Visions of the Old Ones

Visions of the Old Ones is a unique campaign mechanic for the Ghosts of Pahuax faction, part of the Lizardmen race, introduced in Total War Warhammer II The Silence & The Fury DLC.
It enables the titular legendary lord, Oxyotl, to obtain a number of bonuses, money and the rare Sanctum Gems required to build Silent Sanctums by completing a variety of Visions of the Old Ones missions. Oxyotl may also use the Visions of the Old Ones map to travel great distances and reach not only mission locations but also return home when it needs protecting.
Missions spawn in random locations, varying difficulty and have a turn limit and consequences of failure become more and more punishing as they are completed so Oxyotl is incentivised to move around often and to be victorious.
== Map ==
You can access the Visions of the Old Ones map in the radial menu on the bottom right of the campaign map screen. Here, you can select any map marker to view and travel to Visions missions or other key locations.
When hovering over a Visions mission location, you can see its category, objective, difficulty level and number of turns to complete. If you click on the location, a new screen appears to display the mission in more detail, including its comprehensive description, rewards of success and consequences of failure.
To travel, you just need to click on the big blue Travel button at the bottom of the mission screen. You will see a brief interlude screen and then Oxyotl will have travelled very close to his target destination.
=== Markers ===
Some useful map markers include:
 Easy difficulty missions that can be completed with your expanded starting force.
 Normal difficulty missions that require a sizeable force with some stronger units.
 Harder difficulty missions that require an advanced, well-equipped force with higher-tier units.
 Oxyotl's capital region, which can be selected as a destination.
 Oxyotl's Silent Sanctum containing the Capstone of Tepok, which can be selected as a destination.
 Oxyotl's current location.
=== Travel restrictions ===
Only Oxyotl may travel via the Visions of the Old Ones map. In other words, even if you were to federate with other Lizardmen factions, you cannot use its legendary lords to travel using this travel mechanic.
In addition, Oxyotl may:
* only travel once per turn. It does not matter if it is at the start or end of your turn.
* travel regardless of stance, except besieging or under siege, and will retain its stance when travelling.
* travel regardless of remaining campaign movement. He may use this map mechanic even when at 0% movement so it is a different travel mechanic to that of Beast-paths, Underway and Worldroots.
* only travel from own, friendly or neutral territory. In other words, he may not travel from enemy territory. Although there is a hidden tracker for Skaven territory disguised as ruins which can be used to identify their territory, Oxyotl may not travel from enemy Skaven territory disguised as ruins.
* only travel if he and/or his target is not at sea.
* only travel between his current location and one his targets or his capital or a Silent Sanctum where the Capstone of Tepok is currently built (if any).
== Missions ==
Missions are the bread and butter of the Visions of the Old Ones game mechanic. They enable the titular legendary lord, Oxyotl, to obtain a number of temporary or permanent bonuses, money and the rare Sanctum Gems required to build Silent Sanctums.
Missions spawn in random locations, varying difficulty and have a turn limit and consequences of failure become more and more punishing as they are completed so Oxyotl is incentivised to move around often and to be victorious. However, missions:
* only spawn when Oxyotl receives Visions of the Old Ones, which may happen as a mission reward or a few turns after the last available mission was completed, aborted or failed.
* always spawn in groups of 3 or 4.
Since missions run concurrently, you need to prioritise where to deploy Oxyotl and which missions to tackle first. A common strategy is to move Oxyotl to his capital or the Silent Sanctum where the Capstone of Tepok is built to replenish his army, and then move him again to a mission location therefore maximising the travel mechanic.
When hovering over a Visions mission location, you can see its category, objective, difficulty level and number of turns to complete. If you click on the location, a new screen appears to display the mission in more detail, including its comprehensive description, rewards of success and consequences of failure. For additional information on each mission, such as number of turns, difficulty and flavour text, please see the specific mission page.
Name 	Description 	Objective 	Rewards of Success	Available reward units (if any, only one of any listed per mission)	Consequences of Failure
The Dead Worship No One 	You have tracked the Khrag warmbloods for some time, having envisioned their destiny to commit the vilest of atrocities in an affront to the Great Plan. By swearing their unholy allegiance to the Dark Gods they have signed their own death warrants. Finish the task at hand and deal the final blow! 	Destroy the following faction(s): Khrag (8 turns) 	
* NewVisions of the Old Ones will be received
* Sanctum Gems: +8
* Treasury: +5000	 	
* NewVisions of the Old Ones will be received
No Country for Corrupt Men	In your latest vision you see warmbloods revelling in ritual and screaming the names of the Dark Gods, their garb revealing them as the vile, untamed Norscans. They speak in tongues to invoke their Masters who in turn will empower them to spread Chaos' foul taint. This threat will only end by razing their homeland to the ground!	Raze of conquer the following settlement: Ironfrost (8 turns) 	
* Sanctum Gems: +3
* Enemy siege holdout time: -3 (maximum 1 turn) (all characters) (5 turns)	
* 1 Blessed Carnosaur 	
* Chaos corruption: +20 (5 turns)
Kill the Puppets 	You feel the creator-gods calling on you to face Chaos once again, this time sending you a vision of one particular horde of Chaos puppets on a path of dire consequences for the Great Plan. They beckon you, their ancient assassin, to intercept and destroy this force that marches the land in thrall to the Ruinous Powers. 	Defeat the following Lord's army in battle: (Norscan Tribes) (9 turns) 	
* Recruitment cost: -25% (all armies (5 turns)	
* 2 Blessed Chameleon Skinks 	
* Target army gains permanent bonuses, making them harder to deal with in the future.
