Why is there not more of that kind of thing?
There kind of is? But in theory, when Gods are mostly doing their jobs, they don't need things like that. In the South the Court of Orderly Flame(I think that's the right name) actually helps keep things under control, even if they aren't legit, they provide some structure. In the East, Halta has the most land, and they literally cannot touch the ground in their lands, because they ceded it to the Raksha. They also have few spirit problems because Rain Deathflayer and Silver Python have negotiated secret treaties, and those stabilize huge areas. Linowa has it's own martial patrons, Jorst especially, who also provide stability. In the Riverlands Lookshy is a huge stabilizing influence, keeping everything reasonably calm, as is Nexus.

It's about who has the ability to project power over spirits. In the West, there is less of that simply due to the isolation of it. The Realm policies the Blessed Isle and their satrapies. In the South, Tamuz, the large Fire Courts, the ascendent Delzahn, some Immaculates, and the presence of Ahlat mean that there are those who can impose a basal level of influence. Does it stop the small nasty cults? No. But it keeps down systemic issues on the scale of Storm Mothers. The Riverlands contains a lot of motals concentrated together, and they have power. Lookshy has power. They stabilize the region, again stopping massive systemic issues. The North and West lack this, and so have more issues. It just happens to be more prominent in the West, since it has more people. Gethesmane is a creepy place, because it's over a nest of monsters, and so they are careful. The only true power in the West spiritually is...A Deathlord, who isn't going to be fixing anything, and may well make it worse if he can, because it benefits him.
I guess I feel that the Council of WInds reduces opportunities for complexity and different methods for people dealing with the environmental dangers around them and the spirits that control them, which give rise to unique and interesting cultural quirks. Those quirks exist, but I feel that the Council of Winds reduces opportunities for them to arise.
I don't really agree? The environment is plenty dangerous, even with helpful spirits. A snakebite can kill easily in a world without antivenin, an avalanche can destroy cities by chance. I don't see a reason Creation needs to suck even more for the average mortal, it sucks plenty already. It's perfectly easy to die of hypothermia in the Northern Threshold. It doesn't need Frostpunk tier blizzards in Cherak to be a big deal. A great warrior of Linowan might drop dead because a water moccasin bit his foot while he slept in his boat. A Tya might die because she caught a toxic jellyfish in her net. A Southron could accidentally set of Firedust blowing up from the pole.

There are ten thousand ways to die as one of the low in Creation.
Or there is a small storm that no one considers dangerous enough to be worth bothering with, but then some foul anathema drag a bunch of magical tropical water into the storm's path, causing it to abruptly swell in power; a panic ensues because the Hurricane Wyrm is now too close to the Blessed Isle to stop it in time.
To which the Realm responds:
GOOD THING WE HAVE THESE SKY MANTIS TOWERS.
They got this. If I give the Realm anything, it's that they actually have sorted out their infrastructure well and in a sustainable way. They have a system that works, and delivers on the promises of stability and protection from the vagaries of the world that they promise.
 
I don't really agree? The environment is plenty dangerous, even with helpful spirits. A snakebite can kill easily in a world without antivenin, an avalanche can destroy cities by chance. I don't see a reason Creation needs to suck even more for the average mortal, it sucks plenty already. It's perfectly easy to die of hypothermia in the Northern Threshold. It doesn't need Frostpunk tier blizzards in Cherak to be a big deal. A great warrior of Linowan might drop dead because a water moccasin bit his foot while he slept in his boat. A Tya might die because she caught a toxic jellyfish in her net. A Southron could accidentally set of Firedust blowing up from the pole.

There are ten thousand ways to die as one of the low in Creation.
Also it opens up a nice big plot hook. Something goes bad in the Council of Winds and the protagonists need to fix that shit before a hurricane of flaming clouds and glass hail blows up Gem.

The Council of Winds tells us that weather in Creation is fairly similar to Earth's weather. It also tells us that it's fairly similar because people are doing there job. What happens when they stop doing that job for some reason is a story.
 
Why is there not more of that kind of thing?

Oh there almost certainly is.

