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

I stand corrected. I mean to say that the Wood Immaculate may not necessarily see Sango as a monster to slay, but as a time bomb that requires finesse in disarming lest he blows up.
 
It'll be at least okay. Again, I'm saving the specific numbers until we actually choose the Ministers.

Alright. Cool. That makes me less worried about our potential options for Records.

EDIT:

That makes one set of advisor options something like this:

War: Earth or Fire DB
Culture: Sapphire
Finance: Gwai
Vigilance: Opal
Public Works: Ruby
Records: Emerald
Mining: Wood DB

Which is workable. But we may have better candidates for Records and if so Emerald may wind up in Public Works instead. We'll see how all that works out...
 
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Just to get this out there: While previously I was doing all of my dice rolls regarding the Exalted/potential Ministers here in the thread so that everything was public, with the number of potential characters we could have, I'm not going to be rolling every character's stats here, because it would just take too much time. I'll use an online dice roller, record the results and then use those results once it's time to actually pick Ministers. Hope that's not too much of an issue.

In other news, after wasting perhaps too much of my Memorial Day playing TW:Warhammer 3, I'm going to get started on writing the possible actions for Turn 1. I have another project as well that might take priority, so don't be surprised if my next update isn't so soon after the vote concludes.
 
Just to get this out there: While previously I was doing all of my dice rolls regarding the Exalted/potential Ministers here in the thread so that everything was public, with the number of potential characters we could have, I'm not going to be rolling every character's stats here, because it would just take too much time. I'll use an online dice roller, record the results and then use those results once it's time to actually pick Ministers. Hope that's not too much of an issue.

That seems totally reasonable. As long as we get to see them when picking (which we clearly will), we don't need to see the rolls.
 
Prototype Army Rules
So, here's a prototype of what I'm thinking of for deciding army combat. There's a big difference between the normal skirmishes that your Martial actions might have, and then the larger battles that mini-turns would require.

Regardless of which is in play, Armies have 3 statistics: Size, Quality and Might. They range from 0-5, 0-3 and 0-4 respectively.

Starting with the easiest of the 3, Size. Size is how large a given army is. It spans a wide range of different group compositions, with each generally falling into one of the following brackets: Size 0 (<10 troops), Size 1 (10+ troops), Size 2 (40+), Size 3 (100+), Size 4 (400+) and Size 5 (1000+). Technically it can get bigger than that, but at that point you might as well split the army up into smaller units.

Next is Quality. Quality is a measure of your troop's training, and determines how effectively your army leaders can command them to do something. Their scale is 0 (Poor), 1 (Normal) and 2 (Elite).

Finally, Might. Might is a representation of the overall power level of each individual unit in the battalion, and can fluctuate based on circumstances. For example, some troops might be really good against Cavalry, and thus gain +1 Might against those kinds of foes. Besides these circumstances, the general assumption is as follows: Might 0 (Normal Human), Might 1 (God-Blooded, Those Pesky Elves, anything that might be "lightly" touched by the supernatural), Might 2 (Raksha, Elementals, and other kinds of lesser spirits), Might 3 (At the level of the Terrestrial Exalted) and Might 4 (At the level of the Celestial Exalted). Spoiler Alert: You're never going to see a Might 4 battalion except in very exceptional circumstances, because there's not going to be enough Celestial-Equivalents to count on one hand in a given fight.

Now, how these stats will differ based on the type of turns that are being used here:

For Normal Turns:
In normal turns, you will have a set DC to beat with one of your army groups equal to the total combination of the above values x 10. So, if you're facing a 100 Elite Dark Elf Soldiers, that's going to be Size 3 + Quality 1 + Might 1 = DC 50. If the army you choose outvalues the opponent in any statistic, they gain +10 equal to the amount you exceed them by in every stat. Thus, bringing along a Size 4, Quality 1, Might 0 army would still give you +10 for outnumbering your opponent. And, of course, your Minister of War adds their Martial stat bonus to the roll as well, as well as any other heroes you bring along. You can only bring 1 Army per "fight," because I don't want to deal with too much busywork on an otherwise simple action.

