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.

Thursday, January 22, 2009

Virtue Records

Story 04 – Fire of the South

Updated to Session – 21

Balan

  • Compassion: 3/3
  • Temperance: 2/2
  • Conviction: 3/3
  • Valor: 4/4

Aata

  • Compassion: 3/3
  • Temperance: 3/3
  • Conviction: 3/3
  • Valor: 2/2

Nejimaru

  • Compassion: 2/2
  • Temperance: 4/4
  • Conviction: 2/2
  • Valor: 2/2

 

Story 03 – The Odyssey

Updated to Session – 17

Balan

  • Compassion: 2/2
  • Temperance: 2/2
  • Conviction: 2/3
  • Valor: 3/4

Aata

  • Compassion: 2/2
  • Temperance: 3/3
  • Conviction: 2/3
  • Valor: 2/2

Nejimaru

  • Compassion: 2/2
  • Temperance: 4/4
  • Conviction: 2/2
  • Valor: 2/2

Wednesday, January 21, 2009

Aata owes me more Exp if he Wants the Wyld Experience

Aata would owe me more Exp if he actually want the Wyld Experience.

Since Integrity-Protecting Parana is not AOE and Swan do not have the AOE version nor the ability to sustain it for long periods of time even if he had it.

Unless Aata can show mastery of the Charm he will not take Aata with him because that would just be foolhardy.

It will cost 10 Exp debt, and takes 2 days to learn

 

Integrity-Protecting Prana

Cost: 5m, 1 wp Min: Integrity 1, Essence 1

Type: Reflexive (Step 2) Combo-Ok

Duration: One Day Prerequisites: None

The Sun’s Chosen define their own reality. This Charm protects the character from any Shaping effect that directly alters her mind, body, spirit or traits. This includes instantaneous Shaping effects and any new alterations caused by long-term Shaping effects. This Charm also protects the character from any undodgeable, unblockable Shaping attacks. Wyld energy cannot create a serpent inside the character’s stomach or turn her armor to lava, whether it’s manipulated by an enemy or its own random whims, because these effects inflict immediate damage and the character’s DV is not applicable.

This Charm does not protect against the miscellaneous dangers of the Wyld. If a Wyld effect creates a hundred-headed snake monster with burning chalcedony eyes that then eats the character, this is not directly altering the character’s body through shaping. Nor is it an “attack” when a Wyld effect transforms the character’s armor into harmless gossamer spider webs – simply an undesirable effect.

Tuesday, January 20, 2009

Motivation and Intimacies

With the start of the 3rd story arc I am going to pose questions regarding your character’s motivations and intimacies now.

Aata

  • Does the realization of the level of suffering and injustice in the world cause Aata to look beyond the scope of just ending one threat to creation?  As oppose to Protecting Creation in General?
  • Does Aata’s experiences in the rollercoaster of the last year change him any?  With so many accepted limits on his thinking being challenged and affirmed or ripped apart, does this further his virtues any?

Balan

  • Motivation is the driving force behind the Character, and unless there is a magical effect one can only have one dominating goal that rivals all others.  When all things are held equal (not really possible in life, but lets say so for sake of making a point) you will always side with Motivation over Intimacy.  With Balan’s ever growing attachment to Rathess, his growing faith in the Unconquered Sun, does his motivation shift to something more aligned with his actions?  His every decision for the last 4-5 sessions has been with the Unconquered Sun and Wellbeing of Rathess in mind.  Accumulation of Power seems to have been regulated to second place.  Does this warrent his reducing to accumulation of power to Intimacy and Something more important to Balan as motivation?
  • Keep in mind this doesn’t mean your motivation will not change in the future.  It is quite possible after several set backs he can very well flip back to his Accumulate Power as motivation again.
  • The main issue is accumulation of power is no longer viable if Balan accepts an higher power.  Because that by definition sets a limit.  His belief that with enough power he can be free from all constraints is no longer applicable, because he himself placed the constraint of the Will of the Unconquered Sun upon himself.

