Showing posts with label [Exalted Past] Info Updates. Show all posts
Showing posts with label [Exalted Past] Info Updates. Show all posts

Tuesday, January 25, 2011

Solars by Categories

Related Entry: Solar Seniority

Obviously Abyssals are not bound by these rules.  These classifications only apply to Solars.

  • Tier 1 - ~30 :  These are the ones who exalted first due to the gravity of their destinies.  These foci of fate attracts the Sparks like Flames to a Moth and thus were the first to be joined.  The Entire Group of Tier 1s exalted within 5 years of each other (Not counting those Spark not trapped by the Jade Prison).  

It would be another year or so after the last of them that Tier 2 started Exalting – Such is the greatness of their ordained destinies.

 

  • Tier 2 – ~ 50 : These are the beings whose Spark had to travel aimlessly down the infinite pathway in the loom of fate.  Guide as they are by the eddies in a ocean of light.  Tier 2 and Tier 3 exalts around the same time.  But generally Tier 2 as a group is slightly earlier than Tier 3.

 

  • Tier 3 – ~ 70 : These are the weakest of all the Solar Exaltations.  They owe their unguided Exaltation as much to chance as they are to their own destinies.  Granted they have greatness ordained, but their destinies are barely noticeable in the loom – overshadowed as they are by the Suns that are the Tier 1s and the Stars that are the Tier 2s.  These Exaltations happen mostly due to sheer luck – as the individual just happens to need the power of their Exaltation right when the spark is spiritually near. 

There are few exception in this Tier of Solars.  Like all Gods, Lytek did not survive the eons without owing a little favor.  Being the God of Exaltation he had to make a few … adjustments as debt of honor.  A few of the Tier 3 Sparks are “coerced” onto their hosts by Lytek.  Namely Rune the Solar of White Wall (paid for by the Syndics) and Fatimah bint Muhammad (paid for by an unknown party)

 

Unbound Solars

These are Solars who were never trapped by the Jade Prison.

  • Dawn 15 - Yurgen Kaneko, “Bull of the North”
  • Dawn 56 – Filial Wisdom
  • Zenith 47 – Samea
  • Twilight 14 – Fear Eater
  • Twilight 44 – The Twilight (Mnemon Nejimaru) 
  • Eclipse 20 - Scarlet Whisper

 

Solar Essence with no vision of Rathess and War Captain

These are Solar Essence that either were not in Creation during the Unconquered Sun’s broadcast of the Vision of Rathess, or they are those who perished subsequently and is returned to Lytek for Cleaning – and thus lost the vision as well.

  • Dawn 56  (Was Filial Wisdom)
  • Dawn 59  (Was War Captain)
  • Zenith 09 (Was Dimas, the Teenager that was killed by 30 Blood Apes, Flawless Oak and Alabaster Hand of the Heaven is too far to save him)
  • Eclipse 59 (Was Aata)

 

Tier 1

These are Solar Essence who were bonded with extraordinary individuals whose souls and destinies were grand that they are able to fully incorporate their Exaltation in the instant of infinity during the 2nd Breath.

These Solars all have uncanny connection to their Essence has has far more instinctual knowledge of the Supernatural World and, often, knowledge of the First Age.

They can raise in Essence with normal speed and has full charm pool upon Character Creation.

These Solars due to their more intimate knowledge of the First Age are trapped by it.  Their motivations, actions, and world view are inevitably colored by the past.

These Solars are so powerful that their Exaltation sends ripple through the fabrics of fate and without error each of them find Sidereal Agents waiting for them – most in the form of the Wyld Hunt.  Unfortunately for the Wyld Hunts, these Solars are also the best equipped to deal with any Hostilities.

  • Dawn 15 - Yurgen Kaneko, “Bull of the North”
  • Dawn 24 – Nalla the Blood Axe
  • Dawn 26 – Ovalisque of the Invincible Starfall
  • Dawn 33 – Jalith (Haltan)
  • Dawn 39 – Lyta
  • Dawn 44 – Dace
  • Dawn 55 – Moray Darktide
  • Dawn 59 – Balan
  • Zenith 08 – Celestial Anger
  • Zenith 20 – Panther
  • Zenith 30 – Gladrien Vanja
  • Zenith 43 – Karal Fire Orchid
  • Zenith 47 – Samea
  • Zenith 49 – Ocean Pearl
  • Twilight 14 – Fear Eater of the Icewalker Tribes
  • Twilight 27 – Horakinis
  • Twilight 30 – Arianna
  • Twilight 44 – Mnemon Nejimaru, “The Twilight
  • Twilight 48 – Exaltant Sunrise Spirit
  • Night 06 – Harmonious Jade
  • Night 23 - Death and Metal Maiden
  • Night 32 – Dagnir
  • Night 40 – Rhianna
  • Night 45 - Raneth of Diamond Hearth
  • Eclipse 03 – Child of the Violet Star
  • Eclipse 17 – Clytemnestra
  • Eclipse 20 – Scarlet Whisper
  • Eclipse 45 – Swan
  • Eclipse 54 – Crimson Antler
  • Eclipse 59 - Aata

There are no more Tier 1 Solars (unless GM forgot to add an Official one who is Tier 1).  From this point in the game, all new Solars are at the maximum Tier 2s.

 

Tier 2

Tier 2 Solars are Solar Essence whose bond with their Mortal Host is incomplete.  In time they will achieve the harmony already possessed by Tier 1 Solars.

They have little to no knowledge of the past and by extension their capabilities.  They only start with instinctual knowledge of their own powers and knows next to nothing regarding the powers of other Solar Castes or Exalts.

They also only starts with half their charms upon Exaltation, and the other half are quickly gained as they familiarize themselves with their new found power.

Amongst these ranks are often the Tyrant and Despots.  Gifted with power rival that of most gods and having next to no knowledge of their place in the Order of things, these beings are those often found abusing their powers and setting up little petty kingdoms in Creation. 

The Solars of this Tier are both Free and Powerful.  Their achievements are only limited by their mortal mind and completely unhindered by the Original Sins of the First Age but also unassisted by the Perspective taken by granted by the Solars of the First Tier.

Solars of Tier 2 are significantly delayed in their Mastery over the very energy of Creation due to their dissonance between their Exaltation and their Mortal Coil.  They cannot achieve Essence 5 until this dissonance is reconciled (usually via achieving their motivation, some great achievement, or simply by time normally taking ~50 years or so at the latest).

  • Dawn 36 – Prince Maximillian
  • Zenith 09 – Dimas
  • Twilight 18 – Ahmed Latif
  • Night 08 - Faku Kun (The Panda People Exalted)
  • Night 28 – Alabaster Hand of Heaven
  • Eclipse 26 – Flawless Oak

 

Tier 3

These are the Solars who is completely unable to shake their mortal existence and ascend into rank of the Exalts.  Their mortal identity and belief is so strong that they are simply unable to ascend.  Their limited purview blocks their ability to achieve the truly supernatural. 

Not only are they unable to acknowledge their new divinity they also cannot comprehend the limit power inherent in their being.  Until their Souls can come to terms of their own being, they are blocked. 

These Solars typically starts with 1-2 Essence and cannot achieve Essence higher than 3 without coming to terms with their new destinies.  However, even the most difficult cases usually resolve itself – one can only deny reality for so long (Max ~70 Years).  Those who active tries to accept their new state in life take significantly shorter.

These Solars gains no Charms during Exaltation – for they are completely ignorant of their own powers and abilities.  It is through difficult trial and error do they discover their Starting Charms.  Lucky are the Tier 3s who finds a more established Solar as mentor.

Consequently these Solars are so weak they hardly show on the Loom of Fate and thus are only hunted by the Wyld Hunt on sheer [bad] luck.

  • Currently there are no Tier 3 Solars, and I hope there won’t be any anytime soon.  Because next time you guys die, next characters you guys make will start as Tier 3.

 

Solar Circles

(Perfect) Circle of Friends
  • Dace, Dawn Caste Duelist-General
  • Panther, the Awe Inspiring Personae of the Zenith Caste
  • Arianna, The Twilight Savant with an Unquenchable Thirst for Knowledge
  • Harmonious Jade, the Merciless Night Caste Seeking her Mission
  • Swan, The Easy Going Eclipse Caste Comedian Diplomat
(Perfect) Circle of Everlasting and Perfect Illuminated Harmony
  • Ovalisque of the Invincible Starfall (Dawn Caste)
  • Celestial Anger (Zenith Caste)
  • Exaltant Sunrise Spirit (Twilight Caste)
  • Death and Metal Maiden (Night Caste)
  • Child of the Violet Star (Eclipse Caste)
Circle of the Bull, The
  • Yurgen Kaneko, The Bull of the North (Dawn Caste)
  • Nalla “Blood Axe” (Dawn Caste)
  • Samea of the Blackwater Mammoth Tribe (Zenith Caste)
  • Fear Eater of the Ice Walker Tribes (Twilight Caste)
  • Raneth of Diamond Hearth (Night Caste)
  • Crimson Antler, Cherek Revolutionary (Eclipse Caste)
Circle of Rathess, The
  • Lyta (Dawn Caste)
  • Gladrien Vanja (Zenith Caste)
  • Clytemnestra (Eclipse Caste)
Circle of the War Captain
  • Balan the War Captain of Rathess (Dawn Caste)
  • The Twilight (Twilight Caste)
  • Dagnir (Night Caste)
  • Aata the Thunder God (Eclipse Caste)

Monday, December 27, 2010

Clytemnestra, Eclipse Caste #17

K-ly-te-m-ne-s-tra

First Age Bearer: Terrible Bloody Rose

Portrait-Clytemnestra

Original Image #2

Total Attributes: 29

Strength 2
Dexterity 2
Stamina: 4

Charisma 3
Manipulation 3
Appearance 5

Perception 3
Intelligence 4
Wits 3

Things of Note

  • Orichalcum Solar Battle Armor (From the Solar Armory on the Unconquered Sun’s many properties in Yu-Shan)
    87521b6515c35bd429097d2affa8e086 
     
  • Rightful Owner of the Thunderbolt Shield Balan been using
  • Enchanted Feature (4): Statuesque
  • Leader of the Gold Faction Solars

 

The Domain of Stately Order

In the middle of the Southern coastal plains, between the Penitent and Chairoscuro lies the most unusual and most hotly debated of the lands of the South. Created 260 years ago as a social experiment, the Domain of Stately Order is a small tributary governed by the Solar Exalt Terrible Bloody Rose and her Lunar consort Shining Ocelot. The principality is a circle exactly 800 miles across. It contains the central city, known as Dari of the Mists, which is beautiful, perfectly circular metropolis precisely 40 miles in diameter with seven million inhabitants.

