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Froghammer
Sep 8, 2012

Khajit has wares
if you have coin

There was an all-gnoblar alternate army list published by White Dwarf a decade and a half ago and I have fond memories of it being complete horseshit to play against.

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MonsterEnvy
Feb 4, 2012

Shocked I tell you
I have always liked the look of Gnoblars



Look one of them is even helping his legless pal.

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!
Would gnoblars being non-tasty imply that goblins are so as well?

In any case, their lot is a lot better than that of goblins/gretchin/grots, as or(c/k)s seem to be happy to both mistreat and eat them. Most of the Ogor fluff might be one-note "only eating matters" stuff, but the frequent mentions of how gnoblars play into it all is fun.

By popular demand
Jul 17, 2007

IT *BZZT* WASP ME--
IT WASP ME ALL *BZZT* ALONG!


"I promise to eat you only when I have no other choice." Is the most friendly and reassuring thing an ogre can say.

Josef bugman
Nov 17, 2011

Pictured: Poster prepares to celebrate Holy Communion (probablY)

This avatar made possible by a gift from the Religionthread Posters Relief Fund

JcDent posted:

Would gnoblars being non-tasty imply that goblins are so as well?

In any case, their lot is a lot better than that of goblins/gretchin/grots, as or(c/k)s seem to be happy to both mistreat and eat them. Most of the Ogor fluff might be one-note "only eating matters" stuff, but the frequent mentions of how gnoblars play into it all is fun.

I assume that Gnoblars taste like bad mushrooms, whereas Grots taste like good mushrooms.

Orruks, presumably, taste like mushrooms that taste like meat.

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!

Josef bugman posted:

I assume that Gnoblars taste like bad mushrooms, whereas Grots taste like good mushrooms.

Orruks, presumably, taste like mushrooms that taste like meat.

"Moonclan" grots may be more shroom than most.

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

Age of Sigmar: Ogor Mawtribes
Frozen Dinner

Frostlords are the mightiest of the Beastclaw ogors. Each one rides a powerful Stonehorn or Thundertusk, leading the charges of their alfrostun and drawing power from the Everwinter. They tend to live longer than the Tyrants of the Gutbusters, and because don't really die of old age, several of them can remember the Age of Chaos personally. Some are said to even date back to the Age of Myth. Most Frostlords are used to fighting as allies and enemies of all kinds of people, often both at different times in their life towards the same group. As with a Tyrant, they have a simple job - keep their alfrostun alive and fed. They rule with an iron fist, because mercy and pity are impossible to find in any ogor that becomes a Frostlord. Their hearts are rendered cold and frozen by the bite of winter.

In battle, every Frostlord wields a powerful magical frost spear. These aren't just weapons - having one is proof of rank and power. A Frostlord usually makes their own frost spear, chilling the weapon in the blood of Thundertusks and taking it into the Everwinter to be blessed by Gorkamorka's killing breath. These weapons outsize anything else the Beastclaws make, and those few Frostlords who do not forge their own with the aid of their Huskard Torr seize the one they use from the bloody fingers of the rival they defeated. Frost spears are capable of punching through nearly any armor, and they spread an icy chill through the bodies of those slain by them, on top of being viciously serrated spears.

Leadership challenges are not significantly rarer among the Beastclaw than among the Gutbusters, but Frostlords have an advantage on them. While Gutbuster leadership fights are done essentially naked and unarmed, Beastclaw leadership fights are fought mounted and with weapons, and a lot of challengers can't manage to beat the powerful mount and vicious frost spear. Whoever loses the fight is the one hurled from their mount and killed. The loser's mount might survive the fight, but not the celebration after, when their meat and that of their rider are mixed together for the winner to eat. Thanks to the massive differences in how each leadership fight goes, Tyrants and Frostlords rarely challenge each other and prefer to just conquer the other's tribe entirely.

If a Frostlord dies outside a leadership duel, the would-be replacements come together to perform the Rite of Hoctgar. They set out alone into the wilderness, each returning only after they kill a powerful monster. The flesh of the kill is then given to the tribe. Those who accept the gift of food acknowledge that challenger as their master. The new Frostlord is the challenger who acquires the most followers from among the alfrostun. Obviously, the better the kill your bring, the greater your odds of winning, so it is common for the would-be Frostlords to seek out the mightiest foe they can find. However, it's not all about the meat - it's also about the voice. A Frostlord absolutely must have a powerful and stirring voice so that their commands can be heard over the shrieking winds of the Everwinter. Their charisma among the ogors is great, and they drive their alfrostun on to ever greater bravery in hopes of winning the Frostlord's approval. The most legendary Frostlords are said to have voices that can echo across entire continents, and several mortal tribes of the Realms claim that if you hear the wind screaming in the mountains, that's actually a Frostlord commanding his forces.

Underneath the Frostlord are the Huskards of the Jorlbad and Eurlbad forces. They are the chief lieutenants of the Frostlord, powerful warriors and hunters who earn their rank by being abla to force other ogors to obey them. If an ogor lacks the strength and charisma to get the others to listen, well, they're never going to be acknowledged by the Frostlord. They ride on the mightiest monsters of the frozen wilds, the Stonetusks, and their skills make them not just good warriors but excellent advisors to their chiefs. As we noted before, each Beastclaw tribe is subdivided into three groups, and two of them will be led by Huskards - the Jorlbad, led by the Huskard Jorl, which leads the fight and gets first choice of meat (and so is the more prestigious position) and the Eurlbad, led by the Huskard Eurl, who ride in afterwards to smash any remaining resistance and gather up supplies from the field. The Huskards compete over who gets to be the Jorl over the Eurl, and will exchange ranks often. They are discouraged from using assassination in these conflicts, however, as the Frostlord will generally tell them that treacherous methods as the tools of cowards, encouraging more open rivalry and competition.

A Huskard's Stonehorn is always chosen from the oldest and hairiest of the tribe's beasts, second only to the Frostlord's mount. The Stonehorns are immensely strong, very single-minded, and absolutely happy to run over anything in their way - a temperament that suits the Huskards and their preferred tool of the linebreaker charge. A Stonehorn vaguely resembles both a mammoth and a lion fused together, diving into the fray with a vicious hunger that matches their rider's. Many Huskards strap protective metal plates onto their mounts or reinforce their tusks with metal, but neither actually changes much about how strong or tough the beast is - they're already tougher than steel. The main benefit is instead showing off trophies taken, since earning the respect and fear of the tribe will be vital if a Huskard hopes to eventually become a Frostlord.

