The hypothetical that there may be sealed Krork somewhere, in a can, in a galaxy that canonically did not experience major Krork incursions during the entire fifteen thousand years or so after whatever the current calendar date is in-setting, doesn't seem like something we should be that worried about.
Do keep in mind the GALAXY SPANNING ELDAR RESPONCE. Like sure we do not see them, but not because they are not there. rather it is because before any of them can get going for something meaningfull, there is an Eldar strike force ready to put them down. Like you are aware they do consider their job of keeping galaxy not infested with Krork resurgence is something they take seriously. and not something Humankind get to interfer with often. Most of those erand statis locums would be in ass end of black hole for all we know. keeping them down is a continus effort, but it is an effort they willing to put up with.
Aye, if you want to get a godseed from a shattered Waaagh!!! it's technically possible, but you'll need a bigger one than just a paltry few hundred million bodies.
... Respectfull, not soon. Do love the idea thou.
 
Oh man so wow, I just found this and devoured it over the last couple of days. To see that its actually still a going on thing is brilliant. So super kudos to that. So much fun and enjoyment on all the elements of this quest and story.

So on the events of the actual chapters, I don't have much to say as I like what went on. And I look forward to seeing the elements of this current turn when they get posted. I'm especially happy about the path that was chosen about the Zerg, I mean Ahka-something or other. (Seriously, we awakened the Overmind). I am so glad that we didnt do destruction and instead can like guide him into being a good bro, kind of lie a sibling species and stuff. Which is super cool!

I also really like how we are working on a Qhyash skink, super cool on that expansion of capability.

Actually, speaking of that and the whole Winds of Magic. I wonder in general Warhammer 40k lore we could consider Psykers to be using Dhar unknowingly. Dhar is the use of the eight winds, and Warp energy itself, without care or balance and at a risk of danger to self and others and the world. Which sounds like what happens when a Psyker uses their powers.

Also also I wonder if the whole immortality thing the Slann know how to do could be added to a Human. Not saying they would but like it is interesting to me to think about. (they might consider it okay since Humanity is an Old One aligned project)

Anyway. This was cool. This is awesome. And I look forward to seeing what happens next. Thanks for writing it and showing this creativity to us. Its pretty awesome.

...Off I go on trying to see if I an read more about Lizardmen stuff. Super interesting group that I only knew a tiny bit of.

Oh. PS. Honestly thanks to this I kind of want more Warhammer 40k stories where instead of pure Warp Energy being used by psykers they tap into the Winds of Magic to mitigate some of the danger. Very cool stuff.
 
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Also also I wonder if the whole immortality thing the Slann know how to do could be added to a Human.
Functionally, probably yes, but I doubt they would truly be "human" afterward as it would be a rather aggressive mutilation of the soul and body to an established design. The best analogy would probably be a Primarch, a creature half of dull matter and half of luminous spirit.
 
Functionally, probably yes, but I doubt they would truly be "human" afterward as it would be a rather aggressive mutilation of the soul and body to an established design. The best analogy would probably be a Primarch, a creature half of dull matter and half of luminous spirit.

I mean, I see what you are saying. But like Primarchs are 'Human' still. It seems the Human soul is somewhat stretchable.

Also we are part of the Old One Great Project (in a way) so like I wouldn't be surprised if there is some linkage when it comes to the magical workings of the Slaan as far as soul work does.

Also also some humans can naturally or artificially become Perpetuals, and that feels like something of proto-One Old design.

Honestly, what would be even better than immortality is immunity to Chaos corruption. Though I don't know what that would do to human soul.

--

As an aside. Reading the last few pages. Long term the idea of the Lizardmen creating a God of Magic is cool. That and the whole teaching the Winds to the people, rather than pure psyker stuff. (Actually, speaking of that, I wonder how the Winds relate to the powers used by the Eldar).

Also I like the idea of us resurrecting the Relic Mages, cool to have older Slaan back before creating baby Slaan.

I also like the idea of us working on technology, and then creating magic and tech combos.

One other thing I wanted to mention, cause it came to me, is that the Lizardmen loose some of their greater power when operating outside of their geometric web based areas. So I could see the eventual developments of 'mobile webs' and such for starships/stations and operations outside the bounds of an area they have developed their infrastructure.
 
One other thing I wanted to mention, cause it came to me, is that the Lizardmen loose some of their greater power when operating outside of their geometric web based areas. So I could see the eventual developments of 'mobile webs' and such for starships/stations and operations outside the bounds of an area they have developed their infrastructure.
In fact, I believe that there have been two methods of this proposed: The Starblood Saurus and the Stellar Pylon. We've had the options to work on researching towards the first for a little while now, and the second is probably going to start showing up once we work on developing the Astromantic Web.
 
