Showing posts with label [Exalted Past] Locations. Show all posts
Showing posts with label [Exalted Past] Locations. Show all posts

Thursday, May 26, 2011

Wonders of the World

Wonders

These are amazing Creations that are repairable/recreatable but are otherwise Singular Existences.  Usually less powerful than World Wonders but not always. 

  • Eye of Autocathon, The
    • Plot Device
  • Gem of Immortality, The
    • Grants Immortality
  • Gem of Incomparable Wellness, The
    • Regenerates from Ash, Immortal
  • Rathess
  • Victory over Primordials Mandra, The
    • Grants the right to bind Demons into service

 

World Wonders

These are truly unique things in Creation that are singular creations that cannot be remade

Imperial Manse, The (World Wonder)

The Imperial Manse is one of the most powerful weapon of Mass Destruction accessible to the Exalted. 

It is a World Wonder

Unique Power: Allow the targeting and use of the Sword of Creation Defense Network

Unique Factional Power: Grants automatic success on any intimidation attempts when used, sincerely, as a threat against anyone who is familiar with the legend of the Imperial Manse.

Solar Deliberative, The (World Wonder)

The Solar Deliberative is one of the Wonders of the World

Unique Power: All who are within the deliberative can resist mental influence with no loss of Willpower.  This affects even mental influences (natural or otherwise) that normally does not allow resistance.

This means that no one can affect you mentally unless you personally agree with it.

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.

Sunday, June 28, 2009

Modern Rathess

Here is a Drawing of what modern Rathess looks like.  It is not an exact match, but it gives the same feeling ancient mixed with ultra modern.

Structures - Modern Rathess

[Click Image for Full Size Picture]

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

Thursday, April 23, 2009

Added “Reference Material” Folder

Added the Reference Material Folder on the Office Workspace.  It will be where I add any reference document such as PDFs.

Currently only added the Short Labyrinth Section of the Underworld PDF.  Not sure how much of it is applicable but it is probably a good read for you guys, so have some mental imagery ready for when I run my next session.

Which will not be this weekend.

Wednesday, February 18, 2009

Harborhead, Nation of

This is a reproduction of the same info in the Game Notes Document.

Two weeks to the east of the Varang City of Talt, in the foothills of the Summer mountain range and the veldt below, lies the warlike nation of Harborhead.  It is allied with the Realm but constantly feuds with the Varang City-States and is about to launch a war against them.  Harborhead is also attempting to expand southeastward and has recently launched a series of prolonged campaign against nearby jungle tribes.

Besides the normal trophies of land and cattle, the Harborhead armies take their defeated enemies as slaves, and these slaves make up almost a quarter of Harborhead’s population.  Only criminals or battle captives and their children can be lawfully enslaved, but a constant stream of them goes to the slave markets in the capital city of Kirighast – and from there to the Realm or across the South and East.  In the cities, slaves are the servants of the wealthy and middle classes.  On the vast farmsteads and cattle ranges, they perform all the necessary menial tasks.

This practice frees the people of Harborhead to train for war, and every native learns from childhood how to use weapons and to fight.  While both men and women can join the armies, the Royal Guard is an all-female elite military force that accepts only the strongest, fastest and fiercest young virgins in Harborhead.  Any young woman who meets the Guard’s exacting physical standards may join, but she must swear to neither marry nor take lovers outside the Guard while she is a member.  For the duration of their service, Guardswomen are considered the sacred brides of Ahlat, Southern God of War and Cattle.  Breaking their vow of chastity with anyone outside the Royal Guard is punishable by painful death.  The Guardswomen act as the King’s special shock troops, train ceaselessly and drinks the blood of their enemies.

From the “Scroll of Kings”, Page 17

Of all the nations in the South, Harborhead has the largest number of people under arms.  Harborhead is not the largest, richest or most populous country in the South… but ancient custom says that all citizens, male or female, should train with weapons throughout their lives.  Harborhead’s society has two castes: the free, who carry weapons, and slaves, who don’t. From the monarch to the midwife, every free Harborheadite is ready to grab her weapons and fight.

