A lot. The Druchii are one of the most powerful and organized evil faction on the planet. They have tons of powerful casters, tons of monsters, their basic infantry is equal to our elites and their Hero units can certainly threaten our Exalteds. Furthermore, they're ruled by 2 immortal evil mages with millennia of accumulated power, and all the nastiness that comes with that. If they want us gone, we're gone, at least in the early stages.
Norscans are much less united, and can't really prepare a coordinated response to us.
Not necessarily I don't think. We are not playing an Eclipse, but there is probably a universe where with the right rolls we are able to enter an alliance of convenience with one of the cities. They would have to hide it from the others, but we can do quite a lot and as long as it stays local the Witch King might not notice long enough for us to grow whereas if we just go full Spartacus from day one there is no road but escalation.
The only reason Druchii would ally with us is to fight against other city states, in which case we'd definitely get a share of the spoils, including the slaves, who we could then free. Even in this scenario, I'm pretty sure the slaves being around and available for freeing is a net plus.
It's definitely not enough on its own to make up for the Huge Problems, but it exists.
The only reason Druchii would ally with us is to fight against other city states, in which case we'd definitely get a share of the spoils, including the slaves, who we could then free. Even in this scenario, I'm pretty sure the slaves being around and available for freeing is a net plus.
It's definitely not enough on its own to make up for the Huge Problems, but it exists.
That is a fair point, though I am not sure how many slaves Druchi field armies have with them. I would imagine some just be... be camp followers, but you never know. It is not like Druchi society is designed to be efficient. For all we know they do not take any but other elves with them tow war.
The choice in locations will alter how quickly one faction's opinion of you might increase, while the other decreases. For example, the Peasants might like Cathay because of how it provides a secure region to flee to if things go really south, but the Nobles might chafe at having to interact with the Realm 2.0. Even the Dragon-Blooded. Maybe especially the Dragon-Blooded!
Naggaroth, will create opinion risks for both factions, but provide extra points.
Nope, not true at all. Unless you are specifically either a Child of the Dragons (I'm trying to differentiate them from the DBs because they ARE pretty different) using the Lores of Yin/Yang or a Wizard using the Lore of the Heavens, they will hunt you down just like the Empire used to. The Alchemists can only reside safely in the western quadrant of Cathay because the local dragon likes them, they're still illegal anywhere else.
They definitely have tunnels there, but unlike Lustria which has gold, dinos and Old One ruins Nagaroth has the Druchi who will murder them then fill all their tunnels with dark magic fire then curse their ancestors to the nth generation. There is nothing in the Land of Chill that any Skaven would want and many things they do not want in the form of pissed off Dark Elves.
They definitely have tunnels there, but unlike Lustria which has gold, dinos and Old One ruins Nagaroth has the Druchi who will murder them then fill all their tunnels with dark magic fire then curse their ancestors to the nth generation. There is nothing in the Land of Chill that any Skaven would want and many things they do not want in the form of pissed off Dark Elves.
Nagaroth is big, so it has space for lots of skavens. And when underground and far from the Druchii population centers, I doubt they could prevent colonies of skavens from staying there. There's probably less than in Lustria, but i think it's likely there's Skaven cities in Naggaroth.
Just remembered: Any points that are left over when Character Creation is finished will be converted into a "Grace Period." During that time (about X turns, where is the remaining points), you cannot Crit fail, failures have a reduced effect and you cannot lose any further opinion from your subjects. Thought it would be a nice incentive if you wanted to take more drawbacks than was necessary.
If we do go there we need to rush for 3rd circle sorcery ASAP. Once we have that, we can rapidly be more of a problem to attack than it is worth. 3rd circle demons alone are enough to be a serious threat to them.
