Architects of the Great Plan - Warhammer Fantasy Old One Quest

[] OTTERSSSS
-[ ][BAS] Mammalian(otters)
-[ ][SER] Non-Servant
-[ ][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.
-[ ][TRA] Semi-Aquatic: They have several adaptations that allow them to survive in the sea as well as the land. They're able to comfortably hold their breath underwater and swim around.
-[ ][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] Universal Spellcasters: Every member of this species has the potential to learn magic with effort and training, however this does not grant any extra skill or prowess with magic. They can not channel multiple winds at once and require training to sense the flow of magic. It is incompatible with Attuned to a Wind, Capable of Magic, Gifted Spellcasters, and Magic Resistance.
-[] Name: otters
-[] Physical Description otters except they can use there hands way better and can walk on land
-[] Physical Location: Not Pacific northwest in naggaroth

Since the northwest of naggaroth is very similar to the pacific northwest which is bassicly a otter heaven lets put down a species there that will thrive otters!
 
Personally, I'd say we need at least one non-magic race. Hammering the magic button will cause issues if we get an anti-magic or magic corrupting crisis.
Well IIRC the QM mentioned that they would let us do two race creations per turn to speed things up and move up the queue. So we could make one magical race and one non magical race.
 
I believe it would be prudent to make a race of blanks. The reason being that it wasn't the C'tan or necrons or even chaos that drove the old ones extinct, it was it was the enslavers. The enslaver plague effectively ended the war in heaven when a near endless tide of enslavers started spewing out of the brains of the last remaining old ones. The enslavers then proceeded to infest every psyker the could get their tentacles on and mind control every one else. The only reason the enslaver plague ended was because they ran out of food and starved. The ones that didn't starve then went back into the warp to wait for psykers to repopulate the galaxy. All we have been doing so far is making an all you can eat buffet for the enslavers if and or when they show up in this quest. Having a race or two of blanks could come in handy should foes that prey on psykers and magic users show up.
 
I don't feel inclined to make a race with the purpose of fighting Beastmen when Beastmen aren't a thing yet. Do keep in mind we have to actually come up with purpose for these races based on the here and now.
They aren't necessarily only good for Beastmen. they can handle any kind of forest/wilderness dwelling species. I say Beastmen in the description because I made the plan before people started theorizing we might not be fighting Chaos.
 
[ ] Plan: Dragonborn
- [ ][BAS] Hominid
- [ ][SER] Servile (Dragons)
- [ ][TRA] Adaptable
- [ ][TRA] Extreme Phenotype Diversity
- [ ][TRA] Huge
- [ ][TRA] Lightning Absorption
- [ ][TRA] Magic Resistance
- [ ][TRA] Scales
- [ ] Name: Dragonborn
- [ ] 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.
- [ ] Location: Spread the subspecies all over the planet. For ease of tracking the spread, stick to coloristics. Gray in the mountains, green in the woods, white in the snow, etc.

Why should Kobolds be tiny creatures? It would be easier for dragons to exist with something as big. At least they would build things of the same size.

This plan focuses on giving the Dragons defenders and magical lightning rods. They will concentrate magic around the dragon habitations and adapt to them. Giants similar to humans with scales and horns. I don't see any interest in repeating DnD when we have something newer.

It also seems important for the Plan. If the geomantic network begins to collapse, then individual segments around the Dragonborn settlements will be stable points passing magic through themselves into the dragons.
While there were legitimate reasons for the short trait do agree that we shouldn't be trying to hard to replicate existing races exactly. That said a Dragon servant race doesn't actually nee to be the size of Dragons themselves since we do see them living with shorter races just fine and the most famous example being the Cathay royal dragon family.

@Fission Battery
What do I do if I want my Halflings to get abandoned by the Old Ones once they're done? Do I just add that to the plan?
I don't think that's something we have control over since it's entirely on the Old Ones. We just decide what races we make and certain general policies. And honestly think it's fine, we don't have to control everything and it's probably good for some of the races to have more autonomy and freedom since that was one of the main reasons for making non servant races.
 
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[ ] Alchemical Engineers
-[ ][SER] Non-Servant
-[ ][BAS] Reptile (Mole Lizard)
-[ ] Attuned to a Wind (Chamon)
-[ ] Dexterous
-[ ] Corrosive Spray
-[ ] Secretion Glands
-[ ] Scales
-[ ] Name: Khemerics
- [ ] Location: The Darklands
-[ ] 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.

A modification from my earlier Armordillo cause with the news of how corrosive spray and secretion glands interact with Chamon I couldn't justify wasting a slot on Warm Adapted. Name taken from the Egyptian root word for Alchemy.
[ ] Plan: Alchemy lizards
-[ ][BAS] Reptilian (Monitor Lizard)
-[ ][SER] Non-Servant
-[ ][TRA] Attuned to Wind (Chammon)
-[ ][TRA] Corrosive Spray
-[ ][TRA] Scales
-[ ][TRA] Toxic Spike
-[ ][TRA] Secretion Glands
-[ ] Description: humanoid lizard creatures with metallic scales. They are adept at crafting and make extensive use of their magic and natural abilities to synthesize any material they want.


