Hope we can train/teach them to either repel it or safely absorb it themselves since Energy beings such as themselves should find it possible.
@Alex pears on another note could we make use of the creatures we brought with us in useful ways like breeding and using Goren to stiff out ore veins for us and help dig tunnels in general? Breed them a certain way to grow to certain heights and be attuned to different things by eating certain minerals/slash elementals?
Also since we have giant moths that should mean they are there life cycle as giant silk worms which we can use to harvest silk from to trade with others for large amount of money right? Only Cathy has silk after all at this time.
Lets just say that you can eventually adapt all the wild life for your use, but be careful they need training and domestication which can take a while, though some like the Elleks are already used a lot.
Since there are so many I will eventually put up options to train a bunch of different ones on mass.
And yes they can you even have some cloths made from their silk, whether it is better than Cathey's
Also if anyone can find a complete list of wild life from the warlords of Draenor I would be most appreciative, cause I think I missed somethings. And before you ask no Genesaur unless I award something related too it(or maybe a whole one) for a series reward.
Witch Sight, especially for the High Elves who have a mature magical tradition, should put many of those fears too rest. This would be particularly true if the High Mage looks at one of the Drenai under the light of the Chaos Moon.
Which might give us an added positive modifier when we first deal with the elves. Honestly, the Velen dip nerfs were needed.
Assuming every 2 points above 15 add a +1 to a roll, Velen would have added a +33 to every dip roll. Add to that the user omake rewards and you get another +30, which would make for a flat +63 without us even getting any other Diplo bonuses.
"The Light (also known as the Holy Light, Holy Light of Creation and light of Creation) is a mysterious and benevolent force in the universe. Residing in every living being, in every heart and soul, this positive energy is everywhere, binding all sentient beings together as one.
Summoned by willpower or faith in the ability to do so, the Light can be harnessed to heal, cleanse, and protect. Most of its practitioners are either priests or paladins, devoted to cleansing the universe of darkness.
Learning to wield this healing force takes years of discipline. The naaru, enigmatic beings composed of pure energy, taught the use of the Light to the draenei race, but other races have come into the study and practice of Light-based magic of their own accord."
This makes it sound like some sort of positive chi; spiritual energy natural to the living world as opposed to the unnatural energies of the Warp.
Using the forces of nature in order to break down Warp Stone into the classical Eight Winds of Magic (much like the world itself does to some of the Dhar that flows through it) seems like something a Shaman could do.
If they have any power in this world without elemental spirits.
[X]Find a martial advisor: When the Orcs attacked there were many who remained behind to trick the orcs, but a large number also came with you including the Hand of Argus. See if the Triumpherate of these paladins would be willing to take up command. Chance of success 90% (+1 martial action)
[X] Call up the Hand: The Hand of Argus have always been defenders of the righteous and the just, these heavy armor using, light wielding men and women have always been there, perhaps their presence will calm the people. (chance of success 80%)
[X] Find Diplomacy advisor: Despite your abilites in the subject you cannot be everywhere atonce. An Assistant would definatly give you more options and time. Chance of success 80%
[X] Speak to the Netherwing: Your new allies from Outland, they are strange creatures beautiful, but rather inconsistant at a young age as well as feeling as if they are made of energy rather than solid matter. Talk to them learn their history. Chance of success 60% reward information
[X] Activate the Botanica's food production capabilities: the Botanica can produce enough food to feed an entire country in a pinch, through a combination of advance time warping technology and simulated environments activating them will see your people safe as far as food ins concerned. Chance of success 80% (moves food level from nothing too no stable)
[X] Survey the damage: Save for the Tempest Keep all the modules took damage, whether or not it is severe is a matter of debate, but it is defiantly not a matter that should be put off, especially the Arcatraz. Chance of success 100/80/50 (information)
[X] Find an intrigue advisor: You are good in intrigue, but it is far from your prefered field, and others particularly the broken would be much better at the task than you.
[X] infiltrate the Arcatraz: with the possibility of escapees you need the Arcatraz investigated and looked into and you will not send a force in there who could be caught and killed. Chance of success ??%
[X] Find a learning advisor: from the ranks of your mages, engineers, and scholars find someone who can organise and lead this mob.
