Architects of the Great Plan - Warhammer Fantasy Old One Quest

I do appreciate it, but it also reminds me that they would be the third species we've prepared for "leadership" of Old Ones creations.
 
made a Sacred/Cultural tenet, if anyone wants to use it, go ahead.

-[] Knowledge of Combat: a methodology regarding crowd-combat in which friends and foes are all jumbled together, or to persevere as a single warrior within the troops of an enemy army. "I hate that surrounding them prompts one of them to pull out a US general's helmet so he can make a speech about 'Now we can attack in any direction'." "I have looked a Saurus in his smug scaly as an encirclement that would shatter any other early game infantry closed in. He went from angry to excited, killed an extra two hundred spearmen because I had foolishly allowed all four sides of the saurus unit to fight at once…"-Karl Franz
 
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I think it might be a good idea to base the Goliath's culture on a canon human culture for familiarity sake.

Also as a reminder we really want to avoid making the same mistake we made with the Moths by not making their culture too rigid.
 
I think it might be a good idea to base the Goliath's culture on a canon human culture for familiarity sake.

Also as a reminder we really want to avoid making the same mistake we made with the Moths by not making their culture too rigid.
I'll note it's likely OG humanity was just abandoned outside of possibly Albion but I did make my plan with culutur variation within city states in mind.
 
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That then makes it seem as though they could benefit from abilities additional too or beyond high magic then.
 
Yeah, pretty sure that they won't live long enough to learn it.
Possibly they could also learn faster then elves.

Anyway I wonder how many 'leader'' species we are going to go too… or is that going to end up a running gag with our projects?

Edit: oh right I'll be driving home when the vote starts so anyone that wants my plan shouldnt feel the need to wait until I have time to go and put x's in it.
 
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Possibly they could also learn faster then elves.

Anyway I wonder how many 'leader'' species we are going to go too… or is that going to end up a running gag with our projects?
Why would they be able to learn faster when the Old Ones have brought up that certain magic just takes time to learn? Besides the Goliath already have numerous advantages. Rather they not turn into a Mary Sue race.
 
Why would they be able to learn faster when the Old Ones have brought up that certain magic just takes time to learn? Besides the Goliath already have numerous advantages. Rather they not turn into a Mary Sue race.
Must have missed that, regardless mages have ways to extending their lifespans so I'd expect at least a few Goliaths to learn high magic even if not in the same proportional amount as say the elves or turtles.
 
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[] Plan: A Secondary Culture (made to be a secondary culture)
-[] Culture/People Name: Goliaths (if it works...)
-[] Names: Ancient Mediterranean (Latin, Greek, etc.) and Medieval European
-[] Architecture: they use stones and bricks and prefer hardwoods as they can last and are durable. they build in shape of triangles (like ziggurats of the lizardmen), the most stable shape in the world (can build other designs, they're just practical).
-[] Sacred Tenets:
--[] Citizen Soldier: all members of society are expected to take up arms in defense of it when the need arises. Nearly everyone has some level of martial training equivalent to a full time soldier.
--[] Citizen Battlemages: while being scholar for magic is a profession, citizens are expected to use magic for self-defense and in the military.
--[] Oaths: Social ties are formalized by complex oaths that are unbreakable. Kings owe their subjects as much as they own their kings.
-[] Cultural Tenets:
--[] Knowledge of Crowd-Combat: a methodology regarding crowd-combat in which friends and foes are all jumbled together, or to persevere as a single warrior when surrounded by an enemy army. "I hate that surrounding them prompts one of them to pull out a US general's helmet so he can make a speech about 'Now we can attack in any direction'." "I have looked a Saurus in his smug scaly face as an encirclement that would shatter any other early game infantry closed in. He went from angry to excited, killed an extra two hundred spearmen because I had foolishly allowed all four sides of the saurus unit to fight at once…"-Karl Franz
--[] Armored Skirts: a Faulds and Culet combo with lames stretching to the knees bolted with a kilt. (the "kilts" of this, this & this) The armored skirts makes it very hard to actually target the less-armored knees and shins, especially by those smaller then them.
--[] Billed Helms & Masks: helmets have an outstretch above the brow to lower the space to be hit in the eyes; this is combined with a protective lower face mask to cove any gaps.
-[] Cultural Facets:
--[] Practical Fashion: they prefer designs and designs and etching so much instead of additions that might get in the way.
--[] Productive hobbies: gardening, hunting, crafting, sports, martial arts and any other pastime that improves oneself or can be helpful to others is common.
-[] Government: Nations/Kingdoms are made up of city-states (3 cities make a nation/kingdom)
-[] Religion: A mix between polytheism and henotheism, where they worship a few gods and acknowledge others can exist.
-[] Economy: Mixed economic system, where supply and demand is controlled by the citizens but the government has moderate oversight to prevent monopolies.
-[] General:
--[] they like sparring with Saurus, leftover quirk from interacting with the Old Ones
-[] Gift(s):
--[] lessons on the 8 winds and Qhaysh, late bronze age to early iron age technology and knowledge of other intelligent species

