Architects of the Great Plan - Warhammer Fantasy Old One Quest

The same thing that protected literally every other species in existence. The fact that Chaos Corruption is not, in fact, an "I Win" button.
the other species explicitly had ways to protect themselves when chaos energies flooded the world during the warp gate collapse , the elves had their mastery of magic which they used to enact powerful wards , the dwarfs had their magic resistance and bunkered down deep under their mountain holds , the ogres and halflings were extremely resistant to mutations , the humans unless they had powerful gods to call upon or advanced magical abilities like the one in Ind and Albion respectively ended up being mutated into the first beastmen
 
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the other species explicitly had ways to protect themselves when chaos energies flooded the world during the warp gate collapse , the elves had their mastery of magic which they used to enact powerful wards , the dwarfs had their magic resistance and bunkered down deep under their mountain holds , the ogres and halflings were extremely resistant to mutations , the humans unless they had powerful gods to call upon or advanced magical abilities like the one in Ind and Albion respectively ended up being mutated into the first beastmen
I've never heard of any of this. Everything I've read says the first Beastmen were mutated animals, not humans.

@Fission Battery I'm considering making an "upgrade Package" of sorts for the Fimir and Mantids. You've previously said we can do this by creating a species with them as template with relatively minor changes and then orphaning the new creation near the original race. As part od this, can I see the traits the Mantids and Fimir have right now, so I know how much leeway I've got?
 
Meanwhile, the old one Iztl gave the commission a list of improved war beasts

[] 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 save room for another space.
-[] 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

[] Plan: Bastiladon Bulk-Up
-[][BAS] Reptilian (Bastiladon)
-[][SER] Non-Servant
-[][TRA] Scales
-[][TRA] Huge
-[][TRA] Muscular
-[][TRA] Hardy
-[][TRA] Thick Hide
-[] Name: Bastiladon (to improve the old species)
-[] Description: Bastiladons that were given the traits muscular and hardy; this is to give them even more bulk and the musculature to have them move around (it was between dexterous or muscular, but the latter gave it the ability to charge like a Stegadon).
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: Carnosaur Bulk-Up
-[][BAS] Reptilian (Carnosaur)
-[][SER] Non-Servant
-[][TRA] Scales
-[][TRA] Huge
-[][TRA] Muscular
-[][TRA] Hardy
-[][TRA] Dexterous
-[] Name: Carnosaur (to improve the old species)
-[] Description: Carnosaur that were given the traits huge, hardy, and dexterous; it was originally described as 2 stories' tall or around 20 ft, making that 30-35 ft tall here.
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".
gave them dexterous instead of thick skin as scales should provide enough protection and dexterous improves dodging and increases speed, synergizing with muscular.
-[] Location: Lustria, southlands

[] 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-One (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 (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: Venomous 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 still exist in the body)
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: Terradons that Fly, not Glide.
-[][BAS] Reptilian (Terradon)
-[][SER] Non-Servant
-[][TRA] Scales
-[][TRA] Large
-[][TRA] Wings
-[][TRA] Keen Senses
-[][TRA] Dexterous
-[] Name: Terradon (to improve the old species)
-[] Description: only things that can be considered new is Dexterous in improve their muscles; while describes as surprisingly fast and able to make quick turns in the canopy, they mostly GLIDE using warm air currents and not using their wing muscles for speed.
-[] Location: Lustria, southlands

[] Plan: Rip and Tear
-[][BAS] Reptilian (Ripperdactyls)
-[][SER] Non-Servant
-[][TRA] Scales
-[][TRA] Large
-[][TRA] Wings
-[][TRA] Muscular
-[][TRA] Dexterous
-[] Name: Ripperdactyls (to improve the old species)
-[] Description: muscular to allow them to bully things heavier than them singlehandedly instead of the need of groups. Dexterous is good for flying.
-[] Location: Lustria, southlands



