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

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Uluiru has fallen. It's queen and heir long since dead, its impenetrable borders broken through, only a remnant of the nation remains in a world not their own. How will you survive?
Character Creation Part 1: You

Critian Caceorte

Currently Suffering from Space-Time Narcolepsy
Location
Washington State
The year is 773 since the Scarlet Realm's founding. And Uluiru has fallen.

The northwestern kingdom was once a bastion of safety amongst the cold tundra, its sea borders and sorcery providing enough fertile farmland for a nation to survive off of. Its mineral wealth assisted greatly in its prosperity, as trade flourished with southern nations. Its people were happy not just with their living situation, but the rulers who reigned over them: The Sovereign Exalted.

The Sovereigns were a form of Exigent, a custom-made Exalt created from the sacrifice of a minor gem god and the remains of a Celestial Incarna. Unlike most of their cousins of the Flame of Exigence, they were a reproducible phenomena, their divine Fount of Glories empowering multiple individuals over the centuries with the blessing of Exaltation. Members of the royal family, dozens in number, attempted a bath in its rainbow flames in the hopes of achieving divine strength, and several succeeded. These shining Exalted were led by their family's founder, Queen Ulu, under whom Uluiru was established and expanded. And for five hundred years, things were great.

The Queen is dead. Her designated heir is dead. And now, five years after the Queen's passing, Uluiru as Creation knows it is dead.

While the nation was known for its endurance, it eventually was surrounded by enemies. The Fae, long-time adversaries (and sometimes partners) had harassed the people since before the nation was even founded, held back only by the wall of cold iron spears that marked the one land-based outlet for the kingdom. The Hearteaters, exiled Exalted from the First Age, plotted and assassinated key figures, perhaps even the Queen's heir, all in pursuit of obtaining the Font for themselves. Mist, the Eternal Revolutionary, continually returned from death to see the monarchy brought low. And finally, a recently raised Infernal Exalt saw opportunity in the chaos, summoning demons from Malfeas to tear down the iron palisade and allowing the Raksha to charge on through.

Perhaps, if the Queen, the heir or another accepted strong leader were at the helm, Uluiru might have survived. But the quick dissolution of the chain of command ensured that no one could try to take the throne without challenges from other claimants. Head of Ministries clashed against each other while farms and towns burned, the inherent desire to prove their superiority distracting them from compromise. Even after one person DID finally take hold of the throne, it was too late to save the entire nation. They would need to evacuate, just as their Queen and her tribe once evacuated centuries before.

Eventually, they would leave on gleaming ships, transporting as much as they could without weighing down the boats. Pursued by seaborn Raksha, they headed further northwest, hoping to find empty territory to colonize and defend themselves. A sudden encounter with a portal surrounded by eight black-and-blue spikes saw that effort wasted, its magic dragging them inside...

...And out into another world of cold.

Uluiru has fallen. But it may rise again, in these Northern Wastes. And maybe, just maybe, it will be reforged as something stronger than what came before.

Welcome to character creation! You will be playing as a member of Uluiru's royal family, either stationed at the nation's head or supporting the current ruler as one of their Chief Ministers. Character Creation will be divided into 3 parts: You (which covers your character), Us (which goes over what parts of Uluiru were recovered and kept safe) and Them (which establishes how the inhabitants of Warhammer Fantasy view and treat your fledgling nation.) You will be given 3 points to spend on various traits. Points carry over from each part, and you CAN (and probably should at some point) go into debt with expenditures, so long as you have 0 or more points at the end of character creation overall.

But before we go into all of that, first: How do you see yourself?


[] Male
[] Female
[] Write-In

And what is your name? (If you are looking for real world inspiration, I would suggest West African names, I think it fits Uluiru well enough.)

[] Write-in for Name

What position have you landed yourself in New Uluiru's ruling council? This will determine your number 1 stat. Due to combat prowess's importance to Uluiru (and if we're being honest, Exalted as a whole), your Combat stat will always be your 2nd-highest stat.

