River travelers in the 100 Kingdoms would be something new compared to the standard offer of "the West" Else, Duneships in the South as that is after all how admiral Sand back then made his name. The North would use sleeds and interact mostly with the barbarians so the lack of bigger towns might be a problem there, unless they are quite active in regards to spirit courts and rakasha.
Actually yeah, smuggling goods by rivers and canals could be cool. Scia demonstrates pretty well that if you aren't terribly attached to a conventional ship, you really can do this anywhere.
 
Of course one could always go for the exotic mode and sets it in Malfeas. The main problem there would be what one plays, but hey a bunch of more powerful first circle demons that are self aware enough to try to profit would be a quite interesting campaign.
 
It was less about the ship than about having a crew of ne'er do wells who run around doing odd jobs and smuggling on the side - that's a no go on the blessed isle for obvious reasons. It needs a frontier area, with a "wild west" sort of lawlessness.

Is there any canon place in exalted that is the exalted version of Mos Eisly or Omega?
 
It was less about the ship than about having a crew of ne'er do wells who run around doing odd jobs and smuggling on the side - that's a no go on the blessed isle for obvious reasons. It needs a frontier area, with a "wild west" sort of lawlessness.

Is there any canon place in exalted that is the exalted version of Mos Eisly or Omega?
But Nexus has the problem that you got to many big fishes so you would play Shadowrun instead of Firefly

The thing about Nexus is that it has a very big 'City', and a very very very big 'Not city' component that really has nothing dedicated to it. It is a city-state in the proper definition of the term, but it has a lot of outlying towns, farmland, riverside settlements and so on. (The Yellow River is fifty miles wide, depending on how you arbitrate the scale.)

The point is, you can run games 'in Nexus' that aren't in the city of Nexus.
 
The thing about Nexus is that it has a very big 'City', and a very very very big 'Not city' component that really has nothing dedicated to it. It is a city-state in the proper definition of the term, but it has a lot of outlying towns, farmland, riverside settlements and so on. (The Yellow River is fifty miles wide, depending on how you arbitrate the scale.)

The point is, you can run games 'in Nexus' that aren't in the city of Nexus.
That is true but while there is a bit of a feeling of lawlessness around, or to be more precise the law of the strong/rich, I am unsure if the Frontier feeling with its question of material needs that differ from the material needs of being poor is being present there. And yes the river is around 4 times as wide as the strait of Gibraltar andtwice as wide as the distance between England and the continent at the Strait of Dover.
 
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It was less about the ship than about having a crew of ne'er do wells who run around doing odd jobs and smuggling on the side - that's a no go on the blessed isle for obvious reasons. It needs a frontier area, with a "wild west" sort of lawlessness.

Is there any canon place in exalted that is the exalted version of Mos Eisly or Omega?

The problem is that the settings technology (at least in the current setting) isn't 'high' enough to have such a place (A hive of scum and villanary requires decent transportation and communication gear to give them all a reason to gather in a single place without killing each other). You likely could do it most places in the scavenger lands, though if you want that exact feel your better off creating your own custom playspace.
 
Is there any canon place in exalted that is the exalted version of Mos Eisly or Omega?
If playing 3E, look at the description of Champoor, the Nighted City, specifically:
The Nighted City is aptly named. Shade covers the streets even on cloudless days, for the water
dragon Tenepeshu, queen of the Court of Secrets, has cast her cloak over the bay. These shadows
draw those who wish to disguise their motives or act unseen. Champoor's dockside district is a
haven for smugglers and pirates, while the city proper attracts all manner of courtesans,
charlatans, forgers, fences, assassins, and thieves.

The Dreaming Sea as a whole might be useful to you. There are three canon big fish in the pond (the far flung Dynasts of Prasad, the thaumatocrats of Ysyr, and the Ten Fathered champions of Volivat) who appear to be in constant conflict and/or competition with one another, but none of them has a Realm like grip on the whole area. Since free and open trade between them probably isn't too high a priority, you could theoretically have a crew operating out of Champoor, navigating the waters and reach of the three main powers and countless other little fish in the Sea as they transport illicit material.
 
