From the Hidden City (Warhammer Lizardmen Temple-City Quest)

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Take charge of lonely Zlatlan, the Hidden City, and put right a world gone mad!
Introduction and Starting Date Choice

CuttleFish2.0

Friendly neighborhood cuttlefish
Location
Seattle, Washington.

Art attributed to Stoyan Stoyanov

Hidden deep within the sweltering jungle of what men will one day call the Southlands there is a city of ancient stone which has stood, in glory and ruin, since the days before the coming of Chaos. Surrounded by towering walls that have weathered war and time equally, gridded by wide avenues of sun-drenched stone, and dominated at all times by stepped-pyramids in whose shelter manifold minds peel back all the layers of the worlds' illusions. Zlatlan, the Hidden City. Last of the great Temple-Cities of the Lizardmen on the continent.

Once it was but a part of the empire which stretched across the globe, crafted by the Old Ones to reshape the world into a more fitting image. Now, from disaster and the creep of defeat at the claws, tentacles, and hands of endless hordes of daemons it is all that remains upon those shores. All others are ruin, their temple pyramids emptied of Slann and their avenues patrolled only by the abreast of garrisons.

Even Zlatlan is much reduced with entire halls standing empty and Skinks who should be at work crafting the wonders of the world forces to attend the walls and patrol beyond their safety. The few Saurus who remain parceled out in dribs and drabs to shore up detachments.

And yet, you will not shirk from your appointed duty to see the world brought back into alignments with the Great Plan of the Old Ones. Whatever that might be… for neither they nor the members of the First spawning yet live to guide you in your mission. In fact, none even of the Second Spawning yet live upon the continent. You alone, a Slann of the Third, are the eldest of those that still live in this corner of the world.

Were that not enough there is yet still another matter...

[-] Disaster! Chupayotl sinks and you are cut off from the greater part of the remaining Slann. It could not come at a worst time; though the Elves have managed to siphon away the greater part of the power flowing out of the poles, the work must be buttressed. (Greatest chance to enact significant change on the world, but your periods of alertness will be frequently disrupted by the need to sleep for decades or even centuries. Starting date -3894).

[] Disaster. The world shakes, rocked by greater tremors that shift entire mountain ranges. After consulting the sacred plaques you have determined that almost irreparable damage has been done to the progress of the Great Plan. Worse, you suspect it was done by those of your number across the ocean. (Much of the world's history has passed you by, there's not much you can change at this point, but over the last two millennia you have managed to shake off the worst of your lethargy. Starting date -1500).

[] Disaster? Zlatlan no longer remains hidden from the rest of the world! Warmblood explorers, living humans from the north, have stumbled upon you. But they have as of yet displayed no hostility and even given a number of strange gifts to the Skinks you have sent to ascertain their purpose. Perhaps they could be of use? (Things are well settled, geopolitically speaking. But you find yourself active more often than not and you can feel there is still time before the world is utterly lost to the ends of the Old Ones. Starting date 1150).

Note: All dates are referenced from this timeline.



Welcome to From the Hidden City! A quest taking place in the Warhammer Fantasy Battles universe, run by me you friendly neighborhood cuttlefish. In it you will take control of the ruling Slann of Zlatlan at a turning point in its history and try to bend the world back onto something approaching the proper course. We'll get to who exactly you are in a bit.

First, this will be a fairly mechanics light quest, at least in some aspects - you won't have a lot of stats, or be managing income and treasury and all that (much). There'll be numbers when I feel it's appropriate and necessary but I'm mostly just not interested in keeping close track of a lot of fiddly bits. We'll talk more about turns when we get to them.

Now, you should be forewarned, all I know of the setting is from wiki-trawling and quests just like this, plus playing Total War: Warhammer 2. I will try and maintain the core fundamentals of most things (Dwarfs will have Grudges, Elves will be arrogant assholes, Orcs will like fighting, etc) but I'll also play fast and loose with some other things. What those things are… well, that's to be determined honestly.

Also, wait a moment for me to post a couple of other reserved posts, just for conveniences sake.
 
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Character Sheet
Mage-Lord Wik'keer'mal
Lord of the Lost City, Lifebringer, Master of the Jungle, Friend of the Young


Born to the Third Spawning and charged by the Great Plan of the Old Ones to tutor the warmbloods in the correct methods of harnessing the winds Wik'keer'mal took to the task with perhaps greater ease and excitement than any save the Old Ones themselves could have predicted. Great joy the Slann took in the task, so much that some amongst the sublime communion took to calling him Friend of the Young. A title he treasured.

It was not only the dro'ka'khanx and itz'xa'khanx that drew his eye, long ago Wik'keer'mal had become fascinated by a smaller example of the Old Ones vast intellect and foresight; bees, which flourished in the new world the Slann were creating under the guidance of their masters. When he took up his place in Zlatlan he brought with him many colonies to study and meditate on.

His mastery of the Jade Wind, coupled with his vast store of knowledge of biology and anatomy have made Wik'keer'mal a surpassing healer. Capable of restoring entire legions of Saurus warriors to hale health from near death his efforts kept the armies of Zlatlan, and the fleeing forces of the other Temple-Cities, alive when they should have been utterly exhausted. Without his aid the garrison of the city would be even more meager.

