_by_FirstKeeper.jpg)<br/>http://img2.gelbooru.com//samples/378/sample_3df7cba4b907946d888b2999c21a6ddbe3efb819.jpg?457296 (http://img2.gelbooru.com//samples/378/sample_3df7cba4b907946d888b2999c21a6ddbe3efb819.jpg?457296)<br/><br/>Additional Info: http://wh40k.lexicanum.com/wiki/Portal:Adeptus_Mechanicus (http://wh40k.lexicanum.com/wiki/Portal:Adeptus_Mechanicus) </blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>-Astartes: (i have one already, and i wont be accepting any more)<br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_alternate_quote">The Adeptus Astartes (commonly known as Space Marines, and colloquially as Angels of Death) are the most elite and feared fighting forces of the Imperium. The primary unit of organization is the Chapter, a self-contained army fully equipped with its own transport, non-combatant support staff, etc. There are around a thousand Chapters, each comprising a thousand Space Marines. There are far too few Space Marines to form the Imperium's main military forces; instead they operate as highly mobile strike forces. They are entrusted with the most dangerous missions, such as lightning raids behind enemy lines, infiltration and tunnel fighting6. Through selection, training and conditioning, Marines are physically, mentally and spiritually superior to any other Imperial soldier.<br/><br/>Recruits are chosen from the best warriors among humanity. Naturally this make feral worlds prized recruitment grounds, as such harsh and primal conditions produce the best warriors. However hive worlds are considered the ideal source of potential recruits, the populace of the lower levels composed of some of the most murderous scum in the human Imperium. Whole gangs of hive scum are sometimes hunted down and captured for recruitment. Among the most valued traits in a recruit are aggression and psychotic-level killer instinct. Much more rarely, certain civilised worlds are also recruited from.7,5<br/><br/>The potential recruit is first subjected to testing, including tissue compatibility tests and psychological screening. Relatively few get past this initial selection process. Those that do pass are termed neophytes, and the process continues with the surgery, indoctrination, conditioning and training that will make them Marines.<br/><br/>The surgical process takes a great deal of time. The recruit receives implants, along with chemical- and hypnotherapy and training necessary for allowing the functioning and development of the implanted organs. The implants transform their bodies and minds and give them inhuman abilities - making them capable of spitting acidic venom, absorbing the memories of the dead by eating their flesh, darkening their skin to protect it from radiation, and operating for long periods without sleep by switching off parts of their brains at a time. After this implantation process and the associated training, the recruit becomes a initiate.<br/><br/>Intense indoctrination and conditioning strengthens the recruit's resolve and increases mental capabilities, honing them into dedicated and merciless warriors. After more general training, they join the Chapter as full brothers.<br/><br/>Example Images:<br/>http://fc00.deviantart.net/fs36/f/2008/269/6/4/THE_EMPEROR__S_FINEST_by_kingmong.jpg (http://fc00.deviantart.net/fs36/f/2008/269/6/4/THE_EMPEROR__S_FINEST_by_kingmong.jpg)<br/>http://fc05.deviantart.net/fs17/f/2007/127/8/6/LAST_STAND_by_kingmong.jpg (http://fc05.deviantart.net/fs17/f/2007/127/8/6/LAST_STAND_by_kingmong.jpg)<br/>http://fc04.deviantart.net/fs12/f/2006/331/7/1/Kill_The_Heretic_by_kingmong.jpg (http://fc04.deviantart.net/fs12/f/2006/331/7/1/Kill_The_Heretic_by_kingmong.jpg)<br/><br/>Additional Information: http://wh40k.lexicanum.com/wiki/Portal:Space_Marines (http://wh40k.lexicanum.com/wiki/Portal:Space_Marines) </blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>-Navigators:(we need one of these. most likly the ships helmsman)<br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_alternate_quote">The Navis Nobilite is an ancient organization predating even the Imperium by several thousand years, and is comprised of a unique form of mutant called Navigators who have the unique ability to navigate spacecraft through the warp. <br/><br/>The Navigator Houses hold a unique position within the Imperium; they are not answerable to the authority of the Imperium, but tend to toe the Imperial line because of the mutual benefits each side receives. Furthermore, members of the Navis Nobilite are compelled by ancient and binding oaths to serve with the Adeptus Mechanicus for a set duration in return for the Techpriests' services, serving the Imperial Navy and Merchant Fleets.