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

Turn 1 Vote Closes + Intrigue Actions Results
Closing the Vote now, and Plan This Place Is Ours wins it by a decent margin. I'm going to be working on getting the Advisor vote up and ready.

For the the dice rolls for Turn 1, I've decided to roll the dice in-thread. For one, it will help with transparency, which is is always a plus. For another... Well, I'll admit, I already privately rolled for everything last night, and it wasn't great. Everything except for the Intrigue actions that is, so I might as well keep those. No point in discarding a perfectly good 98 after all.

Here's what those Intrigue actions looked like:
Scouting Ahead (DC 20): 67; Success
Gauge Opinions (DC 10): 98; Notable Success
Cloak the Gathering (DC 35/45/55): 75 + 17 = 92; Success with Full Finesss

If you're wondering about the "Notable Success" part, I decided to make a small change to the basic rules post last night: Any action that rolls 50 or more points above the DC will have improved effects. Not to the point of a Crit, but still a noticeably better result than before.

With that all out of the way, I'll work to get the Advisor post up and ready, so stay tuned!
Scheduled vote count started by Critian Caceorte on May 29, 2024 at 1:41 PM, finished with 104 posts and 18 votes.

  • [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][Mining] Ground Survey (DC 60)
    -[X] [Mining] Mountain Scouting (DC 20+)
    -[X][Personal][LOCKED] Decide Who'll Advise (No Roll)
    -[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] 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][Mining] Ground Survey (DC 60)
    -[X] [Mining] Mountain Scouting (DC 20+)
    -[X][Personal][LOCKED] Decide Who'll Advise (No Roll)
    -[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] Plan: Fast Lane out of Satantown
    -[X] Leave it for hopefully brighter pastures
    -[X] You will overwork yourself-
    --[X] By an insane amount (+3 Personal Actions; +6 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] Build a Granary (DC 50)(CONSUMES 1 LUMBER)
    -[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] Stabilize Reality
    --[X]For 10 Miles
    ---[X] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Learning Action)
    -[X][Learning] Mobile Lodestone
    --[X]For 100 Miles
    -[X] [Mining] Mountain Scouting (DC 20+)
    -[X][Mining] Set Up Smitheries (DC 50+)(CONSUMES 1 LUMBER)
    -[X] [Mining] Pull Up the Vein (DC 20/30/40)(SORCEROUS)
    --[X] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Mining Action; -20 DC)
    -[X][Personal][LOCKED] Decide Who'll Advise (No Roll)
    [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
    [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][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][Martial][LOCKED] Protecting the Flock 2 (DC 40+)
    -[X] Send your general troops (Size 4, Quality 1, Might 0)
    -[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] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Learning Action)
    -[X][Mining] Ground Survey (DC 60)
    --[X] Two Times
    [X][Personal] Intervene in…
    --[X][Martial] Active Patrols (DC 40)
 
Turn 1.5 (Advisor Vote)
As you sat down at your shin-high desk, only accessible by kneeling onto a padded floor pillow, you contemplated everything that's happened in the past few days. With the sudden transportation to a strange new place in Creation (or worse, something beyond Creation's boundaries), there were many new tasks that needed to be done in order secure your people's safety. That was obvious, of course, but the result of so many new irons in the fire was yourself burning as a candle at both ends just to solve each new issue that came up. It just wasn't sustainable in the long-term, even now you were relying some nights on channeling Essence through your body in order to avoid sleep. Not enough to be a major concern, now, but it was starting to become a habit at this point.

You needed to offload some of your duties onto trusted subordinates, sooner rather than later. Because of this, you conducted a series of individuals with some of the people close to you, as well as some of the strange Exalted now staying with your group. These interviews were primarily to grasp each individual's strong suits, what kind of position they would like to do, as well as how they saw you as their leader. After all, you were neither Sovereign nor Dragon-Blooded. You were a Solar Exalted, a golden figure from a long-gone age. Your kind were often spoken about with as much wonder as horror these days. If these individuals could not accept that fact, then they wouldn't be able to accept working under you as you rebuilt your nation.

So, you talked. One-on-one, individual by individual, recording their responses with as finesse and speed as you could muster, until eventually you had a stack of parchment one-fist-high. Now, you would go over each candidate, analyze their responses, and see where precisely you could fit them into each needed role in your kingdom. It would likely take several more long nights to go over everything, but if it required sequestering yourself away for a time, so be it. While your situation was still precarious, it would be unlikely to collapse at any possible second now.

Grabbing the top piece of paper from the pile, you started with the first and easiest candidate of the bunch: Your elder brother Thousand-Hours Gwai. The sheer depth of this experience made him just about perfect for many roles, and merely adequate for the rest. Even if he did not enjoy the more public-speaking roles, you knew that he at least could create and perform some basic speeches. Though he would appreciate being placed in an area that matched his strengths more, if you were really desperate, you could place him anywhere and he would do an okay job.

  1. Thousand-Hours Gwai is the eldest living son of Queen Ulu, and the eldest living Sovereign to boot. He has been around for centuries, and has picked up more than a few tricks along the way. He holds great experience in the running of a nation, and several campaign's worth of knowledge regarding war. Few knew the late queen better than he did, and none in your list of candidates hold the amount of general skill as he does. Still, his people skills are ill-used, making him less than suitable as a "face" for your people.