Much like in our own world, where people prayed for the gods to leave them alone, a culture that has a reasonably good thing going could certainly be willing to trade some surplus production to keep that good thing going. People tend to live in places that are suitable for human life, and the weather being fairly regular plays a big part in that. How many local gods do you think are extorting prayer over not sending terrible flash floods (more than once a decade or so) when they have no such power?

And the fact that a ton of gods would claim weather influence would bother very few people. The Hittites, for example, had the weather god of the royal person, the weather god of the scepter, the weather god of the royal household, the weather god of the capital, and on and on and on.
 
Actually, I have a question.

I have repeatedly scoured the 2E books for the explanation just fucking why does there exist a feud perpetrated by the air elementals against the water elementals. I have found no explanation.

So. WHY is there a feud?

Yeah I don't think it's STATED but to me it makes sense in that Air and Water have a lot more overlap in natural phenomenon than most of the elements do. Even in a lot of the south rainstorms happen occasionally. Monopolizing authority over that is monopolizing a lot of prayer and prestige, and well, after ENOUGH time oppressing the water elementals you "need" to keep doing it because imagine what they'll do in revenge for centuries of atrocities if they ever get back up.
 
EarthScorpion Homebrew: Ta Vuzi
Ta Vuzi

South of the Wailing Fen lies Ta Vuzi. The brightly decorated houseboats and rum-sodden towns hide deeper sorrows. Long ago, countless races of beastmen were forcefully resettled here and they live here now in uneasy peace. The inhabitants of the sick lowlands huddle into the river deltas, beside unnatural channels built for long-departed cargo ships of the Shogunate. The skeletons of arcane machinery of a lost age rise from the polluted marshes and bayous, looking like great predatory birds. Most are ruined and scavengers have picked everything of value, leaving them to pollute the landscape. A few still work, so-called dragon-drinkers, and they latch onto the dragon lines like ticks. The coastline is collapsing into the sea, but the Realm doesn't care.

The highlands of Ta Vuzi are still scarred from ancient wars. Terrible weapons were used here - fire that scorched the earth such that nothing grows there a thousand years later, great lances of lead that are still embedded in bunkers, and the remains of the skycraft used by air-riding champions. The satrap's reach barely extends up there, and the petty princes of the hills are scavenger lords whose men dress in ancient armour and build underground forts. Sometimes they unearth powerful weapons of yesteryear. The Realm buys some of them, but most are used against their fellows or jealously hoarded.

Centuries of exploitation and neglect have left the Vuzians bitter and resentful of authority. Ironically, this leads them to cling to the favour they get from their colonial oppressors. They would rather rather fight over the scraps from the Realm's table than risk another tribe coming out on top. The last attempt at rebellion was thirty years ago, when a pair of outcaste siblings from the hills tried to unify the disorganised river people. They were betrayed by the La Mek turtlemen, and the revolt was brutally crushed with the assistance of the marines from an Imperial treasure ship docking at the Qui Don docks. The La Mek have done very well out of this, though the hill folk say that one of the siblings survived the battle.

Dragon Drinkers and Other Industrial Marvels

The Shogunate was a glutton, though not in the ways of men. It feasted on jade; it guzzled down hearthstones; it slurped up metals and ores and oil and resins and chalk and ten thousand other things. As the machinery of the High First Age broke down, it ravaged the world like a poppy addict desperate for their fix. Ta Vuzi bears these scars. In the eastern mountains, vast open mine pits still show where they broke hills to gorge on limestone and coal. The river network here is an unnatural thing, born from flooded canals made to ship out goods on titanic ships. Fields of rusted metal golems lie scattered like toy soldiers on the uplands; discarded servants of sorcerer-engineers who used them to claw out riches.

Down on the plains the Shogunate built great factory complexes and alchemical refineries. They slurped at the rivers, taking fresh water for all kinds of cunning mechanisms and processes. They pumped it underground to extract minerals from the rock, chaining the salt gods with jade and sorcery. And everywhere, they built manses to produce the hearthstones they needed for their artifice. Above the foetid marshes burning towers and stone pillars and thrumming jade mechanisms rose high. The land grew sick, but the Shogunate got its alchemical products and its stone and its metal.

