The feeding chaos demons part will not work out. The spirit will eventually become corrupt.
Well, we do know that when a Raksha is caught up in mass scale Wyldshaping, they turn into petrified Creationborn souls. Auto-Kun made the Jadeborn out of such flash-fossilized Raksha so we might be able to convert them into something safer to eat. The Alchemical version of Wyldshaping can make full Jadeborn after all. We'll probably still need to make some assistive artifact, but something equivalent to the Hand of Autochthon should work. Merely five dots rather than N/A.
 
Think of Worldspirits as the soul of the planet you are living on. Some are more active while some barely exist. Similar to how some people are Psykers to various degrees while others do not have any Psyker powers.

That said, most Worldspirits can only manifest as weather Phenomena naturally and when you channel them. That is why the Whitescars Psykers are called Stormseers and why the Space Wolves call them as Frost and Blizzards. So fundamentally, a Worldsoul can only Manifest as Weather Patterns.

Also keep in mind that naturally forming Worldspirits are RARE outside of Eldar Maiden Worlds that the Eldar make them to protect their souls

So what you are asking for is the same "soul" to occupy multiple bodies. It is possible but not worth attempting as too many things can go wrong and the spirit can end up getting corrupted.

Technically I think the Eldar made them before they had any need to defend their souls from She Who Thirsts, they just like living on worlds with active souls, it is pleasant for them in the way a carefully engineered biosphere is.
 
Think of Worldspirits as the soul of the planet you are living on. Some are more active while some barely exist. Similar to how some people are Psykers to various degrees while others do not have any Psyker powers.

That said, most Worldspirits can only manifest as weather Phenomena naturally and when you channel them. That is why the Whitescars Psykers are called Stormseers and why the Space Wolves call them as Frost and Blizzards. So fundamentally, a Worldsoul can only Manifest as Weather Patterns.

Also keep in mind that naturally forming Worldspirits are RARE outside of Eldar Maiden Worlds that the Eldar make them to protect their souls

So what you are asking for is the same "soul" to occupy multiple bodies. It is possible but not worth attempting as too many things can go wrong and the spirit can end up getting corrupted.
More like a Gestalt consciousness. I mean World spirit are rare after all. What I am suggesting using mythological aspect of Swlihn's principle of Order and hierarchy and subsume other planet's that lack world spirits under its domain though conquest. Swlihn make great greater while small smaller and impose hierarchy upon others. I am thinking more like Avatar or part of World spirit subduing a world spirit less planet or lesser wotld spirit planet and binding it under Swlihn principle under one order similarly like hivemind same way as tyranid infect a planet.
 
If there is no world spirit the portion of Our world spirit tranform itself as one which is still bound to original. There is a lesser spirit coexistence or conquest. If there is greater spirit coexistence or avoidance.
 
Prologue: Forging a new Path
Colchis - 830.M30 (One Week before Lorgar's Arrival)

As the sun dipped below the horizon, casting elongated shadows across the desert, you, alongside your companions and the elders, gathered within the central tent of the tribe. It had been several days since the jubilant celebration that marked the acceptance of your visionary path, and now the time had come to delve into the intricate details of how to manifest that vision into reality.

Seated in a circle, the elders' faces were softly illuminated by the flickering fire at the tent's heart. Your steadfast companions, Haraq, Siobhan, Sven, and Raheem stood beside you, unwavering in their support and resolve.

"We have embraced your vision, but now we must talk about the specifics," Elder Garaq asserted, his voice resonating with authority. "What do you want to start with?"

Drawing a deep breath, you gathered your thoughts before responding, "Our initial focus must be on securing our water supply. Without water, our tribe cannot exist, let alone flourish."

The elders nodded in concurrence, yet Elder Garaq interjected with a poignant reminder, "Securing our water is paramount, but we must not neglect the sacred oasis. It is our deep-rooted connection to the land and the spirits. Its restoration would not only secure our water supply but also fortify the tribe's faith in your path."

Your companions exchanged knowing glances, grappling with the conflict between honoring tradition and embracing a transformative future. You and your companions would rather leave the oasis in the past where it belonged but if needs must be…..

