Architects of the Great Plan - Warhammer Fantasy Old One Quest

Surprised there are votes for dawi plans that include the short trait, there is zero advantage in it so why add it? It's like short life in that it is purely a downside. Who would vote for the skaven plan if it had short life despite it being more canon?
 
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Surprised there are votes for dawi plans that include the trait that is short, there is zero advantage in it so why add it? It's like short life in that it is purely a downside. Who would vote for the skaven plan if it had short life despite it being more canon?
Short height is good for a species intended to operate underground or defending/scouring small tunnels and being able to get to spaces other species can't get to without much destruction - which in quite a few cases is not feasible.
 
[X] Overtuned Dwarfs
-[X][BAS] Hominid
-[X][SER] Non-Servants
-[X][TRA] Short
-[X][TRA] Hardy
-[X][TRA] Long Lived
-[X][TRA] Magic Resistance
-[X][TRA] Muscular
-[X][TRA] Natural Witchsight
-[X] Name: Dawi
-[X] Description: Canon dwarfs with glinting eyes.
-[X]Location: World's Edge Mountains

[X] Metal Dwarves v2
-[X][BAS] Hominid
-[X][SER] Non-Servant
-[X][TRA] Attuned to a Wind (Chamon)
-[X][TRA] Hardy
-[X][TRA] Mutation Resistance
-[X][TRA] Muscular
-[X][TRA] Short
-[X]Description: Dwarves, but even more attuned to the ores they work on than ever before, and the capacity to become even better builders & innovantors due to the mental impact of Chamon. The Arsenal of the Old One's Childen. The triple combo of Short, Muscular, and Hardy makes them excellent underground combatants, which is great considering Chamon & the location we would drop them in guiding their way into subterranean living.
-[X]Location: World's Edge Mountains
 
Say, @Lost Star , at least @Woltaire, one of the voters to your plan, and I myself agree that the Skaven plan would be much improved by opting for either Magic Resistance or Mutation Resistance, but not both. As I've said a few times, you could keep Magic Resistance and replace Mutation Resistance with smth else - say, Dexterous to be "Speedy Rat Horde". Or keep Mutation Resistance and combo it with a spellcasting trait - say, Attuned to Ghyran since (per Lexicanum) it's a Wind that thrives in warmer climates and seasons which vibes well with Warm Adapted Skavens.

@5D Antipytamid Would you be willing to change the location the Titans would be dropped in elsewhere? Darklands is not great for supplying suficient resources to keep em sated. There's the Canon option of Mountains of Morne since there's Mammoth there, or Naggaroth which as per QM is still sparsely populated by cross-continental migrants and therefore have a lot of fauna and flora up for the taking by the Titans.
 
Say, @Lost Star , at least @Woltaire, one of the voters to your plan, and I myself agree that the Skaven plan would be much improved by opting for either Magic Resistance or Mutation Resistance, but not both. As I've said a few times, you could keep Magic Resistance and replace Mutation Resistance with smth else - say, Dexterous to be "Speedy Rat Horde". Or keep Mutation Resistance and combo it with a spellcasting trait - say, Attuned to Ghyran since (per Lexicanum) it's a Wind that thrives in warmer climates and seasons which vibes well with Warm Adapted Skavens.
Normally I'd be glad to adjust it! It's just that there've been a few people copy pasting the vote, and I'm not fond of changing a vote after people have voted. This is especially true when the vote's about an hour away from closure. :(

Only thing I can do is hope that the QM takes mercy on me!
 
@5D Antipytamid Would you be willing to change the location the Titans would be dropped in elsewhere? Darklands is not great for supplying suficient resources to keep em sated. There's the Canon option of Mountains of Morne since there's Mammoth there, or Naggaroth which as per QM is still sparsely populated by cross-continental migrants and therefore have a lot of fauna and flora up for the taking by the Titans.

Fair enough. I just thought of some place not really far of the Empire (which , considering the fact we have Ulthuan elves , the thread would probably create eventually) , but not exactly on it's territory. Are northern World's Edge mountains ok? Also I'm not really sure how to change the plan now , since redacting the original message could mess up the vote I suspect
 
Normally I'd be glad to adjust it! It's just that there've been a few people copy pasting the vote, and I'm not fond of changing a vote after people have voted. This is especially true when the vote's about an hour away from closure. :(

Only thing I can do is hope that the QM takes mercy on me!
Oh I think it won't be disastrous at all, just suboptimal. Apologies for not pinging you earlier in the vote to solve this.

Fair enough. I just thought of some place not really far of the Empire (which , considering the fact we have Ulthuan elves , the thread would probably create eventually) , but not exactly on it's territory. Are northern World's Edge mountains ok? Also I'm not really sure how to change the plan now , since redacting the original message could mess up the vote I suspect
I checked and all but me (oops) only voted for your plan name, so alteration to the location would be fine and I think acceptable for most of its voters. I'll go change how I voted for your plan.
 
