Dragon Castoff (Exalted/CK2)

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Set in the world of Exalted, the story of a Dragon-Blood reassigned to a backwater mudhole to get them out of the way, and their likely travails with mud, holes, holes filled with mud, illiterate goat farmers, and the chronic inability to find a good stiff drink.
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Character Creation Part 1
Location
In Your DNA
Cast out. Gotten out of the way. Kicked out to the middle of nowhere. It's not "exile" per se but it's the closest that it gets without actually being dragged before a Magistrate and banished from the Scarlet Empire. A month ago you were being fed grapes and fanned by servants (or at least the ambiance was there) in the greatest bastion of technology and wealth in the world. Today you're out on a grand mission to the absolute middle of nowhere. You've been given complete authority to remould the satrapy in your own image (nobody in the Scarlet Empire says "king" - kings are what barbarians call their dirt-covered warlords - but you have all the right sort of power. If only it was over someplace worthy of you!) But as you survey your charge, you can't help but feel that the material you have been given to mould in your own image is, well, mold.

And since it is a satrapy, they're still expecting tribute, and will probably make some demands upon you. Halfway across the world from the Empire and you can't even get away from them completely.

But young as you are, inexperienced as you are, cast out as you are, you are still a Prince of the Earth. The power of the Elemental Dragons runs through your blood; yours is the power that turned back the Age of Nightmares, that saved Creation from calamity time and again, and that conquered and tamed the world. This might be a punishment assignment to a place where the most eventful happening in a week is an errant goat, but you'll turn it into something great. And show them, show them all.

Assessing what you've actually got on hand comes first, though. Where were you sent?

[ ] A group of quiet villages on an island in the Great Western Ocean
This might actually be even duller than you had previously imagined. It's a stopover on one of the more minor trade routes, where ships bearing pearls and fire-flowers stop by to resupply with salted fish and fresh timber and maiden tea (fire-flowers have a bad habit of setting things on fire). The forests inland are rumored to be haunted, but given the number of logs you see rolled in it can't really be that haunted.
Advantages: Ample food and lumber, hearty population, pleasantly isolated, ocean trade route, few enemies
Disadvantages: Small population, unpleasantly isolated, few metal supplies, haunted forest

[ ] A collection of tents out in the cold North
"Satrapy" is a funny term, this group of nomads owes tribal fealty to the Scarlet Empress and they'll listen to you as her representative, but they don't really have a distinct homeland as such. They are exceptionally good fur trappers and the hats are all the rage back home which is the only reason the Empire would even bother with them, but you are not feeling good about living in a tent. Even a big tent. They're superstitious too, all this talk about a "white fog"
or "white walkers" or something, your Skytongue is a little rusty.
Advantages: Doughty population, nomadic, fur trade
Disadvantages: Insecure food supply, primitive, nomadic

[ ] A walled and decorated city in the hot South
At least you got sent to something resembling civilization, a poor imitation though it is. An outpost along one of the innumerable veins that carry wealth from the South into the hands of the Scarlet Empire, it's got a bit of money, plenty of lodgings and most importantly, a great big five-dragon flag to fly on the highest parapets. The people are strange and their gods are stranger, but nobody makes a fuss about the Immaculate Doctrines this far out, especially not when there's money to be made. The dunes are dangerous, filled with lion people, skinless night-walkers and human bandits alike, but this is a good enough locale that you might even decide to stay instead of fleeing at the first opportunity.
Advantages: moneyed, not completely primitive, city walls, good overland trade route
Disadvantages: religious tensions, insecure water supply, not isolated, little room for expansion

[ ] A colony on the Dreaming Sea
The relationship between the Scarlet Empire and the Dragon-Blooded state of Prasad is... complex, and there are a collection of small redoubts that the Empire maintains to fly the flag. They are broadly tolerated as long as they don't appear to be getting too big for themselves, but there have been times the Imperial Dragons in them went out for a shopping trip and came back to a ruin. On the one hand you have access to an empire (you won't flatter it by using a capital E) of dragons (you won't flatter them by using a capital D), on the other hand you'll be perpetually under their gaze. Still, it's the closest thing to real civilization that a castaway can get.
Advantages: very nearly civilized, good location, educated population
Disadvantages: under the thumb of a dragon empire (small d, small e), small population, many enemies

