110 years, should the information, that 1 turn equals 10 years, be correct. There might be some kind of time skip after the immediate problems have been dealt with, if I remember correctly
Aye, this'd be correct - you'll be heading towards your 120th this turn.

Turns's pretty much done and will be up within the hour, once I get the chance to sit down and read over it one final time. I'll be at work for a while yet, however, so I might not be able to answer questions and such in a timely fashion - as usual, just ping me for anything needs answering.
 
Aye, this'd be correct - you'll be heading towards your 120th this turn.

Turns's pretty much done and will be up within the hour, once I get the chance to sit down and read over it one final time. I'll be at work for a while yet, however, so I might not be able to answer questions and such in a timely fashion - as usual, just ping me for anything needs answering.
I have one question. What would we need to research to get Glyph Spears? Those are too cool to pass up thanks to @Kaboomatic's art of them.
 
Turn 12
Tlaxtlan's observatories had been occupied for the better part of a century with mapping out the expanses of Mochantia's night sky and cross-comparing the stellar arrangements to those of Mallus in order to calibrate the optimal arrangements for conducting divination rituals. Nearly every telescope in the city had been assigned to this task. However, in the opening days of the 110th solar year on Mochantia, some of them focused their lenses on a different phenomenon.

There was something happening in the sky, up at the edge of the atmosphere. During the day it was visible only as a twist of light, a ray of sun refracted through the air to stab at the retinas occasionally. At night, however, its true colors emerged. It was a spectrum of light contained in an orb, every color imaginable writhing around and through themselves and each other as radiation and magic were bent and twisted by ancient will. A dark object could be seen in the center, a chunk of spaceborne rock nestled in between magnetic fields.

The Quango's radiance could be seen drifting around this object, which seemed to grow more compact as the days went on. The titanic creature was weaving this web of light around the asteroid it had somehow captured, sealing it up with knots more deft than any weaver could muster. The slann mage-priests were consulted, and they gave a proclamation mere hours later - the creature was replicating itself, focusing all its attention on the process.

A team of Ghyran skinks was organized to ensure that none of the astronomers observing this process would suffer any damage from observing such intense degrees of radiation, and the section of sky it had planted itself in was temporarily exempted from the stellar cartography project. There was nothing more to do.

The Quango has begun its self-replication process, and will not attack anything this turn unless influenced by slann to do so. Controlling the Quango in this manner will cost double the amount of slann until it has finished crafting its egg.

----------​

Gardakka sat upon his throne, a twisted edifice of metal decorated with numerous heads of Ayacmanik bodies and the looted weapons of a dozen smaller tribes, and brooded. Things were going well for him, from an orky perspective. His rivals crushed and submitting, loot continuing to be repurposed in Urdgob's old city, boyz continuing to pop outta the ground and crush sameboy heads. He'd been growing again, gaining pounds of muscle in days as his skin turned ever so slightly darker green. On the whole, there looked to be a good amount of fighting and winning in his future.

And yet Gardakka's brow still furrowed in consternation. His gaze traced over the squighide map before him again, haphazard blotches of paint showing the turf the lizardboyz had grabbed from him up north. They had a whole mob of their boyz - tiny all told, barely five million - parked there, to his north and west, like they were waiting for something. They'd fight back if you went up at them, sure, but otherwise they just sat there and watched. It was unorky, even more so than you'd expect for a non-ork. Like they viewed this whole fight as a distraction. It set his gut rumbling in a foul manner.

"Tunzak," the Warboss bellowed abruptly, his decision made. "Get in 'ere!" His shout echoed at length through the speaky-tubes of his boss fortress, and shortly after the rumbling had faded, another ork came trotting into the room. The numerous metallic limbs bolted to his back clanked and rattled as he moved, some emitting brief gouts of flame or whirring with emplaced bundles of chain.

"You called, boss," the Big Mek queried. "Da Juice Pressa didn't squish any of yer eatin' squigs again, did it?"

"Sumthin different," the Warboss replied. "We'z boxed in right now an' da shiny scale gits are gonna try sumfing soon, I can feel it. But what dey don't know iz dat we know dey'z gonna be tricksy gits, so we can trick their trick."

A string of drool drooped out of Tunzak's slack jaw. "You dun lost me, boss. Dey'z gonna fight us, right? Why not just let dem? Less work, more fights! Dat's winning at winning."

"Dat's cause you ain't finking like a Warboss," Gardakka growled. "The scaleboyz got a strat-er-gee, and I'ze been around enough ta know dat before they get up in an ork's face, da sky usually falls on it first. We ain't spread wide enuff, which is what you and I'ze gonna take care of. Go round up your assistants, you'ze going down south. Get to doze rivers you've been babbling about."

Tunzak's face brightened. "Does dat mean -"

Gardakka sighed. "Yeah, yeah. Release da quakkerz."

-----​

The Ayacmanik pressed in like a vice, uncountable swarms of them converging on the orks from every direction. Entire fields were strewn with their bodies as they leapt into Gardakka's guns, and though they were unable to do much other than provide bloody entertainment for the Worldhamma's boys in his actual territory, the results were quite different when the orks were deprived of their advanced weaponry.

Across the northern swathe of territory the lizardmen had won from Gardakka the previous decade, there were a smattering of feral tribes that had sprung up in the aftermath, perhaps a million or two all told. They scrapped with each other, raided lizardmen defenses without much success, and told stories around their nightly fires of all the things they'd kill and eat in the future.

One and all, they died as a veritable tidal wave of Ayacmanik rolled across their land, coming in numbers too great for even the lizardmen defenders to easily contest. Millions upon millions of host bodies, all the variety of Mochantia's complex biosphere, ran the orks over, ripping them to shreds and dissolving the mushrooms that sprouted where they had died.

Ork concentration in northern section of garrisoned territory: Large -> Negligible
Ayacmanik concentration in northern section of garrisoned territory: Negligible -> Insane

The Ayacmanik in the northern region seem to be focusing their efforts on pressing south towards the orks, but they will passively continue attempts to acquire a lizardman host from the region.


Meanwhile, Gardakka himself had not been idle. Even as his legions held their borders against the encroaching Ayacmanik and the scattered Thunder Lizards that remained in his territory, the newly-minted Warboss gathered armies to his side and set out on a new strategy.

His Big Mek, a specimen named Tunzak Bugstompa he had recruited from one of the tribes Urdgob's hordes had fractured into, set out on an expedition heading southeast, a whole army in tow, most driving an assortment of vehicles that had had propellers and gas-filled squigs strapped to their surfaces.

Their trajectory put them on a course for a great river that lay just around 500 kilometers away from Gardakka's territory, and they drove day and night with frenzied haste. The Ayacmanik, true to form, had congealed around this orkish extrusion like a scab over a wound, slowing their progress significantly as they were forced to mulch their way through the hostile terrain.

The Warboss himself set out on a similar tack, heading northeast with the most veteran core of his armies, blasting their way through the Ayacmanik cordon. The concentration of firepower and lesser distance meant they arrived at their destination, setting up a makeshift harbor on the northern coast and beginning to lay down hulls.