Say, @Lost Star , at least @Woltaire, one of the voters to your plan, and I myself agree that the Skaven plan would be much improved by opting for either Magic Resistance or Mutation Resistance, but not both. As I've said a few times, you could keep Magic Resistance and replace Mutation Resistance with smth else - say, Dexterous to be "Speedy Rat Horde". Or keep Mutation Resistance and combo it with a spellcasting trait - say, Attuned to Ghyran since (per Lexicanum) it's a Wind that thrives in warmer climates and seasons which vibes well with Warm Adapted Skavens.
Actually it was pointed out that there is a practical reason for having both magic and mutation resistance. That being to have the rat race be able to handle and work with the magical equivalent of highly radioactive materials, that being warpstone like the canon Skaven. Warpstone is canonically pretty terrible stuff due to how magically toxic and radioactive it is to the point that even canon Skaven suffered serious issues with it. Both traits seems like it would make it so that they could come up with unique technology. They might even be able to purify stuff like chaos or warp contamination.
 
That's honestly really annoying since it's still pretty much copy pasting canon races with little to no changes. And overall being as unoriginal as possible. Seriously, for example we could easily come up with a race that fulfills the role of the canon Ogres but actually making them original and unique.
Hence why I built the R&R plan to have similar traits be used in a completely different manner. Big, strong, lots of 'em, can go anywhere, sure. But rather than an uncomfortable stereotype that pretty much just stays in one place being terrible, we're going to explore, build, and be a shield and spear pointed by a reliable command system.

As far as the fluff goes, I just think Vikings are very Warhammer in any form and that Norscans screaming bloody murder in the name of a big frog on a rock is funny.
 
People were on about Shyish a while back....

Maybe we could use something that is a Haemovore like a Mosquito to make something like a Buzzswole from Pokemon?

Or a Vampire Squid? Give it Bat like Wings?

Or.... A Beetle that sheds it's Shell and the Shell animates like a Shedinja from Pokemon?
 
[X]Plan Rise and Reign
[X] Plan: Multicolored Goat People!
[X] Plan The Kids Are Alright

Changed my votes to be more tactical. I kind of wanted a civilisation-building everyman race for this round, but I guess the standard fantasy trope is that those come last. The three plans I'm voting for have a clear vision behind them instead of just throwing traits together.
 
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Actually it was pointed out that there is a practical reason for having both magic and mutation resistance. That being to have the rat race be able to handle and work with the magical equivalent of highly radioactive materials, that being warpstone like the canon Skaven. Warpstone is canonically pretty terrible stuff due to how magically toxic and radioactive it is to the point that even canon Skaven suffered serious issues with it. Both traits seems like it would make it so that they could come up with unique technology. They might even be able to purify stuff like chaos or warp contamination.
All I've found is that warpstone is "solidified Chaos" and nothing about it being radioactive in the conventional sense (e.g. how uranium, palladium, etc are), which definitely sounds like something Magical Resistance or Mutation Resistance can already deal with. I've seen the QM post and it also noted that combo-ing them together is a bit redundant.

On the matter of purification of Chaos/Dhar with magitech, Magic Resistance+ Natural Witchsight (to actually see the Winds they're manipulating) + the appropriate culture would be better without wasting one slot for Mutation Resistance. Or a species with Attuned to a Wind (Chamon) that has the accompanying scientific interest boost in addition to metallic magics for ramping up magitech, which would likely turn out anti-chaos magitech if even just a few cooperated with the Lanternkeepers.

Hence why I built the R&R plan to have similar traits be used in a completely different manner. Big, strong, lots of 'em, can go anywhere, sure. But rather than an uncomfortable stereotype that pretty much just stays in one place being terrible, we're going to explore, build, and be a shield and spear pointed by a reliable command system.
Hmm, it'd be best as a Non-Servant species instead and maybe craft an alternate Servant species as the meatshie-er, horde defender role for our Temples & Moon Base? Servant species as we've seen based on this Quest's interpretation of Old Ones' wants regarding them are intended for that defensive role AFAIK - losing connection to the Old Ones by way of them dying out (which I expect to happen whatever we do FWIW) will leave them inflicted by a more toned down versions of the "robotic" nature Canon Lizardmen has (QM has said the Servant options are varying degrees of Robotic).

But even toned down, that "mental block" all Servants will inevitably face is a bigger (and unnecessary) disadvantage for an "wandering"-oriented species in particular when the OO going down happens

Edit: Otherwise, I like the traits.
 
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Plus Titans stronger than Canon with Magic Resistance is just, well, cool.
That's my point, it's not really changing much but just a single trait. I don't care if smething is 'stronger' I'd rather we try to be original. Otherwise that excuse is going to be used to recreate all the other canon races with just some minor tweaking. Which again, I point feels like it defeats the purpose and would make it feel too much like canon.

Hence why I built the R&R plan to have similar traits be used in a completely different manner. Big, strong, lots of 'em, can go anywhere, sure. But rather than an uncomfortable stereotype that pretty much just stays in one place being terrible, we're going to explore, build, and be a shield and spear pointed by a reliable command system.

As far as the fluff goes, I just think Vikings are very Warhammer in any form and that Norscans screaming bloody murder in the name of a big frog on a rock is funny.
Well looking at the plan it feels like the race is actually unique enough from the canon version that it's not actually a copy paste race but a unique one. It's definitely far more original and unique than the 'Titan but with just one extra trait and nothing else' plan. It's got my vote along with the rat one.
 
Edit: Eh that first line was unnecessarily mean of me, no need for that.