[] The Monarch (Overall Leader)
  • Selecting this option will turn this quest into a nation-building quest, with you taking overall command of New Uluiru.
  • You will become the King/Queen of the land, dictating what happens at the cost of not being able to lend your expertise often: Only Personal Actions will gain your stat bonuses, with every category's chief minister providing their bonus instead.
  • If you choose this option, then the second-highest vote will determine your highest stat.
  • Solar and Sovereign Exalted will fit right in here.
  • THIS OPTION CANNOT BE TAKEN WITH THE SIDEREAL EXALTED.
[] Chief Minister of War (Military)
  • You will become the General of the armies, organizing what few troops there are and training them.
  • All Exalted will be well-suited to this choice.
[] Chief Minister of Culture (Diplomacy)
  • You will work to develop New Uluiru's culture both inside of the territory as well as outside its borders.
  • Sovereign and Sidereal Exalted will be great for this option.
[] Chief Minister of Finance (Stewardship)
  • You will oversee the treasury, what little remains, and dictate the division of food supplies.
  • Solar and Sidereal Exalted will do well in this role.
[] Chief Minister of Vigilance (Intrigue)
  • Formerly the Invigilators Royal, it's position has been raised to the level of the six great ministries.
  • You will watch your people carefully for corruption and insurrection, dowsing the sparks that could break out as infernos of conflict.
  • Solar and Sidereal Exalted are more than adequate here.
[] Chief Minister of Public Works (Piety)
  • You work to create not just homes and structures, but shrines to the various divinities (hence why its Piety).
  • All Exalted can excel here.
[] Chief Minister of Records (Learning)
  • You maintain the written word from today all the way to centuries past. You are also in charge of education, as literacy is the cornerstone of scholarship.
  • Solar and Sidereal Exalted can decipher the remaining stacks of paper with ease.
[] Chief Minister of Mining (Combat)
  • Why is the Ministry of Mining the Combat option? One Word: Underway. Actually, two: Skaven.
  • While all Exalted will do well fighting-wise here, the Sovereigns are particularly well-suited being underground.
Do not worry if a particular role does not align well with your character's Exaltation, there is value and glory to be found in the struggle to improve. Speaking of which, what blessing has your character been given to make them stand above the rest?

[] Mortal (+2 Points)
  • You have not been blessed by any deity with power, leaving you as disappointingly mortal.
  • Your stats provide a bonus to relevant rolls equal to (X - 10), where X is the stat.
  • You do not have any particular resistance to disease or mutation.
  • You heal slowly and with issue like all mortals do.
  • You CANNOT critically fail actions. Fortune favors the underdog, at least a tiny bit.
  • Your weak puissance offends the remaining nobility, who all believe that they could do your job better than you can (Noble Opinion begins at 3/10 instead of 5/10).
[] Sovereign (0 Points)
  • Just as many other members of the royal family have done, you took a dip into the Fount of Glories and were blessed with its power.
  • Your Aspect has little bearing on your abilities, and will be determined by your personality.
  • Your stats provide a bonus to relevant rolls equal to (X - 5), where X is the stat.
  • You gain a +20 bonus to resist disease and mutation, which you can improve over time.
  • You heal quickly and without issue as all Exalted do.
  • You critically fail actions which directly involve you on a Natural 1. These critical fails will take the form of overwhelming pain or inhuman stoicism. Actions which do not involve you cannot critically fail.
[] Solar (-1 Point)
  • You were endowed with the Sun's glory, granting you prowess above all others.
  • Your Caste will be determined by your choice of role (or secondary choice if Monarch is taken):
    • Dawn: War
    • Zenith: Public Works, Mining
    • Twilight: Records
    • Night: Vigilance
    • Eclipse: Culture, Finance
  • Your stats provide a bonus to relevant rolls equal to (X), where X is the stat.
  • You gain a +20 bonus to resist disease and mutation, which you can improve over time.
  • You heal quickly and without issue as all Exalted do.
  • The Great Curse burdens you greater than any other. You critically fail on ALL actions that roll a Natural 1, and all actions which involve you on 1-3s. These critical fails involve you losing control of yourself, your virtues either inverting or taking a firm hold of your mind.
  • It was the Sovereign Exalted who protected and led the commonfolk of Uluiru for centuries. Having a gleaming golden Exalt (especially as tales of Anathema, though not trusted, have still made their way to these shores) on the throne is something that they are a bit... wary of. (Peasant Opinion begins at 3/10 instead of 5/10).
[] Sidereal (-1 Point)
  • You were discretely enhanced with the subtle blessing of the Maidens, allowing you control over destiny.
  • Your Caste will be determined by your choice of role:
    • Journeys: Mining
    • Serenity: Culture, Public Works
    • Battles: War
    • Secrets: Vigilance, Records
    • Endings: Finance
  • Your stats provide a bonus to relevant rolls equal to (X - 5), where X is the stat. In addition, you may designate 1 action per turn for free, which reduces its Difficulty by 10.
  • You gain a +20 bonus to resist disease and mutation, which you can improve over time.
  • You heal quickly and without issue as all Exalted do.
  • You critically fail on ALL actions that roll a Natural 1, as luck turns to ill fortune, and your own superiority blinds you to other paths.
  • YOU CANNOT CHOOSE THE MONARCH POSITION IF YOU SELECT THIS OPTION.
Finally, what other traits do you possess to help you stand firm against the tide of Chaos? You may select 1 trait for free, all others cost 1 point.