[X] Research the nature of the Netherwing: they claim to be getting hungry, but what this means is unknown as they have never eaten. What are the consequces of taking them from Outland. Chance of success ??%
[X] Find Piety advisor: Despite this you could use help simply organising the number of people around you. Chance of success 100%
[X] Communicate with the Naru: Inside each of the Moduels and the Keep there is a Naru somewhere. If you can find them and talk to them… who knows what you may learn they are living conduits of the light after all. Chance of success ??%
[X]Find a martial advisor
[X] Establish a perimeter martial
[X] Find Diplomacy advisor
[X] Speak to the people
[X] Find a Stewardship advisor
[X] Activate the Botanica's food production capabilities
[X] Find an intrigue advisor
[X] infiltrate the Arcatraz
[X] Find a learning advisor
[X] Establish a perimeter magic and technology
[X] Find Piety advisor
[X] Communicate with the Naru
[X] Plan Souvik
-[x] use Loki-The-Dark-Gods Omake bonus on survey the damage. No. of votes: 1 LokiTheDarkGod
[X] Plan jwolfe
[X] Find a martial advisor: When the Orcs attacked there were many who remained behind to trick the orcs, but a large number also came with you including the Hand of Argus. See if the Triumpherate of these paladins would be willing to take up command. Chance of success 90% (+1 martial action) [X] Establish a perimeter martial: blockades and bodies, to enclose the Arcatraz to stop any would be escapes from escaping, this is essential for stopping any would be escapees. Chance of success 70% The Arcatraz is surrounded by soldiers, chance of things getting out is reduced. Can be taken with establish a perimeter learning. [X] Speak to the Netherwing: Your new allies from Outland, they are strange creatures beautiful, but rather inconsistant at a young age as well as feeling as if they are made of energy rather than solid matter. Talk to them learn their history. Chance of success 60% 95% (reward information) [X] Speak to the Broken: without a doubt one of the most abused peoples on Draenor were the Broken, and worse by your own people. For no crime you can tell they were cast out without your permission, but many flocked too you with your acceptance of Nobundo, but still talk to them learn their history and what made them as they are. Chance of success 70% 10%(reward learn of the broken and what they want)
[X] Activate the Botanica's food production capabilities: the Botanica can produce enough food to feed an entire country in a pinch, through a combination of advance time warping technology and simulated environments activating them will see your people safe as far as food ins concerned. Chance of success 80% (moves food level from nothing to stable)
[X] Survey the damage: Save for the Tempest Keep all the modules took damage, whether or not it is severe is a matter of debate, but it is defiantly not a matter that should be put off, especially the Arcatraz. Chance of success 100/80/50 (information)
[X] Find an intrigue advisor: You are good in intrigue, but it is far from your prefered field, and others particularly the broken would be much better at the task than you. Chance of success 60% (an advisor on intrigue)
[X] Scout the region: Some of the Netherwing have offered to look on the surrounding region and report on what they find. Chance of success ??? (reward information)
[X] Establish a perimeter: magic and technology: With advanced force fields establish a perimeter around the Arcatraz preventing anything from escaping it. Chance of success 70% (increased chance of nothing escaping)
[X] Research the nature of the Netherwing: they claim to be getting hungry, but what this means is unknown as they have never eaten. What are the consequces of taking them from Outland. Chance of success ??% (learn about the nature of the Netherwing and the source of their problem)
[X] Find Piety advisor: Despite this you could use help simply organising the number of people around you. Chance of success 100%
[X] Communicate with the Naru: Inside each of the Moduels and the Keep there is a Naru somewhere. If you can find them and talk to them… who knows what you may learn they are living conduits of the light after all. Chance of success ??% (restablish contact with the Naru, learn of their plans will and if they have advise)
[X] Find a martial advisor: When the Orcs attacked there were many who remained behind to trick the orcs, but a large number also came with you including the Hand of Argus. See if the Triumpherate of these paladins would be willing to take up command. Chance of success 90% (+1 martial action) [X] Establish a perimeter martial: blockades and bodies, to enclose the Arcatraz to stop any would be escapes from escaping, this is essential for stopping any would be escapees. Chance of success 70% The Arcatraz is surrounded by soldiers, chance of things getting out is reduced. Can be taken with establish a perimeter learning.