And the citizens do fight, with great enthusiasm.  After all, how can you prove yourself as a warrior without a battle? Harborheadites live in a constant, low-intensity war against their hereditary enemies, other Harborheadites.  The Five Peoples of Harborhead all have old rivalries with each other, and each village raids its neighbors.

Harborhead holds literally thousands of separate combat units.  Most are little village militias that steal cattle from other villages and defend against other bands on the same mission.  Harborhead also has a large national army, but no one can guarantee that its divisions would obey a general mobilization order.  The most powerful and disciplined military force is the Royal Guard – thousands of elite female warriors, every one sworn as a Bride of Ahlat, Southern God of War and Cattle, and fanatically devoted to their husband.

Arsenal

Harborhead relies almost entirely on the sort of weapons that villagers can easily make for themselves.  Everyone has a short spear, javelins and an iron knife.  Most people own a single-edged short sword – a stout machete that they use as a daily tool as well as a weapon.  War axes are also common.  Raiders use clubs when they intend to take slaves instead of cattle, as the blunt weapons are more likely to leave enemies alive.  For missile weapons, Harborheadites use easily made self bows and slings.

Harborhead makes little use of firedust.  The Royal Guard trains with firewands and firedust grenades, but these do not form the Guard’s chief weapons.  A few units of the national army keep these weapons on hand as well, but only for the officers.  Harborhead does not make or use any of the larger incendiary weapons found in other parts of the South.

For defense, most Harborhead citizens own a large ox hide shield (equal to a tower shield) painted with tribal symbols.  They do not wear any sort of armor – not even the soldiers.  They prefer mobility to defense: on a cattle raid, being able to run away matters more than improving the odds of surviving a blow.  Officers, chiefs and other leaders sometimes wear armor in imitation of the Realm legions that have occupied the land for so long.  Harborhead leaders favor lamellar armor rather than the Realm infantry’s reinforced buff jacket, though, since lamellar armor is cooler and less fatiguing to wear in the hot climate.

Strategy and Tactics

Most of Harborhead’s warfare is internal.  Raiders make hit-and-run strikes between villages to acquire slaves and cattle. Harborheadites also raid neighboring tribes and the Varangian city-states, mostly for slaves to sell to the Realm.  So far, the Realm prevents Harborhead from attempting conquest.  If hotheads have their way, though, hundreds of thousands of Harborheadites – not just the national army and Royal Guard – will flood across the border to attack Varang in a vast, disorganized horde.  The army and Royal Guard, however, practice tactics of their own.

Defense

Harborhead’s defense rests on its national army, which mans mud-brick forts throughout the country and along its coasts and borders.  The Realm garrison, meanwhile, supplies port defense for Kirighast, with extensive fortifications and firedust artillery.

The real threat to an invader, however, comes from the deeply hostile countryside.  Villages have only thorn-bush kraals for defense, but every adult is a soldier, and the Harborheadites believe the best defense is a vigorous counterattack.

Other Assets

Harborhead has no Celestial Exalted patronage (so far as anyone knows), and the Realm stripped the country of any First Age weapons.  The population of Terrestrial outcastes is low and lacks training in the synergistic fighting that is the greatest strength of the Dragon-Blooded.  Harborhead has a normal proportion of God-Blooded and thaumaturges, but no more.  Harborhead doesn’t even have any allies that would come to its aid…

…except maybe Ahlat.  The Southern God of War and Cattle receives more worship from Harborhead than the rest of the South put together.  If Harborhead’s very survival were at stake, he might break his usual policies and assist the country.  Only a massive assault by creatures of darkness (such as an entire Fair Folk court or an invading Deathlord) could bring Ahlat himself and his war aurochs from Heaven, but in other circumstances, he could recruit Exalted champions, loan out divine weaponry and supply bureaucratic cover for any small gods who wanted to fight.

