Architects of the Great Plan - Warhammer Fantasy Old One Quest

[X]Plan Rise and Reign
-[X][BAS] Hominid
-[X][SER] Extreme Modifications
-[X][TRA] Large
-[X][TRA] Muscular
-[X][TRA] Prolific
-[X][TRA] Queens
-[X][TRA] Magic Resistance
-[X][TRA] Adaptable
-[X]Name: Himinn-Folkvirki
-[X]Description: Towering, thickly built, and deeply spiritual explorers and warriors. While many will strike out to find their own place to serve The Old Ones in the world, they are often accompanied by many friends and family. Each grouping follows the advice of their Matriarch-Shamans, for they speak the will of the Creators-Above-Gods and hold their Power Of Creation within them. Whether it be farming, mapping, brute labor, or war, the many will take to it as one, for when the Creators demand they fervently obey.

-[X]Location: Naggaroth, Arctic.
 
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[X] Ursunite Bears
-[ ][BAS] Mammalian(Bear)
-[ ][SER] Non-Servant
-[ ][TRA] Cold Adapted
-[ ][TRA] Muscular
-[ ][TRA] Hardy
-[ ][TRA] Large
-[ ][TRA] Thick Hide
-[ ] Name: Warbolg
-[ ] Description: Large Bipedal bears with thick hides and thick fur, they live in the harshest environments and form into social structures following whoever has proven themselves the strongest whether by hunting a dangerous animal or by defeating the previous "Big Bolg"

I really hope these guys get some attention this time.
 

I have edited the Plan
[X] Plan: Shadows of the Old Ones
-[X][BAS] Mantises
-[X][SER] Servant Package - Extreme Modifications (Free Parthenogenetic + Free Unaging)
-[X][TRA] Attuned to a Wind (Ulgu)(Free Witchsight)
-[X][TRA] Setules (Wall/Ceiling Sticking)
-[X][TRA] Keen Senses
-[X][TRA] Adaptable
-[X][TRA] Muscular
-[X][TRA] Dexterous
-[X] Name: Shadows
-[X] Physical Description: Mantises with more visible similarity to the Shadow Race of Babylon 5
-[X] Physical Location: Albion
 
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[X]Plan Rise and Reign
-[X][BAS] Hominid
-[X][SER] Extreme Modifications
-[X][TRA] Large
-[X][TRA] Muscular
-[X][TRA] Prolific
-[X][TRA] Queens
-[X][TRA] Magic Resistance
-[X][TRA] Adaptable
-[X]Name: Himinn-Folkvirki
-[X]Description: Towering, thickly built, and deeply spiritual explorers and warriors. While many will strike out to find their own place to serve The Old Ones in the world, they are often accompanied by many friends and family. Each grouping follows the advice of their Matriarch-Shamans, for they speak the will of the Creators-Above-Gods and hold their Power Of Creation within them. Whether it be farming, mapping, brute labor, or war, the many will take to it as one, for when the Creators demand they fervently obey.

-[X]Location: Naggaroth, Norsca, Albion.

OK, let's take this back from the top. We have a capability gap in our military, that of numbers and replenishment. None of our existing creations can realistically grow back from a global apocalypse, so we need to put many bodies as we can between the Moths and Elves so they can do their work. What Rise and Reign makes is a rough equivalent to the old Astartes formula: Supersoldiers At Scale. Total War and Warhammer tabletop gove us a bit of an infantry scale we can use: Large Unit (Giant, Dragon, etc), Monster Infantry, Heavy Infantry, Light Infantry, and Small Infantry/Swarms. We already have elite Monster Infantry, we made Super Saurus and in a pinch we can pull the Dragon Ogres into it. We already have ranged "light" infantry, Elves. Moths remain our magical nukes. And if need be, Axolotls can get their hands dirty as Small Infantry. But what we don't have is the Tier 1 Spear/Swordman Heavy Infantry that every Total War army needs at its core. We can make many of them, they can go anywhere, be much more controllable than Ogres due to societal and biological balancing, we don't need to worry about running out, and Magic Resistance can act as a kind of mutation resistor.

And if that's not enough, my plan is as part of the culture vote give these guys the ability to make Dwarf Runes. That'll make mutation much less of an issue, and still let the Super Norscans contribute in a fight beyond just pure muscle.

Could you please narrow down the location? Naggaroth and Norsca are too far apart for me to consider them contiguous. Norsca and Albion is fine, since they're close. Naggaroth and the Arctic would also work.

