So do the Spirits not know where an oasis or aquifer is, aside from the Wound?

There could very well literally be none close enough that isn't already claimed? Remember they only have three days worth of travel range before people start dying and that's… not very far at their tech level, even if they have something like sand skiffs.
Though with exalted crafting that might not be the case any more.
Of course they could have just… not said anything to get the mortals to do what needs to happen anyways.
So there are a number of problems with water. One is that it cannot be a one time thing. The Tribe are in this situation because they lost their water source. The second is that the tribe are big, not super big but hundreds of people big. Or rather they were before they lost a lot of people. But they still have enough that they will blow through the water supplies very quickly. Then there is the fact that they lost a lot of strength and can't contest other tribes for their water or rather water sources.

So while the Spirits CAN lead them to water sources, they are insufficient, claimed or too far away. A temporary fix at best or one that would require the Tribe to move elsewhere, through the lands of multiple hostile tribes.

Then there is the politics. The Wound is your best chance at a consistent Water source/oasis that the other tribes would want/value. To unite the tribes, claiming and fixing the wound is a must as your Tribe has nothing else of value.

So STRICTLY speaking, you do not need to claim the Wound to fix the Water issue, the Wound is for the Political issue.

More on the Water bit once CHAR GEN is done.
 
Aquifers are pretty convenient though, especially given that we have a supply of supernatural labor. We just need to dig a sufficiently deep hole and we'll eventually find fresh water. The spirits can definitely show us places with the shallowest untapped aquifers and can presumably help with the digging as well.

I definitely want to settle the Wound too, just thinking that diving head first into it to solve the water problem would be kind of a bonehead move.
 
Actually, is this planet like, scrub land desert or true blue, was once an ocean sea of sands vis-à-vis Tatooine style planet?
Cause the answer to that will change a lot about how best to set up settlements and things
 
Aquifers are pretty convenient though, especially given that we have a supply of supernatural labor.
More on this later in the various updates, but yeah, thd wound is more political than necessary.
Actually, is this planet like, scrub land desert or true blue, was once an ocean sea of sands vis-à-vis Tatooine style planet?
Cause the answer to that will change a lot about how best to set up settlements and things
Here is the Summary.
TEMPERATURE / CLIMATE
Arid -- partial sustainability, prevalent desert conditions extending to the edge of the habitable polar regions, equatorial belt temperatures exceeded Human tolerability at zenith of planetary cycle.

But history wise, it was always a desert of close enough.

warhammer40k.fandom.com

Colchis

"Take me from my home, and I will sail to the stars of your empire. I will serve as a son must serve. But let Colchis stand as I have shaped it: a planet of peace and prosperity." — Attributed to the Primarch Lorgar Aurelian, inscribed upon a golden plaque that hung from the immense doors...
 
More on this later in the various updates, but yeah, thd wound is more political than necessary.

Here is the Summary.
TEMPERATURE / CLIMATE
Arid -- partial sustainability, prevalent desert conditions extending to the edge of the habitable polar regions, equatorial belt temperatures exceeded Human tolerability at zenith of planetary cycle.

But history wise, it was always a desert of close enough.

warhammer40k.fandom.com

Colchis

"Take me from my home, and I will sail to the stars of your empire. I will serve as a son must serve. But let Colchis stand as I have shaped it: a planet of peace and prosperity." — Attributed to the Primarch Lorgar Aurelian, inscribed upon a golden plaque that hung from the immense doors...
Okay then, sand skiffs won't be a functional thing without antigravity tech or sorcery in that case as it will be mostly scrub and rocky desserts.
That being the case, digging into Aquifers and building long underground canals like the Persians used to is probably the way to go, after fixing the wound of course.
How long did it take the golden idiot to reach Lorgar again? Might be able to do an old style Persian theme as a civilization, given the climate and things.
 
How long did it take the golden idiot to reach Lorgar again? Might be able to do an old style Persian theme as a civilization, given the climate and things.
857.M30.

You are currently at 830.M30 so some 27ish years.

It may seem a lot but will not be once you start the more high end stuff.

Things like uplifts take time and if you want to, it is just enough time to set up your own realms of Ultramar, set up a polity to oppose Mars Monopoly or any number of things.

