because what people want is completely irrelevant to VEE. You don't grant people what they want,
Article:
She is deeply insightful into the desires and failures of others and owns those whose wishes she fulfills.
[...]
Cecelyne's Excellency also assists actions that give others what they want in order to influence and ultimately own them.

So, yes, giving people what they want - fulfilling their wishes - IS supposed to be relevant, an important step in the process. If you're just looking to bind people to arbitrary tasks after maneuvering them into your domain on a technicality, could save yourself a lot of reinventing-the-wheel trouble by starting from the spirit charm Geas.
Article:
GEAS
Cost: 10m, 1wp; Mins: Essence 5; Type: Supplemental
Keywords: Crippling, Social
Duration: One month
The spirit makes a normal social attack to persuade the target to do something; if the attack is successful, the target may still spend Willpower to shrug off the Mental Influence, but her soul cannot. Every day the target doesn't spend working toward the spirit's stated end, she suffers a Crippling effect. (For many spirits, including most Celestial censors, this drains the target of one Willpower and one bashing health level.) The losses can't be recovered while the target isn't working toward her geas, and only begin coming back a day after she starts. "Working toward her goal" means the character spends more effort than she is used to spending, even on important endeavors, to pursue the geas. She can only stop to eat, sleep or rest for a few hours a day. The target must sacrifice one Willpower and one bashing health level to take any action that significantly distances her from the geas, and she won't recover that damage on that day. At the end of the month, if the target hasn't done her duty, she suffers as if she missed (spirit's Essence) days.
Spirits choose geasa carefully; the wording must be very simple to work at all, and clever targets have twisted geasa in the past. Targets can't be geased to perform deeds that they couldn't reasonably complete within the month. Social attacks that are unacceptable orders will also fail unless the spirit can make a target accept unacceptable orders.
 
Best way I can explain my current Whitewall game. There is six people in a room that is pitch black and full of stuff that is easy to trip over. Everyone can only see by wildly firing their handgun and hoping the flash is enough. The PC circle is only one of these people.

I got twenty fucking threads intersecting at the same time and its fucking glorious. I really need to do a write up but I'm having a fucking blast.

Here is a picture of my favorite character so far 🐩
 
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Mothematics homebrew - Sidereal Charm - Bloody Table Games New
Posting just the one of my homebrew 3e Sidereal Charms just because it's my favorite and I think people will find it useful for plugging a gap.

Bloody Table Games
Cost: 4m; Mins: Any Battles Ability 2, Essence 1
Type: Supplemental
Keywords: Divination, Mute
Duration: Instant
Prerequisite Charms: None
The Sidereal controls the outcome of all conflicts she participates in.
This Charm enhances a roll with any Ability to play or cheat in a game or competition that involves gambling, wagering, or a prize. The Storyteller describes how the other party will react depending on the outcome in advance, then the Sidereal's player decides whether or not to try to win. If she tries to win, she adds (Battles Ability/2, round up) non-Charm dice on her roll. If she throws the game, instead she makes a dramatic edit (Sidereals, p. 157) that describes how her failure brings advantage in another way, such as her opponent becoming distracted, a relevant character appearing to offer her charity, or the like. Her opponent can never tell that she threw the game deliberately.
 
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"I lose the game, but in playing it I occupied my foe so much that when I picked up the board, they didn't react soon enough to stop me from bludgeoning them to death with it."

"Why yes, there is a Battles Charm that lets me use anything as an Improvised Weapon just as easily as if it were a real weapon"

"Some also call this the Monopoly Smashing Sutra"
 
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Isn't there also some setting elements that have the Realm serving as the breadbasket for the Threshold due to its vast regions of peaceful farmland and presence of the Elemental Pole of Earth providing multiple harvests each year? I vaguely recall this in the context of discussion on how a Realm Civil War would result in mass famine for many regions in the Threshold as they have become depend on food imports from the Realm.
This post is a while back, but this was actually a headcanon in this thread, lol.

It wouldn't be a case of these Threshold regions being unable to feed their natural population through the exploitation of their own natural resources but rather that the Blessed Isle has such a significant competitive advantage that native food production would be neglected and eventually declines to relative insignificance after a few decades or centuries of stable trade.
I don't think this level of degeneration of local agriculture is really possible under premodern contexts with the scales the Realm works at, the distance is somewhat different between the Realm and even its northern and southern threshold holdings compared to North Africa and Rome, and travel to the West takes months of tedious chaining off of island harbours on the way. It could probably be done with some of the near-southern and near-northern satrapies, but they would have to be special arrangements. It is more efficient to exploit local conditions, such as the Lap, whose fields are explicitly used to support much of the Realm's holdings in the south (The Realm, p.167) and has effectively been transformed into a fake landowner state.
 