[] Crafter
  • Synergizes well with Sovereigns
  • Allows the character craft Artifacts (magical equipment and items) // Eidolons (Mechanical servants/soldiers made from Fireglass). Eidolons can serve as a substitute for soldiers and craftsmen with no resource drain.
[] Lucky
  • Synergizes well with Mortals
  • Allows for 1 // 2 rerolls per turn. Rerolls cannot be used on critical fails.
[] Martial Artist
  • Synergizes well with Solars and Sidereals.
  • Allows the character to master // Truly Master 1 MA style before the quest begins. This greatly enhances the character's combat prowess.
[] Sorcerer
  • Synergizes well with Solars and Sidereals.
  • Allows the character access to 1st Circle // 2nd Circle Sorcery. This can be used to cast spells and long-lasting enchantments.
[] Warlord
  • Synergizes well with Mortals and Sovereigns.
  • Allows the character to access a Size 2 // 4 elite army, regardless of any future choices. Gaining troops outside of this option will be costly.
Finally, what drives you to greatness?

[] Virtue
[] Desire
[] Insanity? I'm not insane, I knew someone who was insane once...
[] Passion
[] Beauty

Please place your votes in a plan format for ease of use. And finally:

The Vote will conclude on May 17th, at 7:00 AM PST.

Author's Note: Hello all to my other active quest on this site, Gems in the Waste! This fic was inspired by the recent (and much-awaited) release of Across the Eight Directions, the location resourcebook for Exalted 3rd Edition. That book gave more details regarding Uluiru, the pseudo-African nation in the chilly north whose unique Exigent royalty really drew me in when the Exigents book released. And with my recent dive into Warhammer Fantasy thanks to all of the great quests on this site as well as Total War, I wondered how you might be able to take Exalted elements and place them within the world of Fantasy.

New Uluiru (or whatever name it might develop later on) will be located within the Chaos Wastes, both because of how thin reality is there (thus more easily justifying why all of these people were suddenly transported across dimensions to here) and because there isn't a ton of history that I need to catch up on in order to use the setting. That isn't to say that I'm not brushing up on things, just that I don't want to memorize the Empire's entire history if I want to use them.

Also, if you're wondering what the "Drive" vote for, its for personality and (if applicable) Sovereign Aspect.

If you have any questions, let me know! This quest will likely update somewhat infrequently as I have something else I'm also working on at the moment, hence why I've set such a long voting period. I do have everything prepared for Part 2 of character creation, and most of Part 3, so that will be finalized at least.

EDIT: Forgot one of the Solar drawbacks, added it in at the bottom of the description.
 
