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

Strange Symbolism (Non-Canon)

But who?


A woman walks into the ministry of records. The smell of paper and tent flaps permeate the air.

She walks up to the front desk.

"Hello, I have a question about the gods. Where are the records of divine insignia and symbology?" The woman asks the librarian.

"Aisle six, left shelf, bottom right."

"Thank you."

She goes to the records.



"Not the smith gods, not the war gods, maybe something with protection? … Vermin extermination?"



As a member of the mining team of new Uluiru, sometimes she has to look in dark caves for ore. Usually this is a quiet job.

The large rat thing hissed at her before giving chase.

This is not one of those days.

She grabs her ax and runs screaming in terror as a huge number of footsteps sound out behind her.

Good news: the mine is decent with copper and iron. Bad news: she has no idea how many disturbingly large rats there are here.

She turns around the corner ax coming out at a rat that jumped at her, scoring a lucky kill and letting her pass.

She erupts out of the hole in the ground, the cold air hitting her face making her contemplate her life choices. She turns the ax on the roof of the cave, hopeful that it would knock down the roof of the cave. Rocks jostle and fall, partially blocking the cave.

She waits. A rat attempts to jump over the rock, and she swings the ax down, slaying a second rat, its death squeak signaling to its comrade to reconsider.

Again, a rat jumps and again it perishes. She wonders how many more will have to fall before they get the picture. She can't retreat or she will be surrounded.

She senses something off in the air and pulls back swinging the ax to the side, dodging the projectile and killing another rat.

She turns to the side and sees a ratman with some sort of rod in his hands and his compatriots armed with crude swords beside him.

"Kill the man-thing!"

More life evaluation occurs.



"Maybe it has something to do with the red. Love, no that does not sound right. Maybe medical, the old hospital had a red floor until the complaints came in, … no that would not follow the context. Maybe it's unrelated to the context and that was just the right time, like the dragons."

A librarian assistant (where does she get that hair coloring from?) comes over.

"Hello, you look like you might need some help." She says, her accent makes her sound a little hoarse.

"Yeah, I saw a symbol in a … dream and was trying to find whose god it belongs to." The woman asked.

"Have you tried asking around?"

"It's a bit of a strange question to ask people."

"What was the context of this dream?"

"Are you trying to determine what a dream means?" The woman asks skeptically

"It happens, but ok, could you trace it out and I could help you look."

She does so, thankful that the symbol consists of easy straight lines.

"Any idea of the color?"

"Red."

"...Yeah, I don't recognize it. Well, I will start over here." The assistant says pointing to the other side of the divinity section of the ministry.

The librarian tries to help her to find the symbol.



Stuck between a rock and a hard place she kicks the next rat back into the hole as it jumps, dodging the next projectile. The rat sails backward blocking the hole for a second as she sprints into the woods chased by the ratmen. Far off ahead she can hear large footsteps.

As she approaches the footsteps the rats start to break off the chase and she soon sees why. In the center of a small clearing are a fair few corpses of ratmen, surrounding a large rat monstrosity. Its claws thick with the blood of its recent victim.

'Best to hide. I can sneak off after.'

Unfortunately, that is undercut by being covered in rat blood and out of breath. The rat ogre turns to her and roars.



Several hours have passed in the ministry of records.

"All right it's time to close up now." The librarian calls for the ministry to close.

The librarian assistant returned to her actual job an hour ago.

"Did you find anything?" The librarian assistant asks.

"Nope. I think it might be an obscure god of personal protection."

"Well, if you ever figure it out, do come by so we can add it to our records."



The rat monster charges, and she returns the charge.

At the last possible moment, she sidesteps the charge and holds the ax allowing the momentum of the monster to give itself the wound. With a followup attack on it's back that is light meaningful wound, but spreads more blood onto the field, new light is shed on this situation.

Literally it seems the area now has a soft red tinge, and she feels greater power flowing through her. The ogre takes a swipe at her again, but this time there is no dodge. She swings her ax with new force and takes its arm off at the elbow. It pauses in shock just long enough for her to take its second arm off.

She jumps in the air jumping to swing her ax down on its shoulder, coating more of the field in blood. It attempts to lunge at her in vain hope.

With a final swing she decapitates the rat monster and holds her ax up to the sky in victory. The ratmen reveal themselves to have been hiding in the trees surrounding the clearing and take flight. She stands alone in a field covered in blood. Power coursing through her she knows that she has Exalted.

'But by who?'



On her way home she looks in a pond and sees the symbol on her forehead. the symbol of the new power in her body:


"Whose symbol is this?" She asks



"BLAST YOU TZEENTCH! THESE THINGS ARE DEFECTIVE! MY DIVINE POWER LATCHED ON TO A KILLER OF VERMIN AND WHAT DOES SHE DO WITH POWER COURSING THROUGH HER!? SHE GOES AND READS IN A LIBRARY!! WHERE IS THE BLOOD!?"



AN:
Funny thing, the exaltation gives very few hooks on manipulating the exalted in question. They are more resistant to corruption then the average mortal.
 
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2.3 Vote Reminder
Apologies for the delay in making this warning, I should have been paying better attention. In less than 9 hours, the vote for Turn 2, Part 3 will close. Currently, both of the Fumnanya votes are in the lead, with the Sorcerer vote ahead by only 1 vote. If you'd like to see something different take the stage, please do so soon.
 
2.3 Vote Closes
Well, it was a close one, but the time has come to finish it up. By a lead of 1 vote, Fumnanya over the course of the next month or so will train to become a Sorcerer of the First Circle.

I will have the Fount of Glories vote up in about .5-1 hour, so be on the lookout for when that appears.
Scheduled vote count started by Critian Caceorte on Jun 13, 2024 at 7:13 PM, finished with 105 posts and 14 votes.
 
Turn 2.5 (On the Fount of Glories)
It was difficult to describe the Fount of Glories to an outsider. Yes, the gems coating every surface almost like a glaze brought to mind images of unbelievable wealth. Yes, the pool of white blood with a rainbow flame coating the surface could be best similarized as a custard with the top set on fire. Yes, the crystalline corpse large enough to stand as tall as 3 men could be seen as the most beautiful individual to have ever lived, and the open chest wound it bore the most horrifying desecration ever committed. You had been amazed the first time you had seen this astonishing sight, back when you had ordered the Fount's extraction, and even now it took your breath away upon first viewing.

Inside the rock-and-gem sphere that was the Fount of Glories, 6 individuals stood a few paces away from the pool, observing the surroundings for any changes within. This pool of blood and flame was the legacy of Cantata-of-the-Depths, of the mysterious god Aurora, of the royal family of Uluiru. Any signs that it could potentially be failing due to a lack of Essence support would need to be spotted immediately if they had any hopes of fixing it. Were the gems still as shiny as ever? Were the rainbow will'o'wisps still present, still entrancing? The demons which once patrolled its boundaries were gone, having been freed from their posts upon the deaths of their summoners as precautionary measure from them roaming unbound inside. The elementals sometimes slept within these walls, to recuperate from the energy flows of the strange land which surrounded you.

So far, nothing of the wrong sort made itself apparent to your eyes, but you needed to remain vigilant. You were already pushing things with the Fount not being immediately resettled into a proper demesne, but there just wasn't the time or resources necessary for resettlement, not yet. You would just need to hope that the flame didn't die out as you took your time. Moving a massive structure such as this would take an enormous amount of time, let alone resources, to pull off.

In any case, that topic was just one of several which you would be discussing today. With the army coming in from the mainland, figuring out what to do with the Fount while it still remained in the middle of your homestead like a gigantic target was a priority. You looked to the five remaining Sovereigns of Uluiru, all gathered here today as they did for centuries. The Fount was a sacred place for discussion, where no violence between family could be done for fear of disrupting whatever unknown processes fueled it. And now, you would be discussing its future.

Your people's future.

"So, I take it that we're trying to find a good place to relocate the Fount?" Chinasa asked, opening the discussion up before you did. That was fine, you were less a king here and more a family member trying to gain crucial advice.