Gardakka Worldhamma has grown in strength, gaining a Big Mek underling, Tunzak Bugstompa! While the main mass of his armies continue to fend off the increasing pressure of the Ayacmanik, the Warboss has sent his subordinate southeast with a flotilla of (questionably) amphibious vehicles, towards a major river that leads to the southern Mochantian ocean. While the Mek has been impeded by the Ayacmanik, he will arrive this turn unless intercepted.

Gardakka himself has conquered a small stretch of land to the east of garrisoned lizardmen territory, arriving on the coast and setting his armies building fleets of ships, which are already beginning to sail out of his new harbor in small numbers. In the midst of this, his population continues to swell - between the casualties suffered last turn causing new growth, the new orks recruited from Urdgob's remains, and the continued fight with the Ayacmanik and Thunder Lizards, his population has risen from 35 to 93 million.

Approximately 31 million of his orks are attacking lizardmen territory, their trajectory leading towards Muukhexla. The northern garrison has seen sporadic raids that may become a full-fledged assault if enough momentum is allowed to build up.


----------​

It was a cold day in Aztlan, and the coastal city was swathed in a cloak of steam that coursed out of its numerous hothouses and heated gardens. While it wrapped around many of its temples and pyramids thick enough to obscure sightlines, it did not prevent the slann Hua-Hua within the central structure from seeing the beacon of psychic energies drifting across the southern ocean, coming steadily northwards.

The energies contained within this beacon were not ones of destruction, consumption, or even subversion, but seemed rather to be a channel for something else, and a very small one at that. Acting in the interest of caution, Hua-Hua roused a small portion of the city's legions and had them congregate at the point where the beacon landed on the Mochantian shoreline. Observing from afar through the eyes of a skink priest, the slann watched as Omen mortars were primed and targeted, guns were assembled and loaded, shields were spun up, and Solar Engines were affixed on the incoming object.

It was a thin flowerhead, two meters across, with wide lilac petals that caught the sea breeze and kept it afloat. It seemed to move through the air more of its own volition than anything else, and as it drew closer, Hua-Hua could sense the unmistakable resonance of the southern Eldar's crystalline material. This was a construct of Isendral's. Hua-Hua immediately opened his mind to his kindred, their faint curiosity shifting quickly into focused attention.

As the flower touched down upon Mochantian soil, it blossomed. Vine-like tendrils of translucent material writhed up from its surface, curling and coiling around each other as they slowly thickened and smoothed themselves. Blushes of color crept in, greens and golds and beige subtly blending together as the strands continued to weave. At the end, standing no taller than her actual self, Isendral's image stood, differentiated from her actual self only by the slight shifting of tendrils that betrayed her image's falseness.

The Eldar cast her gaze cooly left and right, taking in the lizardmen's arsenal with a dispassionate glance before she fixed her gaze on the skink priest Hua-Hua watched through, her eyes glowing with a faint emerald hue. "Your method of habitation is … acceptable, particularly when compared to other species I have seen. You account for the sustainability of your environment and do not take more than you need from the land. I acknowledge this in your favor," she proclaimed, stepping forth from her flower.

She approached the closest warbeast to her, a Cold One that snapped its jaws anxiously as she drew closer. She placed a slim hand upon its armored flank and the beast calmed instantly, standing docile as the eldar closed her eyes, magic coiling through her simulacra. Hua-Hua signalled his soldiers to remain peaceful, for he could sense that Isendral was merely examining the makeup of the creature, not working any spell upon it.

After a moment, Isendral opened her eyes and spoke once more. "These creatures are remarkable. Their versatility and drive for survival is evident in the fibre of their flesh. So too do I understand the need to take drastic action to ensure your survival against a foe - it is Isha's word that those who do not adapt have no place in the garden."

Her expression soured, her attention turning more squarely towards the vessel of the slann. "However. The rift you and your kin have torn open in the earth northeast of here is an environmental disaster in the making. Heavy metals dredged up from the mantle mixing in with the groundwater, erosion of thousands of kilometers worth of topsoil, opened pockets of toxic gas that are still emptying themselves in some cases. Even your kind cannot have failed to notice this."

Momentary silence ensued as Hua-Hua conveyed this to the rest of the Communion. After some consultation, he replied, his voice far outsizing the skink emissary's throat it issued out of. "Our attention has been largely occupied by other matters in recent years. We have, however, taken note of it, and will be able to address it in the future, before the damage becomes irreversible."

Isendral tutted, her expression lightening but still retaining an air of faint disapproval. "There is never any better time to make the world better than it is than the present. I will not begrudge you if you must ensure your collective wellbeing first and foremost, but I am sworn to the Great Mother and I will not allow her domain to be transgressed against any further."

"I will make my way to this rift in the earth soon, and I will repair the damage done to my home. I will not intrude upon your homes more than is necessary. If you wish to learn, I will not refuse any aid you choose to send."


Isendral gestured in a formalized fashion with her hands, and her form dissolved, dispersing back into individual tendrils. The flower that had drifted across the sky broke apart in a similar fashion, unmaking itself within seconds and leaving untouched ground in its wake.

Isendral, the Eldar living upon the mysterious southern continent, has contacted the lizardmen with a message - the great canyon in former Ork territory offends her sensibilities with the myriad of environmental problems it will present in the next century or two, and has resolved to repair it personally. She will be travelling to the Kanyon this turn and commencing her efforts, and though she did not elaborate on the means she would be using, she did state that lizardmen aid would not be rejected. See New Actions.

----------​

In an unbroken line stretching from Tletl'notec to Muukhexla, stone cairns were built around the bodies of lizardmen that had fallen in the battles against the orks. Entire fields were covered with these markers, each a featureless rectangle stacked together with unerring precision. Some bore sigils of Sotek and tallies indicating the number of enemies they had fed to the serpent god before their time came to an end. Others were inscribed with nothing save for their name and city of birth. All were watched over by the clergy of Ayotzl.

Daubed in grey and white paint in imitation of their prophet, a small legion of lizardmen, mostly kroxigors, stood in silent vigil, watching over the vast array of tombs. Around them was utter silence, even the movement of the air around them respecting their aura of solemnity. They held great bowls of stone that were carved to look like turtle shells, and prayed silently over them for the span of months.

While his followers held vigil, Krom'tli led a great effort to ensure that every last fatality from the last decade had been catalogued and memorialized, coordinating administrators from across the empire to do so. Once this had been accomplished, he held a great ceremony outside the gates of Tekuanzi, and the City of Bones seemed to resonate with the energies he called to his side.

He built a great cauldron that brimmed with mist and stirred it with his paddle of bone, dropping in stone tokens emblazoned with the name of a deceased lizardman with every sweep of his oar. He labored thusly for nearly a month, and with each name he offered to Ayotzl, a matching sarcophagus began to have fog seep out from between its stones. Soon the entire swathe of land between the easternmost lizardmen cities was covered in a cloak of mist, the silent clergy still standing guard.

Then, change. As the last name was dropped into the cauldron, something rippled in the Warp, and a silence deeper than the last descended upon the field, a great un-sound of a colossal thing taking in its first breath. Ayotzl awoke, and the mist moved upwards in a sudden upheaval, almost seeming to resemble a colossal turtle in form as it rose to the sky. Its passage obscured all sight and sound and feeling, and when it faded, the stone cairns were gone.

The Mist Swimmer had manifested.