Dari is located in a bowl-shaped valley and is an ancient city built in the early days of the rule of Primordials. Although smaller than many modern cities, it is exceptionally beautiful. All of the towers and other large buildings are made from an opalescent alloy that even the finest savants of the Deliberative cannot make in the vast quantities necessary to build a large city from them.

When exposed to sunlight, this alloy shines like white opal, and it glows softly with the same sparking color at night. It also attracts ambient mist that briefly swirls with similar color when it touches these towers. These mists have long been known to make mortals who inhale them both slightly happier and less inclined to excessive violence. Mortals living here are treated as if they have a minimum of two dots in both Compassion and Temperance, even if their actual scores are lower. This effect fades within 3 days of leaving Dari. The effects of these mists gave Terrible Bloody Rose and Shining Ocelot the idea for creating the Scepter and Orb of Peace and Order. Their efforts, however, have also made the city far less popular to both immigrants and tourists.

Before it became part of the Domain of Stately Order, Dari was widely acclaimed as the most pleasant city in the south, and mortals regularly flocked here to visit. Many Southern mortals attempted to save sufficient amounts of money to be able to go on their honeymoons in Dari. This custom persists, and newlyweds remain an important source of tourism, but all tourism has significantly declined since the city’s rulers completed the Scepter and the Orb.

The remainder of this principality houses an additional 93 million people, the vast majority of whom work in various RPCs that specialize in growing and spinning linen and in tending Essence spiders and transforming their silk into sails, armor and similar goods.

The Scepter of Peace and Order (Legendary Artifact)

This incomparable wonder consists of a five-foot shaft of orichalcum, ending in a ring adorned with various spurs, crescents and Essence-focusing crystals. Attuning to the Scepter requires a commitment of eight motes. The artifact confers several powers on the Perfect:

  • The Scepter grants its owner one additional dot each of Stamina, Charisma, Manipulation, Perception, Intelligence and Wits as long as it is attuned, a maximum of 5. (This is no longer meaningful for the Perfect. In his long life, he has raised all these traits to 5.)
  • The Scepter’s owner becomes immune to all Emerald and Sapphire Circle sorcery, all Charms that affect perception and all forms of unnatural mental influence.
  • The owner soaks both lethal and aggravated damage with his full Stamina.
  • An enlightened mortal attuned to the Scepter can access his entire Essence pool without the necessity of spending Willpower.
  • All oaths a person makes while touching the Scepter become forever binding. A complex eye-shaped sigil appears on the palm of the oath-swearer, like a faintly scarlet tattoo. No power short of Adamant Circle Countermagic can remove the sigil. If the person hacks off the entire limb that bears the sigil, it reappears on her stump.
  • The Scepter does not remove a person’s free will, but it rigidly enforces the oath the person swore. Severe pains radiate from the sigil to wrack the person who broke any of the oaths she swore upon the Scepter. The Scepter’s master can calibrate the pain’s severity for different oaths and offenses. For minor violations of the oath, the agony ends when the foresworn person confesses her crime to a designated, legitimate authority (in Paragon, a magistrate). For the most serious oaths, however, a foresworn person suffers death. At the moment of the crime, the eye-sigil closes to show her and everyone else that she is doomed. The agony begins in moments, and does not relent until the person dies a few hours later.
  • To minimize social problems and disruptions of daily life, the Scepter’s punishments largely happen out of the public eye. All pain suffered by oath-breakers begins at sunset of the day of the offense. Also, oath-breakers who condemned themselves to death through their actions die only after dark while inside a building. A few oath-breakers try to stay outdoors every night to avoid their fate. Between the pain caused by the sigil and the stresses of life on the streets, these wretched individuals rarely last long. Paragon citizens who see them crouching in doorways and sleeping in gutters shun them.
  • The short-lived pain for a minor violation of an oath acts as a -1 wound penalty that lasts a few hours. The pain for severe violations inflicts a -2 wound penalty. The pain for a terminal violation inflicts a -4 wound penalty, while it lasts. The victim lives for a number of hours equal to his Stamina. These are Crippling effects. Charms that protect against Crippling effects can protect the person, but for Charm vs. Charm purposes, treat the Scepter enforced oath as backed by Essence 8 and a dice pool of 16. Punishment is only delayed, however, not cured.
  • While holding the Scepter, its master can borrow the senses of anyone marked with its sigil, located anywhere in Creation. This function has no Essence cost and requires no dice rolls. Sigil-bearers, even those who are Exalted, can neither sense nor resist this power. The Scepter’s bearer can experience all of a sigil-bearer’s senses without the sigil-bearer’s knowledge or consent.
  • For three motes of Essence, the Scepter’s bearer can strengthen this connection and actually take over the body of any mortal sigil-bearer, including enlightened mortals (but not Exalted), for up to a scene. The Perfect can possess or tap the senses of only one person at a time, but he can use this borrowed body as easily as his own. The subject of this possession has no memory or awareness of these events.
  • While holding the Scepter, its owner can also spend one mote to induce severe pain in any single person who bears the sigil, including Exalted. Jagged black lines radiate from the sigil. This Crippling effect acts as a wound penalty of -2. It lasts a scene, or until the Scepter’s owner relents and cancels the effect.
  • As long as at least 200 people bear sigils, the person attuned to the Scepter becomes completely immune to all diseases and does not age. He heals one level of lethal damage every three hours and one level of aggravated damage every day.

All of these powers are granted to any Essence-user attuned to the Scepter. A Celestial Exalt who attunes to the Scepter gains even greater powers (see Dreams of the First Age: Book One—Lands of Creation, pp. 94-95).

Dream of the First Age: Book One – Lands of Creation, p. 94-95

This tributary was created to test and demonstrate the promise of a pair of exceptionally powerful artifacts called the Instruments of Peace and Order. The Scepter of Peace and Order is large orichalcum scepter with a five-foot-long shaft, topped with a complex crook decorated with a variety of crystals that focus and channel Essence. The complementary Orb of Peace and Order is a moonsilver sphere the size of a large grapefruit, incised with grooves to allow it to be held in one hand and decorated with crystals identical to those on the scepter.

When a Celestial Exalt holds the scepter, it allows the bearer to have a general sense of everyone within 400 miles. The bearer can sense general concentrations and movements of population, as well as being able to instantly identify any Exalts, gods, elementals or demons inside his domain. The bearer can also broadcast messages to everyone inside the radius and can produce a scarlet eye-like sigil on the flesh of every adult or adolescent inside the domain. The target must accept the sigil willingly, but the scepter allows a Celestial bearer to cause anyone who refuses the sigil to be overcome with the urge to leave he domain within the next week. This compulsion is impossible for anyone but another Exalted to resist.

The scepter also allows its bearer to automatically distinguish between individuals who have lived in the domain for more than a month and visitors or new arrivals. Terrible Bloody Rose leaves visitors alone, but every month, she forces her sigil on anyone who has been in the domain longer. All mortals who refuse must leave. Exalts who refuse need not leave the domain, but if they accept the sigil, they are as bound by its power as any mortal would be. Other than allowing the bearer to sense them, neither the Scepter or the Orb of Peace and Order has any effect on gods, elementals or demons.

Anyone who accepts the sigil is marked for life. Only Solar Circle sorcery performed by someone who’s Essence is at least as high as the scepter bearer’s can remove this sigil. The scepter-bearer can borrow the sense of any sigil-bearer at will and with no rolls or Essence cost, no matter where the person with the sigil is in Creation. By spending three motes of Essence, the scepter-bearer can also take over the body of a sigil-bearer for up to one scene. Finally, as the scepter-bearer places the sigil on a target, she also impresses the laws of her domain into the target’s mind. Sigil-bearer knows that accepting this sigil means they also swear a solemn oath to obey all these laws. This oath remains in place as long as t he scepter is attuned. If, however, it is ever unattuned or the wielder dies, all sigils vanish within 24 hours, unless someone else attunes to the scepter during this time.

The device does not remove a sigil-bearer’s free will, but it does force him to pay a price for any and all transgressions. Pain wracks the body of anyone who disobeys the laws he swore to obey. For major offenses, this agony ends when the criminal confesses his sin to a local magistrate. For minor offenses, the pain last for only a few hours if the offender resist the urge to confess. Breaking the most serious oaths, however, such as never attempting to harm one of the Celestial Exalted, is inevitably punished by death. Sigil-bearers who break one of these capital oaths die a painful, writhing death a few hours after the oath is broken. As soon as they commit this transgression, the eye on their sigil closes. Every punishment imposed by the sigil takes place indoors and during the night. If an offender attempts to remain outdoors at night, his presence becomes obvious to Terrible Bloody Rose, who commands him to go home, whereupon he will immediately pay for his crime.

The power of the Orb of Peace and Order are far more subtle and insidious. Any Celestial Exalted who carries the orb can both sense and alter the emotion of all sigil bearers, either en masse or individually. Also, as long as it remains attuned, any sigil-bearer who performs any action that either actively encourages others to obey the laws or goes beyond the expected minimal obedience to the law is automatically rewarded with vividly enjoyable dreams. Also, characters who regularly obtain these dreams also reduce the difficulty of all rolls to recover from infections or disease by 2 (to a minimum of 1) and live one third again as long as they otherwise would.

