Architects of the Great Plan - Warhammer Fantasy Old One Quest

[X] Plan: New Titans
-[x][BAS] Hominid
-[x][SER] Non-Servant
-[x][TRA] Long Life
-[x][TRA] Adaptable
-[x][TRA] Gigantic
-[x][TRA] Gifted Spellcasters
-[x][TRA] Muscular
-[x] Name: Titani
-[x] Description: They are over eighty feet tall humanoids. Their hair colour ranges from black to purple, have different hair styles, and their skin ranges from dark tan to a lighter peachy tone.
-[x] Location: Mountains of Mourn/Heaven at first, but then in various parts of the world.

OR

[X] Plan: New Titans 2
-[x][BAS] Hominid
-[x][SER] Non-Servant
-[x][TRA] Long Life
-[x][TRA] Adaptable
-[x][TRA] Gigantic
-[x][TRA] Hardy
-[x][TRA] Muscular
-[x] Name: Titani
-[x] Description: They are over eighty feet tall humanoids. Their hair colour ranges from black to purple, have different hair styles, and their skin ranges from dark tan to a lighter peachy tone.
-[x] Location: Mountains of Mourn/Heaven at first, but then in various parts of the world.
 
[X] Plan: Mages HATE him
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@TripleTango

[X] Plan: Shadows of the Old Ones
-[X][BAS] Mantises
-[X][SER] Servant Package - Light Modifications (Free Parthenogenetic + Free Unaging)
-[X][TRA] Attuned to a Wind (Ulgu)(Free Witchsight)
-[X][TRA] Setules (Wall/Ceiling Sticking)
-[X][TRA] Keen Senses
-[X][TRA] Adaptable
-[X][TRA] Muscular
-[X][TRA] Dexterous
-[X] Name: Shadows
-[X] Physical Description: Mantises with more visible similarity to the Shadow Race of Babylon 5
-[X] Physical Location: Albion


[X] Plan: Fire of the Old Ones
-[X][BAS] Bombardier Beetle (Explosive Biofluids)
-[X][SER] Servant Package - Light Modifications (Free Parthenogenetic + Free Unaging)
-[X][TRA] Attuned to a Wind (Aqshy)(Free Witchsight)
-[X][TRA] Chitin (Armour like Scales & Tough Hide)
-[X][TRA] Secretion Glands
-[X][TRA] Adaptable
-[X][TRA] Muscular
-[X][TRA] Flying (Wings boosted by Aqshy & Chemical Jumpjets)
-[X] Name: Infernexiva
-[X] Physical Description: Humanoid Winged Beetles with 2 Arms, 2 Legs and 2 Wings.
-[X] Physical Location: Biggest/Most Active Volcano on Mallus
 
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[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
It occurs to me that there's little point in stacking both mutation resistance and magic resistance on the same species. Mutation resistance is just a more inclusive version of magic resistance, allowing magic to be casted without (much) fear of Warp-driven mutation--without the ability to cast magic, mutation resistance is redundant.
 
It occurs to me that there's little point in stacking both mutation resistance and magic resistance on the same species. Mutation resistance is just a more inclusive version of magic resistance, allowing magic to be casted without (much) fear of Warp-driven mutation--without the ability to cast magic, mutation resistance is redundant.
I mean technically not, mutation and anti magic traits seem like they would work well for a race that would routinely experiment with stuff like warpstone derived technology like what the canon Skaven did.
 
It occurs to me that there's little point in stacking both mutation resistance and magic resistance on the same species. Mutation resistance is just a more inclusive version of magic resistance, allowing magic to be casted without (much) fear of Warp-driven mutation--without the ability to cast magic, mutation resistance is redundant.
I wanted to double down on the magic resistance and also possibly prevent non-magical mutations. Sorta covering all the bases and making it spectacularly hard to warp the species. There's also the warpstone thing Red's talking about. I'm not sure if I should change it now anyway since we have people voting for it.

Think I should ask for a QM ruling?
 
[X] Plan: Redwall Reborn V2
-[X][BAS] Mammalian (Mice)
-[X][SER] Non-Servant
-[X][TRA] Short
-[X][TRA] Warm Adapted
-[X][TRA] Keen Senses
-[X][TRA] Hardy
-[X][TRA] Prolific
-[X] Mousefolk

-[X] Physical Description: Human sized mice, to put it simply.
-[X] Location: Estalia, Tilea, Border Princes

I'm putting up my Redwall plan.
 