[ ] A puppet kingdom in the Scavenger Lands
The most populous region of barbarians in Creation has never been fully subjugated but a number of smaller principalities have sworn themselves to the Scarlet Empire in hopes of being protected from their numerous and belligerent foes. Sometimes it even works. This one is a particularly sorry example - you can ride across it in a day, there are kids playing hide-and-seek in the throne room and you find the "king" at the pub. Even worse, he refers to you as "my dragon friend," and the legal fictions surrounding your place here mean you probably can't kill him for the insult. Still, he's happy to hang on your every word, so free reign is free reign.
Advantages: central location, ample room for expansion
Disadvantages: incompetent advisors, many many enemies

Of course the circumstances of your exile are nothing without the root cause. How did you get sent out this far?

[ ] Dueling
Technically dueling is illegal in the Scarlet Empire, but with ten thousand dragons all concerned with their honour it happens pretty regularly. It's rarely lethal - being openly responsible for the death of a Dragon is a much more serious affair than any mere duel. You were more concerned with your honour than most and you were a regular sight in the open secret rings and clubs. You made the mistake of dueling an elder; your family sent you far away in hopes that maybe they'd cool down about it in a few decades. (Gives a bonus to Martial and especially personal combat, but you will have a powerful Enemy)

[ ] Embarrassment
There is a crime that is greater than actual crimes in the Empire, and that is the crime of being an embarrassment. Really, how were you supposed to know that the noodles were greased, or that the Matriarch's favorite concubine had an allergy? And really the incident with the singing swans was everybody's fault but yours. And the bit where you chased a spy while ferociously wielding a breadroll was for the good of the Empire! Needless to say your family wanted you out of the way as soon as possible. (Gives a bonus to Diplomacy and especially in audacious acts, but rumors of your impropriety may follow you)

[ ] Decadence
Dragons are expected to have a taste for the finer things in life, enthusiastically and to excess, but there's a very careful dance about appearing to be virtuous at the same time. You failed in this masquerade and were uncloaked as a profligate and a layabout, and maybe you sort of deserved it a little. Your family sent you out to the middle of nowhere in hopes that mortal danger and a lack of nice things would straighten you out. (Gives a bonus to Stewardship and especially in acquisition of goods, but you'll have a spending habit to feed)

[ ] Usurpation
Speaking of careful dances, getting a rival out of the way is a carefully-orchestrated weaving of embarrassment, incompetence and vice that culminates in your target being declared unfit to be a Dragon. It's a beautiful thing when it works, but you got caught and had the tables turned on you. Your family wants you out of the way so you don't catch a knife to the back. (Gives a bonus to Intrigue and especially to plotting, but you will have a relentless Enemy)

[ ] Revolution
An especially careful dance is the one the Dragons do around the Immaculate Doctrines, which stipulate a lot of noblesse oblige and being a leader worthy of the mantle of Dragon and a whole lot of NO FUN. Most Dragons who are not monks or aligned with the Immaculate Order pay lip service to the Doctrines or donate large sums in lieu of personal piety, but many take them seriously. You took them so seriously you started a peasant revolt against a Dragon who was abusing his subjects. Your family got you out of the way so you couldn't spread that sort of thing any further - leave it to the real monks, at the very least! (Gives a bonus to Piety and especially to dealings with Immaculate believers, but you will cause religious strife among non-Immaculate believers)

[ ] Impiety
The other side of the coin; you delved into forbidden knowledge that is contrary to the orthodoxy of the Realm, whether it was secrets from gods and demons or in the dusty books of ancient Anathema libraries. Your curiosity got the better of you when you were found stealing tomes belonging to a sorcerer. Your family couldn't see you branded a heretic without the shame of it being cast on them as well, so they were happy to send you somewhere where
you wouldn't draw processions of monks declaring your sins. (Gives a bonus to Learning and especially in occult matters, but you will cause religious strife among Immaculate believers, and have an esoteric Enemy)

And before you can even think about your name and how it's going to be engraved upon history, there is your House Name: your immediate family, your extended family, your extended extended family and all the ancestors you are expected to not disgrace are all weights upon your shoulders as a Dragon of the Realm. You are of which House?

