There's a canon Druchii elf who's a blonde bimbo (or at least, acts like one) but she has one of the highest kill counts of any elf.
We're talking in the thousands.
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There's a canon Druchii elf who's a blonde bimbo (or at least, acts like one) but she has one of the highest kill counts of any elf.
We're talking in the thousands.
How strong is Orran?
I'll bite because it's actually pretty nice for what I have planned ahead.
He can box UI and UE in Legendary on solos but a (unpredictable) double-team attack, he'll likely get cooked. He's a strategist fighter. Similar to UI's movement, Orran can see a body's chi around their person move and can take a guess on their intended movement based on atmospheric pressure change.
You know how you can feel when someone is standing directly behind you? Orran can see that invisible pressure around you and predict which direction your energy is gonna go before your physical body even makes it there for a very small time gap.
This is interesting to me because UI is a lagswitch "allowing the fighter to fight independent of thoughts and emotions".
So Sentos also have their own version of UI but it's not as extravagant. Sheeri uses it too but she's not very good using it like Orran and will either guess wrong on the opponent's movement in a fight if she can't read the atmospheric pressure right. It's lightning fast movement and very little room for error when reacting.
The counter to the "Sento-based UI" they use is to literally use "fake-out" tactics. The "SIKE".
Unpredictable movements at the last second of an attack will throw off the atmospheric pressure they see around you and leads them to guess wrong on your incoming attack.
They fight like this unpredictably so flipping the script back on them makes them become uneasy in guessing your movements. Strategy is strategy.
Some interesting lore from Thanquol’s Doom.
Generally speaking, the Lore is consistent in maintaining Khorne as the eldest, followed by Tzeentch, then Nurgle and finally Slaanesh. However, I found this lore bit in Warhammer III
“He is perhaps the Oldest of his Brother Gods” -- This plays with the idea that Nurgle is the eldest of the four, not Khorne or Tzeentch.
A Baalrûkh or Balrog is a type of Greater Daemon, distinguished for its affinity for fire and fire-based magic. There are believed to be only six Baalrûkhs, and their names are closely-guarded secrets, for it is said that whoever knows the true name of a Baalrûkh can command it to do anything. Baalrûkhs, like most Greater Daemons, regard themselves as the nobility of the daemonic planes. Rivalry between them is intense, and each will claim to be the prince of all Baalrûkhs, or some other spurious title. A Baalrûkh may even claim to be a daemon prince or a god if no such entity can hear.
They are generally contemptuous of mortals who summon them, and will frequently try to destroy their summoner. Failing this, they will seek to pervert any orders they are given in order to cause as much destruction as possible. It is dangerous to threaten a Baalrûkh, and those who summon them and try to control them by force usually come ton an unpleasant end; Baalrûkhs may follow orders for a time, but will invariably seek some opportunity to take revenge. Baalrûkhs have long memories, and never forget an enemy. Those who trade with a Baalrûkh usually have greater success, provided the stakes are high enough – Baalrûkhs resent having their time wasted. Moreover, they have thousands of years' practice in the striking of bargains, and those that summon a Baalrûkh frequently find their orders being carried out to the letter, in a way which turns out disastrously for them.
Baalrûkhs have muscular humanoid bodies with massive goatlike legs and horned heads resembling a cross between a goat, a lion and a dragon. A pair of huge batlike wings grow from their backs, and they have a long, barbed snakelike tail. Fire shoots from their nostrils and mouths and their eyes glow like coals. They are often wreathed in flames. Baalrûkhs are large, always over 10 feet tall and often much bigger.
Sources: WHRP 1st Edition: Core Rulebook
Before Skreech Verminking, there was another highest in Vermaux's sight: Praznagar, the Prince of Agony.
Praznagar was the Verminlord General of the Horned Rat in the earliest issues of Warhammer. He was slain and banished by now defunct early lore god Solkan, to a place where even the Horned Rat could perhaps not reach.
Look, he even had a mini!
An envelope.
Slid under the door, it reaches the archives. This envelope is meant for the one poring through the many documents of the Foundation. This envelope has a sticky note on the front. It reads:
Look what I found. Will this perchance answer some questions you've been having about our reality?
—Eight
The envelope is mostly empty.
Inside lies a single photograph. It depicts a celebration of some sort. A title stating "FIRST OVERSEER MEETING" is written on the top of the photgraph in neat cursive. There are entities in the photo. They, for the most part, appear to be human, except for a clear monstrous creature of some kind and a suitcase opened like a laptop. All of their eyes are blocked by a black smear, with a white Roman numeral in the middle of the darkness. On the back lies a legend–
I. The "Record-Keeper"
II. The "Forbidden"
III. The "Gambler"
IV. The "Hero"
V. The "Analyst"
VI. The "Matron"
VII. The "Family-Man"
VIII. The "Heiress"
IX. The "Contained"
X. The "Disciple"
XI. The "Cartographer"
XII. The "Mediator"
XIII. The "Old AI"
9 for Tiger Lily, 18 for Gheist, and 16 for Urutau hehe
OH YOU WANT THE GOODS I SEE
Very valid and also longer than I expected, so under the cut we go-