Architects of the Great Plan - Warhammer Fantasy Old One Quest

Uhm, storms are more Azyr, as is lightning, or the weather in general.
I think they are referring to the possibility of an altered Wind Magic.

Azyr+Aqshy= Plasma
Lighting and storm are Azyr phenomenons, not Aqshy. Aqshy is fire, heat and passion. And would you look at that, I've made a plan just lie what you described
Yeah I confused Aqshy with Azyr because the names and concepts are so similar.
I did mean Azyr + Lightning synergy, basically supercharging our winged Azyr-wielding boys.

Though the Azyr/Aqshy Plasma idea by Omnimercurial is certainly also interesting.

And yeah K Von Carstein that plan is exactly what I was thinking of, thanks.
[ ] Plan Flighty Falcons
 
A test for the Plasma Flyer Race

[ ] Plan: Star Snake!
-[ ][BAS] Reptile (Snake: Spitting Cobra)(Thermal Senses, Projectile Launched & Fang injected Neurotoxin.)
-[ ][SER] Non-Servant
-[ ][TRA] Muscular
-[ ][TRA] Wings (Cobra Hood is modified into Wings)
-[ ][TRA] Lightning Absorption
-[ ][TRA] Scales
-[ ][TRA] Attuned to a Wind (Aqshy)
-[ ][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!)
-[ ] Name: T'laxatana
-[ ] 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 rather than two arms & two legs, they have four arms. 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 reduction in weight, improved flexibility and even collapsibility, allowing moving via tight spaces or burrowing etc, this flexibility also provides some excellent levels of shock absorption and damage mitigation!
-[ ] Location: Mountains in Ind
 
I think I'll vote for the Firstborn Elves plan and my own ideas. The original ones going around all seem kinda outlandish and impractical.
 
I don't see how the original ones are more outlandish than any of the last 3 votes, and plenty of them have very practical advantages.
 
I think the problem with the specialists people keep coming up with is that I think the criticism for the moths can be applied to them as well.
1) a mixed success
2) flawed purpose
3) less impressive than the axolotls
 
A question for you, @Fission Battery, but is there any benefit or gain to adding fewer traits to a species, to balance the innate advantage a full five traits give? I can see some, as things stand, such as narrowing a particular species' specialization to a particular area, letting them fully focus on it rather than have their attention scattered across several disciplines. Similarly, with fewer core biological traits to define them, the cultural shaping inflicted upon them will be more important in determining their identity than it would be for a five-trait species. On that note, a species with fewer traits also occupies fewer niches in nature, being less of an obstruction to other ones.

But that's just what I can guess, and it's all sort of indirect. Is a simpler species easier to make for the Old Ones, is it faster, does it take up fewer resources, etc. and does any of it have a mechanic effect for us as the players?
 
I think the problem with the specialists people keep coming up with is that I think the criticism for the moths can be applied to them as well.
1) a mixed success
2) flawed purpose
3) less impressive than the axolotls
We already have pretty good generalists, namely thé sauruses, varanus and axolotl. Imo we don't species which are good at everything, and can have fun inventing new ones. And remember that the canon OO created 6 species without counting the Lizardmen. The firstborn are the butterflies and not the elves, but we can still create them, dwarves, humans and 2 others. The golden trio is made of very good generalists who are all hominids, it would be more interesting for the last 2 species to be different than the canon ones.

Furthermore, the perfect species doesn't exist. It's only by a combination of all the various special skills from various people that Choas can be defeated.
 
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we don't have Kroxigors but should make them, but the issue is what to do with the Varanus. they have natural witch sight and magic resistance, with a body that's large and fast, do we make them our anti-magic specialists that can rush down mages?
Right, I confused them with the sauruses. That's a good idea, squad of heavily armored varanuses hunting mages, or acting in concert to take down big monsters and countering enemy heavy cavalry.
 
