oh that's very small, yeah. Not small on the scale of how impressive it is, but small in terms of actually being usable for anything but being another layer of defense for the Nexus
It does provide us with framework of refrence... plus posible future projects and increased security.
Do wonder what elfs thing of it, and what our studends would take from it. Caledor could certanly use a lesson in self sustainability of spells.
In the meantime. We got a new turn on horizont! anyone remembers what our long plan goals were? Geting Gomantic lvl 2 is a high one, so is any form of restoration corp. Don't thing we have anything effort worty for Lustria, so it would mostly be local expeditions. Crystal making may be online, but would not yet advice Engine expanshions... then we have humans and elfs to consider. fun times.
Anything else?
btw, hey @CuttleFish2.0 ? did we send like three Slann to help out humans? anything came out of that, or do we just assume a flat bonus?
Also, How desiable are the floathing rocks for bird nesting? I can totally belive Vik asking Ecu his opinion on that.
btw, hey @CuttleFish2.0 ? did we send like three Slann to help out humans? anything came out of that, or do we just assume a flat bonus?
Also, How desiable are the floathing rocks for bird nesting? I can totally belive Vik asking Ecu his opinion on that.
Not so much 'send them out' as have them poke at the process. I am rolling for how the uplift goes every turn, but until it becomes particularly relevant or something significant happens it won't get screen time.
Negatively. Few of them float about for more than a few hours and the sudden movement disturbs already nested birds.
Omake time! Possible character from unlikely future!
I had come to realize that Zhenhi is both a loli and a tomboy…
Mad journals of an antient alchemist
My name is Zhenhi. That's all. Yet there is more. Perhaps one day, it may be worth something.
Dear Diary, I lost the time so I'm just gonna babble here.
What a haul. - Bone marrow of a sky giant. That was a decade just to cover the distance. I'll would have to thank those brutes for trying to fail one. Even if they failed in actually besting them the outcome is more or less than perfect for a scavenger like me. Ualatp has truly blessed this day.
Bloody hand from a giant is still a trove for an alchemist like me. Flesh blood in gallons, acres of skin, enough nail to make a shield wall and most importantly; Marrow. From whence blood is and can still be borne.
Sure it will be a effort to keep it functioning indefinitely but that's what biomancy is for. If only Naram could see me now. He would probably make fun of me somehow. I miss him. All of them.
Ah, there we go again. Reminiscing about people I killed. People I got killed… people that gave their live for me. Whose last words was "Make it worth it".
I will. Even if it takes me millennia to bring that Lahmian pompous queen down. May Asaph grant me this for clearly she had blessed her with beauty so it have to balance somehow.
Shaking my head, does some at clearing it. It would be good to revise the progress. The 'elixir of immortality' both the flawed version that was given to bootlicking blood-drinkers and the original formula, my gang gave live to get their hands on, was put to use. It was a good base.
Good but not good enough. Shaving down the formula to allow later improvement proved a superior path I did not foresaw full potential of. Even if it did lower initial power. Not only does it allow me to 'unlock' capabilities of different dynasties, like the 'jade-blooded' one I took down on the way here. It more importantly allows me to grow in power without much issue so long as sufficient tissue is provided.
Beating heat of Magma dragon for dragon blooded essence.
Ork shaman brain for wild power essence.
Miasma of djinn for elemental essence.
And now, with the blood of mightiest of giants at my disposal. Who knows what it will grant me next. Hopefully not height. I'm way too old for uncontrollable growth spurts, and very comfortable being under 5 feet of height. As bizarre a sight that makes me, given average height of nehecarans. It does helps me make people underestimate me. Tahoth knows I would be dead if half the people I stole from took me seriously.
Note to self; work on naming convention. I have reached a point where my old notes start to confuse even me. (Seriously wild power essence? If I not written down the part about orks I would have no idea what that was about.)
Speaking of notes I need to do some proper research on those bearded short-folk from the mountains. They do not appear human in any ways justifiable, and those facial hair if far too developed to be fashion only thing. Alas, only samples I managed to came across were far too 'digested' by beastman to allow proper study. And the language barrier remains insurmountable to sneak a peep.
For now, My priorities lies elsewhere. Power that's easier to reach , easier to implement into my being, into the no longer aging, no longer mortal frame created via stolen secrets of Nehecara wisest alchemists, most daring morticians and most cautious biomancers of its underworld. Latter of which I tended to be rather good friends with, given amount of times I manage to save their lives.
They were not the first that taught me what they could. People always said I was a prodigy with alchemy, given that I was self though thief with guilds ties proved useful at that. Magic was a surprise. Although perhaps made sense since it only started after I stopped being human. Or conventionally alive or whatever the term for what happened to me is. 'Consuming' of all those 'magical' creatures probably helped.
It's quite funny that the changes I made to myself is something I must study. It gets in the way, but it's worth the effort. Especially after I was cut in half and managed to stitch myself together with certain asshole bits. Biomancy man. Scary as all piss-pots but man, is it useful in a pinch. Still could do with proper teacher to explain things to me. Well beyond basics. It only takes one accidental deamon summoning to take warning labels seriously.
Dear diary. I'm bored, sea is so boring.
Considering next steps would be wise. Given where I am, I can go into unknown, take a boat on an ocean, go back the very dark land that I had to come here or take some time and check out what's around. Maybe I can find someone to trade fun things with. That's always fun.