    Your interview with him was more of a formality than anything. You both knew that he was going to be a member of your council no matter what, the only question was where. He gave you advice on where to potentially place him: "I have served as the guardian of the nation's treasures for centuries, not one coin passed from our vaults that I did not know about. Installing me in the position of Minister of Finance will be the simplest solution for my placement. Alternatively, I am far from unfamiliar with war, even at my age. I can serve as a decent general if need be. Finally, though I believe there are better candidates for it, I can take over as the Minister of Public Works and serve as an envoy to the gods."When you asked him about potentially taking over the Ministry of Records, he simply raised an eyebrow. Not a denial, but not one of his strong suits.
    1. Essence 5
    2. Aspect: Diamond
    3. Personality: Stoic (+1 to Piety)
    4. Stats: Martial 17 (+12), Diplomacy 12 (+7), Stewardship 21 (+16), Intrigue 12 (+7), Piety 13 + 1 = 14 (+9), Learning 12 (+7), Combat 14 (+9)
    5. Advantage 1: Charm (Fount-of-Glories Incarnation: Can, if the roll result is within 3 points of winning, still succeed at the cost of sacrificing all subtlety and drawing divine attention. Won't matter for most actions).
    6. Advantage 2: Charm: (Bejeweled Eidolon Army: Can, over the course of a day, create up to a Size 5 army of Eidolons for his personal use. They have Quality 1 and Might 1. Lasts for 1 battle which he participates in, and cannot be used on the following turn.)

After him, there were other familiar faces. While most of the Sovereign Exalted, most of your family, had perished securing your escape, four others remained with you to help soothe the people's worries, as well as your own. Outside of Gwai, none of the more experienced Exalted had remained with you, but that was okay. Those with you know were still family, and more cynically they still had their own strengths that could be leveraged for your use.

  1. Two-Tongues Abioye is the daughter of your long-passed sister Ife, and a decent Sorcerer in her own right. Despite her title, she is not especially duplicitous, though she does have a good grasp of multiple languages. Rather, her title comes from her control spell, the Unslakable Thirst of the Devil-Maw, which has branded her left hand with a permanent mouth. This mouth draws in the moisture from things it touches at a rapid pace, easily killing living creatures if fully unleashed. Yet, Abioye herself is dedicated more to fulfilling the desires of others, particularly the gods. Whether they want more worship, more offerings or better living conditions, she is among the best for understanding the wants of the lesser divinities. This is due to her personal philosophy: The more she satisfies the wants of others, the more likely they will be to satisfy her own greedy nature. However, she is not someone you would put in charge of a battle, she holds little to no experience or talent with warfare.

    When asked about her thoughts regarding why you should take her on, her smile turned just a touch predatory. "Really Your Majesty, we both know that for how delightful Aunt Chinasa can be, she's too blunt to be granted the role of High Priestess of the land. The last thing anyone needs is for our gods to receive a punch to the gullet because they were being mildly annoying."That… didn't really answer your question, but she tiptoed too much around the subject.
    1. Essence 3
    2. Aspect: Emerald
    3. Personality: Greedy (+1 Stewardship)
    4. Stats: Martial 7 (+2), Diplomacy 15 (+10), Stewardship 12 + 1 = 13 (+8), Intrigue 13 (+8), Piety 17 (+12), Learning 11 (+6), Combat 8 (+3)
    5. Advantage: Sorcerer (1st Circle; Arcane Mark: Unslakable Thirst of the Devil-Maw)
  2. Evil-Smile Ekundayo is the wife of your other fallen sister Mojisola, specifically her second wife, after her first perished from being unworthy of the Fount of Glories. In her younger years, she was often described as being a "fae-child" or more derogatorily a "goblin" due to her picaresque history and difficulty with formal education. Her rather short stature didn't help with this image, nor the glee she often takes in sending her foes tumbling down. However, her marriage proved to be a good thing, stabilizing the young trickster and giving her the opportunity to bathe in the Fount of Glories. Unlike her predecessor, Ekundayo survived, with just a touch more Wyld in her than before. Though experience and grief have both tempered the edge of her prankster demeanor, she still retains enough of that charm to win over people… and pull the wool over their eyes.

    When asked about what she would do if she were your Minister of Vigilance, a relatively new position in the grand scheme of things, she said, "You don't need to worry about me just pulling pranks on our enemies, Sango. I can get the right people talking to me easily enough. Did you never wonder what my job even was back when Queen Ulu was alive?"That… huh. You never did ask before what Ministry she worked for. Being in some kind of spywork actually made sense as a profession for her, if the whole goal was to never be found out as a spy. Based on her statement, she also likely could serve well as a Minister of Culture if you wanted to put her in a more "friendly" position.
    1. Essence 2
    2. Aspect: Opal
    3. Personality: Gremlin (+1 Intrigue)
    4. Stats: Martial 10 (+5), Diplomacy 15 (+10), Stewardship 10 (+5), Intrigue 17 + 1 = 18 (+13), Piety 14 (+9), Learning 7 (+2), Combat 13 (+8)
    5. Advantage: Charm (Secret Flame Brilliance: Immune to powers which would intrude on the mind: Mind-reading, dream-sensing, sense-sharing, etc. Does not work on mind control.)
  3. Chinasa is the wife of your late brother Jatau, who was able to survive the Fount of Glories when her husband could not. Despite his early death, she remained a full member of your family, and notably saved both your life and Gwai's on several occasions on war campaigns. She is someone you can trust with your life, if perhaps not your wallet (having once needed to beg for a loan from the queen to pay off another loan she held. That was not a fun day in court.) Despite her lack of money sense, she rivals Abioye in her relationship with the gods. Her more emotional nature, heated as it might be and emblematic of the Ruby Aspect, allowed her to communicate the people's issues to them with full honesty. And, if needed, beat the severity of those issues into their essence-woven skulls. It is little wonder that many of your people just like her as a person.

