Great Man Theory (Warhammer Fantasy)

Created
Status
Ongoing
Watchers
226
Recent readers
0

The world is shaped by truly legendary men, both in antiquity, and in modernity. From Caledor Dragontamer taming the untold infinity of the Great Catastrophe, to Malekith sundering his kingdom from the berth of Ulthuan itself. From Nagash dooming what was once the brightest star of humanity to rot and decay, to Sigmar binding together the tribes of the empire into an ironclad brotherhood.

You wanted in on that.
Where the Ambitious End Up

Minyette06

Temp Banned
Suspended
Sock Puppet
You are ignoring content by this member.
The world is shaped by truly legendary men, both in antiquity, and in modernity. From Caledor Dragontamer taming the untold infinity of the Great Catastrophe, to Malekith sundering his kingdom from the berth of Ulthuan itself. From Nagash dooming what was once the brightest star of humanity to rot and decay, to Sigmar binding together the tribes of the empire into an ironclad brotherhood.

Legendary men, some as terrible as they were great, that shaped the world. Changed it irrevocably in a way that those that came after would always stand in their shadow.

To even manage a fractions fraction of what those men had achieved would be the work of a great man. To conceive of equaling them in any true measure was solely in the realm of the mad. Those that came after would always, and forever contend with the fact that the pinnacle had been reached.

It was the truth of all races, that they faced an inevitable march towards decline. To the Dawi of the Karaz Ankor it was a starker truth than most, but every civilization felt the sinking rot of decay in their bones. Every year just a little bit more of influence of the Asur slips through their fingers, even as the bodies of elves that earned that influence stay rotting in the ground. Every moment just a little more of that great darkness encroaches on the realm of man, from Brentonia to Cathay, just that bit more forest encroached on the hamlet, and the endless rattle of horror in the night grew stronger. Even the mighty, inscrutable Lizardmen slowly broke apart, their Slaan sleep longer and longer, their temples looted and desecrated, their endless task slowly failing.

The legendary men of these people have been, and they have died. The great men they leave behind unable to live up to what once was.

It was the truth of the world, that no matter what you did, those that came before had done it better.

Which, was all very well and good but extremely depressing. Or perhaps more suitably, demotivating.

The very idea that no matter what you did, you would compare unfavorably to some figure of the distant past that just so happened to exist in the same area as you did?

Ludicrous.

You refused to accept that, and if you could not change that, you would simply go somewhere where you did not have to.

At least, that's what you try to tell yourself to rationalize why you ended up where you did end up.

You scratch at your ear, and glance around at where you ended up.

[] The Borderlands.

Far from any human civilization worth the name, the home to a thousand princes and at least twice that many pricks. The Border Principalities are ill-fit the title of polity, and hardly worth the bother of geography. Most Cartographers would rather cut a finger off than do more than chart out the roads to Barak Varr. The Borderlands rage in constant endless war, because to lose in the borderlands means to lose next to nothing, and to win means gaining slightly more than nothing.

Besides, the next time a WAARGH rolls through all everything will be basically reset anyway. A matter of zero stakes but human lives that are probably better off in the ground than living in the Borderlands. A system of finite worth to be accumulated in finite time before it's all set back to zero.

Near anyone with a slightly pointed rock could carve out some measure of sovereignty among the Borderlands, issue was making doing that worth it.

Benefits;

1. Alive: You are technically not dead.

2. Pre-Broken in: If there is any realm in the world with low expectations it is the people living in the Borderlands. It is a place where people would be pleasantly surprised if they only have to put up with light atrocities being committed upon them. Not only is incompetence tolerated, but actively celebrated, because it means that you are not malignant.

3. In the very close present, there is a lot of war: The number of veterans in the Borderlands is, to any rational land, insane. By the time most children reach ten and four, they'll have seen more blood than some Imperial Career Soldiers. A man with the right sort of words, and a keen enough mind could find an army in near enough every hamlet... unfortunately the Border Princes is in abundance of those sort of men, even if they often substitute the right words and keen mind with the klink of gold.

4. Land of Opportunity: If a man cared to search up opportunity, and they bought a dictionary off the worlds dodgiest librarian after wishing to do so from a monkey's paw, they would find a picture of the Borderlands. Every year kingdoms rise around new princes, who enjoy fabulous (for the borderlands) wealth and great power, before dying. Often resulting in some new prince taking their place.

