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

Getimians and What They Are
For those who aren't familiar with some of the 3rd edition Lore, Getimians are kind of a parallel character type to Sidereals. They're an attempt by Oramus and Sacherrival (However that's spelled) to reverse enginer and duplicate Exaltation for their own use, which they immediately scrapped and buried after the first batch because they got hit by the Law of Diminishment and that scared the shit out of both of them. Each and every one of them is effectively a Hero of a parallel version of Creation that never actually happened for one reason or another, and Getimian Exaltation literally brings you into the Creation As Is Known.

Their magic is Weird Sidereal Esoterica, as you'd expect from an Exaltation developed by two of the Weirder Ancients, and they're the only other type that has native access to Sidereal Martial Arts and can push it to the absolute limits (Which is to say, they have access to the Enlightenment Keyword and can invent new Sidereal Martial Arts at the height of their prowess). The themes on their magic is best described as "Video Game Glitch Abuse". Like aiming for someplace that doesn't exist and just snapping back into view because reality rejects you being there and puts you in the nearest place (Which is where you were going in the first place), as well as pulling thoughts, feelings, and resources from the parallel Creation you hypothetically existed in.

You can also do Tsukishima memes where you can self-insert yourself into someone else's story and be the one who was Actually Responsible for things that happened and reality will just sort of shrug and go "I guess you're right then?", it's pandemonium and the fact we've got one in a foreign world is so fucking good for us. She'll be an absolute menace to a lot of people and isn't nearly as hamstrung as a Sidereal would be separated from access to the resources of the Bureau of Destiny.

That she's also capable of Celestial Circle Sorcery is also a fantastic asset, given how skilled our PC is as a teacher in that field.
 
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Rising Dawn's Usual Temperament
They're an attempt by Oramus and Sacherrival (However that's spelled) to reverse enginer and duplicate Exaltation for their own use, which they immediately scrapped and buried after the first batch because they got hit by the Law of Diminishment and that scared the shit out of both of them.
If I recall correctly (and I could be wrong here), they were less scared about the law of diminishment and more because it turns out that these things played havoc with parallel worlds / timelines. That is what scared them enough to seal them away.

Also, have Rising Dawn if she were an anime girl (she's got dark brown skin and hair, but just imagine for a minute):

EDIT: Just checked Crucible of Legends, seems we're both right @Alectai

CoL, pg. 153: "Created in the Divine Revolution, the Getimians were jointly born of the ancients known as Oramus and Sacheverell, who sought to create their own champions to counter the warriors of the gods. The cost of creation and the nature of the new Exalted horrified their patrons, and the Getimian Exaltations were sealed in the stronghold of the ancients as a result.
 
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Clarification regarding Gets and SMA
That seems weird since Getimians are otherwise intended to be the mirror for Sidereals. I think it's probably an oversight? Since "Giving Sidereal Martial Arts prowess equal to Sidereals" and "But they can't actually invent Sidereal Martial Arts so this is basically a moot point anyway" doesn't feel right to me.

EDIT: Huh, apparently this is actually Intentional that Getimians are supposed to get Sidereal Martial Arts from witnessing it being used and copying it, but once they actually have it, they're just as good at Sidereals at using it. There's also a clause that Sidereal Martial Arts don't necessarily have to be taught to you formally--as long as you witness something along those lines being used, you can copy it as long as you have the potential to use SMA in the first place.

I doubt that there'll be no way for our bean to learn the Mystic Kung Fu in the long run at least.
Alright, Homebrew time, because I never liked this either.

What I would do is that Getimians cannot teach to anyone except each other and Sidereals because their altered sense of reality is too out of wack with the rest of Creation to work. They absolutely can create SMAs however precisely BECAUSE they have such unique perspectives on reality. That way it's a little more fair compared to Sidereals who can do literally everything with SMAs.
 
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.
 
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
 
Turn 1.5 Vote Reminder
In just over 12 hours, the vote for the Advisors will close. Currently, Advantages For All is in the lead, about 2 votes ahead of Gems For Finance. If any of you would like, I can create a master post with the current plans to explain it all. If you want to see the leading plan changed to something else, I'd suggest getting your vote in. At the moment, we don't have very many votes going on here, so there's plenty of folks who haven't voted who still can right now.

