Architects of the Great Plan - Warhammer Fantasy Old One Quest

Here is my proposal.

[x] Plan: Learning and Trading
-[x] Cultural Name: Seafolk
-[x] Names: Renaissance Italy
-[x] Architecture: Sicilian Baroque
-[ ] Sacred Hospitality: Treating those who have come into your home in good faith is of the utmost important, and in turn when one is a guest in anothers home being respectful of their rules and customs is equally important.
-[x] Respect the Sea: The Ocean is a place of great bounty and great oppertunity but it does not do either for free and it's wrath is easy to bring on. Do not kill sea life without very good reason and always be sure to heed the signs of an oncoming storm, even if one lives through a thousand false alarms it only takes one unheeded warning to bring disaster.
-[x] A double edge Sword: Mages are respected by society at large but in turn are expected to be far more disciplined than the average citizen. Power is not a toy to be thrown about at leisure and treating it like one is a good way to get peoplle killed.
-[x] Understanding is Key: Weather it is as a friend, enemy, or even something as simple as a buisness partner one must always do their best to figure out how another thinks, this becomes even more important if the other person thinks differently from ones self, the most dangerous thing to do is to make an enemy without realizing it.
-[x] Travel to learn: One cannot learn the full extent of the world by isolating themselves in their own little world, even if it is only once in ones life once should take some time to go to a new city or a new place and learn more about how the world works.
-[x] Government: The Seafolk are governed by a coalition of several oceanside city states whose style of government is mostly dependent on the locals, each city state has one elected representative and one chosen by the ruling body of that city states government whatever it may be. Invasion of a another city state with the intention of changing its government or destroying it's culture results in an immediate loss of voting rights and a declaration of war by all participants on the aggressor. Any attack by an outsider on any of the city states likewise is consider an attack on all of them.
-[x] Religion: The Seafolk believe in three different sets of gods. The Patrons are the first who look over individual city states and are considered the lowest level of divinity they are to be respected regardless but are awknowledged as being weaker than the other types. The conceptuals are second and are beleive to hold control over aspects of nature/society such the sea, war, artists, and so forth they are the second strongest type of deity. FInally are the divine of the winds who are considered the strongest but at the same most dangerus type of deity, the diety of high magic is the most respecteed while dhar is a scourge to be fought.

OOC: 497 without the other words in my post... didn't think it'd get that long.
 
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[] Plan: Hunt 'n' Fight
-[] Cultural Name: Luuni
-[] Names: Finno-Ugric
-[] Architecture: Fortified nomad camps , yurtas and the like
-[] 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.
-[] 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.
-[] 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.
-[] 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.
-[] 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.
-[] 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.
-[] 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 exosceleton 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
-[] Other: So these are basically Mandalorians in Warhammer with Hunter and Hollywood Spartan influences , if you didn't already notice

Thought this is a pretty cool idea , though I'll admit it probably works better as a minority culture
 