But even capping every demesne they found was not enough for the princes of Creation. Their war machines were too hungry; their great cities too thirsty. Even in those days Ta Vuzi was a poor province, too close to the cursed Wailing Fen. The Terrestrial princes who ruled this land willingly took payment in jade so that others could exploit it. The sorcerers of the Shogunate peeled back the earth and chained ancient elementals. They used unspeakable spells to twist the dragon lines into spirals that concentrated traces of power into a slurry of malformed hearthstone fragments, and pumped water into the earth to wash up these essence-rich tokens. These are the famed dragon drinkers of Ta Vuzi, the skeletal structures of ancient metals which squat over the landscape.

Perhaps only one in a hundred of the ancient installations on the plains still function, and then only at a greatly reduced capacity. But in the Second Age, even a trickle of Shogunate materials is a thing of value. The Blue Monkey Shogunate plundered the land; the Realm plunders the land, and should another power rise and take Ta Vuzi no doubt they will too.

Colonial Governance

Were it not for the dragon drinkers and other ancient alchemical manufactoria, the Realm would not care for Ta Vuzi. The colonial administration is solely here to ensure that the flow is not stopped. The Scarlet Empire can get crawfish, sailors or sugarcane elsewhere - and more cheaply - without having to brave the malarial swamps and the pirate-infested Anarchy; hearthstones and essence tokens are quite another matter.

The satrap Ragara Elika is a middle-aged Water aspect and graduate of the Heptagram who has held her position for sixty years. She operates out of the capital Qui Don, a humid city built at the mouth of the La Ne river upon the ruins of a Shogunate fortress. The La Ne was dredged deep by ancient men and Elika's sorcery keeps the deepwater docks clear. The Imperial Navy operates a squadron from here, though their sole duty is to protect the treasure ships that must pass by the Wailing Fen. Qui Don is built in the Realm style, though from local materials, and white-painted houses surround the pyramidal bulk of the ancient citadel.

In her air-chilled fortress Elika pours over the reports from the dragon drinkers, or works on her own pet projects far away from the eyes of Imperial law. The beastmen and beastblooded population are animals in her eyes, unworthy of her concern. She has gathered a cabal of sorcerers - outcastes and disreputable Dynasts alike - and the Realm does not care to wonder what she does with them. If demons rampage over areas of Ta Vuzi, surely they just escaped from the Wailing Fen. All men know the land here is sick and there is no need to question why a village might come down with a wasting illness… or vanish entirely.

Away from those foundations the land turns to marsh and so the rest of the capital consists of stilt-houses and moored river-boats. These are painted bright colours in the Vuzian way, with floating reed-mat roads connecting them when the water rises. The satrap looks down at these sprawling slums with unveiled contempt. Any house-boats which moor too close to the Realm's red-buoyed markers or obstruct the waterways are sunk on sight.

Economy

The Realm shares the proceeds from the few working dragon-drinkers. It takes the valuable essence-rich fuel from the land, and to the Vuzians it gives polluted water, fire-sickness and air laden with toxic fumes. Fish die as the water becomes too foul for them; sinkholes open in the sodden swamps as hollow pockets collapse and flood; witchfire burns cool and fast across the land and lakes alike.

Despite all that, those who dwell close to those ancient mechanisms are glad for them. The delta tribes war to show their loyalty to the satrap, carrying out ritualised bloodsports for her amusement. The pittance of jade scrip the Realm plays their client tribes is a fortune in this desperately poor satrapy. As a result, despite the sickness that the dragon drinkers bring, towns cluster around their skeletal forms like ducklings hiding under their mother's wings.

River Culture

Beyond Qui Don and the area around those working bits of Shogunate artifice, the grasp of the Realm's hand is light. The local landowners are clients of the Realm, and are taxed lightly - though they must pay sharp fines if they fail to ensure that imperial trade is not harasseed. Otherwise, they are left alone to rule over their estates. In between the larger estates are a smaller mishmash of holdings which technically fall under imperial authority, although in truth customary Vuzian family custom holds power here. The patriarchs of the marsh families are princes within their lands, and their grudges are legendary.