Ugh god, Project Rules in Crucible Legends is annoying me. Please for the love of god have a small side section walking a player through a roll number by number. With the player and ST going back and forth.


Here I did it.
Merit 2
Scope 4 (SEMI STRICT VIBES)
Shortfall 2
Base diff 2 (VIBES)
Hardships 2
1 MAIN HARDSHIP: LEGAL ISSUES
1 MAIN HARDSHIP: THE LAND SUCKS

New Diff 4

Risk 3 (VIBES)
0/10

Project
0/10
 
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I'm sorry the examples included weren't enough help. What made the Vrala Dama example on page 96 fall flat for you?
 
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I'm sorry the examples included weren't enough help. What made the Vrala Dama example on page 96 fall flat for you?
That I didn't even know it was part of the Project Rules section so I completely missed it. Like its even bolded outside of the section so I completely asumed it didn't have anything to do what I was looking for.

Yes its a big L on my part, but like:

Its bolded and separated from the section :cry:
 
It's been quite the minute since Crucible was worked on, but I suspect the decision was made to move and collapse earlier examples into the big ones at the end. But making it harder to find because Granularity was originally one of the top-level headings. Sorry it was frustrating, and I hope you get good use out of the rules.
 
Anyways some lore I'm working on for a coming Wyld Hunt I talked about earlier.

If your in my game don't read lol.
Ragara is well know for leveraging foreign debts to prep them for invasion. But sometimes the house ends up in a awkward situation where they can neither properly collect on a debt nor invade the foreign nation. That's when Ragara calls upon his debt collectors to seize what is rightfully theirs. His Prized 'Debt Collectors (Thinking of a better name lol)' are a small group of talented dragonblood who specialize in infiltration and long term operations in lands far from the Realm.

Basic idea with them, is that they will show up if you screw Ragara. They will rob your treasury, burn your ships, and pluck artifacts from your tombs. I'll do a proper write up for them eventually, but I wanted to make the Wyld Hunt a bit nastier so I just came up with them on the spot.



It's been quite the minute since Crucible was worked on, but I suspect the decision was made to move and collapse earlier examples into the big ones at the end. But making it harder to find because Granularity was originally one of the top-level headings. Sorry it was frustrating, and I hope you get good use out of the rules.
Yeaaaaa, rules work pretty well. I mostly got tilted cause I needed to learn them on the spot and couldn't parse it in like a minute.
 
So, given that it's pretty clear the one person responding to my writeup and I have completely incompatible interpretations of things (I'm not going to argue about why Geass is a very different and much weaker effect), I'm not sure there's really a point in this anymore since everyone else who sees the charm the way I do has been using their own version of it (with or without a formal writeup) for years now, but I realized that all our discussion about how to balance a charm that trains a single person was actually something Revlid sorted out years ago. His SWLIHN rewrite has a charm that trains a specific person, at much greater costs (you're redistributing their stats and they have to belong to an organization, etc), but, it takes an hour. So, that's kind of the obvious effect to use as a benchmark.

As such, creating a version balanced against that was trivial. I just cut out the whole 'you can delegate' part because it just added a ton of unnecessary complication. I have other expansions written, balanced against equivalent solar effects, but given the reception it doesn't seem like there's much point.

Verdant Emptiness Endowment
Cost: 10m, 1wp Mins: Essence 3, Type: Simple
Keywords: Shaping, Sorcerous, Training
Duration: Instant
Prerequisite Charms: First Cecelyne Excellency, Transcendent Desert Creature

Few beings are as they would choose to be. Certainly, Cecelyne would rather that her inner borders were not fettered to Malfeas. Where Dissatisfaction endures, emptiness spreads the idea of the Endless Desert. Prior to using this charm, the character must have observed the target express dislike of her present state and desire for something. This may be an improvement in some natural aptitude or training, something normally represented by background dots, an immaterial service – for their father to overcome his disease or for the love of a person they have pined over – or even something insignificant like a glass of water. This statement is henceforth referred to as 'the wish' or 'the request' interchangeably. This may explicitly be in response to probing questions from the warlock. To use this charm, the Infernal must be within (Essence) yards of the target an activate Verdant Emptiness Endowment. This behaves differently depending upon the nature of the request.

