The Rim and the Hammer (Exalted/Warhammer Quest)

Actually wondering due to the structure of the council-post, is her position subordinate to our actual piety-advisor (the Sun-priest), or are all the positions on the council equal?

Formally no all seats bar the Voice are Equal, but informally she is expected to follow their lead since being a priest of the UC is the more prestigious position. Not to say she always does it. I gave her Plain Spoken for a reason. :V
 
What vote won, anyway? Without an actual quote-box or a link to a winning vote, I'm just left baffled of what we are actually working on. Are we Godblooded, mortal or a Dragon-blood? And if this is Enlightened then by God is this character creation created to only pick a very trait-dry character.
 
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[X] Plan Thaumaturgic SCIENCE

I underastand that BronzeTongue's plan is more optimal, but it seems more fun.
Also, if in Numenor quest our character would not be Learning-focused :(, I would at least compensate it here.
 
[X] Elemental Ascension

I find this plan to be the most interesting one so far. Yeah, magitech's cool, and an overall capable diplomat and administrator would make sense as a leader, but this is a settlement that came over from Creation, and a character who rose to prominence by negotiating with Terrestrial Gods and the Fair Folk better than everyone else piques my interest. Also, there's plenty of spirits in Warhammer too that aren't just Daemons, and depending on where we've arrived could be crucial to maintain good ties with.
 
Quite our biggest advantage is not magictech we can't build. It an understanding of how to deal with magical creatures. and beings that just does not exist anywhere else. We know how to summon spirits, elemental and have people that can treat them as equals.
 
Quite our biggest advantage is not magictech we can't build. It an understanding of how to deal with magical creatures. and beings that just does not exist anywhere else. We know how to summon spirits, elemental and have people that can treat them as equals.

A transactional understanding of the small gods is certainly unusual for Warhammer, but it is not unique. It is more or less how the Hag witches of Kislev operate.

Keep in mind you are not playing the first Age Solars with their authority over the spirit courts, nor even the Immaculate Order that learned how to bully the spirits with air charms and diplomacy. You are playing an isolated city with what ever lore you are able to scrounge out of the ruins or barter to those very spirits. That said you do have Air Dragons, spirit punching it very much an option.
 
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OK, vote closed, looks like we are starting as a bird-man a dwarf would love... you know assuming they'd get over the bird-man thing :V
Adhoc vote count started by DragonParadox on Nov 8, 2022 at 12:47 AM, finished with 48 posts and 15 votes.

