Architects of the Great Plan - Warhammer Fantasy Old One Quest

if we are to make a kroxigor or any new Worker species, can we switch Large with Huge?
while the large trait extents lifespan, if we make a new servant species they will have biological immortality and it would be better to have 25-30 ft workers instead of the sub-optimal 8-15 ft Varunus.

[ ] BIG Kroxigor
-[ ] Base Species: Reptilian (Crocodile)
-[ ] Light Modifications
-[ ] Scales
-[ ] Cold Blooded
-[ ] Hardy
-[ ] Huge
-[ ] Muscular
they start of at 25-30 ft and should continue to grow throughout the years, this version of Nakai might grow to 50+ ft
bringing up my Kroxigor plan, if we are making Kroxigors, should I add a sixth trait, and what?
 
if we were to make turtle again I think I'd want to make them smaller maybe just large so they can have a easier time forming a civilization and such .I'd also put then on ulthan so a they could become friends with the other turtles

I am not gonna push for it hard next turn is mammoth time
 
Next turn I'm going for Mole dwarves, though I'd also vote for the Balthazar Felt species.

When I got to the first named Luminary I was like "yes, perfect" I love our stick-up-the-ass moth Illuminati children, and I also love the free-spirited hippy Luktfolk. Bit concerned for the Mantises that live with the Luminaries though, yikes. I love how they've melded together.
 
I have a plan for an Arbiter-Expy from project moon, @Fission Battery will the free Parthenogenetic trait from Light Modifications count towards the trait limit?

[] Plan: Arbiter-Expy
-[][BAS] Hominid
-[][SER] Light Modifications
-[][TRA] Parthenogenetic (Free/light modifications)
-[][TRA] Adaptable
-[][TRA] Gifted Spellcasters
-[][TRA] Muscular
-[][TRA] Dexterous
-[][TRA] Hardy
-[][TRA] Keen Senses
-[] Name: Arbiters
-[] Description: WIP
-[] Location: WIP
 
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if we do prolific would make them take up to many niches, and also they already exist as the apes. giving the species a civilization might damage the balance of the biosphere.
 
I wonder if we could create 8 species, each one attuned to a specific wind. Complete the theme.

There are even some possible synergies.

Animal Empathy with Ghyran.

Lightning Absorption with Azyr.
 
Also a plan for the totally not gelt people.

[ ] Plan: Welcome to Estalia Gentlemen
[ ][BAS] Hominid
[ ][SER] Non-Servant
[ ][TRA] Attuned to a Wind (Chamon ): Every member of this species is capable of using only a single wind of magic, but is skilled at doing so. Channeling magic is as natural as breathing with a bit of training. They can't use any other wind of magic, but can sense the flow of magic. The wind will affect the species' psychology in potentially unpredictable ways. Please write the wind they're attuned to inside the bracket. Incompatible with Capable of Magic, Gifted Spellcasters, and Universal Magic.
[ ][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.
[ ][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.
[ ][TRA] Muscular: Gives them strong, dense muscles built for strength. They hit harder, run faster, and carry more weight. They can easily punch above their weight class, literally and figuratively.
[ ][TRA] Thick Hide: This species' skin is thick and durable, allowing it to withstand serious punishment and act like a thin layer of natural armour. It still bleeds with enough force.

Sadly their is no 'hides are litterally metal' option but I think that last one is pretty close.... went with muscular because punch wizard.
 
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Some ideas for other Attuned races.

Garuda
[] Base: Bird (Kite)
[] Wings
[] Lightning Absorption
[] Attuned to a Wind (Azyr)
[] Long Loved
[] Dextrous

Essentially a Bird Man that flies through the skies, chasing after storms for power while deriving further power from it.

Beast Master
[] Base: Reptilian
[] Scales
[] Animal Empathy
[] Attuned to a Wind (Ghyran)
[] Hardy
[] Long Lived

The idea is to put them in Lustria with all the dangerous creatures in there and generally tame those monsters and empower those tames beasts ever further using Ghyran. Even better shapeshift into those monsters themselves. Essentially push beast taming to the limits.
 