If the request fundamentally requires cooperation on the part of the target to move forward, the target becomes fundamentally aware of and convinced of the fact that the Infernal can help them improve at whatever they find lacking in themselves as a perfect effect. This doubles successes before comparing them to the target's MDV or MPDV for any attempt at mental influence to convince the target to accept an hour of training. If this fails, the motes and willpower spent are not refunded and no debt is accrued.

If they accept, the Infernal needs to personally interact with them in a manner appropriate for the given attribute, ability, or specialty (or a manner reflective of the themes of a Yozi internalized by the Infernal which may not otherwise qualify as 'training') for a minimum of one hour, with the miraculous results manifesting over the course of the day as a Shaping effect, their rating in the appropriate parameter raised by one by the time they wake the next day, or sunrise if they do not sleep. The target must pay the appropriate experience cost for their new rating or enter experience debt as a Training effect. This may not raise any trait above the Infernal's own rating in the same.

If it does not fundamentally require the target's cooperation (all other requests and complaints that do not involve training) they still may subconsciously reject the deal at a cost of 1wp. Otherwise, simply expressing a desire or dissatisfaction with the way things are is sufficient consent by the laws of Cecelyne. In that case, in the absence of an upgrade to this charm relevant to the specific type of request made, the Infernal must grant their request using their own capabilities. The only restrictions on how the Infernal may go about granting this request are those explicit or necessarily implied by the original verbal statement. Only the exact wording of the request matters, and only that it is fulfilled – the wish of someone bemoaning the state of their father's health could be fulfilled by hiring a skilled doctor, for example.

There are explicitly no limitations of the sort of requests that could qualify for a debt under this charm. It could be something as grand as success in an election or a difficult medical procedure, or as petty as passing a glass of water, paying for a meal, or helping someone leave a situation they find uncomfortable. Cecelyne can be generous, but the heart of her endowments are not the gifts she gives, but the chains that come with them.

There are no time limits or obligations imposed upon the Infernal to achieve the wish unless failure conditions were present (even implicitly) in the initial wish, and Cecelyne cares not for the 'spirit' of a wish, only the letter. If someone wished for a cure to their father's disease, removing every cell of malaria from his corpse would not qualify, nor would making someone who wished to win a specific election the victor in another election years later. If someone wished to be king as a boy and the Warlock only began to work towards it fifty years later, if they succeeded at the task, they would be considered to have fulfilled their end of the bargain. In the event that what the person wished for would cost experience, they must pay the full cost and/or enter experience debt.

Once the target's request has been fulfilled, the target instantly accrues a debt to the Infernal. At any point in the future, the Infernal may return to the target and demand any one task in exchange. If the target understands the demand and the task is not literally impossible, she intuitively understands that doom will befall her for failing to obey. After one month or as soon as the task becomes impossible (or consists of an unacceptable order) the duty ends without any harm to the beneficiary. However, if the target stops working toward the goal for more than a day while the duty remains, she suffers a number of automatic botches equal to the Infernal's Essence rating. These botches match the effects of breaking an oath sanctified by an Eclipse Caste Solar and linger until the worst possible time.

Cecelyne's law is biased, but not even her Chosen may escape her wrath when they break a contract. Should it become impossible to fulfill the request (through any means but the death of the beneficiary), they immediately become aware of this fact, gain a point of Limit, and will suffer a single catastrophic botch at the worst possible time. If the beneficiary with the unfulfilled request dies before it would become impossible, there are no consequences and the charm ends.

This charm may not be used with the Infernal themselves as the target, and no version of it which employs the Training effect may be used on someone already in experience debt.

Honestly, going forward I'm way more likely to just use the SWLiHN version to avoid the headache and/or future arguments. I have other charms, including a few of the expansions and some more stuff building off Demonic Primacy of Essence and/or CPoEL but, really, the only reason I posted this was so that it would be done and it'd stop feeling like something hanging over my head. Sorry for wasting people's time, and being wrong several times, and being kind of an asshole while wrong.
 
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Anyways some lore I'm working on for a coming Wyld Hunt I talked about earlier.

If your in my game don't read lol.

Based on your spoilered comment there.

Call them the Liquidators, isn't that exactly what they're doing?

It's an economical term as well for when "I need cash right this second and I don't care about how much of a haircut I take converting my assets to cash"
 
Good suggestions, will definitely use all of them and make them do a lore roll to know the real one.

