Forros, The Tessellation

The Jade Caste Champion Forget Not Our Resolve was a veteran of Estasia's Long Without and was one of the last Alchemicals to submit to Lux's national reconquest campaign. Though defeated, Resolve never truly embraced the philosophy of The Unity and maintained strong, private disagreements with Estasia's course of action throughout his service. When he felt the call for Metropolitan Ascension a few generations after Estasia's reunification, he took his chances and deserted alongside a core of sympathizers and a few dissident champions, claiming that Autochthon bade him depart. Though his exodus was long and difficult, Resolve at last found a place for his followers to settle down close to the Far Reaches, in an irregular nation-chamber with walls and floors made of interlocking hexagonal columns.

Forros' nation-chamber and the surrounding reaches are climatically and tectonically unstable, some part of the Great Maker's anatomy that heats and cools to extreme temperatures at semi-regular intervals. The hexagonal columns that make up the floor, interlocking like honeycombs, move with the weather, reorganizing into plateaus or canyons as the weather changes. Sometimes, exposed columns are covered in red hot circuitry, venting waste heat into the air or bathing in rivers of coolant that run along the chamber's temporary riverbeds. The rapidly shifting temperatures make for volatile weather, it's not uncommon to experience monsoon rains, arid siroccos, chilling fog, and balmy winds all within the space of a few days.

Forros' superstructure is a tessellated polygon of massive jade cubes. Each of the cubes that make up the city is a municipal charm unto itself, some general use neighborhoods, others specialized industrial sectors or administrative districts. To deal with the regular quakes and wild climatic shifts, the city makes use of gravitic municipal charms to rearrange its component modules into new configurations, retracting some into its interior while exposing modules ordinarily kept within to the outside. From shielding residential modules from the weather, to rapidly adjusting its industrial sectors to deal with new resource veins, to civic art displays, to even slow locomotion, Forrosans boast that their city can adapt to anything the world throws at it, though visitors complain how the layout is confusing.

Culture

Forget Not Our Resolve disdained the cult of militat supremacy espoused by the Philosophy of Unity, and his original generation of citizens was selected from those who held similar views. During their long exodus, Resolve made alliances with many tunnel folk clans and cultures, and peaceably assimilated some into his fledgling society. While pragmatism has forced Forros to participate in wars of defense, militarism is still very much disdained and it is a point of pride for the Forros that it has never attempted to raid or conquer another city.

Modern Forros maintains an Octet-style caste system but has friendly relations with several tunnel folk cultures who wander near and through its nation-chamber. Several practices linger from the tunnel folk that Resolve allied with: vision quest initiation rites for children leaving the creche; lovingly decorated ceremonial "honor braids" worn by populat workers; the domestication of several lesser machine spirits for labor and transport; and the cultivation of extremophilic molluscs and fungi for food and ornamentation to name a few.

It's common to channel aggression and conflict resolution into competitive sports and tabletop games. The city's entertainment culture reflects this, with numerous athletics tournaments and elaborate board and card games being broadcast over the city's public display screens during the off shifts. Low stakes gambling for small handmade items and favors is allowed, but organized gambling and fixing rings that breed political corruption are a semi-regular problem.

Cuisine

Forrosan cuisine features several mollusc and fungal dishes gleaned from nearby tunnel folk. Workers out on resource gathering expeditions seed and harvest chemosynthetic snails and bivalves in pools of coolant or on the sides of red hot pillars. After the meat is consumed, the shells of these creatures are ground down into fertilizer for edible lichens and fungi grown in the city's hydroponics facilities. Forrosan Harvesters additionally keep a secret process by which they introduce special mold spores to prepared nutrient terrine to impart a sharp, acquired taste.

Vitruviums

Forros' anti-militarist founding ethos exists in a polite but perpetual tension with the necessities of living in the Reaches. Aggressive spirits and gremlins are a regular problem, as are raids from both unallied tunnel folk and occasionally the Octet. Estasia has attempted to annex the breakaway city several times in its history, and at one point briefly occupied it before being driven out by fierce guerilla fighting.

