Yeah, you guys are going to the universe of 40k, no real point in denying it. However, well... there'll be an explanation both IC and OOC for why you won't get immediately swamped with daemons as soon as you start. You'll see when I post the next ... post.
Yeah, you guys are going to the universe of 40k, no real point in denying it. However, well... there'll be an explanation both IC and OOC for why you won't get immediately swamped with daemons as soon as you start. You'll see when I post the next ... post.
Mm, it'll be interesting if you go for the two universes being connected or not, and how it's explained. I mean, if you go for the hints and the End Times and the Age of Sigmar, Mallus appears to be a world in the Warp itself, possibly a pocket of it akin to what Malcador did with Titan or the Blind King did in the Occlusiad War.
Mm, it'll be interesting if you go for the two universes being connected or not, and how it's explained. I mean, if you go for the hints and the End Times and the Age of Sigmar, Mallus appears to be a world in the Warp itself, possibly a pocket of it akin to what Malcador did with Titan or the Blind King did in the Occlusiad War.
I do have an explanation for that, though the full thing is something you're unlikely to find out for some time. But the metaphysical differences that prevent the chaos gods from simply swamping you with infinite hordes will be explained, since it'll be something the slaan can intuit from the transition.
[X] ??? - The same voice from before, echoing dimly from the darkest catacombs of Itza where hundreds of Relic Priests sit silently, speaks again in this hour of crisis. Its message is simple this time, comprised of only one word fraught with meaning. To put trust in it may be to doom the entirety of the lizardmen, but if fate falls in the correct pattern, it promises...
[Deliverance?]
The Sublime Communion listened to the voice in their midst and knew it to hold the wisdom of their elders. Thus did they turn their eyes to the heavens where Morrslieb burned downwards like a shattered god and depart their bodies to view it as it really was - not merely a planet-sized accumulation of warpstone, but a raw mass of magic with the mystical weight to overturn destiny itself. It was a lynchpin of the Ruinous Powers' scheme to consume the fabric of reality - as the weave of fate brought heroes to the forefront of history in the end of days, the Chaos Moon would loom large in the sky, congealing and muddling the strands of narrative that would give the mortals a chance of victory, allowing for sheer force to overwhelm them and their peoples.
Now it had been turned to a different, but no less evil, purpose, and the Slaan saw through their mystic vision what the outcome of the moon impacting the planet would be - a magically radioactive hellscape rent by scars and chasms hundreds of miles deep radiating from the point of impact, infested by twisted monsters birthed from the aura of the aethyric tumor the moon would become infusing what few surviving life forms with raw magic. Their forms would be terrible enough to kill on sight, and their soundless howls as they tore each other apart would be the only sounds uttered by material beings. They would mindlessly cavort thusly under gray-green skies backlit by crackling electric firestorms generated as the warpstone shards scattered over the planet by the moon's impact gradually deteriorated over thousands of years. Eventually these conflagrations would grow to such size and immensity that they would break what little remained of the world apart, and it would succumb to primal oblivion, dissolving into the Warp to become part of the endless sea of soul-stuff.
But such was not the fate the Old Ones had decreed for the world when they first beheld it in its entirety, and now, in this one moment, their children had the chance to avert the cataclysmic designs of the idiot powers of the Warp.
Their spirits soared up above their temple-cities, trusting in their underlings to hold bastions that had stood for longer than ten thousand years. They flocked to each other in sacred Itza, where their makers had first stepped foot upon the earth. Even the spirits of the Relic Priests emerged from their catacombs, drawn by the sheer intent in the air. There they ascended up above the clouds, rising over Lustria, over the world, up to the edges of the atmosphere, until the edges of their spirits recoiled at the approaching radiance of the Chaos Moon. But they knew their duty and had chosen their task, and so they began, the collective sum of their spirits shining like a beacon in the Aethyr that began to suffuse their physical location, becoming a star in the sky, pure white sillhouetted by Morrslieb's immensity.
Each lizardman had been birthed with a specific purpose in mind - they were not like the other races, fraught with discord, forced to find external reason for cooperation. Unity was in their blood, and though many of them had not communicated in thousands of years, the slaan still instinctively understood their role in things.