On a different topic...

Got another commission sheet of my Lunar! Big fan of her spirit form being a crusty street cat.
 
I was reminded of this recently, and I think it's worth reposting:

I've said before, and I'll say again, the fact that I like the Dragonblooded means I find them interesting, which does not imply morally correct or that I feel they have to "win". Some people do, but I've never said so.

But here's the thing - I don't think they're bad either. I think they'll FAIL, sure, because that's the canonical end of the Age of Sorrows, but so will everyone else.

But they aren't going to fail because they're not heroic enough. Nor are the Solars. Nor are the Lunars. Nor are the Sidereals. They'll fail because the odds are too high and the time too short and the divisions between the Exalts too deep.

But I don't see any of them as fools and villains. And I'll explain why.

Now, it's easy to see why Solars are heroes: they're Exalted due to excellence. They were Exalted because they surpassed their fellow man even before they had a hint of divine power. They are left in the world, alone, to forge their own destiny. Some find others like them, but there's so few of them in such a huge world that most work alone. They have no backup, no support, and no cause beyond that which they choose for themselves (although sometimes Zeniths get instruction, they're very vague). They have to forge their own place in a world that, if it perhaps doesn't all fear and hate them, is mostly willing to take advantage of them at the friendliest. And they DO it. Their reappearence: scattered, without support, in a time of tumult, has nonetheless already redefined the world. Every Solar can change the world, singly or jointly. They can descend into the darkest sin or be a paragon of virtue(s). They were instrumental in building the First Age, and could build the Third. The Solars are undeniably heroes.

But they are not the only heroes.

Let me tell you what it means to be Dragonblooded. To be Dragonblooded is to have a responsibility. To be Dragonblooded is to take up the sword to defend Creation. Every Dynast can ride, and shoot, and fight both bare handed and with a weapon, and lead troops into battle. EVERY. SINGLE. ONE. The most fat, jaded, lazy bureaucrat of the Thousand Scales can take up a sword and fight a strong man to a standstill without use of a single Charm, and lead troops into battle with competence. The requirements for Lookshy Dragonblooded are even more strict. If you cannot learn to fight for Creation, Dragonblooded society has no use for you. They believe themselves to be the only force standing between Creation and that which would destroy it, and they act accordingly. That does not just include personal competence. To be Dragonblooded is not a title, or an adornment, but membership in a single nation. Only Dragonblooded, of all the Exalted, have a Charm that allows them to take their most hated Dragonblooded foe and instantly trust and love them like a brother to join together to fight a greater threat. That is their duty: that is their calling. You say they have failed Creation in their stewardship. But they have saved it. Saved it once, and twice, and many times over. When they overthrew the Solars, they were dying in scores, in droves, in their hundreds and thousands, but they would not surrender. They would not break. They fought until every last one was gone, because the brotherhood does not retreat. When the Great Contagion broke the armies of the Shogunate and the survivors faced oncoming endless hordes of horrors from beyond reality, they did not lay down and die, or flee screaming and broken. Oh, a few may have, but the records are clear on the whole: they fought. They fought to the end, they forced the Fair Folk to scratch and claw and die for everything they wanted to grasp, and in some places they even won, the broken remnants of reality against an impossibly larger foe! And ever since, whenever anything has threatened Creation, any horror has run loose upon it, the Dragonblooded have marched. They have fought the Fair Folk. They have fought rogue gods. They have fought the armies of the dead. Some have failed, some have died, a few have even turned traitor, but the brotherhood of the Dragons still stands in the defence of Creation. Even now, at the beginning of the setting, the Dragonblooded are the two mightiest forces in Creation. They have a religion that venerates them, yes, but also one that orders them to treat mortals well, which is more than one can say for any other known religion in Creation. And they police themselves. Sometimes it is effective and sometimes not, but even now the realms of the Dragonblooded are the safest and most stable in Creation. Even now, in both the Realm and Lookshy, you can find mortals in position of power. Even now, the peasants eat, the spirits are kept doing their proper jobs, and the foes of Creation dare not yet enter, because that is the peace that the Dragonblooded fought and bled and died for. Everything in Creation, everything that lives, owes its life to the Dragonblooded, because it is they who have been the army that defended Creation since the Solars were overthrown and the Lunars left. Every Solar owes his life to the Dragonblooded, even if he owes his death to them as well. Creation might need a more powerful protector, but it could never ask for a more loyal and dedicated one. The Dragonblooded are heroes.

