A Crime She Couldn't Accept [Exalted]

A Crime She Couldn't Accept
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Between themselves, the Bull of the North and House Tepet tore apart Creation's Northeast. Blood was spilled, cities burned, lands fell into the Underworld, and societies were shattered. All of that madness could be laid at the feet of Exalted from far away, fighting their own conflict over events thousands of years ago, with the people of the Northeast simple proxies.

But in that madness, Exaltation was all too happy to descend. And it fell on a young lady of the Talinin, carrying with it the responsibility of shepherding the Northeast through a war that wasn't over and had already torn kingdoms apart, and keeping her own shredded homeland intact.
Chapter 1: Homecoming

Pale Wolf

Social Justice Mechanized Infantry
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You're almost home, for what it's worth. It's been almost exactly two years since you left Dramasine. You've seen it since - you were there a month or two ago to break the siege - but you didn't really get to stay long or look around. The army was already moving, so the best you could manage was catching sight of your mother in a crowd - it was enough to know she was safe, at least.

You aren't in the city yet, but you can see it in the distance, and honestly, that's the problem. Dramasine used to be surrounded by orchard farms - apple, pear, plum, and cherry trees shading the roads, and host to cultivated vines, shrubs, and grasses. Back then you couldn't see Dramasine itself until you got to the shore of the South Silver River.

The forests and farms are all gone now, clearcut by the Icewalkers to make space for the siege, for food and firewood and the timber for siege engines. A lot of the siege engines are still here, catapults, ballistae, and covered bridges built to span the river and reach the center on which Dramasine was built. The most important parts, the Icewalkers took with them when they abandoned the siege, but the wood had been built on-site, and was left laying there. It'll probably get used for something, eventually, but it's a lot of wood, and right now it's basically just getting vandalized - a lot of the dismantled siege engines are blackened by fire, and you've passed a handful that had some rather elaborate expressions written across them.

Dramasine herself was the prettiest city you'd ever seen (not that you'd travelled to the great sites of Creation). A few centuries ago, with the unification of the Talinin clans, its first King had built a capital beholden to none of the clans in the Silver River - at her command men and women had built crannogs, artificial islands built of piled earth held together by timber stakes driven into the riverbed, and built the wooden roads, connecting bridges, and the walls and buildings of the city atop and between them. In the right light, it looks almost like jewelry, the light glinting off the water visible around the city's buildings and roads, and the whole city filled with gardens of fruit and flowers.

The water was never drinkable, this part of the South Silver was rust-tainted by the time the water reached it, so no one felt any real qualms about dumping whatever they needed to into it. But it was still pretty. That hasn't really changed, but the damage to the city is clearly visible - you can see empty road where there used to be houses, thatched roofs that had been set aflame and haven't been repaired yet, broken walls and rough patches, and most of the gardens were burned out in the siege.

Unfortunately, it's not as nostalgic as you'd like. Home has changed. You've changed. Everything has changed, and little of it for the better. Wars do that. You went out when the King started mass-recruitment, a bright-eyed girl of fifteen, hoping to make a difference against the vicious enemies ravaging Talinin cities and allies - you wanted to be a hero, like your grandfather Ioan had. You'd really thought you could.

You succeeded, in the end. Your homeland was ravaged as a war between Talinin and its neighbours over the High Kingship of Pretannia increasingly sidelined the Pretannic tribes and became a grudge match between great powers from far away. Cities burned and died in song and tears to your enemies and 'allies' alike. And finally, it was too much. Finally, you threw away the Realm's poisonous 'help', and lashed out at the perpetrators of the worst crime you had ever seen. And the goddess Luna approved, and gave you the power to make it work, to avenge the murdered city of Fallen Lapis.

But the victims of an avenged murder are still dead. You don't regret your actions, even if they've complicated more or less everything. But even though everyone's calling you a hero now, and even though by any objective standard you are, you aren't satisfied. You understand that no better result was possible at Fallen Lapis. You didn't know what was going on until it was too late. You couldn't have known, the sorcerous horror used to extinguish all those lives was a thing of legend, not history, there was no way to have studied that. Even if you had known, having the strength to do anything about it was a miracle, something you could only grasp because you threw away your life and the hope of surviving the next five minutes. But it's not enough.