Mazdamundi stood with his brethren of the second and third generations, the majority of whom were long dead but whose spirits had still clung to their bones, and focused their immense power upon the toxicity of the Chaos Moon. Their minds examined it with cold logic and instinctive understanding, perceiving the way the chaotic sea of dark magic had been condensed into a self-sustaining form, a solidity that imposed itself on the dhar surrounding it, letting it persist in the material world as warpstone. Then they shattered it in exertions of power not seen since the world began, their sorcerous might unmaking the fragile bonds that held the planet-sized mass of warpstone together in physical form. As they did so, the slaan of the fourth and fifth generations took in their spiritual hands the colossal amounts of raw magic this process generated and moulded it with their collective power, turning the sea of dhar into eight streams of purified magic, one of each wind, and sent them up above their heads, where the silent ghosts of the first generation watched impassively.
In the skies above the world, a pyramid of multicolored light formed, and the radiance of the falling moon began to dim as the shining magical construct grew brighter and brighter. Awed mortals looked to the sky in wonderment, and the daemons of the gods became perturbed as they looked upon the slaan. Wizards across the globe began to hear something, an incantation not yet spoken that was so powerful its effects rippled back through time itself.
The slaan of the first generation had all died in the Great Catastrophe long ago, and those which had managed to cling to their bones had been diminished by the effort. They no longer had the sheer incarnate power of their younger siblings, but their insight was not diminished by a paltry ten millennia of preserving their spirits. With the lightest of touches they manipulated the great rivers of magic their youngest kin directed to them, spinning them into unfathomably complex designs that even the greatest wizards of the asur would be confounded by. Subtle constellations of power rose up around them, in webs that slowly orbited ever larger around their mystic vicinity, each piece in perfect harmony with the next. At their center sat one last spirit, who had not done anything save for remember since the days when daemons threatened to swallow the world. It did not move, but the air around it crackled with a slowly rising power, the expression of an ancient will as old as the earth.
The Warp howled in denial, and four legions of daemons hurled themselves into the heavens from the planet below, abandoning battlefronts where the mortal defenders had all but lost in favor of stopping the machinations of the Sublime Communion. The Exalted daemons of each god clawed their way towards the slaan - unbound An'ggrath of Khorne, sombre Ku'gath of Nurgle, dread Aetaos'rau'keres of Tzeentch, and villainous N'kari of Slaanesh, each followed by a host of greater daemons numbering in their patron god's sacred number multiplied by itself. Such was their power that they muddied the Warp itself in corruption as they passed, leaving a trail of spiritual mutation behind them that manifested in reality as a great claw of shadow reaching up to smother the shining pyramid.
But the powers of Chaos did not hold sole rulership over the warp. In the path of the daemonhosts did the gods of mortals interpose themselves, dieties of men, elves and dwarves standing side by side in order to save the world. Sigmar and Grungni, Asuryan and Shiva of Ind, the dead gods of Nekehara, Myrmidia and Shallaya, Ulric and Taal, even the Cytharai, bloody-handed Khaine foremost amongst them, joined the fight. In the skies above the world, the shadowy claw was stopped in a manner that differed depending on the viewer. To the asur it was burned by the Phoenix's flames, to the dawi it was smote by a great axe or a hammer, to the masses of Cathay there appeared a great dragon that ripped and tore at the shadow until it bled rivers of darkness. It was a timeless battle that lasted but an instant, and in their rage the daemons of Chaos became so invested in the destruction of the gods that they lost sight of their initial goal, even as more and more of the Chaos Moon was dispelled and the aethyr itself began to pull inwards towards the center of the slaan's designs. Sages across the world began to be able to make out the word pulsing in their heads, their eyes shining with kaleidoscopes of light as they comprehended the barest fraction of what it meant.
At the center of the Communion was a Slaan who had not spoken in eight thousand years. His name had been forgotten by all but himself, replaced by a title that meant Venerated One. He had not touched the winds of magic since his death, though the echoes of his last spell still carried enough weight to wash over entire battlefields. It was of no import - the touch of the aethyr was within his very soul, and he could no more forget it than he could forget who he was.
Lord Kroak opened his eyes and a great wave of power cascaded over the world. The hosts of Chaos looked upwards and quailed in fear at what they saw - the amassed energy of all the dhar contained within Morrslieb, converted and channeled into a design that spelled certain and eternal death for their kind. It was a great sphere of coruscating magic, flawlessly engineered down to the finest detail by minds born for understanding the intricacies of the sea of souls. Its components turned and looped in multiple dimensions, forming a hyperdimensional orb of perfect alignment with the venerable first slaan at its exact centerpoint. Aware as he had not been for over eight thousand years, Lord Kroak looked down at the world, beset by the forces of Old Night in their last, greatest attempt to overthrow civilization and plunge the universe into eternal entropy.