Martial arts schools, called Vitruviums, are common in Forros, open to all regardless of caste. In peacetime these are billed as centers for athletic fitness and spiritual health, prioritizing nonlethal techniques and emphasizing that they do not advocate violence. When under threat of invasion, they instead serve as a source of partisans, assassins, and commandos who specialize in decapitation strikes to end conflicts swiftly. It's considered impolitic to openly acknowledge this reality, but everyone knows of it and uses an extensive lexicon of slang to talk about it instead.

Forros' Tripartite Assembly has a complicated relationship with the schools, recognizing them as a potential challenge to its authority but unable and unwilling to actually dismantle them, they're too entrenched in Forrosan society. For now, the vitruviums remain amenable to the Tripartite, in part due to active attempts at transparency and dialogue by both parties, but the idea of rebellion, however unlikely, remains a source of anxiety for many in the government. As the Octet's new Convergence Era progresses, Forros' growing proximity to Estasia has sparked an upsurge in school membership by citizens fearful of Militat incursion.

Select Vitruviums

The most respected vitruvium, the Diodic Dance Sect practices Swinging Pendulum Style, an Autochthonian equivalent of the Swaying Grass Dance. While the sect's populat partisans were instrumental in ejecting Estasia from Forros during a brief occupation several generations ago, today the vitruvium is seen as a bastion of establishment orthodoxy. For years now the sect's ethos has become calcified around respectability and tradition, even the music that they dance to must conform to codified patterns. Inner disciples lack much of the revolutionary leanings of their counterparts in Creation, and frequently rub shoulders with Tripartite members.

The Pankratarium teaches numerous styles with minimal esoteric qualities; Diving Glider (Falcon) style, Steel-Crushing Vice (Bear) style, and Red Eye Boxing (tiger style). The school prefers a broader curriculum over intensive specialization, students join largely to train for competitive boxing and wrestling circuits, or to hone their bodies for non-martial sports, not to contemplate spirituality or cultivate perfect martial form.

The Hekapoda are one of the oldest vitruviums. Specializing in Centipede Style, the school's teachings hail from tunnel folk shamanic warrior societies. Today favored by those who participate in tunnel expeditions, the school keeps a number of live centipedes as mascots, tasking novices with feeding the creatures as an exercise in attentiveness. To advance to the highest ranks of the school, practitioners must venture into the Reaches and seek instruction from the sect elders who sequester themselves in the tranquil darkness to hone their techniques.

Life Among Extremity

Forros' nation chamber is a harsh environment that vacillates between sweltering heat and bitter cold. Before Forget Not Our Resolve settled in the area, it was known to but largely considered undesirable by most of the Octet. Forrosans make do with the wasteland by co-opting its extreme qualities. The extreme temperature shifts are useful in a number of metallurgical and chemical procedures for generating exotic substances, while the geothermal waste heat and rough atmospheric conditions are harnessed to generate electricity. Burnt out pillars are scavenged for components while the coolant rivers are siphoned for industrial use. Forros moves, slowly, to position itself close to deposits of vital resources or towards areas where the climate is briefly more temperate. While not as wealthy as places like Kamak or Xexas, Forros has access to plentiful deposits of jade, orichalcum, and adamant and its surveyors foresee little risk of resource shortages in the immediate future.

While its nation chamber is livable with effort, actually extracting its resources would be nigh impossible without the qitarak, tamed machine spirits resembling oxen sized mites with nautiloid shell abdomens. Originally domesticated by tunnel folk, Forros would never have survived its early years without them. The qitarak's translucent shells contain chambers large enough to fit two people snugly. Properly trained qitarak can maintain their interiors at certain temperatures, allowing them to either transport passengers through extreme weather or keep volatile cargo stable. Individual qitarak often bond with work-groups and become stubborn if they go long periods without their familiar handlers. Forros maintains large herds of the creatures for resource harvesting expeditions, often trading with tunnel folk for new stock as well as a handful of other tamed machine-spirits.

The climatic fluctuations mean that Forros' nation-chamber is one of the few permanent places in Autochthonia where true elementals naturally coalesce in large numbers. Most of these spirits are as transient as the weather that births them, but they are often ferocious with vitality, living out their short lives to the fullest. Forrosan clerics have extensive protocols on propitiating the wild spirits and monitoring the demiurge lines for buildups of elemental essence.