@Fission Battery Sorry to poke you, but could you rule on Mutation Resistance + Magic Resistance? Are the two redundant together? I put them in for my Plan: Good boy Skaven, and I will change it if they're not good together, or the mutation resistance doesn't apply to a non-magic user. I figured it would have been good keeping a race stable and resistant to things like warpstone and the like.
 
@Fission Battery Sorry to poke you, but could you rule on Mutation Resistance + Magic Resistance? Are the two redundant together? I put them in for my Plan: Good boy Skaven, and I will change it if they're not good together, or the mutation resistance doesn't apply to a non-magic user. I figured it would have been good keeping a race stable and resistant to things like warpstone and the like.

You can put them together. The bonuses do stack, but it's also a bit redundant. Together you'd get a creature that's extremely resistant to the harmful side effects of magic, can sort of shunt magic around, and very unlikely to get cancer too.
 
You can put them together. The bonuses do stack, but it's also a bit redundant. Together you'd get a creature that's extremely resistant to the harmful side effects of magic, can sort of shunt magic around, and very unlikely to get cancer too.
Thank you, and that's fine.

We can teach them how to handle really hazardous stuff and give them the duty of purifying / using it!
 
[] Plan: Redwall Reborn V2
[] Ursunite Bears

(I'll try to edit in a third vote before it closes.)

Edit: [] Plan The Kids Are Alright
Edit: Changed again.
 
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[X] Who are you calling SHORT?!
-[X][BAS] Hominid
-[X][SER] Non-Servants
-[X][TRA] Hardy
-[X][TRA] Long Lived
-[X][TRA] Magic Resistance
-[X][TRA] Muscular
-[X][TRA] Natural Witchsight
-[X] Name: Dawi, Dwarf (Singular), Dwarves (Plural)
-[X] Description: OTL Dwarfs, but with a height range of 5-6 ft, with rare examples growing to Seven ft. they also have Natural Witchsight (effectively leads to more runesmiths, as they can see the magic they trap in the runes, runes are how dwarfs use magic without being able to use magic). it would be funny to see the Dawi be called Dwarfs without being short (SHORT!?).
-[X] Location: World's Edge Mountain Range

[X] Plan: Mages HATE him

[X] Plan: Humanity
-[X][SER] Non-Servant
-[X][BAS] Hominid
-[X][TRA] Adaptable
-[X][TRA] Universal Spellcasters
-[X][TRA] Hardy
-[X][TRA] Prolific
-[X][TRA] Mutation Resistance
-[X] Name: Human
-[X] Description: Warhammer fantasy humans. Idea behind their creation is that they can serve as mass produced casters either regular or battle. Mutation resistance should help them deal with inevitable dhar/miscasts/bad juju and universal spellcaster means any human can learn to wield Hysh to purify nasty stuff. While the elves will always be far better casters they will also always be far to few to do everything important.
-[X]Location: Coast of Cathay
 
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[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: made some Amazons V2
-[X][BAS] Hominid
-[X][SER] Extreme Modifications
-[X][TRA] Parthenogenetic
-[X][TRA] Adaptable
-[X][TRA] Dexterous
-[X][TRA] Muscular
-[X][TRA] Universal Spellcasters
-[X][TRA] Hardy
-[X] Name: Amazons
-[X] Description: made to better than the canon amazons; originally described as small or diminutive, they will be the size of an average human here.
A race of Hominids that were granted strength and speed that surpasses what their size indicates, and can reproduce both asexually and through normal procreation, the latter they can do with most Hominid species. Their genetics are wires to discard useless Traits and integrate new traits that occur through mutation. Bodies that reject the weak and help gather a collection of Traits that help the creations of "Heros" or Champions, they are worldly even when they are isolated by the harsh environments through the word that comes from the people they procreate with, adapting small bits of other cultures that they rarely interact with easily.
They are to be a testbed to gather new genetic combinations plus a role is acting as buffer "states" of guerrilla fighters in the harshest of environments and some are valued as acolytes, viziers and thralls on things overlooks or seen lesser similar to the axolotls; the outcast Rigg seems to treat them with a "Tough love" sort of approach, and gives "small rewards" when they do the extraordinary, typically additional dangerous lessons in magic, artifact creation or herbology to create things like "immortality potions" and "elixirs of youth".
-[X] Location: Hidden in the jungles of Lustra, South-Lands, the Dragon Isles, and Kuresh, with them concentrating in Lustria; Programmed to set to settle in "harsh, but survivable territory" to have natural defenses and to have self-imposed Darwinism.
 