More on this later.
 
857.M30.

You are currently at 830.M30 so some 27ish years.

It may seem a lot but will not be once you start the more high end stuff.

Things like uplifts take time and if you want to, it is just enough time to set up your own realms of Ultramar, set up a polity to oppose Mars Monopoly or any number of things.

More on this later.
Hmmm, okay, well the Achaemenid empire(aka the first Persian empire) was actually *really* good at integrating wildly varied peoples into its boarders, so if we wanted to go that route I can dig up details and themes and things for any efforts in that direction.
 
Will there be any passive affect upon lorgar due to his father's exalted status? Personality wise?
I mean, I would assume they could learn better and probably won't be bothered by sorcery or try to claim the golden pimp is the one true human god, but that's not really personality traits so much as learned behavior. They might become fairly wise after dealing with benevolent spirits their whole life though
 
Prologue: The First Steps
Colchis - 830.M30 (Two Weeks before Lorgar's Arrival)

You wake up in your tent, feeling disoriented and groggy. As you sit up, you realize that you've rolled out of your sleeping mat and are lying on the cold sand. Rubbing your eyes, you try to shake off the remnants of sleep and recall the dream that feels like it was just within your grasp.

It was something important, you're sure of it. The memory lingers tantalizingly at the edge of your consciousness, but no matter how hard you try, you can't seem to grasp it. It had to do with an endless desert and... what was it? 999,997 crystal spheres?

Frustrated, you run your hands through your hair and take a deep breath, trying to calm your racing thoughts. The dream had felt so vivid, so real. You could almost feel the warmth of the desert sun on your skin, and the sight of those shimmering spheres had been breathtaking. But now, it's slipping away from you, like grains of sand slipping through your fingers.

You step out of your tent and into the cool Coldfall air, hoping that the change of scenery will jog your memory. As you walk out, the chill hits you like a physical force. The desert, which had been scorching hot during the day, now seemed intent on freezing you to the bone. Your breath comes out in puffs of mist as you shiver and wrap your arms around yourself, desperate for warmth.

The camp is quiet, the other members of your party still asleep. You walk a few paces, gazing out at the surrounding landscape. The desert stretches out before you, vast and empty, the sun nowhere in the sky, signaling the start of High Night.

As you stand there, the memory of the dream begins to fade even further, slipping away like a mirage. You close your eyes and try to recall any detail, any fragment that might give you a clue. But it's no use. The dream is gone, lost to the recesses of your mind.

With a sigh, you turn back towards your tent, resigned to the fact that some dreams are meant to remain just that: dreams. But deep down, you can't shake the feeling that there was something important, something profound, about that dream. Something that you were meant to remember, to understand.

As you walk back into your tent and to settle back onto your sleeping mat, you can't help but wonder what secrets the desert and those crystal spheres might have held. And although the dream may be lost to you now, you can't shake the feeling that it has somehow changed you, leaving an indelible mark on your soul.

As you enter your tent, you scan the area, your eyes searching for any sign of comfort. Your gaze falls on the last jug of water, sitting in the corner. It's a small comfort, but one you're grateful for. You stumble over to it, your movements sluggish from exhaustion and cold.

As you unscrew the cap and take a sip of the cool water, you feel a momentary reprieve from the harshness of the desert night. But as you swallow, an idea begins to form in your mind.

In the depths of the desert, surrounded by the shifting sands and the whispering winds, you find yourself driven by a force you cannot explain. Ancient memories, long buried within your soul, rise to the surface, urging you to perform a feat of sorcery beyond anything you've ever attempted before.

You sit cross-legged in the tent, the cold hitting you to the bone, but you feel no discomfort. Your mind is focused, your thoughts clear and sharp. You close your eyes, reaching out with your senses, feeling the magic that lies dormant within you.

As you delve deeper into your memories, you begin to see images, flashes of a time long past. You see yourself standing in a vast desert, surrounded by towering dunes and endless sky. You see the ancient ruins of a city, its spires reaching towards the heavens, now buried beneath the sands.

With a sudden clarity, you understand. This city, this ancient civilization, was once a place of great sorcery. And you, in a past life, were one of its most powerful sorcerers.

