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

So i guess capture and imprsion them in crystal with a sleeping spell question is do we have to build something like Untergrund or do we make it a flying prison with 0 pawn material so automations is the name of the game.
 
So I've been thinking (I know dangerous hobby :V ) about how to deal with that Heart Eater. Correct me if I am wrong in any of my assumptions here, but the way I see it we have one relatively straightforward way to find and deal with the SoB:

  1. Capture one of their pawns
  2. Use sorcery to track them down, if it can be used to exorcise, it should be able to find and follow that link barring charms that protect from divination
  3. Take the Heart Eater themselves prisoner
Once we have them we have three options only one of which is remotely moral, but for the sake of completeness I'm going to mark all of them down here.

The Moral: Keep them a prisoner until all their pawns capable of exaltation are dead. If they have say ghost pawns that is fine, you can't glue an exaltation on one of those
The not so Moral Mind control them somehow, yes there are charms to prevent that but mote tapping is a thing and Solars can get pretty good at mind control themselves
The... it literally involves Yozis: Send them to literal hell as part of a deal with a powerful Demon. I'm sure the Yozis would love a mind controlling akuma and we could make it part of the deal that the Heart Eater is never allowed on this world and that all their pawns are removed from said world as soon as they are made akuma

Doesn't work, the only way to keep a Heart Eater Prisoner (Let's disregard their Celestial tier dice pools) is to ensure they're always being watched by an Exalt that they can't just Hannibal Lecture their way into releasing them in the first place. Heart Eaters have terrifingly good social skills and also Limit Break if they're not allowed to take new Pawns which makes them even worse. And even if you kill them, they respawn in one of their Pawns if they have any.

Even if you capture them, there is no force preventing them from Assuming Direct Control of one of their Pawns and engineering their own release, since they've got magic that lets them effectively body jump into one of their Pawns with their full toolkit active.

Simply put, there's basically zero way of capturing a Heart Eater in such a way that just killing them isn't a better solution. At least if you kill them and they're out of Pawns, they'll remain dead until some poor mortal touches their bones and starts the cycle anew.
 
Can we make peace with the heart eater ? And I don't know extract oath for not to enslave in exchange of us not trying to kill him for existing maybe even see if he would join
In the absolute sense. They are a person. With thoughts and feelings much like any other.

In practice....? A lot of what DP said is true.

We have no idea what their deal is. And probably won't find out unless they tell us.

@Critian Caceorte will rolls (or enemy action) be turning once successful actions into incidents in the future? Especially retroactively?

I'm wondering how much if any stock we should put into "this action was successful"
 
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Notice on the Advisor Vote's Deadline
@Critian Caceorte will rolls (or enemy action) be turning once successful actions into incidents in the future? Especially retroactively?
Generally no. Heart-Eaters are particularly subversive, but the sudden reveal here actually was to your benefit for two reasons:

  1. You gained a relatively early lead on investigating what's going on with the Heart-Eater IC.
  2. In the sake of fairness, I had to discard my original reveal plans for the Heart-Eater, which was them making a Pawn of your son. Granted, for that you would have had personal actions to talk with him to perhaps figure it out. But still, that's one point of paranoia you can take off of the table.
As for the Raksha and the Infernal, both of them are not currently near your position. After all, there were other starting locations you could have chosen, just because you went one way doesn't mean the others went the same way. They're going to be more long-term threats here, especially since from what I rolled neither are particularly combat-heavy.

In addition, generally if a Luck roll is particularly bad, than that means that enemy action is afoot.

As an aside, I've finished up the rest of the Turn 1 results. With how much more time I have remaining on the vote with no new votes being added, I'm debating calling the vote sooner than projected. So if any of you have not created or voted on a plan for the Advisor Vote just yet, I suggest doing so. If you need it, I can make a plan summary post just like I did for Turn 1 to help.
 
Generally no. Heart-Eaters are particularly subversive, but the sudden reveal here actually was to your benefit for two reasons:
I do appreciate the clarification. Even if I have been kind of heavy handed with the criticism.

So thank you.

Also it is transparently very good for us yes. Even opening hostilities with the dark elves benefits us...

It was just very sudden I suppose.

And I know you had to make stuff up suddenly as well.
 
