The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

  • Yes

    Votes: 593 80.4%
  • No

    Votes: 145 19.6%

  • Total voters
    738
Shipping the Krork some Avernus wildlife might be a good idea. Gotta ask them first though.

Eldar armor for Jane is probably a good idea, depends on the cost. Could we buy more than one piece of such wargear for a minor? Jane is good, but not multiple Eldar battlefleets in case of war good.
 
Shipping the Krork some Avernus wildlife might be a good idea. Gotta ask them first though.

Eldar armor for Jane is probably a good idea, depends on the cost. Could we buy more than one piece of such wargear for a minor? Jane is good, but not multiple Eldar battlefleets in case of war good.
Checked before on the Discord, we can, but it will 100% drag down more attention on us from any group who wants to get their hands on our tech, even if we keep the wargear entirely on Avernus.
 
still don't know what "subspace tech" is capable of....every sci-fi universe does it differently (apparently wh40k has it be only possable on planet-sized objects? or at least embers-verse does)
Subspace is something introduced in the war of the beast, we have no idea how it works, but its a form of FTL that seems related to gravetics in some fashion that the Krork use and lets them move war worlds and war moons around.

We've no idea how it works and the Krork ain't sharing, but its not a subsitute for the webway due to massive energy and thus size constraints.
 
Subspace is something introduced in the war of the beast, we have no idea how it works, but its a form of FTL that seems related to gravetics in some fashion that the Krork use and lets them move war worlds and war moons around.

We've no idea how it works and the Krork ain't sharing, but its not a subsitute for the webway due to massive energy and thus size constraints.
oooooh....

bet warp-tech could help.....

its basically a magic-button that auto-dials your local devil for the best deals on warp-based solutions!

*no refunds are available for soul-based forms of transaction
 
Also scale.

Transports entire planets and moons mate, its also quite fast.
scale === "ease of use"

I had intended "ease of use" to be of reference to the fact that your not restricted size-wise.

how fast is "quite fast"?

I vaguly recall that 1Ly/day is the speed our ships have without any buffs and 60Ly/day is what chaos can do (holy crap right?) or something like that.
 
@Evil M. Lurker actually, I don't think anyone did. Mostly because we'd rather have a Michael Wilson reference on our side. Mind, once events up on this end advance, we may get a Knight chassis that is perfect for replicating his mech.
 
warhammer fantasy battles
Oh I know all about Warhammer Fantasy Battles. I was just wondering if they were put in by another quester with a canon omake and if the Lizardmen throughout the quest where based around said omakes. Wasn't sure if they were completely based on the Fantasy version. @Durin So, do you have any plans to include things like the Geomantic Web from Total War Warhammer or not? Because planning on writing an omake about it and would like to know.
 
So is there an omake that goes into more detail into Lizardmen origins and/or society or is it more OOC info?
Here's the lore relevant to their origins and society from the Lizardmen wiki page.

Types of lizardmen and their roles
The Old Ones created servants to tend to their needs. Thus was the first spawning of the Slann Mage-Priests begun. They were the grand viziers, trusted creatures of prodigious intellect, and the only beings able to withstand direct contact with the near-omnipotent Old Ones and comprehend their teachings. [...]

[The Old Ones] did encounter some creatures whose existence was incompatible with their future plans. As the climate warmed, the Saurus were created to destroy these anomalies and soon vast armies marched to war — a fight to eradicate those native races that needed to be removed. [...]

By command of the Old Ones, the Slann established the rainforest temple-cities in the region that would one day become Lustria. The Skinks were the technicians and the overseers; it was their role to direct the beasts of burden to haul and heft the heavy loads.
I'm leaving out the kroxigor entry because they're different in Embers. In Warhammer Fantasy, they're the saurus' bigger but dumb cousins, who fight in armies and perform heavy labour. In Embers, they're craftsmen.

Spawning
The Lizardmen's core species such as the Slann, Saurus, Skinks and Kroxigors are not born from eggs, like their feral reptilian cousins, but are birth from special pools and ponds located within sacred regions of jungle. This birthing of a new generation of Lizardmen are called Spawnings. Every Temple-City has its own sacred ponds and expanses of marsh where these spawning events occur. [...]

The interval between spawnings can be very long and usually a spawning will not recur in the same pond within the lifetime of the last generation that was born there. Thus each city is surrounded with multiple spawning pools which spawn at different times of the year. Each spawning is linked to astrological cycles and will always begin at certain conjunction of stars and planets. Since each generation emerge from different ponds at different intervals in time, there are always several dozen Lizardmen of the same age and origins living within tightly-knit groups within their home city. Being of the same spawning, different age-groups will also have varying degrees of features which are unique to that particular spawning, such as different skin tones, unique markings, a calm and calculated attitude towards administrative duties or a more fierce and warlike attitude towards war.