I will also take the cultural stuff with a grain of salt if they win. They are servants so some stuff with carry over, but extreme modifications means there's less programmed instincts than other servants.
 
[X] Plan: made some Amazons V2
-[X][BAS] Hominid
-[X][SER] Extreme Modifications
-[X][TRA] Parthenogenetic
-[X][TRA] Adaptable
-[X][TRA] Dexterous
-[X][TRA] Muscular
-[X][TRA] Universal Spellcasters
-[X][TRA] Hardy
-[X] Name: Amazons
-[X] Description: made to better than the canon amazons; originally described as small or diminutive, they will be the size of an average human here.
A race of Hominids that were granted strength and speed that surpasses what their size indicates, and can reproduce both asexually and through normal procreation, the latter they can do with most Hominid species. Their genetics are wires to discard useless Traits and integrate new traits that occur through mutation. Bodies that reject the weak and help gather a collection of Traits that help the creations of "Heros" or Champions, they are worldly even when they are isolated by the harsh environments through the word that comes from the people they procreate with, adapting small bits of other cultures that they rarely interact with easily.
They are to be a testbed to gather new genetic combinations plus a role is acting as buffer "states" of guerrilla fighters in the harshest of environments and some are valued as acolytes, viziers and thralls on things overlooks or seen lesser similar to the axolotls; the outcast Rigg seems to treat them with a "Tough love" sort of approach, and gives "small rewards" when they do the extraordinary, typically additional dangerous lessons in magic, artifact creation or herbology to create things like "immortality potions" and "elixirs of youth".
-[X] Location: Hidden in the jungles of Lustra, South-Lands, the Dragon Isles, and Kuresh, with them concentrating in Lustria; Programmed to set to settle in "harsh, but survivable territory" to have natural defenses and to have self-imposed Darwinism.

[X] Who are you calling SHORT?!
-[X][BAS] Hominid
-[X][SER] Non-Servants
-[X][TRA] Hardy
-[X][TRA] Long Lived
-[X][TRA] Magic Resistance
-[X][TRA] Muscular
-[X][TRA] Natural Witchsight
-[X] Name: Dawi, Dwarf (Singular), Dwarves (Plural)
-[X] Description: OTL Dwarfs, but with a height range of 5-6 ft, with rare examples growing to Seven ft. they also have Natural Witchsight (effectively leads to more runesmiths, as they can see the magic they trap in the runes, runes are how dwarfs use magic without being able to use magic). it would be funny to see the Dawi be called Dwarfs without being short (SHORT!?).
-[X] Location: World's Edge Mountain Range

approval voting:
[X]Plan Rise and Reign
 
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[X] Plan: Friendly little ratties
-[X][BAS] Mammalian (Rat)
-[X][SER] Non-Servant
-[X][TRA] Warm Adapted
-[X][TRA] Adaptable
-[X][TRA] Short
-[X][TRA] Amicable
-[X][TRA] Prolific
-[X][TRA] Short Life
-[X] Description: Bipedal rats, generaly shorter than humans. Their high adaptability and fertility more than makes up for their short lifespan. A lot more friendly than canon Skaven. Like living in caves or underground but can survive pretty much anywhere.
-[X] Location: Northwestern Tilea
-[X] Name: Skaven


And approval voting:

[X] Plan: Mages HATE him
[X] Plan: Good boy Skaven
 
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I'm not sure what the appeal is to naming a rat race Skaven since that just feels like it doesn't make sense since the Skaven already have that name. Like feels like it would make a lot more sense to name them anything else. Also hope people aren't solely voting to have another Skaven like race just because and actually have a reason or reasons for it.
 
[X] Business Monkeys
-[X][BAS] Fimir
-[X][SER] Non-Servant
-[X][TRA] Adaptive
-[X][TRA] Gifted Spellcasters
-[X][TRA] Keen Senses
-[X][TRA] Large
-[X][TRA] Lightning Absorption
-[X] Name: Hùnshì Hóu
-[X] Description: Large apemen with one eye and fur that seems to attract electricity and always sticks out like needles despite its softness. Have a strong instinct to explore and witness the magics of the world.
-[X] Location: Anywhere they can feasibly get, though permanent settlements tend towards mountains, treetops and other thunderstruck places. Starting location is the Mountains of Heaven