But they are not the only heroes.

Let me tell you what it means to be Lunar. To be Lunar is to be tougher than any other Exalt ever had to be. Lunars don't Exalt for trying to do something audacious and remarkable, like Solars. They Exalt because they did something audacious and remarkable. A Solar might Exalt for taking up a sword to defend his village against the Fair Folk, but a Lunar only Exalts if he survived doing that. A Lunar has to win, to overcome a trial that seems impossible, before they get any reward. That is the life of a Lunar in a nutshell. They do not have the overwhelming power of the Solars, nor the brotherhood of the Dragonblooded, nor the support of Heavens and certain knowedge of the Sidereals. And yet they survive nonetheless. There is no challenge the Lunars cannot survive. The fury of the Primordials could not destroy them. The Dragonblooded and Sidereals could not stop them from escaping. The Wyld twisted them, broke them at their very core, crippled that which made them Exalted, and the Lunars yet survived. They not only survived, they remade themselves. Without their patron, without the Solars, without anyone else, the Lunars forged themselves new Exaltation and survived still. If they could not inhabit Creation, they inhabited the Wyld, a place absolutely antithetical to life, and survived still. And they did not just simply survive, either, cowering like dogs at the edge of a campfire's light. They grew stronger. They seized places of power. They forged nations. And they forged each other. They found new Lunars and tattooed them as the Lunars now needed to survive. And they did this without Sidereal astrology or any other means of instantly finding out when and where one Exalted. They did this through constant vigilence and looking out for those who needed it most. Nobody, not even the Solars, have faced what the Lunars have. The Solars merely died. But the Lunars were broken down to their very soul. Every Lunar, everywhere, is broken. But they have not died. They have not surrendered and become the lapdogs of the Dragonblooded and received the considerable benefits of their strength. They have not turned their backs on Creation, either. They have not walked out into the Wyld and left everything behind. Despite everything, despite terror and betrayal and death, despite being wounded more than any other Exalt could even imagine, they remain steadfast and true to themselves above all. The Lunars are heroes.

But they are not the only heroes.

Let me tell you what it means to be Sidereal. There is no life harder than that of a Sidereal. To be Sidereal is to be chosen, from birth, although you neither knew nor asked for it. To be Sidereal is to Exalt and be told that now you must train to be the finest-edged weapon in Creation, that you will spend the rest of your incredibly long life protecting Creation, and that there is no time for weakness, for doubt, or for failure. You will do what is required of you, or you will die and another will be chosen who is of a finer mettle than you. And most every Sidereal you will ever meet was given that choice, nodded their head, and devoted their existence to keeping Creation from the abyss. You may sneer that Sidereals control the world. That is true, but it is nothing to be rejoiced about. Controlling the world is a literal thing for Sidereals, not figurative. They must espy every aspect of it. They must figure out when anything is going wrong. And then they must stop it. Ninety-nine Sidereals, to our knowledge, do this. Ninety-nine men and women work day in and day out for Creation, and their only reward is another assignment and knowing that Creation has gone on another day. They have given up friends. They can love, but will never be loved for themselves. They erased their very existences from Creation to better serve it; if their judgement on how to best serve Creation was wrong, it does not erase the sacrifices they have made in pursuit of the noblest goal there is. They don't have vacations, because there is no time and nobody to take their place. They can amass staggering wealth and power but will never be able to enjoy it. Some guide the Solars, some guide the Dragonblooded: in either case, they see young heroes who have their whole lives ahead of them and can do whatever they want with it, who have the ability, the sheer luxury of saying on any given day "screw this, I'm going to go do something else". That's the freedom the Sidereal will never have, can never have, but they will do their job nonetheless and try their damndest to help the Solars or Dragonblooded to save Creation. That is their reward - that Creation lives another day. Not adulation. Not even a thank you. Just a satisfactory result. And they die. Oh yes, they die. Sidereals are the longest-lived of all the Exalted. And yet barely any survive from before the Usurpation. Why? Because they are out, every day, doing what they think must be done to save the world. And many times they die doing it. And death might be a relief, except it's an abject failure which has taken out a key piece of the network that keeps Creation safe. You may not agree with the decisions they make, but only an ingrate or someone suffused with hatred could fail to be in awe at the sacrifices the Sidereals make for what they believe they have to do. Their lives are only the first step. Only a Sidereal could, and does, wield a weapon which is immensely more effective against someone they love. Not pretend to love. Not have convinced that he loves. Not said he loves. Loves. Truly. Deeply. That weapon was built because it would be used. Because to be a Sidereal is to put nothing above your task of defending Creation. Not yourself. Not the one your love. Not your desires. Not anything. You don't matter. You chose not to matter. You chose figuratively (and quite literally in the oldest cases) not to even exist, all in the desire, the drive, the duty to make sure that Creation does exist. The Sidereals are heroes.

