Architects of the Great Plan - Warhammer Fantasy Old One Quest

A group of old ones creating a race that accidentally fuck over another group of old ones sound perfectly in character.
Most likely and yeah Orks are a pain in the ass even if they're ideal opponents for the races here to fight and sharpen their skills against.

Funnily enough their are some implications that the Krork were halfway decent pre degridation and/or Gork/Mork.
Krorks are like British gentlemen while Orks are the hooligans after all.
 
Uh... One of them being a pathetic squishie who gets by on massive amounts of lies, and the other being a towering powerhouse of post-mortal might? I guess that works of you squint.
It's in the context of the If The Emperor Had A Text To Speech Device continuity, I think, where the Ultramarines are ridiculously, impossibly successful at things that by all rights should be impossible (lampshading Games Workshop's authorial favoritism). And, importantly, where some of them know this, and have noticed it. So the more self-aware Ultramarines sometimes get this sort of bizarre horrified ennui caused by (1) experiencing such ridiculous amounts of success such that they can basically just bullshit their way to any arbitrary accomplishment and (2) having to put up with the other Ultramarines, who haven't noticed how weird and unnatural their winning streak is and have thus become intolerably smug.

So yes, within that continuity, some of the more self-aware Ultramarines very well could feel commonality of mood with Caiaphas Cain (a very lucky man who's survived an incredibly long string of disasters by the skin of his teeth and thinks of himself as a coward because he keeps surviving while others die around him). Because they, much like Caiaphas, have this tremendous career of accomplishments while being on some level aware that they haven't actually earned such things by being objectively that much better than their peers. And they, much like Caiaphas, are constantly being lionized and putting up with vainglorious dipshits and fanboys who don't see what they have the self-awareness to understand about their own situation. So the impostor syndrome flows fast and thick.

It's just that the self-aware Ultramarines have this same thing going on at a higher level, with theoretically greater ability but correspondingly greater undeserved or unlikely successes.
 
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Also Marneus specifically is the second Marneus Calgar, having adopted the identity because he has such low self-esteem that he decided that, upon watching Marneus 1 die, it would have been better for the universe at large if he had died there rather than someone as amazing as the great Marneus Calgar.
 
Also Marneus specifically is the second Marneus Calgar, having adopted the identity because he has such low self-esteem that he decided that, upon watching Marneus 1 die, it would have been better for the universe at large if he had died there rather than someone as amazing as the great Marneus Calgar.
What a Hilarious/Harsher In Hindsight for the TTS Mood Kindred video between Calgar 2 and Ciaphas Cain.

Also, are Goliaths as tall as Space Marines or a lot taller than them?
 
It's in the context of the If The Emperor Had A Text To Speech Device continuity, I think,
I am fairly sure the person didn't mean to be that literal. Because none of that really applies to the quest.
Also, are Goliaths as tall as Space Marines or a lot taller than them?
To quote the Large trait:
[ ][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.
They range from "Space Marine in armor" to "Magnus The Red".
 
Fair points on a Tengu inspired race being better suited for Ulgu. Especially since IIRC canon WHF did have ninja clans in Nippon.
I've actually got a preliminary one.

[ ] Plan: Tengu
-[ ][BAS] Write in: Crow
-[ ][SER] Non-Servant
-[ ][TRA] Attuned to a Wind (Ulgu): Every member of this species is capable of using only a single wind of magic, but is skilled at doing so. Channeling magic is as natural as breathing with a bit of training. They can't use any other wind of magic, but can sense the flow of magic. The wind will affect the species' psychology in potentially unpredictable ways. Please write the wind they're attuned to inside the bracket. Incompatible with Capable of Magic, Gifted Spellcasters, and Universal Magic.
-[ ][TRA] Wings: Gives this species wings and/or improves its existing wings to allow it to fly under its own power.
-[ ][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.
-[ ][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.
-[ ][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).
-[ ] Name: Tengu
-[ ] Description: Humanoid crow people.
-[ ] Location: Nippon/Tempest Land

Basically you average Ninja's added hardy to give them a reason to get really good at poisoning people (Cuz its a ninja thing) and added animal empathy because that's actually a really good ability for intel gathering if used correctly.

