Voting is open
Do we have teleportation ? It would be nice if the average mook could do teleportation. Maybe those spheres can be improvised into such uses.
Slann can teleport easily, and there have been a few cases in warhammer lore where slann teleported their armies around.

Also, that gives me an idea: We need ork captives to reduce the difficulty of studying orks, we should just have a slann teleport some orks into holding cells or something.
 
Slann can teleport easily, and there have been a few cases in warhammer lore where slann teleported their armies around.

Also, that gives me an idea: We need ork captives to reduce the difficulty of studying orks, we should just have a slann teleport some orks into holding cells or something.
Something like this is gonna be happening with the orkssassination missions this turn, since they all have a bunch of slann put on them.


@Xantalos
For information's sake, how many sections are to be written for next turn?
I'm not home at present so I can't give the exact outline, but it's somewhere between 10 and 13 depending on how exactly the choices you make in one of them pan out - there's an interactive interlude of sorts this turn, which I reckon I'll be doing last.
 
Sub-Breed Concept - Soul-Empowered Saurus - notanautomaton
Spawning Subtypes: Cuauhocelotl Saurus /Nagual Saurus/Tzitzimitl Saurus @Xantalos

Since their creation, the most notable weakness of the Saurus has been their lack of inherent magical ability. This has historically been solved with the intervention of physically weak Skink Priests and incredibly valuable Slann, but these spellcasters present a weakpoint on the battlefield. Should these units be assassinated or slain, the entire army can suddenly lose their magical advantage. Unfortunately, attempts to create a magical Saurus have historically failed, as their soul does not have 'room' for both battle and magic. The following subtypes are attempts by the Divine Communion to create a magically empowered Saurus.

All Lizardmen have inherently rigid souls, providing resistance to Chaos but also weakening the power of divine blessings. The Cuauhocelotl are an attempt to get around this, by creating a Lizardmen capable of 'relaxing' their soul to allow powerful semi-permanent divine enhancements. The resultant Saurus meet or exceed all expectations in terms of power, but are limited to their divine patron's narrative. For instance, a Sotekian Cuauhocelotl can lead their forces in an incredible blood frenzy, but more complex or tricky tactics become difficult to impossible. Cuauhoxcelotl bands tend to wander between temple-cities as their god wills, making them powerful but comparatively unreliable. As the Cuauhoxcelotl grows in experience, the weight of blessings that they can hold upon their soul grows as well.

The Nagual take this a step further, spawning with a 'hole' in their soul. This emptiness can be filled by a warp entity, forming a life-long bond between the two. No mere possession, this is a partnership between equals in service to their god. This bond allows the Saurus to draw upon the powers of their warp entity, and can even allow the originating divinity to easily work through them. Nagual tend to work as a sort of 'chaplain' within normal Saurus forces, or as commanders of Cuauhoxcelotl bands. As they grow in age, their warp entity similarly grows.

Tzitzimitl work similarly to the Nagual, spawned with a hole in their soul. Unlike the Nagual, this hole is not analogous to a missing organ that can be filled with a prosthetic, but a gaping maw devouring whatever it can. Wherever the Tzitzimitl goes, it draws free warp energy into itself, metabolizing it to empower itself. While this makes them an incredible boon against Daemons or enemy casters, it also presents the potential to destabilize geomantic infrastructure. As such, the Tzitzimitl are cursed to live in the wilderness outside of the cities, away from anything they could hurt with their presence. As a Tzitzimitl ages, this effect becomes more and more pronounced. It is theorized that a truly antediluvian Tzitzimitl could destroy a Greater Daemon with their presence alone, and devastate a small city with their passing.
 
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Reflected Discussions of the Divine - Canon - CuttleFish2.0
Reflected Discussions of the Divine

*
*

The Sublime Communion gathered. Or, more precisely, it coalesced.

Though even that was an unsatisfactory word for the Communion was always in all places that a Slann was, barring extreme distance and extreme methods of isolation, so long as the luminescent souls of the Slann continued. Still at times it became more. Not merely the backgrounding of constant musings and messages, but a web of deep conversation that anticipated real action. From the briefest collaborations of two Slann exploring their new world to the shining moment the entire Communion had bent itself to the casting of the Deliverance which had brought them there. It was ever an expression of the power and mastery the Slann held.

So it was now as the hundreds of the Fifth generation, dozens of the Fourth generation, handful of Third generation, and single Second generation turned their attention to a single topic. Though they did join, even the fallen Relic priests stirred as the Communion formed itself.

But though the topic was singular, its permutation and potential were nearly infinite and thus so too were the variations of opinion within the Communion. Mazdamundi, knowing the gravity of the coming choice, refrained from taking any action that would collapse that wondrous diversity of thought and consideration; his only interference was to subtly guide similar strains of thought into proximity so that the most could be gotten out of each particular discussion.

His brethren thus occupied, he set himself apart.

And as discussion began he wove strands of his own consciousness into first a handful then dozens of sentinels, careful so that he did not lose himself as his attentions split again and again.

Finally he set them to watch each discussion and waited. Turning his mind slowly over what he witnessed.

"...aid our warriors with searing…"

"...knit bone and sinew…"

"...a comfort…"

"...strike deeply at the foremost enemy of our…"

"...gather into its bosom…"

His attention quickly fell upon a particular discussion, which though he would never admit resonated with his own personal thoughts on the matter.


"... others discuss. We, meanwhile, talk of Death. And for good reason, for it has always been with us though our bodies do not decay and fail as those of the warmbloods and soon it shall come to us again as it used to in the days we inhabited Malus," said a brother of the Fifth. "And so if that is our aim, we must decide what it we wish of this God-To-Be and if the use of the Godseed is warranted at all."

"Agreed," said a Third. "Come, then, let us ponder the concepts with which the seed might be most fruitful. First, Fog."

And into that space came a cloud of fog, at once lying thick and heavy and as a gauzy film fading under dawn light. Shapes shifted and hid in its depths, indistinct figures moved within the shifting banks and columns of it.

"Primary associations with obfuscation and concealment, through means of misdirection and confusion," said another Fifth.

From a brother of the Fourth, "Association might then impart a mechanism for hiding away the souls of fallen warriors when far from the safety of the Geomantic Web, safeguarding against predation by the Enemy."

"Potential for defensive measures that disorient and mislead enemy forces," said the first Fifth.

"Requiring, distributed relocation of fallen for interment at defensive sites?" Questioned the Third before continuing, "May induce vulnerability; harder to prevent infiltration into aethyric sub-dimensions."

"Similar results may be achievable with more study of those mechanisms remaining at Xlanhuapec, without need of deitic assistance, in any event," said the Fourth.

"Fog is water, water cleanses and refreshes," said another of the Fourth. "Such associations, while not immediately useful to our own warriors, could prove invaluable if ever we take under our aegis others without our own incorruptibility. Death as purification. There is also potential for taking tainted artifacts."

"A far reaching notion," said the Third.

"Water also clings and permeates, infiltrates," added the second Fifth. "Though those conceptions seem less fruitful for our current discussion."