Ayotzl has been born! The Mist Swimmer is now a full god of the lizardmen, with all that that implies. See New Actions and Divine Research for related options.

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The Prophecy of the Relic Priests:

The fruit of the ultimate predator was rotten and brought only death when eaten at long last. It now stands a hollow remnant, a mockery of that which was before.

The Garden will rage and thrash at its discovery, but could not halt the inevitable. The storm cannot be controlled; it can only be allowed to pass by or stopped in its tracks.


As the Geomantic Web is level 2, you have 30 actions total, two actions for each of your level 2+ temple-cities and one for your level 1 cities. Please vote by plan, and indicate which city is performing which action. For further information on the action system, consult the Mechanics threadmark on the front page.

You have seven hero units available: Mazdamundi, Kroq-Gar, Chakax, Teninhuan, Awanabil'tat, Tiktaq'to, and Krom'tli. You may assign them to boost a city's action, or take an action independently. Some actions may only be taken by certain hero units.

Slann numbers:
Mazdamundi (2nd Generation)
26 Third Generation Slann
109 Fourth Generation Slann
343 Fifth Generation Slann

This translates to 1,663 total slannpower for research purposes, or 1,829 if every slann were dedicated to one project and Mazdamundi's bonus is applied. Mazdamundi increases the slannpower of any research project he is assigned to by 10%.

A total of 2,697,100 Saurus, 1,874,000 Skinks, and 241,000 Kroxigor have been assigned to garrison the territory reclaimed from the ork hordes (teal on the map). Numbers from individual cities are noted on the front page. The western section claimed in turn 10 has a Large presence of orks and Small amounts of Ayacmanik. In the northern section taken in turn 11, the orks are Negligible while Ayacmanik are present in Insane quantities.



---Actions---​

New Actions:

Kanyon Repair: Groundwater Extraction - Isendral will be making her way to the canyon known colloquially as the Solar Rift and beginning efforts to resolve the environmental impact it is beginning to have. She has made it clear that she is prepared to complete this project on her own, but would welcome any aid the lizardmen can offer. The first stage of the project will involve removing and purifying the tainted groundwater that has built up at the bottom of the chasm. Effect: Begin work on cleaning up the Kanyon. Will provide a talk interlude with Isendral upon completion of each stage. First Stage Cost: 4 Actions.

Prepare the Ground - While you have already established the basics in terms of fortifications of your garrisoned territory, in the face of ork aggression you could do more. Lay networks of traps, shift the earth to establish favorable terrain, construct layered networks of bunkers and chokepoints to fall back to. Nobody works harder than a lizardman defending their city, after all. Effect: Construct 'mundane' defenses across garrisoned territory. May be targeted to either West or North sections of retaken territory. West: 3 Actions Invested. North: 0 Actions Invested.

Expand Ayotzl's Cult - The Turtle-God of death has been born, manifested by the recent passing of so many lizardmen souls. Now it is time for it to be fed by lizardmen faith, so that it may perform its assigned task. Spread word of the new god. Effect: Increases amount of followers Ayotzl has by 5-15% per breed per action. Krom'tli required for this action.

Invoke the Mist Swimmer - Ayotzl concerns himself primarily with the shepherding and sheltering of lizardmen souls after their bodies expire, and devotes little attention to the mortal world. However, like all gods, his gaze may be drawn by certain rites held closely by the highest of his clergy. Effect: Call Ayotzl's blessing down upon another action, increasing its action power so long as it has something to do with Ayotzl's portfolio. Consult with GM on a per-action basis. Krom'tli must participate in either this action or the action it is targeting.

Repair Cities - Some of your cities have suffered damage. While not enough to impede functionality, it could present potential vulnerabilities if they are attacked in force. Patch the holes before that happens. Effect: Repairs a city's damage by one stage, i.e. Moderate -> Light. Time: 1 Turn. Damaged: Tletl'notec, Muukhexla

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Scatter the Barbarians - The orks have been narrowed down to a single faction, much like it was at the beginning of all this. Their uncounted legions thunder forth, and the lizardmen must meet them, lest they continue their rampage. Effect: Choose an ork incursion and send a specified number of units to battle it. Multiple groups may be attacked in the same turn. Will be resolved in a Battle Turn unless the battle is decisively to one side's favor.

Behead the Beast - Orks cannot function cohesively without their warboss to impose order upon them. Without his authority, they will scatter, each ork heading to fulfill his unique demented desires. While besting their leader in a duel is the most effective way to rout a horde of orks, the chameleon skinks have extensive practice with killing warbosses from ambush. There is only one true warboss present on the planet, and he has shown every indication of continuing up the orkoid growth cycle. Cut him down. Effect: Send chameleon skinks to assassinate Gardakka or his Big Mek. Unit numbers do not need to be specified; additional actions devoted will represent further preparation for the mission. Time: 1 Turn.

Industrial Sabotage - The beneficial effects of sabotaging ork industrial facilities is well-documented in lizardmen strategies, and their current warboss makes extensive use of vehicles and mechanical constructs. Send the chameleon skinks and ensure he does not get to use his full capacity. Effect: Deploy chameleon skinks to damage and disrupt ork warmachine production. If taken in tandem with Scatter the Barbarians/Break the Tide, may be targeted at specific factions depending on battle plans.

Purge the Parasite - The Ayacmanik are a potentially dangerous foe, capable of harnessing the megafauna of the planet and using them against your kind. Their presence cannot be tolerated near the temple-cities, and the saurus live to purge those who would threaten their sacred ground. Muster your armies and march! Effect: Patrol the designated area and destroy any Ayacmanik nests found. Time: 1 Turn.

Sweep for Spores - There are feral orks running through your territory, spreading their spores and growing in number. It would be wise to dedicate some effort towards shattering smaller tribes of feral orkoids, tracking the presence of their fungal ecosystem, and burning it out wherever you can. Effect: Patrol the designated territory and eliminate as much of the greenskin ecosystem as is possible there.

They're In the Trees - The possibility, however slim, of psychic constructs potentially residing in the Mochantian wilds where they could threaten the temple-cities, is something that cannot go uninvestigated to ensure full territorial integrity. Scour the jungle - it must be certain. Effect: Search the jungle around a specified temple-city to see if there are Eldar tree-golems hiding in the area. Cost: Variable actions. Slann may be assigned.

Break the Tide - The orks have tasted what it is like to war with the lizardmen, and they want more. They come like a great green tide, uncounted millions strong, and they will not stop if they succeed in running over your fortifications. Their bloody ambitions must be halted here and now. Muster the legions. Arm the defenses. Not one step back! Effect: Muster forces to defend specified territory against significant enemy incursion. Same mechanics as Scatter the Barbarians - one city action allows population from that city to be sent. Specify number of units. May only be used to defend against enemy attack.

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Scry and Spy, The Worldhamma - Just as it was at the beginning, the orks have come under the sway of a single warboss. More than ever, it is important to keep abreast of his movements and ensure that your warleaders can react in due time to any ploys Gardakka may attempt. Effect: Send slann to spy on the orks, increasing military reaction time to enemy ploys. This action requires 5 Fifth Generation Slann (or equivalent) per enemy division targeted. There are currently 3 - the main ork territory, Gardakka's northern harbor, and Tunzak's riverbound expedition.

