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<blockquote data-quote="lobo" data-source="post: 12855" data-attributes="member: 3385"><p>@ Khorgor666</p><p>Setzen 6 <img src="http://www.gw-fanworld.net/forum/style_emoticons/<#EMO_DIR#>/biggrin.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /> </p><p></p><p>Ein paar kleine Infos zum Thema</p><p></p><p></p><p>zu den Slann:</p><p></p><p>The Ancient Slann And Their Inheritance</p><p></p><p>Of all the races in the galaxy the Slann claim to be, and may actually be the</p><p>oldest. The days of their bright empire are waning, but still they remain</p><p>amongst the most enigmatic creatures of known space. The Slann evolved, matured</p><p>and spread throughout the galaxy many hundreds of thousands of years ago.</p><p>During the heyday of their empire they discovered and nurtured many primitive</p><p>creatures, encouraging the evolutionary process on coutless worlds, eradictaing</p><p>or moving dangerous species, and seeding many planets with promising stock. For</p><p>millennia they experimented and played with the galaxy, possibly creating many</p><p>of the races of modern times in the process. But their empire dwindled, the</p><p>pace of their civilisation slowed, and their genetic experiments were largely</p><p>abandoned. The Slann retired from an active role in galactic affairs, falling</p><p>into a long dream of indolence and introspection. They do not seem to have</p><p>suffered from any physical conflict, there are no records of destructive wars</p><p>or disasters. Instead their racial motivations appear to have undergone a</p><p>sudden and drastic change, so that have lost interest in material conquest and</p><p>power. Perhaps the Slann discovered something yet unknown to other races, some</p><p>secret of the universe, a spiritual truth or supreme mystical insight. In the</p><p>realms of psychic-philosophy and mystic-technology the Slann certainly have no</p><p>equals, fulfilling themselves by study of spiritual life-forces and secret</p><p>powers of other realities.</p><p></p><p><img src="http://www.das-astronomican.de/astronomican/bilder_figuren/slann.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>Pic aus dem GW 87 Flyer</p><p></p><p>The Slann originally evolved from amphibian stock, and even today traces of</p><p>their ancestry are not hard to distinguish. Their hands and feet are long and</p><p>webbed, their skins cool and moist, their heads large with protruding eyes.</p><p>They are quite at home in the water, and are capable of breathing oxygen from</p><p>water (or other poorly oxygenated atmospheres) directly through their skin.</p><p>Slann vary in colour a great deal - green and blue are common, yellow is fairly</p><p>well represented, and there is a scattering of other, rarer colour morphs as</p><p>well as albino and melanistic forms. Brightly pigmented Slann are often</p><p>extrovert, talented or especially noteworthy in some way. Skins are sometimes</p><p>mottled, striped or otherwise marked. On some Slann worlds, and especially</p><p>among primitive Slann, these markings represent tribal divisions. Height is</p><p>fairly constant, with adult Slann reaching 2 metres, females are slightly</p><p>larger and bulkier.</p><p></p><p>The Slann inhabit an area to the north of the galactic pole, living upon a</p><p>number of proximate, prosperous worlds. The society remains closed to other</p><p>races, but appears to be homogenous throughout, with a similar technical base,</p><p>language and culture on each planet. Exceptionally, groups of Slann live as</p><p>primitive savages on a number of worlds beyond Slann space, including planets</p><p>of the Imperium. Strangely enough, these primitve Slann are scattered throughout</p><p>the galaxy, and probably comprise the remnants of what was once a much larger</p><p>pattern of Slann settlement. These primitives have little or no contact with</p><p>their technologically advanced kin. The Slann are a curious people, rarely</p><p>trading with other races and unpredictable when dealing with territorial</p><p>disputes or any form of rivalry. There is little that the Slann want or need,</p><p>and traders often get the feeling that they are being watched and studied, and</p><p>that the exchange of goods is of no importance to the Slann.</p><p></p><p></p><p>Organisation.