[X] Find Diplomacy advisor[/b]: Despite your abilites in the subject you cannot be everywhere atonce. An Assistant would definatly give you more options and time. Chance of success 80% [X] Speak to the people: Your people are calm as this is far from the first time you have done this, but knowing that you are there and looking after them would defiantly be appreciated by them. Chance of success 90/10%(raises the peoples spirit)
[X] Find a Stewardship advisor: You may be a stopgap measure to getting your people established, but your time is better spent elsewhere. [X] Activate the Botanica's food production capabilities: the Botanica can produce enough food to feed an entire country in a pinch, through a combination of advance time warping technology and simulated environments activating them will see your people safe as far as food ins concerned. Chance of success 80% (moves food level from nothing to stable)
[X] Find an intrigue advisor:[/b] You are good in intrigue, but it is far from your prefered field, and others particularly the broken would be much better at the task than you. Chance of success 60% (an advisor on intrigue)
[X] Scout the region: Some of the Netherwing have offered to look on the surrounding region and report on what they find. Chance of success ??? (reward information)
[X] Find a learning advisor: from the ranks of your mages, engineers, and scholars find someone who can organise and lead this mob. Chance of success 80%
[X] Research the nature of the Netherwing: they claim to be getting hungry, but what this means is unknown as they have never eaten. What are the consequces of taking them from Outland. Chance of success ??% (learn about the nature of the Netherwing and the source of their problem)
[X] Find Piety advisor: Despite this you could use help simply organising the number of people around you. Chance of success 100%
[X] Communicate with the Naru: Inside each of the Moduels and the Keep there is a Naru somewhere. If you can find them and talk to them… who knows what you may learn they are living conduits of the light after all. Chance of success ??% (restablish contact with the Naru, learn of their plans will and if they have advise) No. of votes: 1 Sydonai
[x] Plan Focus Within
[x] Find Martial Advisor
[x] Establish Perimeter
[x] Speak to the Netherwing
[x] Speak to the Broken
[x] Activate the Botanica's food production capabilities
[x] Survey the damage
[x] Find an intrigue advisor
[x] Infiltrate the Arcatraz
[x] Find a learning advisor
[x] Establish a perimeter: Magic and technology
[x] Find piety advisor
[x] Communicate with the Naru
MMM I roll for that... if so I will add some, but don't expect them too do much at the moment, being dragged from their home would have been traumatizing even if they agreed to it, as would the trip through the Mana Wastes.
Since The Light is canon in this quest would that make Sigmar a Paladin in life and his followers light users, since prayers that the priests of Sigmar use are similar to Paladin spells and it would also make sense how Sigmar could become a threat to Chaos since he was the first to tap into its anti-thesis and use it against Chaos.
MMM I roll for that... if so I will add some, but don't expect them too do much at the moment, being dragged from their home would have been traumatizing even if they agreed to it, as would the trip through the Mana Wastes.
Could the Shamans have been able to get some Elementals to come with them as well?
Also @Alex pears couldn't find a good list of Draenor creatures so the best I could find was the Beast section of the wiki with different tags near the bottom showing creatures and those that belong to which DLC.
Since The Light is canon in this quest would that make Sigmar a Paladin in life and his followers light users, since prayers that the priests of Sigmar use are similar to Paladin spells and it would also make sense how Sigmar could become a threat to Chaos since he was the first to tap into its anti-thesis and use it against Chaos.
Priests of Sigmar have no particular resistance to Chaos so I can't see why Sigmar himself would be more than an ordinary warp vortex of dubious sentience created when people worship a person/concept in WHF.
Since The Light is canon in this quest would that make Sigmar a Paladin in life and his followers light users, since prayers that the priests of Sigmar use are similar to Paladin spells and it would also make sense how Sigmar could become a threat to Chaos since he was the first to tap into its anti-thesis and use it against Chaos.
There has never been any light in WHF world before, it is an unknown, its one of the reasons chaos is so pissed, remember in the description of the Naru it does say The naaru are a dimension-traveling race of sentient energy beings, with a deep affinity for the Holy Light of Creation.
That being said, paladin Sigmar could maybe be. If you are lucky beyond all belief and given your current run of luck this seems likely.
That's fair and we don't want them planting themselves and expanding till the land is healed anyway.
Could the Shamans have been able to get some Elementals to come with them as well?
Also @Alex pears couldn't find a good list of Draenor creatures so the best I could find was the Beast section of the wiki with different tags near the bottom showing creatures and those that belong to which DLC.
That is too large, the only way I would allow somthing like that would be a series reward and even then it would not be an enormous thing, but it could grow.
Well you got some ancients, three in fact one much larger than other the other two, very old ones even by the standards of their kind. They're currently under intensive care in the Botanica, due to being ripped from their home world and the amount of Arcane energy they were exposed too, usually not a problem, but in the amounts in the wastes it was bad.
Currently you have no way of healing them.
When Nobundo encountered them in a deep grove in Nagrad he was barley able to convince them that the world as they new it was ending and convince them to come with you to save what you could, before the grove collapsed away.
All of them were rather out of it and Nobundo was only able to talk to them by dint of being a shamen and using element intermediaries who could communicate with them in ways they understood.
It is worth noting at this point that while the Light itself is 'Good', not all of those who wield it need be. Above all else what is needed to wield it is Will and Conviction. Sally Whitemane was a powerful priestess of the Light who possessed immense ressurective abilities. She was also a dangerous, cold hearted, fanatic; that required specialised weaponry to be put down for good. Righteousness and Self-Righteousness, what is right and what one believes to be right - these can blur.
The reason the Light is powerful against Chaos is less likely because of 'Good vs Evil' (technically Chaos is neither good nor evil) and more because the Will and Conviction of Light wielders counters the Passion and whimsical Madness of Chaos.
