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

Makes sense. Once we can spare the sorcerer-power, freshwater seems pretty vital. So does climate, though, so it's not like there isn't a lot of options.
 
I mean, any space large enough to contain 1000 either has to either be dug out entirely, is too unstable, or is home to/known by the Skaven. So, yeah, you could, but there's real risks at play.
Wouldn't we be able to strengthen the cave we created with magic?
Besides, a goddess could help us with this.
the continent's underground is sort of already taken there are Skaven underground who trade slaves with the dark elves and deeper still is a massive underground sea which dark elves use as a Panama canal to cross between oceans
But they couldn't dig up literally everything. There must be a lot of unoccupied space otherwise everything would collapse.
 
But they couldn't dig up literally everything. There must be a lot of unoccupied space otherwise everything would collapse.

The issue is not that we can't create a cave, the issue is why we would do so. With so many people already using the real estate, it's not notably safer than being on the surface. It's probably got some advantages against the weather, but it has some down sides as well.
 
So far, we've got 3 votes total. If people like, I can create a post with a list of every plan that's been created thus far for ease of reference.
 
Current Plans for Turn 1
Currently, we've got a few plans for Part 1 that have been constructed. I'm going to list them all here just in case people want something easy enough to copy and paste from for their votes, or just want to take a look at what each plan would do. You can always just vote using the plan name instead of the full body of text.

Plan 1: Building a Home

[X] Plan: Building a Home
-[X] Claim it as your own
-[X] You will overwork yourself-
--[X] By a sizable amount (+2 Personal Actions; +4 Critical Fail Threshold)
[X][Martial][LOCKED] Protecting the Flock 1 (DC 10+)
-[X] Send your personal guard (Size 2, Quality 2, Might 0 = +10?)
[X][Martial][LOCKED] Protecting the Flock 2 (DC 40+)
-[X] Send your general troops (Size 4, Quality 1, Might 0)
-[X][Diplomacy][LOCKED] Organize the Festival of Funerals (DC 40+)
-[X][Diplomacy] Raise Spirits (DC 40+)
-[X][Stewardship] Supply and No Demand (DC 10+)
-[X][Stewardship] Build a Granary (DC 50)(CONSUMES 1 LUMBER)
-[X][Intrigue] Scouting Ahead (DC 20)
-[X][Intrigue] Gauge Opinions (DC 10+)
-[X][Intrigue] Cloak the Gathering (DC 35/45/55)(SORCEROUS)
--[X] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Intrigue Action)
-[X][Piety] Survey the Spirit Court (DC 10+)
-[X][Piety] Survey the Priesthood (DC 10+)
-[X][Learning][LOCKED] Sorcerous Survey (DC 0/30)
-[X][Learning] Medical Aid (DC 20+)
-[X][Learning] For 10 Miles (DC 45/55/65)
--[X] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Learning Action)
-[X][Mining] Ground Survey (DC 60)
--[X] Two Times
[X][Personal] Intervene in…
--[X][Martial] Active Patrols (DC 40)

This plan involves a fair amount of overwork, and focuses on making your current location a more long-term stay. It is a primarily defensive plan as far as I can see, with the use of illusions and patrols to ensure that your central point of habitation is secure. I have made an edit to this plan: Because the Command Your Armies option does not refund a Martial Action like fighting by yourself would, I have removed that and instead made Active Patrols one of the selected Personal Actions. My apologies to @gale for doing this and not catching the issue ahead of time. If they would like me to change it to something else to make it fit, I will do so. In addition, their plan actually has a Learning Action free thanks to the reality stabilizing action being freed up by personal intervention.