</p><p></p><p>Slann warriors are called braves, and a number of braves plus a leader makes up</p><p>a warband. The number of warriors in a band varies, but is usually between 6</p><p>and 8, although it can vary between 2 and 12. A senior officer called a</p><p>warleader commands a group of warbands. Where armies are large large it will</p><p>have many warleaders, all of whom will meet before a battle to make plans and</p><p>exchange ideas with experienced warleaders, chiefs and mages. The warleader in</p><p>overall charge is the warchief - selected from and by the other warleaders. The</p><p>greatest and most respected individuals in Slann society are the Great Mages.</p><p>Their aid would be sought in battle, for their knowledge of magic, philosophy</p><p>and the arcane sciences are formidable. The Great Mages remain aloof from</p><p>society, although their advice is constantly sought by the social leaders.</p><p>Slann society is tribal, and the leader of each tribe is known as the Mage</p><p>Chief. Except among primitive Slann, tribes never fight each other and tribal</p><p>relations are peaceful. A schematic diagram of Slann society is reproduced</p><p>below.</p><p></p><p></p><p>1. Great Mages</p><p>2. Mage Chiefs and other social leaders</p><p>3. Warchiefs</p><p>4. Warleaders</p><p>5. Warband </p><p>Leader & Braves</p><p></p><p></p><p>The concept of the the warband is important to the Slann attitude to life.</p><p>Every Slann is expected to live its life according to a strange, mystic and</p><p>largely unfathomable ritual, as part of which the individual passes through</p><p>life-stages. The calling to a life-stage would seem a real and almost</p><p>unstoppable thing to a Slann, and can happen at any time, so that a peaceful</p><p>technician may become a wanderer, a warrior, a hermit, etc. Once a Slann feels</p><p>the call to become a warrior it joins one of its tribe's warbands, or forms a</p><p>warband of its own. Because of this unpredictable recruiting method, warbands</p><p>change all the time.</p><p></p><p>From Rogue Trader Page 194</p><p></p><p></p><p>Jokaero:</p><p></p><p>Jokaero</p><p></p><p>The Jokaero are a fascinating race. For one thing, no outsider has ever decided whether they are intelligent. They are certainly capable of tremendous feats of engineering, construction and problem solving, yet they have no language, culture, or motivation higher than survival. Their physical appearance is of a heavy, orange-furred ape, similar to the orang-utang which roamed ancient Earth. This may or may not be coincidence, for it is an established fact that the Slann created and modified many races at the dawn of time, and appear to have visited the Earth on numerous occasions. The most amazing thing about the Jokaero is their technical brilliance - they appear to have an innate, genetically structured understanding of technology. Given sufficient pieces of battered machinery, a group of Jokaero can make almost anything, from a spaceship to a las-cannon. Their comprehension of astro-physics is baffling; they seem able to tap power-currents which flow imperceptibly through the galaxy. </p><p></p><p>Their understanding of such matters goes far beyond that of even the most advanced of other known races, with the possible exception of the Great Mages of the Slann. Jokaero spacecrafts are a case in point. A Jokaero spacecraft looks like no other form of space transport, consisting entirely of an open framed lattice structure, forming a unique polyhedral shape. </p><p>This structure draws energy from galactic power-currents simply by virtue of its shape, in a similar way to which weapons channel psychic energy by virtue of their spiral patterns. Jokaero spacecraft move, manoeuvre, and transcend warp-space by means of making physical changes t the ship's shape, thereby altering the craft's relationship to the universal powers it employs and modifying its place in the natural galactic order. </p><p></p><p>Jokaero live in large family groups, roaming the galaxy at random, concentrating on survival. They frequently land on inhabited worlds, usually to scavenge for oddments or specific components they require. If necessary they will band together and attack other creatures in order to gain what they need. Because of their extraordinary talents, they use weapons and equipment and tactics in a similar way to intelligent creatures, and are capable of mounting coordinated and complex attacks. Usually they will single out a lone station, a farmstead or a distant mining ship as their target, attacking, looting and making good their escape before they attract retaliatory action. It is impossible to argue or even reason with a Jokaero. Even giving them what they want is difficult, scince they are incapable of communicating.</p><p></p><p>If the Jokaero could be controlled they would be very useful to other races. However, this has proved largely impossible. They tend to build things which meet their own immediate needs. Attempts at capturing Jokaero and compelling them to work can have disastrous effects - they build things with which to escape.