Perform Geomantic Ritual - The Geomantic Web is newly established still, but it still houses enough energy to smite stone and reshape the earth. You alone have the capability to wield that power; what you do with it is up to you. Mazdamundi and 10 Fourth Generation Slann are currently capable of casting rituals. The objective of it is subject to write-in - see the front page for examples of use.

These represent the amount of slannpower needed to 'prime' a ritual. It may be filled over multiple turns, or filled on one turn and fired on another. Limitations subject to the current Magnitude of the Geomantic Web - see the front page.

Contributing 1.5 times the cost of a single ritual allows its activation to be placed freely in the turn, rather than in the last third of the decade as is mandatory if the ordinary cost is supplied.

Magnitude 1 Ritual: 5 Slannpower
Magnitude 2 Ritual: 50 Slannpower
Magnitude 3 Ritual: 500 Slannpower - not ordinarily possible at current Web size

Costs will be updated as Web magnitude increases.

Excavate the Ship - The ship underneath the ice and rock of the northern polar mountain is ancient, massive, and undeniably advanced. More cannot be discerned without extracting it from its tomb of rubble. And without a nearby temple-city to aid the established outpost, only the might of the slann can shift such a mass of rock. Effect: Attempt to excavate the ship from under the northern mountain. Any number of slann may be devoted to this action.

Corral the Thunder - With the slann freed from the mind fog, it is hypothetically possible to control the direction the Thunder Lizards move in - the creatures are resistant to mental influence, but sheer volume and persistence should suffice. Effect: Use slann to decide where a particular Thunder Lizard goes to this turn. 20 Fifth Generation slann or equivalent are required for each Thunder Lizard.

Control the Quango - What is possible for the Thunder Lizards should work for their airborne cousin. The Quango's mind is a vast thing of sharp angles, filled with ice and blood and malice, but the slann should prove able to influence it. Effect: Assign 20 slannpower to determine what, if anything, the Quango focuses its attacks on this turn. Temporarily costs 40 due to the Quango reproducing.

Slann Spawning Service - With their newfound mastery of the spawning spells that birth new lizardmen, the slann are now capable of spawning other lizardmen on cue. This capacity could be harnessed to boost population growth if the need is sufficient. Effect: Set slann to act as makeshift spawning pools for the turn, producing a set number of one breed of lizardmen that varies depending on the slann's generation. Refer to the front page for exact figures. This action requires slann, not city actions.

Slann Construction Protocol - Though the importance of their contemplations usually foregoes it, the slann possess large-scale telekinetic powers that can be rendered extremely useful in matters of construction. Should the need be enough, the mage-priests can take on a share of the work, completing the tasks of many hundreds of lizardmen with the power of their magic. Effect: Utilize a number of slann to act as an additional city action to do with construction. Consult 'Slann Construction and Relic Priests' threadmark for scale.

---

Transfer Populace - The lizardmen will go where their masters command. If a city is underpopulated, excess population from other cities may be diverted until the spawning pools make up the lack. Effect: Transfer specified amount of lizardmen and/or dinosaurs from one city to another. Does not count towards action total except if transferring very large numbers.

Found New City - The secrets of the spawning pools have yielded themselves, and there is no time to waste. The Web must be expanded, no matter the risk of over-extension. New temple-cities must be founded, and it is the unceasing labor of the lizardmen that will make it so for the first time since the Old Ones walked Mallus. Effect: The specified city founds a new temple-city, locking in its action while it sends workers and materials out to the site of a new city. New cities will be treated as if they have already been scouted and patrolled. Actions required to found cities are as follows:

- A level 1 city in 2 turns for 1 action
- A level 1 city in 1 turn for 2 actions
- A level 2 city in 2 turns for 2 actions
- A level 2 city in 1 turn for 3 actions
- Level 3 city in 2 turns for 5 actions
- Level 3 city in 1 turn for 6 actions

Improve City - In order to harness greater levels of geomantic power within a city, the entirety of the metropolis must be upgraded. Some of your cities have fallen far from where they once were - bring them back to their former splendor. Effect: Upgrade a city to the next level of geomantic infrastructure. Time: Equivalent to the level being upgraded to - level 1 -> 2 will take 2 turns, etc. Each subsequent action devoted reduces time by 1 turn. Maximum upgrade level is 3.

Construct Sacred Sites: The Sacred Sites of the ancient lizardmen cities allowed their defenders to hold off enemy forces far in excess of what would otherwise be possible. With war on the horizon, it would be wise to re-sculpt those defenses anew. Effect: Build Sacred Sites in selected city. Costs 2 actions per city.

Exploit the Jungle - This planet is home to a very wide variety of deadly and thus useful creatures. Some of these species may hold potential as warbeasts, if they are captured and trained. Effect: Domesticate a new species of alien beast. Can either search for anything useful, give directions on what capabilities to look for, or suggest species to take (subject to GM vetting). Consult the bestiary for examples of previously-observed organisms. Time: 1-2 Turns, depending on species.

---

Expand Sotek's Cult - Gods are ethereal machines, powered by belief and action devoted to their identities. The more they receive, the stronger they are, and there is only one war god in the lizardmen pantheon at the moment. Allow his prophet to convert more lizardmen to the following of Sotek, and let the serpent god grow in power. Effect: Increases amount of followers Sotek has by 5-15% per breed per action. Teninhuan required for this action.

Craft the Divine - At long last the secret lessons the Old Ones passed down with the coming of Sotek have been learned and internalized. The purpose and means of divine beings is no longer a dangerous mystery to the slann, but another tool to use in their cause of bringing order. There is room in the souls of the lizardmen - craft a god to fill it. Effect: Begin the development process of a new god, starting at [0/1000]. This meter will slowly fill on its own without any other input, but progress can be boosted by various other events, unique to each god. Taking this action will trigger a subsequent voting stage where the nature of the diety will be determined. Unavailable until Web Magnitude 3.

Reshape the Holy - The divine is no sacrosanct matter to the lizardmen, merely a finely-tuned machine that resides within their souls. And like any machine, it can be altered if needed. Through carefully-crafted narrative rewrites disseminated into the population, the aspects, domains, and practices of gods can be changed to suit the needs of the lizardmen. Effect: Select one or multiple aspects of a god and indicate what they should be changed to. This will create a meter that ticks up to completion much like god creation - depending on how extensive of a change is being made, it may be anywhere from [0/100] to [0/750]. Consult with GM.

Invoke the Serpent - In a similar manner to the rituals which call Sotek to battle the mind fog, the snake god's attention may be called to a certain task via exhortation and prayer by his cult. Aside from drawing the attention of the Cult of Sotek, the blessings Sotek will inevitably levy upon such an endeavor will surely aid its completion if it has anything to do with His nature. Effect: Call Sotek's blessing down upon another action, increasing its action power so long as it has something to do with Sotek's portfolio. Consult with GM on a per-action basis. Teninhuan must participate in either this action or the action it is targeting.

---

Speak with Isendral - The warmblood has had some time to calm herself, and has displayed a willingness to interface peacefully, when not agitated by personal sentiment. Send an envoy and attempt to arrange a discussion, so that knowledge may be shared. Effect: Talk interlude with Isendral. Cost: 1 City Action. Assisting Isendral at the Kanyon counts towards taking this action.