[] Plan: Rip and Tear with magic
-[][BAS] Reptilian (Ripperdactyls)
-[][SER] Non-Servant
-[][TRA] Scales
-[][TRA] Large
-[][TRA] Wings
-[][TRA] Attuned to a Wind (Ghur/Beasts)
-[][TRA] Dexterous
-[] Name: Terrordactyls (seen as a magical sub-species)
-[] Description: Attuned to a Wind (Ghur/Beasts) should have the same effects as muscular plus other things but might cause them to be even more feral.
-[] Location: Lustria, southlands

[] Plan: Super-Hot Shoot-and-Scute
-[][BAS] Reptilian (Salamander)
-[][SER] Non-Servant
-[][TRA] Scales
-[][TRA] Huge
-[][TRA] Semi-Aquatic
-[][TRA] Corrosive Spray
-[][TRA] Dexterous
-[] Name: Salamander (to improve the old species)
-[] Description: they grow rapidly until reaching sexual maturity at the large size (8-15 ft tall), but continue to grow at a slower rate to lower end of the huge size, stopping when they reach 20-25 ft tall and 50-60 ft long.
Corrosive spray is their flammable spit, and Dexterous makes them able to Shoot-and-Scute.
-[] Location: Lustria, southlands

[] Plan: Super-Hot Artillery
-[][BAS] Reptilian (Salamander)
-[][SER] Non-Servant
-[][TRA] Scales
-[][TRA] Huge
-[][TRA] Semi-Aquatic
-[][TRA] Corrosive Spray
-[][TRA] Keen Senses
-[] Name: Salamander (to improve the old species)
-[] Description: Keen Senses to allow them to shoot long range
-[] Location: Lustria, southlands

[] Plan: Super-Hot Suprise aka Umbral Tide
-[][BAS] Reptilian (Salamander)
-[][SER] Non-Servant
-[][TRA] Scales
-[][TRA] Huge
-[][TRA] Semi-Aquatic
-[][TRA] Corrosive Spray
-[][TRA] Mimicry
-[] Name: Salamander (to improve the old species)
-[] Description: The Mimicry trait lets them camouflage with their surroundings
-[] Location: Lustria, southlands

[] Plan: Toxic Shoot-and-Scute
-[][BAS] Reptilian (Razordon)
-[][SER] Non-Servant
-[][TRA] Scales
-[][TRA] Huge
-[][TRA] Aquatic
-[][TRA] Toxic
-[][TRA] Dexterous
-[] Name: Razordon (to improve the old species)
-[] Description: toxic spike only describes adding "a pair of short barbs" so the Toxic trait is better as it makes their skin excrete toxins onto the spikes they already have.
Huge to make it like the Salamanders while Dexterous allows them to Shoot-and-Scute.
-[] Location: Lustria

[] Plan: Toxic Sniper
-[][BAS] Reptilian (Razordon)
-[][SER] Non-Servant
-[][TRA] Scales
-[][TRA] Huge
-[][TRA] Aquatic
-[][TRA] Toxic
-[][TRA] Keen Senses
-[] Name: Razordon (to improve the old species)
-[] Description: they aren't accurate as snipers, usually requiring them to shoot a volley of barbs to hit a horse size insect they eat. With Keen Senses they can effectively snipe, using up less spines as a result.
[] Location: Lustria

[] Plan: Toxic Shotgun
-[][BAS] Reptilian (Razordon)
-[][SER] Non-Servant
-[][TRA] Scales
-[][TRA] Huge
-[][TRA] Aquatic
-[][TRA] Toxic
-[][TRA] muscular
-[] Name: Razordon (to improve the old species)
-[] Description: Razordons fire off their spines using a muscle spasm so giving them the muscular trait effectively increases the force and number of spines fired. Muscle also aids in melee when they fire off their barbs.
-[] Location: Lustria

[] Plan: Toxic Railgun
-[][BAS] Reptilian (Razordon)
-[][SER] Non-Servant
-[][TRA] Scales
-[][TRA] Huge
-[][TRA] Semi-Aquatic
-[][TRA] Toxic
-[][TRA] Lighting absorption
-[] Name: Razordon (to improve the old species)
-[] Description: The Lighting Absorption trait makes it a living railgun
-[] Location: Lustria