The Third agreed, paused and when there were no further offerings, said, "The second concept, Slumber. Periods of rest and recuperation have deep resonance with Death."

"Souls thus interred might be retrieved after some period and reincorporated," said the first Fifth. "Experience need not be lost with the body."

"Our warriors have thus far been the untiring arm of the Old Ones plans, having never before needed rest from these duties, would the introduction of periods of rest potentially open a vulnerability in them?"

"Unlikely," first Fifth answered. "The structure of their souls, and thus the protections gifted to all our kind by our creatures should remain intact."

"Agreed, though the matter would be best put to the whole of the Communion and some preliminary investigations done before that course were decided on," said the Third.

"On Malus-That-Was many of the warmbloods associated death and slumber, their own gods making good use of these connections to impart warnings and visions during periods of sleep," said a second Fourth. "This might provide another avenue for protection of any dependents we take on in the future. Or even open a way for agents of ours to gather intelligence from hostile powers, dreams were often seen as a shared liminal realm which could be invaded by malign entities as well."

"Slumber also has implications of vulnerability," added a third Fifth. "Properly manipulated, or with appropriate combinations of other concepts, it could also impart protective qualities."

After it a moment it became clear no more offerings were coming forward and so the Third said, "The third concept, then, Numb."

There was a beat. Then another.

Finally the first Fifth, said, "Death as the cessation of pain. Largely innaplicable to our own, but potent possibly for future dependents. Suicidal ideation was not uncommon amongst the warmblood populations we observed on Malus, the question would then be whether we judge that such associations should be furthered by our own hand."

"It is, I think," the second Fourth said. "Not a path we would wish to follow. Too easily suborned by the Enemy."

"Agree," said the brother of the Third. "Is then Numb clearly rejected on its face?"

A ripple went around the gathering. It was so judged.

"What of the others, then? What judgements do we make?"

"The first is narrow," said the first Fourth. "Best as an expression of the God, similar to the serpents of Sotek."

"I deem it too narrow," the second Fifth said. "Along with Slumber. Both provide too small of boons for too much restriction in my view; we would trade flexibility for a relatively minor boost."

"On the subject of Fog, I might agree," said the first Fifth. "But Slumber has widely ranging possibilities that stretch far into the future, ones I think we cannot ignore or dismiss so easily. We will, inevitably come to encompass some other species besides ourselves and when that time comes it would be beneficial to have protections already in place."

"Such things can be added or altered at later dates, we yet remain far from any such needs," returned the second Fifth.

"You forget those of One-Soul-and-Many-Bodies, brother," said the first Fifth.

"I forget nothing. They have once already been meddled with to alter their nature. We could, and already have the methods, alter them and impart our same immunities unto them in ways which would not be feasible for a species with many souls and many bodies."

"This again! You would have us undertake a path of supreme danger-"

"Brothers," interrupted the Third. "Return to the topic."

Before either could do more than acquiesce to dropping the argument, the second Fourth cut in, "I think Fog is dismissed too easily. I think considerations of the purifying power of Fog as water should be weighed more heavily."

"There are other, more powerful associations," said the third Fifth. "For which other Gods might better benefit…"

And so, on the cusp of a longer discussion Mazdamundi let his attention wander. Other discussions filtered up, other potentials and possibilities.

"... even for our own, the localization and anaesthetization of pain is an important consideration. A Healing God could benefit broadly from…"

*
*
So I was thinking about our discussion of potential Gods and this came out. It's, eh.
 
this is wonderful idea on how the slann communicate and decide on things!!!

well done, very well done indeed!

As it is, I truly hope Death, Fog, and Protection wins for our second god...it would be much quicker, and symbolically we can do shyish as well with the remaining 200 the seed gives us. Thus opening the path for death to enter the fold against our enemies.

To turn the weapon of the enemy into our own tool for their doom...what a wonderfully narratively potent idea.
 
Name:TBD(Elmel?)

Representation:TBD(Fog,Bones?)

Category: Death

Variety: Protection(Protects the spirits of the dead within it's afterlife, protects the living by allowing the bodies of the dead to be raised to serve the Lizardmen while preventing enemy necromancers from doing the same against us)

Domain:TBD(Fog?, Sleep?)

Methods of Worship: Sleep

Favored Foes:TBD

Blessing Thematics:Sleep, Dreams, Fog



A quick preliminary profile for my conception of the hypothetical death god. Very much subject to change and not definitive. Built from copying "God Portfolios" from the Mechanics threadmark, deleted the "Domains" section because it Sotek didn't have it and it seemed vague and overlapped with "Domain".

Stopping enemy necromancers from taking control of our dead won't be useful till we meet Chaos and the only immediately expression of protection would be the raising of our dead to serve as soldiers or workers. That said I believe that the creation of an artificial afterlife and protection of souls within it will be a very useful ability for our god in the longterm. Lizard men don't particularly care if their soul gets eaten by a demon after death as long as they were of use to the Slann but any minor xenos we encounter will probably be much more concerned.

"Hey guys, guess what, souls are real and when you die yours will get tossed into an eldritch hellscape to wander for a literally uncountable amount of time, until you get eaten by a demon or get picked up to be used as a toy for all eternity by one of four sadistic gods. Unless of course you join up with us in which case we'll give you access to our own custom afterlife, in which you won't have to experience unimaginable torment."

Something of a leonine contract but the only way to fix that would be to make access free, which I don't see the Slann doing any time this millennium.
 
A Nice Mug of Fungus Beer - newgman
A Nice Mug of Fungus Beer

Bugstompa the Teethsnatcha was tired but satisfied as he walked through one of Orkfred's base with a hefty bag of teef stuck to his belt. He did a good job fer the boss, he always does a good job. He collects teef from boys that have too much and reminds gits that think they're 'arder than the boss. Sure, the boss was mek but he's a bloody 'ard mek and knew where the good fites were.

His eyes roamed the base, his mind running through what exactly to buy with his cut of the teef. Thoughts of flash gunz, shiny choppas, or maybe he'll get some shiny bits from a mek!



Maybe not that last one… But he was still determined to get some nice bits before the next fite. And that's when his eyes landed on a particularly strange sight, especially in an active ork Waaagh. An Ork that was smaller than almost any he saw before, the ork sat in the shadows hunched over something.

Bugstompa stomped over to the scrawny ork with a grin on his face that was as crude and cruel as he was. The scrawny ork seemed to not notice he was on his way or ignored him. His fists tightened and he grew furious.

"Oi," he called to the ork. He tilted his head back to look at Bugstompa, revealing a sealed mug. Fungal beer? Looks weird for fungal beer. "What'z that ya got there?"

"Beer," he answered bluntly.

"Beer?"

"Special beer. My recipe," there was a hint of pride

"Don't ya think you should share it? If it'z so special…" he taunted.

"HA! No… It's mine," he laughed at the idea.

"Oh? You think you're a 'ard kommando sitting in the shade talking tuff?" Bugstompa figured his point was clear.

"'course," came the reply.

It was clear to both of them that they wouldn't agree on whether or not the beer should be shared. So they resolved to try to solve this in a civil and responsible manner as befitting kultured orks such as themselves.

