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

So, I probably should have mentioned this earlier, but you should also consider the opinions of the god whose blessing you fall under when planning things out. Not saying this plan or the other are "wrong," just wanted to get that out there.

Fair enough. We're personally taking command and sending our actual warrior Exalted out in 'Make a Stand'. Ulric is also a god of survival in harsh conditions and we have no way to replenish our numbers right now, so I suspect he'll understand.
 
Fair enough. We're personally taking command and sending our actual warrior Exalted out in 'Make a Stand'. Ulric is also a god of survival in harsh conditions and we have no way to replenish our numbers right now, so I suspect he'll understand.

We are also summoning a lot between the blood apes Sondok and the crystal soldiers. Ulric is not Khorne, but I doubt he approves of all this outsourcing.
 
We are also summoning a lot between the blood apes Sondok and the crystal soldiers. Ulric is not Khorne, but I doubt he approves of all this outsourcing.

As has been mentioned, I think Ulric would have fewer issues with our summoning methods than some others (given it's based on oaths reflecting a dominance hierarchy of defeated foes). But also, I'd rather have Ulfric slightly unhappy than lose a bunch of our people. I'm hopeful he'll be understanding, but not willing to lose a bunch of irreplaceable people for a bit of extra favor.
 
As has been mentioned, I think Ulric would have fewer issues with our summoning methods than some others (given it's based on oaths reflecting a dominance hierarchy of defeated foes). But also, I'd rather have Ulfric slightly unhappy than lose a bunch of our people. I'm hopeful he'll be understanding, but not willing to lose a bunch of irreplaceable people for a bit of extra favor.

Oh I agree, at the end of the day those demons are worth a hell of a lot more to us than Ulric is, he isn't here taking Druchi bolts. My point was more that he would be displeased and odds are good that in the long run we are going to lose his favor. We are not fighting the insane barbarians with limited resources out of some desire for self-reliance, we are doing it because we are still poor. Sango's ideal city (which may or may not be built on the back of a giant mecha that shoots Essence canons and plays his theme song :V ) would not be an Ulric friendly place. He would love the Bull of the North... we are not that guy.
 
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Oh I agree, at the end of the day those demons are worth a hell of a lot more to us than Ulric is, he isn't here taking Druchi bolts. My point was more that he would be displeased and odds are good that in the long run we are going to lose his favor. We are not fighting the insane barbarians with limited resources out of some desire for self-reliance, we are doing it because we are still poor. Sango's ideal city (which may or may not be built on the back of a giant mecha that shoots Essence canons and plays his theme song :V ) would not be an Ulric friendly place. He would love the Bull of the North... we are not that guy.

Eh. I think you're underselling Ulric's adaptability somewhat here, but we'll see. I agree if he's so inflexible he's not willing to let us play this smart in the name of our own survival we don't need his help.
 
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Oh I agree, at the end of the day those demons are worth a hell of a lot more to us than Ulric is, he isn't here taking Druchi bolts. My point was more that he would be displeased and odds are good that in the long run we are going to lose his favor. We are not fighting the insane barbarians with limited resources out of some desire for self-reliance, we are doing it because we are still poor. Sango's ideal city (which may or may not be built on the back of a giant mecha that shoots Essence canons and plays his theme song :V ) would not be an Ulric friendly place. He would love the Bull of the North... we are not that guy.
On the other hand, Middenheim is a pretty big metropolis defended by lots of canons, so Ulric can have some flexibility. And it's not like Ulric is worshipped by everyone in the Empire, there's no reason it can't be the same in our kingdom.
 
On the other hand, Middenheim is a pretty big metropolis defended by lots of canons, so Ulric can have some flexibility. And it's not like Ulric is worshipped by everyone in the Empire, there's no reason it can't be the same in our kingdom.

That is true, but the thing is he has a stake in Middenheim unlike any other place in the Emire, that is where the Flame is. I think a better comparison would be something like Norland, they have frequent raids from Chaos and other enemies, plenty of reasons to be self-reliant, but neither the faith of Ulric nor the god himself overly favors them compared to other imperials. That is what I would expect the upper bound of our relationship with Ulric to be in the long run. Why upper? Because we are not a province of the empire with a large population, a significant portion of which lives in relative isolation and self-sufficiency. New Uluiru is a single small city lead by a sorcerer king. We are only going to get more and more advanced and over that whole span we are likely to treat our population like they are made of spun glass. If they die, that's is it, we are not getting new ones from the barbarians around us. All of that sets up some pretty anti-Ulric incentives.
 