Not a life someone with my background would end up in stories I heard people fawn about. A daughter of a sailor that left the port before I was born leaving my mother behind, said mother that died before I was five. The half dozen orphanages that kicked me around till I was twelve. The rubble gang of street urchins in Zhandi that took me. My loss of innocence in more ways than one before I was 15, the camaraderie, the Cobble Mouses gang; The best thiefs of Zhandi east port district. Good times.
Then we took the prince lackey's job, and things kind of got crazy. Before I knew I was snooping on people talking about immortality, inhuman magic's and eternal live. Which was somehow different from each other.
Intel gathering was a job of a lifetime once upon a time. Sokth favor was upon us.
Then Nagash happened. And I took that personally. Then his apprentices and subordinates happed and I was just offended on professional level. Alas, stopping things was not an option. So we made the best out of it. Or at least tried. My friends would be here in flesh if that happened. As it turns out, spite of certain woman is quite grave indeed.
Hopefully my fake death looked good enough. If what I heard of Kadon's city is still true, things will not be easy for me back there.
Huh. What about a different direction? So far, South had none of things we never found out. Sure rumors of big lizard people can be dismissed as another breed of beasts but perhaps there is more to it. Evidence points towards … effort in being hidden. On a Large scale…
Now that is something I can respect. Especially if other rumors are true.
Sure it would probably take me lifetimes to get to the bottom of things if half of theories have any facts in it. But it's not like I'm lacking in time. I have eternity to burn. And a fuck-up of a era to make up for.
Southlands, here I come! Will need a boat… a big one preferably.
I watched the coin moving between my fingers. Then I made it disappear, after a moment I opened my other hand; the coin was there. It was not a slight-of-hand trick. Not this one. The Grey is interesting magic. Teleportation is useful one but that was not it. To move an object or person from one place to the other is one thing, to keep it out of existence was something else. Something I not heard of before. Which may have been the point.
Where did it go? It bugged me for a while, yet now I grow familiar enough to perceive it. Like taking a look behind one's own eyes. It was small in the beginning. Like a particularly small pocket, yet I kept at it. Eventually it was bigger than traveling chest. My very own treasure trove hidden within my own concept of self. I was tempted to call it Umbra or Pocket realm, but phantom giggles of long dead Nerogh convinced me to delay such decisions.
Now, it's bigger than average dockside warehouse. You would know, you have a very special bookshelf here, after all.
Looking into it is odd, like being a decapitated head on the floor trying to take inventory of a glass filled room. Its useful though. I could not say otherwise given the functional brewing set in the 'corner' of my hidden space. So much ease of traveling, no need to worry about fragile materials in transit. There even the odd not-time factor that makes things age slower within. Though that may be dou to lack of environmental elements. Boon for reagent storing and alchemical work regardless.
In the end its but a more significant of changes I notice about myself. One aspect they have in common is being 'mine'. As in befitting or fitting of me. The smoke crawling upon my silhouette to keep me covered and quiet. The death of noise where my ears seek, as If they tunnel through sound. The flames from my mouth and hands that finds most use at alchemy work. Illusion piercing light following my sight. Other manifestations of my growing familiarity and skill with different branches of Magic.
I am changed. Working and stealing form Mortuary Cult was paying its dividends, so was the bickering of princes and priests. Even if it cost lives I wished returned differently. My body is changing. So is my mind and possibly soul – proofing such being inconclusive. Biomancy is not a very well studied discipline. There is more to it, more than likely. So far I remain in control, it grows both easier and more difficult. More elements to manage, more practice and skill to do so. More tools to make my life easier and harder at the same time.
What was it that those Liche priests described soul as?
Kha, Ka, Ba, Ab , Khaibit, Ren and… Sexh… Sekhymm? Yeah, I should probably dust that one out, soul anatomy may prove prudent to be somewhat versed in. Most of those formed akhu being essentially 'mortal and alive' or sahu for spirits and djinns to be 'not-mortal yet alive'
The mix of akhu and sahu… to result in true immortality according to Mortuary's… only for Nagash to screw it up by leaving parts out. So much uncharted territory.
…
I remember first time I bested a manticore. It was a fight of my life – albeit not the closest one. The most recent one barely scratched me before I ripped its brain out. Out of its eye. Barehanded.
It was good to restocking my reagents. I should seek out a hydra. So many theories about their capabilities, so many trials. Even more safety measures as to not deal with its madness.
'Could' is good question, 'Should' is even better. In the end it's the 'would' that defines.
One soul, half a dozen minds. Would I?
Hello diary, did ya missed my, I missed me.
Such a weird occurrence. I can learn by consuming flesh but it is not knowledge of even skill. It's merely familiarity. I could carve a wooden doll so long as I did not think too much about it. doing it properly however still required training. So long as I had follow the feeling of what feels right and what does not. I would figure it out eventually.
Same for magic, really. Passive practice of an exercise I know not the purpose of. Add to it incomplete notes and ciphers that solves themselves when I look at them and we have some patchy collection of tricks. Making it reliable is undertaking on its own. So many questions that would be obvious to anyone with actual education.
So much things to bother with. So many ways to screw things up. In the end I have no excuse not to do my best. I own my folks at least that much for getting them killed.
*sigh* <- I actually writhen that down.
Well, guess it's time to check out those rumors from the jungles of the south, I'm like 60% sure I got the right coast this time, last time proved to be an island. As for the continent proper, that should keep me occupied. Maybe I finally manage to make some friends again. As soon as I figure out how boats work so it does not drift off…. again.