Something to keep in mind with this is that sometimes, if you don't have a clear sense of what enemy numbers are, some of those stats might be hidden to you, and thus the DC as well. Because of that, having some sort of scouting system in play might be helpful.

If you beat the DC, then your army is injured and needs time to recover, but doesn't really suffer much in terms of fatalities. It temporarily has -1 Size for the next turn. If you beat the DC by a large amount (still deciding what that might be, but hospitals and the like can lower it), then no injuries are suffered and it's an easy mop-up. If you fail the DC by 25 or less, then you still win the fight, but your army suffers a PERMANENT reduction in Size by -1. And if you fail by more than 25, than you lose the fight as well as -1 Size per multiple of 25, rounded up.

At this stage, you don't need to worry about any enemy generals. After all, if there WERE an enemy general good enough to threaten you, then we would simulate that with the next stage-

For Mini-Turns:
For these much more engaged fights, you can choose to bring multiple armies, and determine which heroes are leading them, if any. Here, stats get a bit more complicated in how they work.

Size does not provide a bonus to rolls here. Instead, it acts kind of like an HP Bar. All battalions have 1 "Wound" before they have to roll for morale by default. When fighting an enemy, both sides roll, and whoever gets a higher roll depletes a Wound from their opponent. If this brings the target to 0 available Wounds, then they roll for morale against a DC of (Opponent's Difference in Size x 25). On a success, they stay in the fight, but suffer -1 Size (to a minimum of 0). On a failure, or if they reach Size 0, they flee altogether.

When facing against another enemy that is of smaller Size than they are, then their effective Wounds increases by 1 per point of difference. If a wounded battalion of greater Size retreats and confronts a target of larger Size, the "depleted" Wounds are the ones which are discarded first, not the healthy ones. So, if a Size 3 Dark Elf battalion were to fight our Size 3 Human army, they would both have 1 available "Wound" to lose. If we had a Size 4 Human army instead, then the Humans could lose 2 Wounds before needing to worry about Morale. Conversely, if the Dark Elf army had just fought against a Size 1 group, and suffered 1 Wound, then turned to fight a Size 2 group, their depleted Wound would disappear, leaving them healthy with 2/2 Wounds left.

Quality is used for both combat rolls as well as Morale. It adds +10 to the combat roll per point of Quality, and +20 to the morale roll per point. The combat roll uses a combination of the battalion's Quality, the general's Martial stat bonus, any environmental benefits and their Hero's Combat stat bonus if they have one. Morale uses Quality plus the Hero's Martial stat, if they have one.

Might is where things get interesting. For every point of difference in Might that an army has over their opponent, they multiply their total combat roll bonus by 50%. This is done multiplicatively, and not additively, so serious differences in Might can create really uneven situations even when you have a bunch of weaker units swarming a few really strong ones.

But what about those long rangers, those Heroes who don't fight as part of a group? Well, they can fight groups of enemies just fine. They are treated as having Size 0, except they have a static number of Wounds which don't change equal to (Essence /2, rounded up) + (Combat Stat / 5, rounded up). Let's take Sango, for example. If he were to fight as a Hero (which most generals do), he would have 2 Wounds from his Essence 3, and 4 from his 16 / 5, rounded up, to form a total of 6 Wounds, very impressive!

Heroes don't benefit from a Quality bonus, and they only receive 1/2 of their general's Martial stat bonus (rounded up) stat to help them. BUT, they often have very high Might stats to make up for that. For Sango, he receives 1/2 of his own Martial stat (15/2 = 8), plus his Combat stat (16) for a total of +24. BUT, he has a Might stat of 4 thanks to being a Solar Exalt, so when fighting against our example Dark Elf squad, he multiplies his total stat bonus by 50% 3 times! So from +24 to +36, than +54, then +81! That's enough to destroy his enemies a good percentage of the time! In comparison, assuming the Dark Elves have an average general (+0) and no hero (+0), no environmental benefits (+0) and their Normal Quality (+10), that means they have a total combat roll bonus of +10, creating a difference in bonuses of 71 favoring Sango.

