Architects of the Great Plan - Warhammer Fantasy Old One Quest

[]Plan Wolves of the North
-[][SER] Non-Servant
-[][BAS] Mammalian (humanoid wolf)
-[][TRA] Cold Adapted
-[][TRA] Obligate Carnivore
-[][TRA] Keen Senses
-[][TRA] Large
-[][TRA] Dexterous
-[] Name: Fenrir
-[] Description: A huge, bipedal wolf, standing closer to the height of a minotaur or ogre 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 for beings so large. They are created with the intent of dwelling in the forests and wild places of the Fated World, inevitably bringing them in conflict with the Cloven Ones (not that the Old Ones know that yet).
-[]Location: The forests of Norsca.

I made this plan to make a species able to fight Beastmen and compete with them for territory. I did this because any civilized race has like, 50% of their problems stemming from Beastmen. They're the worst. Absolutely every tech based species we make will do immensely better if they don't have to deal with the trees speaking the Dark Tongue and the need to Beastmen proof literally every piece of infrastructure not behind a wall. Other than that, plan is for them to be a nomadic species that mostly dwell in forests and wilderness that other races haven't claimed.

Does anyone have any suggestions, recommendations or criticisms of this plan? I'd rather have it ready early than wait to fix it next vote.
They seem fine to me as-is.

I think my one suggestion would be to replace Large with either Muscular or...eh...maybe Prolific? You don't need the wolves to be large, necessarily, but you do need them to be good combatants and to have packs in enough numbers that they can feasibly cover the whole territory.
 
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Vote closed
Scheduled vote count started by Fission Battery on Jul 27, 2023 at 1:46 AM, finished with 85 posts and 67 votes.
 
Eh. I'm not a fan, but sure. I can deal.

Can we at least make a serious plan next time? I can't say I'm a fan of meme votes to transplant characters from some video game I've never heard of.
 
Can we at least make a serious plan next time? I can't say I'm a fan of meme votes to transplant characters from some video game I've never heard of.

I made a perfectly serious vote with a strong rational on why and how I picked the traits I did, and along with a carefully selected location and what I hoped to get out of it and it got three votes.

I really thought I had something! A strong logic, a good spread of traits, honestly, I hand the thread a perfectly good plan and it gets ignored

BECAUSE YOU ALL ARE A BUNCH OF LIZARD AND INSECT SUPREMACISTS (Affectionate)

(With Amusement) Srsly! I give you all a Racoon I made Do Science and what we end up with is a fight between Big Chill With Light Powers and a Big Turtle That Remembers Good

Bet if I made it a freakin gecko the thread would be going crazy for it-- Buncha Scalies, I swear :V
 
honestly was happy with either option winning so this is a win win and this gives me a chance to fix the turtles so they don't break the rules of the game lol
 
No matter how things turn out think it's a good thing to have at least one race specced in Diplomacy. At the least it could help with keeping relations between the sane races from becoming too hostile/stop them from killing each other as much as they did in canon.
 
I'm personally loving the Wolves of the North and Halfling plans, those races would be so cool to add. I also personally think we should add Elves, their too iconic to not have.
 
Not ecstatic that the bug vote was so popular but everyone is interested in something, maybe next time we can turn the turtles into a buncha bowsers if people are preferring species from other franchises. Hopefully QM will start letting us do top 2-3 species per vote or something
 
@Woltaire said:
I shall bring to the fray my turtle again this time though within in the rules also I will make a mammoth option too
and I shall vote your fixed Giant Magic Turtles
I will also ask for feedback on my Stegadon plans, which one do you think is better?

[] Plan: Thunderous Stegadon
-[][BAS] Reptilian (Stegadon)
-[][SER] Non-Servant
-[][TRA] Scales
-[][TRA] Huge
-[][TRA] Muscular
-[][TRA] Lightning Absorption
-[][TRA] Magic Resistance
-[] Name: Thunderous Stegadon (will be seen as a subspecies)
-[] Description: Stegadons that were given lightning absorption and magic resistance; this is to have another test subject to observe the relationship between these two traits. It should also allow them to call down lightning like dragon-ogre Shaggoths, inspired by the Total War regiment or renown, instead of one special one, let's have an entire species of them. Also Lighting Absorption is said to reverse the effects of old age so it should act to extend their lifespan if not cause them to be biologically immortal. (They might grow as big as thunder lizards like the dragon ogres).
I also learned that Stegadons are omnivores, which helps saves a trait for another one.
-[] Location: Lustria, southlands

[] Plan: Stegadon Bulk-Up
-[][BAS] Reptilian (Stegadon)
-[][SER] Non-Servant
-[][TRA] Scales
-[][TRA] Huge
-[][TRA] Muscular
-[][TRA] Hardy
-[][TRA] Long Life
-[] Name: Stegadon (to improve the old species)
-[] Description: Stegadons that were given the traits Hardy and long Life, this is to give them the traits that allows them to live longer and be more resistant to poisons and sickness (nergle…). Hardy also gives them a mild regeneration in the description, stated as "improve their body's rate of healing to recover".
-[] Location: Lustria, southlands
 
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@Woltaire said:
I think the latter one better fits with what ur going for with the war beast
thanks for the feed back, got another set, this time its the Cold-Ones, instead of making them horse sized (5-7ft), I made them large (8-15 ft tall). so Muscular or Toxic?

[] Plan: Cold-One Bulk-Up
-[][BAS] Reptilian (Cold-One/Horned-One)
-[][SER] Non-Servant
-[][TRA] Scales
-[][TRA] Large
-[][TRA] Muscular
-[][TRA] Hardy
-[][TRA] Dexterous
-[] Name: Cold-Ones (to improve the old species)
-[] Description: Horned ones are said to be supernaturally swift compared to Cold ones, so just going to give every cold one the Dexterous trait. We're also going to give it muscular and large; cold ones eat horses which average around 5 feet tall, with larger ones being up to 7 feet. Idea is to make them even bigger than average calvary, like 8-11 ft tall for Cold Ones and 12-15 ft for Horned Ones
Hardy allows them to live longer and be more resistant to poisons and sickness (nergle…).
It also gives them a mild regeneration in the description, stated as "improve their body's rate of healing to recover".
-[] Location: Lustria, southlands

[] Plan: Toxic Cold-Ones
-[][BAS] Reptilian (Cold-One/Horned-One)
-[][SER] Non-Servant
-[][TRA] Scales
-[][TRA] Large
-[][TRA] Toxic
-[][TRA] Hardy
-[][TRA] Dexterous
-[] Name: Cold-One (to improve the old species)
-[] Description: switching out Muscular with Toxic; Cold ones are said to have venomous saliva that acts as a neurotoxic which destroys the nerves. The Toxic trait helps accumulate more toxins, even ones that aren't neurotoxins, which can lead to a cold one with a saliva that is also hemotoxic (damages cardiovascular system) and Cytotoxic (kills cells, effectively rotting the bite wound).
Hardy allows them to live longer and be more resistant to poisons and sickness (nergle…), allowing them to accumulate more potent toxins for their saliva (toxins would also exist in the body)
hardy also gives them a mild regeneration in the description, stated as "improve their body's rate of healing to recover".
-[X] Location: Lustria, southlands
 
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