My dear diary, I'm having so much fun!
Dear Gods! I love it here! So many reagents, poisons and medicine just lying around. Cute frogs too, even if petting one got me poisoned. Any human would surely die from that so I definitely keeping it.
Nothing like Mourkain the Capital of Strygos. I could count the number of times I meet some people this year on my hands. Quite simple folks too, with their hunting and tree huts. Part of me is jealous. Food is everywhere around here. Sure much of it tries to kill you, but that still means a good meal is never far away. I wish Nunie and Orpo could be here, they never got the feast I promised them.
Communication proves grating. Likely not helped by the fact that I do look out of place. At the very least linguistics prove something I'm getting better at. Although it may just be the matter of repetition at that point. I even got to sit by their fire recently. Even if all we did was eat in quiet. Progress!
Making a landfall south of the further most explored territory proves double edged decision. Alas I keep my course to go further South still. To the end of continent even. Wonder if I do find some of those Lizard people. Hopefully. For now I just stick to the coast and those lovely trees.
Ok, my dear diary, that is all for now. Cobble Mouse out
With turn 21 approaching I want to introduce a new mechanic, Policies!
Policies are a parallel system to Expeditions and Projects that does not focus on characters; instead it is focused on the broader 'infrastructure sort of work that made up a fair number of actions in the beginning of the quest. To illustrate how Policies work, since the return of the quest, your Policy has been the Highway Network which has been quietly chugging away to completion over the last four turns and ticked over with the end of turn 20. Thus, separate from the turn vote you will also be voting on new Policies for the next several turns.
I've already added some explanation to the Mechanics post, it's pretty light weight.
Policies
More 'general' infrastructure work that is worked on in the 'background' over multiple turns. Policies are categorized into Huge, Standard, and Small; depending on the scope/relative labor investment required.
Characters are not assigned to Policies. Policies are voted on separately, but concurrently, to the normal Turns.
To give a bit of a preview; these are the Policies that will be available to choose from on Turn 21, minus one related to a random event and the time frames as those are still being adjusted/decided. Feel free to suggest anything you would like to see as a Policy;
Road To Nahuantl (Standard) - With the immediate surrounding of Zlatlan covered you could begin extending the road network up to Nahuantl, curving up around the Bay of Stars. Such a route would reduce the difficulty of supplying the garrison there, and ease any future attempts to reestablish the temple-city.
Aziki Plantations (Standard) - Build a series of terraced farms on the foothills of the mountains to the east with which to increase your supply of aziki berries.
Leadwood Forests (Standard) - Carve out a series of protected mountain groves in the peaks to the east and seed them with Leadwood trees, greatly increasing Zlatlan's supply in the coming decades.
Prospecting (Small) - Search out the abandoned copper and tin mines particularly those near the headwaters of the Yuatek and refurbish them.
Outlying Settlements (Huge) - Zlatlan can feed itself, it has sufficient resources to manage… for the time being. New spawning pools and the increasing demands of its industry mean that will not remain true for much longer, establishing settlements to the west and south of the temple-city, where the warmbloods are fewer in number to supply Zlatlan with food and raw materials for the coming centuries.
Fishing Fleet (Standard) - Zlatlan can feed itself… for the time being. With new spawning pools established it will reach the limits of its current methods soon. Building a fleet of dedicated fishing vessels to ply the deeper coastal waters would help to address these future shortfalls.
Mountain Passes (Standard) - Towering peaks stand between Zlatlan and the eastern coast, what few passes exist across the mountains are treacherous and narrow. Prone to avalanches and collapses. Finding a select few of the best to reinforce and build up could allow easier access to lands east of the Zlatlan. At least it would make patrolling into the mountains and prospecting easier.
Medicinal Gardens (Small) - By planting various medicinal herbs, fungi, and bushes in scattered gardens a ready supply of medicine could be provided for patrols.
Implementing Mechanisms (Standard) - Improvements to existing mechanisms and novel devices have been designed by the slann of Zlatlan to ease the work done by skinks and kroxigor within the temple-city. Implement them.
Sounds like the wisest thing to do would be Mechanisms+Fleet then, pending that event option/added options in general; then (pending any further options) do either Berries+Trees or Road+Passes the following turn, then Outlying Settlements because presumably the fishing fleet increase would last only so far, and it's best to stay ahead of food production needs. We probably don't want to bother with the Small options just yet as there's only the two; though obviously this is all preliminary and with but partial information.
Labor savings is something we definitely want to do if we can, though; that kind of thing has more effect the sooner it's done.
This should be interesting and a fun side thing to be happening consistently, not to mention it greatly influences the larger arc of the story. Really showing the growth achieved.
I'd go with Aziki Plantations + Implementing Mechanisms. We're going into a period where slann lethargy will increase, so anything that counteracts that is important.
The labor-saving devices are self-explanatory, and some of them impact agricultural productivity, so implementing them will help our food situation a bit and should offset any deficiency of our food supply.
Road To Nahuantl (Standard) - With the immediate surrounding of Zlatlan covered you could begin extending the road network up to Nahuantl, curving up around the Bay of Stars. Such a route would reduce the difficulty of supplying the garrison there, and ease any future attempts to reestablish the temple-city.
i want to do this one, as reestablish the temple-city is something i really want to do, will expand the lizardmen hold in the Southlands, and that is only good our temple-city long term
... One way of looking at it would be assigning of six point. 2 for small, 3 for standard and all for huge... Which is far more silly.