"I possess the ability to restore the oasis," you admitted. "Though it will demand sacrifice and toil, it is possible."

"And what do we need?" Elder Garaq inquired.

"To heal the oasis, we require specific reagents that are not within our possession. These reagents are held by other tribes, we must raid the other tribes or trade for them." You responded carefully, knowing that this is a delicate question.

The elders exchanged wary glances, visibly uneasy with the notion of resorting to such means. "We lack the strength for a raid," Elder Garaq asserted firmly. "And what could we offer that the other tribes would accept? And how can we ensure their commitment to our agreement?"

As the discussions around the tent grew more intense, Elder Garaq turned to you, his eyes probing. "You suggested this for a reason, what are your thoughts?"

You took a deep breath, knowing that your next words would reveal a truth that could change how the tribe viewed you.

"On the matter of raiding, I will speak later but regarding trade, I have a few unique abilities," you began slowly, "I can forge weapons and armor that far surpass the craftsmanship of our best smiths. These masterworks would be highly prized by other tribes and could be valuable in our negotiations with them."

As the elders murmured among themselves, their voices filled with awe, but not all. You could sense Elder Garaq's guarded expression.

"And what of their commitment to our agreement?" he asked, his tone tinged with apprehension.

"I possess the ability to bind individuals to their words. Should they break their oath, parts of their soul are forfeit to me." you revealed with great hesitation.

"Such power," Elder Garaq murmured, his words hanging heavy in the air even as the other elders recoiled at this revelation, their faces a mix of repulsion and unease.

As the expressions of the elders gathered became etched with doubt and concern, you knew you had to address their fears directly. Stepping forward, the flickering fire casting shadows around you, you spoke with unwavering resolve.

"Elders," your voice rang out, commanding attention, "I understand your fears. My powers are not to be taken lightly. But I vow to use them only for the betterment of our tribe." Seeing the skepticism in their eyes, you pressed on. "Though daunting, my powers are also a gift. With the power to bind oaths, I can ensure our agreements are honored, bolstering our tribe's reputation and standing among others."

The elders exchanged uncertain glances, torn between fear and the promise of prosperity. Slowly, the elders began to nod, their expressions softening as they glimpsed the potential for unity and prosperity in your words.

"We must proceed with caution," Elder Garaq cautioned, "but perhaps your gifts can indeed serve our Tribe."

A sense of relief washed over you as the weight lifted from your shoulders. "Together," you declared, your voice echoing with determination, "we can overcome any obstacle. Together, we can forge a future that honors our ancestors and inspires generations to come."

As you and the elders start to discuss the food situation, the mood turns somber. The recent celebrations had depleted your food reserves, and action needed to be taken to ensure the tribe's survival. Clearing your throat, you addressed the group.

"Elders, we are faced with a pressing need for food," you began. "I propose that we focus our efforts on hunting and taming the Grox herds that wander nearby. They are plentiful in this region and would provide us with a substantial amount of meat."

"What about injuries sustained during the hunt and the taming attempt? We cannot afford to lose any of our hunters to injury," an elder voiced concern.

"I can help with the healing of injuries," you explained. "With my newfound excellence, I can ensure that any injuries sustained during the hunt are swiftly dealt with."

The elders appeared reassured by your answer, but then you introduced an unexpected idea.

"I also propose that we consider taming Ambulls," you say, watching their reactions closely.

You were not surprised when the elders were shocked by the suggestion.

"Taming Ambulls? Are you mad?" one exclaimed.

"I understand that it may seem risky," you responded calmly. "But Ambulls are strong and resilient creatures. With proper training, they could become valuable to our tribe, providing protection to both us and our future Grox herds."

The elders exchanged hesitant glances, clearly unsure about the idea.

"Taming Ambulls has never been attempted," one of them pointed out.

"I am prepared to take on the responsibility of their training," you assured them. "With the assistance of Sorcery, I can bind them to our tribe, greatly strengthening us. If we succeed, we would not need to rely on trading for our needs."

After a moment of deliberation, the elders nodded in agreement.

"Very well," Elder Garaq said. "We will consider your proposals."

Grateful for their openness to your ideas, you nodded in acknowledgment. "Thank you, elders."

