We could really probably do to examine the Central Continent with a couple of 5th gens, for finding the entirety of the Ayacmanik presence and any goodies.

Beyond that, which is just iffy: change Awanabil'tat to making dinosaur accomodations wth the Slann, to increase chances of him getting a mount of his own, and put Itza on its own alignment, and you've got my vote. Though I'll never pushing for more Mind Fog work next turn. I see no reason to be afraid.
Eh I know you want to do a Geomantic Ritual on the Parasites, which is fine, but I think you would have better results if the Scouting happened the same turn as when the Ritual was being prepared. Also Xantalos has already told us we've completely scouted out the Central Continent it's just an option we can continue to Scout Out if we want to cheat the Fog Of War.

Besides we have 2 Cities left that need basic and exotic Dino Pens if my plan wins so he can just work on one of them next turn.


@Nix's Warden can you spare a 5th gen for each of the cities we are doing sniff out at. I think that action would benefit from some magic support
Eh sure. I'll drop...6 Fifth Gens on them. That should be plenty.
 
What exactly is the end result behind "Sacred Sites" as far as we know? What is it meant to achieve, basically?

And can you tell us, IC, if Awanabil'tat can handle dinosaur acclimation for a single-Temple-City?
Sacred Sites is basically magical defense systems set up in your territory. Kinda like the fortifications action, but ... magic.
Yep, he can do that.

  • What is the research difficulty for basic body armor in the tablets.
  • What is the research difficulty for range weaponry in the tablets.
Those are both covered by Forging District.
 
Eh I know you want to do a Geomantic Ritual on the Parasites, which is fine, but I think you would have better results if the Scouting happened the same turn as when the Ritual was being prepared. Also Xantalos has already told us we've completely scouted out the Central Continent it's just an option we can continue to Scout Out if we want to cheat the Fog Of War.
It's not just about the possible ritual. I think it will help with Sniffing, and might reveal interesting things, especially given this is an artificial continent. But it isn't essential.

[X] Plan Spawning is Urgent

I am not afraid and see no reason to think "waking" the beast is a thing, but Spawning Pools are becoming increasingly time-sensitive. I can wait a turn for more work.
 
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It's not just about the possible ritual. I think it will help with Sniffing, and might reveal interesting things, especially given this is an artificial continent. But it isn't essential.
I mean....I really don't think so? Scouting The Central Continent is waaaaay to Big Picture for the local, near our actual cities, parasite nests. We just scouted the area around Tlaxtlan last turn with nothing but a Hero Action and 2 Fourth Gen Support, and everything went perfectly fine. Plus like I said before, we already got WOG we found everything interesting on the Central Continent, and the only reason to use it would be to cheat the Fog Of War, and scout out the rest of the Parasites Nests on this planetary ring.
Sacred Sites is basically magical defense systems set up in your territory. Kinda like the fortifications action, but ... magic.
Oh that's Coooooool.
 
His eyes remained still as a faint whining sound echoed inside his brain, the hallmark of the nemesis that had haunted him ever since his arrival - the dreaded perception-avoiding flying insects. They taunted him with their stealth, flitting out of his vision as if he was not the most observant saurus in all of existence!

But he had figured out how to fool the evil creatures. They fed off the blood of living creatures, avoiding their gaze with their maddening capabilities. But if they did not know the creature was living...

They would grow tired of buzzing around, and gradually touch down upon his scaly snout to rest.

A blistering crack echoed out as Chakax moved faster than sound, his gnarled claws hissing through the air in front of his face, clapping cupped hands together. He was rewarded by the faint sensation of a desperate insect bounding against his scaled hands, attempting to get free of its unexpected prison.

He crushed his hands together, squishing the tiny annoyance with a grunt of satisfaction.

Nothing got past him - he was too fast.
I don't know which is more face-palmingly hilarious:
That Chakax of all Lizardmen is getting annoyed by flies, or that the time-manipulator is making a Sonic reference.
 
Sacred Sites is basically magical defense systems set up in your territory. Kinda like the fortifications action, but ... magic.
Ah, my first thought was they were ways of supporting the Geomantic Web outside of temple-cities. Less costly in all aspects, but a bit more tricky to defend due to not being localized around a population and defensive center.