The Teethsnatcha slugged the puny ork in the face.

The ork was sent sprawling to the floor, the mug clattered to the ground, and the teef went flying. He laughed, quieter than an ork would be expected to. He wanted the beer all for himself.

"I get a good cut. I get to punch a weakling. I get even more teef. And I get to try "special" beer. Heheheh… Today is a good day," he decided. As the puny clutched at his broken jaw, Bugstompa stepped forward and scooped up the teef and beer.

"That's…. mine," the smaller ork struggled out. Bugstompa smirked as he pocketed the teef. With a single move, he slammed his boot clad foot down onto the unfortunate ork.

"I got my names from those buggies, but you fit too," he taunted. With that, he took off the lid and lifted the beer to take a sip. As the beer entered his mouth, his eyes met glowing eyes sitting in the shade on the other side of the fire. He quickly doubled over spitting out the beer he drank, coughing and sputtering.

"What the zog did ya put in it!?" he screamed at the ork that was face down due to the boot against his head. He muttered something into the dirt that Bugstompa didn't understand. This only made him grind the other ork's head deeper into the dirt.

He noticed out of the corner of his eye that the glowing eyes were still there, it worked his temper up further. He started stepping forward to get a better look of the eyes staring at him, making it clear that they belonged to what looked like a really fat toad sitting in a floating golden chair.

"Wut are you lookin' at?" he demanded, failing to get a response. He lost it and charged forward with the mug in one hand and fury in his heart only for something… weird to happen.

"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA" he screamed as he was thrown through the warp. Flashes of color and terrible images flew by as Bugstompa hurdled through the unreality.

It came to an abrupt and painful end when he was flung back into reality and slammed face first into a tan stone wall. He crumbled back to the ground, grumbling and bleeding lightly.

His head swam as he slowly climbed back to his feet, eyes scanning the unfamiliar environment. He found himself in a blank room of tan stone with a window carved out near the top. He could see many more toads crammed into the window, staring at him ominously.

With a sigh, he looked at the mug still had a little beer left. He figured that if this was going to happen, he might as well get a drink.

As the edge of it touched his lips, he felt a tug. The mug was dragged back, and he desperately yanked on it. He was going to have this! The cup slowly inched closer and closer to his face when suddenly it was torn out of his hands and vanished.

"Awww… This was supposed ta be a good day…" Bugstompa whined impotently.

This is definitely canon. Without a doubt this will how our capture stuff play out.

Okay, probably not.
 
I really dislike connecting Death and Sleep.

I have said this before, but most of the reasons we squishy humans associate death and sleep either never applied or now do not.

And let's remember that the Slann sleeping on the job is a trait of a Deamon/of Chaos. This is what association with sleep we are starting with. Why would we want to associate a god with that?
 
probably more armor across their entire being once we unlock power-armor...

by then our Suraus will have no problems in melee combat!
 
Spawning Subtypes: Cuauhocelotl Saurus /Nagual Saurus/Tzitzimitl Saurus @Xantalos

Since their creation, the most notable weakness of the Saurus has been their lack of inherent magical ability. This has historically been solved with the intervention of physically weak Skink Priests and incredibly valuable Slann, but these spellcasters present a weakpoint on the battlefield. Should these units be assassinated or slain, the entire army can suddenly lose their magical advantage. Unfortunately, attempts to create a magical Saurus have historically failed, as their soul does not have 'room' for both battle and magic. The following subtypes are attempts by the Divine Communion to create a magically empowered Saurus.

All Lizardmen have inherently rigid souls, providing resistance to Chaos but also weakening the power of divine blessings. The Cuauhocelotl are an attempt to get around this, by creating a Lizardmen capable of 'relaxing' their soul to allow powerful semi-permanent divine enhancements. The resultant Saurus meet or exceed all expectations in terms of power, but are limited to their divine patron's narrative. For instance, a Sotekian Cuauhocelotl can lead their forces in an incredible blood frenzy, more complex or tricky tactics become difficult to impossible. Cuauhoxcelotl bands tend to wander between temple-cities and their god wills, making them powerful but comparatively unreliable. As the Cuauhoxcelotl grows in experience, the weight of blessings that they can hold upon their soul grows as well.

The Nagual take this a step further, spawning with a 'hole' in their soul. This emptiness can be filled by a warp entity, forming a life-long bond between the two. No mere possession, this is a partnership between equals in service to their god. This bond allows the Saurus to draw upon the powers of their warp entity, and can even allow the originating divinity to easily work through them. Nagual tend to work as a sort of 'chaplain' within normal Saurus forces, or as commanders of Cuauhoxcelotl bands. As they grow in age, their warp entity similarly grows.

Tzitzimitl work similarly to the Nagual, spawned with a hole in their soul. Unlike the Nagual, this hole is not analogous to a missing organ that can be filled with a prosthetic, but a gaping maw devouring whatever it can. Wherever the Tzitzimitl goes, it draws free warp energy into itself, metabolizing it to empower itself. While this makes them an incredible boon against Daemons or enemy casters, it also presents the potential to destabilize geomantic infrastructure. As such, the Tzitzimitl are cursed to live in the wilderness outside of the cities, away from anything they could hurt with their presence. As a Tzitzimitl ages, this effect becomes more and more pronounced. It is theorized that a truly antediluvian Tzitzimitl could destroy a Greater Daemon with their presence alone, and devastate a small city with their passing.
Huh, I like these ideas! Though I undoubtedly will have to find shorter names for them, because as cool as Nahuatl looks and sounds, I can't type it for shit. This stuff would be locked to the second level of sub-breed creation, though, since they all have to do with soul manipulation.

Reflected Discussions of the Divine

*
*

The Sublime Communion gathered. Or, more precisely, it coalesced.

Though even that was an unsatisfactory word for the Communion was always in all places that a Slann was, barring extreme distance and extreme methods of isolation, so long as the luminescent souls of the Slann continued. Still at times it became more. Not merely the backgrounding of constant musings and messages, but a web of deep conversation that anticipated real action. From the briefest collaborations of two Slann exploring their new world to the shining moment the entire Communion had bent itself to the casting of the Deliverance which had brought them there. It was ever an expression of the power and mastery the Slann held.

So it was now as the hundreds of the Fifth generation, dozens of the Fourth generation, handful of Third generation, and single Second generation turned their attention to a single topic. Though they did join, even the fallen Relic priests stirred as the Communion formed itself.

But though the topic was singular, its permutation and potential were nearly infinite and thus so too were the variations of opinion within the Communion. Mazdamundi, knowing the gravity of the coming choice, refrained from taking any action that would collapse that wondrous diversity of thought and consideration; his only interference was to subtly guide similar strains of thought into proximity so that the most could be gotten out of each particular discussion.

His brethren thus occupied, he set himself apart.

And as discussion began he wove strands of his own consciousness into first a handful then dozens of sentinels, careful so that he did not lose himself as his attentions split again and again.

Finally he set them to watch each discussion and waited. Turning his mind slowly over what he witnessed.

"...aid our warriors with searing…"

"...knit bone and sinew…"

"...a comfort…"

"...strike deeply at the foremost enemy of our…"

"...gather into its bosom…"

His attention quickly fell upon a particular discussion, which though he would never admit resonated with his own personal thoughts on the matter.


