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

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).

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.

Thursday, July 30, 2009

Neo-Rathessians

Here are the pictures of the Neo-Rathessians costumes.  Ignore the people wearing the cloth and focus on the fashion.

Rathessian Acolyte

Rathessian Priest

Rathessian High-Priest

Rathessian Adeptus Astartes

 

The Rathessian Theater Badge (Artifact •)
Items - Rathess Theater Badge, The 

The Rathess Theater badge is given to all Astartes who have made the required pilgrimage to the Holy City. It is a badge of orichalcum and crystal suspended via a thick gold chain. The crystal face of the badge is a Dragon-Kings Crystal Book containing the holy scripture of the Unconquered Sun.

Aside from signifying the great honor and achievement for the bearer each badge is paws crafted by the Mice of the Sun and Blessed by Arch-Priestess Hastha-sth personally. It perfect construction and holy origin allows it to function as perpetual walk-away and forms an extremely potent ward against all creatures of darkness. The ward is equivalent to a 3 die ward, including all its bonuses and penalties.

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]

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.

Gemstone of Mental Health (Wood Manse •••)

Manse: Nameless Vault, The (Rathess)

This cloudy orange ovoid instantly and permanently cures its bearer of any derangements or other 100 forms of madness. Any new types of insanity inflicted on the bearer are cured as quickly as they are gained. What’s more, the wearer automatically overcomes unnatural mental influences, such as the obsession induced by a gem of desire, within one scene.

Monday, January 19, 2009

The Resources of the War Captain

Here are the Resources that are more or less Exclusive to the Solars of Rathess.

Excavation of the Solar Tombs of Rathess
Being the Tombs of the Solars the resources and items within belongs to the Solars themselves.

Legacy of Auspicious Plume
The Resources left behind by the Solar Auspicious Plume

Treasure Grove of knowledge found in Rathess
The treasure grove of knowledge discovered and catalogued by the Player Circle during their excavation of Rathess.

The Central Hearth of Rathess
The War Captain have at his disposal the awesome might of the Central Hearth.  An Altelier-Manse with practically unlimited raw materials.

The Rathessians
Rathess currently has Human Population of around 3000 Savages of various level of Wyld Mutations.  But they are still uncivilized but has been unified into a single society and identifies themselves as Rathessians.  These are simple savage people however with no knowledge of science and/or civilization.

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.

Hidden Library of Chikmayiz (Medicine)

  • Entire library detailing everything there is to know about human physiology. Including treatment of all common diseases, exhaustive information regarding various drugs and herbs – most of which are extinct. Can Teaching Medicine up to 7.
  • Buried in the tons and tons of books are the 3rd Excellency for Medicine for Solars, and all Excellencies for Medicine for Dragon-Blooded.
  • After it is properly catalogued and organized, it can be used as reference. This grants 2 automatic success to any medicine roll to treat disease and +2 dice to any attempts to treat injury.
  • Enormous amount of information regarding Craft(Genesis) though only in theory and contains very little practical information about how to actually construct the lab necessary for an actual experiment. Given proper equipment it can be used to raise Craft(Genesis) to 5.
  • Exhaustive detail of over a dozen strains of Genesis creations that most likely no longer exist. Fortunately this information can be used to recreate them but unfortunately it is so technical only those with actual Craft(Genesis) skills can even understand it.

Hidden Workshop of Methexis (Metallurgy)

  • All the tools and implements required to work Orichalcum, Starmetal, Jade-steel, and Adamant. This however does not include the smelter.
  • Entire library containing pretty much all “normal” knowledge of first age regarding the above magical materials and the thaumaturgy ritual needed in their forging process.
  • Enough information to raise Craft(Fire) to 6.
  • All the required information to forge all the normal artifacts listed in the Core Rule Book.
  • Plethora of information regarding Dragon-King artifacts and their creation

The Herenthid Find (Military Science)

All the armor and weapons in this collection of Arms are uniform in design and theme, all bearing the symbol of Herenthid (A drop of liquid falling from the Sun) etched in orichalcum.

