The Rim and the Hammer (Exalted/Warhammer Quest)

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Call it the Wyld, call it the Aethyr, the Realm of Chaos rages against that which is fixed and unchanging, like the sea upon the shore wearing it away, this all men know. But sometimes by currents unfathomable the sea will carry a raft from one realm to the other. This is the travelers' tale.
Starting Civilization
The Rim and the Hammer

The Change came swift as an a storm out of the North, implacable as an avalanche from the high mountains. Neither man nor spirit, nor any being of Creation great and small save perhaps for the Maidens on their inscrutable thrones knew the purpose or the hour... and perhaps not even them. The Loom cannot read that which is not upon the canvas of Creation, it cannot know the mind and the heart of the Unshaped who dwell in the Courts of Madness, if mind and heart such creatures can be said to have. And yet for the mortals of the Rim, those children of the world driven to the car reaches of the world by war and pestilence by chance or by the desire for freedom from the stiffing hand of the Realm it was all too understandable, all too familiar. The Wyld marched upon the world and the whims of its masters could only be endured until they passed. Little did any of them know just how far the storm would take them.

What eyes not look upon the face of strange skies unveiled? Who are you who listens to the voice of a land your ancestors knew not and which even the gods find frightful and unexplored? Who are you who looks to the horizon with dread, with longing and with hope?

[] Sezakan
Advantages
-People of the Air, among the races created during the High First Age the people of the air were given wings that they may soar freely , swift as an arrow in flight
-High Heritage, the blood of the loyalist Air Dragonblooded, of wind gods and icy spirits runs in the veins of your people
-Reality Engine, though the power of this marvel of the First Age can no longer drive back the Deep Wild as it once did it can still ward the city more than any other arts of this fallen age, reducing the taint of even the Middlemarches to the stability of Creation within the walls of the city

Disadvantages
-Disdain the Wingless, the joy and the glory of flight is central to your society, so you will struggle to deal with those who do not share it. at best your people pity such unfortunates, at worst they fear and despise them
-Isolated, alone among the Northern mountains the city has had little chance to trade or have dealings with other mortal folk. Only the gods and spirits visited through the long years
-Reality Engine. Those Beyond have taken note of the dreadful wonder you carried into this realm

[] Vesathar Valley
Advantages
-One Thousand Dragons of Old: Roughly 600 enlightened Pterok and 400 enlightened Raptok live and work there alongside more than5,000 humans. within their eternally reincarnating souls lie some of the secrets of the First Age and others older still before the birth of man under the strange eye of the Primordials
-Of Leaf and Crystal: Thanks to a series of hothouses the Vale has access to the very simplest of the Dragon Kings vegetative technology and a level of crystal technology which would be counted merely rustic and quaint by the standards of the High First Age
-Broken Skyship, one of the fabulous sky chariots of the first age lies broken upon the floor of the vale, perhaps not beyond repair with dream-wrought memory

Disadvantages
-Not One Dragon More, Dragon Kings to not grow in numbers as mortals do, the souls of the dead merely return to the eggs of their kind and while it is hard to destroy those souls is is seemingly impossible to create more by any power less than the Primordials who are no more
-For the glory of the Most High, Dragon Kings and thus the people of Vesathar Valley worship the Unconquered Sun with ritualistic sacrifice of hearts, a practice which is unlikely to gain your many friends in this new world.
-A People Complacent, the Lunars claim that the greatest evil of the Old Realm was not the depravity of the Solars, but their attempt to create a perfect utopia in which mortals no longer had to strive for anything, given the state of the vale's mortal populace they may have a point. They are content to leave everything outside of the narrow sphere of their own lives to their reptilian overlords.

[] Golden Crown
Advantages
-Land of a Thousand Peoples: In the Republic of Halta many who are shunned in other parts of Creation are welcomed for their unique strengths. Here you might meet a snakeman physician, a hawkman thaumaturge and even a spiderman entertainer, here the ata-beasts, what outsiders call the talking beasts are given the same protections under the law as a human
-Yagan: The ruined city, now the Dominion of the Rhaska Noble Slulura, Lord of the Lower Branches lies a scan two miles from Glorious Crown and it is the source of some of the city's most unique trade goods. The Fair Folk hold much wealth and many secrets, they know much of the Wyld which carried you to this place and whose influence pervades this new land
-Meritocratic Nobility: Where in other lands, even in the Realm which counts itself the heart of the world Nobles are chosen by blood alone in Halta is one is to rule, human, beastman or ata-beast, they must have proven themselves as commanders of war-bands and traveling judges dispensing justice to the scattered villages of the republic

