They share a few key techs with you - spawning pools, mind fog breakage (which is more of a thing for them since they're away from the Web),
So they each have a path to develop down, it's just the commonalities between them that you help unlock.
Was Mazdamundi the only one of the elders to break free of it?

Wait...away from the Web?!
I'm the person least able to accurately predict my own writing speed, but this is probably correct.

Anything we can do to help?
 
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Yeah, breaking it breaks it for them too.
That'll be interesting; they're already out there in the cosmos, doing heroic stuff, and sometime down the line they're basically going to just receive a shounen powerup. Something to look forward to.
Wait...away from the Web?!
The geomantic web helps mitigate the mind fog. They're away from the web, because they're out in the galaxy doing heroic stuff, so they're not getting that buff.
 
Was Mazdamundi the only one of the elders to break free of it?

Anything we can do to help?
They've all broken free of it for the most part, it's just impacting their action economy a little more than it is Mazdamundi since they don't have temple-cities and the Web to take part of the burden for them, which is part of the reason Maz isn't subject to the rolls for it.

Nothing that doesn't involve real big spoilers, unfortunately, and that's just the one thing. Aside from that it's just up to me to sit down and do the writing.
 
The geomantic web helps mitigate the mind fog. They're away from the web, because they're out in the galaxy doing heroic stuff, so they're not getting that buff.
Sounds right. I thought for a moment it may have been the opposite, that the Fog is tied to the Web which the Slann are in constant contact with, and being away from it "freed" them.
 
They've all broken free of it for the most part, it's just impacting their action economy a little more than it is Mazdamundi since they don't have temple-cities and the Web to take part of the burden for them, which is part of the reason Maz isn't subject to the rolls for it.

Nothing that doesn't involve real big spoilers, unfortunately, and that's just the one thing. Aside from that it's just up to me to sit down and do the writing.
Hypothetically how good is our chance/persentage wise to get our hands on a Primarch? or such event truly impossible?

P.S. Just a idle curiosity!!!!!!
 
If Kroak's development line eventually leads to Seraphon, doesn't that mean that we could eventually make the Lizardmen equivalent of Daemonhosts? Except way, way more powerful due to the fact that both host and 'Daemon' are sharing the same focus, drive and understanding, which would be a strong counter point to regular Daemonhosts since it's imparting Warp fuckery directly into the hands of the Lizardmen, and turning regular "Tearing apart daemons with their claws in reality and banishing them back to the Warp" into "Tearing apart daemons with their claws in both reality and the Warp at the same time, potentially killing them outright"?

I mean, the Temple Guard tend to make a very big point of being descendant from the previous generation of guard every time, with equipment and gear being continuously handed down from one generation to the next. Start layering their souls on top of each other, again and again, forming a number of gestalt beings with willing hosts within reality that don't require the regular kind of bindings in order to keep the 'Daemon's' from fading into the Warp, and suddenly you have a very, very powerful unit.
 
Does Slaan got any info on genetic manipulation or that was solely oldone super science? I know they able to breed animals to be more deadly, but can they enhance or manipulate sapient like Old ones able to do in case of Humans, elf and dwarfs? Do they have basic idea about biology aka DNA or everything to them is pure bullshit magic?
 
Hypothetically how good is our chance/persentage wise to get our hands on a Primarch? or such event truly impossible?

P.S. Just a idle curiosity!!!!!!

About the same as the chance of getting our hands on one of the Eldar lords or something of similar importance. To put it it another way: They aren't going to spawn on any of our planets. If we encounter them in the vastness of space, there are options we can take to obtain them. But why would we try to capture one? It's not like the Emperor is actually all that great compared to what most of the elder Slann can pull.
And Humanity as a whole is pretty well ignorable for our purposes right now. We may eventually have to deal with them deciding we're filthy Xeno and have to put the boot in alittle to get some respect, but capturing a Primarch won't actually do that. Killing one would earn that respect and enmity, though.

Seriously, though, your fixation on magic monkeys is fucking weird, man. Why are you so concerned with them?
 
