Friendly/Sympathetic Vampires?


  • Total voters
    94
  • Poll closed .
[X] Plan Food and Defense
-[X][Ste] Porito De Lucci
-[X][Mar] Klaus Gorograv
-[X][Dip] Sasyana Sashana
-[X][Int]'Two Nails' Sylvester
-[X][Wiz] Ivahn Sekenof

Why those people as our advisor's.
First the steward I have not much to add as the other plans also include him, only that I want coffee no matter the cost.
Military the reason for him simple bring our the defence up as fast as possible, against the vampire cost, which will be our biggest enemy, at least I believe that.
By the Diplo advisor I was unsure between Muffin and Sashana, but in the end I decided for Sashana for the reduced Diplo decay.
The Int I chose simple the Ranald believer, because I want every major god be represented in our colony.
And finally I choose the Jade wizard for more food and plaque prevention.
 
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@Pillowsperky question on the lizardmen mostly on the Saurus and kroxigor cause from knowledge and likely headcanon as Saurus age they can gain personalities like humans have there own thoughts and strategies catered on warfare and tactics and even mundane stuff compared to a just spawned saurus an example of kroq gar being pretty open minded and having a big personality and awareness of things and having a close bond with his mount grymloq compared to gor rok whose basically a robot with scales like shutting down after a battle while having dark elf Lance in his chest and just waited till the skinks to get the lance out before reawakening. And how about the kroxigors nakai is special he's basically the oldest kroxigor living in the lore and with age comes power and with that he's basically considered a spirit of the wild basically a lesser God with to the skinks and Amazon's. And what of the kroxigor ancients cause from the description on them in the wiki they manage to gain actual intelligence and individuality which is nice honestly.
 
[X] Plan Agriculture, Animals, and No Assassinations
-[X][Ste] Porito De Lucci
-[X][Mar] Gus 'Rockchewer' Stonegut
-[X][Dip] Imilar Entelfrin
-[X][Int] Else von Stein
-[X][Wiz] Konrad Geznur

It has exotic plants and animals. That's good for me. The elf trade bonus is solid. Stonegut isn't ideal for me, but I'm fine voting for this rather than splitting the vote. At least she knows Imperial drills, hopefully. She was a bodyguard for an officer so she probably learned something. Ogres are social chameleons a lot of the time. An Albion Seer is an interesting choice for an intrigue advisor, but she works.
 
The former yes, the latter is already completed. They're the most order of the ordertide, and believe warmbloods to have a role in the Great Plan.
Eh, very debatable. Mazdamundi in particular is pretty fucking racist. Makes Pepe look like a saint.

But to avoid memes, my impression from what I know of Fantasy Lore is that, while they certainly dont sit around doing nothing all day, they don't communicate or cooperate very well with others. Never seen mention of even the roaming heroes like Oxyotl or Nakai stepping in to keep the Warmbloods in the fight.
 
Plan Food and Defense [X]

The bracketed X needs to go before the plan name at the start of the line to be counted.

Stonegut isn't ideal for me, but I'm fine voting for this rather than splitting the vote. At least she knows Imperial drills, hopefully. She was a bodyguard for an officer so she probably learned something. Ogres are social chameleons a lot of the time.

I suspect she knows the basics, yeah. That said, Martial is also Flynn's own best area...if she's lacking in basic Imperial drills he can instruct her and/or fill in if he has to. Really, his impressive Martial is a large part of the reason I think we can afford to take her (and his solid Diplomacy a reason we can afford the penalty with Dwarves that Imilar has...he can sub in for her when dealing with them).
 
While they can develop personalities Kroxigor and Saurus are very much constrained by what they are in function, meat robots with fairly strictly defined roles.
They can go wandering, like Nakai, but only so long as the local Slann agree that said wandering has a purpose in the end. They do not at-all tolerate any form of individuality that threatens their larger plans.

As to lizardmen cooperation, I am relatively open to it.

I'm of the opinion that the entire Warhammer Fantasy lore as written by GW is a thing of many gaps that need filling, with space for headcanons of all sorts.