You didn't really manage what you'd hoped to do. You stood out, made it into song (oh gods it was so embarrassing hearing it, you blush just remembering the notes of Aindriu Has Arrived, let alone the lyrics), and you made a difference in the lives of tens of thousands. But the difference wasn't enough for you. So many people still died, how can you possibly feel good about it?

"Maooow," Ealu meows from up on your back, and you can feel her adjust her sitting position and resume purring.

With the closest thing your lips can manage to a smile right now, you raise a wing, talons held back so as not to scratch her, and gently stroke her. It's a bit awkward while she's on your back, but cat. It's important. "Yeah, we're almost back, big girl."

Marcas is staring at you, from where he sits vaguely astride a large sickle-clawed, tooth-mouthed bird, with a broad-shouldered woman behind him holding the sicklebird's reins and keeping him from falling off. The lean, wiry man isn't used to riding, but the advance party was coming on striderback, so he needed one to keep up, and an ambaxtoi named Muireall had offered to bring him. Eventually, he shakes his head, chuckling. "... still not used to a talking clawrider. Especially not with such a pretty voice."

You blush, but fortunately the feathers make that basically impossible to see. Honestly, you aren't used to it either, and you are the talking sicklebird in question. It feels surprisingly comfortable being something else, but whenever you think about it it's kind of weird. You wouldn't have minded riding, but you kind of want your face covered in feathers if you're going to be spending a lot of time around Marcas so no one can see you blushing.

You don't think you have a crush on him, but you sort of made out with him in the exultation of winning at Fallen Lapis. You didn't even know him at the time, he was just in reach and cute and you really wanted to kiss someone right then, and now it's hard to stop blushing in his presence. Which is very awkward, because it turns out he was pretty well-respected among the Talinin gaescedach, and after your ascent to heroism you've been spending your time in the army's counsels, where he is.

The fourth and final member of the party, a tallish, scruffy-looking man atop a brightly-feathered sicklebird, chuckles. "You get used to all sorts of weird things, sooner or later. You got used to me after all, didn't you, Marcas?"

You do have a crush on Allim of the Bloody Hand, though. Despite his laconic, easygoing attitude, he's the greatest hero of the Talinin. He started off pretty much nowhere, and through pure ability, rose to ambaxtoi, and then to the Master of Arms of the Three-Lamina Clan, the greatest protector of the Talinin kingdom. He's a very impressive man, and since you're of the high-caste drui and your mother was one of the King's advisors, you grew up around him, seeing him burst onto the scene and steadily accomplish more and more. He was always nice to Yurilys's shy daughter, though he was sufficiently older than you that neither of you were really regular features of one anothers' life.

"I don't think anyone's used to you, old man," Marcas shoots back, a grin on his face.

"Wow, hurtful."

"He's only twenty-four..." you point out.

"Hey, that's seven years older than me. Totally an old man." Oh, Marcas was your age? You'd known he was around there, but you were never great with reading ages or ancestries from a face.

"Sorry, could you repeat that?" Allim asks, voice weak and tremulous. "My hearing, you see... it's not what it once was."

Behind Marcas, Muireall sighs. "Our legends are low-wage jesters..."

Allim shrugs. "If it keeps me in house and home, I'm good."

"Strike that," Marcas shakes his head. "I am at least mid-wage. I am not the type to settle."

You glance over your wing as the group walks down the road. "Is that why you were a slave?" You aren't clear on the details, but you remember hearing that before the War, Marcas had done some manner of pretty extensive criminal acts, and lost his freedom to repay the damage he'd done. The King had been desperate, and hired warriors from anywhere available, even enslaved criminals.

"Oof. Yeah, guess it was." Marcas grins. "But I have earned my freedom back, along with a nice hunk of war booty to keep me by, so there are no worries on that account, cutie."

An avian mix of squawk and chirp escape your throat, and you whip your long head around to face Dramasine again, cheeks burning. Thank Luna for feathers.

... hopefully the 'cutie' meant in your human form, you are not sure how to react if he was into you as a sicklebird.

"Come on, Marcas, don't tease her too much," Allim protests, chuckling. "She's not used to people like you."

You pout, which was probably quite a sight to see coming from a riding-sized sicklebird. He made it sound like you'd never been courted before. Which, despite being entirely true, was not at all the impression you want Allim to have! You could be cool! In theory! Depending on your definition of 'cool'!

You don't speak up, though, because you know nothing you'd be able to say would actually get the results you'd be going for.

"Mow," Ealu speaks up from your back, not wanting to be left out of the conversation.