One of the thing we could do is take a bad placement and plan to move in the mid term, though it would be hard to do with Aurora's corpse. Moving it once was so unlikely it might have been an Act of Fate. Sure Sango is a Solar, he can figure it out, but that is going tot take a lot of figuring
One thing I am trying to work on is Sorcery. Sorcerous Workings are easy, because they're essentially just like any other action during a turn, but Spells outside of rituals don't really matter on a month/year-long scale. My initial plan was during mini-turns to just have a d100+Casting Stat vs. DC (Spell's Mote Cost x (Willpower Cost + 1)). That way, there's some difficulty with casting Terrestrial Circle spells, but nowhere near enough that casting in the first place is infeasible. The problem is that it doesn't scale well into Solar Circle, with stuff like Rain of Doom having a DC of 160 (40 x (3 + 1)), which is blatantly impossible. If I reduce it to Mote Cost times WP cost, then that makes most Terrestrial Circle spells almost impossible to fail. So, if you all have any suggestions, I'd like to hear it.
One thing I am trying to work on is Sorcery. Sorcerous Workings are easy, because they're essentially just like any other action during a turn, but Spells outside of rituals don't really matter on a month/year-long scale. My initial plan was during mini-turns to just have a d100+Casting Stat vs. DC (Spell's Mote Cost x (Willpower Cost + 1)). That way, there's some difficulty with casting Terrestrial Circle spells, but nowhere near enough that casting in the first place is infeasible. The problem is that it doesn't scale well into Solar Circle, with stuff like Rain of Doom having a DC of 160 (40 x (3 + 1)), which is blatantly impossible. If I reduce it to Mote Cost times WP cost, then that makes most Terrestrial Circle spells almost impossible to fail. So, if you all have any suggestions, I'd like to hear it.
I mean...maybe drop the DC a fair bit but give us a Willpower Pool explicitly for spells per mini-turn? Willpower doesn't grow on trees and is used for various stuff, so it would make sense if we only have, say, 7 points per turn (or whatever) and then we have some real limits there.
Casting Terrestrial Spells seems like it should be costly rather than risking failure, at least to me.
If there's some sort of Resource Mechanic that is or can be involved with these Sorcereries, having the baseline DC be as you've described, but reducable the more of the Resource you spend/invest in it, might work out?
Also, why have a difficulty at all for casting? Make us roll for applying it right, but unless we are being contested we should be able to cast any spell we know without failing.
Don't sorceries usually take seconds, or sometimes minutes to cast?
Or some longer ones taking hours? I think summon 1st circle demon involved chanting from midnight to dawn.
Why does an experienced solar sorcerer have Any chance at failing a terrestrial spell? Do the winds of magic interfere?
One can reasonably argue that the wise and cautious preparation for summoning a second circle demon takes a month. Or more.
Researching their personality. Quirks. How they can slip bindings. How they might interact with people...
These are beings that can bring ruin to entire cities if left undirected. Or even if they are simply poorly instructed.
You summon a demon to work on or augment a project? Or to have them on hand to augment your own capabilities. That's something that can eat up loads of time.
First circle demons usually work best in groups, and have all the difficulties of working in creation and with mortals that second circles do. Just less extreme.
I mean...maybe drop the DC a fair bit but give us a Willpower Pool explicitly for spells per mini-turn? Willpower doesn't grow on trees and is used for various stuff, so it would make sense if we only have, say, 7 points per turn (or whatever) and then we have some real limits there.
Casting Terrestrial Spells seems like it should be costly rather than risking failure, at least to me.
Give us a willpower resource we can burn for extra points on a roll. Or to cast sorcery. Give it a slow natural refresh and then maybe give us options to get it back quickly?
If there's some sort of Resource Mechanic that is or can be involved with these Sorcereries, having the baseline DC be as you've described, but reducable the more of the Resource you spend/invest in it, might work out?
Hmm, that might work. Or go for the Fantasy Roleplay method where you can sacrifice expensive thematic materials to reduce the DC significantly as well as guaranteeing that there's no complications. Like a feather coated in lapis lazuli dust for Flight of the Brilliant Raptor.
And that's a Ritual, not a typical "Spell". If you can't cast it within the span of a minute or two, it's not a normal spell, it's a Ritual, hence my distinction.
For the former, if they have only a few seconds to cast the spell, than sure there's a chance. As above, if they don't need to worry about casting in the middle of a fight or some other stressful encounter, then there's no roll.
For the latter, yes. This will be important later.
For the former, if they have only a few seconds to cast the spell, than sure there's a chance. As above, if they don't need to worry about casting in the middle of a fight or some other stressful encounter, then there's no roll.