I'd personally like to see a big push toward getting Slann Spawning down; even if the 6th generation doesn't add a lot of oomph initially, that's the kind of thing that does grow with time, and quantity has a certain undeniable quality all its own on top of that.
After that, of course, atomic energy appeals quite a bit.

Having a big boat without the crew to sail it is not actually a good thing. It is entirely fine for us to have very large numbers of small temple-cities guiding geomantic web energy to a smaller "core" of built-up cities, and indeed that is more or less mechanically optimal for us as long as we are still expanding. Unless we reach a point where we are actively overpopulated in our core and need some place to send the "runoff," it is neither practical nor desirable for us to be founding each new city on the periphery at whatever our peak infrastructure level is. Because then we are forced to send a scarce and limited workforce to the site in much greater numbers just to maintain what has been built, and those same workers are not available to do anything else.
I agree with this; it's almost always better to spread growth evenly. If we build wide, then upgrade progress in each city will happen at a faster cumulative rate than if we stack it all in a couple cities each turn, though it might start out slower at first. Since we don't need these cities to be actual bulwarks against rampaging armies yet, the native population growth combined with sending excess spawns from the central cities should see us with dozens of level 2 and 3 cities in just a couple turns, whereas building up a couple tier 4s a turn will take an agonizingly long time to spread the web.

The main thing is to figure out a creature that can provide the "8-in-1-in-8" symbology without using something creepy or possibly connected to something else. Like, Spiders would work but they have some seriously negative connotations in a lot of cultures where they evolved.
Human cultures, specifically. In some fantasy cultures, spiders are seen as sacred or as companions. The only animals that the Lizardmen apply negative connotations to are rats, so that's not a problem.

That said, I would hazard a guess that a Lizardmen god of magic would be more likely to appear as a frog with all 8 winds patterning its hide, or something, because of the association with the Slann.
 
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That said, I would hazard a guess that a Lizardmen god of magic would be more likely to appear as a frog with all 8 winds patterning its hide, or something, because of the association with the Slann.
I think Slann will 100% not think about something like that. I feel like avoiding god of magic directly because of the problems that could come out of it and very much unnecessary for us.
 
I think Slann will 100% not think about something like that. I feel like avoiding god of magic directly because of the problems that could come out of it and very much unnecessary for us.
I'm definitely not stating we need a god of or for magic; just gently reminding that if we do shoot for one, we oughtn't be shackled by human conceptions of what is 'creepy' or not.
If anything, considering our next undertakings, I'd expect a god of travel or, as mentioned earlier, building and fortification, to be prioritized.
 
Maybe the Builder God could help with travel. Could a God of Crafting make a sort of diet-webway by building a tunnels and roads inside the Warp?
 
I'd personally like to see a big push toward getting Slann Spawning down; even if the 6th generation doesn't add a lot of oomph initially, that's the kind of thing that does grow with time, and quantity has a certain undeniable quality all its own on top of that.
Maybe. Though I'm kind of feeling Xantalos' implied criticism that we haven't put much attention into the Great Plan studies and all that. One might reasonably expect the slann to care quite strongly about it.
 
Maybe. Though I'm kind of feeling Xantalos' implied criticism that we haven't put much attention into the Great Plan studies and all that. One might reasonably expect the slann to care quite strongly about it.
There was implied criticism? I only remember being told that they would give buffs but weren't necessary.

Though for slann Spawning, I would estimate that the continued decrease in power over time is the result of degrading patterns. Making me think that we might have a certain amount of slannpower we can spawn a turn and we can set the spread of individuals thereof.
 
I do kind of wish those really epic project had steps that could be achieved rather than one giant 2000+ goal. Like four 500 steps could lead us to feeling like we get the benefits.

That said us studying both the Great Plan and Slaan birthing could be fun.
 
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Yeah, the Great Plan study actions suffer from being A; vaguely worded as to what they actually do, B; too expensive to consider without serious motivation, and C; not having any clear major rewards or motivating factors to encourage actually doing them.
 
Yeah, I'm entirely directing the criticism towards myself in regard to the Plan options, to be clear, you guys have done nothing wrong - it's more a lesson for me on how to design things for the players and not the QM. If I were transported back in time to start this quest over again, I'd have made the Plan options start at 5 Slannpower a pop and have way more easily definable reasons to pick them (ie maybe gate your ability to rebuild spawning pools behind one, have another successively unlock different levels of advanced weapons, make each taken Plan project give stacking buffs to your whole empire, etc). Instead I assumed that you guys know what I know about them and that you'd see the big shiny price tag as a reason to run towards it, not away.

So, again, more a lesson for me than anything else - the fluff isn't unbelievable for you guys having ignored the Plan pretty much entirely, it's only been 150 years or so after all, that's basically the lizardmen equivalent of taking 10 minutes to make sure your house is clean before you sit down to read (when I have some of the Plan auto-unlock in the inter-arc timeskip).
 
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