You reach back and stroke the kitty, earning a whole new storm of purrs. At least Ealu thinks you're cool.



Article:
Destination

Allim is the leader of the returning army, the man the King trusted to lead his ambaxtoi, and in his absence, all the warriors sworn to his banner. Marcas is a very skilled soldier, and he and Muireall will be fully capable of buying time for the people more important to the kingdom to escape if necessary, and probably get out themselves too. Aindriu's position is less clear, but she is a powerful Lunar Exalt. One would have to be pretty foolish to leave her behind if they meant to fight or to make plans for the future, and Allim is willing to act the fool, but is not actually one.

The four of them were the natural choices for the advance party travelling ahead of the army - a group that would be needed to report in, and was well-suited to handling any threats that might be lurking.

Dramasine lies ahead, and King Sgian died in the siege, with his heir-apparent already gone. That means none of them have any idea who the grad is in charge right now, of the city or the kingdom. It makes it a bit hard to report in, which you'll need to do soon. The War isn't exactly over, there are still a lot of bands of armed men trying to accomplish something in Pretannia by killing someone, and you've earned the ire of at least the two strongest of those. The kingdom needs to move, and that means you need to find who's in charge now and able to make those decisions.

[ ] Go into the city and ask around. The people of Dramasine may not know every detail of what's happening in Dramasine, but they should at least know who purports to be in charge.
[ ] Go into the city and straight for the fanciest building. The royal manor was burned down in the siege, but whoever is in charge has probably set up something to rule from.
[X] Go around the city, to one of the outlying farms - specifically, your family's. It's going to be ruined, but you can see a roundhouse rebuilt on the land, so they're probably still living there. Your mother was one of King Sgian's advisors, and she should be able to guide you around the current landscape of Dramasine.


Article:
Chargen

Since Aindriu is looking for important people to talk to, let's review her social expertise. Yes I am only holding up one sheet of paper. She's a shy nerd that spent as much of her time as feasible buried in books, she has never been a social butterfly.

Birdsong Princess Style (Master): Contrary to the lessons of Dungeons and Dragons, druids are not responsible for dealing with animals and the natural world. Aindriu is good with animals, very much so, but that is completely unrelated to her actual druidic heritage and has more to do her father's work as a physician and riding enthusiast, and her maternal family's complete inability to resist cooing over cute animals and insatiable desire to pat soft fur/feathers leading to the determined exploration of the skills involved in getting to do so.
Aspect: Solar

Violet Wallflower Style (Practitioner): While being socially awkward and tending towards long periods of complete silence aren't exactly the strongest social combination, social invisibility can be very, very convenient at times. Aindriu has had her own parents forget her presence before.
Aspect: Air

Read Between the Lines Style (Expert): Bearer of an inveterate curiousity, Aindriu has always wanted to know what's going on since toddlerhood, forever loathe to go to sleep and miss out on what people are doing. Being also terminally shy and preferring not to bother people with an unending storm of 'why', she became very good at figuring out from very limited clues, with a mind capable of organizing and juggling very large quantities of information while keeping a firm organization between 'confirmed', 'attested', and 'speculated', and developing theories to chain those pieces of information together.
Aspect: Lunar

In the chaos of her Exaltation and its immediate aftermath, she did improve here - essence was flooding through her, a lot was going on, and she learned a couple of things she otherwise wouldn't have had opportunity to.

Choose one Style to Enlighten, and one Style to gain at Practitioner level:
[ ] Enlighten Birdsong Princess Style. The animals didn't survive the horrible song that killed Fallen Lapis any better than the people did. But there were some that, for whatever reason, couldn't hear it. And cavalry poured in to attack the survivors, when the song had ended. And Aindriu, always good with animals, got better, turning mounts against their masters, encouraging sicklebirds to do what should have been impossible, and recruiting deaf alley cats and sicklehounds whose ears had been covered into the absurd army that avenged their home and their humans.
[ ] Enlighten Violet Wallflower Style. Aindriu doesn't cope well with attention. As it turns out, even positive attention can get too spicy for her, a fact she has learned now that she has achieved fame and recognition and been provided with the attention of everyone in the vicinity. Sometimes, she just really needed to be overlooked. And while that's pretty hard, when you're a pretty girl and a well-known hero, for someone enlightened, it gets a lot more doable.
[ ] Enlighten Read Between the Lines Style. The Battle of Fallen Lapis continued even after the city's murder, in the most brutal and bitter house-to-house urban combat of the War. But for all its brutality, everyone involved had certain needs, capabilities, and desires. That left every participant with what was actually a fairly small set of options. With little bits of information, Aindriu deduced more. And once she had enough, she read the entire battle like one of her books, and skipped ahead before the Icewalkers and the Tepet even finished writing their next passage.