Riding behind the Huskards are the Stonehorn Beastriders. The Beastclaws raise Stonehorns for combat, not food - even an ogor would have trouble eating a Stonehorn, since their bones are essentially made of granite, and they're tough enough to make taking one down a real challenge. Stonehorn skeletons are made of solid rock mixed in with gemstone, as a byproduct of their normal diet - metal, mineral and stone. This causes their tusks to shine in the light, and were it not for their fearsome power, they'd likely be hunted to extinction by those seeking wealth. Stonehorns are much bigger than the ogors that ride them, and they never, ever stop moving. They crush hunters underfoot, and when they build up speed, they're more than able to run directly through a castle without slowing down. They don't have any other choice, in fact.

Much like the Beastclaw ogors, the Stonehorns can never stop moving for long. While their stone bones and tough hides render them very difficult to harm, if they stand still for any length of time, their joints begin to fuse together. A Stonehorn that rests for too long can never move again and will starve to death, imprisoned by their own skeleton. This isn't really a problem for the Beastclaws, at least, given their own need to keep moving. They value Stonehorns both as combat mounts and beasts of burden, and each one is able to carry goods and gear for hundreds of miles with almost no rest at all. Each one bears two ogors into battle, and these riders are known as Thegns in Svoringar. Their job is largely to steer the monster rather than fight, because the beast will take care of far more violence than even an ogor can manage. They do carry chaintraps and tame blood vultures as threats, but they rarely end up using them. Instead, they take joy in the rampaging of their mount, which stomps on, bites into and tears apart foes all on its own. They just have to keep it going in the right direction.



Less prestigious but no less dangerous are the Mournfang Packs. They are the fastest riders among the ogors, mounted atop the vicious and hungry Mournfangs. These animals are native to the barren wastelands that the Beastclaws often live in. They resemble both a large and vicious wolf and a hunting cat, and they are exceptionally violent and belligerent by nature. This is due to their poor eyesight, impeded by their ever-growing and gigantic tusks and bony growths. Their inability to see well renders them perpetually pissed off and also makes them very difficult to stop in a charge. While the riders are not as prestigious as those on Stonehorns, they see themselves as elite warriors and boast constantly, especially to those ogors that have nothing to ride.

Their pride isn't without reason, though - most ogors that attempt to tame a Mournfang end up disemboweled by the bad-tempered monsters. Those who manage it, though, form deep and close bonds with their new pet. Each Mournfang is able to live for weeks between meals and can survive wounds that would kill a lesser creature, so they don't require a lot of care to raise once they trust you. The ogors consider their toughness to be deeply worthy of respect, and most Mournfang riders won't eat their mount except in grave need, and even then will feel a little bad about it. Most Mournfangs are tamed by hand by their riders, but they aren't caught as adults in the wild.

Rather, the tribe's hunters capture Mournfang pups to toss into the whelping pits - holes they fill with live captives, meat and occasional unlucky gnoblars to feed the little beasts. They are given little care beyond this - the pups are left to fend for themselves in the pit. The ogors usually make bets on which ones will survive to adulthood and get big and strong. Once the ogors return from their migrations, they find a pit filled with considerably fewer and considerably bigger Mournfangs, the ones that survived by eating their lesser rivals. The beasts have vague memories of the ogors providing them food as pups, which is what makes them tameable at all. Even then, they frequently attack the ogors as they get close, which the Beastclaws consider entirely fair. If you can't survive a Mournfang attack, after all, you have no business riding one.

Next time: Ice magic.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

By popular demand posted:

"I promise to eat you only when I have no other choice." Is the most friendly and reassuring thing an ogre can say.

It says a lot when they prefer rocks to their gnoblars.

DigitalRaven
Oct 9, 2012




MonsterEnvy posted:

It says a lot when they prefer rocks to their gnoblars.

That’s going a bit far, surely? He wasn’t the best goalkeeper, but he was good enough to see Liverpool through thirteen years...

I have been awake far too long, and am probably the only person who would get this joke even if I were awake enough to make it, y’know, good.

SkyeAuroline
Nov 12, 2020

Red Markets: a Game of Economic Horror

Part 13: Dependents and References - Unlucky Number Thirteen

Takers are not murderhobos. Okay, they might be murderers, and they might live in a dumpster. But Takers have connections and people they care about, and they’re an important part of the game - especially since Dependents drive the reason Takers are out there.

Every Taker gets as many Dependents as they have CHA (so, max of 3 for a starting Taker). These are people for whom the Taker is their lifeline. Whether they’re too young or too old to find work in an enclave, too traumatized or injured, or just can’t make their bills, they need the Taker to help them. It’s intentionally abstracted what the danger Dependents face specifically is, in each case; it may be literal death, or the figurative death of being crushed within the carrion economy’s talons. Either way, Dependents are your people back home, the ones you care about and go out past the wall for.

Dependents will end up eating into your bounty, but they carry a very important benefit - they’re the main method for healing Humanity. RM introduces Humanity in this section, too, so we’ll go over it real quick and get into it in detail in its own chapter. Humanity gets tracked as three “tracks” of fifteen boxes each; every five boxes is a “point of no return” with increasing consequence. Dependents’ benefit is that each one fully supported heals one column of Humanity damage. The only other option is paying bounty, and that’s already in desperately short supply.

Each player gets a vignette with one of their Dependents, played by the Market, “at the beginning of the session or the end of the current job”. (These are technically optional, if the party doesn’t want to interact with their Dependents on-screen; I think they bring in a much-needed human element.) While the rules reference “limited to one scene with Dependents per session”, with a group of 4+ players the vignettes alone feel like they’d take up a sizable chunk of every session! “One vignette per job” feels like the intended use, though. There’s a few provided themes for each vignette; “cope” with the fears the Loss has inflicted, “support” the Dependent by stepping in and solving a problem, and “engage” with the community around them. No matter which type you take, or if you do your own thing off the book, the Taker heals a column of Humanity. That said, there is a Bust rule that randomly assigns what vignette the Taker faces, and puts risk on the chances of even healing Humanity at all. This is one of the Bust rules that I find to be less engaging; on the whole the “harsher” Bust system works pretty well, but gating the one recovery method that’s guaranteed behind random chance effectively throws characters’ survival to luck more than anything else.

From the sample - Mal’s girlfriend Janice heals one “column” of Humanity for him. The other dependents, if present, can then heal the next column(s). So just one Dependent can sometimes only shave a little off, but more gives you a better chance of clearing off all three tracks.
Of course, the Taker has to put their part in, too. Dependents need bounty to make ends meet, one per Dependent. For each session a Dependent misses that bounty, the relationship drops a stage; from Needy, to Strained (both forcing stress checks), and finally down to Severed where the Dependent is lost forever, filling one of the Humanity tracks to its next breakpoint. Extra Bounty above the normal requirement can heal back that damage.
And, of course, even the rules text gets grim:

quote:

When roleplaying a strained relationship between Taker and Dependent, remember that the consequences of poverty are extreme, multi-faceted, and often permanent. One recent study by the NCBI shows that a recently unemployed person is 25% more likely to die of cancer, 18% more likely to get divorced, and can expect a year-and-a-half knocked off their life expectancy even if they recover. Chances of suffering from mental illness skyrocket, as do chances of imprisonment. A .01% increase in the national unemployment rate contributes to over 1,500 additional suicides the same year. And all of this horror is in a mundane world without the undead.
Not pretty.

