Architects of the Great Plan - Warhammer Fantasy Old One Quest

[X] Plan: They Shall Remember
-[X] Reptilian (Turtle).
-[X][SER] Non-Servant
-[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] 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] Gifted Spellcasters: Nearly every individual is capable of spellcasting to some degree with little to no training and can easily sense the flow of magic, while being able to safely use multiple winds of magic at once. It also makes them very resistant to mutations and other harmful effects of magic. Extends lifespan.
-[X][TRA] Gigantic: At over eighty feet tall, this is a truly huge species with the muscles to match. Its metabolism will be modified to avoid constant hunger and size related health issues. It'll take its place on the Fated World as a new colossus. Extends lifespan.
-[X][TRA] Lightning Absorption: This species can gain physical and metabolic power from lightning and other sources of electricity. It reverses aging, builds muscle, sharpens the mind, and extends their life. It is now known that when combined with Magic Resistance the creature acts as a living way stone, capable of shunting excess magical energy back into the Geometric Web. More research is necessary to learn more about its other interactions with magic.
-[X][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.
-[X] Description: They are Gigantic turtles who roam the shallow shores and shorelines around the coast of the world often having there backs stay on the surface for large period of times leading to them becoming home for other creatures. They are wise and gentle giants who have been around as long as the world has been...they claim at least
-[X] Location: Inland sea of Warhammer Ulthuan
 
@Anchises said:
on one hand I see the appeal of accidentally *cough*intentionally*cough* killing the remaining dragons and dragon ogres, but on the other hand the goal of the old ones (and us in turn) is to get ready for the dark gods, and we may need them to help.
giving your plan has prolific and Gifted in magic just makes them susceptible to being servants of the dark gods due to not being direct servants of the old ones.
 
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[X] Plan: Humanoid Magi
-[X][BAS] Hominid
-[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] 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][TRA] Gifted Spellcasters: Nearly every individual is capable of spellcasting to some degree with little to no training and can easily sense the flow of magic, while being able to safely use multiple winds of magic at once. It also makes them very resistant to mutations and other harmful effects of magic. Extends lifespan.
-[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] Lightning Absorption: This species can gain physical and metabolic power from lightning and other sources of electricity. It reverses aging, builds muscle, sharpens the mind, and extends their life. It is now known that when combined with Magic Resistance the creature acts as a living way stone, capable of shunting excess magical energy back into the Geometric Web. More research is necessary to learn more about its other interactions with magic.
-[X] Name: Sapiens Sanguis
-[X] Description: They are 5 ft tall humanoids with normal feet and hands and charming friendly smiles. Their hair color ranges from blue to gold, is very straight, and their skin ranges from dark tan to a lighter peachy tone.
-[X] Location: Empire of Sigmar
 
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[X] Plan: They Shall Remember

@Fission Battery

[X] Plan: Not so Solid Snake
-[X][BAS] Reptile (Snake: Spitting Cobra)(Thermal Senses, Projectile Launched Neurotoxin Venom & Fangs)
-[X][SER] Non-Servant
-[X][TRA] Adaptable (Able to function and survive many climates and is mentally flexible)
-[X][TRA] Wings (Cobra Hood is modified into Wings)
-[X][TRA] Aquatic: A Cartlidge based Skeleton, with Gills and Wings able to function like Flippers, with a powerful Tail enable functionality in the Water just as capable, as when on Land or in the Sky.
-[X][TRA] Scales
-[X][TRA] Gifted Spellcasters (Free Witchsight)
-[X][TRA] Dextrous (Four Ambidextrous Arms with Hands and Opposable Thumbs have been added to this Race's Morphology for tasks that require finesse, in addition it is fast fast fast on it's Tail or by Wings!)
-[X] Name: T'latl R'tlel
-[X] Description: A Snake like Head with Nostrils, Ears, Eyes with Nictitating Membranes and Heat Pits to sense with, a long flexible neck allows for very flexible movements and high speeds of Bite Strike if required. The upper torso is humanoid but with four arms instead of Legs, also two Wings that are part of the Hood. Methods of locomotion are either via the Tail primarily or via the Wings, though the Arms do allow additional efforts in a pinch. The Skeletal structure is entirely cartlidge rather than bone, certain ideas borrowed from Shark Biology were used to give this Race, further improved flexibility and even collapsibility, for moving via tight spaces or burrowing etc, this flexibility also provides some excellent levels of shock absorption and damage mitigation!
-[X] Location: Ind