[ ] House Mnemon
The most powerful House headed by the Empress' most powerful daughter, builders par excellence. Pious but gifted in the arts of sorcery, they walk a tightrope that very few can manage. Expectations upon you (even as an outcast) will be extremely high, and Mnemon's power draws the jealousy and ire of dragons from every House.

[ ] House Ledaal
The keepers of a thousand secret lores and some say the true masters of the Realm, the Ledaal are always bringing illumination into dark places. You'll be expected to give them interesting occult knowledge or some of the more interesting artifacts that you find, but if you can return to their good graces you should have access to the same.

[ ] House Cathak
The keepers of martial honor and the mailed fist of the Empire. Harsh disciplinarians and demanding of their mortal subjects, the Cathak are the proudest and most traditionalist House. They are well aware of their standing in the world, confident in the support of the Immaculate Order and full well happy to fight for anything, any time.

[ ] House Ragara
The bank of the Empire, the Ragara are owed money by basically everyone. Business is their battlefield (well, battlefields are their battlefield, but business comes close). The superpower of being able to turn an entire battlefield into a fiery apocalypse is nothing compared to the superpower of having more money than everyone else. Financial support for your satrapy will be better, but you'll be expected to give more back, too.

[ ] House Sesus
A mighty martial house with great standing with the Imperial Legions, but little more than that. Still, when you have a hammer the size of a small horse it's easy to succumb to the temptation of seeing everything as a nail. They are not as traditionalist or punishing as Cathak to their friends, but they are not kind overlords and worse enemies.

[ ] House Cynis
Traders in luxuries, forgers of connections and the greatest matchmakers to ever walk Creation. It doesn't matter if it's an advantageous marriage, a giant war beast to ride into battle on, or the exotic components for your sorcerous ritual, the Cynis know what you want and how to get it for you for the right price. They're all too understanding of the foibles of humanity and dragonkind, and they'll be more inclined to deal with you despite your outcast status.

[ ] House Peleps
The keepers of the Imperial Navy, the Peleps are the unquestioned masters of the waves. As the Empire is an island nation (even if the "island" is enormous), they are the first line of defense against foreign invasion and the Wooden Wall between barbarity and civilization. They have the furthest reach of any House because of it, which is both good and bad for you.

[ ] House Nellens
The thinnest blood and the least Dragons, but the Nellens have a strong grip on the Realm's bureaucracy that's required for the great beast to function, and such a diversity of business interests that they could be a terror on par with Ragara if they had the opportunity. Looked down upon by other Houses with regularity, but in possession of enough money and power that they can handle the attention. They'll probably give you a free hand as long as you bring in the money.

[ ] House Tepet
The third of the great martial houses, Tepet are the unparalleled masters of intelligent warfare and counterinsurgency. When you absolutely positively need a rebellion stamped out with a minimum of collateral damage, call Tepet. You hate to miss out on the great Northern campaign they're gearing up for, but orders are orders.

[ ] House V'Neef
The newest House on the block and the masters of the Imperial Merchant Marine forces. V'Neef herself was elevated to being a Matriarch not long ago (in the time scale of Great Houses) and currently seems to be the Scarlet Empress' favorite, which means that everyone hates her House even more than Mnemon's, if that were possible.

[ ] House Iselsi
A disgraced House, they can't actually afford to be throwing you out over something so trivial as dueling or fomenting revolution. Your exile was a cover for a greater work - maybe you'll be needed to keep an eye on the Realm's enemies from your distant perch, or find something vital to its (or to Iselsi's) survival, or safeguard something terrible that cannot be allowed near the Realm. Your House is criminally shy of resources, but you can count on their full support from the word "go."



Hello, everyone! This is an attempt at an Exalted setting kingdom-builder, where you're a Dragon-Blood of the Scarlet Empire that's been thrown out and given an insignificant kingdom and told to make something of yourself. The decision to do this was inspired in no small part by BoneyM's Divided Loyalties, so while it is going to use the CK2 mechanics as you build your mudhole into a shining bastion of civilization, your advisors may well have their own agendas and side projects. Generally the more competent and powerful they are, the more of their own interests they're going to have. CK2 mechanics, for the uninitiated, use stats of Diplomacy, Martial, Stewardship, Intrigue, Learning and Piety, and use a d100 roll + stat + modifiers +/- circumstances vs a static difficulty (or an opponent's roll of the same for contested rolls). You're an elemental demigod, if a young one, so there are going to be a LOT of modifiers.