Disadvantages
-Sundered City, Golden Crown is a city that lived off trade, with other Haltan Cities with foreigners and with the Fair Folk. Though all its citizens have passed the Test of Survival, sent alone into the forest until the returned with the pelt of a beast or a rare herb the city is not a single soul, but a vast voracious organism that requires raw materials, trade goods and food from the outlying villages, yet beyond the place that was Changed even the great Redwoods stop
-Yagan: Do the Fair Folk still count themselves bound by the pacts of Queen Chaltra Amritsa to not harm any of those who dwell in the trees? For all that the Haltans have long traded with the Fair Folk for gossamer and woks of Glamor, even allied with them in war against the hated Linowan none of your people forget the dreadful hunger for dreams and souls that hides behind the too-fair face of a Rhaska
-People of the Forest: All works and tools of the Haltan are of the forest, their weapons of ironwood, their armor of chemically treated bark, their longhouses in the branches of the Redwood trees, but there are no redwoods in this new land and all the birds and beasts are strange to you
 
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[X] Sezakan

It's an Exalted quest, let's maximise the number of Exalted we get.
 
The Solar Council of Sezakan
The Solar Council of Sezakan

All Councilors are selected in the Trials of the Dawn witch challenge the skill of flight and command of one's Essence of all participants. To be able to take part in the trials however all participants must fuffil a series of minimal criteria of bureaucratic or engineering skill passed down from the days of the Old Realm. Though there is occasional clamor from the young to do away with this requirement wiser heads always prevail to keep them.

Thou shall now with strong wing alone keep whole the Engine or guard the people
-Attributed to Righteous Raging Storm

Voice of the People: Officially the steward of the absent Solar Prince, though over the centuries this position has evolved into representing the wider population

Full Name: Sharp Gust of Insight
Nickname: Gust, Gus
Description: Whipcord thin and uncommonly short with hair and wings the color of silver Gust shone like a star in the Trials of the Dawn and to those who know him, mortal and Exalted alike his mind shines just as bright. Alas few folk new-met have the courage to look him in the eye, shrouded as they are in the swirling white of a blizzard in the mountains and the smell of a blizzard hangs ever about him as he works. Long years of working in the depths of the City's manse have given Gust an inescapable sense of how much has been lost over the long years as the people grew ever fewer and the lore of the Old Realm faded, but also a drive to recover, or rediscover what has been lost.
Enlightenment: Dragonblooded

STATS
Martial 13 -1 +3 = 15 The skills of leadership and command translate reasonably well from peaceful to martial pursuits you have found
Diplomacy 16 -3 -3 -2 -1 +3 = 10 Over the years you have learned to explain your insights in plain language, though it is the substance and not the presentation that draws others to you
Stewardship 17+3 = 20 Thrift is a virtue second only to ingenuity among those needed to keep the Manse at the heart of Sezakan functioning
Intrigue 12 -1 -2 +3 =12 You know when to be quiet
Learning 19 +1 +6 +5 +3 =34 Colleagues and friends have called you a savant without peer, to that you can only silently point at the documents describing wonders you cannot now replicate. Let them praise you when you are done.
Piety 12 +3 =15 You have faith that the Sun that shines over all will reward excellency
Combat 17 +3 = 20 Though skill at arms is not what you have striven towards you are still Dragonblooded. Woe betide the mortal who faces you alone on the field of battle

Traits
Cloudy Gaze: Your eyes are an unnerving white as though frozen over. Though your sight is unaffected others find it distinctly disquieting -3 Diplomacy
Dour: You are keenly aware of how much your people have lost and fear that you will never again rise to those wondrous heights -3 Diplomacy +1 Learning
Genius: Whatever you put your mind to as a child came easily to you, too easy your father used to say, though he smiles as he did so +3 to all stats
Odd Scent: The scent of an incoming blizzard hangs ever about you unnerving mortals and animals alike, though your fellow dragonblooded have been known to say it makes you smell attractive -2 Diplomacy, -1 Intrigue
Proud: To give ground before a foe is to disgrace yourself, your kin and the blood of Mela that flows through your veins -1 Diplomacy -2 Intrigue
Relic Finder Lore: A former Relic Finder, you have delved into lore chance-found that others may count lost, perhaps well lost +6 Learning Allows access to the fundamentals of a forbidden lore thanks to your experience delving into First Age Ruins
Thaumatuirgic Engineer: You worked with some of the most advanced and most dangerous relics in Sezakan +5 Learning -1 Martial; Stewardship and Intrigue; +15 in understanding Wyld Effects

