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

Right after the end of the Great Incursion, humanity were scattered bands of Stone Age hunter gatherers, according to one of the core rule books I believe.

They claim to have been uplifted by their gods, not to have learned how to build, farm , etc themselves.
Well the Nehekarans must have Figured Shit Out right quickly, then. :p

EDIT:

Also, now I'm picturing Lord Wik'keer'mal chillaxing in a swirly netherworld space, talking to a bunch of gods with like falcon and jackal and hippo heads and whatnot and swapping pointers on how to uplift mortals.

Lord Wik: "It is admittedly kind of irritating that they keep dying on you halfway through the curriculum."

Not!Ptah: "Ugh, I know, right!?"
 
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@Simon_Jester Think we should put 2 dice on the diplo option so taht we can ensure Wik meets his pupils. It's a minimal of two to succeed and you're only putting one dice on it with personal so far being "Wik does stuff personally" it implies he's going to ulthuan
 
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@Simon_Jester Think we should put 2 dice on the diplo option so taht we can ensure Wik meets his pupils. It's a minimal of two to succeed and you're only putting one dice on it with personal so far being "Wik does stuff personally" it implies he's going to ulthuan
Review the action text:

Reaching Out to a Former Pupil: Cicedhya and her uncertain intentions and unknown patron are quit of the city and, if you do not miss your guess, of the continent as a whole. Perhaps they will return. Perhaps. Whatever the case may be, you cannot rely on such vagaries of fate to guide your efforts. Reach out to one of the two parties on the isle of Ulthuan which you have a standing relationships, of sorts.
Choose from:
- Everqueen. DC: ???.
- Thyriol (Saphery). DC: 0.
Note: Must be taken with Sailing to the Floating Isle. Requires a Personal Dice.
DC: Variable. Successes Needed: 1 Limit: 1. Reward: Opening with Ulthuan.

Now, I put a bunch of dice on "Sailing to the Floating Isle." I don't know if I even can spend non-personal lizardpower dice on this action aside from Lord Wik's personal die.

@CuttleFish2.0

Am I misunderstanding this? My impression is that this is a requirement that Lord Wik'keer'mal personally commit an action die to this particular project, not an invitation to spend more dice.
 
Review the action text:

Reaching Out to a Former Pupil: Cicedhya and her uncertain intentions and unknown patron are quit of the city and, if you do not miss your guess, of the continent as a whole. Perhaps they will return. Perhaps. Whatever the case may be, you cannot rely on such vagaries of fate to guide your efforts. Reach out to one of the two parties on the isle of Ulthuan which you have a standing relationships, of sorts.
Choose from:
- Everqueen. DC: ???.
- Thyriol (Saphery). DC: 0.
Note: Must be taken with Sailing to the Floating Isle. Requires a Personal Dice.
DC: Variable. Successes Needed: 1 Limit: 1. Reward: Opening with Ulthuan.

Now, I put a bunch of dice on "Sailing to the Floating Isle." I don't know if I even can spend non-personal lizardpower dice on this action aside from Lord Wik's personal die.

@CuttleFish2.0

Am I misunderstanding this? My impression is that this is a requirement that Lord Wik'keer'mal personally commit an action die to this particular project, not an invitation to spend more dice.
Correct, it's basically just Wik'keer'mal telling the priest or chief which will visit how to identify themselves as representing him. Providing some sort of memory or secret sign or something to try and convince the person on the other end of that fact.
 
Damn it, @Simon_Jester! Every time, I come home from work to find you've already put most of my ideas together in an eminently reasonable and competent plan! Let the rest of us have a bite at the apple once in awhile! :p

I'm planning to throw enormous amounts of slannpower at the two required actions and give us a 99% chance of success on each, because it would really stink to get everything else nailed down and miss that. It does mean we'd better hope for rollover benefits, though... :(

Honestly, I think it's well worth considering overloading tasks even without rollover benefits - especially the high DC actions. Same logic as focus-firing targets in an RTS - even if you overkill, you go forward with the benefits of having completed that action. Poking away at many tasks simultaneously avoids too many successes, but pays opportunity costs to do so.

Alright, getting thoughts together:

First: @CuttleFish2.0: What was our relationship with Thyriol like? Did he actually like us, or was he just there to learn? Also, what do we think, he thinks, about Caledor and the Everqueen, based on what we saw back then?

@Simon_Jester: I'd suggest assigning Hixha'zaq to the Tlaqua expedition - as a native, he's probably familiar with Tlaqua's Geomantic-webbiness and will likely be able to make better use of the prevailing winds, so to speak, in the cleansing.
 
