With Habitability 3 the workers, demon or otherwise, still can't be living inside. Banish them, or lay down some area-effect Holy damage, and it'll fall apart before new ones can be bound. Also, by getting demons involved you're opening the whole thing up to infiltration and subversion. The more important this project is, the more likely the Yozis are to exercise that ever-present option to possess their underlings.
You are missing the point. Some confluence of rare and complex events might possibly be a solution, but those can also be planned against. It's dumb, and intentionally stupid in order to break the setting. Also, demons not able to live inside isn't a disadvantage. You have no reason to give a shit about their comfort. They'll serve anyway, because that's how it works.
I have never seen a satisfactory game-mechanical model of the odds for a given child's exaltation as a Terrestrial, even after putting a fair amount of thought into inventing a new system for that from scratch (based on a dice pool, rather than a single d10). The idea that interbreeding with elementals would be beneficial in any way strikes me as absurd, not only from a mechanical balance standpoint but thematically and metaphysically. Creating new 'legendary breeding' Terrestrials would require Gaia's personal involvement, just as creating new purebred Lintha would require Kimbery's personal involvement.
You completely missed the point. The sort of rule warping you're doing leads to the logical end of massive forced breeding camps. That should indicate that you should stop. This is not a new road, or a new discussion.
 
Maintenance on artifacts, sure. Warstriders and necrotech and lots of other stuff needs skilled attention during downtime. If the manse (including integral minions) can tend to it's own geomancy without any significant supervision, outside supplies, or practical inconvenience, though, it's not earning those 5 points from the Maintenance disadvantage, same as anything with utterly impervious armor shouldn't be getting points for Fragility.
Point to me where in a book it says that.
 
Question. Sidereal astrology as a wmd?

I thought it sucked on casting enmasse, and instead is based on fine manipulations?
 
Question. Sidereal astrology as a wmd?

I thought it sucked on casting enmasse, and instead is based on fine manipulations?

The core problem with Sidereal Astrology is, like everything else annoying they do, is that it can be applied in an undetectable manner, from orbit.

Think about this for a moment, then consider whether you want to give one of the primary antagonist NPC factions trying to kill your players undetectable orbital weapons platforms.
 
I mean, they're really more "undetectable orbital mild annoyance platforms," but that's hardly the point.
 
I mean, they're really more "undetectable orbital mild annoyance platforms," but that's hardly the point.

Generally speaking, one should implement mechanics that incentivise non-degenerate player behaviour as a natural consequence of rational player actions. As an example, if it was trivially easy for Sidereals to nuke shit (like, let's say, your players' city-state) from orbit with the functional equivalent of undetectable orbital weapons platforms, non-Sidereal/DB players aren't going to make themselves targets, and instead will choose the Path of the Murder Hobo or the Path of the Permanent Perfect Mirror Spy or whatever works best out of the set of survival strategies that aren't going to get them nuked from orbit.

As an Exalted GM, you don't want that to happen, because you do want those players to conquer swathes of clay with the power of a rampant transcendent primordial-slaying weapon and then go "Well shit, now I'm responsible, how do I into logistics?". You also probably don't want to be in the situation where your Sidereals either fire their orbital ion cannon platforms or contrive increasingly stupid reasons why they don't in order to desperately avoid ending the campaign with orbital bombardment.

Astrological WMDs definitionally fail this test.
 
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Just have your Sidereal antagonist be on the outs with the Pattern Spiders or something, because at next to no point in the process of performing Sidereal astrology, beyond making the request, are Sidereals actually involved.
 
Just have your Sidereal antagonist be on the outs with the Pattern Spiders or something, because at next to no point in the process of performing Sidereal astrology, beyond making the request, are Sidereals actually involved.

You can do that, but "Sidereals can nuke you with undetectable orbital lasers at any point, except the ones who are your enemies, in an amusingly convenient coincidence. In fact, no hostile Sidereal will ever be able to do this for some contrived reason for the entirety of the game" is an inferior solution to "Sidereals do not have and cannot get undetectable orbital lasers".

Or: Instead of giving astrology the ability to do WMD fun times, don't.
 
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You can do that, but "Sidereals can nuke you with undetectable orbital lasers at any point, except the ones who are your enemies, in an amusingly convenient coincidence. In fact, no hostile Sidereal will ever be able to do this for some contrived reason for the entirety of the game" is an inferior solution to "Sidereals do not have and cannot get undetectable orbital lasers".

