[X] Tzunki - Old One of Water and Life
[X] Huanchi - Old One of Concealment and Darkness
[X] Tepok - Old One of Wind and Magic
[X] Xhotl - Old One of Fate and Choice

These are the Secrets I was most intrigued by.
 
[] Xhotl - Old One of Fate and Choice

Huh, so now the question is, why/who made a cursed soulstone and left it for a Priest of Kurnous to deal with?
Isn't it obvious? The Dark Muses. Those insane bastards that thought that aiding and abetting the birth of Slaanesh was a good idea. As I stated before the Ork pirates were clearly sent to eliminate the chosen of Kurnous and Isha to get them out of the way to eliminate those that could interfere with the birth of Slaanesh.

We need to break the curse and get this being reborn ASAP.
 
Went from 'huh, that's pretty short' to 'The madman wrote a choose-your-own-adventure into a single update' real fast.

[X] Tlazcotl - Old One of Will and Inevitability
[X] Xhotl - Old One of Fate and Choice
 
[X] Xhotl - Old One of Fate and Choice
Fate and choice are greater than anything that does/could/would/or even begin to exist, and the knowledge of that is greater wisdom to one's mind and soul than the material gains of other revelations.

Otherwise, as someone who reads way too many choose your own adventure stories. Good attempt @Xantalos, but next time, make sure that each one is linked by another page/update, otherwise, it makes the same work on the one thing, making it infinitely harder, both on the mind and the will to keep working on it.

And I truly hope we can kill the muses before Slaanesh.
 
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Frankly besides building up our temple cities our top priority should be to analyze the curse and break that vile thing so that the soul within the stone can be released. The more of the Eldars' demi-gods we can bring to bare on the Dark Muses and the gestation of Slaanesh the better our chance will be to kill Slaanesh before it can be born.

I think people are way too pessimistic about our chance to stop the birth of Slaanesh.
 
The question now becomes - what do the levels of the spawnings actually mean, in terms of population rather than just a vague 'very rare'
 
Xhotl - Much like the city bearing his name, Xhotl is associated with destiny and fate. Those bearing his deep blue coloration are either skilled diviners or possessed of a destiny which will lead them to greatness. Rarity: 2

Yeah Xhotl sounds hilarious. More so given Kroq-Gar and him being a Xhotl spawning.

Hm. Maybe we should make a new City of Heroes here?
 
[X] Xhotl - Old One of Fate and Choice

So Relic Priests can break the universe like it isn't even a big deal. That's a thing. Now I'm gonna go wait for my head to stop hurting.
 
It is a weird feeling to read a RPG update and have several pieces of both religious and secular philosophy snap into focus.

Clearly it is a sign!

[X] Tlazcotl - Old One of Will and Inevitability
 
Hm, are the artifacts of the old ones complete by chance? If even a single one is missing it Is a terrible loss.
 
The Slann began to sing, ribbits of power flowing from their voluminous throats and gliding forth in intricate patterns carved by their intonations.
FTFY
The Stone contains a soul, one belonging to a creature of formidable psychic potency, to the same degree as that of Isendral or a Slann mage-priest. The obfuscating effects of the talisman's psychic shielding - as well as the enigmatic communication of the Relic Priests - have made it impossible to accurately discern the species or identity of the soul, or the source of its power. Additionally, the Stone itself has a curse woven into its structure, one that has woven itself into the soul within. The exact effects of the curse are not known for certain, but the Slann's knowledge of Dhar-borne principles makes it possible to draw a conclusion - insanity, insidious and irreversible, should the Stone be unlocked and the creature within allowed out. Additional options unlocked.
Well. That's not great. And he's been in there for a while so even if we counter curse it, it may still take unknown millennia for him to go sane.
Anyway, blessings:
[X] Potec - Old One of Serenity and Protection
Resisting Magic and weaving barrier spells fits very well with the Lizardmen defensive themes.
[X] Tepok - Old One of Wind and Magic
The rarest spawning, and very flexible. It'll probably help our Skink Priests with their own research, crafting and coordinating Octarine Covens.
[X] Xhotl - Old One of Fate and Choice
More hero units and a boost to prophesying fits with what's going on recently.
 
So um, there's a few dozen extra words in the spoilers but, there's still about 21,000 words in that…part…of the update.





Here is the Sacred Spawning stuff directly quoted.
Sacred Spawnings are ranked on a scale of 1 to 10 on their degree of rarity, from least to most common. This determines how likely new batches of that spawning are and allows the GM to use this scale as a measure to determine when one will show up in the narrative rather than calculating the exact number of blessed lizardmen for all the different spawn types.

Spoiler: Rarity
1: Vanishingly Rare - In all likelyhood less than five lizardmen period have ever had this configuration
2: Very Rare
3: Rare
4: Very Uncommon
5: Uncommon
6:
7:
8:
9:
10: Common

Tepok
- Associated with magic, lizardmen born blessed by Tepok possess a bright purple coloration, and invariably possess an innate talent for casting spells. Rarity: 1
Chotec - Associated with the sun, lizardmen blessed by Chotec bear orange hides and possess an abundance of energy, making them far more productive than their kin. Rarity: 4
Tlanxla - The uncontested warrior of the Old Ones, lizardmen of Tlanxla have deep red scales and an innate talent for all aspects of war, from combat to command. Rarity: 3
Itzl - Associated with wild beasts, lizardmen blessed by Itzl have great bony crests atop their heads and an inborn ability to command beasts of the jungle. Rarity: 4
Huanchi - An Old One so stealthy that even the Chaos Gods could not find where he hid, Huanchi gives those lizardmen bearing his midnight black color an innate instinct to sneak and ambush. Rarity: 2
Potec - The most serene being, Potec embodies magical protection and grounding. Those bearing his pale blue coloration invariably possess some resistance to hostile magic, and should they be capable of spellcasting, have a talent for defensive magery. Rarity: 2
Tzunki - The Old One associated with water, lizardmen with Tzunki's blessing are colored turquoise and possess numerous minor alterations to better suit them to moving and fighting in the water. Rarity: 3
Quetzl - Known for his protective bent, lizardmen blessed by Quetzl have unusually thick and bony skin and plating, and occasionally display resistance to hostile magic. Rarity: 3 - however, all Temple Guard are blessed by Quetzl.
Tlazcotl - Embodying the cold-minded nature of the lizardmen, those blessed by Tlazcotl with his pure white coloration are intensely strong of mind, capable of rebuffing mental attacks by hostile psykers and daemons with nothing but sheer will. They also tend to be incredibly stubborn. Rarity: 2
Xhotl - Much like the city bearing his name, Xhotl is associated with destiny and fate. Those bearing his deep blue coloration are either skilled diviners or possessed of a destiny which will lead them to greatness. Rarity: 2

You know, a particularly irreverent part of me thinks "Why even bother with defenses? Let's just cluster in the basement and we'll slaughter them all."

Also, the Slann, having been struck down, have become more powerful than we can possibly imagine.
 
[X] Xhotl - Old One of Fate and Choice

For some reason the secrets learned in this update heavily reminded me of the runes from Tone Rebellion, stylistically speaking. It's probably just a coincidence though.
 
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[X] Tzunki - Old One of Water and Life
[X] Huanchi - Old One of Concealment and Darkness
[X] Tepok - Old One of Wind and Magic
[X] Xhotl - Old One of Fate and Choice
 
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