All I'll say is that your on the right track with your concerns, but focusing on the wrong point.

In regards to immigration, that will be unlocked when the food/water supply aren't in freefall.
 
All I'll say is that your on the right track with your concerns, but focusing on the wrong point.

I have no idea what else Ulric would object to here, honestly, other than the summoning. I guess he might object to the Eidolons rather than the demons, but there's no way we're stopping using those, so he needs to learn to deal with it if we're to get along. We're trying to protect our people as best we can using the abilities we have, with Sango taking charge, meaning he's not on the front lines but willing to join them, and pretty much everyone ready to defend the walls if things go badly on the field. If he objects, he objects, I guess.

In regards to immigration, that will be unlocked when the food/water supply aren't in freefall.

Makes sense. Still a few turns out, then. At least.
 
I have no idea what else Ulric would object to here, honestly, other than the summoning.
A reminder as to what Ulric is actually like;
Ulric is aggressive, argumentative, and arguably stubbornly single-minded. He favours the direct approach in all matters and clearly relishes the inevitable confrontation this causes. The clash of blades is music to his ears, and the blood of his enemies splashing the ground makes him smile.

Ulric teaches his warriors never to back down when challenged, and while to outsiders this might seem to conflict with the Ulrican desire to work in groups, Ulricans see arguments, flaring passions, and even fist-fights simply as part of the order of things. Most Ulricans harbour no ill-will from defeat to another Ulrican since, to them, the best teacher is the defeat you survive, and for many conflict forms tighter bonds of friendship. Brothers-in-arms will frequently fall into brawls, but Ulric's devotees know that they are strongest together, like a pack of wolves.

However, Ulric also demands that his followers should be strong alone, and expects independence to be displayed in all walks of life. He is a distant, harsh and unforgiving god who expects his followers to stand on their own two feet, relying on their individual strength and putting their faith in martial prowess. He is considered to be indifferent to the outcome of wars, and watches over battles letting warriors live or die by their own skill. The least Ulric expects of his followers is to keep his lands free of his enemies, and to always meet them face to face without fear.

Ulric despises cowardice; according to myth he punishes those who succumb to fear. Ulric despises weakness; to him, might is right, and he has no time or sympathy for those without strength. Ulric despises lies and trickery in any form; he expects his followers to always take the direct approach to solving a problem. However, Ulric possesses pragmatism to pair with his vengefulness. He rewards his followers' obedience with courage, endurance, and terrible battle fury. Those who demonstrate strength of character as well as body gain both his favour and respect. And, befitting his hate of deception, Ulric is an honourable god who always keeps his word.

Favoured offerings to Ulric include ale, weapons, trophies, banners, and wolf pelts. His favorite form of sacrifice is a weaponless wolf hunt, and the slaughter of a live wolf is the ultimate sacrifice to him.
And for his priests specifically;
Obey your betters.
Defend your honour, whenever it is challenged.
Stand honest and true. Deception and trickery is not the way
of Ulric.
Wolf-skin may only be used on clothing if you have killed
the wolf yourself, using only the weapons provided by nature:
hand-crafted bows, spears carved from long sticks, and the
like.
Gunpowder weapons, explosives, incendiaries and crossbows
bring no glory to their wielder. Use them if you must, but all
other types of weapons and armour are preferred.
The fires in temples and shrines to Ulric must never be
allowed to go out; it is said that if any do so, the next winter
will last a full year.
And different sects have slightly different opinions/wording on this matter;
Obey your betters.
Defend your honour whenever it is challenged.
Stand honest and true. Deception and trickery is not
Ulric's way.
Wolfskin may only be worn if you have killed the wolf
yourself with weapons you have hand-crafted from
nature.
Black-powder weapons, crossbows and helmets are not
favoured by Ulric. Use of them shows a lack of courage.
The sacred fires in the holy places of Ulric must never be
allowed to go out.
Obey your betters.
Defend your honour in all matters, and never refuse a
challenge.
Stand honest and true; outside an ambush, trickery and
deception are forbidden.
Only wear pelts from wolves killed by weapons crafted
of your own hands.
Blackpowder, helmets, crossbows, and technology are
not ulric's way.
 