5. Barak Var: As surprising as it is, there is actually a worthwhile polity in spitting distance. Barak Var is one of the Old Holds of the Dawi, it is from there that they project their might across the sea, and rake in unfathomable wealth in trade. Angering them is a quick, brutal death. Courting them, most likely an exercise in futility. Not getting on their bad side, maybe possible.

Detriments;

1. Alive: You are unfortunately forced to live in the Borderlands.

2. Broken Populace: Your people's low expectation also means they have no drive to hold onto what they have. It would take a truly utterly beloved ruler to see more than a cursory attempt at heroics. If your people have the choice between preserving your kingdom, and maybe possibly saving their life, they will save their life.

3. Land of Opportunity: If a man cared to search up opportunity, and they bought a dictionary off the worlds dodgiest librarian after wishing to do so from a monkey's paw, they would find a picture of the Borderlands. Every year kingdoms rise around new princes, who enjoy fabulous (for the borderlands) wealth and great power, before dying. Often resulting in some new prince taking their place.

[] Lustria.

Technically speak, you were on a sanctioned colonization effort endorsed jointly by Bordeleaux, Wissenland, and Marienburg. A eclectic mix of potent patrons that most would be overjoyed to leverage into a foot hold in the jungles of Lustria. Practically you were so hated that three polities decided they hated you more than each other and literally paid thousands of people to drag you to Lustria.

Brightside, you have a lot of horses, a lot of guns, and a lot of gold.

Downside, you're trapped in Lustria further from the cozily named "Swamptown" than the even cozilier named "Vampire Coast".

Benefits:

1. Guns and Ships: Before you were all but strapped to a boat and told to "Never think about abandoning your new duties", your 'patrons' at least did you the service of acting like patrons. You have ships enough to control at least a little coast. Guns enough to give a small (and you do mean small) dragon pause. Gold enough to cheat a trade route or two, and for some gods forsaken reason enough War chargers, horses that apparently decided that they would just survive a months long boat journey, to outfit a small army.

2. Enthusiastic Populace: Sure you were here because you managed to make three terribly powerful nations hate you, but could not just kill you, but the rest of them were here because they genuinely thought this was going to be a good opportunity. Thousands of colonists looking to make a new home for humanity among the dangerous shores of Lustria, and very willing to work for it.

3. The Lustrian Experiment: This little colony has all the chance in the world of failing in months. But if it say, doesn't for some godly reason, the number of eyes on it are many. Not just for trade... but for more esoteric reasons that could see you managing to keep your head more than any number of merchant would.

4. The vacuum of power: It has been slightly arrogant of you to say you were the sole reason for this little foray into colonization, and while you have some legitimate power, you were not the supreme leader of all life and death of this endeavor. That being said, there was no supreme leader, and so the stage finds itself set for someone to figure out how to make that position.

5. The bounty of Lustria: Lustria is rich. Some of that is temples that only idiots touch, most of that however is unexploited by any hands. Why, you could also probably find some of that unexploited stuff that won't result in scaled beasts coming around to slaughter you if you touch it!

Detriments;

1. Hated. There is many, many, many... many many reasons why enough people decided they hated you enough to force you on this endeavor. Some of those, you'd even admit, were as bad as they say. However! Most of them were slightly exaggerated, and you were distinctly offended by the remainder blown wildly out of proportion. Regardless it does leave you in a situation where the people funding this campaign hate your guts.

2. Vampire Coast. You do not know who decided where you would be landing. If you did, you wanted to know his psychedelics provider, because you can think of no sane reason why you were only three days of good wind from the blighted Vampire Coast. The entire colony was going to be picking undead out of their socks before the month was up.

3. The bounty of Lustria: Lustria is rich. Some of that is in temples that idiots will touch, and bring down the wrath of the scaled ones onto you.

[] A great caravan east.

In theory, losing all your money, accruing enough debt that you technically owed more money than the town you lived in had GDP, and crashing that same towns economy due to the incredible amount of debt straining it was a bad thing.

In practice it was… er a bad thing. You may have been overly ambitious in what you had the ability to do. Luckily the people you swindled out of disgusting amounts of loans were the forgiving type. So threw you at a Great Caravan heading east and told you to never return unless you had enough money to pay off your insane debts.

All that you had to do was survive your way through the terrible Dark lands, teeming with Orks, not-dawi, Ogres and other horrors beyond mention. Then negotiate a trade deal with whoever was in the east valuable enough to make amends for the insane crippling debt that hung around your neck like a millstone…

Maybe… maybe they weren't the forgiving type.