As the discussion continued, the elders raised a valid concern. Even if the beasts were tamed, the tribe would need skilled individuals to handle and utilize them effectively.

"Elders, I understand your concerns," you began, "and I may have a solution. I possess the ability to better the skills of our Tribesmen, making them more suited for specific tasks, such as handling and training these beasts, or becoming better craftsmen or warriors."

The elders exchanged curious glances, clearly intrigued but cautious.

"How does this ability of yours work?" Elder Garaq inquired, his tone skeptical yet intrigued.

"I can grant our brethren better strength, agility, and skills," you explained. "However, in return, they would need to serve me for at least a year and a day. Or perform a great task for me."

The elders seemed taken aback by the proposition, unsure of how to respond.

"With these improved abilities, our warriors could become more formidable, our craftsmen more skilled, and our hunters more successful," you explained further. "This would greatly better our Tribesmen and strengthen our tribe."

"Chieftain," Elder Garaq began, his voice carrying the weight of deliberation, "you speak well and paint a pretty picture, but if someone were to break the agreement, would the consequence be as dire as breaking an oath?"

You met his gaze evenly. "Yes," you replied. "The consequence of breaking the agreement would be akin to breaking an oath. Parts of their soul would be forfeit to me."

The elders exchanged concerned glances, clearly unsettled by the gravity of such a repercussion. Elder Garaq nodded slowly, his expression grave.

"We must tread carefully with this proposal," Elder Garaq stated. "While the benefits are evident, we cannot ignore the potential consequences of such a pact."

You nodded, understanding their caution. "I recognize your reservations," you replied. "I do not make this offer lightly, and I am open to changing the agreement to ensure the best outcome for our tribe."

The elders nodded in agreement, indicating their willingness to further consider the proposal. As the discussion progressed, you sensed a shift in their stance, a growing acknowledgment that your abilities could indeed bring unprecedented benefits to the tribe.

But there was one final thing. As you reveal your ability to teach others Sorcery, a murmur of unease swept through the elders.

Elder Garaq, his expression stern, spoke up, "Teaching Sorcery? Are you suggesting that you have the power to make others into sorcerers?"

You nodded, acknowledging the gravity of your revelation. "Yes," you admitted, "just as I can enhance the skills of our Tribesmen, I can also grant them the ability to wield Sorcery."

The tent erupted into a flurry of whispered conversations and exchanged glances. The idea of granting such power to others was met with a mixture of terror and fear.

As the words hung heavy in the air, you could sense the weight of their implications. Elder Garaq's voice was firm as he spoke, "Sorcery is a sword without a hilt. It always requires sacrifice and any student you take will not be like you are now."

His words echoed through the tent, a reminder of the dangers and responsibilities that came with wielding such power. You nodded, acknowledging the truth in his words.

"You are right, Elder Garaq," you replied. "Sorcery is not to be taken lightly, and it is not a path that everyone is suited for."

The other elders murmured their agreement, their expressions solemn. The realization of the potential consequences of Sorcery weighed heavily on everyone present.

"We must proceed with caution," Elder Garaq continued. "While your abilities have the potential to benefit the tribe, we must ensure that the cost is not too high."

You understood their concerns, and you reassured them, "I will only teach those who are willing and able to bear the burden of Sorcery. I will ensure that they understand the risks and responsibilities involved."

"Very well," Elder Garaq said finally. "We will allow you to teach Sorcery, but under strict conditions. We will closely monitor those who choose to learn, and any misuse of Sorcery will not be tolerated."

You nodded, accepting their conditions. "Thank you, Elder Garaq. I understand, and I will ensure that Sorcery is used wisely and responsibly."

As the discussion came to a close, you couldn't help but feel a sense of pride in the progress the tribe was making. The path ahead was fraught with challenges, but with the support of the elders and your companions, you were confident that together, you could lead your tribe to a brighter future.

MAIN QUESTS
Main quests are things that are important and to be completed. They are long term quests and will take multiple projects and a lot of turns to complete.

Main Quest: Make a World Soul. The World Soul is dead and the people are at the mercy of Warp predators. Remake the World Soul for fun and profit.

