Friendly/Sympathetic Vampires?


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Warhammer Fantasy: Lizardmen 8th Edition, pg. 9
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. It was the Slann who were to guide the lesser races whose creation would soon follow. For upon the world, the Old Ones had encountered many primitive creatures, including those that would one day be transformed into the first Elves, Dwarfs and Men. Powerful and far-sighted, the Old Ones could shape new life forms even from these imperfect materials.
A wargaming edition is always going to trump a roleplay book, especially when it concerns their literal lore.
 
Warhammer Fantasy: Lizardmen 8th Edition, pg. 9

A wargaming edition is always going to trump a roleplay book, especially when it concerns their literal lore.
This isn't a competition about who has stronger lore. I remembered Old Ones, others remembered Slann, turns out there's lore for both.
 
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If we're settling near a swamp, then we're definitely getting horrifying mega-mosquitos and we need not just the Shallyans we're getting now, but probably additional Shallyans later, and maybe some swamp drainers at some point (idk, some mage group)
If mosquitoes are bigger, they are probably also faster and louder which will be worse. Thankfully we can ask the Colleges for enchanted bug zappers or fire traps once the MC finds out mosquitoes exists.

Or ask an Amber wizard to tame and train the mosquitoes natural predators to eat all of thr mosquitoes in our region. I am sure the Amber would also like to study the various wildlife on Lustria.

A Jade wizard might also find insect eating plants, if it doesn't have teeth and is mistaken for a chaos plant cause plants shouldn't have teeth. Swamps usually have low nitrogen so there should be plants that have adapted to take their nitrogen from insects. A few pitcher plants could be sent back to Altdorf, I know the Shallyans would love to have a plant that is low maintenance and eats the servants of the Fly Lord(Nurgle).
 
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Also to put it out there's lot of things that are retcons of old lore so let's be civil about it and pick and choose which lore is suitable to us In this quest cause this is getting no where.

So I think everyone is in a consensus that the slann and skinks taught the elves not the old ones ok cause thats the lore that makes sense and it's also could in lore thing about communication breakdown about the elves thinking themselves better and lying about how important they are to the plot cause there literal creation myth disregards the old ones so don't take it all too seriously same with the dawi they don't even talk about there creators not even the ancestor gods who were taught by the slann themselves.

Though on the matter of skinks in what is society and abilities is for another matter of discussion but i like this page about them the best and it fleshes them out as something unique compared to there compatriots.
It's not Canon but it's good.

Skinks

World Anvil is a worldbuilding tools platform and community for writers, RPG storytellers and worldbuilding lovers
 
Staff Notice
I clearly must be imagining things, since my ears are telling me that someone is speaking to me, but it seems to my eyes I cant see anyone at all. Rather strange, ah well, Im sure it was just the wind going through my apartment.

If mosquitoes are bigger, they are probably also faster and louder which will be worse. Thankfully we can ask the Colleges for enchanted bug zappers or fire traps once the MC finds out mosquitoes exists.

Or ask an Amber wizard to tame and train the mosquitoes natural predators to eat all of thr mosquitoes in our region. I am sure thr Amber would also like to study the various wildlife on Lustria.
Oh absolutely, the amber college is by no means like the Celestial or Gold college, with their meticulous notes and diaries, but even they would be greatly interested in what sorts of animals or materials they could harvest for their own rituals. Honestly, all of the colleges would considering the complete unknown Lustria is to them, in almost every conceivable portion thanks to how dangerous it is getting to and from that continent.
Also to put it out there's lot of things that are retcons of old lore so let's be civil about it and pick and choose which lore is suitable to us In this quest cause this is getting no where.
Only so long as a nobody that absolutely does not exist stops trying to talk to me, nor try and argue about what my favorite factions lore is about, then yeah thats fine by me.
So I think everyone is in a consensus that the slann and skinks taught the elves not the old ones ok cause thats the lore that makes sense and it's also could in lore thing about communication breakdown about the elves thinking themselves better and lying about how important they are to the plot cause there literal creation myth disregards the old ones so don't take it all too seriously same with the dawi they don't even talk about there creators not even the ancestor gods who were taught by the slann themselves.
Unfortunately, that isn't quite the case. In several books involving them, the elves are quite aware that the Old ones were involved with the creation of their world and Ulthuan, they in their own words, see no contradiction in their creation myths between their own gods creating the world, and the Old Ones creating it. There is in one book involving Teclis, Gotrek, and Felix, actually a bit of a discussion about the Old Ones and some artifacts that Teclis has from Hoeth regarding the Old Ones in Giantslayer, but no they do not lie to themselves about them not being taught under the Old Ones.
Though on the matter of skinks in what is society and abilities is for another matter of discussion but i like this page about them the best and it fleshes them out as something unique compared to there compatriots.
It's not Canon but it's good.