    She likely expected you to ask about what she could do in the Ministry of Public Works, and you did. But that wasn't the only position you questioned her about. "Mining? Well, I've fought underground before against Raksha and Demons, so… it's not impossible. Problem is, I just don't know a lot about the actual process for digging up ore and stuff. Are you sure I'd be a good fit?"Personally, you think she'd do just fine, but her opinion would also need to be taken into consideration.
    1. Essence 2
    2. Aspect: Ruby
    3. Personality: Hothead (+1 Combat)
    4. Stats: Martial 13 (+8), Diplomacy 13 (+8), Stewardship 7 (+2), Intrigue 11 (+6), Piety 15 (+10), Learning 11 (+6), Combat 14 + 1 = 15 (+10)
    5. Advantage: Charm (Sacred Presence Illumination: Can see and render any immaterial character visible. Also works on possessing entities.)
  4. Fumnanya is your great-grandniece, the last to actually be permitted Exaltation by your mother while she was still alive. She is… well, a little self-absorbed, though with how easily she can read a room and communicate with others, it can be hard to tell at first. She weaves words like a housekeeper would wool, entangling the strings of others around her fingertips. She constructs songs of great beauty and dirges of terrible sorrow. But, she is not the best when it comes to more scientific pursuits. Oh yes, she knows her histories quite well, its the mathematics and other hard studies which she struggles with. Like Ekundayo, it was a bit of a surprise that Queen Ulu approved of her Exaltation, but perhaps your mother saw something in her that you haven't just yet. Besides the obvious, that is.

    "Look," she told you halfway during the interview. "Just don't put me in some cabinet where I'll have mold growing on me. The people deserve to see me at my best, not rotting away in some lab or vault. And don't even THINK about giving me a sword and telling me to order some guys to die. Blood is SO not my color."You'll… take that into consideration.
    1. Essence 2
    2. Aspect: Sapphire
    3. Personality: Self-Interested (+1 Diplomacy)
    4. Stats: Martial 12 (+7), Diplomacy 15 + 1 = 16 (+11), Stewardship 13 (+8), Intrigue 14 (+9), Piety 13 (+8), Learning 10 (+5), Combat 11 (+6)
    5. Advantage: Charm (Nightmare Odyssey Aria: Can render a Size 2 Group immune to the Wyld and greatly speeds up travel with them.)

After your Exalted family members came the Dragon-Blooded, formerly of the Scarlet Realm (with one exception) who helped sail your boats away from Uluiru's destruction and through the depths of the Wyld to end up here. You had been mostly worried that they would take the reveal of your divine status poorly. After all, the Immaculate Faith from what you know of it considered the act of being a Solar Exalt a crime worthy of death, with no leeway given. Except here, leeway WAS given, by those very Dragon-Blooded who were with you now. Why? Why not immediately call for your execution right now? Was it because you had too many supporters protecting you from harm? Was it because you were their best shot for survival, or going home? Why?

You asked them all for their reasons, but some were more satisfying to hear than others. Some refused to tell you outright, which just made them more suspicious in your eyes. Still, perhaps with enough time getting to know them, you might be able to pry their opinions away like a prybar removing an obstinate nail.


  1. Fuvor Sipo Peleps is what you can unfortunately call the "Runt" of his family. If it weren't for his Exalted status, there's no doubt in his mind, and in others, that he would have been put to pasture in some office in the Thousand Scales and left to rot. As it is, his power as one of the Dragon-Blooded was just barely enough to push him over the edge into "useful" territory. A status he hates with every fiber of his being. As it was, he was relegated to the roll of spy, traveling by skiff along coastlines to sneak up on shore or on other vessels to find information to relay back to his family. This sidelining to a dreary job best suited for a mortal irritated the young man greatly, and so he eventually left for brighter prospects. This brought him into contact with Innocent Songbird, and from there, well, they ended up here.

    "Please," he told you with a scoff, even as his eyes begged you for a chance, "don't treat me like some dishwater like everyone else did. If I need to improve, I can, I just… I just need to study harder." That phrasing set off alarm bells in your head, after all, you heard it from your own son and others before. Was some kind of learning disability at play here? That sort of thing was… uncommon in the Exalted to say the least, but it probably wasn't impossible.

    On a less sad note, you asked how he got along with his fellow Dragon-Blooded. He had nothing but praise for Songbird, some mixed feelings for Nokun and Flaris, and as for Milosen… "That bitch's family took away part of my family's legacy. WE were the ones who built up the naval trade around the Blessed Isle, and now we have to give it up because of one Imperial mandate?! No, screw her, she can die with the rest of the wine-drunk pigs that make up her clan." Well, that's certainly informative.
    1. Essence 2
    2. Air Aspect
    3. Personality: Studious (+1 Learning)
    4. Stats: Martial 9 (+4), Diplomacy 10 (+5), Stewardship 11 (+6), Intrigue 12 (+7), Piety 10 (+5), Learning 11 + 1 = 12 (+7), Combat 10 (+5)
    5. Advantage: Charm (Whispering Dragon Soul: Can perfectly contain and conceal Anima Banner.)
  2. Nokun is an Outcaste Earth-Aspect who joined the Realm's military in order to, in her words, "retain the freedom I liked, at least when I retired." As a commander, she was quite talented, quickly rising up the ranks despite her young age. She was even promoted to the rare position of Winglord in a Legion owned by House Cathak. She had been assigned a military unit which had traveled north for reasons she would not disclose, but every other member of that unit was wiped out by even more unknown sources she would not talk about. Did she not understand that keeping quiet so much would only look suspicious?

    It was after her division was destroyed that she washed ashore onto the sands of Uluiru, and eventually met up with the rest of her Dragon-Blooded Companions. Their union was more one of shared abilities than any sort of kinship, save for perhaps their relationship with Innocent Songbird, who served as a linchpin for the group. It seems that they were not truly "sworn to each other," which sounds like a form of marriage but from her tone implied something else. Beyond this basic sticking together for survival, they really, really did not get along well as a group, and if you had to guess, then Nokun might have played a greater role in that dissension than she was saying.