First: @CuttleFish2.0: What was our relationship with Thyriol like? Did he actually like us, or was he just there to learn? Also, what do we think, he thinks, about Caledor and the Everqueen, based on what we saw back then?
Wik'keer'mal doesn't really know how Thyriol felt about him, it wasn't something he concerned himself with. As for his attitude towards Caledor, there was never any altercations or incidents between the two of them that he was aware of. Mehane was long done with her teaching by the time Thyriol rolled in and Wik'keer'mal didn't get the chance to teach her daughter so he doesn't really have any way to guess beyond general loyalty because she was his nominal ruler.
 
Wik'keer'mal doesn't really know how Thyriol felt about him, it wasn't something he concerned himself with. As for his attitude towards Caledor, there was never any altercations or incidents between the two of them that he was aware of. Mehane was long done with her teaching by the time Thyriol rolled in and Wik'keer'mal didn't get the chance to teach her daughter so he doesn't really have any way to guess beyond general loyalty because she was his nominal ruler.

Fair, although it does make things a bit awkward now.
 
Honestly, I think it's well worth considering overloading tasks even without rollover benefits - especially the high DC actions. Same logic as focus-firing targets in an RTS - even if you overkill, you go forward with the benefits of having completed that action. Poking away at many tasks simultaneously avoids too many successes, but pays opportunity costs to do so.
If these actions weren't mission-critical to finish in this turn I would strongly disagree.

I am assigning ridiculous overkill to these actions because of the high importance of actually finishing them. We could probably accomplish a lot more this turn if I weren't prioritizing those two critical tasks so intensely. On a normal turn I would take a more scattershot approach, because I'd rather complete six techs in two turns than super-complete four techs in two turns.

But because the DC on the die rolls is so high, the only way to be very confident of succeeding is to just swamp the action with about twice as much slannpower as is probably necessary, alas.

@Simon_Jester: I'd suggest assigning Hixha'zaq to the Tlaqua expedition - as a native, he's probably familiar with Tlaqua's Geomantic-webbiness and will likely be able to make better use of the prevailing winds, so to speak, in the cleansing.
OK that's a good idea, since he's explicitly from Tlaqua. I'll make that alteration to the plan.

Fair, although it does make things a bit awkward now.
You're worried Thyriol will be all like "oh yeah, you were an asshole?"[/quote]
 
On a normal turn I would take a more scattershot approach, because I'd rather complete six techs in two turns than super-complete four techs in two turns.

Yeah, I was more referring to a general principle than this turn specifically. But to use your phrasing, I lean more towards "Aim for making certain you complete two techs this turn, rather than probably six techs next turn - because then you can put the benefits of those two techs towards two further techs."

It's not something I feel very strongly about, I just think there's more merit to locking techs down quickly than you perhaps generally assign. I don't think your approach is a bad idea or anything.

You're worried Thyriol will be all like "oh yeah, you were an asshole?"

Mmm. I'm less worried about anger than paranoia. "Lovely to hear from you again, dear teacher, but why now, millenia later? What inspired you to venture forth from your lands as you never have before, and arrive at my doorstep? Seeking my aid to meet the Everqueen, no less?"

If he genuinely liked us, he'd probably be happy to see us again. If he was just using us for magic knowledge, there's a lot better chance he'd be wary.

Also: I think we should approach Thyriol as more than just a stepping stone to the Everqueen, he might well be insulted. Instead, perhaps we could propose collaboration on Waystones and other high-magic things, and also incidentally maybe I can help with that Vortex problem young Caledor's gotten himself into/catch up with the Everqueen?
 
Tlaqua Subsumed: You have learned, through spiritual explorations by Slann of the Fourth Generation, that Tlaqua also stands tainted. Worse, the matter is even graver than it was in Nahuantl. The latter had only a few spots of corruption the former seems to have been overtaken. Exactly how rampant the daemon presence is you do not know, such visitations do not allow precise and detailed examinations of the physical world.Character Limit: 3Note: Also requires 6 Slann Dice?DC: Uncertain. Successes Needed: Uncertain. Limit: 8? Reward: Tlaqua is Cleansed.
-[] Tlaqua Subsumed: 8 dice, plus Loqtli. Additional assets:
--[] Mirror Shield of Quetzl
--[] 3 Solar Engines (including the one used at the Southern Gate last century)
--[] 1 Revivification Crystal
--[] 15 Great Bow Howdahs
--[] 1 3rd generation slann die (Macuiltotec the Fighty Slann, if possible) and 7 4th generation slann dice.
I was under the impression Slann dice counted as normal dice for the purposes of the max dice limit on actions. So in this case, we can put a max of 8 dice into Tlaqua Subsumed, with a max of 6 of those being Slann. @CuttleFish2.0 is that right?

Also, does the question mark mean we don't know said dice limit, so we can put in more for a potential chance of a better result or?

Basically, if I'm right about the first part (which I should be considering that's how it worked for the Southern Gate), that frees up at least 6 normal dice for other things.
 