Right, I confused them with the sauruses. That's a good idea, squad of heavily armored varanuses hunting mages, or acting in concert to take down big monsters and countering enemy heavy cavalry.
Varanus' have the dexterous trait that makes them fast, not strong so heavy armor would hinder their speed due to not being muscular, they would be better acting as skirmishers that can kite large targets yeeting javelins the size of spears and running down small targets.
 
Also remembered that they are designed to be laborers.

So I don't know how easy it would be to re-task them for some other role.
 
Also remembered that they are designed to be laborers.

So I don't know how easy it would be to re-task them for some other role.
we aren't changing any traits, just reprogramming the behavior of new spawning's. it might take only half a turn of making a new species, we might be able to add a sixth trait to the saurus for the other half.
 
[ ] Plan: New Titans
-[ ][BAS] Hominid
-[ ][SER] Non-Servant
-[ ][TRA] Long Life
-[ ][TRA] Adaptable
-[ ][TRA] Gigantic
-[ ][TRA] Gifted Spellcasters
-[ ][TRA] Muscular
-[ ] Name: Titani
-[ ] Description: They are over eighty feet tall humanoids. Their hair colour ranges from black to purple, have different hair styles, and their skin ranges from dark tan to a lighter peachy tone.
-[ ] Location: Mountains of Mourn/Heaven at first, but then in various parts of the world
 
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we don't have Kroxigors but should make them, but the issue is what to do with the Varanus. they have natural witch sight and magic resistance, with a body that's large and fast, do we make them our anti-magic specialists that can rush down mages?
That sounds overspecialized for huge immortal centaur-guys. Like, don't just think about what they're doing during a battle. Think about what they're doing all the time. They need to play a role in broader society and in peacetime, not just sit around for ??? years at a time waiting for us to fight a battle where this one squad of them "rushes down a mage."

I still think we should just "patch update" and modify the varanus' actual template for greater strength, maybe at the expense of agility or whatever, then let time and interbreeding take care of it. This makes much more sense than crafting an entire new species to do a job the varanus are actually not that bad at even if they're not, y'know, great.
 
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That sounds overspecialized for huge immortal centaur-guys. Like, don't just think about what they're doing during a battle. Think about what they're doing all the time. They need to play a role in broader society and in peacetime, not just sit around for ??? years at a time waiting for us to fight a battle where this one squad of them "rushes down a mage."

I still think we should just "patch update" and modify the varanus' actual template for greater strength, maybe at the expense of agility or whatever, then let time and interbreeding take care of it. This makes much more sense than crafting an entire new species to do a job the varanus are actually not that bad at even if they're not, y'know, great.
not saying they should be anti-magic hunters, just that's a viable option if we make Kroxigors. how many "Patch Notes" can the old ones do a turn, if its more than one we can also patch the turtles. also changing more than 1 trait might count as making a new species and the Witch sight doesn't help with heavy lifting, maybe they can act as overseers to prevent magical mishaps when a slann isn't around to help, likely due to meditating or something.
 
You can pick whichever base for this plan, most important are this traits:
[] [TRA] Hardy
[] [TRA] Muscular
[] [TRA] Dexterous
[] [TRA] Large
[] [TRA] Magic Resistant

Their specialty is that they are buff as fuck, fast as hell and can shrug off magic. Very wide, very straightforward combination.
 
not saying they should be anti-magic hunters, just that's a viable option if we make Kroxigors.
The problem is that "anti-mage rushers" is too specialized a niche to support literally a whole-ass species, so it's not really a "viable option" in and of itself if we're handing over the varanus' peacetime role to the kroxigor.

how many "Patch Notes" can the old ones do a turn, if its more than one we can also patch the turtles.
Think about what "patching" actually means in practice. How do you change a species? With the servitor species it's easy enough. We recalibrate the spawning pools to create the new type of varanus, impose a bit of a selective breeding program, let the older pre-change varanus gravitate towards tasks where their lack of brute super-strength just doesn't matter as much, and let the new post-change varanus (and hybrids) handle the stuff where it does.