That's my point, it's not really changing much but just a single trait. I don't care if smething is 'stronger' I'd rather we try to be original. Otherwise that excuse is going to be used to recreate all the other canon races with just some minor tweaking. Which again, I point feels like it defeats the purpose and would make it feel too much like canon.
That's wrong haha. Canon Titans in Fission's system can do magic (which I assume is due to their degraded Gargant cousins being somewhat variants of Attuned to a Wind in Canon). It's actually four different traits different from canon Titans - Muscular, Hardy, Magic Resistance, & Thick Hide. It's much more leaning into the physical aspect of a gigantic species with a twist of resistance to magic for that effect of nigh-unstoppable force of nature - much more so than the ogres - as opposed to kinda-humans but massive as in Canon.
 
That's my point, it's not really changing much but just a single trait. I don't care if smething is 'stronger' I'd rather we try to be original. Otherwise that excuse is going to be used to recreate all the other canon races with just some minor tweaking. Which again, I point feels like it defeats the purpose and would make it feel too much like canon.

Chill bro , one vote you deem too similar to canon is not the end of the world. I remember finding really cool and original scilla servant plan , but it got like 3 votes in total. When I made flying shoggoth plan it got 2 votes. There were LITERALLY 0 fumigation votes in the ork problem (and it was the option furthest from canon) , so I didn't bother becoming 1st and only , etc. I have no idea why this particular plan triggered you that much
 
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Really don't understand why people are so insistent on trying to input the canon races when the whole point of the quest is to create unique races. Like I get wanting the iconic main 3 but we literally just voted to add Elves just last turn. Meanwhile people are trying to add the Halflings, Ogres and Titans despite the fact that they already existed.

Why? Just why? If people want the canon races then why don't they just play canon Warhammer quest or read the canon Warhammer stories?

Because a lot of us came here specifically to see make entirely new and unique races. Not just completely redo canon for no real reason just because. Honestly it's getting to the point that I'm almost wishing that the QM bans adding more canon races since it defeats the purpose of the quest and is just retreading canon if people just vote to add canon races all the time.

To be fair to Anchises' "ogres" they're tweaked from canon ones. They're are more like the tall men of Numenor than hulking brutes. That's what the plan name calls to mind to me anyway. It's halfway between humans and ogres, but with better spellcasting.
 
Get yer last votes in people, get them votes up and at em! Vote on a low hanging plan even. We gots time and it lets the QM know that you like the stuff! :D
 
Vote closed
Scheduled vote count started by Fission Battery on Aug 29, 2023 at 12:48 AM, finished with 111 posts and 47 votes.
  • 52