[ ] Learn Razored Tongue Style. There were a lot of hateful people in Fallen Lapis. The Icewalkers that had started the War, and the Realm that had escalated it beyond the point of madness. While Aindriu doesn't like to make a habit of chatting with people she doesn't like, some of them didn't die on the first exchange of blows, and in between, she figured out the truth they least wanted to hear, and told them that. Use her mouth to hurt them while her arm rested.
- - - Razored Tongue Style (Abyssal): Sometimes the strongest weapon isn't a blade - instead, it is the words you speak. When something inside is already broken, why make a new hole when you can just hammer on their weak spots? Those who practice this Style can get to people, they can anger them, hurt them, and force them to realize things they didn't want to know.
[ ] Learn Passed-Under-the-Bridge Style. Even though Aindriu's wish was to avenge Fallen Lapis, it was the capital city of Ardeleth - Ardeleth being the kingdom that had initiated the invasion of Talinin in the first place. The people of Ardeleth had been her enemy hours ago, before the cruelty inflicted on them became too much. Those Ardelethi soldiers who had survived the song were not well-inclined to a Talinin from the army assaulting their city, and the Talinin soldiers she had entered with were not necessarily immediately coming to her own conclusions. But the fact was that the crime committed had been too great, and that while their own quarrels were deep, the ones responsible were a far worse enemy. And with her earnestness, Aindriu was able to convince many of that fact, drawing Ardelethi bands to her aid and convincing Talinin to fight for the survivors of Ardeleth.
- - - Passed-Under-the-Bridge Style (Water): Circumstances can change fast, at times. What was once your enemy may now be your only ally. But that doesn't erase the bad blood, the reasons you were enemies in the first place, or the things you did to each other. But those who practice this Style are good at getting past it. It's not forgotten, but they do a good job putting it aside, and convincing others to put it aside, so that they can pursue their common interests and settle old accounts later.
[ ] Learn Shining Icon Style. Aindriu Exalted. She decided things had gone too far, and she stood up for what everyone's conscience was saying - that this was not acceptable, this way of waging war was abhorrent, and the great powers of Creation that had brought these ways to Pretannia weren't wanted. When someone dives down the path you desired with such force, it's natural to fall into their wake. And having been entrusted with leadership, Aindriu started to learn how to wield it - how to keep people going, how to bring out their best.
- - - Shining Icon Style (Solar): Someone always has to stand at the front. To lead the way, set an example, and prove to everyone that following their path was the right choice. Those who practice this style are good at this sort of leadership - they encourage their subordinates, earn the loyalty of those who follow them, and understand how to best use them.


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Character Sheets


Full Name: Aindriu verch Yurilys y Gradko ni Rhonainmeil ui Trilainne (Aindriu, daughter of Yurilys and Gradko, woman of the Celebrant Lance sept, part of the Three-Lamina clan)
Nature: Lunar Exalted
- - - - - Caste: None

Styles
Birdsong Princess Style: Master
- - - - - - (Aspect: Solar) Not Enlightened (0/1000)
Read Between the Lines Style: Expert (0/9000)
- - - - - - (Aspect: Lunar) Not Enlightened (0/1000)
Violet Wallflower Style: Practitioner (0/4000)
- - - - - - (Aspect: Air) Not Enlightened (0/1000)
Shining Icon Style Practitioner (0/4000)
- - - - - - (Aspect: Solar) Not Enlightened (0/1000)
Others Not Yet Listed

Birdsong Princess Style (Master): Contrary to the lessons of Dungeons and Dragons, druids are not responsible for dealing with animals and the natural world. Aindriu is good with animals, very much so, but that has more to do her father's work as a physician and riding enthusiast, and her maternal family's complete inability to resist cooing over cute animals and insatiable desire to pat soft fur/feathers leading to the determined exploration of the skills involved in getting to do so than her actual druidic heritage.