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Yeah, but he's explicitly fine with fighting in groups and ambushes and similar tactics against actual enemies in wartime. I don't see how anything we're doing except the summoning is an issue for his tenets in any meaningful sense.
Employing someone else to fight your battles for you, even the Eidolons count on that point.
Also, Helmets, and the likelihood that Sango( and most of the others) would ignore anyone trying to challenge him to a one-on-one duel mid-battle.
 
Employing someone else to fight your battles for you, even the Eidolons count on that point.
Also, Helmets, and the likelihood that Sango( and most of the others) would ignore anyone trying to challenge him to a one-on-one duel mid-battle.

Like I said, if he objects to the Eidolons, which I'd argue are more a weapon than soldiers, we're not gonna get along super well as a society anyway. And a lot of the rest is for priests, not laymen.
 
Turn 3.5 (Part 1) Vote Closes Early
So, we don't seem to have any other challengers, and with only 5 hours left, I'm confident enough to say that any new plan wouldn't get the support needed to dethrone the leader. With that, I will be closing the vote early, with Plan Make a Stand being implemented shortly. I will get started with doing the rolls for the Intrigue actions in-thread, so make sure to stay tuned in.
Scheduled vote count started by Critian Caceorte on Jun 30, 2024 at 12:59 AM, finished with 22 posts and 6 votes.

  • [X] Plan Make A Stand
    -[X][Location] Near Your Walls
    -[X][Sneak] Free the Bound Hydra (Medium Action DC, Medium Escape DC)
    --[X] Ekundayo (Intrigue +13, Martial + Combat = +13)
    -[X][Sneak] Poison the Food/Water Supply (Low Action DC, Low Escape DC)
    --[X] Scouts (Intrigue +0, Increases DC by 10 but grants Best of 2 for rolls.)
    -[X][Eidolon] Summon the Constructs!
    -[X][General] You (Martial +15, Combat +16)
    -[X][Archers] Personal Guard (Size 2, Quality 2, Might 0)
    -[X][Archers] Flaris (Martial +12, Combat +12, Might 3)(ADVANTAGE)
    -[X][Walls] General Troops (Size 4, Quality 1, Might 0)
    -[X][Walls] Chinasa (Martial +8, Combat +10, Might 3)
    -[X][Walls] Fumnanya (Martial +7, Combat +6, Might 3)
    -[X][Walls] Milosen (Martial +9, Combat +6, Might 3)
    -[X][Walls] Manaia (Martial +1, Combat +6, Might 3)
    -[X][Walls] Amadi (Martial +3, Combat +8, Might 3)
    -[X][Walls] Fuvor (Martial +4, Combat +5, Might 3)
    -[X][Frontline] Blood Apes (Size 2, Quality 0, Might 2)(ADVANTAGE)(LOCKED)
    -[X][Frontline] Eidolons (Size 5, Quality 1, Might 1)(Requires Summon)
    -[X][Frontline] Sondok (Martial +10, Combat +23, Might 3, Best of 2)
    -[X][Frontline] Innocent Songbird (Martial +5, Combat +10, Might 3)(ADVANTAGE)
    -[X][Frontline] Rising Dawn (Martial +9 -> +12, Combat +8 -> +11, Might 4)(ADVANTAGE)
    [X] Plan Make A Stand, Less Risks Version
    -[X][Location] Near Your Walls
    -[X][Sneak] Free the Bound Hydra (Medium Action DC, Medium Escape DC)
    --[X] Ekundayo (Intrigue +13, Martial + Combat = +13)
    -[X][Sneak] Poison the Food/Water Supply (Low Action DC, Low Escape DC)
    --[X] Scouts (Intrigue +0, Increases DC by 10 but grants Best of 2 for rolls.)
    -[X][Eidolon] Summon the Constructs!
    -[X][General] You (Martial +15, Combat +16)
    -[X][Archers] Personal Guard (Size 2, Quality 2, Might 0)
    -[X][Archers] Flaris (Martial +12, Combat +12, Might 3)(ADVANTAGE)
    -[X][Frontline] Innocent Songbird (Martial +5, Combat +10, Might 3)(ADVANTAGE)
    -[X][Walls] General Troops (Size 4, Quality 1, Might 0)
    -[X][Walls] Chinasa (Martial +8, Combat +10, Might 3)
    -[X][Walls] Fumnanya (Martial +7, Combat +6, Might 3)
    -[X][Walls] Milosen (Martial +9, Combat +6, Might 3)
    -[X][Walls] Manaia (Martial +1, Combat +6, Might 3)
    -[X][Walls] Amadi (Martial +3, Combat +8, Might 3)
    -[X][Walls] Fuvor (Martial +4, Combat +5, Might 3)
    -[X][Frontline] Rising Dawn (Martial +9 -> +12, Combat +8 -> +11, Might 4)(ADVANTAGE)
    -[X][Frontline] Blood Apes (Size 2, Quality 0, Might 2)(ADVANTAGE)(LOCKED)
    -[X][Frontline] Eidolons (Size 5, Quality 1, Might 1)(Requires Summon)
    -[X][Frontline] Sondok (Martial +10, Combat +23, Might 3, Best of 2)
 
