The Rim and the Hammer (Exalted/Warhammer Quest)

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.
I resent the notion that astrology would be 'weaker', when we're not going to be focusing on combat, which is something like 70-80% of all sorcery spells' potential applications. We're an administrator, a head of state. Accurate divination and outright manipulation of fate is just about the best thing to have then.

That it would also give a point of common ground with Warhammer societies is just a side benefit.

And besides, Sorcery is literally just one Charm purchase away in the future, since we're a Dragon-blooded.
 
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I resent the notion that astrology would be 'weaker', when we're not going to be focusing on combat, which is something like 70-80% of all sorcery spells' potential applications. We're an administrator, a head of state. Accurate divination and outright manipulation of fate is just about the best thing to have then.

That it would also give a point of common ground with Warhammer societies is just a side benefit.

And besides, Sorcery is literally just one Charm purchase away in the future, since we're a Dragon-blooded.

Sorcery is not as easy as that. Remember, you are not the Realm with its vast repositories of First Age lore and you are not a Solar Exalted with their past lives someone needs to teach you sorcery or you have to reinvent it from first principles which is not easy.
 
[x] Necrotech, the forging of souls into substance and mechanism arcane

Necrotech is ideal for our situation, we are vastly limited in both manpower and magical materials. Necrotech Solves both issues, turning out golems to do basic tasks frees up more of our people to more important things. It also helps safeguard our population from combat by giving us expendable chaff. We are 7000 we need force Multipliers specially to hold territory on the ground, we cannot risk losing people surprise and ambush's.
 
I resent the notion that astrology would be 'weaker', when we're not going to be focusing on combat, which is something like 70-80% of all sorcery spells' potential applications. We're an administrator, a head of state. Accurate divination and outright manipulation of fate is just about the best thing to have then.

That it would also give a point of common ground with Warhammer societies is just a side benefit.

And besides, Sorcery is literally just one Charm purchase away in the future, since we're a Dragon-blooded.
Sorcery isn't just combat stuff, it's direct essence manipulation. Perhaps I shouldn't have called it weak exactly, but astrology is more limited in a lot of ways.

Past that, I'm skeptical of the idea that it's more acceptable simply because it's well known. Easier to hide maybe, but dragon blooded press all the sorcery buttons just by existing anyway, since the average person won't know or care about the difference between a spell that shoots fire bolts and a charm that does the same.

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

Necrotech is ideal for our situation, we are vastly limited in both manpower and magical materials. Necrotech Solves both issues, turning out golems to do basic tasks frees up more of our people to more important things. It also helps safeguard our population from combat by giving us expendable chaff. We are 7000 we need force Multipliers specially to hold territory on the ground, we cannot risk losing people surprise and ambush's.
It's also the best way to get label an enemy by the order factions.

Setting aside ethics for a moment, necromancy and necromancy like things are clearly traps. The amount of power you can draw from breaking down people for parts is outweighed by specializing in something else and cooperating effectively with other groups.

Even in isolation it's not ideal, because it foments internal problems by encouraging people to see each other as material resources waiting to be exploited.
 
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It's also the best way to get label an enemy by the order factions.

Setting aside ethics for a moment, necromancy and necromancy like things are clearly traps. The amount of power you can draw from breaking down people for parts is outweighed by specializing in something else and cooperating effectively with other groups.

Even in isolation it's not ideal, because it foments internal problems by encouraging people to see each other as material resources waiting to be exploited.
In case you missed it Air Folk distaste all land walkers by default. We are never going to have good relations with anybody. Exalted necromancy is by no means a trap, it limited without a deathknight for sure, but even the basic automatons are vital for a tiny population like ours. Every farm we can auatomate is a dozen more people available to spend the years it take to enlighten their essence, which thanks to longevity trait add more years to their lifespan then enlightening takes. And we have an unlimited source of materials from Orks, beastmen, and Skaven.
 
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Not sure about Charm selection. Sorcery sounds like a nice option, though.