So a species to fully make use of Chamon. Reptiles because of scales possibly becoming metallic with Chamon. So aesthetic reasons.
I'd literally just finished writing this up, then refreshed the page, and you'd 90% ninja'd me.:V
 
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I'll reiterate my previous proposal:

[ ] Plan: Friendly little ratties
-[ ][BAS] Mammalian (Rat)
-[ ][SER] Non-Servant
-[ ][TRA] Warm Adapted
-[ ][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] Short: Less than five feet tall they'll be creatures of diminutive stature. Incompatible with Large, Huge, and Gigantic.
-[ ][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] 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.
-[ ][TRA] Short Life: Cruelly shortens their lifespan so that they drop dead by forty. There is no benefit to this except perhaps control. Possibly useful for a disposable slave species meant to serve someone else. Traits that increase a species lifespan do not do so here, only make the species healthier until they inevitably die.
-[ ] 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.
-[ ] Location: Northwestern Tilea
-[ ] Name: Skaven

Having a 'glue' species will be beneficial for everyone on the planet. We don't know what we could face: Chaos, Necrons, space Cthulhu, the evil wizard Gargamel, but getting the closest we can to a united front against them will be crucial.

Besides, look at them! Look at their cute little faces, at their little furry hands reaching for a hug! How can you say no to that?
 
[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.

Race what exists not because "[INSERT ANIMAL] is cool" , but to fulfill a percise role: fighting mages. They also could be used as a decent Barbarian-class warriors.

[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

Race that May-or-May-not exist because "Flying octopus is cool , literally shogoth". At least there is a possible use as traders between water , land and air to justify it.
 
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[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: 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: Mages HATE him
 
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[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

[] Plan: All things end and all things begin
-[][BAS] Mantises
-[][SER] Non-Servant
-[][TRA] Attuned to a Wind (Shyish)
-[][TRA] Animal Empathy
-[][TRA] Adaptable:
-[][TRA] Hardy
-[][TRA] Dexterous
-[] Name: The Thanatos
-[] Physical Description: Mantises
-[] Physical Location: The Plain of Bones

[] OTTERSSSS
-[][BAS] Mammalian(otters)
-[][SER] Non-Servant
-[][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.
-[][TRA] Semi-Aquatic: They have several adaptations that allow them to survive in the sea as well as the land. They're able to comfortably hold their breath underwater and swim around.
-[][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] Universal Spellcasters: Every member of this species has the potential to learn magic with effort and training, however this does not grant any extra skill or prowess with magic. They can not channel multiple winds at once and require training to sense the flow of magic. It is incompatible with Attuned to a Wind, Capable of Magic, Gifted Spellcasters, and Magic Resistance.
-[] Name: otters
-[] Physical Description otters except they can use there hands way better and can walk on land
-[] Physical Location: Not Pacific northwest in naggaroth

[X] Plan: Good boy Skaven

[X] Plan: Multicolored Goat People!
 
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[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

The Idea for these guys is to create another race attuned to a Wind and perhaps use them as Healers and cultivators of the Northern areas of Naggaroth (Or whatever they will call it) would be good to make sure the plant life is up to snuff for any other northern plans. Plus it might be interesting to see if Species attuned to a Wind would do better with other Species aiding them or on their own.

[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

Sometimes we may need folks to deal with the Problem children, if we can not waste too much effort by killing several figures rather then a Army/civilization, then we will need a Species to do such a thing. And yes I know that we as a Thread have avoided the Servant Package, but think of the cool visuals of biological immortal Frog Assassins, still following their pre-ordained orders of culling those that goes against the wishes of the Old Ones...even thought they have long since vanished/died.

As for why the Dragon Isles, well I wanted them to be close to where our main efforts have been focused with free thinking species, but still far enough away that none of the other Species can bother them.

Edit:

[X] Business Monkeys
 
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Is it possible to do a research action on the turtles to see how lightning absorption interacts with gifted spellcasting?

Or are the old ones just completley ignoring them?

... Oh fuck, I knew I'd forgotten something. :lol:

The Old Ones got some data on their interactions by blasting the turtles with a lot lightning. Basically, it's metabolic and magical energy, initially undefined like earthbound magic but shifts and aligns with Azyr in the body of a wind caster. The turtles however can break it back down into a mass of undefined magic without it turning into Dhar, though when they cast wind magic it shifts with them too. It's stored like an internal electrical charge and mana source. The excess magic is eventually burnt off casting spells or expelled before it can stagnate into Dhar. It is unclear if that's a conscious or involuntary response, since said excess mana is not expelled by pooping or exhaling. While the electrical charge is used by the body, but a little extra remains.

