The large version of the map is a nice look. Our next city is going SE right? That way the nearest cities are established instead of new and they are also away from the Orks. After that NW then we would have to see the situation if we risk the E or NE cities or push for the next ring to the SW.
 
The large version of the map is a nice look. Our next city is going SE right? That way the nearest cities are established instead of new and they are also away from the Orks. After that NW then we would have to see the situation if we risk the E or NE cities or push for the next ring to the SW.
Yeah I'd put it south of Yenehectua and west of whatever the name of our new city is going to be. Make a nice solid block.

After that? Probably put one North of Tlaxtlan and West of Hexoatl, and then East of Qotlpetl and South of New City.
 
Things like Xantalos offhandledly commenting recently that beating on the mind fog for the third time in a row adds narrative significance are things we now need to keep track of when planning overall strategy against foes with Warp ties.
Hm....

takes note: attacking a warp entity 3 times in a row may lead to bonuses against that entity.
Now we just need a holy hand grenade of Antioch...but the emperor is keeping it locked up along with all of the coconuts!!! How are we supposed to do the quest for the holy grail if we don't have the grenade or the coconuts?!?
We're THE magic faction.

We just teleport them out from the vault. :D
 
Hm....

takes note: attacking a warp entity 3 times in a row may lead to bonuses against that entity.
More along the lines of 'soundly defeat it 3 concurrent times and I'll blur the combat mechanics even more in your favor' type thing. Technically speaking, according to the formulae that I've been using for how slannpower deducts mind fog coverage there should still be some percentage of the third generation still affected. But since you've been soundly whooping this thing's ass for thirty solid years at this point, all that negative street cred has built up into a force of its own that has negatively impacted the fog's ability to hang onto you. Also writing a totally one-sided fight would get kinda boring for me if it went on for much longer, so it works on a meta level too, me giving myself an excuse to ditch the mechanics and go with what works better for the narrative of it.
 
More along the lines of 'soundly defeat it 3 concurrent times and I'll blur the combat mechanics even more in your favor' type thing. Technically speaking, according to the formulae that I've been using for how slannpower deducts mind fog coverage there should still be some percentage of the third generation still affected. But since you've been soundly whooping this thing's ass for thirty solid years at this point, all that negative street cred has built up into a force of its own that has negatively impacted the fog's ability to hang onto you. Also writing a totally one-sided fight would get kinda boring for me if it went on for much longer, so it works on a meta level too, me giving myself an excuse to ditch the mechanics and go with what works better for the narrative of it.
Which is a really accurate description of how the Warp works. The GM(Physics and Reality) go Eh Sure(the Warp) and voila. It Happens.
 
I could really see the Slann taking up Numerology in response to to noticing the narrative effects mentioned.

It would come much more naturally to them that organic storytelling, which they seem to struggle with.
 
Which is a really accurate description of how the Warp works. The GM(Physics and Reality) go Eh Sure(the Warp) and voila. It Happens.

Pretty much the well of eternity got tired of having to write out the warp narrative for the fog daemon and just said "You know what, let the lizards have a thing...we can mess with them later.." and just punted the script for the daemon into the primordial trash bin...

because the well of eternity sounds allot like the place where all the SI's, R.O.B (random omnipotent being/bastard), and souls of countless existences all are pointed to...and GW (aka: Matt Wards resting place to keep making ultra-marines the best thing ever...and he gets confused about these scaly ultramarines...but their ultramarines and thus the best...and never notices how the QM snickers at Wards back for this messing with the plot
 
I could really see the Slann taking up Numerology in response to to noticing the narrative effects mentioned.

It would come much more naturally to them that organic storytelling, which they seem to struggle with.
They probably will take it up, along with more natural storytelling. Their oral recordings are already a good step and I don't expect it to stay a struggle given what they are.
 
when we find out what the Eldar have done they will get quite the scolding
Eh. Do remember that save for the assholes hiding in the Webway the Eldar that we run into will basically have nothing to do with the forming of Slaanesh. Exodites and the Craftworlders actively tried to turn the Eldar from the path but were too outweighed by the corrupt and apathetic.
 
A lot of the direction of the slann's storytelling skills will depend on how this chapter ends up concluding.