Skinks

World Anvil is a worldbuilding tools platform and community for writers, RPG storytellers and worldbuilding lovers
I don't see much a difference between this and a canon source, besides the despute waged over what can age and what is biologically immortal. The lore lines up generally well, not a lot is changed in order to fit how the author believes they should act rather then how they are written. And they do need to be taught how to manage being able to do certain skills unlike the saurus, such as writing, rather than just knowing how to do it from birth. Much like the Kroxigors, though I guess their ability to do manual labor can at times be viewed as somewhat programmed, since they were premade to be exactly that before they were then reused to also do warfare as well.

All in all, nice source Eyes.
 
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So ehm because i have to ask this again Qm is there anyway wen can Settle on an Island or is this mechanical not possible +how would it work if Rapunzel and Flynn get a kid i mean i dont know much about half elf lore.
 
So ehm because i have to ask this again Qm is there anyway wen can Settle on an Island or is this mechanical not possible +how would it work if Rapunzel and Flynn get a kid i mean i dont know much about half elf lore.

Half elves are barely mentioned in some older Warhammer lore, modern Warhammer dosen't have anything on them. And most QM i have seen simply ignore their existance.
 
Same, about only two books I know have ever mentioned of have had half elf's, and those books were in the late 90s. Most people usually do just treat them as not a thing. I guess the QM could call fiat in order to make it so for the perpouse of the enjoyment of the quest, but it could also just turn Flynn and Rapunzel into a relationship where children are just not going to be a thing for them outside of wanting a adoption.
 
So ehm because i have to ask this again Qm is there anyway wen can Settle on an Island or is this mechanical not possible +how would it work if Rapunzel and Flynn get a kid i mean i dont know much about half elf lore.
They could probably magic-ed a kid. Might need a High Elf Loremaster or equivalent in a ritual on an Oak of Ages to do that but it could probably be done? For now, I think regular happy time would not result in a baby. No condom or birth control necessary.

Or Rapunzel could shapeshift into a human with human DNA and conceive a human baby. That feels much simpler.
 
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They could probably magic-ed a kid. Might need a High Elf Loremaster or equivalent in a ritual on an Oak of Ages to do that but it could probably be done? For now, I think regular happy time would not result in a baby. No condom or birth control necessary.

Or Rapunzel could shapeshift into a human with human DNA and conceive a human baby. That feels much simpler.

I do not think there are any human shapeshifting spells in Warhammer canon, the closest thing to that we know of are Cathayan dragons having Shugenja kids, but that is an age old dragon not... an elf with less magical skill than a human journeyman.
 
I do not think there are any human shapeshifting spells in Warhammer canon, the closest thing to that we know of are Cathayan dragons having Shugenja kids, but that is an age old dragon not... an elf with less magical skill than a human journeyman.
All living creatures are basically animals biologically so it should technically be possible to use Ghur to shapeshift into a human. If Amber wizards can shapeshift into a Manticore an Elf should be able to shapeshift into a regular human.
 
All living creatures are basically animals biologically so it should technically be possible to use Ghur to shapeshift into a human. If Amber wizards can shapeshift into a Manticore an Elf should be able to shapeshift into a regular human.

I think you are doing a bit of an end run on the system here. Ghur isn't about turning into animals in the sense that would be recognized by an earth biologist, it is about savagery and the untamed wilds, so it allows you to turn into wild untamed things. Humans are not part of that category. It is the same reason why you can't use ice magic to start a fire or fire magic to cool it down, even though those two things are on the same scale in thermodynamics.
 