The Armies of Harborhead

Officially, Harborhead has five separate armies: one for each of the country’s four geographical divisions and one stationed around the capital of Kirighast.  Each army has its own command structure.  The Realm and its puppet ruler, locally called the Leopard Seat, like this arrangement because it prevents one general from commanding too great a fraction of the nation’s armed forces and, perhaps, getting ideas about mounting a coup.  In addition, each army is widely scattered throughout many garrisons.

Organization

Both men and women join Harborhead’s armies.  Recruits must pass a set of physical tests, but the hard and active life of farming and cattle-herding means that few applicants fail.  Once enlisted, recruits engage in weapons drill, using the same weapons commonly found throughout the country.  Recruits also learn the art of camouflage, if they aren’t already well versed.  To instill discipline, new recruits spend a lot of time on menial labor such as cleaning the barracks and maintaining the grounds of their forts.

Each of the four regional armies is supposed to have 25,000 soldiers.  Actually, they probably have a bit less: officers at every level invent “ghost soldiers” to pad their payrolls.  The armies each consist of five commanderies of 5,000 soldiers.  Each commandery is in turn divided into 25 captaincies of 200 soldiers. Captaincies may break into units of 100, 50 or 20 for smaller operations, led by noncommissioned officers.

In a commandery, five captaincies occupy a permanent fort in the center of their province.  This fort is the army headquarters for the region.  A “high captain” takes overall command of these units.  This force of 1,000 soldiers consists of light infantry and cavalry, so it can respond rapidly to emergencies.  The other 20 captaincies occupy border forts and watchtowers.  They guard important roads and crossroads, passes, bridges, towns and other strategic locations.  Platoons of 20 may go on patrol; centuries or the whole captaincy are mobilized to hunt bandits.

Some captaincies are woefully under strength.  Their captains do not exercise their forces enough, or they don’t get paid enough, and soldiers desert to go home or go raiding on their own.  In fact, whole captaincies may become little more than bandit gangs.  Border garrisons, on the other hand, often exceed their official numbers because these soldiers get to supplement their pay by raiding across Harborhead’s borders; the army does not discourage this because their job, after all, is to fight the enemies of Harborhead.

The armies are paid from tax revenues and the Realm’s cut of the slave trade.  Each level of command supplies the payroll for the next layer down.  Since the Empress disappeared, the Realm’s payments for slaves have become… irregular.  The net loss of revenue is debatable, but it makes a great excuse for a commander or captain to keep some of the payroll – the commander blames the shortfall on the Realm.  Increasing numbers of soldiers turn to freelance cattle rustling, slave raiding and other forms of banditry to supplement their income.  Eventually, the Realm satrap and the Leopard Seat disburse extra funds to bring salaries up to date (and pay off rogue officers), and the military quiets down, but Harborhead has seen eight such episodes of mass brigandage in the last five years.

The Capital Army is much smaller than the other four and has a somewhat different arrangement.  The army occupies 40 camps of 250 soldiers each, scattered in and around Kirighast.  None of these units may do more than patrol within their assigned district, serving as the police force for the capital and about 100 miles around it.  They guard caravans headed into and out of the city, keep order in the marketplace, break up riots and quell other civic disturbances.  For what it’s worth, the Capital Army is the most ethnically balanced and integrated of the armies, and the least corrupt.  It’s also the military force most closely watched by the Realm’s garrison.

Captaincies frequently go on maneuvers to practice tactics on the scale of 20s and 50s.  Sometimes, a whole captaincy practices combined tactics such as one platoon drawing out a hypothetical enemy while the others wait in ambush, or encircling a bandit encampment before attacking from all sides.  The warlike temperament of Harborheadites and the tactical practice give the captaincies excellent drill and morale.

The armies hardly ever practice with multiple captaincies, as banditry and border skirmishes hardly ever call for anything larger than a captaincy.  The Realm garrison also does not want the Harborheadites gaining too much experience at the mass combat that is the Realm’s greatest strength.  On the rare occasions when the army engages in large-scale maneuvers, each captain and commander has a Realm officer to advise, interpret the orders from higher up the chain of command and coordinate with other captaincies.  Harborhead has never attempted any war games involving more than a single commandery.  As a result, none of the native officers have real command experience in a full-scale war.  Could the commanders even hold the armies together in a crisis? No one knows.