</p><p></p><p>Rogue Trader S.197</p><p></p><p></p><p>Enslavers:</p><p></p><p>Enslavers </p><p>The origin of these creatures, known to humanity only as Enslavers,</p><p>is a complete mystery. Their ability to transcend normal space enables</p><p>them to move easily throughout the galaxy and perhaps beyond. They</p><p>have physical bodies, although unlike any other known life form.</p><p>Enslavers are basicially spheroid or barrel shaped, approximately 2</p><p>metres tall, with tough leathery skin. At the very top of their bodies</p><p>is a single large sensory organ sometimes called an eye, although its</p><p>exact function can only be guessed at. Around the top of the creature's</p><p>body is a cluster of tentacles, typically from 8 to 12, each about l'/i</p><p>metres long, often two of these tentacles are longer than the others</p><p>and end in suckered pads. These tentacles function as both sensory</p><p>and manipulative organs. Enslavers have no legs but move by floating,</p><p>sometimes assisted by their tentacles for fast or precise movement.</p><p>They can move quite rapidly by this means and can change direction</p><p>and speed in a way comparable to humans and other more orthadox</p><p>creatures. Enslavers will float at up to 3 metres above the ground or</p><p>floor surface, but cannot fly as such. They can climb using their</p><p>tentacles. Enslavers can change their colour at will, but the normal</p><p>colouration is a leathery brown with paler, sometimes white, tentacles.</p><p>The eye organ is red, orange or pinkish.</p><p></p><p><img src="http://www.das-astronomican.de/astronomican/Bilder/ENSLAVER.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>In human terms it is impossible to say whether Enslavers are</p><p>intelligent. They certainly act in a rational manner, and seem able</p><p>to make reasonable decisions about their actions. However, if they</p><p>are able to communicate with other races they make no attempt to</p><p>do so, and they use no tools or equipment of any kind. Even though</p><p>they may theoretically be physically capable of using weapons, they</p><p>never do. Manual work is conducted by their slaves, it being their</p><p>ability to enslave other creatures that gives them their name. These</p><p>creatures enslave other races by mental control, each Enslaver can</p><p>take over and control the minds of up to 10 other creatures. Victims</p><p>retain all of their knowledge, abilities and physical attributes, but are</p><p>directed by the will of their Enslaver. This mind control ability has</p><p>a range of up to 50 metres.</p><p></p><p>Enslavers travel through warp space by utilising the psychic</p><p>vibrations of other creatures. As usual, the strengest and most easily</p><p>tracked psychic emanations come from unprotected human psykers.</p><p>Enslavers can detect such Vibration from tens of light years distance,</p><p>and can home in to and exploit unprotected psykers in a particularly</p><p>gruesome way. Once they have traced a victim, three Enslavers band</p><p>together to form a mental bond. The victim may be unaware of this</p><p>at fast, but gradual changes are forced upon his body chemistry, he</p><p>becomes tired and lethargic and his skin begins to discolour. After</p><p>a period of 50-75 hours the victim swells as his body tissues</p><p>disintegrate and reform into the shape of a living, pulsing gate of</p><p>ruptured flesh. This is the end oft he victim to all intents and purposes,</p><p>he has been transformed into a special form of warp gate, a physical</p><p>link through warp space between the pysker's world and that of the</p><p>Enslavers. Because the gate has been formed by three specific</p><p>Enslavers, only they may use it, although they are unrestricted and</p><p>may enter and exit as they wish.</p><p></p><p>Once on a world Enslavers can create more warp gates from any</p><p>psyker that they enslave - even protected psykers such as Astropaths.</p><p>These new warp gates are identical in appearance to the original one,</p><p>and willl permit the passage of three more Enslavers. As before, the</p><p>new portal will permit only the passage of a specific three Enslavers.</p><p>The three Enslavers permitted to use a warp gate may include creatures</p><p>already on the planet's surface, such as its creator. Clearly, once it</p><p>has begun, an infiltration of these creatures is very difficult to halt.