    She was not one for words, and it really showed as she talked about the other members of her group. "Besides Songbird, all of these Exalted are untrustworthy daughters of curs. Fuvor cannot walk without tripping into a new problem. Milosen would sell her mother's liver for a profit, AND YES MILOSEN, I KNOW WHO YOUR MOTHER IS! And Flaris is the worst of the lot, abandoning his people for, what, some vaguely important reason he refuses to talk about? At least I have been seeking ways to return to the Realm to face my punishment with dignity, he has no honor in one particle of his body!"It took a while to refocus the conversation after that.
    1. Essence 2
    2. Earth Aspect
    3. Personality: Commanding (+1 Martial)
    4. Stats: Martial 14 + 1 = 15 (+10), Diplomacy 5 (+0), Stewardship 13 (+8), Intrigue 9 (+4), Piety 12 (+7), Learning 9 (+4), Combat 14 (+9)
    5. Advantage: Charm (Ramparts of Obedient Earth: Gains a random amount of points per encounter which can be spent to instantly create/destroy fortifications on the field. Out of combat, grants a +10 bonus to rolls to build and mold earthen structures.)
  3. Flaris is, from what he was willing to tell you, a disgraced general from Lookshy. His family was part of "Gens Karal," a House in Lookshy known for its Fire Aspected Dragon-Blooded. Or rather, that is what it's known for second-most. Its first most well-known quality is the duty it instills in its members to protect the citizens of the nation. This focus on service towards the citizenry has endeared the house to the people, giving them quite the popular political base. And largely, the House is content to coast politically while maintaining that positive image. So, if that was the case, why would a member of the military such as himself abandon his post.

    Sadly, he wouldn't give you any details. Only that "it was a result of a failure all my own. I will not disgrace myself more by discussing the matter." After that, he insisted that you move on to the more practical parts of the interview, which you agreed to. When you asked him what his particular skills are, he said, "I am most talented in multiple classifications of war. From battlefield command, to skill of arms, there are few that have the breadth of experience that I possess. And… in the interest of advocating for myself, much as I find it distasteful, I am also experienced in a few areas of subterfuge." When asked whether your divine condition would be bothersome to him, he simply sighed and shrugged. "At this point, working with an Anathema would be the least of my crimes. At least I can help to spare the lives of a few innocents if I were put in charge of their defense."

    When he was directed to give his opinions about his Hearth members, he scowled. "Songbird is a fine upstanding lady, Milosen could stand to be a bit less duplicitous, I would not place Fuvor in charge of anything, and Nokun is a child pretending to be a soldier. If you give her any degree of power, she will result in people dying. No more, no less."Avoid putting him and Nokun in the same room, got it.
    1. Essence 3
    2. Fire Aspect
    3. Personality: Death-Destined (+1 Combat)
    4. Stats: Martial 17 (+12), Diplomacy 8 (+3), Stewardship 13 (+8), Intrigue 15 (+10), Piety 9 (+4), Learning 11 (+6), Combat 16 + 1 = 17 (+12)
    5. Advantage: Charm (Deadly Wildfire Legion: Grants one battle group per battle/turn magical/fire attacks. This grants them +1 Might against foes vulnerable to fire.)
  4. Milosen Atara V'neef is one of the daughters of the House Founder, bearing dark maroon hair from her combination of Water Essence and the Scarlet Empress's own famous hair. She worked for decades as a captain of one of the House's merchant ships, transporting goods across the Threshold and making a steady profit from the cut her vessel takes for the route. She was also pivotal in securing a few deals which helped protect her House when the Realm's internal conflict began to boil over. In her home, she would likely be considered a hero, and could continue her profession with ease.

    Yet, here she was, without a ship and far away from the House she helped save. How by the Gods could that happen? "To put it simply, this whole venture was supposed to be a vacation for me. I didn't come prepared with a ship because Mother still needed the galleon I commanded available to haul goods while I was away. I never expected that what was supposed to be an easy year's travel for me would put me into such a dangerous situation." Then why did she not try to flee Uluiru when its enemies were banging on the walls? Why stick around to help another nation's people escape? "Am I not allowed to have hobbies? Or do good deeds?" No, you feel like there might be something more to this, but you have no idea what.

    She needed little prompting to speak about her companions. "Flaris is a bit too hard on himself, but that's alright. Songbird is as innocent as her name, I wish I could be that pure. Nokun is blunt, but good in a fight. Fuvor…" She rubbed her temples with her finger tips. "An idiot, he's a complete moron. I don't think I have ever seen him follow one direction accurately, or not have asked for help with any one task. At this point, he's more of an anchor than the iron hook that's on my ship. That's not even getting into how he parrots his House's vendetta with mine. That's the last I will say on the matter."
    1. Essence 3
    2. Water Aspect
    3. Personality: Slick (+1 Intrigue)
    4. Stats: Martial 14 (+9), Diplomacy 15 (+10), Stewardship 17 (+12), Intrigue 17 + 1 = 18 (+13), Piety 14 (+9), Learning 10 (+5), Combat 11 (+6)
    5. Advantage: Charm (Distraction of the Babbling Brook: Whenever this unit is used to establish a deal of any kind, can insert 1 hidden clause which the other party ignores and goes along with. Once per turn.)
  5. What you know about Innocent Songbird is this: She is the daughter of a Patrician family in the Realm, though she is hesitant to speak about her parentage for reasons that she elaborated on later. Her family had very little of the dragon's blood flowing through their veins, so it was a pleasant surprise when she took her Second Breath in her mid-teens. From what she was willing to disclose, the family had been planning to marry her off to House V'neef for a sizable helping of money (she seems to bear Milosen no ill-will for this). In response she had left them, running away to the Cloister of Wisdom, where she was taken in as a student. During her stay, she studied one of the famous Immaculate Dragon Styles, Wood Dragon Style specifically, and was eventually taken in as a full monk of the First Coil, a phrase you do not know but from what she tells is just the status of a full initiate.