If a total combat roll bonus were to reach or exceed 100 more than the opponent's stat bonus, then its a complete auto-win. There's nothing the opponent can do at that point except retreat. Every time the opponent chooses to stay in that sort of fight, they are willfully losing troops for no chance of gaining any ground. Most aren't that stupid, but you know what they say about common sense and all that. Besides, maybe you've positioned things so that they don't have a choice, at which point they might just surrender if they can.


Let me know what you think. This is just an alpha for how things might work.
 
Sorry for the double post, just wanted to keep this separate from the proto-rule set above. I also rolled for the stats for the Sovereigns and DBs a few hours ago, just to be prepared for the future. For the most part, it went well... except for the Air Aspect. Apparently he heard the phrase "Jack of all Trades, Master of None," and only focused on the second part. Whoops...
 
Sorry for the double post, just wanted to keep this separate from the proto-rule set above. I also rolled for the stats for the Sovereigns and DBs a few hours ago, just to be prepared for the future. For the most part, it went well... except for the Air Aspect. Apparently he heard the phrase "Jack of all Trades, Master of None," and only focused on the second part. Whoops...
That is good info to know at least, I can't wait to see what they look like. Also I hope your going to given some some personality traits that effect things?
 
That is good info to know at least, I can't wait to see what they look like. Also I hope your going to given some some personality traits that effect things?
Do you mean giving them personalities, or giving them traits based on their personalities?

What I've got this far for each character is their stats, their stat bonuses, their Essence rating (generally 2-3, except for Star and Gwai who are 4 and 5 respectively), and an Advantage: Typically a Charm that does something significant, but Sorcery and Martial Arts Styles are also possible. Characters who are Essence 4+ typically have 2 Advantages starting out, and they can of course gain more in the course of play.

Sango, being the protagonist, breaks these rules of course, but that's fine.
 
I can also imagine that the Air aspect is rather young for a Dragonblooded, which may explain their low stats, or had a rather skewed education/homelife that pushed and or pummeled them to where they are today.
 
Sorry for the double post, just wanted to keep this separate from the proto-rule set above. I also rolled for the stats for the Sovereigns and DBs a few hours ago, just to be prepared for the future. For the most part, it went well... except for the Air Aspect. Apparently he heard the phrase "Jack of all Trades, Master of None," and only focused on the second part. Whoops...

The Air's background does potentially fit someone who was shuffled off to do busywork because they were not super useful. And he's Exalted, which does help...
 
Call me curious. How recently did everyone but the Fire and Wood DB's graduate? Were they all in their postgraduate phase where they live it up before going into Dynastic politics?
 
Been going over the location options a bit; Wouldn't we also have to contend with the local Kurgan/Hung tribes as Nearby Enemies in the Wastes if we end up by Norsca or Naggaroth?
 
Been going over the location options a bit; Wouldn't we also have to contend with the local Kurgan/Hung tribes as Nearby Enemies in the Wastes if we end up by Norsca or Naggaroth?
A bit with Norsca, no for Naggaroth. However, they are much more prevalent in the area by Cathay, which is what the Great Wall is even for. That the Wall also keeps out demon hordes is a secondary benefit.
 
CC Part 4 Vote Is Close to Concluding
In less than 10 hours, the final vote for Character Creation will close! Currently, the Canada vote is in the lead, but the runner-up Snapping at Our Heels is still close enough to potentially overtake them with a few more votes. Once this vote concludes, and I finish with all of the turn options, Turn 1 will be posted. I've got all of the Martial and Stewardship options complete, and a few scattered for the rest, so I might not have something ready the moment the vote concludes.

Thank you everyone who stuck with this very long process of nation building thus far, hopefully your patience with me will be rewarded with these first few turns.
 
CC Part 4 Vote Closes
Alright, I'm calling it here for the vote. North Canada wins here, meaning that your people will be landing in a rather harsh starting location. But hey, at least Chaos doesn't have its grip on them (yet). I will confess to pre-writing the next chapter with this vote in mind, so it should be released in a few minutes time.
Scheduled vote count started by Critian Caceorte on May 24, 2024 at 10:01 AM, finished with 173 posts and 20 votes.

