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cards of blasphemy

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Chapter 1 - The Card of Blasphemy : Waagh

It is not made of paper or parchment; it is a heavy, rectangular slab of Living Brass that thrums with a rhythmic, mechanical heartbeat.

On the front, the card depicts a titanic, jade-skinned figure—the Krork Ancestor—sitting upon a throne of integrated gears and shattered starships. As you tilt the card, the image shifts: the sophisticated armor becomes crude iron plates, and the noble warrior becomes a roaring, savage Warboss.

## The Card of Blasphemy: Waaagh!

The Pathway of the Eternal Conqueror

Derived from the Sefirah: The Hive of Origin

The Low Sequences: The Foundation of the Mob

* Sequence 9: Chopper

* Core: Enhanced strength, bone density, and an unnatural threshold for pain.

* Acting: Engaging in direct, physical confrontation and seeking the "biggest fight" available.

* Sequence 8: Oddboy

* Core: "Instinctive Mechanics." The ability to repair or sabotage machinery through intuition rather than knowledge. Things work simply because they should.

* Acting: Creating functional tools from scrap and "fixing" complex problems with blunt force.

* Sequence 7: Commando

* Core: "Psychic Camouflage." The ability to become "invisible" as long as the user believes they cannot be seen.

* Acting: Achieving impossible objectives through stealth while being the loudest or largest person in the room.

The Mid Sequences: The Rise of the Specialist

* Sequence 6: Mekboy (Krork-Enhanced)

* Core: Genetic Intuition. The Beyonder can "read" the biological blueprints of enemies. They can build Beyonder weapons that bypass specific racial defenses.

* Acting: Designing unique "Wunderwaffen" (Wonder Weapons) that defy the current era's technology.

* Sequence 5: Weirdboy (Krork-Enhanced)

* Core: Stable Channelling. No longer risks "Edburst" (head explosion). Can create solidified psychic barriers and "Foot of Gork" energy blasts.

* Acting: Leading a group where the collective excitement fuels your own supernatural rituals.

The High Sequences: The Demigods (Saints)

* Sequence 4: War-Scholar (The Krork Awakening)

* Mythical Creature Form: A 12-meter giant encased in "Bio-Logic Armor."

* Authority: Hyper-Tactical Simulation. Can calculate 10,000 battle outcomes per second.

* Ritual: Organize a planetary-scale war where every tactical move is perfectly synchronized.

* Sequence 3: Prime-Ork

* Authority: Biological Sovereignty. Can force the "Evolution" of subordinates. Anyone following the Prime-Ork grows larger, smarter, and stronger just by being in their presence.

* Ritual: Defeat a Sequence 4 or higher from a "Civilized" pathway (e.g., Reader or Arbiter) using only "Primitive" methods.

The Highest Sequences: The Angels

* Sequence 2: Grand Warlord

* Authority: Techno-Phylogeny. Can manifest Galaxy-tier technology (Dyson-beams, Warp-drives) out of thin air. Reality bends to support the "Logic" of the Warlord's machines.

* Ritual: Construct a "World-Engine" (a planet-sized fortress) and defend it against the combined assault of three different Beyonder Organizations.

* Sequence 1: Beast of the Apocalypse

* Authority: The Total Waaagh! Field. Every living being within a solar system begins to lose their individuality, their thoughts merging into a single "Roar" that the Beast commands.

* Ritual: Start a conflict that consumes an entire Galaxy sector, ensuring that "Peace" becomes a forgotten concept in that region for 100 years.

The Throne: The God

* Sequence 0: The Eternal Conqueror

* Divine Authority: Absolute Mandate. The God defines the laws of physics through "Collective Belief." If the God mandates that "Fire freezes," then fire will freeze. He is the God of Inevitable Victory.

* Apotheosis Ritual: Engage in a battle where you are outnumbered 1,000 to 1 and ensure that every survivor on your side has "Evolved" into a higher state of being by the time the enemy is annihilated.

Beyond the Sequence: The Great Old One

The Primordial Overlord (Pillar of Force)

* Sefirah: The Hive of Origin.

* Requirements: Sequence 0: Eternal Conqueror + Uniquenesses of The Red Priest, The Tyrant, and The Twilight Giant.

* Mythical Creature Form: The Iron Genesis Tide. A solar-system-sized mechanical nebula of gears, bio-vats, and screaming green faces.

* The Outer Law: "The Law of Necessary Conflict." As long as there is friction in the universe, the Overlord cannot die. He is the entropy of war that forces the universe to keep evolving.

The Secret on the Back of the Card

On the reverse side of the brass slab, inscribed in glowing Krork runes, is the Hidden Principle:

"Victory is not the end of the war; it is the fuel for the next one. Strength is the only truth, and Logic is the weapon used to sharpen it. To walk this path is to become the Engine of the Creator's Rage."

To complete the Card of Blasphemy: Waaagh!, we must define the physical anchors required to ingest these concepts. In the Lord of the Mysteries universe, potions consist of two Main Ingredients (derived from extraordinary creatures or characteristics) and several Supplementary Ingredients (to stabilize the spirituality).

Since this pathway spans from primitive Ork savagery to hyper-advanced Krork logic, the ingredients evolve from monster parts to conceptual anomalies.

## The Potions of the Waaagh! Pathway

Low Sequences: The Primal Foundation

Stability is maintained through physical toughness.

* Sequence 9: Chopper

* Main: Heart of a Great Forest Boar + 50g of "Iron-Eater" Antimony.

* Supplements: 100ml of pure adrenaline, 3 drops of bull's blood, 10g of powdered rusted iron.