<br/><br/>This autonomy does not however, protect the Navigators from the agents of the Inquisition. The Ordo Malleus has been assigned jurisdiction over the Navigators, to ensure the taint of Chaos is not able to take hold. Given the slightest reason, the Inquisition will ruthlessly purge any offending parties; goods and assets are seized, midnight raids on Navigator palaces are followed by arrests and a purging of those seen as tainted; their fate to be burnt as heretics or locked away in Inquisition torture chambers. As such, the Navis Nobilite are all too willing to tackle this problem internally. <br/><br/>All Navigators have a third eye, commonly called the Warp Eye, on their foreheads, which allows them to perceive the "psychic light" known as the Astronomican, enabling them to fully use their powers in guiding ships through the currents of the Warp. Their ability to sense the tides of the warp is considered psychic, although Navigators never possess any psychic abilities beyond the powers their warp eye affords them1.<br/><br/>Navigators possess natural life spans of as much as four hundred years. As they increase in age, their abilities increase in power, and their physical appearance changes: the white and iris of the eye gradually disappears, leaving only a hardened black orb. <br/><br/>Navigators gain a variety of powers from their Third Eye, but by far the most vital one is the ability to steer spacecraft through the warp. The Warp Eye allows the Navigators to see the currents of the Warp, and using the psychic beacon of the Astronomican as a guide, they are able to direct the ship through the dangerous environment, allowing Imperial ships to make far longer and accurate jumps than otherwise possible. They are the only ones, man or machine, with the ability to do this. Because of this unique talent they collectively hold a vital and powerful position within the Imperium.<br/><br/>Of course, the unique ability of the Navigators has its limits also. Outside the range of the guiding light of the Astronomican the Navigators are far more limited in their ability to guide a ship through the Warp. During the Macharian Crusade the grand conquest almost ground to a halt as the sight of the Navigators failed, when they could sense only darkness around them. Furthermore, there are places the Navigators avoid at almost every cost. Navigators will shun the Eye of Terror for thousands of light years around it rather than risk a minor deviation in course which might take them into its boundaries. Most Navigators have personal experience of close encounters with Chaos near the Eye of Terror, and many more can recall the names of others who traveled too close to the Eye in a foolish attempt to cut days from their journey time only to vanish forever.<br/><br/>The eye has other powers too, although these are employed far more rarely and are the subject of some mystique. These powers develop with the Navigator's experience of the Warp, so that they are most developed of all in the Heirs Apparent. It is said that the eye of a Navigator has prophetic powers and that it can literally see into the future. Navigators are very reluctant to talk about their powers, and it may well be that only the Paternova, leader of all Navigators, understands the full potential of a Navigator's abilities.<br/><br/>Not least of the warp eye's powers is its deadly ability; any one who meets the warp eye's gaze will be agonizingly killed from massive psychic trama; mainly due to this Navigators keep their third eye covered with a bandanna or something similar, causing many people to doubt that the "third eye" even exists </blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>-Imperial Guard<br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_alternate_quote">The Imperial Guard is the primary fighting force of the Imperium, so numerous in size that even the Departmento Munitorum cannot place a figure on the number of Guardsmen under arms at any one time; the daily lists of new recruits and toll of casualties can run into the millions in a single day. It would be infeasible trying to put any exact number on the strength of the Guard; however, it is believed that there must be many billions of Imperial Guardsmen, divided into millions of regiments. This absolute numeracy provides the Guard with its main power; their ability to deploy in numbers that, eventually, result in victory. Attacking in seemingly endless influxes across battle-zones, charging forth under the cover of massive barrages and delivering massed lasgun volleys, in the Guard the individual human soldier may appear a lost thing, almost forgotten. Yet the actions of these anonymous soldiers daily decide the fate of worlds.1<br/><br/>The Guard forms the very backbone of the Imperium; without it Mankind would surely perish. Whilst Guardsmen are hardly the equals of Space Marines, fighting neither with the advantages of genetic enhancement or the most powerful personal weaponry, the Guard posesses the courage and the manpower to face and annihilate the enemies of the Emperor across the galaxy.