An alternative plan to this would be to swap out one of the traits for long life if you really want to get that ancient ninja grandmaster trope going but I do like to imagine hardy at least helps get to that point.

I've also got two other Ulgu ideas because it always helps to have options.

[ ] Plan: Cats, the cats, were the cats..
-[ ][BAS] Mammalian: Cat
-[ ][SER] Non-Servant
-[ ][TRA] Attuned to a Wind (Ulgu ): Every member of this species is capable of using only a single wind of magic, but is skilled at doing so. Channeling magic is as natural as breathing with a bit of training. They can't use any other wind of magic, but can sense the flow of magic. The wind will affect the species' psychology in potentially unpredictable ways. Please write the wind they're attuned to inside the bracket. Incompatible with Capable of Magic, Gifted Spellcasters, and Universal Magic.
-[ ][TRA] Warm Adapted: This species is well suited to living in warmer, hot environments. It'd freeze to death in cold environments without precautions.
-[ ][TRA] Short: Less than five feet tall they'll be creatures of diminutive stature. Incompatible with Large, Huge, and Gigantic.
-[ ][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.
-[ ][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.
-[ ] Name: Kerplin
-[ ] Description: Small humanoid cats with the full range of colors one could expect from such kitties.
-[ ] Location: Dragonlions Savannah

This guys are built for stealth first and formost with the only trait they have not meant to help in the aspect to some degree being warm adapting which is mostly just their because mammal. Still while overspecalizing can be a problem sealth is actually a really good one to be obscenly good at because of how many things you can use it form, most importantly getting the drop on someone else and not dying. If your in the game for raw sneaky I'd recommend these kitties.... or if your in it for cute kitties.

...Might need to watch out for Ranald trying to deal them if he likes em though, we know those pesty deities can get up onto the Old Ones moon after all.

[ ] Plan: Trash Pandas!
-[ ][BAS] Mammalian: Raccoon
-[ ][SER] Non-Servant
-[ ][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 overheat in warmer environments without precautions.
-[ ][TRA] Attuned to a Wind (Ulgu ): Every member of this species is capable of using only a single wind of magic, but is skilled at doing so. Channeling magic is as natural as breathing with a bit of training. They can't use any other wind of magic, but can sense the flow of magic. The wind will affect the species' psychology in potentially unpredictable ways. Please write the wind they're attuned to inside the bracket. Incompatible with Capable of Magic, Gifted Spellcasters, and Universal Magic.
--[ ][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.
-[ ][TRA] Amicable: this species has an increased sense of empathy for others, stronger kinship ties, and patience to handle difficult social situations. It's great for diplomats, less so for soldiers. Killing will be extremely stressful for it and require a lot of training to overcome that kind instinct.
-[ ][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.
-[ ] Name: Racarn
-[ ] Descroption: Light and crafty the Racarn have the air of someone that loves playing tricks but knows when not to do so.
-[ ] Location: The Forbidding Coast

As the boths have shown Amicable species are actually pretty good at working with others so I decided to make one with the trait and put in Naggaroth... the fact that it means that among first thing the elves will have to deal with is likely to be a species if trickers is only a bonus I assure you.

That said I do have a good reason for putting Ulgu on the species, mainly that Naggaroth is pretty threatening even by this planets standards and if you can't fight ya gotta get good at hiding.

Edit: Also I have update the deities and assocation list with the Nehekharan Pantheon.
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Architects of the Great Plan - Warhammer Fantasy Old One Quest

Have a list of of some of the animal associated dieties I could find. Taal and Rhya: Deer Manann: Albatross Urlic: Guess Shallya: Doves Myrmrrdia: Eagles Ranald: Cats Khaine (Human version): Scorpions Huanchi (Old One): Jaugers Verena: Owls Asuryan: Pheonix Sotek (???): Snek Stromfels: Sharks...
 
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Are we placing anyone/have we placed anyone in the 'badlands' region (not sure what the canon name for the area is) that roughly 'connects' the Empire to Ind and Cathay in the East?
 