The solution I implemented was to remove "undetectable" and "orbital":
  1. Sidereal astrology makes things get Hero, with the world itself going all Hero and warping to favour the colours of the destiny. If someone curses an an army with Ending, then the fields they march through will blossom with lilacs and lavender, they'll find their red flags turning purple when they're rained on, and they'll wind up having to live off plums when plundering the land. As a result, Occult rolls allow people to go "Hey, the Maiden of Endings's hand lies heavy on you, you're doomed".
  2. Sidereals have to go around doing History Monk / Traveller in Black things to set up a Destiny. You can't do it safe from Heaven; you've got to actually implement the five point plan you've filed with the spiders and go around setting up strange arrangements of stones, writing graffiti on the walls, pretending to be a fortune teller and foreseeing doom for Caesar, and other such thematically appropriate things. This is both a time commitment and also something that makes you vulnerable to, for example, Caesar going "Foresee this, bitch" and stabbing you.
 
Warning: Warning
So you're saying that even with a timeframe long enough that humans who weren't born yet when they started would have been dying of old age before the deadline, and access to the wealth of Heaven as well as all the exotic plunder from the Primordial War, with all that, the group of 30 solars (for whom that charm, by your own argument, IS a logical purchase), their respective lunar mates, two perfect circles of Sidereals, a proportionately enormous group of Dragon-Blooded, allied People of Adamant, and possibly even Autocthon Himself, couldn't reasonably have built a particular 2-dot artifact? Actually, if it's either crystalline or plant-based, one of the Dragon Kings with the right Path could reduce that to effectively a 1-dot. Making it plant-based biotech would also apparently resolve your concern about compatibility with the Imbue Amalgam spell.

Per the training time rules in the core book, inventing a new charm from scratch takes weeks, not decades. The Ochre Fountain Era wasn't exactly peaceful, but it was a time of prosperity and expansion during which the Exalted Host had more than enough time to explore the more tactically useful 'esoteric' possibilities of Essence 4 and build basic artifacts.

Infernals (well, actual pre-yozi primordials at least) were relatively common opponents during the Primordial War, which had only recently ended, and Unshaped might have been far more common in the immediate aftermath of the Three Spheres Cataclysm, or when pushing out into the Deep Wyld or Pure Chaos when those bumped right up against the borders of the world. Lunar tattoos definitely hadn't been invented yet. If somebody slipped up and didn't keep their Shaping defenses active, wouldn't it be nice to have a backup plan, a second line of defense? An ounce of prevention is great, but any smart pharmacist will keep a few pounds of cure on the shelf too, because accidents happen.

I'm not talking about mixing the two, or casually swapping out one for the other, but rather designing an entirely new spell which uses Autocthonian influences to achieve a mechanically similar result.
warning This is getting pretty close to 'spaghetti posting' - cutting up an opponent's arguments into little pieces, which disrupts or distorts their arguments. This is against the rules, specifically Rule Four: Don't Be Disruptive. Don't do it again.
 
As an Exalted GM, you don't want that to happen, because you do want those players to conquer swathes of clay with the power of a rampant transcendent primordial-slaying weapon and then go "Well shit, now I'm responsible, how do I into logistics?". You also probably don't want to be in the situation where your Sidereals either fire their orbital ion cannon platforms or contrive increasingly stupid reasons why they don't in order to desperately avoid ending the campaign with orbital bombardment.
That is a gross oversimplification. Most games do not lead to PCs leading anything. Hell, we don't even maintain a party in our games, much less a polity. We play fixers for other people, sorting out spirit disagreements to centralize power in a reasonable LED of Wood in the West, restoring Swan Dragon's memory so he can quietly sabotage the dead in the south with the power of talking to people respectfully, disabling the Penitent forever to deny it to everyone. Things like this. Long term goal we are slwoly progressing on is fixing Raksi's crazy enough she let's people use the resources of Sperimin.

I really, really hate the idea you need to run anything in Exalted. It's stupid and denies the roaming adventure archetype that's vastly more appropriate for many games. Especially games where none of the characters have ever been any sort of leader.
 