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[X] Plan Let's Be A Queen
-[X] Female
-[X] The Monarch (Overall Leader)
-[X] Solar (-1 Point)
-[X] Warlord
-[X] Martial Artist
-[X] Passion

This is the basic plan for being a Solar Exalted and leader of the city. Also, a trifle greedy, with spending 2 of our 3 points, but the hope is that the Warlord expenditure will reduce costs in the next stage, and personal prowess seems likely to be relevant, hence Martial Artist. Plus, being an Exalted level martial artist in Warhammer sounds super fun, I'm not gonna lie.

EDIT: Adding approval vote:

[X] Plan: God-King of Destruction
 
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[X] Plan: Cold Tzu
-[X] Male
-[X] Chief Minister of War (Military)
-[X] Solar (-1 Point)
-[X] Warlord
-[X] Martial Artist
-[X] Passion

I like the idea of another adviser quest, and plus grand Exalted strategies and epic battles. And why not turn what the Exalted did to the Yozis onto the Ruinous Powers?
 
hmm don't know anything about exalted but i might watch.

i am sad that this likely means you won't return to once and future king.
 
General "What can these Exalts do?"
Currently, we've got God-King of Destruction in first place with 4 5 votes (Just got that new vote in), and the other plans close behind. All Solars, all Warlords, so I guess right now we're competing for smaller details.

To better help explain what a particular type of Exalt can do, here are some basic summaries of their abilities. This does not go into particular charms (so I'm not talking about Duck-Punches here), just a general sense of what any Exalt type could achieve.

Solars:
  • Generally the most powerful in their specialty, not as great outside of it.
  • Greatest potential for sorcery.
  • Great (but not greatest) at martial arts.
  • Can use any type of magical item with equal proficiency.
  • Has 5 "Castes" which dictate the Solar's specialty (Dawn = Combat, Zenith = Social + Durability, Twilight = Big Brain Stuff, Night = Sneaky Stuff, Eclipse = Social + Travel)
  • Their natural abilities generally revolve around Being The Very Absolute Best at anything a normal human can do. This includes Sorcery, because normal humans can learn to do that. There are, of course, a few notable exceptions to this principle, but its the general mindset for Solar ability.
  • Affected the most by the Great Curse, worse than any other Exalt type save other Solar(oid)s. They have brief eruptions, or long-term bursts, of emotions and twistings of their principles. These twists generally (but not always) either take the form of one of their virtuous qualities getting taken to an unreasonable excess, or being ignore entirely.
Sidereals:
  • Greatest at martial arts.
  • Decent at sorcery.
  • Awful with most magical items.
  • Has 5 "Castes" which determine what destinies the Sidereal is best at creating/interacting with (Journeys = Travel + Wilderness, Serenity = Peace + Love, Battles = Combat, Secrets = Knowledge + Sneaky Stuff, Endings = Death + Ending Conditions)
  • Has the smallest and quietest "Anima Banners," their bright battle auras.
  • Can wear disguises crafted from destiny that trick people into thinking the Sidereal is a particular archetype of person.
  • When not disguised, most people forget the Sidereal's identity and presence in the situation.
  • Can alter probabilities both in the short and long-term.
  • Their natural abilities are really really weird, enabling them to have odd solutions to common problems.
  • Great Curse can blind them to other possibilities as well as making them more arrogant at times.
Sovereigns:
  • Low-degree of Sorcery, but can cheat their way into a higher level.
  • Bad at martial arts.
  • Not great at wielding magical items, but pretty good at making them.
  • In fact, specializes in three areas: Crafting, War and Socializing.
  • Has 5 "Aspects" which do not actually dictate the Sovereign's overall abilities based on their response to Fount exposure (Diamond = Stoically, Emerald = Ambition/Greed, Opal = Went Insane, Ruby = Instincts, Sapphire = Loved what they became).
  • Has the biggest and brightest "Anima Banners," and gain additional power at full brightness.
  • Abilities revolve around, besides the 3 above-mentioned areas, in commanding subordinates and creating Fireglass, a very strong glass-like material they can create easily.
  • Great Curse afflicts them whenever they refuse a challenge or submit to someone else's authority (except people they like and other Sovereigns) with short-term pain or long-term stoicism.
 