Are we placing anyone/have we placed anyone in the 'badlands' region (not sure what the canon name for the area is) that roughly 'connects' the Empire to Ind and Cathay in the East?
We could probably place a few things their that region is freaking massive in size.

I actually want to but Shysh aligned Vulture people in the Plane of Bones myself to keep any wannabe Necromancers away and with the Old World so croweded the 'Wolf Land' part of the Dark Lands could be a good alternative starting place for em.... especially since we probably won't want to put a crafting/industrial focused species anywere near their given its were Hashut was discovered if I remember right.
 
We could probably place a few things their that region is freaking massive in size.

I actually want to but Shysh aligned Vulture people in the Plane of Bones myself to keep any wannabe Necromancers away and with the Old World so croweded the 'Wolf Land' part of the Dark Lands could be a good alternative starting place for em.... especially since we probably won't want to put a crafting/industrial focused species anywere near their given its were Hashut was discovered if I remember right.
To be real, Hashut used the desperation of the Dwarfs there so that he could get more power. If we go with Taurus, who to my feeling is more like a nomad race than an industrial one, we will be good. And sure, Hashut has an association with bulls, but we can make sure that Taurus will create their own god.
 
In other new while I was updating my dieties and animal associations list with the Nehekharan's... I learned a lot of thier dieties had em compaired to some of the other areas.
 
Which is the one associated with snakes that protected that one Tomb Quee from becoming a vampire by changing all her blood to venom?
 
I'm sorry for going a bit off topic, but I'm personally worried about the adequacy of the Varanus for the future. They just don't seem to be as good as they could be, their Dexterous trait really screws them in my eyes. When Chaos comes, I'm scared they'll be decimated. I'm sorry, I just had to get this off my chest, it's been bugging me for a while.
 
I'm sorry for going a bit off topic, but I'm personally worried about the adequacy of the Varanus for the future. They just don't seem to be as good as they could be, their Dexterous trait really screws them in my eyes. When Chaos comes, I'm scared they'll be decimated. I'm sorry, I just had to get this off my chest, it's been bugging me for a while.
The quest version of our roster is actually much weaker overall than the OG one. Slinks might not look like much but they actually put in a lot of leg work for the lizardmen in wars.
 
On the other hand I can see the Axoltl actually pulling help from the other races.

And they already recruited a bunch of dragons to help them.
 
I'm sorry for going a bit off topic, but I'm personally worried about the adequacy of the Varanus for the future. They just don't seem to be as good as they could be, their Dexterous trait really screws them in my eyes. When Chaos comes, I'm scared they'll be decimated. I'm sorry, I just had to get this off my chest, it's been bugging me for a while.
IIRC the main issue was with the Old Ones themselves and we have seen that they are pretty biased. While it definitely would have made more sense for them to have been given muscular over dexterous the fact that they will still keep growing means that the lack of muscles is offset thanks to their increasing size.
On the other hand I can see the Axoltl actually pulling help from the other races.

And they already recruited a bunch of dragons to help them.
Yeah, in canon WHF unity and diplomacy between the sane races meant that they could band together at times to better fight against threats like Chaos and Orcs. I'd say the Axolotl make up plenty since they are an amicable race meant to be our diplomatic branch among the Lizardmen.

We also are getting more gods on the Lizardmen's side thanks to certain races attracting them like with Ursun.
We need a few more Servant Races.

Flyers and Swimmers and Burrowers.
Eh, think we are good on the Servant races for Lizardmen. Especially since they just come across as more boring compared to the other races we could make since they wouldn't have their own culture. If we do make more servant races think we should do so for other races like the Dragons. Since Dragons are our allies and them having servant races not only makes them more effective but helps guarantee that more of them would survive the coming catastrophe.
 
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Flyers and Swimmers and Burrowers.
I'd argue at most we need two.
1: Something to take the place of Saurus in cold climates I'd got with Minks since we could give them semi-aaquatic and make em the good boys protectors..
2: A species to take the place of the skins in a more direct way, I'd recommend whatever it is have the queens trait.... I dunno for some reason I keep thinking ants.