Beast Master
[] Base: Reptilian
[] Scales
[] Animal Empathy
[] Attuned to a Wind (Ghyran)
[] Hardy
[] Long Lived

The idea is to put them in Lustria with all the dangerous creatures in there and generally tame those monsters and empower those tames beasts ever further using Ghyran. Even better shapeshift into those monsters themselves. Essentially push beast taming to the limits.
the Axolotls can do almost everything this species can do, with gifted spellcasters having access to Ghyran and also having the Amicable trait.
edit:
to be fair they are more durable so they can get roughted up while taming creatures.
Also I'm a bit confused with Ghyran and shapeshifting, wasn't that shapeshifting was Ghur and Biomancy for Ghyran?
 
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I wanted to make a Gigantic species with Extreme Phenotype Diversity and lots of power so we could have Angels from Evangelion, but with the turtles that'd be kinda moot now.
 
the Axolotls can do almost everything this species can do, with gifted spellcasters having access to Ghyran and also having the Amicable trait.
edit:
to be fair they are more durable so they can get roughted up while taming creatures.
Also I'm a bit confused with Ghyran and shapeshifting, wasn't that shapeshifting was Ghur and Biomancy for Ghyran?


Oops. Yeah, I meant Gur, the Lore of Life. I mixed the two up.

And the thought is trying to see if there is some sort of synergy between focusing on one.

And by that logic the moth species is superfluous as well considering the Axolotl also have Amicable and can access Hysh.
 
Presumably to populate the world with Null-based superweapons on the off chance that proves useful.

...you know what we could do? Null-zombie plague, to populate the 'in case of emergency, break urn' slot.
No, I'm pretty sure it's more just because they consider the idea cool. They're new and I remember positing ideas based on coolness and not practicality or actual in-character likelihood when I was new.

Also we need more than anti-Chaos stuff, right now we're not working to combat that. We saw the strong hints, of a race that can be a guide.

Oops. Yeah, I meant Gur, the Lore of Life. I mixed the two up.

And the thought is trying to see if there is some sort of synergy between focusing on one.

And by that logic the moth species is superfluous as well considering the Axolotl also have Amicable and can access Hysh.
No Ghur is the Lore of Beasts. Ghyran is the Lore of Life.
 
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And by that logic the moth species is superfluous as well considering the Axolotl also have Amicable and can access Hysh.
the fact axolotls have the Aquatic trait makes them somehow live in salt water (specify states the seas), they could be helping the turtles, but ~NOOoo~ their busy helping the Old Ones.
We had a decent Guide species already, but the Old Ones had to make a new one to fit into an elaborate plan, and scuffed that as well. Thats 2 out of 2 species that were scuffed, 3 if the "adequate" Varanus.
 
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Also we need more than anti-Chaos stuff, right now we're not working to combat that. We saw the strong hints, of a race that can be a guide.
Proposal: Throw Norscans At The Problem

[ ][SER] Extreme Modifications
[ ][TRA] Large:
[ ][TRA] Muscular:
[ ][TRA] Prolific:
[ ][TRA] Queens:
[ ][TRA] Magic Resistance

Lizardmen are fine for elites, especially since we have them a buff over the standard template, but when it comes to sheer numbers, none of our creatures have the ability to sustain casualties in the apocalypse to come. All warfare above a few hundred soldiers is going to become a war of strategic resources and attrition. Imagine it as a Total War army build: You always want a core line that can hold up on defense and push forward for attacks. And I say that's human, enhanced. Norscans were basically operating on crude iron, stone, bone, and furs, yet continued to terrorize nations that hit industrializing by virtue of being stronger, tougher, and fanatical.

We take that concept, and throw in a few strategic goodies: They're magic resistant, so Chaos will have to sword-and-board or rely on higher-tier magic assets to get ahead. They've got both Prolific and Queen, so we can plop them down just about everywhere and keep a grip on their culture while they turn into a near-instant army. We almost don't need to worry about lifespan. We'll have so many the generations will replace themselves and more. We'll also have heavily invested in their ability to grow anywhere, so we don't have to worry about fixed infrastructure being destroyed. If there's no war, we can make them an adaptable substitute. Large numbers for labor, paperwork, agriculture, etc.

At that point, we can then turn back to the specialized stuff and whatever magical goodies we want to stuff into an exotic chassis.
 
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