For the latter, yes. This will be important later.
Assuming normal aetheric conditions, it might have some side effects, but sure. Problem is, you're not going to be in normal conditions for a while, with how close you are to the Northern Chaos Gate.
Just to let you all know, your Advisors will not be picked until after Turn 1 begins. It will be a locked Personal Action for that turn as in-story, your character needs to decide from those who remain who will serve as their Ministers. This will also mean that any rolls done outside of Personal Actions for Turn 1 will not have any bonuses attached, it will be pure RNG.
Scheduled vote count started by Critian Caceorte on May 20, 2024 at 6:35 PM, finished with 92 posts and 15 votes.
[X] Plan Let's Take Everything
-[X] District (-3)
-[X] Five (-2)
-[X] A Glut of Wealth with a Storied Item (-2)
-[X] Dragon-Blooded (-2)
-[X] Aurora's, (-4)
[X] plan go big or go home
-[X] District (-3)
-[X] Five (-2)
-[X] A Glut of Wealth with a Storied Item (-2)
-[X] Slumbering Star (-1)
-[X] Aurora's, (-4)
[X] Plan Let's Take Everything
-[X] District (-3)
-[X] Five (-2)
-[X] A Glut of Wealth with a Storied Item (-2)
-[X] Dragon-Blooded (-2)
-[X] Aurora's, (-4)
In the end, while you did your best to protect at least some of everything, your priorities were on what could be argued as the most important things: Your people and your nation's greatest treasure.
The Fount of Glories was one of the greatest wonders in all of Creation, with no exception. Perhaps the Sun's Daystar could compare, or Luna's own Throne, but even those could not create Exalted all on their own. Without the Fount, no further Sovereigns could be made. Your family's legacy would be erased, and that was something you could not allow. So, you gathered together the best miners in your country and instructed them to carve around the massive area where the Fount of Glories was situated. Theoretically, you could have just ordered them to carve out the basin itself, but something told you that doing so would be a waste. Not in time, but in something more ephemeral. Instead, those work crews would carve out the cavern itself in its entirety to preserve the whole structure.
This was madness. It should not have worked with the few months you had, but somehow, the work proceeded much faster than was proposed. Of course, the matter was helped when 5 strange women in mono-color outfits showed up to work with pickaxes in hand. All five of them wore blindfolds of some shape and variety: Yellow wore a hemp rope (unlikely to be comfortable), Blue a… a "bedroom blinder" let's just call it, Red a helmet that covered her eyes, Green a silk ribbon and Purple a set of bandages. Despite their apparent blindness, they moved around the area with ease, and before anyone else could stop them, they got started.
The first application of a pickaxe created a perfect faultline around 1% of the entire cavern's outer surface area, the next another 2%. In the span of a day, A DAY, the actual excavation was finished. The five women dusted off their hands and approached you with a variety of sad expressions. As they did, your latent spiritual senses began ringing like nothing else beforehand, informing you that these five women were in truth goddesses. But goddesses of what? You would never find out what, exactly, but you knew that they were important.
The blue girl, who wore what could technically speaking be called a "Miner's outfit" if you were to call the scraps of fabric as such, had perhaps the saddest expression of them all, which made your very soul lie in anguish at the expression. Such a beautiful face... shouldn't wear such an unhappy frown. "He was the brightest and friendliest of us all. Please, keep him safe." You couldn't refuse. There was no possible world where you could. She vanished into the darkness, her sisters following her, except for one. For some reason, you got the impression that the one who should stay behind was the purple one, yet it was the yellow who did so instead.
She gave you a sad smile as she explained, "If you can get this whole thing onto a boat, you should be able to keep it safe. Even us just doing this is already stretching things a bit thin, but we couldn't let our brother's body get defiled a second time. Just, be prepared for a rough journey ahead." And then, she vanished as well. Brother? You doubted that she spoke of Cantata… was Aurora then their divine sibling? Their own bright colors matched with his chromatic appearance. Who were these five goddesses?