No individual can attune herself to both the Scepter and the Orb of Peace and Order. The attunement cost of each artifact is 5 motes. As long as at least 200 people bear sigils, anyone attuned to either object is completely immune to all diseases and infections. He also does not age, and he heals one level of lethal damage every 3 hours and one level of aggravated damage every day.

The instruments of Peace and Order offer Terrible Bloody Rose and Shining Ocelot an unprecedented amount of control of the populace of their principality. In the 260 years that this experiment has been running there has been only one riot and one worker’s strike that lasted only one day. In addition, citizens are exceptionally polite and courteous to visitors and each other. Even very minor offenses such as littering, which are typically punished only by a headache that last a few hours, are almost nonexistent.

In short, this tributary is clearly the most law-abiding and polite place in all Creation, although it has a higher than average suicide rate. Terrible Bloody Rose and Shining Ocelot regularly assert that similar measures should be adopted throughout Creation, but debate continues in the Deliberative. Many Celestial Exalted and most Dragon-Blooded strongly oppose this idea because they find the results to be deeply disturbing. Also, most Celestial Exalted forbid sigil-bearers from entering their domains, and they object to the idea of other Celestial rulers transforming their entire populace into what potentially amounts to an army of spies and possibly even assassins.

Terrible Bloody Rose and Shining Ocelot both claim that the Scepter of Peace and Order cannot be used to place a sigil on one of the Celestial Exalted and that all forms of Exaltation automatically burns away the sigil. The first statement has never been tested, because none of the Celestial Exalted are willing to test their immunity. A few dozen adolescent bearing the sigil have undergone Terrestrial Exaltation, however, and all of them have lost their sigil, so the second claim has been accepted as fact. The truth, though, is that any Exalt can be given the sigil, and Exaltation removes the sigil only if the bearer wishes it removed. If either of these facts were discovered, the small amount of sympathy for this tributary and its rulers would evaporate, and several dozen Celestial Exalted would call for the immediate destruction of the Instruments of Peace and Order.

Thursday, December 23, 2010

Heresy, Blasphemy and Apostasy

Since religion is central to at least one of the player character’s identity, I wanted to clarify the difference between these 3 terms.

This way Alabaster can accuse someone of the correct crime – and met out his “proportionate” punishment.

Heresy is simply believing/following another religious path than you.  Sometimes it can be as simple as believing Unconquered Sun is not a God of Mercy and Compassion but one that is terrifying in anger and utterly merciless. 

Of course there is the obvious “Heresy is whatever I say it is” reasoning common to the Spanish Inquisition.

 

Blasphemy is a bit more serious.  It is a direct insult to the god or religion.  This is often grounds for execution in Rathess, for they take Lèse majesté with deadly seriousness.  Though this strictness actually a corruption of the Unconquered Sun’s wishes and is on the path of Apostasy.  Hastha-sth have already purged the law from Rathess, but people still secretly (and illegally) punish those accused of Blasphemy.  Some even turn themselves in after such murder to face judgment – such is the blind zeal of their faith.

 

Apostasy is the most serious of it all.  In normal terms it is simply the rejection of a religion.  However in the context of Exalted it takes a more serious turn.

Religion of Celestial Worshipping is not only all encompassing it is actually the basis of Creation’s existence and a native law of its existence.  To reject it is to turn into its enemy.  The most common form of Apostasy is to reject the light of Unconquered Sun for ultimately doomed pursuits such as power (usually via Malfean methods) or Immortality (usually via Death Cult Worshipping).

These crimes are universally unforgivable.  Even one as compassionate as Gladrien Vanja realize the depth of depravity one who committed such Apostasy naturally is disposed towards.  While she takes severity into consideration many do not.  For all her compassion and temperance Hastha-sth is still a Dragon King with all their innate cruelty and aggressiveness.  Apostasy is one of the few times one can see Hastha-sth’s un-saintly side.

Tuesday, December 21, 2010

I AM II.β

I AM II.β is something built by the Mice of the Sun that mimics the Great I AM of the First Age.  It however is not the same thing.

12.2c The coral reefs of Sudansoft-coral-1024

While the original “I AM” was an sentient automaton that forms a network all across Creation.  I AM II.β is actually an amalgam of Magitech and Organics.  I AM II.β is a beautiful 5’ coral like tree of pink living crystal with circuitry capillaries of orichalcum and amalgamated with an frame of magitech clockworks and monotonic capacitors.

By itself I AM II.β is just a repository of knowledge that responds to voice and it is simple enough to construct with nothing more than inorganic materials.  It’s true wonder is that it is a living being – and designed to be possessed by the City God of Rathess – Long Zi Sen.

City God of Rathess - Long Zi Sen


 

Functions of I AM II.β

Central Hearth Interface

I AM II.β is designed to be geomantically in sync with the Central Hearth.  This allows I AM II.β to interface directly and enhance the basic functions of the Central Hearth.  It arguments the Glorious Halo of Hesieth Function (3-D display of fire) with audio.  And allows real-time visual/audio monitoring of everything within the Central Hearth’s zone of control.

Communication

Chief among I AM’s functions is easy communication across the City.  No longer are the special alcove necessary for visual communication.  I AM II.β can send the visuals with audio to any place within the Central Hearth’s Zone of Control.  

An individual can relay a statement to I AM II.β, which can then relay the recorded statement, verbatim, to another individual.  As I AM II.β speaks Earthtongue, Skytongue, Flametongue, Seatongue, Forest-tongue, Riverspeak, and Old Realm, it also add translation commentaries to the message.

Public Library

I AM II.β has the eidetic memory merit and can perfectly recall anything it sees or hears.  This perfect retention of information serve as a primary form of library for the City of Rathess. 

Librarians have been working diligently with I AM II.β to store books that should be allowed for general consumption and anyone in Rathess can request these books displayed via the Glorious Halo of  Hesieth.

Books that are more specialized and possibly dangerous, such as covering the topics of occult, are still maintained in the standard library and must be checked out physically.

The All Seeing Eye

I AM II.β is also used for security purposes.  If I AM II.β was already online then the death of Megabotuatak may not have occurred.  Because of the existence of I AM II.β there is no privacy in Rathess.  Everything everyone does within the Central Hearth’s zone of control is monitored by I AM II.β.  Because of I AM II.β’s Perfect Recall it is also permanently recorded.

This knowledge however is strictly controlled and can only be accessed in formal court session in the Hall of Justice.

Friday, December 10, 2010

Rathess Society Information

Rathess is a draconian totalitarian theocracy though lead by a dogma of Compassion and Justice. 

There however is no privacy, IAM 2.1 is everywhere and monitors everything.  Making Criminal Careers short and painful.  Punishment is swift and certain. 

Unless the Crime deals with Rathess itself (such as treason, damage of public property, crimes against/involving a Dragon King) it is handled by the Courts of Humanity following laws outlined by Gladrien and Aata – reasonable and compassionate.

Crimes that fall under the governance of the Ecclesiastical Court are a different story.  The punishment for such crimes are almost without fail Ritual Sacrifice – since they only deals with matters of apostasy.

The Dragon Kings have been convinced by The Fair Lady, the Thunder God, and the Twilight, that the inherent spiritual difference between mankind and Dragon Kings require the adaptation of separate Codes of Law.  Thus unlike Dragon King Criminals, death sentence is rare for humans (except for Heresy) because it is a tenant of Compassion to give the criminal opportunity to redeem themselves in the scales of heaven.  Usual punishment involves fulfillment of debt to society and (re)education – sometimes via Hard Work, other times through religious indoctrination.  However, under no condition is mind control a legal course of action, because the goal is for redemption and not just a change in behavior.  Those deemed beyond redemption are executed.  These executions are just a matter of course and has no associated importance.  Thus condemned criminals are not paraded through the streets and publically executed, nor are their punishment hidden from the eye of the people.  Anyone can pay Homage at the Temple of Justice and have free access to the execution grounds.  Though their chance to witness such an proceeding is up to chance due to the lack of advertisement and rarity of capital punishment.

There are also no currency within Rathess.  Any barter done by Rathess to outsiders are done in Silver and Jade.  Dragon Kings does not consider Gold a currency, instead it is used for iconography and religious decorations. 

Residents of Rathess each are assigned responsibilities they must attend to.  It governs the lives of every Rathessian from the adult’s work hours in the Undercity to how many hours a child must play with other children in any given day.  These schedules however are very reasonable and give fulfilling and structured lives to the masses.  The residents of Rathess have no worry of food, shelter, and security, and receive education that is the envy of any city state.  Those who repeatedly renegade on their responsibilities are exiled into the Jungle and few wishes to throw away their utopian existence for sheer laziness.

Solars that chose to settle in Rathess have the right to pick an Estate in the Human Octave.  However, like all Humans they are not allowed to have estates/permanent residence in the non-human areas.  Rathess as it was, is dedicated to the Unconquered Sun and Dragon Kings – it is not for humanity to claim as their own.

The Solars are also provided with servants and guards and resources to the maintaining of their Dignities.  It is a great honor to be chosen by the Lawgivers and many hopeful place their name on the rosters for the chance of basking in the glory of the Unconquered Sun’s Children. 

Solars are individuals however and just what this dignity is differs from person to person.  It runs the gambit from the Tasteful Monument to his own Greatness that Dagnir calls his estate, to the small non-descript apartment of the Twilight that is unreachable without going through the Undercity.

There is no need to assign a resource value to each Solar, since only time and manufacturing speed limit their spending.  However, should they require resources outside of the City they can easily receive enough resources to be considered at 5 dots.  Since Rathess for all intent and purpose have Unlimited Resource (at least for any one Solar to spent by himself).