[X] Dwarf
-[X][BAS] Hominin
-[X][SER] Non-Servant
-[X][TRA] Hardy
-[X][TRA] Long Lived
-[X][TRA] Magic Resistance
-[X][TRA] Muscular
-[X][TRA] Short

[X] Plan: HK Bugs
-[X][BAS] insect (Beetles)
-[X][SER] Non-Servant
-[X][TRA] Adaptable
-[X][TRA] Universal Spellcasters
-[X][TRA] Muscular
-[X][TRA] Hardy
-[X][TRA] Chitinous Shell
-[X][TRA] Short
-[X] Name: Holnest (Plural, Holnests)
-[X] Description: (like the regular bugs of Hollow Knight, could use help writing it out)
-[X] Location: North Eastern World Edge Mountains

[X] Overtuned Dwarfs
 
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[X] Plan: Good boy Skaven
-[X] [BAS] Base Species: Mamalian
-[X][SER] Non-Servant
-[X][TRA] Warm Adapted
-[X][TRA] Prolific
-[X][TRA] Keen Senses
-[X][TRA] Mutation Resistance
-[X][TRA] Magic Resistance
-[X] Name: Skaven
-[X] Description: Skaven are slightly less large than humans on average, with a tendency towards thin and almost gaunt builds. Properly groomed and fed, they look like sleek white furred rat-men or women, with shiny fur and long tails that can be theoretically used as whips (Not that this is common.)
-[X] Location: Araby
 
[X] Plan: Hardy Halflings, The Unlikely Heroes
[X] Plan: A Platypus? PERRY THE PLATYPUS!?

Edit:
[X] ~Ohh, bury the knight with her broken nail~
 
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A little late to the party, but...

[X] ~Ohh, bury the knight with her broken nail~
-[X] [SER] Non-servant
-[X] [BAS] Insect (Grubs/Beetles)
-[X] [TRA] Cave-adapted
-[X] [TRA] Muscular
-[X] [TRA] Hardy
-[X] [TRA] Magic Resistance
-[X] [TRA] Chitinous Shell
-[X] [TRA] Short
-[X] Name: Myla
-[X] Description:

-[X] Location: Mountains of the Southlands
 
Thank you, and that's fine.

We can teach them how to handle really hazardous stuff and give them the duty of purifying / using it!
Honestly, I think that as an overall grand strategy, it'd be pretty hilarious if we just built the Chaos roster. Whether they wind up selling out with their original kin or sticking with us, it makes a funny bit of rhyming. We already have Dragon Ogres, I'm making Norscans/Chaos Warriors, Skaven/Rat-people are catching on, and we can probably find a place for some souped-up Firmir.

I think the only bits left are just "corruption" variants of prexisting species like giants, Trolls… Skin Wolves are technically just cursed/mutated humans.
 
[X] Plan Orcs Ala Boar People
-[X] Mammalian (Boar)
-[X][SER] Non-Servant
-[X] Extreme Phenotype Diversity: The physical appearance of members of this species can vary wildly from one person to another or group to group. Despite that, they share the same traits aside from the cosmetic differences.
-[X] 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] Hardy: A robust metabolism and immune system that makes them resistant to poison and diseases. Their diet will be widened, capable of eating a variety of foods others might consider inedible, and improve their body's rate of healing to recover from injuries easily. Extends lifespan.
- [X] Cold Adapted: This species is well suited to living in colder environments, through some combination of thick fur, body fat, or a high metabolism. They'd quickly overheat in warmer environments without serious precautions.
-[X] Capable of Magic: Their soul is able to (somewhat) safely channel and control a wind of magic with enough training. It does not make every individual a spellcaster, merely the possibility that they could become one. They will never hope to match the power of even a slann. Does not grant Natural Witchsight.
-[X] Name: Bevari
-[X] Description: They are 6-7 ft tall bipeds, highly muscled and generally built like power lifters. Members of the species vary from humans with boarish elements such as fur, to human-boar hybrids, to full on bipedal boar, and everything in between. Their hair (and fur if they have it) can be black, red, blonde, white, or green in the majority, while their flesh can be green, brown, peachy, vivid red, or blue.
-[X] Location: The future Drakwald forest