So if I'm reading this right, the personal dice assigned to Nexus Explorations needs to pass a DC 30, right?
As a Slann of the Third Spawning Wik'keermal floors at 30 except when his dice are used for the sort of personal projects undertaken on the first turn because those sorts of projects generally have really significant scope and they need to be balanced somehow.

Remind me, do named Slann matter in any way I'd put on their specialty?
Not from a straight mechanical point. At most it might ameliorate the effects of a 1 or 2 on the roll. And it gives me the chance to more fully develop those character which makes ti more likely they'llend up with some sort of mechanical benefit. Slann are powerful enough that they need to be impactful when that does happen and also not game breaking so I've held off.

I was under the impression Slann dice counted as normal dice for the purposes of the max dice limit on actions. So in this case, we can put a max of 8 dice into Tlaqua Subsumed, with a max of 6 of those being Slann. @CuttleFish2.0 is that right?

Also, does the question mark mean we don't know said dice limit, so we can put in more for a potential chance of a better result or?

Basically, if I'm right about the first part (which I should be considering that's how it worked for the Southern Gate), that frees up at least 6 normal dice for other things.
Not in this case. Exorcism of the Southern Gate was a bit of a special case, because the literal space around the gate constrained what sort of forces could fit in that area.
 
Hey @CuttleFish2.0, what are your thoughts on a personal project where Wik'keer'mal works on developing a lifeform - maybe a disease or some kind of parasite - that attacks greenskin spores, and spreading that lifeform across the southern continent? Wouldn't keep them out completely, but it'd make it pretty impossible for them to take root here.
 
Hey @CuttleFish2.0, what are your thoughts on a personal project where Wik'keer'mal works on developing a lifeform - maybe a disease or some kind of parasite - that attacks greenskin spores, and spreading that lifeform across the southern continent? Wouldn't keep them out completely, but it'd make it pretty impossible for them to take root here.
Am i the only one thinking that the whole fungus thing feels out of place in WHF? It fit the absurd nature of 40k but in fantasy...it kinda feels like it'd be simpler that the greenskins just are really ugly and its hard to tell their genders.
 
As it's come up I'll head this off at the pass, other threads have gotten into shit for these sorts of subjects and I gave a fair bit of thought to the subject before things got rolling, orcs do not reproduce by spores in the canon of this quest. How they do is not entirely clear to you, but it evidently involves slightly more than the simple presence of orcs.

To step completely out of the limits of in character knowledge and be explicit about things, if I figure out a way of making orcs into something more like people rather than narrative driven designated acceptable murder targets slash narratively convenient exterior threats I'll be taking it. I've done so with other distasteful elements of canon, though those haven't shown up yet, just so I can write in this universe with a modicum of my own sanity intact and not be worrying about bumping up against forum rules on the regular.
 
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As it's come up I'll head this off at the pass, other threads have gotten into shit for these sorts of subjects and I gave a fair bit of thought to the subject before things got rolling, orcs do not reproduce by spores in the canon of this quest. How they do is not entirely clear to you, but it evidently involves slightly more than the simple presence of orcs.

To step completely out of the limits of in character knowledge and be explicit about things, if I figure out a way of making orcs into something more like people rather than narrative driven designated acceptable murder targets slash narratively convenient exterior threats I'll be taking it. I've done so with other distasteful elements of canon, though those haven't shown up yet, just so I write in this universe with a modicum of my own sanity intact and not be worrying about bumping up against forum rules on the regular.

Well, thats sucks.
 
As it's come up I'll head this off at the pass, other threads have gotten into shit for these sorts of subjects and I gave a fair bit of thought to the subject before things got rolling, orcs do not reproduce by spores in the canon of this quest. How they do is not entirely clear to you, but it evidently involves slightly more than the simple presence of orcs.

To step completely out of the limits of in character knowledge and be explicit about things, if I figure out a way of making orcs into something more like people rather than narrative driven designated acceptable murder targets slash narratively convenient exterior threats I'll be taking it. I've done so with other distasteful elements of canon, though those haven't shown up yet, just so I write in this universe with a modicum of my own sanity intact and not be worrying about bumping up against forum rules on the regular.
Makes sense, I mean, something I think a lot of people forget is that different species won't have the same priorities and focii as Humans or those similar to humans. So for me, the Orks being a massively warlike race that thrives on conflict makes sense because...why not? Why do they *need* to do anything else?
 
Makes sense, I mean, something I think a lot of people forget is that different species won't have the same priorities and focii as Humans or those similar to humans. So for me, the Orks being a massively warlike race that thrives on conflict makes sense because...why not? Why do they *need* to do anything else?
Because otherwise people start talking about 'acceptable targets' and 'they're not even really people so it's not really genocide, just 'pest control'' and I'm not having the thread turn into that.

Look. I will try and maintain the same sort of narrative style and flavor of Orcs, but expect there to be more to them than just a funny accent and a desire to pick the nearest heavy thing and hit someone with it.

And with that, this topic is over for now.
 
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