"Among other things, yes," you stated. "I have a few ideas for that which I would like to share with you, but first, I have a question of my own to ask." You turned to your elder brother and gave the inquiry bouncing around your head. "Gwai, did Mother ever give any sort of hint as to what the Fount of Glories looks for in its candidates? Any hint of who precisely will survive the process of Exaltation?"

He worked his jaw around in thought. "If there was some kind of secret to the process, Mother never told me. I have, however, made my own observations on the matter." That drew not just your attention, but the gaze of everyone else present. The publicly known answer regarding the process by whether someone survives Exaltation or dies was that it wasn't known. No one had any definitive idea over how to guarantee success, even if plenty of rumors abounded. Did a candidate need a strong enough will? 'No, so-and-so's child was a coward who passed just fine!' The same went for other stories on what to do. Was a great grasp of Sorcery required? Obviously not, or else only Abioye might be standing here before you. It couldn't be martial arts, Uluiru did not have a strong tradition there. While artistic talent was suggested by some, it was immediately countered by the fact that several of the more boring individuals out there were able to Exalt. So, what was needed?

Gwai continued to speak as you thought about this. "Before I say anything, I must caution that this is just what I have personally witnessed of all the candidates who attempted the process. This is neither a proof nor a truth as to how our divine gift works." Fair enough.

"The first observation I have seen, and likely Mother noticed as well, is that those who shared blood ties with Mother have a slight, I must emphasize, a slight advantage to succeeding than those who do not. It's very possible that it could just be a coincidence with how small of a percentage it is, or that my own biases are working against me. If it is a true factor, then it is likely a result of Cantata's influence, as he was quite fond of the Queen until his sacrifice. Undoubtedly, he would be able to sense our blood connection even in death and thus have an easier time blessing us with Exaltation if that is the case.

"The second observation I have seen, which I would be shocked if the Queen did not notice, is that those who are all-around exceptional individuals have a much higher chance of success compared to those who are mediocre or only exceptional in one specific area. This is ultimately why Uluiru is such a meritocratic nation, and why overall expertise in the 44 Distinctions is needed for approval. Some of the earliest Exaltation candidates died horribly because they did not possess the talent required to survive.

"Outside of those two factors, I have not seen any noticeable factors for Exaltation," he concluded. Well, that both told you more and less of what you wanted to know. And taking those theories into account…

"Do we have any family members still alive who are possessed of general Excellence?" You asked. Your family looked amongst each other, before looking away in thought.

Family Roll (d100, small numbers): 50, just barely enough for 2!

"Well," began Abioye, "There are my boys…"

"The twins?" Chinasa asked, looking contemplative, stroking her chin in thought. "...Actually, I could see it. They're still only adolescents though, right?"

"Yes, but you know how much they are proving themselves already. They've already succeeded at several of the Distinctions with flying colors, and even though they certainly have their own individual strengths, I think they might be able to survive the process." As Abioye explained her reasoning, you tried to recall your interactions with your grandnephews. Which was… very little. You might need to spend a bit more personal time with your family members. Or at least interview the boys beforehand to get your own judgment.

"And any individuals who are not of our family who might meet the qualification for supreme skill?" At this point, you might not be able to afford being picky, even if it resulted in higher chances of death. Again, your relatives looked down in thought.

Outsider Roll (Best of 2d100, bigger numbers): 18, 100, NATURAL CRITICAL SUCCESS!

"Well, let's be honest," Ekundayo said after a moment to think, "Who among our people wouldn't qualify?" Before anyone could interrupt her, she pushed on, "No, really, is there anyone out there in the general populace who was not already great at least ONE of the 44 Distinctions, if not several? Disregarding the children I mean, the majority of the people we took with us to this new land were from the capital, which generally housed the best and brightest among our people. With the education available in the capital, combined with easy access to the testing grounds for the Distinctions, anyone who wouldn't have qualified wasn't there to be taken with us. So, yeah," she concluded, "I don't think we'll be wanting for people outside of the royal family who could try."

"But we cannot test everyone," Gwai immediately countered. "There is still a large chance of crippling injuries or death. Assuming that the Fount is truly unlimited like some believed, and not just a very large supply, you could be consigning hundreds to die or be maimed because they were not worthy enough. Could you live with yourself if so many died under your orders?" Your sister lost her smile at that prod. No one would really like a question such as that directed towards them, but you couldn't deny the validity of it. You made choices on this scale every day, and it was something you always, ALWAYS had to consider when making any large decision.

"Does the Fount need to be situated in a demesne to work?" Everyone turned to look at Fumnanya, who was uncharacteristically quiet during this discussion. She frowned as her next question clarified what she meant. "Would it not being inside of one right now have an effect on the chances of success?" It was a good question, one which you had not considered. But there were so many possible unknown factors at play here that it might not even matter. And besides,

"We might not have the time to relocate the Fount before the enemy arrives," you offered. "It's possible that even if a lack of Essence flow has a negative effect, that we will need to test some candidates anyways, just to have more Sovereigns ready at the helm."

Regardless of your own opinions, a decision needed to be made among the six of you. Normally, as the King, you could dictate this choice as you pleased, but you weren't a Sovereign Exalt. This wasn't technically speaking YOUR legacy, it just fell under your domain as overall leader. So, you would rather work together with your relatives to reach a mutual agreement.

After several hours of debate, eventually a conclusion was reached. And that conclusion was-

[] You would begin testing candidates now (Choose as many below as you'd like. More options creates a greater likelihood of obtaining more Sovereigns, but also more potential loss of life. By default, you will test 1 candidate from each of the voted-upon groups each turn, which can potentially be increased or decreased with time.)
-[] You would test your grandnephews (2 tests)
-[] You would test your best students (2 tests)(Incompatible with below)
-[] You would test all of your students (5 tests)(Incompatible with above)
-[] You would test the elderly populace (5% of Populace)
-[] You would test the adult populace (60% of Populace)
-[] You would test the teenage populace (8% of Populace)
  • All newly Exalted Sovereigns will of course be Essence 1 with no Advantages. It will take time for them to fully ramp up to "normal" Exalt levels in terms of stats, minimum 1 turn.
  • Your grandnephews have a better chance of surviving the process compared to most teenagers, but only by a slight amount. If they become adults, then they would have better odds of survival.
  • Some of your students (Taiwo, Nkiru) would have better odds of surviving compared to the rest. Choosing to admit some and not all might make the remainder jealous.
  • The Elderly have the highest chance of death (quite a number of deaths guaranteed), but the least to lose for trying. If they succeed, then they will have their youth restored to them over the course of the next 4 turns, but they're really only penalized the 1st turn of activity.
  • The adults have the best chances of the non-family members, but they also make up the majority of your workforce. Losing a large portion of them could have negative ongoing effects.
  • The teenagers have better odds than the elderly, but your future lies with them. Losing a great number of them will result in a few years without sufficient replenishment for your adult populace.
[] You would begin testing candidates as an emergency order (Choose as many below as you'd like. More options creates a greater likelihood of obtaining more Sovereigns, but also more potential loss of life. By default, you will test 2 candidates from each of the voted-upon groups on Turn 3, and then pause on tests until another decision can be made.)
-[] You would test your grandnephews (2 tests)
-[] You would test your best students (2 tests)(Incompatible with below)
-[] You would test all of your students (5 tests)(Incompatible with above)
-[] You would test the elderly populace (5% of Populace)
-[] You would test the adult populace (60% of Populace)
-[] You would test the teenage populace (8% of Populace)
  • As above, but only a 1-time deal. Will discuss again once the battle is won.

