Architects of the Great Plan - Warhammer Fantasy Old One Quest

[X] Plan: A Secondary Culture (made to be a secondary culture)
-[X] Culture/People Name: Goliaths (if it works...)
-[X] Names: Ancient Mediterranean (Latin, Greek, etc.) and Medieval European
-[X] 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).
-[X] Sacred Tenets:
--[X] 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.
--[X] Citizen Battlemages: while being scholar for magic is a profession, citizens are expected to use magic for self-defense and in the military.
--[X] Oaths: Social ties are formalized by complex oaths that are unbreakable. Kings owe their subjects as much as they own their kings.
-[X] Cultural Tenets:
--[X] 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
--[X] 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.
--[X] 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.
-[X] Cultural Facets:
--[X] Practical Fashion: they prefer designs and designs and etching so much instead of additions that might get in the way.
--[X] Productive hobbies: gardening, hunting, crafting, sports, martial arts and any other pastime that improves oneself or can be helpful to others is common.
-[X] Government: Nations/Kingdoms are made up of city-states (3 cities make a nation/kingdom)
-[X] Religion: A mix between polytheism and henotheism, where they worship a few gods and acknowledge others can exist.
-[X] Economy: Mixed economic system, where supply and demand is controlled by the citizens but the government has moderate oversight to prevent monopolies.
-[X] General:
--[X] they like sparring with Saurus, leftover quirk from interacting with the Old Ones
-[X] Gift(s):
--[X] lessons on the 8 winds and Qhaysh, late bronze age to early iron age technology and knowledge of other intelligent species.

approval voting:
[X] Plan: Learning and Trading
 
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[X] Plan: Hunt 'n' Fight
-[X] Cultural Name: Luuni
-[X] Names: Finno-Ugric
-[X] Architecture: Fortified nomad camps , yurtas and the like
-[X] Survival of the Fittest: Every child at the age of 7 is subjected to life alone in the wildlands with only minimal supplies and their skills to count on. If they manage to survive and get back to the camp in no more than 6 days, they are accepted into society. If they don't - oh well.
-[X] Welcome to the Family: The orphans of their enemies , especially if they showed great fighting skills , are frequently adopted into the Luuni society. Every young has no particular parents and is educated communaly. This education is primarily in combat skills, tactics and battle magic (if the subject is capable of it) , but for minority also includes weapon and armor production , logistics , etc.
-[X] Creative Destruction: To prevent the world from stagnation , to breed innovation , to improve and achieve new heights conflict is needed. Without crushing ugliness you wouldn't achieve beauty and without removing weakness there wouldn't be power. Only in the chaos of battle , where live is at stake and everything is on the edge one could truly understand themselve. Life should be spent in search of fights , each more challenging then the one before. Slay great beasts and great warriors , and let your duels be glorious.
-[X] Brothers in Arms: The only unjust advantage is the advantage of numbers. When the goal of your hunt is not alone , call other Luuni. All of you are parts of the same war machine , from the ages of 7 till death , man and woman , Goliath and other , so no conflict is possible between Luuni and there is no understanding, no glory to be found in it.
-[X] Religion: Luuni worship the conflict itself (more-or-less Creative Destruction tenet), though some personifications of War and Hunt exist as gods in syncretism with the main idea. The most popular of them are Kuopolati and Zleepi.
-[X] Goverment: Civil government (or civil anything for that matter) doesn't exist as a concept , so when everyone is busy hunting their own goals there is no government. When Neesto (Warmaster) calls , everyone who could be contacted is expected to answer and abide to his authority. The one to recover the Neesto helmet becomes the new Neesto. The other way of assuming leadership is to win thee previous one on the duel.
-[X] Gifts: Luuni posses an interesting ability to create armor that highly outclasses their technological and magical level of development. They are highly individual and posses a level of intelligence , which becomes greater the more it spends time with it's master. After decades of shared battles it becomes an invaluable partner , acting as an ai exoskeleton of sorts. This one of the reasons Luuni never take off their armor and especially helmets , there it's spiritual consciousness actually lives. Of course , this property is a highly guarded secret
-[X] Other: So these are basically Mandalorians in Warhammer with Hunter and Hollywood Spartan influences , if you didn't already notice
 
Another thing we should try to avoid with another Moth incident is creating another race that is imperialistic. Since it would be really annoying as hell to have potentially another race going around and potentially wiping out other races since they lack the amicable trait that holds the Moths back. Especially considering that they are meant to be a prolific super soldier race.
 