* Melee defence: +5 for target army
Cull the Corrupt 	Though seemingly not in direct thrall to the Ruinous Gods and not openly harbouring their worshippers, a vision reveals an army infected with a powerful taint of Chaos. The younger races are weak souls who are often susceptible to corruption, but in this case your instincts tell you this could be a cause for concern. ... (???) 	Defeat the following Lord's army in battle: (Vampire Counts) (6 turns) 	
* Ward save: 5% (all armies) (5 turns)	
* 3 Blessed Skink Skirmishers 	
*Target army gains permanent bonuses, making them harder to deal with in the future.
* Melee attack: +5 for target army
Burn Their World 	Your most horrid visions of the future are terrifying glimpses of the world consumed by Chaos. When the time comes, the Dark Gods' warmblood allies will rise up, none of the untamed being more flagrant about their dark deeds than the tribes of Norsca. A scorched earth strategy has the best chance of stifling them. 	Raze of conquer the following settlements: (Norscan settlement) 	
* Enemy siege holdout time: -5 (minimum 1 turn) (all characters) (5 turns)	
* 2 Blessed Kroxigors 	
* Chaos corruption: +10 (local province) (5 turns)
The Many Forms of Evil 	The threats of Chaos appear to you in many guises and not just as those directly in thrall to the Ruinous Powers. One such corrupted force has been revealed to you, a crucial cog in the Dark Gods' wider plans that marches in the wake of mass bloodshed and destruction. This army's eradication will be a great boon to the world. 	Defeat the following Lord's army in battle: (Skaven) (6 turns) 	
* Sanctum Gems: +3
*Treasury: +1000
or
*Ammunition: +10% (all armies, 5 turns)
*Missile strength: +10% (all armies, 5 turns)	
* 2 Blessed Horned Ones 	
* Target army gains permanent bonuses, making them harder to deal with in the future.
* Ward save: +5 for target army
or
* Speed: +20% for target army
Preserving the Plan 	After centuries forgotten and lost to the world, a Silent Sanctum is under threat of annihilation once more. An enemy descends, befouling the area in their evil wake. Their whole army must be crushed, for the Forces of Order are in need of your oversight, and the power of the Silent Sanctum must not be lost! 	Ambush the attacking army before they attack the Silent Sanctum. 	
* Sanctum Gems: +10	 	
* Sanctum will have its chambers destroyed
A Deception Revealed 	The devious Chaos Gods covertly scheme in support of many martial powers that stand against Order. By the grace of the Old Ones, a vision of one possible deception of this nature has not passed you by. You strongly sense that this evil marches to serve Ruinous ends and cannot be allowed to thrive - or more importantly, exist. 	Defeat the following Lord's army in battle: (Vampire Coast) (6 turns) 	
* Ammunition: +15% (all armies) (5 turns)
* Missile strength: +15% (all armies) (5 turns)	
* 1 Blessed Saurus Warriors (Shields) 	
*Target army gains permanent bonuses, making them harder to deal with in the future.
* Weapon strength: +15% for target army
Ruinous Rogues 	A rogue army raids your lands, pitiful slaves to their base impulses and to the Dark Masters they serve. The vision of their forming becomes ever more transparent, their harrowing dark deeds etched deep into your mind. If your holdings are to be protected, their revolting presence must be eradicated from the land. 	Defeat the following Lord's army in battle: (Warriors of Chaos) (6 turns)	
* Sanctum Gems
* Treasury: +5000	 	
Nightmares on the March 	Your mind is tormented with images of Chaos hordes marching towards hapless victims. Their nightmarish visions are not without purpose and the more vivid the image, the easier it is for you to discern who and where they are. One of these visions is so clear that is indisputable that the threat is a real one. 	Defeat the following Lord's army in battle: (Norsca) (8 turns) 	
* Ward save: +5 (all armies) (5 turns)	
* 3 Blessed Horned Ones
* 	
*Target army gains permanent bonuses, making them harder to deal with in the future.
* Ward save: +5% for target army
== See also ==
* Blessed Spawnings, for more quests for Oxyotl and other Lizardmen factions
* The Great Book of Grudges, Dwarfs equivalent
* Marked For Death, High Elves equivalent
Category:Unique game mechanics
Category:Ghosts of Pahuax
Category:Missions
Category:Faction missions