  • [X] Plan: North Canadian Tower Defense
    -[X] Near Naggoroth [+2]
    -[X] Moderate (+1)
    -[X] Harsh (+1)
    -[X] Hated (+1)
    -[X] Never-Ending (+2)
    -[X] Heart-Eater (+2)
    -[X] Infernal Exalt (+2)
    -[X] Other Fae (+1)
    [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)
    [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: 14 Turns Ticking Down
    -[X] Near Naggoroth [+2]
    -[X] Major (+2)
    -[X] Uninhabitable (+2)
    -[X] Hated (+1)
    -[X] Never-Ending (+2)
    -[X] Stringpuller (+1)
    -[X] Plaguemaker (+1)
    -[X] Charmwielder (+1)
    -[X] Blood Drinkers (+1)
    -[X] Makers of Change (+1)
    -[X] Plaguebearer (+1)
    -[X] Cultists of Pleasure (+1)
    -[X] Blood (+1)
    -[X] -Disease (+1)
    -[X] -Change (+1)
    -[X] -Excess (+1)
    -[X] -Undivided (+1)
    -[X] Heart-Eater (+2)
    -[X] Infernal Exalt (+2)
    -[X] Other Fae (+1)
 
Turn 1
Winning Plan: North Canadian Tower Defense

[X] Plan: North Canadian Tower Defense
-[X] Near Naggoroth [+2]
-[X] Moderate (+1)
-[X] Harsh (+1)
-[X] Hated (+1)
-[X] Never-Ending (+2)
-[X] Heart-Eater (+2)
-[X] Infernal Exalt (+2)
-[X] Other Fae (+1)



The realm which the flotilla traveled through could not be anything other than the deepest parts of the Wyld. How could it not be, with how easily everything around you twisted and turned, third-dimensional objects decaying into fourth- and second-dimensional shapes and images. Color was everywhere and nowhere, some blinding and others impossible. Out into the distance, closest to your vessel, you could feel the prying eyes of some smug alien intelligence, viewing you as a child does a new toy.

That wouldn't do. With a crease of your eyebrows, and a flare of golden Essence which forced your Caste Mark into existence, you imposed the natural laws of Creation onto the world. Water which had been in the process of turning into mosaics stabilized as a liquid once more. The barge which the Fount of Glories sat upon ceased to creak and twist as it obeyed your order to remain calm. Your men did the same, trusting in your ability to protect them from harm.

On the other boats, a song rang out from one of the vehicles, played by a Sovereign to insulate her subjects from the twisting powers of the Wyld. It sadly would not be enough to protect everyone on the boats (or the boats themselves), especially not with how loaded with passengers they were, but hopefully enough cold iron had been stored aboard those vessels to help. The Dragon-Blooded, a few of which looked back from their places to give you strange looks, were likely protected in their own ways.

Your elder brother meanwhile drew your attention as he shouted, "We are not alone! They still pursue us!" Indeed, the sea Fae which had chased you in the first place were still dogged in their hunt, likely energized by being inside their home territory. Gwai's Eidolons were beginning to falter, such a number as he made were normally done over the course of a day, to accelerate through the process as he did likely exhausted most of his energy. Every second a block of solid fireglass was formed, and a few seconds later it was shaped into a crude humanoid figure to crash into one of the pursuers. Even at the beginning, his rapid molding had been a vulgar process, but it was becoming more and more amateurish as he continued this pace. It wouldn't hold for long, you knew it wouldn't.

Narrowing your eyes, you spotted something far behind the horde of Raksha. "May our enemies be damned," you muttered, not swearing on any god for none could save you here, "for they are all united towards our destruction." Indeed, you spotted the demon-moths of… Cecelyne? Was it her demons, or those of the Principle of Hierarchy? Regardless, they were flying in the skies behind the fae, presumably their summoner was at the head on her own mount. The other moths carried passengers of their own, who you did not recognize. You doubted they were hidden allies, which worsened the current situation even more.

