According to the common sense of world design in Gaia.
The rapid decline in the number of divine sparks encountered by Chollo is like the demise of a world.
This so-called quantity of divine spark, in a sense, are not just numbers.
Whether it is the potential of the world or Chollo's own strength, it is closely related to the number of divine sparks.
The number of divine sparks determines whether one can become a true god or not in the future.
In terms of emotion and reason, Manny should care about the value of Chollo's divine spark.
All domain worlds share a common goal.
That is, to nurture the dependent familiars, make it as the cornerstone and once their civilization flourishes, it feedbacks the creator until he or she becomes a powerful existence (aka god).
But surprisingly, he didn't care about Chollo.
Because all his energy now is on the national level seed graduates! Those with the golden spoon in their mouths, the golden geese of the college institutions.
Not all demigods can succeed to become gods, there are instances where a promising student is not really enough to be a god. He is already desensitized to those students with supposedly promising futures but when push comes to shove, fail to deliver. He noticed Chollo's for his Realm design first, then for his weird looking orks, but it's not really surprising for a trailblazer like Chollo to fail. You can still start again is what he would say. With that, the entire team of Manny labeled Chollo's world as a lost cause and they already set their sights on the other worlds. If a person who can't control his domain destroys it, he just has to build it again, at a faster pace, with better rules, and the advantage is that he already knows what to do. With that, they just left Chollo to his own, looking forward to the day that he might surprise them again. So, they weren't able to discover the new changes in the Immaterium for a long time.
Chollo woke up the next morning. After washing his face, he immediately went to his Immaterium.
"The speed at which orks have colonised the Immaterium is quick."
In his vision, is the nob who has lost one of his heads but gained a new bloodline.
And this bloodline is an unfamiliar one called the alphaboyz.
At this time, it is cleaning what seems to be a bolt pistol symbiote, and beside it is a chainsword-like choppa in its sheath. The ork wears a black greatcoat made from the body parts of dead enemies. The epaulets are carved from the sinboy'z chitinous legs, the red-lined collar and cuffs are taken from the terranob'z skin, and the official peak cap has a shrunken skull of a hatenob attached to it. On his neck and shoulder, there is an ugly wound that is stitched with sinew and muscle. The wound left by the prophet after they tore his other head from his body. There are other smaller orks beside him that look like him, with a preference for the commissar's outfit. Don't let their capable appearance fool you tho, they are still as orky as they can be, plus they are able to transform into bipedal weresquigs. This transformation allowed the first alphaboy to escape from the prophet himself.
The behavior of the alphaboy is difficult to grasp, even by orks standards.
This is because an ordinary alphaboy, even if it was just born, already has an urge to wear the commissar's outfit, so they have to gather the materials and craft their clothes themselves. What's weird is that when they have to transform, they forget themselves and switch to another personality that thoroughly despises and hates the other personality and his outfit. This personality experiences everything the main personality does, but the main personality does not have the same privilege as the other. This leads to the result, where the other personality destroys the uniform during the transformation, so when everything is finished and the main personality comes back, he will find that the clothes he has painstakingly made is nowhere to be found, so he assumes someone may have stolen it. Not that it matters really, orks find every excuse there is to start a fight. Well, he again goes on a quest to craft the uniform again, and once he finishes it, the other personality will just destroy it again once the main personality encounters danger he can't deal with, thus activating the switch for the other personality to take over. Plus, it's not really difficult for the other personality to destroy the uniform, the transformation to weresquig already partially destroys part of it, only the destruction of the remainder is the personal choice of the other.
To put it simply, alphaboyz are crazy.
At this point in time, Yarr can be considered as the most versatile warboss of the Immaterium.
His fighting ability is exceptional since as an ex-2 headed nob, he has maintained their size at 6 meters, and he can even grow to 8 meters upon transformation. The other alphaboyz tho, as a mass-produced product, has shrunked to only 3 meters. Still, their combat ability is not based on size, but more on tools and skill for the first personality, and just pure, brutal ferocity for the other.
Unafraid of larger creatures present on the Immaterium, the 4 meter weresquig attacks with reckless abandon, trading injury for injury. Reminiscent of wolves, alphaboyz stick together in packs of mobs for benefit and protection. Because of this, they are also more likely to steal materials from each other for their uniforms. Another thing about them, the main personalities have a bad relationship with each other, where each one uses the others for their own benefit. Opposite to that, the more the main personalities hate each other, the more cooperative the second personalities have with their brethren. During the first part of the battle, you'll have alphaboyz using the others as shields, but when the battle becomes fiercer and more alphaboyz transform, you'll find them very protective of their own kind.
By banding together in mobs, the second personality is very likely to be discovered by the main personalities, but due to self-deception, alphaboyz selectively ignore the second personalities, believing that the great god must have borrowed his body to do the feat, thus they also conflict with the prophet and most of his two headed nobz this way.