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Spawn Caste Concept - Cue - EVA-Saiyajin
Spawning Concept:

Cue

Averaging halfway between the Skinks and Saurus in height, the Cue are the first spawning breed purposefully meant for both combat and mundane roles in Lizardmen society. Spawnings are lower than Skinks, but several times that of Kroxigors. Lithe but sturdy, these frog-like Lizardmen provide speed, agility, and above all else initiative that their first kin lacked. The weight of history and the debacles born of slow, methodical thought weigh heavily on the Lizardmen, and this spawning seeks to rectify such. A heightened metabolism comes from a secreted hormone that causes the muscles and heart to go into overdrive. Thus, they are especially active, and serve well to fill gaps between the Skink and Saurus in combat. Their legs allow them to leap over a size times their height in distance, and membranes in their palms allow them to stick to most surfaces. Their initiative and speed serves them well as skirmishers and scouts, as well as auxiliarries that provide speed and agility to supplement the Saurus' power and endurance.

Outside of combat, the Cue follow the directions of the Skinks as all do, serving as messengers and laborers when it comes to the movement of materials. Their mobility allows them to reach nearly any place in any environment, regardless of the obstacle, and they have the staying power of their kind to do it all day and night. Their greater strength then their Skink kin allows them to haul materials, and easily reach places the Kroxigors and Skinks would require either cooperation or the use of beasts of burden to reach in construction. They more than most are often seen scurrying and leaping around the upper reaches and sections of architecture in the midst of building. The have throaty inflections and warbling in their speech, which can often blend in with their rapid pace of speech into vaguely comprehensible babbling.

They have a tendency to get tunnel vision of sorts, so focused on one activity that other aspects or needs are blocked out. While this makes them excellent at very specific parts of their duties, they tend to require the direction of authority figures or Skink handlers to keep them gently but firmly moving between each subset of their tasks. A natural tendency to notice authority figures makes Saurus well-able to guide them in combat.

When resting, their oxygen absorbing skin allows them to sleep in water. They tend to do so in cool liquids to calm their minds and lower their metabolisms. They are poor sleepers without such.

Unlike most of the Lizardmen, the Cue have smooth skin, absent scales, and thus have no natural armor. They make up for it somewhat with heightened reflexes and a metabolism that increases their rate of healing to rival that of Saurus, though it cannot be considered regeneration. They are very fast, mobile medium infantry that provide speed the Lizardmen would otherwise lack.







(Note: the name is based on an abbreviation of the Nahuatl word for frog, "cueyatl")
 
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Spawning Concept:

Cue

Averaging halfway between the Skinks and Saurus in height, the Cue are the first spawning breed purposefully meant for both combat and mundane roles in Lizardmen society. Spawnings are lower than Skinks, but several times that of Kroxigors. Lithe but sturdy, these frog-like Lizardmen provide speed, agility, and above all else initiative that their first kin lacked. The weight of history and the debacles born of slow, methodical thought weigh heavily on the Lizardmen, and this spawning seeks to rectify such. A heightened metabolism comes from a secreted hormone that causes the muscles and heart to go into overdrive. Thus, they are especially active, and serve well to fill gaps between the Skink and Saurus in combat. Their legs allow them to leap over a size times their height in distance, and membranes in their palms allow them to stick to most surfaces. Their initiative and speed serves them well as skirmishers and scouts, as well as auxiliarries that provide speed and agility to supplement the Saurus' power and endurance.

Outside of combat, the Cue follow the directions of the Skinks as all do, serving as messengers and laborers when it comes to the movement of materials. Their mobility allows them to reach nearly any place in any environment, regardless of the obstacle, and they have the staying power of their kind to do it all day and night. Their greater strength then their Skink kin allows them to haul materials, and easily reach places the Kroxigors and Skinks would require either cooperation or the use of beasts of burden to reach in construction. They more than most are often seen scurrying and leaping around the upper reaches and sections of architecture in the midst of building. The have throaty inflections and warbling in their speech, which can often blend in with their rapid pace of speech into vaguely comprehensible babbling.

They have a tendency to get tunnel vision of sorts, so focused on one activity that other aspects or needs are blocked out. While this makes them excellent at very specific parts of their duties, they tend to require the direction of authority figures or Skink handlers to keep them gently but firmly moving between each subset of their tasks. A natural tendency to notice authority figures makes Saurus well-able to guide them in combat.

When resting, their oxygen absorbing skin allows them to sleep in water. They tend to do so in cool liquids to calm their minds and lower their metabolisms. They are poor sleepers without such.