As veterans of the Exalted setting might be able to tell from the above descriptions, this begins many years before Year Zero described in the game books. The world is still filled with peril and magical threats, but it's a lot less on fire as of your first Turn so you have some room to grow and come into your own. All events that happen after the beginning are going to be broadly non-canonical and often determined by dice rolls, so it may come to pass that the Realm of your character's birth does not merrily light itself on fire and splinter after the disappearance of its immortal sovereign. But since that would involve me giving up an absolutely choice midgame crisis, that's probably still going to happen - just maybe not when, where and how it's supposed to.

The next update will get into the finer details of character creation and there aren't going to be a ton of restrictions based on your choices in this first one, so if you're worried that being a Mnemon who got kicked out for being too Pious will bar you from being a Sorcerer as well, fret not. Great Houses are gigantic clans that contain multitudes, as well, so even if the stereotype of a Cathak is a big fiery commander of legions, a bookish Cathak scholar might get along less-well with their relatives but people are varied as people are no matter whether they're Dragon-Bloods or not. House choice is about the social and material expectations that will be levied upon you from back home, rather than a straightjacket.

So, SV, let's get Reassigned to Antarctica!
 
Not sure if we're plan voting, but here is a plan anyway.
[] Plan Sorcerous Ice Pyramid
[X] A collection of tents out in the cold North
[X] Impiety
[X] House Nellens

Edit: Not a plan vote.
 
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All events that happen after the beginning are going to be broadly non-canonical and often determined by dice rolls, so it may come to pass that the Realm of your character's birth does not merrily light itself on fire and splinter after the disappearance of its immortal sovereign.
That would take several absurdly unlikely rolls, IMO. The Realm is designed to fail without the Empress.
 
Not sure if we're plan voting, but here is a plan anyway.
This one isn't a plan vote, or doesn't have to be anyway.

The next one will absolutely be a plan vote because it concerns names and customization and the like.

That would take several absurdly unlikely rolls, IMO. The Realm is designed to fail without the Empress.
You're not wrong, ruling as long as she has she's less a monarch and more a geographical feature. Still, non-canon being what it is, the iterations of it might be anywhere from "a Lunar eats and replaces the Empress and the whole thing slowly falls apart at the seams" to "the Empress publicly explodes and the civil war happens without the warm-up period" or even "the Empress shows up to crash on your couch and you have to keep it quiet."

But certainly something is going to go down.
 
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[x] A puppet kingdom in the Scavenger Lands
[x] Embarrassment

This is such an amusing combination it makes me giddy. We are going to see a lot more of chasing out spies with breadrolls.

With a start like this, it's a tight race between Houses Cynis, Nellens and Iselsi, but ultimately having a family of bureaucrats behind your back (or at least a background in running things smoothly) might be preferable for a place with a... lacking chain of command.

[x] House Nellens
 
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What I like to call "Operation Beach Vacation"
[x] A group of quiet villages on an island in the Great Western Ocean
[x] Usurpation
[x] House Cynis

Got a bit too fiesty with the old power plays so sent off to a beach retreat until it all blows over! Sun, sea, sand, coconuts and also undead monsters and that which lurks below oh no shit it's exalted this isn't relaxing at allllll
 
[x] A group of quiet villages on an island in the Great Western Ocean
[X] Dueling
[X] House Nellens

I alredy love this quest!!!!
 
Ah, the occasional peril of non plan voting: the current leader is a Nellens who was an Embarrassment enough to be sent out West, a fine combination but also one that no one has actually voted for. I'll leave voting open for a while longer in case a stronger consensus emerges.
 
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Character Creation Part 2
The wealthy and independent House Nellens counts all other Houses as its rivals and all other Houses as its allies. However, the strength of its bloodlines are weaker than that of other Houses. You were taught to endure slights from other Dragons for being a member of that House since you were old enough to walk, taught to win people over with a smile and if that failed, with a dagger to the heart. So it is that in order to be considered enough of an Embarrassment to a perpetually-slighted House to be sent away, your humiliation had to be truly spectacular. Already Nellens is not taken seriously by the women and men of the Realm, but you set your fist against that barrier and smashed it to flinders.