The river culture was introduced to the Orthodoxy by the Blue Monkey Shogunate, but Immaculate principles never held strong among them. Around Qui Don monks tear down shrines to river gods and health gods and all the little spirits that the citizens worship, but that just forces them into private quarters.

In the countryside, unlettered heretical preachers proclaim versions of the Immaculate faith that would see their deaths if a proper monk heard them. These preachers are charismatics who submit themselves to the fury of the elements to prove their devotion. Common practices among such congregations include the consumption of hallucinogenic herbs, handling hot coals, near-drowning, days of burial, and naked exposure to all weathers - all to give life to the Immaculate Dragons, who gave their flesh and blood to craft Creation. Every village where these charismatic Immaculates preach will have lost someone in these practices. In some communities, not all such sacrifices are willing.

Beastmen of the Rivers

Under the Blue Monkey Shogunate, the governors implemented a complex system of classification for the beastman population. Kins were sorted by such traits as pliability, utility, deviation from the human form, and aesthetic value. Notably, this led to mammalian beastmen being favoured over birds and reptiles as they were felt to be both more docile and more aesthetically pleasing. The legacy of this still echoes in Ta Vuzi. While much of the river population has some beast blood, in the towns and larger boat clans it is a diluted blend of various mammalian breeds. A child might be born with deer horn-nubs, a shaggy coat of black-bear fur, or the eyes of a possum - but that's just the way things are. By contrast, bird and reptilian occupied the lowest rungs on the social ladder.

Ironically, when the Realm took Ta Vuzi it elevated the previously shunned kins as part of its standard policy to divide and conquer. The beastblooded find that pliable client-clans of beastmen get Imperial favour - such as it is - while the land continues to sour and they lose their old privileges. Ta Vuzi is simmering with resentment, but it is directed at the beastmen who've thrown in with the Realm rather than the imperial oppressors.

The La Mek are an extended clan of turtle beastmen, and are infamously nearly as ornery as their animalistic faces would suggest. Traditionally discriminated against by the men and beastmen of the rivers, their betrayal of rebels won them Imperial favour. Where once they were shunned outcasts, they have been awarded the lands of many of the traitors. This leaves them nouveau riche in the eyes of more established land-holders, but they are tolerated in their wealth. Only the La Mek have benefitted from this largesse. Other turtle beastmen suffer for their extravagances and have the title of 'Realm lackies' added to their burdens.

Gatormen dwell mostly around the river deltas, living apart from the larger towns in small communities. They have a poor reputation among other men and beastmen, who accuse them of stealing fish, raiding herds, and sinking barges. Their strange shrines of trees bound with bones are an ill-omen in the eyes of travellers. Many of their communities are desperately poor even by the standards of Ta Vuzi, exploited by the wealthier traders who sell them poppy and spirits in return for their catch of prey animals and their services as guides in the treacherous bayous. The sleek and athletic gatormen are fetishised among the Dynasts who come to this place. Some rumour that the satrap herself keeps a number of handsome young men with gator blood for her personal entertainment.

Never trusted but needed, the long-limbed condormen of the Kuta clan are always on the move as merchant traders and tinkers. Despite their light build and hollow bones, they can carry considerable quantities of cargo and have come to specialise in light, high-value goods; herbs, spices, and drugs. Ten years ago they bought the cocaine monopoly from the satrap - paid for with a notable loan from the Ragara - and they have been aggressive in keeping their control of the trade. Their settlements are deep in the wetlands, where family groups perch in tree houses and ancient ruins inaccessible from the ground. The influx of wealth leaves these dwellings festooned with new-bought carpets and fine silken drapes.

In Qui Don, a good number of black bearmen work the docks. With their physiques, they can lift things a normal human cannot and they take home twice the daily pay of the humans and beastblooded around them. Someone has taken exception to this. There's a serial killer out there, specifically targeting the bearmen. Some young hotheads argue for a strike until the authorities put more effort into finding the killer.

Hill Culture

Warlords rule in the blasted and mine-ravaged highlands. In the more stable areas these are the same kind of men as the marsh-patriarchs, ruling their isolated towns as grandfathers and tyrants. When even those social structures break down, it is only the strong who triumph - or whose who find ancient relics that give them power. There are minestriders held together with pulleys and bamboo up there, and king's champions who wear ancient hazardous mining equipment festooned with cutting saws and augurs.

