Gems in the Wastes (Exalted/Warhammer Fantasy/CK2)

[X] Plan: North Canadian Tower Defense
-[X] Near Naggoroth [+2]
-[X] Moderate (+1)
-[X] Harsh (+1)
-[X] Hated (+1)
-[X] Never-Ending (+2)
-[X] Heart-Eater (+2)
-[X] Infernal Exalt (+2)
-[X] Other Fae (+1)

"You exist in the frigid wastes of Northern Canada, the land is harsh and sometimes gribblies suddenly appear for no good reason. Evil vikings want to kill you and someone's out looking for their dead god while someone else is Stirring Shit Up for their Own Reasons. Also, you've got some asshole faeries showing up too.

"On the plus side, you didn't have several of your boons hijacked by Chaos on the way in, and none of your Problems are Friends with each other either, this gives you room to maneuver. It's gonna get messy, but there's a path forward for things to get Better."

I also like the themes of "Your most immediate problems are environmental and the leftover legacy from Creation, the Warhammer Problems will need to actually put in some real effort to start fucking you up instead of just Automatically Get Their Foot In The Door Because Chaos Can't Lose"
 
Last edited:
[X] Plan: North Canadian Tower Defense
-[X] Near Naggoroth [+2]
-[X] Moderate (+1)
-[X] Harsh (+1)
-[X] Hated (+1)
-[X] Never-Ending (+2)
-[X] Heart-Eater (+2)
-[X] Infernal Exalt (+2)
-[X] Other Fae (+1)

Yeah, I like our enemies being external.
 
[] Plan: North Canadian Tower Defense

[X] Plan Snapping at Our Heels

I've been convinced to change votes.
 
Last edited:
Also, we have a Hearth of Dragon Blooded, a good number of Sovereigns, and the capacity to make more of the latter, as well as a hefty cadre of loyal Sorcerers. The tools exist to mitigate this plan in time. Mind you, I'm pretty sure all Problems can be mitigated in time, but I think the build taken is well suited to weather this particular fuckfest. Having to "Only" worry about the usual politics and shenanigans instead of playing Amongus Uluiru Edition lets us make sure we can at least reasonably trust that our allies and people are broadly going our way.

Heart-Eaters are cancer, but they're a Known Threat that countermeasures exist for. Infernals are new, but they're not Completely and Utterly Unreasonable people who are Always Chaotic Evil (Despite the 2nd edition's flluff doing its best to try and suggest that). And literally None of these threats are liable to cooperate with each other because none of them have reason to do so.
 
Last edited:
Your explanation for the most part is sound, but one quick clarification:

Heart-Eaters are cancer, but they're a Known Threat that countermeasures exist for.
Heart-Eaters are not known IC except by maybe a few Elder Lunars and Sidereals, plus the Gods that were around for the Primordial War. The records of them were heavily restricted to avoid the temptation of their bones being retrieved from the depths of the Wyld and then reassembled.

The only reason that there are Heart-Eaters even around is because the Raksha knew none of this and just wanted complete collections of their pretty opal skeletons, inadvertently priming the bomb that is Heart-Eater Exaltation. And with the Balorian Crusade, they brought those same skeletons with them closer to Creation than ever.

The effects of being a Heart-Eater's Pawn are generally subtle. They're still a person, just devoting their entire life to the Heart-Eater. Not a single one has directly shown their true nature in front of the Sovereigns if they didn't absolutely need to, because they have minions for that.

So yeah, there aren't any countermeasures because of the sheer number of proxies they use to do their stuff. And I believe they can give their Pawns abilities as well.
 
Your explanation for the most part is sound, but one quick clarification:


Heart-Eaters are not known IC except by maybe a few Elder Lunars and Sidereals, plus the Gods that were around for the Primordial War. The records of them were heavily restricted to avoid the temptation of their bones being retrieved from the depths of the Wyld and then reassembled.

The only reason that there are Heart-Eaters even around is because the Raksha knew none of this and just wanted complete collections of their pretty opal skeletons, inadvertently priming the bomb that is Heart-Eater Exaltation. And with the Balorian Crusade, they brought those same skeletons with them closer to Creation than ever.

The effects of being a Heart-Eater's Pawn are generally subtle. They're still a person, just devoting their entire life to the Heart-Eater. Not a single one has directly shown their true nature in front of the Sovereigns if they didn't absolutely need to, because they have minions for that.

So yeah, there aren't any countermeasures because of the sheer number of proxies they use to do their stuff. And I believe they can give their Pawns abilities as well.

On the other hand, you can't Pawn a Supernatural Being I believe?
 
Heart-Eaters are cancer, but they're a Known Threat that countermeasures exist for. Infernals are new, but they're not Completely and Utterly Unreasonable people who are Always Chaotic Evil (Despite the 2nd edition's flluff doing its best to try and suggest that). And literally None of these threats are liable to cooperate with each other because none of them have reason to do so.
Even better they are more likely to focus on the local dark elves and chaos warriors because they are a much bigger and more prominent target and threat and it couldn't have happened to nicer people 😉
 
On the other hand, you can't Pawn a Supernatural Being I believe?
Not at first, no, but they can learn charms to allow it. The only true immune group that I'm aware of are the Exalted, but any beings more magical than the average human count as multiple individuals for the purposes of Pawn limits.
 