[] You would hold off on testing until the upcoming battle was won
  • Will do the vote again once the battle is won, has no effect on safety or complications.
[] You would hold off on testing until the Fount of Glories was relocated
-[] Above ground, in the homestead
-[] Below ground, in the homestead
-[] Below ground, in the mountains
  • Will slightly improve the odds of success, and slightly reduce the odds of complications to the Fount.
  • Relocating the Fount inside of the homestead will likely require Sango to twist some leylines around to make a new Demesne. Burying it below ground there will also displace a sizable amount of your people, and require extensive work in your future mines.
  • Burying it in the mountains will be easier when it comes to finding a good Demesne, but runs the risk of underground monsters and ships discovering the structure. Thus, you will need a number of defenses protecting the Fount, and likely a guard patrol or three.
[] You would hold off on testing until the blood of the Fount was analyzed
  • Requires a Diplomacy roll (Unknown DC) on Sango's part to convince the others, since this could be seen as violating the sanctity of the Fount.
  • Will improve the odds of successful candidates and allow you to focus on more specific traits beyond "Excellence."
  • Runs the risk of complications to the Fount.
[] You would hold off on testing until the proper Shrines are constructed
  • Will require you to build shrines to both Cantata-of-the-Depths AND Aurora to gain both dead god's favor. As part of this, you will also need to relocate the Fount first, which will require a sub vote later down the line.
  • Success in these endeavors will greatly reduce the risk of complications. Might have other effects depending on how well you do.

And before you ask, No. You will NOT get definitive mechanics until the rolls begin. You are going in as blind as the characters are. Sovereign Exaltation is not a guaranteed process by any means, but the benefits it brings could significantly improve your citizens.


The Vote will End on June 19th at 7:00 AM PST

Author's Note: Well, it's here. If you have any questions about the Fount in general, or about the voting options, let me know. As mentioned above, I'm not answering questions about specific mechanics here until the rolls for Exaltation start pouring in. Otherwise, please cast your vote, and have a nice day.
 
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Turn 2.5 Vote Reminder
The vote will close in the next 24 hours. If you haven't voted already, please do so.

Turn 3 is currently on hold at the moment while I work on finishing the update for my other quest. It shouldn't take too much time before I can work on this again, since my other quest is deliberately more casual than this one, but it is my current priority at the moment.

For now, if the vote to have the elderly Exalt succeeds, then the results for that will occur after the normal turn actions, but BEFORE the combat mini-turn. That way, you won't be stuck with nothing when it comes time to discuss strategy.
 
Turn 2.5 Vote Ends
Well, the time for the vote has come to a close. It seems you'll be doing some emergency tests for Exaltation next turn. These will occur after the rest of Turn 3's normal results.

As mentioned before, I'm still working on updating my other quest at the moment, so it might take some time before you'll be able to see Turn 3. Please be patient while I try and sort this out.
Scheduled vote count started by Critian Caceorte on Jun 16, 2024 at 10:17 AM, finished with 38 posts and 13 votes.

  • [X] You would begin testing candidates as an emergency order (Choose as many below as you'd like. More options creates a greater likelihood of obtaining more Sovereigns, but also more potential loss of life. By default, you will test 2 candidates from each of the voted-upon groups on Turn 3, and then pause on tests until another decision can be made.)
    -[X] You would test the elderly populace (5% of Populace)
    [X] You would hold off on testing until the Fount of Glories was relocated
    -[X] Above ground, in the homestead
    [X] You would hold off on testing until the proper Shrines are constructed
    [X] You would hold off on testing until the proper Shrines are constructed
    -[X] Above ground, in the homestead
 
Turn 3
Luck Roll: 92
Bonus Type: 5, Piety
Prisoner Breakout (DC 50): 92 - 13 (Ekundayo's Intrigue) = 79, success
[X] Fumnanya decided that she needed to connect to her king through his greatest fascination

It had been a surprise to you to hear that Fumnanya wanted to even speak with you in private after what you had done to sabotage her efforts with the festival. It was an even greater surprise when she revealed to you what she wanted.

"Teach me," she told you, "Teach me how to be a sorcerer." When you asked her what her reason for the sudden curiosity was, she explained that with the incoming army (you had informed your advisors about the issue weeks ago) she had no effective defense against them. Yes, she was decent with a spear, but that wasn't as effective as blasting any attackers to oblivion. At least, that was her stated reason, you figured that she might have other motivations, but you had no chance of deciphering what they might be.

So you accepted her request. With how soon the enemy would be at your doorstep, you couldn't afford to do the usual extended apprenticeship. Much as it hurt your pride, you needed to do an "in-and-out" initiation, where you taught the basics, gave her enough know-how to learn a spell she was interested in, and declare her ready. You would never consider her a peer of most of your students, but you could at least set her down a good enough path to avoid hurting herself.

At first, despite her initial reasoning, Fumnanya had asked if more subtle spells might be possible. You knew that those existed from various texts you had uncovered back in Uluiru, but you didn't personally know any and those texts were long gone now. Instead, you directed her towards a spell you believed would suit her need for offensive potential best: The Death of Obsidian Butterflies. It's beautiful yet deadly display was enough to capture her attention the first time you demonstrated the spell, and soon her normal laziness towards education became a determined effort to learn.

At the end of the 6th month, she had finally managed to cast the spell on her own. With some more practice, she was able to get it down well enough. You congratulated her on the accomplishment, gave some pointers on how a Working might be done, and was about to send her away one night when one of your guards rushed into your tent.

"Your Majesty!" With her shout, you directed your attention to the guard as she continued her sudden report. "The pointed ear prisoners, they have escaped!" You rose with as much alacrity as you could, rushing towards the tent's entrance to follow the guard as she went out.

It took you some time to make your way towards where the prisoners were kept, as they were deliberately placed away from where the rest of your people were located. This helped to keep them safe in case of breakouts like these, but it made traveling to that region quite slow even with your improved physique. It made your guards even slower to inform you about happenings therein, as you were quickly realizing now. Thus, it was the work of a minute for you to rush past your guard towards the tents where the prisoners were kept.

Immediately, something caught your attention, forcing you to slow down to pay better attention. One of the pointed ears, missing their equipment, had their throat torn out as if mauled by some beast. Was there a wild, or even Wyld, animal roaming around within your walls? After a few paces you found another dead prisoner, this one stabbed through the chest by what was likely the same sort of spear your guards carried, which made more sense. Some distance away, there were another two corpses, bearing the same duo of throat-tearing and stabbing. You didn't remember any of your soldiers owning a dog as a pet, but how else could you have this type of coordination in kills?

Prisoners 5 and 6 were dead from the same method, and eventually you followed several sets of bloody footprints towards where the seventh and eighth pointed ears laid. Crouching next to them was one of your royal guard members, Kehinde, whose spear was drenched red with the blood of his keepsafes. Of course, that wasn't what drew your attention. What caught your eye was the giant white wolf, a canine the size of a warhorse, accepting scratches on the chin like a common pup. Both noticed your approach, with Kehinde adopting a more neutral expression, and the white wolf giving you a stare that pierced through all deceptions.

"Your majesty," Kehinde said. Beside him, the enormous wolf gave a shallow nod before vanishing into motes of Essence. You reflexively opened your eyes to the spiritual, seeing that same wolf dash away on its paws before leaping over your dirt wall. Your guard drew your notice again as he continued, "I regret to inform you that I was unable to secure the last two prisoners of the armored squadron, they managed to scramble up the wall and over the side. Geflimmer is going to try and catch them, but they're surprisingly quick."

Geflimmer? That must have been the wolf that took off towards the wall. Regardless, you had greater concerns. "I was unaware that you had such a familiar, Kehinde." Was he too hiding something important from you? Could he be trusted?

He grimaced at your statement, undoubtedly knowing what must be going through your head. "I apologize your majesty, this…" he waved his hand towards where the wolf went. "-Is a rather recent development. I didn't receive my revelation until the night prior."

"Revelation?" you asked, cautiously inquiring as to what he might have seen.

He nodded. "Yes, your majesty. Last night I had a vision, one given my… my new god." Alarm bells rang in your head, but he quickly waved his hands to calm you down. "No, no, it wasn't the infiltrator, your majesty, it was a genuine god. I'm sure of it, every particle of my soul could feel how genuine he was, and how much he despises trickery like what the infiltrator did. He… he's seen our people's efforts, seen our struggles, and… he thinks we might be worthy of his blessing."