That is a gross oversimplification. Most games do not lead to PCs leading anything. Hell, we don't even maintain a party in our games, much less a polity. We play fixers for other people, sorting out spirit disagreements to centralize power in a reasonable LED of Wood in the West, restoring Swan Dragon's memory so he can quietly sabotage the dead in the south with the power of talking to people respectfully, disabling the Penitent forever to deny it to everyone. Things like this. Long term goal we are slwoly progressing on is fixing Raksi's crazy enough she let's people use the resources of Sperimin.

I really, really hate the idea you need to run anything in Exalted. It's stupid and denies the roaming adventure archetype that's vastly more appropriate for many games. Especially games where none of the characters have ever been any sort of leader.

There's absolutely nothing wrong with roaming adventure games, but Exalted was founded on the idea that there was something that could happen after roaming adventure games where appropriate. Ideally as a natural consequence of roaming-adventures. A lot of us were sold on that as a concept, so we defend it and try to incentivize it with how we discuss the game. I can tell you I got tired of roaming adventure games, for various reasons.

Remember, for years, most ttrpgs were default and outright game-abstracted roaming scenario affairs like DnD dungeon crawls. Roleplaying and consistent storytelling/worldbuilding happened as an emergent process over an outright given.
 
There's absolutely nothing wrong with roaming adventure games, but Exalted was founded on the idea that there was something that could happen after roaming adventure games where appropriate. Ideally as a natural consequence of roaming-adventures. A lot of us were sold on that as a concept, so we defend it and try to incentivize it with how we discuss the game. I can tell you I got tired of roaming adventure games, for various reasons.
I just hate the way it's seen as the "proper" end of a series. In ours, there's a nigh certain chance the PCs just go back to where they were before. My character has a sort of cyclic history theme, and will likely do as both her past incarnations did, and withdraw to her manse in the far East and let the world pass by. Our Full Moon will go back into the Wyld, because he honestly enjoys living in the Wyld on his own. The DB will go back to the Southern deserts and resume her past job of murdering fey, the Changing Moon will probably go...I'm, not sure where they're going. Nobody is going to do any sort of society building, or even really be a part of society. I am defensive of this, because it's interesting, and will not allow the implication it is not entirely okay.
 
The solution I implemented was to remove "undetectable" and "orbital":
  1. Sidereal astrology makes things get Hero, with the world itself going all Hero and warping to favour the colours of the destiny. If someone curses an an army with Ending, then the fields they march through will blossom with lilacs and lavender, they'll find their red flags turning purple when they're rained on, and they'll wind up having to live off plums when plundering the land. As a result, Occult rolls allow people to go "Hey, the Maiden of Endings's hand lies heavy on you, you're doomed".
  2. Sidereals have to go around doing History Monk / Traveller in Black things to set up a Destiny. You can't do it safe from Heaven; you've got to actually implement the five point plan you've filed with the spiders and go around setting up strange arrangements of stones, writing graffiti on the walls, pretending to be a fortune teller and foreseeing doom for Caesar, and other such thematically appropriate things. This is both a time commitment and also something that makes you vulnerable to, for example, Caesar going "Foresee this, bitch" and stabbing you.
The effects of sidereal astrology can already be detected with thaumaturgical astrology, which even unenlightened mortals can use. Not that I'm at all opposed to such heavy-handed omens as you describe, when the situation warrants it! Point two is also already covered by the rules, at least in part:
MoEP: Sidereals said:
Once the Sidereal has created the destiny, it hangs on her pattern, inactive and contagious. Transferring the destiny to the target is a Touch effect (see Exalted, p. 183). Once transferred, the destiny activates. A Sidereal may carry only one contagious destiny at a time. If a single destiny affects multiple beings of Essence 2+, she must touch each one.
Only 'from orbit' option I'm aware of requires the addition of Predestined Delivery Shaping. At long ranges, that's slow on the order of months, giving adequate opportunity for the target to notice incoming trouble thaumaturgically; closer, and it can be back-traced by mundane Investigation. In either case, the cursed item will be clearly magical under Essence sight thanks to that active charm, so precautions could be taken similar to those of real-world people who worry about receiving unsolicited explosives or bioweapons through the mail.

Even if defensive measures fail, sidereal astrology can't inflict damage directly, compel behavior, or do anything else that qualifies as an attack. At most, it can slant probability and provide incentives, creating outcomes that would otherwise be improbable but logically possible. When those modifiers become intolerable, hanging out somewhere beyond the reach of Fate is a hard counter (quickest option being the shadowlands circle necromancy spell Piercing the Shroud), and a full year 'off the grid' forces the sidereals to rebuild all those schemes from scratch. An elite warrior in full armor might be defeated by an otherwise cowardly child armed only with a stick, but the kid still needs to roll dex + melee to hit, and the stick still needs to be sharp at one end if it's going to deal lethal damage, so conventional defenses still apply.