In light of this, I am going to allow you guys to gain 1 dot in any virtue (max of 4) as deemed appropriate to your character’s development.  Or None if you deem that as appropriate.

The Problem with Toxic Waste

There is a problem with the item brought back from the corpse of the Irreproachable and Flawless Golden Tyrant.  Specifically the “Nadir of Inauspicious Fortune.”  It is an constant artifact that cannot be turned off that curses and taints everything around it in a 20 yard radius.

It has the same problem as toxic waste in our time period.  You can’t just ditch it somewhere because it will contaminate everything around it with effects unforseenable in the short term.

You can’t keep it in Rathess for the same reason.  There is no telling what would happen once the Essence Grid has had prolong exposure to the corrupting mist.

So unless its one weakness is discovered only two options exist.

1) Keep it away from Rathess on a secure site and have people constantly on guard around it.  This however does not take away any of the dangers of the item.  For all anyone knows in a year’s time the area could turn into a Shadowland, or something even worse.

2) Give it back to Mask of Winters, because it won’t do anyone else any direct harm.  Yes you are re-arming him with a potent artifact, but what alternative are there.  There is nothing anyone can do to contain or control it.

Yes sealing it in Obsidian can contain its power but that is not something anyone in Creation knows about.  The player has to make contact with Mistress of Pact Sealed in Blood to learn of the fact.

Nadir of Inauspicious Fortune, The (Artifact ••••)

The Nadir of Inauspicious Fortune is a potent item stolen by Irreproachable and Flawless Golden Tyrant during his escape from Thorns. It is a perfect black pearl about an inch in diameter and hung via a short soulsteel chain from a bead bracelet made from obsidian mined from the Labyrinths. The pearl produces a faintly glowing green mist around itself at all times. The mist ebbs and flows on intangible winds and covers a radius of 20 yards. The mist clings to any living beings that trespasses in the area like glowing mold and bestows the curse of Inauspicious Fortune till the next sunrise. Mechanically, anyone affected by this curse treats 8 as the target number on dice instead of 7, and 10s count as only a single success.

The wearer himself is not immune to this effect should he qualify as “living”. The item is constantly functioning and does not require attunement nor can it be turned off. Only by putting it into an air tight container of obsidian can the mist be contained.

Songbirds of Atlantis (Artifact •••)

Items - Clockwork Songbird Atlantis is an artificial island/continent province of the First Age and is legendary for the beauty of their natural reserves and the variety of wildlife that resides there. The residents of the continent are known for their love of winged creatures and birds are a constant symbol of their land. With the death of the Solars at the end of the First Age the Island is no longer maintainable as the solar essence fueled enchantment that keeps it grounded in reality begin to fray. In time it dissolved back into the Wyld from where it was carved and its majesty and beauty are forever lost. Like all great things it leaves many legacies.

Many a treasure hunter has perished hunting after the Legend of Atlantis as some speculate that pieces of the continent survived the catastrophe. Artifacts with bird motifs that can only come from Atlantis do occasionally surface in the black markets of the West, sending yet another wave of starry eyed scavengers into the Wyld.

The Songbirds of Atlantis is one such artifact. These can come in any form of Birds, from humming birds to Seagulls to even more exotic breeds that has long since became extinct. All are beautifully crafted clockwork simulacrums of their living counterparts. Though they are classified as one type of artifact they range wildly both in construction material and levels of sophistication, but are all designed as children’s toys and companions and not implements of subterfuge or intrigue.

When attuned by committing 6 motes these automatons comes to life and functions as a loyal pet with no real intelligence. They can follow some basic commands but has little use beyond being sentries or companions. Regardless of the owner’s requests or situation these constructs will never take any aggressive action – even in self-defense.

These automatons learn any song by hearing it once and can repeat it perfectly with a lovely female voice. They however can only remember up to 7 songs (regardless of length) and newly learned songs will replace old ones. This perfect recall only works on songs and not other verbal communications. They however can carry messages in song form quite readily.