  • 10 First Edition copies of “The Thousand Correct Actions of the Upright Soldier.” These are unabridged, small handbook in shape. Each comes with jade steel case with shoulder straps to be carried into battle. The buckle and clasp of the case is made with Orichalcum and bear Herenthid’s logo.
  • 141 Suits of Gunzosha commando armor with matching sets of Aegis-insert amulets (48 used for Adapteus Astartes, 1 for Kai)
  • 100 Jade-steel Reaver Daiklaves (20 used by Adapteus Astartes)
  • 50 Jade-steel Dire Lance (20 used by Adapteus Astartes)
  • 50 Jade-steel Grand Goremaul with matching pairs of Jade-steel Short Daiklave (8 Grand Goremaul used by Adapteus Astartes, no one use the Jade-steel Short Daiklave)
  • 50 Jade-steel Daiklaves with matching Jade-steel Thunderbolt Shield (1 Shield is destroyed, 1 Shield used by Kai, 1 Shield used by Aata, 40 Shields are used by Adapteus Astartes, 20 Daiklaves are used by Adapteus Astartes)
  • 50 suits of Jade-steel Reinforced Breastplate with matching Jade-steel Bracers (0 used)
  • 50 Jade-steel short powerbows (8 used)

Treasure Grove of knowledge found in Rathess

The massive amount of paper and documents you guys have been gathering in the last 2 weeks found is enough for the following

When Count as having a Teacher to raise following skills.  This is assuming the character can understand the information (can actually read it) and can study the documents at will during the entire training period.

  • Raise Bureaucracy to 3, Specialty in “Massive Administration” to 2
  • Raise any craft except special crafts (such as fate, glamour, megitech) to 1
  • Raise Craft(Earth) to 4 or specialty in “First Age Construct” to 1 or “City Building” to 2
  • Raise Lore up to 3, or Specialty in “Rathess” up to 3. Or “First Age Devices” to 1
  • Raise Medicine to 3, Specialty in “Herbology” to 3, or “Surgery” to 1
  • Raise Occult to 2, Specialty “First Age” to 1 or “Rathess” to 2
  • Raise War to 3 or Specialty in “Large Armies” to 1

Dragon King’s Aid to the North

Chief Huntress Dharacya honors the ancient bond between the Dragon Kings and their Solar cousins.  She will be leading the Forces of Rathess – all glory to Leeayta and the Unconqured Sun!

The duty of administering Rathess is left in the Capable hands of the charismatic Shatek-staac.

Dharacya will be bring along Huntress Gothalla, Acolyte Choghuat, 30 Dragon Kings armed with Obsidian Sheaths, Shock Gauntles and Fire Claws.

She is leaving the defense of Rathess in the paws of the Mice of the Sun and the Hands of Galdrien Vanja and Lyta.

All of the Adapteus Astartes will be traveling with the convoy with the supplies, alongside Dace’s men. 

These supplies are in additional to what the War Captain sent.

  • 4 Fire Claws
  • 4 Bracer of Crystal Bolts
  • 3 Crystal Clubs
  • 2 Shock Gauntlets
  • 10 suits of Obsidian Sheath
  • 15 Breather Plants
  • 20 Sword Sticks
  • Various Copies of the Reading Tablets on Construction of Artifacts of War (Daiklaves, Artifact Plates, Dire Weapons, etc.)
  • 12 Alchemical Shrub producing various medicine for treating wounds and illnesses.
  • 5 Saplings of the Sword-Club Tree (produces 1d4 Sword Clubs a month)
  • 20 Saplings of Rathessian Pear (Continously bears fruit.  Able to bear enough fruits each day to feed one person for every year of its life.  So a 100 year old Rathessian Pear tree can feed 100 people) a new creation of Chief Botanist Aiholehalol

The Dragon Kings and the Circle of Friends will be shuttled by Arianna as to not cause an sensation in the Scavenger Lands.

