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

[X] Plan: No Debt, No Grace
-[X] Near Naggoroth [+2]
-[X] Mild (0)
-[X] Harsh (+1)
-[X] Cautious (0)
-[X] Common (+1)
-[X] -Excess (+1)
-[X] -Disease (+1)
-[X] -Change (+1)
-[X] Heart-Eater (+2)
-[X] Infernal Exalt (+2)
-[X] Other Fae (+1)

[X] Plan: North Canadian Tower Defense
Just to give everyone an idea, it costs this much to JUST pay off our debt.
 
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[X] Plan: No Debt, No Grace
-[X] Near Naggoroth [+2]
-[X] Mild (0)
-[X] Harsh (+1)
-[X] Common (+1)
-[X] -Excess (+1)
-[X] -Disease (+1)
-[X] -Change (+1)
-[X] Heart-Eater (+2)
-[X] Infernal Exalt (+2)
-[X] Other Fae (+1)


Just to give everyone an idea, it costs this much to JUST pay off our debt.
Just to let you know, you forgot to add a vote for the Settlements.
 
Hmmm.... I have to say I am not a fan of 'buying' enemies. It creates an imbalance of OOC information. Sango does not know what a Tzeench is, much less that we have one of his sorcerers infiltrating us. We would know where to look even as he does not which could well create frustration over the whole thing, instead of discovering the dangers of this strange new world though him. On the other hand having Exalted enemies chase us is interesting since it allows new interactions between them and the locals, something we would not be able to anticipate. With that in mind

[X] Plan Snapping at Our Heels
-[X] Near Norsca [0]
-[X] Moderate (+1)
-[X] Uninhabitable (+2)
-[X] Hated (+1)
-[X] Common (+1)
-[X] Disease (+1)
-[X] Blood (+1)
-[X] Heart-Eater (+2)
-[X] Infernal Exalt (+2)
-[X] Other Fae (+1)

Reasoning:
  1. We have more factions to deal with and it is just opportunities for trade and other interactions. I do not want to deal with as the GM said the Scarlet Realm 2.0 and the Dark elves are just... death, they can kill us if only they try hard enough.
  2. We can survive with this and in the long run I think cleanse it. We can probably cleanse Major too... but that would be too much pressure early game I think
  3. We are Exalted, we can build hydroponics is we have to as a much of Far Western Islands left over from the First Age shows.
  4. Hey look, a problem we can stab until it stops being a problem. If we go with Norsca we do not need the locals to like us, we can trade abroad
  5. I think we can live with one action locked and hey, all that defensing will hone the skills of our armies
  6. No cults and no sorcerers picked because see above, it feels a little gamey to know what we are dealing with even as they are meant to be entirely new enemies. If they want to infiltrate us they should do it fair and square
  7. Disease is something we can fight with sorcery and medicine unlike any of the others
  8. Opinion we can drag up and violent is the least bad of potential Limit break alterations.
  9. Finally play this like it's Rimworld, drag every single monster we can with us, sure they will probably focus on us to start with, but I bet those Norscans are not going to have a fun time with the Fair Folk in the long run
 
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@Critian Caceorte why isn't the badlands an option ? , its not claimed by any civilized race so its free real estate and kingdoms have risen there before so it's certainly good land but here's the rub risen as in past tense the badlands are overrun with orks , further south is the tomb kings , east is one of the passes to the dark lands so more orks ,ogres and even chaos dwarfs and west is a large coastline which on one had means access to Talia , Estalia , Araby and rest of the Old World for trade and attracting settlers on the other hand all the problems and risks of coastal access in warhamer like dark elf raiders , norsican raiders , sartoscan pirates , tomb king raiders (those are actually a thing) , orc free bootas and Arabyan crosiers

One one hand really good land for development on the other hand it's gonna be a constant struggle to defend it
 
[X] Plan Snapping at Our Heels
-[X] Near Norsca [0]
-[X] Moderate (+1)
-[X] Uninhabitable (+2)
-[X] Hated (+1)
-[X] Common (+1)
-[X] Disease (+1)
-[X] Blood (+1)
-[X] Heart-Eater (+2)
-[X] Infernal Exalt (+2)
-[X] Other Fae (+1)

Good plan, would add more curses so we can have better mining chances. Our artisans will need materials.
 
How soon will we unlock the Solar Circle spells? Are they difficult to create?

By the way, I couldn't find which caste Sango belongs to, can someone tell me?
 
[X] Plan Snapping at Our Heels
-[X] Near Norsca [0]
-[X] Moderate (+1)
-[X] Uninhabitable (+2)
-[X] Hated (+1)
-[X] Common (+1)
-[X] Disease (+1)
-[X] Blood (+1)
-[X] Heart-Eater (+2)
-[X] Infernal Exalt (+2)
-[X] Other Fae (+1)
 
Would we have the option of becoming migratory nomads to find a better spot to settle or are we stuck with whatever area we land in ?
With a Casle sized font on a boat? did we brouth a titan or something else that can carry it across long dystance?
I'm sure we can expand. Lands of Mallus are full of tunnels so we can go underground, also there are locals to punch-convert, so that will take a while.
That is true there is another warp gate in the South Pole
Also, Ind have those 'Diva' beings that are like minor gods/elementals that we could unite...
or something.
 
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Sure, it will be pretty difficult, but sure.
It would be an interesting start our starting conditions like the land's habitability would for example effect how we act on the food and resources situation for example do we make stops to harvest resources we need or raid others for them, if we encounter other nomads do we assimilate them or trade with them…ect plus nomadic life is supposed to be hard but it made for harder people just look at the mongols which will be useful for keeping whatever land we settle
 
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