<br/><br/>example image: http://img2.gelbooru.com//images/273/41bd61c0df844e9a3abb1cb9f4742149513cd303.jpg?276902 (http://img2.gelbooru.com//images/273/41bd61c0df844e9a3abb1cb9f4742149513cd303.jpg?276902)<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>-<del>Ecclesiarchy</del> Sisters of Battle:<br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_alternate_quote">The Adepta Sororitas (also "the Sisterhood" or "Daughters of the Emperor") are an all-woman subdivision of the religious organization known as the Ecclesiarchy or Ministorum. The Sisterhood's Orders Militant serve as the Ecclesiarchy's fighting arm, mercilessly rooting out corruption and heresy within humanity and every organization of the Adeptus Terra.<br/><br/>There is naturally some overlap between the duties of the Sisterhood and the Inquisition; for this reason, although the Inquisition and the Sisterhood remain entirely separate organizations, the Orders Militant of the Sisterhood also act as the unofficial militant arm of the Inquisition's Ordo Hereticus.<br/><br/>The Adepta Sororitas and the Sisters of Battle are commonly regarded as the same thing, but the latter title technically refers only to the Orders Militant, the best-known part of the organization.<br/><br/>The Sisterhood serves as Ministorum's only official military forces because the Decree Passive rules that the Ecclesiarchy cannot maintain any men under arms. This was supposed to limit the power of the Ecclesiarchy. However the Ministorum were able to circumvent this decree by using the all-female force of the Sisterhood. <br/><br/>The Adepta Sororitas has its origins on the world of San Leor. An order known as the Daughters of the Emperor, an all-female cult dedicated to worship of the Emperor, had been discovered there by members of the Ecclesiarchy. Goge Vandire, the High Lord of the Administratum (and also Ecclesiarch of the Adeptus Ministorum), decided to pay a visit to San Leor and recruit the Daughters into his own private army. The Daughters, at first, refused to accept his authority. Vandire decided to show them that he was blessed by the Emperor - he instructed a soldier in his entourage to shoot him, which after a brief hesitation, he did. However, thanks to the protective field generated by the Rosarius of the Ecclesiarch (which no one but Vandire himself was aware of), Vandire was not harmed. The Daughters took this to be a sign, and swore allegiance to Vandire virtually on the spot. They became the Brides of the Emperor, and were Vandire's most loyal followers.<br/><br/>During the Siege of the Ecclesiarchal Palace, the Adeptus Custodes, the praetorians of the Emperor himself, tried to approach the Brides and convince them of Vandire's treachery. In a last ditch effort to convince them, the Custodes took Alicia Dominica, leader of the Brides, and her chosen bodyguards deep into the Imperial Palace where they stood before the Emperor himself. What happened there remains unknown - Dominica and her companions were sworn to secrecy - but it became clear that the Brides, who reverted to the title of Daughters of the Emperor, had been awakened to the evil that Vandire represented. Marching into his audience chamber, Dominica paused only to condemn Vandire for his crimes before she beheaded the power-crazed dictator. Reportedly, Vandire's final words were "I don't have time to die - I'm too busy!"<br/><br/>After this episode, the Decree Passive was proclaimed by newly appointed Ecclesiarch Sebastian Thor. Under the literal interpretation of the decree however, the Adepta Sororitas were not obligated to disband because the decree made only explicit mention of "men under arms." Thor, recognizing the need for the Ecclesiarchy to have some kind of force and internal regulator, allowed them to remain, even if the spirit of the decree was rather blatantly disregarded.<br/><br/>Trained to the highest levels possible and possessed of a phenomenal belief in the Emperor, the Sisters would go on to engage in Wars of Faith, bringing the light of the Emperor to parts of the galaxy that had fallen into darkness.