Want to take another Taker as a dependent? It’s allowed. It’s also a really bad idea. Both have to take each other as Dependents, and they’re still paying the bounty in costs they rack up together. The neglect penalties still apply, and Humanity damage from harm done to the Taker is still there in addition to the Dependent harm. So, don’t let your girlfriend die. But it’s an option for an inward-focused crew. Not one I would personally take, but it does at least prepare for the inevitable question.

References are the other half of the social tangle. If Dependents are your personal contacts, References are the professionals; your actual relationship doesn’t matter as long as it pays to work together. References exist to let you recover from failing INT and CHA skill checks you can’t repeat. You can contact them using the communications equipment at hand (spending charges as you go), and as long as it doesn’t need a physical hand involved, they’ll make your dice check an automatic success.

On the flip side, just like Dependents, References cost - every favor puts you one bounty deeper in debt to them. Consulting in the apocalypse isn’t cheap. Same progression of Needy, Strained, and Severed; you’ll need to pass a Networking check to even get in contact with them, as it gets worse you’ll have to convince them you can even pay… and then when your bridge burns, your Reference slot burns with it. Nobody works for free, and word gets around. Much like Dependents, you can pay your way back up returning the favors; an optional Bust rule stacks on “interest” to double that cost to pay back, and I’m honestly surprised it’s not a base rule. If they’re not Needy, you can also reassign your References to someone new based on what the job needs. There’s also some advice given to the “give-and-take” of building a character’s history through their References, pretty well written overall.

The human element is pretty important to a game like Red Markets, and Dependents in particular feel like a great set of mechanics for underlining why someone would be reckless enough to go out into zombie hell chasing money. It’s an opportunity to really show your reason for getting up in the morning and shooting casualties, and to underline the deep injustices of the carrion economy. It also feels like a pretty heavy mechanic in practice despite the mechanical simplicity - but if your group enjoys playing these scenes out, that’s a bonus, not a downside.

Next time wraps up character creation, including the special considerations for campaign play.

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!
Yeah, no, having a Taker Dependant seems like it's extremely risky. Let's leave them is the relative safety of the walls.

By popular demand
Jul 17, 2007

IT *BZZT* WASP ME--
IT WASP ME ALL *BZZT* ALONG!


This is indeed very much grim and dark as opposed to the mindlessly stupid stuff roleplaying usually gets into and I hope that the book has plenty of recommendations to stop and seek help if this poo poo is feeding your depression.

I would not trust myself with this game is what I'm saying.

SkyeAuroline
Nov 12, 2020

By popular demand posted:

This is indeed very much grim and dark as opposed to the mindlessly stupid stuff roleplaying usually gets into and I hope that the book has plenty of recommendations to stop and seek help if this poo poo is feeding your depression.

I would not trust myself with this game is what I'm saying.

I don't recall off hand if it has a specific "stop and seek help" sort of thing (away from my desk), but the game is very up front that it's intended as a realistically-crushing poverty simulator. I've wanted to run or play it since it came out, but in the context of the past year and change both of my regular groups have agreed that actually playing Red Markets in the current climate is one of the worst things you could probably do with your free time in terms of escapism.
"I would not trust myself with this game" is a pretty accurate take on the whole thing, especially for people already living aspects of it.
I still appreciate the design and themes - it's a game not many people would write, and most people would gently caress up if they did (looking at you, Mr. Walker), but even with Stokes' weird takes in places and a few big stretches to make the gamey parts work, RM gets a working complete package. Then again, I'm also a Dogs in the Vineyard enthusiast, where a lot of people interpreted it as "Mormon supernatural sex police" instead of its intended themes and questions, so maybe my sense for good thematic design is skewed?

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


Most people genuinely do not want to entertain the issues raised by playing armed enforcers of weird mormon taboos. They go to the supernatural angle because the non-supernatural angle makes your character a piece of human garbage.

SkyeAuroline
Nov 12, 2020

wiegieman posted:

Most people genuinely do not want to entertain the issues raised by playing armed enforcers of weird mormon taboos. They go to the supernatural angle because the non-supernatural angle makes your character a piece of human garbage.

Depends on what your GM opts to lean on. There's a ton of room for material never touching on weird taboos. It's a viewpoint I fully understand, and I'm not surprised that setting hacks for less morally fraught scenarios immediately happened. I'm disappointed in the pull from sale but that's not a can of worms I want to open here.

The generic version released with Baker's approval is pretty good, btw. Doesn't quite fix the structural issues of the system but solid and immediately portable to other media.

mellonbread
Dec 20, 2017
I've only played a couple sessions of Red Markets, but the amount of time potentially consumed by dependent interactions for 4+ players is definitely an issue - especially if you place them at the end of a session, when the players are tired and the DM is looking to cut stuff for time. Delta Green has a similar issue with the Home Scenes system, most games with this vignette system probably do.

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

Age of Sigmar: Ogor Mawtribes
Cold Brew

The spiritual needs of the Beastclaws are handled by their tribe's Huskard Torr, and even a Frostlord is careful when dealing with one. They are ice shamans who are attuned to the Everwinter in a way even the Frostlords are not. They can conjure the killing squalls and hailstorms to their aid, tearing apart foes with the power of the cold death that follows after their people. On top of their magical power, Huskard Torrs aren't any slouches in personal combat, either. They ride to battle on the backs of the Thundertusks, huge beasts of ice and cold. They stand atop these monsters and throw harpoons and icy blades at the enemy, though anyone that gets close enough is going to get punched instead. They're still ogors, after all.

A tribe's Huskard Torr leads its Torrbad, the team of Thundertusk riders for the clan. Even the Torrbad tend not to understand their leader well, though. No one teaches a Huskard Torr how to read the winds or interpret the will of the Gulping God in the signs of frost. They are seen as beings not wholly of the world, their souls frozen by the Everwinter. They do not use the names they were born with, discarding them for titles like the Voice of Thunder, the Frostborn or the Blizzard Speaker. They don't talk very often, and when they do, their words are as cold as their souls, harsh but never false. A Huskard Torr never needs to lie, much like winter never conceals its nature. Each Huskard Torr is chosen by the Everwinter. When one dies, their successor is chosen by the screaming storms and the roar of the Thundertusks, who bray and bellow to signal the new shaman. Officially, a Huskard Torr is named by the Frostlord, but few go against the clear omens of the Everwinter. It's not safe to do so. Once a Huskard Torr is elevated, they hold the position until their death. They may even, on rare occasions, be made leader of the alfrostun, in which case the clan becomes known as a Svarthegn, or Icewind Raid.

