I'd honestly rather do nodes so we can do a couple rounds of more efficient expansion where we don't care if we lose some nodes because we'll just have so many and they'll be relatively cheap...

hm. Might need to make my own plan on this in an hour or two, if I remember to.
*Shrug* I won't be voting for using them until, at the very least, the Parasites and Orks are all dead. Such lightly defended infrastructure is begging for it to be attacked and our Lizardmen taken over by the Parasites, and The Orks are just too dangerous for us to put any on the the Northern Continent when we first land there.

It said it right in the update, the bugs are building up next to our cities, and they aren't just passing by. Their digging in and expanding. It seems to me like they're going to want to make a move once the orks are pushed far enough back and I don't intend on making it easy for them.
 
That means they will shape reality as its suits them ?
Implying they don't already?

I've got some interesting stuff planned for Chaos, don't worry.

Oh, thread alert - I've altered the turn post slightly, to include the prophecy of the relic priests (so people can reference it easily) and added this action:

Interpret the Prophecy - The Tomb Collective of the deceased slann gave a prophecy when consulted two decades ago, and it hangs over the head of the Sublime Communion still. Perhaps some enlightenment could be gained by spending time contemplating the meaning of the Relic Priests? Effect: Contemplate the prophecy, gaining in-character interpretations of what it could mean. Difficulty: N/A, this action is repeatable and results will vary.

Do note that any insight you gain from this will be from the perspective of the slann, and therefore might miss some sort of other factor or somesuch that they don't know about.
 
Krork Bosses will just infinitly respawn. Its why their the greatest threat out of the two, because their is no weakpoint to exploit like with The Beast, you have to hunt down and kill Every Single Krork in order to End The War, if even a single one escapes, then the Boss will just reincarnate in that, and The War Will Continue when the spoors it spreads starts to grow.

The Beast? Sure its powerful as all hell, but if you can kill the Council Of Waaagh!! then thats it, games over. The Beast can only respawn so long as theirs another Character take over. If all the characters are dead, then the Waaagh! ends, and they turn back to normal orks.
Krork bosses respawn in Red Flag's quest, but the Slaan could probably permakill them. However, nothing stops the next Boss down from getting promoted and just continuing the War.
Nodes are too vulnerable right now yeah. They are good for rapid expansion, but we are essentially under siege.
I don't think that we're under seige hard enough that we can't protect them, and the rapid expansion would make us far less vulnerable quickly.
 
We should capture the warphead and study him for the Secrets of the fungus.
Chameleon Skinks need a challenge.
 
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We should capture the warphead and study him for the Secrets of the fungus.
Chameleon Skinks need a challenge.
I'd be tempted by it, but with the Waaagh!! Field, I'm leary of letting him see our cities. Its just the kind of thing I'd expect to spread across the Waaagh!! Field and alert other orks to their existance, even though they've never seen it before.


Better to take Mek some insight in Ork Tech will be very good .
He's on another Continent across 2000 Miles of ocean and same reasoning as above.

Frankly, I'm in no rush to capture live targets to simplify our research, cause the orks aren't going to go extinct or off planet anytime soon. It can wait until we're atleast Mag 3 or ready to invade The Northern Continent IMO.
 
Honestly, looking at the different options we've currently got for the mind fog demon, I'm of the mind that we use it's essence to learn how to make Ulgu Skink Priests, or turn it into a relic that overcharges Itza's Fog. I don't want to cut it loose because that's just asking for a surprise Boss Fight from something we weren't expecting. I don't want to use it for making a god because honestly, I don't want anything that wrecked havock on the Lizardmen in any shape or form to be worshiped. Also it would probably be closest to a Sleep God and I don't think we want/need one.

But from what we've seen of it, it probably has a massive realationship to Ulgu, the Grey Wind of Shadow.
 
Honestly, looking at the different options we've currently got for the mind fog demon, I'm of the mind that we use it's essence to learn how to make Ulgu Skink Priests, or turn it into a relic that overcharges Itza's Fog. I don't want to cut it loose because that's just asking for a surprise Boss Fight from something we weren't expecting. I don't want to use it for making a god because honestly, I don't want anything that wrecked havock on the Lizardmen in any shape or form to be worshiped. Also it would probably be closest to a Sleep God and I don't think we want/need one.