Their most useful ability is that they can find anyone whom the attuned user can picture in her mind - as long as the user can concentrate and keep the image of the target in her mind. This ability will not function if the target is magically concealed, but there is no way for the automaton or attuned user to learn of this fact. So the owner can be concentrating in vain for hours before she gives up. This makes the birds a great tool of communication as they can ferry messages back and forth with their incredibly speed.

These birds, regardless of size of type, are so agile that while in flight they are considered to have a Dodge DV of 12 + attuned user’s Essence. This makes them all but impossible to hit by mundane means. They can fly up to a speed of 200 mph in any weather and does not tire.

They however are incredibly fragile and only takes 3 heath level of damage to destroy. These automatons have a soak of 3L, hardness value of 5L, and immune to bash damage. However the attuned user automatically knows when his songbird is about to be hit, regardless of distance that separates them, and can reflexively spent 5 motes of Essence to negate 1 health level worth of damage (after the attack rolls damage).

Monday, January 19, 2009

The Twilight Sensation

The appearance of “The Twilight” of the War Captain’s Circle caused a slight stir in Rathess.

Arianna greeted her fellow twilight caste with poise and dignity that lasted as long as it took her to realize the new arrival is an Adamant Circle Sorcerer. 

She then all but trampled everyone between them in her attempts to jump at his feet and beseeching him take her as his disciple. 

Believing it is always better to guide would be sorcerers than it is to ignore them, Nejimaru took Arianna under his wing.  Though he told her that she is not yet ready for Adamant Circle Sorcery he instead furthered her mastery of the Salian School of Sorcery and Arianna achieved her first Mastery of the School’s Absorption Charms.  She is now able to target any spell through the Salian Works as long as she has an Arcane Link to her target.

This new obsession of Arianna concerned her circle greatly.  While they trust the War Captain and his associates, the distant and secretive nature of The Twilight makes trust difficult if not impossible. 

Dace, especially, is unable to stomach how everyone pays this mysterious strange so much deference.  Gladrien Vanja seems to treat the Twilight with a degree of respectful boarding on fear, the Ancient Dragon Kings seems to defer to his every whim, the Winged Centurian Lunar obeys like a well trained hound, even the Proud War Captain seems to be content with being regulated to secondary position of leadership.  What sealed his dislike of the stranger is probably the fact that even the ever assured Panther seems to hang on the Twilight’s every word.  “No Good Man will wears a mask amongst friends and only slime would messes with a sibling’s girl!”

Panther is at first reserved towards the stranger, but the briefing on the World Situation greatly impressed him.  Never before has he been shown the state of the world in such an clear and percise manner and with insights that is beyond him.  This new enlightenment humbled him.  His growing arrogance is checked before it manages to corrupt his spirit as he realized perhaps the Unconquered Sun did not mean he already knows best.  Perhaps the Unconquered Sun has set him on the path to learn what it means to be righteousness and to change the world thus.  Recognizing the unmistakable signs that the Twilight is a anointed priest of the Unconquered Sun, Panther accepted the Twilight’s eccentricities and tried to befriend the stranger.  Unfortunately he has no opportunity to do so as Arianna monopolizes The Twilight every free moment.

Harmonious Jade only ever met the Twilight once.  She was waiting for him in the Halls of the Great Pyramid.  She told him should he take advantage of Arianna, she will kill him painfully and toss his soul into Malfea to suffer for all eternity.  Out of spite she will make the oversized she-horse into jerky and fed it to the demons too.  She then walked off without waiting for a reply.

Swan has it the toughest.  He knows Arianna best and he knows that she would do almost anything for knowledge, especially when it relates to something as major as Adamant Circle Sorcery.  He was surprised, and comforted, that Arianna hasn’t offered to bear The Twilight’s children.  While his impression of The Twilight is neutral he has an instinctual fear of the newcomer.  Swam pride himself on a keen eye when it comes to figuring people out, but knows he is out of his depth when he face off against the Twilight.  He couldn’t figure anything out.  Everything about the way the Twilight act is too deliberate too perfect and too calculating.  Swan is extremely worried that should the Twilight be untrustworthy, Arianna could be enthralled without her knowing.