As for choise? I want them all... but given that there are only two from small category and how likely it is for huge to take lots of time, the standard seems most reasonable. Which happens to be most of them...
That makes two of us. Do wonder if it is one of those that could potentially benefit from and to our human vassals... Such an undertaking will only benefit from good foundations.
since the return of the quest, your Policy has been the Highway Network which has been quietly chugging away to completion over the last four turns and ticked over with the end of turn 20.
Wik'keer'mal watched the shadows of his Star Chamber for a moment— currents and eddies of dim grey swirled across the ceiling, curling around crystal stars and coiling through false constellations. It was near dawn, but the whispers of ulgu and hysh were far away. He could sense them only by the changing rhythm of the earthbound magic in the chamber itself.
Laying his hands cupped across his stomach he slowed the beating of his heart and closed his eyes, retreating from flesh and bone into the deepest recesses of his own soul.
Emptiness greeted him at first. But then came voices.
—ill sense his will. Buried beneath many layers of a deep lethargy, he still lives, said Udhi-Tegha, his voice steady and clear, But it is as we feared.
Have your examinations revealed anything new, asked Qu'ahn'Oh, perhaps some hint at Wik'keer'mals apparent resiliency against this affliction?
Nothing new. No.
At that Wik'keer'mal fully entered the communion and was confronted by the memory/impression of a great amphitheatre between three- four, no five- six temples. Dark clouds swirled overhead, threatening to spill chill rain down on their heads and a heavy pall of warmth lay over the space like a shroud.
Twelve of his twenty brothers were gathered. But several of them were… less than they might be, their forms blurred and muted; among them Udhi-Tegha himself and Qu'ahn'Oh.
Several flinched as he appeared, the contours of their spirits scattering briefly before they mastered themselves and became whole again. With a thought he collapsed several channels of his psychic projection.
He waited a moment, nothing more happened.
Our suspicion is that my connection to the temple-city, being invested with command of it, somehow shields my spirit.
Hmmph. Our own minds. Turned against us, said Memre-Xoq.
Saved, said Alhuanti. Even we cannot comprehend the whole of the sea of souls at once. Resonance with the false moon only worsens the effects, we should expect to suffer such extreme bouts of lethargy regularly going forward.
If this is even extreme, remarked Macuiltotec.
That thought brought on a shiver of uncertainty to the communion as each of them contemplated that this might not be the worst they might experience in the coming years.
Predicting the 'orbit' of the false moon is… difficult, said Wik'keer'mal.
Your warmbloods have been studying it, perhaps they will be useful after all, said Macuiltotec.
Turn 21
With the highway network completed Zlatlan can now turn its energy to other works. At its current population the temple-city can support ONE (1) Huge proposal, TWO (2) Standard proposals, or THREE (3) Small proposals.
Road To Nahuantl (Standard) - With the immediate surrounding of Zlatlan covered you could begin extending the road network up to Nahuantl, curving up around the Bay of Stars. Such a route would reduce the difficulty of supplying the garrison there, and ease any future attempts to reestablish the temple-city.
Time to Complete: 5 Decades
Aziki Plantations (Standard) - Build a series of terraced farms on the foothills of the mountains to the east with which to increase your supply of aziki berries.
Time to Complete: 2 Decades
Leadwood Forests (Standard) - Carve out a series of protected mountain groves in the peaks to the east and seed them with Leadwood trees, greatly increasing Zlatlan's supply in the coming decades.
Time to Complete: 3 Decades
Prospecting (Small) - Search out the abandoned copper and tin mines particularly those near the headwaters of the Yuatek and refurbish them.
Time to Complete: 5 Decades
Outlying Settlements (Huge) - Zlatlan can feed itself, it has sufficient resources to manage… for the time being. New spawning pools and the increasing demands of its industry mean that will not remain true for much longer, establishing settlements to the west and south of the temple-city, where the warmbloods are fewer in number to supply Zlatlan with food and raw materials for the coming centuries.
Time to Complete: 3 Decades
Fishing Fleet (Standard) - Zlatlan can feed itself… for the time being. With new spawning pools established it will reach the limits of its current methods soon. Building a fleet of dedicated fishing vessels to ply the deeper coastal waters would help to address these future shortfalls.
Time to Complete: 2 Decades
Odorous Issues (Small) - By placing a number of relatively simple enchanted totems along the bottom of the bay and linking them together the matter of the algal blooms may be dealt with.
Time to Complete: 2 Decades
Mountain Passes (Standard) - Towering peaks stand between Zlatlan and the eastern coast, what few passes exist across the mountains are treacherous and narrow. Prone to avalanches and collapses. Finding a select few of the best to reinforce and build up could allow easier access to lands east of the Zlatlan. At least it would make patrolling into the mountains and prospecting easier.
Time to Complete: 7 Decades
Medicinal Gardens (Small) - By planting various medicinal herbs, fungi, and bushes in scattered gardens a ready supply of medicine could be provided for patrols.
Time to Complete: 3 Decades
Implementing Mechanisms (Standard) - Improvements to existing mechanisms and novel devices have been designed by the slann of Zlatlan to ease the work done by skinks and kroxigor within the temple-city. Implement them.
Time to Complete: 4 Decades
Select Five (5) Actions.
See Misc. for available characters.