Charms
First Occult Excellency: +15 to all event Learning rolls related to the occult, +5 to learning rolls related to long term study
Third Occult Excellency: Once per scene may roll twice for any event Learning rolls related to the occult and take the better result, re-roll a non critical failure for a occult learning action once per turn, taking the better of the two rolls
Whispering Dragon Lines Technique: Can perceive geomantic nodes from afar
Flaw Finding Examination: Can instantly repair any any mundane item, time necessary scales with the size of the item. Can also repair artifacts and magi-tech that the caster understands well
Ingenious Disassembling Trick: Can take apart items large and small mystical and mundane, recovering some of the resources used in their construction, items of sufficient size require a team of laborers. Disassembling an artifact or arcane object provides a +20 bonus to replicating its function
Auspicious First Meeting Attitude: Add +20 to all diplomatic or intrigue roll upon first meeting a character.

Minister of Public Works (Stewardship) : It is a jest well worn that the position should be called rather the Ministry of Patchwork for that comprises most of its duties, still none who have seen the Wyld rage outside the influence of the Reality Engine had ever taken the actual duty in jest. The thaumaturges of the Ministry to Public Works are the keepers of some of the most advanced and ancient lore of Sezakan

Full Name: Singer of the White-Gold Dream
Nickname: Dream
Description: Soft-spoken and careful in his motions Dream is nonetheless a surprisingly hard taskmaster when 'on the clock', an expression that he lives up to very well being in possession of one of the rare Resplendent Personal Assistants in the city.
Enlightenment: God-blooded

STATS
Martial: 7 +1 = 8 Possessing neither aptitude nor training in command you have no interest in changing that either
Diplomacy: 14 +4 +1 -2 = 17 You are quite good at convincing people to do what you want, even if they might regret it afterward
Stewardship: 15 +1 +2 = 18 Well organized and as demanding of yourself as you are of others
Learning: 12 +1 +1 = 14 You understand enough of the workings of the ancients not to be left completely in the dark, but you leave the deeper mysteries to others
Intrigue: 11 +2 +1 = 14 But for the lack of experience you could be a very gifted liar
Piety: 13 +1 = 14 You have faith in the Unconquered Sun, if not much time to dedicate to it
Combat: 10 You know enough about combat not be be entirely helpless

Traits
Blood of the Edelweiss: Uncommonly among the god-blooded of the city Dream was born of the gods of the mountains or the words but the god of a shy mountain flower making him seem frail almost ethereal, his voice always soothing, always calm... until the listener realizes that he has been nodding along to whatever idea Dream had just proposed +4 Diplomacy +2 Intrigue
Diligent: Gives all he has to any task he sets his mind to +1 to all stats except Combat
Demanding: Has been known to ask more of his subordinates than they are willing to give, he usually gets it +2 Stewardship -2 Diplomacy
Nyctophobia: Terrified of the dark after he was snatched out of the sky by a bat-spider horror out of the Middlemarches as a child, only being rescued by the Wyldguard two days later -15 to all rolls in the dark
Punctual: Singer of the White Gold Dream always has the time and he is always on time +2 Stewardship +1 Learning

-Minister for Sanitation: Responsible for providing healing services for all Sezakanians. While the standards have fallen greatly since the First Age many who suffer from chronic illnesses have survived years past what the would have otherwise thanks to the Ministry of Sanitation. Those who are wounded in the service of the city, be they civilian or Wyldguard can expect to receive treatment at the city's expense
-Minister of Water Management: Ensures the supply of water to the city's wells as well as maintaining the the rooftop gardens which alongside hunting and limited herding by members of the Wyldguard help feed the city

Commander of the Wyldguard (Martial): In the days of the Old Realm the Wyldguard was the City Guard, concerned with maintaining public order. Their duties changed after the Usurpation to dealing with wild beasts, hostile spirits and most of all the hunting parties of the fey ranging from the Bordermarches

Full Name: Auspiciously Broken Haywain
Nickname: Hay
Description: Though no one is Sezekan has seen a Haywain for several thousand years the constellation so named still shone down upon the city, the mark of a well ordered bureaucracy, or indeed of well ordered fate leading where it aught, In this case the haywain was the will of Elder Blackfeather who knew well who he wishes his son to wed. The boy did not approve, in truth he disapproved so mightily that he left the daughter of a respected healer only two generations from god-blood pregnant. The two were wed much to the elder's displeasure, which turned to shock when the boy, a quiet copper winged boy took his Second Breath
Enlightenment: Dragonblooded

