- Location
- in between
While we wait, here are a couple plans for next turn, if anyone's interested. Advice appreciated.
[] Plan Wolves of the North
-[][SER] Non-Servant
-[][BAS] Mammalian (humanoid wolf)
-[][TRA] Cold Adapted
-[][TRA] Obligate Carnivore
-[][TRA] Keen Senses
-[][TRA] Muscular
-[][TRA] Dexterous
-[] Name: Fenrir
-[] Description: A great, bipedal wolf, standing slightly taller than most men. 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 and power. 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.
The plan I've been workshopping for a while. Large has been replaced with Muscular, sacrificing size for greater pound for pound strength. Other than that the idea is the same - a werewolf inspired race, made to be good at living in forests and unclaimed wilderness and protect technology/infrastructure dependent races from the Beastmen once they appear. A possible change I've been considering is replacing Obligate Carnivore with Capable of Magic. Please give your two cents on whether you think that's a good idea or not.
[] Plan Sky Guardians
-[][SER] Non-Servant
-[][BAS] Write in: Avian (Base Trait: Wings)
-[][TRA] Wings
-[][TRA] Attuned to a Wind (Azyr)
-[][TRA] Dexterous
-[][TRA] Keen Senses
-[][TRA] Adaptable
-[] Description: A falcon that stands upright at around five feet tall. It has six limbs, with it's unusual third pair armed with a set of talons capable of acting as hands. Intended to spend their lives in the great mountains that dominate the Old World, they are universally capable of channeling the Lore of Heavens, though they are more skilled at it's elemental effects than the esoteric skill of divination.
-[]Location: The Mountains of Mourn
The Forces of Chaos have long had the advantage in canon of better access to aerial combatants. This plan is designed to change that paradigm. In addition to shutting out Harpies and Furies, they are intended to be able to use pack tactics against larger monsters to drive Manticores and the like back.
[] Plan Sea Shepherds
-[][BAS] Hominid
-[][TRA] Aquatic
-[][TRA] Animal Empathy
-[][TRA] Hardy
-[][TRA] Thick Hide
-[][TRA] Prolific
-[] A race of humanoids who lie in the depths of the sea. Easy to mistake for a man from a distance, their smooth, pale blue, dolphinlike skin and webbed hands and feet soon reveal their more distant relation (they are not mermaids). With a close bond to the beasts of the ocean, they are a great ally for any seafaring race - and their worst possible enemy.
-[]Location: The sea around Bretonnia.
In canon, the seas of Mallus were... basically empty on both sides. Neither Chaos nor Order really had anyone down there. Decided we might want to change that, hence this plan.
[] Plan Wolves of the North
-[][SER] Non-Servant
-[][BAS] Mammalian (humanoid wolf)
-[][TRA] Cold Adapted
-[][TRA] Obligate Carnivore
-[][TRA] Keen Senses
-[][TRA] Muscular
-[][TRA] Dexterous
-[] Name: Fenrir
-[] Description: A great, bipedal wolf, standing slightly taller than most men. 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 and power. 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.
The plan I've been workshopping for a while. Large has been replaced with Muscular, sacrificing size for greater pound for pound strength. Other than that the idea is the same - a werewolf inspired race, made to be good at living in forests and unclaimed wilderness and protect technology/infrastructure dependent races from the Beastmen once they appear. A possible change I've been considering is replacing Obligate Carnivore with Capable of Magic. Please give your two cents on whether you think that's a good idea or not.
[] Plan Sky Guardians
-[][SER] Non-Servant
-[][BAS] Write in: Avian (Base Trait: Wings)
-[][TRA] Wings
-[][TRA] Attuned to a Wind (Azyr)
-[][TRA] Dexterous
-[][TRA] Keen Senses
-[][TRA] Adaptable
-[] Description: A falcon that stands upright at around five feet tall. It has six limbs, with it's unusual third pair armed with a set of talons capable of acting as hands. Intended to spend their lives in the great mountains that dominate the Old World, they are universally capable of channeling the Lore of Heavens, though they are more skilled at it's elemental effects than the esoteric skill of divination.
-[]Location: The Mountains of Mourn
The Forces of Chaos have long had the advantage in canon of better access to aerial combatants. This plan is designed to change that paradigm. In addition to shutting out Harpies and Furies, they are intended to be able to use pack tactics against larger monsters to drive Manticores and the like back.
[] Plan Sea Shepherds
-[][BAS] Hominid
-[][TRA] Aquatic
-[][TRA] Animal Empathy
-[][TRA] Hardy
-[][TRA] Thick Hide
-[][TRA] Prolific
-[] A race of humanoids who lie in the depths of the sea. Easy to mistake for a man from a distance, their smooth, pale blue, dolphinlike skin and webbed hands and feet soon reveal their more distant relation (they are not mermaids). With a close bond to the beasts of the ocean, they are a great ally for any seafaring race - and their worst possible enemy.
-[]Location: The sea around Bretonnia.
In canon, the seas of Mallus were... basically empty on both sides. Neither Chaos nor Order really had anyone down there. Decided we might want to change that, hence this plan.