    [X] Plan: Mages HATE him
    -[X][BAS] Hominid
    -[X][SER] Non-Servant
    -[X][TRA] Gigantic
    -[X][TRA] Magic Resistance
    -[X][TRA] Hardy
    -[X][TRA] Muscular
    -[X][TRA] Thick Hide
    -[X] Name: Titans
    -[X] Location: Northern Worlds Edge Mountains
    -[X] Description: Towering over the world with 35 meters in height , while the oldest and the tallest could reach even 40 , their size is the first obvios visiual feature. The second thing to catch your sight on (especially if you were to compare them with unmodified hominids) would be their bright blue skin. Some may say this feature is bad for their stealth abilities , but the answer is simple: they don't need them. With physical prowess unbelivable even considering their size , their ability to see wounds 10 times human height healed without a scar , and skin so thick and protective it might as well be considered a masterpiece of an armor (it goes without saying body hair is of an absolute worthlessness for this creatures. However , some Old One argued in favor of leaving fur at the top of the head , just like with elves. Weird guy , but he was listened to) , they are truly the apex predators of the lands they inhabit. And to prevent their death of overhunting everithing around (such massive legs with so many muscles allows to cath up to a LOT of would-be dinners) , they are granted intellect , which will alow them to create some sort of civilisation , what would help them sustain themselves. It would also be extremely useful for their role in the Great Plan: while they are mighty close combat warriors (and a great sling wielders , for the simple reason one such projectile , being an enormous rock , can kill and wound tens or even hundreds of enemies) , their true purpose is countering enemy mages. While their natural protection alone is impressive , they are blessed with supernatural one against magic , so only the most powerfull and skilled magic users are able to reliably hurt a Titan. In fact , their antimagic fied is so strong due to their sheer size , even being a couple meters near to the titan of any age would be a serious challenge for casting.
    [X] Plan: Good boy Skaven
    -[X] [BAS] Base Species: Mamalian
    -[X][SER] Non-Servant
    -[X][TRA] Warm Adapted
    -[X][TRA] Prolific
    -[X][TRA] Keen Senses
    -[X][TRA] Mutation Resistance
    -[X][TRA] Magic Resistance
    -[X] Name: Skaven
    -[X] Description: Skaven are slightly less large than humans on average, with a tendency towards thin and almost gaunt builds. Properly groomed and fed, they look like sleek white furred rat-men or women, with shiny fur and long tails that can be theoretically used as whips (Not that this is common.)
    -[X] Location: Araby
    [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.
    [X] Plan: Multicolored Goat People!
    -[X][BAS] Mammalian (Goat)
    -[X][SER] Non-Servant
    -[X][TRA] Adaptable
    -[X][TRA] Capable of Magic
    -[X][TRA] Cold Adapted
    -[X][TRA] Prolific
    -[X][TRA] Hardy
    -[X] Name: Torgors
    -[X] Description:
    --[X] Modified to walk as bipeds with their forelegs converted into arms with five-fingered hands. They also have hooves for feet.
    ---[X] A kick from a child Torgor is strong enough to knock a man off his feet. A kick from an adult is strong enough to kill him.
    --[X] Torgors have fur that covers their bodies. A Torgor's fur can come in many colours when they are born. These colours are; Purple, Blue, Light Blue, Dark Blue, Pink and White.
    --[X] All Torgors sport horns and tails. Horns grow in length and size as they age.
    --[X] Torgor eyes are similar to human eyes. The colours of these eyes can come in Yellow and Blue.
    -[X] Location: Eastern Steppes and Northern Cathay
    [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
    [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] Dwarf
    -[X][BAS] Hominin
    -[X][SER] Non-Servant
    -[X][TRA] Hardy
    -[X][TRA] Long Lived
    -[X][TRA] Magic Resistance
    -[X][TRA] Muscular
    -[X][TRA] Short
    [X] Plan The Kids Are Alright
    -[X] Hominds
    -[X][SER] Non-Servant
    -[X][TRA] Adaptable: It can adjust to new conditions with relative ease. That doesn't mean every single individual is filled with wanderlust, merely that on average they will travel far and wide and can survive in a variety of environments.
    -[X] Capable of Magic: Their soul is able to (somewhat) safely channel and control a wind of magic with enough training. It does not make every individual a spellcaster, merely the possibility that they could become one. They will never hope to match the power of even a slann. Does not grant Natural Witchsight.
    -[X][TRA] Prolific: As long as there's food and no active calamity, this species' population will continue to steadily grow. Species without this trait will trend towards small growth hoving above replacement rate overall.
    -[X][TRA] Animal Empathy: Able to intuitively understand animals and communicate with them, making it easier to tame them or even domesticate in time. It's not needed for domesticate animals or monsters. It merely makes the process much easier. They can sing to the birds in their own tongue and converse with monsters like friends (provided they offer food first).
    -[X][TRA] Dexterous: Agile, swift, nimble, all words to describe the basic idea that this species will be quick on their feet. They have more muscles suited for quick movements and improved reflexes to match. They could go into battle half-naked and not immediately die.
    -[X] Name: Leyoon
    -[X] Description: In many ways similar to the elves, having pointed ears and a more slender build. However, they are shorter than elves at roughly human height, their ears pointier, their moves less graceful, their senses less keen. Their flesh runs the usual gamut of humanoid colors, though a certain proportion can instead end up as blue. Their hair can be any primary color, in varying intensity.
    -[X] Location: The Darklands (Beginning in Pigbarter)
    [X] Metal Dwarves v2
    -[X][BAS] Hominid
    -[X][SER] Non-Servant
    -[X] Attuned to a Wind (Chamon)
    -[X][TRA] Hardy
    -[X][TRA] Mutation Resistance
    -[X][TRA] Muscular
    -[X][TRA] Short
    -[X]Description: Dwarves, but even more attuned to the ores they work on than ever before, and the capacity to become even better builders & innovantors due to the mental impact of Chamon. The Arsenal of the Old One's Childen. The triple combo of Short, Muscular, and Hardy makes them excellent underground combatants, which is great considering Chamon & the location we would drop them in guiding their way into subterranean living.
    -[X]Location: World's Edge Mountains
    [X] Plan: Hardy Halflings, The Unlikely Heroes
    -[X][BAS] Hominid
    -[X][SER] Non-Servant
    -[X][TRA] Dexterous: Agile, swift, nimble, all words to describe the basic idea that this species will be quick on their feet. They have more muscles suited for quick movements and improved reflexes to match. They could go into battle half-naked and not immediately die.
    -[X][TRA] Hardy: A robust metabolism and immune system that makes them resistant to poison and diseases. Their diet will be widened, capable of eating a variety of foods others might consider inedible, and improve their body's rate of healing to recover from injuries easily. Extends lifespan.