Gazetteer

Not a location so much as a configuration the city takes, The Aedilion refers to when Forros rearranges its component cubes such that its superstructure resembles a hypercube, a hollow cubical space nestled in the center visible to the air, shielded from the weather by fields of crackling energy. The Aedilion is the form that Forros takes to host its grandest civic festivals, athletic games, and martial arts tournaments. The central space is where the action happens, the city's habitation modules facing inwards so all citizens can look out the windows to watch. Events that happen during the Aedilion include qitarak races, pillar tossing, card game tournaments, and the ever popular National Vitruvium Exhibition. Tetrathalons where the competitors must alternate between athletic events and tabletop games of skill are a recent, but much beloved, addition.

The Journeyman District is a chronic headache for the city's Sodalts. A prototype municipal charm designed to replicate Sova's conurbation technology, it is intended to be a detachable module that can settle down as a remote mining colony while the rest of the city moves on. For years the project has been beset by setbacks, malfunctions, and general mismanagement, the castle-sized vehicle sitting in a drydock in the city's interior. Successive lead engineers have redesigned it over and over again, leaving its insides a tangled maze of corridors and abandoned equipment. With the project stalled indefinitely, vitruviums have begun to use the district as a training ground for parkour and illicit duels.

Currently, Forros is positioned near the Aerobellum, a row of tunnel entrances containing building-sized cooling fans that regulate the nation-chamber's temperature. Currently, the Aerobellum's turbines are whirring down, having accrued a coating of particulates and dust after decades of nonstop use. Forros sends expeditions into the Aerobellum's passages to scrape the coating off the dead fans, harvesting trace rare minerals blown in from elsewhere in Autochthonia.

Persons of Note

Technically, Didact Irorsan is "just" an elderly populat worker, but as the Diodic Dance Sect's grandmaster, he is de facto a personage of extreme importance within Forros. Projecting the air of a wise and enlightened sage, the Didact is in fact rather corrupt. While Irorsan's perpetual assignment to aide duty as a Vitruvium instructor is standard practice for elderly martial artists in Forros, him using his school connections to requisition greater luxuries even beyond what is allotted for a sect elder would be a great scandal if uncovered. He hides the extent of his malfeasance behind an air of dignity and faux respectability, using bribery, blackmail, and intimidation should those fail.

One of Forros' more promising atheletes, Edias hones both his body and mind to compete at the Aedilion's Tetrathalons, participating in sprints, card games, boxing, and tabletop wargaming in quick succession. Recently though, he's undergone a spate of bad luck, accidents, and whiffs both on and off the field. The rut began, he believes, after he returned from pilgrimage to Gulak, with a set of decorative laminate playing cards he bartered from a fellow pilgrim. Originally decorated with depictions of famous Champions, the deck now portrays inauspicious events that mirror his own misfortunes. Edias has tried to get rid of the set but it keeps finding its way to him.

Eldest of Forros' Alchemicals, the Moonsilver Colossus With Utter Majesty, accompanied Forget Not Our Resolve on his exodus and stood guard whilst he completed his metropolitan assembly. Today, she spends most of her time soaring high in the skies of the nation chamber, her colossus body shaped like that of the hawks of long gone Creation, but with silvery geometric wings and thrusters for tailfeathers. Officially a monitor of the nation-chamber's atmospheric conditions, Majesty indulges in riding the killer winds that accompany storms with a glee that even Clarity cannot dull. A small following of foolhardy citizens mimics her daring, skydiving in wingsuits and gliders from airships during more pleasant weather.

An extraordinarily rare Lesser Elemental Dragon of Air in Autochthonia, Sjardax the Rimeworm has alternatively served as a bane and an ally of convenience to Forros since the city's earliest days. An embodiment of nation-chamber's geomancy, Hallathrax was there when the city was founded, doing battle with Forget Not Our Resolve's circlemates and followers. A skeletally thin white-blue serpent, Sjardax's singular cyclopean eye has become a symbol for the dangers of cold weather in Forrosan culture. The beast has come to know the Forrosans over the centuries, and while it is far from friendly to the city, it has reached a sort of simmering detente with the metropolis, only attacking when the blizzards are particularly bad. Invaders receive no such restraint, and Sjardax has, knowingly or otherwise, served as an additional defense for Forros against raids and conquests several times.