Plans should look something like this:
[] Plan: A really creative plan name
- Project Action 1: Character A, Character B, Character C, …
- Project Action 2: Character D, Character E, Character F, …
- Expedition Action 3: Character G, Character H, Character I, …
— By Land
— 1 Carnosaur, a squad of Cold Ones, 4 Stegadon, …
Expedition Action 4: Character J, Character K, Character L, …
— By Sea
— Terradon flock, 8 bastiladon …
- Project Action 2: Character M, Character N, Character O, …
- Divination: # Xth Generation Slann, # Yth Generation Slann, … OR Slann P, Slann Q, …
- Meditation: # Xth Generation Slann, # Yth Generation Slann, … OR Slann R, Slann S, …
- Contemplating the Sequence: # Xth Generation Slann, # Yth Generation Slann, … OR Slann T, Slann U, Slann V, Slann W, …
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) (Available for Actions tagged 'Archmages'')
Max: 2 Points
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 ot 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 rollsl 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.
EXHAUSTED Temple of Huanchi - Crossroads of Huanchi.
Effects: During sieges allows rapid redeployment of elite forces across Zlatlan and remote activation of active internal defenses.
See the Misc. Threadmark for more detailed character information.
Assignable Characters
Memre-Xoq of the Third Spawning
Wik'keer'mal of the Third Spawning (Always)
None
Alhuanti of the Fifth Spawning
Chiccti of the Fifth Spawning
Hixha'zaq of the Fifth Spawning
Huan'lza'qotl of the Fifth Spawning
Huanxi'otl of the Fifth Spawning
Lixhua of the Fifth Spawning
Tzahuan of the Fifth Spawning
Ill fortune! Large looms the false moon in the coming years, its baleful light washing across the surface of the world for the next three decades! It is no wonder so many of the slann slumber so deeply. (Turn Length: 3 Decades)
Random Event! Divinations foretell of greater intensity and severity of storms in the coming years, culminating in a particular system which will form sometime between 11676 and 11678. Rituals of Tzunki or spells of Azyr will be significantly empowered during the storm.
Development! More pirates infest the water north of Tlaqua, and Tor Charath struggles to control the sea lanes. Some of the warmblood captains which make port at Zlatlan speak of calling for Royal aid, but Prince Menalur has so far said nothing of the matter in any of the infrequent meetings with the priests of the temple-city.
Random Event! Fouls stenches waft ashore from the Bay of Stars! While promising to be fearsome beasts of war which shall surely bring ruin to the workings of the Enemy, dragon turtles are also… large beasts. Bringing so many into the Bay of Stars so suddenly has evidently disturbed the ecological balance of the body of water, leading to large blooms of algae.
Scribes from the Temple of Tzunki assure the harbor master that the current bloom ought only last some few months. Current. Unless measures are taken they also warn that such events will likely become more frequent.
Random Event! Attendants of the Floating Gardens of Xholankha have identified a large white beetle amongst the lower chambers of the Gardens. Broad and flattened in form, but with a pair of vertically oriented horns curving out from its head, it resembles the itzi beetle of Huitzacatlan— only stark white in coloration. So far no grubs have been located, frustrating efforts to discern whether it is a true cousin to that species (and might therefore share in its special, aethyr concentrating properties) or simply a mimic in form.
Development! Draulir once again descends from the high peaks, the Tempest Dragon soars across the land between the mountains and Zlatlan freely and without issue. Gone are all signs of injury. Perhaps it would be willing to treat with Zlatlan again.
But for what purpose?
Development! Blood stains the grasses about Tlaqua once again. Warmbloods kill warmbloods upon the plain east of the temple-city as the tide of them flooding south continues to increase, year on year.
Confusion and upset sweep through the tribes living near Cuexotl as the newcomers vie for space and territory, disturbing balances that have persisted (in some form or another) for generations. Violence also spreads through the jungle, though at a much lower intensity.
You may now assign Isobar, Amnil, and Tyrecmion to any actions tagged with 'Archmages.'
Unless otherwise stated; Amnil, Isobar, and Tyrecmion may only be assigned to actions together and count as ONE (1) 'Character' when assigning.
Expeditions: Danger and threats lurk beyond the walls of Zlatlan, the Enemy moves in the shadows and twists the work of the Old Ones to dark ends, but there is also opportunity. Send your forces and leaders beyond the local environs.
Northern Pressure: Though you bolstered the garrisons of Tlaqua and Cuexotl as well as you could, they could be reinforced further— temporarily. Sending forces to fortify them would also allow you to more directly investigate what is happening north of Tlaqua and why it has driven the warmbloods south in such great numbers. You have some idea, but few details.
Character Limit: 3. Tags: Combat, Diplomacy? Multi-Stage. Requirements: None. Max Supply: 32.
Grave Oaths: Reports from those priests charged with overseeing the education of the Vohlu are… mixed. Especially in matters regarding the Old Ones. While eager students, they have been reluctant to incorporate appropriate rites and symbols into their existing theological framework. Zille'mi hears these reports and remembers a promise made nearly a century ago.
Character Limit: 3. Tags: Diplomacy, Magic. Requirements: Zille'mi, No Slann. Max Supply: 0.
Extended Naval Patrols: Send your patrols further out to seek out these pirates. This would bring your ships in contact with Tor Charath itself, you would need to gather further intelligence on the apparent movements of the pirates from the colony.
Character Limit: 2. Tags: Navigation. Combat. Diplomacy. Requirements: None. Max Supply: 16.