So I've been thinking (I know dangerous hobby :V ) about how to deal with that Heart Eater. Correct me if I am wrong in any of my assumptions here, but the way I see it we have one relatively straightforward way to find and deal with the SoB:

  1. Capture one of their pawns
  2. Use sorcery to track them down, if it can be used to exorcise, it should be able to find and follow that link barring charms that protect from divination
  3. Take the Heart Eater themselves prisoner
Once we have them we have three options only one of which is remotely moral, but for the sake of completeness I'm going to mark all of them down here.

The Moral: Keep them a prisoner until all their pawns capable of exaltation are dead. If they have say ghost pawns that is fine, you can't glue an exaltation on one of those
The not so Moral Mind control them somehow, yes there are charms to prevent that but mote tapping is a thing and Solars can get pretty good at mind control themselves
The... it literally involves Yozis: Send them to literal hell as part of a deal with a powerful Demon. I'm sure the Yozis would love a mind controlling akuma and we could make it part of the deal that the Heart Eater is never allowed on this world and that all their pawns are removed from said world as soon as they are made akuma
1.We used a charm to exercise the pawn. I doubt we could track the link faster then they could break it, seeing as we just bearly beat them to using the "break the connection and shatter the mind of the pawn" charm. Sorcery would be slower.

2. The Hearteater would probably notice the tracking and move before we get there in enough force.

3. The Hearteater transfer has a range of essence miles. Just move them to open ocean.

They come back from the dead by mind controlling paws IIRC.
What? Wow, HE are bullshit. If we can track it from one of its pawn, is it possible to use it to find all of its pawns? Otherwise yeah, imprisoning it until every mortal would could ever have been in contact with it dies is the less worse solution.
Not until all their mortal pawns die of old age.
With a range of (essence) miles. So we just move them out of range of the pawns. Like over open sea.

With strong enough Sorcery sure.
Just requisition some drugs from the locals. Also, we don't need them entirely intact. No need to learn complex sorcery for few hours worth of work.

Doesn't work, the only way to keep a Heart Eater Prisoner (Let's disregard their Celestial tier dice pools) is to ensure they're always being watched by an Exalt that they can't just Hannibal Lecture their way into releasing them in the first place. Heart Eaters have terrifingly good social skills and also Limit Break if they're not allowed to take new Pawns which makes them even worse. And even if you kill them, they respawn in one of their Pawns if they have any.

Even if you capture them, there is no force preventing them from Assuming Direct Control of one of their Pawns and engineering their own release, since they've got magic that lets them effectively body jump into one of their Pawns with their full toolkit active.

Simply put, there's basically zero way of capturing a Heart Eater in such a way that just killing them isn't a better solution. At least if you kill them and they're out of Pawns, they'll remain dead until some poor mortal touches their bones and starts the cycle anew.
Essence miles range. We don't need to find the pawns, we just need to sail on open ocean so there is no where a pawn could hide in range then kill them. Assuming she has sail charms the Water aspect could do this in a few hours.

  1. You gained a relatively early lead on investigating what's going on with the Heart-Eater IC.
  2. In the sake of fairness, I had to discard my original reveal plans for the Heart-Eater, which was them making a Pawn of your son. Granted, for that you would have had personal actions to talk with him to perhaps figure it out. But still, that's one point of paranoia you can take off of the table.
3. Now we have elf prisoners to interrogate.
 
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Also, the reason that the Heart-Eater was the enemy assigned to your location is because of the three, they ramp up the hardest when left alone. I mean, technically Solaroids will also do that to a great degree, but they (usually) aren't as subversive to this degree. If I had you dealing with the Raksha immediately, that gives a hive mind entity the ability to assimilate others for years on end, at which point it's practically an impossible problem to solve. Again, the Demon Summoner is a problem in and of themselves, but at least they'll get pushback from the more Order aligned factions.
 
1.We used a charm to exercise the pawn. I doubt we could track the link faster then they could break it, seeing as we just bearly beat them to using the "break the connection and shatter the mind of the pawn" charm. Sorcery would be slower.
3e removed the exorcism spells from sorcery, but I wouldnt be surprised if Critian said those spells still existed.

Solars have some charms that could absolutely exorcise a pawn, and maybe do worse to the heart eater.

But we are the only solar on hand.

That being said I did find an incredibly badass charm, and I would love it if we got the chance to use it at some point.