Unlike most of the Lizardmen, the Cue have smooth skin, absent scales, and thus have no natural armor. They make up for it somewhat with heightened reflexes and a metabolism that increases their rate of healing to rival that of Saurus, though it cannot be considered regeneration. They are very fast, mobile medium infantry that provide speed the Lizardmen would otherwise lack.







(Note: the name is based on an abbreviation of the Nahuatl word for frog, "cueyatl")
What role do you feel needs to be filled by the Cue? Are they scouts? Skirmishers? It just says they 'fill the gap'. What exactly do they do in Lizardmen society? What do they do during peacetime? During wartime?

As interesting as these frogmen are, these are questions that need to be answered when developing a new subspecies.

We already have Saurus, who are able to fill warrior, officer, general, and leadership roles. We have skinks, who are able to fill religious, administrative, artisan, and leadership roles, and they can also fill cavalry, skirmisher, spellcaster, officer, and general roles. Finally, we have the Kroxigor, who are laborers and craftsmen and provide brute force for building projects, and serve as shock troops and brutes.

Then we have the Slann.

So what role between the Saurus and the Skinks do the Cue fill?
 
What role do you feel needs to be filled by the Cue? Are they scouts? Skirmishers? It just says they 'fill the gap'. What exactly do they do in Lizardmen society? What do they do during peacetime? During wartime?

As interesting as these frogmen are, these are questions that need to be answered when developing a new subspecies.

We already have Saurus, who are able to fill warrior, officer, general, and leadership roles. We have skinks, who are able to fill religious, administrative, artisan, and leadership roles, and they can also fill cavalry, skirmisher, spellcaster, officer, and general roles. Finally, we have the Kroxigor, who are laborers and craftsmen and provide brute force for building projects, and serve as shock troops and brutes.

Then we have the Slann.

So what role between the Saurus and the Skinks do the Cue fill?
Uhh...all of that is answered in the write up? They serve as scouts and skirmishers, as well as mobile medium infantry in war time, providing more muscle than Skinks, and more mobility than Saurus. In peacetime, they are messengers, assistants, and laborers.

I, kind of explicitly said this in the write up.
 
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Uhh...all of that is answered in the write up? They serve as scouts and skirmishers, as well as mobile medium infantry in war time, providing more muscle than Skinks, and more mobility than Saurus. In peacetime, they are messengers, assistants, and laborers.

I, kind of explicitly said this in the write up.
*squints*

Right. Clearly I have stayed up too late. Good night everybody!
 
If Kroak's development line eventually leads to Seraphon, doesn't that mean that we could eventually make the Lizardmen equivalent of Daemonhosts? Except way, way more powerful due to the fact that both host and 'Daemon' are sharing the same focus, drive and understanding, which would be a strong counter point to regular Daemonhosts since it's imparting Warp fuckery directly into the hands of the Lizardmen, and turning regular "Tearing apart daemons with their claws in reality and banishing them back to the Warp" into "Tearing apart daemons with their claws in both reality and the Warp at the same time, potentially killing them outright"?

I mean, the Temple Guard tend to make a very big point of being descendant from the previous generation of guard every time, with equipment and gear being continuously handed down from one generation to the next. Start layering their souls on top of each other, again and again, forming a number of gestalt beings with willing hosts within reality that don't require the regular kind of bindings in order to keep the 'Daemon's' from fading into the Warp, and suddenly you have a very, very powerful unit.
Believe it or not, this kind of stuff is only the tip of the iceberg in terms of the warp bullshit you guys will eventually get access to.

Does Slaan got any info on genetic manipulation or that was solely oldone super science? I know they able to breed animals to be more deadly, but can they enhance or manipulate sapient like Old ones able to do in case of Humans, elf and dwarfs? Do they have basic idea about biology aka DNA or everything to them is pure bullshit magic?
This is actually a pretty interesting topic to me - they do have an idea of genetics and such, just almost entirely through a magical lens. Take the spawning pools - if any human biologist or whatever was explained how they work and were able to comprehend the spawning glyphs, they'd realize that the glyph spells in the pools are essentially an encoded template for that breed of lizardmen's DNA, that the mechanism of the pool-spells ensures is always subtly different every time so as not to create clones. It wasn't really described in those terms in the update, but that's essentially what it is. Lizardmen as a faction, though, see these things through a distinctly magical lens - instead of clinical studies and mapping of DNA, it's intensive study of the inner essence of a being that when fully mapped basically provides a magical equivalent to DNA. They perform biological alterations and stuff via that method, changing the essence of the creature which causes the body to follow suit. Like a super-advanced version of the Lore of Ghyran, which is basically what it is.