    -[X][TRA] Keen Senses: Excellent eyesight, can see in dim lighting without issue, and overall strong hearing without being too sensitive. They can see further, hear more details, and process all of it without being easily overwhelmed.
    -[X][TRA] Magic Resistance: They can't use magic, but are very resistant to its effects and mutations related to magic. That doesn't make them immune to spells, especially harmful ones, but gives them an edge in surviving them and any harmful effects magic might have on a creature. Incompatible with Attuned to a Wind, Capable of Magic, Gifted Spellcaster, and Universal Spellcaster.
    -[X][TRA] Short: Less than five feet tall they'll be creatures of diminutive stature. Incompatible with Large, Huge, and Gigantic.
    -[X] Name: Halflings. (Maybe the name is not purely based on their height, but actually based on their lack of magic, which makes them "half" people to the Old Ones? Old Ones are jerks.)
    -[X] Description: Like this 1 2 3 4. Basically short Humans but with big feet and maybe thicker legs? Canon Halfling appearance minus the stereotypically bad ones.
    -[X] Location: Mountains of Mourn/Heaven
    [X] Plan: Guardians of the North
    -[X][BAS] Mammalian (Mammoths)
    -[X][TRA] Cold Adapted: This species is well suited to living in colder environments, through some combination of thick fury, body fat, or a high metabolism. They'd quickly overheat in warmer environments without serious precautions.
    -[X][TRA] Large: They're eight to fifteen feet tall, held up by thick muscles and strong bones. They're big, strong, and have long strides. The perfect trait for any worker or warrior, at the cost of needing to eat more. Extends lifespan.
    -[X][TRA] Muscular: Gives them strong, dense muscles built for strength. They hit harder, run faster, and carry more weight. They can easily punch above their weight class, literally and figuratively.
    -[X][TRA] Mutation Resistance: It allows a species to resist the harmful side effects of magic without impeding their ability to use magic, mostly. It'll take prolonged exposure to powerful sources of magic to cause harmful mutations and cancers to appear. Incompatible with Gifted Spellcaster.
    -[X][TRA] Keen Senses: Excellent eyesight, can see in dim lighting without issue, and overall strong hearing without being too sensitive. They can see further, hear more details, and process all of it without being easily overwhelmed.
    -[X][TRA] Hardy: A robust metabolism and immune system that makes them resistant to poison and diseases. Their diet will be widened, capable of eating a variety of foods others might consider inedible, and improve their body's rate of healing to recover from injuries easily. Extends lifespan.
    -[X] Physical Description: Mammoths except there trunks are more easily able to manipulate objects
    -[X] Location: The Eastern Steppe
    [X] Business Monkeys
    [X] Plan: Dragonborn
    -[X][BAS] Hominid
    - [X][SER] Servile (Dragons)
    -[X][TRA] Adaptable
    - [X][TRA] Extreme Phenotype Diversity
    - [X][TRA] Huge
    -[X] [TRA] Lightning Absorption
    -[X][TRA] Magic Resistance
    - [X][TRA] Scales
    - [X] Name: Dragonborn
    - [X] Description: Tall humanoids covered with scales and with horned head. They do not have wings, the presence of a tail differs significantly from variant to variant. The coloration, type of scales, horns and tails adapt to the habitat conditions. From four-legged variants that sometimes stand on two legs to variants without a tail that only walk on two legs.
    [X] Plan: Servants of Dragons
    -[X][BAS] Reptilian
    - [X][SER] Servile (Dragons)
    - [X][TRA] Scales
    -[X][TRA] Short
    -[X][TRA] Prolific
    - [X][TRA] Extreme Phenotype Diversity
    -[X][TRA] Adaptable
    - [X] Name: Kobolds
    - [X] Description: Short reptilian humanoids. They range wildly in appearance and color.
    [X] Born Underground V3
    [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.
    -[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
    [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.
    [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.
    [X] Overtuned Dwarfs
    -[X][BAS] Hominid
    -[X][SER] Non-Servants
    -[X][TRA] Short
    -[X][TRA] Hardy
    -[X][TRA] Long Lived
    -[X][TRA] Magic Resistance
    -[X][TRA] Muscular
    -[X][TRA] Natural Witchsight
    -[X] Name: Dawi
    -[X] Description: Canon dwarfs with glinting eyes.
    -[X]Location: World's Edge Mountains
    [X] Plan: Swiss Knife
    -[X][SER] Non-Servant
    -[X][BAS] Octopus
    -[X][TRA] Semi-aquatic (Innate)
    -[X][TRA] Flight
    -[X][TRA] Hundred-limbs
    -[X][TRA] Mimicry
    -[X][TRA] Adaptable
    -[X] Name: Cosmontir
    -[X] Location: literally everywhere , though most of the sizable concentrations are in the Ind
    -[X] Description: This race posseses a number of rather unique features , first of which is obviously their countless tentacles. When you see their torpedo-like silhouette , you know for sure it is Cosmontir. Second notable feature is their leathery bat-like wings , binding to the spherical body base higher than any of the tentacles. There is also the fact that if you don't see a member of the race in front of you , doesn't mean there isn't one. The everchanging colour palette of their skin (which they , along with their innumerable limbs , use for specific ways of communication almost impossibly complex for any outsiders) is the cause of that. With their ability to live underwater , on the surface of the Fated World and in the air , they are among the most universal and adaptable creations of the Old Ones , ready to face whatever challenge Darkness Ahead got for them
    [X]Plan Furred Healers
    -[X][SER] Light Modifications
    -[X][BAS] Hominid
    -[X][TRA] Parthenogenetic
    -[X][TRA] Attuned to a Wind (Ghyran)
    -[X][TRA] Cold Adapted
    -[X][TRA] Hardy
    -[X][TRA] Long Life
    -[X] Name: Quatch
    -[X] Description: Bulky and more animalistic compared to the other Hominid species, the Quatch look as if the link between the ape ancestors of the Hominids and their current day iterations, with modifications of grey skin and a more robust form suited to living in colder climates, resulting in a much thicker coat of fur covering their bodies, either being a off grey or completely white coat depending on age. Another distinction between them is the larger then average feet of the Quatch, which seems to be a genetic abnormality of little concern.
    -[X]Location: The Land of Chill, Naggaroth
    [X]Plan Hidden Blades of the Old Ones
    -[X][SER] Servant Package
    -[X][BAS]Amphibious (Poison Dart Frogs)
    -[X][TRA] Aquatic
    -[X][TRA] Dexterous
    -[X][TRA] Mimicry
    -[X][TRA] Toxic Spike
    -[X] Name: Anura
    -[X] Description: Lithe bipedal frog men, the Anura for the most part look as what you would expect in Assassin Frogs, aside from the spurs or large spikes that jut from their elbows or heels, containing their toxin. Their shifting colors on their skin being a byproduct of the chemical process of creating the toxin and when not in stealth, the Anura take on vibrant colors reminiscent of their poison Dart Frogs progenitors.