To my mind it is entirely reasonable to assume that the Lizardmen Do help out the warmbloods in many hundreds of ways, subtly or overtly, and that creatures like Oxyotl, Kroq Gar and Nakai are essentially constant wanderers, smiting chaos and corruption before vanishing back into their hidden pathways or Slann-spawned eternity gate portals. Such interactions are simply unknown to the large majority of the warmbloods, as they never see it or believe it when told.

Note, the formatting on this site can eat my ass sometimes. I've been trying to fix the colony sheet for like 2 hours now but the formatting keeps fucking up and spawning additional spoiler boxes for some fucking reason.
 
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Eh, very debatable. Mazdamundi in particular is pretty fucking racist. Makes Pepe look like a saint.

But to avoid memes, my impression from what I know of Fantasy Lore is that, while they certainly dont sit around doing nothing all day, they don't communicate or cooperate very well with others. Never seen mention of even the roaming heroes like Oxyotl or Nakai stepping in to keep the Warmbloods in the fight.
Mazdamundi is racist when it's not part of the great plan but to the humans he can be lenient but he has a limit like with the story of cadavo he was awoken when the settlement was just raiding and attacking the lizardmen and basically told the governing skinks to run them off and basically thought they would not return but due to being foolish and greedy they returned multiple times and they thrown out with there lives intact all the times with injuries but they wouldn't take the high road and then the straw that broke the camels back was when they plundered an important sacred site that's when mazdamundi did his total destruction of the humans that annoyed him and he enacted the ruination of cities to prove his point. So yeah he's not as racist as the memes portray but he has his limits so dont Antagonize him by attacking skinks and especially dont plunder sacred sites of power or he'll drop an earthquake on you and that's not his most impressive by long shot seriously the man destroyed the Dwarven empire just because the continent's were a off balance and he created a sentient mountain range that attacks dark trying cross through it just because he couldn't be bothered slaying the Dark elves himself he was annoyed by there raids. Yes he created a sentient mountain range just because he was annoyed by raids so don't ever make him angry.
 
I prefer to keep Ogres away from positions of responsibility. Plus, precognitions and Ranald's luck are very welcome in any RNG based setting.
There's nothing wrong with Gus and she has leadership experience, plus we need anti-assassin capability to cover Flynn's abysmal Intrigue. Gus is the best for that; she will keep Flynn and everyone else we care about alive.
 
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While they can develop personalities Kroxigor and Saurus are very much constrained by what they are in function, meat robots with fairly strictly defined roles.
Honest opinion, depending on how strict you go with this you may be hamstringing yourself. Obviously not expecting a Saurus to pick up a paintbrush or a Kroxigor to become a natural philosopher, but you give up on some character potential if war and very-much-not-dumb muscle are all they can really do.

I am quite fond of that one bit of fanart of a Kroxigor holding a very small child with no idea what the fuck it is doing.
 
It's not all they can do, but it is all they are normally employed to do.

If your character managed to get an Oldblood Saurus or an Ancient Kroxigor chatting -possibly with some form of translator to assist- then they would probably have some very interesting and deep thoughts to share, some interests and preferences for food or location or duties. Yet they are not skinks.
Saurus are not often granted enough leeway to bugger off and go wandering because they are fucking terrifying assholes even after they get old enough to develop minds. They're saurian predators at their core, literally built from their souls up to be killing machines and warriors.

Kroxigor are also predators, but they're the big and relatively lazy sort who let Skinks and all sorts wander over them, content in the coming meals provided by temple city farms. They're not as nakedly aggressive.
There are Kroxigor artisans, but they are quite rare and trend toward being architects or artists on a large scale suitable for their frames and assignments.
 
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[X] Plan Agriculture, Event Mitigation, and No Assassinations
-[X][Ste] Porito De Lucci
-[X][Mar] Gus 'Rockchewer' Stonegut
-[X][Dip] Imilar Entelfrin
-[X][Int] Else von Stein
-[X][Wiz] Johanna Kepler
 
Honest opinion, depending on how strict you go with this you may be hamstringing yourself. Obviously not expecting a Saurus to pick up a paintbrush or a Kroxigor to become a natural philosopher, but you give up on some character potential if war and very-much-not-dumb muscle are all they can really do.