    You then proceeded to ask her why she was here, and her answer was simple, though sorrowful. "I have performed an action which harmed the Order, two really, and ruined their trust in me. I showed not just mercy to an Anathema, but instructed them in our ways. Those ways were then turned against my mentors when they caught the Anathema with me. Rather than accepting my punishment, I fled from them like a coward. Now, I will likely never rejoin them or the Elemental Dragons when I die, not for several lifetimes." When you asked about her thoughts and feelings regarding your own "status," she said, "I do not have a solid answer I can give you. Once my thoughts are clear as the steady stream on the subject, I will give you my response."

    On a lighter note, her answers regarding her companions were a lot more… well, it felt like a huddle of housekeepers gossipping. It was like the monk with heavy-laden shoulders had been swapped with a teenage girl, so sudden was the shift in personality and speech. "Oh, you didn't see it, but just the other day Nokun and Flaris were getting into each other's faces, and they were so close it was almost like they were going to KISS! I was SO excited to see-"and things just continued on from there. You ended up going significantly overtime thanks to this tangent.
    1. Essence 2
    2. Wood Aspect
    3. Personality: Repentant (+1 Piety)
    4. Stats: Martial 10 (+5), Diplomacy 13 (+8), Stewardship 10 (+5), Intrigue 9 (+4), Piety 13 + 1 = 14 (+9), Learning 12 (+7), Combat 15 (+10)
    5. Advantage: Wood Dragon Style (Able to use and teach the powers of the style up to the Form. Somehow, she can learn more of the style over time.)

Next after that was the biggest surprise of them all, Rising Dawn of the Hopeful Quartz. A strange Exigent (you think), she had the ability to warp reality in ways that made many people uncomfortable. Worse, her capacity to force "roles" onto others to make them obey was a terrifying ability. It was only her... Dawn-ness that made you less suspicious and more pitying her situation.

  1. Rising Dawn of the Hopeful Quartz from what she tells you used to be a simple priestess for the worship of Cantata-of-the-Depths, hence her name (any previous title had been lost in her childhood and wasn't important now.) She did her duties with as much grace as she could muster... which wasn't a lot, but she nonetheless made friends anyway. As she says it, the assassination attempt on Nuwa 7 years ago never occurred because Rising Dawn just happened to be in the right place to stop it. She had been on a short pilgrimage with her friends, who were all decent in the art of war, when they came across Nuwa being chased by her assailants, a small pack of Raksha pursuers. Though it cost her friends' lives, Rising Dawn was able to assist Nuwa in taking down the assassins and escort her back to the capital. There, your mother promoted her to the title of Minister of Public Works as a reward, a proclamation that surprised many, including the previous occupant of the title and Rising Dawn herself.

    "If, if I can... be honest... your majesty..." she stumbled over her words as you listened in shock. "I really don't think I was the, you know, the best fit for the job. ...At first. I think I got better, um, over time, but it was hard for a while." In that sense, she could potentially be great in that role once more, even if some would protest allowing a literal stranger assume one of the most important positions in the nation. When asked about any other strengths she had, she admitted, "I'm not... I don't give orders well," her expression turned quite enthusiastic, "but I can really strategize well! That's what Queen Ulu, um, told me one time."And the energy quickly faded at that last sentence. Were you really considering putting her in charge of the Ministry of War?
    1. Essence 1
    2. Autumn Caste Getimian
    3. Personality: Shy (+1 Piety)
    4. Unique Stat Schema: Uses X - 5 for her stat bonus. However, she can choose 1 task under her jurisdiction to reduce the Difficulty by 10.
    5. Stats: Martial 14 (+9), Diplomacy 11 (+6), Stewardship 14 (+8), Intrigue 11 (+6), Piety 16 + 1 = 17 (+12), Learning 9 (+4), Combat 13 (+8)
    6. Advantage: Silver-Voiced Nightingale Style (Users can substitute their Diplomacy stat bonus for their Martial or Combat stat bonus. If their Martial or Combat stat bonus would be higher, add 1/2 of their Diplomacy stat bonus to the Martial or Combat stat bonus. Gains more bonuses with further mastery. Rising Dawn can instruct others in this style, up to the form.)

And then, of course, there was the biggest problem in the room: Slumbering Star, the last remaining notable Goddess of your people. The other notable God, Strider Upon Mountains who governed non-precious stone, sadly gave his life to create numerous walls of rock to bar your enemy's passage. With his death, Star had no check on her power outside of the Exalted, and from your interview, you were certain that she was going to be a problem in the future. While your experience told you that she was not to be trusted with power, and should be restricted in her political powers, the more compassionate side of you argued that if she WERE to be placed into a role, then she might be able to learn the value of cooperation. Or at least, remain in a place that you could keep an eye on her.

  1. Slumbering Star is Uluiru's Goddess of Jewelry, an important position considering how much it synergized with the powers of the Sovereign Exalted. She typically takes the form of a blue-skinned woman with literal emerald eyes and sapphire dreadlocks for hair arranged into an elaborate weave at all times. She is a rather… self-important individual. Indeed, had it not been for the loss of every other high ranking god in the nation, she wouldn't have risen to the top as she has. She still isn't worshipped as much as the long-passed Cantata-of-the-Depths has, nor even your mother, but you can sense that she desperately wants to be the focus of everyone's daily lives. Perhaps that's part of why the two of you rarely got along, and that animosity now serves as a potential barrier to working with her. You can put that aside for the greater good… the question is, can she do the same?