The companions that serve the Huskard Torr are the Thundertusk Beastriders. Each one earns the rank by heading to the edge of the Everwinter to find and bond with a Thundertusk. Thundertusks are magical beasts, natural focal points of cold. Wherever they go, they are the center of a snowstorm. Their mere presence generates frost and waves of ice. In battle, the riders learn to direct the chill into the enemy, using their mount's freezing breath to turn metal gates brittle, freeze over rivers to cross or chill enemies to the bone. The more Thundertusks, the more powerful the aura of winter around them grows. They are dangerous enough on their own, thanks to their powerful muscles and icy nature, but the riders also go into battle armed with harpoon launchers and chaintraps, which they hurl at the enemy to snare them up or shatter them to frozen bits.

These are the not the only things to emerge from the frost, though. The Icefall Yhetees come at the call of the Huskard Torr. They are apelike creatures, covered in pale fur and with icy blue eyes that shine bright in the mist. They move in total silence, hunting anyone that enters the Everwinter, which as far as the ogors are concerned is what creates them. No one really knows where the Yhetees come from or what they are. Some say they are what happens to ogors that get exiled and remade in the icy storms. Some scholars claim they are beings of primal magic, formed when a winter storm comes into contact with the raw magical power of the Mortal Realms. The orruks of the Icecrackas Warclan say they are the divine children of Gorkamorka. The Yhetees are intelligent, but their language is strange and magical, known only to the Huskard Torrs. If they know their own history, they never talk about it.

The Yhetees follow the cold of the Everwinter, and drawing them forth requires running the Thundertusks through the snow at speed to convince them to join the hunt. The Beastclaws never attack a Yhetee, for they see the creatures as vaguely kin to them, but do tend to grumble about the Yhetees deep-freezing all the food. When the Yhetees attack, it is with the force of the avalanche. They leap across massive distances in a single bound, shocking foes with the suddenness of their appearance and the violence of their landing. They wield weapons that are coated in magical permafrost, and the air around a Yhetee is cold enough to freeze blood. Even in Awshy, they chill the air enough to cause breath to fog and flesh to shiver. The impact of their cold and their sudden leaps tend to make foes pause momentarily - enough time for the ape-like creatures to smash their foes to bits with their frozen clubs.

Besides the three mounted forces of the alfrostun, most also maintain a Skal, a scouting party of Icebrow Hunters that range ahead of the main tribe. They are masteful trackers, at home in the wilds of the Mortal Realms no matter how weird they get. Their job is simple - find new sources of food for the tribe and report on them. They tend to enjoy this solitary work, as ogors that join the Skal are usually loners, more at home with animals than other ogors. They have strong survival skills and an inborn sense of direction, which has earned them posts even outside their tribes as mercenaries. They may be gruff, brusque and often have poor hygience, but they're some of the best trackers in the Mortal Realms, and if paid well, they are said to even be able to track down lost Realmgates.

The Icebrow Hunters report directly to their alfrostun's Frostlord, and in return they are generally treated with respect and even kindness. Bullying them is a good way to starve, after all. Generally, they are allowed to do just about anything they want and are not required to fight in the battles of the alfrostun...though they often are bribed to do so with gifts or promises. They carry clubs, but unlike most Beastclaws, they actually prefer to fight at range, thanks to the fact that their most frequent targets are large monsters that even an ogor can't easily wrestle. Their most frequent tool is a bundle of massive throwing spears which they use to impale prey, but others favor gigantic crossbows. The secret that they do not share with other ogors is the one that earns them the name Icebrow - they have learned to brew powerful elixirs from the icy blood of Frost Sabres. They can drink these and then quickly exhale to launch a magical blizzard at their foes, freezing them almost instantly.

The Frost Sabres are giant sabre-toothed cats that gather in packs. Their fangs jut upwards from their lower jaws and are the size of swords. They can keep up with even aelven-bred horses without tiring, and their bite can punch through most armor with ease. No one rides a Frost Sabre, even the Beastclaw, and they are not captured or broken the way that war mounts are. Rather, the Icebrow Hunters raise packs of Frost Sabres from cubs, usually after finding a dead mother's den or adopting the cubs of a Sabre that tried to kill them. Because they raise the cats with kindness, the pack becomes completely loyal to their master, willing to die for them. A hunter and his Frost Sabres are practically inseperable.

An odd but useful trait of the Sabres is that their bodies do not exude heat, rendering them invisible to prey that can sense body heat, and their breath doesn't steam even in the coldest freeze. Their fur is usually white and blue, blending in with the frozen environment to hide them from more normal vision. The reason for all this is their blood, which is magical and freezing cold. The Icebrow hunters milk this blood from their cats, using it for its mystical properties, but they must always be careful never to take too much blood from any of their pets, so that they can still fight.



There's also a few kinds of ogor that exist outside the normal structure of a Gutbuster or Beastclaw clan. The most numerous and infamous are the Firebellies, a cult of tattooed ogors that worship Gorkamorka as the Sun-Eater. They reject tribal membership when they join the Sun-Eater cult, and instead wander the Mortal Realms individually, seeking out foods that burn easily. By eating these combustible things, they become able to burp large blasts of flame at their foes, emulating the fiery digestion of the Sun-Eater. The cult is spread solely among ogors and solely by personal training, one to one. They say that in the Age of Myth, Gorkamorka grabbed the Red Sun of Ghur and shoved it into his mouth, chewing it up and swallowing it. It was impossibly hot, and so as he swallowed it, the flames coursed through his body. The great god let forth a mighty belch, firing a blast of molten flame across the Realms. The Firebellies claim that this is how Aqshy was created, and few ogors feel like arguing with someone who can breathe fire at them.

To become a Firebelly, an ogor must seek out one of the cult shamans to undergo a variety of dangerous initiations. First, their hair is burned off by use of avidic ointments mixed with the innards of ashcrawler spiders. Then, they have sacred tattoos made caross their skin with chorsquid ink. At last, they must find, kill and eat a Magmadroth, which usually means having to fight a bunch of Fyreslayers that have been trying to raise the thing as a war mount. But, assuming the ogor survives all this and manages to do it, they become a full Firebelly shaman. At that point their task is simple: seek out volcanos, magma, and other burning wonders of the world to worship at them as manifestations of Gorkamorka's burning hunger. The Firebellies perform dances and prayer rituals at these palces, eating all kinds of flammable things to build the fires in their oiled guts.