Remembering the ancient teachings, you set out to gather three reagents that will help you store and conserve water.

The first reagent you seek is a large hollowed-out gourd, for its ability to hold water. You remember seeing one near a cluster of desert cacti, so you head in that direction. After a short walk, you find the gourd and carefully cut it open, ensuring it is clean and free of debris.

Next, you search for a length of sturdy, flexible vine. This will serve as a makeshift rope to tie off the gourd and carry it with you. After some time searching, you find a suitable vine and carefully cut off a section, making sure it is long enough to serve your needs.

Finally, you search for a flat stone that can be used to cover the opening of the gourd, sealing in the precious water.

Then, you rummage through your belongings, searching for two specific items: a clay pot, and a glass vial.

These are the vessels you will use in the ritual, each symbolizing an aspect of your need for water.

The clay pot represents the earth, grounding and stability. You fill it with the last of your water, knowing it will be absorbed by the parched soil, a sacrifice to the land that sustains you.

The glass vial symbolizes clarity and vision. You fill it with water, watching as the liquid reflects the dim light of your tent, a reminder of the clarity you seek in your quest for survival.

Lastly, the gourd signifies protection and resilience. You fill it with water, knowing that it will sustain you through the trials ahead, a talisman against the desert's relentless assault.

With the vessels filled, you arrange them in a sacred pattern, focusing your intent on the ancient words of power that echo in your mind. As you are about to begin the ritual, the air around you seems to shimmer with unseen energy, and you feel a surge of power unlike anything you've ever experienced.

You then sit in solemn meditation. The night is alive with a symphony of whispers, the desert spirits murmuring ancient secrets in a language as old as time itself. Around you, the dunes stretch endlessly, their sandy curves like the rolling waves of a forgotten ocean.

You begin the ritual by drawing a circle in the sand, marking the boundary between the mundane world and the realm of the spirits. With each stroke of your hand, you feel a connection to the earth, to the very soul of the desert itself. The spirits are watching, their presence a tangible weight in the air.

Drawing lines, connecting the clay pot, glass vial, and gourd at the cardinal points of the circle, you imbue each with a specific intention.

In the center of the circle, you place the large earthen jug, its emptiness a void waiting to be filled. This jug represents the focal point of the ritual, the vessel through which the spirits will manifest their power.

Closing your eyes, you begin to chant, the words flowing from your lips like a river of sound. A language you instinctively know is Old Realm, though how and why, you can't say. The desert spirits respond, their voices joining yours in a haunting melody. You can feel their energy swirling around you, a gentle caress against your skin.

As you chant, you visualize the jug filling with water, the liquid rising higher and higher until it overflows, cascading down the sides in a shimmering waterfall. The spirits lend their power to your intention, their energy mingling with yours to create a potent force of magic.

Slowly, almost imperceptibly, the jug begins to glow with a soft, ethereal light. The air around you crackles with energy, and you can sense the spirits' approval. Opening your eyes, you see that the jug is indeed filling with water, the liquid appearing as if from nowhere.

As you sit in the glow of the moon, surrounded by the spirits of the desert, you know that you have achieved something truly remarkable.

With a deep breath, you reached out and picked up the jug, feeling its coolness against your skin. Bringing it to your lips, you took a long, deep drink, savoring the taste of the pure, fresh water. It was like nothing you had ever experienced before, revitalizing and invigorating.

Setting the jug down, you watched closely as the water level slowly began to rise. It was a subtle change at first, barely noticeable, but as the minutes turned into hours, the jug began to fill before your eyes.

Hour after hour passed, and still, the jug continued to fill itself. It was a mesmerizing sight, the water rising inch by inch until finally, after eight long hours, it reached the cap and stopped.

You sat back, amazed by what you had witnessed. The jug had indeed replenished itself, just as the ritual had promised.

Exhausted but hopeful, you settle down to rest, knowing that the ritual has set in motion forces beyond your understanding. You drift off to sleep, the sound of the desert wind lulling you into dreams of water and life.

GAIN:
Jug of Everlasting water (1 Dot Artifact)

An earthen jug that constantly replenishes itself. It takes 8 hours for it to be fully filled with water.