[] Plan: Pale Death aka oracle mount
-[][BAS] Reptilian (Troglodon)
-[][SER] Non-Servant
-[][TRA] Scales
-[][TRA] Huge
-[][TRA] Semi-Aquatic
-[][TRA] Toxic
-[][TRA] Gifted Spellcasters
-[] Name: Troglodon (to improve the old species)
-[] Description: Gifted Spellcasters grants natural witch-sight to aid its blindness plus magic (might have telepathy to locate living things?).
Toxic trait is its venom and its corrosive/poisonous spit and improves it to have toxic blood and flesh.
-[] Location: Lustria

[] Plan: Zappy Snake
-[][BAS] Reptilian (Coatl)
-[][SER] Non-Servant
-[][TRA] Scales
-[][TRA] Huge
-[][TRA] Wings
-[][TRA] Lighting Absorption
-[][TRA] Gifted Spellcasters
-[] Name: Coatl (to improve the old species)
-[] Description: Adult Coatls reach up to 20 ft in length, plan is to make them grow to 35-40 Ft long.
The lighting absorption trait was thrown in due to them being able to fly, so when storms exist, they just fly into the clouds to get a power-up.
-[X] Location: Lustria

[] Plan: Shredders of Lustria
-[][BAS] Reptilian (Dread Saurian)
-[][SER] Non-Servant
-[][TRA] Scales
-[][TRA] Gigantic
-[][TRA] Muscular
-[][TRA] Hardy
-[][TRA] Thick Hide
-[] Name: Dead Saurian (to improve the old species)
-[] Description: just made the Dread saurian the largest size, and gave it muscular to be strong, hardy to have regen and gave it thick Skin to make it even more durable. I was going to give it Dexterous but then it might be able to catch everything and eat it, plus the only thing that can kill a Dread saurian is many carnosaurs or another Dread saurian so having thick hide to survive each other in territorial disputes makes sense.
-[] Location: Lustria

[] Plan: Meatiest Lizard
-[][BAS] Reptilian (Thunder Lizards)
-[][SER] Non-Servant
-[][TRA] Scales
-[][TRA] Gigantic
-[][TRA] Muscular
-[][TRA] Hardy
-[][TRA] Thick Hide
-[] Name: Thunder Lizard (to improve the old species)
-[] Description: gave it everything the Dread Saurian has, as it made sense to not have them be driven to extinction by the other species of Big Lizard
-[] Location: Lustria
 
[ ] Ursunite Bears
-[ ][BAS] Mammalian(Bear)
-[ ][SER] Non-Servant
-[ ][TRA] Cold Adapted
-[ ][TRA] Muscular
-[ ][TRA] Hardy
-[ ][TRA] Large
-[ ][TRA] Thick Hide
-[ ] Name: Warbolg
-[ ] Description: Large Bipedal bears with thick hides and thick fur, they live in the harshest environments and form into social structures following whoever has proven themselves the strongest whether by hunting a dangerous animal or by defeating the previous "Big Bolg"

Wanted to blend Kislevites with their love of bears, my intention is for these guys to form a vanguard against chaos.

@Fission Battery is it possible to replace Thick Hide with Tough Fur? Cause my image of the Warbolg involves their fur being tough as metal.
 
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I've never heard of any of this. Everything I've read says the first Beastmen were mutated animals, not humans.
here is a much less disputable example of what I mean , the chaos dwarfs , they were dwarfs who had set out on expeditions to found new holds in the east but halfway there the warp gate collapsed and they were out in the open with no protection from the worst of it , the only reason they didn't instantly get turned into chaos spawn is the innate dwarfen magic resistance but even then mutations began to effect them examples of the worst of this are the bull centaurs and Lamasu
 
here is a much less disputable example of what I mean , the chaos dwarfs , they were dwarfs who had set out on expeditions to found new holds in the east but halfway there the warp gate collapsed and they were out in the open with no protection from the worst of it , the only reason they didn't instantly get turned into chaos spawn is the innate dwarfen magic resistance but even then mutations began to effect them examples of the worst of this are the bull centaurs and Lamasu
No, that was them willingly falling en masse due to the Ancestors somehow failing to reach their power that drection combined with a concerted effort by Hashut lasting almost the entirety of the original War Against Chaos