    -[X]Location: Dragon Isles
    [X] Plan: Some rodents just want to prank the world.
    -[X][BAS] Mammalian
    -[X][SER] Non-Servants
    -[X][TRA] Adaptive
    -[X][TRA] Natural Windsight
    -[X][TRA] Magical Resistance
    -[X][TRA] Cold Adaptated
    -[X][TRA] Keen Senses
    -[X] Name: Jerrians.
    -[X] Description: Like Skaven, but cleaner and healthier. Fur trends towards brown during warmer seasons and white during colder seasons.
    -[X] Location: Norsca
    [X] Plan: Magic Monkeys
    -[X] [BAS] Base Species: Hominid
    -[X][SER] Extreme Modifications
    -[X][TRA] Universal Spellcasters
    -[X][TRA] Prolific
    -[X][TRA] Adaptable
    -[X][TRA] Short
    -[X][TRA] Dexterous
    -[X] Name: Wildlings
    -[X] Description: Looking much like smaller humans, the males come across as shaggy, while the females come across as cute to human sensibilities. Build wise they lean towards very lithe and athletic, but there are natural variations here and there. Their most distinctive trait is a long tail that has a fluffy puff at the end, which has the same color as the wind they're attuned to.
    -[X] Location: Southlands
    [X] Born Underground V3
    -[X][SER] Non-Servant
    -[X] [BAS] Mammalian (Mole)
    -[X][TRA] Cold Adapted
    -[X][TRA] Muscular
    -[X][TRA] Hardy
    -[X][TRA] Magic Resistance
    -[X][TRA] Keen Senses
    -[X][TRA] Short
    -[X] Name: Krteslík/Morf (Mole Dwarf, it's cuter in Czech, trust me)
    -[X] Description: Covered entirely in fur, aside from a small section of skin between their beady black eyes and their prodigious beards. Large, strong hands that are capable of burrowing through the ground unaided but also fine, intricate work. Feet that can finish the digging that the hands started. Fur that's bristly, almost like whiskers. A long mole-like nose, and a furry vestigial tail.
    -[X] Location: Mountains of Norsca
    [X] Holy Mole-y
    -[X][SER] Non-Servant
    -[X] [BAS] Mammalian (Mole)
    -[X][TRA] Cold Adapted
    -[X][TRA] Muscular
    -[X][TRA] Hardy
    -[X][TRA] Magic Resistance
    -[X][TRA] Keen Senses
    -[X] [TRA] Lightning Absorption
    -[X] Name: Moli
    -[X] Description: Large, Elf-sized burrowers, covered entirely in fur and whiskers, aside from their mole-like noses. Fur and hair that crackle with static and let it flow through them. Beard-hair so stiff that it could pass as broom bristles. Beady black eyes, large hands that could rip you in half as easily as they could engulf you in a hug, and positively bristling in muscle. Also, furry vestigial tails.
    -[X] Location: Lurking Behind You Mountains of Norsca
    [X]Plan Wolves of the North
    -[X][SER] Non-Servant
    -[X][BAS] Mammalian (humanoid wolf)
    -[X][TRA] Cold Adapted
    -[X][TRA] Obligate Carnivore
    -[X][TRA] Keen Senses
    -[X][TRA] Muscular
    -[X][TRA] Dexterous
    -[X] Name: Fenrir
    -[X] Description: A great, bipedal wolf, standing slightly taller a man. Covered in thick fur over most of their body, they are well suited to the cold forests of their home. Though a social race with tight instinctive bonds to their own, they are vicious fighters capable of staggering speed and strength.
    -[X]Location: The forests of Norsca.
    [X]Plan Wolves of the North Alter
    -[X][SER] Non-Servant
    -[X][BAS] Mammalian (humanoid wolf)
    -[X][TRA] Cold Adapted
    -[X][TRA] Obligate Carnivore
    -[X][TRA] Keen Senses
    -[X][TRA] Muscular
    -[X][TRA] Dexterous
    -[X][TRA] Capable of Magic
    -[X] Name: Fenrir
    -[X] Description: A huge, bipedal wolf, standing slightly taller than a man. Covered in thick fur over most of their body, they are well suited to the cold forests of their home. Though a social race with tight instinctive bonds to their own, they are vicious fighters capable of staggering speed and strength. They are created with the intent of dwelling in the forests and wild places of the Fated World.
    -[X]Location: The forests of Norsca.
    [X] Alchemical Engineers
    -[X][SER] Non-Servant
    -[X][BAS] Reptile (Mole Lizard)
    -[X] Attuned to a Wind (Chamon)
    -[X][TRA] Dexterous
    -[X] Corrosive Spray
    -[X] Secretion Glands
    - [X][TRA] Scales
    -[X] Name: Khemerics
    -[X] Location: The Darklands
    -[X] Description: Man-sized Mole-lizards that eat metal ore, using the Chamon in their biology to secrete it as part of their scales and skeleton. They regularly shed excess material as processed metal, making them akin to living forges, and are akin to living alchemical cauldrons to rapidly refine raw materials with which to forge wonders with extreme dexterity. Have fairly typical fingers for manipulation, as well as powerful digging claws that rotate forwards when they make a fist.
    [X] Plan: Beastmen
    -[X][SER] Non-Servant
    -[X] Base Species: Hominids
    -[X][TRA] Attuned to a Wind (Ghur)
    -[X][TRA] Keen Senses
    -[X][TRA] Adaptable
    - [X][TRA] Extreme Phenotype Diversity
    -[X][TRA] Animal Empathy
    -[X] Name: (Name of animal partner)-vaar
    -[X] Location: Ind, Border of Lustria and Naggaroth, Southlands
    -[X] Description: Physically similar to the Hominids they were made from until puberty, when they seek out a beast from their environment and over the course of several days tame and bind to it, taking on both mental and physical traits from their new partner.
    [X] Ursunite Bears
    [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
    [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
    [X] Plan: Shadows of the Old Ones
    -[X][BAS] Mantises
    -[X][SER] Servant Package - Light 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
    [X] Plan: Fire of the Old Ones
    -[X][BAS] Bombardier Beetle (Explosive Biofluids)
    -[X][SER] Servant Package - Light Modifications (Free Parthenogenetic + Free Unaging)
    -[X][TRA] Attuned to a Wind (Aqshy)(Free Witchsight)
    -[X][TRA] Chitin (Armour like Scales & Tough Hide)
    -[X] Secretion Glands
    -[X][TRA] Adaptable
    -[X][TRA] Muscular
    -[X][TRA] Flying (Wings boosted by Aqshy & Chemical Jumpjets)
    -[X] Name: Infernexiva
    -[X] Physical Description: Humanoid Winged Beetles with 2 Arms, 2 Legs and 2 Wings.
    -[X] Physical Location: Biggest/Most Active Volcano on Mallus
    [X] Plan: Redwall Reborn V2
    -[X][BAS] Mammalian (Mice)
    -[X][SER] Non-Servant
    -[X][TRA] Short
    -[X][TRA] Warm Adapted
    -[X][TRA] Keen Senses
    -[X][TRA] Hardy
    -[X][TRA] Prolific
    -[X] Mousefolk
    -[X] Physical Description: Human sized mice, to put it simply.
    -[X] Location: Estalia, Tilea, Border Princes
    [X] Plan: Humanity
    -[X][SER] Non-Servant
    -[X][BAS] Hominid
    -[X][TRA] Adaptable
    -[X][TRA] Universal Spellcasters
    -[X][TRA] Hardy
    -[X][TRA] Prolific
    -[X][TRA] Mutation Resistance
    -[X] Name: Human
    -[X] Description: Warhammer fantasy humans. Idea behind their creation is that they can serve as mass produced casters either regular or battle. Mutation resistance should help them deal with inevitable dhar/miscasts/bad juju and universal spellcaster means any human can learn to wield Hysh to purify nasty stuff. While the elves will always be far better casters they will also always be far to few to do everything important.