Alert: right stop that its very silly indeed
Is there a way to download the third edition by torrent

right stop that its very silly indeed I'm going to close my eyes and pretend that I didn't see you asking other users to break SV's rules against posting links to pirated material (C.C.III.1.6) on your behalf.
 
It was less about the ship than about having a crew of ne'er do wells who run around doing odd jobs and smuggling on the side - that's a no go on the blessed isle for obvious reasons. It needs a frontier area, with a "wild west" sort of lawlessness.

Is there any canon place in exalted that is the exalted version of Mos Eisly or Omega?

Heaven's Reach.

I mean, you could kinda hack one together in the West if you wanted but, really, Heaven's Reach is probably your best bet here.
 
And? You don't need to be the Realm to be a significant power when the Haslanti League is a major nation. Sure, it doesn't have influence on the other side of the world, but it's almost certainly the dominant polity in its region. When so many countries in Creation are single-city states or thereabouts, a country of four provinces, thirty-two counties and around ten cities would be a major player in a wide area.

...okay, we were talking past each other, then. I thought you meant that our theoretical Ireland could be a significant power on the Creation-wide stage.
 
Hmm...

This is an odd question, but does anyone have any inspirations for a Qaf charm set?

Thanks to series of stupidly reckless, yet predictable events, our Daybreak cast Abyssal managed to become a Akuma of Qaf, and I was hoping for some ideas to help the GM out a bit.

The story how this happened, in case anyone is interested
Qaf's main theme is personal enlightnement, with earth and mountains as motifs. Additionally, he's based on the Correspondence Point from cWoD, which is the point where everything is in the same place, so you could also justify some effects based on the Correspondence Sphere in oMage. Things like remote viewing, teleportation, existing in multiple places at the same time, and things like that.
 
Reminiscent Oasis said:
First Qaf Excellency
The Heaven-Violating Spear is distant, stoic, and immovable. He appears as both sage and ascetic. High above worldly affairs, he spends centuries in meditation, contemplating the mysteries of the universe and striving for perfection. He considers his fellows fools for seeking the Shining Answer over far horizons; ultimate wisdom lies within. Such enlightenment is earned and he only helps those who help themselves. Even then, he teaches hard lessons by experience and speaks only in indecipherable koans and oddly applicable proverbs. He asks penetrating questions and dispels superstitions and preconceptions. He loathes the gods and has since their first invention (oh, how he sometimes wishes to be intemperate enough to say, "I told you so!"), believing they allowed the Primordials to neglect the bitter work of self-improvement.

This Charm may aid the character in any attempt to ignore distractions or endure hardships. It may not be used to acquire or provide simple, direct assistance and it may never be used to enhance a prayer to another being. Qaf fights his own battles and expects the same of others. Assistance earned through considerable effort or from deciphering vague hints is permissible. Finally, this Charm cannot enhance any action which the character must suppress his Temperance to perform.
That's all I ever saw of Qaf from RO.
 
Hmm...

This is an odd question, but does anyone have any inspirations for a Qaf charm set?

Thanks to series of stupidly reckless, yet predictable events, our Daybreak cast Abyssal managed to become a Akuma of Qaf, and I was hoping for some ideas to help the GM out a bit.

The story how this happened, in case anyone is interested

In Zoroastrianism, Qaf is a place you journey through for spiritual enlightenment and things associated with Qaf include the beings who will engender the final remaking of the world to abolish evil, knowing all the wisdom of the ages, etc etc. Perfection, enlightenment, wisdom, prophecy, and journey.

Oh, and in oWoD, Mt. Qaf is the mountain of Correspondence and the Digital Web.
 
Hmm...

This is an odd question, but does anyone have any inspirations for a Qaf charm set?

Thanks to series of stupidly reckless, yet predictable events, our Daybreak cast Abyssal managed to become a Akuma of Qaf, and I was hoping for some ideas to help the GM out a bit.

The story how this happened, in case anyone is interested

Oh god, I missed this session and kind of pieced this together from reading the Skype chat log, but reading this account is much better.
 
Oh god, I missed this session and kind of pieced this together from reading the Skype chat log, but reading this account is much better.

It really doesn't help that Silver Winds [my Char] was trying to sell Artisan [Said daybreak] on becoming an Akuma. I was just hoping to get him to sell out to the Ebon Dragon.
 
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