…As much as you wanted to dismiss Kehinde's words as being yet another deception, the more pragmatic part of your mind chimed in to inform you that with your current divine situation, having a foreign deity willing to help was a blessing you couldn't ignore. Even assuming that this deity turned out to be a more disagreeable sort, if you could manage this… wolf god you assumed, if you could manage them correctly, you might obtain one more ally on your side. Still, you would be cautious, in case this did turn out to be a deception of some kind.

"What, exactly, is this god's name?" you asked. Your guard just smiled as if you had already accepted his new god's assistance.

"He said in my vision that he has a few titles. God of Winter, the White Wolf, Bearer of Blitzbeil. But his name carries weight in this world, if not this region.

"He told me that his name, was Ulric."​


The Human God of War, Wolves and Winter, Ulric, has seen your people's actions, and they have found his favor.
Unlocked Piety Action: Ask Ulric for a Blessing.
Unlocked Piety Action: Wolves of Winter
Due to the high roll here, the otherwise higher DC is instead the same as Slumbering Star and Three-Color Edge (DC 20).
In the future, if you were to encounter the Empire, their Opinion of you is likely to be better!




You may select TWO actions from each category. An action can only benefit from 1 Hero at a time, and a Hero can only be assigned to 1 action, except for the Mini-Turn Battle aka Protecting the Flock 2, which can have multiple heroes assigned to it. Be mindful when assigning Heroes to more dangerous actions, there is a risk of them being put into the line of fire. Assigning a Heroic Sorcerer to do a Working also assigns them as a Hero to that action.

You have the following Heroes (You can assign them using --[] for any action):
  • Abioye (Martial (+2), Diplomacy (+10), Stewardship (+8), Intrigue (+8), Piety (+12), Learning (+6), Combat (+3))
    • Sorcerer (+10 to Water Generation Workings)
  • Fuvor (Martial (+4), Diplomacy (+5), Stewardship (+6), Intrigue (+7), Piety (+5), Learning (+7), Combat (+5))
    • Whispering Dragon Soul: Conceals Anima
  • Nokun (Martial (+10), Diplomacy (+0), Stewardship (+8), Intrigue (+4), Piety (+7), Learning (+4), Combat (+9)
    • Ramparts of Obedient Earth: Manipulates Earth
  • Flaris (Martial (+12), Diplomacy (+3), Stewardship (+8), Intrigue (+10), Piety (+4), Learning (+6), Combat (+12))
    • Deadly Wildfire Legion: Blesses Army with Fire Weaponry
  • Your Students (Doesn't Include Nkiru and Taiwo, uses the highest stat of each remaining student)(Martial (+2), Diplomacy (+3), Stewardship (+5), Intrigue (+3), Piety (+4), Learning (+7), Combat (+6)
    • Sorcerer (+10 to Actions to find out the truth)
  • Rising Dawn (Martial (+9 -> +12), Diplomacy (+6), Stewardship (+9), Intrigue (+6), Piety (+12), Learning (+4), Combat (+8 -> +11))
    • -10 to DC of Assigned Task (Has a cooldown of 1 Turn)
    • Silver Voiced Nightingale Style (Can substitute Diplomacy for Martial/Combat, or add ½ of Diplomacy to the same)
  • Sondok (Martial 15 (+5/10), Diplomacy 16 (+6/11), Stewardship 16 (+6/11), Intrigue 20 (+10/15), Piety 19 (+9/14), Learning 17 (+7/12), Combat 28 (+18/23)
    • MUST Be assigned to one Protecting the Flock Action. This Turn only, if not assigned to the first Protecting the Flock action, will automatically be used for the mini-turn battle.
    • Destiny Sponsorship (Any enemy roll to harm her suffers -25 when not exploiting her weakness: The blood of her daughter.)
    • Principle of Motion (When fighting in combat, Sondok can choose to attack 2 armies at once, or focus on one. Attacking both makes her roll separately against both, rolling against one instead gives her Best of 2 1d100 against the target. In normal turns, benefits from Best of 2 by default.)

How much will you be pushing yourself this turn? You are not currently suffering from any amount of Overwork.

[] You will overwork yourself-
-[] By a normal amount (+1 Personal Action, +2 Critical Fail Threshold)
-[] By a sizable amount (+2 Personal Actions; +4 Critical Fail Threshold)
-[] By an insane amount (+3 Personal Actions; +6 Critical Fail Threshold)
[] You will not stress yourself too much.

And what will you command others to do? This turn, you have 3.5 full units of Food (will consume 1/2 a unit per turn and generate 0-1/5 units per turn based on rolls), 3.5 full units of fresh Water (will consume 1/2 a unit per turn and generate 1/5 a unit per turn), 1 Stone and 1 Lumber. You are currently rationing your supplies, allowing your food and water to last up to Turn 8. Rationing will stretch supplies, but will create an ongoing Diplomacy roll (benefiting from the Advisor bonus) after the first 2 turns. Failing this roll will lower your people's opinion of you. Refusing to ration will have your supplies last up to Turn 5.

[] You will continue ration your current supplies
[] You will not continue ration your current supplies

Martial Actions
[X][Martial][LOCKED] Protecting the Flock 1 (DC 30+)
-[] Fight by yourself (-1 Personal Action, Frees up 1 Martial Action)
-[] Command your armies (Select 1 army below as well; -1 Personal Action; +15 to roll)
-[] Send your personal guard (Size 2, Quality 2, Might 0 = +10?)
-[] Send your general troops (Size 4, Quality 1, Might 0 = +30?)
-[] Send your elite troops (Size 1, Quality 2, Might 0 = +10?)
-[] Send Sondok to defend the homestead (+23; Best of 2; Frees up 1 Martial Action)
--[] Take Prisoners (Inflicts -20 to roll, but will take up to (Size - 1) prisoners if successful, minimum Size 1).
  • Your foes will be a Size 1 Group on horseback. Their Quality and Might are unknown.

[X][Martial][LOCKED] Protecting the Flock 2
-[] You will join the fray as an independent (-1 Personal Action, Frees up 1 Martial Action)
-[] Command your armies (Select 1 army below as well; -1 Personal Action; +15 to roll)
-[] Send your personal guard (Size 2, Quality 2, Might 0)
-[] Send your general troops (Size 4, Quality 1, Might 0)
-[] Send your elite troops (Size 1, Quality 2, Might 0)
-[] Send Sondok to defend the homestead (+23)
-[] Write-in which other Heroes will assist (+??)
  • You will be facing a very large Hydra (Size 4), two squadrons of elite troops, and some cavalry. Finding out more will require more Scouting.
  • Mini-Turn will be handled after all other actions. You may assign as many of your armies and Heroes to this battle as you like. Gwai will also participate in this battle, guaranteed.
  • You will get more mechanical numbers of the enemy during the mini-turn set-up.
  • Joining the Fray and Commanding Your Armies are of course mutually exclusive.

[][Martial] Scout Defense (No Roll)
  • Your troops will protect any scouting parties you send from potential danger. This reduces the results for those rolls by -10, but in exchange heavily reduces the risk of injury or death.

[][Martial] Active Patrols (DC 40)
  • Your troops will secure your perimeter, heavily reducing the chance of spies and infiltrators from getting in. It will also give you advance warning of any warbands that arrive, granting crucial information.

[][Martial] Train Your Subjects (Variable)
-[] Your Citizens (DC 25)
-[] Your General Troops (DC 50)
-[-] Merge Units (Can't be taken yet)
  • Converts a portion of the selected group into a Size 1 military unit of a Quality one greater than before. Citizens become general troops, and general troops become elite troops. If this action is performed when there are 2 groups of equal Size, Quality and focus, they will instead merge together into a group one Size larger.