</p><p>Enslavers are incapable of using weapons or tools, but they have</p><p>a natural weapon in the form of a psychic shock. This has a range</p><p>of 50 metres. Normally, however, Enslavers remain hidden and let</p><p>their slaves do their fighting.</p><p></p><p>Enslavers are a remarkably uniform race, and it is doubtful whether</p><p>individuals ever attain any significant advance on their Characteristics.</p><p></p><p></p><p>(From Rogue Trader) </p><p></p><p></p><p>Squats:</p><p><a href="http://www.wargate.de/base/projects_show.asp?proj=290" target="_blank">http://www.wargate.de/base/projects_show.asp?proj=290</a></p><p></p><p>Genestealers:</p><p><a href="http://www.wargate.de/base/projects_show.asp?proj=610" target="_blank">http://www.wargate.de/base/projects_show.asp?proj=610</a></p></blockquote><p></p>
[QUOTE="lobo, post: 12855, member: 3385"] @ Khorgor666 Setzen 6 [img]http://www.gw-fanworld.net/forum/style_emoticons/<#EMO_DIR#>/biggrin.gif[/img] Ein paar kleine Infos zum Thema zu den Slann: The Ancient Slann And Their Inheritance Of all the races in the galaxy the Slann claim to be, and may actually be the oldest. The days of their bright empire are waning, but still they remain amongst the most enigmatic creatures of known space. The Slann evolved, matured and spread throughout the galaxy many hundreds of thousands of years ago. During the heyday of their empire they discovered and nurtured many primitive creatures, encouraging the evolutionary process on coutless worlds, eradictaing or moving dangerous species, and seeding many planets with promising stock. For millennia they experimented and played with the galaxy, possibly creating many of the races of modern times in the process. But their empire dwindled, the pace of their civilisation slowed, and their genetic experiments were largely abandoned. The Slann retired from an active role in galactic affairs, falling into a long dream of indolence and introspection. They do not seem to have suffered from any physical conflict, there are no records of destructive wars or disasters. Instead their racial motivations appear to have undergone a sudden and drastic change, so that have lost interest in material conquest and power. Perhaps the Slann discovered something yet unknown to other races, some secret of the universe, a spiritual truth or supreme mystical insight. In the realms of psychic-philosophy and mystic-technology the Slann certainly have no equals, fulfilling themselves by study of spiritual life-forces and secret powers of other realities. [img]http://www.das-astronomican.de/astronomican/bilder_figuren/slann.jpg[/img] Pic aus dem GW 87 Flyer The Slann originally evolved from amphibian stock, and even today traces of their ancestry are not hard to distinguish. Their hands and feet are long and webbed, their skins cool and moist, their heads large with protruding eyes. They are quite at home in the water, and are capable of breathing oxygen from water (or other poorly oxygenated atmospheres) directly through their skin. Slann vary in colour a great deal - green and blue are common, yellow is fairly well represented, and there is a scattering of other, rarer colour morphs as well as albino and melanistic forms. Brightly pigmented Slann are often extrovert, talented or especially noteworthy in some way. Skins are sometimes mottled, striped or otherwise marked. On some Slann worlds, and especially among primitive Slann, these markings represent tribal divisions. Height is fairly constant, with adult Slann reaching 2 metres, females are slightly larger and bulkier. The Slann inhabit an area to the north of the galactic pole, living upon a number of proximate, prosperous worlds. The society remains closed to other races, but appears to be homogenous throughout, with a similar technical base, language and culture on each planet. Exceptionally, groups of Slann live as primitive savages on a number of worlds beyond Slann space, including planets of the Imperium. Strangely enough, these primitve Slann are scattered throughout the galaxy, and probably comprise the remnants of what was once a much larger pattern of Slann settlement. These primitives have little or no contact with their technologically advanced kin. The Slann are a curious people, rarely trading with other races and unpredictable when dealing with territorial disputes or any form of rivalry. There is little that the Slann want or need, and traders often get the feeling that they are being watched and studied, and that the exchange of goods is of no importance to the Slann. Organisation. Slann warriors are called braves, and a number of braves plus a leader makes up a warband. The number of warriors in a band varies, but is usually between 