But you couldn't focus on that for long, you had other matters to deal with. Such as building a large enough barge to contain the entire excavated cavern. The shipbuilders spent almost all of their time until the very last second creating a structure suitably large enough to carry the immensely heavy mass. It wasn't until your enemies had already breached the gates and your evacuees had climbed onto their own few boats that the mammoths and yeddims pulling the rocky structure had managed to get it onto the wood-and-fireglass platform. An outright miracle, especially as the barge did not immediately sink under the massive weight. Instead, your few remaining boats worked double time as both passenger vessels and tugboats, pulling the enormous platform behind them with dozens of ropes. The platform itself was guarded by your warband, a 50-strong regiment of your own veteran troops, as well as yourself. You could not call yourself a king if you were not willing to lay your own life on the line to defend what was most important.
Speaking of passengers, while you obviously could not defend your entire nation from harm, you were still able to secure enough of a percentage of the capital's populace to rebuild somewhere else. The 1000 or so men, women and children were all civilians involved with a trade, from farmers to miners to craftsmen and, of course, sailors. There weren't enough sailors to truly man the boats by themselves, so they had some of the passengers doing the easier tasks while they took on the harder duties. On each galleon also were 100 soldiers ready to die in the defense of these innocents. They were not anywhere near Uluiru's full strength, but this was still more people than your mother had when she led her tribe through the mountains into this promised land.
In preparation for the hard years ahead, you had ordered a stockpiling of preservable foods as a ration for the populace, with each boat having enough food to sustain its passengers for over a year, or perhaps two if they were desperate. Every boat also contained a decent enough amount of silver and gems to trade with in case the boat somehow became disconnected from the group and got lost. Or crashed onto some shore, which was also possible.
Finally, every one of the four boats had one Sovereign to both lead and protect the passengers on board. Besides them, Gwai stood with you on the Fount platform, ready to give his life as well to protect your mother's legacy. While he was generally more of an administrator these days, it appeared that his time as a general had not yet left him, based on the gleaming fireglass armor which surrounded his frame. Accompanying each Sovereign was a foreign Dragon-Blooded, oathed to help you escape for reasons you knew not. They could not get too involved in the fight without the threat of their Anima Banners destroying your ships, but they could still lend a small hand to things. And accompanying them were each one of your apprentices, ready to cast the spells necessary to blow the enemy out of the water should they approach.
The other twenty or so Sovereigns still alive had volunteered to give their lives to secure your escape. Staying behind to fight off the hordes of demons and fae with all of their strength. Though it hurt to give up such precious treasures to a group doomed to die, you handed over the vast majority of Uluiru's rare and powerful treasures to them in the hopes that they could better hold off the enemy, and perhaps even survive after you had left. Besides, you had no need for weapons when you could create your own sword out of solid light at will.
The reveal of your Exalted status at the start of your campaign for the throne went over relatively okay with your extended family. While they would have preferred a Sovereign Exalt hold the throne overall, your status as the Queen's youngest child as well as Gwai's support did help to mitigate the issue. The individuals with a problem were the general populace, terrified of stories about the Bull of the North and his golden generals conquering all they saw. There was a worry there that you might end up just like them, a warmonger eager to throw lives away to secure territory. Besides that, while your people did not follow the Immaculate Faith, enough superstition off of that HAD wormed its way into the capital city's gossip rings. None were calling you a demon at least, but they were worried about the sorts of choices you might make during your reign.
With the Fount secured onto the barge, you finally cast off the weights and ropes which secured your contingent to the dock, just as you could see the first signs of the enemy approaching the sea edge. Fae beyond number, most taking shapes reminiscent of fish, aquatic mammals and water itself leapt into the oceans to pursue you. Immediately, your warriors pulled out their bows and began to fire into the depths, stopping some in their tracks. You as well as your son worked together to chain sorcerous spells one after the other at the pursuers. Great birds of blue flame which exploded like a volcano dove into the turquoise waters, causing great bubbles of steam to emerge from the surface. Glass-winged butterflies followed suit, trapping the water with numerous shards of glass which cut anyone who dared to continue their charge.
As for Gwai? He couldn't do much at range. Well, not much for an Exalt his age. Instead, he casually conjured forth from his Anima Banner A THOUSAND moving fireglass sculptures to cling onto the enemy and weigh them down to the depths. These Eidolons admittedly could do little else with as crudely as they were made, but a thousand of something is still significant. Many fae were grappled and sank down, not worrying about breathing but still unable to contribute to the pursuit.
