The Rim and the Hammer (Exalted/Warhammer Quest)

But the big reason I'm making Dragon Blood part of my plan is that I eventually want to develop human-capable Qhaysh - in my case funneled through techno-sorcery. So I want a leg up on manipulating multiple winds.
I'm not sure how compatible that is with our Sorcery?

I don't want to build around an idea like that long before we even know if it's possible.
 
That is because I do not use it. I update fast if not as fast as I used to, so assume if the last update has a vote in it you can vote.
Noted. Seems odd to me, but I can dig it.

I'm not sure how compatible that is with our Sorcery?

I don't want to build around an idea like that long before we even know if it's possible.
Exalted Sorcery is even more free-form than WHF magic because it doesn't have Chaos fucking it up. So long as you abide by your power limits (read: don't try to jump a Circle you can't handle), Exalted sorcery can do literally anything if you take the time to develop a spell for it.

So the plan is to maximize the Sorcery angle here at the start with a completely different tradition and knowledge base, take some time to learn about the mechanics of WHF magic, then create a simple Qhaysh spell (a moving rope or something) that can be snowballed into fucking the Parasites good and hard.
 
Exalted sorcery is a completely different, both in design, and philosophy behind it.

Looking at it thinking DB with Necrotech. Soulsteal is about the only magical metal that be mass produced, and with orks and beastmen, we will have no issues with supply of it.
 
Noted. Seems odd to me, but I can dig it.


Exalted Sorcery is even more free-form than WHF magic because it doesn't have Chaos fucking it up. So long as you abide by your power limits (read: don't try to jump a Circle you can't handle), Exalted sorcery can do literally anything if you take the time to develop a spell for it.

So the plan is to maximize the Sorcery angle here at the start with a completely different tradition and knowledge base, take some time to learn about the mechanics of WHF magic, then create a simple Qhaysh spell (a moving rope or something) that can be snowballed into fucking the Parasites good and hard.

One thing to keep in mind is that unless you talk to an elf or bind a Chaos Demon and get it to explain you will not know what High Magic even is IC, any study of sorcery right now will be defined by immediate goals
 
The most important question is wether the Sorcerous Binding Spells work on Chaos Daemons as well as they do on Malfean Demons.

In theory the spell is pretty perfect, making the demon not just obey your command, but making it his motivation and preventing him from spending WP to resist.
 
Exalted Sorcery is even more free-form than WHF magic because it doesn't have Chaos fucking it up. So long as you abide by your power limits (read: don't try to jump a Circle you can't handle), Exalted sorcery can do literally anything if you take the time to develop a spell for it
Do we know that it still works like that? Presumably exalted are still protected because exalted, but if the warp is just what the locals call the wyld immediately within their region than enlightened mortals could be vulnerable.
 
One thing to keep in mind is that unless you talk to an elf or bind a Chaos Demon and get it to explain you will not know what High Magic even is IC, any study of sorcery right now will be defined by immediate goals
Which is perfectly acceptable. Re-developing Qhaysh is a long term goal and I knew that when I picked it. In the short term, being a powerful Sorcerer gives a great many options that are less thoroughly covered by the other possibilities you've presented.

But if we're going to do that, We NEED to pick Sorcery now because there's no feasible way of getting it later. It is also useful in having a base-line of magic knowledge that is not c-list Original-Sinned by Chaos. See below;

Do we know that it still works like that? Presumably exalted are still protected because exalted, but if the warp is just what the locals call the wyld immediately within their region than enlightened mortals could be vulnerable.
Do we absolutely know? Unless our QM fiats the answer, there is no absolute way to know.

But comparing my stocks of 2e Exalted books to my stocks of 2e Warhammer Fantasy Roleplay, I am certain it does still work like that. It will have to be adapted to Chaos corruption, probably, but that's more a logistical problem than a hard change we can't overcome.
 
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But if we're going to do that, We NEED to pick Sorcery now because there's no feasible way of getting it later. It is also useful in having a base-line of magic knowledge that is not c-list Original-Sinned by Chaos. See below;
The player having or not having sorcery, does not mean the city it lacks it. I would say necrotech is more valubale as it something we can produce in mass after a battle.
 
State of the Realm has been added. A few notes on it:
  1. Your population does not skew as young as a comparable society at your tech level from a combination of surviving First Age infrastructure and a lot of people trained in thaumaturgic healing/alchemy. Sezakan has also hung on to state healthcare with what can only be described as sheer bloody-mindedness
  2. You got a decent number of Enlightened Mortals which is to say absurd by the standards of the Realm; but you have very strong incentive to beat them out since the Exalted alone cannot keep the lights on
  3. The reason the Wyldguard is so large is because they are also your herders and hunters which provide a significant amount of the city's food... well provided, the herds are back in Creation and sending them back out hunting in this new and strange land will be a turn one potential action
 
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Yeah... but is it also based on the Surrender Oaths of the Yozi.

That from the surrender oaths of the Yozi, and it only applies to exalted. If a mortal trys using that spell the demon is summoned but cannot be bound, and is free to just kill the caster then run amok in creation.
I thought that was the difference between the Sorcery Spell and the Thaumaturgic effect?