Can't stack more than (target's essence) ascending or descending destinies on the same individual, so loading up enough modifiers to achieve anything unreasonable requires targeting regions or social groups - making the effects easier to notice, and easier to counter simply by getting additional essence-users involved. The unexpected arrival of, say, a team of three blood ape bodyguards, is enough to cut the duration of any such area or group effect down to zero from any level that wouldn't risk censure; an actual platoon could tear through dozens of successes on the effect roll just by doing their jobs. Raksha work equally well, or exalts, or enlightened mortals, or even gods and elementals if they're behaving in a manner inconsistent with the laws of Heaven. Even without any of those more refined options, someone with a single dot in Occult, access to a grave, and some fresh blood (possibly their own) could mangle unsupported Sidereal astrology simply by botching the thaumaturgical procedure to summon a mob of ghosts.

I am not saying the rules as written are perfect, or without flaw, or sufficient to all situations, or even particularly adequate. There are sections which need to be substantially revised, others which are best discarded outright, and nearly all of it could stand to be better organized for clarity. I am proposing an alternate approach toward the decisions of which parts to salvage and which to discard, toward a game which in some ways ends up looking less like L5R or Wushu, and more like a variant of Call of Cthulhu where Great Old Ones are playable characters. If that doesn't sound like a game you would want to play, that's fine. Perhaps we should come up with some terminology to distinguish between the forks and thereby minimize confusion.
Point to me where in a book it says that.
Oadenol's Codex said:
The examples provided below give typical time intervals, time investments, and so on for each level of maintenance difficulty. They aren't automatically applied to every manse needing that scale of maintenance. Players should feel free to invent equally drastic forms of maintenance instead.
Key words being "equally drastic." A manse with drawbacks means a design which has been optimized for performance (in whatever form those points were spent on) at the expense of convenience and/or stability. Good sanity-check is, could you describe the manse clearly and precisely enough in strictly IC terms that all the OOC point allocations would be apparent? That's true for all the example manses. The Ink Monkeys even provided an example of a bound servant force satisfying a maintenance requirement, for the Pit of Perfected Sand - but with the non-trivial downside that said servants are overwhelmingly hostile to anything they perceive as imperfect, including but not limited to anyone injured, possibly even each other.
 
When Sidereals decide that Glorious Unfuckable Po, Dawn Caste is a problem because he's conquering cities and upsetting plans, they don't need to drop astrological curses on him (because they are generally minor inconveniences), they drop them on the cities he's conquering. Artisans fail to make useful goods and farmers fail to bring in good harvests and his war effort stalls. Rebels find their plots and actions blessed by the mandate of heaven while the guards he puts on his cities to maintain order find themselves chasing rumors and fancy. His concubines grow sickly and diseased, putting truth to his name. All those +/- 1 TN add up over a mortal population, and sidereals can sling them at Creation practically whilly nilly to utterly fuck over someone who is trying to create an empire without any means of being able to strike back or counter it in any meaningful fashion.

Sure, paradox is a pain in the ass, but there's ways to mitigate it, that you can take in the safety of your heavenly manse. And that's much less painful than getting shanked on Glorious Unfuckable Po's Direlance
 
Pretty sure there's IRRC something named Stab the Seer's eyes that let Sidereals make thaumaturgical astrology say whatever they want it to say.
 
Quick question - how exactly do Thousand-Forged Dragons work? What would happen if you fired one directly into one of the Elemental Poles? And how much time would likely pass between it being launched and Yu Shan scrambling interceptors?
 
What would happen if you dropped one or more nukes on the North and/or South Poles?
That's the closest comparison I think I can make.
The North Pole isn't a magical construct that allows ice to exist. If something busted one of the Elemental Poles, it would presumably cause massive, catastrophic breakdowns in the stability of the corresponding type of Gaean Essence throughout Creation, completely fuck up Fate within that Direction (because a major constant in its predictions just stopped existing), likely make it much easier for Wyld creatures to invade through the hole left in Creation's stabilizing field, and generally constitute the worst disaster since the Great Contagion.