    -[X]Location: Coast of Cathay
    [X] Plan: HK Bugs
    -[X][BAS] insect (Beetles)
    -[X][SER] Non-Servant
    -[X][TRA] Adaptable
    -[X][TRA] Universal Spellcasters
    -[X][TRA] Muscular
    -[X][TRA] Hardy
    -[X][TRA] Chitinous Shell
    -[X][TRA] Short
    -[X] Name: Holnest (Plural, Holnests)
    -[X] Description: (like the regular bugs of Hollow Knight, could use help writing it out)
    -[X] Location: North Eastern World Edge Mountains
    [X] Overtuned Dwarfs
    [X] ~Ohh, bury the knight with her broken nail~
    [X] ~Ohh, bury the knight with her broken nail~
    -[X][SER] Non-Servant
    -[X] [BAS] Insect (Grubs/Beetles)
    -[X] [TRA] Cave-adapted
    -[X][TRA] Muscular
    -[X][TRA] Hardy
    -[X][TRA] Magic Resistance
    -[X][TRA] Chitinous Shell
    -[X][TRA] Short
    -[X] Name: Myla
    -[X] Description:
    -[X] Location: Mountains of the Southlands
    [X] Plan Orcs Ala Boar People
    -[X] Mammalian (Boar)
    -[X][SER] Non-Servant
    -[X] Extreme Phenotype Diversity: The physical appearance of members of this species can vary wildly from one person to another or group to group. Despite that, they share the same traits aside from the cosmetic differences.
    -[X][TRA] Muscular: Gives them strong, dense muscles built for strength. They hit harder, run faster, and carry more weight. They can easily punch above their weight class, literally and figuratively.
    -[X][TRA] Hardy: A robust metabolism and immune system that makes them resistant to poison and diseases. Their diet will be widened, capable of eating a variety of foods others might consider inedible, and improve their body's rate of healing to recover from injuries easily. Extends lifespan.
    - [X] Cold Adapted: This species is well suited to living in colder environments, through some combination of thick fur, body fat, or a high metabolism. They'd quickly overheat in warmer environments without serious precautions.
    -[X] Capable of Magic: Their soul is able to (somewhat) safely channel and control a wind of magic with enough training. It does not make every individual a spellcaster, merely the possibility that they could become one. They will never hope to match the power of even a slann. Does not grant Natural Witchsight.
    -[X] Name: Bevari
    -[X] Description: They are 6-7 ft tall bipeds, highly muscled and generally built like power lifters. Members of the species vary from humans with boarish elements such as fur, to human-boar hybrids, to full on bipedal boar, and everything in between. Their hair (and fur if they have it) can be black, red, blonde, white, or green in the majority, while their flesh can be green, brown, peachy, vivid red, or blue.
    -[X] Location: The future Drakwald forest
    [X] Plan Fimir Bonnumen Flex
    -[X][BAS] Fimir
    -[X][SER] Non-Servant
    -[X][TRA] Large: They're eight to fifteen feet tall, held up by thick muscles and strong bones. They're big, strong, and have long strides. The perfect trait for any worker or warrior, at the cost of needing to eat more. Extends lifespan.
    -[X] Capable of Magic: Their soul is able to (somewhat) safely channel and control a wind of magic with enough training. It does not make every individual a spellcaster, merely the possibility that they could become one. They will never hope to match the power of even a slann. Does not grant Natural Witchsight.
    -[X][TRA] Keen Senses: Excellent eyesight, can see in dim lighting without issue, and overall strong hearing without being too sensitive. They can see further, hear more details, and process all of it without being easily overwhelmed.
    -[X][TRA] Scales: This species is covered with hard but lightweight and flexible scales that are almost as hard as steel. They act as natural armour for little cost.
    -[X][TRA] Thick Hide: This species' skin is thick and durable, allowing it to withstand serious punishment and act like a thin layer of natural armour. It still bleeds with enough force.
    -[X] Name: Fimir Bonnumen
    -[X] Description: They are undoubtedly related to the common Fimir, however they are covered in both a thick, leathery hide and hard, colorful scales, themselves each hue of the eight colors that make up the Winds of Magic; no two Fimir have exactly the same scale patterns.
    -[X] Location: Near current Fimir
    [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
    [X]Garden Rats
    -[X][BAS] Base Species: Mammalian
    -[X][SER] Non-Servant
    -[X][TRA] Warm Adapted
    -[X][TRA] Prolific
    -[X][TRA] Keen Senses
    -[X][TRA] Attuned to a Wind (Ghyran)
    -[X][TRA] Mutation Resistance
    -[X]Description: Skaven, rat-men, yes-yes. Their species-wide attunement to the Lore of Life and their penchant for some underground living means their farms & potion gardens would involve plant & fungi. Ghyran is also a boost to their food source, which could synergize with prolific, and already synergizes with Warm Adapted by being a magic that does best in warmer climates and seasons.
    -[X] Location: Araby
    [X]: plan:for light there is darkness
    [X] name Arachne
    -[X][BAS] Write in:Spider
    -[X][SER] Non-Servant
    -[X] [TRA]Attuned to a Wind (Ulgu/aka shadow)
    -[X][TRA] Long Life: Extends their lifespan by centuries, easily living for hundreds of years before they feel the effects of aging. They are practically immune to all aging related diseases until the very end. Death will still come to them all the same.
    -[X][TRA] Chitinous Shell: This species chitin is hardened to increase its durability and toughness while remaining lightweight and flexible. It acts like natural armour.
    -[X][TRA] Toxic fangs: This species has a pair of long fangs that it uses to deliver a small but strong dose of venom
    -[X][TRA] Muscular: Gives them strong, dense muscles built for strength. They hit harder, run faster, and carry more weight. They can easily punch above their weight class, literally and figuratively.
    -[X] Description: the Arachne are modified to have a centaur like body it's a humanoid body and the lower body of a spider, there head has eight eyes and sharp mandibles tiled with fangs, they are naturally able to see in the dark, there fangs are around two to three inches long depending on the Arachne, they naturally produce a deadly venom which they can use to kill large prey,
    --[X] because they mostly live in large caverns with limited light, they see it as a tool and and something to respect, fires are rare because of the lack of wood so They only use flames when needed, but they feel the most comfortable in the darkness do to there natural link to it
    --[X] because the Arachne live in huge caverns, light is rare but still there in glowing mushroom and fauna, they use there natural blue and black chitin covered bodys to make them almost invisible in the darkness, each Arachne have a different marking of blue along there black bodys
    -[X] Location: Deep in large caverns, which they hunt meals inside the caverns and sometimes hunt outside them
    [X] The Tall Men
    -[X][BAS] Hominin
    -[X][SER] Non-Servant
    -[X][TRA] Adaptable
    -[X][TRA] Large
    -[X][TRA] Gifted Spellcaster
    -[X][TRA] Muscular
    -[X][TRA] Prolific
    -[X]Name: Ogres
    -[X]Location: Tilea
 