Back to the topic, these alphaboyz are very difficult to kill. More so is Yarr who is only slightly smaller than the prophet. In terms of size to battlepower ratio, alphaboyz are currently the best body for body. They can ravage the smaller but more numerous snotlings and bearboys, and against much bigger enemies, they use special dakka to take the big guys down. This study of high-powered ammunition for pistols is started by Yarr himself, his goal is, of course, the prophet. But this obsession is also shared by the other alphaboys, for they especially love to hunt bigger enemies with their trusty bolt pistol symbiote.
Even if Yarr has more tactical methods than prophet, it doesnt mean he is good enough to fight both of them at the same time. In terms of battlepower, he is only stronger than the inferior half of the prophet at most. His main personality can outsmart Grim, and his other personality can outmuscle Gor. (Gor is more magically inclined, while Grim has more physically capability)
And that's what he, Yarr can't bear!
So let's not talk about killing the Prophet, even getting to him with Yarr's current strength is hard, the prophet's numerous two headed nobz just wont allow it!
Ordinary two headed nobz, 6- to 7-meter-tall hulking orks that are not afraid to get physical but can also use magic. No weaknesses that can be exploited, they are nobs through and through, inside or outside the Immaterium. Unlike the Hatenob or the Terranob who became nobs through borrowing part of the power of Immaterium, specifically, Heaven and Earth. The two headed nob is the Human path, no borrowed power whatsoever. The epitome of Tyrant Orks, a veteran two headed nob is a Meganob when compared to the two.
Enjoying this book? Seek out the original to ensure the author gets credit.
The two headed nobs are the real rulers of the tyrant orks! And Chollo doesn't have to worry about their allegiance at all.
Because from the moment he created the first ork, he has the loyalty of every ork and their symbiote!
That part of his soul, although some of the divinity has been devoured by the Immaterium, but the source of this soul is indeed Chollo, so he can even take over the world will through the remaining part.
He can easily call wind and rain in the entire Immaterium when he wants too. Using the omnipotent power of the Immaterium. He can view current achievements in the unlocking of the tyrant ork bloodlines. When simplified, these are;
Completed:
Creation of first ork, rewarded snotling bloodline.
Creation of first symbiote, rewarded bearboy bloodline.
First vendetta, rewarded alphaboy bloodline.
Obtain allegiance of Immaterium, rewarded terranob bloodline.
Creation of Immaterium, rewarded sinboy bloodline.
Obtain total allegiance of Immaterium and have the orks populate every plane, rewarded hateboy bloodline!
Chollo manipulated his connection with the species, and looked at the many types of bloodlines the tyrant ork he still has to unlock.
"The next achievements. Surviving an attack from another world. Attacking another world. Defeating another world...."
After looking for a bit, he was able to find a rather intriguing group of achievements, one he thinks that is worth a try completing.
"Endless Biomass, Eternal Waaagh. From the present gene sequences and unused resources, form subsidiary species that are parasitic to the tyrant orks. Mandatory requirement, must be unorky enough to the tyrant orks. Reward, sluggaboyz."
"Greenluvaz. Obtain 90% waste utilization and recycling rate across the whole Immaterium. Reward, Beast snaggaboyz."
"Armageddon. Have the Orks experience an existential crisis that threatens the survival of the entire species. Reward, shootaboyz."
All aspirants share a common goal.
That is, to nurture the dependent familiars, make it as the cornerstone and once their civilization flourishes, to feedbacks themselves until he or she becomes a powerful existence (aka god).
Normally, there is nothing wrong with the achievements themselves. But if you attempt all three at the same time? Now, this will be contrary to the acceptable norms of the society in the world of Gaia. Who in their right minds will set fire in their backyard? It's like stabbing a chisel in their own chest and presenting it to the enemy for them to hammer it through your heart. Or planting a spear into the carotid of your neck and ramming the other end into the ground to make it go deeper, that kind of stuff. Only Chollo, only he is crazy enough to do it.
Under the operation of Chollo, the gene sequences began to arrange themselves.
The strands kept coiling and unravelling as Chollo looks for the perfect gene combination. Akin to creamer for coffee, or sauce for barbecue, Chollo was like a cook mixing the perfect blend to top off his cuisine.
With each sequence that was finished, he used his divine spark to form the physical body of the monster and tested it against the orks.
As a creature that can threaten the orks close to extinction, it must be exceptional enough.
After each failed experiment, he soon allowed the Immaterium to supply its strength and computation power to subsidize his costs and lighten his workload.
Soon, a particular design that was first discarded by him but improved by the Immaterium began to capture his attention. This could be the breakthrough he was looking for!
At the moment when this distorted snakelike monster first appeared, it began to burrow deep into the ground and hid. It soon discovered a small warband and it killed a bearboy before it was overwhelmed by the remaining snotlings.
The next test, with further improvements added. It found and stalked a few alphaboys before getting discovered by the rest of the pack.