"The Solar may cast her spirit from her body to save a target from corruption. The Solar steps forward and touches her target, enacting a (Wits + Occult) battle against the character's Resolve, in which Intimacies do apply. Upon success, both the Exalt and the target become completely entranced, as the Solar casts her spirit into the body of her target. The exact effect of this dramatic action is up to the Storyteller—the Lawgiver may use this to enter a raksha to retrieve the soul of an eaten loved one, or she might enter the body of her Lunar mate to do battle with a Derangement created by a past incarnation. More specifically, the Exalt may use this to cast a spirit into her target, forcing a possession of that character, or infecting him with a spiritual malaise if he fails a Resistance check against the virulence of the attack. This attack requires the Exalt to have previously captured such a spirit or disease using this Charm's prerequisite."

Heart eaters probably feel really safe and secure until the solar punches them in the brain through their pawns. :V
 
Also, the reason that the Heart-Eater was the enemy assigned to your location is because of the three, they ramp up the hardest when left alone. I mean, technically Solaroids will also do that to a great degree, but they (usually) aren't as subversive to this degree. If I had you dealing with the Raksha immediately, that gives a hive mind entity the ability to assimilate others for years on end, at which point it's practically an impossible problem to solve. Again, the Demon Summoner is a problem in and of themselves, but at least they'll get pushback from the more Order aligned factions.

Also, aren't fundamentally hostile to our existence like a Heart-Eater and most Raksha would be.

Though they probably hate us for some other reason instead.
 
Dragon blooded also have an absolutely hilarious charm that would do... a lot. To a heart eater.

Blazing Purification Chant
Cost: 4m, 1wp;
Mins: Occult 4, Essence 3
Type: Simple
Keywords: Fire
Duration: Instant
Prerequisite Charms: Soul-Fire Cremation Technique, Spirit-Chaining Strike
Affixing a prayer strip to the forehead of a victim of possession, the Dragon-Blood speaks a potent incantation, setting the paper alight. This flame doesn't burn the possessed character, but rather, the possessing entity. The Dragon Blood rolls ([Charisma or Intelligence] + Occult) against the possessing being's Resolve. Success deals (her Essence+ threshold successes) dice of decisive aggravated damage to the possessor, ignoring Hardness. If the total damage equals or exceeds that being's Essence rating, it's forced out of its host, and cannot attempt to possess him again for the rest of the story. Otherwise, the host can't benefit from any use of this Charm until a day has passed. Up to five Dragon-Blooded who know this Charm can use it cooperatively. Each character beyond the first adds one additional die of damage.
I know heart eaters have some very quick ways to discard pawns, but- this IS a pretty amusing mental image.
 
Sorry, just catching up on the councillor vote, what's the rationale behind putting Innocent Songbird down for Mining instead of say Slumbering Star? Doesn't the latter absolutely need/demand a position in order not to start breaking things?
 
Sorry, just catching up on the councillor vote, what's the rationale behind putting Innocent Songbird down for Mining instead of say Slumbering Star? Doesn't the latter absolutely need/demand a position in order not to start breaking things?

Mining is the combat position. Slumbering Star has a combat bonus of +2. And, per her description, she'll accept Exalted taking the position she wants (though not mortals). We'll likely need to make her a temple to assuage her ego, but we'd probably do so anyway.
 
Still think a temple to the maidens wouldn't be amiss, but the immaculates would probably appreciate an immaculate temple as well.
 
Turn 1 Results (Part 2)
Please see previous parts for full plan details. Individual actions will still be listed along with rolls.



Learning Actions
-[X][Learning][LOCKED] Sorcerous Survey (DC 0/30)
Roll: 81; Notable Success, finds 15 people who have potential for Sorcery.

When you surveyed the people for any Sorcerers still present in the populace, you were pleasantly surprised by the results. All of your students survived, of course, as well as another sorcerer you were not familiar with who specialized in transportation spells. He could be called upon to create a Floral Ferry at any time, and these rental services were how he earned his family income. Besides those 6, there was also your niece Abioye and yourself, making 8 total initiated Sorcerers in New Uluiru. With your survey, you found a rather decent amount of individuals you suspected had the potential to learn the art, around 15 people total.

The issue was finding the time to teach them. If you could do that, then you might have a new class on your hands.

Unlocked Personal Action: The First Class

-[X][Learning] Medical Aid (DC 20+)
Roll: 96; Notable Success, heals wounded General Troops to restore their size (Size 3 -> 4).

Apparently your doctors were more than up to snuff with taking on the task of healing. While injuries among the populace were relatively few, that did not mean that none existed. Still, your medical team was able to diagnose and treat each problem they were handed with remarkable alacrity. In fact, so great was the speed at which they worked that they were able to move onto other issues.