Verdant Emptiness Endowment
Few beings are as they would choose to be. Certainly, Cecelyne would rather that her inner borders were not fettered to Malfeas. Where dissatisfaction endures, emptiness spreads the idea of the Endless Desert.

The Infernal can spend 1 Essence to sanctify any oath they have witnessed or grant any spoken wish. By default, they can grant Dots in Attribute and ability up to 30xp worth at the first use on a person and 20xp for each subsequent use on that person.

It is possible for the target to unconsciously reject the gift for a cost of one Willpower, thereby avoiding the gift and its hidden price tag. Once the gift is accepted, nothing can reverse it.

This always comes at a cost as the Yozis always exact a price for their gifts. At any point in the future, the Infernal may come back to that individual and demand any one task.

A character cannot have more than one wish granted if they have a task active or pending nor can the task assigned be trivial. It must be something that progresses the Infernal's intimacies and/or goals.

If the target understands the demand and the task isn't literally impossible, they intuitively understand that doom will befall them for failing to obey. After a year and a day of service or as soon as the task becomes impossible, the duty ends without harm to the beneficiary.

If they fail to perform, they then lose bits of their soul, at one soul point per xp gained where they have a total of (Willpower x10) Soul points. If a Character completely loses all their soul points, they then become an Akuma of the Infernal.
EGO-INFUSED PATTERN PRIMACY
It is not the place of the universe to dictate the identity of the Principle of Hierarchy. Whenever an injury, exhaustion or a reality warping effect alters an Infernal with this Charm in a manner her player does not approve of, the character's Essence reasserts its integrity like an immune system waging war on a plague.

Whenever the character is the subject of any supernatural power that seeks to transform, infect, taint, transport, or control her body or spirit, she may reflexively spend 1 Essence or 1 Willpower and roll Willpower against difficulty 7. Success undoes the effect before it can finish affecting the Infernal, protecting her completely, and immunizes her against repeated attempts to exert the same sort of influence for the rest of the scene.

This charm also radically accelerates the character's healing and recovery. So long as they take no strenuous activity, every 15 minutes, they heal all bashing damage or one level of lethal damage or recover 1 Essence or 1 Willpower. An hour of rest mends one level of aggravated damage.

CHOOSE 1 CECELYNE CHARM
Transcendent Desert Creature
Cecelyne is always home within herself, finding sanctuary in her eternal wastes. An Infernal who learns this Charm gains the following powers as permanent enhancements to his competence:
  • The Character suffers no negative effects from exposure to a place of desolation, including penalties, environmental damage and even visual impairment.
  • All foraging rolls have the Difficulty reduced by 3 (to a minimum of 3). This does not make impossible rolls possible in a place where the Storyteller determines absolutely nothing edible can be found.
  • The total penalty for starvation or thirst cannot rise above -3 within a place of desolation. The Exalt's perfected metabolism no longer produces waste of any kind, including sweat.
  • All mundane attempts to track the character automatically fail with zero successes unless the character allows himself to be tracked. Magically assisted tracking efforts suffer an external penalty of the Infernal's Essence rating instead.
  • The Character adds his Essence rating to the difficulty of all efforts to notice him with an Awareness roll in a place of physical desolation (spiritually desolate places as defined by Withered Soul Wastes don't count for characters who know that Charm). This benefit may be turned on and off at will.
Hellscry Chakra
The Infernal opens his caste mark as an imperceptible third eye upon his brow. This spiritual organ perceives the flow of demonic Essence as a garish synesthetic overlay of colors and tastes. The Infernal may spend 1 Essence and gains the following benefits for the scene:
  • He perceives dematerialized demons with all senses, recognizing that they are incorporeal.
  • He perceives all possessing demons as smoky anima banners enveloping their hosts.
  • He adds (Essence) bonus successes on all rolls to notice demons, track them or pierce any disguise attempts. If the target isn't using magic to contest the action, the Infernal may spend one Willpower to automatically succeed.
  • Upon recognizing a perceived character as a demon, its nature becomes Obvious to him. The Storyteller provides a basic synopsis of the target's capabilities and Motivations (if any). This power imparts the same information about Infernal relics the Infernal can perceive.
  • He automatically recognizes non-demons as such upon perceiving them, although he learns nothing else.
Anonymity Through Propriety
It is not the place of inferiors to pry into the lives of the great and powerful.