These large groups of Lizardmen are given a single directive or purpose upon their birth, such as either being formed into cohorts of tribal warriors or become the artisan and workers for their respective Temple-Cities. Those spawning that only birth a single individual usually means that this particular Lizardmen is meant to be a leader amongst their kind. Due to the timing of spawnings, the Mage Priest have careful records which detail the time when a new spawning will occur, but not all are recorded and some spawnings will appear to happen at completely random intervals in time.

Hierarchy
The Lizardmen are all ruled by the mystical Slann, the most intelligent and powerful of the Lizardmen. It is they who rule the other Lizardmen as a sacred caste of powerful magic-users, each one bearing the title of Mage-Priests. The Mage-Priest are in all practicality, the political and religious leaders of their entire civilization. All of the Slann living to this very day belong to this sacred caste, because they all possess the ancient intellect and magical powers bred into their race by the Old Ones of a halcyon age.
Figured I'd include the Slann's role in lizardmen society in this post to give a clearer idea of what the Avernite lizardmen are missing.

Religion
The Lizardmen all revere the Old Ones as all-mighty deities, the ancient and long forgotten creators of this very world. Many long, bloody millennia have passed since the collapse of the polar gates and the departure of the Old Ones. No living Slann Mage-Priest remains to speak of them and so they passed from memory into legend. Ever since then, the enigmatic Old Ones have come to be regarded not as benevolent rulers of an order spanning the universe and the dimensions, but now as a distant, long-lost pantheon of hungry Gods.

With no first hand knowledge of the Old Ones, and with their records scattered and incomplete since the Great Catastrophe, the Lizardmen have but a fragmented picture of their creators. The sacred plaques are replete with oblique and obscure references to various Old Ones and their deeds, and from these the Lizardmen have come to associate specific traits with individual Old Ones. Tlanxa, for example, is an Old One described in many glyphs as the embodiment of the warlike nature of the Lizardmen, and a pair of matching glyphs sequence in Hexoatl and Itza make reference to him riding to war in a all-mighty sky-chariot.

Quetli is spoken of in the sacred plaques of Hexoatl as the "Protector of the True Way". Xhotl, the Old One after which the temple-city is named, is described in every sequence that mentions him as the chooser of those destined for greatness. As the Lizardmen have come into conflict with more and more races, those Old Ones associated with the martial aspects of the Lizardmen's nature have come to the fore.

Worship of the Old Ones is a highly ritualistic affair, but its exact form depends on the deity in question and the nature of the worshiper who conducts it. The Mage-Priest, for example preside over all manner of ceremonies that occur within his domain but yet remain impassive throughout the entire experience. A Mage-Priest may be carried to a high altar to make the ceremony an official event yet he would remain in his meditation trance all the while, completely unaware or uncaring of the ceremony itself. As such, it is the Skink Priests that actually carry out the many and varied observances, abasement's and rites associated with each Old One.

The Saurus too pay homage to the lost gods, though these simple-minded creatures do so in their own, simple way. They may heap the bodies of fallen enemies before a totem to the warrior-defender Quetzl for example, or swallow whole the still-beating heart of the vanquished in honor of Tzcatli, he who grants strength to a warrior's arm. [...]

Those few races that encounter Lizardmen and live to tell of it find them an alien and incomprehensible race - utterly cold and devoid of compassion. Like wild beasts, the Lizardmen are instinctive and savage. They are able to slaughter every last one of their foes with brutal efficiency and they do not know the meaning of remorse, however, the Lizardmen way of war is not inherently cruel. Even when mercilessly mauling an invader or wiping out those deemed undesirable, the Lizardmen do not kill wantonly for its own sake. That changed the day the Skaven came.

While superstitious acts have gained in popularity since the loss of the Old Ones, these were taken to horrific new levels with the coming of the new god Sotek. Inspired by Tehenhauin, Skink Priests led the ritualistic slaughter of untold thousands of the foul ratmen. These Skaven were sacrificed in horrific fashion - sometimes thrown alive into writhing pits of serpents, other times split open and choice organs proffered to the heavens. If the Skaven was lucky, he was simply beheaded by a Saurus executioner. It is recorded that Kroq-Gar, a mighty Saurus leader, has personally delivered the killing strike to over a thousand Skaven warlords since the event known simply as the Rise of Sotek. Entire temple-cities would turn out to watch the sacrifice of an important Skaven commander, the vast plazas filling with clamourous Skinks. For the most part, the inscrutable Slann Mage-Priests leave such barbaric practices alone, although they could no longer ignore the popular rise of the new god Sotek, nor could they rein in the base practice of offering up sacrifices to attract the blessings of the gods.