And for the first time since he had saved Itza, Kroak spoke.
DELIVERANCE
His spell was inescapable. The daemons of the gods screamed in raw terror as a merciless wave of magic tore them apart to their base components, the spiritual cancer that made up their greater selves incinerated so thoroughly that they were permanently destroyed even as it left the gods of the mortals unscathed. The raw power they could bring to bear was inconsequential, for the wrath of the Old Ones left no room for error.
The Deliverance did not descend to the world so much as it simply became in that location, its higher-dimensional nature letting it make the intervening distance nonexistent. It targeted only those creatures that had been tainted by the powers of the Warp, destroying them on a fundamental level and leaving those untouched by Chaos alive. In some cases, it destroyed only an afflicting mutation - cancerous growths and mutated limbs evaporated in searing flashes of light, leaving their owners writhing in pain but otherwise whole.
Any daemons on the planet were destroyed, from the throngs of Slaaneshi dancers in Naagaroth to the hordes of Khorne riding on the Cathayan Steppe to the conclaves of Verminlords and other verminious daemons of the Horned Rat summoned forth by the skaven Grey Seers. No matter their power, no matter the manner in which they hid, they all died, from the mighty bloodthirsters clashing against dragons at the Great Bastion to the Lord of Change hiding inside the heart of an infant. All were unmade by the Deliverance's merciless power. Even Nagash, unaffiliated with the powers of Chaos, was stripped of his stolen magical might and much of his essence, his Black Pyramid atomizing itself in a silent explosion. He landed heavily on the ground as naught more than a smoking skeleton the size of a child, still faintly alive but in too much pain to do anything but faintly wheeze.
As their daemons evaporated into nothingness, the Chaos Gods made one last desperate attempt to stop the Deliverance, throwing all the power they could into the warp rifts at the world's poles. They ballooned in size and raced both south and north, growing stronger and stronger the more reality they ate. But they were still as nothing next to the Deliverance, and their corrupt influence was burned back, exposing ground that had been suffused in unreality for ten thousand years, now wholly untainted.
With one last quaking surge, the warp rifts slammed shut as the Deliverance's merciless radiance penetrated into the Realm of Chaos itself and scorched the infinite forms of the Gods, dealing each of them an infinitesimally small, but permanent wound. The Ruinous Powers shrieked in pain they had never even conceived could exist, and their influence retreated from the world like a child singed by a flame.
At the center of Ulthuan, a very weary elf breathed a sigh of relief and let go of the incantation he had been maintaining for so long. The Vortex was no longer needed.
As the Deliverance folded fully over the world, cleansed from the ancient enemy now and forever, the slaans' ritual was completed. The impossible radiance of the Deliverance grew to its peak, and the four temple-cities vanished along with a large area surrounding each of them, leaving miles-wide craters in the ground that marked where they once had stood. Then the Deliverance began to fade, the last of its functions activating. It shrunk down into a shining series of luminescent domes enclosing the rest of the lizardmen temple-cities, to ensure their safety for when the Children of the Old Ones returned.
The fate of the world was still in flux - the Vermintide still hungered though its leadership had been shattered, the dragon ogres had lost much of their ability to be empowered by and in turn empower lightning with the banishment of Chaos but still retained their numbers and immense physical might, and the greenskin populace of the world hungered for a Waaagh! to sate their monstrous appetite for battle. But the eternal enemy, who had insidiously schemed for timeless aeons to bring the mortal universe into their endless gullets, there would be no coming back. As the mortal empires of the world wearily turned to face their foes, they did so with a faint hope in their hearts.
The End Times didn't necessarily have to mean the end of the world.
Hopefully we can gain access to the Webway quickly. The Lizardmen are mighty, truly mighty, but if we have to deal with the Imperium or end up besieged by the tides of the Warp, a haven and relatively secure base of operations will be vital.
As is, the Slann can probably make contact with Cegorach.
Hopefully we can gain access to the Webway quickly. The Lizardmen are mighty, truly mighty, but if we have to deal with the Imperium or end up besieged by the tides of the Warp, a haven and relatively secure base of operations will be vital.
As is, the Slann can probably make contact with Cegorach.
Eh, more like form an alliance. As an entity whose creation was manufactured and driven by the Old Ones, he's probably in the same level as things that fit the Great Purpose. They manipulated and maneuvered the Eldar narrative to create him, after all.