"... others discuss. We, meanwhile, talk of Death. And for good reason, for it has always been with us though our bodies do not decay and fail as those of the warmbloods and soon it shall come to us again as it used to in the days we inhabited Malus," said a brother of the Fifth. "And so if that is our aim, we must decide what it we wish of this God-To-Be and if the use of the Godseed is warranted at all."

"Agreed," said a Third. "Come, then, let us ponder the concepts with which the seed might be most fruitful. First, Fog."

And into that space came a cloud of fog, at once lying thick and heavy and as a gauzy film fading under dawn light. Shapes shifted and hid in its depths, indistinct figures moved within the shifting banks and columns of it.

"Primary associations with obfuscation and concealment, through means of misdirection and confusion," said another Fifth.

From a brother of the Fourth, "Association might then impart a mechanism for hiding away the souls of fallen warriors when far from the safety of the Geomantic Web, safeguarding against predation by the Enemy."

"Potential for defensive measures that disorient and mislead enemy forces," said the first Fifth.

"Requiring, distributed relocation of fallen for interment at defensive sites?" Questioned the Third before continuing, "May induce vulnerability; harder to prevent infiltration into aethyric sub-dimensions."

"Similar results may be achievable with more study of those mechanisms remaining at Xlanhuapec, without need of deitic assistance, in any event," said the Fourth.

"Fog is water, water cleanses and refreshes," said another of the Fourth. "Such associations, while not immediately useful to our own warriors, could prove invaluable if ever we take under our aegis others without our own incorruptibility. Death as purification. There is also potential for taking tainted artifacts."

"A far reaching notion," said the Third.

"Water also clings and permeates, infiltrates," added the second Fifth. "Though those conceptions seem less fruitful for our current discussion."

The Third agreed, paused and when there were no further offerings, said, "The second concept, Slumber. Periods of rest and recuperation have deep resonance with Death."

"Souls thus interred might be retrieved after some period and reincorporated," said the first Fifth. "Experience need not be lost with the body."

"Our warriors have thus far been the untiring arm of the Old Ones plans, having never before needed rest from these duties, would the introduction of periods of rest potentially open a vulnerability in them?"

"Unlikely," first Fifth answered. "The structure of their souls, and thus the protections gifted to all our kind by our creatures should remain intact."

"Agreed, though the matter would be best put to the whole of the Communion and some preliminary investigations done before that course were decided on," said the Third.

"On Malus-That-Was many of the warmbloods associated death and slumber, their own gods making good use of these connections to impart warnings and visions during periods of sleep," said a second Fourth. "This might provide another avenue for protection of any dependents we take on in the future. Or even open a way for agents of ours to gather intelligence from hostile powers, dreams were often seen as a shared liminal realm which could be invaded by malign entities as well."

"Slumber also has implications of vulnerability," added a third Fifth. "Properly manipulated, or with appropriate combinations of other concepts, it could also impart protective qualities."

After it a moment it became clear no more offerings were coming forward and so the Third said, "The third concept, then, Numb."

There was a beat. Then another.

Finally the first Fifth, said, "Death as the cessation of pain. Largely innaplicable to our own, but potent possibly for future dependents. Suicidal ideation was not uncommon amongst the warmblood populations we observed on Malus, the question would then be whether we judge that such associations should be furthered by our own hand."

"It is, I think," the second Fourth said. "Not a path we would wish to follow. Too easily suborned by the Enemy."

"Agree," said the brother of the Third. "Is then Numb clearly rejected on its face?"

A ripple went around the gathering. It was so judged.

"What of the others, then? What judgements do we make?"

"The first is narrow," said the first Fourth. "Best as an expression of the God, similar to the serpents of Sotek."

"I deem it too narrow," the second Fifth said. "Along with Slumber. Both provide too small of boons for too much restriction in my view; we would trade flexibility for a relatively minor boost."

"On the subject of Fog, I might agree," said the first Fifth. "But Slumber has widely ranging possibilities that stretch far into the future, ones I think we cannot ignore or dismiss so easily. We will, inevitably come to encompass some other species besides ourselves and when that time comes it would be beneficial to have protections already in place."

"Such things can be added or altered at later dates, we yet remain far from any such needs," returned the second Fifth.

"You forget those of One-Soul-and-Many-Bodies, brother," said the first Fifth.

"I forget nothing. They have once already been meddled with to alter their nature. We could, and already have the methods, alter them and impart our same immunities unto them in ways which would not be feasible for a species with many souls and many bodies."

"This again! You would have us undertake a path of supreme danger-"

"Brothers," interrupted the Third. "Return to the topic."

Before either could do more than acquiesce to dropping the argument, the second Fourth cut in, "I think Fog is dismissed too easily. I think considerations of the purifying power of Fog as water should be weighed more heavily."

"There are other, more powerful associations," said the third Fifth. "For which other Gods might better benefit…"

And so, on the cusp of a longer discussion Mazdamundi let his attention wander. Other discussions filtered up, other potentials and possibilities.

"... even for our own, the localization and anaesthetization of pain is an important consideration. A Healing God could benefit broadly from…"

*
*
So I was thinking about our discussion of potential Gods and this came out. It's, eh.
I love this and will be using it as a reference point for whenever you guys make a god.

Oh, speaking of gods, potential godseed rework is narrowing down to this:
- It can be used to speed the creation of any number of gods with properties in alignment with those of itself, and will empower those gods to a similar degree. It won't be used up by creating a god or anything.
- It can also be used to construct a number of unique projects that are specific to each one - this can be stuff like Chains of Fog or more infrastructure-based ideas. It can support a limited number of these, not sure what I'll decide as the determining factor for the numbers. Web strength? Number of gods tied to it? I'll figure that part out. Point being, it lets you construct a bunch of unique shit and empower your gods, but if it's destroyed for whatever reason then everything you've made with it is either damaged or destroyed depending on how much it was tied into the godseed (and what it was - a god would only be killed if it was fully matching a godseed's concepts, for instance).

Still subject to change, just wanted to give an update. Any feedback is welcome.

A Nice Mug of Fungus Beer

Bugstompa the Teethsnatcha was tired but satisfied as he walked through one of Orkfred's base with a hefty bag of teef stuck to his belt. He did a good job fer the boss, he always does a good job. He collects teef from boys that have too much and reminds gits that think they're 'arder than the boss. Sure, the boss was mek but he's a bloody 'ard mek and knew where the good fites were.

His eyes roamed the base, his mind running through what exactly to buy with his cut of the teef. Thoughts of flash gunz, shiny choppas, or maybe he'll get some shiny bits from a mek!



Maybe not that last one… But he was still determined to get some nice bits before the next fite. And that's when his eyes landed on a particularly strange sight, especially in an active ork Waaagh. An Ork that was smaller than almost any he saw before, the ork sat in the shadows hunched over something.

Bugstompa stomped over to the scrawny ork with a grin on his face that was as crude and cruel as he was. The scrawny ork seemed to not notice he was on his way or ignored him. His fists tightened and he grew furious.