Read Between the Lines Style (Expert): Bearer of an inveterate curiousity, Aindriu has always wanted to know what's going on since toddlerhood, forever loathe to go to sleep and miss out on what people are doing. Being also terminally shy and preferring not to bother people with an unending storm of 'why', she became very good at figuring out from very limited clues, with a mind capable of organizing and juggling very large quantities of information while keeping a firm organization between 'confirmed', 'attested', and 'speculated', and developing theories to chain those pieces of information together.

Violet Wallflower Style (Practitioner): While being socially awkward and tending towards long periods of complete silence aren't exactly the strongest social combination, social invisibility can be very, very convenient at times. Aindriu has had her own parents forget her presence before.

Shining Icon Style (Practitioner): Someone always has to stand at the front. To lead the way, set an example, and prove to everyone that following their path was the right choice. Those who practice this style are good at this sort of leadership - they encourage their subordinates, earn the loyalty of those who follow them, and understand how to best use them.

Knacks
Mastery of Form: Basic (0/1000)
Mastery of the Heart: Basic (0/1000)
Mastery of Function: Basic (0/1000)
Ease of Transformation: Basic (0/1000)
Familiarity of Shape: Basic (0/1000)
Mastery of the World: Basic (0/1000)

Mastery of Form (Basic): Aindriu can transform any part of her body into any part of the body of another living being with which she is familiar.

Mastery of the Heart (Basic): Aindriu can change her thoughts, learning very fast and adjusting how she feels about things, though she must exercise restraint and only change her mind to a form she's willing for it to have forever, or can trust to change it back to normal when needed.

Mastery of Function (Basic): Aindriu can enhance any attribute she already possesses, or add any attribute that her target's shape would permit.

Ease of Transformation (Basic): Aindriu requires ten seconds of uninterrupted focus to transform something.

Familiarity of Shape (Basic): Aindriu is familiar only with her own natural traits, and those with which she is in physical contact.

Mastery of the World (Basic): Aindriu can transform things she is in physical contact with under the same parameters by which she can change herself - these transformations last a few minutes, and can only be performed on willing beings or inanimate objects.



Tie (Celebrant Lance): Aindriu is the eldest daughter of the Celebrant Lance sept, a reasonably wealthy druid family often called upon to advise the Kings of Talinin. Among other nice things, this gave her an education that is rather advanced by the standards of the age. While her own personal wealth is negligible, family money is not entirely inaccessible to her, her social status is high, and her mother has many contacts within Talinin's administration that Aindriu can benefit from.

Tie (Gradko the Wolf): Aindriu's father, a refugee from Bloody River to the east, is a well-known figure. Despite his unassuming air and exasperating fondness for bad jokes, Gradko is one of the finest physicians in the Northeast - his only betters are spirits and Exalted. Through assisting him, Aindriu developed a basic, respectable proficiency in the medical arts, though she was, to the disappointment of many, never particularly interested in mastering them (it was a little traumatizing seeing the intestines of her various pets when he did various minor surgeries they needed on the table in their house). It made her reasonably useful as a medic during the War, and she can call upon him if a truly exemplary physician is needed.

Ally (Ealu): Ealu was originally just a pet cat - a somewhat big cat of the Moon Diamond breed with blue-gray point-patterned fur, a deep well of affection, and a skittish, somewhat cowardly nature. All of these are still true, but as an Exalt's most beloved companion, she is now more. Smarter than she once was, faster, stronger, and sneakier, Ealu is now a very proficient spy, infiltrator, and saboteur, a peer for many lesser gods, elementals, and demons of the first circle. And still as cuddly and furry as ever, the changes were only to her essence, not her form.

Position (Talinin's Only Exalt): Exalts are rare in every sense, and even moreso for powerful ones such as Lunars. As the only member of Talinin to Exalt, and as a very powerful one, Aindriu holds a somewhat unclear, but very important position in the kingdom. While she has made no moves to parlay this position into a clearer, more important position, the fact is that she is the kingdom's strongest asset by far, and everyone knows it and acts accordingly.

Reputation (Avenger of Fallen Lapis): Aindriu's moment of Exaltation was during the Battle of Fallen Lapis, when she snapped at the sorcerous massacre of a city, and rampaged across those who had done it. An Exalt is gushing with unstable, unsafe power at their Second Breath, and for a short time before their power stabilizes, is stronger than they will be for quite a while - with this power, Aindriu was able to secure a clear victory, forcing the Bull of the North and the Tepet legions from the field. This made her a lot of enemies - the Bull of the North, the Realm, House Tepet, Halta, the Linowan, and the Bronze Faction. But it made her a powerful reputation, as well - not merely one of strength, but one that fights for Pretannia, even her former enemies, against outsiders that were only using them. And while all of her enemies have people they hate more, she is far closer to the hearts of her allies.
 