Kai will make contact in the South Frontlines about a month after the Dragon Kings arrive in the North.

Sunday, January 18, 2009

Adeptus Astartes

The Religious Order of Rathess, the Adeptus Astartes is a combination of the Dragon King defenders and their human allies. It is designed to be an equal rights organization where Humans mixes with Dragon Kings readily. They are holy warriors of Unconquered Sun, anointed in his temple and sanctified by his Chosen (Enlightend via Charm).

  • As of right now the Astartes only have human members, but in time they will have Dragon King recruits as well.
  • The Dragon Kings are given Obsidian Sheath as Armor and Shock Gauntlets as sidearms. They will also be armed with various magical weapons available in Rathess.
  • Humans are all Enlightened Mortals given Gunshosa Commando Armor and Magical Weapons from the Herenthid Find.
  • They are Eclipse Oath Bound to serve and protect Rathess and formed based on the Number of Cardinal Directions, 4.
  • Each Astartes are given Healing Orchid, Green Eyes, Breather Plants, and Aegis-Insert Amulets.
  • They are also given the Rathess power conduit Implant. Granting them +4 to Essence Pool, and regains additional 2 motes of Essence per hours as long as they are in range of the Rathess (and only Rathess) Essence Grid.
  • Their weapons are socketed with Rathess Power Crystal to lessen their commitment costs. It lowers the attunement cost of the socketed item by 5 to a minimum of 1. Obviously this only works with items that has Hearthstone sockets and only when in range of a Essence Grid that is compatible with First Age Technology.
  • The 48 Adeptus Astartes has been trained by Dace with Tiger Warrior Training Technique for 3 months. Raising their Drill to 5, Valor, Strength, Dexterity, Stamina, Melee, Archery all to 4. This combined with their First Age equipment makes them one of the deadliest non-exalt combat forces in Creation.

 

While individually loyal to Rathess the Adeptus Astartes, due to the heterogeneous nature of their founding members, has formed into 3 major factions. This division will continue through their various expansions and enlargements and will form the core of their inner conflicts.

 

First Faithfuls (Hastha-sth Lodge)

Leader: Lumusi, Princess of the Stalking Panthers and Takkihitai Tribe

The Hastha-sth Lodge is more commonly referred to as the Talis Faction for their close association with the War Captain’s Chief Advisor the Scavenger Lord Talis. The lodge’s rightful title however is that of the “First Faithfuls”. They are the elevated members of the Northern Stalking Panther Tribe and the Takkihitai Tribe. The title is their right because the Adeptus Astartes were originally formed as a way to reward these tribesmen for their generational dedication to the Unconquered Sun and Rathess. They were the first to obey the Sun Lords when they returned to Rathess and have been staunchest defender of Rathess from ancestor to descendents. They first served Filial Wisdom when he arrived in Rathess and suffered bitterly as the mobs extracted their revenge after Filial Wisdom’s fall. It was Talis who turned their pain at the Sun Lord’s betrayl into motivation and showed them that compassion is the teaching of the Unconquered Sun. Overtime they have come to realize the wisdom of the War Captain and this total dedication to the way of the Unconquered Sun earns them the favor of Gladrien and Hastha-Sth and formed the core of the Adeptus Astarte’s Codex.

The Hastha-sth lodge is the purest in virtue and honor of all Astartes Lodges and thus the most favored. Their tribes hold almost all leadership positions. They are also the most correct in their belief, holding to the old ways and not seduced by mere power. They believe the Dragon Kings are the rightful masters of Rathess. The Sun Lords with all their glory and acclaim are guests of the First City.

 

Sun Lord Faction, The (Thunderer Lodge)

Leader: Tamati, War Chief of the Rainbow Marsh Tribes

The Sun Lord Faction is by far the largest faction of the Adeptus Astartes. They believe that the Adaptus Astartes serves the Unconquered Sun through Rathess. In the same token their duty is to serve the Sun Lords for they are the chosen of the Unconquered Sun. The Dragon Kings are judged to be lesser beings in the Unconquered Sun pantheon and thus are merely keepers and janitors of Rathess and not its masters.