Sunday, December 5, 2010

Mass Combat

From “Exalted 2nd Edition,” Page 160

Although it is theoretically possible to run a combat with dozens or even hundreds of active participants, such battles last
interminably and quickly stop being fun. As a result, Exalted uses the following rules to abstract mass combat into the existing
system by making battle a clash of units rather than individual characters. Units do not fight in the standard one‐tick increments of
individual battle. Instead, they track time with long ticks that last approximately one minute each. Storytellers should keep in mind
that these rules aren’t appropriate to every engagement, particularly if the clash of armies only serves as a dramatic backdrop to
smaller‐scale personal combat. Once protagonists become involved in the direction of mass combat or the Storyteller wishes to
leave a battle’s outcome to dice rolls and strategy rather than a plot device, use these rules. Moreover, mass combat in Exalted
assumes that unit Commanders fight at the vanguard, leading from the front rather than the safety of the rear. Those who wish to
direct a battle from the rear are not unit Commanders. Instead, they take the role of generals, using relays and standard bearers to
communicate orders to the unit Commanders under their command. Therefore, a distant general can direct an entire force but
cannot personally rally troops to victory through her own prowess.

“YOU WEAR THEM”

The metaphor of the rules that the military apparatus of mass combat is merely an enhancement to the commander. Troops
comprise a bonus for their Commander, adding to his traits. In addition, troops marching in formation possess the ability to force
their context on individual they engage. Characters who come into contact with aggressive units of troops will be forced to fight
them as solo stacks in mass combat, not as heroes facing a large number of individuals in normal combat. This is a part of the nature
of Creation, and Storytellers shouldn’t let characters fight individual members of units once the unit is gathered together in the field.

It’s worth noting that units in mass combat are rarely destroyed through sheer damage unless they are set upon by a truly ferocious
supernatural power. More often, units are rendered ineffective by exhaustion and gradual loss of Magnitude by failed morale
checks, until their commanders stand alone and unaccompanied on the battlefield.

UNITS

Each unit on a battlefield falls into one of two broad categories. First, there are solo units, who are individual characters that are not
part of any group. However, most units are complementary units, made up of a commander and all those who directly follow her
orders. Statistically, a complementary unit is its commander, with trait bonuses awarded according to the numbers, equipment and
training of her troops. These special traits of complementary units include:

Magnitude: The size of a unit
Drill: The trained discipline of a unit
Endurance: The physical reserves of a unit’s member. Solo units also have this trait
Might: The overall mystical power of a unit, factoring in magical equipment
Close Combat/Ranged Attack Rating: The skill of unit members at attacking.
Close Combat/Ranged Attack Damage: The lethality of unit members when attacking.
Armor: The average protection provided by unit members’ armor
Morale: The overall bravery of a unit.
Special Characters: A non‐numerical listing of important characters within a unit’s ranks.
Formation: A non‐numerical trait that describes a unit’s current tactical arrangement.

Magnitude

When a unit attacks another, the larger unit applies the difference in magnitude as bonus successes to its attacks or subtracts the
difference from the successes of attacks by the smaller unit. This bonus/external penalty cannot exceed +/‐3.

My Modification: Keep track two Magnitude values.
“Actual”: Calculated based on raw number of troops in the unit. This will be used for maneuvers and rally rolls. This eliminates the penalty for a 100 Solar Exalted army being as clumsy and hard to manage as 700 men army.
“Effective”: This is the actual value used for attacks and such. So a 100 Solar Exalted fight just as well as a 700 men army.

Might

This value is added as number of successes to the Commander’s attack.  It is also added to the Commander’s Essence value to determine resistance and qualification against charms and spells

Close Combat/Ranged Combat Attack Rating

This value is added as successes to the Commander’s attack
This value is capped by Commander’s War Rating
This value is doubled for Close Formation
Half this Value is added to the Commander’s Parry DV

Close Combat/Ranged Combat Damage Rating

This is added to the Raw damage of the Unit’s Commander

My Modification: Unit does not use the weapon damage of the Commander.  Instead it only use the Skill of the Commander and Stats.  It is assumed the commander is “wielding” the Unit’s Abstracted Weapon.  So if everyone in the Unit is using a Reaver Daiklave, it is assume the commander is using the same.  If everyone gets the material bonus, it is assumed the commander does so as well.

Armor

This value is added to the Commander’s natural soak to determine the Unit Soak.

Morale

The lower of the “average valor of the unit” or the “Commander’s.”

Special Characters
  • Maximum special characters in any unit is Magnitude x 2
  • When attacking the special character uses the higher of the Heroes’ Close Combat (Attribute + Ability) or the Commanders, limited by Commander’s War ability.
  • When attacking the special character uses the higher of the Sorcerer’s Range Combat (Attribute + Ability) or the Commanders, limited by Commander’s War ability.
  • Units with Magnitude of 3+ must have at least one relay for every dot of magnitude, or suffer communication failure.

Hero: These characters are sub‐officers who are capable of assuming command if their unit commander dies. Furthermore, heroes may attack other units in close combat as if they were solo units, effectively giving their unit additional (but weaker) attacks.  Finally heroes can break away entirely and take part of a unit with them, transforming the breakaway group into a new unit under their own command. A hero can lead her Close Combat Rating to her unit, using her trait rather than the unit
Commander’s but the trait is limited as normal by the commander’s War.

Sorcerer: These characters might be actual sorcerers, skilled archers or neutral observers embedded deeply in the ranks for their own protection, but First Age tactical manuals such as “The Thousand Correct Actions of the Upright Soldier” use the designation “sorcerer” for all such individuals. Sorcerers can lead the unit in missile fire, lending their rating in the place of the unit’s. This is limited by the commander’s War rating, as normal. In addition, sorcerers have the capability to make ranged attacks independently of their unit, but they cannot assume command or lead troops to break away into new units as heroes can.

Relay: Possibly the most important special characters to organize military units, relay are the assorted drummers, buglers, standard bearers and signalmen who carry the commander’s orders through the ranks. Units with Magnitude of 3+ must have at least one relay for every dot of magnitude, or else, they suffer communication failure. This means the unit can only assume the unordered information and it suffers a penalty of ‐2 to its effective Drill. Besides passively maintaining order and communication, relays can stand in for the commander when the unit hesitates and tests for rout, and in other situations when commands are vital.

Formation

Unordered: Undisciplined Mob, add 2 to the difficult of hesitation rolls.

Skirmish: 2x shield/cover bonus against all attacks, additional +3 DV against ranged attacks. Enemy units attacking with close combat attacks 2x their Magnitude for purpose of calculating attack bonuses. If the attacker is in Close Formation, then 3x attacker Magnitude. Unit in skirmish formation add 2 to the difficulty of hesitation rolls.

Relaxed: Standard formation, no advantage of disadvantages. Double shield and cover bonuses against ranged attacks.

Close: vulnerable to AOEs. 2x unit’s Close Combat Rating, 2x their DV bonuses from shields/cover against Close Combat Attacks.
Enemies attacking with ranged attack bonuses 2x their magnitude. Subtract 2 from all hesitation rolls.

Combat Summary

  • In mass combat, use the lower of the relevant combat ability or the commander’s War ability.
  • When on horse, use the lower of the relevant combat ability or the rider’s Ride ability.
  • The commander adds her unit’s Close Combat Rating and her Unit’s Range Combat Rating as bonus successes to close and
    ranged attacks.
  • The Bonus successes added cannot exceed the commander’s War Rating, before applying modifications from formation.
  • Add an additional number of successes equal to the unit’s Might value.
    • So a crack unit of young Dragon‐Blooded archers with Range Combat 5 and Might 2 commanded by a character with War 4 would add 4+2=6 successes to range attack rolls.
  • If a unit attacks another and those units have different Magnitudes, the larger unit applies the difference as bonuses successes
    to its attack or subtracts the difference from the successes of attacks by the smallest unit. This difference cannot exceed +/‐ 3.
  • Besides Improving Attacks, Might also adds to the commander’s Essence Rating to determine if particular effects can target the
    unit and/or to help him defend against the effects of hostile Charms.
  • One half a unit’s Close Combat Rating adds to the Commander’s Parry DV. This is not modified by formation.
  • A Unit’s Close Combat/Range Combat Damage adds to the raw damage of the commander with his weapon, respectively.
  • A Unit’s range and its range increment are based on the range of the Unit’s weapon, not the Commanders.
  • A Unit’s Minimum damage is not equal to the commander’s Essence or the Minimum damge of the weapon. It is equal to the
    Magnitude of the Unit, including Formation Modifiers.
  • A Unit’s Armor adds to its Commander’s natural bashing, lethal and aggravated soak.
  • A Unit’s number of health level is equal to the Commander’s full health levels.
  • A Unit does not suffer wound penalties.

Saturday, December 4, 2010

Some Members of the Second Cohort of Rathess

Each Cohort consists of around 500 units.  Currently the 100 Adeptus Astartes are split into 25 Unity (Groups of 4).  Each of the 5 Rathess Cohorts consists of about 1000 Triones lead by 5 Unity of Legionarii.

  • First and Third Cohort is already engaged in the War of the North. 
  • Of the Second Cohort 1 Unity is tasked with Escorting Supplies to the North and subsequently stayed in Angland awaiting reinforcements when they detoured to deliver Flawless Oak’s Message.  3 Unity with ~200 troops went with reinforcement troops to Angland.  The Last Unity moved on with the Next Northern Supply Escort.
  • The Fourth and Fifth Cohort are still at Rathess.

 

These Astartes carry the standard equipment.