With how easily the enemy was being taken down, you briefly, for just a small moment, thought that things would turn out alright. Yes, the fall of your nation was a tragedy, but you could still escape with the things that mattered most: Your people, and your family's legacy.
And in a cruel twist of fate, that was exactly when a blue and black portal emerged, eight wheel spokes piercing outward, to drag you into its vortex. With how quickly it came, and the strength of its pull, you were ill-prepared to stop your approach. It easily consumed all of you, your ships, your people, yourself and your greatest monument, all dragged inside. Dragged into a dimension without reason, without purpose.
For your choices in the past few sections, you have gained the following:
District
A civilian population of men, women and children around 1000 (Size 5) in total.
A -10 DC reduction to rolls which can utilize this large size of people, such as certain construction projects or religious acts.
A standard military of around 400 (Size 4) soldiers. 10 (Size 1) of these soldiers are veteran elites. Due to your Warlord Trait, you also have a personal army of 40 (Size 2) elites.
All five of your students in sorcery are alive and well, with another more experienced mortal Sorcerer joining the ranks. A few people here and there might have the potential as well.
In the future, once your nation is more established, you might be able to construct a school for sorcery which teaches your personal methods (Minor Quest).
Five Sovereigns
Gwai as well as four other Sovereign Exalted will be available either as councilors or as hero units to be selected from. You will have a locked Personal Action Turn 1 to decide who your Councilors will be. You MUST take Gwai as one of your councilors.
Due to these Sovereigns taking their mortal retinues with them, you gain an additional 10% to your population, raising it to 1100 civilians and 440 soldiers.
These Sovereigns will form your budding Noble class alongside the Dragon-Blooded and the Gods, creating three distinct (and equal) factions.
Glut of Wealth
You will have plenty of gold, silver and gems to trade and craft with.
You will have a few precious stores of Blue Jade to craft with. Your Dragon-Blooded subjects would really appreciate gifts using this.
You will gain access to Never-Melting Glacier, a noteworthy (4 dots) set of Medium Artifact Armor constructed from Adamant-steel with strips of Blue Jadesteel layered on top. Its powers revolve around self-stasis and ice. Due to its mix of materials, it is best suited towards yourself, though either Sovereigns or Dragon-Blooded will be able to use it just fine themselves.
You have enough supplies to sustain your entire nation for 5 turns (or 15 months). If you decided to ration them instead, then it will last you 8 turns (or 2 years).
The barge which carries the Fount of Glories is miraculously intact, though your other boats are not suitable for transportation at the moment. You will need to either rebuild them, or scrap them for materials to construct other things.
Dragon-Blooded + Goddess
You have safeguarded the life of Slumbering Star, one of the more prominent Gods of your nation (though still minor in the grand scheme of things). So long as you remain in her good graces, she will reduce the DCs of all actions related to Mining and gems by 10. If she were to gain more power, then more benefits might arise…
Slumbering Star also possesses a retinue of much more minor deities, as well as their God-Blooded Children. They can potentially provide benefits as well given proper worship.
Slumbering Star is available as a Council member. She will demand a seat for either Culture or Mining so long as no Exalt occupies either of those seats.
She will eventually demand a Shrine for herself be constructed, especially if she does NOT have a Council seat.
You also have somehow gained the aid of 5 Dragon-Blooded Exalts, who for whatever reason were willing to stick by you even while fleeing. Who are they? Why were they so interested in helping your cause? How will they take your Solar Exalt status?
The Dragon-Blooded will demand that one of their own occupy a Council Seat. They would prefer of course if more of their number would be on there as well.
The guaranteed Dragon-Blooded Councilor has their own retinue to join your population. They might have strange ideas compared to the rest of your people.
The Gods as well as the Dragon-Blooded will join the Sovereigns in forming your new Noble class. They might complain if too many Sovereign Exalted are being created…
Aurora
You have managed to secure the enormous entirety of the Fount of Glories, including the corpse of Aurora, the Lord of Rainbows, God of Muses and the Arts, Celestial Incarna of the Lights in the Sky. That is to say, he represented every light in the sky that did not directly come from the sun, moon or stars.