As a result, Harborhead’s armies have no combat units larger than a captaincy (Magnitude 4).  The legion-sized commanderies (Magnitude 8) are only theoretical entities, unless someone can teach the Harborheadites the craft of large-scale command, control and strategy.

Sample Captaincy

Description: This captaincy could be located anywhere in Harborhead. It’s supposed to have 200 soldiers, but 20 of the soldiers are accounting fictions. The captaincy occupies a small mud-brick fort. Although the soldiers are quite disciplined in combat, they are thoroughly undisciplined in every other way. Instead of a uniform, Harborhead’s armies use a distinctive shield. Army shields are painted with a stylized leopard to show their allegiance to the monarchy, with other symbols for their commandery and captaincy.

Commanding Officer: Varies

Armor Color: Ordinary clothing with an ox hide shield; skin may be scarified or tattooed.

Motto: “Battle for the Bull!”

General Makeup: 180 light infantry with light spears, a pair of javelins, a knife and either a self bow or sling.

Overall Quality: Good

Magnitude: 4

Drill: 3

Close Combat Attack: 3
Close Combat Damage: 2

Ranged Attack: 3
Ranged Damage: 2

Endurance: 6
Might: 0
Armor: 0 (-2 mobility)
Morale: 4

Formation: Army units normally fight in skirmish or relaxed formation. They do not train at close formation fighting. Each captain has four officers as heroes and another four relays; these are heroic mortals. The rest of the captaincy consists of extras.

The Royal Guard

Harborhead also has a separate military force of frightening power: the Royal Guard, better known as the Brides of Ahlat.  Its three commanderies of 5,000 women guard the Royal Palace, the great temple called the Fane of the Upswept Horns and Kirighast’s Old Town around it.  They are nominally attached to the Capital Army, which they outnumber, but no one in that army would dream of giving an order to a Bride of Ahlat.  The Brides of Ahlat also sometimes accompany the regular army on battles against Varangian city-states or nomads who drift up from further South.  Everyone in Harborhead knows the Royal Guard’s red-and-black kilt, tasseled cloaks and horned steel caps wrapped in red-and-black turbans. Harborheadites view the Guards as paragons of the nation’s warrior ideal.

Guardswomen range in age from 16 to 27.  At 27, they must retire unless Ahlat himself appears and commands that they be allowed to stay; such fortunate women usually become senior commanders.  The Brides of Ahlat have no trouble meeting their recruitment quota thanks to Harborhead’s fervent piety.

When a woman joins the Royal Guard, she swears an oath of service and is ceremonially wed to Ahlat.  The god himself invisibly attends these ceremonies and whispers his acceptance into the Bride’s ear.  Royal Guardswomen know they fight for their god, and their god appreciates their loyalty and valor.  They have superb morale.  They stiffen the morale of any unit they accompany, too, since angry Brides sometimes accuse the secular army of cowardice after a defeat, and decimate them as a way to warn soldiers to fight harder in the future.  The Brides absolutely terrify Varangian forces, since the Brides drink the blood of their fallen foes and sacrifice human captives to their divine husband.  Even the Realm’s legionnaires find the Royal Guard unnerving.

The Realm garrison commander, General Cathak Lazera, does not like the Royal Guard.  Every woman in this army has pledged herself to the god Ahlat, in gross defiance of Immaculate doctrine.  More importantly to Lazera, the Royal Guard does not accept supervision by Realm officers and shows considerably more reverence for its divine patron than for the monarch the Guard supposedly protects.  One word from Ahlat could unleash a highly disciplined, elite fighting force against Harborhead’s government – or the Realm garrison itself.