Alright, the sneaky actions are a-go. First thing that should be established before going into this: Ulric's Blessing does not cover these actions to any degree. The Honest God of War will have no part in supporting deceptive practices such as what you are getting into right now, so don't expect his help here.

Second are the DCs, which I kept hidden until now. I specifically did not give any hard numbers before voting because there wasn't enough information in-universe to be sure what precisely could work or not. The DCs for the actions are a bit higher than their descriptions might have implied, and are as follows: DC 80 for the Assassination (which we won't be doing), DC 60 for freeing the Hydra, and DC 40 for poisoning the supplies. This counts for both the act itself, and for the escape.

The first DC will use Intrigue as the main value, and if the action succeeds, so too will the second. If the first action fails by a small amount (less than 10), than intrigue will still be used, as the guards patrolling the location have not been alerted. If it fails by more than that, then the characters in question are caught and must fight their way out using Martial + Combat. If the guards are not alerted, and the escape fails, then the character must fight their way out, rolling the Escape DC again but with Martial + Combat. The scouts do not get any bonus, and in fact get a DC increase due to being unused to these sorts of acts, but get Best of 2 because of how many of them there are.

For our first act, we have Ekundayo attempting to free the Hydra. Her intrigue bonus if +13, so any roll of 47 or higher will make her succeed at the act.

DC 60
Roll Bonus: 13 (Ekundayo's Intrigue) = +13
Roll: 45 + 13 = 58, Bare Failure! She doesn't manage to succeed, BUT she gets some good intel and can use Intrigue to extricate herself with the next roll.

Next, she will try to get herself out of there.

DC 60
Roll Bonus: 13 (Ekundayo's Intrigue) = +13
Roll: 4 + 13 = 17, Failure! She is detected, but the good news is she has another chance.

Will she make it with her combat?

DC 60
Roll Bonus: 5 (Martial + 8 (Combat) = +13
Roll: 66 + 13 = 79, success! Ekundayo is out of there safely, albeit not as sneakily as she would have liked.
Critian Caceorte threw 1 100-faced dice. Reason: 1st Action Infiltration Total: 45
45 45
Critian Caceorte threw 1 100-faced dice. Reason: 1st Action Escape Total: 4
4 4
Critian Caceorte threw 1 100-faced dice. Reason: 1st Action Fighting Escape Total: 66
66 66
 
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Next, we have the supply poisoning. As mentioned above, this will use DC 40, increased to 50 due to using scouts to accomplish this task. However, they benefit from using the best of 2d100, so that should soften the blow a bit.

First, the infiltration attempt:

DC 40 + 10 (Untrained) = 50
Roll Bonus: None
Roll: 90, 52 = Success! The Supplies have been poisoned! I will be doing rolls here for who exactly is poisoned later, after the escape.

Speaking of which, the escape.