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Systems and Mechanics
Systems

Like other entrants in the SV Exalted Questing Universe (also known as the SVEQU), this is a narrative quest, where the mechanics are there to more-precisely define aspects of the story, such as a character's competencies. Dice won't be rolled, but those mechanics will be reflected in how the story goes.

As the story progresses, characters will have opportunities to get better or worse at certain things - epiphanies, practice, injuries, etc. Some of these will happen automatically, but most relevant to the protagonist will have a few options presented as a vote.

Vote-based advancement will be an immediate and direct change to a trait, without the use of an xp system. However, xp can be spent to trigger an advancement immediately, and will be available through omakes, fanart, and similar sorts of things - basically, if you make me go 'oh wow, thank you'. A lump sum of xp will also be awarded at the end of story arcs, and similar points where a more substantial 'mid-season upgrade' is appropriate. Narrative xp will be distributed by vote when awarded, fan-earned xp can be spent at the earner's discretion.

So, let's look at the traits.



Styles

As Exalted as a setting draws heavily from wuxia, rather than having distinct "traditional" skills, your talents are instead represented as Styles - broad, "job-like" descriptions of the character's talent. Iron-Handed Labourer represents skills in the thing a blacksmith would need (working with iron, strength, endurance in the heat), while Earth Dragon Style is not just magical martial arts fighting, but also enduring and withstanding tribulations.

Note that skills mechanised as Styles are things that have narrative weight. If you're fond of tea, you don't need to put XP in a Style to know how to brew a good cup of tea - but if you know how to brew certain herbs into something that can cure sickness or help a man recover from poison, then this would be mechanised here.

Each Style has three ranks - Practitioner (1 000xp), Expert (4 000xp), and Master (9 000xp), reflecting how good a character is at it.


In addition, Styles can be Enlightened - also referred to as sorcery or the esoteric depths of martial arts, Enlightenment comes from channelling essence through the practice of a Style. Enlightenment is very challenging, requiring a great deal of spiritual self-searching to obtain, and consistent lifestyle habits appropriate to the Style to maintain. However, it's easier for Exalts than it is mortals - an Enlightenment is simply an awakening of one's essence, which an Exaltation performs to a far greater degree. An Exalt does not need to seek their initial Enlightenment, and can maintain it with far greater ease.

A character's Enlightenment in a style comes in three ranks - Enlightened (1 000xp), Disciple (4 000xp), and Saint (9 000xp). Each level of Enlightenment grants a Charm, a powerful magical technique awakened through their mastery of the Style. A character's Enlightenment in a Style cannot reach above their skill in the Style itself, and requires at least one appropriate lifestyle habit to maintain each level of it.
Fortunately, Aindriu is a Lunar Exalt. As an Exalt at all, she can maintain any Style at Enlightened without habits needed. As a Celestial Exalt, she can maintain any Style at Disciple level without any effort. And as a Lunar Exalt, she can maintain Lunar-aspected Styles at Saint automatically. Maintaining the appropriate lifestyle is still beneficial, even beyond the minimums to retain Enlightenment, but it is far easier to keep her essence aligned with a Style.



Knacks

Lunars, the chosen Exalted of the mercurial god/dess of the Moon, Luna, hold powers that at first seem to be centered on transformation and the wild. This isn't entirely accurate.

It's more precise to say that Lunars hold an absolute authority over themselves. At the core, they have the right to decide exactly what they are and what is true of them at any given moment, unbound by the past or the restrictions of causality or possibility - though of course, it takes practice and experience to reach the full potential of their ability.

It is the claiming of this authority that draws Luna's grace to them - a decision to change, a violation of the rules they are expected to follow, a choice that is impractical or inconvenient but for which they are willing to suffer, and at the most basic, the pure will to not die.

At Fallen Lapis, Aindriu chose the impractical path, a Pretannic mortal throwing away her former allies, and seeking revenge for their slaughter of a Pretannic city. Even if it had been the capital of her former enemies. Even if it had been committed by Exalted, far beyond her reach. Even if the battle was still ongoing and she would make an enemy of both sides. In the face of all reason, Aindriu claimed the right to define who she was, and what she would and would not be party to. And for this, Luna smiled down on her.