Organization

The Royal Guard occupies three sets of barracks near the Royal Palace.  Each commandery consists of eight watchgroups of 625 women each: two sleeping, four training and two on guard duty.  The three commanders take orders directly from the Leopard Seat… and that monarch hopes they will continue to do so.  Harborhead seldom commits more than one watch-group to a battle.  Each watch-group has its own captain. Watch-groups in turn break down into 25 groups of 25 Brides of Ahlat, each with a lieutenant who can take command if the unit must act on its own.  These groups of 25 are called “Horns of the Bull.”

Every one of the commanders and captains can channel Essence, whether because they are outcaste Terrestrial Exalted, God-Blooded or as a gift from Ahlat himself.  Some are also thaumaturges, as are many of the priests and priestesses of Ahlat at the Fane of the Upswept Horns.  In time of war, Royal Guard combat units always carry a variety of thaumaturgical talismans and alchemical drugs to enhance their combat prowess, from walkaways (see Exalted, p. 379) to blood-staunching compresses (see The Books of Sorcery, Vol. III – Oadenol’s Codex, p. 130).

The Royal Guard includes several outcastes Terrestrial Exalted who was born in Harborhead.  These outcastes view their Exaltations as gifts from Ahlat rather than the Dragons, and serve their god as long as he chooses.  After retirement, they usually enter Ahlat’s priesthood.

Royal Guard Watch Group

Description: Under normal circumstances, Brides of Ahlat seldom fight in groups larger than a single Horn – but how often do circumstances stay normal for heroes?  When Harborhead goes to war, entire watch-groups take the field.  Whoever they fight faces hundreds of fanatical young women trained to the peak of combat prowess and screaming for blood.

Ahlatsehun (“Ahlat Keeps Promise” in an old tribal tongue), a third-generation Bride of Ahlat and God-Blooded daughter of one of her gods’ war-aurochs, commands this unit.

Commanding Officer: Ahlatsehun

Armor Color: Red-and-black kilt, red-and-black turban around horned steel cap, tasseled cloak, some leather straps.

Motto: “Blood for Ahlat, blood for the Bull!”

General Makeup: 625 light infantry armed with spears, knives and ox hide shields.  They also have one or two minor items of protective or healing thaumaturgy per Horn of soldiers, and the hecatomb blessing.

Overall Quality: Elite

Magnitude: 5

Drill: 5

Close Combat Attack: 4
Close Combat Damage: 3

Ranged Attack: 3
Ranged Damage: 3

Endurance: 9
Might: 1
Armor: 0 (-0 mobility)
Morale: 5

Formation: Brides of Ahlat usually fight in close formation, stabbing their spears in unison.  In addition to Ahlatsehun, the watch-group has five lieutenants with sufficient skill and charisma to function as heroes and rally groups of Magnitude 2 or 3 around themselves, if need be.  Another five Brides are trained as relays; they send messages using colored streamers tied to their war-goads.  All Brides are heroic mortals.

Sunday, January 25, 2009

Nameless Vault, The

Level 5 Wood Manse, Reduced to 3 to add an field of Vitality around the Manse.

The Nameless Vault is the non-permanent level 5 Manse that The Twilight created to seal in the Nadir of Inauspicious Fortune. On the outside it appears as a simple structure that barely looks like a stone hut.  It is so overgrown with vines and vegetation that it is barely visible. 99% of the structure is underground and is a huge maze of shifting walls, dead ends, pitfalls, and deadly ambush positions. It is designed to be incredibly defensible and is armed with deadly guardians.

Even though the Demesne the Manse caps is a level 5 Wood Demesne that bestows all things around it with hyper fertility the manse is actually designed to channel that energy into the grounds around itself. It generates a field of hyper fertility that is relatively safe and ensures the health and vitality of an area half a mile in diameter. In this area plants grow lush and green to vivid, almost crystal candy like, colors.  People exposed to long periods start to gain a slight green tint to their hair and skin – almost like Wood Aspect Dragon-Bloods. In the area of its effect plants grow, mature, and bear fruit at thrice their normal speed and wounds heal in half the required time. Mundane illnesses are automatically resisted and magical illnesses are resisted at +2 dice pool. This intentional channeling of Wood Essence lessens the Hearthstone level that is produced to level 3.