[][Martial] Troop Specializations (Variable)
-[] Your General Troops (DC 25)
-[] Your Elite Troops (DC 50)
-[] Your Personal Guard (DC 50)
--[] Shields (+1 Might against Ranged Infantry)
--[] Spears (+1 Might against Cavalry)
--[] Archery (Reduces Troop Loss in Fortified Situations)
--[] Unarmed (Reduces the Difficulty of Taking Prisoners to 0)
--[] Cavalry (Requires Sufficient Horses; Reduces Troop Loss in open terrain)
  • Currently, your armies are generalists, but specializing may provide more benefits for different situations. You will assign one of your armies a specialization, which provides a bonus. Each army can only have one specialization at a time.
  • More Specializations can be unlocked depending on the actions you take, such as blacksmithing or more esoteric feats.

[][Martial] Build a Galleon (DC 20+)(CONSUMES 1 LUMBER)
  • By scrapping some of the broken boats you have, you can create 1 reconstructed galleon to serve your purposes. Difficult to use without a place to dock, but can be exploited in order to survey the sea-bordering nations of this location.

[][Martial] Refitting Masterpieces (DC 30)
-[] Assign the army that benefits from this.
  • Your acquired war prizes are much too nice to simply discard. By having them fitted (or altered if need be), you can grant one of your armies up to Size 3 with Might 1. If they already possess Might 1, this does not benefit them further.

[][Martial] Wrong Kind of Moat (DC 30)
-[] SPECIAL: Nokun (Ramparts of Obedient Earth)(Hero; +20)
  • By constructing a large moat around the newly erected walls, you can ensure that the enemy cannot easily place ladders around the perimeter. Uses water from the ocean to fill the gap.

[][Martial] Strengthened Walls (DC 35/45/55)(SORCEROUS)
-[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Martial Action; +17)
-[] Assigned Sorcerer: Abioye (Hero; +6; +20 DC)
-[] Assigned Sorcerer: Your Students (Hero; +7; +20 DC)
  • While Nokun outdid herself in her construction efforts, there wasn't much denying that the walls she made were created out of solidified dirt. It might be best to further strengthen her creation with some actual Sorcery this time.

Diplomacy Actions
[][Diplomacy] Linguistic Drift (DC 10+)
  • While for the most part your people speak Skytongue, there's plenty of other languages they might potentially know. If you can find which individuals speak what, you might be able to preserve those languages for future use.

[][Diplomacy] Build the Docks (DC 50+)(CONSUMES 1 LUMBER)
  • By constructing a set of docks, you can create a future hub for trade and fishing. It can also serve as a repository for whatever ships you might have.

[][Diplomacy] Fireglass Horses (DC 30/40/50)(SORCEROUS)
-[] 50 Horses (DC 35/45/55)
-[] Reproducible Horses (DC 40/50/60)
-[] 50 Reproducible Horses (DC 45/55/65)
--[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Diplomacy Action; -20 DC for first option)
--[] Assigned Sorcerer: Abioye (Hero; +6 -> +16; +20 DC for non-first options)
--[] Assigned Sorcerer: Your Students (Hero; +7; +20 DC for non-first options)
--[] Assigned Sorcerer: Fumnanya (Advisor; +5 -> +15; +20 DC for non-first options)
  • Inspired by the Eidolons which can substitute for soldiers and servants, you will try and create a group of crystal horses which can bear your people in both war and travel. The initial Working will create 10 horses that cannot reproduce. With more effort, you can create more horses, or design a way that the horses can reproduce (likely not in the usual manner).

[][Diplomacy] The Hope of a City (DC 35/45/55)(SORCEROUS)
-[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Diplomacy Action)
-[] Assigned Sorcerer: Abioye (Hero; +6; +20 DC)
-[] Assigned Sorcerer: Your Students (Hero; +7; +20 DC)
-[] Assigned Sorcerer: Fumnanya (Advisor; +5; +20 DC)
  • Using the positively tainted music sheets, you can instill a lingering mood of peace and joy within the homestead. Provides +1 to both Peasant and Noble Opinion if successful. If not done with full finesse/success, could have some side effects.
  • Mutually Exclusive with The Clarion Trumpet of Peace (Artifact) and The Twin Horns of the Heart (Artifact).

[][Diplomacy] Floral Flotilla: 1 Ship (DC 30/40/50)(SORCEROUS)
-[] 15 Ships (DC 35/45/55)
-[] 50 Ships (DC 40/50/60)
-[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Diplomacy Action; +17; -20 DC for first option)
-[] Assigned Sorcerer: Abioye (Hero; +6; +20 DC for 2nd & 3rd options)
-[] Assigned Sorcerer: Your Students (Hero; +7; +20 DC for 2nd & 3rd options)
-[] Assigned Sorcerer: Fumnanya (Advisor; +5; +20 DC for 2nd & 3rd options)
  • Provides no benefits without a Dock.
  • Each ship can only carry about 6 people (not including the Sorcerer) at a time. They are fast, but CANNOT be used in naval battles. Due to their connection to the element of Wood, they are particularly vulnerable to fire.
  • 1 Ship allows the sorcerer in charge to learn the Floral Ferry spell. 15 Ships is enough boats to be used for fishing (providing a chance of 1/5 Food each turn). 50 Ships is enough to count as 3 rolls for fishing (providing a chance of up to 3/5 Food each turn) if sufficiently crewed.
  • Can be repeated each turn.

Stewardship Actions
[][Stewardship] Money Matters (DC 10+)
  • Go over the remaining material wealth that both you and your people possess. This will give you a good overview of your wealth as a person and as a nation. It will also open up options for trading and taxes.

[][Stewardship] Build Some Homes (DC 20)(CONSUMES 1 LUMBER OR STONE)
-[] How many times?
  • You will use the scraps of wood available to create some long-term homes for your people. Hopefully, they will not need to sleep in tents for much longer. Each use will provide enough housing for ⅕ of your people at their current size.

[][Stewardship] Tent Crafting (DC 20)
-[] How many times?
  • Instead of using precious wood to construct your buildings, you can make do with some tents instead. Does not cost Lumber, but also doesn't last as long as an actual house would. Each use will provide enough housing for 1/5 of your people at their current size for 12 turns (3 years).

[][Stewardship] Start Some Farms (DC 60)
-[] Perform an additional time (-1 Stewardship Action)
  • Your farmers will get to work on starting up a crop rotation, hoping that things will soon heat up enough to make planting viable. Will provide ⅕ of a unit of Food every turn for every time this succeeds.

[][Stewardship] Fishing Boats (DC 20)(CONSUMES 1 LUMBER)
-[] Perform an additional time (-1 Stewardship Action)
  • Your carpenters will get to work on constructing some canoes to be used by your fishermen out in the local waters. Will create a roll each turn that, if it succeeds, provides ⅕ of a unit of Food every turn for every time this action is accomplished.

[][Stewardship] Stone To Dirt (DC 30/40/50)(SORCEROUS)
-[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Stewardship Action; -20 DC)
-[] Assigned Sorcerer: Abioye (Hero; +6)
-[] Assigned Sorcerer: Your Students (Hero; +7)
  • You will have one of your available sorcerers transmute the cold earth into fertile soil, reducing the DC for Start Some Farms by 20.

[][Stewardship] Warm The Land (DC 40/50/60)(SORCEROUS)
-[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Stewardship Action)
-[] Assigned Sorcerer: Abioye (Hero; +6; +20 DC)
-[] Assigned Sorcerer: Your Students (Hero; +7; +20 DC)
  • You will alter the climate long-term, slowly increasing the average temperature over time. This will, in turn, reduce the difficulty to construct farms by 20. It will also help to mitigate any issues that occur from the cold.

[][Stewardship] Draw Freshwater (DC 15/25/35)(SORCEROUS)
-[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Stewardship Action; -20 DC)
-[] Assigned Sorcerer (SPECIAL): Abioye (Hero; +6 -> +16)
-[] Assigned Sorcerer: Your Students (Hero; +7)
--[] Done how many times?
  • Will create a source of freshwater for your people to draw nourishment from. Will provide ⅕ of a unit of Water every turn for every time this succeeds.