  • [X] Plan Thaumaturgic SCIENCE
    -[X] Martial 13, Diplomacy 16, Stewardship 17, Intrigue 12, Learning 19, Piety 12, Combat 17
    -[X] Genius - Whatever you put your mind to as a child came easily to you, too easy your father used to say, though he smiles as he did so (+3 to all stats) -2 Bonus points
    -[X] Thaumatuirgic Engineer - You worked with some of the most advanced and most dangerous relics in Sezakan (+5 Learning -1 Martial; Stewardship and Intrigue; +15 in understanding Wyld Effects) -2 Bonus points
    -[X] Relic Finder Lore - A former Relic Finder, you have delved into lore chance-found that others may count lost, perhaps well lost (+6 Learning Allows access to the fundamentals of a forbidden lore thanks to your experience delving into First Age Ruins) -3 Bonus Points
    -[X] Dour - You are keenly aware of how much your people have lost and fear that you will never again rise to those wonderous heights (-3 Diplomacy +1 Learning; cannot be taken with Gregarious) +1 Bonus point
    -[X] Proud - To give ground before a foe is to disgrace yourself, your kin and the blood of Mela that flows through your veins (-1 Diplomacy -2 Intrigue) +1 Bonus point
    -[X] Cloudy Gaze - Your eyes are an unnerving white as though frozen over. Though your sight is unaffected others find it distinctly disquieting (-3 Diplomacy) +1 Bonus Point
    -[X] Odd Scent - Character permanently smells like an incoming blizzard (-2 Diplomacy, -1 Intrigue) Gain +1 Bonus Point
    [X] Plan Head of the Table
    -[X] Stats: Martial 17, Diplomacy 19, Stewardship 17, Intruige 16, Learning 12, Piety 12, Combat 13
    -[X] Aura of Authority - Your peers have always looked to you for leadership (+2 Diplomacy; Re-roll one failed morale roll per combat as long as you can make yourself seen and heard) -1 Bonus Point
    -[X] Genius - Whatever you put your mind to as a child came easily to you, too easy your father used to say, though he smiles as he did so (+3 to all stats) -2 Bonus points
    [X] Elemental Ascension
    [X] Plan Start The Fire
    -[X] Write in (Martial 13, Diplomacy 16, Stewardship 12, Intrigue 17, Learning 19, Piety 12, Combat 17)
    -[X] Relic Finder Lore - Sorcery
    -[X] Thaumatuirgic Engineer
    -[X] Cloudy Gaze
    -[X] Proud
    [X] Elemental Ascension
    -[X] Stats: Martial 17, Diplomacy 19, Stewardship 17, Intruige 12, Learning 12, Piety 16, Combat 13
    -[X] Proud - To give ground before a foe is to disgrace yourself, your kin and the blood of Mela that flows through your veins (-1 Diplomacy -2 Intrigue) +1 Bonus point
    -[X] Spirit Speaker - All your people are drawn to the sky, but you were drawn in equal measure to those spirits who are of the sky, among them you found friends and enemies, but from both you found respect (+2 Learning; +2 Piety +10 when conversing with spirits of air frost and similar concepts) -1 Bonus Point
    -[X] Elemental Kinship - Those born of the Elemental Dragons, of blood or of spirit share a bond imperishable (+2 Learning +2 Diplomacy; begin with the friendship of a Thunderbird one of the rainbow hued warlike air elementals; the spirit will aid you if you have need of, particularly in battle; and its favor leaves some indelible mark on you) -3 Bonus Points
 
Of Wheels Turning Still [(Character Creation Part III)
Of Wheels Turning Still

Date Unknown, Elsewhere

It it weren't for the fact that the Essence lights were still burning in the Council Chamber you would have rushed to the Sezekan's Heart at once and not just to see to the safety of those whom you had worked with and lead for so many years. For most the tall pyramid glowing the cold blue of the sun seen through glacier ice at the crossroad of the city was simply 'magic', a source of pride and reassurance yes, a connection to the glorious past, but one poorly understood. For those who had gained mastery of their own Essence it was a bit more, a reassuring point of stability that one could find and navigate towards even with one's eyes closed from five leagues distant, its quiet hum a sign that home was close. But you know it better than any other living soul, the geometric pathways delved through stone with the perfection of living anima by savants that shone with the brilliance of the Sun itself, the runes that at once proclaimed and enforced its purpose to guard and nurture the city and at the very top of the pyramid the Engine which filled your dreams with its perfection... and your darkest fears of failure.

But in the moment of transposition of change a far greater fear had gripped your heart, all of it all the power of the city, the artifice that allowed your people to be more than barbarians squabbling and scavenging among the rocks was dependent on the Dragon Lines which passed Essence through Creation. If you had been moved to some other place than what chance was there that you would find yourself upon a natural wellspring of power, a domain capable to powering the manse?

And yet the lights were still on. You calm the council as best you can, not for the first time profoundly grateful to Carrie for cutting though the shouting and the recrimination and start taking stock of the situation. 'Start' being the operating word here, everyone is waiting for reports from their own departments, from spirits and priests to the Wyld guard and the healers. As the council takes wing you do as well, the manse you destination.

The upper doors of the manse had long since been sealed, as much to prevent easy access to the Engine by any attackers as because no one would be so conceited as to claim the Prince's apartments, looted though they be. So you dive into the ground level doors, offering that reassurance you can to the engineers at the entrance and pass through halls of stone and glass, through shafts that had once housed the lifts for the use of the Wingless and come at least to the nexus chamber. You need to see it working.