Firebellies hunt for food by spitting liquid flame at whatever they want to eat, hot enough to born flesh and melt armor. They can even call on fire as a shield, wrapping it around their body by virtue of their magic. Foes able to resist their killing flames are handled with the Firebelly's giant basalt hammer. Other ogors tend to consider the Firebellies insane, but also awe-inspiring. They are welcomed to travel with any warglutt or alfrostun they meet, though this is equally out of religious respect and out of the fact that no one knows how to use spices like a Firebelly. They are experts at seasoning, using salamander scales, minced Magmadroth glands and similar ingredients to punch up the taste of anything they eat. Ogors consider these things a rare if dangerous delicacy - they taste great but can sometimes detonate gases in the belly and kill normal ogors. The Firebellies usually do join up with other ogors frequently, seeing it as a chance to spread the word of the Sun-Eater.

Maneaters are ogor folk heroes, choosing to abandon their tribe to make a living as mercenaries. They've existed since the Age of Chaos, when the pact with Sigmar was broken and the ogors were once more permitted to consume human flesh. They began to be called it by humans, and the ogors stuck with it because it sounded intimidating. Even when they work with human forces, the Maneaters won't give up the title at this point. Most of them are younger ogors, brash and seeking to make their own fortunes in new, interesting places. They sample rare foods, gather up all kinds of weapons and get a wide experience of the Mortal Realms. Ogor Maneaters could show wielding just about kind of weapon, but most make sure to get a handful of pistols, on the basis that they make a satisfying bang. Maneaters generally form small mercenary bands that often rack up an intimidating reputation for combat skill. They tend to specialize - some are brawlers, others consider themselves sharpshooters (and are, by the standards of ogor marksmanship), and others learn how to specialize in specific kinds of foe. Whenever they run into a tribe of ogors, they are welcomed warmly. Ogors love a good story, and are happy to host the Maneaters in exchange for hearing about their adventures, especially when they involve dismemberment.

The last kind of ogor is the one the others don't like to talk about - the Gorgers. These creatures have suffered the worst fate an ogor can imagine - an affliction they name the Empty Belly Curse, which ogors believe strikes those that displease Gorkamorka. Gorgers suffer from an even greater hunger than other ogors, but they are unable to taste anything they eat. Everything they consume tastes of ash, no matter how well made or delicious it is, and it provides little nourishment for them. The Gorgers are driven utterly feral by the hunger, able to think of nothing but their appetite. Mawtribes drive them to the edges of the camp and often imprison them in cages or underground caverns, to keep them in place and avoid having to look at the emaciated monsters. Only Butchers seem able to talk to them for any length of time, and only after throwing some food.

Gorgers are seen as hideous things by most ogors, for they are thin and sinewy, lacking the protective fat of their more normal kin. Their fingernails develop into vicious claws, and they are able to detach their jaws as snakes can, the better to swallow anything that they see. No matter how much they eat, they are never satisfied, though, and the constant and burning hunger robs them of any intellect or reason that they'd normally have. The only reason they aren't killed immediately is that they make useful shock troopers. Buckets of blood and old meat can lure them out to the battlefield, and once they arrive, they will madly begin killing anything they can get close to, eating as much as they can. The Butchers use their fragile connection to the Gorgers to direct them, but once they start fighting, it's not super necessary any more - the Gorgers will fight and probably die, but they'll take the enemy with them.

The End

Options:
Chaos: Beasts of Chaos, Blades of Khorne, Disciples of Tzeentch, Hedonites of Slaanesh (New Mortals Update), Maggotkin of Nurgle, Slaves to Darkness
Death: Nighthaunt
Destruction: Orruk Warclans, Sons of Behemat
Order: Daughters of Khaine, Fyreslayers, Idoneth Deepkin, Sylvaneth

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
Idoneth Deepkin

Froghammer
Sep 8, 2012

Khajit has wares
if you have coin

It is time for fish elves, my dude

MonsterEnvy
Feb 4, 2012

Shocked I tell you
Sure Deepkin

Mors Rattus posted:

Icefall Yhetees

Fun fact, this is not a name change. Warhammer Yeti's have always been called Yhetees.

Joe Slowboat
Nov 9, 2016

Higgledy-Piggledy Whale Statements



SkyeAuroline posted:

Depends on what your GM opts to lean on. There's a ton of room for material never touching on weird taboos. It's a viewpoint I fully understand, and I'm not surprised that setting hacks for less morally fraught scenarios immediately happened. I'm disappointed in the pull from sale but that's not a can of worms I want to open here.

The generic version released with Baker's approval is pretty good, btw. Doesn't quite fix the structural issues of the system but solid and immediately portable to other media.

Is this generic as in the system but without the setting?
Because I know Baker has disavowed the setting and you can't get the game anymore, though it's primarily because of the treatment of the Native American equivalents in the setting.

SkyeAuroline
Nov 12, 2020

Joe Slowboat posted:

Is this generic as in the system but without the setting?
Because I know Baker has disavowed the setting and you can't get the game anymore, though it's primarily because of the treatment of the Native American equivalents in the setting.

Correct. it's not written by Baker but he did approve Obaugh rewriting and publishing it.

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



SkyeAuroline posted:

I still appreciate the design and themes - it's a game not many people would write, and most people would gently caress up if they did (looking at you, Mr. Walker), but even with Stokes' weird takes in places and a few big stretches to make the gamey parts work, RM gets a working complete package. Then again, I'm also a Dogs in the Vineyard enthusiast, where a lot of people interpreted it as "Mormon supernatural sex police" instead of its intended themes and questions, so maybe my sense for good thematic design is skewed?
I think DITV is a sufficiently thoughtful work that being a big fan of it does not reflect poorly on you. I also think that you are right: Red Markets sounds like it would be successfully recreating this particular experience, although I would also agree that it seems to be a big ol' depression stimulator. The fact that it seems to be this big complex rulebook instead of a shorter "playable but a mood piece" kind of game is sort of surprising, but I guess if you put a zombie on anything, it'll sell. Maybe.

Precambrian
Apr 30, 2008

If Dogs in the Vineyard was more based on something like the Maccabees instead of Mormons, I think people would find it a lot easier to swallow, even though it'd still be for telling stories about rigidly maintaining cultural identity even at the cost of individual freedom and liberal ideals. You're a man of faith and violence who knows that the community is beset by existential outside threats and your culture's greatest strength against that is unity, but enforcing that unity is a fraught and unpleasant thing. But with the question being "should Judaism be Hellenized?" there's much more cultural pressure on the no side, even if the question is still on things like homosexuality, than you'd get with Mormonism.

mellonbread
Dec 20, 2017
DM: "Roll a D4 to see how many Romans your Zealot stabs with his sica"

Player: "gently caress that, I'm upping the ante!"