STATS
Martial: 18 +2 +2 = 22 You lead the Wyldguard with skill and elan
Diplomacy: 11 +2 +2 -1 = 14 Likable, if a bit much when in your cups
Stewardship: 15 +2 +2 = 19 You know that battle is not won only at the tip of an arrow from on high
Learning: 8 +2 = 10 Able to read, write and reckon as well as it expected of you, it quickly became apparent that the greater mysteries of the world are not for you to ponder
Intrigue: 13 +2 -1 +2 = 16 To lead the Wyldguard it is as important to know when not to fight as it is to be skilled in the deed itself. The lives of the Sezekanians should not be lightly spent
Piety: 13 +2 = 15 You know the prayers and you speak them often
Combat: 14 +2 = 16 Though you are more of a commander than a champion you can hold your own in battle

Ambitious:
You have always striven to rise high if only to spite your honorable grandfather. Yet ambition may also lead one stray +2 to all stats critical failure range doubled
Gregarious: You've always been a likable sort +2 Diplomacy -1 Intrigue
Skilled Herder: Poems are not written of the herding of goats and sheep, but scroll and brush do not the belly fill. Also you liked sheep since you were a boy, had you not Exalted you likely would have remained a herder and been content +2 Stewardship -1 Diplomacy
Veteran Wyldguard: Having served in the Wyldguard for most of your life you have a profound appreciation of its duties to protect and provide for Sezekan +2 Martial +2 Intrigue; Re-roll a failed roll against enchantment once per battle or engagement

-First Talon: Originally simply the second in command of the Wyldguard this position came to be in command of the Relic Finders, those brave souls whose far and perilous flights were essential to maintaining the life of Sezakan

Full Name: Cunning Sage of Serendipity
Nickname: Sage
Description: Hair and wings the color of burnished brass glimmer in the sun in the midst of the long springtime of a Dragonblood's youth, but her eyes tell a different and perhaps more intriguing tale, Hers is a gaze that has seen much, from the ruin of the Old Realm to the perilous phantasms of a Fae Freehold
Enlightenment: Dragonblooded

STATS
Martial: 16 Skilled in leading hunting parties and patrols alike, anything but having to look after sheep woolly-headed things act like they want to die
Diplomacy 14 +3 +1 = 18 You've told stories near and far, short and tall
Stewardship: 7 Though you often make a good haul of jade and treasures it never seems to stick with you
Intrigue: 18 +1 = 19 Lying is just a matter of perspective really
Learning: 12 +2 = 14 You know what to look for, if not necessarily what it's good for
Piety: 9 If you are worrying about a spirit, it probably means you need to stab it... The Sun is probably too big to stab so you ask him for help.
Combat 12 +5 = 17 You've fought beasts and men, Wyld mutant, hobgoblin and rashka, even a demon once, you're alive and most of them aren't

Traits
Buffeting Wings: You have learned how to use your wings in battle, another pair of limbs is a distinct advantage, but wings are fragile things +5 Combat; greater chance of wings being injured in combat
Great Storyteller: You've told stories so great that the telling of them was a story itself, and some of them were even true +3 Diplomacy +1 Intrigue
Tarnished Reputation: You don't spent as much time in alehouses as you used to, people are more likely to mutter into their drinks than toast you these days -3 Diplomacy with Sezakanians
Veteran Relic Finder: You have scoured the Northlands this way and that, flown over rivers and mountains and vales looking for materials without which your home would be doomed, looking for treasures of the Old Realm and not just in lonely ruins. After all if some merchant on a lonely road says a beautiful woman with wings flew in to trade him trinkets and furs for jade he's more likely to be thought snow-mad than talking sense +2 Learning +1 Intrigue +1 Diplomacy

Speaker of the Outlands [Non-Council] (Diplomacy) A newly and position and one without the standing to vote in the Solar Council this is nonetheless a vital position surrounded as you are by numerous warlike neighbors. By honeyed tongue and cunning gift you might gain what sword or staff alone cannot achieve.

Full Name: Sigh of the Flutes through the Willow Branches
Nickname: Little Flute
Description: One of the youngest Exaltation in the history of the city Sigh of the Flutes through the Willow Branches found the voice of the Dragon in the midst of a dreadful Calibration revel when a pair of demons or other dark spirits slipped into creation by some sin or failing of his family. What that may have been even he does not know, none of them survived the night and he was so traumatized by the day that he could not remember any of the events save as dreadful nightmares that filled his dreams. For the longest time he sought comfort in music, for which he took both his name and his greatest accolades. Between his slight stature and almost ghostly pallor he seemed almost a specter upon the stage of the Masque of the Sun and Moon, the ruined great concert hall of the city, though eventually he started to draw a crowd which only grew with the years. Some say he came to be in the position of Minister of Auspicious Ceremony almost by accident by being the greatest gossip among the Dragonblooded.
Enlightenment: Dragonblooded