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[ ] Plan: Some type of Mish-Mash
-[ ] Cultural Name: Muktivarṣa
-[ ] Names: Indian and Persian with a minority of Arabic if/when they meet the Ghazwa.
-[ ] Architecture: A mix of architectural styles from Persia and the Indian Subcontinent, but with perhaps a lopsided influence from the Mughals.
- [ ] Sacred Tenet (This world is all we have): This world is as rich in dangers and bounty as it is beautiful. To survive, to live, to thrive, much must be taken from it, doubly so in times of great strife, and for this the Muktivarṣa must show appropriate veneration and respect for Nature. Do not take more of nature's bounty, whether in flesh, ores, timber, etc. than is necessary and even with good reason, show humility and humbleness in what you take.
- [ ] Cultural Tenet (A Mage and a Gentleman): A Mage is more than just yet 'another' soldier on the frontlines, they are more than just 'another' scholar. A Mage...is a gentleman and/or lady (who says they can't be both?) of the finest breeding, no matter their origin. An impeccable sense of fashion, learned, armed with a rapier wit and charm of the highest order, with just a hint of sizzling danger on the top to round it all out. It is precisely because they understand the dangers of the power at their disposal, or drinking too deep of the winds, that a Mage lives life with a quip on their tongue and roguish wink ever at their disposal.
- [ ] Cultural Tenet (Honor the Peacemaker): Blessed with a towering physique, a swift mind and the immense power that comes with both, a Tall Man is a force to be reckoned with in battle. But those same natural advantages can often give way to arrogance and a savage need to subjugate those around them. To give peace a chance and to honor the diplomat and peacemaker, before steel must be drawn, is emphasized, in the hopes that perhaps some of the worst excesses can be curbed.
- [ ] Cultural Facets (Coco Chanel): From painstakingly groomed beards and thick, curly mustaches on the men to the henna body art on the womenfolk and the veritable orgy of colors that is the fashion of even the poorest, Muktivarṣa culture is just that bit extra with their presentation and sense of aesthetic.
- [ ] Government: The Muktivarṣa are governed by a coalition of several oceanside city states whose style of government is usually that of a single ruler - a 'Raja' or 'Rani' - who is in turn elected by the heads of the most important departments of the city (the senior most military figure, the financial minister, etc.) who are in turn elected by the common folk.
- [ ] Religion: The Muktivarṣa primarily practice ancestor worship of the greatest of their culture, in general, and of the greatest of their City-State. Whether the cultural heroes of the Muktivarṣan take precedence over the heroes of the City-State is a matter of debate.
- [ ] Gift: Knowledge of Statesmanship and awareness of the other intelligent races.
 
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[ ] Plan: Some type of Mish-Mash
-[ ] Cultural Name: Muktivarṣa
-[ ] Names: Indian and Persian with a minority of Arabic if/when they meet the Ghazwa.
-[ ] Architecture: A mix of architectural styles from Persia and the Indian Subcontinent, but with perhaps a lopsided influence from the Mughals.
- [ ] Sacred Tenet (This world is all we have): This world is as rich in dangers and bounty as it is beautiful. To survive, to live, to thrive, much must be taken from it, doubly so in times of great strife, and for this the Muktivarṣa must show appropriate veneration and respect for Nature. Do not take more of nature's bounty, whether in flesh, ores, timber, etc. than is necessary and even with good reason, show humility and humbleness in what you take.
- [ ] Cultural Tenet (A Mage and a Gentleman): A Mage is more than just yet 'another' soldier on the frontlines, they are more than just 'another' scholar. A Mage...is a gentleman and/or lady (who says they can't be both?) of the finest breeding, no matter their origin. An impeccable sense of fashion, learned, armed with a rapier wit and charm of the highest order, with just a hint of sizzling danger on the top to round it all out. It is precisely because they understand the dangers of the power at their disposal, or drinking too deep of the winds, that a Mage lives life with a quip on their tongue and roguish wink ever at their disposal.
- [ ] Cultural Tenet (Honor the Peacemaker): Blessed with a towering physique, a swift mind and the immense power that comes with both, a Tall Man is a force to be reckoned with in battle. But those same natural advantages can often give way to arrogance and a savage need to subjugate those around them. To give peace a chance and to honor the diplomat and peacemaker, before steel must be drawn, is emphasized, in the hopes that perhaps some of the worst excesses can be curbed.
- [ ] Cultural Facets (Coco Chanel): From painstakingly groomed beards and thick, curly mustaches on the men to the henna body art on the womenfolk and the veritable orgy of colors that is the fashion of even the poorest, Muktivarṣa culture is just that bit extra with their presentation and sense of aesthetic.
- [ ] Government: The Muktivarṣa are governed by a coalition of several oceanside city states whose style of government is usually that of a single ruler - a 'Raja' or 'Rani' - who is in turn elected by the heads of the most important departments of the city (the senior most military figure, the financial minister, etc.) who are in turn elected by the common folk.
- [ ] Religion: The Muktivarṣa primarily practice ancestor worship of the greatest of their culture, in general, and of the greatest of their City-State. Whether the cultural heroes of the Muktivarṣan take precedence over the heroes of the City-State is a matter of debate.