479 words
 
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So voting is open now.
Must have missed that, regardless mages have ways to extending their lifespans so I'd expect at least a few Goliaths to learn high magic even if not in the same proportional amount as say the elves or turtles.
IIRC Goliaths could at most live to be 300 at that's with pushing it with magic and without the long life trait. Meanwhile Elves have the long life aling with the gifted spellcasters trait which boosts their life span even further. To the point that in canon Elves can live for thousands of years
 
[X] Plan: Nine Divines
-[X] Culture/People Name: Irican, named for their great city of Irica
-[X] Names: Vaguely Mediterranean
-[X] Architecture: Late Roman
-[X] Sacred Tenet: The Flower of Youth (To be young is to be vigorous and able and strong, near and dear to the gods)
-[X] Sacred Tenet: Honor and Discipline
-[X] Sacred Tenet: Feast of Forgiveness
-[X] Sacred Tenet: The Blessed City Irica, capital and greatest metropolis
-[X] Cultural Tenet: Unite the Clans
-[X] Cultural Tenet: Master and Apprentice system to teach magic
-[X] Cultural Tenet: Honor Codes
-[X] Cultural Tenet: The Feuding Clans
-[X] Cultural Facet: Religious paraphernalia is everywhere
-[X] Cultural Facet: Wizards are deep trendsetters and not only Irican wizards, either.
-[X] Cultural Facet: Marriage is exogamous between Clans.
-[X] Government: The Prismatica rules by the acclaim of the gods and the Clans, each descended from one of the gods by their children, the Prismatica's duty being to unite those clans in times of war, see to it that the gods remain pleased, and see that the law is held in all accounts. In turn the Clans see to the day-to-day function of society and the maintenance of order. The Prismatica themselves is the only righteous, sinless one, and so the only one who the gods will ensure their people to. An interregnum lasting decades is far from unusual as the gods seek their champion.
-[X] Religion: Nine gods, each personifying one of the Winds of Magic and High Magic respectively.
-[X] Religion: The personification of Qhaysh, Qaynesh, rules over the gods, a perennially young and just lord, one who keeps balance between the gods who otherwise would war against each other.
-[X] Economy: A Palace Economy, where laborers place either their goods or their labor under the control of the Clans and in turn the Clans and Clan Heads see to the wellbeing of their members, ideally. This works better than you'd think, but is far from optimal.
-[X] General: A feuding, rivalrous and quarreling people, however see them united under the Prismatica and know that the earth will quake in fear.
-[X] Gift: The symbols of the Prismatica, eight bells, one for each Wind of Magic, and a staff by which means the acclaimed Prismatica is properly vested with power. Only the Sinless may wield the staff and it has been enchanted to journey to find its wielder if necessary, while to ring the bells is to gain the Mark of the Wind, without suffering the indignity of a true Arcane Mark on the soul.

[X] Plan: Some type of Mish-Mash
 
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[X] Plan: Goliath Epulia
-[X] Culture/People Name: Lupercalian, after their first settlement back in Mannslieb - Lupercal.
-[X] Names: Roman
-[X] Architecture: Late Roman
-[X] Sacred Tenet: Rights of Citizens
-[X] Sacred Tenet: Hatred of Bondage
-[X] Cultural Tenet: City-State Cosmopolitanism
-[X] Cultural Tenet: Differing pairs of divine marriages in each urbes.
-[X] Cultural Facet: Rule of Lift - policies in governance, urbes enterprise, labor collegias, & even social collegias are proposed by way of the one proposing is literally lifted by at least nine peers. The proposal (excepting ones on repeals or impeachments) is then assessed by relevant counciliums or boards, then put to vote for the membership.
-[X] Cultural Facet: The Lupercal Ludi - cross-foedus athletic, magical, and magi-sport games
-[X] Government: Each urbes is governed by direct democratic comitias, with tasks delegated to varying legislative concilium, appointed executive magistrates, or popular judicial tribunals. Inter-urbes dispute, organization of mutual defense, & treaties with external parties are handed by the Foedus Legation. It is made up of each urbes' chief legate (foreign minister) or their representatives.
-[X] Religion: A pantheon of nine representing the Winds of Magic & High Magic
-[X] Economy: Intra-urbes palace economy and inter-urbes duty-free commerce between urbes-owned, democratically managed trade enterprises. Labor collegias champion the rights of urbes enterprises' laborers.
-[X] General: Compulsory 2-year military service for the professional foedus military, with reservists forming each urbes' democratic militia. Urbes-level militia collegias & foedus-level soldier collegias champion rank-and-file rights & check officer power.
-[X] Gift: Information & aid for mediation between Old Ones' children to gain their alliance, to help lay the foundation for goliaths' leadership of Old Ones' creations.

Edit: altered plan name to make voting easier, just in case

Approval voting for:
[X] Plan: Learning and Trading
 
Oh yeah, a reminder that we can vote for at most 2 options. The no. 1 in the vote will be the main culture, while the 2nd-place will be an offshoot
 
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