Hence, it would work wonders for occupying the Fivescore Fellowship's attention and forwarding your aims, assuming that your aims centered around tearing Creation apart and then beginning again from nothing.
 
The North Pole isn't a magical construct that allows ice to exist. If something busted one of the Elemental Poles, it would presumably cause massive, catastrophic breakdowns in the stability of the corresponding type of Gaean Essence throughout Creation, completely fuck up Fate within that Direction (because a major constant in its predictions just stopped existing), likely make it much easier for Wyld creatures to invade through the hole left in Creation's stabilizing field, and generally constitute the worst disaster since the Great Contagion.

Hence, it would work wonders for occupying the Fivescore Fellowship's attention and forwarding your aims, assuming that your aims centered around tearing Creation apart and then beginning again from nothing.
Yes, but I'm 95% certain that the Poles are so robust even a Thousand Forged Dragon's anti-geomancy attributes would utterly fail at actually damaging it. Making it flicker and jet out large amounts of elemental essence, causing a similar reaction to melting large sections of the north or south pole? Easily. Actually doing anything permanent to it that would forever ruin all former systems based on them existing? No.
 
Pretty sure there's IRRC something named Stab the Seer's eyes that let Sidereals make thaumaturgical astrology say whatever they want it to say.
That only works against astrology targeting the sidereal personally. Loom-Snarling Deception can do the same. There are a few different effects which jam all astrology across a wide area, but those produce a single consistent message which is clearly abnormal. (Someday I'm going to include in a game a pair of fraternal twins, both of whom are formally named "the-anathema-is-here" due to an ill-timed ceremony.)
When Sidereals decide that Glorious Unfuckable Po, Dawn Caste is a problem because he's conquering cities and upsetting plans, they don't need to drop astrological curses on him (because they are generally minor inconveniences), they drop them on the cities he's conquering. Artisans fail to make useful goods and farmers fail to bring in good harvests and his war effort stalls. Rebels find their plots and actions blessed by the mandate of heaven while the guards he puts on his cities to maintain order find themselves chasing rumors and fancy. His concubines grow sickly and diseased, putting truth to his name. All those +/- 1 TN add up over a mortal population, and sidereals can sling them at Creation practically whilly nilly to utterly fuck over someone who is trying to create an empire without any means of being able to strike back or counter it in any meaningful fashion.

Sure, paradox is a pain in the ass, but there's ways to mitigate it, that you can take in the safety of your heavenly manse. And that's much less painful than getting shanked on Glorious Unfuckable Po's Direlance
If Glorious U. Po is ruling that city personally, any astrology affecting the entire city needs to include him as a target, and be delivered unto his person either as a Touch effect, or by inheritance after a month-long delay. If he's gotten any Essence 2+ lieutenants involved, same goes for them. He can't be everywhere at once, but he might reasonably set up a police force including some low-end spirits or enlightened mortal martial artists, and notice that whenever enough of them stick their noses into some astrology-based problem the malicious coincidences mysteriously stop happening.
MoEP: Sidereals page 192 said:
Beings whose Essence rating exceeds 1 present the largest obstacle to Sidereal destinies. To affect such a being, the Sidereal must spend a number of effect points equal to the being's Essence score. This includes the Sidereal herself, should she wish to grant herself an ascending or descending destiny, or if she lives in the targeted area for long. Destiny cannot distinguish between the Essence rating of targets when assigning Scope. For example, laying a destiny on a village would normally cost four effect points. Should an Essence 3 Exalt live in the village, the cost would rise to seven effect points. The Sidereal has no way to exclude the Exalt short of chasing him away before she begins.

As for striking back, there's an Essence 4 Lunar Perception charm with only two prerequisites called "Evading the Spider's Eye" by which sidereal astrology effects can be directly observed, and tracked back to their source. Conceivably a 4- or 5-dot artifact could be built with similar capabilities, or a bargain could be struck with one of the Yozis (the Ebon Dragon knows rather a lot about the workings of Fate), or the Hidden Judges of the Secret Flame could be called upon to investigate the matter, or Glorious U. Po could simply kick down the doors of the nearest Yu-Shan Gate and demand to speak to someone's manager about all these petty nuisances which are distracting him from dutifully smiting the enemies of Creation. Sure, the celestial bureaucracy is vast and deeply corrupt, but with anything that legitimately resembles an empire, he's in a position to hand out 3- or 4-dot Cult backgrounds as bribes. Sidereal Astrology doesn't strictly require that the proper paperwork be filed, but if it hasn't been, trying to hide in a Celestial Manse might just mean an enormous orichalcum lion shows up at the front door armed with a court summons, whereas if it has, Glorious U. Po could leverage Bureaucracy and/or Investigation charmtech on those Arcane Fate-resistant records to look up the sid's place of residence, work schedule, associates, all that stalker-y stuff.
 