But they, too, are not the only heroes.

All of them are heroes. Not individually, of course - there's always individual exceptions. But collectively? Yes. Oh yes. Collectively, they have given more of themselves then anybody should ever be asked to do, and they have done it gamely and with excellence. They have all accomplished feats that border on and in many cases should have been impossible.

They are EXALTED. The name of the game is EXALTED. And the Exalted, all of them, are heroes.

The tragedy of the setting is that being heroic is not enough. Giving of yourself is not enough. Straining yourself to the utmost is not enough. It's too late, too hard, the enemies are at the gates and they cannot be denied. Not by the Solars, or the Dragonblooded, or the Lunars, or the Sidereals or anyone else.

That's where the PCs come in.



Ayiekie, on Exalted
 
I've said previously that one of my favorite things about Exalted is the fact that the game gives you heroic powersets and archetypes unique to each splat. You can be a great hero in any splat, but you can also be a villain.

A Solar at their best is a man who saw injustice in the world that has been left to fester, said 'no more' and cleansed it with holy fire. At their worst, they burst into a situation they don't understand and fuck up everything around them, good intentions or no. A Sid at their best is a teacher and perfect stranger who pushes and prods fate so that plans generations in the making may come to fruition for a better tomorrow and never expect thanks, sacrificing everything they were, are, or could be in the process. At their worst, they're uncaring and detached from the world, too absorbed by the beauty of their forest to notice or care for the trees that must be cut down on the way, with no connection to those they're meant to 'help'. A Deeb at their best is the latest in a long line of great heroes, with the wealth, allies and power necessary to defeat any foe and solve any communal problem, a source of civilization and safety in a world gone mad. At their worst, [insert imperial colonizer stereotype here].

And critically, it's possible for me to describe the same character using both sets of descriptors, it's just a matter of context. Mnemon serves as the rightful and deserving heir in a RCW game if you're a Mnemon and/or your house is allied to her, but if you're Ragara, she's a petty self-serving [redacted] who is going to destroy you and your house if you don't find some way to stop her.

We could argue about the specifics but I hope I'm getting my point across.
 
(Thinking of a better name lol)
"Accounts Receivable, First Scale" are normal bureaucrats, with standard-issue abacuses, fancy hats, and advanced training in asking politely. "Accounts Receivable, Second Scale," drawn from an entirely different career track, instead get burglary-optimized power armor and a friendly proffesional rivalry with Lookshy rangers.
 
I was reminded of this recently, and I think it's worth reposting:

I've said before, and I'll say again, the fact that I like the Dragonblooded means I find them interesting, which does not imply morally correct or that I feel they have to "win". Some people do, but I've never said so.

But here's the thing - I don't think they're bad either. I think they'll FAIL, sure, because that's the canonical end of the Age of Sorrows, but so will everyone else.

But they aren't going to fail because they're not heroic enough. Nor are the Solars. Nor are the Lunars. Nor are the Sidereals. They'll fail because the odds are too high and the time too short and the divisions between the Exalts too deep.

But I don't see any of them as fools and villains. And I'll explain why.

Now, it's easy to see why Solars are heroes: they're Exalted due to excellence. They were Exalted because they surpassed their fellow man even before they had a hint of divine power. They are left in the world, alone, to forge their own destiny. Some find others like them, but there's so few of them in such a huge world that most work alone. They have no backup, no support, and no cause beyond that which they choose for themselves (although sometimes Zeniths get instruction, they're very vague). They have to forge their own place in a world that, if it perhaps doesn't all fear and hate them, is mostly willing to take advantage of them at the friendliest. And they DO it. Their reappearence: scattered, without support, in a time of tumult, has nonetheless already redefined the world. Every Solar can change the world, singly or jointly. They can descend into the darkest sin or be a paragon of virtue(s). They were instrumental in building the First Age, and could build the Third. The Solars are undeniably heroes.

But they are not the only heroes.