But I couldn't figure out how to account for the unique features many such things display. That clears it up.

What is the difficulty?
 
I don't know which is more face-palmingly hilarious:
That Chakax of all Lizardmen is getting annoyed by flies, or that the time-manipulator is making a Sonic reference.
Pretty sure that's a One Punch Man reference, where Saitama is trying to crush a fly, moving at supersonic speeds, and smashing his hands together to create tiny shockwaves of air pressure, but it just keeps flying around, making him go faster and to try and smash it harder, only for him to end up sprinting after it with a bottle of bug spray until he accidentally slaps the Big Bad Insect Woman it was trying to feed to death.

Then he just stands there going 'Misquotes Suck.'
 
Ah, my first thought was they were ways of supporting the Geomantic Web outside of temple-cities. Less costly in all aspects, but a bit more tricky to defend due to not being localized around a population and defensive center.

But I couldn't figure out how to account for the unique features many such things display. That clears it up.

What is the difficulty?
Also Very Hard, but more difficult than the Forging District.
 
So @Xantalos I forgot to ask, with my Magical Soul Resonance attack idea how big of an area would such a ritual affect? Assuming it is supported by a reasonable number of Slaan.
 
Man, after getting all hyped up by the results of turn 2 and the talk, preparation for, and coming of turn 3, it's gonna be near painful waiting for the next bit.

Why must I love Lizardmen so, and this quest as well?
 
@Xantalos - it may be not intended for gameplay reasons and I'm not sure if it's been addressed before, but given that the Old Ones made preparations for the Skaven with Sotek, would it be likely that they did something similar with the Mind Fog given that's arguably just as if not more detrimental. So I'm wondering OOC if we examined tablets or various relics within the vaults could we find something that would help, particularly as we now know a great deal more about what is causing it, as it would be quite foolish of us to have ignored an avenue that could have greatly helped. An example that could be helpful and wouldn't remotely surprise me given Old One capability, would be an artifact effective against warp entities.
 
Hm.....Just thinking out loud here.

Just running under the assumption my plan wins here, just so I know what actions wouldn't need to be taken Next Turn, let's think.

I like the idea of the Geomantic Ritual Attack, the basic version where we use waves of force and earthquakes and shit, not the 'attack the Hive Mind/Over Soul itself' one, simply because I think the latter would have every single Parasite Host come down on our cities in a nearly endless tide of Chitin and pain. We would almost certainly win but the damage and casualties would be a real pain in the ass.

So...Turn 4:
Scouting The Central Continent with Slann.
Mazdamundi on a Mag 2/3 Ritual with some extra Slann backing him.
Have 2 Cities use Both of their Actions on Set Up Fortifications for all the cities.
Iwannabuild that and 3 more City Actions on getting Regular and Exotic Dino Pens up.
Final City Action with a Slann overwatching it would be starting the Domestication of the Local Beasts assuming no new options.

Then we would being expanding Turn 5, since all the local parasites would be dead, or maybe forting up even more since it's possible the entire Parasite Species will be coming down on our heads. Probably a Very Good Idea to Scout The Central Continent the turn after we do a Ritual Attack, that way we know if we're safe, or if we should batten down the hatches and prepare for a species wide assault.
 
And would more info allow us to increase the size?
No, only increasing the magnitude of your ritual will do that.

Man, after getting all hyped up by the results of turn 2 and the talk, preparation for, and coming of turn 3, it's gonna be near painful waiting for the next bit.

Why must I love Lizardmen so, and this quest as well?
It's actually something I've wondered myself - not about you specifically, but the way this quest has grabbed so much attention. I know SV has a soft spot for dinosaurs, spaceships, and magic, so blending them all together wil naturally be interesting, but the level of activity i characteristically see here is honestly more than I expected at the quest's outset.