But from what we've seen of it, it probably has a massive realationship to Ulgu, the Grey Wind of Shadow.
I asked about the Mind Fog before. We can completely wipe it clean of all conceptual alignments it has now, and it will fufill 100/1000 for the God Guage, or let it keep some/all of its conceptual alignments, cleanse it of chaos, and make it 200/1000.

And frankly, I'm inclined to make it our God Of The Dead. Death, Something, Rest/Sleep seems like it would work, in a way similar to Moor did, and it seems like such a waste to just destroy it when we can re purpose it to suit our interests.
 
I kind of want to take that Aya research just to what options it unlocks. I still in the cull the parasite group but learning how we can make use of them would be useful in the future
 
Speaking of Gods, do we have plans for the make up of the pantheon we want lying about anywhere? Because, frankly speaking, if one of the first gods we create isn't a God of Magic, we're massively fucking something up. We are the magic faction after all.
 
Speaking of Gods, do we have plans for the make up of the pantheon we want lying about anywhere? Because, frankly speaking, if one of the first gods we create isn't a God of Magic, we're massively fucking something up. We are the magic faction after all.
Actually our first priority is a God Of The Dead, because the Slann won't worship and so not get any benefits from a God of Magic, only the Skink Priests would.

We will totally make a God of Magic at somepoint but its not our main focus right now. Even with our immunity to chaos corruption, once a Lizardman dies, its soul is open to being devoured by warp predators, so our first goal is getting a God of The Dead, so our dead can't feed or be fed upon by Chaos.
 
I asked about the Mind Fog before. We can completely wipe it clean of all conceptual alignments it has now, and it will fufill 100/1000 for the God Guage, or let it keep some/all of its conceptual alignments, cleanse it of chaos, and make it 200/1000.

And frankly, I'm inclined to make it our God Of The Dead. Death, Something, Rest/Sleep seems like it would work, in a way similar to Moor did, and it seems like such a waste to just destroy it when we can re purpose it to suit our interests.
Except the idea of Rest and Death being related doesn't really work with the Lizardmen. They don't die of old age. So the idea of a peaceful death would be a foreign concept. To them, Death is related to War, almost exclusively. Their Mages don't unexpectedly explode because Magic is a science to them, they only get stronger as they age so they don't equate age with frailty, Famine is almost completely equated in their minds with the Skaven who are to be Expunged... They expect death to be in some way related to battle.

How did X die? Got his head torn off by a Chaos Demon. S? Ended up crushed under a corpse of an enemy. Exploded by a spell. etc.
 
Except the idea of rest and death being related doesn't really work with the Lizardmen. They don't die of old age. So the idea of a peaceful death would be a foreign concept. To them, death is related to War, almost exclusively. Their Mages don't unexpectedly explode because Magic is a science to them, they only get stronger as they age so they don't equate age with frailty, Famine is almost completely equated in their minds with the Skaven who are to be Expunged... They expect death to be in some way related to battle.

How did X die? Got his head torn off by a Chaos Demon. S? Ended up crushed under a corpse of an enemy. Exploded by a spell. etc.
I'd think it could but we could always ask @Xantalos if you wanted to avoid a long argument.

Also, you need to factor in that we will most likely eventually have other races as our protectorates, worshiping our gods, and they probably wouldn't want to worship a God Of Death where you need to die in combat to get to their afterlife, or die and then fight off Demonic Hordes for all eternity or something.
 
I'd really like us to do Ascertain Their Usefulness this turn, to see if we can't talk with the Ayacmanik and get an ally against the Orks.
o_O
Ya, lets not try and make nice with the slaving parasite on our new home world. Best outcome concerning the abomination, is it's complete and utter eradication from the planet.

Though studying it to increase are ability to purge it, as bioticgrunt suggested is a nice idea.
I kind of want to take that Aya research just to what options it unlocks. I still in the cull the parasite group but learning how we can make use of them would be useful in the future
We might be able to destroy it's hive mind psionicly and effectively neuter it. All that would be left to do is purge the leftovers.;)
 
Death, War, hunt?

These three would allow our lizardmen that die to hunt and wage war in the warp.

To constantly fight daemons and their ilk as a passive defense against daemons and such.
 