The men of the hills are proud. Creation has kicked them in the face time and time again, but they hold to their stiff-necked determination. It is all they have left. They spit at Immaculate missionaries, and those who linger too long suffer unfortunate accidents. They once trusted in shining sun-gods to save them, they say, and all they received was betrayal and conquest - so damn them! They build their stone circles around the mouths of ancient mines and offer blood to the underground gods, recalling ancient times when wealth came from these hills. They bury their dead down there, awaiting the day when the gods call forth men to fight for freedom against the king of demons. In the meantime, they keep their blades whetted and war against each other with countless petty feuds.

The chief god of these hills is the Old King Taan Hin, called the Black Dragon by many. He has earned this name, for he lurks in the depths of the world, coiling through old mines until his scales are filthy with soot. His breath is noxious coal dust that cuts up the lungs so men drown on dry land, and his wings shed scales of anthracite when he flies. The Old King demands the pick of the young men of each generation to labour down in his caveneous temple in the deeps. They die down there - some fast in pit collapses or in the gullet of a gluttonous god, some slowly over decades as his priests and consorts.

The Collapsing Coast

Year by year, more of Ta Vuzi is lost to the sea. The leaking pollution from ancient machinery kills the roots of the marsh grasses and mangroves which guard the shore lands from the yearly typhoons that wash in from the Great Western Ocean. The corrupt and bloated gods of the dragon-drivers grow fat on their offerings and do not care the damage their depredations do to other spirit courts. Old King Taan Hin and his brood vomit their waste into the upland rivers which flow black at certain times of year.

Perhaps if Ta Vuzi was closer to the pole of Wood, it would have been cleansed of this ancient pollution long ago. Alas, the South West is far from the heart of Wood and fire and water dominate here. As the dragon-drinkers draw out the Wood from the land, the sea consumes river deltas and washes away marshes.

The heretical rituals of the charismatic Immaculates seem to help. When blood is spilled on the land and life given, plants recover their vitality and the soil grows less sick. Some occultists worry, though, that this death may pollute the geomancy in less obvious ways.

History

In the aftermath of the Usurpation, the Shogunate made the decision to relocate a number of politically suspect Southern populations to the wetlands south of the Wailing Fen. Impressment was a more human solution to the problem of dubious Solar-modified races than the methods of Anjei Marama in the North, and would additionally help with the progress of the current Twenty Five Year plan.

No one cared about the lives of the inhabitants of this new province, and it showed. The wetlands became an industrial centre, producing all manner of strange substances and exotic alloys, while the uplands were ravaged. The Dragonblooded princes only cared that quotas were met and the profits rolled in. The descendants of the relocated populations were kept in permanent penury.

The Contagion stilled the machinery and the Crusade slew the surviving Terrestrial lords. The survivors among the population were the ones who hid deep in the river deltas and in the mines, and they emerged to find that they were free. This freedom lasted less than fifty years, until the Blue Monkey Shogunate came down the coast and plundered the broken machinery, patching up what they could. They claimed to be the inheritors of the Shogunate and they certainly had the attitude of their forebears.

As the Blue Monkey Shogunate crumbled, Ta Vuzi drifted free. The Gens in charge of the province declared their independence and took up trade with the Realm. They grew rich as the proceeds filled their pockets, and they purchased many slaves from the rest of the South West, setting up sugar and tobacco plantations. These ventures failed, the soil unable to sustain plantation agriculture, and nearly bankrupted the Gens. Many of their best and brightest left, marrying into other ex-Shogunate Gens or travelling to the far-off Realm.

In RY602, the breakdown in negotiations between the Realm ambassador and the Governor-Tyrant of Ta Vuzi led to cessation of trade and the Vuzian fleet declaring that they would sink Imperial ships on sight. This was not the first time such posturing had occurred. While Ta Vuzi waited for the Realm to return to the negotiating table, the All-Seeing Eye acting on the Empress' orders sent a brotherhood of assassins with orders to "trim an imprudent weed". The broken aristocrats sued for peace a season later.