I am quite fond of that one bit of fanart of a Kroxigor holding a very small child with no idea what the fuck it is doing.
The character potential of the lizardmen lies in the skinks.

WFRP 4e: Lustria, pages 134, 136-139
Skinkian is a rich dialect with a large vocabulary, very specific terminology, and grammar intended to eliminate ambiguity. When speaking, Skinks use gestures and subtle changes in the position and colour of their crest to add nuance to their words. Kroxigor cannot speak, but they understand basic Skinkian instructions to lift, carry, or put down a burden — or hit something.

The Saurus dialect is Crude Saurian. It is a simple, direct variant with around fifty words, dedicated mainly to fighting and command. Saurus anatomy is better suited to battle cries and roars than conversation.
[...]
Lizardmen (especially Skinks) do experience something akin to emotions, but they're slow to take hold and more muted than in warm-bloods.
[...]
While the Slann contemplate the infinite and the Saurus march to defend civilisation, the Skinks do everything else.
[...]
Observing a Skink, one would see them alternate between skittish impatience and extreme stillness. They don't need constant stimulus like warm-bloods, but their minds and bodies are restless. They are lively when around one another, chattering and gesticulating with quick, jerky movements.

Skinks have a greater degree of self-awareness and free will than Saurus and Kroxigor, and (outside of combat) more flexibility of thought and adaptability. This makes them better able to understand warm-bloods and deal with them — although they are still baffled by some of the bizarre and impetuous behaviour they witness from non-reptilians.

The Skinks spawn with an instinctual awareness of their role in the Great Plan. They do not question the purpose for which they were created. Unfortunately, nobody tells them what the plan is… they're treated by the Slann as unquestioning cogs in the machine. Skinks experience an inner tension, in that their self-awareness makes them wonder how their current tasks work towards the greater goal. They know it's not their place to prioritise themselves above the Great Plan, but sometimes they question their orders. This is taboo and triggers a pattern of brainstates which, in Humans, might be described as guilt or shame.

Since the rise in popularity of the worship of Sotek there have been increased instances of Skinks showing a degree of independence from the dictates of the Slann. There have even been reports of some Skinks asserting a degree of independence, even rebellion, though this is said to be restricted to a few far-flung communities.
[...]
Role in Lizardman Society
The Skinks basically are Lizardman society — the Slann are detached, intellectually distant, and often asleep, while the Saurus play a very limited role outside the context of combat. Skinks are the workers, administrators, recordkeepers, farmers, artisans, and even diplomats. Each of them has an appointed role in the complex planned society in which they live.
[...]
USING SKINKS IN YOUR GAME
Skinks are the best option for non-violent Lizardman interactions with your party. Some can speak warm-blood languages, and they have goals and dilemmas, much like other Characters. They may be curious about the Characters, seeking to discern how they fit into the Great Plan.
Skinks alone are viable as player characters. Page 160:
SKINK PLAYER CHARACTERS
In comparison to other Character species, Lizardmen are generally emotionally blank, driven toward a predestined role, and subservient to their Slann masters. Therefore we do not think they make promising material for Player Characters. However, given that Skinks possess a degree of wit, initiative, and curiosity about the world, the opportunity to play one is outlined.

EDIT: Ninja'd by GM.
 
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@Pillowsperky what's your take on lizardmen culture how can it deviate from temple city to temple city cause hexoatl is comparably is a super warlike city with high amount of stegodons terradon riders and red crested skinks and it doesn't even have a diplomatic center cause of the how probably with the constant fighting of chaos dark elves and evil norscans and uppity pirates and the vampire coast.

When you compare them to say tlaxtlan it's night and day get it. But yeah tlaxtlan Is more peaceful and is more oriented on astromancy and magic and godly worship with multiple massive monuments to the old ones with even a embassy for warmbloods who so choose to stay and it seems there the more tolerable friendly lizardmen when compared to hexoatl so It could be nice to see different cultural aspects being touched cause it was basically never mentioned and it would be fun.