I think you are doing a bit of an end run on the system here. Ghur isn't about turning into animals in the sense that would be recognized by an earth biologist, it is about savagery and the untamed wilds, so it allows you to turn into wild untamed things. Humans are not part of that category. It is the same reason why you can't use ice magic to start a fire or fire magic to cool it down, even though those two things are on the same scale in thermodynamics.
Then I guess High Magic is the way to go then, it can do pretty much anything. Maybe a potion could be made?
 
[X] Plan: Empire's Finest Foreign Experts
-[X] Drakwaldian Refugees
-[X] The Sigmarite Procession
-[X] The Rhyan Devoted
-[X] The Shallyan Doves
-[X] An Eastern Entourage
-[X] Survivors of a fallen Raj
-[X] Freed from the desert
-[X] Honest Labour m'Lord

I wanted to throw together a plan, even I know this is unlikely to win. This is mostly vibes.

I think all the foreign colonists offer some useful expertise. Spain and Portugal deliberately sought out slaves that knew how to grow rice and tropical crops for their Caribbean colonies. It pays to have people that actually know how to grow tropical crops in the tropics. Coffee is a useful crop to have for export. The peasant longbowmen will be useful additions to the colonial militia, especially with Drakwaldian huntsmen.

Rhyan and Shallyan are chosen because of the health benefits. It's useful to have healers and skilled mid-wives in the colony. Sigmarites are picked because we are the Empire, and by Sigmar we should remember it. There's no room for dwarfs or halflings though in this plan, which is unfortunate. I'm hoping the Bretonnian breed of pigs and cows will be hardy enough to survive in place of big goats.

There is a slight problem that it only has 475 colonists, rather than 500. The numbers were a bit awkward, thought that space can be filled up with other people.
 
[X] Plan: Empire's Finest Foreign Experts


I just don't see bringing dawis as a great idea when we are elf friends at the mercy of their navy. Grudges anyone?
 
I don't think it will be too bad here. We don't have a group of elves; we just have one with us. Also, the situation is not to start trying to kill each other at sight bad, its they are unfriendly.
 
I just don't see bringing dawis as a great idea when we are elf friends at the mercy of their navy. Grudges anyone?
So long as Rapunzel doesn't annoy them or insult them, she should be fine. Dwarves still hold a grudge for the High Elves but they have a grudge on Ulthuan, not individual Elves. At worst they'll distrust Rapunzel until her word is verified, they don't want the human in charge of the colony to declare a grudge on them for murdering his lover when she haven't personally done something grudge worthy. Most of the time Elves and Dwarves tolerate each other, because they don't want to go to war again and nuke each other to dust. Perfect example is Vermintide.
 
Vote closed
Scheduled vote count started by Pillowsperky on May 14, 2024 at 12:36 PM, finished with 160 posts and 33 votes.