Errant Spirit: More than a century has passed since the Carapace of Winds first came into your possession and you freed whatever spirit was trapped within. Perhaps it is time to seek out the spirit, see what manner of entity you have unleashed upon the world. Rheamninthys has proved herself willing and able to work alongside your forces and it is said that Avalorn is home to spirits similar to what you have glimpsed of this one.
Character Limit: 3. Tags: Combat? Magic. Diplomacy? Navigation, Elven Cooperation, Archmages. Requirements: None. Max Supply: 8.
Expedition to [Write-in]: While the other Temple-Cities stand all but empty, only garrisons even smaller than your own safeguarding them, that does not mean they ought to be abandoned. Your explorations via the Geomantic Web have revealed some of their state, but more direct visitations would be required to fully ascertain their conditions. Other opportunities also present themselves to you, some more distant than others.
Choose from:
- Teotiqua. Max Supply: 32
- Temple of Skulls. Max Supply: 24
- Draulir. Max Supply: 8.
- Write-In. Max Supply: Variable.
Character Limit: 5. Tags: Combat? Warfare? Diplomacy? Navigation? Requirements: None.
Developing Relations: It has been some years since you last sought contact amongst the further flung human communities. Some elements of Zlatlan's navy have passing interactions, but something more established may be in order. Events around Tlaqua draw your attention more and more, especially as they spill into the environs around Cuexotl.
Character Limit: 5. Tags: Diplomacy, Combat, Multi-Stage. Requirements: None. Max Supply: 28.
Seeking Salamanders: During the Great Catastrophe some sections of your stable of warbeasts were devastated, leaving you without some warbeasts.Such as Salamanders. Salamanders can be remarkably nervous creatures even at the best of times and their first reaction is to set things alight; the combination led to many deaths and even injuries in the past. Still it is a gap in your toolset.
Character Limit: 3. Tags: Navigation. Requirements: None. Max Supply: 32.
Razordon Recon: During the Great Catastrophe some sections of your stable of warbeasts were devastated, leaving you without some warbeasts. Such as Razordon. Razordon for all their relatively small size compared to many of your other beasts have voracious appetites, it takes quite a bit of energy to produce the sheer volume of spines they do. They are useful though.
Character Limit: 3. Tags: Navigation. Requirements: None. Max Supply: 32.
Projects: Temple-Cities grow slowly, but they do grow. There is much that needs to be done in order to ensure that Zlatlan is ready to meet the challenges of the world and if the servants of the Old ones are to fulfill the Great Plan they must meet those challenges.
More Spelunking: With the upper levels of the caverns explored, a number of entrances into lower portions have been identified. Beginning exploring the lower depths to see what threats and potential they hold.
Character Limit: 6. Tags: Navigation, Construction, Multi-Stage. Requirements: None.
Roots of Stone: While most of your artisan-priests and skink chiefs work to impart the Vohlu with a more extensive knowledge base, an effort that has unfortunately been somewhat slow going, a few others have begun to teach them of magic. For the moment they have focused on the working of the Winds, for that is the magic they themselves can wield. Only a small handful of the warmbloods have managed to grasp anything beyond the pettiest spells. Now though it is time for lessons to begin on the other magics you wish for them to wield.
Expires in 7 Turns.
Character Limit: 5. Tags: Magic, Humans, Diplomacy, Elven Cooperation. Requirements: Slann (2), Wik'keer'mal.
Bug Testing: Itxi grubs concentrate the magic flowing through the soil of Huitzacatlan, with special preparation they can be preserved before using this magical energy to fuel their growth into their adult forms. Preserved itxi grubs make for a useful magical boost in certain situations. Gaining access to such a resource would be invaluable. If the insect which have emerged from the Floating Gardens are the same.
Character Limit: 2. Tags: Research. Requirements: Slann (1).
Repurposing the Gate of Tides: Though your connection to the rest of the Geomantic Web has collapsed— the aethyric and arcane structures reduced to shattered hulks spewing half-made horrors with half-lives measured into fractions of seconds, the 'space' within Zlatlan's city-glyph remains. Once the arcane debris is cleaned up, it could be turned to other ends eventually.
- Seagates of Tzunki: Afford extreme control over the waters of the Bay of Stars, rendering Zlatlan all but unassailable from the water as well as turning it into a vast safe port of call in all but the worst of storms. Can also exert greater control over standing or flowing water within Zlatlan itself.
- Grand Temple of Xokha: Reconstruct the Temple of Xohka into a Grand Temple, similar in scale to the Grand Temple of Xholankha. Along with the existing benefits to divination, allows for real time monitoring of the territory surrounding Zlatlan— north to Nahuantl, south to the edge of the savannahs in the south of the continent, east to the coast opposite Zlatlan, and west out over the waters.
- Moonpool of Rigna: Construct a grand pool of still waters, whose bottom would be wrought in the image of the Eye of Tlazcotl, surrounded by arching pillars. Could be connected to a similar structure built in the distant temple of Rigna, allowing for direct communication with the goddess without having to travel to the other side of the continent.
- Write-In: Pending Approval, MUST ping QM first.
Character Limit: 3. Tags Construction, Research, Multi-Stage. Requirements: Slann (1).