Traits:
Master of Ghyran: Having studied the wind of life and growing things, Wik'keer'mal's unmatched by none but earlier Spawnings. Gardens bloom with naught but a thought, hatchling beasts sprout to full maturity in moments at his will, and the jungle itself answers to his call. +30 to Warfare and Healing.

Healer: In most cases any non-fatal injury is one which a Lizardman can shrug off, in time, no matter the caste. Other times the injury is so dire and the magic of a Revification Crystal either too imprecise or ineffective. In those cases Wik'keer'mal is called upon. Boosted by Ghyran Focus.

Mentor: To the Third Spawning was given the task of educating Dwarfs and Elves in Albion long in the wanings days of the ordering of the world. +20 to Diplomacy with elves and dwarfs.

Apiarist: Long ago, before the coming of the eternal enemy, Wik'keer'mal became fascinated by the humble bee. At least one hive is his constant companion, even in battle, reminding him of the use of other creatures and the designs of the Old Ones even in small things.

Synergy Trait! Mentor + Apiarist!
Kindly Senior: Wik'keer'mal through his work with the younger races and caring for his bees has mastered a method of communication and thought few other Slann have. He sees their value and understands, to some extent, how they experience the world. This eases the way for offering guidance and warnings to which they will actually listen, and to getting Wik'keer'mal into their good graces when he makes a request. +30 to Diplomacy with warmbloods.

Equipment:
Buzzing Palanquin: There is always at least one bee hive on Wik'keer'mal's palanquin, though it offers nothing save the presence of his beloved creatures.

Fivefold Hive of Jade: Enhances Ghyran Spells when cast through. Negates 2 failures while researching plants and animals. Cannot use any other focus.
 
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State of the City
Zlatlan, the Hidden City
Ruled by Mage-Lord Wik'keer'mal, Lord of the Lost City, Lifebringer, Master of the Jungle, Friend of the Young
Date, the Year 11650 Since Itza's Founding (approx. -3350 IC - End of Turn 19)

Walls - Intact
Southern Gate (Tepok) - Intact
Eastern Gate (Chotec) - Intact
Northern Gate (Xhotl) - Intact
Western Gate (Yuxa) - Intact
Wall Defenses - Intact

City Defenses - Partially Restored
Towers - Intact
Wards - Intact
Traps - Expended
Sentinels -Intact

Outer Defenses - Intact
Bunkers - Intact (w/ Patrol Roosts adds 3 dice per turn)
Patrol Roosts - Intact (w/ Bunkers adds 3 dice per turn)
Fortified Harbor - Untouched
Selling - Nuum Feathers, Nuum Leathers, Bronze Daggers, Miscellaneous Pelts, Timber.
Buying - Ivory, Cloth, Timber, Tin, Silver, Gems. Exotic Live Specimens*.
*You have made your interest clear.
Guardian Statues - Intact
Terradon Roosts - Intact

Skink Barrios - Occupied
Temples - Occupied
Major Temples - Intact 9/9 (Chotec, Huanchi, Tepok, Tlanxla, Tlazcotl, Tzunki, Uxmac, Xholankha, and Xokha)

Certain temples of the Old Ones contain specialized apparatus within them that either aid the slann in some task or enable them to perform certain complex (even for slann) rituals. Most do not need to be 'assigned', they either activate or do not, but during their use they can become 'exhausted' and be unavailable for a turn or more. The specific conditions vary between Artifacts.

Temple of Tepok - Arcane Inference Engines.
Effects:
Allows the study and further enhancement of artifacts of all types. Once an artifact has been enhanced the Engines are spent and must recharge for a turn.

Temple of Uxmac - Masterful Orrery of the Gods.
Effects:
Divinations are more likely to succeed, whenever a prophecy is discovered roll a d10; on a 3 or lower the Orrery is spent and must recharge for a turn.

Grand Temple of Xholankha - Floating Gardens of Xholankha
Effects:
Has a chance to produce research opportunities in the form of new and exotic flora and/or fauna. Any action researching flora, fauna, or the Wind of Ghyran is more likely to succeed.

Temple of Xokha - Clinometer of Xokha.
Effects:
Assigning the Clinometer of Xokha to any project tagged with 'Construction' adds half-again the highest characters 'Construction' skill to any relevant rolls. At the end of the turn it was used on, roll a d10 and on a 2 or lower the device is spent and must charge for a turn.

INACTIVE Temple of Huanchi - Crossroads of Huanchi.
Effects:
During sieges allows rapid redeployment of elite forces across Zlatlan and remote activation of active internal defenses.