For a hundred and fifty years, Ta Vuzi has been under the Realm's thumb. There are rebellions every few decades, and when order is restored another clan is enslaved and sold off to profit the satrap. The old machinery breaks down and the Realm cannot fix it, so they plunder what jadesteel they can and leave the skeletal hulks to moulder. They do just what any other lord of this forsaken land would do.
 


Mmmaaaaaan Exalted Southern Gothic is fantastic, I never knew this was my jam but here we are. I grew up in Florida so the whole "humid, coastal region slowly being swallowed by the sea" kinda speaks to me at a basic level. :V And overall the whole thing's moody as hell and I love the sweaty, oppressive atmosphere and how the status-quo is a "slow decay". Everything's sinking down into the swamp and the Realm's standing on everyone's heads. It really does capture the dynamic of, like, the brutal, exploited, desperation of the colonized in a way that's usable in a table top or story setting I think. Where it's easier to take the scraps from above and ingratiate yourself with, well, with your people's abusers than try to change things. Because you can see the wreckage of the last person who tried to change things right there in the public square and it creates this cycle where the people are complicit in their own self destruction to an extent as they come to literally worship the things that are breaking and killing them because they're at least theirs and the source of what bits of value there are. And the "you conquered the land, now what?" has a really nice hook of "are you going to fuck it up too" building off of all that.

also all those beastmen need a hug and yeah i know that won't solve generations of institutionalized bigotry but fuck me if i really don't wanna
 
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also all those beastmen need a hug and yeah i know that won't solve generations of institutionalized bigotry but fuck me if i really don't wanna
Oh, that's simple. Murder the leaders, the priets, lords and clan-heads etc. Then forcefully conquer the local tribes under your rule. This is easy, as your are presumably a Solariod of some variety.

The next step is to forcefully destroy their independent tribal cultures through a variety of memoery re-writing charms, charms to make integrating and abandoning their traditions seem more like a good thing, and separate each individual tribe and forcefully merge them with the other tribes, creating groups of mixed Beast-Men. You may have to kill the parents and older people as well, so as to cleanly sever the old familial and tribal bonds. Then with Linguistic and Social charms you must destroy their own languages and dialects, to be replaced with uniform Old-Realm.

Within about a generation or two (shorter if you kill more adults and use more memory charms) all the old grudges should have faded away and peace shall reign among the now singular people of Ta Vuzi.
 
Mmmaaaaaan Exalted Southern Gothic is fantastic, I never knew this was my jam but here we are. I grew up in Florida so the whole "humid, coastal region slowly being swallowed by the sea" kinda speaks to me at a basic level. :V And overall the whole thing's moody as hell and I love the sweaty, oppressive atmosphere and how the status-quo is a "slow decay".

I'll just touch on this. I can't remember who said it, but when writing a location in Exalted, the status quo should never be a) stable, or b) an unbridled good.

What does that mean? It means when you make a location, it shouldn't be framed as "the PCs show up, fix this one thing, and now everything is good again". Likewise, it also shouldn't be "everything here is fundamentally stable and there are no cracks or tension points in the society" (this even applies if the current set-up is awful - your chattel slave society should be seething with tensions and have rebel groups and someone should be plotting a coup and so on).

Together, this means that when you write a location, you should set it up so there's weak points where the PCs can get involved to change things, and there's a reason for the PCs to want to change things. Or, to put it another way, every location should have plot there. In fact, I personally hold to the rule that everything you mention should either be there for atmosphere and defining genre, or have a plot hook associated with it. Don't mention the currency unless it's got an inflationary problem, or the coins are particularly stable so it serves as a reserve currency, or someone talented is making forgeries. Give your ruler a personality and flaws for the PCs to engage with and things they might want from them. Give your beastmen a social role and don't make them sainted innocents or pure villains.
 
Within about a generation or two (shorter if you kill more adults and use more memory charms) all the old grudges should have faded away and peace shall reign among the now singular people of Ta Vuzi.

i'm pretty sure there are a few, uh, shades between "unending oppression and entrenched bigotry" and "obliterate the culture with a side of ethnic cleansing" man

like. at least two. god who knows maybe there's even three?

