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

It's cumulative. If the chance of crit fail is 3% on each of 11 rolls, then 5% on the other three, the chance that at least one of them rolls a crit fail is 35% (well, just under 35%, but around there).

Like, you multiply .97 x .97 out 11 times, then the result by .95 three times, you get the chance of rolling 0 crit fails. And that chance is just over 65% which means the other 35% of the time...

Yeah, given now bad a Limit Break would be when we are not all that liked to begin with best not to overwork at all I think.
 
Odd question: what rank is the Wood Immaculate within her path to Enlightenment? I might try my hand with an omake, and I don't know if she goes by her Patrician name or the name her teachers gave her.
It's on lower end because she's only Essence 2. She generally goes by her Immaculate name (working name is Innocent Songbird, might change it later). The Fire Aspect's name is... Kind of pseudo-Latin, since Lookshy has several aspects of that. The other Realm-born DBs have proper Dynasty names, by which I mean complete nonsense (look, its literally the recommendation in 3e's DB book, I'm just going along with the guidelines :V )

As for the Sovereigns, I'm primarily using Yoruban names and one of the other West African tribal groups, forgot which one it was off the top of my head.
 
Thinking about the Hearth... I suspect the reason why they are here, in service to an Anathema is that Innocent Songbird isn't all up on all that monkish discipline. I mean think about it, we know she has a romantic interest in her Hearth mates, one of which is from Lookshy of all places, she is not that advanced as a martial artist, but she was talented enough to be taken on. I think she just wants to be on top of the pile some place where she does not have to wait until she is two hundred for a spot to clear up and if she cannot quite manage the top, near the top should do, hopefully.
 
I was under the impression that Songbird was the object of affection from the rest of her Hearth, rather than the other way around.
 
[] You will not stress yourself too much.
We're not listed with the option to not overwork, which was why I asked about it. But we definitely shouldn't do any more of it than we have to.
It exists, you must have missed it. Honestly, I'm surprised that people seem so leery or overworking in general, I think you're letting the fear of limit breaks overtake your need to deal with several irons in the fire.
 
I was under the impression that Songbird was the object of affection from the rest of her Hearth, rather than the other way around.

It's not exactly either. She's a shipper. She wants to pair up her friends with each other.

It exists, you must have missed it. Honestly, I'm surprised that people seem so leery or overworking in general, I think you're letting the fear of limit breaks overtake your need to deal with several irons in the fire.

Yeah, missed it due to it being listed separately, entirely my bad.

And it's a cost/benefit benefit analysis. Is adding a +16% chance on one action worth upping our odds of a Critical Failure this turn by 18%? That kind of thing. I'll need to do a more in-depth look at specific actions to know, but that's the calculation in play.
 
[X] Plan: Building a Home
-[X] Claim it as your own
-[X] You will overwork yourself-
--[X] By a sizable amount (+2 Personal Actions; +4 Critical Fail Threshold)
-[X][Martial][LOCKED] Protecting the Flock 1 (DC 10+)
--[X] Send your personal guard (Size 2, Quality 2, Might 0 = +10?)
-[X][Martial][LOCKED] Protecting the Flock 2 (DC 40+)
--[X] Command your armies (Select 1 army below as well; -1 Personal Action; +15 to roll)
--[X] Send your general troops (Size 4, Quality 1, Might 0)
-[X][Martial] Active Patrols (DC 40)
-[X][Diplomacy][LOCKED] Organize the Festival of Funerals (DC 40+)
-[X][Diplomacy] Raise Spirits (DC 40+)
-[X][Stewardship] Supply and No Demand (DC 10+)
-[X][Stewardship] Build a Granary (DC 50)(CONSUMES 1 LUMBER)
-[X][Intrigue] Scouting Ahead (DC 20)
-[X][Intrigue] Gauge Opinions (DC 10+)
-[X][Intrigue] Cloak the Gathering (DC 35/45/55)(SORCEROUS)
--[X] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Intrigue Action)
-[X][Piety] Survey the Spirit Court (DC 10+)
-[X][Piety] Survey the Priesthood (DC 10+)
-[X][Learning][LOCKED] Sorcerous Survey (DC 0/30)
-[X][Learning] Medical Aid (DC 20+)
-[X][Learning] For 10 Miles (DC 45/55/65)
-[X][Mining] Ground Survey (DC 60)
--[X] Two Times
 
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Alright, in that case, I'm a bit torn on whether to stay. I will provide plans for both eventualities!