    "All I ask," she said in that tone of voice that means she's commanding rather than requesting, "Is that you put me somewhere that my gifts will SHINE! Let me take the stage for all of Uluiru to see! Or at least place me in charge of the mines, I want first dibs on whichever gems emerge from the earth."…It's going to be quite difficult working with this goddess.
    1. Essence 4
    2. Goddess of Jewelry
    3. Personality: Self-Interested (+1 Diplomacy)
    4. Unique Stat Schema: When performing most actions, uses (X - 10) for bonus. Whenever an action falls within her domain (Jewelry), she uses (X - 5) for her bonus instead.
    5. Stats: Martial 14 (+4/9), Diplomacy 18 + 1 = 19 (+9/14), Stewardship 20 (+10/15), Intrigue 14 (+4/9), Piety 19 (+9/14), Learning 14 (+4/9), Combat 12 (+2/7)
    6. Advantage 1: Immortal (Will come back eventually from death, assuming stuff like Ghost-Eating shenanigans aren't done. Prayer and sacrifice will accelerate her return.)
    7. Advantage 2: Blessing of Jewels (Can grant +10 bonus to actions regarding mineral wealth when politely asked. Can potentially be improved with more worshippers.)

Finally, there were your students. While all mortal, they were still sorcerers capable of great feats. It wouldn't feel right to dismiss them simply because their use of Essence was solely external. Besides, you thought as your mind turns inwards to ponder the Fount of Glories still resting on its barge, it might not be long where they will remain mortal. Assuming, of course, that they survived the experience, a thought that made your heart clench. But that was for another time.

Your students are individuals who you helped teach and, in a way, raise for the past eight years. You know them better than perhaps even their parents do (and you ARE Mobolaji's parent now). As such, any interviews for them were less to find out their personalities, and more to provide justification for placing them in whatever positions you gave. Really, your current priority with them was finding a good enough candidate for the Ministry of Records, as you had a number of good candidates for the other positions. Thus, you were able to narrow your selection down to 2 in particular.

Your son, while a good well-rounded young man, did not truly excel in any given field. While he would be great in a lower level role, he was ill-suited to directing an entire Ministry. Was this what your mother felt when she denied you, your siblings or relatives a major position? Did she feel that you just weren't specialized enough for the job? And while he wanted the responsibility, you believed that maybe he should take the time, even in this stressful situation, to spend just a few more years without the weight of the world on his shoulders. Better that people do not live or die by his word just yet.

Lumusi, the daughter of one of your distant relatives, was in comparison an easy dismissal. She was probably the most difficult student that you taught, not from lack of capability, but rather effort. She barely gave 50% of her energy towards something, let alone 100%, and so she fell behind after everyone else. She still managed to secure her initiation into Sorcery, but it was an interesting affair, considering she went INTO THE WYLD to obtain enlightenment. How she managed to return relatively unscathed is a mystery you have not solved, and since that time she has done little to no work on improving herself further. She was given an assignment, she fulfilled it, and that was that for her.

After some more struggle, you eventually decided to eliminate Mawunyo as well. The child of a poor farmer, Mawunyo's struggle in learning came in two parts: First, their own lack of education created a poor knowledge base for Sorcery, even if they had great skill with living off of the land. Second, an unknown complication with reading written text, where the letters would jumble around in their mind, made several otherwise safe rituals extremely hazardous to them. With time, you were eventually able to alter those rituals to be more of a physical rote rather than a written memorization, and things became smoother from there. While doing much better these days, you felt that Mawunyo would be better served in helping around at multiple Ministries rather than leading one particular department. A "problem-solver," to use the idiom.

Hence, your two candidates, the best of your class in their studies. They took to your lessons like ducks to water, and now it was time to give them the ultimate test: Responsibility.

  1. Nkiru was actually the daughter of a former employee in the Ministry of Records, a background which gave her a strong degree of literacy that most did not have. Her father encouraged her own interest in his profession, giving her books and topics for her study in between other lessons. In that sense, you could say that she is the natural successor for this position. Unfortunately, she adopted too many of your own opinions when she studied under you, molding her own less-than-respectful attitude towards the gods.
    1. Advantage: Sorcerer (Control Spell: Blood Lash (DC 20 + Wound); Arcane Mark: Dark prominent veins which when bleeding allow for the blood to be controlled and manipulated.)
    2. Personality: Studious (+1 Learning)
    3. Stats: Martial 12 (+2), Diplomacy 16 (+6), Stewardship 9 (-1), Intrigue 9 (-1), Piety 7 (-3), Learning 18 + 1 = 19 (+9), Combat 14 (+4)
  2. Taiwo is the child of a sadly passed general, having lost their mother a year into their studies under you. They are rather cautious to a fault, taking no action until they can be sure that it will work. While that can be annoying in regards to getting answers out of them, it is a remarkable trait to have for a Sorcerer, when any one wrong move can spell disaster. Besides their remarkable talent for spell-casting, they are also quite good at more subtle acts, judging by the few times you've managed to catch them sneaking into your personal library.
    1. Advantage: Sorcerer (Control Spell: Flight of Separation (DC 30); Arcane Mark: Can speak with birds and is generally liked by them.)
    2. Personality: Cautious (+1 Stewardship)
    3. Stats: Martial 10 (0), Diplomacy 12 (+2), Stewardship 12 + 1 = 13 (+3), Intrigue 15 (+5), Piety 12 (+2), Learning 19 (+9), Combat 11 (+1)
Perhaps you could have asked other individuals as well, but you weren't sure if promoting some random farmer you didn't know to one of the highest offices in the land was a good thing. Particularly not when it would mean denying someone more Exalted than they the position. As such, you would stick with what you had, and choose from there.