"Oi," he called to the ork. He tilted his head back to look at Bugstompa, revealing a sealed mug. Fungal beer? Looks weird for fungal beer. "What'z that ya got there?"

"Beer," he answered bluntly.

"Beer?"

"Special beer. My recipe," there was a hint of pride

"Don't ya think you should share it? If it'z so special…" he taunted.

"HA! No… It's mine," he laughed at the idea.

"Oh? You think you're a 'ard kommando sitting in the shade talking tuff?" Bugstompa figured his point was clear.

"'course," came the reply.

It was clear to both of them that they wouldn't agree on whether or not the beer should be shared. So they resolved to try to solve this in a civil and responsible manner as befitting kultured orks such as themselves.

The Teethsnatcha slugged the puny ork in the face.

The ork was sent sprawling to the floor, the mug clattered to the ground, and the teef went flying. He laughed, quieter than an ork would be expected to. He wanted the beer all for himself.

"I get a good cut. I get to punch a weakling. I get even more teef. And I get to try "special" beer. Heheheh… Today is a good day," he decided. As the puny clutched at his broken jaw, Bugstompa stepped forward and scooped up the teef and beer.

"That's…. mine," the smaller ork struggled out. Bugstompa smirked as he pocketed the teef. With a single move, he slammed his boot clad foot down onto the unfortunate ork.

"I got my names from those buggies, but you fit too," he taunted. With that, he took off the lid and lifted the beer to take a sip. As the beer entered his mouth, his eyes met glowing eyes sitting in the shade on the other side of the fire. He quickly doubled over spitting out the beer he drank, coughing and sputtering.

"What the zog did ya put in it!?" he screamed at the ork that was face down due to the boot against his head. He muttered something into the dirt that Bugstompa didn't understand. This only made him grind the other ork's head deeper into the dirt.

He noticed out of the corner of his eye that the glowing eyes were still there, it worked his temper up further. He started stepping forward to get a better look of the eyes staring at him, making it clear that they belonged to what looked like a really fat toad sitting in a floating golden chair.

"Wut are you lookin' at?" he demanded, failing to get a response. He lost it and charged forward with the mug in one hand and fury in his heart only for something… weird to happen.

"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA" he screamed as he was thrown through the warp. Flashes of color and terrible images flew by as Bugstompa hurdled through the unreality.

It came to an abrupt and painful end when he was flung back into reality and slammed face first into a tan stone wall. He crumbled back to the ground, grumbling and bleeding lightly.

His head swam as he slowly climbed back to his feet, eyes scanning the unfamiliar environment. He found himself in a blank room of tan stone with a window carved out near the top. He could see many more toads crammed into the window, staring at him ominously.

With a sigh, he looked at the mug still had a little beer left. He figured that if this was going to happen, he might as well get a drink.

As the edge of it touched his lips, he felt a tug. The mug was dragged back, and he desperately yanked on it. He was going to have this! The cup slowly inched closer and closer to his face when suddenly it was torn out of his hands and vanished.

"Awww… This was supposed ta be a good day…" Bugstompa whined impotently.

This is definitely canon. Without a doubt this will how our capture stuff play out.

Okay, probably not.
It's actually kinda similar to some of the sillier ideas I've had so far! Nice work.

I guess this is what our lizardmen look like now with proper armor and weapons
Close, though obviously without the glowing gauntlet, and the tail should be armored too, with segmented plates that allow him to not lose too much range of motion. Maybe spikes on top of the tail or a spiked ball at the end just because, too.

Most standard lizardmen armor is bronze at the moment (pre-enchantment, the basic option lets the designs evolve somewhat) with some obsinite sections for the stronger breeds, and gold filigree around the edges of everything. Magical individuals or higher-ranked bois get more gold incorporated into their stuff because that lets more enchantments be applied. After some more mass enchantment projects, there'll be way more widespread obsinite because weight reducing spells will let even skinks wear it, while bronze develops to become super flexible so it can function as armor for in between gaps of plate and stuff, and gold just kinda studs everything like magic circuitry.

Oh, also, general update structure!

[X] Plan Make Secrets Known

Industrial Sabotage - 2 Actions (Xlanhuapec, Yenehectua) 3 5th Generation Slann 2 rolls + slann
Gank the Medic - 2 Actions (Hexoatl, Qotlpetl) 3 5th Generation Slann 2 rolls + slann
Behead the Beast (Orkfred) - 2 Actions (Xlanhuapec, Itza) 3 5th Generation Slann2 rolls + slann
Behead the Beast (Grunrok) 1 Action (Itza) Six 5th Generation Slann (1 Fourth Generation Slann) 1 roll + slann
(secondary objectives of the four Chameleon Skink actions above: capture alive Ork specimens)


Perform Geomantic Ritual - Focused on Smashing Factories with tidal wave/s, Magnitude 3: Mazdamundi

Exploit the Jungle - Ill-omen - Tiqtak'to, 10 Fifth Generation Slann

Mass Item Enhancement - 5/5
Temple Guard Equipment - 25/25
Magical Trinkets: Talismans of the Old Ones - 25/25
Magical Trinkets: Wind Charms - 25/25


Cube of Darkness - 50/50

Revivification Crystals - 150/150
Solar Engines - 150/150
Engine of the Gods - 150/150


Understanding the Glyph Sphere - 50/50

Contemplation Sanctums - 25/25

Skink Priests: Wind of Light - 150/150

Sacred Sites - 450/450

Investigate the Quango - 310/450 (Existing) + 140

Delve Into the Crystal Caverns - 1 Action (Hexoatl), 3 Fifth Gen Slann, Chakax, 4 Fourth Generation Slann

Found New City, Improve City, Purge the Parasite - North of Aztlan - (Aztlan)/(Yenehectua, Chalkaro) + Awanabil'tat/(Tlaxtlan) and Teninhuan, 10 4th Generation Slann
Found New City, Purge the Parasite - East of Aztlan - (Aztlan)/(Qotlpetl, Chalkaro) + Kroq-Gar/(Tlaxtlan) (9 4th Generation Slann)
12 update sections - I've run out of ways to describe city founding in an interesting way, so I'll just lay out the mechanical effects at the bottom of the post. They may not necessarily be written in this order.
 
So, I've been brainstorming a bunch of what I think could be fruitful/interesting Death god 'concepts.' Nothing beyond the Category/Domain/Variety plus a scant few sentences of description of what I think the underlying 'idea' of the god would be. Mostly I did it because I wanted to see what else I could come up with, but I also want to encourage the rest of the thread to break out from seeing it as a foregone conclusion that we use the Godseed in this instance.

So, here -

Category: Death
Variety: Renewal
Domain: Butterflies
Notion - Transformation, metamorphosis. Afterlife as a place of continued change into new forms/experiences. Dead do not return in bodies, but perhaps in animated statuary similar to Ushabti of Nehekhara (possibly variable combinatory forms (both golem-aesthetics and power ranger Zord hijinks).

Category: Death
Variety: Renewal
Domain: Sunset/Sunrise
Notion - Returns, rebirths. Reincarnation as cyclical, returning souls to proper place in corporeal reality. Faster rate of return (if it's at all possible in the first place).