In the path of the daemonhosts did the gods of mortals interpose themselves, dieties of men, elves and dwarves standing side by side in order to save the world. Sigmar and Grungni, Asuryan and Shiva of Ind, the dead gods of Nekehara, Myrmidia and Shallaya, Ulric and Taal, even the Cytharai, bloody-handed Khaine foremost amongst them, joined the fight.
I figured if I went and included every god that showed up to go 'lolno' to the exalted daemon hosts the paragraph would stretch on for way too long. I'll edit her in, though.
And done, with an extra little 'fuck you' to the canon End Times, because there is never enough of that.
The world was ending, all hope had been lost and even the plan of the Old Ones was deemed unsalvageable. Chaos had won.........but at the eleventh hour, when the mourning bells were about to toll the death of the world.
The four functional temple-cities of the lizardmen materialized in a flash of iridescent light, displacing tons of earth as the ancient cities appeared along with the surrounding half-mile of Lustria surrounding each of them. The saurus at the gates of each city laboriously confirmed that no hint of the enemy had followed them, combing over every square inch of their territory before resuming their normal duties and patrols with grim satisfaction. Kroxigor dropped their weapons, as the need for them had gone, and began repairing damage the cities had sustained to their walls and infastructure. Skinks chittered as they conducted the movements of their kin and began to accomplish the million and one tasks needed to ascertain the status of their assets - teams were sent out to tally warbeast numbers, to check on the spawning pools, ensure all lizardmen were properly equipped, and most importantly to ascertain the health of their slaan masters.
Ensconced in their pyramidal chambers, the slaan were utterly exhausted from the effort of participating in the Deliverance and going through the transition between dimensions. Many of them fell back into the cloying slumber that had been gripping them for thousands of years, the subtle curse of Tzeentch holding strong even in this new place. But regardless of the bodily and spiritual exhaustion of the slaan, the Sublime Communion they all shared thrummed with the thoughts of those still awake - it pulsed with triumph, wonderment, and satisfaction, but most of all, confusion.
Something was different, and the slaan could feel it in their bones. The Ritual of Evacuation had been constructed to bring the lizardmen to a place mystically similar to their Lustrian home, but unaffected by the warp rifts and daemonic infestations that had plagued the world. It seemed to have done so - the more exciteable of the fifth generation were already reporting that their surroundings seemed to be thick jungle that went on for miles - but the aethyr itself felt different - bigger, somehow, but undeniably similar. The metaphysical weight of the Chaos Gods could be felt, but seemingly off in the distance in a way that they had not been previously, and one of them was seemingly missing. The sea of souls was calm, but from a great distance they could percieve ominous rumblings.
After taking several days to recover, the slaan convened in person to decide the proper course of action for their kin to take. The debate raged for many months, the air around the collected slaan crackling with the power of their thoughts. Some argued that their only goal could be to find the world the Old Ones had decreed they steward and ensure that the Great Plan was brought to completion. Others argued that their situation was such that ascertaining where and perhaps when they were was more important than their long-term strategy. A few outliers proposed that perhaps the Great Plan had failed and there was no recovering it, and the only course of action was simply to survive as the younger races did, experiencing the universe without minding an overarching goal. Lastly, a fair number of the slaan proposed that perhaps this new world was where their creators the Old Ones had fled, and they could thusly be sought out and a new Plan could be passed down to their servants.
While each position had its supporters and detractors, it was not any one that won the debate. Eventually Lord Mazdamundi and the remaining four living second generation slaan collated the opinions of their brethren and anncounced their decision, accompanied by Ten-zlati, the ancient skink that was mystically attuned to Lord Kroak himself.
There was much to be determined until it could be decided for certain whether searching for the world of the Old Ones was worthwhile, they proclaimed. But the spirit of Lord Kroak, who had retained enough energy from casting the Deliverance to occasionally muster the ability to converse, had confirmed their speculation - this was the universe the Old Ones had come from, and thus the search for them was a viable option. However, the first of all slaan had also sensed that an immense amount of time had passed since he had last been in this cosmos when he was first born, and if their creators were still existent, finding them would be an arduous and lengthy task, but a vital one that could potentially revitalise the lizardmen's entire existence. Therefore, one of the senior slaan would remain behind to guide the growth of the other breeds and the Geomantic Web, with the other five utilizing teleportation rituals akin to the Ritual of Evacuation to begin the search for their lost masters.
Who stayed to shepard the lizardmen in this strange new world?
