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In DL, Ghur is paired with Chamon. One is instinctive, the Wind of animal and uncontrolled urges, while the other is pure logic. Azyr is paired with Aqshy, intellectual and turned towards the future versus emotions and the present moment.
 
I do admit that first magic pairing confuses me.
As mentioned, there is some form of thematic opposition between the two, mainly in how Azyr deals with the future and cerebral thought, and Ghur with instinct and the present. It's also somewhat just because the first two pairs of Winds that were unlocked for skink priests were Azyr and Ghur, which speaks to me of some sort of oppositional thing. For warmbloods it might be Aqshy that does the emotional stuff that opposes the forethought of Azyr, but the lizardmen don't have as much of that, instead tending to fall back on instinct. Hence, Ghur.
 
So, it would be more accurate to say that those are the LIZARDMANS wind pairings? Eldar farseerers get something similar but different depending on their way of thinking and soul structure?
 
I've been thinking about the ages of Mazy and Kroak compared to Big E, in this time period.

Even with it being a substantial time before the fall of the Eldar, they don't even come close.

At the absolute earliest, let's say its 20k just to be generous. That makes Big E, right now, at least 28 thousand years old. Mazzy is, at the time of the endtimes, about 12,500 years old.

Big E is, very generously, literally twice his age. He most likely significantly older than Kroak. Even without being individually forged by Old Ones, he'd probably still kick our ass. Singlehandedly.

Now, looking at the future, we have the potential to out scale the Imperium HARD. A planet wide Geomantic Web would be equal by itself to an entire Chapter of Terminator Astartes easily, likely far more. And it would speed up the production of more of itself, only to be further sped up by the second, onto and into absurdity. So, most likely, by the time he starts conquering the stars, we'll be far ahead of him. But if he found us now...
 
The defense of Itza must be fantastic for gaining veterancy, especially for saurus, who grow with combat.

Youngbloods, who naturally normally take the most casualities, instead get to survive and learn from multiple deaths.

I bet the emerald pools don't work to revive Slaan. They'd likely need to be capable of producing them in the first place for that.
 
If they did they wouldn't have so many relic priests

They could have conceivably died in *other* temple cities, without the magic effect of the emerald pools. Pretty sure the effect only works on those who recently died, within the area of the city. But I agree, there's no chance the pools revive Slaan. They would have studied those suckers whenever they had a chance to uncover the secret of reviving the relic priests if they had that ability.
 
So, it would be more accurate to say that those are the LIZARDMANS wind pairings? Eldar farseerers get something similar but different depending on their way of thinking and soul structure?
I'm not sure Eldar even use the wind structuring of magic.

For all I know, the winds are just a way the Old Ones figured out how to slice up raw Warp energies so they could be split up into something broadly compatible with the ongoing existence of vaguely normal material life, and isn't binding on the fundamental nature of reality for anything that doesn't happen to use that formalism.

Or it's sort of like, say, coordinate systems- you can specify a location by saying "up X feet, left Y feet, forward Z feet" or you can say "R feet away at an angle theta degrees away from THATAWAY and tilted phi degrees up" and both are valid but they're fundamentally different ways to think about space around yourself.
 
While 7/8 Winds were out in full force here, it seems that the green, red, white, and purple Winds are the ones the Orks are most closely connected to. Green is obvious, red for fast, white as the opposite of their association of black with something to be afraid of(so, their confusion over non-Orks killing their Bosses shortcircuiting their system for a while can be said to be represented by Ulgu, as opposed to Hysh/white which comes to the fore when the Waagh! Field detects a threat to it's hierarchy like what Mazdamundi is doing), and purple because of Kommandos, who prioritize killing the enemy over their usual concerns about mucking about.
 
While 7/8 Winds were out in full force here, it seems that the green, red, white, and purple Winds are the ones the Orks are most closely connected to. Green is obvious, red for fast, white as the opposite of their association of black with something to be afraid of(so, their confusion over non-Orks killing their Bosses shortcircuiting their system for a while can be said to be represented by Ulgu, as opposed to Hysh/white which comes to the fore when the Waagh! Field detects a threat to it's hierarchy like what Mazdamundi is doing), and purple because of Kommandos, who prioritize killing the enemy over their usual concerns about mucking about.