[X] Plan: The Stars Shall Remember
-[X] Reptilian (Turtle).
-[X][SER] Non-Servant
-[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] 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] Gifted Spellcasters: Nearly every individual is capable of spellcasting to some degree with little to no training and can easily sense the flow of magic, while being able to safely use multiple winds of magic at once. It also makes them very resistant to mutations and other harmful effects of magic. Extends lifespan.
-[X][TRA] Gigantic: At over eighty feet tall, this is a truly huge species with the muscles to match. Its metabolism will be modified to avoid constant hunger and size related health issues. It'll take its place on the Fated World as a new colossus. Extends lifespan.
-[X][TRA] Lightning Absorption: This species can gain physical and metabolic power from lightning and other sources of electricity. It reverses aging, builds muscle, sharpens the mind, and extends their life. It is now known that when combined with Magic Resistance the creature acts as a living way stone, capable of shunting excess magical energy back into the Geometric Web. More research is necessary to learn more about its other interactions with magic.
-[X][TRA] Flight: Flippers are adapted for Flight, Metal/Minerals etc are Magnetised and distributed by Biological processes, the Shell is Shaped to larger sizes, with an internal set of hollow habitable areas for smaller fauna and flora to survive and thrive in, water is filtered with a comfortable temperature that is regulated, a concave section and a tunnel network throughout the Shell with sphincters that open and close to regulate airflow feature a pseudo valley atop and within the Shell, including areas that hold pockets of lifting gasses suspended in a pseudo cartlidge which mimiccs Pumice Stone in the way it traps Helium and even Hydrogen safely, the Shell also functions as a Lifting Body and Electromagnetic Focus for Maglev and Ionic Lifting and thrusting.
-[X] Description: They are Gigantic turtles who roam the Skies and journey the shorelines and the Seas of the world, often having there backs and Shells become habitats for other forms of life, leading to them becoming home for other creatures. They are wise and gentle giants who have been around as long as the world has been...they claim at least
-[X] Location: Ulthuan and the Seas and Sky of Mallus, with occassional stops on mountains and beaches.

[X] Plan: Bee Strong
[X] Plan Flighty Falcons

[X] Plan: Optimised mantises from HK
[X] Moths from Hollow Knight
[X] Spiders from HK
 
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[X]Plan Lanternkeepers

Plus my plans, though it is probably to late:
[X] Plan: Optimised mantises from HK
-[X] Mantises
-[X] [SER] Non-servant
-[X] [TRA]Dexterous
-[X] [TRA]Muscular
-[X] [TRA]Hardy
-[X] [TRA]Keen Senses
-[X] [TRA]Chitin shell (Scales)
-[X] Description: Similarly to the original species they are based on, but significantly more muscular and healthier.
-[X] Location: Similar to the original Mantis people.

[X] Moths from Hollow Knight
-[X] Base Species: Moths
-[X] [SER]Non-servant
-[X][TRA] Wings
-[X][TRA] Amicable
-[X][TRA] Gifted Spellcasters
-[X] [TRA]Keen Senses
-[X][TRA] Long Lived
-[X] Description: Colourful and fuzzy, in a way similar to the mantis people in structure, but with wings and and far more huggable.
-[X] Location: Forests of what could be the Old World.