Select your candidates now in a plan format. Only ONE Character can be the Minister of a department, and they cannot serve in multiple departments. Stat bonuses are listed after each character's name. If they have an Advantage which synergizes well with that position, that will be listed as well.

The Minister of War is in charge of leading troops into battle, training them until they are battle-ready, and overseeing the supplying of such units. In the future, they will also study the tactics employed by the enemy and try to create counter-measures. Its relevant stat is MARTIAL.

[][War] Gwai (+12)(ADVANTAGE)
[][War] Nokun (+10)(ADVANTAGE)
[][War] Flaris (+12)(ADVANTAGE)
[][War] Rising Dawn (+9~)
[][War] Write-in

The Minister of Culture is in charge of the nation's arts, intertribal conflicts, culture and of course interactions with other nations and peoples. In the future, they will be used to decipher and communicate in foreign languages. Its relevant stat is DIPLOMACY.

[][Culture] Abioye (+10)
[][Culture] Ekundayo (+10)
[][Culture] Fumnanya (+11)(ADVANTAGE)
[][Culture] Slumbering Star (+9/14)
[][Culture] Milosen (+10)(ADVANTAGE)
[][Culture] Write-in

The Minister of Finance is in charge of the nation's resources, whether that be food, construction material or sheer wealth. In the future, they will be used to create formal trade agreements and get a grasp of the world economy. Its relevant stat is STEWARDSHIP

[][Finance] Gwai (+16)
[][Finance] Slumbering Star (+10/15)
[][Finance] Milosen (+12)(ADVANTAGE)
[][Finance] Rising Dawn (+9~)
[][Finance] Write-in

The most recently raised Ministry, replacing the Ministry of Law, the Minister of Vigilance is in charge of searching for potential seditious elements among the people as well as conducting spywork in other nations. In the future, they will be on the lookout for Chaos worship and mutants. Its relevant stat is INTRIGUE.

[][Vigilance] Ekundayo (+13)(ADVANTAGE)
[][Vigilance] Flaris (+10)
[][Vigilance] Milosen (+13)
[][Vigilance] Write-in

The Minister of Public Works is in charge of the nation's shrines, holidays, and acts as the ultimate "Priest" to the gods of the nation. They are also charged with the protection of the Fount of Glories specifically. In the future, they will also be used to learn about foreign faiths and worship. Its relevant stat is PIETY.

[][Public Works] Abioye (+12)
[][Public Works] Chinasa (+10)(ADVANTAGE)
[][Public Works] Slumbering Star (+9/14)
[][Public Works] Rising Dawn (+12~)
[][Public Works] Write-in

The Minister of Records is in charge of the nation's education, written information, history and the handling of sorcerers. In the future, they will also be used for translating foreign written materials and spells. Its relevant stat is LEARNING.

[][Learning] Gwai (+7)
[][Learning] (+6)(ADVANTAGE)
[][Learning] Fuvor (+7)
[][Learning] Innocent Songbird (+7)
[][Learning] Nkiru (+9)(ADVANTAGE)
[][Learning] Taiwo (+9)(ADVANTAGE)
[][Learning] Write-in

The Minister of Mining is in charge of the various miners and crafters, overseeing their employment and protecting them from harm. In the future, they will also be used for Underway Exploration. Its relevant stat is COMBAT.

[][Mining] Chinasa (+10)
[][Mining] Slumbering Star (+2/7)(ADVANTAGE)
[][Mining] Flaris (+12)
[][Mining] Innocent Songbird (+10)
[][Mining] Rising Dawn (+8~)
[][Mining] Write-in

The Vote will END on June 9th at 7:00 AM PST

Author's Note: Yeah, I probably could have spoilered all of the candidates' descriptions, but oh well.

Anyway, here are your candidates, as well as the vote. If you have any questions, just let me know. I gave myself more time with this deadline because I figured that I would need it in order to start writing up the results for Turn 1. I'll probably be posting Turn results in the middle of the vote if I finish a given section, so don't be surprised if you see a "Turn 1 Results Part 1" crop up while the vote is still on-going.

As for the dice rolls, I'll be getting them started here in this thread soon, so watch out for that.

EDIT: Added some spaces in-between entries to improve clarity.

EDIT 2: Realized that Fumnanya's Advantage could help with traveling to other nations if she were going as a diplomat. Added it to her Ministry of Culture option.
 
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[X] Plan: Advantages for Most
-[X][War] Gwai (+12)(ADVANTAGE)
-[X][Culture] Slumbering Star (+9/14)
-[X][Finance] Milosen (+12)(ADVANTAGE)
-[X][Vigilance] Ekundayo (+13)(ADVANTAGE)
-[X][Public Works] Chinasa (+10)(ADVANTAGE)
-[X][Learning] Nkiru (+9)(ADVANTAGE)
-[X][Mining] Flaris (+12)

My idea is to use the most Advantages as we can get from our Advisors.
 
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Forgot to put this in the Author's notes, but I actually gave Gwai a +2 to all of his stats to represent his at least 4 centuries of experience. He actually rolled a 19 on 4d5 even before that, which is quite impressive.

Slumbering Star had a +4 to all of her stats to represent the high Attributes that gods typically have.
 
So why is there 2 numbers? One for personal actions and one for Ministry actions?
The first is the actual stat, the second their stat bonus which is used for rolls.

You, as a Solar, use X for your roll bonus.
Terrestrial Exalted use X - 5 for their bonus.
Mortals use X - 10 for their bonus.

Where "X" is their actual stat.
 