[X] Sorcery, be bestride the elements and command the forces of creation
 
In case you missed it Air Folk distaste all land walkers by default. We are never going to have good relations with anybody. Exalted necromancy is by no means a trap, it limited without a deathknight for sure, but even the basic automatons are vital for a tiny population like ours. Every farm we can auatomate is a dozen more people available to spend the years it take to enlighten their essence, which thanks to longevity trait more then doubles their minimum lifespan. And we have an unlimited source of materials from Orks, beastmen, and Skaven.

You can still have good relations with people, it will just be harder since it is one of the backed in disadvantages of your society at game start. Societies can and do change.
 
I'd say that Fivefold Resonance Stance, Seeing the Maker's Hand and finally Essence-Unveiling Touch is very important for our build.

Being able to see and identify strange magic and artifacts seems vital for relic-finder.
 
I'd say that Fivefold Resonance Stance, Seeing the Maker's Hand and finally Essence-Unveiling Touch is very important for our build.

Being able to see and identify strange magic and artifacts seems vital for relic-finder.
We already have a relic-finder on our council, though. Cunning Sage of Serendipity, the one with two Fae-blooded kids.
 
[x] Necrotech, the forging of souls into substance and mechanism arcane

[x] Charm list pay to your strengths
-[x] Second bureaucracy excellency
-[x] First Occult excellency
-[x] Third Occult excellency
-[x] Whispering Dragon Lines Technique
-[x] Flaw Finding Examination
-[x] Ingenious Disassembling Trick
-[x] Auspicious First Meeting Attitude

Excellency for running the place properly, and doing good at occult stuff. WDLT allows us to properly scout the essence flows of the world. FFE allows us to fix items and magical artifacts. and IDT allows us to reverse engineer items by taking them apart AFMA to handle first meeting with people, until better diplomats can take over.
 
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[X] Sorcery, be bestride the elements and command the forces of creation

[X] Plan I Survived Vietnam Solar Ruins
-[X] Elemental Concentration Trance (speeds up learning)
--[X] Eternal Mind Meditation (perfect memory)
-[X] Spirit Detecting Mirror Technique (sees intangible spirits) (super useful anti-Daemon/spirit/wizard's familiar spying on us technique)
--[X] Spirit Grounding Shout (forces intangible spirits to materialize)
--[X] Spirit Shredding Attack (badly harms and PERMAKILLS SPIRITS) (best anti-Daemon thing we've got)
-[X] Shaping Hand Style (we don't need no tools)
-[X] Second Craft Excellency - Essence Triumphant (adds 1 automatic success on relevant Craft roll per 2 motes of essence spent. Practically a requirement, I leave it to the QM to balance that in-quest)

EDIT: referred to my book stock to edit the Craft excellency to its proper format since the Excellencies page in the link is blank - guess no one got around to filling that out.

EDIT 2: After short discussion with BronzeTongue; while the no-tools charm is useful, most tools can be carried into the field. I figured that a charm which helps us with paperwork would be more helpful in the long term. The no-tools charm is also a very simple one to learn, so it will be no trouble to learn it later.

EDIT 3: changed it back, made a v2 later with the charm swapped out.

This plan is basically founded on the backstory - he had to somehow uncover ancient knowledge from dangerous sources, survive the traps and ambushers and shit, read the knowledge, not fumble his memory and actions as he puts it into practice, then survive whatever funky sorcery traps are in the knowledge.

@BronzeTongue Since we seem to be partially in agreement on what our charms should be, got any suggestions for swap-ins that might be better choices?
 
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[X] Sorcery, be bestride the elements and command the forces of creation
[x] Charm list pay to your strengths
 
We are not the only exalted around you can safely assume most if not all lower charms are known by somebody.

And we really don't need sorcery, again we have 55 dragonbloods somebody will be a sorcerer. Necrotech is however something we are not going unless we pick it. While we can just learn sorcery ourselves if we really need it later.
 
Two more members of the Solar Council have been added today:
  1. Minister of Public Works Singer of the White-Gold Dream
  2. Commander of the Wyldguard Auspiciously Broken Haywain
 
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