  • Herenthid Gunshosa Commando Armor: Soak +11L/11B, Hardness 6L/6B, Mobility -1, Fatigue (N/A), Attunement 6 (4 with Talisman)
    • First Age Organic Symbiotic Gunshosa Armor of Exceptional Quality
    • Sensory Augmentation: +2 to Awareness, Negates all penalties from darkness less than pitch black
    • Enhanced Combat Reflexes; +2 bonus to all attacks; +1 Parry DV
    • Exomuscular Fibers: Double wearer’s ground speed; +2 to Strength.
    • Skin of the Chameleon: +4 bonus to Stealth
    • Blessed Regeneration: Wearer regenerates either 1 level of bash damage with every action taken during combat or all bashing levels per minute outside of combat. 
    • Endurance of the Forest: While the wearer feels physical strain and discomfort he automatically succeed all fatigue checks.  +2 to other Resistance checks.
    • Artifact •••••
  • Adapteus Astartes Robe
  • 5 have Jade Steel Daiklave with Matching Thunderbolt Shield
  • Custodia and Rafael have Short Power Bow
  • Custodia and Rafael have Reaver Daiklaves
  • 3 others have Reaver Daiklaves
  • All have the normal Triones Weapons if lacking Essence powered equivalent.
  • All have Healing Orchid
  • All have Breather Plant
  • All have Green Eyes
  • All have Rathessian Theater Badge
  • Tiger Warrior Training Trained by Dace
  • Further trained by the Dragon King Legacy
  • Morale 5
  • Drill 5
  • Valor 4-5
  • 4 Dots in Strength, Dexterity, Endurance
  • 5 Dots in Melee, Archery, Thrown, Dodge, Integrity
  • 3 Dots in Resistance
  • 3 Dots in Survival with for Jungles Specialty at +3
  • 3 Dots in War with +2 Specialty in Supernatural Combat
  • 3 Dots in Lore and Occult
  • Knows Old Realm, Holy Cant, and their normal languages

Mass Combat Stats

Overall Quality: Elite
Magnitude: Effectively 3 (2)
Drill: 5
Close Combat Attack: 7
Close Combat Damage: 4
Ranged Attack: 6
Ranged Damage: 4
Endurance: Does not tire
Might: 4
Armor: 4 (Hardness 6)
Valor: 4
Formation: 12 Adeptus Astartes in Close Combat Formation.

Members

Legionarii Amado (M)

The one that was sent to guide the Northern Supplies to Kaneko.  he was also asked Alabaster Hand of the Heavens and Flawless Oak to scout the Kingdom of Angland – their home kingdom.

He somehow managed to sent Word from the Far East informing the Solars that their Kingdom are in ruins and the Capital under siege by deserters from the various Wars of the East.

  1. Legionarii Ramirez (M)
    1. Jade Steel Daiklave
    2. Matching Thunderbolt Shield
  2. Legionarii Custodia (F)
    1. Short Power Bow
    2. Reaver Daiklaves
  3. Legionarii Rafael (M)
    1. Short Power Bow
    2. Reaver Daiklaves
  4. Legionarii Fernanda (F)
    1. Jade Steel Daiklave
    2. Matching Thunderbolt Shield
  1. Legionarii Rodrigo (M)
    1. Reaver Daiklaves
  2. Legionarii Avinash (M)
    1. Reaver Daiklaves
  3. Legionarii Manu (M) 
    1. Jade Steel Daiklave
    2. Matching Thunderbolt Shield
  4. Legionarii Lupe (F)
    1. Reaver Daiklaves
  1. Legionarii Robertina (F)
    1. Jade Steel Daiklave
    2. Matching Thunderbolt Shield
  1. Legionarii Nieves (F)
    1. Jade Steel Daiklave
    2. Matching Thunderbolt Shield
  2. Legionarii Pravin (M)
  3. Legionarii Dara (F)

 

Adeptus Astartes Triones

Lead by the 12 Astartes are 192 Triones, organized into Unity of 4 – as per tradition.

While still labeled as “Triones” these are just as well trained as their elevated brothers.  The only difference is that they have not yet receive the blessing of the Unconquered Sun (Essence Enlightenment).  They are just as devoted and fanatical however and represents one of the most lethal fighting force in the East.

  • Rathessian Adeptus Astartes Lamellar Armor (Quality, Mobility -2, Fatigue -1, +2 L/B Soak). Soak 8L/10B, Mobility 0, Fatigue 0, Cost •••••
  • Adapteus Astartes Robe
  • Wrath of Rathess (Standard Triones Secondary Weapon, Perfect Quality Rathessian Crystal Chopping Sword, +2 to Accuracy, +1 to Defense, +1 to Damage): Speed 4, Accuracy +3, Damage +6L/2, Defense 0, Rate 2, Str ••, Cost N/A, Tags O, P
  • Spear of Rathess (Standard Triones Spear, Perfect Quality Short Spear of Ironwood tipped with Rathessian Crystal Spearhead, +2 Defense, +1 Accuracy, +1 Damage) Speed 5, Accuracy +3, Damage +5L, Defense +3, Rate 2, Str•, Cost •••, Tag P, R
  • Aegis of Rathess (Standard Triones Shield, Perfect Quality Target Shield, Mobility -1, DV vs Melee +1, DV vs Range +1): Raise DV vs Hand to hand or ranged attack by 2.  Does not incur any mobility penalty.
  • Rathessian Smite (Perfect Quality Rathessian War Bow): Speed 5, Accuracy +2, Damage +3L, Rate 3, Range 325, Max Strength ••••••, Cost N/A, Tags 2, B
  • 60 Target Arrows (+0L Damage, Piercing)
  • All have Healing Orchid
  • All have Breather Plant
  • All have Green Eyes
  • All have Rathessian Theater Badge
  • Tiger Warrior Training Trained by Dace
  • Further trained by the Dragon King Legacy
  • Morale 5
  • Drill 5
  • Valor 4-5
  • 4 Dots in Strength, Dexterity, Endurance
  • 5 Dots in Melee, Archery, Thrown, Dodge, Integrity
  • 3 Dots in Resistance
  • 3 Dots in Survival with for Jungles Specialty at +3
  • 3 Dots in War with +2 Specialty in Supernatural Combat
  • 3 Dots in Lore and Occult
  • Knows Old Realm, Holy Cant, and their normal languages

Mass Combat Stats

Leader: Usually an Adeptus Astartes Legionarii
Overall Quality: Elite
Magnitude: Effectively 3 (2) when split into 64 each lead by a Single Unity (4) of Legionarii, or 5 (4) when fighting as a single unit.
Drill: 5
Close Combat Attack: 6
Close Combat Damage: 5
Ranged Attack: 6
Ranged Damage: 3
Endurance: 9
Might: 1
Armor: 3
Valor: 4
Formation: 64 to 192 Adeptus Astartes Triones in Close Combat Formation.

Friday, December 3, 2010

GM’s mistake on Adaptus Astartes

GM made the mistake remembering more suits than there are.  After checking the list only 141 Suits were recovered.  49 is used already (at that point).

Once growth is accounted for here is the break down of current suit distribution

The suit The Twilight used was returned to Rathess.

The 100 Astartes of the Rathess Chapter are completely equipped – so that is 100 Suits.  About 60 went to the War of the East, and 40 remain in Rathess as Elite Shock Troopers.

Dagnir’s Adepta Sororitas is another 20 Suits.  That is 120 Suits accounted for.

The Kirighast Chapter is another 20 Suits, that is 140 suits Total.

With 1 for Kai, that is the entirety of 141 suits.

This means Alabaster and Flawless Oak have at most only a handful of Adaptus Astartes with them.  Including the 1 sent to scout Angland, that means they probably have total of 10 Astartes leading maybe 15x that number in Triones  (Tiger Warriors yet unblessed with full rank).

It also means the travel times are significantly slower, and that the players will not be given Gunshosa Commando Armors.

Sunday, November 14, 2010

Solar Seniority

Here is a rundown of the Seniority of the Various Solars, based on number of years they lived as Exalted – as of Session 11.

Total Solars: 24

Dawn Zenith Twilight Night Eclipse
7 6 4 3 4

 

170 Years ago

  • Filial Wisdom (Dawn Caste #56)

18 Years Ago

  • Matsu Tsuko (Nejimaru’s Essence’s Last Exaltation) (Twilight Caste #44)  killed by the Wyld hunt spearheaded by the Triumvirate Mnemon Scions.

14 Years ago

  • Samea (Zenith Caste #47)

10 Years Ago

  • Yurgen Kaneko (Dawn Caste #15)

7 Years ago

  • Scarlet Whisper (Eclipse Caste #20)

6 Years Ago

  • Rosoku (later known as Fear Eater of the Icewalker Tribes) (Twilight Caste #14)
  • Nejimaru (Twlight Caste #44)

5 Years ago [The Return of the Solar and Creation of Abyssal]

  • Horakinis (Twilight #27)
  • Moray Darktide (Later joined The Deathlord, “Silver Prince”) (Dawn Caste #55)
  • Jalith (Haltan Solar) (Dawn Caste #33)
  • Clytemnestra (Eclipse 17)

4 Years ago

  • Dace (Dawn Caste #44)
  • Harmonious Jade (Night Caste #06)
  • Arianna (Twilight Caste #30)
  • Crimson Antler (Eclipse Caste #54)

3 Years ago

  • Ocean Pearl (Zenith Caste #49)
  • Swan only 2 month after Arianna’s Exaltation, saved her from Wyld Hunt (Eclipse Caste #45)
  • Panther (Zenith Caste #20)
  • Rhianna (Marukan Alliance Solar) (Night Caste #40)

2 Years Ago

  • Aata/Balan (Eclipse/Dawn #59)
  • Nalla Bloodaxe of the Icewalker Tribe (Dawn Caste #24)
  • Celestial Anger (Zenith #8)

1 Year ago

  • Raneth of Diamond Hearth (Night Caste #45 – Ai’s Essence)
  • Gladrien Vanja (Zenith #30)
  • Karal Fire Orchid (Zenith #27)
  • Exaltant Sunrise Spirit (Twilight 48)

Current Year

  • Lyta (Dawn #39)
  • Dagnir (Night #32)

1 Year after (While the War Captain was returning from Rescuing Lyta)

  • Ovalisque of the Invincible Starfall (Dawn 26)
  • Child of the Violet Star (Eclipse 03)
  • Death and Metal Maiden (Night #23)

1 Years After (War Captain was in South then to Underworld)

  • Prince Maximillian (Dawn 36)
  • Alabaster Hand of Heaven (Night 28)
  • Flawless Oak (Eclipse 26)

2 Years After (After War Captain’s Death)

  • Ahmed Latif (Twilight 18)
  • Faku Kun (The Panda People Exalted) (Night 08)

Monday, January 4, 2010

[Exalted Past] Rule Changes


Additions

Changes

Clarification

Reprints and Summaries

Saturday, July 18, 2009

Aftermath of Chiaroscuro

Before the Battle of the Veldt of Fire and Grief Chiaroscuro had a population of around 1,000,000 residents and around another 100,000 to 200,000 visitors/trade caravans in any given season.