And you doubted even more that those creatures on the sidelines of your escape were friendly either. In the distance on both port and starboard you saw what had to be legions of strange Raksha. Most resembled either monochromatic creatures with an odd number of limbs or flying manta rays which soared above. Some others took the form of burning-red horned devils, others still as green bloated corpses, and a rare few as tempting humanoids designed to subdorn the human spirit.

Raksha were always strange in their appearance, but these certainly stood up to the top in your personal experiences. But, with how strange and different these fae were, maybe, just maybe-

One of the horned devils charged in, brandishing a fiery red sword, but it did not charge into the path of your boats… but instead the hunters close behind. Others of its kind charged in behind, crying out in Old Realm a phrase you would be very familiar with in the decades to come!

"BLOOD FOR THE BLOOD GOD!" Came it's hideous scream. A 'Blood God?' Presumably this was the Fae Lord in charge of them taking the shape of a divine figure. Whatever, you didn't care about the specifics right now. What was important was that YOUR enemies were being slashed and cut down by other presumed enemies, and that fact made you very happy indeed.

With a grin you did not realize you bore, you called out to the four pulling ships ahead. "Full Speed! Our enemies turn on each other, let them destroy themselves!"

With a sharp cry of confidence, your people responded affirmatively, though most could do nothing to help. Instead, your order was directed to two of the Dragon-Blooded in particular. The Air and Water Aspects concentrated across their vessels, and soon, the winds of sugar-ridden air were taken hold of and turned to the grander purpose of fueling your escape. On your part, while you were no master of the waves, you held enough experience with boats from your campaigns to infuse the barge below your feet with a golden aura. This aura protected it from the crashing waves, causing it to glide faster than ever, almost too fast compared to the ships which pulled it, which is why you had hesitated to use this power before.

In a matter of minutes, as your enemies fought each other instead of you, with still more joining the fray, you celebrated your fortune as you sped away.







Eventually, a portal would open, bringing your people back into reality. Unfortunately, where in reality happened to be on dry land, causing your ships to crash and run ashore, causing thankfully no casualties but ruining the vessels for any further sea travel. The barge thankfully had a much more peaceful landing, causing no damage to itself or the Fount of Glories. For that, you could only give a prayer of thanks for those five goddesses who helped preserve your people's legacy.

Your crash site was relatively close to shore within only a mile's distance, opening up the possibility of creating a harbor and fisheries to feed your people. Besides this fortune, however, things were more grim. The land was hard and cold, more rock and clay than soil. You could see a large range of mountains within at most a few days travel, which might prove a good place for mining and even settling, but you would need to either take the Fount with you, or leave behind soldiers to defend it. No forests were in clear view, as far as you could see.

The temperature was also cold as expected, but that could be dealt with via sorcery, same as the fertility of the soil. The thing which worried you the most however was the stability of the local environment. It reeked of the Wyld, and while it was semi-stable you weren't sure just how long it would remain so. This was definitely a Bordermarch, perhaps even a Middlemarch, an awful location to settle down in, but you had little choice at the moment.

For now, you were stuck here. Perhaps, if you broke down the remains of the galleons, you could create a decent collection of canoes, but that wouldn't be able to cross the high seas. It would give your scouts an easier time surveying the shoreline, or any rivers they came across, but that only helped a small portion of your people. You could attempt to cannibalize your four boats to create 1 new Galleon, but it would be rather wasteful. Helpful for trade and fishing, but still wasteful. Then again, you could probably use the scraps to build temporary housing…

…Or just use everything to create a lot of housing. It wouldn't be enough for everyone, you would need to acquire a source of wood somehow. But it would help enough people that you could avoid mass graves due to hypothermia. At least your food situation was good enough to cover a year's worth of demand. Maybe more, if you were willing to put your people on half-rations for such a long stretch of time. For now, you could worry about securing food for everyone before they needed to do so themselves.