Category: Death
Variety: Renewal
Domain: Flowers
Notion - New from Old. Souls of fallen Lizardmen give birth to new life, the dead make way for the newly living. More classical afterlife, fallen as ancestors. Establishment of some sort of 'lineage' system. Wherein newly spawned Lizardmen can claim 'descent' from others who have died at least once.

Category: Death
Variety: Sacrifice
Domain: Fire
Notion - The fallen offer themselves for the living. The dead help to fuel something, empowering the god to act more manifestly in the material world. Encourages an aggressive feedback cycle, might want to limit the size of cult - adherents would be nearly death seekers.

Category: Death
Variety: Sacrifice
Domain: Apparition
Notion - Hungry Ghosts/Unquiet Dead. Fallen are not preserved in afterlife, but instead stored for later summoning to battlefields as spectral warriors to turn tides of battle.

Category: Death
Variety: Cleansing
Domain: Fire
Notion - The Dead Made Pure. Those who pass into death are automatically made clean of all taint or corruption, less immediately useful but has potential for future protectorates/vassals. Minor aid to healing, via application of fire. Prevention of mystical diseases and viral vectors (safeguard against things like Mind Fog(????)).

Category: Death
Variety: Cleansing
Domain: Water
Notion - Similar as above, but differing thematics.

Category: Death
Variety: Passage
Domain: Gates
Notion - Death as a Transition. Afterlife separate place, a realm beyond our own, those who pass through it cannot return but are free of the trials and tribulations of this world.Visitation via Gates - aid in times of distress.

Category: Death
Variety: Passage
Domain: Rivers
Notion - Death as a Journey. Those who pass from life go onto new horizons, chart new courses. Extreme safeguarding.

Category: Death
Variety: Protection
Domain: Turtles
Notion - Death Turtles. Protection via retreat; armor, bunkers, tombs, etc. Minimal external aid, but absolute security for the dead. Slow/patient blessings/rituals.

Category: Death
Variety: Protection
Domain: Construction
Notion - Cities of the Dead/Labyrinthine Underworld. Death as a reflection of the lives of Lizardmen, Geomantic Web mirrored in death, protects by offering tools to Lizardmen themselves.

Category: Death
Variety: Protection
Domain: Sentinel Birds
Notion - Warnings out of the Wild. Prophecy. Foresight. Sudden instinct. This god would aid by providing just enough of a warning to avert disaster, but it relies on attentive priests and careful monitoring.

Category: Death
Variety: Prevention
Domain: Fortification
Notion - Resistance to Death. Last minute reprieves, second winds, enduring will, victory in the face of overwhelming odds. Imparts strong advantages to Lizardmen armies, maybe by limiting space of afterlife(?).

Category: Death
Variety: Decay
Domain: Maggots/Worms/Flies/Fungus
Notion - Slow Dying. Death as a process, as the breakdown of base material into baser material. Sapping of energy, decay of bodies, abilities, and objects.

Category: Death
Variety: Preservation
Domain: Ice
Notion - Stasis. Stored Lizardman Souls, Break Glass in Case of Emergency. Dead held in reserve in case of extreme emergency, can be embodied en masse with ritual This is pure utility, death as a storage system for the inevitable disasters; the god momentarily very powerful, but otherwise only a minor presence.

Category: Death
Variety: Retribution
Domain: Ice/Cold
Notion - The Cold Price. Blessed warriors cause feedback on death, injuring those that killed them with bursts of super-chill/ice.

Category: Death
Variety: Retribution
Domain: Skulls
Notion - Skeletal Lizards. Divine-Necromancy-Lite. Temporary battlefield reanimation of preserved skeletons to bolster forces/protect sacred Lizardmen grounds.

Category: Death
Variety: Judgement
Domain: Scales
Notion - Only Worthy Souls. The fallen are judged on their deeds/intent and the results, those worthy go on to paradise with the Gods, ascending to be their champions while the unworthy are (???). Lizardmen always worthy?

Category: Death
Variety: Hunting
Domain: Big Cats
Notion - She Who Stalks. Death as the hunter - seeking out threats and enemies. Favors lone scouts, the lost, isolated hunters and even matches.

Category: Death
Variety: Guidance
Domain: Stars
Notion - Constellations. Death as a guide, showing others the way to… things? Singing stars and stories written across the night sky that reveal secrets and hidden things.

Category: Death
Variety: Time
Domain: Sand
Notion - The Inevitable. Death as unstoppable, a thing that takes slow account of all things and exacts its price no matter what efforts are made to stave off its approach.

Category: Death
Variety: Time
Domain: Sundial/Wheels/Moon-Sun Cycles
Notion - Turning of the World. Death as a part of the process of all things, an intrinsic and irrevocable necessity - fruitful and useful when properly placed.

Everything except the Category/Variety/Domain is of course my own speculation about where such a god could end up going and giving us. We don't know yet how the creation process will go or what is possible, so it's just me spitballing.
 
I thought we were trying to combine Death and Fog.

So it would be something like:

Category: Death
Variety: Protection?
Domain: Fog

The honored dead are given rest, sheltered by the Fog, to be called back when they are needed.
 
I thought we were trying to combine Death and Fog.

So it would be something like:

Category: Death
Variety: Protection?
Domain: Fog

The honored dead are given rest, sheltered by the Fog, to be called back when they are needed.
I mean some people have talked about that, but personally it's not something I'm a fan of. The symbolism of fog... doesn't really lend itself well to protection. You get lost in fog, lose your way, ships crash in fog, it obscures. While that can be turned to protection (see Xlanhuapec and its mists) it's not exactly a strong sort of association. Better in my view to use those associations with something aimed outward; a god that focuses maybe on stealth or misdirecting enemies or on sabotage. Something where the concepts tied to the seed would really shine.

Yes, we've just been told that the seed won't be used up but the god can also be attacked through the godseed and I'm very much not in favor of our primary afterlife having such a vulnerability.

Also, honestly, it just strikes me as an incredibly boring concepts. I came up with similar concepts, but there's a reason most of those have the bare minimum of thought behind them. I want our Death god to have an impact, to change our options in some striking way, to be something that gives us a toolbox.
 
From my skim of the curent thread discussion of the godseed, I see the idea of Lizard Morr/Nagash rather deeply entrenched.
So I want to talk about a rather different interpretation of what we have at your disposal:

Sleep is not merely rest. It's a rather busy period of downtime, maintenance, rewiring and replacement of missing parts. That's the time where memories of the day are scrambled together with memories of old, connected and/or discarded, making place for a clean slate, ready to tackle the challenges of tomorrow with fresh eyes.

Death is not merely ceasing of activity, nor complete destruction of the old being. Even the rotting corpse of a man often has his bones intact, after all.
We can take this granular approach to an extreme- any sufficient change to a being results in them dying and being replaced by their new version.
Suddenly, dying is not the domain of graveyards or battlefields. It can visit temples and universities, tasked with molding the minds within, by heart or by mind.