Chill bro , one vote you deem too similar to canon is not the end of the world. I remember finding really cool and original scilla servant plan , but it got like 3 votes in total. When I made flying shoggoth plan it got 2 votes. There were LITERALLY 0 fumigation votes in the ork problem (and it was the option furthest from canon) , so I didn't bother becoming 1st and only , etc. I have no idea why this particular plan triggered you that much
Already explained it, last turn we literally voted to have add Elves. The turn after we have people making votes for Dwarfs, Halflngs and Ogres with the leading vote being Titans. If this wasn't literally right after we voted to create Elves I wouldn't see an issue, but that wasn't the case.

Edit: Eh that first line was unnecessarily mean of me, no need for that.


That's wrong haha. Canon Titans in Fission's system can do magic (which I assume is due to their degraded Gargant cousins being somewhat variants of Attuned to a Wind in Canon). It's actually four different traits different from canon Titans - Muscular, Hardy, Magic Resistance, & Thick Hide. It's much more leaning into the physical aspect of a gigantic species with a twist of resistance to magic for that effect of nigh-unstoppable force of nature - much more so than the ogres - as opposed to kinda-humans but massive as in Canon.
Uh, those actually sound like traits the canon Giants would have considering how tough they are and the brutish nature of their descendants. Where is the template for the original titans for this quest?
 
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