[] Mazdamundi - The lord of Hexoatl, and the oldest of the second generation of slaan. Mazdamundi is the most active of his kin, and is incredibly skilled at manipulating the geomantic web to use in geomancy, and boasts a well-rounded mastery of every aspect of magic, as could be expected from the personal student of Lord Kroak. He commands the loyalty of the ancient saurus Kroq-Gar, and will take the oldblood with him if he does not remain.
[] Adohi-Tegha - The lord of Tlaxtlan, Adohi-Tegha is one of the best slaan at reading and interpreting the web of fate, and possesses a potent affinity at wielding magic related to manipulating the physical world - telekinesis, weather control, conjuring bolts of energy and teleportation are but examples of areas he holds a speciality in. In his service is the powerful skink priest Tetto'eko, who will accompany his master wherever his path takes him.
[] Chaacalot - Lord of Xlanhuapec, Chaacalot was the slaan responsible for summoning the city's mists, a task he kept up for thousands of years. Aiding him in this task is the fact that he is very skilled at magic relating to the mind - telepathy, mind control, and other forms of mental manipulation are his gift, which he frequently used to ensure that errant trespassers never found his city by erasing the ability to notice it from their minds. The mysterious Chameleon Skink Oxyotl resides primarily in Xlanhuapec, and immensely aids efforts to conceal the city.
[] Zaqunda - Steward of Itza, Zaqunda is one of the primary reasons Itza's walls were never breached in all the years since the Great Catastrophe. Spending much of his time amongst the Relic Priests has attuned his essence to theirs, and he is more easily able to elicit their aid, and perhaps even consider a way to restore their bodies. He was chosen to be the first city's steward for a reason - he is unparalleled in defensive magic of all kinds, capable of shielding against physical and psychic attacks on a large and small scale. The great albino saurus Gor-Rok is sworn to him, and will obey any command he gives.
[] Huintenuchli - Once lord of Chaqua, Huintenuchli was left without purpose when the skaven destroyed the city. On the rare occasions when he rose from his slumber, his thoughts were occupied by musings of technology and mechanical research, which is his passion. His magical speciality lends itself well to this line of thought, for he is talented in the construction of magitek devices, enhancing armor and weapons to be more effective, and destroying the devices of his enemies - breaking walls, crushing soldiers in their armor, and causing machines to behave however he wishes. On one occasion he was beset in his sleep by a Norscan Chaos Lord, and was saved by the intervention of the mythical kroxigor Nakai, who he has formed an affinity with in the time since.
[] Kroak - The spirit of the firstborn slaan was rejuvenated by the Deliverance - not enough to personally act on the scale of the other senior slaan, but his true strength lies in his knowledge. He retains a wealth of knowledge of the lost might the lizardmen possessed once, and will be able to restore this knowledge now that he is capable of communication once more. He is still bound to his corpse, however, and thus he relies much on his Oracle Ten-zlati, who wields potent powers through his mystical connection to the ancient slaan, as well as acting as Kroak's eyes and ears when need be. If a way to revive dead slaan is ever found, it is no doubt Kroak will be the first brought back, for his resurgent might would be a great boon to the lizardmen indeed.
GM NOTICE - THIS VOTE WILL BE OPEN FOR SEVERAL DAYS AT THE LEAST SINCE IT'S PRETTY IMPORTANT, FOR OBVIOUS REASONS - WHOEVER YOU PICK WILL BE WHO YOU PLAY AS. TAKE YOUR TIME, ASK QUESTIONS, DISCUSS THE MERITS OF THE OPTIONS.
You'll note that each slaan has a specific gimmic - Maz's advanced geomancy, Chaacalot's mists, etc, a specialty in what type of magic they're good at wielding - they're all super skilled at every type of magic, those are just their best skills, save for Kroak, who doesn't have much in the way of personal combat power or utility compared to the other options at the start but can be essentially described as 'all the magic and then some' if you can revive him - and a hero unit unique to them, who they take with them if not chosen. Feel free to ask about the details of any or all of these, I'm happy to answer.
[X] Mazdamundi - The lord of Hexoatl, and the oldest of the second generation of slaan. Mazdamundi is the most active of his kin, and is incredibly skilled at manipulating the geomantic web to use in geomancy, and boasts a well-rounded mastery of every aspect of magic, as could be expected from the personal student of Lord Kroak. He commands the loyalty of the ancient saurus Kroq-Gar, and will take the oldblood with him if he does not remain.
Kroq-Gar, baby! The Lizard-shaped wrecking ball riding a T-rex is here! Mazdamundi himself is cool, but I need this.