Fog is not merely denying your opponent full information about the situation at hand. It can be, in a way, obfuscation of reality itself. Soft veil of fog can obscure the sharp edges of logic, the little things that get in the way of grander thoughts.
Pretty much any QM dealt with this: there are so many useless little details that get in the way of writing the story you want. Mathematical calculations of the population you are trying to describe in broad strokes, exact measurements of grand structures you want to capture the soul of, or the fiddly politics of a far-away polity that could possibly influence the situation of the here and now of the place you want to describe.

What I am getting at... I am not sure, honestly.
There's a concept here, unifying all those threads together.
Lizardmen have one almost-defining characteristic to them- they are immutable, their soul incorruptible. They are immune to death by all forms, only ever growing from the passage of time.
And I feel this presents a constraint to their being. They can change only in the direction of what they are already...

So why not let a Slann dream of being a butterfly?

Something akin to a Coatl garden, except the complete opposite- not a vain display of prowess, but going out to see the possibilites of alternate realities, other forms of existence?
I can see it having certain synergy with the stasis chambers- completely shutting themselves away from this reality, they could attempt accessing a different one, or making a new one.
It could present a rather unique form of training/development for a Lizardman. An experience like no other they have ever felt.
 
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I mean some people have talked about that, but personally it's not something I'm a fan of. The symbolism of fog... doesn't really lend itself well to protection. You get lost in fog, lose your way, ships crash in fog, it obscures. While that can be turned to protection (see Xlanhuapec and its mists) it's not exactly a strong sort of association. Better in my view to use those associations with something aimed outward; a god that focuses maybe on stealth or misdirecting enemies or on sabotage. Something where the concepts tied to the seed would really shine.

I think is because we missunderstand the fog in general.

The fog is a demon of chaos and was nearly a borderline chaos god, and as always chaos is a feeling untempered by order(in fact almost all warp deity are. is just a statement of degrees), for khrone a guy killing a tyrand and a serial killer are the same, for tzeetch a men dreaming for a better tomorrow and a plotter wishing to take those away are the same, for slaanesh a kiss and a rape are the same because is all the same feeling in general, chaos degree mental capacity in order to fullfill is emocional core narrative.

So, the question would be, what it represent the fog?.

Well, it represent the slaan, not the lizardman, neither saurus or skink have any problem that we know, hell sotek was born of their driving territory seeking bloodlust which is why Sotek is almost a sort of protector spirit(which is what the old ones expected as always, the mysterious gitz they are), sotek can be see in sort as "big bad monster who fuel my need to destroy intruders from my territory", it sort of tap into the little angst the lizardman have, which is why it pass away from the slaan in general.

Now the fog for what I can see, is the manifest angst of the slaan and their fear, maybe bitterness of a unrelenty task that never seen to go away and the old ones being gone forever, which is the kinda closest thing slaan have for fear or desires, they are closer to "only in death the task is done"(and no even that if you are a relic priest).

So, if I have to said....why not transform the fog into their oposite?, the fog is about mindfulness, uncreativity, slumber, what if we make it a protector, dreaming, creativity, something that always dream of thing to come or new thing the slaan can do? a sort of ether a creator god or something that cover slaan flaw of lack of emotional understanding?.

What if we make the fog, fucking cthulhu at our service?.
 
From my skim of the curent thread discussion of the godseed, I see the idea of Lizard Morr/Nagash rather deeply entrenched.
So I want to talk about a rather different interpretation of what we have at your disposal:

Sleep is not merely rest. It's a rather busy period of downtime, maintenance, rewiring and replacement of missing parts. That's the time where memories of the day are scrambled together with memories of old, connected and/or discarded, making place for a clean slate, ready to tackle the challenges of tomorrow with fresh eyes.

Death is not merely ceasing of activity, nor complete destruction of the old being. Even the rotting corpse of a man often has his bones intact, after all.
We can take this granular approach to an extreme- any sufficient change to a being results in them dying and being replaced by their new version.
Suddenly, dying is not the domain of graveyards or battlefields. It can visit temples and universities, tasked with molding the minds within, by heart or by mind.

Fog is not merely denying your opponent full information about the situation at hand. It can be, in a way, obfuscation of reality itself. Soft veil of fog can obscure the sharp edges of logic, the little things that get in the way of grander thoughts.
Pretty much any QM dealt with this: there are so many useless little details that get in the way of writing the story you want. Mathematical calculations of the population you are trying to describe in broad strokes, exact measurements of grand structures you want to capture the soul of, or the fiddly politics of a far-away polity that could possibly influence the situation of the here and now of the place you want to describe.

What I am getting at... I am not sure, honestly.
There's a concept here, unifying all those threads together.
Lizardmen have one almost-defining characteristic to them- they are immutable, their soul incorruptible. They are immune to death by all forms, only ever growing from the passage of time.
And I feel this presents a constraint to their being. They can change only in the direction of what they are already...

So why not let a Slann dream of being a butterfly?

Something akin to a Coatl garden, except the complete opposite- not a vain display of prowess, but going out to see the possibilites of alternate realities, other forms of existence?
I can see it having certain synergy with the stasis chambers- completely shutting themselves away from this reality, they could attempt accessing a different one, or making a new one.
It could present a rather unique form of training/development for a Lizardman. An experience like no other they have ever felt.
Personally nothing about this conception appeals to me. More on why in a bit, but first a nitpick...

Slann don't benfit from gods (unless Xantalos' mind has changed on that front). See the end of this quote:
Yeah, one of the biggest differences in how the chaos gods versus the human gods or whoever else treat their followers is that chaos gods gift you power in exchange for forcibly twisting you to become a better avatar/channel/generator/embodiment of their values, to a higher degree the more power you get. With normal gods it's the reverse - they still operate on the same scale, simply because it's easier, more efficient, and more beneficial for them to bless those who embody their concepts the most, but they don't do any work to make, say, a follower of Sotek more vicious, or a priest of Ulric more rugged. They simply gift strength in proportion to what is already there. It's always the choice of the mortal, which is why you can have things like fallen paladins and the like, while devotees of Chaos need to be forcibly cleansed to get back to normal, since they don't have a choice.

This is also why the slann don't gain anything from your gods, since it has to be asked for, and they have philosophical reasons not to ask.
Any benefits of our gods are going to be strictly the realm of Skinks, Saurus, and Kroxigor.

Now that that's out of the way.

This concept still doesn't really entice me, it still feels very... bland. You're attempting to connect Death, Slumber, and Fog through their association with - let's call it liminalness; transitions, fuzzy logic, etc. - but the problem I see is that I don't actually see how that results in a god that's not pretty passive. I don't want our Death god to be passive.

Honestly, that's a big problem I see with using too much of the concepts we inherited from the Fog Demon in the Godseed are inherently passive, because that was what it's design was focused around. It was a subtle trap designed to snare the Slann for millennia and it worked because active resistance to it by individual slann only pulled them deeper and without the ability to focus nearly exclusively on the task (a thing impossible under conditions as they stood on Malus) it was a problem whose scope simply could not be grappled with. But it ultimately failed because matched, power against power, it could not contend in an active fight because such was ultimately anathema to it; being at its core a thing of fugue and sleep and numbness.