DM: "Ok, a D6"

Okua
Oct 30, 2016

Froghammer posted:

It is time for fish elves, my dude

:yeah:
Plus one vote from me.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer


Buck Rogers XXVc: The 25th Century

Gennie Manufacturers Part II, and Scientific Equipment: That Wilma is Some Gal

Continuing on with corporations, and it’s interesting how long these firms have been in business, especially given the sheer social instability of the setting. Compare to today where many of the major companies that own everything are less than a century old and old giants go under all the time, unable to adapt to the needs of a changing market. Then again, this may be a side effect of CEOs becoming potentially immortal, RAM consolidating firms, etc.

Kiyev Research, Inc. was established in 2182 by geneticist Barry Freeman, who was tasked by Earth’s government with creating a gennie to tend waning fish stocks. Eleven years later the company perfected the Delph, one of the biggest successes in the field. Not long after this, Freeman left for BioScience, and Kiyev levelled charges of kidnapping and brainwashing against the RAM firm. However, Freeman ultimately left BioScience and the industry of his own free will. Kiyev is also where Alex Jaisey created the woolsheep, and most recently it’s been the home of hotshot engineer Theo Jameson, who has created the TVS and GAV viruses.

MercTech is the one Mercurian firm on the list, and didn’t start as a genetics company- they started out in 2332 making solar arrays and building the Mariposas, before pivoting to DNA work to help create the Mercurian basic genotype. They still do a lot of non-genetic work. Their other notable gennies are the Depthines, who live on the deep ocean floors of Earth, and the Alchemcat, a sort of uplifted housecat serving as a companion to Mercurian miners. Among other details we learn it’s a bad idea to try and steal from these guys- they rig every cargo ship and personnel transport with fusion detonators that, if set off, cause 12d6 damage and force a Radiation save to stay alive (to say nothing of whatever ship you were flying in no longer being there.) Your one protection is that depending on the distance from Mercury, it can take a while for the detonation signal to arrive at its target. Riding With Death scenario, anyone?

The Oberon Genetic Engineering Group is a newish company situated on Oberon, in the dark shadow of Uranus. Established in 2436, it treats its scientists and gennies as co-workers helping run the station and work on developing the powers of the mind. It’s almost a co-op, but divided into three Fraternities, with the Scientists in one house, the telekinetic Alpha Sidhe in another, and the non-psychic Sidhe in another. (Sidhe is pronounced SHE by the way.) The scientists have the most freedom, while the psychic Sidhe have the least. People can leave whenever they wish, but they’re instructed to keep silent regarding everything they’ve seen and anyone who blabs tends to get their memory erased. They also mindwipe people who turn down employment offers, so before sending that resumé out, think about your career path.

Pacificus is… well it was an undersea station located near the Marshall Islands on Earth While the listed inception years is 2440, the description says it was created in the late 22nd century by Dr. Ramon Antilles. Apparently they were the real creators of the Delph, but Kiyev I guess got credit for the finishing touches? I think editorial missed a bit here. Anyway, the original Pacificus station was destroyed by a reactor meltdown, rendering most of the Marshalls uninhabitable, but also releasing a lot of gennies into the wild. including the sharcs (human-shark hybrids). Basically the RAM-held company is still up to its tricks somewhere on En-We-To, which is the one habitable island, and all this is specifically tied into the module Buck Rogers in the 25th Century which I don’t think I have. Anyway, they’re still hiring.

RAM-Gene, established in 2280, is one of the more low profile companies. Their stock is cheap but only a small percentage of it is on sale to the public anyway. They’re responsible for the Ringers, the cyborg inhabitants of the Saturnian rings, as well as the Europan, the Ganyman, and the birdlike Talan. They have a strict Martians-only hiring policy.

Finally there’s Wydlin Genetics, another company whose original HQ is out of operation. They were stationed at Jupiter’s L-5 point, where founder and owner Remus Wydlin- the hip old dude we met earlier- developed the Barney class Terrine, and turned them against RAM before freeing them. The Drakolysk Corporation led the raid that destroyed the Wydlin Genetics lab, but Remus Wydlin’s body was never found, and yeah he’s probably still out there, as are the Barneys.

The chapter actually ends with a short guide to the Interplanetary Employment Register Application, which is a form just about everyone fills out applying to anywhere. The form itself is replicated in smallish text on the following pages, and it’s really just a fun bit of flavor, requiring applicants to list their contact information, references, if they can speak Sand Squid, whether they’ve got any talons or suction cups, radiation level preferences, etc. I particularly like the section marked “list all friends, relatives, and acquaintances, whether alive or deceased; digress three generations.” They give you six lines for that. It’s a goof, and a goof I approve of.

And now the Bonus Chapter, giving us new and exciting Scientific Equipment. This is literally three pages, so I decided to get it out of the way here.

Blood Coagulant costs 100cr per dose, and stops all bleeding in the area to which the compound is applied within 1d4 rounds. It doesn’t replace HP, but will save someone from bleeding out. (The rules don’t really cover that but eh.) Also if you use it on someone who isn’t bleeding, you’ve got a 25% chance of causing a nasty clog, though it’s up to the GM what that means.

Microbytes are basically what we call nanomachines now, tiny robots capable of entering human cells and doing stuff. Making one is a complex process involving magnetic fields and stacking tiny sections of material, and each individual ‘byte costs 18,000cr, plus 5,000 for each duty it’s supposed to do and any sensors it needs. Antibody Microbytes (also called ABMBs) roam the body looking for viruses and bacteria, basically a more active immune defense system- but there are also Viral Microbytes which can be very aggressive and lethal viruses. Janitorial Microbytes are used to clear up various unhealthy buildups and blockages in the body, like cholesterol, cataracts, lymph problems, etc. Peripheral Microbytes help repair electronic or cybernetic implants. Genetic microbytes are the most relevant to the book’s subject- they enter cells and alter their DNA, and can even reproduce. In fact RAM at some point developed a series of reproducing microbytes that became cancerous growths in the bodies of test subjects. Finally, Hunter Microbytes are programmed to search out and destroy other microbytes in a system.

The last bit of tech here is the Growth Vat, which is what’s used to grow Gennies. They have a base cost of 64,000 credits, plus 10,000 for the embryonic fluid (which has to be replaced), 5,000 for cleaning, and 400 credits per day for maintenance and electricity use. Gotta spend money to make money.

The next chapter will all be about the mechanics and procedures of genetic engineering! Get ready for more than you could possibly want to know about lab procedures and the rules of organ cloning!