The Battle of the Veldt of Fire and Grief

The Battle that took place on the Veldt of Fire and Grief eradicated roughly 50,000 of Chiaroscuro's finest.  Including a sizable chunk of their nobility.  The battle took place  about a month after player’s departure from Harborhead and was handled by Bride of Ahlat.

Armed with their new weapons the 5000 Brides and about 2000 Varangian Irregulars managed to completely eradicate an Calvary army 10x their number.  They somehow achieved completely strategic surprise and armed with the newly imported Perfected Boots the Brides slaughtered the straddlers.

By the time the Sun reach the Zenith it was over.  It took only about 3 hours to slaughter 50,000 men and horses.  Only ~4000 Delzahn riders survived and retreated to Chiaroscuro where they meet Dance and the Royal Company waiting.  Those who surrendered were taken as slaves those who did not were allowed the option of turning over their weapons and mounts and be exiled, or be executed.  Many chose the later.

As per the rights and laws of Harborhead, the properties and families of the 50,000 who died in combat were claimed by the Brides of Ahlat.  The 2000 Varangian Irregulars were mainly wiped out and those who survived were handsomely rewarded with lands from those who deserted Chiaroscuro.

The Veldt of Fire and Grief is now Creation’s newest Shadowland, only 30 miles across but growly slowly.

The Conquest of Chiaroscuro

Respecting the bravery and honor of men who would chose death rather than submission Dace allowed the City 2 days (before the arrival of Azula) to surrender.  Those who remain and fight will be given very little leniency.

Hardened by the complete support of the Realm Legion the Tri-khan reorganized his army to defend Chiaroscuro to the death.  He however loves his people and commanded those who are not involved in the war effort to vacate the city. 

What followed is 3 days of madness as those who can get out to get out.  The rich fled from Chiaroscuro onboard sea routes like rats.  The poor escaped from the Sewers and at night.  Of these Dance gave them no trouble.  By Sunrise of the 4th day, only 450,000 people remained.  The 40,000 Delzahn Riders are supported by 50,000 Garrison troops and another 60,000 citizen volunteers stood before one of the Finest Solar General of the 3rd Age and his 40,000 troops. 

In the center of the Chiaroscuro Formation is the Dragon-Blood lead Garrison of the Realm – 5,000 strong, who is probably equal in military power to all the rest of Chiaroscuro combined.

Following the old customs Dance called for a battle of champions and beaten each in turn.  Unfortunately the Chiaroscuroian troops were not shaken by his display of skill and only a small number deserted.

The battle was joint.

Dance’s personal guard with Panther acting as Hero drove straight through the Chiaroscuro formation and engaged the Realm Legion while the First Commandery under the Command of the Rathessian Astartes Ochieng Chiumbo and the 4th Commandery under the personal command of Nsonowa Farai, Harborhead General of the West, engaged the flank.

Dance crushed the Realm Legions and killed all the Dragon-Blooded commanders in single combat.

Ochieng Chiumbo broke through the flanks until he met with a Lunar and was soundly defeated.  He was rescued by Dance and Panther and the Lunar cut a swath of blood and gore as he/she/it escaped into the City.  Needing to stay with the Troops Dance and Panther did not gave chase.

Nsonowa Farai captured the Tri-khan and gave him the warrior’s way out.  He claimed the Properties and families of the Tri-khan and presented the Sword of Chiaroscuro and the Tri-khan palace as gift to the Leopard Seat.

Present Day Chiaroscuro

Chiaroscuro is a Ghost city now. 

  • The entire dock district has been turned into an massive slave pen.  Over 240,000 slaves were claimed by the Brides of Ahlat, and the conquer of Chiaroscuro gained another 100,000 slaves.
  • Daily rides of the Harborhead Garison takes in 1,000s of slaves from neighboring communities bring in enormous wealth and resources to Harborhead.
  • ~147,000 Delzahn and their supporter died in the entire campaign. ~47,000 died in the Veldt, another 60,000 died in the defense of Chiaroscuro, the rest due to disease and wounds after.  Morticians were paid handsomely to ensure they do not raise as hostile ghosts.
  • ~30,000 died in the slave pens awaiting transport to their final sales point.  The guild is making massive purchases and the price is accordingly low due to oversupply.  Currently Harborheadians are trading Slaves directly for foodstuffs in anticipation of the famine soon to come.
  • ~400,000 or so Chiaroscuro citizens escaped into the rest of Creation.  Majority of them are women and children of the brave who stood against the might of an Solar.  They formed individual caravans headed to Lap and Paragon.  The track is perilous as bandits and desperate folks prey upon them, and their exodus is know as The Hegira.
  • ~100,000 Chiaroscaroian Drifters now roam the wilderness around Chiaroscuro slowly being weeded out by the Harborhead patrols.  These are the poor who have no means of escape and too loyal to submit to the bloody conquerors of their beloved city.  Panther was making good progress towards integrating them into Chiaroscuro till the newly created Harborhead nobility arrived.
  • ~20,000 Harborheadian along with their families and staff (so total around 200,000) have arrived in the city.  To these new elites the blue pearl of the South is their to rape and pillage – both figuratively and descriptively.
  • Only about ~80,000 original Chiaroscaroian Citizens remain in the city.  These are oppressed harshly by Harborheadians for being both cowards and betrayers.  Unfortunately the law prohibits them from being taken as slaves, but it doesn’t protect their life against the anger of an Harborhead Soldier.  However, measures are being taken by the Guild to preserve those who are of use and they are being convinced to work for the guild for the enormous protection such associations would bring.
  • ~100,000 newcomers are camped outside the City as Nobles divide up the districts and land holdings between themselves – as per the “divine law of Ahlat.”  These peasants are the poor who came from Varangian City-States and the surrounding nations hopes for a new beginning.  They live in make shift shelters plagued with lawlessness and disease hoping for they day that they will be allowed to enter the city and claim a dwelling amongst the fable city of blue glass.

Tuesday, June 30, 2009

The Problem with Abyssals

Here is the section about Abyssal Limits from the Abyssal Book.

Abyssal Virtues

The Four Virtues are woven into Creation as tightly as the Five Elements, and the Neverborn could not sever their Chosen from that subtle quaternion. Abyssal Exalted can channel Willpower through their Virtues just like any other Exalted can, and they can find their Virtues challenged or conflicting. Still, the Black Exaltation gives deathknights a somewhat different interpretation of these fundamental concepts.

  • Compassion: Like other Exalted, deathknights use Compassion to understand the thoughts and emotions of other people—something the Black Exaltation can make difficult, especially when dealing with the living. Loyal deathknights need Compassion to get along with the people they manipulate, even if it’s only to manage a pleasant smile while they ask for directions. Renegade Abyssals need Compassion to remind themselves that people matter and that they left the Deathlords’ service for a reason. Loyalist or renegade, some Abyssals consider themselves highly compassionate people. They end suffering through the gift of death.
  • Conviction: The Abyssal Exalted need to believe in their cause, or some cause, anyway. Renegade or loyalist, it’s how they live with being a monster. The Deathlords ask their minions to do terrible things; Conviction helps a deathknight carry out these commands. And yet the Deathlords do not want too much Conviction in their deathknights, lest their servants value Oblivion more than obedience. Renegade Abyssals might find some other mission or ideal with which to justify their existence, serving it with all the fervor that they can.
  • Temperance: Prudent self-control matters a lot for Abyssals. Like other Exalted, deathknights need to resist both temper and temptation. When your Deathlord sends you to find out what the scavenger saw in the tomb he explored, killing everyone in town in a fit of pique can make your mission harder than it needs to be. Renegades need to keep their cool too, when people they hoped to protect react with fear and anger… or to remind themselves that sometimes, the best way to care for mortals is to leave them, no matter how much you want to stay.
  • Valor: Most Abyssals find this the easiest Virtue to follow. Whether loyalist or renegade, the bitter ironies of their existence fade away in battle. Deathlords, however, would prefer that their minions not be so brave as to consider defiance…

Going Rogue

A player initially chooses whether his Abyssal serves a Deathlord or not, but this situation can change during play. Throughout the course of a series, a Deathlord might be destroyed, or a character might betray his master. An unscrupulous player might even ask to play a loyal Abyssal in order to gain the superior Abyssal Command, Liege, Spies and Underworld Manse Backgrounds, then have his character promptly betray his Deathlord as soon as the game begins. Once a deathknight goes rogue, though, he loses those four Backgrounds. After all, he no longer has access to his master’s armies, manses, minions or benevolence (such as it was).

On one hand, a generous Storyteller might allow the player to replace these Backgrounds with new ones. Perhaps the rogue Abyssal managed to keep one of the soulsteel gifts he gained from his Liege (changing his Liege dots to Artifact dots), or perhaps a portion of the Deathlord’s army remained loyal to the deathknight (replacing Abyssal Command with Followers). This approach is particularly appropriate if the Storyteller engineered the betrayal for the continuation of her chronicle.