[X] Plan Purging, Research, and Dispelling Oh My~
-Found New City, Improve New City, Purge New City: 1 Hexoatl Actions, 2 Itza Actions, 2 Yenehectua Actions, 1 Xlanhuapec Action, Awanabil'tat, Tiqtak'to.
-Purge The Parasite: Hexoatl and Qotlpetl: 1 Hexoatl Action/Krog-Gar and 1 Qotlpetl Action/Chakax.
-Build Forging Districts: 1 Xlanhuapec Action, 1 Qotlpetl Action, in their respective cities.
-Scry and Spy, Ork 2nd Edition: The Warphead, Five 5th Generation Slann.
-Behead the Beast: 2 Tlaxtlan Actions.
-Dispel Mind Fog: Mazdamundi, Eight 3rd Generation Slann, Thirty 4th Gens, One Hundred and Seventy Three 5th Generation Slann.
-Unleash the Serpent: Teninhuan and Ten 5th Generation Slann.
-Breathe Fire, Spit Metal: Fifty 5th Generation Slann.
-Basic Equipment Revamp: Five 5th Generation Slann.
-Warbeast Equipment Revamp: Five 5th Generation Slann.
-Skink Priests, Chamon Wind: One Hundred 5th Gens and Ten 4th Gens.
 
Except the idea of Rest and Death being related doesn't really work with the Lizardmen. They don't die of old age. So the idea of a peaceful death would be a foreign concept. To them, Death is related to War, almost exclusively. Their Mages don't unexpectedly explode because Magic is a science to them, they only get stronger as they age so they don't equate age with frailty, Famine is almost completely equated in their minds with the Skaven who are to be Expunged... They expect death to be in some way related to battle.

How did X die? Got his head torn off by a Chaos Demon. S? Ended up crushed under a corpse of an enemy. Exploded by a spell. etc.
But what do they do after death? Their bones lay down, as if in rest.
 
[X] Plan Purging, Research, and Dispelling Oh My~
-Found New City, Improve New City, Purge New City: 1 Hexoatl Actions, 2 Itza Actions, 2 Yenehectua Actions, 1 Xlanhuapec Action, Awanabil'tat, Tiqtak'to.
-Purge The Parasite: Hexoatl and Qotlpetl: 1 Hexoatl Action/Krog-Gar and 1 Qotlpetl Action/Chakax.
-Build Forging Districts: 1 Xlanhuapec Action, 1 Qotlpetl Action, in their respective cities.
-Scry and Spy, Ork 2nd Edition: The Warphead, Five 5th Generation Slann.
-Behead the Beast: 2 Tlaxtlan Actions.
-Dispel Mind Fog: Mazdamundi, Eight 3rd Generation Slann, Thirty 4th Gens, One Hundred and Seventy Three 5th Generation Slann.
-Unleash the Serpent: Teninhuan and Ten 5th Generation Slann.
-Breathe Fire, Spit Metal: Fifty 5th Generation Slann.
-Basic Equipment Revamp: Five 5th Generation Slann.
-Warbeast Equipment Revamp: Five 5th Generation Slann.
-Skink Priests, Chamon Wind: One Hundred 5th Gens and Ten 4th Gens.
 
Though studying it to increase are ability to purge it, as bioticgrunt suggested is a nice idea.
We already did though?

Know Thy Enemy - The Ayacmanik's capabilities have been exhaustively pored over by your saurus oldbloods, but little is known of them as a species. How do they communicate? What is the nature of their coordination? How extensive is the infiltration of their host? These and many more questions must be answered if they are to be effectively fought. While research has revealed most notable facts about them, the slann believe there is more to uncover about the creatures. Effect: Learn more about the Ayacmanik, increasing military effectiveness against them and discovering any remaining secrets they have. Difficulty: Hard.

We already finished this research. Ascertain Their Usefulness is Explicitly about taking steps to talking to them. Not studying them for weaknesses.


Death, War, hunt?

These three would allow our lizardmen that die to hunt and wage war in the warp.

To constantly fight daemons and their ilk as a passive defense against daemons and such.
Like I said before, our gods won't be just OUR gods forever, but just in case I would like to see the QM's interpretation of how a God of Death with a Rest Domain would work.
 
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