<br/><br/>Example Images:<br/>http://fc03.deviantart.net/fs43/i/2009/109/0/6/Adepta_Sororitas_by_FirstKeeper.jpg (http://fc03.deviantart.net/fs43/i/2009/109/0/6/Adepta_Sororitas_by_FirstKeeper.jpg)<br/>http://fc09.deviantart.net/fs46/f/2009/230/f/8/Adeptus_Sororitas_in_Hades_1_by_falkzimmer.jpg (http://fc09.deviantart.net/fs46/f/2009/230/f/8/Adeptus_Sororitas_in_Hades_1_by_falkzimmer.jpg)<br/>http://fc05.deviantart.net/fs51/f/2009/270/3/e/Repent_by_nooblar.jpg (http://fc05.deviantart.net/fs51/f/2009/270/3/e/Repent_by_nooblar.jpg)<br/><br/>Additional Information:<br/>http://wh40k.lexicanum.com/wiki/Adepta_Sororitas (http://wh40k.lexicanum.com/wiki/Adepta_Sororitas) </blockquote><div class="quotefooter"><div class="botslice_quote"></div></div></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>On The Tau<br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">The Tau are a plains dwelling race. In their prehistory, they lived in tribes on the desert plains, hunting and gathering their food. As their race aged, they expanded to all environments. The Tau of the plains became strong and skillful hunters, larger and stronger than most other Tau. The Tau of the mountains developed the ability to soar high above the baking deserts on thermals. The Tau of the river valleys developed agriculture and metallurgy, forming the first true settlements. The development of settlements led to the need of trade, and wandering Tau began to negotiate and mediate between the disparate tribes.<br/><br/>Eventually, avarice got the better of the Tau. Growing pains, caused by their unusually rapid technological development led to the invention of sophisticated weaponry. The Tau of the river valleys developed stone fortresses and crude blackpowder weapons to ward off the aggressive Tau of the plains. These fledgling skirmishes led to the darkest period in Tau history, the Mont'au.<br/><br/>The numerous wars that broke out lasted for years. Each year thousands died as squalid conditions and lack of access to fresh food and water created a plague that killed more Tau than were dying in the wars. The Tau were on the verge of wiping themselves out.<br/><br/>Out of the destruction and darkness of the Mont'au, came a guiding light: the Ethereals.<br/><br/>Tau legends tell of the first appearance of Ethereals at Fio'taun. The fortress city of Fio'taun was under assault by the warriors from the plains. Though negotiation had been attempted, the fierce plains warriors would settle for nothing less than the annhilliation of the city of Fio'taun. For five long years the inhabitants held off the savage assaults with their thick walls and plentiful cannon. However, disease and starvation began to take their toll. As the tide of the siege turned, two mysterious Tau appeared. One made his way into the camp of the plains Tau, exuding a quiet authority that no Tau was able to resist. Soon, the leader of the plains warriors was persuaded to parley with the Tau of Fio'taun. Similarly, the other mysterious Tau made his way deep into the fortress. Within a few short hours, the gates stood wide open, and the Tau stood ready to talk.<br/><br/>The Ethereals spoke of the importance of peace and understanding between all Tau. They described a Greater Good that each Tau must strive towards. The besiegers and the besieged quickly agreed with the Ethereals and a truce was reached. Across the land, Ethereals emerged, each with the same quiet authority and message of harmony and cooperation. With the Tau united, a great civilization began. <br/><br/>The introduction of the Ethereals to Tau society led to the creation of a rigid Caste System, with each Caste taking on the name of an element that is close to them. Thus, the warriors of the Tau Empire became known as the Fire (Shas) Caste, due to their fiery temper. The artisans and scientists became known as the Earth (Fio) Caste, being the most pragmatic of the Tau. The diplomats and administrators became known as the Water (Por) Caste, as water flows through all life, uniting it. Lastly, the Tau messengers and spies became known as the Air (Kor) Caste, traversing the land on top of gusts of wind. With the invention of aircraft, and later spacecraft, the Air Caste would become the pilots of the Tau Navy.<br/><br/>The Tau are currently in the process of securing their Third Phase colonies, while fending off remnants of Hive Fleet Kraken and the occasional Ork raid. They have a rather uneasy relationship with the Imperium, which is far more concerned with more important conflicts, like Armageddon and the 13th Black Crusade. <br/><br/>Example Images:<br/>http://fc05.deviantart.net/fs45/f/2009/090/7/c/TAU_Tropic_Thunder_by_thevampiredio.jpg (http://fc05.deviantart.net/fs45/f/2009/090/7/c/TAU_Tropic_Thunder_by_thevampiredio.jpg)<br/>http://fc06.deviantart.net/fs22/f/2007/351/c/d/Tau_pathfinder_team_by_slipgatecentral.jpg (http://fc06.deviantart.net/fs22/f/2007/351/c/d/Tau_pathfinder_team_by_slipgatecentral.jpg)<br/>http://fc02.deviantart.net/fs24/f/2007/358/3/6/Tau_fire_warrior_fragment_by_slipgatecentral.jpg (http://fc02.deviantart.net/fs24/f/2007/358/3/6/Tau_fire_warrior_fragment_by_slipgatecentral.jpg)<br/>http://img1.gelbooru.com//images/273/13409f1752cbc879da8937d9e25a6f4704b0e4e6.jpg?276889 (http://img1.gelbooru.com//images/273/13409f1752cbc879da8937d9e25a6f4704b0e4e6.jpg?276889)<br/><br/>Additional Info: http://wh40k.lexicanum.com/wiki/Portal:Tau (http://wh40k.lexicanum.com/wiki/Portal:Tau) </blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>On The Eldar<br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Superficially, the Eldar appear very similar to humans, though they are generally taller, and slimmer, with sharp features and pointed ears. They are long-lived by human standards, and most will live more than a thousand years unless they die from accident or disease. Eldar also have much faster metabolic rates than humans, and their cardiac and neurological systems are more advanced. These traits manifest in their vastly heightened reactions and agility compared to humans. To them humans seem to move in slow motion with a certain degree of awkwardness, while to humans the Eldar can move with distracting grace and can be blindingly fast in combat. As a race they have a high level of psychic ability, which serves as the foundation of their technology. The Eldar that actively cultivate their psyker potential seem to exhibit a much-extended lifespan as well, one proportional to their prowess. The Farseers of the Eldar can live for several thousand years. Eldar are mentally far superior to humans, and feel all emotions much more strongly, requiring the Eldar to exercise constant restraint to avoid mental break down.<br/><br/>Eldar seem to reproduce in stages, with new genetic material being added by the father to the developing embryo over an extended period. This process is ill-understood, but Eldar autopsies are suggestive of it. <br/><br/>The existing Eldar are essentially a refugee population, the scattered remains of their former strength and power. Even in such straits, however, they are still a powerful force in the galaxy. Once, ten thousand years past, the Eldar were among the most powerful and dominant race of the galaxy, dominating a significant portion of the galaxy and secure in their prosperity. Although there were other races of advanced technology and military power, none were in a position to seriously threaten the state of the Eldar nation. When it came, the disaster was internal. Consumed by arrogance and with no need for substantial work or labour, the Eldar began to pursue any curiosity or desire. Rapidly, cults devoted to exotic knowledge, physical pleasure, and ever-more outrageous entertainment sprang up. It did not take long for many of the Eldar to take a darker path, descending into dark study, instant fulfilment and unbridled violence, beginning the Fall of the Eldar.<br/><br/>Many of the Eldar grew uneasy with the actions of their comrades, and the wisest of the Seers warned that the path could lead only to evil. Disgusted, some of the Eldar left the central worlds of the Empire to settle on the outlying regions, while others stayed to try and alter the path their race had taken.<br/><br/>While this would have been destructive within any society, it was even more damaging for the Eldar. Within the parallel realm of the warp, the psychic emanations of these activities began to gather, strengthened by the souls of departed followers and cultists. As the Eldar vices grew, this collection did as well, until it eventually came into a life of its own. It finally came to consciousness as Slaanesh, Devourer of Souls and doom to the Eldar, for the psychic scream of its birth tore the souls from all the Eldar within a thousand light years of it. Its awakening was so forceful that it tore a hole between physical space and the Warp, plunging the Eldar homeworlds into a limbo of partial existence. This region is now known as the Eye of Terror, and is now the home of the forces of Chaos. Many Eldar survived the Fall and remain trapped within the Eye on the homeworlds of the Eldar, the Crone World, and are enslaved to Slaanesh.<br/><br/>Since this time, which is known only as The Fall, the Eldar have been a broken and scattered people, lacking cohesion and purpose. The Eldar population is constantly dwindling. <br/> In the time leading up to the Fall, not all the Eldar that remained on the homeworlds fell into the lure of Slaanesh. Many remained, struggling to turn their species from its doomed path. Unable to do so, many of the greatest Seers caught glimpses of the darkness to come, and undertook a titanic effort to save their people. For each Eldar homeworld a gigantic ship was created, sung from wraithbone and so massive to be nearly a planetoid itself. The last uncorrupted people from each world were loaded onto these ships, along with works of art, plant life and animals, all that could be saved. In these Craftworlds (as they came be known) the final Eldar Exodus began, and only barely in time. The psychic shockwave caught some of the Craftworlds and destroyed them, while others were pulled into orbit around the Eye of Terror. The rest drift through the galaxy, their exact number uncertain, as contact can be difficult and intermittent<br/><br/>The vast majority of Eldar technology is elegant and energy based, often psychic, and almost always made from solidified warp-energy.