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.

Updated the Game Notes Document

Updated the game notes document with the Exp Reward for Session 11.

Included are how Nejimaru, Mea-chan and Gladrien Vanja spent their Exp.  I added what I remembered of the player’s expenditures.

Updated Irreprochable and Flawless Golden Tyrant’s picture and moved him out of Active NPC Section in light of his, now, inactive nature.

Added Ocean Pearl to the NPCs of Note Section of the Document.

Document is uploaded to the Workspace, you guys can check it out at your leisure.

Ocean Pearl

Age: 26
Nationality: Small town near The Lap (South)
Race: Solar, Zenith Caste
Profession: Robinhood of the Seas
Motivation: Further the cause of Righteousness in the World

Portrait - Ocean Pearl

Ocean Pearl, despite being weathered and bronzed by her love of the Sun and Ocean and tempered by battle is still a woman who can turn any man’s head. Her name is true to her nature and she knew she was born to the sea from the time she could swim.

When she was just a child she ran away from the orphanage with little more than the clothes on her back. She went to a small seaport town and sought commission on board a ship as a cabin girl. She sailed with a kind old sea captain on the Western Ocean who taught her the secrets of the stars and imparted to some of his years of experience. Sadly they encountered the Yozi pirate Blackheart, the Man with No Shadow. The ship was captured and crew enslaved or slaughtered. She was to be given as prize to Blackheart’s Yozi masters. Blackheart may have had no heart and no shadow, but he was a man in every other way, and Ocean Pearl was able to seduce him. Thus she became the lover of a man with no heart and became a pirate as well.

She may have only been Blackheart’s mistress, but she gained a measure of power on board his ship and something resembling his trust as well. She won the admiration and respect of the crew, in part due to her ability to sometimes mollify Blackheart’s anger. Despite the proven invincibility of the captain, Ocean Pearl was driven to attempt the impossible. She knew which members of the crew to talk to. Once she gathered a cadre of trustworthy allies, she coaxed the secret of his power out of Blackheart. Now was the time for justice. As Ocean Pearl prepared to free the world of Blackheart, the Unconquered Sun freed her from her own bondage. Bathed in the golden light of the Sun, her sword became divine. She cut her way through Blackheart’s demon servants and finally dispatched the Captain himself. Since then, she has sailed the seas of Creation righting injustices and punishing the oppressors such as the Realm, the Guilds and the Linthas with fire and steel.

She is not just a simple pirate however. She is a rebel against oppression and injustice so rampant in the world. She works against the established order in the hopes of opening the eyes of the people to a different way – a future where all are guided by the divine will of the Unconquered Sun. She hopes to help forge a new world where pursue of happiness and expectation of fair justice is guaranteed to all mankind and not just those born to power. She resents most the exploitation of the weak by the strong and fights with unwavering determination against those who commit such sins. Ocean Pearl makes little distinction to one’s divinity because to her the worth of a person comes from the righteousness of their choices and not the power they possess. She prefers the company of her crew to most gods and exalts, including those of her Solar brothers and sisters. She is the sworn enemy of Moray Darktide and has learned the hard way that not all the Chosen of the Sun further the cause of Righteousness.

Saturday, January 17, 2009

Updated Game Notes Document

Uploaded the newest version of the Game Notes document to the workspace.  It should be Game ready for Session 11.

I also tried to download it, the transfer rate was 142KB/sec, so pretty decent.

The server also keeps different versions of the document :)  So you can download older versions if you feel so inclined.  I think I’ll rely on Workspace.office.live.com as the means to distribute the Game Notes from this day forward.

The link is on the right sidebar of the Blog.  In the [Exalted Past] Links section.