Minor Shrines - Intact 10/10 (Caxuatn, Conalxa, Itzl, Potec, Quetli, Quetzl, Tzcatli, Xapati, Xhotl, Yuxa)
Mortuary Shrines - Intact, Emptied
Unknown 1/1 - Damaged

Mortuary Complex - Intact, Secure
Temple Barracks - Occupied, Intact
Temple Gardens - Intact, Productive
Fields
Grain Fields - Intact, Productive
Reed Paddies - Intact, Productive
Vegetal Gardens - Scattered, Productive
Aziki Fields - Intact, Productive

Granaries - Intact, One-Half Capacity and Rising
Spawning Pools - Damaged
Exterior Spawning Pools - Functional 10/10
Interior Spawning Pools - Functional 4/4
Subterranean Spawning Pools - Functional 7/7

Armories - Full
Forge Districts - Intact, Producing
Assembly Yards - Intact
Terradon Percheries - Intact
Carnosaur Pens - Intact
Stegadon Pastures - Intact
Cold One Pens - Intact
Bastiladon Pastures - Intact
Dragon Turtle Cove - Intact
Vaults - SEALED.

Overall Condition - Lightly Damaged
Infrastructure Level - 1

Population:
Skinks
  • Population: Small
Saurus
  • Population: Small
  • Temple Guard Garrison - Patient
Kroxigors
  • Population: Tiny
Chameleon Skinks
  • Population: Miniscule
21 Slann
  • 4 of the 3rd Spawning
  • 5 of the 4th Spawning
  • 12 of the 5th Spawning
Terradons
  • Population: Moderate
  • State: Acceptable
Carnosaurs
  • Population: Tiny
  • State: Contented
Stegadons
  • Population: Small
  • State: Contented
Cold Ones
  • Population: Moderate
  • State: Stabilized
Horned Ones
  • Population: Tiny
  • State: Stabilized
Bastiladons
  • Population: Small
  • State: Contented
Dragon turtles
  • Population: Small
  • State: Wary
Overall Fleet Size: Small
Condition: Untouched

War Canoes
  • Size: Moderate
  • Condition: Intact
Coastal Monitors
  • Size: Small
  • Condition: Intact
Frigates
  • Size: Very Small
  • Condition: Intact
Cruisers
  • Size: Very Small
  • Condition: Untouched

Assets:
Abyssal Exploration Gear x12
Damaged Engine of the Gods x1
Solar Engine x5
Damaged Solar Engine x1
Revivification Crystal x4
Howdah with Great Bow x53
Disc of Yuxa
Obsinite Dragon Eggs x176

Large Chunk of Meteoric Iron (Soaked in Azyr) x1
Ivory of unknown animals.
Fragments of Dragon-Turtle Egg x7
Crates of Elven Steel Weaponry (Quality: Medium) X 12
Crates of Elven Cloth (Quality: Low)
Elven Maps of the Seas between Ulthuan, Huitzacatlan, and Chuqitzan
 
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Misc.
Old Ones of Zlatlan:
Major or Minor status is entirely dependent on whether they have a Shrine or a Temple and is not indicative of anything else.

Chotec - Lord of the Sun, Lord of the Oncoming East. Day Star.

Giver of energy and life, burns away the impure with cleansing flames.​

Huanchi - The Jaguar, the Illusive.

Domain of stealth, illusions, deception, and misdirection. Associated with shadows, mists, and transitions.​

Tepok - The Feathered Serpent, the Inscrutable.

Who protects from harmful magic. Associated with clear skies, sacred spaces, wards.​

Tlanxla - Warrior-God, rides into battle atop a Sky-Chariot
Tlazcotl - The Impassive.
Tzunki - Master of Sea and River and Lake, Storm Caller and Wind Shaper.

Holds purview over all forms of water, fresh or salt, and purifies by washing away taint. Associated with both change and delimitation.​

Uxmac - Messenger of the Gods.

Associated with wind, language, archives, and divination.​

Xholankha - The Lost.

Associated with the natural world, time, and cycles.​

Xokha - God of Stone, Strength and Duty.
Caxuatn - Predator God.
Conalxa
Itzl
- God of Beasts.
Potec
Quetli
- Warrior-god, "protector of the True Way"
Quetzl - Protector God, Warrior God.
Tzcatli - The one who gives strength to warrior's arm
Xapati
Xhotl
- The Phoenix, the Undeniable.

Who chooses those destined for greatness. Associated with spawning pools, long term plans, and the Great Plan.​

Yuxa - Lord of the Farthest West, Master of Dusk. Frog Father.

Invoked when skink priests cast active magic. Associated strongly with slann themselves.​

Characters:
- Hierarchy. There is a strict hierarchy to command within Lizardmen society. Slann by default are always 'in charge,' but they often stand outside of the strict hierarchy and are never counted as 'in charge' of an action. Command passes in this manner; Slann -> Skink Priest -> Saurus Old Blood -> Skink Chief -> Scar-Veteran -> Skink
Scribes and Artisan-Priests are counter as 'Skink' characters.

Whichever character comes earlier will be 'in charge.' In cases where characters of equal rank are assigned to an individual action, the character with more directly applicable benefits will take precedence. All other benefits still apply.