General idea here is to explore the Fimir's natural "second eye" trait upgraded with Gifted Spellcasters and Keen Senses, while also experimenting with Lightning Absorption on spellcasters. Name is the species Sun Wukong was, and translates roughly to "Mixed World Monkeys" or, more poetically "Monkeys of Havoc"
 
[X] Plan: made some Amazons V2
-[X][BAS] Hominid
-[X][SER] Extreme Modifications
-[X][TRA] Parthenogenetic
-[X][TRA] Adaptable
-[X][TRA] Dexterous
-[X][TRA] Muscular
-[X][TRA] Universal Spellcasters
-[X][TRA] Hardy
-[X] Name: Amazons
-[X] Description: made to better than the canon amazons; originally described as small or diminutive, they will be the size of an average human here.
A race of Hominids that were granted strength and speed that surpasses what their size indicates, and can reproduce both asexually and through normal procreation, the latter they can do with most Hominid species. Their genetics are wires to discard useless Traits and integrate new traits that occur through mutation. Bodies that reject the weak and help gather a collection of Traits that help the creations of "Heros" or Champions, they are worldly even when they are isolated by the harsh environments through the word that comes from the people they procreate with, adapting small bits of other cultures that they rarely interact with easily.
They are to be a testbed to gather new genetic combinations plus a role is acting as buffer "states" of guerrilla fighters in the harshest of environments and some are valued as acolytes, viziers and thralls on things overlooks or seen lesser similar to the axolotls; the outcast Rigg seems to treat them with a "Tough love" sort of approach, and gives "small rewards" when they do the extraordinary, typically additional dangerous lessons in magic, artifact creation or herbology to create things like "immortality potions" and "elixirs of youth".
-[X] Location: Hidden in the jungles of Lustra, South-Lands, the Dragon Isles, and small bits of Ind, and residing in any harsher lands that isolates them from outsiders and tests the race as natural selection; in Naggaroth and Kuresh acting as buffers to the Northern and Southern wastes. Programmed to set to settle in "harsh, but survivable territory" to have natural defenses and to have self-imposed Darwinism.

[X] Who are you calling SHORT?!
-[X][BAS] Hominid
-[X][SER] Non-Servants
-[X][TRA] Hardy
-[X][TRA] Long Lived
-[X][TRA] Magic Resistance
-[X][TRA] Muscular
-[X][TRA] Natural Witchsight
-[X] Name: Dawi, Dwarf (Singular), Dwarves (Plural)
-[X] Description: OTL Dwarfs, but with a height range of 5-6 ft, with rare examples growing to Seven ft. they also have Natural Witchsight (effectively leads to more runesmiths, as they can see the magic they trap in the runes, runes are how dwarfs use magic without being able to use magic). it would be funny to see the Dawi be called Dwarfs without being short (SHORT!?).
-[X] Location: World's Edge Mountain Range

approval voting:
[X]Plan Rise and Reign

Narrow down the location for the Amazons. It should be relatively contiguous. I'll grant some leeway with Lustria, Southlands, Dragon Isles, and Kuresh as a valid despite being non-contingous because those are locations of temple cities, so Amazons can walk straight from the spawning pools into the jungle. However their population will be spread out and low compared to concentrating them in a single area and they'll be auxiliaries for Lizardmen.

Ind and Naggaroth aren't acceptable. There's no temple cities there and neither is contiguous with other or the rest of the list as a whole. You can't put "everywhere in the world" as an option.

I'm not sure what the appeal is to naming a rat race Skaven since that just feels like it doesn't make sense since the Skaven already have that name. Like feels like it would make a lot more sense to name them anything else. Also hope people aren't solely voting to have another Skaven like race just because and actually have a reason or reasons for it.

Rats being cute is a valid reason to be fair.
 
[X] Plan Flighty Falcons
-[X][BAS] Falcons
-[X][SER] Non-Servant
-[X][TRA] Attuned to a Wind (Azyr)
-[X][TRA] Lightning Absorption
-[X][TRA] Cold Adapted
-[X][TRA] Keen Senses
-[X][TRA] Wings
-[X] Name: Hiérax (it's just « falcon » in Ancient Greek)
-[X] Description: they have the body and size of a man, with a falcon head and feathery wings and talons on their feet. At birth their feathers are white, and darken towards blue when getting older. The oldest have midnight blue colours.
-[X] Location: Mountains of the Mourn

[X] Plan: New Titans
-[x][BAS] Hominid
-[x][SER] Non-Servant
-[x][TRA] Long Life
-[x][TRA] Adaptable
-[x][TRA] Gigantic
-[x][TRA] Gifted Spellcasters
-[x][TRA] Muscular
-[x] Name: Titani
-[x] Description: They are over eighty feet tall humanoids. Their hair colour ranges from black to purple, have different hair styles, and their skin ranges from dark tan to a lighter peachy tone.
-[x] Location: Mountains of Mourn/Heaven at first, but then in various parts of the world.