[X] Spiders from HK
-[X] Spiders
-[X][SER] Non-servants
-[X][TRA] Keen senses
-[X] [TRA]Dexterous
-[X][TRA] Spider Webs (secretion glands re-flavor?)
-[X] [TRA]Toxic Spikes
-[X][TRA] Attuned to Ulgu
-[X] Description: a stfaightforward Archane build.
-[X] Location: What could become Naggoroth.
 
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[X] Plan: They Shall Remember

[X] Plan: The Stars Shall Remember
-[X] Reptilian (Turtle).
-[X][SER] Non-Servant
-[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] 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] Gifted Spellcasters: Nearly every individual is capable of spellcasting to some degree with little to no training and can easily sense the flow of magic, while being able to safely use multiple winds of magic at once. It also makes them very resistant to mutations and other harmful effects of magic. Extends lifespan.
-[X][TRA] Gigantic: At over eighty feet tall, this is a truly huge species with the muscles to match. Its metabolism will be modified to avoid constant hunger and size related health issues. It'll take its place on the Fated World as a new colossus. Extends lifespan.
-[X][TRA] Lightning Absorption: This species can gain physical and metabolic power from lightning and other sources of electricity. It reverses aging, builds muscle, sharpens the mind, and extends their life. It is now known that when combined with Magic Resistance the creature acts as a living way stone, capable of shunting excess magical energy back into the Geometric Web. More research is necessary to learn more about its other interactions with magic.
-[X][TRA] Flight: Flippers are adapted for Flight, Metal/Minerals etc are Magnetised and distributed by Biological processes, the Shell is Shaped to larger sizes, with an internal set of hollow habitable areas for smaller fauna and flora to survive and thrive in, water is filtered with a comfortable temperature that is regulated, a concave section and a tunnel network throughout the Shell with sphincters that open and close to regulate airflow feature a pseudo valley atop and within the Shell, including areas that hold pockets of lifting gasses suspended in a pseudo cartlidge which mimiccs Pumice Stone in the way it traps Helium and even Hydrogen safely, the Shell also functions as a Lifting Body and Electromagnetic Focus for Maglev and Ionic Lifting and thrusting.
-[X] Description: They are Gigantic turtles who roam the Skies and journey the shorelines and the Seas of the world, often having there backs and Shells become habitats for other forms of life, leading to them becoming home for other creatures. They are wise and gentle giants who have been around as long as the world has been...they claim at least
-[X] Location: Ulthuan and the Seas and Sky of Mallus, with occassional stops on mountains and beaches.

[X] Plan: Bee Strong
[X] Plan Flighty Falcons
 
-[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] Gifted Spellcasters: Nearly every individual is capable of spellcasting to some degree with little to no training and can easily sense the flow of magic, while being able to safely use multiple winds of magic at once. It also makes them very resistant to mutations and other harmful effects of magic. Extends lifespan.
o_O Uhhhhmm... I think these are incompatible with each other, also Gifted Spellcasters does everything Capable of Magic does and then some (so these are redundant traits that do not give stacked benefits). I advise you pick one of these two and replace it with another trait.

//Edit:
Plus my plans, though it is probably to late:
You may want to take a moment to updated these to the new plan format, so that they will be easier to read by the QM.

Also I asume you have seen my mock up of the HK Bugs would you like to write up the discription for them and give them a proper name in this world?
 
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o_O Uhhhhmm... I think these are incompatible with each other, also Gifted Spellcasters does everything Capable of Magic does and then some (so these are redundant traits that do not give stacked benefits). I advise you pick one of these two and replace it with another trait.
Wait, of god your right. I was too tired when I made that plan and I didn't check it.
 