How did it happen? Was it the time you accidentally let loose a herd of untrained austreches to rampage over the streets of the Imperial City, to much destruction and particularly the trampling of a Magistrate's favorite hat? Was it the time you valiantly saved your mother's handmaiden from a poisonous snake, but were caught (and villainously misunderstood) sucking out the poison? Was it time you lost a bet and had to wear bunny ears for an entire day and were called in for a surprise oral exam in front of your entire class? Was it the breadroll?

No, it was none of these things, and of your shame you will not speak, for the less said about the Noodle Incident, the better.

But you could do much worse - the power of Nellens is widespread and routinely underestimated. With the isolation of your new home in the West, your rivals are unlikely to bother with you. And maybe, just maybe, you can turn this insignificant collection of fishing villages into something worthy of the Empire's attention.

Cast out for being a joke? You'll return atop a sea of wealth and soldiers! You'll make them know your name! Who the hell do they think you are?


So, this is a bit of an experiment! The Dragon-Blooded are powerful, but they work best in cooperation and with the backing of loyal and highly-competent minions - you're amazing, but not enough so to just do everything yourself. This means your CK2-style council is actually going to be kind of important, as full characters with their own traits and motivations that may not necessarily line up with your own. You'll issue orders but they'll be just that - orders. The more comparable Councillors are to you in power and social standing the more likely they are to have their own ideas about how things should go, but also the more able they are to get things done. The headman of a fishing village is unlikely to question or subvert the will of a mighty Dragon, but if you happen to somehow talk a Lunar Sorceress into working for you, they'll be very independent in their work and their results might not be what you wanted. Will you choose for merit or loyalty? Will you pack the council with yes-men knowing you can boss them around with impunity, or forge a Brotherhood of willful demigods who can shake the heavens if they work in concert?

Why do I mention this? Well, some of your character creation options affect your Council - this matters for more than just stats.

You'll also get Personal Actions to do things yourself (including helping Councillors or just straight-up doing things for them, if you really need to see something done), so it's not like all that ferocious dragon power is going to go to waste. ("Guan," you ask, "did you basically just steal this from the Divided Loyalties omakes?" Yes. Yes I did. It was presented as a joke but I'm genuinely curious if it'll work!)

So yeah, who are you, anyway? This is a Plan Vote.

[ ] Name: (Eastern-style is favored by the Realm; your House Name is written first and is Nellens)
[ ] Appearance: (Optional, but I do love me some character images)
[ ] Sex: (The Realm is a Matriarchy to the point where the heads of Houses are all Matriarchs, it's just that occasionally a Matriarch also happens to be a man. No mechanical effects, but many cultural ones.)

Aspect: (The blood of the Dragons manifests itself in five Aspects, each for the five Elements of Creation. Although all Dragons can command all five elements, each is Exalted with a special affinity for one in particular. Which elemental expression do you favor? Each grants bonuses to certain rolls.)
[ ] Earth Aspect. The strength of stone in melee, the rock-solid loyalty of a friend, and the implacable hardiness of the body. You are the most unyielding type of Dragon; the power of Pasiap will never leave you.
[ ] Fire Aspect. The roaring of flame in battle, the fiery oratory of the demagogue, and the burning passion of the heart. You are the most straightforward type of Dragon; the power of Hesiesh is yours to command.
[ ] Air Aspect. The rush of wind in flight, the airy wisdom of the sage, and the intellectual heights of the mind. You are the most canny type of Dragon; the power of Mela swirls around you.
[ ] Water Aspect. The flow of water in footwork, the mercurial shifting of alliances, and the bottomless depths of the soul. You are the most adaptable type of Dragon; the power of Danaa'd is yours to channel.
[ ] Wood Aspect. The connection of one being to another, the truth spoken from the heart, the pulse of life of the world. You are the most cooperative type of Dragon; the power of Sextes Jylis is ever your ally.