Questions of Stealth: Chameleon skinks were rare even before the Great Catastrophe and with none spawned since, Zlatlan has been careful with their deployment. Hua'Ximni and the others still regularly patrol through the jungles around the temple-city, often disappearing for weeks and months at a time; sometimes returning with troll skulls or beastman scalps, but you have been reluctant to send them on more dangerous errands for fear or losing their unique skills forever. Perhaps they should be given newer, better equipment? Or perhaps you should establish scattered hideaways and caches of supplies for their special use throughout Zlatlan's territory? Both?
Character Limit: 2. Tags: Research? Navigation, Perception. Requirements: None.
The City Below: Though the ground beneath Zlatlan has been minimally secured, the opportunity now presents itself to expand the temple-city itself into those winding labyrinthine caverns and tunnels, and in the process carving them into properly ordered and aligned extensions of Zlatlan. Doing so would double the capacity of the city, though it will be many centuries before that would become a worry.
Character Limit: 5. Tags: Construction, Navigation, Multi-Stage. Requirements: None.
Metallurgy Matters: Gold, bronze, and silver. Paired with obsinite and stone and wood these three metals have met all the needs of the Servants of the Old Ones for millenia, and will for millenia more assuredly. But… the warmbloods that visit your port make use of others— iron and steel and others more exotic, Xilotl wishes to work with these materials, to explore their uses.
Character Limit: 2. Tags: Diplomacy, Construction, Magic. Requirements: Xilotl.
Applied Aethyrbaric Combustion/Detonation: Wood from the Xiliqu tree acts as a conduit for Aqshy, but it's sap repels the Red Wind; these two properties together contribute to the tree's life-cycle, wherein a specimen absorbs more and more of the Wind until it reaches a critical density within the trunk of the tree and the ad hoc spell in the sap collapses, creating a violent explosion that launches it seeds great distance. There must be some use for these properties.
Suggest a Use (Optional):
- Write-In.
Character Limit: 2. Tags: Research, 3rd Generation (1), 4th Generation (1). Requirements: Macuiltotect, Slann (2).
Unraveling Secrets of Sunken Crystals: On the precipice of being able to once again construct items such as Solar Engines and Revification Crystals it seems only sensible to explore what might be done with those crystals discovered in the aquifer below the Spawning Pool. After so long in the dark and lightless depths of those deep waters, what strange properties must they have developed?
Suggest a Use (Optional):
- Write-In.
Character Limit: 3. Tags: Construction, Research, 5th Generation. Requirements: Slann (1).
Autonomic Labor-Saving Systems: Before the Great Catastrophe even lesser temple-cities, such as the Golden Tower of the Gods or the Temple of Skulls were filled to bursting. Hundreds of thousands marched beneath their banners, toiled in scattered mines and fields, and maintained the far-flung pieces of their portions of the Geomantic Web. So great were the numbers of skinks and saurus and kroxigor that once spawned, many did not set foot in the temple-city of their origin for decades at a time, living instead in networks of smaller settlements. Now there is only Zlatlan and a few tens of thousands. Where once the effort of many hands was sufficient, more efficient solutions must be sought to allow the temple-city to survive and thrive; magic must replace muscle where it can. As it stands only things like the Forge Districts, communal kitchens, larger craft shops, warehouses, and docks will benefit, but this is the first necessary step on a long journey.
Character Limit: 2. Tags: Constructs, Research, 3rd Generation. Requirements: Slann (1).
Study [Artifact]: Such devices as are made by the mortal races of the world are of course easily understood by the mighty Slann, but not so with many of the greatest works of the Old Ones. With the Arcane Inference Engines of the Temple of Tepok awakened from their long dormancy it is once again possible to peer into the depths of those objects of power left behind by the Old Ones or derived from their teachings. Choose one to Study:
- Carapace of Winds. Character Limit: 2. Tags: Research, 3rd Generation. Requirements: Slann (2).
- Dorzug's Staff. Character Limit: 2. Tags: Research, ??? Generation. Requirements: Slann (2).
Artifact Enhancement: Certain enchanted objects in your possession may be further enhanced by your slann, changing their function or giving them new capabilities and benefits. This is no easy feat though and is dangerous, mistakes can lead to setbacks and even, rarely, the destruction of an artifact. Choose one:
- Fivefold Hive of Jade. Character Limit: 1. Tags: Research, 3rd Generation. Requirements: Wik'keer'mal.
- Disc of Yuxa. Character Limit: 2. Tags: Research, 2nd Generation. Requirements: Slann (2). Enhancement (Choose One): Supreme Lordship of the Heavens/Alignment of the Sacred Choir.
Repair an Artifact: Though you have yet to construct the facilities which would allow you to build such wonders anew you have sufficient knowledge to repair damaged Solar Engines, Revification Crystals, and even Engines of the Gods. Choose one:
- Damaged Solar Engine. Character Limit: 2. Tags: Construction, Research, 4th Generation. Requirements: Slann (2).
- Damaged Engine of the Gods. Character Limit: 3. Tags: Construction, Research, 2nd Generation. Requirements: Slann (3).
Temple Actions:
Chance of success scales with the number of slann assigned to each temple action. Can be focused on specific actions or outcomes, but doing so reduces overall chance of success.
*Temporary*
Guiding the Vohlu: While the bulk of the education of the Vohlu will be conducted by skinks and saurus, the occasional dedication of slann to the project in a more hands on capacity could be very fruitful. *Temporary*
Divination: Read the heavens for a sign of what the future holds. Chance to gain one or more prophecies, or to aid an action this turn.