Look man, I don't know what to say to you beyond that if you don't think at least some of every species we make will be corrupted eventually, you're deluding yourself. There is no magic "Can't fall to Chaos" trait, it is going to happen, get used to it. And for that matter, why is it only my plan you're attacking over this? What about the Archelons, Alway's plan, the Luminaries? If you have a problem with my plan, say so.
 
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Y'all the best protection against Chaos is culture, the species design phase allows us to affect the more physical aspects of these creations but the culture phase is where any resistance to Chaos will come in. But you can see in canon that with the exception of the Lizardmen every other race has been victim to chaos's corruption. Even the Luminaries will likely have a portion of their population fall to either nurgle due to stagnation or slaanesh due to their hubris. And dont forget that all of our creations will be warring with eachother and will only unite to combat Chaos.
 
[] Metallic bees
-[ ][BAS] Bees
-[ ][SER] Non-Servant
-[ ][TRA] Prolific
-[ ][TRA] Attuned to a Wind (Chamon)
-[ ][TRA] Chitinous Shell
-[ ][TRA] Queens
-[ ][TRA] Wings
-[ ] Physical Description: Beedrill (pokemon) without the unwieldy hand drills. They are on average 6ft tall. They have shiny metallic chitin. They all have blacks stripes, but the other colour corresponds to different metals and gems found in the earth, with each hive having their own metal/gem (The copper hive, the gold hive, the silver hive, The Ruby hive, The Emerald hive etc.)
-[ ] Location: Southern World's Edge Mountains, Southlands.


It's not over bee bros.
 
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It would seem as though the fact that they don't think it's worthwhile suggests that the varanus aren't as unsatisfactory as we keep worrying about. :p

It's like they wanted a five ton truck but got convinced to make a two ton truck instead. It can do the job, but not as well and they've already spooled up all these production lines to make two ton trucks. :p

I've never heard of any of this. Everything I've read says the first Beastmen were mutated animals, not humans.

@Fission Battery I'm considering making an "upgrade Package" of sorts for the Fimir and Mantids. You've previously said we can do this by creating a species with them as template with relatively minor changes and then orphaning the new creation near the original race. As part od this, can I see the traits the Mantids and Fimir have right now, so I know how much leeway I've got?

Their innate traits are listed in base species. Fimir have Large and Capable of Magic. Mantis have Dexterous. These traits can not be removed, though Capable of Magic can be upgraded to Universal Spellcasters or Gifted Spellcasters.

A lot of beastmen are from humans, alongside mutated animals. It's likely that they interbreed into a 'stable' species we see today. We know some do indeed come from animals, like the penguin beastmen in Antarctica. I don't believe humans lived down there.

[ ] Ursunite Bears
-[ ][BAS] Mammalian(Bear)
-[ ][SER] Non-Servant
-[ ][TRA] Cold Adapted
-[ ][TRA] Muscular
-[ ][TRA] Hardy
-[ ][TRA] Large
-[ ][TRA] Thick Hide
-[ ] Name: Warbolg
-[ ] Description: Large Bipedal bears with thick hides and thick fur, they live in the harshest environments and form into social structures following whoever has proven themselves the strongest whether by hunting a dangerous animal or by defeating the previous "Big Bolg"

Wanted to blend Kislevites with their love of bears, my intention is for these guys to form a vanguard against chaos.

@Fission Battery is it possible to replace Thick Hide with Tough Fur? Cause my image of the Warbolg involves their fur being tough as metal.

I can include the tough fur as flavour if they win. I love bears. They're way too cute for how dangerous they are.
 
