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

[] Archmages take a walk
hi
--[] Guiding the Vohlu:
---[] Hixha'zaq of the Fifth Spawning
---[] Tzahuan of the Fifth Spawning
---[] Alhuanti of the Fifth Spawning
This is funny to me. Really want to see what CF will come up with.

Was just reminded that said walk will go through ork controled territory... will need a lot of boys.
We should still be able to attach Rhe if possible. Not sure how she counts on that... question for the qm really
Actually
You may now assign Rheameninthys to any actions tagged with 'Elven Cooperation.'
How do we do that? like a character or more along the line of artefact in operation?

We still have this to figure out : At least might explain the elven part. Still 23 points left.
Want a black egg and chamelions... no reason

    • Infantry
      • Saurus Band (1 Points)
      • Skink Cohort (0.25 Points)
      • Kroxigor Cohort (0.25 Points) (Requires: 0.25 Points of Skink Cohorts Each)
    • Cavalry
      • Horned One Squadron (4 Points) (Requires: 1 Points of Saurus Bands Each)
        • Max: 8 Points
      • Cold One Squadron (2 Points) (Requires: 2 Points of Skink Cohorts Each)
        • Max: 8 Points
      • Terradon Squadron (1.5 Points) (Requires: 0.5 Point of Skink Cohorts Each)
        • Max: 9 Points
    • Warbeasts
      • Carnosaurs (5 Points) (Requires: 0.5 Point of Skink Cohorts, 2 Points of Saurus Bands Each)
        • Max: 15 Points
      • Bastiladon (1.25 Points) (Requires: 0.25 Points of Skink Cohorts Each)
        • Max: 15 Points
      • Stegadon (1.25 Points) (Requires: 0.5 Points of Skink Cohorts Each)
        • Max : 15 Points
    • Wargear
      • Solar Engine (1.5 Points) (Requires: 0.25 Points of Skink Cohorts Each)
        • Max: 6 Points
      • Greatbow Howdah (0.25 Points)
        • Max: 6 Points
      • Revification Crystal (1.5 points) (Requires: 0.25 Points of Skink Cohorts Each)
        • Max: 3 Points
      • Black Egg (1 Point) (Requires 0.5 Points of Priests)
        • Max: 6 Points
    • Special
      • Priest (0.5 Point) (Requires: 0.5 Points of Skink Cohorts, 2 Points of Saurus Bands)
        • Max: 2 Points
        • +10 Magic/+5 Warfare for Each Point on Expedition
      • Quetzl's Mirror Guardians (1.25 Points)
        • Max: 1.25 Points
        • +5 Warfare when Defending Locations
      • Quetli's Chosen (2 Points)
        • Max: 2 Points
        • + 15 Warfare against daemons and other chaos corrupted enemies.
      • Chameleon Skinks (1 Point) (Requires: 0.5 Points of Skink Cohorts)
        • Max: 1 Point
        • +30 Navigation (Land)/Tracking/+20 Perception on Expedition
        • Allows Assasination and Sabotage
      • Rheameninthys (3 Points) (Available for Actions tagged 'Elven Cooperation')
        • Max: 3 Points
      • Tyrecmion, Amnil, Isobar (2 Points) (LOCKED)
        • Max: 2 Points
    [*]
 
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How do we do that? like a character or more along the line of artefact in operation?

We still have this to figure out : At least might explain the elven part. Still 23 points left.
Want a black egg and chamelions... no reason
Like any other character. Building an expedition is entirely optional, if don't do it I'll come up with whatever numbers and makeup make sense to me.
 
Some stuff I meant to answer before but forgot about.
What are the odds of Vohlu 'turning' winds of magic into gods? As i Jade winde being domain of Ghyrian, Loro of fire of Lord Aqsy and so on...
Can certanly see that happening.... Reminds me ofa certain quest I would like to see more of...
None. If you saw such things happening you would actively discourage them.