This is my favourite so far....

With the Ancestor Worship it would be cool to add in things like Spirit bonded Ancestral Weapons and Armour etc.

Ancestral Spirits bound to Golems, Statues etc...

Magic Carpets would be fun too...
 
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500 word limit unfortunately. I fully admit the religion part is the least developed and I could easily spend another 200 words or so fleshing it out. I also had another whole ass Sacred Tenet that I'm fond of that I had to cut since I ultimately felt being respectful of nature was the more vital of the two.

Whatever the case, I'm just happy since this is the first time I've ever made an indepth-ish plan for a quest on my own rather than just voting for another one. :cry:
 
[ ] Plan: Nine Divines
-[ ] Culture/People Name: Irican, named for their great city of Irica
-[ ] Names: Vaguely Mediterranean
-[ ] Architecture: Late Roman
-[ ] Sacred Tenet: The Flower of Youth (To be young is to be vigorous and able and strong, near and dear to the gods)
-[ ] Sacred Tenet: Honor and Discipline
-[ ] Sacred Tenet: Feast of Forgiveness
-[ ] Sacred Tenet: The Blessed City Irica, capital and greatest metropolis
-[ ] Cultural Tenet: Unite the Clans
-[ ] Cultural Tenet: Master and Apprentice system to teach magic
-[ ] Cultural Tenet: Honor Codes
-[ ] Cultural Tenet: The Feuding Clans
-[ ] Cultural Facet: Religious paraphernalia is everywhere
-[ ] Cultural Facet: Wizards are deep trendsetters and not only Irican wizards, either.
-[ ] Cultural Facet: Marriage is exogamous between Clans.
-[ ] 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.
-[ ] Religion: Nine gods, each personifying one of the Winds of Magic and High Magic respectively.
-[ ] 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.
-[ ] 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.
-[ ] General: A feuding, rivalrous and quarreling people, however see them united under the Prismatica and know that the earth will quake in fear.
--
So guess who's making his way through Lostbelt 6?
 
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I kind of think that no matter what culture they develop, they should have an active connection to the old ones. Whether that be an embassy or having a rotating court of Axolatls to help teach and advise them after they are settled.
 
I also want to point out another benefit or two for snakemen of our make. Potentially avoiding khureah becoming a tropical hellpit of chaos worship, and having potential anti chaos forces who could be made with the ability to slip into anywhere as large as or larger than their heads.

Heads that would be better being narrower if such is possible.


Edit: A suggestion for goliaths Gift. Magical stone shaping.

These not ogres not having any leg up on their environment besides size and hardiness feels wrong when the OTL ogres had that could live on literally any forage thing going on.
 
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I also want to point out another benefit or two for snakemen of our make. Potentially avoiding khureah becoming a tropical hellpit of chaos worship, and having potential anti chaos forces who could be made with the ability to slip into anywhere as large as or larger than their heads.

Heads that would be better being narrower if such is possible.


Edit: A suggestion for goliaths Gift. Magical stone shaping.

These not ogres not having any leg up on their environment besides size and hardiness feels wrong when the OTL ogres had that could live on literally any forage thing going on.
... they're mages capable of using High Magic. That's all the leg up they need.

.
 
I kind of think that no matter what culture they develop, they should have an active connection to the old ones. Whether that be an embassy or having a rotating court of Axolatls to help teach and advise them after they are settled.
That's already official policy back in early votes btw - the lanternkeepers & the elves all have Old One embassies. Uh, tho I don't think the skaven has them since the Old One decided to abandon them after their centuries of education is done.