Assignable Characters:
First Spawning: 0
Second Spawning: 0
Third Spawning:

Memre-Xoq of the Third Spawning
- From Teotiqua
- Skills:
— Magic: Yes.
- Traits:
— Slann of the Third Spawning: +30 to Magic. +15 to Warfare.
— Memory Specialist: Adept at delving into the minds of others.

Macuiltotec of the Third Spawning
Skills:
— Magic: Yes.
- Traits:
— Slann of the Third Spawning: +30 to Magic. +15 to Warfare.
— Burning Mind: Favors the use of Aqshy.
— Maimed: +20 to Warfare. Lost right arm in the defense of the Temple of Skulls.
- Equipment:
— Personal Spear: A finely wrought spear of bronze, stegadon bone, and gold.

Wik'keer'mal of the Third Spawning
- Skills:
— Magic: Yes.
- Traits:
— Slann of the Third Spawning: +30 to Magic. +15 to Warfare.
— Mage-Lord of the Green Wind: +30 to Warfare and Healing. Knows Battle Magics of Ghyran.
— Mentor: +20 to Diplomacy with elves and dwarfs. Taught elves and dwarfs.
— Apiarist: Fascinated by bees, Wik'keer'mal has undertaken long years in caring for the creatures.
— Kindly Senior: +30 to Diplomacy with warmbloods.
- Equipment:
— Buzzing Palanquin: Mount. Mundane beehives hang from this palanquin.
— Fivefold Hive of Jade: Magical Focus. +15 to Warfare, Healing, and Magic. Negates 2 failures while researching plants and animals.

Fourth Spawning:
Huaxi of the Fourth Spawning
- Studied the Black Eggs
- Skills:
— Magic: Yes.
- Traits:
— Magical Construct Adept: +10 when dealing with all forms of magical construct.

Mextlep of the Fourth Spawning
- From the Golden Tower of the Gods
- Skills:
— Magic: Yes.
- Traits:
— Slann of the Fourth Spawning: +20 to Magic. +10 to Warfare.
— Mage-Lord of the White Wind: +30 to Warfare and Healing. Knows Battle Magics of Hysh.

Telepi'oja of the Fourth Spawning
-Studied the Black Eggs

Udhi-Tegha of the Fourth Spawning
- From Cuexotl
- Mentor to Ecu'otta
- Skills:
— Magic: Yes.
- Traits:
— Slann of the Fourth Spawning: +20 to Magic. +10 to Warfare.
— Geomantic Web Specialist: +15 when dealing with the Geomantic Web
— Seals of the Old Ones: Allows easier, intrinsic manipulation of the Geomantic Web. +1 when dealing with the Geomantic Web

Fifth Spawning:
Alhuanti of the Fifth Spawning
- Wields Ulgu

Chiccti of the Fifth Spawning
- Helped Cleanse Nahuantl

Ecu'otta of the Fifth Spawning
- From Cuexotl
- Student of Udhi-Tegha
- Skills:
— Magic: Yes.
- Traits:
— Slann of the Fifth Spawning: +10 to Magic. +5 to Warfare.
— Geomantic Web Novice: +5 when dealing with the Geomantic Web

Gar'ata'xamundi of the Fifth Spawning
— Magic: Yes.
- Traits:
— Slann of the Fifth Spawning: +10 to Magic. +5 to Warfare.
— Diviner: +10 to Diviniation.

Ha'marentongz of the Fifth Spawning
- Crafted original Mirror-Shield of Quetzl

Hixha'zaq of the Fifth Spawning
- From Tlaqua

Huan'lza'qotl of the Fifth Spawning

Huanxi'otl of the Fifth Spawning

Lixhua of the Fifth Spawning

Qu'ahn'Oh of the Fifth Spawning

- Studies Daemons

Qu'ata'xamundi of the Fifth Spawning
— Magic: Yes.
- Traits:
— Slann of the Fifth Spawning: +10 to Magic. +5 to Warfare.
— Diviner: +10 to Diviniation.

Tzahuan of the Fifth Spawning
- Helped Cleanse Nahuantl
Awanabil'tat
- Type: Chief
- Specialization: Architect
- Skills:
— Construction III (+30)
— Leadership I (+10)
- Traits:
— Touch of Tepok: Awanbil'tat can sense the energies of the Geomantic Web.
— Secrets of Sacred Geometry: +5 when dealing with the Geomantic Web.

Atahuinqua
- Type: Priest
- Specialization: Oracle
- Mount: Tenqu'itt (Troglodon)
- Skills:
— Magic: Oracular
— Divination II (+20)
— Combat II (+20)
— Evasion I (+10)
- Traits:
— Oracle: Reroll one failure per Action they are assigned to. +10 to Divination.
— Witness of Caledor: Has peered deeply into the Great Vortex and glimpsed its mysteries.
— Honed: +15 to Combat. Has sparred with not only the saurus of Zlatlan but marines of Cothique, mages of Saphery, Sisters of Avelorne, and Yvressian nobles.
— Troglodon Bond: Tenqu'itt is young yet, unfit yet to be ridden. Still their growing bond allows she and Atahuinqua to fight fiercely together. +5 Combat when fighting alongside Tenqu'itt.