[X] Plan The Kids Are Alright
-[X] Hominds
-[X][SER] Non-Servant
-[X][TRA] Adaptable: It can adjust to new conditions with relative ease. That doesn't mean every single individual is filled with wanderlust, merely that on average they will travel far and wide and can survive in a variety of environments.
-[X][TRA] Capable of Magic: Their soul is able to (somewhat) safely channel and control a wind of magic with enough training. It does not make every individual a spellcaster, merely the possibility that they could become one. They will never hope to match the power of even a slann. Does not grant Natural Witchsight.
-[X][TRA] Prolific: As long as there's food and no active calamity, this species' population will continue to steadily grow. Species without this trait will trend towards small growth hoving above replacement rate overall.
-[X][TRA] Animal Empathy: Able to intuitively understand animals and communicate with them, making it easier to tame them or even domesticate in time. It's not needed for domesticate animals or monsters. It merely makes the process much easier. They can sing to the birds in their own tongue and converse with monsters like friends (provided they offer food first).
-[X][TRA] Dexterous: Agile, swift, nimble, all words to describe the basic idea that this species will be quick on their feet. They have more muscles suited for quick movements and improved reflexes to match. They could go into battle half-naked and not immediately die.
-[X] Name: Leyoon
-[X] Description: In many ways similar to the elves, having pointed ears and a more slender build. However, they are shorter than elves at roughly human height, their ears pointier, their moves less graceful, their senses less keen. Their flesh runs the usual gamut of humanoid colors, though a certain proportion can instead end up as blue. Their hair can be any primary color, in varying intensity.
-[X] Location: The Darklands (Beginning in Pigbarter)

[X] Plan Fimir Bonnumen Flex
-[X][BAS] Fimir
-[X][SER] Non-Servant
-[X][TRA] Large: They're eight to fifteen feet tall, held up by thick muscles and strong bones. They're big, strong, and have long strides. The perfect trait for any worker or warrior, at the cost of needing to eat more. Extends lifespan.
-[X][TRA] Capable of Magic: Their soul is able to (somewhat) safely channel and control a wind of magic with enough training. It does not make every individual a spellcaster, merely the possibility that they could become one. They will never hope to match the power of even a slann. Does not grant Natural Witchsight.
-[X][TRA] Keen Senses: Excellent eyesight, can see in dim lighting without issue, and overall strong hearing without being too sensitive. They can see further, hear more details, and process all of it without being easily overwhelmed.
-[X][TRA] Scales: This species is covered with hard but lightweight and flexible scales that are almost as hard as steel. They act as natural armour for little cost.
-[X][TRA] Thick Hide: This species' skin is thick and durable, allowing it to withstand serious punishment and act like a thin layer of natural armour. It still bleeds with enough force.
-[X] Name: Fimir Bonnumen
-[X] Description: They are undoubtedly related to the common Fimir, however they are covered in both a thick, leathery hide and hard, colorful scales, themselves each hue of the eight colors that make up the Winds of Magic; no two Fimir have exactly the same scale patterns.
-[X] Location: Near current Fimir

Posting my plans. None of them hyper-focused on Chaos, if that's a thing you're considering; the closest are the Fimir, and even they are closer to stunting on the Four than they are countering.
 
[X] Plan: Shadows of the Old Ones
-[X][BAS] Mantises
-[X][SER] Servant Package - Extreme Modifications (Free Parthenogenetic + Free Unaging)
-[X][TRA] Attuned to a Wind (Ulgu)(Free Witchsight)
-[X][TRA] Setules (Wall/Ceiling Sticking)
-[X][TRA] Keen Senses
-[X][TRA] Adaptable
-[X][TRA] Muscular
-[X][TRA] Dexterous
-[X] Name: Shadows
-[X] Physical Description: Mantises with more visible similarity to the Shadow Race of Babylon 5
-[X] Physical Location: Albion
 
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
...Mutation Resistance + Magic Resistance seems like such a waste of the Mutation Resistance trait. The whole reason we chose the former was we could combine magic resistance and a non-Gifted Spellcaster magic trait.

If you want a non-magical species, I think the Skaven plan should ditch the Mutation Resistance trait and add another non-magical trait in recompense. Dexterous & Adaptable would be good, Queen if you wanna lean into their role as the Horde for the Old One's children. Alternatively, you could ditch Magic Resistance and keep Mutation Resistance, then add Attuned to a Wind (Ghyran) - since that Wind was said to not be as effective in Winter/colder climates and this Skaven is warm-adapted.