If Glorious U. Po is ruling that city personally, any astrology affecting the entire city needs to include him as a target, and be delivered unto his person either as a Touch effect, or by inheritance after a month-long delay. If he's gotten any Essence 2+ lieutenants involved, same goes for them. He can't be everywhere at once, but he might reasonably set up a police force including some low-end spirits or enlightened mortal martial artists, and notice that whenever enough of them stick their noses into some astrology-based problem the malicious coincidences mysteriously stop happening.
Any sidereal who can't contrive some reason for Glorious Unfuckable Po to leave town for some kind of hunting expedition in the countryside for long enough to drop the destiny on his city isn't making any effort. He isn't subject to the curse, but all his mortal followers are. Spirits obedient to the laws of heaven don't cause an essence burden if the effects aren't applied to them, and you're assuming that he can mass produce mortals with enlightened essence and that the sidereals can't arrange a reason for them to leave the city like their master. And if they can't for some reason? They can narrow down the scope of the curse to only affect a neighborhood, or a family - some place where these omnipresent essence users aren't stationed, but who's destruction will cause widespread havoc. If you curse the guards of the city with a two Name Destroying Curses that target temperance when it comes to bribes, the guards are going to be corrupt as fuck in short order. Curse the Merchant House supporting Glorious Unfuckable Po with some Sloped-Floor Curses and Ruin Without Failure Curses targeting bureaucracy then they're going to fold because all their business dealings don't pan out. Bless his rivals so that their social actions have reduced TNs when they work to oppose him and it will make their efforts that much more fruitful.

He doesn't negate the destiny just by existing in the area where a curse has been laid because he has essence 3+, he just isn't affected by it. RAW Sidereal NPCs can demolish any social infrastructure without risk from their Creation-bound enemies because all of the levers (censure, divine enemies) that make it difficult for PCs to do that are hidden away where the Creation-bound PCs don't have easy access to them for manipulation.

As for striking back, there's an Essence 4 Lunar Perception charm with only two prerequisites called "Evading the Spider's Eye" by which sidereal astrology effects can be directly observed, and tracked back to their source. Conceivably a 4- or 5-dot artifact could be built with similar capabilities, or a bargain could be struck with one of the Yozis (the Ebon Dragon knows rather a lot about the workings of Fate), or the Hidden Judges of the Secret Flame could be called upon to investigate the matter, or Glorious U. Po could simply kick down the doors of the nearest Yu-Shan Gate and demand to speak to someone's manager about all these petty nuisances which are distracting him from dutifully smiting the enemies of Creation. Sure, the celestial bureaucracy is vast and deeply corrupt, but with anything that legitimately resembles an empire, he's in a position to hand out 3- or 4-dot Cult backgrounds as bribes. Sidereal Astrology doesn't strictly require that the proper paperwork be filed, but if it hasn't been, trying to hide in a Celestial Manse might just mean an enormous orichalcum lion shows up at the front door armed with a court summons, whereas if it has, Glorious U. Po could leverage Bureaucracy and/or Investigation charmtech on those Arcane Fate-resistant records to look up the sid's place of residence, work schedule, associates, all that stalker-y stuff.
I mean sure it's not impossible to counter this, but if a solar is so omnicompetent that they can single handedly hold all all the mechanications of a group of sidereals striking at them from the shadows... then the sidereals can just target a city the Glorious Unfuckable Po isn't in. Or one he hasn't conquered yet, but is marching against.

And if the solar can pull strings in heaven, so can the sidereals who are VASTLY more qualified to do so. Heaven is the sidereal fortress, and if a solar bribes gods with cults, then that opens up the gods for audits that the sidereals can call on them. And there's no reason for the sidereals to do this secretly in heaven, the solar is upsetting plans that heaven has laid out decades if not centuries in advance. This kind of thing is literally their job.
 
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