But the archelon/turtles are already in the wild. They're out there. They don't listen to our commands. I'm not sure they even know we exist. Even the Old Ones can't just snap their fingers and resequence the DNA of that entire species or something. We can't remake them anymore.

also changing more than 1 trait might count as making a new species and the Witch sight doesn't help with heavy lifting, maybe they can act as overseers to prevent magical mishaps when a slann isn't around to help, likely due to meditating or something.
The obvious trait to swap out for the varanus is, in my opinion, the agility trait. That never made a lot of sense for a heavy laborer anyway. They were always supposed to be engaged with magic in a specific way, and there's no reason not to keep them that way, they just need to be more swole to do their jobs.
 
The problem is that "anti-mage rushers" is too specialized a niche to support literally a whole-ass species, so it's not really a "viable option" in and of itself if we're handing over the varanus' peacetime role to the kroxigor.
they had a unique interaction with the geomantic web, can we have them watch over it and try to improve it, acting as researchers or something? also the old Dragon ogres were shown to be shepherding Mammoths and Wooly Rhinos so they might have a job adding the axolotls in maintaining the animals.
Think about what "patching" actually means in practice. How do you change a species? With the servitor species it's easy enough. We recalibrate the spawning pools to create the new type of varanus, impose a bit of a selective breeding program, let the older pre-change varanus gravitate towards tasks where their lack of brute super-strength just doesn't matter as much, and let the new post-change varanus (and hybrids) handle the stuff where it does.

But the archelon/turtles are already in the wild. They're out there. They don't listen to our commands. I'm not sure they even know we exist. Even the Old Ones can't just snap their fingers and resequence the DNA of that entire species or something. We can't remake them anymore.
so fixing the turtles that's too much effort but we can fix the Varanus', do you think we can improve the saurus, I know we gave them Keen Senses, but what does that improve again? I'm pretty sure it improved how their brains processed info to not overwhelm them but what else?
 
they had a unique interaction with the geomantic web, can we have them watch over it and try to improve it, acting as researchers or something? also the old Dragon ogres were shown to be shepherding Mammoths and Wooly Rhinos so they might have a job adding the axolotls in maintaining the animals.
A bit more promising, but I'm just... not understanding this line of thinking. I feel like you want to create an entire new species to do what the varanus are already supposed to be doing, then relegate them to just sort of standing around doing a few weird niche jobs at the fringes of our social system because they've been superseded.

That's why I think it would be a lot more practical to just systematically modify the future varanus. I don't want millions of varanus sort of idly fucking around without a clear role in our system that's commensurate with the numbers of them that exist. That's just asking for trouble in the long run when Chaos shows up and things get ugly.

so fixing the turtles that's too much effort but we can fix the Varanus', do you think we can improve the saurus, I know we gave them Keen Senses, but what does that improve again? I'm pretty sure it improved how their brains processed info to not overwhelm them but what else?
I'm not sure we need to swap anything out or change our tradeoffs for the saurus. They're warriors and guardians, so having them have keen senses is valuable in and of itself.
 
I feel like I missed something with the Mantises. When did we make those?
 
we didn't, they already existed
Indiscernible to those that lacked witchsight was a network of leylines that ran throughout their body. Their scales subtly arranged themselves into geometric shapes, tapping into the dragon ogre's ability to channel lighting. They were living waystones capable of feeding excess magic back into the Geomantic Web.
now that I'm thinking about it, we don't have an Engineer caste, the closest we have are Slann and axolotls, but the former were the servants that focused on magic while the latter are our clerk-caste, doing mundane jobs. in the OTL the lizardmen didn't really rebuilt what was lost, just maintaining what they had, and I'm pretty sure it was a big deal when a city was refounded. if we make the Varanus' an engineer caste that can manage/rebuild the geomantic web, ley-lines, Waystones and cities that fall during the Great catastrophe, then we can make a better worker-caste.
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the Old-Ones are currently the highest authority on engineering, but its a safe choice to make the Varanus' as a back up when they're gone.
 
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