  • [X] Basically Everyone
    [X] Plan Cooking with Fire
    -[X] Mootish Migrants
    -[X] Survivors of a fallen Raj
    -[X] Stout Fellows
    -[X] Drakwaldian Refugees
    -[X] The Ulrican Pack
    -[X] Freed from the desert
    -[X] The Shallyan Doves
    [X] Plan Welcome to the Jungle
    -[X] Drakwaldian Refugees: They come to you represented by their Alderman and his scarred ward, hopes buoyed by your apparent priorities. The alderman introduces himself as Luffen, and the young man beside him -skull riven by the parallel scars of some beast's claws- as Polk, the leader of their village's primary profession, or at least that of their former village. For their village had sat in the dark sump of the drakwald and made its income from pelts, game and charcoal, dangerous trades that made their lives short. Only three years ago their village was destroyed utterly by a tide of beastly mutants, and since then they have made do as nomadic rovers, selling their huntsmen's skills and their prided hunting hounds. This large segment of surviving villagers intends to join this colony and then send for their families if the colony proves lucrative and stable.
    -[X] The Halflings' Herd: You've never seen goats this big in your life -almost the size of a riding pony, by Taal!- though to be fair you are no great connoisseur of goats, at least not off the plate. The leader of the band of hairy-footed folk that herd them is called Froca the Fat and he lives up to that too. They came here in the hopes that the famed fertility of Lustria can support such omnivorous goats so well as their Mootish woodland & grasses.
    -[X] Mootish Migrants: Famed might be the halflings love of food, second only to their skill in making it. But you are still quite surprised to see so many of them this far from home. Looking for ingredients for the next Grand Feast claims their oddly young 'elder' Pate Proudfoot. You get the sense that he may have made some boasts a mite too big for his britches and how he's looking to back them up, yet all his halflings seem willing to work long and hard for their exotic supper.
    -[X] An Eastern Entourage: Escorted to this distant port by Monks who have hung back to be interviewed as mercenaries, this small band of rural cathayans speak passable riekspiel but are represented primarily by lesser administrator Xiao Yun, a comely woman who introduces her colonists, and argues their merits, before abstaining to come back later as an Advisor candidate. Her band bring with them jade rice from distant cathay, that they claim will grow exceptionally well in the wet, warm swamp-soil of Lustria. Their rice-paddies are, so claimed, a way to grow their crops in land that is literally flooded.
    -[X] Survivors of a fallen Raj: The next band of hopefuls to enter is a man of dusky skin and necklaces bearing two dozen holy symbols, each one carved from bone, stone or copper. He introduces himself as Bundi the Exile, and introduces his group as indish refugees from a now ruined raj -a word for something akin to a kingdom-, all of whom know the peculiarities of jungle farming from a lifetime of experience. He and his group have brought all the wealth they could find as tribute.
    -[X] Freed from the desert: Another group of foreign folk have come seeking a new life under the Empire's wing, and these ones even claim not to be refugees. Their Spokesman, Jun-Abn Brawin, merely wishes for his group of twitchy former arabyan citizens to find a new home, one so far from the port of Copher's reach as it is possible to get. He is backed up by a dusky woman in modest linen garb named Harrier Beduma, who adds that their group will add value in the form of 'secretly' acquired seeds for Qahwa, a stimulating bean whose brewed juices enhance the mind. It will surely grow well in lustria and sell well to the empire.
    -[X] Stout fellows: A group of dwarves present their spokesman with no ceremony, and the given lead presents his case with even less, eyes hidden by thick smoke-glass goggles and face obscured by a beard the size of his entire torso. He is Prospector Copperhead, and he leads his group to join this colonial expedition in hopes of finding mineral wealth hidden in the hot continent's swampy earth. He and his group will pull their weight, he assures you, and he is sure that you'll be shocked at the metals one can pull from sand and bogs.
    [X] Plan: Empire's Finest Foreign Experts
    -[X] Drakwaldian Refugees
    -[X] The Sigmarite Procession
    -[X] The Rhyan Devoted
    -[X] The Shallyan Doves
    -[X] An Eastern Entourage
    -[X] Survivors of a fallen Raj
    -[X] Freed from the desert
    -[X] Honest Labour m'Lord
    [X] Basically Everyone
    -[X] Drakwaldian Refugees
    -[X] Sigmarite Procession
    -[X] Manaam Mass
    -[X] Halflings' Herds
    -[X] Shallyan Doves
    -[X] Eastern Entourage
    -[X] Survivors of a fallen Raj
    -[X] Honest Labour m'Lord
    -[X] Stout Fellows
    [X] Plan: Faithful of the Empire, Unite! Oh, Halflings and Cathayans? they can come as well!