Gif'a-Gahb
- Type: Priest
- Specialization: Heavens
- Skills:
— Magic: Azyr
— Warfare II (+20)
— Combat I (+10)
— Construction II (+20)
- Traits:
— Priest of the Blue Wind: +10 to Warfare and Divination. Knows Battle Magics of Azyr.

Ittetuhlot
- Type: Chief
- Specialization: War Leader
- Skills:
— Warfare II (+20)
— Construction II (+20)
- Traits:
— Stegadon Rider: +10 to Warfare and Combat while riding a stegadon.
- Equipment:
— Tail of the Golden Monkey. Prosthetic Tail. +5 to Combat. A slim prosthetic tail made of bronze that is able to grasp objects and act like any other limb.

Mai'xon
- Type: Artisan-Priest
- Specialization: Architect
Skills:
— Magic: Hysh
— Construction I (+10)

Poh'paloq
- Type: Chief
- Specialization: Flight Leader
- Mount: Riz (Terradon)
- Skills:
— Construction II (+20)
— Warfare II (+20)
- Traits:
— Expert Terradon Flyer: +10 to Warfare and Combat while flying.

Xehtzaihl
- Type: Artisan-Priest
- Specialization: Shipwright
- Skills:
— Magic: Chamon
— Construction I (+10)
- Traits:
— Shipwright: +10 to Construction related to building, designing, and maintaining ships.

Xilotl
- Type: Artisan-Priest
- Specialization: Smith
- Skills:
— Magic: Chamon
— Construction I (+10)
- Traits:
— Smith: +10 to Construction related to metals.

Zille'mi
- Type: Priest
- Specialization: Heavens
- Skills:
— Magic: Azyr
— Diplomacy II (+20)
— Combat I (+10)
— Construction II (+20)
- Traits:
— Priest of the Blue Wind: +10 to Warfare and Divination. Knows Battle Magics of Azyr.
Huatza-Botl
- Type: Oldblood
— +5 to Warfare, +10 to Combat
- Skills:
— Warfare III (+30)
— Combat II (+20)
— Navigation I (+10)
— Leadership I (+10)
- Traits:
— Blessed of Tzunki: +10 to Warfare, Combat, Navigation while at sea or in wetlands.
- Equipment:
— Leviathan-Bone Harpoon (Pelagic Championship): Hybrid Melee/Ranged Weapon. +15 to Combat. Control over water when at sea, sufficient to dash moderately sized vessels if unopposed. Chance to Command marine creatures as large as a stegadon.

Khaxilitli
- Type: Scar-Veteran
— +5 to Combat
- Skills:
— Combat II (+20)
— Perception I (+10)
— Navigation (Land) I (+10)
- Traits:
— Blessed of Chotec: +5 to Combat. Tireless vigor fills their flesh.

Loqtli
- Type: Scar Veteran
— +5 to Combat
- Mount: Hra (Horned-One)
- Skills:
— Combat II (+20)
— Warfare I (+10)
— Tracking I (+10)
- Traits:
— Horned-One Rider: +10 to Combat while riding Cold-Ones or Horned-Ones.
— Blessed of Itzl: +5 to Combat. Savage ferocity and an unwavering sense of justice.

Qu'Qu-Kor
- Type: Temple Guard
— Can only be assigned to actions with Slann or Skink Priests.
- Skills:
— Combat II (+20)
— Perception II (+20)
— Concealment II (+20)
— Tracking II (+20)
- Traits:
— Blessed of Tepok: Lesser magics break under their assault and greater ones are dulled by their unwavering defense.
— Ancient Guardian: +20 to Combat while defending their charge.

Rheameninthys
- Type: Handmaiden of the Everqueen
— +5 to Warfare, +10 to Combat
- Skills:
— Warfare II (+20)
— Leadership I (+10)
— Navigation I (+10)
- Traits:
— Devoted to Isha: While not a priestess of the goddess, she is still ardently devoted to her in all her forms.
— ???: ???
- Equipment:
— Spirit Bow: Ranged Weapon. +10 to Combat while fighting at range. Even heavy armor fails in the face of a missile fired from this bow, only magic can protect from its blows.

Non-Assignable Characters
Cuaqli
- Type: Scribe

Hua'Ximni
- Type: Chameleon Skink
- Specialization: Eldest

Liss'en Ohp
- Type: Foreskink
- Specialization: Korai Wrangler

Tehe'Tenq
- Type: Scribe

Tli'Tli
- Type: Priest
- Specialization: Beasts

Tzakani
- Type: Scribe

Xo'Ar-Uhn
- Type: Terradon Rider
- Mount: Fwee (Terradon)
Axa-Dun
- Type: Saurus
- Specialization: Cold One Rider
- Mount: Tlexi (Cold-One)

Boqitzil-Axali
- Type: Scar-Veteran

Gor-Toq
- Type: Scar-Veteran

Ixtlec
- Type: Saurus
- Specialization: Cold One Squadron Leader

Miccuatoco
- Type: Scar-Veteran
Qoli
- Type: Big

Korai
- Type: Big

Equipment:
Mirror-Shield of Quetzl.
Effects:
Upon activation deflects incoming projectiles, mundane or magical, back in the direction of the attacker. Robs them of much of their speed or impact. Recharges at a rate relative to the number and power of the projectiles reflected.
Carapace of Winds.

