The Rim and the Hammer (Exalted/Warhammer Quest)

so dp do you plan to eventually allow greater lapses of time? Cause to get to well kingdom building a village isn't gonna go beyond a village unless we have a century or two to build up and recruit.
 
so dp do you plan to eventually allow greater lapses of time? Cause to get to well kingdom building a village isn't gonna go beyond a village unless we have a century or two to build up and recruit.

I mean this is Norsca, 7000 people is quite a lot by local standards and if you want a kingdom tributary status for the local Norscans is faster than natural population growth
 
I mean this is Norsca, 7000 people is quite a lot by local standards and if you want a kingdom tributary status for the local Norscans is faster than natural population growth
Well I do mean like an actual kingdom like at least something like the capital of the empire someday. To be able to actually meaningfully affect the world on large scales and such.
 
Yeah I hope to be able to enact wide change on the world and for that we need time and a far bigger population. Right now we are basically a decent sized village its hard to really call ourselves a civilization. I want a couple million citizens at least someday. Though is that even feasible in this quest?
 
OK, vote closed, let's see how this goes.
Adhoc vote count started by DragonParadox on Nov 25, 2022 at 2:44 PM, finished with 28 posts and 11 votes.

  • [x] Forest taming, and elemental spy
    [X] Increasing morale and preparing for revelations
    -[X] Martial (2 actions)
    --[X] Direct Diplomacy
    --[X] Bring out the War Machines
    -[X] Diplomacy (3 actions)
    --[X] Aarvick's Prey
    --[X] Friends of your friends...?
    --[X] Converse with the Mad Mutant
    -[X] Stewardship (1 action)
    --[X] Brewing rice wine
    -[X] Piety (2 actions)
    --[X] Festival of the Sun
    --[X] Question the Locals about their faith
    -[X] Intrigue (1 action)
    --[X] Choose a new Spymaster
    ---[X] Propose Cunning Sage of Serendipity to take this position (19 intrigue)
    ---[X] If she refuses, time for mad science Summon an Elemental
    -[X] Learning (1 action)
    --[X] Mutant Autopsy
    [x] Forest taming, and elemental spy
    -[x] Martial: Choose 2 Actions
    --[x] Patrolling: East
    --[X] Bring out the War Machines
    -[x] Diplomacy: Choose Three
    --[X] Aarvick's Prey
    --[x] See what the locals have to trade
    --[x] Petty spirits of the air
    -[x] Stewardship: Choose 1
    --[x] Plant Healing Herbs:
    -[x] Piety: Choose Two Actions
    --[x] Tame the Gods of the Forests
    --[x] Da Wei's aid For Healing Herbs.
    -[x] Intrigue: Choose One
    --[x] Choose a new Spymaster: Summon an Elemental: Spend Rare Reagent for +10
    -[x] Learning: Choose one
    --[X] Mutant Autopsy
    [X] Horribly named plan
    -[X] Restoring the herds (Locked in)
    -[X] Bring out the War Machines
    -[X] Hatching Griffons
    -[X] Aarvick's Prey
    -[X] Give a Speech
    -[X] Converse with the Mad Mutant
    -[X] Terrace Farm Planning (Locked in)
    -[X] Plant Healing Herbs (Locked in)
    -[X] Found Lumber camp
    -[X] Tame the Gods of the Forests
    -[X] A Cure for the Spirit
    --[X] Use +10 Rare Reagent
    -[X] Choose a new Spymaster
    --[X] Select from among the People
    -[X] Ship of the Air (Locked in)
    -[X] Mutant Autopsy
    -[X] Enchanting workshop (Locked in)
    [X] Horribly Named Elemental
    -[X] Restoring the herds (Locked in)
    -[X] Bring out the War Machines
    -[X] Hatching Griffons
    -[X] Aarvick's Prey
    -[X] Give a Speech
    -[X] Converse with the Mad Mutant
    -[X] Terrace Farm Planning (Locked in)
    -[X] Plant Healing Herbs (Locked in)
    -[X] Found Lumber camp
    -[X] Tame the Gods of the Forests
    -[X] A Cure for the Spirit
    --[X] Use +10 Rare Reagent
    -[X] Choose a new Spymaster
    --[X] Summon an Elemental
    -[X] Ship of the Air (Locked in)
    -[X] Mutant Autopsy
    -[X] Enchanting workshop (Locked in)
    [X] Plan Low DC
    [X] Patrolling
    -[X] East
    [X] Restoring the herds: [Locked for one more Year]
    [X] Direct Diplomacy
    [X] Aarvick's Prey
    [X] See what the locals have to trade
    [X] Friends of your friends...?
    [X] An accounting of the Cerulean Lute
    [X] Terrace Farm Planning: [Action locked for One Turn]
    [X] Plant Healing Herbs: [Locked for One more Turn]
    [X] Tame the Gods of the Forests
    -[X] Use rare reagents.
    [X] A Cure for the Spirit
    -[X] Use rare reagents.
    [X] Mutant Autopsy
    [X] Enchanting workshop: [Will Finish in one Turn]
 