Issues such as your returning army of troops, most bearing either prisoners or injuries as they came back. The doctors and their assistants were there almost immediately to take soldiers in and triage their way through the worst of them. By the end of the third month, not only had every soldier received the aid they needed, but most would be able to return to the fray sooner than you had expected. This act of duty did admittedly inspire you, as you began to think of ways to improve their efficiency even more.

Unlocked Learning Action: House of Healing
Made Progress towards Unlocking Learning Action (Working): Wellspring of Life. Requires "Draw Up Freshwater" to be completed ?/? times.


-[X][Learning] Stabilize Reality for 10 Miles (DC 45/55/65)
--[X] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Learning Action)
Roll Bonus: +17
Roll Result: 38 + 17 = 55; 2nd Degree Success. Remove Wyld from Future City Center, at the cost of sending Dhar out to nearby enemy settlements.

Before you could work on hiding your people away from outsiders, you first needed to work on removing the Wyld's taint on the land. Besides the ongoing risk of mutation from being inside what was likely a Middlemarche, there was also the risk the chaotic Essence had on any future Workings you sought to perform. It was better that you eliminate that risk permanently, rather than allow it to play havoc with your future plans. The only question was, how?

Trying to purge away the taint via sheer force was unlikely to work in the long-term. The Wyld always does its best to creep back in, stopped only by the efforts of the Gods and Sorcerous Transmutation. You couldn't depend on the gods, not now, so that really only left Sorcery as the solution for this problem. And luckily for your people, you thought that you had an answer.

Rather than simply eliminating the Wyld energies permeating this place, if you could somehow channel them downwards into the earth, past their original flows, lose their twisting energy from clashing with the Earth Essence below and then directed back towards whatever source they came from, that could drain away the taint from the land. With that taint removed, not only would the mutations cease to occur, but the magic done in this place would remain stable long-term. It was a remarkably easy plan altogether, one that you patted yourself on the back for coming up with. As your other apprentices were still busy managing their own families (what remained of them, that is), and you didn't want to bother Mobolaji with a problem like this when he was having his own personal issues, you decided to attempt this great working all by yourself. For most sorcerers, attempting something like this on your own was suicidal.

For you, it just became a bit more difficult than you had initially thought.

While channeling the strange Essence flows of the Wyld was simple enough, moving them down below the surface proved to be more of a challenge than you realized. The energy rejected the orderly power of the earth, and sought to remain skybound like the wind. While interesting to discover, this didn't help your working very much. You attempted again and again to direct the energy down, but it just would not budge. With some regret for this would affect things in the future, you couldn't stop your Working now when halting the process could make things worse. Instead, you pushed the Wyld energies outwards, channeling them away from your land in exchange for inflicting the problem onto someone else.

You would find a better way to solve this problem. But for now, you at least bought your people time and safety.

Mining Actions
-[X][Mining] Ground Survey (DC 60)
Roll: 23; Failure; 2 Opportunities Left

As expected from the initial studies done by the Miner's Guild, the land here was quite poor in terms of mineral content. As surveys were conducted across the immediate area, nothing was found to be of worth to anyone. On the one hand, this did mean that the area where your people were currently settled in would not have to be relocated to make way for mines. On the other, not having easy access to metal would put a strain on any future projects you had in mind.

There was still plenty of ground to cover in the region you had stabilized, but your miners warned you that it was still unlikely that anything would be found here. Any success would likely require divine or elemental intervention.

-[X][Mining] Mountain Scouting (DC 20+)
Roll: 64; Success; Iron Discovered, Dangers Avoided

The mountains, on the other hand, proved more fruitful here. While there was still some worries about Wyld Taint in this far-off region, it seemed that less of it was present in this mountain range. Better still, there was a lack of rockfalls in the future or any other hazard common in mining. The vein of iron which had been found was only partially hidden away within a natural cave system, meaning that the need for building new tunnels was lower than usual. Overall, a good find, if a bit convenient to haul the contents all the way back home.

The issue, of course, with the mountains would come up later...

Unlocked Mining Action: Build a Mine (Iron)
See Mutation Roll results for more details...


Personal Actions
-[X][Personal][LOCKED] Decide Who'll Advise (No Roll)

Results will be seen at start of Turn 2.



Mutation Roll (1d10): 4 individuals mutated.