Effects:
Armor. Functions as mundane armor; when bearer is struck by magical weapons or magic the armor absorbs a portion of the power (completely nullify weak attacks and destroying simple enchantments) and uses it to temporarily enhance its wielder.
Disc of Yuxa.

Effects:
Caster Focus/Mount. Greatly enhances casting speed, power, and focus of a single individual while they are stood/seated atop it. Can operate indefinitely within Zlatlan, more limited outside of it.

Skink priest characters equipped with the Disc of Yuxa have all their dice count as slann dice. Slann count as being one generation higher than their normal generation.

Possible Enhancements:
Supreme Lordship of the Heavens - Imparts even greater effects upon the user and also extends operation time outside of Geomantic Web significantly. Completely immobilizes the user and elevates them high into the air.

Alignment of the Sacred Choir - At the expense of some efficacy of the effects themselves upon individuals, spreads the effects to any two other casters within direct communication of the primary caster.
Black Egg.

Effects:
Allows a Young Obsinite Dragon to be awoken b during battle. Lasts anywhere between 14 and 92 minutes, at the end of that period the Egg has a chance of being destroyed (DC60).

Elite Units:
Quetzl's Mirror Guardians
Unit of 256 saurus wielding shields enchanted with a derivative enchantment of the Mirror-Shield of Quetzl. Can only be deployed within Zlatlan or its immediate environs (Restriction lifts on Turn 12).

Quetli's Chosen
Unit of 64 saurus all spawned at once. Faster, stronger than typical saurus, their presence and attacks are anathema to daemons and all things bearing the taint of chaos.

Naval Assets:
Abyssal Exploration Gear
Composed of several bronze-gold rings enchanted to counteract the water pressure at depths; these wrap around the neck, arms, chest, legs, and tail. Alongside is a mask of ray-bone to allow for underwater breathing, fins of bronze and ray-leather for better control while swimming. And finally a sloping crystal dome fit over the eyes and head to allow for better visibility at depth.
Crew Size: 1

War Canoe
Carved from enormous tree trunks, the smallest of these canoes can carry a handful of Skinks or two to three Saurus while the largest examples can see more than a full cohort of Skinks packed in. The latter can only be made by trips into the deepest jungles to fell one of the towering giants of the jungle canopy.Propelled by paddles and poles.

Crew Size: 5 to 120

Coastal Monitor
Wide bottomed with a shallow draft and low broad front perfect for quickly moving from deck to shore these vessels are built from simple wooden planks lashed together with thick woven rope, sealed with resin pitch, and topped by a single mast. This makes the process of quick repairs outside of drydock relatively easy, damaged sections can be cut away and new ones fashioned from available trees to be lashed in place and sealed again.

Designed to slip from treacherous coastal waters to the faster running currents of the wide river entrances and swampy marshes they also carry long poles, usually crewed by the few Kroxigor aboard, for travelling up river. Reed mats and the typical small rounded shield are often attached to the sides of the monitors, providing both cover and camouflage. Sometimes a single greatbow is mounted towards the fore or aft. Or a handful of mounted blowpipes. But mostly offensive capacity is provided by the crew.

Crew Size: 20 to 80
Armament: 1 Greatbow or 5-7 Mounted Blowpipes

Frigate
With a deeper hull and two masts, the frigate is much more capable of extended voyages and traversing deeper waters than the coastal monitors. Though the majority of the hull is fashioned from the same wooden planks as the monitors, though using more permanent construction techniques, below the waterline the wooden hull actually interlocks into a stone bottom. Worked with some of the same enchantments as the palanquins of the Slann, this stone keel actually reduces the apparent mass of the ship; allowing the sails to push the frigate a degree faster than it's apparent size might indicate.

To each side of the ship, an angled series of spars extend, typically covered in the same matting of reeds the monitors employ, which attach to enormous canoes. Detachable, these canoes serve as both outrigging to help stabilize the ship in rough seas and deep waters and as landing craft to send parties ashore or to navigate up smaller waterways. Only uncoupled when the parent vessel is safely anchored and close to shore. Additionally the space between each canoe and the main hull doubles as extra storage space for supplies, materials, or spoils of war.

Typically mounted with several greatbows, a plethora of blowpipes, and space for more of both. These are the primary aggressors of the Lizardmen fleet.

Crew Size: 100 to 240
Armament: 4-7 Greatbows and 10-20 Mounted Blowpipes

Cruiser
Built along similar lines to the frigates, simply scaled up and with a few key differences; the most notable of those being that cruisers carry three masts, lack of outrigging, and the fact that the stone keel extends up the side of the ship in thick ribs spaced evenly down the length of the hull. Wider at water level than at the height of its top deck and with the bare stone protruding out from the wooden portions of the hull, cruisers have a certain vaguely skeletal appearance

At the bow the ribs extending from the keel join into a jutting prow, often capped with a vicious obsinite tipped ram, capable of tearing flesh and scale and wood apart with even a glancing blow. Meanwhile at the aft the stone forms a solid plate of reinforced stone, engraved with an enormous shining glyph of the Old One Tzunki.