Magic used as science and technology, essentially. I think it fits, anyhow.

Very interesting concept! An entirely new subspecies like this would probably be implemented in the timeskip that occurs after you resolve everything on the planet at the earliest, however, not earlier like the Spined Kroxigor would feasibly be.
 
Character Concept - Tik'tokrok - Canon - SneakyWalrus
Tik'Tokrok

The grand Temple-City of Xlanhuapec is renowned for it's great mists of swirling power, cloaking it's grand terraces and towering ziggurats in mystical fog, blinding it to the sight of the outside world, hiding it away from any who would threaten it. As such, the city had long remained one of the few bastions set into the soil of Lustria that was continuously maintained in a meticulous manner, with grand canals set in stone designed to channel and maintain the constantly flowing water within the city, set out in geomantic patterns as inscribed by the ancient Old Ones.

However, despite the city's need for constant water in order to fuel its grand mists, there remains the constant run-off from the city itself. Now, as with all things designed and created by the Old Ones, there is purpose in such an act, and many of the surrounding regions of the city are little more than marshy bog-land and swampy biomes, filled with fluttering insects capable of draining a man dry in an instant, or great reptilian beasts that spend weeks at a time lying in wait for the right moment to strike. During the chaotic period that heralded the end of the Lizardmen's time on Mallus, these swamps were nigh-overrun by thousands upon thousands of rat-spawn, their filth seeping into the marsh and soil, blood and other viscera feeding the earth.

It is in such an environment that the noted Kroxigor Tik'Tokrok thrives. Born amid a blessed spawning to the Great Old One Tzunki, as evident by the mottled green base of his thick scales, he was unique among his fellows in that his scales slowly scaled towards a faint, but noticeably lighter, and more vibrant, shade of rich green, a sure sign of a secondary blessing from the Master of Stone, Xokha. With such a notable celestial significance heralding Tik'Tokrok's spawning, it is of some surprise that it is not some grand victory over disruptive forces or averting some unforeseen catastrophe, but rather the simple, yet immensely time-consuming task of maintaining the great waterways leading into the city that was his calling. Rather than simply carving monolithic slabs of stone, or building great ziggurats that stretched far into the sky, Tik'Tokrok's purpose lied more in twisting canals that snaked through the city foundation, taking delicate (for a Kroxigor's claw) tools to chip away at irregular stone and hacking away errant growth in order to ensure the correct function of both the flowing waterways and the grand environment beyond the city walls.

Yes, in the climactic days leading towards the grand Deliverance of Mallus, he too was drawn into conflict with the invading forces of disorder, but he ever needed oversight from those watchful Skink Attendants who kept him focused on the task at hand, and not on simply fading into the murky depths or deep waters of the City of Mists, intent on restoring the horrific damage, unclogging the innumerable rat-spawn corpses from the waterways, and pruning back the horrible creatures infesting the once pristine land. Such was his dedication to his chosen task that his handlers eventually began to decorate his golden bands with the slick, water-proof feathers of the Buceo Diving Parrot, their vibrant colours and flared tips visible no matter how deep he sank beneath the water.

Traits:
Mist-bonded, Water-bound: Bound to the ancient Mists that clouded and secluded the ancient Temple-City of Xlanhuapec and doubly blessed by the Old Ones Tzunki and Xokha, Tik'Tokrok has ever been destined to be bound to the great waters of inner-Lustria. With the transition between worlds, he maintains his connection to the great freshwater canals, waterways and marshlands that were distributed into the new world. As such, he becomes nigh-invisible when submerged in either flowing or stagnant water, intent on completing his work without ever bothering to emerge for air till his task is complete.