Yeah, in canon WHF unity and diplomacy between the sane races meant that they could band together at times to better fight against threats like Chaos and Orcs. I'd say the Axolotl make up plenty since they are an amicable race meant to be our diplomatic branch among the Lizardmen.
Amicable species that can get on well with others actually seems to be going pretty good so far as building civilziations are concerned.... I'd actually recommend putting 1 in the Far East and 1 on Naggaroth if I though people would go for it.

We also are getting more gods on the Lizardmen's side thanks to certain races attracting them like with Ursun.
Possibly at least on the side of not wanting everything gone.

I've actually considered a species of dove people with a lot of social traits attuned to Ghyran myself partially to see if they'd draw Shallya and partially because I think flying+social+lore of life would make for a potent team of medics.... complete with the option to run away from anything they can't work with.
 
I'd argue at most we need two.
1: Something to take the place of Saurus in cold climates I'd got with Minks since we could give them semi-aaquatic and make em the good boys protectors..
2: A species to take the place of the skins in a more direct way, I'd recommend whatever it is have the queens trait.... I dunno for some reason I keep thinking ants.

Feathered Lizards for Arctic Servants?

Chameleons as Skink replacements?

I actually would like Snakes to be one of our Servant Races. Get Sotek early and make non evil Naga/Lamia etc...

Though Bees have Queen already and would be very industrious with Chamon...

Amicable species that can get on well with others actually seems to be going pretty good so far as building civilziations are concerned.... I'd actually recommend putting 1 in the Far East and 1 on Naggaroth if I though people would go for it.

If we do get another Amicable Race, then perhaps for the Homonid Ghur Attuned Were-Beasts?

Ghur Attuned
Animal Empathy
Amicable
Adaptable
Active Camoflage

Possibly at least on the side of not wanting everything gone.

I've actually considered a species of dove people with a lot of social traits attuned to Ghyran myself partially to see if they'd draw Shallya and partially because I think flying+social+lore of life would make for a potent team of medics.... complete with the option to run away from anything they can't work with.

I would support a Dove Air Ambulance Race ^_^

We could have them look like Lucia's Devil Trigger form from Devil May Cry 2?
 
Feathered Lizards for Arctic Servants?

Chameleons as Skink replacements?
I mean I feel like Chameleon Skinks were already a sort of skink sub species. I was actually going to suggest suggest ants with Carapace, Small, Queens, Muscular, and Magic resistance myself.

A solid frontline that also doubles as a very effective laber force with built in population regulation.
Though Bees have Queen already and would be very industrious with Chamon...
What about termites.... than again their isn't a King trait so we wouldn't be able to do them justice given they have both.

If we do get another Amicable Race, then perhaps for the Homonid Ghur Attuned Were-Beasts?
Possible? I like my deer proposal for a deer race myself but whenever I here people wanting to do shape shifters I keep thinking of the Laguz from the Fire Emblem games... kinda wish we could get a universal (though propably limited) shapeshifting trait now.

My Ulgu Raccoons could also work but well I think of the three the Tengu or Cats are more likley.

I would support a Dove Air Ambulance Race ^_^

We could have them look like Lucia's Devil Trigger form from Devil May Cry 2?
Well here's the build for them.

[ ] Plan: Doves to the Rescue
-[ ][BAS] Write in: Dove
-[ ][SER] Non-Servant
-[ ][TRA] Attuned to a Wind (Ghyran ): Every member of this species is capable of using only a single wind of magic, but is skilled at doing so. Channeling magic is as natural as breathing with a bit of training. They can't use any other wind of magic, but can sense the flow of magic. The wind will affect the species' psychology in potentially unpredictable ways. Please write the wind they're attuned to inside the bracket. Incompatible with Capable of Magic, Gifted Spellcasters, and Universal Magic.
-[ ][TRA] Wings: Gives this species wings and/or improves its existing wings to allow it to fly under its own power.
-[ ][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.
-[ ][TRA] Amicable: this species has an increased sense of empathy for others, stronger kinship ties, and patience to handle difficult social situations. It's great for diplomats, less so for soldiers. Killing will be extremely stressful for it and require a lot of training to overcome that kind instinct.
-[ ][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).
-[ ] Name: Wurken
-[ ] Description: Humanoid Doves to put it bluntly.
-[ ] Location: Dragonback Mountains

Anyway while it is close to the old world I feel like the Dragonback mountains would be a great starting place as it would give our fliers the ability to go both west and east allowing for quick contact with both the species we have already made and any we may create in the future due to the wings/adaptable combo.