It would be a pretty hard season, particularly as you didn't know if your enemies escaped the Wyld or not. But at least you had family here to help. And with a thousand mouths to feed came two thousand hands ready to be put to use. You would be able to make it this year, you just knew it. All that mattered was the next few steps ahead.







Your ultimate goal with this place, you decided, was to-

[] Claim it as your own
  • You have easy access to the seas, opening up oceanic actions.
  • While not nearby per se, the mountains should be decent for mining assuming that the distance wasn't too great. Or at least a quarry.
  • Leaving would require likely require building several galleons with docks and wood which you don't possess. That, or subjecting hundreds of your subjects again with the task of pulling the Fount of Glories by rope across the land.
  • Your subjects really don't want to have to pack up and leave again after the ringer of a journey the Wyld put them through.
  • Currently, no one is currently using this land for their own prospects, even if it might be "claimed" under another.
  • You don't have easy access to wood, which will really hamper your construction efforts until you can acquire enough stone.
  • The soil is quite poor, and will require sorcery to really support future crops.
  • It's really, really cold.
  • Reality is not very stable in this region.
  • Your current location is not very defensible, too far from the mountains to count on them as a land barrier.
[] Leave it for hopefully brighter pastures
  • You might get the chance to find a much better spot for settlement.
  • Being at the very northern tip of this region, anywhere you go is likely to be at least a bit warmer than where you are currently.
  • You might be able to settle in a less unstable portion of reality.
  • Will require a lot of prep work to become suited for travel. Particularly for transporting the Fount.
  • Going further inland would likely cut off ocean access.
  • There's a big risk of finding a place that could work but would require slaughtering the current inhabitants and taking their stuff.

Regardless of your intentions, you may select TWO actions from each of the following categories. For this turn only, actions will not benefit from any stat bonus unless you are personally intervening to solve the problem. Once your core of Ministers is established, they will be able to lend their expertise to the future nation's issues.

But first, before deciding on your people's priorities, how much will you be pushing yourself to see things through? One of your 2 Personal Actions this turn will be taken up by choosing your Ministers.

[] 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 5 full units of Food (will consume 1 per turn), 5 full units of fresh Water (will consume 1 per turn), and 2 Lumber.

Martial Actions
[X][Martial][LOCKED] Protecting the Flock 1 (DC 10+)
-[] 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)
  • Your opponent will be a Size 1 group of soldiers. Their Quality and Might are unknown.
[X][Martial][LOCKED] Protecting the Flock 2 (DC 40+)
-[] 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)
-[] Send your general troops (Size 4, Quality 1, Might 0)
-[] Send your elite troops (Size 1, Quality 2, Might 0)
  • Your opponent will be a Size 3 group of soldiers. Their Quality is at least 1, and they possess an unknown amount of Might.

[][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.

[][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] 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] Raise Earthen Walls (DC 20/30/40)(SORCEROUS)
-[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Martial Action; -20 DC)
  • While not as useful as interwoven bricks, you can command the earth to rise up as simple walls to insulate your people against attackers.

Diplomacy Actions
[X][Diplomacy][LOCKED] Organize the Festival of Funerals (DC 40+)
  • Uluiru fell. It is gone. Your people need time to grieve, and creating a day of mourning will almost certainly be needed. You cannot deny them this meager allowance, but could you do more?

[][Diplomacy] Raise Spirits (DC 40+)
  • With your people departed from their home of five centuries, there is likely to be a sorrowful mood. Perhaps commissioning the entertainers for music will brighten someone's day.

[][Diplomacy] Who Wishes To Stay? (DC 10+)
  • By speaking to your people, you can figure out their opinion on staying here or just leaving as soon as possible for somewhere else. Will unlock options related to whichever goal you decide on.

[][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] Search the Worthy (DC 50+)
  • 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.

Stewardship Actions
[][Stewardship] Supply and No Demand (DC 10+)
  • You will have the remaining accountants make an official audit of your supplies. This will not only inform you as to precisely how much you have left, it will open up options for rationing.

[][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 a Granary (DC 50)(CONSUMES 1 LUMBER)
  • You will construct a building to more properly contain the food stock you possess, reducing the risk of spoilage. Succeeding at Supply and No Demand will reduce this action's DC by 10.