Proximi

Forros maintains contact with the rest of the Octet, particularly Kamak and Yugash, but its strongest diplomatic ties are with several tunnel folk polities who range around and through its nation-chamber. Its relations with these allies, called Proximi, are formal treaties, regularly renewed by Tripartite diplomats and tunnel folk elders. Forros relies upon the Proximi for trade and defense, co-opting them as merchant caravans to other nations and hiring them as mercenaries to protect from raids.

Unlike Nurad's Gateway People, the Proximi are not considered Forrosans but instead citizens of independent nations. Forrosan diplomats receive and treat with them as they would with representatives of Octet governments, and proximi treat Forrosan envoys as they would respected guests from other tribes. The Proximi regard Forros as something of a neutral ground for their own inter-tribal meetings, a market for goods, and sanctuary from the nation-chamber's rough weather. Several vitruviums accept proximi members, and some Forrosan dojos are actually branches of schools that originated among the tunnel folk.

Notable Proximi

The nomadic Yamua Fanur were the ones to introduce the domestication of qitarak to the early Forrosans and to this day the city relies on them to bring in new stock of the machine spirits from the Reaches. Individual Yamua clans worship their herds, believing each herd has its own divinity formed from the networked mass-mind of its components. Young adults practice qitarak tipping as a coming-of-age rite, sneaking up and frightening the creatures so they tip over and humorously expel steam from vents in their shells. They do this to herds of both other clans and Forros; long standing treaties stipulate that the youths cannot be harmed for doing so but allow those who catch the offenders to nonlethally humiliate the culprits by cutting off their honor braids.

The ancestors of the Kajeke were exiled from Kamak in the aftermath of its failed Communal Revolution. Today they live in a three-dimensional maze of steam tunnels and water pipes, harvesting algae from the walls and harpooning cave-fish and albino caimans. To prevent from catching respiratory illnesses or skin infections, the Kajeke wear hermetically sealed diving suits at nearly all times. A remnant of Kamaki privacy culture has evolved into a belief that secrecy is holy; they do not give their names to outsiders and remove their suits only in the safety of their own homes.

Denizens of the Far Reaches, the Venderandi batfolk reside in the vast chambers of a dead industrial organ called the Sonoral Aspiratorium. They fly on leathery wings and dwell in inverse cathedrals suspended from the ceiling of the world-engine, raising swarms of bats for guano fertilizer. Venderandi spend much of their time singing, even when doing other tasks, echolocating by the sound of their music bouncing off the Aspiratorium's walls. Venderandi priest-kings believe that the Great Maker's slumber is perpetuated by song, and if he were to ever awaken, his dream that is the world would end.
 
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Hey, back again to ask questions about Kerisgame's Hacks.

When it says that you get certain charms for free out of the gate as part of the basic exalted package, does that mean just actually getting that Solar technique (IPP/GET/RLD etc), possibly just a little reskinned or adjusted to your splat, or are you supposed to get your splat's equivalents? Because for Infernals, that suddenly becomes pretty complicated. For one, I have no idea what the infernal equivalent of Body Mending Meditation would even be and they don't have an E2 Spirit Killer. But those aren't really problems for me atm so much as the question of, say, if I was building an E3 SWLiHN infernal under this system and bought Factual Determination Analysis would I just get Incorrect Value Rejection and Procrustean Chastity Coherence for free, with the ability to buy the things that have them as pre-reqs? Since this was a system created for an infernal game, I'd assume there's a clear answer to this one, but since it was an idea that came up way after character creation I'm not sure that there is, or at least, that there is one written down.
 
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There is a Kerisgame thread, you know.
Fair, I guess, but that thread is more about their actual game than the specific set of changes to the game that they use. It was actually created in response to discussion of kerisgame itself as a derivative work, IIRC. The rules, on the other hand, have been discussed extensively in this thread for a couple of years and content intended for it and the discussions thereof makes up a rather significant percentage of this thread.