STATS
Martial: 12 +2 = 14 You have just enough skill in martial matters to know that it aught to be left up to the professionals
Diplomacy: 15 +2 = 17 Seen as likable as you are harmless you nonetheless manage to get into the confidence of many
Stewardship: 15 Your official position requires no small amount of planning and preparation which you mange quite skillfully
Intrigue: 17 -1 +4 +2 =22 The best of listeners is a singer they say
Learning: 10 You know more of the trivia of the last season than of the lore of elder days, but you do not let that trouble you
Piety: 11 The gods are ever present and, you are told mighty, but none so far have deigned to speak to you so you cannot say more on the matter
Combat: 14 -3 = 11 For a Dragonblooded you are not the best of fighters to say the least

Traits
Fragile: You were always delicate as a child, without good fortune and the skills of the healers you might not have seen your third year, but that effort was proven all the more fruitful when you took the Second Breath and became Exalted 3 combat; become more easily exhausted in combat
Master of the Flute: You are one of the most skilled musicians in Sezekan, able to move your audience to tears with songs old and new +3 Diplomacy -1 Intrigue
Friend of the Little Spirits: A gift for communist with the least of spirit kind if hardly a thing to be bragged of among most dragonblooded, but when one is looking for the contents of a distant conversation, not aid on the field of battle that can be of great use -+4 Intrigue
Honest: Never quite able to tell an outright lie you have instead found many ways to let others fool themselves +2 Diplomacy +2 Intrigue

Supplicant of the Polestar of Quality (Piety): Chief priest of the Unconquered Sun as much as such a thing can be said to exist in the absence of the Solars, they offer sacrifice of food, drink and the hearts of beasts to the Unconquered Sun. On high holy days it is considered auspicious to offer the hearts of mighty beasts, especially ones that have been touched by the Wyld

Full Name: Willing Student of the Unseen Signs
Nickname: Will
Description: Though the Children of the dragon live long lives by mortal measure, still they are mortal, even the greatest fated to pass into silver twilight. Such is the fate marked upon marked face of Willing Student of the Unseen Signs, a man who has held three ministerial positions including public works. Over his long tenure he has seen three Voices come and go, though you very much suspect that you will be the one to break the pattern
Enlightenment: Dragonblooded

STATS
Martial: 11 -2 +2 = 11 Even in your prime you were not one for leading soldiers
Diplomacy: 14+2 +2 = 16 You know how to make yourself liked to people of all stations
Stewardship: 12+2 =14 One does not get one step from the top by being careless of one's resources
Intrigue: 11+2 = 14 Though you are hardly above lying it is not your preferred tactic
Learning: 10+2 = 12 Most of the little things scholars obsess over bore you
Piety: 16+2 = 18 Keenly aware that you can never live up to the Lawmakers in their religious function you still strive for excellency in the service of the Daystar
Combat: 15 -5 = 10 Age and its comforts have done little to mentain your abilities in battle

Traits
Aged: though he has still acquitted himself with honor at the last Festival of the Dawn he has been known to use the stairs to reach the highest aeries at times, which has led to his apartments being quietly changed to a more accessible location -5 Combat -2 Martial
Experienced: They say Willing Student of the Unseen Signs has forgotten more about the running of Sazakan then most people have ever known +2 to all stats except Combat
Eclectic Memory: A perfect memory for names and faces, for the favors he is owed and those he owns others has been an important part in Willing Student of the Unseen Signs' rise to the top +2 Diplomacy +5 to any task which has been attempted and failed at least once

-Envoy to the High Ones: The origins of this seat are not well known, though they certainly do not date back to the Old Realm. It's holder is concerned with negotiations in the name of the city with the spirits of wind and frost as well as maintaining a list of allies and enemies of the city among the local small gods. You have heard told from such spirits that other cultures would consider the holder of this post a sort of shaman, though as heirs of the Old Realm you deny such crude titles

Full Name: Carrier of Incandescent Truths from the Silver Mountain
Nickname: Carrie
Description: In her youth Carrie was quite beautiful, tall and elegant, with hair and feathers of the deepest blue, as the sky on the opposite pole to the setting sun. Now long work, meditation and travel upon the unforgiving mountains and simple time have turned her skin leathery, muscles wired and hair halfway to grey, though her wings still retain the luster of the evening sky
Enlightenment: Enlightened Mortal