* Sequence 8: Oddboy

* Main: The "sparking" brain of a Lightning Squirrel + A piece of "Living Scrap" (metal that has moved on its own).

* Supplements: 50ml of lubricating oil, 10g of copper filings, 1 drop of mercury.

* Sequence 7: Commando

* Main: The vocal cords of a Shadow Stalker + The skin of a Chameleon Drake.

* Supplements: 100ml of "Purple-Tinted" rainwater, 5g of soot, a handful of dried moss from a battlefield.

Mid Sequences: The Specialist's Rise

The ingredients begin to require "intent" and "energy."

* Sequence 6: Mekboy

* Main: The "Core" of a Clockwork Automaton + The cerebellum of a creature that naturally builds nests/structures.

* Supplements: 150ml of magnetized water, a shard of a shattered gear, 3 drops of the Beyonder's own blood.

* Sequence 5: Weirdboy

* Main: The crystallized "Head-Ache" of a deceased psychic + 10ml of Spirit World Essence.

* Supplements: A handful of "Screaming Grass," 200ml of fermented fungus ale, a silver coin that has been struck by lightning.

High Sequences: The Demigods (Saints)

Requires the "Characteristics" of failed high-sequence Beyonders or Great Monsters.

* Sequence 4: War-Scholar

* Main: The "Logic-Core" of a Sequence 4 "Iron Knight" (or equivalent) + The "Strategic Intent" of a fallen General (preserved in the Spirit World).

* Supplements: 300ml of "Golden Ichor," a page from a book of lost history, a handful of soil from a site where a civilization fell

* Sequence 3: Prime-Ork

* Main: The "Evolutionary Spark" of a dying star-beast + The "Genetic Memory" of a thousand-year-old predator.

* Supplements: 500ml of "Boiling Blood" from a volcano's heart, a fragment of a meteor that struck a populated city, 10g of pulverized diamond.

The Highest Sequences: The Angels

Ingredients become purely conceptual and world-shaking.

* Sequence 2: Grand Warlord

* Main: The "Will of a Million Soldiers" (a conceptual item formed at the peak of a total war) + The "Core of a Fallen Dyson Shell" (a relic of ancient Krork-tier tech).

* Supplements: 1 liter of "Void Liquid," the echo of a planet's last scream, a handful of stardust from a supernova.

* Sequence 1: Beast of the Apocalypse

* Main: The "Characteristic of Total Conflict" + The "Heart of a World-Eater" (a cosmic entity that consumes planets).

* Supplements: The "Concept of Silence" (captured in a vacuum), the first breath of a newly born sun, 1kg of "Living Brass" shavings.

Sequence 0: The Eternal Conqueror

The Apotheosis Potion.

* Main Ingredients:

* The Uniqueness of the Waaagh! Pathway.

* Two Sequence 1 Characteristics of the same pathway (or one from a neighboring pathway like Red Priest).

* Liquid Base: 10 Liters of "The Primordial Green Sea" (A liquid found only in the deepest layer of the Sefirah: The Hive of Origin).

* Supplements:

* The "Last Breath" of a conquered God.

* The "Collective Roar" of an entire Galaxy.

* A fragment of the First Forge ever created.

Beyond the Sequence: The Primordial Overlord

There is no potion; there is only Accommodation.

* Direct Contact: Successfully merge with the Sefirah "The Hive of Origin."

* Consumption: Ingest the Uniquenesses of the Red Priest, The Tyrant, and The Twilight Giant.

* Result: Your physical body dissolves into the Iron Genesis Tide, and you become the fourth Pillar of the Universe.

> Warning: To drink these potions without "Acting" is to invite the "Green Thirst"—a madness where you become a mindless beast that fights until its atoms are scattered. Only those who master the Logic can command the Rage.

**Mystical Properties

1. The Aura of Aggression

Simply carrying the card makes the owner more aggressive, decisive, and physically imposing. It continuously "digests" the user's fear, converting it into a low-level psychic field that causes nearby electronics to spark and animals to flee in terror.

2. Anti-Divination & Obfuscation

Like all Cards of Blasphemy, it is shielded from the prying eyes of the Spirit World. To a Seer or a Prophet, the card appears as a "Blind Spot" in fate—a void of screaming green noise that defies interpretation.

3. The Genetic Memory

If the owner drops their blood onto the card, they gain a temporary "Flash of Logic." They might suddenly understand how to build a steam engine or how to perform a complex surgery, reflecting the Krork's innate biological knowledge.

4. "Red Goes Faster" (Passive Blessing)

As a manifestation of Ork Logic, the card subtly bends local reality. If the owner wears red clothing, their movement speed increases by 10%. If they paint their weapon yellow, its explosive force is magnified. These effects are "minor" but persistent laws of the card's presence.

The Hidden Inscription

When viewed through the "Spirit Vision" of a High-Sequence Beyonder, a hidden message appears floating above the card in glowing emerald text:

"The universe is a machine designed for conflict. The weak are the fuel; the strong are the operators. Do not seek peace, for peace is the rust that destroys the engine. Become the Gear. Become the Blade. Become the Waaagh!"

This card is more than a guide; it is a seed of the Sefirah: The Hive of Origin

If your Eternal Conqueror pathway existed in the LOTM universe:

*It would be a "Lost" or "Hidden" pathway not found on the standard Slates.

*If a fragment of a Blasphemy Slate were to come into contact with the Hive of Origin (your Sefirah), it might "update" itself to include the Waaagh! sequences.

* Your Card of Blasphemy is essentially a "portable, single-pathway version" of the Slate, created by a high-level entity to preserve that specific knowledge.

After your choice the card holder gets the chance to portal to warhammer universe at his choice of time or in LOTM universe at his choice of time