---Research---​

New Research:

Glyph Weaponry - A proposed workaround to the difficulty of manifesting continuously active spell effects on equipment, these devices would use a modified Glyph Sphere as a sort of magical battery in order to channel magic through the striking surface of the weapon. The effects would be limited to a single wind of magic, and once the charge is depleted they would be ordinary weapons, but the slann have judged it a worthwhile endeavor. Effect: 'Battery'-powered weapons with magic effects based around a wind of magic. Unlocks further research towards fully magical weaponry. Difficulty: Very Hard - 0/450. Made easier by VEIST.

Preventative Transmutation Amulets - A magical talisman that carries a charge of transformative energies. When a creature such as the Ayacmanik attempts to hijack the nervous system of a lizardman wearing one of these amulets, its effect triggers, turning the lizardman's nerves into plasma for the briefest of instants. This burns out any attempt to control the lizardman. Their only flaw is that they cannot activate too often without causing irreparable damage to the wearer. Effect: Anti-bodysnatching amulets that turn the nervous system into lightning as a defense mechanism against the body being hijacked. Lowers Ayacmanik casualty rates, but does not eliminate them, since overuse will also kill the wearer. Difficulty: Hard - 0/150.

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Metropolis Preservation Barriers - With the shields of the Arcane Engines now able to shield the battlefield, it is time for the next step. As the First among the slann did during the Catastrophe, great walls of energy shall be erected around the temple-cities, rendering them inviolate against whatever foe assails them. Effect: City-scale shields to protect temple-cities from attack. Cannot be indefinitely sustained at current Web Magnitude. Difficulty: Very Hard - 0/450

Prismatic Auras - In the same manner that slann are protected by the shields in their palanquins, it is possible to design barriers to protect individual lizardmen. The main obstacle would be powering the construct, for only slann possess enough magic to passively project such shields. Effect: Personal shields a la Iron Halos. Currently only able to be given to project leaders/elders. Difficulty: Hard - 0/150

Tempest Prisms - The proliferation of enemy aircraft stirred an ancient memory from the mind-depths of the Communion - an artifact similar in scope to the Solar Engines, crafted of azyr and capable of channeling bolts of lightning and fell winds to airborne targets. It is uncertain if any still exist in the Relic Vaults, but the memories of the slann are strong enough that the devices could be rebirthed. Effect: (Re)design Tempest Prisms, crystalline devices akin to Solar Engines, capable of thunderstorm-based anti-air duty. Difficulty: Very Hard - 0/450

Stone That Floats - The orks have repeatedly made use of watercraft to transport their forces, something the lizardmen have done occasionally over the centuries. However, between the eclectic variety of creatures in Mochantia's oceans, as well as the orks themselves, mere rafts and shallow-keeled vessels like those used in the past will not do if the lizardmen hope to traverse the seas of this new world. Effect: Design armored boats. Difficulty: Hard - 0/150

Dread Saurian Armor - While Dread Saurians are potent combatants even when equipped with mundane armor, it is the strength of their souls that marks them as distinct from ordinary warbeasts. There are many Saurians unable to harness their inner power due to a lack of their specialty armor. You have the tools to make more, the only thing stopping you being a lack of knowledge of the armor's inner workings. Effect: Decipher how to build more Dread Saurian armor, allowing the beasts to access their special configurations. Difficulty: Hard - 0/150

Cube Of Darkness, Soul-Sucking Edition - The Cubes of Darkness are engineered to be able to intake and disassemble magical energy and deconstruct it in order to analyze its properties. Souls, from a certain point of view, are magical energy. It would be difficult, and likely operate with some level of restrictions, but a variant of the devices could be built to extract and contain the soul of a single being until so desired. Effect: Make a type of Cube of Darkness that can suck out souls. Difficulty: Very Hard - 0/450

Hand of the Gods - The glowing gauntlet integrated into Kroq-Gar's armor is a powerful tool, allowing the ancient saurus to blast his foes from afar with searing light. Learning to replicate it would be a potent boon to any lizardman equipped with such a system. Effect: Unlock Deathlight Gauntlets, progress towards full powered armor. Difficulty: Hard - 0/150

Spear of Tlanxla - Kroq-Gar's weapon is said to have been wielded by the Old One Tlanxla, the bloody-handed warrior of your creators. It has proven to be a potent weapon over the years, capable of striking instant fear into any being it strikes. Being able to replicate even that effect would be a powerful aid to the lizardmen's armies. Effect: Unlock Terror Weapons. Deeper understanding of Tlanxla's Spear. Difficulty: Very Hard - 0/450

Glyph Bullets - Though it would be a much more effort-intensive process than enlarging them was, the slann have determined that it should be possible to miniaturize Glyph Spheres enough that they can be fired out of a gun. The power of the devices has already been solidly proven, and incorporating them into lizardmen firearms should provide a considerable increase in their use. Effect: Glyph Spheres shrunk enough to use as bullets - comparatively rare but powerful form of ammunition. Difficulty: Absurd - 0/1000

Search Relic Vaults - The hidden vaults of the temple-cities contain artifacts of great and terrible power. No living being truly knows the extent of the things found within, but the ancient technology of the Old Ones would surely be of great use if they could be deciphered. Effect: Searches the relic vaults for useful items, all of which are generally examples of tech that has not yet been unlocked. Choose between Melee Weapons, Ranged Weapons, Defensive Equipment, Magical Trinkets, Magical Equipment, Magical Artifacts, Mechanical Devices. Difficulty: Varies - any amount of slann may be sent into the vaults, with their chances of bringing a more powerful item out increasing at the research difficulty intervals.

Skink Priests: Different Winds - Skink priests attuned to many winds of magic have proliferated throughout the cities of the lizardmen. One remains, those of the elusive Wind of Shadow. Effect: Design skink priests of Ulgu. Difficulty: Hard (0/150)

Loquatl Spawning - Now that a suitable sample of Loquatl have been tamed, the next step is to engineer them to serve eternally, as all the lizardmen do. Thanks to earlier analysis this will not take as much effort as it otherwise would have. Effect: Unlock Loquatl for all cities. Difficulty: Moderate – 0/40

Sacred Spawnings: Basic Manipulation - The mechanics of how sacred spawnings are produced are still somewhat obscured to the slann, despite their newfound understanding of the spawning spells. Focusing on them should allow some manipulation of how often different varieties of sacred spawnings are generated, as well as open up further understanding of their mechanics. Effect: Study the sacred spawnings, allowing their rarity values to be slightly altered. Difficulty: Very Hard - 0/425

Slann Spawning: Physical Construction - The spawning runes for slann are entire orders of magnitude more complex than those of the other lizardmen breeds, but if one can be deciphered then so can the other. While it is obvious that other components will need to be completed in order to actively spawn slann once more, figuring out their biological construction will be an achievable start. Effect: Decipher how the slann's bodies are made, the first step in learning how to create new slann. Difficulty: Impossible - 0/2450

Basic Soul Structure Examination - Figuring out how lizardmen bodies are constructed is only the first step to fully understanding the intricacies underlying the makeup of the servants of the Old Ones. The next step is delving into the structure of their soul, which in many aspects is even more important than their physical forms - the soul is the wellspring of their immunity to corruption and subversion, their unending growth in ability, and their immortality. Duplicating these features is one thing, but understanding them is another. Effect: Decipher the basics of lizardmen soul structure. Unlocks more advanced sub-breed creation. Difficulty: Impossible - 0/2500. This project will unlock the capacity for neutering the Ayacmanik's ability to assimilate sapient beings.