As you looked over the emaciated body of the poor child in the medical tent today, you carefully halted any grimace from taking over your face. You would not flinch when one of your own suffered from an affliction which was not their fault, especially not one so young. Besides, it wouldn't do to make her panic. She was not a monster, regardless of what the Wyld had done to her. Her body may have been turned into little more than skin and bones, but she was still a person, still alive.

When you finished your examination, you directed the doctor in the tent to speak in a far-off corner. Normally, you would have taken this outside, but her parents still remained outside of the tent flaps. So, you needed to content yourself with getting some distance. "And you say that three others have also suffered from mutations such as these?"

The doctor nodded. "The three in question were all members of the Miner's Guild, their prolonged exposure outside to the Wyld caused these changes to occur. The girl is the only mutated individual who has not stepped foot outside of here."

You nodded, slowly filtering the explanation through what you knew. Your Working to eliminate the chaotic Taint was still, well, working, reducing the presence of the Wyld to a much safer level, but it was likely that this girl had been changed before you finished your project. For now, all you could do is accommodate her condition with the best doctors on hand. While wealth was not of much importance at the current moment, you still had plenty of money stored away to be distributed when a currency besides food rations could be used again.

You would also need to consider if it was worth the effort trying to scour away the Wyld from the path to the mountains, or even in the mountain range itself. You could also just rotate out Miners every so often in the hopes of avoiding further corruption, but that would mean less overall experience with the terrain for each miner. Perhaps, if you had something more portable, you could send it along with the miners to their destination, but it would likely sacrifice some of its power as a force of Order in exchange. Even the Exalted couldn't have everything they wanted without effort and sacrifice.

Utilizing your wealth will require 2 out of the following 3 things: A stable Food and Water supply, the Money Matters action, and Trade Partners. Once these requirements are fulfilled, you can utilize your nation's wealth to conduct trade and fund certain projects.

Without some method of protecting your miners, they will still be at risk of mutation outside of the homestead's borders, though perhaps not to as great of a degree. Ground Survey is considered to be within the homestead area enough to avoid this problem.



Author's Note: With how much happened in the last two parts, Part 2 ended up being the runt of the litter in terms of word size and content. I tried to fill it out as best as I could, but obviously it wasn't going to be a huge thing.

The Luck Roll and the Advisor Vote results will both occur during the intro for Turn 2, if you're wondering where those are. I felt they better fit as the prologue for what's going on next.

I think I'm going to go ahead with shortening the vote's length to end on the 7th. That does clash with another quest of mine, but that one will be easy to write and update for. So, if it takes a few days for me to finish up Turn 2, don't worry, I'm not dead, just busy. :V
 
Without some method of protecting your miners, they will still be at risk of mutation outside of the homestead's borders, though perhaps not to as great of a degree. Ground Survey is considered to be within the homestead area enough to avoid this problem.

We could do another Working to stabilize the area around the mine though, right? It'd just be, well, another Working.
 
We could do another Working to stabilize the area around the mine though, right? It'd just be, well, another Working.
Sure, yeah, but honestly the mine's not the problem because the mountain is already partially insulated against Dhar and stuff. The issue is the path too and from, where your miners are going to be transporting goods.

Speaking of which, I might need to include an action for building ore wagons or whatever.
 
Sure, yeah, but honestly the mine's not the problem because the mountain is already partially insulated against Dhar and stuff. The issue is the path too and from, where your miners are going to be transporting goods.

Speaking of which, I might need to include an action for building ore wagons or whatever.

Right, but how long is that path? A Working to make it safe still seems viable. Or to create the mobile safe-zone thing whose name I am forgetting...
 
Sure, yeah, but honestly the mine's not the problem because the mountain is already partially insulated against Dhar and stuff. The issue is the path too and from, where your miners are going to be transporting goods.

Speaking of which, I might need to include an action for building ore wagons or whatever.
I thought they were exposed to a warp stone deposit while mining
 
I thought they were exposed to a warp stone deposit while mining
If that were the case, then I'd make it explicit, just because of how much of a problem Warpstone is. In this case, they simply built up too much corruption over time as they traveled back and forth. They also weren't the strongest willed/bodies individuals working the mines, which is also a factor. It's also why a child was one of the other mutants being treated.
 
If that were the case, then I'd make it explicit, just because of how much of a problem Warpstone is. In this case, they simply built up too much corruption over time as they traveled back and forth. They also weren't the strongest willed/bodies individuals working the mines, which is also a factor. It's also why a child was one of the other mutants being treated.
Hmm. Give our minors a few tiger warrior training sessions to firm up their willpower?
 
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