Heavy-handed Gardener: His intimate familiarity with the great marshes and swamps of Lustria, built upon the wisdom bestowed upon him by the Blessed Spawning, Tik'Tokrok is one of the few Kroxigor capable of handling the many wild creatures that arrived in the new world alongside their Temple-Cities, something that defines his existence. As far as Tik'Tokrok is concerned, his duty is not just the maintenance of the great canals of Xlanhuapec, but rather making sure the surrounding environments remain as was decreed by the Old Ones in ancient times.

Equipment:
Obsinite Chisel and Hammer: It's rare that one would ever see a Kroxigor carrying such delicate tools, and more confusing still when those tools seem purposely built for the lumbering beast in person, but with a solid stone handle and a unique inset design allowing for the Obsinite 'blade' to be easily replaced even by even Tik'Tokrok's brutish fingers. With them, his skill in carving pieces of intricate stone waterlocks and delicate capstones is marvelous to those who watch, and he's easily capable of replacing ancient sections of eroding canals without any passing lizardmen noticing at all.

Feather-banded Tepoztopilli: More akin to a spade than one of the great weapons chained to Kroxigor when they're herded into battle by their Skink Attendants, the flat blade is more than capable of scything through numerous ranks of foul rat-spawn or hewing down disorderly chaos monsters, a fact Tik'Tokrok has utilized multiple times in the past. However, despite its razor sharp edge, Tik'Tokrok prefers to use it as a means of maintaining the surrounding marshes, trimming back creeping vines.

His name is pronounced "Tick-Tock-Croc".
 
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Tik'Tokrok

The grand Temple-City of Xlanhuapec is renowned for it's great mists of swirling power, cloaking it's grand terraces and towering ziggurats in mystical fog, blinding it to the sight of the outside world, hiding it away from any who would threaten it. As such, the city had long remained one of the few bastions set into the soil of Lustria that was continuously maintained in a meticulous manner, with grand canals set in stone designed to channel and maintain the constantly flowing water within the city, set out in geomantic patterns as inscribed by the ancient Old Ones.

However, despite the city's need for constant water in order to fuel its grand mists, there remains the constant run-off from the city itself. Now, as with all things designed and created by the Old Ones, there is purpose in such an act, and many of the surrounding regions of the city are little more than marshy bog-land and swampy biomes, filled with fluttering insects capable of draining a man dry in an instant, or great reptilian beasts that spend weeks at a time lying in wait for the right moment to strike. During the chaotic period that heralded the end of the Lizardmen's time on Mallus, these swamps were nigh-overrun by thousands upon thousands of rat-spawn, their filth seeping into the marsh and soil, blood and other viscera feeding the earth.

It is in such an environment that the noted Kroxigor Tik'Tokrok thrives. Born amid a blessed spawning to the Great Old One Tzunki, as evident by the mottled green base of his thick scales, he was unique among his fellows in that his scales slowly scaled towards a faint, but noticeably lighter, and more vibrant, shade of rich green, a sure sign of a secondary blessing from the Master of Stone, Xokha. With such a notable celestial significance heralding Tik'Tokrok's spawning, it is of some surprise that it is not some grand victory over disruptive forces or averting some unforeseen catastrophe, but rather the simple, yet immensely time-consuming task of maintaining the great waterways leading into the city that was his calling. Rather than simply carving monolithic slabs of stone, or building great ziggurats that stretched far into the sky, Tik'Tokrok's purpose lied more in twisting canals that snaked through the city foundation, taking delicate (for a Kroxigor's claw) tools to chip away at irregular stone and hacking away errant growth in order to ensure the correct function of both the flowing waterways and the grand environment beyond the city walls.

Yes, in the climactic days leading towards the grand Deliverance of Mallus, he too was drawn into conflict with the invading forces of disorder, but he ever needed oversight from those watchful Skink Attendants who kept him focused on the task at hand, and not on simply fading into the murky depths or deep waters of the City of Mists, intent on restoring the horrific damage, unclogging the innumerable rat-spawn corpses from the waterways, and pruning back the horrible creatures infesting the once pristine land. Such was his dedication to his chosen task that his handlers eventually began to decorate his golden bands with the slick, water-proof feathers of the Buceo Diving Parrot, their vibrant colours and flared tips visible no matter how deep he sank beneath the water.