[][Stewardship] Rock to Wood (DC 30/40/50)(SORCEROUS)
-[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Stewardship Action; -20 DC)
-[] Assigned Sorcerer: Abioye (Hero; +6)
-[] Assigned Sorcerer: Your Students (Hero; +7)
--[] How many times?
  • You will transmute cold dirt into cheap, but usable lumber. Each time this action is performed, it provides 1 unit of Lumber.

Intrigue Actions
[][Intrigue] Scouting Ahead (Variable)
-[] In General (DC 20)
-[] For Hostiles (DC 20)
-[] At the enemy army (DC 20)
-[] For Potential Camp Locations (DC 40)
-[] At the Settlement (DC 20)
-[] At the Watchtowers (DC 50)
  • Your scouts will survey the region. Every interval of 20 achieved will result in more information gained.
  • Scouting for Hostiles will give your troops advanced notice of enemy forces.
  • The Enemy Army will give you more knowledge regarding the army's leadership, opening up options for assassination.
  • Searching for where the enemy might situate themselves before attacking your homestead opens up options before the battle to launch preemptive attacks and ensorcel the hydra.
  • The Settlement is the slave-owning town that your Scouts discovered.
  • The Watchtowers out in the sea can be rowed to under the cover of night.

[][Intrigue] Gauge Opinions (DC 10+)
  • It might be useful to find out how your people currently think of you. Will provide more information on your people's opinions.

[][Intrigue] Recruit Informants (DC 30+)
  • By sending discrete inquiries amongst your people, you might be able to find individuals willing to provide information long-term to see how things are going.

[][Intrigue] Pointed Interrogations (DC 20/60/80)
  • You will interrogate your pointy-eared prisoners, or at least attempt to due to the language barrier. Breaking the first threshold will give you insight into their language, the second will give you pertinent information, the third will make them more agreeable.

[][Intrigue] Humane Interrogations (DC 20/40/60)
  • You will interrogate your human prisoners, doing your best to work through the language barrier. Succeeding on the first threshold for either this or Pointed Interrogations will make it succeed on both. The first threshold gives language proficiency, the second will provide some limited information, the third will make them more agreeable.

[][Intrigue] Build a Jail (DC 20)(CONSUMES 1 LUMBER OR STONE)
  • You will build a jail to contain your prisoners, reducing the chances of them escaping while inside. This will increase the breakout DC by 10. Will unlock further actions to further increase the breakout DC.

[][Intrigue] Channeled Sorrow of Uluiru (DC 35/45/55)(SORCEROUS)
-[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Intrigue Action)
-[] Assigned Sorcerer: Abioye (Hero; +6; +20 DC)
-[] Assigned Sorcerer: Your Students (Hero; +7; +20 DC)

  • Inspired by your musician's misery, you can create a horrific shrieking field which scares away foes. Provides an ADDITIONAL -1 Quality to those that directly attack your capital, but only against units vulnerable to mental attacks.
  • Mutually Exclusive with The Trumpet of Eventual Parting (Artifact) and the Twin Horns of the Heart (Artifact).

[][Intrigue] Face-Beguiling Aura (DC 35/45/55)(SORCEROUS)
-[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Intrigue Action)
-[] Assigned Sorcerer: Abioye (Hero; +6; +20 DC)
-[] Assigned Sorcerer: Your Students (Hero; +7; +20 DC)
  • By sampling your remaining pointed ear prisoner's blood, you can create a sympathetic spell which causes all of their race who approach your homestead to confuse each other for humans, which in the heat of battle is sure to cause some friendly fire. In normal turns, it will ensure that your troops are still victorious against elves on a bare failure (within 10 points of succeeding.) In mini-turns, it will have more complicated effects.
  • WARNING: Workings are long-term alterations. Creating this protection will likely confuse any elven diplomats you have in your capital.

[][Intrigue] Obsidian Butterfly Traps (DC 30/40/50)
-[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Intrigue Action; +17 -> +27; -20 DC)
-[] Assigned Sorcerer: Abioye (Hero; +6)
-[] Assigned Sorcerer: Your Students (Hero; +7)
  • By placing traps filled with obsidian butterflies outside of your walls, you can create effective landmines for any infantry unfortunate enough to step on them. Succeeding on the first interval but not the rest will provide the sorcerer with the knowledge to cast Death of Obsidian Butterflies, but nothing else.


[][Intrigue] Make the Hydra Yours (DC 40/50/60)
-[] Yours Forever (DC 50/60/70)
--[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Intrigue Action; +20 DC for second option)
--[] Assigned Sorcerer: Abioye (Hero; +6; +20 DC for first, +40 DC for second)
--[] Assigned Sorcerer: Your Students (Hero; +7; +20 DC for first, +40 DC for second)
  • You will create the means for controlling the Hydra for yourself, turning the beast against your enemies. The first option will allow you to control the Hydra for the duration of the fight before it will break free. The second will make the Hydra your subservient behemoth for as long as it lives (and is treated well.) You will still need an opportunity to plant this means onto the Hydra itself.

Piety Actions
[][Piety] Ask Slumbering Star for a blessing (DC 20+)
  • As powerless as she might be in her current situation, the fickle goddess can still be beseeched to lend her aid to Mining Actions this turn. This will reduce the DC for those actions by 10.

[][Piety] Ask Three-Color Edge for a blessing (DC 20+)

  • Flamboyant as he is, this god can be assigned to any action(s) involving weaponry, particularly extravagant armaments. This will reduce the DC for those actions by 10.

[][Piety] Ask Ulric for a blessing (DC 20+)
  • With Kehinde serving as a pseudo-priest, you have a new god in your corner. You will ask the Winter Wolf to lend you his aid. He can bless all Martial Actions, or any action having to do with winter, which occurs this turn. This will reduce the DC of those actions by 10.

[][Piety] Wolves of Winter (DC 30+)
-[] A Small Pack (DC 50+)
-[] A Large Pack (DC 70+)
  • If you wish, you could ask Ulric politely for some of his White Wolves, the god-animals who serve him at all times. A single wolf is treated as having Size 1, Quality 0 and Might 2. A Small Pack consists of less than 10 wolves, forming a battlegroup of Size 2. A Large Pack consists of less than 40 wolves, forming a battlegroup of Size 3. Unlike normal wolves, these beasts are more frenzied, hence their lack of typical coordination unless you achieve greater success.
  • You can only ask the God of War for this blessing once a year (every 4 turns), refreshing once winter comes. Winter will come on Turn 4, resetting the cooldown.

[][Piety] Ask the Earth Elementals for help (DC 10+)
-[] Write-in which action to benefit.
  • By granting offerings to the many earth elementals who joined your journey, you can have them assist your miners with one task, lowering the DC by 20.

[][Piety] Ask the Other Elementals for help (DC 10+)
-[] How many times?
--[] Write-in which action(s) to benefit.

  • By granting offerings to the other elementals who joined your journey, you can have them assist with any one action that has an elemental association. Actions related to air, ice or water reduce their DC by 10, actions related to fire or life reduce it by 5. One element of elementals can provide their bonus to 1 action.

[][Piety] Ask the Earth Elementals for Military Help (DC 40+)
  • You will ask the Earth Elementals to provide some soldiers for your cause. They are leery of doing this, citing uncertainty regarding what happens if they die. Still, in the name of your people's continued faith and protecting this new home, they might be willing to lend some aid.
  • If successful, provides a Size 1, Quality 1, Might 2 squadron of troops. Greater success can provide a unit of higher Size.

[][Piety] Search the Worthy (DC 40+)
  • It might be too soon to look for candidates for Exaltation, but having a list of individuals that you could accept joining your family's legacy ready when the Fount of Glories is eventually properly installed could be useful. This will provide individuals who MIGHT have a better chance of succeeding compared to the common man.
  • This action's DC has been lowered thanks to Gwai's revelations.