Meditation: Delve into memory and study the twisting strands of magic. Gain understanding of a prophecy.
Contemplating the Sequence: Seek understanding of the Great Plan. Chance to gain a deeper understanding of the mysteries of the world.
Note: Lots of new things going on here, and I think in general the preparation period for turn plans should probably be longer; so the vote will not open for at least a day. I may extend that if I feel it necessary. As always feel free to suggest actions.
Edit: Edit 2: some extra guidance, votes for policies should either be formatted like so;
It's because Wik'keer'mal is built different 💪. For options, there are so many interesting stuff I want to all. Should we take "Guiding the Vohlu" action? I know slann and ap's are limited but I would like to buff them now and nip whatever problems may arise in the bud.
How, vexing, for a mere ordinary Archmage to surpass not one, but two Spawnings of Slann.
@CuttleFish2.0
Would the Archmage's Magic be superseded by Wik's if both were on Errant Spirit as far as you can tell us? Trying to determine their advantages over someone with a Navigation bonus.
How, vexing, for a mere ordinary Archmage to surpass not one, but two Spawnings of Slann.
@CuttleFish2.0
Would the Archmage's Magic be superseded by Wik's if both were on Errant Spirit as far as you can tell us? Trying to determine their advantages over someone with a Navigation bonus.
Generally if both users are cooperating the bonuses are additive (unless circumstances dictate both can't work on a given bit of magic at once, or something else dictates otherwise).
Things run fairly narrative heavy in this quest, so there are a lot of things an elven mage will need to roll for slann simply wouldn't; simply succeeding based on depth of experience. Skills should more be read as a guide as to how character will narratively act, and I would suggest that more consideration be given to the narrative effects of combinations of character rather than whether they optimize some sort of 'skill check.'
It's kind of frustrating that the only thing we can do about the algal bloom (that I noticed) is a Small policy action, which by the nature of the system locks us into doing nothing but Small policy actions. Would you be prepared to accept, say, one Standard and one Small instead of two Standards?
Potentially; it may not be viable specifically as a use case of the Geomantic hole left by the Gate of Tides destruction, but the basic idea is viable on its own. Ping me if I haven't said anything specific by the end of the turn.
On that note, I request the specifics for a Chupayotl Salvage Expedition, and a query if Huatza-Botl could somehow take advantage of the improved Tzunki/Azyr stuff if say a Slann were on an expedition with him to Chupayotl given the heavy Tzunki themes?
Finally, did you make a decision about the Amaxon Swamp Pythons?
Repurposing the Gate of Tides: Though your connection to the rest of the Geomantic Web has collapsed— the aethyric and arcane structures reduced to shattered hulks spewing half-made horrors with half-lives measured into fractions of seconds, the 'space' within Zlatlan's city-glyph remains. Once the arcane debris is cleaned up, it could be turned to other ends eventually.
- Seagates of Tzunki: Afford extreme control over the waters of the Bay of Stars, rendering Zlatlan all but unassailable from the water as well as turning it into a vast safe port of call in all but the worst of storms. Can also exert greater control over standing or flowing water within Zlatlan itself.
- Grand Temple of Xokha: Reconstruct the Temple of Xohka into a Grand Temple, similar in scale to the Grand Temple of Xholankha. Along with the existing benefits to divination, allows for real time monitoring of the territory surrounding Zlatlan— north to Nahuantl, south to the edge of the savannahs in the south of the continent, east to the coast opposite Zlatlan, and west out over the waters.
- Moonpool of Rigna: Construct a grand pool of still waters, whose bottom would be wrought in the image of the Eye of Tlazcotl, surrounded by arching pillars. Could be connected to a similar structure built in the distant temple of Rigna, allowing for direct communication with the goddess without having to travel to the other side of the continent.
Before people start writing plans, I'd like to leave a reminder that the humans are the most rapidly-developing issue. We had the Prophecy of the Grass warning us about exactly this. I would very much like to respond before the violence spreads all the way to Zlatlan's area, and given that it took one turn for it to spread from Tlaqua to Cuexotl, and this turn will last three decades, I'm pretty sure we need to act now to achieve that.
It's kind of frustrating that the only thing we can do about the algal bloom (that I noticed) is a Small policy action, which by the nature of the system locks us into doing nothing but Small policy actions. Would you be prepared to accept, say, one Standard and one Small instead of two Standards?
Yes. Such suboptimal choices just tend not to occurr to the Lizardmen unless a problem is truly immediately pressing. Some slight ecological damage is... not that to them.
On that note, I request the specifics for a Chupayotl Salvage Expedition, and a query if Huatza-Botl could somehow take advantage of the improved Tzunki/Azyr stuff if say a Slann were on an expedition with him to Chupayotl given the heavy Tzunki themes?
Finally, did you make a decision about the Amaxon Swamp Pythons?
Right, the Three Horned Watering Hole is unfortunately not viable for the Gate of Tides, but a lesser version is viable as an expansion of the Temple of Itzl. Though with 'lesser' effects.
On a Chupayotl Expedition, specifics depend on what you would be going their to accomplish. Just a general survey of the site? Recovering artifacts/relic priests? Investigating the old geomantic connection? Rough baseline? Max ~28 supply, no slann.
No, the effects of the confluence of storm systems are localized and don't stretch across the ocean.
And no final decision on the pythons, at least as to adding them to your war beasts, if you 'just' want introduce them to the Southlands that would fine.