For more clarity on what I mean by chapters and whatnot, I'm taking the basic idea of how @Alectai ran his (very nicely done) Exalted CKII quest, Through the Ages, though admittedly infinitely slower and mor mechanically-obscure than he did it - there's a variety of conditions you can fulfil to end this chapter and initiate a timeskip which consists of you guys expanding until the next chapter, where there's new objectives. It lets me run the usually unfocused but in-depth CKII style quest gameplay with more of an actual story-based framework. It's which chapter ending you come out with, and the motivations you guys had for completing the objectives you did, which I'm gonna be using to determine your relative degree of monster/personhood.
 
A lot of the direction of the slann's storytelling skills will depend on how this chapter ends up concluding.

For more clarity on what I mean by chapters and whatnot, I'm taking the basic idea of how @Alectai ran his (very nicely done) Exalted CKII quest, Through the Ages, though admittedly infinitely slower and mor mechanically-obscure than he did it - there's a variety of conditions you can fulfil to end this chapter and initiate a timeskip which consists of you guys expanding until the next chapter, where there's new objectives. It lets me run the usually unfocused but in-depth CKII style quest gameplay with more of an actual story-based framework. It's which chapter ending you come out with, and the motivations you guys had for completing the objectives you did, which I'm gonna be using to determine your relative degree of monster/personhood.

I remember that quest, so your going to be doing something where you remove types of actions as the quest continues without taking them such as the way that we didn't ever get options to negotiate with an equal power of any kind unless it was at the end of a sword.
 
I remember that quest, so your going to be doing something where you remove types of actions as the quest continues without taking them such as the way that we didn't ever get options to negotiate with an equal power of any kind unless it was at the end of a sword.
That's basically the basis for how you guys turn monster if you go that route. If you decide to act in a monstrous fashion, I will gradually take away your ability to act otherwise. And with each monstrous decision point, each time I take away some of your agency, it becomes more and more difficult to do otherwise.

On the other hand, the further you tip into that status, the more I implement various psychological conditioning tips I've picked up from various sources to make the thread culture such that this doesn't bother you all as much.
 
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It's which chapter ending you come out with, and the motivations you guys had for completing the objectives you did, which I'm gonna be using to determine your relative degree of monster/personhood.
...reaaally hope we aren't going to drift too far down monsterhood just from these turns. All we've had so far is three big threats to deal with: the parasites, the orks, and the fog. Two of these are something basically NOBODY should be negotiating with. The third is absolutely terrifying in its own way (possible tyranid offshoot, the prophecy...) even if I hope we can eventually talk to it.
 
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Nothing you do on a turn-by-turn basis really affects the people/monster thing, at least not unless it's a really significant choice you make. It's more the summation of what you do chapter to chapter that determines what choices I give you.
 
I really don't want to become a monster faction 40k has enough of them
mysterious is more fun for me as confusing the inquisition makes me smile
 
On the other hand, the further you tip into that status, the more I implement various psychological conditioning tips I've picked up from various sources to make the thread culture such that this doesn't bother you all as much.

Those sound like useful things. Would you be willing to share those?
 
Additionally, remember The Beast, that giant Ork that lead the major war against the Imperium in the early days and was a major threat? He was only 10 foot tall, so he'd be small for a Krork.
Pretty sure you mistook feet for meters. And I'm pretty sure it's actually 12 meters tall. Which is like, two dreadnoughts stacked on top of each other.
Hell, Krork Killer Kan's probably look more like this than they do traditional Ork Killa Kans:
Killa Kans are piloted by Gretchin. You mean Deff Dreads, and those should nonetheless follow general deff dread shape.

Which means less of those humanoid shapes and more basically a block of armor that moves on stubby legs, with rockets on its back and half a dozen weapon arms.
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.
Basically, the Council of Waaagh! of the Beast Set Loose are distinct entities, being the avatars of the Orkish gods. Kill them, and the ork gods lose their greatest links to the materium.

The War of the Krork is the sum of every Krork, and that's countless trillions of them. Kill the bosses, even perma-kill them, and the War Field will just boot up some copies who are functionally the same with different names who'll seamlessly step into the old seats in the Council of War!
Hey, is there any particular Wind of Magic that can create a force effect? I know Azyr can be used to create winds etc but I'm thinking pure kinetic energy applied to something.
Probably Light. One of its cataclysm spells is "I hurl a mountain at this section of the map. Everything it clips suffers Maximum Strength Damage", and it's pretty fucking hilarious.

The implication being the spell basically levitated all that rock and threw it at the enemy. So yeah, Light is the pure kinetics/levitation spell.
 