Learning Actions
[][Learning] Go Over Records (DC 10+)
  • You will need to organize what records of paper and parchment you have available. This will unlock further actions to be done with the Ministry of Records.

[][Learning] Who Can Read? (DC 10+)
  • Literacy is not universal, but very useful. Once you know how many of your people are able to read and write in the nation's tongue, you can then gauge the need for schools in the immediate future.

[][Learning] Toll the Dead (DC 10+)
  • You will have the few doctors on hand do a general survey to see which of your citizens were injured by the trip, crash or in the months of survival after. Or worse, to see if some did not survive. Will unlock actions related to the dead. Will reduce the DC of Medical Aid by 10.

[][Learning] Study the Green Moon (DC 10/??)
  • There's a Green Moon up there now. How in Luna's bountiful bosom did that even happen? Try and study the Green Moon's effects to see what's going on here.


[][Learning] Medical Aid (DC 20+)
  • By having medical staff on hand, you can prevent or help your units recover from injuries this turn.

[][Learning] House of Healing (DC 20)(CONSUMES 1 LUMBER OR STONE)
  • By creating a hospital for your doctors to work from, you can lower the DC for future medical rolls. Plus, you can house patients there long-term.

[][Learning] The Music From Our Hearts (DC 40+)
  • Twice now, our musicians have inadvertently created magical items just from sheer creativity alone. It might be best to investigate how this could even happen, in case it leads to problems in the future.

[][Learning] To Better Study Essence (DC 30/40/50)(SORCEROUS)
-[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Stewardship Action; +17 -> +27; -20 DC)
-[] Assigned Sorcerer: Abioye (Hero; +6)
-[] Assigned Sorcerer: Your Students (Hero; +7 -> +17)
  • While Fugue of Truth might be useful to analyze magical artifacts, as a tool to analyze Essence itself it's quite impotent. If a more specific spell were created, then we could get more accurate data regarding what's going on in this environment. Characters that have access to Fugue of Truth or a Charm such as All-Encompassing Sorcerer's Sight will gain an additional +10 bonus.


[][Learning] Mobile Lodestone (DC 30/40/50)(SORCEROUS)
-[] Out to 10 Miles (DC 35/45/55)
-[] Out to 100 Miles (DC 40/50/60)
-[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Learning Action; -20 DC for base option)
-[] Assigned Sorcerer: Abioye (Hero; +6; +20 DC for 10/100 Miles)
-[] Assigned Sorcerer: Your Students (Hero; +7; +10 DC for all level; +20 DC for 10/100 Miles)
  • Instead of permanently stabilizing reality, you will instead create a vessel of Earth Essence which will saturate the nearby terrain, making it more stable than before. This will lower the risk of mutation within the listed areas, and can be transported around by cart. Unlike Stabilize Reality, this does not FULLY remove the Wyld's influence from an area, it just reduces it within range.
  • This action has been done once, to muted effect. Your students REALLY want to try again to prove themselves.

[][Learning] Stabilize Reality for 1 Mile (DC 40/50/60)(SORCEROUS)
-[] For 10 Miles (DC 45/55/65)
-[] For 100 Miles (DC 50/60/70)
-[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Learning Action; +20 DC for 100 Miles)
-[] Assigned Sorcerer: Abioye (Hero; +6; +20 DC for 1/10 Miles, +40 DC for 100 Miles)
-[] Assigned Sorcerer: Your Students (Hero; +7; +20 DC for 1/10 Miles, +40 DC for 100 Miles)
  • You will remove all influence of the Wyld from an area, stabilizing a region up to 1/10/100 square Miles in size. 1 Mile will be enough to cover your personal living space and some of your fellow Exalted, but not much more than that. 10 Miles will be enough to cover all of where your people are currently concentrated in, but not any outlying areas. 100 Miles will be enough to cover all of the living space, plus any farm lands and nearby sea you might have.
  • You have performed this action once already, removing the Wyld for 10 Miles in your capital.

Mining Actions
[][Mining] Dirt to Rock (DC 30/40/50)(SORCEROUS)
-[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Stewardship Action; -20 DC)
-[] Assigned Sorcerer: Abioye (Hero; +6)
-[] Assigned Sorcerer: Your Students (Hero; +7)
--[] How many times?
  • You will transmute cold dirt into more solid stone. Each time this action is performed, it provides 1 unit of Stone.

[][Mining] Ground Survey (DC 60)
  • The remaining members of the Ministry of Mining will survey the ground around you for any open veins of minerals on the surface. Unlikely, but maybe you'll get lucky and find iron ore.
  • This has been done twice already. It can be done one more time.

[][Mining] Mountain Scouting (DC 30+)
-[] How Many Times?
  • Same as Ground Survey, except you will be sending prospectors out to climb the mountains to evaluate them for mining opportunities. There is a risk of natural disasters, as well as enemies finding them given how large of a distance there is.
  • This has been done once already.
[][Mining] Build a Mine (Iron)(Variable)
-[] In the Mountains (DC 20+)
-[] In the Homestead (DC 10+)
  • You found some decent veins of iron. Now, you can construct a mine to work that iron ore and extract it from the earth. Iron can be used to make equipment and build certain structures.

[][Mining] Build a Mine (Silver)(Variable)
-[] In the Homestead (DC 10+)
  • You found some decent veins of silver. Now, you can construct a mine to work that silver ore and extract it from the earth. Silver can be used for currency purposes, trade and certain artistic creations.

[][Mining] Build Some Ore Wagons (DC 30+)(CONSUMES 1 LUMBER)
  • You can't work ore that you can't take with you. By building some wagons, you can carry the ore from up in the mountains down to your capital.

[][Mining] Set Up Smitheries (DC 50+)(CONSUMES 1 LUMBER OR STONE)
  • Your blacksmiths cannot really work their trade without an insulated enough building, or at least not well. By setting up small enclosed buildings with chimneys, they will have the equipment they need to really get to work.

[][Mining] Pull Up the Vein (DC 20/30/40)(SORCEROUS)
-[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Mining Action; -20 DC)
-[] Assigned Sorcerer: Abioye (Hero; +6)
-[] Assigned Sorcerer: Your Students (Hero; +7)
--[] Done how many times?
  • By moving aside the earth covering a small vein of metal, you can provide metal to supply your blacksmiths for 1 turn.

Personal Actions
[][Personal] Intervene in…
-[] Write-in what actions you perform instead of anyone else.
  • Sango will perform the chosen actions instead of anyone else, essentially trading a Personal Action for one of any other type. This action will benefit from his stat bonuses. You may select this action multiple times, just use multiple subvotes (-[]) instead of listing the title of this action again and again.

[][Personal] Designate a line of succession. (No Roll)
  • Perhaps it might be a bit early to do this, but with how unknown your current situation is, it might be helpful to ensure that someone else will be ready to take up your mantle, should you fall.
[][Personal] Attune to Never-Melting Glacier (No Roll)
  • You have yet to even put on this Artifact, let alone Attune yourself to it. Once you do, what insights can you gain from it?

[][Personal] The First Class (No Roll)
-[] How many times? (Up to 3)
  • You are one of the greatest Sorcerers of Uluiru, it is easily within your power to teach more students in the art of magic. This will create a new Mortal Sorcerer Hero Unit out of the class of 5. Uses Best of 2 rolls of 4d5 + 1 for every stat, prioritizing Learning.
  • The first time you attempt this action, it requires no roll. Future classes in the same year will require rolls until you give yourself time to breathe.

[][Personal] Summon a Demon! (Variable)
-[] First Circle (DC 30)
--[] Write-in for what. You will need to provide me with a reference or a link for me to review the choice.
-[] Second Circle (DC 60)
--[] Write-in for what. You will need to provide me with a reference or a link for me to review the choice.