On that note, making a Skaven that takes advantage of their warm clime-adapted form with a warm climate-favoring Wind of Magic
[X]Garden Rats
-[X][BAS] Base Species: Mammalian
-[X][SER] Non-Servant
-[X][TRA] Warm Adapted
-[X][TRA] Prolific
-[X][TRA] Keen Senses
-[X][TRA] Attuned to a Wind (Ghyran)
-[X][TRA] Mutation Resistance
-[X]Description: Skaven, rat-men, yes-yes. Their species-wide attunement to the Lore of Life and their penchant for some underground living means their farms & potion gardens would involve plant & fungi. Ghyran is also a boost to their food source, which could synergize with prolific, and already synergizes with Warm Adapted by being a magic that does best in warmer climates and seasons.
-[X]Location: Araby

Meanwhile, my proposal for super-smith Dwarves:
[X] Metal Dwarves v2
-[X][BAS] Hominid
-[X][SER] Non-Servant
-[X][TRA] Attuned to a Wind (Chamon)
-[X][TRA] Hardy
-[X][TRA] Mutation Resistance
-[X][TRA] Muscular
-[X][TRA] Short
-[X]Description: Dwarves, but even more attuned to the ores they work on than ever before, and the capacity to become even better builders & innovantors due to the mental impact of Chamon. The Arsenal of the Old One's Childen. The triple combo of Short, Muscular, and Hardy makes them excellent underground combatants, which is great considering Chamon & the location we would drop them in guiding their way into subterranean living.
-[X]Location: World's Edge Mountains

[X] Dwarf
-[X][BAS] Hominin
-[X][SER] Non-Servant
-[X][TRA] Hardy
-[X][TRA] Long Lived
-[X][TRA] Magic Resistance
-[X][TRA] Muscular
-[X][TRA] Short
Also approval voting for Canon dwarves because they are already a good design for an underground bulwark that'd eventually come across arcane runes.
 
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[X]: plan:for light there is darkness
[X] name Arachne
-[X][BAS] Write in:Spider
-[X] [SER] Non-Servant
-[X] [TRA]Attuned to a Wind (Ulgu/aka shadow)
-[X][TRA] Long Life: Extends their lifespan by centuries, easily living for hundreds of years before they feel the effects of aging. They are practically immune to all aging related diseases until the very end. Death will still come to them all the same.
-[X][TRA] Chitinous Shell: This species chitin is hardened to increase its durability and toughness while remaining lightweight and flexible. It acts like natural armour.
-[X][TRA] Toxic fangs: This species has a pair of long fangs that it uses to deliver a small but strong dose of venom
-[X][TRA] Muscular: Gives them strong, dense muscles built for strength. They hit harder, run faster, and carry more weight. They can easily punch above their weight class, literally and figuratively.
-[X] Description: the Arachne are modified to have a centaur like body it's a humanoid body and the lower body of a spider, there head has eight eyes and sharp mandibles tiled with fangs, they are naturally able to see in the dark, there fangs are around two to three inches long depending on the Arachne, they naturally produce a deadly venom which they can use to kill large prey,
--[X] because they mostly live in large caverns with limited light, they see it as a tool and and something to respect, fires are rare because of the lack of wood so They only use flames when needed, but they feel the most comfortable in the darkness do to there natural link to it
--[X] because the Arachne live in huge caverns, light is rare but still there in glowing mushroom and fauna, they use there natural blue and black chitin covered bodys to make them almost invisible in the darkness, each Arachne have a different marking of blue along there black bodys
-[X] Location: Deep in large caverns, which they hunt meals inside the caverns and sometimes hunt outside them
 
[X] Overtuned Dwarfs
-[X][BAS] Hominid
-[X][SER] Non-Servants
-[X][TRA] Short
-[X][TRA] Hardy
-[X][TRA] Long Lived
-[X][TRA] Magic Resistance
-[X][TRA] Muscular
-[X][TRA] Natural Witchsight
-[X] Name: Dawi
-[X] Description: Canon dwarfs with glinting eyes.
-[X]Location: World's Edge Mountains

[X] Metal Dwarves v2
-[X][BAS] Hominid
-[X][SER] Non-Servant
-[X][TRA] Attuned to a Wind (Chamon)
-[X][TRA] Hardy
-[X][TRA] Mutation Resistance
-[X][TRA] Muscular
-[X][TRA] Short
-[X]Description: Dwarves, but even more attuned to the ores they work on than ever before, and the capacity to become even better builders & innovantors due to the mental impact of Chamon. The Arsenal of the Old One's Childen. The triple combo of Short, Muscular, and Hardy makes them excellent underground combatants, which is great considering Chamon & the location we would drop them in guiding their way into subterranean living.
-[X]Location: World's Edge Mountains

[X] Dwarf
-[X][BAS] Hominin
-[X][SER] Non-Servant
-[X][TRA] Hardy
-[X][TRA] Long Lived
-[X][TRA] Magic Resistance
-[X][TRA] Muscular
-[X][TRA] Short

Edit:
 
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