At the center of the Manse is the Nameless Vault. Inside is a sphere of Obsidian 21’ in radius. This sphere of obsidian is apparently solid but in reality consists of 1’ thick alternating layers of Obsidian and Orichalcum. In the center seals the Nadir of Inauspicious Fortune. The obsidian ensures that its corrupting influence is forever contained and the Orichalcum ensure that no power less than that of the Exalted will ever breach such seal. This block is floating in vault chamber that is 200’ wide on all sides and is constantly patrolled by at least 2 Adeptus Astartes’ guardians and their automaton aids. Should this room be breeched, the Manse automatically sends a beam of light straight into the sky visible from horizon to horizon and will remain so until it is turned off by a Key held by Gladrien Vanja.

As far from the Vault as possible, at the deepest part of the Manse, is the Hearthstone room. Inside is produces a Gemstone of Mental Health which is passed around amongst the Adeptus Astartes guardians as they take their rotating patrol duties in the nameless vault.

Aided by Arianna’s Demon Constructors, Nejimaru used The Autochthon Solution and Wyld-Shaping Technique to create this structure in less than a month.  He then ventured into the Deep Wyld to create the automaton guardian force.  Arianna insisted on following and the rest of their Circle followed.  In the deep plasmatic insanity of the Wyld they bore witness to the true power a Solar of the First Age as The Twilight shaped infinite potential with his charms and will and formed an army out of nothing.  This deeply divided the Solars of Rathess on the roles of Solars both in and over Creation as it opened up possibilities undreamt of previously.

However, being shaped reality these things are not permanent. They only remain so for as long as they interact with permanent beings whose acknowledgement of their existences gives them substance. Since the Thunder God of Rathess has bestowed the rank of Adeptus Astartes on 5 newly chosen Novus then charged them with the sole duty of ensuring the manse is never breached, their constant presence ensures that the manse and its guardians will never fade away.

Monday, January 19, 2009

Central Hearth of Rathess, The (Fire Manse••••••)

One of the few Level 6 Manses in Creation and it caps a fire demesne of unparalleled potency.

Special Functions

Zone of Influence: Rathess

The Central Hearth once activated extends it zone of influence to the entirety of Rathess. Right up the Outer surface of the City Walls. This is a design of the Manse and cannot be changed without physically changing the geomancy quality of the manse. Since the manse is indestructible that would be an impossibility. This means should Rathess expand the new sections will not benefit from the various special abilities of the Central Hearth.

The Zone of Influence is not the “Rathess Essence Power Grid” that is something entirely different. The zone of influence is areas in which the Central Hearth can exert is various control and abilities that is described below.

 

Comfort Zone

The Central Hearth renders all beings within its influence resistant to the effect of heat. All within its actual physical structure is perfectly defended against the raw elemental might it contains; this perfect defense only applies to when individuals are physical within the actual manse.

The larger effect that applies to Rathess in a way “air conditions” the entire city of Rathess and additionally makes the city structures immune to fire damage (such as arson) regardless of construction material. Keep in mind – this does not actually lower the ambient temperature of the City, but its inhabitant’s just feels cooler.

This larger area power cannot be selective. All that is in Rathess are granted this power. However, the Keeper of the Central Hearth can withdrawal the protection of perfect fire defense within the actual Manse from anyone who is not attuned to the manse.

 

Central Control

The control room of Central Hearth is the Fountain of Liquid Fire that displays the real time 3-D model of its zone of influence (which is Rathess) with constantly flowing lava. The Model is perfect accurate but only in regards to structures. People and Objects are tracked only when requested and only updated via the Essence sense capability built into the city’s power grids. This effectively means those in the Central Grid can monitor the events in the entire city with Essence Sight (no sound).