Because Aurora's body is around to feed more blood into the Fount of Glories, you have a seemingly endless supply of Glory to test people for Exaltation with. That does not mean it IS infinite, just seemingly.
Until you have secured the Fount into a proper leyline, it will not function as well as it could have. This means increased risk of failure, and thus increased risk of death and/or crippling.
Once secured, the area around the Fount will gain strange but potentially useful features that you can harvest.
Once you have performed a few tests with individuals bathing in the Fount, you might be able to conduct a study to see what qualities improve the odds of Sovereign Exaltation (Minor Quest)
Eventually, there might come a time when you will need to decide what to do with Aurora's body… (Major Quest)
You have a Debt of -12 points to pay off this section. While large in scope, there are plenty of options available to reduce it to null. You MUST have a point score of 0 or higher by the end of this section.
If, at the end of this section, you have 1 or more points available, then these points will be converted into a Grace Period of X Turns, where X is the number of points you have left. During this Grace Period, you cannot critically fail, and the consequences of failure are reduced. In addition, your people's opinion of you will not decrease.
You first landed somewhere in this strange new world after traveling through that awful dimension. Where was it?
Arrival:
[] Near Naggoroth [+2]
The very northern tip of the region, blocked by mountains and wicked creatures.
Nearby Enemy Factions: Dark Elves
Nearby Neutral Faction: None
Expect some combat, diplomacy and intrigue in the future.
Traveling South will be treacherous across either land or sea.
All factions will feel some discontent with this location.
Make Opinion easier to lose for both factions.
CANNOT Take Friendly Settlements
[] Near Norsca [0]
Just across the sea from the region of Norsca, which you will need to cross if you wish to go further south.
Nearby Enemy Factions: Norsca, Skaven
Nearby Neutral Faction: Dwarves
Expect a need for more combat (and probably some diplomacy) in the future.
Traveling South will require more boat travel. Boats that you will need to rebuild or capture elsewhere.
Slumbering Star and the other minor Gods will NOT like this location, the Dragon-Blooded are a mixed-bag.
Will Make Peasant Opinion Easier to Lose and Overall Noble Opinion Easier to Gain
[] Near Cathay [0]
In the middle of the territory claimed by the Kurgan tribes.
Nearby Enemy Factions: Kurgan, Skaven
Nearby Neutral Faction: Grand Cathay
Nearby ??? Faction: Ogres
Expect a need for more diplomacy (and probably some combat) in the future.
Traveling South will require more land travel. You will need some way of transporting the Fount along the way.
The Sovereigns will NOT like this location, the Dragon-Blooded are a mixed-bag.
Will Make Overall Noble Opinion Easier to Lose and Peasant Opinion Easier to Gain
What was the terrain like? Did it remain stable? Was it ever-changing? How bountiful was its natural wealth? If it is not very habitable to human development, you might need to relocate elsewhere, difficult as that might be. Alternatively, you could turn more heavily to sorcery to solve the issue, as your Mother did when founding Uluiru.
Mutagenic Terrain (MUST Pick One):
[] None (-1)
Will not naturally mutate individuals.
[] Mild (0)
Roll 1d10 once per year to see if mild mutations occur. Those who suffer mild mutations might devolve further.
[] Moderate (+1)
Roll 1d10 four times per year to see if mild mutations occur. Those who suffer mild mutations might devolve further.
[] Major (+2)
Roll 1d10 every month to see if mild mutations occur. Those who suffer mild mutations might devolve further.
Terrain Viability (MUST Pick One):
[] Decent (-1)
Base DC for Farming and Mining is 20. This can be lowered with sorcery and bonuses.
[] Unpleasant (0)
Base DC for Farming and Mining is 40. This can be lowered with sorcery and bonuses.
[] Harsh (+1)
Base DC for Farming and Mining is 60. This can be lowered with sorcery and bonuses.
[] Uninhabitable (+2)
Base DC for Farming and Mining is 80. This can be lowered with sorcery and bonuses.
Who else lived here? Were they friendly to your people? Or were they enemies just biding their time? The material wealth you possess is best used for trade or crafting, so maybe you can utilize it for the former?