It is, how and why are questions for later, now you are just glad to see it turn and turn again, no different than it had done yesterday or the day before.

The Reality Engine is an icosahedron twice the height of a man, balancing on one point and orbited by a dozen melon-sized tetrahedra, cubes and spheres each filled with intricate clock work that fold and expand space as they turn like the breath of a single living organism, almost painful to watch in its perfection of form... and in spite of all the efforts of your people growing disrepair. Of course, your hopes are to do more than keep it as it is, more than to pass it off to generations hence in the same state you had found it.

Seeking to mend the ancient wonder, to restore it, you had delved into rare and perilous lore, beyond your nature, some would say beyond your station. Fools, you scoff inwardly the Lawmakers are gone and in their absence all you can do it turn what gifts you have to the aid and the betterment of your people. Now that you are the Voice you can reveal and make use of that understanding freely, even teach it to deserving students.

What Forbidden Lore did Sharp Gust of Insight Delve into?

[] Sorcery, be bestride the elements and command the forces of creation

[] Necrotech, the forging of souls into substance and mechanism arcane

[] Astrology, the power to divine and manipulate fate and fortune

[] Write in (Subject to GM approval; must be usable by one of the Terrestrial Exalted)


What are your charms, those powers that mark you as kin of the Elemental Dragon of Air and master of the sky?

Free: Seven Charms, Four of which must come from Aspect or Favored Abilities (Lore, Occult, Stealth and Thrown)

[] Write in (
List of Charms)

OOC: Remember that you do have 55 Dragonbloods, though so you are not the only source of Charms at a polity wide level so you do not need to agonize too much on this. Also, of course, you will gain more native charms in play.
 
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[X] Sorcery, be bestride the elements and command the forces of creation
The sheer versatility or sorcerous workings is hard to beat.
 
[X] Sorcery, be bestride the elements and command the forces of creation
The sheer versatility or sorcerous workings is hard to beat.

Very tempted by necrotech though, given the chaos gods.
 
So for the Charm list, can we disregard Essence rating requirements or just assume that Sharp Gust of Insight has enough for any of them?
 
[X] Sorcery, be bestride the elements and command the forces of creation

So we should probably take terrestrial sorcery, which looks like it requires a charm slot on the source site.

Past that, I'm thinking Spirit Shredding Attack for inflicting true death on any daemons we come across, Elemental Concentration Trance because it allows compressing a week to research or investigation into a day, and Eternal Mind Meditation for perfect recall.

Not sure what else to get yet though.

Edit: we'll, those and excellency, but that's basically mandatory for an exalt
 
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[X] Astrology, the power to divine and manipulate fate and fortune

While perhaps not as potent as Sorcery, astrology is a working understood by and indigenously practiced by the peoples of the Old World. We're already going to be at pretty hefty disadvantages for peaceful interaction, and going 'oh yeah, I know how to manipulate the literal source code of reality' is not going to help matters any.

[X] Plan: Success Is Its Own Justification
-[X] Spirit-Detecting Mirror Technique (Occult)
-[X] Spirit Grounding Shout (Occult)
-[X] Spirit Shredding Attack (Occult)
-[X] Whispering Dragon Lines Technique (Occult)
-[X] Language Learning Ritual (Linguistics)
-[X] Finding The Water's Depths (Bureaucracy)
-[X] Thoughtful Gift Technique (Bureaucracy)
 
While perhaps not as potent as Sorcery, astrology is a working understood by and indigenously practiced by the peoples of the Old World. We're already going to be at pretty hefty disadvantages for peaceful interaction, and going 'oh yeah, I know how to manipulate the literal source code of reality' is not going to help matters any.
Our city rests on an engine of extradimensional sorcery that imposes the rule of our preferred reality on its confines. We pack the highest levels of government with essence users, most of which are obviously supernatural in some way beyond the wings.

We're kind of past the point of demurring on what we're about, I don't see how weakening ourselves would help.
 
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