DC 40 + 10 (Untrained) = 50
Roll Bonus: None
Roll: 40, 62 = Success! I guess the Dark Elves must not have paid attention to these newfound human slaves worming their way into the kitchens, because the operation here goes off without a hitch.

Alright, now I'm going to roll for who is poisoned. Since the action succeeded, at least 1 unit will be poisoned, guaranteed. If all of these following rolls fail, then the weakest available enemy unit will be treated as if they were poisoned.

First, the Commander. Due to various... circumstances, the Commander makes sure to have their food and drink separate from the meals of everyone else in the army, but it's still possible that whatever they eat or drink might have been taken from the same supply tents, so let's see if that happens. They will have a DC of 90 to see if they get poisoned.

Commander DC 90
Roll: 63, failure. Commander is not poisoned.

Next is the Commander's subordinate. Normally, I'd keep them secret, but thanks to Ekundayo's Bare Failure I figured I might as well reveal who they are. The Commander's direct subordinate is a Lore of Beasts Sorceress, who the Commander uses to keep the Giant Hydra in check. The Sorceress isn't as stringent in getting separate meals as the commander, so she only has a DC of 80. If this succeeds, it won't immediately set the Hydra off in the enemy camp, but it WILL hamper her efforts to keep the Hydra under control during the battle itself.

Sorceress DC 80
Roll: 76, bare failure! The sorceress is technically poisoned, but only mildly. This will give her some discomfort during the fight, giving a small -5 penalty to her actions during the fight, but nothing serious enough to wound her.

Now we have the Black Guards, who are very well-trained and thus likely to detect poison in their food and drink easily. However, they draw from the common army supply and not the commander's own, so there is still a risk for them succumbing. They have a DC of 70.

Black Guard DC 70
Roll: 98, very successful! The poison was so prevalent amongst their number that some have even died from its effects, or are at least too ill to fight. Their Size has been reduced by 1. They also suffer a penalty of -15 to their actions.

After that, the Executioners. They aren't as stringent in checking for poison as the Black Guard, but still very well trained. They have a DC of 60.

Executioners DC 60
Roll: 67, success! While none of them die from this poison (they might have developed a resistance to iocane powder...), they are still susceptible to it, and suffer a -10 to their actions in the battle.

Finally, we have the Cavalry, who are far less disciplined compared to everyone else (though still professional). Their DC is 40.

Cavalry DC 40
Roll: 42, success! They also suffer a -10 penalty to their actions.

So, things went very well for you here I'd say. Even with Ekundayo's failure to free the Hydra, there weren't any major complications with your sneaky actions for this phase of the war. I will write these results up into a summary sometime soon-ish.
Critian Caceorte threw 2 100-faced dice. Reason: 2nd Action Infiltration Total: 142
90 90 52 52
Critian Caceorte threw 2 100-faced dice. Reason: 2nd Action Escape Total: 102
40 40 62 62
Critian Caceorte threw 1 100-faced dice. Reason: Commander Poisoning Total: 63
63 63
Critian Caceorte threw 1 100-faced dice. Reason: Sorceress Poisoning Total: 76
76 76
Critian Caceorte threw 1 100-faced dice. Reason: Black Guard Poisoning Total: 98
98 98
Critian Caceorte threw 1 100-faced dice. Reason: Executioners Poisoning Total: 67
67 67
Critian Caceorte threw 1 100-faced dice. Reason: Cavalry Poisoning Total: 42
42 42
 
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Come to think of it, it would have been extremely funny if only the Black Guard got poisoned.

Imagine the Dreadlord having to explain that to Malekith. No one would believe that it wasn't intentional on the commander's part.
 
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Imagine the Dreadlord having to explain that to Malekith. No one would believe that wasn't intentional on the commander's part.
Sorceress (to the Commander): You fool, you absolute buffoon! Infants shall learn to speak and read from the tales of your incompetence! Your name shall be engraved only in the harlequin's records, to be used as a reminder for every military leader in the future!
 
Sad that the hydra plan didn't work, but glad that the poisoning did. That's great. Even gladder all our people escaped with their lives...Ekundayo killing her way out isn't ideal, but it's better than her failing to kill her way out...

The poison penalties should be rough on the enemy. Good.
 
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