The System is NOT meant to be used for surveillance. The essence sense capability is meant for diagnostic and repair purposes. Those who wish to avoid such surveillance can do so with no penalty to their stealth roll. With Rathess in such disarray however, entire section of the city are off the monitor network and repairs these links will be painstaking and long.

The actual mechanism for control is achieved via floating orichalcum and obsidian shapes with runes facets that glow when activated. The entire system is not intuitive and requires training to use.

The control system is actual a “translator” that tells the Keeper what needs to be done and the Keeper does the appropriate tasks.

 

Glorious Halo of Hesiesh (Fire Favored)

The Central Hearth can sent real time communications to anyone within its zone of influence via 3D images made of heatless flames of a million shades. These messages can be sent to the perserspective recipient from alcoves dotting the city. Obviously there is no guarantee of privacy intrinsic to the message since the image is displayed for all to see. Because the system does not transmit sound, the messages usually consist of the image of the sender and the text of the message burning next to him/her. Public announcements or private messages with audio can also be sent by those within the Central Hearth or by the bearer of the Superintendent Stone (as long as he is attuned) from anywhere in Rathess.

 

Bond Servitor Force

The Central Hearth does not require additional workers as it can produce a large number of Lava Servitors to serve its purpose (around 500-600) these are not sentient beings and are only suited as labor force. They take care of the mining and processing of raw materials and their transportation. They can be used as military force but only with sentient supervision.

Each Lava Servitor appears as however the Superintendent wanted them to appear. The last Superintendent chose the iconic figure of a Muscular Dragon King warrior with 4 arms to better hold things and a great serpent’s lower body to better move through the earth and waterways as they can move through both freely without trouble or disturbance.

Currently A colony of around 200 Mice of the Sun resides in the Central Hearth and they supervise the Lava Servitors. These mice like to ride the servitors while they are working within the manse for fun and for closer supervision. Since the Lava Servitor’s ability to pass through earth is not conferred to the mice, they monitor and direct their work via the Control Room.

Note: The Central Hearth’s magic protects those in its zone of influence from suffering accidental harm via the Lava Servitors. It does not protect against deliberate harm caused by a controlled Lava Servitors.

 

Fire DRAGON’S NEST

The manse’s structure concentrates elemental Essence so strongly that every room is overwhelmed with its aspect. Light changes color as it enters, as do any objects left therefore long. Moreover:

  • Terrestrial anima banners of the corresponding element cannot damage the manse. The manse’s energies absorb their physical power. People, however, are not immune.
  • Appropriately aspected Charms and spells – including the abilities of elementals, Terrestrial Charms with the Elemental keyword, or spells directly affecting the element – have their final cost reduced by (manse’s rating) motes, minimum 0.
  • Children of Dragon-Bloods conceived within the manse gain a +1 bonus to their chances of Exaltation, as if a parent had higher Breeding. This increases to +2 if the child is brought to term within the manse. The Exaltation’s aspect is hardly in doubt.
  • The hearth room of the manse is in a state of dangerous elemental upheaval. It’s an environmental hazard with a Damage of 3L/action and Trauma of 5, ignoring armor. The hearthstone bearer is immune to this effect, but probably had trouble attuning in the first place.

This is the simulation of the raw power of a level 6 Fire Manse. The shaft in the control room is burnt by the convergence of the dragon lines. The resulting demesne is made of tangible heat so intense that it vaporizes everything in its immediate vicinity and liquefy everything miles from it. This awesome power is tapped and turned to shield the actual manse encased in this lava sphere. Everything in the manse (including visitors) is actually immediately liquefied but the magic protects their form. The walkways are red hot (actually molten) and visitors soon start to glow as they too are burning.

Thankfully the Manse is indestructible and thus its protection will never fail, should the keeper withdrawal this protection however, the unfortunate being will immediately expire. Into liquid if he is at the outer skirts of the manse, into vapor if he is near the core.

The actual manse is huge, a network of orichalcum essence conduits that wires across the entire sphere. These conduits range from thickness of a hair to as vast as 100 yards thick. Most people only ever been inside the control room, so most believe the manse is just the shaft chamber.