[X] Glorious Golden !!SCIENCE!!
-[X] Female
-[X] Chief Minister of Records (Learning)
-[X] Solar (-1 Point)
-[X] Sorcerer
-[X] Martial Artist (-1 Point)
-[X] Crafter (-1 Point)
-[X] Insanity? I'm not insane, I knew someone who was insane once...

Going for full solaroid mad scientist, including knowledge of all three bases of mystical knowledge. I assume this is based on Exalted 3e so we can't do thaumaturgy, though the expanded version of Terrestrial Circle Sorcery covers a lot of the same ground.
 
[X] Plan: Bright Queen
-[X] Female
-[X] The Monarch (Overall Leader)
-[X] Sovereign (0 Points)
-[X] Crafter
-[X] Warlord
-[X] Beauty

[x] Plan: God-King of Destruction
 
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[X] Plan Lady of the Maker
-[X] Female
-[X] The Monarch (Overall Leader)
-[X] Solar (-1 Point)
-[X] Sorcerer
-[X] Crafter (-1 Point)
-[X] Martial Artist (-1 Point)
-[X] Virtue

[X] Glorious Golden !!SCIENCE!!
[X] Plan: Bright Queen
 
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[X] Plan: Recording Fate
-[X] Male
-[X] Chief Minister of Records (Learning)
-[X] Sidereal (-1 Point)
-[X] Martial Artist
-[X] Sorcerer
-[X] Virtue
 
I actually wanted to give him a different name other than Sango but you put the West African name restrictions so I had to improvise
Oh, I'm not really complaining about the name, it was just the homogeneity of the first few plans. Now we've got some variety, so it's all good on that front. If the winning vote doesn't have a name assigned to it already, I'll start up a mini vote for it later.
 
[X] Plan: Tiny Logistics Gremlin
-[X] Female
-[X] Ruby Quill
--[X]
-[X] Chief Minister of War (Military)
-[X] Sidereal (-1 Point)
-[X] Martial Artist
-[X] Virtue

Uluiru is a place of notable Concern for the Bureau of Destiny--the legacy of ancient Aurora and an Exigence acquired from dubious qualities creating a mix that can't help but have a disproportionate influence over the politics of the Northwest. After all, there aren't many places that are backed by Exalted Power, and all of them tend to cause terrible snarls that need to be sorted out. It's even worse when they're regularly besieged and the general Fuckfuck Games going on in the current day and age. The point is, it's a mess, and nobody wants to do it, but it's also not a mess that's getting worse for the most part either, so you don't need Top Men on it--especially when Top Men are busy keeping everything else from flying apart. So you send the rookie, the Intern, the scruffy former mercenary-lord's daughter turned Chosen of Mars to keep records, make sure nothing implodes or no giant Raksha invasion suddenly appears from out of nowhere--and get a front row seat to the fall of an ancient city and it suddenly getting vworped out into Who Knows Where.

So now Ruby Quill finds herself in an awkward position. A rookie Sidereal on one of her first few jobs, finding out that they probably should have sent a Reckoner instead, but doing her very best to try and Sort This Shit Out and hopefully keep things glued together--at least beggars can't be choosers, and she can hardly be censured for lending assistance in her role as a Shieldbearer to help them dig in, right? If this was time to end, they'd have definitely sent a Reckoner. In the meantime, at least she has the backpack full of reports and papers ready to be submitted the moment a proper courier turns up.


Look, it's a very cute portrait and a very cute character, I am required to submit this gremlin to a game. Sidereal War is also something I want to see happen in a game to boot.
 
Something I should probably also mention, though it won't be particularly relevant for a while, is that your character's going to be effectively Essence 3 using 3e's scale (starting at Essence 1 and going up). You are going to be an experienced Exalt that has already developed themselves to some degree, which is why you might be a potential throne candidate at all in the first place. It's also how you're able to be a 2nd Circle Sorcerer or Master an entire Martial Arts Style as you are.
 
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