With close enough bonds, might help you to fight and defend your settlements.
[] Cautious (0)
Will require persuasion to trade goods, and might drop trade agreements without occasional actions.
[] Hated (+1)
Will not trade at all.
Liable to attack if frequent diplomatic actions are not taken.
In this harsh land, you WILL be attacked, guaranteed. The only thing you can do is ensure that it doesn't happen more often than you can handle. How often did your people need to take up arms to defend themselves?
Warband Frequency (MUST Pick One):
[] Uncommon (0)
One Warband will attack your settlements once per year. Will lock down 1 Martial Action every time this happens.
[] Common (+1)
One Warband will attack your settlements once per season (three months). Will lock down 1 Martial Action every time this happens (or 2 during year-long turns.)
[] Never-Ending (+2)
One Warband will attack your settlements every month. Will lock down 2 Martial Actions every time this happens (or 2 plus 1 Personal Action during year-long turns.)
While you were in that nightmare dimension, perhaps the purest variety of Wyld you had ever encountered, there was a risk of some Raksha or another luring and tempting your people away to wicked ends. Did this happen? If so, by who?
Compromised Sorcerers:
[-] Bloodconjurer (THE BLOOD GOD DOES NOT TOLERATE THIS PRACTICE)
[] Stringpuller (+1)
1 Sorcerer will serve the Lord of Change in secret.
Will cause confusion and distort the information you obtain.
[] Plaguemaker (+1)
1 Sorcerer will serve the God of Disease in secret.
Will hamper and ruin any attempts to farm or gather food.
[] Charmwielder (+1)
1 Sorcerer will serve the Lord of Excess in secret.
Will be very good at persuading others to join them.
Infiltrator Cults:
[] Blood Drinkers (+1)
Specialize in warfare, have an easier time infiltrating your soldiers.
[] Makers of Change (+1)
Specialize in disruption, can more easily create their own Sorcerers over time.
[] Plaguebearer (+1)
Specializes in diseases, is very difficult to kill when confronted.
[] Cultists of Pleasure (+1)
Specializes in recruitment, is very hard to notice.
You might have also been cursed by the supposed Gods of Chaos during your short stay. Do your people bear their ill sign?
Curse of:
[] -Blood (+1)
Increases tensions among populace, -1 to both Peasant and Noble Opinion.
Influences Limit Breaks towards anger and violence.
[] -Disease (+1)
Greatly increases the risk of diseases among the populace.
Influences Limit Breaks towards sloth and insensitivity.
[] -Change (+1)
Increases the risk of Mutation among the populace. Stacks with Mutagenic.
Influences Limit Breaks towards capriciousness and manipulation.
[] -Excess (+1)
Will increase resource consumption by 50%, wasting materials.
Influences Limit Breaks towards hedonism and overall heightened emotions.
[] -Undivided (+1)
Increases Critical Fail Threshold by 2 for all actions.
Increases the risk of citizens falling to Chaos.
Finally, you might not be the only ones to have been dragged through the portal to this new world. There might have even been other portals which appeared to transport them here. Was there anyone of your old enemies who came through as well?
Pursuing Enemies:
[] Heart-Eater (+2)
Specializes in mind control and coordinated actions.
Will be very hard to put down permanently.
[] Infernal Exalt (+2)
Specializes in demon summoning and one other area.
Very powerful to face up against.
[] Other Fae (+1)
Specializes in crafting illusions and consuming souls.
Will gain a boost in power the closer to the Northern Pole they are.
The Vote will end on May 29th at 7:00 PST
Author's Note: Here we go! The last stage of character creation before we finally begin the turns proper. Let's see how things go from here.
And yes, the Maidens did directly, physically intervene here. Normally, you wouldn't even get 1 Maiden showing up, let alone 5, but this is their brother's dead body we're talking about here. It's more surprising that Sol and Luna didn't show up as well to help with things. As for why they only did so much, well... securing Aurora this way did cut away a lot of potential futures that might have resulted, plenty bad, but a few were still good. Let's just leave it at that.
Anyways, let me know if you have any questions, I've got to head into work so it may or may not take some time for me to answer them. Depends on how bad the workday is, really.