That said, I'm more than happy to just leave if it's an issue, and I guess it is - thanks for letting me know, I genuinely had not considered the possibility that it could bother anyone, since it seemed more likely that people would be irritated by a question like this in that thread, and I really don't want to bother anyone, so the thanks are sincere. I'm not going to take it to the other thread, though, because that still doesn't seem like an appropriate place to take a question like this, so I'm just going to stop asking things.
 
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Fair, I guess, but that thread is more about their actual game than the specific set of changes to the game that they use. It was actually created in response to discussion of kerisgame itself as a derivative work, IIRC. The rules, on the other hand, have been discussed extensively in this thread for a couple of years and content intended for it and the discussions thereof makes up a rather significant percentage of this thread.

That said, I'm more than happy to just leave if it's an issue, and I guess it is - thanks for letting me know, I genuinely had not considered the possibility that it could bother anyone, since it seemed more likely that people would be irritated by a question like this in that thread, and I really don't want to bother anyone, so the thanks are sincere. I'm not going to take it to the other thread, though, because that still doesn't seem like an appropriate place to take a question like this, so I'm just going to stop asking things.
The Kerisgame thread is the place to ask about Kerisgame specific mechanics, in general, especially since Aleph and ES don't actually post that much in the ExGen (this) thread anymore. That question is more easily answered by them in their thread than by people in this thread, who are not running that specific Exalted Second Edition hack (and actually even Kerisgame has been trying to convert to Exalted: Essence).
 
The Kerisgame thread is the place to ask about Kerisgame specific mechanics, in general, especially since Aleph and ES don't actually post that much in the ExGen (this) thread anymore. That question is more easily answered by them in their thread than by people in this thread, who are not running that specific Exalted Second Edition hack (and actually even Kerisgame has been trying to convert to Exalted: Essence).
Already said I won't be asking any more questions. Again, sincere thanks for pointing it out as an issue, I'd really rather not bother anyone.
 
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Already said I won't be asking any more questions. Again, sincere thanks for pointing it out as an issue, I'd really rather bother anyone.
I cannot 100% speak for the people who post in the Kerisgame thread, but I am pretty confident in saying that this attitude is genuinely a lot more annoying than just being normal about asking a question in the thread where you'd probably get a good answer, when you're pointed to it.
 
I cannot 100% speak for the people who post in the Kerisgame thread, but I am pretty confident in saying that this attitude is genuinely a lot more annoying than just being normal about asking a question in the thread where you'd probably get a good answer, when you're pointed to it.
I get it. Again, thank you for clarifying, I've literally just decided that it's not worth asking, and saying thank you for informing me that this is not the place to do it in the first place and clarifying that I am embarrassing myself. Given how much of everything I've said has been about how uncomfortable embarrassing myself in this manner makes me, I would appreciate it if this could just stop.
 
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I've talked a few times about how I think Elementals need more structure. I had an idea for this once that I never really did anything with, so I'm gonna try and fix that. Here's a sketch of what it might look like. Will probably expand this into a full writeup one day.



Elementals of the First Stage (Essence 1)

Little more than animals. Not sapient. Born from tiny mindless short-lived pseudo-elementals that don't deserve character stats. Once they start thinking, they develop into...

Elementals of the Second Stage (Essence 2-3)

Most of the classic elemental types would fit into this category. Intelligent, but not a lot of individuality or agency. If they grow stronger, and/or turn into the elemental equivalents of heroic mortals, they become...

Elementals of the Third Stage (Essence 4-5)

Exceptional elementals like Ifrits. Very much their own people, often politically powerful, not easily summonable. Occasionally, by dint of spiritual enlightenment or just raw power, capable of turning into...

Elementals of the Fourth Stage (Essence 6-7)

Not just dragons. But often dragons. Sometimes have as much in common with geography as people, like gemlords. Are strongly discouraged from trying to become...

Elementals of the Fifth Stage (Essence 8-9)

Outside of the Elemental Poles, these are mindless uncontrollable forces of destruction. Like the Kukla. Allegedly they can hold it together better inside the poles. Many elementals hope that they can ascend into...