Capable of mounting numerous Greatbows across both it's lower and upper decks, though with severely curtailed arcs of fire for the former, and liberally festooned with blowpipes the cruiser mixes speed with firepower. The aftcastle - reinforced by the final set of stone ribs and anchored to the aft stone plate - flairs out past the edge of the hull and is designed to mount either two solar engines, attached so that each has a clear one-hundred and seventy degree arc of fire, or a single engine of the gods. Of course until and unless such precious treasures can be spared from the defence of Zlatlan itself those mountings go unfilled.

While they can match frigates for speed in a chase they have notably slower ability to enact course changes or come about.

Crew Size: 200 to 500
Armament: 10-15 Greatbows and ~40-60 Mounted Blowpipes (2 Solar Engines or 1 Engine of the Gods)

*Overrides other bonuses.
**Assignable only to designated actions.

Feel free to vote now.
 
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[X] Disaster! Chupayotl sinks and you are cut off from the greater part of the remaining Slann. It could not come at a worst time; though the Elves have managed to siphon away the greater part of the power flowing out of the poles, the work must be buttressed. (Greatest chance to enact significant change on the world, but your periods of alertness will be frequently disrupted by the need to sleep for decades or even centuries. Starting date -3894).
 
[X] Disaster! Chupayotl sinks and you are cut off from the greater part of the remaining Slann. It could not come at a worst time; though the Elves have managed to siphon away the greater part of the power flowing out of the poles, the work must be buttressed. (Greatest chance to enact significant change on the world, but your periods of alertness will be frequently disrupted by the need to sleep for decades or even centuries. Starting date -3894).
 
[X] Disaster! Chupayotl sinks and you are cut off from the greater part of the remaining Slann. It could not come at a worst time; though the Elves have managed to siphon away the greater part of the power flowing out of the poles, the work must be buttressed. (Greatest chance to enact significant change on the world, but your periods of alertness will be frequently disrupted by the need to sleep for decades or even centuries. Starting date -3894).
 
[X] Disaster! Chupayotl sinks and you are cut off from the greater part of the remaining Slann. It could not come at a worst time; though the Elves have managed to siphon away the greater part of the power flowing out of the poles, the work must be buttressed. (Greatest chance to enact significant change on the world, but your periods of alertness will be frequently disrupted by the need to sleep for decades or even centuries. Starting date -3894).
 
[X] Disaster! Chupayotl sinks and you are cut off from the greater part of the remaining Slann. It could not come at a worst time; though the Elves have managed to siphon away the greater part of the power flowing out of the poles, the work must be buttressed. (Greatest chance to enact significant change on the world, but your periods of alertness will be frequently disrupted by the need to sleep for decades or even centuries. Starting date -3894).

It's gonna be fun dealing with Nagash in his heyday.
 
[x] Disaster? Zlatlan no longer remains hidden from the rest of the world! Warmblood explorers, living humans from the north, have stumbled upon you. But they have as of yet displayed no hostility and even given a number of strange gifts to the Skinks you have sent to ascertain their purpose. Perhaps they could be of use? (Things are well settled, geopolitically speaking. But you find yourself active more often than not and you can feel there is still time before the world is utterly lost to the ends of the Old Ones. Starting date 1150).
 
[X] Disaster! Chupayotl sinks and you are cut off from the greater part of the remaining Slann. It could not come at a worst time; though the Elves have managed to siphon away the greater part of the power flowing out of the poles, the work must be buttressed. (Greatest chance to enact significant change on the world, but your periods of alertness will be frequently disrupted by the need to sleep for decades or even centuries. Starting date -3894).
 
[x] Disaster? Zlatlan no longer remains hidden from the rest of the world! Warmblood explorers, living humans from the north, have stumbled upon you. But they have as of yet displayed no hostility and even given a number of strange gifts to the Skinks you have sent to ascertain their purpose. Perhaps they could be of use? (Things are well settled, geopolitically speaking. But you find yourself active more often than not and you can feel there is still time before the world is utterly lost to the ends of the Old Ones. Starting date 1150).

It's gonna be fun dealing with Nagash in his heyday.
That's like, 1800 years past that start-date.

Granted, he's not necessarily going to be butterflied, but it wouldn't take a big one to change events in Nehekhara quite a bit.
 
That's like, 1800 years past that start-date.

Granted, he's not necessarily going to be butterflied, but it wouldn't take a big one to change events in Nehekhara quite a bit.
It's not something you'd do casually, assuming your select a start date that even lets you meaningfully impact his rise and fall.
 
[X] Disaster! Chupayotl sinks and you are cut off from the greater part of the remaining Slann. It could not come at a worst time; though the Elves have managed to siphon away the greater part of the power flowing out of the poles, the work must be buttressed. (Greatest chance to enact significant change on the world, but your periods of alertness will be frequently disrupted by the need to sleep for decades or even centuries. Starting date -3894).
 