Spend 1 Essence and roll Social + Presence against difficulty 4. Anyone whose Willpower rating is equal to or lower than the resulting successes cannot notice or acknowledge the Infernal unless she directly interacts or interferes with them.

If she's taking some indirect action that would distress a character were he to acknowledge it (such as reading his diary or murdering his spouse), and that character has Willpower 5+, they can spend a point of Willpower and make a Willpower roll against difficulty 7 to attempt to acknowledge and confront the Infernal.

This Charm lasts for one scene.

CHOOSE 1 SHLiHN CHARM
Mind-Hand Manipulation
The spinning orbs of She Who Lives In Her Name have no hands with which to grapple and impose order on the world. They are not so crude.

The Infernal may spend 1 Essence and for the rest of the scene, can move other objects with his mind as though manipulating them with his own body, exerting force or even lifting objects and carrying them through the air at speeds up to his own current velocity. His telekinesis trails Obvious ripples of spatial distortion and white light as prehensile tendrils of mental force. This Charm substitutes Willpower for Attribute + Ability Rolls. The associated Ability to use this Charm is Occult. Mind-Hand Manipulation can move perceived incorporeal beings and objects, but its effective Willpower Rating is halved.
Factual Determination Analysis
The Principle of Hierarchy recognizes the totality of truth.

The Infernal may spend 1 Essence and for the rest of the scene, whenever someone knowingly lies to the Infernal, they recognize the lie immediately for what it is. This does not include half-truths and lies of omission, though it reduces the difficulty of seeing through such actions by -3 difficulty.

If this Charm contests another, add the Infernal's Essence rating in bonus successes to the roll-off. Truth is measured from the perspective of the speaker rather than based on objective truth. Factual Determination Analysis does not supply the truth along with its binary measure.
Sorcerous Enlightenment of SHLiHN
By the power of the Primordials, Creation came into existence and elements, deities and even life upon it. Sorcery is this power, filtered down through fractured glimpses of understanding that cannot begin to describe the intricate elegance of the universe. To be a sorcerer is to be mad with jagged shards of cosmic awareness and with will and might enough to impose that madness on the world.

The Infernal permanently gains -2 Difficulty on all Sorcery rolls.
 
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Will there be any passive affect upon lorgar due to his father's exalted status? Personality wise?

I mean, I would assume they could learn better and probably won't be bothered by sorcery or try to claim the golden pimp is the one true human god, but that's not really personality traits so much as learned behavior. They might become fairly wise after dealing with benevolent spirits their whole life though
Lorgar is being raised by someone NOT called Kor Phaeron. So expect changes. I mean, SV can't be worse than Kor Phaeron at raising Lorgar.....right?
 
I feel like there's two obvious choices. Sorcerous enlightenment and Desert Creature. Desert Creature because, I mean, come on look at where we are. Sorcerous enlightenment because the bonus to casting will be very useful and it helps us double down on being a caster/crafter.
Edit: also since both are passive it frees up our essence for wish granting to buff our tribe.
 
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[X] Anonymity Through Propriety

Reasoning:
I think Anonymity Though Propriety is too good to pass up here. It is very good stealth that only breaks when whatever we are doing would actually ping someone's intimacy, but the thing is they have to know we are pinging their intimacy. Say we sneak into an enemy encampment with a gun, walk up to the leader in their tent sleeping, shoot them dead, the rest of the army that does have an intimacy about them will not know that the shot was us killing their leader so it would not break stealth. And that is not even getting into more subtle things like stealing information setting up a killing field for a fight etc...

[X] Sorcerous Enlightenment of SHLiHN

Reasoning
This just flat out makes us better at sorcery, the sooner we get it the more use we get out of it. A -2 is a significant boon in this system
 
[X] Transcendent Desert Creature

A must given our locale.

[X] Sorcerous Enlightenment of SHLiHN

Much as I want Mind-Hand Manipulation, the arguments for getting this first are strong.
 
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