@Xantalos - it may be not intended for gameplay reasons and I'm not sure if it's been addressed before, but given that the Old Ones made preparations for the Skaven with Sotek, would it be likely that they did something similar with the Mind Fog given that's arguably just as if not more detrimental. So I'm wondering OOC if we examined tablets or various relics within the vaults could we find something that would help, particularly as we now know a great deal more about what is causing it, as it would be quite foolish of us to have ignored an avenue that could have greatly helped. An example that could be helpful and wouldn't remotely surprise me given Old One capability, would be an artifact effective against warp entities.
The skaven were something the Old Ones were able to plan for, but chaos-based stuff on the scale of the mind fog was something they had to stick away from for ... reasons. Besides, judging by the pace you guys are going at, the fog will likely only be an issue for at absolute worst a few centuries more - this is assuming all sorts of delays and bad play that you guys haven't been doing, so it'll assuredly be quicker - a blip in the immortal lifespan of a lizardman.
 
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It's actually something I've wondered myself - not about you specifically, but the way this quest has grabbed so much attention. I know SV has a soft spot for dinosaurs, spaceships, and magic, so blending them all together wil naturally be interesting, but the level of activity i characteristically see here is honestly more than I expected at the quest's outset.
Exotic, mysterious, and powerful.

The Lizardmen stand out in so many ways from the other factions of Fantasy, and they've made so very few quality appearances in fanfiction. The Skaven May have even fewer (barely) quests playing as them, but they make far more overall appearances in fanfiction. The rarity makes them new(ish) and fun.

The ancient past regarding the time before Chaos, and their primordial wars and connection to the Old Ones, and all the possibilities imagined but not clarified in their artifacts and civilization. Mystery and age attracts, just as it does for all super-ancient factions in fantasy and sci-fi. Our imagination is captured by filling the unknown with our thoughts, and seeing it explored is fun and exciting.

They have the best casters/psykers by far in terms of raw power, knowledge, and ability. Their infantry are equal or surpass any other faction's, and their artifacts and dinosaurs aloe for uncertain but definitely high-tier power...plus, dinosaurs. It's fun to be strong in a well-written piece of fiction, and not start at the bottom.

Even with the multi-month gap between turn and turn results, that's still very appealing. Especially given it came on the heels of Lizardmen appearing in Total War Warhammer II, spreading awareness of them.
 
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Exotic, mysterious, and powerful.

The Lizardmen stand out in so many ways from the other factions of 40k, and they've made so very few quality appearances in fanfiction. The Skaven May have even fewer (barely) quests playing as them, but they make far more overall appearances in fanfiction. The rarity makes them new(ish) and fun.

The ancient past regarding the time before Chaos, and their primordial wars and connection to the Lizardmen, and all the possibilities imagined but not clarified in their artifacts and civilization. Mystery and age attracts, just as it does for all super-ancient factions in fantasy and sci-fi. Our imagination is captured by filling the unknown with our thoughts, and seeing it explored is fun and exciting.

They have the best casters/psykers by far in terms of raw power, knowledge, and ability. Their infantry are equal or surpass any other faction's, and their artifacts and dinosaurs aloe for uncertain but definitely high-tier power...plus, dinosaurs. It's fun to be strong in a well-written piece of fiction, and not start at the bottom.

Even with the multi-month gap between turn and turn results, that's still very appealing. Especially given it came on the heels of Lizardmen appearing in Total War Warhammer II, spreading awareness of them.
Yeah, all of this.

Plus more than that is the... ineffable age the Lizardmen have. If you've ever played Eternal Darkness: Sanity's Requiem to me the Lizardmen have that feature of the sanity rending primordial, unlike even the Necrons. I can easily imagine being a human explorer traveling to a small desert moon, endlessly cycling around three small white suns and there in the sands as the suns set below the horizon monoliths are revealed with eldritch architecture and overseen by an incredibly ancient presence.
 
Yeah, all of this.

Plus more than that is the... ineffable age the Lizardmen have. If you've ever played Eternal Darkness: Sanity's Requiem to me the Lizardmen have that feature of the sanity rending primordial, unlike even the Necrons. I can easily imagine being a human explorer traveling to a small desert moon, endlessly cycling around three small white suns and there in the sands as the suns set below the horizon monoliths are revealed with eldritch architecture and overseen by an incredibly ancient presence.
Yep. Age attracts. The mystery of the timeless and weight of history itself upon a species, civilization and faction.
 
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