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Look man, I don't know what to say to you beyond that if you don't think at least some of every species we make will be corrupted eventually, you're deluding yurseflf. There is no magic "Can't fall to Chaos" trait, it is going to happen, get used to it. And for that matter, why is it only my plan you're attacking over this? What about the Archelons, Alway's plan, the Luminaries? If you have a problem with my plan, say so.

your still not getting the point I am trying to bring across , think in 40k terms if your ship enters the warp near the eye of terror with no Galler field the crew will end up being driven insane/mutated/corrupted due to large scale exposure to warp/chaos energies , in warhammer fantasy when the warp gate of the Old Ones collapsed the entire planet was practically submerged in Dhar/chaos/warp energy , the only people that could protect themselves from it were either the ones with advanced enough magic to ward it off like the High elves and Lizardmen , the ones who had bunkered down deep enough to avoid the worst of it the dwarfs or were explicitly designed to be immune and resistant to it like ogres and halflings

What about the Archelons, Alway's plan, the Luminaries? If you have a problem with my plan, say so.
they have ways to protect themselves from mutating chaos energies using their magical abilities hence why I think they are safe from passive corruption
 
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It's like they wanted a five ton truck but got convinced to make a two ton truck instead. It can do the job, but not as well and they've already spooled up all these production lines to make two ton trucks. :p



Their innate traits are listed in base species. Fimir have Large and Capable of Magic. Mantis have Dexterous. These traits can not be removed, though Capable of Magic can be upgraded to Universal Spellcasters or Gifted Spellcasters.

A lot of beastmen are from humans, alongside mutated animals. It's likely that they interbreed into a 'stable' species we see today. We know some do indeed come from animals, like the penguin beastmen in Antarctica. I don't believe humans lived down there.
Hrm okay. Would've thought they had more than one or two but I can work with that.

[]Plan A Piece of Compensation
-[ ][BAS] Fimir
-[ ][TRA] Capable of Magic
-[ ][TRA] Large
-[ ][TRA] Scales:
-[ ][TRA] Muscular
-[ ][TRA] Hardy

[]Plan Further Compensation
-[ ][BAS] Mantises
-[ ][TRA] Chitinous Shell
-[ ][TRA] Capable of Magic
-[ ][TRA] Dexterous
-[ ][TRA] Keen Senses
-[ ][TRA] Corrosive Spray

As evidenced by the name, these are mostly meant as compensation to the natives of Mallus for all the nonsense we've made them put up with.
your still not getting the point I am trying to bring across , think in 40k terms if your ship enters the warp near the eye of terror with no Galler field the crew will end up being driven insane/mutated/corrupted due to large scale exposure to warp/chaos energies , in warhammer fantasy when the warp gate of the Old Ones collapsed the entire planet was practically submerged in Dhar/chaos/warp energy , the only people that could protect themselves from it were either the ones with advanced enough magic to ward it off like the High elves and Lizardmen , the ones who had bunkered down deep enough to avoid the worst of it the dwarfs or were explicitly designed to be immune and resistant to it like ogres and halflings


they have ways to protect themselves from mutating chaos energies using their magical abilities hence why I think they are safe from passive corruption

Look I'm going to say it outright, because you can't get it through your skull - I don't believe you, leave me the hell alone.
 
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It's like they wanted a five ton truck but got convinced to make a two ton truck instead. It can do the job, but not as well and they've already spooled up all these production lines to make two ton trucks. :p
But are the five-ton's features still needed, or are they just making a wishlist.
I can include the tough fur as flavour if they win. I love bears. They're way too cute for how dangerous they are.
Bears are canines that decided to stack gains instead of adopt packs and eventually humans. Probably because ravens didn't like them.
As evidenced by the name, these are mostly meant as compensation to the natives of Mallus for all the nonsense we've made them put up with.
We're The Old Ones. We've decided the organic life down on Mallus is of "little might and no significance". Our sole diplomatic contact so far was boilerplate gunboat diplomacy to get sacrifices for the experiment.

Frogs. Never. Apologize. :V
 
[]Plan Further Compensation
-[ ][BAS] Mantises
-[ ][TRA] Chitinous Shell
-[ ][TRA] Capable of Magic
-[ ][TRA] Dexterous
-[ ][TRA] Keen Senses
Only four traits?