Create Sub-Breed - With the newfound understanding of how the lizardmen's bodies are made, the gates have been opened to modification. It is now possible to create additional sub-breeds, subsets of the various kinds of lizardmen. Only bodily modifications are currently possible, which puts a limit on some of the more advanced ideas proposed, but the possibilities are still vast. Effect: Design a new sub-breed of lizardman. See sub-sections, though alternate options may be proposed - consult with GM on restrictions.

- Spined Kroxigors: Kroxigors with a series of spines joined together on their broad backs into a fleshy sail of sorts, this breed of kroxigor possesses a secondary brain that allows them to serve as a slann's arcane vessel, allowing the mage-priests to cast in battle with far less risk of bodily harm to themselves. Difficulty: Absurd - 0/900

- Earthblood Saurus: A rarer, formidable breed of saurus standing 12 feet tall, Earthbloods are even more proportionately muscular than regular saurus, and possess razor-sharp instincts pertaining to battle, with the caveat that they have no talent for the wider aspects of warfare. Difficulty: Absurd - 0/900

- Blackfang Saurus: A breed of saurus specializing in covert warfare, they possess many of the adaptations shared with their brethren the Chameleon Skinks - camouflage, ability to climb and traverse terrain, heightened senses. While less outright stealthy than Chameleon Skinks, they compensate with a far greater aptitude for violence typical of their caste - something of great value in eliminating hardened targets. Difficulty: Absurd - 0/900

Divine Manifestations, Level 1 - Gods will autonomously bless the souls and bodies of their worshipers in accordance with their natures, and empower them to act in their stead. Yet a near-constant feature of the Ruinous Powers is their ability to extrude segments of themselves into the material world in the form of daemons. These warp-borne organisms are incredibly powerful in many different ways, and if such a capacity could be harnessed for the gods of the lizardmen, it would be quite a boon. Effect: Unlock the ability to call weak sub-entities of the lizardmen gods to the materium. Difficulty: Absurd - 0/1000 900 - Another god makes this a simpler task.

Blessed Items - It is well known that Teninhuan's daggers are eternally swathed in immortal venom that kills even daemons. While it is widely agreed that his weapons are blessed as a side effect of his great piety, having the ability to reliably call down divine blessings upon inanimate objects would be of great use. Effect: Unlock the ability to divinely bless weapons and other items. Difficulty: Hard - 0/150

Secrets of the Fungus - The emergence of the ork's technological caste throws the existence of their mages, and indeed every aspect of their ecosystem, in a different light. What extent does this caste system run to? How does it affect their development as individual organisms and a collective group? What causes this specialization? The answers are undoubtedly somewhere within their flesh and soul - enough digging and they will be found. Effect: Study the biology, caste system, and general development cycle of the orkoid race. Difficulty: Absurd - 0/900 750 650. Sufficient ork captives present to reduce difficulty by 150. Waaagh!!! Field research completed, reducing difficulty by 100.

Deciphering the Plan - With the lizardmen's archives of the Great Plan organized to the best of their ability, it is time for their contents to be unraveled, so that the designs of the Old Ones may be fulfilled if they cannot be found. Each of these options is Impossible (0/2500), and has multiple tiers that are also Impossible. Each tier will grant benefits as it is completed. 33 free points will be allocated to the first of these to be researched.

- Worldshaping Schematics: These Tablets detail the needed shape of the continents and magical architecture, including intricacies of the Geomantic Web. Tier I - 0/2500
- Titanic Anatomy: These Tablets lay out the bodily and spiritual intricacies of Dragons, Dragon Ogres, and Sky Titans, as well as other details about their role. Tier I - 0/2500
- The Young Creations: These show the construction of four races - Elves, Dwarfs, Humans, and one other that is incomplete. Tier I - 0/2500
- Astral Layout: These detail the necessary alignment of the heavens themselves, including a magical construct the size of a moon. Tier I - 0/2500
- Warp Gates: This sparse collection contains the schematics for building the polar warp gates the Old Ones made. Tier I - 0/2500
- The Sequence: A coded fragment of information that appears in many other Tablet categories, nothing can be made of this for now.

Void-Exchanged Interlocking Spell Theory - There have been theorems idly circulated in the Sublime Communion regarding the potential use of the void sanctum enchantments for some time, and with the newly attained understanding of the Glyph Spheres, one of these trails of thought has become more prominent - ordinarily it is prohibitively difficult to retain active spell-like effects in reality for prolonged periods of time, but the total metaphysical isolation conferred by a sealed void should, with the right balancing and calibration, allow for lengthy suspension of summoned energy in various forms. This would allow for much greater scope of applied magical effects once the necessary cost of maintaining such effects has been nullified. Effect: Magical theorem that should allow for long-lived suspension of certain magical effects. Opens the door to further applications. Difficulty: Hard - 0/150

Consult Relic Priests - The spirits of long-dead slann still cling to their bones in ancient mausoleums held deep in the innermost sanctums of their cities. Lingering near the veil of life and death as they are, their withered spirits are capable of dispensing great wisdom, but they sometimes prove unresponsive for their own reasons. Effect: Send slann to consult the Relic Priests, seeking insight on a variety of topics. See 'Construction and Relic Priest Mechanics' threadmark for details.

Interpret the Prophecy - The Tomb Collective of the deceased slann gave a prophecy when consulted two decades ago, and it hangs over the head of the Sublime Communion still. Perhaps some enlightenment could be gained by spending time contemplating the meaning of the Relic Priests? Effect: Contemplate the prophecy, gaining in-character interpretations of what it could mean. Difficulty: N/A, this action is repeatable and will produce results regardless of the amount of slann assigned to it. However, more slann will yield more detailed analysis.

Teach Geomantic Rituals - Once the art of geomancy was held by all of your brethren, but those days are long past. Now you are the only repository of the ancient knowledge required to harness the devastating power of the geomantic web. It is time to do what you have not done for millennia, and spread your teachings. Effect: Spread the knowledge of geomantic rituals to other slaan, eliminating the need for Mazdamundi to conduct every one. 1 Mazdamundi action required for completion. 10 Fourth Generation Slann have been instructed, and may teach up to their research value (50 points total) in other slann.

Examine Tablets of the Old Ones - Until you find a way back to Mallus, the ancient Plan of your creators will have to be ... put on hold. But that does not mean that the wisdom they left behind on their golden tablets is now useless - the development of your people was ordained upon them. With study, you may be able to reclaim some of the glory you have lost. Effect: Unlock various sections of your tech tree. See sub-sections for examples, though alternate options may be inquired about with the GM.