Hmmm. I feel like assigning Flaris to mining is almost a waste given it doesn't involve a mass of soldiers, but it's probably fair. I worry about assigning Milosen to finances as well given how tricksy she is. Hmmm. On the other hand Gwai's charm is too good not to put him on Military.

I wish we had a good gauge on what Songbird's Martial Arts actually do. If they're as good as they should be, they'll likely make her a better Mining pick than Flaris.

@Critian Caceorte have you come to a definitive decision on that?
 
Sadly, no. I'm sorry I haven't figured it out yet, just had other stuff on my plate so far.

I don't mean to rush you or anything, I'm just waffling on whether to go with the existing plan or propose another featuring her as our Mining advisor. But y'know what, I'll just do it.

[X] Plan: Advantages for All (Immaculate Martial Arts Count)
-[X][War] Gwai (+12)(ADVANTAGE)
-[X][Culture] Fumnanya (+11)
-[X][Finance] Milosen (+12)(ADVANTAGE)
-[X][Vigilance] Ekundayo (+13)(ADVANTAGE)
-[X][Public Works] Chinasa (+10)(ADVANTAGE)
-[X][Learning] Taiwo (+9)(ADVANTAGE)
-[X][Learning][Vice] Nkiru (+9)(ADVANTAGE)
-[X][Mining] Innocent Songbird (+10)

Innocent Songbird does not technically have a listed advantage, but I can't imagine Immaculate Martial Arts (which are really powerful) not being relevant for a direct personal combatant, and likely more relevant than the +2 to a base stat. Like, if our QM goes with self healing and ignoring terrain penalties, that alone is great. If it follows the charms available in Exalted 3E it'll also include the ability to wreck spirits with attacks at some point soon.

EDIT: Added Fumnaya for culture. Added a vice minister the one place it has no penalty.
 
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Innocent Songbird does not technically have a listed advantage, but I can't imagine Immaculate Martial Arts (which are really powerful) not being relevant for a direct personal combatant, and likely more relevant than the +2 to a base stat. Like, if our QM goes with self healing and ignoring terrain penalties, that alone is great.
advantage is about helping with their job, Innocent Songbird doesn't have anything that helps with her job. Which Immaculate Martial Arts doesn't help with mining.
 
Select your candidates now in a plan format. Only ONE Character can be the Minister of a department, and they cannot serve in multiple departments. Stat bonuses are listed after each character's name. If they have an Advantage which synergizes well with that position, that will be listed as well.

Can we advocate for a Vice-Minister?

I really want to put Fuvor in the Mines with Slumbering Star, where Star can focus on Mining and Godly things and Fuvor can get a crash course in figuring out the hell that is tunnel fighting in Warhammer.

Basically you succeeded in pulling at my heart strings and want to give Fuvor a chance.
 
Ehhh no? Mining is going to be her job if she is given Mining as her job.

It literally uses the combat stat because, per QM, there's a lot of stuff to fight down there. I'm not really arguing that it should necessarily list her with Advantage. Just that she does have one at an important area.

Can we advocate for a Vice-Minister?

I really want to put Fuvor in the Mines with Slumbering Star, where Star can focus on Mining and Godly things and Fuvor can get a crash course in figuring out the hell that is tunnel fighting in Warhammer.

Basically you succeeded in pulling at my heart strings and want to give Fuvor a chance.

I certainly hope we can give the non-ministers jobs. Them just sitting around doing nothing would be really bad.
 
Not really? Mining is Mining, its not a Combat/Prowess position from our POV because we don't know what is under us. If it was an Advantage QM would put it there.

Per the QM, they have not figured out what Immaculate Arts actually do, so how could they take them into account in that? But really, I'm not arguing that she should be listed with Advantage, necessarily, I'm arguing her bonuses will be relevant. Probably more so than a +2 on percentile dice.
 
Ehhh no? Mining is going to be her job if she is given Mining as her job. I rather have her free agent with combat to help with well war.

The Tunnels and Underground of Warhammer Fantasy are filled to the brim with monsters, gribbles, and ratmen who want to eat your face.

By default, Mining is a Combat Ministry because otherwise everyone sent down there is dead.

I mean, between the Shard Dragons, the Greenskins, the Giant Spiders, the Techno-Anarchist Ratmen, and everything else that might be down there, it would be really nice to have someone who can kill things good there.

I like Slumbering Star for the job cause she presumably has some degree of Earth Moving Powers with her Jewel Domain.

Not really? Mining is Mining, its not a Combat/Prowess position from our POV because we don't know what is under us. If it was an Advantage QM would put it there.

Ah, you're arguing from an IC POV while we're OOC "metagaming".

Creation (where Exalted is set) also has a lot of fucked up stuff underground, so viewing the position as a Combat one ICly is okay.
 
The Tunnels and Underground of Warhammer Fantasy are filled to the brim with monsters, gribbles, and ratmen who want to eat your face.
We do not know this, and the Ministry as is doesn't have to deal with that right because they don't know that is its role. If it was reformed around that would be one thing, but that isn't the case right now. As for Creation's underground, 3e does not have that much because we are using 3e lore. If this was using 2e lore I would say it would already be combat based one and wish we had Jadeborn to back us up.
 
We do not know this, and the Ministry as is doesn't have to deal with that right because they don't know that is its role. If it was reformed around that would be one thing, but that isn't the case right now. As for Creation's underground, 3e does not have that much because we are using 3e lore. If this was using 2e lore I would say it would already be combat based one and wish we had Jadeborn to back us up.

The QM did mention the underground being dangerous even back in Creation, IIRC. So we think of it as a combat post.

I'm also hopeful we can make Flaris, like, Commander of the Royal Guard or something where his Charm is actually useful. Which if he's soling things underground, it will not be in general. It's very good (though not as good as Gwai's).
 
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