<br/><br/>example images:<br/>http://fc09.deviantart.net/fs10/i/2006/086/1/1/alaitoc_farseer_babe_by_kunkka.jpg (http://fc09.deviantart.net/fs10/i/2006/086/1/1/alaitoc_farseer_babe_by_kunkka.jpg)<br/>http://fc04.deviantart.net/fs44/i/2009/094/4/0/Forms_Eldar_by_Musibat_Khan.jpg (http://fc04.deviantart.net/fs44/i/2009/094/4/0/Forms_Eldar_by_Musibat_Khan.jpg)<br/>http://fc03.deviantart.net/fs47/f/2009/314/5/7/57e3b78c689de1132b24bfbc2093fb3f.jpg (http://fc03.deviantart.net/fs47/f/2009/314/5/7/57e3b78c689de1132b24bfbc2093fb3f.jpg)<br/>http://fc05.deviantart.net/fs47/i/2009/220/a/1/Dat_Banshee_Ass_by_DeadXCross.jpg (http://fc05.deviantart.net/fs47/i/2009/220/a/1/Dat_Banshee_Ass_by_DeadXCross.jpg)<br/>http://img2.gelbooru.com//images/273/a86977ecc4f1ae6eb71c7988da11d0a57c7d1738.jpg?276905 (http://img2.gelbooru.com//images/273/a86977ecc4f1ae6eb71c7988da11d0a57c7d1738.jpg?276905)<br/><br/>Additional Info: http://wh40k.lexicanum.com/wiki/Portal:Eldar (http://wh40k.lexicanum.com/wiki/Portal:Eldar) </blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>On The Dark Eldar (must read Eldar too):<br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Born of those Pleasure Cultists who survived The Fall, the Dark Eldar are kindred to the Eldar, an ancient and advanced race of elf-like humanoids. Their armies usually have the advantages of speed and technology, though they are often lacking in resilience and numbers. The Dark Eldar revel in piracy, enslavement and torture, and are sadistic in the extreme. Dark Eldar armies make use of advanced anti-gravity skimmers to launch high speed raids on their enemy while still transporting a large number of their warriors. Due to their use of the galaxy-spanning interdimensional labyrinth known as the Webway, they are extremely mobile, striking from seemingly nowhere, with little or no warning, and vanishing with their captives before significant military reaction can be mobilized.<br/><br/>The Dark Eldar are unique amongst the races in the sense that they do not occupy many planets, but rather one dark city called Commorragh. They are mainly pirates, though are sometimes used as mercenaries. <br/><br/>Over time, Dark Eldar begin to suffer more and more from The Thirst. They develop an all-consuming and ever-increasing need to drink the souls of other beings. It is postulated that the cause of this is the Chaos God Slaanesh, the Great Enemy of the Eldar, who leeches the soul-essence of the Dark Eldar while they still live. Dark Eldar drink souls to stave off this leeching - perhaps by sating the thirst of Slaanesh, or perhaps by replenishing the essence of their own souls with that of the consumed one. Slaanesh will also consume the souls of Dark Eldar whole should they die. Dark Eldar are long-lived but not immortal; drinking souls has a rejuvenating effect that reverses aging, thus Dark Eldar need not fear falling into the clutches of Slaanesh due to death from old age, if they have a constant supply of souls. The usual source of souls are those of the many captives taken during Dark Eldar raids. <br/><br/>Dark Eldar, like most Eldar kindreds, make use of advanced technology, including anti-gravity devices, dark matter weaponry, nanotechnology and psychic artifacts. While Dark Eldar do make use of psychic devices, they do not use psychic powers themselves. Psykers are treated as playthings in Commorragh, and given the twisted sadistic nature of the Dark Eldar, this necessarily involves pain and torment for the psyker.<br/><br/>example images:<br/>http://fc09.deviantart.net/fs44/f/2009/109/d/a/Dark_Eldar_2_0_by_1mpact.jpg (http://fc09.deviantart.net/fs44/f/2009/109/d/a/Dark_Eldar_2_0_by_1mpact.jpg)<br/>http://fc09.deviantart.net/fs31/f/2008/188/0/3/Dark_Eldar_by_war40.jpg (http://fc09.deviantart.net/fs31/f/2008/188/0/3/Dark_Eldar_by_war40.jpg)<br/>http://fc05.deviantart.net/fs30/f/2008/094/4/5/Dark_Eldar_Witch_by_The_First_Magelord.png (http://fc05.deviantart.net/fs30/f/2008/094/4/5/Dark_Eldar_Witch_by_The_First_Magelord.png)<br/><br/>Additional Info: http://wh40k.lexicanum.com/wiki/Portal:Dark_Eldar (http://wh40k.lexicanum.com/wiki/Portal:Dark_Eldar) </blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Char Sheet.<br/>Name<br/>Race (or faction)<br/>Age<br/>Sexuality<br/>Appearance<br/>Position on the ship<br/>Equipment<br/>Reason for being on the Ship<br/>Bio<br/>