I'll just touch on this. I can't remember who said it, but when writing a location in Exalted, the status quo should never be a) stable, or b) an unbridled good.

What does that mean? It means when you make a location, it shouldn't be framed as "the PCs show up, fix this one thing, and now everything is good again". Likewise, it also shouldn't be "everything here is fundamentally stable and there are no cracks or tension points in the society" (this even applies if the current set-up is awful - your chattel slave society should be seething with tensions and have rebel groups and someone should be plotting a coup and so on).

Together, this means that when you write a location, you should set it up so there's weak points where the PCs can get involved to change things, and there's a reason for the PCs to want to change things. Or, to put it another way, every location should have plot there. In fact, I personally hold to the rule that everything you mention should either be there for atmosphere and defining genre, or have a plot hook associated with it. Don't mention the currency unless it's got an inflationary problem, or the coins are particularly stable so it serves as a reserve currency, or someone talented is making forgeries. Give your ruler a personality and flaws for the PCs to engage with and things they might want from them. Give your beastmen a social role and don't make them sainted innocents or pure villains.

S'really good advice tbh and this is sorta double dipping considering you were the one who recced it but there's some solid suggestions from Damnation City when worldbuilding a location. Ultimately establishing a definite atmosphere, a sort of broad strokes "how does it feel to walk through this, to be here", is one of the things you need to give the most thought to first and foremost and, as much as something like Exalted relies on asking "but how did you get x, but where does the y come from", stuff should exist in service of being evocative. If something doesn't necessarily make real world sense that's fine, serving a particular mood or theme is a worthwhile end in and of itself. Easily on par, if not superseding, digging into the nitty-gritty of How It's Made which, like Escorp said, should be dissected if it's relevant to the kind of story you want to be told or the atmosphere you want to create. Not a compulsive habit.
 
I'll just touch on this. I can't remember who said it, but when writing a location in Exalted, the status quo should never be a) stable, or b) an unbridled good.
I think this can sometimes run into the issue where supposedly the Realm strapies are supposed to largely stable and obedient to Realm but to make it interesting for PCs to go in and do stuff, the books make it look like the complete opposite.
 
I think this can sometimes run into the issue where supposedly the Realm strapies are supposed to largely stable and obedient to Realm but to make it interesting for PCs to go in and do stuff, the books make it look like the complete opposite.

Also the general pervasive feeling among players that, well, what is the point? Exalted NPCs not named Scarlet seem constitutionally incapable of the slightest bit of stability, so a lot of players I've met come out of reading the books with the feeling that why even try if the moment the PCs look elsewhere everything you saved is going to fall off again, and not even across centuries ala Dark Souls, but, like, inside of a decade tops.
 
This is a unique moment of instability. The Solars are back, the Realm is lurching towards civil war, the dead are on the march, and Hell is brewing a new cauldron of horrors.

Realm satrapies may have been largely stable a decade ago, but that was then and this is now. They're probably still largely obedient, but of course obedience without stability may not last.

That being said, there are still going to be a few places which aren't facing any particular turning point. So when you write about them, it's probably best to zoom out. Write about them as part of a larger area, in which things are changing.
 
Also the general pervasive feeling among players that, well, what is the point? Exalted NPCs not named Scarlet seem constitutionally incapable of the slightest bit of stability, so a lot of players I've met come out of reading the books with the feeling that why even try if the moment the PCs look elsewhere everything you saved is going to fall off again, and not even across centuries ala Dark Souls, but, like, inside of a decade tops.
Aka the thousand dooms.
 
I think this can sometimes run into the issue where supposedly the Realm strapies are supposed to largely stable and obedient to Realm but to make it interesting for PCs to go in and do stuff, the books make it look like the complete opposite.

Who says "stability" is anything to do with obedience to the Realm?

Ta Vuzi isn't going to rebel successfully, even with the Realm weakened as it is, without outside help or PC intervention. Its plot-issues lie more in the constant environmental degradation, the racial tensions, and all the other issues.