[X] Plan: They Shall Remember

@Fission Battery

[X] Plan: Not so Solid Snake
-[X][BAS] Reptile (Snake: Spitting Cobra)(Thermal Senses, Projectile Launched Neurotoxin Venom & Fangs)
-[X][SER] Non-Servant
-[X][TRA] Adaptable (Able to function and survive many climates and is mentally flexible)
-[X][TRA] Wings (Cobra Hood is modified into Wings)
-[X][TRA] Aquatic: A Cartlidge based Skeleton, with Gills and Wings able to function like Flippers, with a powerful Tail enable functionality in the Water just as capable, as when on Land or in the Sky.
-[X][TRA] Scales
-[X][TRA] Gifted Spellcasters (Free Witchsight)
-[X][TRA] Dextrous (Four Ambidextrous Arms with Hands and Opposable Thumbs have been added to this Race's Morphology for tasks that require finesse, in addition it is fast fast fast on it's Tail or by Wings!)
-[X] Name: T'latl R'tlel
-[X] Description: A Snake like Head with Nostrils, Ears, Eyes with Nictitating Membranes and Heat Pits to sense with, a long flexible neck allows for very flexible movements and high speeds of Bite Strike if required. The upper torso is humanoid but with four arms instead of Legs, also two Wings that are part of the Hood. Methods of locomotion are either via the Tail primarily or via the Wings, though the Arms do allow additional efforts in a pinch. The Skeletal structure is entirely cartlidge rather than bone, certain ideas borrowed from Shark Biology were used to give this Race, further improved flexibility and even collapsibility, for moving via tight spaces or burrowing etc, this flexibility also provides some excellent levels of shock absorption and damage mitigation!
-[X] Location: Ind

[X] Plan: The Stars Shall Remember
-[X] Reptilian (Turtle).
-[X][SER] Non-Servant
-[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] 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] Gifted Spellcasters: Nearly every individual is capable of spellcasting to some degree with little to no training and can easily sense the flow of magic, while being able to safely use multiple winds of magic at once. It also makes them very resistant to mutations and other harmful effects of magic. Extends lifespan.
-[X][TRA] Gigantic: At over eighty feet tall, this is a truly huge species with the muscles to match. Its metabolism will be modified to avoid constant hunger and size related health issues. It'll take its place on the Fated World as a new colossus. Extends lifespan.
-[X][TRA] Lightning Absorption: This species can gain physical and metabolic power from lightning and other sources of electricity. It reverses aging, builds muscle, sharpens the mind, and extends their life. It is now known that when combined with Magic Resistance the creature acts as a living way stone, capable of shunting excess magical energy back into the Geometric Web. More research is necessary to learn more about its other interactions with magic.
-[X][TRA] Flight: Flippers are adapted for Flight, Metal/Minerals etc are Magnetised and distributed by Biological processes, the Shell is Shaped to larger sizes, with an internal set of hollow habitable areas for smaller fauna and flora to survive and thrive in, water is filtered with a comfortable temperature that is regulated, a concave section and a tunnel network throughout the Shell with sphincters that open and close to regulate airflow feature a pseudo valley atop and within the Shell, including areas that hold pockets of lifting gasses suspended in a pseudo cartlidge which mimiccs Pumice Stone in the way it traps Helium and even Hydrogen safely, the Shell also functions as a Lifting Body and Electromagnetic Focus for Maglev and Ionic Lifting and thrusting.
-[X] Description: They are Gigantic turtles who roam the Skies and journey the shorelines and the Seas of the world, often having there backs and Shells become habitats for other forms of life, leading to them becoming home for other creatures. They are wise and gentle giants who have been around as long as the world has been...they claim at least
-[X] Location: Ulthuan and the Seas and Sky of Mallus, with occassional stops on mountains and beaches.

[X] Plan: Bee Strong
[X] Plan Flighty Falcons

[X] Plan: Optimised mantises from HK
-[X] Mantises
-[X] Non-servant
-[X] Dexterous
-[X] Muscular
-[X] Hardy
-[X] Keen Senses
-[X] Chitin shell (Scales)
-[X] Description: Similarly to the original species they are based on, but significantly more muscular and healthier.
-[X] Location: Similar to the original Mantis people.