Benefits:

1. Wealth: Now, it might seem strange for someone with such a deep and all-consuming amount of debt to in fact, still live a wealthy life beyond the means of some minor nobility. But technically it was your companies with legally distinct finances with the debt, which meant you could buy all the unsalted Caviar and swordarms you wanted.

2. Just move along: Now what you were about to embark on was known by most great merchant scholars as dumb. Then they might call it the merchants gambit, and recommend anyone stupid enough to try it just abandon all morals and ignore all problems that weren't directly their own. Luckily, you could do that when you're a caravan

3. Ind and Cathay: More of a theoretical bonus, but if you tell yourself things are better than they are then you… feel less hopeless. In the future you'll hopefully find yourself suckling on the teat of the incredible wealth of Ind and Cathay.

4. Big Ole Caravan: Now, it does have to be said, that the caravan you were going to be apart of was… big. Big enough to absorb some pretty significant losses before the potential profit starts to look a bit… not big. If you're clever enough, you can probably manage to make sure it's not your stuff that ends up the acceptable losses.

Detriments:

The Darklands: Er… not much to say about this beyond the fact you will have to travel through lands called with all consequential sobriety, the Dark Lands. In a world with Sylvania and Nehkara and the Bad Lands and Norsca and Naggaroth. This land is called the Dark Lands.

Debt: If you return with enough money to pay off a… small countries debt, then your debtors are likely to gut you because a small countries debt is not enough debt to pay off your debt. Compound interest is only going to make that disgusting.

Of course, one does not end up where you ended up on motivation to be a name carved into history alone. But what you did in support of that endless drive, that pushed you in all sorts of directions.

[] You honed yourself into a brutal engine of War:

Okay it was a bit trite, but most legendary figures were so legendary because when there was things that needed pointy things buried in them, they had the skill the bury the sharp thing pointy end first. Or they were smart enough to know where to put other people with sharp pointy things so they could best stab things that needed pointy things buried in them. It was a skill you keenly cultivated, becoming a swordsman of some renown, and a tactician of significant cunning. (Martial is your primary skill. All stats will be rolled, and Martial will take the highest roll and then add another dice)

[] Turned your tongue into silver:

In your early youth you realized most people seemed to dislike you. Just had a natural enmity that built up and up until it boiled over and they broke your nose and threw your teddy Sir Floofyton out the window and no you were not still caught up on that. Which is an unfortunate trait when your the sort of person who wants to be remembered. Or maybe not, Malekith and Nagash managed well enough. Either way, ever since brave Floofyton's sacrifice, you've slowly learned how to make people not hate you... Sometimes it even works! (Diplomacy is your primary skill. All stats will be rolled, and Diplomacy will take the highest roll and then add another dice)

[]Turned your hands into... gold turning hands?:

Money talked. Much better than you did, and could even talk well enough that it engraved people into history. So long ago you figured out the trick to make money talk to you. Which was mostly figuring out that money is just an extension of the psychology of living creatures, a figment of shared delusion that functioned because of key psychological similarities which drove money into an ironclad existence, and then learning tricks to exploit that thinking to wring value out of whatever you cared to. Or something like that, you don't know you just know the best ways to make gold. Or you suppose supply things. Shame you couldn't supply your way out of where you were now! (Stewardship is your primary skill. All stats will be rolled, and Stewardship will take the highest roll and then add another dice)

[] Turned your ears on, and learned to listen real close in shadowy corners:

Okay, this might seem like it's straying from the whole be a legendary figure so significant that history is incapable of forgetting your deeds, but you had long since realized that to be the man that made it happen, you needed to be in the room where it happened. The best way you figured how to do that, is to be in rooms where things are happening, and blackmailing your way into that room. It... could have gone better for you. (Intrigue is your primary skill. All stats will be rolled, and Intrigue will take the highest roll and then add another dice)

[ ] Became a god botherer:

To be entirely honest, it mostly started because you remember that Sigmar was really faithful to Ulric when he was alive. You naturally assumed that being faithful to a god would give you a leg up. You scratch their back, they scratch yours. But somewhere along the line you uh... accidentally started to be faithful. Which was a bit awkward considering where like, your inspiration ended up. But on the bright side, you really like your god, they're pretty cool. (Piety is your primary skill. All stats will be rolled, and Learning will take the highest roll and then add another dice)

[] Became the Nerd:

The only thing that seemed to be more common than being really good at sticking pointy things into other people, was having a big brain to think big things. Caledor had the big brain to do that vortex thing. Nagash... invented some stuff. Malekith is probably smart if he's still alive, and Sigmar was smart enough to realize that he should leave the thinking to other people and save the Dawi. So assuming that one day you needed to have a really big brain to think of a really cool idea that will save history and everyone. You hit the books, and sometimes hit people with books to take their books it was a confusing weekend. (Learning is your primary skill. All stats will be rolled, and Learning will take the highest roll and then add another dice)

A/N I've been curious about running a forum quest for a while, and having Mathilde quest recommended to me pushed me over the edge. Please forgive me if habits from other quests forms bleed through, and forgive me if it takes a moment to figure out the tricks. I would also like to kindly request that people vote in plans, for neatness sake.