Elementals of the Sixth Stage (Essence 10)

Entirely theoretical. None are known to exist, apart from maybe the long-lost progenitors of each element. Some believe that, if an elemental reached this stage, they would spawn an entirely new element based upon their own unique nature.



Evolutions would branch at each step. So for every type of elemental, you'd expect to see one type that they "evolve from" and two that they could "evolve into" depending on their individual characters. Obviously, this would lead to greater uniqueness among powerful elementals.

I cannot 100% speak for the people who post in the Kerisgame thread, but I am pretty confident in saying that this attitude is genuinely a lot more annoying than just being normal about asking a question in the thread where you'd probably get a good answer, when you're pointed to it.

I think you might underestimate how emotionally taxing speaking in public is for many people. There's a reason that every online space is 90% lurkers.
 
I was idly thinking about the Realm's military just now and started wondering just how does Peleps dominance over the Imperial Navy make sense? Letting a single House be firmly in control over something so tremendously important seems wildly out of tune with how everything else about the Realm is run. Has it been explained somewhere just how and why House Peleps got to such a position?
 
I was idly thinking about the Realm's military just now and started wondering just how does Peleps dominance over the Imperial Navy make sense? Letting a single House be firmly in control over something so tremendously important seems wildly out of tune with how everything else about the Realm is run. Has it been explained somewhere just how and why House Peleps got to such a position?
House Peleps is one of the oldest houses in the Realm -- it was part of the original round of them that the Empress first created the Great House system, the only other survivor from that era being Tepet, and sort of Iselsi. At the time when Peleps was first given the Imperial Navy as its imperial remit like that, the Realm's westward expansion was still centuries away. They hadn't rediscovered Wu-Jian, they weren't in contact with the Great Western Archipelago and carving out satrapies and shit from it. I'm sure that it was still a very powerful and lucrative remit to have anyway -- the merchant fleet would always have been a cash cow -- but it didn't like, give them almost unrivalled access to an entire direction yet.

I think it's notable that Peleps is the only one of the original houses that we're aware of that was explicitly founded by one of the Empress's biological daughters, although that motivation is speculation on my part.

It's pretty clear that when the Empress disappeared, she was in the process of curtailing Peleps power by giving the fleet that pays for all their shit to V'neef, crippling them economically. The conquest of the West had just made them too rich and too powerful and they needed to be knocked down a peg.
 
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Really?

Peleps herself is cited as the Empress' second daughter, while Tepet was an Shogunate lord who the Scarlet Empress 'befriended' when he tried to seize the Imperial City. I'd have thought there was at least some gap between them.
 
House Peleps is one of the oldest houses in the Realm -- it was part of the original round of them that the Empress first created the Great House system, the only other survivor from that era being Tepet, and sort of Iselsi. At the time when Peleps was first given the Imperial Navy as its imperial remit like that, the Realm's westward expansion was still centuries away. They hadn't rediscovered Wu-Jian, they weren't in contact with the Great Western Archipelago and carving out satrapies and shit from it. I'm sure that it was still a very powerful and lucrative remit to have anyway -- the merchant fleet would always have been a cash cow -- but it didn't like, give them almost unrivalled access to an entire direction yet.

I think it's notable that Peleps is the only one of the original houses that we're aware of that was explicitly founded by one of the Empress's biological daughters, although that motivation is speculation on my part.

It's pretty clear that when the Empress disappeared, she was in the process of curtailing Peleps power by giving the fleet that pays for all their shit to V'neef, crippling them economically. The conquest of the West had just made them too rich and too powerful and they needed to be knocked down a peg.
Imperial Navy doesn't just operate in the West, though, and control of and passage over the Inland Sea were extremely important to the Realm long before its westward expansion. If the Peleps were just in the charge of the West-focused Water Fleet, I'd find the whole situation a lot more believable.
 
Really?

Peleps herself is cited as the Empress' second daughter, while Tepet was an Shogunate lord who the Scarlet Empress 'befriended' when he tried to seize the Imperial City. I'd have thought there was at least some gap between them.
Peleps is not cited as her second daughter, we don't actually know of any of her children who were older than Peleps. The strict birth order is not always made explicit, though. (Edit: Correction on my part, she is directly cited as the Empress's second daughter. I should have checked that first before replying, apologies!)