(OPTIONAL) Main Quest: Find the technology of the Ancients. Nuff said. The DAoT was a crazy age filled with sun snuffers and continental killers. Let's see how deep this rabbit hole goes.

SUBQUEST
Subquests are things that, while important, are less than that of a main quest. They generally take only a few Projects and turns to complete.

Fix the Sacred Oasis. The Oasis has Significant spiritual and sentimental value to the tribe. Fixing it would go a long way to get them to trust your powers as despite winning them over, they are weary of your Sorcery. Oh and fix the water issue as well.

Unite the Tribes. You need to unite the Tribes if you want to rebuild the Men of Stone. For this you need to find a way, by sword or by Word, to unify them.

(OPTIONAL) Settle the Wound. Settling the Wound is dangerous but it would be the best option for your people as it can be turned into a land of plenty, where your people would not have to worry for want of food and water. It could also be offered up as a bond price to challenge the other tribes.

PROJECTS
Projects are steps you take to achieve a desired result. Normally a Project has a maximum of 5, minimum of 1 tasks but as a Defiler, you only need to do a maximum of 4 and a minimum of 1.

Simply fill in the number of Action points you want to commit in the Project bar to show how many Tasks you want to commit to for this turn.

Tasks WILL be completed in the order of the tasks listed under each Project. If you fail a task, you need to do it again to complete it by spending an additional AP. If you commit more than one to a project, it automatically gets spent till you complete it. If you cannot, the project is put on hold until you commit more AP or decide to abandon it.

You have a total of 7 Action Points to spend on tasks by default. Once you get Circle Members or similarly powerful beings (Lorgar), you can assign them tasks and they complete the Task for you or work with you to complete it. How many tasks they can do depends on the person. Most Mortals can only help complete 1 Task, while a Primarch can take on entire Projects.

Projects Currently Available: (each sub choice is 1 AP except where stated)
NOTE:
None of the below are Guaranteed to succeed. You can make the attempt but success will depend on a. If it is possible, b. How well you roll and c. What sub choices you make.

VOTE IN PLAN FORMAT

CHOOSE : Action Points: 7 + 2 (Companions)
[] PLAN
-[] Taming Grox for food and livestock (0/3)

--Prepare an area and sufficiently strong cage to keep the Grox while you bind it to you.
-- Scout the Grox (The Spirits allow you to skip this task)
--Capture a Grox alive for the Taming Process.
--Perform a Working to bind their bloodline to you. This binds the entire bloodline, up and down five generations, not just the individual.

-[] Taming Ambulls for fun and profit (0/3)
--Prepare an area and sufficiently strong cage to keep the Ambul while you bind it to you. (If you take the Grox taming Project, then skip this.)
-- Scout the Ambulls (The Spirits allow you to skip this task)
--Capture an Ambull alive for the Taming Process.
--Perform a Working to bind their bloodline to you. This binds the entire bloodline, up and down 5 generations to you, not just the individual.

NOTE: I will confirm here that if you succeed in this, then eventually, Lorgar's Legion will have "Tamed" Ambulls similar to how the Space Wolves have Fenrisian Wolves.

-[] Master Crafting for trade or not (0/3)
--Set up a forge. There are a few craftsmen in your tribe, seek one out to requisition the forge and set it up to meet your requirement.
--Gather and refine the Material. You need quality material to forge the weapon or armor.
--Craft the Weapons and armors. Enchant them with a minor effect if you are feeling like it.

-[] Strengthen your Tribe. (0/3)
--Your Tribe has barely 26 warriors. Train at least 20 more to strengthen your tribe.
--Arm them with sufficient weapons and armor. (if you roll well enough in Master Crafting and decide not to trade, or Train Blacksmiths then you do can skip this task)
--Drill them as an army.

-[] Teach others Sorcery (0/0)
- You do not have enough pull with the elders or the tribe to risk this just yet, because Sorcery IS a Dangerous risk for mortals.

-[] Train others as Craftsmen or anything else. (0/??)
--Spend a few days training others in (Insert Taming, craft or other professions). The Tribe can always use skilled professionals. (Each Profession requires 1 AP)

-[] Learn a new Sorcery. (0/2)

--Spend a few days training yourself in (Insert name here) Sorcery Path. (Each Sorcery requires 1 AP and you need a tutor, a Grimoire or summon and bargain with Daemons)

-[] Write in a Project or Action. (0/??)
 