[X] Plan This Place Is Ours
-[X] Claim it as your own
-[X] You will overwork yourself-
--[X] By a normal amount (+1 Personal Action; +2 Critical Fail Threshold)
-[X][Martial][LOCKED] Protecting the Flock 1 (DC 10+)
--[X] Send your personal guard (Size 2, Quality 2, Might 0 = +10?)
-[X][Martial][LOCKED] Protecting the Flock 2 (DC 40+)
--[X] Send your general troops (Size 4, Quality 1, Might 0= +30?)
-[X][Diplomacy][LOCKED] Organize the Festival of Funerals (DC 40+)
-[X][Diplomacy] Raise Spirits (DC 40+)
-[X][Stewardship] Supply and No Demand (DC 10+)
-[X][Stewardship] Build a Granary (DC 50)(CONSUMES 1 LUMBER)
-[X][Intrigue] Scouting Ahead (DC 20)
-[X][Intrigue] Gauge Opinions (DC 10+)
-[X][Intrigue] Cloak the Gathering (DC 35/45/55)(SORCEROUS)
--[X] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Intrigue Action)
-[X][Piety] Survey the Spirit Court (DC 10+)
-[X][Piety] Survey the Priesthood (DC 10+)
-[X][Learning][LOCKED] Sorcerous Survey (DC 0/30)
-[X][Learning] Medical Aid (DC 20+)
-[X][Learning] Stabilize Reality for 10 Miles (DC 45/55/65)
--[X] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Learning Action)
-[X][Mining] Ground Survey (DC 60)
-[X] [Mining] Mountain Scouting (DC 20+)
-[X][Personal][LOCKED] Decide Who'll Advise (No Roll)

I basically agree with the above plan if we're gonna stay, but it has one less Learning action than it should, doubles up on the Mining Action in a weird way, and I think it does too much overwork. I want to do none, but we have a locked action for advisors, and these two sorcerous actions are practically obligatory, so we're stuck with one, I think.

Meanwhile, if we decide to leave...

[X] Plan No, That Other Place Is Ours
-[X] Leave it for hopefully brighter pastures
-[X] You will overwork yourself-
--[X] By a normal amount (+1 Personal Action; +2 Critical Fail Threshold)
-[X][Martial][LOCKED] Protecting the Flock 1 (DC 10+)
--[X] Send your personal guard (Size 2, Quality 2, Might 0 = +10?)
-[X][Martial][LOCKED] Protecting the Flock 2 (DC 40+)
--[X] Send your general troops (Size 4, Quality 1, Might 0= +30?)
-[X][Diplomacy][LOCKED] Organize the Festival of Funerals (DC 40+)
-[X][Diplomacy] Raise Spirits (DC 40+)
-[X][Stewardship] Supply and No Demand (DC 10+)
-[X][Stewardship] Tent Crafting (DC 20)
-[X][Intrigue] Scouting Ahead (DC 20)
-[X][Intrigue] Gauge Opinions (DC 10+)
-[X][Intrigue] Cloak the Gathering (DC 35/45/55)(SORCEROUS)
--[X] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Intrigue Action)
-[X][Piety] Survey the Spirit Court (DC 10+)
-[X][Piety] Survey the Priesthood (DC 10+)
-[X][Learning][LOCKED] Sorcerous Survey (DC 0/30)
-[X][Learning] Medical Aid (DC 20+)
-[X][Learning] Mobile Lodestone out to 10 Miles (DC 35/45/55)
--[X] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Learning Action)
-[X][Mining] Ground Survey (DC 60)
-[X] [Mining] Mountain Scouting (DC 20+)
-[X][Personal][LOCKED] Decide Who'll Advise (No Roll)

An identical plan except it involves planning to leave, and thus doesn't build a granary. We still need this as a base camp, though, so basic purification and defenses remain.

EDIT: Swapped the stabilization for the Mobile Lodestone and the money matters to making tents. Tents are portable.
 