We may want to send some boys up north then. Mayby even with Vohlu 'diplomats'. Doubt Rhea would be that much intrested even if it did bring her closer to her goal... actually she may agree if we offer some free time after... huh.
The Vohlu speak an entirely unrelated language that that spoke by the humans moving south now, about a third of the continent stands between them; if you want contacts who might have parts of their languages in common, you would want to look to Developing Relations.

I wonder if we'll create new weapons. But yeah let's go the pools
Not from Make Them Ready for War, if that's what you have in mind.
 
Sorry for not voting earlier. Given the two most vocal plan makers seems to be in general agreement (Still think Vik should use the disk) there is not much at stakes, really...
Will vote once there is a choise to make vote for.
It really hurts to see a quest this good this quiet.

Short for Wik'keer'mal of the Third Spawning
Might be misspeling, is funny nickname I have for him
 
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@CuttleFish2.0 I would appreciate it if in post #4 it was updated to show all sleeping or awake, Slann separated by their generation. I have to refer to it when making plans, having the full list by generation would make drawing up plans easier.
I'll consider it, or some alteration of the slann list in the turn post starting next turn.
 
Random Event! Pirate— the word is strange to you still. Raiding in war is known to you; for supplies, for material, to test the enemy's defenses, all these are sensible reasons. Necessity alters the balance of risk. Evidently pirates do not agree, possible injury or death is preferable to more stable forms of survival in their view.
Does this not ignore the possibility of necessity ultimately being the cause of piracy, absent knowledge of these one's circumstances, or are these just more of the old breed we've dealt with, investigated and interrogated?
 
Does this not ignore the possibility of necessity ultimately being the cause of piracy, absent knowledge of these one's circumstances, or are these just more of the old breed we've dealt with, investigated and interrogated?
Likely both. Where's opportunity , there's someone taking it. Plus Tor whatever does not exacly seems likely to poses a substantial fleet at the moment. Esspecially given that by being the furthest south on the continet, much of naval trafic tends to ignore them. We know for a fact that cult of exxes is far from exterminated and is always hungry for offerings. As for lucky idiots with boats, too much charisma and inrevolcable greed desire for adventures? meh. some , mayby.

There is an action to deal closer with them or the Tor Val-something. But that's on the list. Got enough diplomacy on our hands as it is. addmitedly our marines could stretch their limbs a bit, but they be busy training with turtles for a while.
Only so many pies to put claws into, and those are distant enough.

With Lustria being off limit by will of Phenix King and Zlatlan being 'friend' by will of Everqueen. Unauthorised incursions would be limited to those by truly determined to be our problem.

Let's put a pin on that till we start sailing to Barak Varr. Got better things to do. Fixing engines for one thing. That's a whole bloody tree to tackle.

Also man. Awanabi is going to have to steel his nerves. Workin alongside four(!) Mage Lords... that will put some expectations on him...
Requirements: Slann (2)
Does that mean it requires two Slann to succeed, or is Macuiltotec of third gen enough?

Edit two:
The flip side of having pirates somewhat close by means we are serious enough either economically or diplomatically for pirates to be drawn closer. Either someone is paying for the pirates to cause some tension (I can't figure out spoilers)
or trade with Zlatan has drawn the attention of a high enough house to shift some trade routes.
Either way, they will provide valuable target practice for our new turtles units. Be a good lesson in identifing friend/foe as well.
The important aspect would say this time is cooperation with naval forces of nearby elfs. Doubt the embassy would care all that much , with at best token commitment, but the colonists that depend on those trade routs for supplies and growth would be very invested in solutions.
Would be a fine bonding time as well. It is universal truth that few things bring people together as common enemies.
Good move to open doors. Even if still would advice diplomacy first.
 
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Does this not ignore the possibility of necessity ultimately being the cause of piracy, absent knowledge of these one's circumstances, or are these just more of the old breed we've dealt with, investigated and interrogated?
You only have the word of some elven captains that there are pirates, so the sum total of what you 'know' about the pirates is that they exist.
 