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[X] Agrarian Revolution V.2
-[X] Taming Grox for food and livestock (3/3)
--Prepare an area and sufficiently strong cage to keep the Grox while you bind it to you.
--Capture a Grox alive for the Taming Process.
--Perform a Working to bind their bloodline to you. This binds the entire bloodline, up and down five generations, not just the individual.
-[X] Taming Ambulls for fun and profit (2/2)
--Capture an Ambull alive for the Taming Process.
--Perform a Working to bind their bloodline to you. This binds the entire bloodline, up and down 5 generations to you, not just the individual.
-[X] Strengthen your Tribe. (3/3)
--Your Tribe has barely 26 warriors. Train at least 20 more to strengthen your tribe.
--Arm them with sufficient weapons and armor.
--Drill them as an army.
-[X] Master Crafting for trade or not (1/3)
--Set up a forge. There are a few craftsmen in your tribe, seek one out to requisition the forge and set it up to meet your requirement.

Animal labor and good soldiers if we're going to be taking large steps towards founding a city in the World Wound we definitely need to be able to feed our people as well as have dumb labor for possible fields and other endeavors requiring brute strength for construction and similar things and more soldiers is good just for the effort to begin.

@Yzarc is this good as far as formatting goes?
 
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[] Agrarian Revolution V.2
-[] Taming Grox for food and livestock (3/3)
-[] Taming Ambulls for fun and profit (2/2)
-[] Strengthen your Tribe. (3/3)
-[] Master Crafting for trade or not (1/3)

@Yzarc is this a better way to put it?
 
@Yzarc can we use VEE to just give our companions some XP, just straight up make them better at combat? While we are going to want to use it for Sorcery later, that is later and it would be nice if they would be better at fighting and not dying now.
 
@Yzarc can we use VEE to just give our companions some XP
Yes and you do not need to spend AP to do it.

I did not present that as an option as they are not, technically speaking, supposed to get involved in the fighting.

That said, empowering your Companions/Minions does not take action points due to them being part of the background dots in the Char sheet.

Play the game and you can Write In to empower them at any point. It would cost you 1 Essence per person or 1 Essence to grant a common wish to empower all of them in the same way, but it can be done in game for them alone and does not need AP to do it.
 
Yes and you do not need to spend AP to do it.

I did not present that as an option as they are not, technically speaking, supposed to get involved in the fighting.

That said, empowering your Companions/Minions does not take action points due to them being part of the background dots in the Char sheet.

Play the game and you can Write In to empower them at any point. It would cost you 1 Essence per person or 1 Essence to grant a common wish to empower all of them in the same way, but it can be done in game for them alone and does not need AP to do it.

By the way that is phrased doing the same for every fighter in the tribe would take AP (presumably to convince them to do the wishing). How much would that cost?
 
By the way that is phrased doing the same for every fighter in the tribe would take AP (presumably to convince them to do the wishing). How much would that cost?
Training professions cost 1 AP each. It is per profession and not per person.

You are doing a combination of granting a common wish for the group and specific wishes for notable individuals do around 2 to 4 Essence.

Your main limit is people sho want to be fighters or blacksmith and so on. That is the main limitation. To gather enough people.
 
[x] Hunter gathers
-[x] Taming Grox for food and livestock (3/3)
-[x] Taming Ambulls for fun and profit (3/2)
-[x] Master Crafting for trade or not (2/3)
-[x] Train others as Craftsmen or anything else. (1/??) Crafting training.

Over committing to the hugely important warbeast teaming so we can be sure it work. And setting up the crafting, and crafters for next turn.
 
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[x] Hunter gathers
-[x] Taming Grox for food and livestock (3/3)
-[x] Taming Ambulls for fun and profit (3/2)
-[x] Master Crafting for trade or not (2/3)
-[x] Train others as Craftsmen or anything else. (1/??) Crafting training.
If you pick both taming option, you get an additional AP point. So you have one more to spend.
 
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