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A large mountain range certainly. If we want those mountains to be inherently repellent to the Warp so that Chaos armies cannot just carve their way in that is going to take artifacts.
pretty sure mountains are pretty resilient to warp energies by default its why when the polar warp gates collapsed the dwarfs weathered the storm of magical energies by bunkering down deep in their mountain holds
 
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pretty sure mountains are pretty resilient to warp energies by default its why when the polar warp fates collapsed the dwarfs weathered the storm of magical energies by bunkering down deep in their mountain holds
Funnily enough, that checks out with Exalted as well. It's the Central Pole of Earth that stabilizes Creation the most from the influence of the Wyld. And Earth Essence in general is naturally stabilizing.
 
Funnily enough, that checks out with Exalted as well. It's the Central Pole of Earth that stabilizes Creation the most from the influence of the Wyld. And Earth Essence in general is naturally stabilizing.
So, my idea to erect a massive mountain range to separate us from the chaos wastes and its denizens while also inflicting civilization ending amounts of ecological and geological damage on the dark elves while also terraforming the continent for better settlement is viable
 
Can we completely go underground by creating a giant cave with an artificial lamp inside?
Judging by our spells, we are quite capable of such a feat with the help of magic that will help us grow the necessary plants and everything else that we need for life. By doing so, we immediately get rid of the problems with the dark elves and the wastelands of chaos.
 
So, my idea to erect a massive mountain range to separate us from the chaos wastes and its denizens while also inflicting civilization ending amounts of ecological and geological damage on the dark elves while also terraforming the continent for better settlement is viable

The range to our north is already considerably large, if the QM's statement that we don't have to worry about Hung attacks is any indication.

That, or the Dark Elves are too close by to make their settlement viable.
 
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Can we completely go underground by creating a giant cave with an artificial lamp inside?
Judging by our spells, we are quite capable of such a feat with the help of magic that will help us grow the necessary plants and everything else that we need for life. By doing so, we immediately get rid of the problems with the dark elves and the wastelands of chaos.
the continent's underground is sort of already taken there are Skaven underground who trade slaves with the dark elves and deeper still is a massive underground sea which dark elves use as a Panama canal to cross between oceans

We seem to already have a range separating us from the larger wastes, if the QM's statement that we don't have to worry about Hung attacks is any indication.

That, or the Dark Elves are too close by to make their settlement viable.
check out a map of Nagaroth , while there is a mountain range there its not one that blocks the chaos wastes but rather splits the continent down the middle
 
Okay, so, let's math this out. At the lowest level of overwork, with 14 actions, each with a 3% chance of critical fail, except for three which have a 5% chance, we are looking at a nearly 35% chance of a critical failure.

If we make that two overwork actions, that goes to nearly a 47% chance of a critical failure. At three overwork, it becomes nearly a 68% chance.

...do we have to overwork? I dunno if a +16 to one action is worth going from a 17% chance of critical failure to a 35% chance.

So, for the record, my math got screwed up here. I was misinterpreting the way our Personal Actions work. They are additional actions, which both makes them more valuable, and ups the chance of a Crit Fail significantly.

On a normal, non-overwork turn, we have a 17.3% chance of at least one critical failure. On a turn with 1 overwork, that chance goes to 44%. On 2 overwork, it goes to 63.5%. and finally on 3 overwork it hits 77.4% (all numbers rounded).

So...yeah, that's extremely punishing and we should never do it unless we absolutely have to.
 
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check out a map of Nagaroth , while there is a mountain range there its not one that blocks the chaos wastes but rather splits the continent down the middle

But said mountain range is mostly located right in Naggaroth proper.


Judging by the map, and assuming we're not behind the Watchtowers, the only plausible area we could be is southeast of the Frozen City, under the part of the range that is east of Shagrath.
 
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I think we should hunker down, and expand southwords, we can always abandon the city later, but by no means we should plan to make things temporaly.
 
I'll be avoiding any confirmation of locations for now, so I won't be participating in that discussion. Sorry if that's frustrating, but I'd like to keep my cards close in at least one area.

Can we completely go underground by creating a giant cave with an artificial lamp inside?
Judging by our spells, we are quite capable of such a feat with the help of magic that will help us grow the necessary plants and everything else that we need for life. By doing so, we immediately get rid of the problems with the dark elves and the wastelands of chaos.
I mean, any space large enough to contain 1000 either has to either be dug out entirely, is too unstable, or is home to/known by the Skaven. So, yeah, you could, but there's real risks at play.
 
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