The flip side of having pirates somewhat close by means we are serious enough either economically or diplomatically for pirates to be drawn closer. Either someone is paying for the pirates to cause some tension (I can't figure out spoilers)
or trade with Zlatan has drawn the attention of a high enough house to shift some trade routes.
 
It been repeated statement that the elves see little value in what we export. And these pirates are much further north then the last bunch, sailing around the southern most elven cities, not the lizardmen waters.
 
It been repeated statement that the elves see little value in what we export. And these pirates are much further north then the last bunch, sailing around the southern most elven cities, not the lizardmen waters.
Which is why cooperation with those Southern elfs would be higher on the list than dealing with them ourselfs.
Also on another note. Funny acnowledment that they are avoidig our waters. They learned a lesson.
There is howeve matter of coursairs and privateers. People 'paid' to be our problem.
Eather way we have enough do to back home, if we can offload dealing with those pests to otthers we should.
 
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Ah yeah, that makes sense. Pirates via more word of mouth than personal encounters.
Closer ties with said elves would probably bring some benefit. Then again, if we'll deal with Dawi, we'll be swinging by anyway.
Good thing we're improving our navy with deadly critters. Policing warmbloods is not exacly our jurisdiction.
Problems starts when they touch our boats.
Rather spend that time and resources locally.
 
Vote closed
Scheduled vote count started by CuttleFish2.0 on Jan 16, 2025 at 12:00 PM, finished with 22 posts and 6 votes.

  • [x] Archmages take a walk
    -[x] *REQUIRED Experimental Pool Work: Character Limit: 3. Tags: Construction, Research, 3rd Generation, Multi-Stage, Risky. Requirements: Slann (1). Using Clinometer of Xokha
    --[x] Udhi-Tegha of the Fourth Spawning Using the Disk
    --[x] Mextlep of the Fourth Spawning
    --[x] Awanabil'tat
    -[x] Pre-Divine Metaphysics: Character Limit: 2. Tags: Research, 5th Generation. Requirements: Wik'keer'mal.
    --[x] Wik'keer'mal of the Third Spawning
    --[x] Gar'ata'xamundi of the Fifth Spawning
    -[x] Curious Archmages: Character Limit: 2. Tags: Combat? Exploration, Magic, Geomancy, Elven Cooperation. Requirements: Slann (1). Max Supply: 28.
    --[x] Ecu'otta of the Fifth Spawning
    --[x] Atahuinqua
    -[x] Mechanization: Character Limit: 2. Tags: Construction. Research. Requirements: None.
    --[x] Ittetuhlot
    --[x] Xilotl
    -[x] Making Them Ready for War: Character Limit: 3. Tags: Research, Combat. Requirements: Slann (2), Huatza-Botl.
    --[x] Huatza-Botl
    --[x] Macuiltotec of the Third Spawning
    --[x] Xehtzaihl
    -[x] Temple actions
    --[x] Guiding the Vohlu:
    ---[x] Hixha'zaq of the Fifth Spawning
    ---[x] Tzahuan of the Fifth Spawning
    ---[x] Alhuanti of the Fifth Spawning
    --[x] Aid Action Experimental Pool Work
    ---[x] Telepi'oja of the Fourth Spawning
    ---[x] Huan'lza'qotl of the Fifth Spawning
    --[x] Contemplating the Sequence:
    ---[x] Huanxi'otl of the Fifth Spawning
    ---[x] Qu'ata'xamundi of the Fifth Spawning
 
Apologies @Earth-Destroyer for not catching it sooner, but your plan is not actually valid for Making Them Ready for War, which requires 2 slann, not one. to make this works out I'll simply switch Mextlep from Experimental Pool Work to Making Them Ready for War and put Xehtzaihl on Experimental Pool Work.
 
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