It should also be noted that you will not start "in charge" of any of the options. The only start where you won't have "superiors" in some measure would be the border prince start, but there you would have many a peer.
 
Last edited:
Character Sheet
You are ignoring content by this member.
Character Sheet
Name: Asavar
Ethnicity: Norscan
Race: Human
Age: Twenty Two
God: Verena
Title: The Brute

Personal Wealth: 1000 Gold

[X] Marital: 12+2+3=17 (Asavar is far from a peerless warrior, but those who count themselves among his peer are fiercesome indeed.)
[X] Diplomacy: 13=13 (Asavar is not a silver tongued devil, but he can be rather bronze tongued at times)
[X] Stewardship: 11=11 (Asavar knows how to keep a warband fat with food and treasure, a difficult task at times)
[X] Intrigue: 10+1=11 (A six foot five Norscan is not be capable of being subtle. Asavar... let people continue to think that)
[X] Piety: 20+2=22 (It is difficult to grapple with the faith of a man who pulled away from the Chaos Gods, for it is both tainted and terribly potent)
[X] Learning: 8+2+2-1=11 (Asavar was born intelligent, for an Aeslinger. Which was probably rather below average for the rest of the world. But study and effort have left him a rather worldly man, if slow to grasp some concepts)

Biography: Asavar the Brute was born in the north most lands of Norsca; only a few league from the Chaos Wastes, and was raised - as much as one can be 'raised' by a pack of savage demon worshippers - by the Aeslinger, a tribe formed by Asavar Kul himself as he brought the untamed tribes of Norsca to heel in preparation for his crusade against the world. Asavar was named for his tribes founder, and his family even lay claim to a blood connection to the once Everchosen of Chaos, who actions upon the world still reverberate through history to this day.

A fact that laid the foundations for what would one day become the core of Asavar's personality, the desire to live up to a name of such history defining weight, and later to be a name of history defining weight.

Bright, ambitious, and brutally lethal Asavar had a future of darkness and glory ahead of him with the Aeslinger tribe. Achieving the epithet 'the Brute' at only ten and three, after beating a Warrior Priest into an unrecognizable mess. Perhaps with a great deal of luck and the terrible favor of the gods, he might have become a true Champion of Chaos, or even one day become the Thirteenth Everchosen.

But as Asavar grew among his tribe, becoming a fine raider and a greater warrior, he found himself dissatisfied with the idea of becoming the Thirteenth anything, it was too mundane, too banal for a man of his drive. He was a pioneer at heart, a man who wanted to pull himself into the annals of history in a unique, and utterly unforgettable way. To carve his name into the fundamental truth of the world.

In time, he would make Asavar Kul "the Anointed" into an interesting historical footnote of a man who shared a name with the Great Asavar the Brute.

-

Traits:

Stained with Chaos: Asavar the Brute was at one point, a Norscan through and through. He has burnt down homesteads and murdered hundreds. It was how he was raised. Those acts and his proximity to Chaos his entire life has stained his soul in an irrevocable way. But Asavar has also wrenched his soul from the terrible grip of Chaos - mostly because of his inability to just own up to his faults - and gifted it to the Just hands of Verena. (Asavar was once a Norscan, with all that entails. The grooves left in his soul by Chaos are still there, but the unwary corruptor may find the texture much different.)

The Norscan Question: They say that one should not fear a man who has practiced a thousand swings once, but one should fear a man who has practiced a single swing a thousand times. What should one feel, therefore when a man practices answering a question a thousand times? What mastery must they have of the question, and its answers. Norscans embody this, nay they go further. They in their lives practice a single question, and they practice a single answer. That question is of course "Violence?" and that answer is "Violence." (Asavar rerolls the first failed personal combat roll of a fight.)

Notable Relationships:

Rutterstoof: An ogre you met in the great city of Magritta, and headbutted for reasons you no longer remember.