On the other hand, a strict Storyteller might simply declare the Backgrounds lost. Most renegade Abyssals start their new lives with seriously diminished resources. This approach is more appropriate if the player initiated the betrayal himself (especially if the betrayal hampers the series in some way and diminishes the fun of the other players).

Should an Abyssal choose to return to a Deathlord’s service, he does not automatically regain Abyssal Command, Liege, Spies or Underworld Manse. He must earn back these Backgrounds through play, just as he would gain any new Backgrounds.

Dark Fate

With their last spiteful gasps, the Neverborn cursed their murderers to an endless spiral of madness and betrayal. As the chosen weapons of the slain Primordials, the Abyssal Exalted no longer bear this curse. The slaves of Oblivion merely trade one burden for another, though, without even temporary insanity to excuse the atrocities their very presence inflicts upon the world. In the long term, Abyssals cannot make Creation a better place, for the unholy power of their Exaltation reaches out to poison and destroy the people they defend.

Instead of the Limit trait of the Great Curse, Abyssal characters possess a trait called Resonance. This trait tracks the displeasure of their malign masters and the accumulating force of death and destruction in their animas. Although Resonance resembles Limit in some ways, it functions quite differently in others. The most important difference is that Abyssal characters can reduce their Resonance at will… though not without cost.

Gaining Resonance

The Abyssal Exalted gain Resonance in three ways:

  • Assertion of Exalted Will: A deathknight gains a point of Resonance if she spends Willpower to resist unnatural mental influence, just as other Exalted gain Limit. In asserting their sovereign will against mind-controlling influences, deathknights implicitly assert the ultimate triumph of Oblivion, and draw a bit more of the Void into themselves. Abyssal Exalted do not normally gain more than one Resonance per scene in this manner, even if the character resists unnatural mental influence more than once.
  • Flawed Virtue: The Black Exaltation damages a deathknight’s soul so severely that she has difficulty using one of her Virtues. Each time her player rolls a dice pool involving that Virtue (which includes channeling Willpower through the Virtue), the character gains one point of Resonance. The forsaken Virtue need not be the character’s primary Virtue and rarely is.
  • Transgressions Against the Void: The Neverborn created the Abyssal Exalted as champions of Oblivion, and they punish deathknights who act against their nihilistic crusade. (An Abyssal can gain Resonance for his sins — or maybe the taint of the Void in the Abyssal does this automatically — even in Malfeas, the deepest Wyld or any other place that might seem beyond the sight of the Neverborn.) Any deed that actively promotes or defends life counts as a transgression. In practice, Abyssals who refuse to play the part of dutiful world-killing weapons will probably gain some Resonance each scene, while those who embrace their purpose accumulate points only occasionally.

The first time in a scene that an Abyssal transgresses against his fate as a servant of Oblivion, he gains points of Resonance equal to the successes of an Essence roll. The more powerful a deathknight becomes, the more closely the Neverborn scrutinize his actions and punish offenses. This progression extends to its ultimate form in the Deathlords, who deal very carefully with their masters for fear of appropriately high-Essence punishments—such as the First and Forsaken Lion’s eternal imprisonment within his armor.

Sins of Life

Abyssal Exalted can sin against the Neverborn and the Void through inappropriate contact with the living world.

  • They must not promote or defend life. Actively protecting a living being from harm is always a sin. (Fortunately the Neverborn do not consider deathknights living beings, so they can defend one another.) So is creating new life, whether by mundane conception or magical genesis. Birthing such offspring is an additional sin.
  • Deathknights must never use or answer to their pre-Exaltation name, except to reject all claim to it.
  • Reverence to any divine power other than the Neverborn or Oblivion is strictly banned, though some Moonshadows make an art of composing threatening prayer strips to bully local deities.
  • Building or maintaining positive Intimacies with the living attracts the Neverborn’s wrath, especially when an Abyssal benevolently interacts with individuals she knew before her Exaltation. Indeed, simply living a normal, mortal life transgresses against the Abyss, unless the deathknight is doing so as a ruse or at the direct behest of a greater servant of the Neverborn.

Storytellers can use these examples to identify other liferelated sins. Keep in mind that Abyssals can atone for certain sins, explaining how their questionable actions actually serve the greater interest of Oblivion as a stunt. Doing so gives them a small margin of grace as long as their loyalty does not falter.

Sins of Death

The only thing the Neverborn punish more severely than supporting life is opposing Oblivion.

  • Abyssals can torment and annihilate “normal” ghosts with impunity. Yet they may fight against nephwracks, spectres and ther servants of Oblivion only as commanded by the Neverborn or their greater servants (including Deathlords, powerful hekatonkhires and the worst chthonic horrors of the Labyrinth).
  • Merely disobeying a greater servant of the Neverborn arouses their ire, to say nothing of disobeying a direct command from the deepest horrors of the Void. Unfortunately, it is hard to predict how the Neverborn will react when their servants turn on each other. The slain Primordials do not always object when their servants fight. Maybe they see the contest as winnowing out weaker minions. Maybe they just don’t notice. The Neverborn do recognize, however, that such infighting detracts from the greater war against light and life. Skirmishes between rival groups of deathknights sometimes break up the moment one or both sides manifest a Resonance warning shot. Some Deathlords even stage such skirmishes as a way of testing their masters’ stance on issues.

Atonement

Abyssals can rid themselves of Resonance without a calamitous outburst—unlike other Exalts, who cannot mitigate their own Limit. Deathknights do this by reaffirming their loyalty to the Neverborn.

Atonement involves ritual prayers begun at sundown and ending at midnight, spoken in disturbing glossolalia. Magic cannot translate these words, though would-be translators can sense the malevolence beneath the inflections. When multiple deathknights gather in penance, their voices seamlessly join in eerie, spontaneous polyphony, though they do not understand their words any more together than alone. The deathknights also flagellate themselves and engage in other self-tortures.

At the conclusion of the ritual, the Abyssal’s player attempts a prayer roll to the Neverborn (Exalted, p. 132). The difficulty decreases by one for each level of lethal damage the Abyssal inflicted on himself. The Neverborn also accept human sacrifices or the senseless destruction of irreplaceable treasures whose loss diminishes Creation. If the prayer succeeds, the deathknight feels the Whispers of the Neverborn clawing through her soul. If the penance is sincere, the deathknight loses one point of Resonance per level of self-inflicted lethal damage. In case it even needs to be said, the Neverborn cannot be fooled, and attempting to trick them is a Resonance-worthy sin.

Venting Resonance

The simplest way for an Abyssal to reduce Resonance, however, is to suffer the punishment of the Neverborn. A deathknight can do so at any time with a reflexive Essence roll. Each success spends one Resonance point on black miracles such as Blight, Branding, Conduit or Stigmata. (Obviously, a player cannot spend more points than the character has accumulated.) Failing the roll, however, means the character suffers a Resonance effect with severity equal to the character’s Essence but gains another point of Resonance rather than losing any.

Although the character has no say in how or when a Resonance eruption occurs, his player spends these points and chooses their manifestation. The Storyteller can veto choices that don’t impose any actual drawbacks for the character or situation. Resonance effects are generally unpleasant enough, however, to make the selection an exercise in picking one’s poison. In addition, whenever a transgression raises a deathknight’s Resonance to 10+, the Storyteller spends 10 points on an eruption without needing a roll, choosing the most cruelly appropriate punishment(s) for the Exalt’s recent sins.

Whether under player or Storyteller control, a Resonance eruption cannot spend more points on Blight or Branding than the Abyssal’s Essence rating. A Resonance burst cannot allocate more Resonance on Conduit than the higher of the character’s Essence or Whispers. Stigmata is not limited in this way, so Abyssals who fail to provide loved ones or other buffers in the path of the Neverborn’s wrath run the risk of suffering terrible wounds if they displease their gods. A Resonance eruption can divide points among multiple effects, though, as long as each effect provides a disadvantage.

The Resonance effects listed here are cumulative, so spending three Resonance points on Stigmata makes all Essence peripheral for a scene and inflicts three levels of damage on the character. If the character already suffers from a particular Resonance effect, the same type of effect stacks to increase severity, resetting the duration from that point onward. The Storyteller can extrapolate higher-level Resonance effects for each of these categories to scourge wayward Deathlords or powerful Abyssals.

Resonance Eruptions Made Easy

Step One: Player Controlled: Roll Essence. Count successes. Storyteller Controlled: Skip this step.

Step Two: Player Controlled: Compare successes to current Resonance points. Use lowest number. Storyteller Controlled: The number is automatically 10.

Step Three: Player Controlled: The player allocates the determined number of Resonance points among Blight, Branding, Conduit or Stigmata. Up to (Essence) points of Resonance may be spent on Blight or Branding. Up to (greater of Essence or Whispers) can be spent on Conduit. Stigmata has no limit. The Storyteller may veto any part of this selection that confers no real drawback, requiring reallocation of points until he approves the selection. Storyteller Controlled: The Storyteller allocates spent Resonance among effects as described.

Step Four: Player and Storyteller Controlled: The selected effects occur immediately, including all lesser effects associated with spending fewer Resonance points on each type of eruption.

 

Blight

Any of these effects might occur as the power of Oblivion streams through the Abyssal into Creation:

1 Resonance

One natural animal toward which the Abyssal feels positively dies wherever it is, cut down by its brush with the Oblivion-tainted deathknight. The method of execution varies, but is always painful and rarely mistaken for natural causes. If no such target exists, this particular effect doesn’t apply, although other pertinent Blight effects resolve normally.

For the rest of the day, the Abyssal’s presence also puts out all natural fires of candle size or smaller and wilts natural vegetation. This effect has a radius in yards equal to the character’s Essence. Seeds are sterilized; cut flowers wilt. Plants larger than the Abyssal survive, but their foliage does not. Any recognizable, personal symbols of gods within the radius darken with a patina of soot, tarnish or mildew.