The Hearthstone Chamber is at the center of the Control Room at the bottom of the Hearth. Even the grand magic that keeps the manse safe cannot prevent the fury of the demesne from leaking through at this focal point. The room is filled with the tangible heat of the demesne that ignores all armor and soak. It inflicts an environmental damage of 3L/Action and Trauma of 5. No common fire immunity or resistance can prevent or lower this damage. Only exceptional defenses like a Greater Elemental Dragon, Greater God of Fire, Perfect Soaks, or the Superintendent Stone can prevent this damage.

The Central Hearth also has the ability listed above regarding terrestrial exalted.

Workship Manse

The Central Hearth as built in Self-maintained workshop designed for both Craft(Fire) and Craft(Air). The tools here are good even by first age standards and can be used to repair virtually any wonder falling under those craft’s purview. It is also considered a flawless workshop for artifact construction.

It however cannot automatic make artifacts. It is just a workshop that provides the means for one with such skills to do the task. The ancient dragon kings can probably make good use of it.

 

Ability Enlightenment

The manse encodes knowledge in its structure, mystic arts have coaxed a hint of mind from its Essence, or perhaps a previous owner was so closely attuned to the manse that her knowledge passed to it. The manse “understands” orders beyond straightforward programming – but isn’t sentient. Although it learns and remembers information, it can only grow so far, and has no consciousness or personality.

Effectively, the manse has four Abilities it can “think” about. Since the manse doesn’t have Attributes, it receives an automatic four successes whenever a situation would call for a roll using those Abilities. The manse may need other powers to act on its Abilities, however.

The Keeper have the Ability of Craft(Air), Craft(Earth), Craft(Fire), and Bureaucracy. These abilities are not broad scoped like normal, instead only contain information regarding the repair, refit, and maintain Rathess. The Keeper adds these successes to the Superintendent’s result when performing tasks within that scope.

 

Altelier-Manse

The most powerful function of the Central Hearth and why it is central to the reconstruction of Rathess is its massive Atelier-Manse Function or Automated Production Line in earth terms. It can mass produce any mundane Craft(Earth) or Craft(Fire) design smaller than 50’ x 50’ x 50’. It however still takes time to produce things, while much faster than any mortal workshop, it can only produce around 100 swords a day – the quality is determined by the design supplied by the Superintendent and not the Atelier-Manse. The Manse only determines the speed by which the assembly takes place. Size is less important than complexity. To produce a solid block of stone 10x10x10 yards would take less than 5 minutes, however, should the stone be heavily carved or requiring an exact composition or color or type, the time will be increased significantly.

This Atelier-Manse is meant to be used to produce tools and building materials needed for the everyday maintenance of Rathess, however, it can be used to manufacture implements of war as well. It can only produce mundane objects and not magitech or artifacts. That is what the Workshop is for. Thaumaturgy can be done but at great difficulty. The Altelier-Manse will mindlessly and constantly repeats the design given to it until a quota has been reached or until it is stopped.

The only drawback is the Altelier-Manse require massive amount of maintenance to sustain its operation. The mice of the sun shut it down when the manse was sealed and has just recently restarted it. Already their hands are full with repair and maintenance and they don’t think anyone capable of replacing them will appear soon.

The mice’s Great Schema Mickey have repeatedly approached Nejimaru regarding him staying in Rathess to “learn the trade” but after Nejimaru informed him of the state of the world he agrees that the Chosen of the Unconquered Sun are much needed elsewhere. So Mickey returned to work with renewed dedication, determined to shoulder the reconstruction of Rathess so the Chosen of the Unconquered Sun have one less thing to worry about.

 

Indestructible

The Actual Manse is indestructible, completely impervious to damage as long as the demesne it caps remains at 6 dots. This however only applies to the main structure of the Manse. It doesn’t apply to things like the clockwork parts in the Altelier-Manse or the tools of the Workshop.