Anyways, since we're in Tilea and I have obtained permission from @Cetashwayo as the QM of Magna Graecia, I am adding some concepts from the Magna Graecia quest's Epulian League - and its central city-state Eretria Eshkata - as well as Rome. Plus a lot of obviously ahistorical concepts lol.

Please excuse my butchery of Latin

[] Plan Goliath Epulia
-[] Culture/People Name: Lupercalian, after their first settlement back in Mannslieb - Lupercal.
-[] Names: Roman
-[] Architecture: Late Roman
-[] Sacred Tenet: Rights of Citizens
-[] Sacred Tenet: Hatred of Bondage
-[] Cultural Tenet: City-State Cosmopolitanism
-[] Cultural Tenet: Differing pairs of divine marriages in each urbes.
-[] 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.
-[] Cultural Facet: The Lupercal Ludi - cross-foedus athletic, magical, and magi-sport games
-[] 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.
-[] Religion: A pantheon of nine representing the Winds of Magic & High Magic.
-[] 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.
-[] 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.
-[] 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: 267 words in total after addition to the General plank.
 
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[ ] Plan: Nine Divines
-[ ] Culture/People Name: Irican, named for their great city of Irica
-[ ] Names: Vaguely Mediterranean
-[ ] Architecture: Late Roman
-[ ] Sacred Tenet: The Flower of Youth (To be young is to be vigorous and able and strong, near and dear to the gods)
-[ ] Sacred Tenet: Honor and Discipline
-[ ] Sacred Tenet: Feast of Forgiveness
-[ ] Sacred Tenet: The Blessed City Irica, capital and greatest metropolis
-[ ] Cultural Tenet: Unite the Clans
-[ ] Cultural Tenet: Master and Apprentice system to teach magic
-[ ] Cultural Tenet: Honor Codes
-[ ] Cultural Tenet: The Feuding Clans
-[ ] Cultural Facet: Religious paraphernalia is everywhere
-[ ] Cultural Facet: Wizards are deep trendsetters and not only Meditullic wizards, either.
-[ ] Cultural Facet: Marriage is exogamous between Clans.
-[ ] 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.
-[ ] Religion: Nine gods, each personifying one of the Winds of Magic and High Magic respectively.
-[ ] 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.
-[ ] 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.
-[ ] General: A feuding, rivalrous and quarreling people, however see them united under the Prismatica and know that the earth will quake in fear.
--
So guess who's making his way through Lostbelt 6?
Potential gift I was thinking of:

[ ] 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.

Thoughts? Not sticking it properly in the plan for the moment since it would be really smashing the LB 6 Button.
 
Potential gift I was thinking of:

[ ] 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.

Thoughts? Not sticking it properly in the plan for the moment since it would be really smashing the LB 6 Button.
My only suggestion would be to maybe replace the eight bells with a unique artifact for each wind, no real reason other than the possibility of adding the artifacts history to the gods lore.
 
Maybe, for once, we should actually tell them about the other sapient races they're neighbors with? Probably not the best we've left so many uninformed about the other races.

Ursun probably won't leave the bears ignorant.
 
How about Deities based upon combining two Winds?

Ghur & Ghyran = Goddess of Nature
Hysh & Ulgu = God of Liminality
Aqshy & Azyr = God of the Stars
Chamon & Hysh = Goddess of Machines
Etc
 
How about Deities based upon combining two Winds?

Ghur & Ghyran = Goddess of Nature
Hysh & Ulgu = God of Liminality
Aqshy & Azyr = God of the Stars
Chamon & Hysh = Goddess of Machines
Etc
We already have two divine entities that would fit those roles. Them being Taal and Shallya, in fact plans have been made to create races for those two.
 
Maybe, for once, we should actually tell them about the other sapient races they're neighbors with? Probably not the best we've left so many uninformed about the other races.
My plan includes that as part of the Gift subvote, do you think that's sufficient
 
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