- Level 4 Infastructure: The next level of geomantic architecture and city complexity, with all that implies. More defenses, more temples, more spawning pools, more geomantic pathways allowing for greater utilization. Difficulty: Very Hard - 0/450

The Stone - The amulet that the chameleon skink assassins recovered from Warboss Wurkaz is an abnormality. Every effort was made not to damage it, yet it is still clear that it is made out of an unnaturally resilient material, and it shines like a sun in the Immaterium. Whatever it is, it contains great power, and should be examined thoroughly. Effect: Conduct a preliminary study on the warboss' amulet and attempt to discover its nature. Difficulty: Very Hard - 0/450

Theory of Engine - The greenskins power their mechanical contraptions via the use of rumbling blocks of gears and pipes they call engines, fuelling them with squig-oil and secretions from certain mushrooms. These are among the most bizarre of orkoid contraptions, and much observation of them and their capabilities was required before an effort to duplicate them could reasonably be made. With the numerous samples of ork technology acquired from the recent campaign, however, the attempt can now be made. Effect: Decipher the secrets of engines, automatically upgrading every vehicle project. Difficulty: Absurd - 0/1000. Made easier by VEIST research.

Mek Madness - The devices retrieved from the depths of the ork technologist's sanctum are illogical, even by the standards of the greenskins. None of them work, are even close to working, and the trains of thought evidenced by Orkfred's notes are filled enough with errors and fallacies to baffle slann examination. But the underlying principles of his designs … there is potential. Effect: Study one of Orkfred's retrieved prototypes and attempt to make his demented ideas work. Does not unlock tech on its own, but unlocks research options that may not have otherwise yet been available.
- The Sparking Blade: The collection of pincer-blades and the coughing generator they are attached to are clearly supposed to be more than they are, but it is difficult to say what. A rough guess can be made that the blade is meant to be electrified in some manner, but it is far from certain. Difficulty: Hard - 0/150
- The Snotling Gun: This pile of misshapen tubes, whirling gears, and rattling barrels can hardly be recognized as a piece of technology, much less a weapon. Still, the notes of the Mekboss discuss it in detail. Difficulty: Very Hard - 0/450
- The Iron Limbs: These, at least, are a familiar concept to the lizardmen. Clearly prosthetic orkoid limbs crafted from crude iron, what distinguishes them is their bizarre degree of articulation and propensity to convulse when subjected to electrical charges. Difficulty: Moderate - 0/50

Temporarily Locked Until the Conclusion of the Sublime Communion's Deliberations
Traumatize the Oversoul - By accessing the shared Ayacmanik subconscious through the collective experiences of their synchronized souls, it is possible to deliver carefully-sculpted psychic trauma directly to the root of the parasite's collective consciousness. Doing so would forevermore scar their psyche, rendering them immensely, irreversibly terrified of the lizardmen on an instinctual level. They would flee from the temple-cities and any further expansion of the geomantic web, effectively nullifying their threat to the lizardmen. Difficulty: This project has two phases - the first, (0/425) where the slann prepare the psychic trauma package, and the second, (0/425) where they apply it. Any amount of progress may be completed in a single turn, but if the second phase is not completed within one turn, the Ayacmanik will attack you en masse until you complete it.

Give Them Minds - Due to the nature of the Ayacmanik oversoul, one infected host transmits its capabilities to the whole species. Therefore, if a single skink is engineered without any inherent lizardmen capabilities, save immortality, deliberately infected, and then trapped in a heavily fortified prison, it is possible to give the Ayacmanik sophoncy while keeping the means of taking it away in hand, should it become necessary. What the Ayacmanik might do with their personhood is unclear. Difficulty: Special - 0/850

Control the Parasite - The same process by which the Ayacmanik coordinate their various host bodies can be used to more productive ends. By forcibly invading their shared consciousness and subduing each individual soul to the will of the Sublime Communion, it is possible to effectively enslave the entire Ayacmanik species in semi-autonomous slavery. Once complete, any Ayacmanik in proximity of the lizardmen will assist in any tasks being performed, from construction to warfare to scouting. The rest of the species will behave as normal save for ceasing all aggression towards the lizardmen, and it will be possible to use slann to control large numbers of them to perform specific tasks. The process, however, will incur attacks by the oversoul. Difficulty: Special - 0/2000. Starting this project will incur an all-out assault by the Ayacmanik, which will continue until its completion.

Chains of Fog - If the Ayacmanik were uplifted to sophoncy, it would ordinarily be impossible to chain their minds in a practical manner due to the will it would grant them. But if the godseed made from the mind fog were to be used to craft a cloying web of chains, it would then be possible to trap the sophontic oversoul's free will in the very same fugue the slann were ensnared in not so long ago. To uplift the Ayacmanik to true selfhood only to condemn them to forever being the weapons of the slann would be a monstrous breach of any moral code, but the servants of the Old Ones do not pretend to morality. Difficulty: 0/2500. This project may only be taken after Give Them Minds is completed, and requires commitment of the Seed of Fog. The Ayacmanik will abandon all other fronts and attack the lizardmen until it is completed. Enslaving the sophontic Ayacmanik in psychic thralldom will likely be sufficient to allow the lizardmen to defeat all other adversaries on Mochantia.

Mechanical effects for the four previous options can be found here.

Burn Their Souls - If the slann were to design a spell that kills Ayacmanik souls that could be empowered by the Geomantic Web, it would be possible to cast a ritual to kill any parasites within a certain radius. This is likely to attract reprisal. Effect: Design an Ayacmanik-killing Geomantic Ritual, allowing rituals to be cast that kill Ayacmanik within a certain area and leave everything else untouched. It is likely that the parasites will attack en masse if such a weapon is deployed. Difficulty: Hard - 0/150
 
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Right, I think aiding Isendral is a no brainer. We probably also want to expand Ayotzl's cult. We should also definitely gank that Mek I think and reinforce the north and then hopefully squash Gardakka for good (maybe instead of using a Geomantic Ritual to prepare the way for an attack, we could use one to drop our army right on top of him and his new harbor at the same time as we initiate a more conventional attack; tear the heart out of his the greater concentration of orks - and hopefully kill him in the process - and press what remains between two fronts?).
 
Right, I think aiding Isendral is a no brainer. We probably also want to expand Ayotzl's cult. We should also definitely gank that Mek I think and reinforce the north and then hopefully squash Gardakka for good (maybe instead of using a Geomantic Ritual to prepare the way for an attack, we could use one to drop our army right on top of him and his new harbor at the same time as we initiate a more conventional attack; tear the heart out of his the greater concentration of orks - and hopefully kill him in the process - and press what remains between two fronts?).
I concur with those points but I also think we should start researching more weapon technology to better prepare for the incoming Ork Rumble. Also, shame we can't do the VEIST research as of now.
 
Ok, lot to unpack here.

The war-boss is likely trying to recolonize the northern continent, I would suggest that tik'taq'to and that one aquatic thunder lizard be put to intercept them.
The mek-boss I don't have a clue about, but we probably shouldn't let them succeed. I would send Kroc-gar to intercept.
We likely want masimundi to help repair with Isendral , he's the one most likely to gain something from the experience, and if we pencil in a ritual to help repair things, it would likely boost relations with Isendral . this could be useful, might not be.
 
Thanks for your continued hard work. The chapter was great!

City and Kanyon repair seem to be quite good choices. We get more interactions with a being likely blessed by Isha and maybe even learn other ways of terraforming.