Not at first, no, but they can learn charms to allow it. The only true immune group that I'm aware of are the Exalted, but any beings more magical than the average human count as multiple individuals for the purposes of Pawn limits.

...

Hrm.

Ugh, now I'm reminded how Heart-Eaters are the worst all of a sudden.

I'm still leaning this way, but it's irritating to know that you're going with "maximum impossible to deal with social von neumann swarm that can never ever ever be killed" interpretation here. Shouldn't it be worth a hell of a lot more than 2 points if you're going that way?
 
Last edited:
Now that we've confirmed that there's going to be some Dragon-Blooded in play, I'm going to roll for their best stats, worst stats and origins here. Think of this as a master post for all of the rolls. All rolls are in Aspect order (Air, Earth, Fire, Water and Wood).

First, we have origin. Typically, there's a 2/3 chance of any DB from the realm, but due to the distance involved (and because I want simpler maths) it's going to be 1/2. 1s are Realm, 2s are Outcaste/Elsewhere:

Result (Fire is Outcaste, others are Realm-born)

Next is Best Stat. Each Aspect has two Stats they're well suited to, plus Combat because DB + Exalted. So, I'll be doing d3s for these.

Result: Air is Intrigue, Earth is Martial, Fire is Martial, Water is Stewardship, Wood is Combat. A rather combative party this one. For Wood, I'll roll to see if they are a Martial Artist, 1 is no, 2 is yes.

Further Result: Yes, they are. A Realm-born Martial Artist... Underneath a Solar... That doesn't bode well to me.

Finally, Worst Stat. While generally speaking any player character could be awful at fighting, in-universe most DBs get at least a basic education on how to fight, and I'm sure our Outcaste will have picked up some pointers there. So, I'll be rolling d5 for each, excluding their best stat and Combat for each. For Wood, I'm exempting Piety to better balance it out and because a potential Immaculate should be very pious.

Result: Air is bad at Martial, Earth and Fire at Diplomacy, Water at Learning and Wood at Intrigue. At least the potential-Immaculate isn't likely to assassinate you. :V

EDIT (5/26/24):
Here's some more information:

Next, since most of our Dragon-Blooded are from the Realm, is finding out whether they are Dynasts, Cadet Houses/Patricians or Realm Outcastes. I'll be rolling d15 for each of these four to mirror the Realm's DB population, with 1-10 being Dynasts, 11-14 being Outcastes, and 15 being Patricians. Let's see how it goes!

Result: Air and Water are both Dynasts, Earth Aspect is an Outcaste (likely being from the Military) and our potential Immaculate is actually a Patrician, surprisingly enough. I was about to say they might actually be Iselsi, but with their Intrigue stat, I don't think that's possible.

Now, our Dynasts will roll for their Houses. The Result: Our Water Aspect is from House V'neef, and our Air Aspect is from House Peleps, an... interesting duo considering those Houses' history. At least they're probably both experienced with sailing.

So, of our Dragon-Blooded, we have:

A sneaky member of House Peleps, an Air Aspect used to traveling on his little boat to spy on whatever enemies of the Realm he can find. He is excellent at stalking targets and sending coded messages thanks to his high Intrigue, but he was never given command of his own galleon due to a reluctance to lead others. As such, his Martial skills aren't really the best. He is very vocal in his complaints about the Water Aspect.

An Earth-Aspected army leader, she was an Outcaste who joined the army rather than take the razor of the Immaculate Order because she desired some freedom to do as she pleased once she was old enough to retire. Her skill at leading troops was exceptional with her high Martial, which is to be expected of an Earth Aspect. Sadly, she is too used to ordering others to really connect with people outside of the chain of command, meaning that as a Diplomat her skills aren't too great. She complains a lot about the Fire Aspect.

A Fire-Aspected general from Lookshy, members of Gens Karal, he once served his nation loyally, before eventually deserting from his post. Why remains unknown, but it undoubtedly brought great shame to his name. Despite this, he remains one of the best when it comes to leading armies with Martial, a prowess that seems almost habit to him. Sadly, his desertion was undoubtedly on poor terms, made poorer by his lacking capabilities with speech. He should not ever, EVER be assigned to Diplomatic duties. Or ask him to talk to the Earth Aspect, he has nothing nice to say to her.

A Water-Aspected merchant of House V'neef, she once commanded a trade ship to travel around the Blessed Isle wheeling and dealing as she pleased. Her experience in economics means that she's quite good at Stewardship, given how talented she is with money magic. However, her skill at arithmetic doesn't extend to other forms of math, she never did well in school as a result (hence why she was assigned to command a ship instead of joining the Thousand Scales). Her Learning is rather poor, but not nearly as poor as her relationship with the Air Aspect.