If any of you are worried about me needing to do a rewrite if the leading vote changes, don't worry, It would only require me to change about 2~ paragraphs of text with something else. It's not a bother for me.
 
Dark Elves and why there are no (public) Male Sorcerers among them
I don't really know WHF (or its Dark Elves) very well but as far as I am aware of all elves in WHF are able to use magic no vows needed. So this just strikes me as strange.
Yeah, magic is natural to all elves. I didn't notice that before, no vows of things like chastity for darkelves. Hell they are the ones who use weird shit for their magic the most.
It's likely an internal rule of the Dark Coven, like the vow of poverty of the Grey Order. But what is strange is that the Druchii of all people would have one. I mean, the leader of their organisation worships Slaanesh and Druchii society in general worships Atharti (goddess of carnal pleasure) openly. Celibacy I could understand for inheritance reasons, but chastity? Especially with what they see as sentient objects?
...Alright, I'm honestly surprised none of you know this. By law, only Dark Elf women can practice Sorcery, and only after swearing ceremonial marriage vows to the Witch King Malekith (basically it's illegal for them to have kids and stuff like that). Malekith is the only legal male Sorcerer among the Dark Elves, and that's because there's a prophecy or whatever that a Male Sorcerer will defeat him. That's why they're illegal. There are in fact other male sorcerers, but they keep their head down and don't advertise their abilities if they know what's good for them.

I could cite some 7th or 8th edition material, but here's something easier that gets the point across: If you check out the Total War Warhammer unit list for the Dark Elves (Here's a wiki page I found), you'll see that there is only 2 male Dark Elf spellcasters: Malekith, and the Doomfire Warlocks. Doomfire Warlocks are basically doomed to Slaanesh like 40k Elder are. They have to constantly consume souls to avoid having their soul consumed by the God of Excess. They're still very much illegal, just so desperate to live that they use their abilities openly.

In short: Yes, a male Sorcerer is possible, they're just not legal.

Now if you'll excuse me, I need to try and get some more sleep after waking up and responding to posts at 4 am.
 
Turn 1.5 Vote Closes
No body is questioning or mentioning the gender exclusion. Everyone is questioning the vow of chastity. While you mention the rules about no children there are ways around that, more so for a Sorceress. There seems to be no specific rules for chastity.
None one was questing that, we are questing the the vow of chastity.
Perhaps I phrased it poorly, it's not a vow of chastity as in "Abstaining from sex." It's a vow of chastity in the Nun sense where you are symbolically married to your Lord, in this case Malekith. As part of that, you can't get married to anyone else and you can't have kids. Thus, you also can't do any acts that would result in kids. Other stuff is possible, hence why I mentioned in the Bonus Roll story that "ways around it" were a thing. I'm not going to explicitly describe what specific sex acts a Dark Elf Sorceress can do, particularly on this forum.

Anyways, closing the vote now so that I can get Turn 2 up and running. Thank you to everyone who participated, I should have it all up within the next hour or so before I need to head into work.
Scheduled vote count started by Critian Caceorte on Jun 2, 2024 at 10:59 AM, finished with 229 posts and 12 votes.

  • [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] Nkiru (+9)(ADVANTAGE)
    -[X][Mining] Innocent Songbird (+10)
    [X] Plan: Gems For Finance
    -[X][War] Gwai (+12)(ADVANTAGE)
    -[X][Culture] Milosen (+10)(ADVANTAGE)
    -[X][Finance] Slumbering Star (+10/15)
    -[X][Vigilance] Ekundayo (+13)(ADVANTAGE)
    -[X][Public Works] Chinasa (+10)(ADVANTAGE)
    -[X][Learning] Taiwo (+9)(ADVANTAGE)
    -[X][Learning] Nkiru (+9)(ADVANTAGE)
    -[X][Mining] Innocent Songbird (+10)
    [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)
    -[X][Learning][LOCKED] Sorcerous Survey (DC 0/30)
    -[X][Learning] Medical Aid (DC 20+)
    -[X][Learning] Stabilize Reality for 10 Miles (DC 45/55/65)
    --[X] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Learning Action)
    -[X][Mining] Ground Survey (DC 60)
    -[X][Mining] Mountain Scouting (DC 20+)
    -[X][Personal][LOCKED] Decide Who'll Advise (No Roll)
 
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