Besides being unsettling and revealing the character as a supernatural being, this effect makes it easier to follow a deathknight through environments containing plant-life. The effect imposes a -2 internal penalty to evade trackers (or -4 through forests, fertile grasslands or similarly dense vegetation).

2 Resonance

The zone of destruction extends to (Essence x 10) yards. In addition, it puts out natural fires up to torch size, freezes standing water, spoils all food in the area and twists divine symbols into scrap. Together, these effects double the penalties to evade trackers through appropriate terrain. Natural animals exposed to the energies may develop a gruesome wasting sickness. (Check for leprosy as per p. 351 of Exalted, with a Virulence equal to the Abyssal’s Essence.) Thankfully, this disease is not contagious.

3 Resonance

One mortal the Abyssal cares about dies. Mortals who share a reciprocal Intimacy with the deathknight are the most-favored target. Next come mortals who do not return the Abyssal’s Intimacy to them, followed by mortals whom the deathknight merely likes a bit, if only because he finds them useful.

The Abyssal’s zone of entropy—still (Essence x 10) yards—puts out natural fires smaller than a bonfire, burns divine symbols to cinders or slag and instantly kills natural animals of mouse size or smaller, carving a swath of dead insects and vermin. The energy also terminates all pregnancies and eggs, though miscarriages might not occur until days later. Mirrors that catch the Abyssal’s reflection crack.

4 Resonance

The Abyssal’s zone of destruction extends to (Essence x 100) yards, quenching all natural fires. The deathknight suffers a -4 internal penalty to evade tracking through barren terrain and automatically fails to evade trackers through areas with any vegetation.

The weather around the Resonance epicenter grows unnaturally turbulent, with dense storm clouds, chill gales and sporadic rain that smells faintly of rot, blood or ash. Mushrooms and mildew grow wherever this rain collects, decreasing the output of farmland by half for the coming year. The clouds extend over a radius in miles equal to the Abyssal’s Essence, dissipating one day later.

5 Resonance

The aforementioned zone of entropy lasts for a number of days equal to the Abyssal’s Essence, traveling with the Abyssal wherever she goes. Furthermore, mortals who come within (Essence x 10) yards of the Abyssal suffer one level of lethal damage per scene, causing them to bleed a thin trickle from the eyes, ears and mouth. These unfortunates also suffer a lingering -1 wound penalty while in the area from the agony of the Abyssal’s malignant presence.

A shadowland with a radius of (Essence x 10) yards opens around the Abyssal at the moment of Resonance eruption, halting any nocturnal travel through Creation until morning. Its radius contracts by 10 yards per day until it closes. While it lasts, it serves as a beachhead for hungry ghosts and spectres to rampage into the stormwracked Creation. Sensors in the Realm Defense Grid as well as instruments in the Bureaus of Seasons and Fate register such incursions of Abyssal Essence into Creation, though Yu-Shan lacks the resources to follow up on every incident.

 

Branding

1 Resonance

The Abyssal’s mien assumes any number of minor spectral qualities for a scene, such as an inhuman rasping voice, glowing red eyes, deathly cold skin, audibly creaking bones or a noticeable scent of decay. The unnerving effect reveals the Exalt as a supernatural being and imposes a -2 internal penalty to all disguise-based Larceny rolls, Stealth rolls and social rolls not based on intimidation.

2 Resonance

Spectral effects last for a full day and can manifest anywhere within (Essence x 100) yards. While unnerving, these effects have no real power to affect the world. Typical effects include animating people’s shadows as monstrous phantasms, creating chill winds that follow in the character’s wake or mirrors showing no living being’s reflection. Relevant internal penalties increase to a value equal to the character’s Essence.

3 Resonance

For one day, the Abyssal’s unnatural presence upsets all natural animals within (Essence x 100) yards. Wild animals flee from the character and attack anyone who prevents them from doing so. Handlers can keep domesticated animals from bolting with a (Charisma + [Ride or Survival]) roll—Ride for mounts, Survival for other animals—at a difficulty equal to the deathknight’s Essence. Friendly animals are not exempt from this panic. The disturbance makes the character much easier to follow, applying spectral-effect internal penalties to evade tracking.

4 Resonance

For one day, mortals find the Exalt’s presence unbearable. In this time, mortals must spend one Willpower per scene of interaction not to instantly develop an Intimacy of hatred and/or fear toward the Abyssal. Only those with existing positive Intimacies toward the character automatically resist this aversion, but each scene of interaction counts as a scene of weakening such Intimacies, regardless of what the deathknight does.

5 Resonance

The preceding Branding effects follow the character for a number of days equal to his Essence.

 

Conduit

1 Resonance

The Abyssal forfeits one Intimacy that the Neverborn find objectionable. He remembers the severed attachment clinically like a half-forgotten dream, unable to understand why he felt attached to anything (or anyone) so irrelevant.

2 Resonance

Rather than simply excising love, the Neverborn poison it, converting an offending positive Intimacy to an equally strong hatred.

3 Resonance

For the rest of the day, the Abyssal must spend one Willpower to take an action that would offend the Neverborn enough to add to his Resonance. This compulsion applies even if the character already received Resonance from sinning earlier in the same scene. If the Exalt runs out of Willpower, he must submit to his Dark Fate and cannot take the offending action.

4 Resonance

Once per scene for the rest of the day, the Neverborn can actively force the character to take any one action they wish unless the character pays one Willpower point to resist the compulsion. In conjunction with the Willpower drain associated with fighting Dark Fate in general, this effect often creates situations in which the Abyssal cannot stop himself from becoming the instrument of his own punishment. It is small comfort that an Abyssal who resists to the last cannot be made to use powerful Charms that require Willpower against his own will.

5 Resonance

The Abyssal is fully possessed by the Neverborn for a scene, displacing and blocking any other forms of competing unnatural mental influence. The character might remain conscious but helpless during this time like a ghost in his own flesh, or he might black out and enter a fugue state, awakening later with no memory or explanation for the gore on his hands.

 

Stigmata

1 Resonance

All motes the Abyssal spends for the rest of the scene are considered peripheral Essence for anima display.

2+ Resonance

The Abyssal suffers levels of unsoakable lethal damage equal to the Resonance spent, experiencing this injury in a blatantly supernatural and horrific manner. This damage will not reduce a character below Incapacitated, though falling unconscious at the brink of death in the middle of a battle usually results in a de facto death sentence.

4 Resonance

Some part of the deathknight’s body withers and becomes as useless as if it were amputated. This Crippling effect lasts until the Abyssal heals all lethal damage.

 

Cheating

The rules for gaining Resonance make it extremely difficult and arduous for an Abyssal to directly challenge his Dark Fate. Careful renegades can minimize the wrath of the Neverborn, however, by opposing them indirectly. Fighting the forces of death is a no-no, but the dead Primordials have no problem with their deathknights slaying demons, Fair Folk, violent criminals and other monsters. Indeed, such deaths often glorify Oblivion more than spilling helpless mortal blood does. Staying in one place and building relationships as the local defender causes Resonance buildup, but renegades who roam from place to place as vigilante antiheroes can fulfill their purpose as lonely death-dealers without building up more than occasional Resonance.

Players might wonder if their character can harm enemies by deliberately venting Resonance in massive blights. Why, yes, they can. If an Abyssal wants to poison the very Essence of Creation for the sake of victory in battle, that suits the Neverborn just fine. Keep in mind that invoking such powerful Blight effects necessarily involves killing someone the Abyssal likes (or at least values in some way). Any Storyteller worth her dice can easily turn this “power” against the Abyssal: a village destroyed in the course of saving it, irreplaceable allies slain (or captives the character’s Deathlord wanted alive, damn it!), a Wyld Hunt called against this highly visible Anathema, and so on.

Saturday, June 27, 2009

Unofficial Exalted Map

I think this is the map for First Edition.  It is unofficial but is fairly detailed.

http://hd42.de/rpg_exalted_maps.html

Thought you guys might be interested.

Friday, June 26, 2009

People of Creation

Here is a list of Racial Stock in Creation that matches to Modern Earth Racial Stocks.  This is purely just for fluff.  That way you guys can envision the various ethnicities.

As far as culture is concerned, I will probably just use their architecture and culture as well just to make it less work for me.

  [Unlabeled Map | Labeled Map]

The World Map (Click for Large Image)

North

  • Cherak: German
  • Crystal: Bosnian
  • Diamond Hearth: Scandinavian
  • Gethamane: Polish
  • Hasanti League: Hungarian
  • Icewalker Tribes: Siberian
  • Whitewall: Switzerland


East

  • Arczeckhi Horde: Scottish
  • Great Forks: Greek
  • Greyfall: Tibetan
  • Linowan: Native American
  • Lookshy: Chinese
  • Marukan Tribes: Mongolian
  • Nexus: Italian
  • Nubia: Mixed, Mainly Celtic now
  • Port Calin: Korean
  • Rathess: Aztec
  • Republic of Halta: Mayan
  • Sijian: Indian
  • The 10 Tribes of Forlorn: Celtic
  • Thorns: Spain


South

  • An-Teng: Thai
  • Chiaroscuro: Arabian
  • Gem: No specific culture, melting pot of cultures – American
  • Harborhead: African
  • Lap: Afghanistan
  • Paragon: Egyptian
  • Varangian City-State: Byzantine


West

  • Coral Archipelago: Indonesian
  • Linthas: Supernatural Racial Stock, Light Skin Aborigines
  • Skullstone Archipelago: New Zealand
  • Wavecrest Archipelago: Philippines
  • Various other Islanders: Hawaiian / Pacific Islander


Blessed Isle

  • Dynast: Not of any single Racial Stock, especially when Elemental Aspects overrides most racial profiles.
  • Peasantry: Japanese