Free Actions
[][Free] Write-in a Sorcerous Working (Up to 2 times)
-[] What do you want to research?
  • Will give you the opportunity to "research" a potential Working, AKA write-in a potential Working and I will provide it a DC. The Working will become available to vote for on the next turn.
[][Free] What's in a name?
-[] Suggest a name
  • Uluiru was named after your Mother Queen Ulu, who was the chieftain of the Irugu people before her Exaltation. Your new nation could continue to bear her name, or even call itself "New" Uluiru, but maybe another name might work to describe this new land.
  • This is not a vote to determine what the nation will be called. It is only an option to suggest potential names for your kingdom.

There will be a moratorium on voting for the next 4 hours. Use this time to ask questions and formulate/discuss your plans.

Author's Note: So, why exactly did I choose Ulric? Simple, because his tenets align the most with the Sovereign Exalted. Quoting from the WFRP Core (4th Edition):
  1. Obey Your Betters (Sovereigns are all about hierarchy)
  2. Defend your honor in all matters, and never refuse a challenge (Sovereign's literal Limit Trigger is refusing a challenge, they go crazy when they don't do this)
  3. Stand honest and true; outside an ambush, trickery and deception (Admittedly more of a stretch, but Sovereigns are generally more suited to upfront actions than deceptive ones)
  4. Only wear pelts from wolves killed by weapons crafted from your own hands (Unlikely to come up, but combat-focused Sovereigns can easily conjure up their own weapons made from Fireglass in an instant, so I'd say it counts)
  5. Blackpowder, helmets, crossbows and technology are not Ulric's way (Probably the biggest point of contention, even though Uluiru has no access to gunpowder nor firedust.)
So yeah, that's why I eventually locked him in. The Elvish God of Festivals and Music was my No. 2 pick, but I decided not to go with him after the disaster that was the Festival of Funerals, otherwise he might have edged Ulric out.

Apologies for how long this took to make, I had my other quest as a priority in regards to updating, and I ended up procrastinating on that for quite a while as well. Turn 3 is finally here, and I hope it meets your expectations. As a reminder, the big battle will have it's own mini-turn in order to strategize, so all you need to worry about is assigning which of your troops/heroes will be present for that battle. The more there are, the better your odds of victory, but of course the greater risk that they will be too injured for Turn 4.

Finally, your tests for new Sovereigns will occur before the mini-turn, potentially providing you new heroes before the battle. For now, make sure to ask any questions you might have, and discuss what you'd like to see in any potential plans. You have 4 hours to debate amongst yourself before I will open the votes, so keep that in mind. Also keep in mind that the vote will likely be rather short this time, so you might not have a lot of time once voting begins to come up with something for yourself. It won't be as short as 24 hours, but it will be short. That way, I can immediately get to rolling and writing up the results.

Thank you for your ever magnanimous patience, and please enjoy!
 
Turn 3 Voting Begins
Voting for Turn 3 begins! Submit your plans and lets get things started. I said before that I would need to get this vote done quickly, and that's because I don't want to overlap much with my other quest if I can help it. That, and I need to get the Turn 3 results all done before I can get started on the mini-turn battle. SO! We're going to have only a limited amount of time before the vote closes. I know its not a lot of time, and I'm sorry, but I'd just like to get things going before I have to roll and write everything up. In this case,

The Vote will End on June 23rd at 7:00 AM PST
 
An Unexpected Lesson (Non-Canon)
An Unexpected Lesson

Lozik Dreadtaker was not the oldest, nor the most skilled of beastmasters, certainly he was not among the most wealthy in gold or blood relations, but he was hungry for more and in the realm of the True Elves that was what counted the most. Fortunes and glories came into the world as Khaine had given that his people did: screaming and covered in blood. But Lozik was not an infant, two hundred turnings of the seasons he had seen and many of his peers had he watched broken by their superiors for failed acts of treachery, or worse devoured by beasts beyond their skill to tame. A head on a spike still had eyes at least unlike a pile of manticore shit. So forging together raw ambition and the lessons of hard won experience he had decided to turn all his skills to raising a single great beast, even young as he was and train it to exemplary standards. All the might and viciousness of a hydra able to be used with precision, with skill, almost with artfulness. Ah he could see it now, they would call him something tasteful and subtle like Silk-Hand, something to make the ignorant question and the wise quake when asked.

Why Night Scale was better trained than some of the dogs at his parents estate growing up, certainly more so than some of the two legged beasts of the fields. Still he would not want the beast to think he had grown soft or forget the caress of the whip. He would have to conspire some way to get one of the more foolish of his compatriots to feed themselves to the hydra so that he could punish it. A dare maybe... No, he would offer an apprenticeship to anyone who managed to feed the hydra while losing no more than half a hand. The implication being that the beast was more likely to maim than kill. One would think no one would be stupid enough to believe that but sometimes Lozik wondered if some of these bumpkins weren't more stupid than the beasts he wrangled.

"Slave!" he shouted to one of the ragged barbarians that followed the army, poor service, but better than none at all and at least no one would object if there was one fewer of them when their masters' wrath came upon it. "Slave! More wine!"

The wine tasted like shit, but victory would be sweeter.

***​

Hunger... All it had ever known was Hunger since it had crawled from the wet place onto the dry place since it had eaten its siblings and made them a part of itself. Long it had feasted under the twilight skies under the mountains where the distant northern sun never reached, but it had not been cold, not then. The heat of the earth rose up in bubbles of brimstone and pitch and It-That-Was-Many had bathed in the warm waters and the Hunger was less. Then the two-leg had come with the whip and the silent voice, then it had learned pain that was greater than the Hunger, for it could not eat the two leg, but the two-leg could drink its pain. It learned wrath.

Night Scale, that was what Him-of-the-Whip called It-That-Was-Many who in solitude had not needed a name and he brought it to the pit and raised it to bear cruel barbs of iron and Night Scale ate some of the two legs which tasted sweet. But the pain was bitter and sharp, it lingered. It-That-Was-Many learned to eat them less, feeding the Hunger instead with other things, fur-things and mental-things and bright-things too, they tasted of the Bright Beyond where the Hunger bloomed so Night Scale learned cunning.

Out from the shadow of the mountain it was driven, until it could almost be said to regret the pit of pain. At least that was warm. Towards the Bright and away from the sun it was driven. Into the cold lands, the dry lands it was driven. So its wrath grew and some of the two-legs it devoured even knowing the pain that would come, it spread the pain.

Why? Why drive it here? What was here that was worth feasting? Night Scale wondered dimly, for in its long years of captivity it had learned that the two-legs were not just smaller than itself, but also weaker, to the Bright and the ones that lived in it, to the cold. Only the dry they seemed to love and that it could not understand. Were they not made of meat and blood in its mouth? So they tasted at least. It-That-Was-Many learned to wonder.

There was a song on the wind, teasing at its thoughts, a song in the Bright as leaves were on water, but not of the Bright, floating atop it. It spoke of many things warmth and water over scales running, meat red and filling. The song promised an end of Hunger, but It-That-Was-Many did not believe in such things. It promised vengeance. The screams... the screams of the two-leg who ate pain, it would be eaten. It would be good.... good for the singer as well? So It-That-Was-Many learned to bargain.

Yes... yes... Pain and death and feasting upon Him-of-the-Whip and those all about him and then sleep until more come. Thus the Huger would be less. It-That-Was-Many found that it could believe in less Hunger. So It-That-Was-Many learned to hope. In its dreams the sun rose, the warmth sank into its bones and it became other than it had been.

OOC: Since Hydra terminology may be a bit obscure above the Bright-Beyond is the Aethyr, as a creature born of Chaos in the Far North of the world the Hydra has a vague sense of the magic around it and where it is thicker.
 
Turn 3 Vote Reminder
This is your (less than) 12 hour reminder to get your vote in. Again, sorry for the short vote time, but I couldn't prolong it too much. Currently, Demons and Hydras is winning by a large margin, and it might take a lot of votes to change it, but it's still possible, so get it in!

EDIT: Did some cleaning up for the informational threadmarks, since that list was getting a bit bloated with stuff that's no longer relevant, such as previews.
 
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