That honestly makes a ton of sense, ngl. I mean, it explains quite a bit!
 
I do admit that first magic pairing confuses me.
I'm also confused about the idea of Magic Wind pairing in general. I've never heard of the concept before. While it makes sense for some winds to be naturally inverted in a sense with other winds--like Shyish and Ghyran--others really don't (like Azyr and Ghur, where they don't really have much relation to each other at all).
 
I imagine this particular Waagh phenomenon is much scarier when the Waagh is, you know, actually interstellar in scale. Might be better to go for regular extermination protocols until we've got some serious upgrades when we encounter those.

I wonder if trying this on a proper Beast like Ghaz would even work, or if the Waagh would either rip a hole to the Warp to spit out Ork Daemons, teleport Ghaz out with Psychic Reserves: Yes from the totality of the Waagh, or both.
 
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Been distracted by work (you know, I was still in college when this started...I'm getting old), but the update was great. Loved how the Skinks demonstrated their inhumanity, and the magic and apocalyptic warfare on display is beautiful.
 
Discord answer dump! These will be added to the threadmarked post.

Q: @gwire-34 Hey, um I've got a question, but has any Slann that has died and become a relic preist been changed? Like, if Slann A knew all of the personality and quirks of Slann B really well, but then thanks to a Skaven assassination team, Slann B dies but is recovered as a relic priest. Would Slann A see any difference between Slann B pre and post-relic hood? Outside of the whole, being dead and meditating on the mysteries of the universe. So, I suppose does, becoming a relic priest change anything about a Slann personality?
A: Ever had a dream wherein you acted according to obscure, arcane logic that didn't really make any sense once you woke up? Being a Relic Priest is like that - the slann themselves may not change, but the fundamental shift in perspective they experience from being semi-detached from time does tend to make their actions seem weird from a more causality-respecting viewpoint.

Q: @derpyweasel Hey I have a question do we have a name for our rifles
Like what do we call them
Cause orks call them shootas and we aren't gonna copy them
And calling them a rifle requires them to have actual rifling I would think
A: Hmm. Going by the few lizardmen language dictionaries online (I usually use these two for inspiration Tutorial - High Saurian | Lustria Online - Saurian) you could go with something like Tebaz'boq, meaning 'air metal weapon', which succinctly conveys the intended use of the gun, I'd think. Or you could go with the other side of the linguistic heritage of the lizardmen and give them a stupid pun name like Buum'ztiq. I think either could work, and I figure they're both applicable enough versions that I'm not going to dictate that either of those is necessarily the universal term for them.

Q: @gwire-34 I can't remember where, but the most that I remember of burials for lizardmen, were either the Slann as they became Relic priests, or I think an off mention about their bodies being left where they died? Which is why I want to know, what is the burials for the lizardmen outside of the Slann? Do the lizardmen bury their comrades in the dirt, do they have a situation like some of the temple guard wearing the bones of their predecessor?, are they left as corpses that then transforms into skeletal Bones? And how do the dinosaurs fit into this, since they are now part of lizardmen society (kinda) ?
A: Lizardmen have a view of death that sort of emulates some IRL religions, where the soul, mind, and body are all parts of what make a being, with the soul existing as the most important part of that trinity. Once a body dies and the soul's gone elsewhere, the body's just a hunk of flesh with no real sentiment attached to it, so there's no real one lizardmen funerary practice. Instead, the corpses are repurposed into whatever will produce the most utility - sometimes they're used as fertilizer, sometimes their body parts are repurposed into something of use - skulls and bones made into armor like with some temple guard, training dummies for various dinosaurs, that sort of thing. Before your forge districts were fully activated, a good chunk of your equipment, both martial and otherwise, was made from the bodies of dead lizardmen. Sometimes they're brought into the Relic Tombs for some inscrutable reason. Point being, the corpses of your brethren are basically used as materials for whichever project will generate enough use from them. Slann are no different in this regard, their corpses are just used as reagents for their spirits to possess.
 
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