STATS
Martial: 12 +1 = 13 You are no commander, but you can plan an ambush or skirmish from above
Diplomacy: 11 -2 = 9 You are a far better envoy to spirits than to flesh and blood people
Stewardship: 7 +2 = 9 Numbers aren't your strong suit
Intrigue: 10 +1 =11 Decent at sneaking better in familiar skies
Learning: 13 +2 = 15 Hard was the earning of all you know, but you don't regret it
Piety: 14 +2 +2 +1 = 18 Your faith is may not be in the Sun Highest of the High, but it's rooted deep like the foundations of the mountains
Combat: 10 +3 =13 You know how to defend yourself

Traits
Brave: If you weren't that you would not be going up the mountain alone now would you? +1 Martial +3 Combat; must roll a DC 50 Martial roll to retreat from combat
Common Sense: A sense misnamed, at least among magicians of all sorts who think that just because they can fold the world in ways most folks can't they can afford to ignore the little things in life, but you know that he one who ignores the concerns of a blade of grass underfoot is just as likely to ignore those of the mountain and then the mountain buries them +2 Piety +1 Intrigue
Path Finder: You don't spend as long communing with the mountains alone without having a mighty good sense of where the passages and trails are, not unless you want to leave your bones there +2 Martial and +2 Combat when fighting in familiar mountain terrain
Plain Spoken: You don't suffer fools gladly, especially among those who should know better -2 Diplomacy
Spirit Speaker: All your people are drawn to the sky, but you were drawn in equal measure to those spirits who are of the sky, among them you found friends and enemies, but from both you found respect +2 Learning; +2 Piety +10 when conversing with spirits of air frost and similar concepts
Temperate: The dragons can afford to live life like they are a bonfire, they have a much bigger woodpile, mortals learn to be thrifty with their fire +2 Stewardship +1 Piety

-Keeper of the Young: Following the tragedy of the Day of Crimson Tears during the Great Contagion when hundreds of children died in the chaos and the looting the people of Sezakan have taken a more collective approach to caring for the young. The keeper of the young and those under them are the only ones permitted to bear weapons that are not peacebound within the city

Master of Auspicious Ceremony (Intrigue): A position which once concerned itself preparing the city for visits and the Exalted personages. These days more concerned with ensuring the various religious and civic ceremonies take place smoothly. Some also claim that his remit is rumormongeing and spying on the aeries of others. This is of course base libel.

Full Name: Ever-Seer In Mantle of Fallen Stars
Nickname: Ever-Seer
Description: They come garbed in a cloak of night, the stars like grains of sand upon their visage cast and shards of broken moments in their wake trail. Brighter than any stars their eyes are insight unspeakable in vestment of mystery. They were of that moment born and yet they had always been, they had been begotten in moments yet to come and yet they had not foreseen this hour.
Enlightenment: Elemental

STATS
Martial: 11: Makes us for in insight for a truly appalling understanding of logistics and morale such that he is only mediocre
Diplomacy: 10 -6 = 4 Cryptic and patronizing by turn only the most strong willed of mortals can resist the urge to strangle Ever-Seer. Thatkfully he has no neck to wring
Stewardship: 5 -4 = 1: The numbers are fascinating, so prettily do they dance, but what have they to do with crude material things?
Intrigue: 16 +3 = 19 For this they have been summoned, in this they are most skilled
Learning: 15 A fast repository of arcane lore, scattered in tantalizing shards
Piety: 15: They have an easier time conversing with spirits than mortals
Combat: 15 +3 = 18 With wind and lightning with sleet and snow they have been the bane of many a would be binder and many a worse things

Traits
Fate-Sworn: Born of the Winds of heavens, translucent and ever-seeing which only by the sight of the stars is revealed. Fortune fair and foul is his plaything and his muse unseen. Critical Success and Failure ranges doubled to 1-10 and 90-100
Star Seer: Able to natively scry places far off as though they were under their eyes the incarnate cannot be deceived by distance, nor befuddled by an unreliable messenger +22 to all actions that rely on delegation
Sword of the Sky: Master of the winds, lighter than a feather, all of the incarnate's spells targeting an airborne targets benefit from a +15 against aerial targets
Forgetful: Unused to deal with those so bound to the empire of time Ever-Seer often forgets themselves in reverie or rushes too soon to a meeting at times had not even been planned -4 to Diplomacy and Stewardship
Eye for Trouble: Able to sense trouble by means magical and mundane Ever-Seer had managed to far to get out of trouble in every instance their curiosity has gotten them into +3 Intrigue and Combat