Those sound like useful things. Would you be willing to share those?
Eh, it's mostly just levying penalties towards acting in a people-like manner and incentives towards doing the more monsterish thing, both of which will be increased as you get closer to being irrevocably in that state. That, plus encouraging a particular sort of attitude towards most NPC factions and such through biased, if not false, word of god about them, and various other conditioning techniques based on that carrot/stick principle is usually enough to tip the gestalt agreement of the thread into full compliance with what you want them to do. I'm interested in seeing how that'll work out if it goes that way, but at the same time it's likely to be easier to explore various philosophical and moral points I'm interested in portraying in the game if you go people. So I've a reason to prefer either route.

Probably Light. One of its cataclysm spells is "I hurl a mountain at this section of the map. Everything it clips suffers Maximum Strength Damage", and it's pretty fucking hilarious.

The implication being the spell basically levitated all that rock and threw it at the enemy. So yeah, Light is the pure kinetics/levitation spell.
Huh, interesting! But yeah, the fact that it as a lore has spells involving warping time plus its focus on manipulating, well, light, makes me think that a lot of Hysh's relation to telekinetic effects is actually showing how the Warp interacts with gravity moreso than electromagnetism.
 
@Xantalos
Since Slaanesh is not here yet, this means that we are still in the Dark Age of Technology, right?
If so, what is your take of DAoT tech?
Do you intend to nerf it?
What about Eldar Empire tech?
 
Since Slaanesh is not here yet, this means that we are still in the Dark Age of Technology, right?
You could be in the DAoT. Could also be pretty much any other time in the 60 million years between the end of the war in heaven and slaanesh's birth. Or in the midst of the War itself, and you just happen to be in a calm pocket of the galaxy for some reason. Mayhaps some hypothetical scenario where slaanesh was killed without damaging the warp also.
apologies for being so evasive but I gotta to preserve some shock value for future things
That said, out of that context...
If so, what is your take of DAoT tech?
They got a lot of big guns and lasers that shoot real good. General pre-C'tan Necrontyr tier, only with AI.

Do you intend to nerf it?
Some of the more ridiculous outliers, probably. But like with most of Warhammer in general, I'm likely to just take the existing feats and put them in a context that suits my needs.

What about Eldar Empire tech?
stomps ya real good, dem gits do. real quicklike.
 
Some of the more ridiculous outliers, probably. But like with most of Warhammer in general, I'm likely to just take the existing feats and put them in a context that suits my needs.

Seems fair. The big outlier in my mind is the Speranza, that Ark Mechanicus from Priests of Mars. A complete and functional STC database that, when fully activated, was capable of shooting black holes at lightspeed with pinpoint accuracy in a spacetime warping gravitational storm, and, when the Eldar cruiser dodged the shot due to the farseer on board, rewounded time in the space the cruiser occupied to ensure the shot connected.
 
Seems fair. The big outlier in my mind is the Speranza, that Ark Mechanicus from Priests of Mars. A complete and functional STC database that, when fully activated, was capable of shooting black holes at lightspeed with pinpoint accuracy in a spacetime warping gravitational storm, and, when the Eldar cruiser dodged the shot due to the farseer on board, rewounded time in the space the cruiser occupied to ensure the shot connected.

I mean considering what they are up against, that is pretty tame.
 
Some of the more ridiculous outliers, probably. But like with most of Warhammer in general, I'm likely to just take the existing feats and put them in a context that suits my needs.
I feel bad for how likely Slaan are to shit on Autowar doctrine if that's how they fight here.

Kinda difficult to protect your Commanders from astral projecting super psykers.
 
Seems fair. The big outlier in my mind is the Speranza, that Ark Mechanicus from Priests of Mars. A complete and functional STC database that, when fully activated, was capable of shooting black holes at lightspeed with pinpoint accuracy in a spacetime warping gravitational storm, and, when the Eldar cruiser dodged the shot due to the farseer on board, rewounded time in the space the cruiser occupied to ensure the shot connected.
Nah, that's not too bad. I'm pretty sure the feat itself was less about manipulating the Eldar cruiser through time and more about teleporting the shot through time or somesuch - there was some explanation for it that made sense - and even so, minor time manipulation and black hole guns aren't really too out there for high-end 40k, I'm talking more of the vague one or two-sentence stuff like 'they had nanobots that ate spacetime itself' or something like that that's way too easy to misinterpret.
 
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