Year 2 After Arrival Part I
Year 2 After Arrival Part I

The realization that you are not within the bounds of Creation seeps into the minds of the people like water upon stone, first slowly, a niggling unease, then swiftly, a flash flood in the night, heavy with the weight of terror and rumor. Isolation has always been your ward, but now it is broken and you know not one hint of that lies beyond the tall walls of Sezekan. And yet there is hope also, in the green shoots that dot the growing rice paddies in the return of Da Wei the City Father, in the frantic work of the engineers as they let their craft... and in the aeries all across the city where, as they have for generations, children are being born and others are Sweeping the Stone, each with whatever honor and skill their hearts allow, but all will be welcome hands in the days and years to come.

Population Change: +35 (Population Growth of 0.5%) -7 (Warriors killed in dealing with the waterworks) - 21 -> Population now 7,021

Two more mortals have also passed through the arduous process and have become enlightened, able to command their own Essence in order to empower thaumaturgy or command the works of the ancients.

2 Mortals Enlighten -> Now at 127

Martial:
Auspiciously Broken Haywain is a likable fellow and skilled in matters of war and husbandry alike, mayhap not the most creative of souls, but that is what he has subordinates for. Faced with a land unknown with perils unguessed the tasks of the Wyldguard will be many

Choose Two:

[] Patrolling: With your maps now worth less than the paper they are made of it falls to the Wyldguard to fly out and make new ones, bold of wings are the scouts and perilous is their path. Specify which direction the scouts should fly in.
-[] East into the deep pine woods whence the sound of strange drums at times rings
DC ???
Reward: Information
Cost: None

Result: 50 (Success)

To say the village of Kodradfief has seen better days would be vastly under-counting the tragedies that had been heaped upon it. Having been a prosperous trading town some eighteen years ago it apparently fell afoul first of some particularly barbarous greenskin mutants known as 'orcs', then in the savage tradition of this land it was raided and preyed upon by its neighbors with only the strong rune-carved walls preventing its utter destruction. A generation after that it had seen the stoning of a shaman known only as the 'crow-friend' not because the people of the town do not know his name, but because they are too terrified to speak it for fear of what happened next.

Plague had haunted the fortress, starting with the family of the chief slowly infecting all those high in station who had kept some modicum of wealth, whole ships fled and none returned, then in the darkest hour the shaman had returned seemingly from the grave writhing with worms and maggots. He offered an ultimatum, submit or be consumed. The chief had chosen to be consumed, but not by sickness, but by fire.

It is said that the Hound was with him for a beast with a mane of fire rose from the pyre and consumed the unliving shaman, the plague abated and life continued, but the people of Kodradfief had never again chosen another jarl for they claim 'none could match the courage of Jarl Sigfried' and so that none might match his folly. They are lead by a council of the heads of households, young and old.

Reward: Information, potential new trading partner

[X] Restoring the herds: The hardy northern goats were not only a source of meat and milk for Sezekan, but also wool. Now those herds are lost, but the scouts have seen goats among the encircling peaks.
DC 44/60
Reward: Goat Herds 25/50 Food/Year;
Cost: 25 Wealth [Locked for one more Year]

Result: 87 (Success)

It might not be the most exciting of developments, but it is hard to argue with a leg of goat with herbs and the fresh milk has been greeted with many cheers by the children of Sezekan. The beasts are more fertile and hardy than even you had been expecting, perhaps to compensate for the tainted land... or some whisper because of it. Already rumors of the beast mutants are starting to circulate and breed unease, hopefully all of this will settle down once the food is proven to be safe.

Reward: Goat herds +50 Food/year

[] Bring out the War Machines: Over the years the Voices who have come before you have put into storage many large scale weapons unsuited to the task of protecting Sazakan, either because the creatures of the Wyld made poor targets for them or because the Expenditure of Essence would draw too many eyes. The time has come to return them to service
DC 55
Reward: Functional Essence Weaponry revealed and prepared to bring back into service
Cost: None

Result: 57 (Success)

You did not find nearly as much as you had hoped, a handful of heavy implosion bows, only one of which is still in working order, three very personal scale essence canons, which all appears to have been bound through some sort of blood sorcery to now dead users requiring effort to attune to new users, and a single large essence twister, still in perfect working order, though looking at it you cannot help but think of all the times its powerful and non-lethal force projection might have saved more lives.