Minister of Essence Management (Learning): Often informally called Chief Engineer, this position deals with maintaining those artifacts of the First Age that are not of vital strategic importance. The current Chief Engineer has been tinkering with a Fast Courier Excellent Air Boat which was last functional a hundred and fifty years ago
Full Name: Shadow That Dances with the Lighting Arcs
Nickname: Shae
Description: Shae looks almost absurdly youthful for the holder of such a weighty position, a hundred pounds soaking wet with eyes the color of the cloudiness noonday sun and wings of pure white... at least they would be pure white if she did not spent so much time around the forges and smithy for the fire crafts singe in her blood an echo of her divine mother's nature. Born of a brief tryst between a paroling Sezekanian far from home and the goddess of a Sky -Kissed Ridge, an isolated grove of lighting-struck aspen trees Shae has always been a handful, though never quite so much as when she unexpectedly arrived on her father's windowsill one stormy eve.
Enlightenment: Godblooded

STATS
Martial: 12 -1 = 11 People would have to be pretty desperate to give you military command, but you understand the basics of flanking and maneuver from mining old manuals for hints about the equipment
Diplomacy: 14 Most of those who have the patience to keep up with you find you likable
Stewardship: 11 -3 -1 = 7 Never tell me the odds... or the costs
Intrigue: 9 -1 = 8 You have been called an unrolled scroll before
Learning: 17 +5 +5= 27 You find joy and purpose in unraveling the marvels of the past
Piety: 9 Gods... exist you guess
Combat: 15 +6 = 21 You were always a skilled fighter, bearing your suit of ancient armor you are among the most terrifying

Traits
Blood of the Lightningwood: Given to bouts of insight and obsession that might lead to anything from restoring a set of ancient power armor to creating a new and... er creative from of pipes she calls 'bagpipes'. +5 Learning -3 Stewardship
Gunzosha Commando Power Armor: A set of the most powerful power armor ever mass produced for the Un-Exalted this marvel of the Old Realm allows Shae to match many of the Azure Dragons in sparring, drawing much envy from the youngsters among them, at least until they are told how many hours of painstaking maintenance have to be put into maintaining it with current tools +6 Combat
Obsessive: You have a process and a list OK and you do not do well if someone asks you to abandon them. -10 to all rolls for a turn if if is not allowed to work on her current interest
Thaumatuirgic Engineer: You worked with some of the most advanced and most dangerous relics in Sezakan +5 Learning -1 Martial; Stewardship and Intrigue; +15 in understanding Wyld Effects

-Minister of Punctual Record Keeping: Often called the chief archivist this member of the council is tasked with maintaining and at need transcribing the records of the city
-Minister of Education: Has the unenviable task of making sure the fledglings stay in one place enough to learn their letters
 
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State of the Realm
State of the Realm

Population: 7021 People of the Air

Morale: 5/20 Troubled

Awakened Essence Users
-127 Enlightened Mortals
-28 God-blooded
-55 Azure Dragonblooded
-2 Fey-Blooded

Military
600 Wyldguard
1000 Militia

Economy
Reserves: 1415 Wealth*
Revenue: 150 Wealth/Turn
-Municipal taxes 100/turn
-Tithes to the Unconquered Sun 50/turn

Food Stores: 155/360
Food consumed: 71/year (1/100 people)
Food Gathered: 25/year (Relic Gardens)

*Wealth is an abstraction representing the barter economy you are using in isolation. You know what money is and have found plenty of it in the ruins, it's just that it is not needed with only 7000 of you total
 
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[X] Vesathar Valley

One Thousand Superpowered Dinosaur People.

Sure, our humans suck compared to the other options.
But each of those Dragon Kings is an enlightened Essence-user, each has access to Paths full of interesting and useful powers and at least potentially they could learn Sorcery or Terrestrial Martial Arts, while mortals have to awaken to such things first, which only the smallest fraction of them manages.

Edit: Also many interesting parallels to the Lizardmen, beyond the shape alone.
 
I do not not if it is a rude question, but "who are all theese people?"!
I mean, where I can read about this civilisations?
 
[X] Sezakan

I'm tempted by the potential for first age tech, but the stagnancy seems like a real pain to deal with.

I'd like golden crown, but we'd just get treated like particularly dangerous beastmen.
 
[X] Sezakan

I'm tempted by the potential for first age tech, but the stagnancy seems like a real pain to deal with.

I'd like golden crown, but we'd just get treated like particularly dangerous beastmen.
The stagnancy is noted to be among our human pops though.
Our reptilian superhumans shouldn't suffer from it, they have yet much to regain from their former heights.
 
The stagnancy is noted to be among our human pops though.
Our reptilian superhumans shouldn't suffer from it, they have yet much to regain from their former heights.
Yeah, but the number is limited and fixed. Even with the sturdiness of their souls chaos is almost certainly going to manage to corrupt or permanently slay small numbers of them going forwards.