Other ideas I had for Ghyran included an ouroboros reference, Naggoroth beavers, and old world fairies.
 
As a thought for the future, what if we made the Rats some sort of friend? A gift for one of our more... challenged creations. Some sort of Domestic beast for them, enhanced with our knowledge. Perhaps a species of Crow with the ability to see and use magic?


I kind of like this idea but I feel like bringing back Clan Moulder But Not Evil TM would do them better than just having animals given to them.

Not magic this time, just teaching them the laws of inheritance and making like fertility amulets for animals.

Many forget that the Skaven made more than just War Beasts.

The had Bone Chewer rats so they would never need landfills, they had oil excreting worms ao lamps could always be filled, etc.
Honorable mentions go to those acid dripping snails and what they made their females into though both shouldn't be done it proves rhat creativity existed at least.

Of course the old Skaven monopolized these things by caln to skrew each other over but that need not be the case this time.

(Look into clan Verms and the Thanquol books for some of this but I can get more exact sources later)

Edit 3: [X][URS] Accept
 
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Have a list of of some of the animal associated dieties I could find.

Sotek (???): Snek
Asaph: Snek
Qu'aph: Snek (though he least he has a specific one in the form of a king cobra, geeze their is a lot of snek)


So what I'm hearing is that if we make snake people we can ensure they already have a full accepting pantheon waiting for them.

Which obvious means we should make dung beetles predisposed towards atheism

Which obviously means we can make even more powerful mages or at least extra powerful clerics beyond even the moths if we play our cards right.
 
The Tall Men
[][URS] Accept

===
The Tall Men
===

In a near unanimous vote it was decided to agree to Ursun's proposal. It would take the bears off the Committee's hands to allow them to focus on the goliaths. Ursun's proposed education was not disagreeable to many members either, especially the knowledge that they'd be taught to respect the Old Ones. The bears practically took care of themselves. It was a win-win all around. There were a few Old Ones that felt slighted that a jumped up winter elemental and spirit animal would invite itself into the Committee, but they were a minority. The matter settled, Ursun read the room to excuse himself from the Committee to speak with whoever was in charge of transferring the bears to the Fated World.

That left the Committee to decide the culture of the goliaths. It was believed that they would do great things in the Fated World. The Chairman believed that their education should encourage their growth in that direction, but made no suggestions directly. No matter what, they would shape the world in dramatic ways, sooner or later. After all, the goliaths were going to be placed between other creations, if separated by mountains and water. The moths had yet to cross south over the Grey Mountains, while the ratfolk had yet to navigate the sea between them. The Old Ones were keenly interested in seeing how they'd interact.

===

Cultural Education

The plan with the most votes will be the majority culture. The runner up plan will be a minority culture. Keep in mind that a society will grow and develop even after they've been put onto the world. The elven tradition of phoenix kings didn't start as a tradition until Chaos invaded the world. Dwarf ancestor gods emerged after the Old Ones moved on from the dwarfs.

-[] Culture/People Name: Name for the culture, what they refer to themselves. Please try to keep accents to a minimum. I don't know how to type them.

-[] Names: Their naming scheme. It makes it easier to write to have it for reference.

-[] Architecture: What their buildings look like. It's easier to write. It should somewhat reflect the resources they'll have at their disposal.

-[] Sacred Tenets: things considered sacred to their society, everyone is expected to do and failing to adhere to it is seen as a personal failing. It's generally stuff that's considered righteous, common morals, things that kids are taught by adults. Does not mean religious but it will likely be part of the dominant religion

-[] Cultural Tenets: These are things central to society but not sacred, common cultural practices that a lot of people do. It's also values that people hold, though less strictly than Sacred Tenets.

-[] Cultural Facets: Fun quirky things about the culture, like fashion, hobbies, music, pets, etc. The types of things you'd notice when walking down the street or visiting a home.

-[] Government: How society is organized politically. If theocratic put here rather than in religion.