EDIT:But, yeah, I'm game to upgrade the Mantises, particularly those working with the Luminaries. Hopefully that can boost them to peer level and get the Luminaries to take other races seriously.
 
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Only four traits?

EDIT:But, yeah, I'm game to upgrade the Mantises, particularly those working with the Luminaries. Hopefully that can boost them to peer level and get the Luminaries to take other races seriously.
Couldn't think of a fifth that was both in theme and wouldn't be too big an alteration to keep genetic compatibility.
 
Couldn't think of a fifth that was both in theme and wouldn't be too big an alteration to keep genetic compatibility.
Fair enough.

Although...Muscular? Toxic? Both are noted to be traits the mantises already have, sort of:
The insectoid mantises adorned themselves with an endless array of colours. Their exoskeletons were vibrant with seemingly no end to the variety of colours that mimicked flowers. The most prominent of which were pink, purple, and white-ish hues. Their favoured extensive courtship dances between prospective couples to dazzle each other and all onlookers. In the few verdant forests of the Fated World it did little to help them blend in. Indeed it appeared to be evolutionary pressure carried over from older ancestors that happened to make them look poisonous to predators. The mantises could unfold their vestigial wings to appear even bigger to scare predators. If that did not work their fast reflexes and strong forelimbs could rend flesh from bone or release foul smelling aromas from their abdomen.

Mimicry would also be in theme but that might be pushing compatibility.
 
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I do agree with the opinion hat we really should actually make sure our creations are practical for our goals instead of making up random stuff that seems cool. Since can see that screwing us over in the long term if we end up with a bunch of creations that end up being useless and just being killed off by hostile forces later because we couldn't bother to actually pick practical stuff.

Not to say we can't make cool and practical creations, just to actually think things through instead of being random or ripping off existing fictional races for the lol. Especially since that kind of attitude is likely to bad end us like it has in other quests.
 
I do agree with the opinion hat we really should actually make sure our creations are practical for our goals instead of making up random stuff that seems cool. Since can see that screwing us over in the long term if we end up with a bunch of creations that end up being useless and just being killed off by hostile forces later because we couldn't bother to actually pick practical stuff.

Not to say we can't make cool and practical creations, just to actually think things through instead of being random or ripping off existing fictional races for the lol. Especially since that kind of attitude is likely to bad end us like it has in other quests.

You say that, But I think it's harder to deliberately make a "bad" species than it is to make a good one with the system @Fission Battery has put in place. Traits add to flavour after all, and while I consider some traits better than others, the ones I consider less valuable are by no means bad. I think we can be somewhat relaxed in the creation of new species.
 
You say that, But I think it's harder to deliberately make a "bad" species than it is to make a good one with the system @Fission Battery has put in place. Traits add to flavour after all, and while I consider some traits better than others, the ones I consider less valuable are by no means bad. I think we can be somewhat relaxed in the creation of new species.
Should point out that the Turtles ended up being a failure due to people forgetting to give them freaking scales/skin. Also should point out that we have been relaxed with our earlier creations. Just tha feels like we should actually put more thought into our creations, their roles and how they are likely to work well together.
 
they have ways to protect themselves from mutating chaos energies using their magical abilities hence why I think they are safe from passive corruption
I honestly think, if the broad strokes of canon will occur (Ork arrivals, Polar Gate Collapse, Vortex is formed etc), then the most interesting things will be the Mantids-Moth relations. The Mantis do not sound like they'll have any innate protection; Not like Dragons. If anything, it almost sounds like their on track to fall to Slannesh, but the Hysh Moths are in the neighborhood. The same Moths who will probably be on track for a stringent theocracy, and been raised to provide spiritual guidance. Will the Moths be enough to single-handedly save a species? Maybe not, but I could see some interesting things like Insect Civil War, or Moths raise mutant Mantis offsprings and inadvertently create new species from said mutants.

The other thing is the Moth's woodworking, and the eventual birth of Dryads and Treeman. Not sure how that will play out, but next turn is going to be exciting.
 
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