The Ork movement concerns me.
One went southeast and the other northeast, both heading for the coast.
It is likely, that they will try to use their "ships" to either head west and strike our heartland or land on the respective poles to place distance between us.

We could kill the World Hammer by simply waiting until he entered a ship and the sink them with a Thunder Lizard (Ritual would be overkill). Not sure wether we should let the Mek be or not.
 
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Well, for this turn I'd definitely insist on the Repair Cities actions, and the Kanyon Repair. For research, finishing off the Slink Priests is also a must-have, and now that we have a second god, Blessed Items seems like a good idea.
 
Should absolutely assign some higher ranking Slann to assist with the canyon, for the opportunity to learn if nothing else. Wonder what her reaction would be to us intentionally designing and creating new gods for ourselves would be.
Edit: can't leave splinter forces of Orks alone lest they blow up in numbers and hit us from another front.
 
Researching the Hand of the Gods might also be a good idea since it is gonna be the key to making power armour and has a relatively low research cost, researching Glyph Ammo and Weapons would be a good bet for the next turn seeing as we'll have to take on the Aya eventually.
 
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Thank you for the update.

I admit the thought of sending Mazdamundi to help with the environmental repair is interesting. One leader to another, the architect of this glorious destruction. Not enough to push me into advocating it over more Geomantic Rituals, at least not before the Orks are dealt with.
 
We need 8 more cities for the next geo web mag. I think we should make some level 1s to get up to that point as the stronger web will help us out a lot, from more actions to more spawns to more juice in rituals.

Research- finish the last skink wind and other than that a lot of options
 
I concur with those points but I also think we should start researching more weapon technology to better prepare for the incoming Ork Rumble. Also, shame we can't do the VEIST research as of now.
Ah, yeah that's a bit unclear. I've edited the post to make what is and isn't locked a bit more apparent - it's just Ayacmanik research you can't do until other conditions are met.
 
So priorities for me-
Destroy the southern Ork thrust (keep them confined to one direction)
Destroy the Harbor and any boats launched (keep them pinned)
If at all possible-destroy the Warboss
Add 8 more cities to hit mag 3 even if they are level 1s
Assist Isendral
Research!

Edit- Repair damaged cities and add Sacred Sites to front line cities

Edit 2- how many slann do we need on tracking, aiding Isendral and some ritual attack on the orks?

Right now these are my top research choices:
Skink Priests: Different Winds - Skink priests attuned to many winds of magic have proliferated throughout the cities of the lizardmen. One remains, those of the elusive Wind of Shadow. Effect: Design skink priests of Ulgu. Difficulty: Hard (0/150)
Last one- so we have all 8 winds in use might unlock something or make other projects easier

Loquatl Spawning - Now that a suitable sample of Loquatl have been tamed, the next step is to engineer them to serve eternally, as all the lizardmen do. Thanks to earlier analysis this will not take as much effort as it otherwise would have. Effect: Unlock Loquatl for all cities. Difficulty: Moderate – 0/40
Get these spawning as well like everything else

Secrets of the Fungus - The emergence of the ork's technological caste throws the existence of their mages, and indeed every aspect of their ecosystem, in a different light. What extent does this caste system run to? How does it affect their development as individual organisms and a collective group? What causes this specialization? The answers are undoubtedly somewhere within their flesh and soul - enough digging and they will be found. Effect: Study the biology, caste system, and general development cycle of the orkoid race. Difficulty: Absurd - 0/900 750 650. Sufficient ork captives present to reduce difficulty by 150. Waaagh!!! Field research completed, reducing difficulty by 100.
Might open up more ways of dealing with Orks.

Stone That Floats - The orks have repeatedly made use of watercraft to transport their forces, something the lizardmen have done occasionally over the centuries. However, between the eclectic variety of creatures in Mochantia's oceans, as well as the orks themselves, mere rafts and shallow-keeled vessels like those used in the past will not do if the lizardmen hope to traverse the seas of this new world. Effect: Design armored boats. Difficulty: Hard - 0/150
It looks like we will need a navy moving forward
 
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Ah, yeah that's a bit unclear. I've edited the post to make what is and isn't locked a bit more apparent - it's just Ayacmanik research you can't do until other conditions are met.
Oh okie dokie then, we should definitely research VETIS then. That shit's too useful and will likely decrease research time for other tech trees.
 
Ok, so for the research, here's what I'm thinking:

1,663 Total Slann Power

Skink Priests: Different Winds (Ulgu)
150

Blessed Items
150

Void-Exchanged Interlocking Spell Theory
150

Prismatic Auras
150

Metropolis Preservation
450

Tempest Prisms
450

Added together, these take up 1,500 Slann Power while taking care of useful research subjects. We finish off the Skink Priests, getting that out of the way and unlocking Ulgu users. We figure out the mechanics of divine blessings for items, and hopefully since we have a war god and a death god at least one of the two will provide something useful there. The VEIST theory is over and done with, while the Prismatic Auras and the Metropolis Preservation research unlock individual and city-sized shields. Finally, while they might not be as useful this turn as they might have been earlier, Tempest Prisms will provide some useful AA capabilities for the future.

My research plan leaves us with 113 Slann Power free to out wherever we wish, such as helping out with the Kanyon Repair or bolstering our new god's cult, or aiding on the field of battle. Any thoughts?
 
So priorities for me-
Destroy the southern Ork thrust (keep them confined to one direction)
Destroy the Harbor and any boats launched (keep them pinned)
If at all possible-destroy the Warboss
Add 8 more cities to hit mag 3 even if they are level 1s
Assist Isendral
Research!
Just don't forget about the Ayacmanic. ;)
Ayacmanik concentration in northern section of garrisoned territory: Negligible -> Insane

The Ayacmanik in the northern region seem to be focusing their efforts on pressing south towards the orks, but they will passively continue attempts to acquire a lizardman host from the region.


I would add the religious options and maybe get a rough overview over our population numbers. Maybe we want to boost them, should something go wrong with the Orks.
 
and if we pencil in a ritual to help repair things, it would likely boost relations with Isendral . this could be useful, might not be.
She'd prefer you didn't, given a ritual was what caused this in the first place. You can assign slann in place of dedicating actions, though - use that slann->city actions scale I've got in some threadmark or other.
 
She'd prefer you didn't, given a ritual was what caused this in the first place. You can assign slann in place of dedicating actions, though - use that slann->city actions scale I've got in some threadmark or other.
I was thinking something along the lines of a buffed purification spell, something that would force the heavy metals and toxic gas we unleashed to solidify into ingots or something, for easy collection. would that still be disliked?
 
Honestly I would like to study the stone because I still think it might be a soulstone and if it is we want to discover that fact before Isendral does. Other then that the Anti-Air is a necessity as is the Secrets of the Fungus and I would not mind creating some of the Saurus sub-breeds.
 
I was thinking something along the lines of a buffed purification spell, something that would force the heavy metals and toxic gas we unleashed to solidify into ingots or something, for easy collection. would that still be disliked?
That could work, but you gotta get past this first stage and into the part where you're cleaning up said gases etc. And Mazdamundi would have to do it at Mag 1 while foregoing his magnitude bonus, since it'd need some level of precision. Good idea though.

@Ancient One it drops by 150.
 
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