The concepts that are necessitated due to that are by their nature passive. A God of the Slumbering Dead who Manifests Fog just sort of...sits there. You say it's about changing and discovering new horizons but it mostly just feels like a God of Sitting There and Being; if you want change themes, center the concepts around that don't go searching for them in other things. Rather than stretching meanings from the Godseed concepts to fit with Death, I think it's much better to find the associations that already work with the things we want our god to do and use those.

Again it's not necessary to use the Godseed so let's not force it.

A second aside, while searching for a quote I came across this.
The god seed actually gives a max boost of 350 ... know what, nah, that's too low - 400 if you keep all three parts of the god related to the mind fog's concepts. 200 if you match two, 150 if you match one, 100 if you match none. And slann can't actually directly boost the creation of gods like they progress other research projects - they can direct more worship towards the growing diety, but it's not a 1:1 thing.
Granted things may have changed, as at this point I believe the Godseed would have been consumed in the process of constructing the god and that's now changed so the exact values may have changed (especially seeing as the seed can now be used multiple times which if it really doesn't help even if none are matched might be a bit much).
I think is because we missunderstand the fog in general.

The fog is a demon of chaos and was nearly a borderline chaos god, and as always chaos is a feeling untempered by order(in fact almost all warp deity are. is just a statement of degrees), for khrone a guy killing a tyrand and a serial killer are the same, for tzeetch a men dreaming for a better tomorrow and a plotter wishing to take those away are the same, for slaanesh a kiss and a rape are the same because is all the same feeling in general, chaos degree mental capacity in order to fullfill is emocional core narrative.

So, the question would be, what it represent the fog?.

Well, it represent the slaan, not the lizardman, neither saurus or skink have any problem that we know, hell sotek was born of their driving territory seeking bloodlust which is why Sotek is almost a sort of protector spirit(which is what the old ones expected as always, the mysterious gitz they are), sotek can be see in sort as "big bad monster who fuel my need to destroy intruders from my territory", it sort of tap into the little angst the lizardman have, which is why it pass away from the slaan in general.

Now the fog for what I can see, is the manifest angst of the slaan and their fear, maybe bitterness of a unrelenty task that never seen to go away and the old ones being gone forever, which is the kinda closest thing slaan have for fear or desires, they are closer to "only in death the task is done"(and no even that if you are a relic priest).

So, if I have to said....why not transform the fog into their oposite?, the fog is about mindfulness, uncreativity, slumber, what if we make it a protector, dreaming, creativity, something that always dream of thing to come or new thing the slaan can do? a sort of ether a creator god or something that cover slaan flaw of lack of emotional understanding?.

What if we make the fog, fucking cthulhu at our service?.
I didn't entirely follow, but the biggest flaw in your thinking is that, as I quoted above, slann do not benefit from the worship of gods. We shouldn't therefore think in terms of benefit for or relation to the slann themselves except in how the rest of the Lizardmen view the slann. So a god could be associated with imagery of slann but can't bless them or bolster them in any way.
 
Granted things may have changed, as at this point I believe the Godseed would have been consumed in the process of constructing the god and that's now changed so the exact values may have changed (especially seeing as the seed can now be used multiple times which if it really doesn't help even if none are matched might be a bit much).
Nah, it'll at least be close to those values - I figure the potential vulnerability of the seed having to be protected is enough to compensate for all the upsides it gives, especially since you probably won't be attaining a ton of them - they're set up to be collected by overcoming significant warp-based obstacles, so it's not like you'll be throwing them around like bullets.

It is true that the slann don't benefit from god stuff, though - it's not so much a choice as the product of how they see reality. Gods are a lie that you believe in to make true, and not only will the slann be instrumental in constructing your gods, they can also look into the Warp and examine the makeup of the gods in an objective, laid-out fashion anytime they want, which is something that rather eliminates any possibility of them being able to generate belief.
 
Honestly i just want to take the time to dtate a theory about the warp
If it can be shaped by the will of a powerful enough being then hypothetically it'd be able to completely rewrite the laws of physics in an area

Im going to use this as an example:
"Denying a truth until it eventually became a lie"
With enough willpower you can deny the existence of someone or something and eventually (whether through the efforts of one extremely powerful psyker or an entire species) that particular thing would stop existing (really crude example i know)

Picture a basketball court, this is the universe as we know it, the laws of physics act as our rulebook, given enough willpower and effort, one can change the court and rewrite or completely change the rulebook

That is the power of the immaterium. The ability to Warp and change the universe around us to suit our needs, healing wounds, manufacturing gods, drawing unlimited amounts of energy. The only true limit to the warp is the strength of will of the being using it (Someone like you or me would be able to passively shift the immaterium however it wouldnt affect the material universe, thus our ability to harness the immaterium would be based around rare individuals and belief)

The Warp literally operates on the rule of "The only limit is your imagination"

Of course since the 4 immaterial cancers upon the Warp were birthed the Warp became more "corrosive" and difficult to handle and use


Just some random thinking im doing
 
Keep theorizing guys!!!
We might just find out what's so important here...maybe our benevolant QM will showcase it in the game as the slann realize somthing important!
 
It is true that the slann don't benefit from god stuff, though - it's not so much a choice as the product of how they see reality. Gods are a lie that you believe in to make true, and not only will the slann be instrumental in constructing your gods, they can also look into the Warp and examine the makeup of the gods in an objective, laid-out fashion anytime they want, which is something that rather eliminates any possibility of them being able to generate belief.

I will said is also a fact that slaan dosent seen to understand WHY people go to chaos, the inherit angst that drow people to it, in fact I will guess they dont know why they were capable of being afected by the fog in the first place.

The Warp literally operates on the rule of "The only limit is your imagination"

The thing with the warp is that, it rarely if never let thing as it is, the warp have this thing of being nearly sentinent of is own so everything we do, it respond in kind, is not just a pool of mana we can just shape as we want it.

or relation to the slann themselves except in how the rest of the Lizardmen view the slann.

I dont think that can be discarded because it the fog is based on the feelling and anxaties of the slaan, in way kinda reminent of slaanesh, sotek in the same way is based on the instint-based need of murder the shit of everyone who enter their territory, so that should define the nature of god.

I agree that death as theme is weird because is not something that bother the slaan or the lizardman that much, being one part primitive animal and another part biological robots, they dont fear or understand death, is not surprise lizardman only have one god.
 
...The God formed by the Eldar's fall only takes the form it does because the Lizardmen know of and have long experience with Slaanesh, which combines with the Slann's ridiculous power to shape the birthed God? The Orks aren't alone in 'it workz bekuz we beeleev it workz', they just have it amplified a hundredfold, meaning there are many things we externally know of the events to come that are only that way because the Imperium later on believed it happened that way? The weight of history from the future literally shapes events in the past, thus retroactively causing 'destiny'? It'd require some real recursive looping, but the Warp doesn't give a shit about time. We were/could be Monsters only because that's how we seemed from the outside, and that collective belief reshaped us slightly, which is why we're defaulting to Personhood when in a new world where nobody really knows of us but could become Monsters based on how our actions shape the way people would look at us?
 
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