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

[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).

This is a good mix of the two we're not too far into Canon to where we can't change or influence major events and we're more active than the first choice so we can influence more and do more things
 
[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. 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).
 
So what sort of changes could we do as a Slann in the Southlands with only one Temple-City who sleeps a lot?
 
Barring a significant shift in votes i'll be closing the vote sometime this afternoon/evening. Character creation next.
 
[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)
 
[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. 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).
 
Character Creation
Vote Closed! Calling it for the earliest start. Now, you guys create your Slann!

You rule in Zlatlan in the year 11106 since Itza's Founding, but who are you, Slann Mage-Lord of the Hidden City?

[] Name: Write-in.
[] Titles: Optional, write-in.
[LOCKED] Slann of the Third Spawning
[] Magical Focus: Write-in; one of the eight winds, high magic, geomancy, divination, or similar.

Traits (choose 3):

[] Duellist: You are a rarity amongst the Slann; for you have deigned to physically lift a weapon and strike a foe. Fighting from palanquin-top is a bit cumbersome.

[] Artillerist: During the Great Catastrophe, in defense of Zlatlan, you took personal charge of a Solar Engine or Engine or the Gods. Entire legions of daemons disappeared under your withering fire.

[] Tinkerer: Even at rest your mind is constantly pondering mechanisms and designs for devices of both a mundane and magical nature. Such projects will be easier for you.

[] Apiarist: Long ago, before the coming of the eternal enemy, you became fascinated by the humble bee. At least one hive is your constant companion, even in battle, reminding you of the use of other creatures and the designs of the Old Ones even in small things.

[] Chorister: During the Great Catastrophe, across battle after battle and defence after defence, you directed your fellow Slann and the Skink Priests in matching the magical might of the daemon hordes.

[] Smith: You are fascinated by metals of all sorts and enjoy crafting arms and armor. During the Great Catastrophe many were the Saurus who carried your works into battle.

[] 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.

[] 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 you are called upon.

[] Maimed: Some time during the Great Catastrophe you were greatly injured, losing one of your arms. Your charges are at once shamed by this and love you all the more for it.

[] Architect: Before the Great Catastrophe you took particular joy in the construction of monuments, temples, and other such buildings needed by the various temple-cities. Your works blend functional utility, aesthetic appeal, and mystical impact in ways nearly unmatched.

[] Ambusher: Even before the fall of Chupayotl, the armies of Zlatlan had learned how to use the land against their enemies. In the open, battle against numberless hordes of daemons is untenable. Only through trickery, deception, and subterfuge can you hope to over come them. And you are very, Very good at that.




There are various potential synergies in the traits. For that reason, and to allow people to suggest other traits if they have any ideas (which I will consider), there will be a Moratorium of… 2 Hours on the vote.

Also the vote, when it opens, will be by plan.
[-] Plan Bob the Not Slann
- [-] Name: Bob
- [-] Titles: the Not Slann
- [LOCKED] Slann of the Third Spawning
- [-] Magical Focus: Not Having Magic
- [-] Not Being a Slann
- [-] Being a Human
- [-] Not Having Magic, Like Seriously
 
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Inserted tally
Adhoc vote count started by CuttleFish2.0 on May 19, 2020 at 6:41 PM, finished with 41 posts and 34 votes.

  • [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? 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).
 
[] Chorister: During the Great Catastrophe, across battle after battle and defence after defence, you directed your fellow Slann and the Skink Priests in matching the magical might of the daemon hordes.
Given the relative paucity of Slann in the Southlands, I'm assuming we'd usually be directing Skink Priests with this trait? Or do we actually have number of 4th and 5th gen Slann?
 
[] Plan ALL HAIL LORD NOLHOX!!
-[] Name: Nolhox
-[] Titles: Smith Lord of Zlatlan, Third Spawning Slann
-[] Magical Focus: The Lore of Chamon
-[] Tinkerer
-[] Smith
-[] Mentor

Edited this would give us an in with both the dwarves and the elves
 
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[X] Name: Nolhox
[X] Titles: Sacred Lord of Zlatlan
[X] Magical Focus: The Lore of Qhaysh
[X] Artillerist: During the Great Catastrophe, in defense of Zlatlan, you took personal charge of a Solar Engine or Engine or the Gods. Entire legions of daemons disappeared under your withering fire.

[X] Smith: You are fascinated by metals of all sorts and enjoy crafting arms and armor. During the Great Catastrophe many were the Saurus who carried your works into battle.

[X] 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.
Come on man, moratorium.
 
[X] Name: Nolhox
[X] Titles: Sacred Lord of Zlatlan
[X] Magical Focus: The Lore of Qhaysh
[X] Artillerist: During the Great Catastrophe, in defense of Zlatlan, you took personal charge of a Solar Engine or Engine or the Gods. Entire legions of daemons disappeared under your withering fire.

[X] Smith: You are fascinated by metals of all sorts and enjoy crafting arms and armor. During the Great Catastrophe many were the Saurus who carried your works into battle.

[X] 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.
A) That's not a plan vote
B) Moratorium, no voting for 2 hours
 
Given the relative paucity of Slann in the Southlands, I'm assuming we'd usually be directing Skink Priests with this trait? Or do we actually have number of 4th and 5th gen Slann?
Other 3rd generation too, as the various Temple-Cities fell during the Great Catastrophe most were able to evacuate in relatively good order. Southlands weren't as badly hit as Lustria was, but they were also all universally newer and less well developed so it was sort of a wash initially. Of course that also meant the place they were falling back to wasn't as capable of resisting despite not being quite as hard pressed. Then you lost some in the fighting.

There's no reason to hide it; you'll have a total of 21 Slann, including yourself.
 
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