Let me tell you what it means to be Dragonblooded. To be Dragonblooded is to have a responsibility. To be Dragonblooded is to take up the sword to defend Creation. Every Dynast can ride, and shoot, and fight both bare handed and with a weapon, and lead troops into battle. EVERY. SINGLE. ONE. The most fat, jaded, lazy bureaucrat of the Thousand Scales can take up a sword and fight a strong man to a standstill without use of a single Charm, and lead troops into battle with competence. The requirements for Lookshy Dragonblooded are even more strict. If you cannot learn to fight for Creation, Dragonblooded society has no use for you. They believe themselves to be the only force standing between Creation and that which would destroy it, and they act accordingly. That does not just include personal competence. To be Dragonblooded is not a title, or an adornment, but membership in a single nation. Only Dragonblooded, of all the Exalted, have a Charm that allows them to take their most hated Dragonblooded foe and instantly trust and love them like a brother to join together to fight a greater threat. That is their duty: that is their calling. You say they have failed Creation in their stewardship. But they have saved it. Saved it once, and twice, and many times over. When they overthrew the Solars, they were dying in scores, in droves, in their hundreds and thousands, but they would not surrender. They would not break. They fought until every last one was gone, because the brotherhood does not retreat. When the Great Contagion broke the armies of the Shogunate and the survivors faced oncoming endless hordes of horrors from beyond reality, they did not lay down and die, or flee screaming and broken. Oh, a few may have, but the records are clear on the whole: they fought. They fought to the end, they forced the Fair Folk to scratch and claw and die for everything they wanted to grasp, and in some places they even won, the broken remnants of reality against an impossibly larger foe! And ever since, whenever anything has threatened Creation, any horror has run loose upon it, the Dragonblooded have marched. They have fought the Fair Folk. They have fought rogue gods. They have fought the armies of the dead. Some have failed, some have died, a few have even turned traitor, but the brotherhood of the Dragons still stands in the defence of Creation. Even now, at the beginning of the setting, the Dragonblooded are the two mightiest forces in Creation. They have a religion that venerates them, yes, but also one that orders them to treat mortals well, which is more than one can say for any other known religion in Creation. And they police themselves. Sometimes it is effective and sometimes not, but even now the realms of the Dragonblooded are the safest and most stable in Creation. Even now, in both the Realm and Lookshy, you can find mortals in position of power. Even now, the peasants eat, the spirits are kept doing their proper jobs, and the foes of Creation dare not yet enter, because that is the peace that the Dragonblooded fought and bled and died for. Everything in Creation, everything that lives, owes its life to the Dragonblooded, because it is they who have been the army that defended Creation since the Solars were overthrown and the Lunars left. Every Solar owes his life to the Dragonblooded, even if he owes his death to them as well. Creation might need a more powerful protector, but it could never ask for a more loyal and dedicated one. The Dragonblooded are heroes.

But they are not the only heroes.

Let me tell you what it means to be Lunar. To be Lunar is to be tougher than any other Exalt ever had to be. Lunars don't Exalt for trying to do something audacious and remarkable, like Solars. They Exalt because they did something audacious and remarkable. A Solar might Exalt for taking up a sword to defend his village against the Fair Folk, but a Lunar only Exalts if he survived doing that. A Lunar has to win, to overcome a trial that seems impossible, before they get any reward. That is the life of a Lunar in a nutshell. They do not have the overwhelming power of the Solars, nor the brotherhood of the Dragonblooded, nor the support of Heavens and certain knowedge of the Sidereals. And yet they survive nonetheless. There is no challenge the Lunars cannot survive. The fury of the Primordials could not destroy them. The Dragonblooded and Sidereals could not stop them from escaping. The Wyld twisted them, broke them at their very core, crippled that which made them Exalted, and the Lunars yet survived. They not only survived, they remade themselves. Without their patron, without the Solars, without anyone else, the Lunars forged themselves new Exaltation and survived still. If they could not inhabit Creation, they inhabited the Wyld, a place absolutely antithetical to life, and survived still. And they did not just simply survive, either, cowering like dogs at the edge of a campfire's light. They grew stronger. They seized places of power. They forged nations. And they forged each other. They found new Lunars and tattooed them as the Lunars now needed to survive. And they did this without Sidereal astrology or any other means of instantly finding out when and where one Exalted. They did this through constant vigilence and looking out for those who needed it most. Nobody, not even the Solars, have faced what the Lunars have. The Solars merely died. But the Lunars were broken down to their very soul. Every Lunar, everywhere, is broken. But they have not died. They have not surrendered and become the lapdogs of the Dragonblooded and received the considerable benefits of their strength. They have not turned their backs on Creation, either. They have not walked out into the Wyld and left everything behind. Despite everything, despite terror and betrayal and death, despite being wounded more than any other Exalt could even imagine, they remain steadfast and true to themselves above all. The Lunars are heroes.