Plan 2: This Place is Ours

[X] Plan This Place Is Ours
-[X] Claim it as your own
-[X] You will overwork yourself-
--[X] By a normal amount (+1 Personal Action; +2 Critical Fail Threshold)
-[X][Martial][LOCKED] Protecting the Flock 1 (DC 10+)
--[X] Send your personal guard (Size 2, Quality 2, Might 0 = +10?)
-[X][Martial][LOCKED] Protecting the Flock 2 (DC 40+)
--[X] Send your general troops (Size 4, Quality 1, Might 0= +30?)
-[X][Diplomacy][LOCKED] Organize the Festival of Funerals (DC 40+)
-[X][Diplomacy] Raise Spirits (DC 40+)
-[X][Stewardship] Supply and No Demand (DC 10+)
-[X][Stewardship] Build a Granary (DC 50)(CONSUMES 1 LUMBER)
-[X][Intrigue] Scouting Ahead (DC 20)
-[X][Intrigue] Gauge Opinions (DC 10+)
-[X][Intrigue] Cloak the Gathering (DC 35/45/55)(SORCEROUS)
--[X] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Intrigue Action)
-[X][Piety] Survey the Spirit Court (DC 10+)
-[X][Piety] Survey the Priesthood (DC 10+)
-[X][Learning][LOCKED] Sorcerous Survey (DC 0/30)
-[X][Learning] Medical Aid (DC 20+)
-[X][Learning] Stabilize Reality for 10 Miles (DC 45/55/65)
--[X] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Learning Action)
-[X][Mining] Ground Survey (DC 60)
-[X][Mining] Mountain Scouting (DC 20+)
-[X][Personal][LOCKED] Decide Who'll Advise (No Roll)

This plan, created by @DeadmanwalkingXI , is quite similar to the first plan, but involves more variety in the Mining actions. It also has one of the Learning actions dedicated to Medical Aid. As far as I can tell, there are no errors with this plan, so no changes are needed.

Plan 3: No, That Other Place Is Ours

[X] Plan No, That Other Place Is Ours
-[X] Leave it for hopefully brighter pastures
-[X] You will overwork yourself-
--[X] By a normal amount (+1 Personal Action; +2 Critical Fail Threshold)
-[X][Martial][LOCKED] Protecting the Flock 1 (DC 10+)
--[X] Send your personal guard (Size 2, Quality 2, Might 0 = +10?)
-[X][Martial][LOCKED] Protecting the Flock 2 (DC 40+)
--[X] Send your general troops (Size 4, Quality 1, Might 0= +30?)
-[X][Diplomacy][LOCKED] Organize the Festival of Funerals (DC 40+)
-[X][Diplomacy] Raise Spirits (DC 40+)
-[X][Stewardship] Supply and No Demand (DC 10+)
-[X][Stewardship] Tent Crafting (DC 20)
-[X][Intrigue] Scouting Ahead (DC 20)
-[X][Intrigue] Gauge Opinions (DC 10+)
-[X][Intrigue] Cloak the Gathering (DC 35/45/55)(SORCEROUS)
--[X] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Intrigue Action)
-[X][Piety] Survey the Spirit Court (DC 10+)
-[X][Piety] Survey the Priesthood (DC 10+)
-[X][Learning][LOCKED] Sorcerous Survey (DC 0/30)
-[X][Learning] Medical Aid (DC 20+)
-[X][Learning] Mobile Lodestone out to 10 Miles (DC 35/45/55)
--[X] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Learning Action)
-[X][Mining] Ground Survey (DC 60)
-[X] [Mining] Mountain Scouting (DC 20+)
-[X][Personal][LOCKED] Decide Who'll Advise (No Roll)

This plan, also created by @DeadmanwalkingXI , is largely the same as the second, except it focuses on leaving in the future and thus does not prioritize a granary like the other plans. Instead, it focuses on constructing tents for portable use and a Lodestone to stabilize reality by a bit on the go.

So, these are the 3 plans that we have thus far. We only have 4 votes total for everything, so if you could, please vote on the plans that you would like to see most. If you want some more clarification, I'll try to answer any questions you have, but I do have to head to bed to get ready for work in a few hours, so there might be a bit of a delay between when this is posted and when I'll be around to answer some of your inquiries. If you have a plan of your own that you would like added here, just ping me and I'll get it done as soon as I reasonably can.
 