I'd prefer being more active honestly. Not try and save the world before it gets worse, but instead be happy with working what we have with the fewest restrictions.

It sucks so much ass

[X] Disaster. The world shakes, rocked by greater tremors that shift entire mountain ranges. After consulting the sacred plaques you have determined that almost irreparable damage has been done to the progress of the Great Plan. Worse, you suspect it was done by those of your number across the ocean. (Much of the world's history has passed you by, there's not much you can change at this point, but over the last two millennia you have managed to shake off the worst of your lethargy. Starting date -1500).

We can still participate in the rise of Sotek, the first wars against Nagash, with less skewing super magic toads and less time until those events.
 
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Ooh, a Lizardmen quest! :D

[X] Disaster! Chupayotl sinks and you are cut off from the greater part of the remaining Slann. It could not come at a worst time; though the Elves have managed to siphon away the greater part of the power flowing out of the poles, the work must be buttressed. (Greatest chance to enact significant change on the world, but your periods of alertness will be frequently disrupted by the need to sleep for decades or even centuries. Starting date -3894).

I prefer to have the most time to change things.
 
I'd prefer being more active honestly. Not try and save the world before it gets worse, but instead be happy with working what we have with the fewest restrictions.

It sucks so much ass

[X] Disaster. The world shakes, rocked by greater tremors that shift entire mountain ranges. After consulting the sacred plaques you have determined that almost irreparable damage has been done to the progress of the Great Plan. Worse, you suspect it was done by those of your number across the ocean. (Much of the world's history has passed you by, there's not much you can change at this point, but over the last two millennia you have managed to shake off the worst of your lethargy. Starting date -1500).

We can still participate in the rise of Sotek, the first wars against Nagash, with less skewing super magic toads and less time until those events.
I've taken steps to adjust how turns work so that you shouldn't feel the crunch too bad, if you select the earliest start. Narratively it will be very important, but things should hopefully not feel like a slog.
 
[X] Disaster! Chupayotl sinks and you are cut off from the greater part of the remaining Slann. It could not come at a worst time; though the Elves have managed to siphon away the greater part of the power flowing out of the poles, the work must be buttressed. (Greatest chance to enact significant change on the world, but your periods of alertness will be frequently disrupted by the need to sleep for decades or even centuries. Starting date -3894).
 
[X] Disaster. The world shakes, rocked by greater tremors that shift entire mountain ranges. After consulting the sacred plaques you have determined that almost irreparable damage has been done to the progress of the Great Plan. Worse, you suspect it was done by those of your number across the ocean. (Much of the world's history has passed you by, there's not much you can change at this point, but over the last two millennia you have managed to shake off the worst of your lethargy. Starting date -1500).
 
[X] Disaster! Chupayotl sinks and you are cut off from the greater part of the remaining Slann. It could not come at a worst time; though the Elves have managed to siphon away the greater part of the power flowing out of the poles, the work must be buttressed. (Greatest chance to enact significant change on the world, but your periods of alertness will be frequently disrupted by the need to sleep for decades or even centuries. Starting date -3894).
 
[X] Disaster! Chupayotl sinks and you are cut off from the greater part of the remaining Slann. It could not come at a worst time; though the Elves have managed to siphon away the greater part of the power flowing out of the poles, the work must be buttressed. (Greatest chance to enact significant change on the world, but your periods of alertness will be frequently disrupted by the need to sleep for decades or even centuries. Starting date -3894).
 
[X] Disaster! Chupayotl sinks and you are cut off from the greater part of the remaining Slann. It could not come at a worst time; though the Elves have managed to siphon away the greater part of the power flowing out of the poles, the work must be buttressed. (Greatest chance to enact significant change on the world, but your periods of alertness will be frequently disrupted by the need to sleep for decades or even centuries. Starting date -3894).
 
[X] Disaster. The world shakes, rocked by greater tremors that shift entire mountain ranges. After consulting the sacred plaques you have determined that almost irreparable damage has been done to the progress of the Great Plan. Worse, you suspect it was done by those of your number across the ocean. (Much of the world's history has passed you by, there's not much you can change at this point, but over the last two millennia you have managed to shake off the worst of your lethargy. Starting date -1500).
 
[X] Disaster! Chupayotl sinks and you are cut off from the greater part of the remaining Slann. It could not come at a worst time; though the Elves have managed to siphon away the greater part of the power flowing out of the poles, the work must be buttressed. (Greatest chance to enact significant change on the world, but your periods of alertness will be frequently disrupted by the need to sleep for decades or even centuries. Starting date -3894).
 
[X] Disaster. The world shakes, rocked by greater tremors that shift entire mountain ranges. After consulting the sacred plaques you have determined that almost irreparable damage has been done to the progress of the Great Plan. Worse, you suspect it was done by those of your number across the ocean. (Much of the world's history has passed you by, there's not much you can change at this point, but over the last two millennia you have managed to shake off the worst of your lethargy. Starting date -1500).
 
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