The former involves a contest of wills against the demon to successfully bind it (one that an Exalted can also fail).
The latter is the one where you actually have to deal with the demon or risk getting killed by it.
 
I thought that was the difference between the Sorcery Spell and the Thaumaturgic effect?

The former involves a contest of wills against the demon to successfully bind it (one that an Exalted can also fail).
The latter is the one where you actually have to deal with the demon or risk getting killed by it.
The summoning spell is 2 parts, 1 is a formal invitation into creation by the caster. And the second part is binding which is exalted only. Because the spell is a formal invitation the demon can stick around, and do things long term.

Thaumaturgic summoning is intentionally creating holes, in the surrender oaths in which a demon can slip thou into creation for a limited time before being snapped back to Malfes.

Example: The Green Sun, can enter creation for a day/night if somebody makes a legendary artwork of brass, a women of surpassing beauty manages to seize control of a city, or if a Mortal leader is about to lead a charge against an Exalted lead army in which he has zero chance of winning. But he can only stay until the next Sundown/sunup. These events are impossible to rig however so no calling a 3rd whenever you want, and even Thaumaturgic summoning if 2ed circles is amazingly hard.

All demons have the little loopholes they can use to get into creation, Thaumaturgic summoning is the knowledge of how to rig things to allow them to crossover. You can then bargain with the demon. First circles can stick around for quite while, but still always short term.
 
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The summoning spell is 2 parts, 1 is a formal invitation into creation by the caster. And the second part is binding which is exalted only. Because the spell is a formal invitation the demon can stick around, and do things long term.

Thaumaturgic summoning is intentionally creating holes, in the surrender oaths in which a demon can slip thou into creation for a limited time before being snapped back to Malfes.

Example: The Green Sun, can enter creation for a day/night if somebody makes a legendary artwork of brass, a women of surpassing beauty manages to seize control of a city, or if a Mortal leader is about to lead a charge against an Exalted lead army in which he has zero chance of winning. But he can only stay until the next Sundown/sunup. These events are impossible to rig however so no calling a 3rd whenever you want, and even Thaumaturgic summoning if 2ed circles is amazingly hard.

All demons have the little loopholes they can use to get into creation, Thaumaturgic summoning is the knowledge of how to rig things to allow them to crossover. You can then bargain with the demon. First circles can stick around for quite while, but still always short term.
Okay.

WH daemons are obviously quite different.
They are not forbidden from entering reality, they just can't really be here without magic to sustain them, either by a ritual to summon them or under special circumstances (during a Storm of Magic, or when there's a lot bloodshed and magic around).

Either version of the summoning should be enough to to allow them to manifest, since you are either way throwing Essence around with the expressed purpose of bringing a demon to you.
But bargaining with WH-Daemons is very stupid compared to dealing with the much less malicious Malfean demons (at least most fist-circles), so we propably shouldn't do it if the binding is not really part of the spell and instead relies on conditions that don't apply to these daemons.
 
Okay.

WH daemons are obviously quite different.
They are not forbidden from entering reality, they just can't really be here without magic to sustain them, either by a ritual to summon them or under special circumstances (during a Storm of Magic, or when there's a lot bloodshed and magic around).

Either version of the summoning should be enough to to allow them to manifest, since you are either way throwing Essence around with the expressed purpose of bringing a demon to you.
But bargaining with WH-Daemons is very stupid compared to dealing with the much less malicious Malfean demons (at least most fist-circles), so we propably shouldn't do it if the binding is not really part of the spell and instead relies on conditions that don't apply to these daemons.
It would probably be a bad idea even with binding. Controlling a daemon doesn't stop it from being a part of and ultimately answerable to its chaos god. Eventually it would get loose or in some other way leak information back home, giving their masters eyes on the ground where we're using them.
 
The player having or not having sorcery, does not mean the city it lacks it. I would say necrotech is more valubale as it something we can produce in mass after a battle.
Necrotech is the absolute WORST fucking choice we could make. Not only would it get us labeled a nation of necromancers (read: the closest thing the Warhammer world has to a universal HERETIC!), it would inevitably be copied by other necromancers. A fair few of whom have the personal and factional power to wipe a city like ours, even with our advantages, off the map.

I'd rather not get wiped immediately with a giant target like that on our backs. Especially not when word gets out and we have legions of lunatic Dhar wielders bothering us for all sorts of purposes.

And I don't want "Sorcery". I literally do not give a shit whether anyone else in the city knows it - it's a luxury I can easily do without.

I wan QHAYSH, in the hands of a human (even if only loosely) who can then teach others how to do it.
 
And I don't want "Sorcery". I literally do not give a shit whether anyone else in the city knows it - it's a luxury I can easily do without.

I wan QHAYSH, in the hands of a human (even if only loosely) who can then teach others how to do it.
It's just that I see absolutly no connection between the two setting's magic systems.
Why should having a Sorcerer help us wield Qhaysh?

And why would we want that when we have a safer and more flexible option with Exalted Sorcery?
 
Well not to bad overall. First we need to establish decent territory, and sort out our food situation. At least attacking the city itself is near impossible, as nobody has the flyers to contest us in the air. But food should be the main goal as our population is super low.

If summoning still works, I would want to get some Neomths to start domesticating local animals, with rapid fire generational breeding.
 
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