Finally, the Wood-Aspected martial artist. A member of the Immaculate Order, she is the centerpiece of this oddly hostile hearth. All of the other members like her, so they follow her wherever she goes. As a member of the Order, she is highly trained in Wood Dragon Style, boasting a sizable Combat stat. However, her monastic vows (and personal vows) have largely made her free of deception and Intrigue, which while nice for you the Solar "Anathema", means that she can't be used for any subtle purpose. While not interested in taking a spouse herself, she seems... oddly interested in pairing up the more feisty members of her Hearth. Something about "belligerent sexual tension?" Who knows.
Critian Caceorte threw 5 2-faced dice. Reason: DB Origins Total: 6
1 1 1 1 2 2 1 1 1 1
Critian Caceorte threw 5 3-faced dice. Reason: DB Best Stat Total: 7
1 1 1 1 1 1 1 1 3 3
Critian Caceorte threw 1 2-faced dice. Reason: Wood MA? Total: 2
2 2
Critian Caceorte threw 5 5-faced dice. Reason: DB Worst Stat Total: 12
1 1 1 1 1 1 5 5 4 4
Critian Caceorte threw 4 15-faced dice. Reason: Realm Situation Total: 33
5 5 12 12 1 1 15 15
Critian Caceorte threw 5 2-faced dice. Reason: Gender of characters Total: 8
1 1 2 2 1 1 2 2 2 2
Critian Caceorte threw 2 10-faced dice. Reason: Dynast Houses Total: 16
6 6 10 10
 
Last edited:
Quick question: of the four Realm DB's which of them are Dynasts?

Second Quick question: are the 3 faces of the dice the three F's? Force, Finesse,& Fortitude? Strike that. We've got a Hearth ready to fight the worst Mallus and the Witch King can offer. All we need now is for one of them to be a Sorcerer.
 
Last edited:
Honestly, I imagine Full Immaculate Partisans would not be allowed in here.

Sounds more like a Hearth of exiles who either decided to Opt Out of the oncoming Civil War, or possibly Tepet refugees maybe? The timing's right for them to be getting torn apart for scraps.

Simply put, we shouldn't be outright punished for taking a Boon just because the dice decided to do a Funni. "BTW you have a tiny Wyld Hunt ready to backstab you at the drop of a hat and betray everyone because Dragon Blood Supremacy, should have thought of that before you invited Dragon Blooded to join in!"
 
Last edited:
Part of me wonders if the Outcaste is an Uluiru local having Exalted as a DB and got roped into a Hearth by the others.

Also, I expect when the Hearth looks upon Chaos and what hazards from Creation we've brought with us they might prioritize the Solar last as they're going to be the ones taking care of the people while they commit themselves to everything else.
 
Last edited:
Well, almost all Realm-based. I wonder why they left and came to us?
You'll (and by that I mean we'll) just have to wait and see. I do have something of a plan for a majority Realm group, it's just not fully fleshed out yet.
Honestly, I imagine Full Immaculate Partisans would not be allowed in here.
Our potential-Immaculate is probably either a renegade on the run (which does happen) or someone whose more of a Syncretist. I'll need to work on something in background, but honestly I was mostly kidding about the assassination stuff. So long as Chaos doesn't get a hold of one of your Exalts, they won't try and do that.
 
...

Hrm.

Ugh, now I'm reminded how Heart-Eaters are the worst all of a sudden.

I'm still leaning this way, but it's irritating to know that you're going with "maximum impossible to deal with social von neumann swarm that can never ever ever be killed" interpretation here. Shouldn't it be worth a hell of a lot more than 2 points if you're going that way?
Once we know they are a thing, we can study Solar investigation charms and find them sooner or later. But they need to be a threat to magical beings, because someone whose best trick only works on mortals is all but helpless in setting against anyone who matters.
 
Chaos Really shouldn't be able to trivially corrupt Exalts. They're sort of designed to be Inherently Resistant to that kind of shenanigans, and every one of them can quickly develop Active Countermeasures to boot. Even Dragon Blooded can learn a Charm that goes "For an Hour, I can hang out in Pure Chaos and be perfectly fine for a few motes and a willpower" They set the floor for how weak an individual Exalt can be. (Their big advantage being that their numbers aren't fixed and can steadily grow over time)
 
Chaos Really shouldn't be able to trivially corrupt Exalts. They're sort of designed to be Inherently Resistant to that kind of shenanigans, and every one of them can quickly develop Active Countermeasures to boot. Even Dragon Blooded can learn a Charm that goes "For an Hour, I can hang out in Pure Chaos and be perfectly fine for a few motes and a willpower" They set the floor for how weak an individual Exalt can be. (Their big advantage being that their numbers aren't fixed and can steadily grow over time)

I think more relevant is the fact that exalts are a lot tougher mentally thanks to their intimacies and various charms.
 
Back
Top