OR

[X] Plan: New Titans 2
-[x][BAS] Hominid
-[x][SER] Non-Servant
-[x][TRA] Long Life
-[x][TRA] Adaptable
-[x][TRA] Gigantic
-[x][TRA] Hardy
-[x][TRA] Muscular
-[x] Name: Titani
-[x] Description: They are over eighty feet tall humanoids. Their hair colour ranges from black to purple, have different hair styles, and their skin ranges from dark tan to a lighter peachy tone.
-[x] Location: Mountains of Mourn/Heaven at first, but then in various parts of the world.
 
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[X] Plan: A Platypus? PERRY THE PLATYPUS!?
-[X][BAS] Mammalian (Platypus)
-[X][SER] Non-Servant
-[X][TRA] Cold Adapted
-[X][TRA] Animal Empathy
-[X][TRA] Attuned to a Wind (Ghur)
-[X][TRA] Toxic Spike
-[X][TRA] Aquatic
-[X] Name: The Ferox
-[X] Physical Description: Averaging 5'8" feet tall, they resemble a humanoid Platypus with a brown coat that dulls and grays out as they age.
-[X] Location: Estalia
 
Could you please narrow down the location? Naggaroth and Norsca are too far apart for me to consider them contiguous. Norsca and Albion is fine, since they're close. Naggaroth and the Arctic would also work.
I kinda wanted them to be a bit more spread out, put them in places to encourage naval and land migratory movements. I narrowed it down from "global" to Naggaroth, Albion, and Norsca so that once you slot in Ulthuan, there's a chain of destinations for regular seafaring between the New and Old World.

But if the original place has to be continuous, I will go for Naggaroth.
 
[X] Plan Flighty Falcons
-[X][BAS] Falcons
-[X][SER] Non-Servant
-[X][TRA] Attuned to a Wind (Azyr)
-[X][TRA] Lightning Absorption
-[X][TRA] Cold Adapted
-[X][TRA] Keen Senses
-[X][TRA] Wings
-[X] Name: Hiérax (it's just « falcon » in Ancient Greek)
-[X] Description: they have the body and size of a man, with a falcon head and feathery wings and talons on their feet. At birth their feathers are white, and darken towards blue when getting older. The oldest have midnight blue colours.
-[X] Location: Mountains of the Mourn
 
Rats being cute is a valid reason to be fair.
I mean if people are voting for rats nothing is stopping us from having other reasons. We have a ton of options as is and a lot of potential. I can even see many templates that would have a ton of benefits with the right traits. Just mainly worried that too many people are voting for whatever just because without any further thought since have seen that kind of thinking screw over questers in the long run in quests like this where we know we are going to be dealing with some serious threat we need to prepare for in the future.
 
I kinda wanted them to be a bit more spread out, put them in places to encourage naval and land migratory movements. I narrowed it down from "global" to Naggaroth, Albion, and Norsca so that once you slot in Ulthuan, there's a chain of destinations for regular seafaring between the New and Old World.

But if the original place has to be continuous, I will go for Naggaroth.

Adaptable will help encourage them migrate on their own, don't worry about that. It has that covered. You can also add Arctic to Naggaroth if you want to help give them a nudge in that direction.
 
Narrow down the location for the Amazons. It should be relatively contiguous. I'll grant some leeway with Lustria, Southlands, Dragon Isles, and Kuresh as a valid despite being non-contingous because those are locations of temple cities, so Amazons can walk straight from the spawning pools into the jungle. However their population will be spread out and low compared to concentrating them in a single area and they'll be auxiliaries for Lizardmen.

Ind and Naggaroth aren't acceptable. There's no temple cities there and neither is contiguous with other or the rest of the list as a whole. You can't put "everywhere in the world" as an option.
thanks for telling me, edited plan to have them concentrated in Lustria, while the Southlands, Dragon Isles, and Kuresh as minor/outpost settlement areas.
 
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