And on skinks cause they are the ones we are gonna be talking to most of the time on the time they really don't have a really strict role In society because they have mortal lifespan and have flexible roles sure they can be born with specific knowledge on them but there roles are numerous they'll alot a things to do and most of all they limited in number cause spawning pools are limited spawnings are kinda infrequent enough in that many cities are falling into ruin due to lack of manpower. So the skinks should have compensate and have skinks who were once workers learn and do other things like a hunter becoming a beast tamer to combat shortage of trained tamers.

What I'm Basically saying is that skinks should be the most human among the lizardmen due to there very flexible role in society and there mortal lifespan.

Also noting this mostly speculation and headcanon I thought would work.
 
Honest opinion, depending on how strict you go with this you may be hamstringing yourself. Obviously not expecting a Saurus to pick up a paintbrush or a Kroxigor to become a natural philosopher, but you give up on some character potential if war and very-much-not-dumb muscle are all they can really do.

I am quite fond of that one bit of fanart of a Kroxigor holding a very small child with no idea what the fuck it is doing.

The thing about Lizardmen is that in some ways that are kind of like orcs, they have some personality, desires, interests, but at the end of the day they are focused on the primary goal of their species. In the case of the orcs it's Waagh, for lizardmen it is the Great Plan. We see what happens when Lizardmen are without Slann for a long period of time in places like the Dragon Islands and it is more or less societal breakdown.
 
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Building up this Event Chart has been a lot of fun, just contemplating the bullshit that can go wrong, right and weird around a Lustrian colony.
Just to give an idea, without many spoilers, a 14 would give y'all the Johanna premonition of Horseless Rider - Filly Seeks Shelter.

lizardmen culture how can it deviate from temple city to temple city
It shifts massively depending on who is in charge, honestly?

The slann run things, and their personality -whether alive or dead as Relic Priests- filters down into every aspect.

Without a slann's guidance, the temple city either dies or gets weird very quickly.
 
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Building up this Event Chart has been a lot of fun, just contemplating the bullshit that can go wrong, right and weird around a Lustrian colony.
Just to give an idea, without many spoilers, a 14 would give y'all the Johanna premonition of Horseless Rider - Filly Seeks Shelter.


It shifts massively depending on who is in charge, honestly?

The slann run things, and their personality -whether alive or dead as Relic Priests- filters down into every aspect.

Without a slann's guidance, the temple city either dies or gets weird very quickly.
So basically the eldest slann in charge tlaxtlan of is kinda chill and just mostly regulates his administration to the skinks and basically told them not be xenophobic dicks to the Younger children that's why they have a embassy for the warmbloods while contemplates in his star chamber of divinations on what is gonna happen.

Also yeah if there's no slann in charge its bad or weird like in age of sigmar with the temple ships that make up Koatls claw had there slann get gravely wounded and forced to land in the realm of ghur which lead to the skinks to fret over there master and basically leave the role of administration and leadership to the saurus commanders which then lead to the constellation to be Uber xenophobic and almost ferociously feral in tactics and attacks and society.

Then you have the likes of the fangs of sotek who have established colonies in the free cities and are all about helping the warmbloods and are oddly friendly and sociable with the people and even saurus are open to banter with the Storm cast about who got the most kills so yeah a slann is important to the temperament of the Lower cast.


I assume it also matters WHICH Slaan happens to be awake. Cause they can go in and put of wakefulness at pretty much any time.
For me it matters of the age of the slann and there generation on who's In charge even if there asleep case in point with hexoatl which lord mazdamundi who is incredibly warlike which rubs off on his temple city and followers which makes them be more militant and not very friendly.
In tlaxtlan case lord Adohi-Tehga rules hes also a second generation slann like maz but he's more oriented on divinations and learning so much so he sends his skinks to learn the language of the norscans of skeggi and then they managed to learn Brettonian to speak to Colombo so that's telling.
 
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