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Can Sovereign Exalts bind demons via Sorcery? I figure we will want to Exalt our students for sure, and being able to spend a few months conjuring up an army of first circle demons is amazing. We will want to find and teach up more people. A few dozen sorcerers summoning demons repeatedly can easily gather us expendable armies.

Demon armies have drawbacks, but most of them do not apply when you are completely uncaring of collateral damage. Dark elves are absolutely a deserving target for the sort of total war that involves mass demon summoning. Unlike daemons, demons are mostly safe and reliable once bound. Once we have enough sorcerers, we can have a task force summoning them on rotation and giving them tasks of "kill all the monsters in this area and keep it clear of them." "Prevent any armies with elves from coming this way."

Give them a few years and twenty or so sorcerers can make it seriously not worth it for any Dark elves who want to try things. Hell, they could probably destroy a Dark elven city if they get a surprise attack in. Spend a year or so summoning, that is a good 5000 demons. Now add in ten or so 2nd circle demons. Some to fight, some to kill via stealth, and so forth. Of course, doing that would all but certainly get Morathi and Malekith's attention, so avoid doing it until we have third circle sorcery. Then we just bind 2 or 3 3rd circle demons and end their entire society.
 
My apologies to @gale for doing this and not catching the issue ahead of time. If they would like me to change it to something else to make it fit, I will do so. In addition, their plan actually has a Learning Action free thanks to the reality stabilizing action being freed up by personal intervention.
I will be adding [][Learning] Medical Aid (DC 20+) to it which should be over it.
 
Can Sovereign Exalts bind demons via Sorcery?
Any initiated Sorcerer who knows the right rituals can do so, Exalted or no. The problem is that you need the right rituals, or else you're just summoning an unbound demon into Creation, which is... not immediately a disaster, but definitely something you need deal with stat.
 
Any initiated Sorcerer who knows the right rituals can do so, Exalted or no. The problem is that you need the right rituals, or else you're just summoning an unbound demon into Creation, which is... not immediately a disaster, but definitely something you need deal with stat.
Summon, yes. Bind no. I am asking if the surrender oaths apply to the Sovereigns.
 
Any initiated Sorcerer who knows the right rituals can do so, Exalted or no. The problem is that you need the right rituals, or else you're just summoning an unbound demon into Creation, which is... not immediately a disaster, but definitely something you need deal with stat.
Honestly, depending on the demon and where you are it can even be useful. Summoning anti-fey demons to help fight demons is just a basic good idea.
Summon, yes. Bind no. I am asking if the surrender oaths apply to the Sovereigns.
It applies to everyone due to the nature of the Summoning and the ability to use Sorcery.
 
Summon, yes. Bind no. I am asking if the surrender oaths apply to the Sovereigns.
It applies to any initiated Sorcerer whose not a Demon themselves. As far as I'm aware, this also includes Gods, Elementals, etc. And even if it was Exalt-exclusive, it would also apply to the Sovereigns due to them being Exigents. Exigents were around when the Surrender Oaths were made, so they get grandfathered in even if they were created millennia later. So long as the Flames of Exigence are involved, it counts.
 
[X] Plan No, That Other Place Is Ours

I say we try for further south. May be we could try and eventually take that whole massive peninsula between The Poison Shore and The Clawed Coast, but if we start with the north eastern tip we would be able to get a good foothold or perhaps the Poison Shore it self would be a good spot.

//Edit:
[X] Plan: Fast Lane out of Satantown
 
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I think we should stick to the place by the ocean because all the factions we might be able to trade with like the Asur, the nations of the Old World, Araby etc... can only be accessed by sea. If we move away the only way we can get access back to the sea is to expand all the way back and make a port and that is going to take a lot of population.
 
In that case, we should be very careful with it and not cast it before we're as strong and well-established as the Empire. Otherwise, we won't be able to resist to the inevitable hordes of demons the Four will throw at us.
eh , demon armies are just more warp energies for the Wyld Cauldron, in fact it won't even get that far , in order for demon armies to even manifest and stay in reality they need both massive and constant streams of warp energies to sustain them in realspace which Wyld Cauldron would just suck up
 
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