Every Lunar has six Knacks, each ranked from Basic (Innate) to Initiate (1 000xp), Champion (4 000xp), and Legend (9 000xp). These Knacks are:

Mastery of Form: The most well-known and obvious way a Lunar can assert their control over themselves is with their shape. Simply by Exalting, a Lunar can take the shape of any physical being of flesh and bone with which they are familiar, as well as any combination of those shapes - it's simply a matter of imagination to put together a bird's wings (expanded to their own size), an extra pair of arms for holding things, a horse's hooves on their legs, and a substantially oversized scorpion tail. By improving their Mastery of Form, a Lunar can transform farther and farther away from the living, physical being they once were - transforming into things that live in a different way or were once alive such as wood, things that were never alive such as stone and steel, and things of even stranger substance, such as spirits.

Mastery of the Heart: While in a sense, anyone can change their mind, this can be far more literal for Lunars. A normal mind can only change by building upon what is already there - connecting concepts to one another and redistributing their arrangement. A Lunar can, to a degree, simply decide how they wish to think. They can focus impossibly well, learn frighteningly fast, and decide to simply change their interests and passions - any Lunar can give themselves an abiding love for paperwork while they're taking care of things they would normally find boring, choose not to be bothered by the fate of people they love if they must choose something more important than them, and give themselves new memories and remove old ones. With increasing Familiarity, they can even change their own thoughts into those of others, or thoughts they simply imagined, gaining new skills and the ability to better pass as someone else.
However, all of this is done on a Lunar's own mind, and they only have one of those, which can make this Knack difficult to use safely. With greater Mastery of the Heart, Lunars can refine the changes they make, allowing them to section off a changed part of their mind and let it run without impacting the rest, to set conditions for the reversion of a change if the changed them would not revert it, and even to have multiple minds running simultaneously and choose which is in front.

Mastery of Function: Changing shape is the most visibly spectacular aspect of a Lunar's power, but it is only the most obvious. Just as a Lunar is not bound to a single form, the things they are capable of do not necessarily follow from their current shape. In essence, a Lunar can shift their attributes and impart new traits that they are familiar with on themselves - they can sharpen their claws and harden their skin into iron. At Exaltation, a Lunar can only enhance an attribute that they already possess and attributes which could be possessed by the thing being changed - they are easily able to sharpen their claws and strengthen their arms, and can add 'sharpness' to an appropriately-shaped stick, such as a practice sword or a very thin twig (which will be sharp, but not firm). They still require a subject which already has the sought traits, or which is at least appropriately-shaped - a normal, rounded stick cannot be made to cut (though it could be hardened quite a bit). Improving their Mastery of Function lightens this restriction - enabling the Lunar to adjust function with less respect for form (such as turning their fist into a cutting implement), adding more traits, and deciding which functions apply to which subjects (such as making a weapon light for themselves but heavy for others).

Ease of Transformation: Normally, a Lunar's change takes about ten seconds of focus - they can't do anything else in that time. As they improve in Ease, they can free up their focus for other things (such as defending themselves or performing other actions while the change proceeds), and change faster, enabling them to use their transformations as part of their actions.

Familiarity of Shape: A Lunar Exalts with familiarity for two shapes - their own mortal body, and a 'spirit form' that reflects aspects that body was unable to express. Beyond those forms, they require very direct, very recent experience with anything they want to change into - Lunars often bite their swords to keep the shape of steel or sharpness in their mind, or must maintain physical contact with something while changing into it (eating something retains the shape until it is digested). By upgrading their Familiarity, Lunars gain familiarity with forms they have previously experienced, and the ability to make that experience less and less direct, from mere vision to forms and functions they have never encountered but are able to imagine.

Mastery of the World: A person does not exist wholly inside the body, but also in their interactions with the world around them, which influences them and which they influence in turn. As part of their mastery of themselves, a Lunar is also able to influence the world around them and change it the way they change themselves, though with harsher limitations than within the confines of their body - these changes only last a handful of minutes, can only be performed on something the Lunar is in contact with, and the subject must be willing or inanimate. As they improve their Mastery of the World, these restrictions loosen, though never to the degree of the same absolute command they hold over themselves.
Form, Function, and Heart are, of course, all determined by the subject being changed - it is far harder to turn a rock into a bone than into a sword, but far easier to turn a stick into a bone.
 
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