The Realm didn't have Great Houses at all until RY103, by which point Tepet had already been an Imperial consort for 50 years.

Imperial Navy doesn't just operate in the West, though, and control of and passage over the Inland Sea were extremely important to the Realm long before its westward expansion. If the Peleps were just in the charge of the West-focused Water Fleet, I'd find the whole situation a lot more believable.
I am aware of this, which is why I directly mentioned and acknowledged it in the post you are quoting. I stand by my conclusions.
 
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Imperial Navy doesn't just operate in the West, though, and control of and passage over the Inland Sea were extremely important to the Realm long before its westward expansion. If the Peleps were just in the charge of the West-focused Water Fleet, I'd find the whole situation a lot more believable.

You're treating it like an Age of Sail navy--it's really not, the Realm Navy is more classical era Mediterranean in nature than something that wins wars on its own, it exists to carry troops from place to place and board other ships to kill the crew.

Peleps owning the Imperial Navy isn't nothing, but it doesn't in itself make them particularly strong as a House--which have much larger armies in general. It's still in the upper echelons of power (Which is why the Empress was lining up for a screwjob on them like she did with Tepet in giving V'neef the Merchant Marine), but it's not like they got Special Privileges all this time either. They were allowed relatively few Legions, and had such a large area of responsibility that they were stretched thin, which made them not a serious issue.
 
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The Realm also has a lot of strong monopolies or near-monopolies that are assigned to the Houses and sometimes moved between them; it's kind of halfway between a Duneism and actual authoritarian rent divisions, both a part of the Empress's political strategies and a worldbuilding thing to make the houses especially distinctive. Part of the civil war is, in fact, that artificial division of duties and powers breaking down in the absence of a strong ruler.
 
I am aware of this, which is why I directly mentioned and acknowledged it in the post you are quoting. I stand by my conclusions.
Fair enough, though I find those conclusion quite difficult to agree with.

You're treating it like an Age of Sail navy--it's really not, the Realm Navy is more classical era Mediterranean in nature than something that wins wars on its own, it exists to carry troops from place to place and board other ships to kill the crew.

Peleps owning the Imperial Navy isn't nothing, but it doesn't in itself make them particularly strong as a House--which have much larger armies in general. It's still in the upper echelons of power (Which is why the Empress was lining up for a screwjob on them like she did with Tepet in giving V'neef the Merchant Marine), but it's not like they got Special Privileges all this time either. They were allowed relatively few Legions, and had such a large area of responsibility that they were stretched thin, which made them not a serious issue.
I don't think I am. The Realm's an island nation, although the island is, of course, extremely large. Even if the NAvy ddoesn't win wars on its own, the ability to carry those troops over the Inland Sea and to keep piracy in check so that tribute may safely flow from the Threshold to the Blessed Isle are both quite vital to the Realm. The Empress, who generally was pretty careful about letting too much power accumulate in the hands of any single House, delegating such an important responsibility to any single House really strains my suspension of disbelief. It's just so fundamentally different from how any other aspect of the Realm works. Like, ground-based military power wasn't left in the hands of a single House - most Houses weren't allowed to raise any legions, those that were given special permission for that only had a few legions - as you yourself point out - and majority of the legions were the Empress' own. Ministries of the Thousand Scales aren't given to any single House, there are measures to divide power in the satrapies, and prefects are frequently named from outside the Great Houses most prominent in the prefecture. Sea power being handled so differently seems to me like the kind of thing that'd at the very least deserve an explanation, a word on the political considerations or historical developments behind that state of affairs.
 
All of the Great Houses have their own house navies that can carry troops etc. across the Inland Sea. They're just not really competing with any of the imperial fleets for size.
 