Maxwell Lord fucked around with this message at 20:54 on Mar 12, 2021

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

Age of Sigmar: Idoneth Deepkin



The Idoneth Deepkin are aelves, as we know, who live in the depths of the sea. They emerge to raid coastal communities, striking under the cover of a salty wind and the sound of waves, even hundreds of miles from the sea. Where they pass, a mist rises, and they take little plunder and conquer no land. Their bounty is souls, and they wield the magic of the deep sea to claim them, relying on the power of the Ethersea to allow their beasts of the deep to swim through air. We generally know the history of their creation already - aelven souls rescued from the throat of Slaanesh by the aelven gods. They were consumed from the underworlds that had belonged to Mathlann, Lord of the Deeps, who had been their god in the World-That-Was. He had collected the souls of his followers secretly, but when the old world was broken, his hiding places were laid bare for Slaanesh, who devoured every last one.

When the aelven gods defeated and bound Slaanesh, Teclis used the souls of the Mathlann-worshipping aelves as his first effort to rebuild the people he remembered. He called them the Cythai, the Awakened, and he taught them of World-That-Was and built for them Leiriu, the Bright Haven and City of Reflection. He hoped to work with the Cythai to revive the aelven gods of old, even. However, all that was not to be. The Cythai were withdrawn and resentful, adjusting poorly to their new surroundings. Within them, their time in the gullet of dark god had left marks and shadows that even Teclis could not reveal. He feared they were contaminated, so he tried to cast purifying spells on the souls of the Cythai, trying to purge them of darkness. The glare of this shining light hurt the new aelves and drove many to madness. Those whose sanity remained intact fled the Bright Haven, seeking sanctuary in the depths and dark places. The sea still called to them, recalling their worship of Mathlann in incarnations past.

Teclis considered trying to destroy the Cythai in order to free them from the repressed horrors he saw in their souls, but Tyrion convinced him it was a bad idea, and they allowed the Cythai to escape. Over time, the Cythai enclaves developed in different paths, all marked by their new homes and self-enforced isolation. They used the magics Teclis had taught them to survive, adapting them to handle the needs of breath and crushing pressure in the depths of the sea. They adapted to the dark waters, learning to use pressure changes and vibrations instead of sight and sound, and some mastered the art of sensing the blazing light of souls. However, they discovered that while they could survive the physical dangers of the sea, they might still be driven to extinction by a new threat.

In spite of all the purifications Teclis had done and the best efforts of his magic, the souls of the Cythai were indelibly marked by their time within Slaanesh. Some fell into the state they called mallachi, a maddened rage that drove them to savage and debauched acts. This was thankfully rare, though, and not the major concern of the Cythai. Their real problem was a flaw they discovered as the second generation of aelves began to be born. They had long feared the possibility of contamination by Slaanesh, and they realized all their fears had come true when nearly every child of that first generation of newborns died in infancy. They were perfect in physical form, but the soul-gazers of the Cythai saw that most were born with souls that withered incredibly quickly, ending their lives far before their time. Only one in a hundred children had a healthy soul, and that was a rate that they could not survive.

The Cythai had renamed themselves Idoneth, a word meaning 'extreme seclusion' - but also a word meaning 'desperate measures,' and that philosophy ended up driving them. They tried to cure the withering with magic, hoping their long lives would enable them to find the solution before their curse drove them extinct. However, between lives lost to deep sea monsters and the mallachi, the enclaves couldn't maintain their adult populations over the years, not with so few births working out. They seemed to be on the verge of dying out until, one day, some Idoneth enclaves learned how to remove the soul from a body. Others then discovered they could implant these soul-energies into their withering children. At first, they relied on the souls of fish and other beasts, but these were too weak, withering within days of implantation. They would need richer spirits - and so, the Idoneth returned to the surface world.

Human souls proved to be far more capable than those of animals in supporting the Idoneth, though it might take six human souls to reach even a third of a strong-souled aelf's normal lifespan. It was soon discovered that duardin, Sylvaneth and orruk souls would work equally well. The Idoneth experimented tirelessly in the hopes of saving their children, perfecting new means of finding, seizing and protecting soul-stuff. It took generations, and that 1% ratio of strong souls never changed. A constant intake was needed to support their population. At first, that was the only reason they performed the soul harvests - just to avoid extinction. Over time, though, they used the souls to expand, needing ever more raids to support ever more aelves and colonies. The Idoneth became terrifying monsters of mortal legend thanks to their soul hunting. They left entire villages in a permanent slumber, their bodies technically alive, but devoid of life or personhood. The soulless die quickly.

The weak-souled Idoneth were called Namarti, a word meaning both 'blessed' and 'damned.' They are physically flawless specimens of aelfhood, but their lives are much shorter than those of full-souled aelves, and because their childhood is entirely filled with the magical rituals required to extend their lives into adulthood, they rarely develop skill at the same rate as normal. Worse, the other Idoneth tend to see them as tainted by the fact that they contain souls of non-aelven peoples. They have become a distinct lower caste than the whole-souled, who are divided into the Akhelian warrior caste and the Isharann mage caste. These higher castes are a very small minority, but they rule over the Namarti without question, treating the weaker aelves as thralls to be commanded - soldiers and workers, generally.

The earliest Cythai enclaves settled in the Gealus Ocean of Hysh, where they discovered the existence of what they named whirlways. These are whirlpool-realmgates that connect the oceans and great lakes of the Mortal Realms. The Cythai eventually split into six main groups, who struck out from Hysh to found their own kingdoms. The largest group, the Ionrach, maintained a Hysh colony but settled their main force in a city they called Priom in Ghyran, plus a number of lesser colonies in other lands. They have been the ones to make the greatest effort to keep the Idoneth connected to each other. The next-largest group, the Dhom-hain, settled in Ghur's Black Trough, a massive seabed fault said to have been made by the foot of Gorkamorka in his battle against the Father of Krakigon. They mastered the arts of coral-shaping, settling into the coral caverns of the trench. The third most famous and certainly most impulsive of these early enclaves were the Fuethan, who made their home in Aqshy's Mordacious Sound, while the most secluded were the Mor'phann of Shyish, who lived in the city Mor'drechi under the Great Quagmire.

Through the Age of Myth, the Idoneth remained largely legend to other peoples. The Isharann were able to use the magic of the dark abyss to destroy the memories of those whose souls they were unable to claim, ensuring their raids remained mysterious. As the Age of Chaos began, they decided they needed to keep themselves hidden and secret for safety even more than they had before. Many enclaves stopped attending the assembral gatherings in which they shared news and developments, and even those who came went to some effort to hide their movements and homes from each other. Many on land forgot about them entirely, being more concerned with the forces of Chaos destroying their homes. The Idoneth felt secure in their sunken cities, sure that they were safe from attack. They were wrong.