[X] Kroak - The spirit of the firstborn slaan was rejuvenated by the Deliverance -
not enough to personally act on the scale of the other senior slaan
, but his true strength lies in his knowledge. He retains a
wealth of knowledge of the lost might the lizardmen possessed once, and will be able to restore this knowledge
now that he is capable of communication once more. He is still bound to his corpse, however, and thus he relies much on his
Oracle Ten-zlati
, who wields potent powers through his mystical connection to the ancient slaan, as well as acting as Kroak's eyes and ears when need be. If a way to revive dead slaan is ever found, it is no doubt Kroak will be the first brought back, for his resurgent might would be a great boon to the lizardmen indeed.
So on a side note since we are in 40K I figured we'd need a Titan equivalent and since we should stick with our theme I did some digging and found the perfect thing.
The Quetzalcoatl
As for which Slaan we should choose I personally want Mazdamundi as we need to be proactive if we are to avoid getting stomped by the larger powers. Not to mention I like the idea of reshaping the planet we are on to serve our purposes.
[X] Mazdamundi - The lord of Hexoatl, and the oldest of the second generation of slaan. Mazdamundi is the most active of his kin, and is incredibly skilled at manipulating the geomantic web to use in geomancy, and boasts a well-rounded mastery of every aspect of magic, as could be expected from the personal student of Lord Kroak. He commands the loyalty of the ancient saurus Kroq-Gar, and will take the oldblood with him if he does not remain.
[X] Mazdamundi - The lord of Hexoatl, and the oldest of the second generation of slaan. Mazdamundi is the most active of his kin, and is incredibly skilled at manipulating the geomantic web to use in geomancy, and boasts a well-rounded mastery of every aspect of magic, as could be expected from the personal student of Lord Kroak. He commands the loyalty of the ancient saurus Kroq-Gar, and will take the oldblood with him if he does not remain.
[X] Kroak - The spirit of the firstborn slaan was rejuvenated by the Deliverance - not enough to personally act on the scale of the other senior slaan, but his true strength lies in his knowledge. He retains a wealth of knowledge of the lost might the lizardmen possessed once, and will be able to restore this knowledge now that he is capable of communication once more. He is still bound to his corpse, however, and thus he relies much on his Oracle Ten-zlati, who wields potent powers through his mystical connection to the ancient slaan, as well as acting as Kroak's eyes and ears when need be. If a way to revive dead slaan is ever found, it is no doubt Kroak will be the first brought back, for his resurgent might would be a great boon to the lizardmen indeed.
I would say we probably want to pick between these two:
[] Zaqunda - Steward of Itza, Zaqunda is one of the primary reasons Itza's walls were never breached in all the years since the Great Catastrophe. Spending much of his time amongst the Relic Priests has attuned his essence to theirs, and he is more easily able to elicit their aid, and perhaps even consider a way to restore their bodies. He was chosen to be the first city's steward for a reason - he is unparalleled in defensive magic of all kinds, capable of shielding against physical and psychic attacks on a large and small scale. The great albino saurus Gor-Rok is sworn to him, and will obey any command he gives.
[] Huintenuchli - Once lord of Chaqua, Huintenuchli was left without purpose when the skaven destroyed the city. On the rare occasions when he rose from his slumber, his thoughts were occupied by musings of technology and mechanical research, which is his passion. His magical speciality lends itself well to this line of thought, for he is talented in the construction of magitek devices, enhancing armor and weapons to be more effective, and destroying the devices of his enemies - breaking walls, crushing soldiers in their armor, and causing machines to behave however he wishes. On one occasion he was beset in his sleep by a Norscan Chaos Lord, and was saved by the intervention of the mythical kroxigor Nakai, who he has formed an affinity with in the time since.
As one means we are more likely to restore the Slann, giving many benefits... and the other means we'll probably get starships before the orbital bombardment commences, rather than as/after...
[X] Huintenuchli - Once lord of Chaqua, Huintenuchli was left without purpose when the skaven destroyed the city. On the rare occasions when he rose from his slumber, his thoughts were occupied by musings of technology and mechanical research, which is his passion. His magical speciality lends itself well to this line of thought, for he is talented in the construction of magitek devices, enhancing armor and weapons to be more effective, and destroying the devices of his enemies - breaking walls, crushing soldiers in their armor, and causing machines to behave however he wishes. On one occasion he was beset in his sleep by a Norscan Chaos Lord, and was saved by the intervention of the mythical kroxigor Nakai, who he has formed an affinity with in the time since.