6 and 8, although it can vary between 2 and 12. A senior officer called a warleader commands a group of warbands. Where armies are large large it will have many warleaders, all of whom will meet before a battle to make plans and exchange ideas with experienced warleaders, chiefs and mages. The warleader in overall charge is the warchief - selected from and by the other warleaders. The greatest and most respected individuals in Slann society are the Great Mages. Their aid would be sought in battle, for their knowledge of magic, philosophy and the arcane sciences are formidable. The Great Mages remain aloof from society, although their advice is constantly sought by the social leaders. Slann society is tribal, and the leader of each tribe is known as the Mage Chief. Except among primitive Slann, tribes never fight each other and tribal relations are peaceful. A schematic diagram of Slann society is reproduced below. 1. Great Mages 2. Mage Chiefs and other social leaders 3. Warchiefs 4. Warleaders 5. Warband Leader & Braves The concept of the the warband is important to the Slann attitude to life. Every Slann is expected to live its life according to a strange, mystic and largely unfathomable ritual, as part of which the individual passes through life-stages. The calling to a life-stage would seem a real and almost unstoppable thing to a Slann, and can happen at any time, so that a peaceful technician may become a wanderer, a warrior, a hermit, etc. Once a Slann feels the call to become a warrior it joins one of its tribe's warbands, or forms a warband of its own. Because of this unpredictable recruiting method, warbands change all the time. From Rogue Trader Page 194 Jokaero: Jokaero The Jokaero are a fascinating race. For one thing, no outsider has ever decided whether they are intelligent. They are certainly capable of tremendous feats of engineering, construction and problem solving, yet they have no language, culture, or motivation higher than survival. Their physical appearance is of a heavy, orange-furred ape, similar to the orang-utang which roamed ancient Earth. This may or may not be coincidence, for it is an established fact that the Slann created and modified many races at the dawn of time, and appear to have visited the Earth on numerous occasions. The most amazing thing about the Jokaero is their technical brilliance - they appear to have an innate, genetically structured understanding of technology. Given sufficient pieces of battered machinery, a group of Jokaero can make almost anything, from a spaceship to a las-cannon. Their comprehension of astro-physics is baffling; they seem able to tap power-currents which flow imperceptibly through the galaxy. Their understanding of such matters goes far beyond that of even the most advanced of other known races, with the possible exception of the Great Mages of the Slann. Jokaero spacecrafts are a case in point. A Jokaero spacecraft looks like no other form of space transport, consisting entirely of an open framed lattice structure, forming a unique polyhedral shape. This structure draws energy from galactic power-currents simply by virtue of its shape, in a similar way to which weapons channel psychic energy by virtue of their spiral patterns. Jokaero spacecraft move, manoeuvre, and transcend warp-space by means of making physical changes t the ship's shape, thereby altering the craft's relationship to the universal powers it employs and modifying its place in the natural galactic order. Jokaero live in large family groups, roaming the galaxy at random, concentrating on survival. They frequently land on inhabited worlds, usually to scavenge for oddments or specific components they require. If necessary they will band together and attack other creatures in order to gain what they need. Because of their extraordinary talents, they use weapons and equipment and tactics in a similar way to intelligent creatures, and are capable of mounting coordinated and complex attacks. Usually they will single out a lone station, a farmstead or a distant mining ship as their target, attacking, looting and making good their escape before they attract retaliatory action. It is impossible to argue or even reason with a Jokaero. Even giving them what they want is difficult, scince they are incapable of communicating. If the Jokaero could be controlled they would be very useful to other races. However, this has proved largely impossible. They tend to build things which meet their own immediate needs. Attempts at capturing Jokaero and compelling them to work can have disastrous effects - they build things with which to escape. Rogue Trader S.197 