[][Stewardship] Build Some Homes (DC 20)(CONSUMES 1 LUMBER)
-[] 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)
  • 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)
  • 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)
  • You will alter the climate long-term, slowly increasing the average temperature over time. This will, in turn, increase the overall harvest period, making every farm provide ¼ of a unit of Food every turn instead of ⅕.

[][Stewardship] Draw Freshwater (DC 15/25/35)(SORCEROUS)
-[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Stewardship Action; -20 DC)
--[] 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)
--[] 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 Action
[][Intrigue] Scouting Ahead (DC 20)
  • Your scouts will survey the region for potential hostiles. Every interval of 20 achieved will result in more information gained.

[][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] Cloak the Gathering (DC 35/45/55)(SORCEROUS)
-[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Intrigue Action)
  • You will conjure up an illusion which hides your people's current homestead. Will lower the quality of enemy troops that attack you and reduces their information-gathering.

Piety Actions
[][Piety] Survey the Spirit Court (DC 10+)
  • Your priests will ask the local gods and elementals for a more detailed count of their survivors. They might be annoyed to have to do this, but it won't have a long-term impact if you succeed.

[][Piety] Survey the Priesthood (DC 10+)
  • It might be best to get a sense of which individuals hold which gods favor. Will provide detailed information regarding the faiths and open up options for recruiting new priests.

[][Piety] On the Fount (No Roll)
  • While as the King, you might officially control the Fount, your mother always got the opinion of other Sovereigns regarding its use. You should probably do the same before doing anything with the monument.

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

Learning Actions
[X][Learning][LOCKED] Sorcerous Survey (DC 0/30)
  • You will have a survey done of all individuals capable of Sorcery to one degree or another. Obviously, you know your students can, but who else might be available to help? Will open up all initiated Sorcerers for Sorcery Actions, and indicate who might have the potential with a higher success.

[][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 or crash. Or worse, to see if some did not survive. Will lower the DC of Medical Aid by 10.

[][Learning] Medical Aid (DC 20+)
  • There are undoubtedly individuals out there who have been injured by your sudden and earth-shaking arrival. Have your doctors lend their aid and succor to your subjects.

[][Learning] Mobile Lodestone (DC 30/40/50)
-[] 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)
  • 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.

[][Learning] Stabilize Reality for 1 Mile (DC 40/50/60)
-[] 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)
  • 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.

Mining Actions
[][Mining] Ground Survey (DC 60)
-[] How Many Times?
  • 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.

[][Mining] Mountain Scouting (DC 20+)
-[] 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.

[][Mining] Set Up Smitheries (DC 50+)(CONSUMES 1 LUMBER)
  • 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)
  • By moving aside the earth covering a small vein of metal, you can provide metal to supply your blacksmiths for 1 turn.

Personal Actions
[X][Personal][LOCKED] Decide Who'll Advise (No Roll)
  • You will decide on your advisors after a few weeks interviewing candidates. This vote will occur after all other results are shown.

[][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] 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.



There will be a moratorium on votes for the next 4 hours. Use this time to decide on plans, ask questions regarding actions, and the like.

Author's Note: Wow it took a while to come up with some of these voting options. Well, everything except for Stewardship, I had plenty of ideas floating through my head for that category. In the future, I might have to rearrange what types of actions fit under which category, but for now, here's a general sense of what each category will cover:

Martial: Soldiers, Navy, Walls
Diplomacy: Internal & External People-Talking, Trade Ships
Stewardship: Food & Water Production, Money, Housing
Intrigue: Opinions, Illusions, Spy Stuff
Piety: Gods and other Spirits, Faiths, the Fount of Glories
Learning: Education, Medical, Sorcery
Mining: Mining, Crafting with Metals

For now, go ahead and ask any questions you might have. I instituted the Moratorium here just because of how many voting options there are, and I figured giving you all some time to formulate an approach might be for the best. Thank you all for your patience throughout character creation, and have a nice day.
 
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