I like the idea of voting for a second of the other options but I'm having trouble deciding which one I want to go for.

Another thing we should try to avoid with another Moth incident is creating another race that is imperialistic. Since it would be really annoying as hell to have potentially another race going around and potentially wiping out other races since they lack the amicable trait that holds the Moths back. Especially considering that they are meant to be a prolific super soldier race.
I think the only outright imperialist one is Hunt'n'nFight (Idealizes conflict). The Nine Divines has a stronger than average possibility due to the importance placed on a signle city over the rest ... all roads lead to rome and all that that
 
[X] Plan: Some type of Mish-Mash
[X] Plan: Learning and Trading

For those voting for my plan, I *do* have like 8-12 words left. If you can fit in a gift in that many words, feel free to suggest something.

'Knowledge of other old one races' is 6 words, for example and one I'm tempted to edit in.
 
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[x] Plan: Learning and Trading
[X] Plan: Goliath Epulia

Either this or 'Plan: Secondary Culture' I might swap between em if feel I can keep both in the top three, I would consider Mish-Mash too but currently no votes have both my current plan and Mish Mash in them so that would be almost entirely hurting my own case.

Edit: Mish Mash no having a shared point is good an draws my interest I'll swap to it if it ends up the difference between it hitting the top 3 and it not.... if I can to a place to type in time of course.
 
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Yeah, pretty sure that they won't live long enough to learn it.
Canon says elves spend "decades if not centuries" to study High Magic. (edit: Realms of Sorcery 2nd ed pg. 37-38). "Decades" is an achievable time-frame for talented & hard-working Goliaths with sufficient funding to wield High Magic, and even centuries is plausible with goliaths since their average magic-extended lifespan is about ~300 years + the inherent modest resistance against magical mutations given by the Gifted Spellcasters trait.

Ofc this does mean the longer-living elves would retain a bigger percentage of their mages who are able to use High Magic, & most elven mages would work to get there since it's not a big portion of their lifespan. OTOH, those goliaths who can't reach High Magic in decades - and aren't obsessed enough to spend most of their lifespan to master it - would likely specialize in a few Winds instead.
 
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Anyway does anyone have any idea of what they think we should do with our next major species... I of course support my platypus plan as the last of our casters but I've also considered the idea of some frontliners with a build made almost entirely around making them hard for the other factions to get rid of... not quite like OG dwarves due to some better offensive abilities and shorter life but still nasty.

OOC: Revisiting the wolves or lizards is also possible I think those plans are mostly great as is and only really need some moves in location.
 
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[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.
 
Added this in for mish-mash, heads up to anyone who voted for my plan. Generic, but in my defense I had 10 words to play with. :p
Fair... huh looks like we have a 4 way tie on top of everything.

Edit: Also Mish Mash's leader also has my plan as a secondary... really makes me feel bad I can only vote for 2 but on other hand chaning would be a jerk move to Goliath Epulia... darn this is a vice.
 
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Huh. I won't change my plan at this point since it's been voted for as is and I don't want to do anybody like that, but in hindsight making Irica a gift in my plan probably would have made sense.

On the other hand making their great city themselves does also fit the vibe, so

But I do want to try and make somebody a great city as a gift, I think that could be neat
 
[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.
 
How about we gift the Goliath's with how to make Obsinite Weapons, Armour & Equipment etc?

Pair that with Ancestral Spirits/Souls bound to them as a way of preserving knowledge and protecting their Children/Descendants?
 
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