Chollo focused every ounce of effort into this one. He forcibly intervened in the Immaterium's work and added a few improvements of his own. With each try, he discovered shortcomings and rectified them.
He greatly increased the length of the somewhat stubby creature, slimming down its thick body, but greatly increasing power. He added four appendages, grown at the back of its cobralike neck. On each appendage, he attached huge sharp scythelike blades. In the end, he looked at the creature and its appearance reminded him of the Trygon that Tyranids love to field in the past life, but much bigger. Stronger. Faster.
Even by Tyranid standards, it is impossible for such a monster to move its own weight for a long time. But Chollo didnt know what made him make such a terrible creature, for it broke all Tyranid rules in gene design, tho it doesnt look out of place in Gaia's Transcendent domains.
After he sent this monster out, it annihilated a small warband, and even hunted down an unsuspecting injured two headed nob. Not only that, turns out that the Immaterium was also working on overdrive, and delivered other designs that were not losing to the one that he finished.
The Immaterium made a demonic army composed of 3 humanoid monster designs. The first is a leadership type, this monster looks slightly bigger and more armored than the rest. The second is a vanguard type, this monster is more stable but weaker than the inferior demons, but they are tougher and can hold the ork boys' attention for a time. The final type is unstable, but they are very powerful and groups of them can tear even ork nobs apart. These monsters appear in large numbers, and the Immaterium made them to hound the flanks of ork warbands, not allowing them to gather en masse in critical numbers. Using a corrupted narvhal gene, these monsters are spawned using the negative energies which are not utilized but are the by product of the waaagh field, and are formed in the pocket dimensions of subspace in ork infested environments of the Immaterium. (Waaagh field byproduct, 15%)
The Immaterium also made another counterpart design, utilizing the dead ork bodies. The bony skeletons are animated, and the rest of the organic non-spore producing remains are ghoulified, creating two different monsters out of one dead ork. More of a physical waste utilization design, this is another niche that can be compared to the demon army formed from the additional psychic emissions of the waaagh, or the creature that he himself designed, which is unable to reproduce by itself but added as a random mutation in the ork spore. Mutation he deliberately added as a failsafe method for those who might try to tamper with the ork genes. (Recycle dead bodies, genelock, 30%)
Speaking of spore mutations, the Immaterium also has his own take on this particular facet of ork society. Angry trees that grow from spores and has the same unlimited growth potential of orks. Immortal Elephant like creatures with massive powerful tusks that just refuse to die, tapping upon the excess belief of the ork to reform their bodies upon death. (Maximised spore potential and funnel excess gestalt potential, 40%)
More waste utilization in giant zombies and skeleton liches formed from huge quantities of double dead ghoul flesh and rotten skeleton bones. (More recycling, 45%)
Elemental creatures, capable of mimicking ork abilities. They are formed from the potential energy produced by atmospheric conditions during the starting phase of natural disasters in the Immaterium. These creatures use the excess energy emitted by the orks themselves to do the deed. (Efficient energy usage, 50%)
There is also a subspecies of the symbiotes added in the gene. Congregating in swarms, locust creatures which spit out corrosive sputum, flaming beetle creature that attack with their burning shells and huge mandibles, giant cockroaches with a bit of both, and flying snakelike creatures that spit out sharp serrated spines. Considered as sporellinators, these insectoids spread out the spores to control the strength of warbands and is a more proactive approach to influence the ork population. These were all added by the Immaterium for the symbiotes to keep the Orks occupied every living moment. (Ecological balance, 70%)
Daemon engines that use dead symbiotes, mutating destroyed gear of dead Orks into fixed machine gun, cannon emplacements or laser platforms to fire upon passing enemies. In a combat rich environment like the Immaterium, not all symbiotes have hosts to cling to. These useful adaptations would soon die pitifully without a host to inhabit. In order to prevent the tragic death of most of this hardworking assistants, the Immaterium has given them a retirement package in the form of becoming fixed defensive forts. These defensive bases would form in places where combat is so harsh that all sides perish together, and only the symbiotes would remain. Rather than let these helpless workers die out in anguish due to the mindless actions of their hosts, the Immaterium saw fit to reward them red badges of courage, by giving the survivors the ability to control their own destiny. Just kidding, merely a temporary spot to stay before they find another host to inhabit. (85%)
Seeing that the Immaterium has already beaten him to the punch, Chollo was shocked by the industriousness of the Immaterium in the completion of the task. How much does it hate the Orks for it to do all that in a short period of time?
He just left it to it's own and watched how it created it's most novel design yet. At first, it looked liked a gigantic egg, and Chollo almost laughed once he saw it. It then improved it's design until it finally looked like a wheel. Chollo smiled when he saw that the final creation was just a giant rolling object. In the end, once the experiment was tested, Chollo's mouth was left opened for a long time after he discovered it's true usage. It turns out that the gigantic tire like object was a magnet attracting excess divine energies. It's true function?
Exterminatus Bomb