Unfortunately this also implies that in theory dudes like Nagash could learn to wield it. He was once the High Priest of his relilgion and is still capable of using spells associated with the Lore of Light. If wielding the Light requires that its users have strength of Will and belief that what they are doing is right, then Nagash with his vast strength of Will and equally vast ego (he wouldn't doubt for an instant that anything he does for himself is anything less than what is right and what he deserves) could likely use it.
Some speculation from the wiki:
""Necromancy" achievable through the Light?
Wielding the light is a matter of having willpower or faith in one's own ability to use it and that's why there are evil paladins. It might be possible for "evil" priests and paladins to use the light (a spiritual energy) to construct apparitions or force holy spirits to do their bidding, which necromancy, magic involving the dead, would extend to. Necromancy would also extend to healing undead and it was shown that the light can be used to heal undead (the paladin Ashra Valandril healing the undead warlock Felgrim)."
It is worth noting at this point that while the Light itself is 'Good', not all of those who wield it need be. Above all else what is needed to wield it is Will and Conviction. Sally Whitemane was a powerful priestess of the Light who possessed immense ressurective abilities. She was also a dangerous, cold hearted, fanatic; that required specialised weaponry to be put down for good. Righteousness and Self-Righteousness, what is right and what one believes to be right - these can blur.
The reason the Light is powerful against Chaos is less likely because of 'Good vs Evil' (technically Chaos is neither good nor evil) and more because the Will and Conviction of Light wielders counters the Passion and whimsical Madness of Chaos.
Unfortunately this also implies that in theory dudes like Nagash could learn to wield it. He was once the High Priest of his relilgion and is still capable of using spells associated with the Lore of Light. If wielding the Light requires that its users have strength of Will and belief that what they are doing is right, then Nagash with his vast strength will and equally vast ego (he wouldn't doubt for an instant that anything he does for himself is anything less than what is right and what he deserves) could likely use it.
Some speculation from the wiki:
""Necromancy" achievable through the Light?
Wielding the light is a matter of having willpower or faith in one's own ability to use it and that's why there are evil paladins. It might be possible for "evil" priests and paladins to use the light (a spiritual energy) to construct apparitions or force holy spirits to do their bidding, which necromancy, magic involving the dead, would extend to. Necromancy would also extend to healing undead and it was shown that the light can be used to heal undead (the paladin Ashra Valandril healing the undead warlock Felgrim)."
Well you got some ancients, three in fact one much larger than other the other two, very old ones even by the standards of their kind. They're currently under intensive care in the Botanica, due to being ripped from their home world and the amount of Arcane energy they were exposed too, usually not a problem, but in the amounts in the wastes it was bad.
That is too large, the only way I would allow somthing like that would be a series reward and even then it would not be an enormous thing, but it could grow.
Considering that his boons and daemons ultimately rely on Warp energies to exist as well, he's going to have major issues too. A bloodletter would probably weaken and die if in extended contact with a Draenai (as would happen in the combat that Khorne prefers). The armor of his chosen/champions shattering and crumbling since 9/10s of the reason this stuff is so strong is the massive amount of Warp energy stuffed into it. Same thing for any boons/enhancements placed on said humans.
Even Nurgle's plagues are nerfed. The reason they work impossibly fast is that they're bacteria/contagions/fungi etc hopped up on Warp energies.
Well first thought is that when the Old Ones were terraforming the planet (shifting it's orbit, placing new species, wiping out ones they didn't want etc) they broke or chained the elemental spirits.
Either incidentally through the sheer amount of modifications they did to the planet or deliberately since they didn't want the spirits changing their grand design. Because elementals are supposed to be anywhere there is life.
As related by Nobundo, the Spirits are universal, existing upon all worlds which bear life. They stretch across the Void to these worlds, connecting them in ways unperceived by mortals. There are however, many worlds where the Spirits have no power, because true life does not exist on those worlds that have been consumed by the Burning Crusade.
As for elemental courts, do you mean the Furies of Draenor or the Elemental Lords who were the servants of the Old Gods on Azeroth?
Because the Furies apparently are a natural 'government' as it were, striving to maintain balance among themselves. The Old Gods on the over hand had the Lords keep Azeroth in a constant state of chaos.
Of course now Nobundo and any shamans he teaches are going to be poking at the elements, trying to talk/wake them up. I really hope this doesn't set off the Slaan.
As for elemental courts, do you mean the Furies of Draenor or the Elemental Lords who were the servants of the Old Gods on Azeroth?
Because the Furies apparently are a natural 'government' as it were, striving to maintain balance among themselves. The Old Gods on the over hand had the Lords keep Azeroth in a constant state of chaos.
Of course now Nobundo and any shamans he teaches are going to be poking at the elements, trying to talk/wake them up. I really hope this doesn't set off the Slaan.