Traits:
Mist-bonded, Water-bound: Bound to the ancient Mists that clouded and secluded the ancient Temple-City of Xlanhuapec and doubly blessed by the Old Ones Tzunki and Xokha, Tik'Tokrok has ever been destined to be bound to the great waters of inner-Lustria. With the transition between worlds, he maintains his connection to the great freshwater canals, waterways and marshlands that were distributed into the new world. As such, he becomes nigh-invisible when submerged in either flowing or stagnant water, intent on completing his work without ever bothering to emerge for air till his task is complete.

Heavy-handed Gardener: His intimate familiarity with the great marshes and swamps of Lustria, built upon the wisdom bestowed upon him by the Blessed Spawning, Tik'Tokrok is one of the few Kroxigor capable of handling the many wild creatures that arrived in the new world alongside their Temple-Cities, something that defines his existence. As far as Tik'Tokrok is concerned, his duty is not just the maintenance of the great canals of Xlanhuapec, but rather making sure the surrounding environments remain as was decreed by the Old Ones in ancient times.

Equipment:
Obsidianite Chisel and Hammer: It's rare that one would ever see a Kroxigor carrying such delicate tools, and more confusing still when those tools seem purposely built for the lumbering beast in person, but with a solid stone handle and a unique inset design allowing for the Obsidanite 'blade' to be easily replaced even by even Tik'Tokrok's brutish fingers. With them, his skill in carving pieces of intricate stone waterlocks and delicate capstones is marvelous to those who watch, and he's easily capable of replacing ancient sections of eroding canals without any passing lizardmen noticing at all.

Feather-banded Tepoztopilli: More akin to a spade than one of the great weapons chained to Kroxigor when they're herded into battle by their Skink Attendants, the flat blade is more than capable of scything through numerous ranks of foul rat-spawn or hewing down disorderly chaos monsters, a fact Tik'Tokrok has utilized multiple times in the past. However, despite its razor sharp edge, Tik'Tokrok prefers to use it as a means of maintaining the surrounding marshes, trimming back creeping vines.

His name is pronounced "Tick-Tock-Croc".

Oh my god he's cute. I love this Kroxigor. Like, this image of this big 5 meter tall bipedal crocodile patiently sitting in water to carve away a tiny piece of stone is marvelous.
 
I mean, the Temple Guard tend to make a very big point of being descendant from the previous generation of guard every time, with equipment and gear being continuously handed down from one generation to the next. Start layering their souls on top of each other, again and again, forming a number of gestalt beings with willing hosts within reality that don't require the regular kind of bindings in order to keep the 'Daemon's' from fading into the Warp, and suddenly you have a very, very powerful unit.

Isn't what Phoenix Lords of the Eldar are? I mean when one lord dies, his armor is given to another eldar who then take the iddentity of the lord and soul gems of the previous lords are kept on the armor. But I think it's a good idea to apply this to our warrior with even more warp bullshit piled on top of it.
 
Isn't what Phoenix Lords of the Eldar are? I mean when one lord dies, his armor is given to another eldar who then take the iddentity of the lord and soul gems of the previous lords are kept on the armor. But I think it's a good idea to apply this to our warrior with even more warp bullshit piled on top of it.
Basically, yeah pretty much, though there is the metaphysical link to Khaine whereby they are aspects of his various, aspects.

This is actually a pretty interesting topic to me - they do have an idea of genetics and such, just almost entirely through a magical lens. Take the spawning pools - if any human biologist or whatever was explained how they work and were able to comprehend the spawning glyphs, they'd realize that the glyph spells in the pools are essentially an encoded template for that breed of lizardmen's DNA, that the mechanism of the pool-spells ensures is always subtly different every time so as not to create clones. It wasn't really described in those terms in the update, but that's essentially what it is. Lizardmen as a faction, though, see these things through a distinctly magical lens - instead of clinical studies and mapping of DNA, it's intensive study of the inner essence of a being that when fully mapped basically provides a magical equivalent to DNA. They perform biological alterations and stuff via that method, changing the essence of the creature which causes the body to follow suit. Like a super-advanced version of the Lore of Ghyran, which is basically what it is.

Magic used as science and technology, essentially. I think it fits, anyhow.
As do I. The Slann and Lizardmen, as creatures born as much of magic as science, would surely see it as such.

Besides, removing the mysticism and mystery entirely from the ancients can take away some of the fun.
 
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