Verena: Your goddess, and the deity to have the misfortune of having to civilize a Norscan Barbarian. You like to think that she made an admirable attempt, and you have been reformed into something more than worth the years it took to figure out the whole 'civilized' thing. She seems to agree, considering that it is rare that you do not at least have a splinter of her attention on you at all times. Though that might be the priceless books you lug around in your bag, and the favor she seems to think she owes you.

Notable Equipment:

N/A

Notable Items:

The complete collection of Fichte's Human Modes of Thought: The complete writings of the great thinker Johann Gottlieb Fichte from the times of the Three Emperor's. A completely unique and utterly irreplaceable collection, a dedicated servant of Verena would be willing to gnaw off their own arm to secure the collection in a Great Library.
 
Last edited:
System
You are ignoring content by this member.
The System:

General Actions;

Much of the quest is going to fall under this very broad overview. If it involves a roll and it is not explicitly listed elsewhere in this post then it is a general action.

General actions are categorized under six categories. They are as follows

Martial - Relating to the command of troops in all forms, and to personal combat. Organizing an effective castle defense? Martial. Organizing raising levies? Martial. Attempting to keep control of a horse while fighting the embodiment of nightmares? Martial. In situations where it is murky between Martial and other categories, then Martial has general favor. Something to note, while securing logistics is a martial action, most methods of procuring logistics is Stewardship.
Diplomacy - Relating to negotiation, managing relationships, organizing festivals, and generally dealing with people not directly under your authority, or with enough power to subvert your authority. Asking someone to supply troops for an expedition? Diplomacy. Requesting tax relief from your overlord? Diplomacy. Negotiating a trade deal? Diplomacy.
Stewardship - Relating to the management and manipulation of goods in all its forms. Constructing industry? Stewardship. Evaluating a trade deal? Stewardship.
Intrigue - Relating to actions which require deception or unsavory acts that require discretion. Order a someone spied on? Intrigue. Order a drug market founded in another polity? Intrigue. Personally go skulking in dark ally ways? Intrigue.
Piety - Relating to all matters gods, and the warp. Praying to Verena? Piety. Worshipping Verena? Piety. Piety can supplant another category if it relates to the domains of the pious man.
Learning - Relating to all things to do with study, exploration of the unknown, or experimentation. Studying an ancient Artifact? Learning. Designing a weapon to suit fighting a specific enemy? Learning.

Each of these categories have an assigned stat for each person, and that stat is added as a direct bonus to any rolls that fall under that category. Further it dictates the openly available to someone. It should be noted that more complex options may still be written in.

Military:


The vast majority of the military system will fall "under the hood" as it were. As such this will be a simple overview.

Morale: Morale is a units willingness to remain engaged in combat. It exists in the progressive states listed below.

Broken-Routing-Panicking-Wary-Steady-Stalwart-Dauntless-Unbreakable

Steady is the neutral state of morale, it conveys neither benefit nor malus to any morale rolls or combat rolls. Every stage below and above steady results in a -5 or a +5 to any morale roll respectively. Further any morale state that is two steps away from Steady conveys combat malus's or benefits. The malus's for negative morale states is harsher than the benefit for positive.

For example, a unit sitting at Dauntless rolls all Morale checks at a +10, and gain a flat combat bonus of +5. While a unit that is routing - which represents a unit in the process of beginning to run away, not a full on rout - suffers a -15 to morale checks and a -30 to all combat rolls.

There also exists a fourth and final negative morale state. Broken. Where even the more stalwart of a unit is fleeing for their lives. All combat rolls against a broken unit automatically succeeds. However there are traits that may remove that negative, such as some forms of Fanatic, which does not convey a combat malus and removes morale checks entirely.

Units that are broken will leave the combat area entirely if given the chance, and will only rally with direct interference.

Training: Training represents both a catch all of training and experiences. Each stage representing a cumulative +5 bonus. Training begins at Untrained which is a -10 to all combat rolls, and has no theoretical limit. For practicalities sake, I will only list up to veteran

Untrained>Trained>Experienced>Professional>Veteran.

As training directly represents a bonus/malus to the roll, it may be thought of somewhat as a units 'martial' stat, and also represents deeper levels of knowledge and understanding that may be held by the unit.

Discipline: Discipline represents a units ability to maneuver, and react in the heat of combat. It generally has no bearing on a roll, but potential actions for a unit. As these actions generally happen mid-combat, and as such mid-update, it is not a stat you will have to interact with often, and is generally hidden.