It is unknown how this would interact with non-gifted spellcasters or a wind attuned species. Since in dragon ogres lightning is not converted into wind magic.

In time the oldest turtles habit of self medication in lightning means they badically become living lightning storms, similar to elder dragon ogres but far surpassing them in ability and power. Despite their myriad of chronic health problems, seemingly none have died of old age. Not that the Old Ones are paying close enough attention to notice though.

Also you can only vote for 3 plans. I meant to say that in the update but it slipped my mind.
 
[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

I knew we were missing something beside cringe dwarves proxy, that is goat people ;D
 
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[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

Tis time to make a non-magical species, I think.
 
[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

Functionally I picture wildlings as a sort of wild card. They're meant to theoretically be able to respond to anything thanks to how they're wind attuned, but in trade off they're going to be a bit chaotic too. They'll function as a bit of an early warning system / buffer for the other species. Sort of a cross between scout / canary in a coal mine / ambusher. Also, the wind trait with adaptable might result in something interesting.

Then there's also
[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] 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: A Platypus? PERRY THE PLATYPUS!?
 
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Well IIRC the QM mentioned that they would let us do two race creations per turn to speed things up and move up the queue. So we could make one magical race and one non magical race.

Chairman's Choice will be it's own thing. For now it's vote for 3, only 1 wins. Unless we get another tied run off.

@Fission Battery
What do I do if I want my Halflings to get abandoned by the Old Ones once they're done? Do I just add that to the plan?

It's decided in the culture vote. Orphaning them on the world is decided there.

[X] Plan: Multicolored Goat People!
-[X][BAS] Mammalian (Goat)
-[X][SER] Non-Servant
-[X][TRA] Adaptable
-[X][TRA] Capable of Magic
-[X][TRA] Extreme Phenotype Diversity
-[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

I knew we were missing something beside cringe dwarves proxy, that is goat people ;D

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

-[X]Location: Naggaroth, Arctic.

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

And if that's not enough, my plan is as part of the culture vote give these guys the ability to make Dwarf Runes. That'll make mutation much less of an issue, and still let the Super Norscans contribute in a fight beyond just pure muscle.
 
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[X] Plan: A Platypus? PERRY THE PLATYPUS!?
-[X][BAS] Mammalian (Platypus)
-[X][SER] Non-Servant
-[X][TRA] Cold Adapted
-[X][TRA] Animal Empathy
-[X][TRA] Attuned to a Wind (Ghur)
-[X][TRA] Toxic Spike
-[X][TRA] Aquatic

-[X] Name: The Ferox
-[X] Physical Description: Averaging 5'8" feet tall, they resemble a humanoid Platypus with a brown coat that dulls and grays out as they age.
-[X] Location: Estalia

[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.

Reasons, as people pointed out seems like we should try to go for at one non magical race for a number of reasons. Two of said races voted here are meant to be servants to the Dragons and both plans make it so that they are non magical. The plans also have us experimenting a bit to see what could happen if we combined Adaptable and Extreme Phenotype to see if we get something like what happened to the Varanus and get a new combo we haven't seen before.

Would have liked to come up with a more original name for the Kobold inspired race but am terrible at names. Besides don't think it's that big an issue considering that canonically Elves, Dwarfs and Halflings were named after the OG fantasy races as well.

Meanwhile the Platypus plan has us trying to experiment more with attuned winds. Ghur would also synergize extremely well with Animal Empathy for obvious reasons.
 
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[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] 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.
 
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[X] Alchemical Engineers
-[X][SER] Non-Servant
-[X][BAS] Reptile (Mole Lizard)
-[X] Attuned to a Wind (Chamon)
-[X] Dexterous
-[X] Corrosive Spray
-[X] Secretion Glands
-[X] 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] Attuned to a Wind (Ghur)
-[X] Keen Senses
-[X] Adaptable
-[X] Extreme Phenotype Diversity
-[X] 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] Plan Flighty Falcons
-[X][BAS] Falcons
-[X][SER] Non-Servant
-[X][TRA] Attuned to a Wind (Azyr)
-[X][TRA] Lightning Absorption
-[X][TRA] Cold Adapted
-[X][TRA] Keen Senses
-[X][TRA] Wings
-[X] Name: Hiérax (it's just « falcon » in Ancient Greek)
-[X] Description: they have the body and size of a man, with a falcon head and feathery wings and talons on their feet. At birth their feathers are white, and darken towards blue when getting older. The oldest have midnight blue colours.
-[X] Location: Mountains of the Mourn

[X] Plan: Shadows of the Old Ones
-[X][BAS] Mantises
-[X][SER] Non-Servant
-[X][TRA] Attuned to a Wind (Ulgu)
-[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
This has 6 traits.
 
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