Weapons Gained:
  • 1 Working Light Implosion Bow
  • 4 Broken Implosion Bows
  • 3 Personal Scale Essence Canons (cannot be attuned without study)
  • 1 Working Essence Twister
Though the Commander of the Wyldguard would see some of these ancient wonders used at once, claiming that it will improve both war-fighting capability and the morale of the people,the engineer in you recoils at the notion of putting such irreplaceable artifacts in harm's way.

What do you do with the weapons?

[] Hand out everything that works to people who can use it, you can study the broken examples (Higher combat both of heroes and the Wyldguard, +1 Public Opinion)

[] Keep everything for study (Bonuses to repair/reverse-engineering)


OOC: I did not get as far with the results as I would have liked, but given the worries last turn about public opinion this seemed like a good vote to offer.
 
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[X] Hand out everything that works to people who can use it, you can study the broken examples (Higher combat both of heroes and the Wyldguard, +1 Public Opinion)
 
[X] Hand out everything that works to people who can use it, you can study the broken examples (Higher combat both of heroes and the Wyldguard +1 Public Oppinion)

Plague had haunted the fortress staring with the family of the chief slowly infecting all those high in station who had kept some modicum of wealth, whole ships fled and none returned, then in the darkest hour the shaman had returned seemingly from the grave writhing with worms and maggots. He offered an ultimatum, submit or be consumed. The chief had chosen to be consumed, but not by sickness, by fire.

It is said that the Hound was with him for a beast with a mane of fire rose from the pyre and consumed the unliving shaman, the plague abated and life continued, but the people of Kodradfief had never again chosen another jarl for they claim 'none could match the courage of Jarl Sigfried' and so that none might match his folly. They are lead by a council of the heads of households, young and old.
may be chaos, but still balls of brass XD

All in all, nice new location. Lucked out it's not Nurgle infested.
 
[X] Hand out everything that works to people who can use it, you can study the broken examples (Higher combat both of heroes and the Wyldguard +1 Public Oppinion)


may be chaos, but still balls of brass XD

All in all, nice new location. Lucked out it's not Nurgle infested.

I think it is worth keeping in mind with the Norscans that they do not know they are the bad guys and indeed by their lights they aren't. To be a cultist in the empire or any other part of the south you have to transgress on some level, you have to isolate yourself from society and throw yourself on the dubious 'mercy' of the Dark Gods. By contrast serving chaos, or more properly in the case of the southern tribes 'honoring a pantheon which contains some Chaotic beings' is normal and accepted, Norscans, Kurgans, Hung are people who live and laugh and love the same as anyone else, they tuck their children at night with a prayer... it just so happens that the things they pray to are the enemies of all sane life.

Those of their number who are really fervent self-select to go north and either die, mutate or become Chaos Champions. On the other hand if you are in say Bretonia you do not have that safety valve, if you are a member of a cult you know that everyone else thinks that you are damned and would kill you or worse if they could. Seems like it would incline one to jump off the deep end to survive no?
 
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[X] Hand out everything that works to people who can use it, you can study the broken examples (Higher combat both of heroes and the Wyldguard +1 Public Oppinion)
 
This is a tricky one. Morale is low, artifacts are irreplaceable, combat prowess is important. :thonk: Well, Warhammer has lootable magic items, so maybe not entirely irreplaceable.

[X] Hand out everything that works to people who can use it, you can study the broken examples (Higher combat both of heroes and the Wyldguard, +1 Public Opinion)
 
[X] Hand out everything that works to people who can use it, you can study the broken examples (Higher combat both of heroes and the Wyldguard +1 Public Oppinion)
 
Where can I find Essence Twister?

[X] Hand out everything that works to people who can use it, you can study the broken examples (Higher combat both of heroes and the Wyldguard +1 Public Oppinion)

Hate to give up a chance for artifact analysis. When we finally have actions next turn. But moral.
 
[X] Hand out everything that works to people who can use it, you can study the broken examples (Higher combat both of heroes and the Wyldguard, +1 Public Opinion)
 
[X] Hand out everything that works to people who can use it, you can study the broken examples (Higher combat both of heroes and the Wyldguard, +1 Public Opinion)
 
[X] Hand out everything that works to people who can use it, you can study the broken examples (Higher combat both of heroes and the Wyldguard, +1 Public Opinion)
 
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