[X] Moths from Hollow Knight
-[X] Base Species: Moths
-[X] Non-servant
-[X] Wings
-[X] Amicable
-[X] Gifted Spellcasters
-[X] Keen Senses
-[X] Long Lived
-[X] Description: Colourful and fuzzy, in a way similar to the mantis people in structure, but with wings and and far more huggable.
-[X] Location: Forests of what could be the Old World.

[X] Spiders from HK
-[X] Spiders
-[X] Non-servants
-[X] Keen senses
-[X] Dexterous
-[X] Spider Webs (secretion glands re-flavor?)
-[X] Toxic Spikes
-[X] Attuned to Ulgu
-[X] Description: a stfaightforward Archane build.
-[X] Location: What could become Naggoroth.
I have updated plan description to line up with the new base. Ideally, you want to update yours as well to not break the tally.
 
[X] Plan: The Stars Shall Remember

[X] Plan Firstborn Elves

[X] Plan Firstborn Elves
-[X] [BAS] Hominin
-[X] [SER] Non-Servant
-[X] [TRA] Animal Empathy
-[X] [TRA] Dexterous
-[X] [TRA] Gifted Spellcasters
-[X] [TRA] Keen Senses
-[X] [TRA] Long Lived
-[X] Name: Elves
-[X] Description: The classic Warhammer elf, you know them, you love them. Fair and fine featured hominids with pointy ears
-[X] Location: Averlorn, Ulthuan

Seems fitting for the first children to be the elves. Let's get them out of the way first and then can look at other cool options- I like the look of the moth people
It's Avelorn, mind, not Averlorn.

[X]Plan Lanternkeepers

[X] Plan: Not so Solid Snake
 
Symbiotic is not approved. I know that's how Hydras work, but no. Humans aren't labelled symbiotic because of the gut bacteria in our intestines.
Except for the first sentence, I'm unsure what you mean by that. But okay.

[X] Plan: Unorthodoxiest solution to the Varanus problem
-[X][BAS] Cnidarian (Hydra)
-[X][SER] Servant Package
-[X][TRA] Toxic spike
-[X][TRA] Large
-[X][TRA] Attuned to a Wind (Ghyran)
-[X][TRA] Muscular
-[X][TRA] Hundred-limbs
-[X] Name: Sisiutl (Legendary two-headed serpent)
-[X] Description: Sedentary organisms that live on other species. Their servant programming dictates that they obey the creatures on which they ride, assisting in any task by serving as additional strong limbs. They can also use Ghyran, the green wind of magic, and sting with their venomous spikes to assist their allies in combat.

[X]Plan Lanternkeepers
[X] Plan: Optimised mantises from HK
[X] Plan: Not so Solid Snake
 
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[X] Plan: Unorthodoxiest solution to the Varanus problem
[X] Plan: The Stars Shall Remember
[X] Plan: They Shall Remember

@Scurra456 I like your plan but didn't find it posted for the vote , is it ok if i'll do it here?
[X] Plan: Elder Starfish
-[X][BAS] Sollasina cthulhu (a real extinct ophiocistioid from sillurian)
-[X][SER] Non-Servant
-[X][TRA] Adaptable
-[X][TRA] Aquatic
-[X][TRA] Magic Resistance
-[X][TRA] Wings
-[X][TRA] Hundred-limbs
-[X] Name: Stellaris
-[X] Description: Stellaris look like mobile polyps with muscular tentacles for walking at their base, thinner tentacles growing out of the front of a ribbcage like structure for manipulation, two specialized tentacles for flight on their backs, and the last tentacles ending in specialized eyes and circling a smaller set of tentacles covering a lamprey like jaw. With their strange metabolism and unigue temperature regulating coral like chitin, the stellaris can thrive in almost any environment. Dry or wet. Cold or hot. And while their body chitin in deceptively weak, it does provide great protection from the effects of magic. Living in the barren wastes of the southern continent and reproducing asexually, stellaris come together and from small family-esque groups of like minded individuals which them unite with others to form complicated societies and settlement.
-[X] Location: Southern Wastes
 
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