-[] Religion: What their belief system is, how their religion is organized, what's its connection to power, etc. Please feel free to name a god or two, but do try to keep it to a reasonable amount. Do not spawn a dozen plus gods.

-[] Economy: Who owns what and how is labour organized. It should tie back into the ruling class, since land and production is a powerful source of wealth. Free feel to keep this brief, since it's generally assumed that the government and/or religion has a lot of influence over the economy.

-[] General: Anything else you want to describe, put it here. Can also be considered the general vibe of society, if you want to keep other sections brief.

-[] Gift(s): Something given to them by the Old Ones, like knowledge of how the winds of magic function or knowledge of steam engines. Also includes knowledge of other intelligent species, a map of the globe, etc. There are some limits, since the Old Ones won't share their best technology with their creations. Otherwise feel free to spend as many words as you want here if you so desire.

The option to orphan a species is also more explicit. If you don't wish to create a culture for a species and leave it up to the whims of fate, i.e. me and dice rolls, then simply dump them on the planet. This counts as 1 plan, so you may vote for other options. If it ends up in the top three slots it'll cause a run off.

-[ ] Orphan

There will be a limit on votes too. People can only vote for 2 plans.

The limit for plans is 500 words. It can be split up into as many planks as you want. Category names like "Cultural Facet" don't count towards the word limit. Remember that society is interconnected, systems feed into each other to reinforce each other and themselves. If people want to use canon languages for names simply write that in.

Here's an example of a write in plan.

[ ] Plan: Example
-[ ] Culture/People Name: Cyrodilic
-[ ] Names: Roman/South Slavic
-[ ] Architecture: Classic Fantasy Elves/Gondor
-[ ] Sacred Tenet: Guilty Before Proven Innocent
-[ ] Sacred Tenet: Loyalty to the Empire
-[ ] Cultural Tenet: Imperial Cosmopolitanism
-[ ] Cultural Tenet: Battlemage Nobility
-[ ] Cultural Tenet: Service in the Military or State is fairly common
-[ ] Cultural Facet: Widespread Pescetarianism
-[ ] Cultural Facet: Facial Tattoos are popular among sections of the population, marking family heritage, religious affiliation, or interests.
-[ ] Cultural Facet: Literacy, paper books are easy to produce and people are generally taught how to read and write by multiple sources.
-[ ] Government: Founded by a conquering warlord that was recognized by the gods as the rightful ruler. Rulership is passed by patrilineal descent to eldest sons of the current emperor. A council drawn from major noble families, merchant companies, military, and cults help handle the day to day affairs of the Empire. Major cities are ruled by local nobles with the assistance of guilds and vassals. The military is the most organized institution within the Empire, answering directly to the state rather than any individual commander or noble.
-[ ] Religion: Worship of the Eight Divine alongside numerous cults for saints, heroes, emperors, ancestors, and even constellations. Temples are run by priestly orders that operate with state approval and funding, but are not directly controlled by the state. There's tolerance for sanctioned heresies, but they receive no support and are encouraged to remain removed from public life.
-[ ] Religion: Eight Divine are Akatosh, dragon god of time; Arkay, god of death and cycles; Dibella, goddess of beauty, art, and sexual pleasure; Julianos, god of wisdom and magic; Kynareth, goddess of wind, rain, and patron of sailors; Mara, goddess of love and nature; Stendarr, god of justice, mercy, and righteousness; Zenithar, god of work and commerce.
-[ ] Economy: Farms are owned by yeoman families, noble estates, and state farms held by the crown. Officially licensed guilds handle production for most commodities. Merchants are organized into private and state sponsored companies to handle trade.
-[ ] General: A people whose cultures and traditions are closely tied with imperial glory. They benefit greatly from the riches it draws to them. The Empire is a sign of progress, wealth, and prosperity over the backwards warring neighbours that once surrounded it. All are equal in the Empire and stand to benefit from it if they work within the system.

===

Please vote by plan. There is a moratorium.

===
 
... Ya know I kinda wanna see if having them personify the winds and high magic like the moths did Hysh would mean they get early contact with mythra... and of course create dieties for the others.
 
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