Equipment: Equipment is as straight forward as it can be. It represents what the unit has at hand to murder things with. High quality equipment may have direct bonuses to combat rolls, and sub-par equipment may have maluses. Further, certain types of weapons are favorable against certain types of enemies. The humble Estoc will find greater success than say a sabre in combat between two units of armored swordsmen. Or a more famous example, a line of spearmen will find great success against a Calvary charge. Or at least, will get slightly less mulched. Maneuvering units into their best position for their equipment is minutiae handled under the commanders martial, however if you do want to tackle it yourself, feel free.

Health: This represents a units ability to take damage in combat, and while it has direct links to Moral it is different. When a unit's health reaches 0 they are wiped out, and as a unit lowers they lose combat effectiveness. Certain health loss thresholds are the reason morale checks will naturally trigger. This stat is hidden, but it can be roughly assumed that high unit count units have correspondingly high health.

Attack: This represents a units ability to inflict damage upon their enemy, and multiplies the base ten difference between two rolls to determine health damage. This stat is hidden, but it can be roughly assumed that very killy things have high attack.

Defense: This represents a units ability to resist damage inflicted upon them, and subtracts it's value from Attack. This stat is hidden, but it can be roughly assumed that heavily armored things have high defense stats.

Remember when I said brief? This system is subject to change, or be abandoned depending on a variety of factors.
 
Last edited:
[X] Plan Sword for a Kingdom
-[X]The Borderlands
-[X]You honed yourself into a brutal engine of War
 
[x]Plan: Raising an army
-[x] The Borderlands
-[x] Turned your tongue into silver
Need diplo to raise an army

[x]Plan: Sword for a Kingdom
-[x] The Borderlands
-[x] You honed yourself into a brutal engine of War
Or you could just BE an Army

[x]Plan: Money talks
-[x] A great caravan east.
-[x] Turned your hands into... gold turning hands?
Need money to remove debt

[x] Plan A truly hated Nerd
I like this one too

[x] Plan When you need a miracle...
-[X] Lustria
-[X] Became a God Botherer
Or this one

I Like too many options so just voted for them all. Man am i undecisive

Edit: plan 'Hard man doing hard things while....' was same as another one before so changed name.
 
Last edited:
[x]Plan: Raising an army
-[x] The Borderlands
-[x] Turned your tongue into silver
Need diplo to raise an army

[x]Plan: Hard man doing hard things while....
-[x] The Borderlands
-[x] You honed yourself into a brutal engine of War
Or you could just BE an Army

[x]Plan: Money talks
-[x] A great caravan east.
-[x] Turned your hands into... gold turning hands?
Need money to remove debt

[x] Plan A truly hated Nerd
I like this one too

[x] Plan A truly hated Nerd
-[X] Lustria
-[X] Became a God Botherer
Or this one

I Like too many options so just voted for them all. Man am i undecisive
You can't have two different plans with the same name. You need to rename the last one.
 
[x]Plan: To the lands of a thousand Gods.
-[x] A great caravan east.
-[x] Turned your tongue into silver

[x]Plan: Money talks

[X]Plan Mercenary Merchant
 
Last edited:
You are ignoring content by this member.
Huh, I didn't expect so many responses so quickly. Glad that people are interested already.

Looks like there's a big ole four way tie so far. Lets give it until say 2 pm AEST tomorrow (26/11/2022) until I close the vote. If there's still a tie we'll do a runoff.
 
Last edited:
Huh, I didn't expect so many responses so quickly. Glad that people are interested already.

Looks like there's a big ole four way tie so far. Lets give it until say 2 pm AEST tomorrow (26/11/2022) until I close the vote. If there's still a tie we'll do a runoff.
You can set up a banner in the voting system to announce how long is left in the vote and automatically close the vote and tally the results at the time you assign.
 
Last edited:
[X] Plan: Faith makes a nation

So what god should we chooseO?
I say Myrmidia. Estalia and Tilea are right there, geographically speaking, so it should open up venues for contact with our neighbors. Plus, Tilea and Estalia are really underexplored, and maybe we can redo the Reman Empire.

warhammerfantasy.fandom.com

Myrmidia

See also the Cult of Myrmidia "Today, I was taken by Señor Albarano to the High Temple of Myrmidia in Magritta. It is a sight that I shall never forget. In particular, it has impossibly large, unsupported domes. When I enquired as to the force that kept them from falling, the amused reply was...
 
Last edited:
Back
Top