Or take one of your "boring" satrapies. It might be completely unproblematic for the Realm, but the prince has an ambitious younger sister who's spreading rumours that he's illegitimate (not without some evidence) and is planning to have him deposed and her installed in his place (making sure to proclaim her loyalty to the satrap). Nothing about that challenges the Realm's dominion - it's an internal fight in the principality's power structure. And PCs can consider "hmm, who's better to be in charge" and take sides, etc.

To put it another way, no one wants the unbridled shit that is the Outer System in Eclipse Phase full of happy, tension-lacking anarchists who are just soooooooo perfect and the only storylines are stopping the mean Inner System capitalists ruining their nonsensical utopia. A location without plot hooks and GM hints and things to do is worthless, so don't write it up if there's nothing to do. And don't make locations where the only thing to do is stopping the bad evil mean orcs from ruining a golden age, because that doesn't fly in Exalted.
 
The primary problem with hooks like the various Dooms is they are shown as a Present threat rather than one of Potential, hinging all the tension of the circumstances on "how is the problem Stopped" in lieu of "how do we Prevent this from becoming a problem." And the issue here is that Stopping is always more reactive than Prevention, and more demanding of player attention, despite how Exalted desperately wants to be an open and proactive sandbox where characters can go around and short-circuit or reshape major regional conflicts by dint of simply becoming involved. Active threat is a cheap pop of interest for many games, usually unnecessary except as a stick to prod the characters out of a comfort zone. But knowing when to prod with "address this" hooks and when to ease back for an extended downtime to allow for character introspection and planning is a skill that STs only learn over time and experience, since none of the books are especially keen on bringing up Pacing. Showing an All-Active, All-the-time Creation is a good way to make the problems seem insurmountably dense and indifferent to the Circle's actions.

So the easiest solution here is simply to roll back those hugely important things to all of five minutes before the problem can truly begin, and rather than assume all of this is ongoing in the backdrop, the book presents everything as "history up until you got here" and the clock only starts when the characters arrive on the scene for this or unrelated reasons. Because you don't need the barbarian tribes freshly united under a new war-hero to raid the local communities to catch PC attention when they visit as part of a side-quest. You can have the tribes weakened and disordered, still directionless from a previous defeat and death of their leader as they wait for someone worthy to take up the old chieftain's sword and seek out the Glorious War again.

It doesn't have to be frozen in time either, simply a neutral yet tenuous situation which likely will not be resolved very quickly without some kind of unexpected flashpoint to trigger. Sure, there might be an opening for someone to take up the blade if the players decide to ignore this in favor of continuing their diplomatic envoy, no different than how it would have occurred 'normally,' but then again one of the characters might also choose to heft the sword herself and work out the resulting cultural complications. Having that as One Potential Outcome which hinges on PC presence, instead of one required by the ST to reverse engineer or monitor in the background as a "living world", is vastly more interesting of a story to become involved in, because now the players can actually put events in motion, rather than simply observe it going on around them and hope to take part.

The more opportunities for the PCs (or recurring NPCs) to insert themselves into a plot without being the Coincidental Outsider is essential to making the players feel engaged and not like this all would have happened anyway because we're all playing a Gem Must Die campaign.
 
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With What Fire Has Wrought, we have an interaction that is funnier than the Creation-Slaying Oblivion Kick, IMO:

From Godsigh of Noonday Triumph, the capstone evocation of the Cathedral of Sublime Annihilation:
Eight wing-like blades unfurl from Cathedral of Sublime Annihilation's armor, locking into place to form a ring that frames the warstrider from behind, drawing in the Essence of the world. A halo of gathered Essence shines around it, strobing rapidly through the spectrum as this Evocation builds charge, until it's finally unleashed in a catastrophic sunfire blast capable of leveling battlefields. The world around the pilot dims as she charges this Evocation, as light itself is absorbed into the warstrider.

...

Structures and scenery are leveled, and the blast ignites an environmental hazard with Difficulty 4, Damage 3L/round that burns across its entire area until end of scene, or longer if terrain and weather conditions are amenable to a wildfire's spread.

Which might be defended against with the White Veil charm Blithe Unruffled Plumage:
If an attack fails to damage her (including if it misses), she may conceal it from onlookers' notice as per Owl Clutches at the Night.
 
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