Slaanesh's Seekers hunted for any trace of their god, and one of their daemonic armies happened to encounter a village the Idoneth were raiding in Ulgu. The Keeper of Secrets that led it, Sslish the Depraved, decided to follow the aelves back from their raid and attacked them at their base. It was a bloody battle, and while the summoning of an Eidolon of Mathlann eventually drove the Slaaneshi daemons back, they could not stop their existence from being revealed to their ancient foes. The Gaunt Summoners forced the information from Sslish in the name of Archaon, who wanted to know why his conquest was still incomplete. The Everchosen ordered the Skaven to dredge the seas in search of the Idoneth, that they too might be conquered in the name of Chaos. It didn't go well for the rats that decided to actually listen to Archie, but the Idoneth were unable to stop all of the incursions.

Chaos attacks on Idoneth enclaves grew more and more frequent as the Skaven discovered their locations. This forced the Idoneth to raid what few villages survived more and more often, to heal and replenish their armies. This ended up revealing the Idoneth to everyone, as their attacks grew more desperate and less hidden the longer the Age of Chaos went on. For some, it was a nightmare come true. For others, a confirmation of conspiracy theories and suspicions. And for some of the mortal peoples, it was a chance to gain vengeance on the raiders that had plagued them and disappeared so easily. The Idoneth were beset on all sides by foes.

Still, when Sigmar emerged from Azyr, his forces attempted to negotiate with the Idoneth and bring them into the alliance against Chaos. It was never fully successful - the Idoneth were isolationists and frequently in conflict with the other mortal peoples, including the aelves of the surface. While some enclaves had avoided going after those who they saw as kin, others saw little difference in raiding the Daughters of Khaine and humans. Money and trade held little value to the Idoneth - only souls mattered. Sigmar could negotiate only a very fragile peace, and the Idoneth have always been one of the least close with the other forces of Order.

Next time: FISH WAR

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!
One of AoS biggest surprises would be a faction of elves that aren't unrepentant assholes.

By popular demand
Jul 17, 2007

IT *BZZT* WASP ME--
IT WASP ME ALL *BZZT* ALONG!


That's partly the reason I feel that 40K Eldar are better as a concept: a completely alien species to humanity that is teetering on the brink of extinction as opposed to these assholes that grew up on the same planet as every other race and yet can't cooperate.

Pakxos
Mar 21, 2020

Mors Rattus posted:

Age of Sigmar: Idoneth Deepkin

FISH ELVES

So they were desperate to a fault to save their children, and then immediately made them a shunned lower caste?

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Pakxos posted:

So they were desperate to a fault to save their children, and then immediately made them a shunned lower caste?

I really don't get why people keep saying these guys are some cool setting element. They just seem like a shittier take on Dark Eldar with some octopi thrown in.

Everyone
Sep 6, 2019

by sebmojo

Night10194 posted:

I really don't get why people keep saying these guys are some cool setting element. They just seem like a shittier take on Dark Eldar with some octopi thrown in.

They're basically hotter versions of Lovecraft's Deep Ones, I guess. Of course Lovecraft was pretty horribly racist for most of his life and that stuff was a big part of his works, so the idea of these guys being racist to even their own children isn't exactly a big surprise.

On some level I'm almost okay with how awful they are because at least they have an actual in-setting physical/metaphysical reason for doing what they do aside from "We're Elves. We're better than you. Like Vegans. Except better."

Everyone fucked around with this message at 22:06 on Mar 11, 2021

mellonbread
Dec 20, 2017
I used to think Eldar were boring space elves, until I played a Rogue Trader game with an Eldar Harlequin as a player character.

Turns out the stuff about the Black Library and the Laughing God and the cult trying to resurrect the God of Death is actually super cool. That plus their ability to put their souls in robot bodies or fly their starships by wire after they die, which is a cool and logical technology to develop in a setting where psychics and immortal souls are very real and can interact with the world.

Froghammer
Sep 8, 2012

Khajit has wares
if you have coin

Pakxos posted:

So they were desperate to a fault to save their children, and then immediately made them a shunned lower caste?
Yes. The Idoneth are elves aelves at the end of the day, and that always comes with smugness. The Namarti are a burden to the Idoneth's leadership; a perpetual cause for constant raids and endless wars. It's really, really hard to forge lasting peace treaties with nominal allies when you need a steady stream of souls in order to make sure the goddamn peasants don't keep dying in droves. That causes quite a bit of resentment between the working class and the upper crust.

Night10194 posted:

I really don't get why people keep saying these guys are some cool setting element. They just seem like a shittier take on Dark Eldar with some octopi thrown in.
Their models are really, really pretty and cool and fun to paint.

Plus, eels. Who doesn't like eels?

Leraika
Jun 14, 2015

Luckily, I *did* save your old avatar. Fucked around and found out indeed.
personally I am very tired of a/elves that exist solely to be lovely and the people who seem determined to be lovely about them

Everyone
Sep 6, 2019

by sebmojo

Froghammer posted:

Yes. The Idoneth are elves aelves at the end of the day, and that always comes with smugness. The Namarti are a burden to the Idoneth's leadership; a perpetual cause for constant raids and endless wars. It's really, really hard to forge lasting peace treaties with nominal allies when you need a steady stream of souls in order to make sure the goddamn peasants don't keep dying in droves. That causes quite a bit of resentment between the working class and the upper crust.

Their models are really, really pretty and cool and fun to paint.

Plus, eels. Who doesn't like eels?

Any particular reason they can't use Chaos/Skaven/Greenskin/Undead souls? I mean, it seems like it'd be way easier to maintain an alliance with the other folks if you only ate the souls of their enemies instead of theirs.

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

They can, explicitly, use those. And do, sometimes. Some of them even do so exclusively. But most don't because it's easier to go after a defenseless village.

Everyone
Sep 6, 2019

by sebmojo

Mors Rattus posted:

They can, explicitly, use those. And do, sometimes. Some of them even do so exclusively. But most don't because it's easier to go after a defenseless village.

So, basically, the long-lived leaders are being stupidly, selfishly short-sighted. Par for the course for Aelves.

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Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



mellonbread posted:

I used to think Eldar were boring space elves, until I played a Rogue Trader game with an Eldar Harlequin as a player character.

Turns out the stuff about the Black Library and the Laughing God and the cult trying to resurrect the God of Death is actually super cool. That plus their ability to put their souls in robot bodies or fly their starships by wire after they die, which is a cool and logical technology to develop in a setting where psychics and immortal souls are very real and can interact with the world.
My favorite part of the 40k thread intro post was the apparently completely accurate ICP lyric quote for the Harlequins.

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