Society
Even throughout all this time, Lizardmen society has remained unchanged for millennium, being focused around a highly structured and strictly enforced caste system. This caste system was built and formed by the orders of the Old Ones, whom themselves created each of the separate Lizardmen species to fulfil a certain role in their society.

Each and every core species is born into one of these castes. The Lizardmen are taught and perhaps bred to be fanatically loyal to their respective duties, offering little room for any sense of individuality or freedom of thought amongst their kind. Within the system, each caste is composed strictly of one or two of the core species meant to fulfill an extremely important part of Lizardmen society as dictated by the Old Ones instructions, either as workers, warriors or rulers.

Ruler Caste
The Caste of the Slann are meant to provide the leaders and priest of the Lizardmen cities. The Slann originally came alongside the Old Ones, acting as the organisers, architects and techno-mages of their society, who are responsible for building the cities to the specific design of their masters. [...]

Warrior Caste
The Caste of the Saurus were bred by the Old Ones to become the warriors and guardians of their society. Bred from the reptilian life that had already dwelt within the primeval jungles during the time of the Old Ones, they were bred specifically for the purpose of warfare. From the moment they are grown enough to crawl from their spawning pools, they know how to fight, enact military formations and to carry out simple yet effect battleplans. They are extremely stubborn and ferocious fighters, encased within natural and highly effective reptilian body armour. They are rather simple creatures, and as such they lack greatly in the ability to comprehend and do complex duties other than fighting.

Worker Caste
The Caste of the Skinks and Kroxigors were bred by the Old Ones specifically to be the workers, artisans and labourers of their society. The Skinks were bred to be physically and mentally agile, capable of executing complex tasks that their larger cousins can't comprehend. This allows them to perform many roles that requires a quick mind to work such as being translators, scribes, artisans and administrators of their own communities. Highly organised and sociable creatures, they are perfectly adapted to ensure the smooth day-to-day running of the Temple-Cities.
 
From the Discord
Andres said:
2. How much trouble would it be for the eldar to move some stars around? The idea being to speed up the spawning of new lizardmen.
Durin said:
2. expensive but doable
I'm thinking we should ask the eldar to do it. More lizardmen would be fantastic.

@Durin, I remember you said that if the eldar had rolled higher during the mission to free the Krork, they would've freed a Slann or multiple Slann (forgot which exactly). I'm assuming that we know that because the eldar saw Slann in Trazyn's collection and told us. I have a question regarding that collection: how likely would a mission to free the Slann be if the strike mission included the Ancient One?
 
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Oh I know all about Warhammer Fantasy Battles. I was just wondering if they were put in by another quester with a canon omake and if the Lizardmen throughout the quest where based around said omakes. Wasn't sure if they were completely based on the Fantasy version. @Durin So, do you have any plans to include things like the Geomantic Web from Total War Warhammer or not? Because planning on writing an omake about it and would like to know.
I have a few ideas of that sort of thing, and theya re not a result of an Omake
 
I'm thinking we should ask the eldar to do it. More lizardmen would be fantastic.
I am ignorant about many lore of warhammer and even some of this quest, so sorry if this is this question is silly . but bring stars to the system where Avernus is would not raise radiation and cause some bad reactions with the creatures/guardians of Avernus? I can see the beetles being supercharge (if they can survive) and many, many creatures being displeased with extra stress from the heat and the different day/night circle. And Avernus don't like radiation.

But I can understand that since that old one tech that is not being possible to be reproduced (without the slann) means that we can't do a divination to see what would happen if someone move one of those Spawning pools with Eldar, korks and other helps. Because messing/moving that much warptech is probably a bad idea?
 
I am ignorant about many lore of warhammer and even some of this quest, so sorry if this is this question is silly . but bring stars to the system where Avernus is would not raise radiation and cause some bad reactions with the creatures/guardians of Avernus? I can see the beetles being supercharge (if they can survive) and many, many creatures being displeased with extra stress from the heat and the different day/night circle. And Avernus don't like radiation.

But I can understand that since that old one tech that is not being possible to be reproduced (without the slann) means that we can't do a divination to see what would happen if someone move one of those Spawning pools with Eldar, korks and other helps. Because messing/moving that much warptech is probably a bad idea?
The idea isn't to bring those stars into the Avernus system, but to make them line up just right, like in constellations and such. All the stars the eldar would move would still be lightyears away from other stars, affecting absolutely nothing but those stars' solar systems and the spawning pools. Moving the spawning pools won't really help, since they spawn based on astrology and moving the pools won't change the alignment of the stars and planets.
 
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