The Sun Lords Faction, as their name indicates, obeys Sun Lords above all other beings – save the Unconquered Sun. They consider the Hastha-sth Lodge delusional if not all together Blasphemous. Unfortunately with their indulgence by Gladrien Vanja, Thunder God Aata and most of all War Captain Balan, the Hastha-sth Lodge holds almost all the power, both in Rathess at large and within the Adaptus Astartes.

The Sun Lord Faction grates their teeth questioning in silence why their faithfulness and devotion has not yet been noticed or rewarded by their Supreme Masters. This greed or perhaps inner pride will one day be their fall.

 

Servants of our Fair Lady

Leader: Lachie and Muir, Handmaidens of Gladrien Vanja

This is the smallest faction but also the most vital. They are the secret worshippers of the Solar Gladrien Vanja, who will one day be granted her rightful title as “Queen Gladrien Vanja Merala of Ochre Fountain, Queen of Solars and Mistress of Rathess.” While dedicated and true to the teachings of the Unconquered Sun they are also apostates for they are, without any doubt, a Solar Cult.

Gladrien traveled without disguse from the Hundred Kingdoms towards Rathess. She vanquished many evils and rescued many people. Some reviled her as Anathema, but some followed her south. Many quit half way when confronted with the dangers of the Jungles of the East, but an elite few struggled on. These collection of people arrived in Rathess weeks after their mistress. While most are not particularly skilled when compared to the tribals of Rathess they are dramatically more civilized and educated.

Thus this small group is the most heavily utilized by the Dragon Kings. The tribe’s children also receive the best schooling by their proximity to Gladrien Vanja and the Dragon Kings.

The Servants of our Fair Lady cares not for the politicking of Rathess, to them to live is to serve their beautiful Lady. They worship the Unconquered Sun not because they have faith, but because their fair lady does. Their Lady has decreed that she is a guest of Rathess and it is the will of her god that Dragon Kings reclaim their City and so the Servants obey. Thus they are closely aligned with Hastha-sth Lodge, and support the Dragon Kings unfalteringly. In the years to come they would come to dominate the political structures of Rathess, sharing military control with the Hastha-sth Lodge. This staunch alliance will pushes the Sun Lord Faction further and further along the road to Apostasy.

Friday, January 16, 2009

Excavation of the Solar Tombs of Rathess

All in all the Circle of Friends were able to explore all 11 Solar Tombs of Rathess and catalogued everything inside. They took nothing but merely listed everything inside since it would be up to the Rathessian Solars to decide what to do with this grove of treasures.

The traps set there were easily detected since they are magical in nature and once detected were deactivated or destroyed with little difficulty, since Arianna is an expert in the field of archeological excavations. She warns that the tombs are now relatively defenseless and has ordered the Mice of the Suns to seal them up until the Solars decide what to do with them.

Here is a list of various items all catalogued and identified

From the Tombs of Albio (Filial Wisdom’s previous Incarnation)

From the Tomb of Pleasant Cloud. She is Albio’s Solar mate and together they were the last Solar defenders of Rathess and one of the few Essences that were not trapped by the Sidereal because their delayed death.

The other Solar tombs are all of First Age. So their panoply have already been claimed by their reincarnations and contains mostly non-magical items. The last tomb to be enshrined is Ai’s tomb. Likewise her gear was not inside as well, but the difference is her gear were entrusted to the Dragon Kings to be delivered once her reincarnation claims his/her dynasty in the Solar Deliberative. Unfortunately her death only proceeded the Usrpation by months and she was trapped inside the Jade Tomb until recently.

Unknowns to everyone, Ancient Dragon Kings included, The items given to the Circle as rewards by the Awakened Dragon Kings were actually Ai’s panoply.

From the other Solar Tombs