Architects of the Great Plan - Warhammer Fantasy Old One Quest

So we're making incredibly long lived turtles who can also do magic, and they'll live in the seas of Ulthuan. Potential allies for the Elves? I guess?

Actually I should ask - are we running this with an eye towards making societies and races capable of surviving the awful of Warhammer, or are we just throwing together whatever sounds cool? Because I'd personally prefer the former.
The turtles will help keep Ulthuan clean and untainted if things go to shit, and be a constant reminder of them not being the greatest people ever, and unlike the dragons they'll not be built towards violence.
 
So we're making incredibly long lived turtles who can also do magic, and they'll live in the seas of Ulthuan. Potential allies for the Elves? I guess?

Actually I should ask - are we running this with an eye towards making societies and races capable of surviving the awful of Warhammer, or are we just throwing together whatever sounds cool? Because I'd personally prefer the former.
nah there will be a run off I am pretty sure

edit: ninjaed by the qm lol
 
Actually I should ask - are we running this with an eye towards making societies and races capable of surviving the awful of Warhammer, or are we just throwing together whatever sounds cool? Because I'd personally prefer the former.
Same for me. That makes me think that the amicable trait is a horrible idea for any species other than our servant.
 
Same for me. That makes me think that the amicable trait is a horrible idea for any species other than our servant.
It might work for a race designed to work with others like the servants do. Like, say making a race with Amicable and maybe a trait that makes them good at crafting and another designed more for fightiness. That's a theoretical thing though. I just went for making my Werewolves be really good at murdering Beastmen...
 
lets just make Huge Kroxigors, a spec-ops servant *cough*chameleon skinks*cough* and then improve the warbeasts.
 
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Actually I should ask - are we running this with an eye towards making societies and races capable of surviving the awful of Warhammer, or are we just throwing together whatever sounds cool? Because I'd personally prefer the former.
Sir, I will be frank: I am channeling the mysterious powers of 'cute', 'harmless appearance' and 'friendship' in my plans, in the aim of achieving survivability by harm reduction.

(But that, I must confess, is merely the post-facto justification for chasing the kawaii.)
 
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Sir, I will be frank: I am channeling the mysterious powers of 'cute', 'harmless appearance' and 'friendship' in my plans, in the aim of achieving survivability by harm reduction.

(But that, I must confess, is merely the post-facto justification for chasing the kawaii.)
An entirely acceptable position! It's just Chaos is gonna show up and ruin our creation's lives eventually, so I wanna make sure they can survive said terribleness once it happens. Friendship is a good idea though - always better if they can work together without needing a damn near God of Diplomancing like Franz to make it work.
 
The First Children of the Old Ones - Run Off Vote
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The First Children of the Old Ones - Run Off Vote
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Okay, another run off, here are the two options. The cultural stuff in the descriptions for both options is up in the air as to whether or not it actually makes it into either species' culture when/if it's created by the Old Ones. Description is purely for physical appearance.

Laternkeepers also has two separate areas for their location. Location is supposed to be in one broad area. If they were put in forests close to the Everwood or Black Forests that'd be fine, but it's in two different continents on opposite sides of the world. I'm willing to let it slide since it's the first legit species vote. I rolled to decide which forest they will end up in, and Everwood won. So that's where Laternkeepers will go if they win.

Pick one.

[] Plan: They Shall Remember
-[] Reptilian (Turtle).
-[][SER] Non-Servant
-[][TRA] Long Life
-[][TRA] Hardy
-[][TRA] Gifted Spellcasters
-[][TRA] Gigantic
-[][TRA] Lightning Absorption
-[][TRA] Semi- Aquatic
-[] 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
-[] Location: Inland sea of Warhammer Ulthuan

These are more giant intelligent monsters than regular humanoid people, similar to turtle dragons from D&D, except with more spells and opposable thumbs on their front claws/feet. Though that's not to say they are incapable of developing a culture.

OR

[]Plan Lanternkeepers
-[][BAS]Moths
-[][SER] Non-Servant
-[][TRA]Wings
-[][TRA]Amicable
-[][TRA]Attuned to a Wind (Hysh)
-[][TRA]Keen Senses
-[][TRA]Long Lived
-[]Name: Linternapixqui
-[] Description:
--[]Modified to walk as a biped on the ground, with their forelimbs being converted into passable hands. Due to their increased size, Linternapixqui are not capable of independent flight, although they can glide fairly far from branch to branch to stay in the relative safety of the canopy.
--[]Despite, or perhaps because of their habitation in deep, foreboding forests, the Linternapixqui are obsessed with light and the safety it provides. In the day time, they prefer to reside in the canopy, closer to the light of the sun without being intolerably bright, only descending to the forest floor to forage, plant, and generally tend to the ground-dwelling components of the food gardens. At night, they continuously maintain small fires at the center of their encampments and channel Hysh for light on the move. In time, they would adopt torches, tallow candles and lanterns, being less taxing than continuously channeling Hysh.
--[]By coincidence, a Linternapixqui vaguely resembles a cloaked hominid when 'standing' with wings folded, especially in the dark lit only by their lantern. Likewise bristles resemble the lining of a fur coat. Some who wish not to startle hominids they meet exploit this by donning a wide-brimmed hat, hiding their face beneath shadow and furthering the resemblance under casual observation.
--[]Everwood Linternapixqui have the white-grey-pink color scheme of the White-Lined Sphinx. Linternapixqui that settle outside the Everwood will likely evolve color schemes that match the bark colors of the local trees, over countless generations.
-[] Location: Deep in the Everwood, which they maintain and cultivate in their own imitation of the axolotl's food gardens.

They're friendly moths attuned to Hysh, the white wind of purity, light, and enlightenment. They are adept at burning away literal and figurative darkness. It will play a heavy role in shaping their cultural outlook.
 
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[X]Plan Lanternkeepers

Gonna vote moths for arthropod solidarity.
 
Laternkeepers also has two separate areas for their location. Location is supposed to be in one broad area. If they were put in forests close to the Everwood or Black Forests that'd be fine, but it's in two different continents on opposite sides of the world. I'm willing to let it slide since it's the first legit species vote. I rolled to decide which forest they will end up in, and Everwood won. So that's where Laternkeepers will go if they win.
You'll want to change this then:

--[]Black Forest Linternapixqui predominately inherit the black-orange color scheme of the Death's-Head Hawk, while Everwood Linternapixqui have the white-grey-pink color scheme of the White-Lined Sphinx, in both cases matching the predominate bark color of the local trees. These are purely phenotypic and the two are capable of interbreeding.

I can write a replacement prompt tomorrow.

EDIT: Or now.

--[]Everwood Linternapixqui have the white-grey-pink color scheme of the White-Lined Sphinx. Linternapixqui that settle outside the Everwood will likely evolve color schemes that match the bark colors of the local trees, over countless generations.


[X]Both
There is room in the world for turtle and moth.

...but if not,

[X]Plan Lanternkeepers
 
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[X] Plan: They Shall Remember

I think that the turtles make for an interesting addition to what would otherwise be some very dangerous seas, especially since the Prometheans are still in there, the turtles could be a bridge between the Old One made species of the land and the aquatic natives as well as more generally aiding in maritime trade and travel and retaining lore of ancient days.
 
[] Plan: They Shall Remember
-[] Reptilian (Turtle).
-[][SER] Non-Servant
-[][TRA] Long Life
-[][TRA] Hardy
-[][TRA] Gifted Spellcasters
-[][TRA] Gigantic
-[][TRA] Lightning Absorption
-[][TRA] Semi- Aquatic
-[] 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
-[] Location: Inland sea of Warhammer Ulthuan
 
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