The Realm also has a lot of strong monopolies or near-monopolies that are assigned to the Houses and sometimes moved between them; it's kind of halfway between a Duneism and actual authoritarian rent divisions, both a part of the Empress's political strategies and a worldbuilding thing to make the houses especially distinctive. Part of the civil war is, in fact, that artificial division of duties and powers breaking down in the absence of a strong ruler.
Sure, but there's not, like a House monopoly on the legions as a whole, or collection of taxes as a whole, or foreign policy as a whole, and I think the control of an island-based empire's navy is more or less on the same level as those things. I don't find V'Neef being given the more specific and limited, though still extremely important task of protecting tribute shipments particularly implausible, for instance.
 
The only explanation you are going to get is that it's a state of affairs that built up over centuries, as the Imperial Navy grew in size and importance over the history of the Realm, with the opening of the West to mortal trade and the Realm's subsequent rapid expansion into it relatively late in the Realm's history making Peleps extremely rich and expanding the Water Fleet massively. There's not really anything to talk about if the only thing you have to say to that is just "well that's not good enough".
 
The only explanation you are going to get is that it's a state of affairs that built up over centuries, as the Imperial Navy grew in size and importance over the history of the Realm, with the opening of the West to mortal trade and the Realm's subsequent rapid expansion into it relatively late in the Realm's history making Peleps extremely rich and expanding the Water Fleet massively. There's not really anything to talk about if the only thing you have to say to that is just "well that's not good enough".
My question was specifically if this was actually explained somewhere. If there's no explanation beyond "it just works like that", then I do think it's not good enough, but I can deal with that without a problem by just changing things a bit for my games. I was, however, curious if there was more of an in-depth explanation somewhere I wasn't aware of, in any edition, or if not in published material then maybe in dev comments. I was curious, so I asked.
 
I was idly thinking about the Realm's military just now and started wondering just how does Peleps dominance over the Imperial Navy make sense? Letting a single House be firmly in control over something so tremendously important seems wildly out of tune with how everything else about the Realm is run. Has it been explained somewhere just how and why House Peleps got to such a position?

House Peleps is one of the oldest houses in the Realm -- it was part of the original round of them that the Empress first created, the only other survivor from that era being Tepet, and sort of Iselsi. At the time when Peleps was first given the Imperial Navy as its imperial remit like that, the Realm's westward expansion was still centuries away. They hadn't rediscovered Wu-Jian, they weren't in contact with the Great Western Archipelago and carving out satrapies and shit from it. I'm sure that it was still a very powerful and lucrative remit to have anyway -- the merchant fleet would always have been a cash cow -- but it didn't like, give them almost unrivalled access to an entire direction yet.

I think it's notable that Peleps is the only one of the original houses that we're aware of that was explicitly founded by one of the Empress's biological daughters, although that motivation is speculation on my part.

It's pretty clear that when the Empress disappeared, she was in the process of curtailing Peleps power by giving the fleet that pays for all their shit to V'neef, crippling them economically. The conquest of the West had just made them too rich and too powerful and they needed to be knocked down a peg.

It's pretty clear from stuff like this, the announcement she would choose an heir in a few decades, and the Battle of Futile Blood that the Empress had a lot of plans and ideas that were only halfway done when she disappeared.

It's also worth noting that while Peleps nominally has command of the navy, scions of other great houses are in command of various fleets (Ragara Feria commands the Air Fleet iirc). How loyal they are to the Navy versus their House versus the Realm is going to vary but if we assume it's about even then a good chunk of the navy is going to split off if/when Peleps eventually has to pick a side in the civil war.
 
Sure, but there's not, like a House monopoly on the legions as a whole, or collection of taxes as a whole, or foreign policy as a whole, and I think the control of an island-based empire's navy is more or less on the same level as those things

I mean it's worth remembering that the Blessed Isle is an "island" that is at least the size of a subcontinent and the most heavily developed, fertile land in the world. It is closer to China or Rome than Britain. Tribute from the threshold is useful, and the means of getting it are very significant to the Threshold, but a lot of the wealth of the houses comes from the isle itself. This is also a premodern economy in which land is significantly more valuable than shipping; holding a satrapy is worth more than escorting its fleets.

There was a pretty small oligopoly on having house legions, and the imperial navy seems to have been treated like another aspect of that more than the equivalent of all foreign policy. It was really valuable, but it was not everything.
 
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