But they are not the only heroes.

Let me tell you what it means to be Sidereal. There is no life harder than that of a Sidereal. To be Sidereal is to be chosen, from birth, although you neither knew nor asked for it. To be Sidereal is to Exalt and be told that now you must train to be the finest-edged weapon in Creation, that you will spend the rest of your incredibly long life protecting Creation, and that there is no time for weakness, for doubt, or for failure. You will do what is required of you, or you will die and another will be chosen who is of a finer mettle than you. And most every Sidereal you will ever meet was given that choice, nodded their head, and devoted their existence to keeping Creation from the abyss. You may sneer that Sidereals control the world. That is true, but it is nothing to be rejoiced about. Controlling the world is a literal thing for Sidereals, not figurative. They must espy every aspect of it. They must figure out when anything is going wrong. And then they must stop it. Ninety-nine Sidereals, to our knowledge, do this. Ninety-nine men and women work day in and day out for Creation, and their only reward is another assignment and knowing that Creation has gone on another day. They have given up friends. They can love, but will never be loved for themselves. They erased their very existences from Creation to better serve it; if their judgement on how to best serve Creation was wrong, it does not erase the sacrifices they have made in pursuit of the noblest goal there is. They don't have vacations, because there is no time and nobody to take their place. They can amass staggering wealth and power but will never be able to enjoy it. Some guide the Solars, some guide the Dragonblooded: in either case, they see young heroes who have their whole lives ahead of them and can do whatever they want with it, who have the ability, the sheer luxury of saying on any given day "screw this, I'm going to go do something else". That's the freedom the Sidereal will never have, can never have, but they will do their job nonetheless and try their damndest to help the Solars or Dragonblooded to save Creation. That is their reward - that Creation lives another day. Not adulation. Not even a thank you. Just a satisfactory result. And they die. Oh yes, they die. Sidereals are the longest-lived of all the Exalted. And yet barely any survive from before the Usurpation. Why? Because they are out, every day, doing what they think must be done to save the world. And many times they die doing it. And death might be a relief, except it's an abject failure which has taken out a key piece of the network that keeps Creation safe. You may not agree with the decisions they make, but only an ingrate or someone suffused with hatred could fail to be in awe at the sacrifices the Sidereals make for what they believe they have to do. Their lives are only the first step. Only a Sidereal could, and does, wield a weapon which is immensely more effective against someone they love. Not pretend to love. Not have convinced that he loves. Not said he loves. Loves. Truly. Deeply. That weapon was built because it would be used. Because to be a Sidereal is to put nothing above your task of defending Creation. Not yourself. Not the one your love. Not your desires. Not anything. You don't matter. You chose not to matter. You chose figuratively (and quite literally in the oldest cases) not to even exist, all in the desire, the drive, the duty to make sure that Creation does exist. The Sidereals are heroes.

But they, too, are not the only heroes.

All of them are heroes. Not individually, of course - there's always individual exceptions. But collectively? Yes. Oh yes. Collectively, they have given more of themselves then anybody should ever be asked to do, and they have done it gamely and with excellence. They have all accomplished feats that border on and in many cases should have been impossible.

They are EXALTED. The name of the game is EXALTED. And the Exalted, all of them, are heroes.

The tragedy of the setting is that being heroic is not enough. Giving of yourself is not enough. Straining yourself to the utmost is not enough. It's too late, too hard, the enemies are at the gates and they cannot be denied. Not by the Solars, or the Dragonblooded, or the Lunars, or the Sidereals or anyone else.

That's where the PCs come in.



Ayiekie, on Exalted
The Realm is bad, though. Like, they're incredibly super awful. They're not Team America: World Police over here, they're imperial Britain, imperial China, Rome. They're violent thieves extracting wealth from the rest of the setting to the benefit of their own people. They are cool. They're heroic, in a classical sense. They're sick-ass demigods with elemental powers playing the villains to a high fantasy setting, and they are definitely the bad guys.
 
Yeah, there is no Justice League level good faction in Exalted, everyone's got a bit of blood on their hands… but the realm's ocean of crimson and tears could drown the stars.
 
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