    -[X] Drakwaldian Refugees: They come to you represented by their Alderman and his scarred ward, hopes buoyed by your apparent priorities. The alderman introduces himself as Luffen, and the young man beside him -skull riven by the parallel scars of some beast's claws- as Polk, the leader of their village's primary profession, or at least that of their former village. For their village had sat in the dark sump of the drakwald and made its income from pelts, game and charcoal, dangerous trades that made their lives short. Only three years ago their village was destroyed utterly by a tide of beastly mutants, and since then they have made do as nomadic rovers, selling their huntsmen's skills and their prided hunting hounds. This large segment of surviving villagers intends to join this colony and then send for their families if the colony proves lucrative and stable.
    -[X] The Talabheim Devotees: These 'official' priests of Taal and Rhya are from Talabheim and are put ahead of many colonists by your preference for hunters and farmers, as their flock -gathered from across the empire on their route to Marienburg- contains dozens of people from such trades. All of whom gather behind Father Klein and Mother Flamm. Oddly there is tension in this group after meeting another pack of pious colonists, the ones scheduled just after them, but both the Priests leading these colonists insist the tension is merely new beliefs meeting a resurgence of the old. There is, oddly, a distinct Taalian majority amongst the flock, nonetheless.
    -[X] The Rhyan Devoted: Not officially ordained by the recognised cult of Taal & Rhya, so much as a formal cult exists for that set, this group of women, represented by a broad woman named Melhurst Dunhelm nonetheless present themselves as primarily followers of the mother-goddess, forgoing any mention of Taal beyond acknowledgement of him as their deity's lover. They say they are not monotheists or deific supremacists, for such extreme heresy begets death, instead this group insist that they merely push back on the widespread belief across the empire -beyond Talabecland- that Taal is the primary deity of the pairing, with Rhya his submissive subordinate.
    -[X] The Sigmarite Procession: Arrive into your office with, if not arrogance, at least a noticeable amount of presumption. Their leader, a bald and scarred priest named Krieger, presents the blueprints for his shrine with few words, only an assurance that should he and his procession not be accepted into this first wave, then he will be simply be there with the next.
    -[X] The Ulrican Pack: The Ulrican priest who enters your office, Ulmen Haufhaus is a clear example of an old wolf who does not know how to die, only held back from adventuring by his extreme age and from advisorship by his dedication to the pack he leads. Missing an arm, an eye, an ear and a chunk of one hip, the crooked-walking priest still gives the aura of a man who'd rip out your throat with his teeth if pushed. His mass of colonists give the same impression.
    -[X] Manaan Mass: You're aware that there are already priests of the sea-god on the ships already for this colonial venture, but none seem willing to part with the waves and settle down besides this man named Siltgraf Tillerman and his flock of faithful sailors, who seem eager to meet the challenge of praying to Manaan and supporting the growth of a Colony on such a notoriously tempestuous coast.
    -[X] The Shallyan Doves: Approaching with care and more respect than any group thus far, the doe-eyed Shallyan matron Klare Wasquelle assures you that her flock of healers, speakers and caretakers will ask for little and give much, if only for the chance to deny the plaguemaker his due and Morr too many early deaths. Life, as she says, is too precious to waste.
    -[X] An Eastern Entourage: Escorted to this distant port by Monks who have hung back to be interviewed as mercenaries, this small band of rural cathayans speak passable riekspiel but are represented primarily by lesser administrator Xiao Yun, a comely woman who introduces her colonists, and argues their merits, before abstaining to come back later as an Advisor candidate. Her band bring with them jade rice from distant cathay, that they claim will grow exceptionally well in the wet, warm swamp-soil of Lustria. Their rice-paddies are, so claimed, a way to grow their crops in land that is literally flooded.
    -[X] The Halflings' Herd: You've never seen goats this big in your life -almost the size of a riding pony, by Taal!- though to be fair you are no great connoisseur of goats, at least not off the plate. The leader of the band of hairy-footed folk that herd them is called Froca the Fat and he lives up to that too. They came here in the hopes that the famed fertility of Lustria can support such omnivorous goats so well as their Mootish woodland & grasses.
    [X] Basically Everyone
    -[X] Drakwaldian Refugees
    -[X] Manaam Mass
    -[X] Halflings' Herds
    -[X] Shallyan Doves
    -[X] Eastern Entourage
    -[X] Survivors of a fallen Raj
    -[X] Honest Labour m'Lord
    -[X] Stout Fellows
 
Just a heads up to those that missed it, this version of Basically Everyone is the right version since it is at 500 people.
[] Basically Everyone
-[X] Drakwaldian Refugees
-[X] Manaam Mass
-[X] Halflings' Herds
-[X] Shallyan Doves
-[X] Eastern Entourage
-[X] Survivors of a fallen Raj
-[X] Honest Labour m'Lord
-[X] Stout Fellows

The old version got 550 because I forgot to count the Bretonians in the calculations. So the new version got rid of the Sigmarites, since they'll come on the next ship, and makes the plan actually valid. Sorry for the inconvinience.
 
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