Enslavers: Enslavers The origin of these creatures, known to humanity only as Enslavers, is a complete mystery. Their ability to transcend normal space enables them to move easily throughout the galaxy and perhaps beyond. They have physical bodies, although unlike any other known life form. Enslavers are basicially spheroid or barrel shaped, approximately 2 metres tall, with tough leathery skin. At the very top of their bodies is a single large sensory organ sometimes called an eye, although its exact function can only be guessed at. Around the top of the creature's body is a cluster of tentacles, typically from 8 to 12, each about l'/i metres long, often two of these tentacles are longer than the others and end in suckered pads. These tentacles function as both sensory and manipulative organs. Enslavers have no legs but move by floating, sometimes assisted by their tentacles for fast or precise movement. They can move quite rapidly by this means and can change direction and speed in a way comparable to humans and other more orthadox creatures. Enslavers will float at up to 3 metres above the ground or floor surface, but cannot fly as such. They can climb using their tentacles. Enslavers can change their colour at will, but the normal colouration is a leathery brown with paler, sometimes white, tentacles. The eye organ is red, orange or pinkish. [img]http://www.das-astronomican.de/astronomican/Bilder/ENSLAVER.jpg[/img] In human terms it is impossible to say whether Enslavers are intelligent. They certainly act in a rational manner, and seem able to make reasonable decisions about their actions. However, if they are able to communicate with other races they make no attempt to do so, and they use no tools or equipment of any kind. Even though they may theoretically be physically capable of using weapons, they never do. Manual work is conducted by their slaves, it being their ability to enslave other creatures that gives them their name. These creatures enslave other races by mental control, each Enslaver can take over and control the minds of up to 10 other creatures. Victims retain all of their knowledge, abilities and physical attributes, but are directed by the will of their Enslaver. This mind control ability has a range of up to 50 metres. Enslavers travel through warp space by utilising the psychic vibrations of other creatures. As usual, the strengest and most easily tracked psychic emanations come from unprotected human psykers. Enslavers can detect such Vibration from tens of light years distance, and can home in to and exploit unprotected psykers in a particularly gruesome way. Once they have traced a victim, three Enslavers band together to form a mental bond. The victim may be unaware of this at fast, but gradual changes are forced upon his body chemistry, he becomes tired and lethargic and his skin begins to discolour. After a period of 50-75 hours the victim swells as his body tissues disintegrate and reform into the shape of a living, pulsing gate of ruptured flesh. This is the end oft he victim to all intents and purposes, he has been transformed into a special form of warp gate, a physical link through warp space between the pysker's world and that of the Enslavers. Because the gate has been formed by three specific Enslavers, only they may use it, although they are unrestricted and may enter and exit as they wish. Once on a world Enslavers can create more warp gates from any psyker that they enslave - even protected psykers such as Astropaths. These new warp gates are identical in appearance to the original one, and willl permit the passage of three more Enslavers. As before, the new portal will permit only the passage of a specific three Enslavers. The three Enslavers permitted to use a warp gate may include creatures already on the planet's surface, such as its creator. Clearly, once it has begun, an infiltration of these creatures is very difficult to halt. Enslavers are incapable of using weapons or tools, but they have a natural weapon in the form of a psychic shock. This has a range of 50 metres. Normally, however, Enslavers remain hidden and let their slaves do their fighting. Enslavers are a remarkably uniform race, and it is doubtful whether individuals ever attain any significant advance on their Characteristics. (From Rogue Trader) Squats: [url="http://www.wargate.de/base/projects_show.asp?proj=290"]http://www.wargate.de/base/projects_show.asp?proj=290[/url] Genestealers: [url="http://www.wargate.de/base/projects_show.asp?proj=610"]http://www.wargate.de/base/projects_show.asp?proj=610[/url] [/QUOTE]
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