If they could stay home and be researchers that'd be optimal, but that means leaning on the complacent portion of the populace more and more. A group that would be even less happy about that than they otherwise would be since they'll be getting handed shit jobs like "take this enchanted axe and go kill some daemons".
 
Yeah, but the number is limited and fixed. Even with the sturdiness of their souls chaos is almost certainly going to manage to corrupt or permanently slay small numbers of them going forwards.

If they could stay home and be researchers that'd be optimal, but that means leaning on the complacent portion of the populace more and more. A group that would be even less happy about that than they otherwise would be since they'll be getting handed shit jobs like "take this enchanted axe and go kill some daemons".
Good points indeed.

I guess things depend on our starting position.
I would pick Lustria if that is an option, that has a high amount of general danger, but relativly little Chaos, so the chance of soul-destruction is lower.

Also, in more humanly settled positions we might get more human vassals. We can offer a lot of tech and protection that would be valuable to any mortal society.
Our Petrodactil-people have easy access to a Path that gives power over spirits and the ability to kick Chaos where it hurts, for example, while the Raptor-guys make for good healers, researchers and artisans in all things plant-based.
 
[X] Sezakan
Because "reality engine" sounds impressive and interesting.

A Reality Engine is... well in Warhammer terms imagine if an army of demigods invaded the Warp forced reality upon it with their magi-tech and then nailed the newly stable reality to the ground with Jade Obelisks... and then did it again and again and again until the incomprehensibile denizens of Unreality began to fear that all will be shaped in the image of Creation.

It did not really turn out that way, but a Reality Engine is the machine in the front of that host it is the battering ram in the face of primordial chaos.
 
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Good points indeed.

I guess things depend on our starting position.
I would pick Lustria if that is an option, that has a high amount of general danger, but relativly little Chaos, so the chance of soul-destruction is lower.

Also, in more humanly settled positions we might get more human vassals. We can offer a lot of tech and protection that would be valuable to any mortal society.
Our Petrodactil-people have easy access to a Path that gives power over spirits and the ability to kick Chaos where it hurts, for example, while the Raptor-guys make for good healers, researchers and artisans in all things plant-based.
Fair enough. Another factor would be the insight chaos has into things from the start and how teachable paths (or path based essence sorceries) are to humans.

I wouldn't want our dinopeople within line of sight of a daemon if we could help it, and if they can't instruct mortals then they become a bottleneck we're constantly risking to get stuff done.

We'd effectively be voting to become scaly dwarves, but with even worse population problems.
 
Fair enough. Another factor would be the insight chaos has into things from the start and how teachable paths (or path based essence sorceries) are to humans.

I wouldn't want our dinopeople within line of sight of a daemon if we could help it, and if they can't instruct mortals then they become a bottleneck we're constantly risking to get stuff done.

We'd effectively be voting to become scaly dwarves, but with even worse population problems.
I don't think Paths are teachable, they seem inherent to the Dragon Kings.
Martial Arts and Sorcery should be teachable, but I think only a small fraction of humanity can reach the enlightenment to use Essence.
Which is basically the big advantage of the Dragon Kings, that they are all Essence-users.
 
I don't think Paths are teachable, they seem inherent to the Dragon Kings.
Martial Arts and Sorcery should be teachable, but I think only a small fraction of humanity can reach the enlightenment to use Essence.
Which is basically the big advantage of the Dragon Kings, that they are all Essence-users.
That makes sense, but I was hoping that some knowledge would be useful to a human essence user.

If they can't even in the rare circumstances where a human can use essence, then we basically be relying on 1000 assorted tech lizards to maintain the high end of our civilization forever.

Unless their tech can be constructed without their unique essence manipulation powers?

Edit:

I really do like the idea of introducing stable magic and magitech to the setting, I'm just hoping that the terrestrial exalts and godblooded of the sezakan will have enough core knowledge (and excellency boosters) to start in that direction.

Air aspects do have the best portfolio of all the dragon blooded to try that sort of thing.
 
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That makes sense, but I was hoping that some knowledge would be useful to a human essence user.

If they can't even in the rare circumstances where a human can use essence, then we basically be relying on 1000 assorted tech lizards to maintain the high end of our civilization forever.

Unless their tech can be constructed without their unique essence manipulation powers?

Their tech can be constructed by mortal essence users, the thaumaturgy requires the right knowledge. It's just that right now that knowledge only exists in the heads of the Dragon Kings. There was really no need to teach humans as long as you were in isolation, but as the Wyld rushes in and leaves you elsewhere that may change.

How the humans are going to react to that the Dragon Kings cannot say, mortals are weird.
 
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