Specialty: (Given your peerless education and your power as a demigod you are at least competent at nearly everything. But every Dragon has something that sets them above their peers. What is yours? Each will come with its own suite of supernatural abilities, so don't feel like you're missing out if you don't choose to start with Sorcery - a Stewardship-Dragon is a Business Wizard just as much as a sorcerer is a Wizard Wizard.)
[ ] Socialization. It's hard to be a socially inept Exalted, but your gregariousness stands out. You are the life of the party, every party, and talking people into things they really don't want to do comes easier than blinking.
[ ] War. Every Dragon learns the ways of war and battle at least a little: your forever-war with the moon-demons makes it so that a defenseless dragon is a dead dragon. Nevertheless, you have learned the business of warfare at a level that others should fear.
[ ] Business. Money is the lifeblood of the Scarlet Empire, and your financial acumen dwarfs that of any mortal. Of course they have to to support your spending habits and the spending habits of your peers.
[ ] Skulduggery. The Empire is a hotbed of intrigues as every House and every person tries to gain an advantage over the other. You played this game and barbarian plots are adorable by comparison. They aren't going to know what hit them.
[ ] Martial Arts. Religious observance in the Scarlet Empire is short on incense and long on flip-kicks. Not the art of commanding squads or armies, but the Perfected Lotus has one-hundred-and-eight emulative paths to personal power, and you've learned the fundamentals of one. (Yes, Piety is going to be your stat for Martial Arts. The Realm is like that. You'll be able to choose which Style you favor.)
[ ] Sorcery. The power to weave reality, to work miracles by the crystal clarity of your mind. Whether it's quickly filling a battlefield with obsidian butterflies or slowly enchanting the land with fertility, with enough time, effort, exotic components and the very small possibility of accidentally causing yourself to explode, you can create anything you set your mind to. Particularly of interest to sorcerers is the ability to conjure and bind powerful servants. (You'll be able to choose what Spells you know.)

Finally, you have Seven points to spend on Merits. Choose wisely! Certain Merits where it would make sense (i.e. Artifact, Ally) can be chosen more than once. If you want a random lootbag, just buy points in a category and then don't specify what they're for.

Pedigree - this affects your chances of having Dragon-Blooded children and consequently how marriageable you are considered. Confers a social advantage or disadvantage specifically in those spheres.
Unremarkable: Your line is unexceptional, except insofar as it permitted you to become a draconic demigod. You will stand or fall on the strength of your deeds. (Refunds 1 point)
Minor: You are a distant relative of a great hero of the Realm, or have a family that has produced many Dragons. This is good for House Nellens but quite normal in the Scarlet Dynasty as a whole. (0 points; this is the default if you do not choose anything from this category.)
Middling: You are the second-degree relative (i.e. nephew, granddaughter) of a great hero of the Realm, or can draw your ancestry to the Scarlet Empress. The Dragons' power swims in your line. (1 point)
Note: Further pedigree options locked by virtue of being Nellens. Sorry, maybe your kids will have the honor!

Ally - You aren't the only one who went into exile. Of course a subset of your servants went with you, but this is someone that can actually be relied upon to get things done. Whether a loyal retainer or an actual friend it's nice to have someone who has your back, and it's really nice to have a guaranteed-competent member of your Council going into a town of buck-toothed hayseeds. Choose their specialty from Diplomacy, Martial, Stewardship, Intrigue, Piety or Learning, and make a note about your relationship. A name too, if you're feeling cheeky.
A mortal retainer of your own, competent but no more than that (1 point)
An exceptionally competent mortal ally, a boon from your family and a sign that they aren't throwing you out for good (2 points)
Another Dragon-Blood, your partner in crime (Martial Arts or Sorcery specialties also available.) (3 points)
A friendly or oathbound elemental spirit with powers that you lack. Not as powerful as a fellow dragon, but more inclined to let you have your way (choose an element between air, water, wood, fire and earth) (3 points)

Artifact - Magical items to go beyond mortal limits. It'd be silly to not bring along at least some of your panoply. (You get one point in Artifact for free, unless…)
Really? You forgot to pack ANY of them?! (Refunds one point, cannot buy any Artifacts, you start with strictly mortal equipment)
A convenience, like a collar that never lets you get dirty, or a shawl that means you're always cool. (1)
A real advantage, like unbreakable armor or a sword sharper than any mortal steel (2)
A strong piece of gear, like a warhammer wreathed in flames or a shield that consumes and can spit back arrows (3)

Connections - You aren't a complete unknown in your new home; this is someplace you've been before when you were younger and traveling the world.
You made a huge mess of things and everyone hates you. (Refunds one point; you're just one Dragon-Blood and a disloyal Council and hateful populace is no joke, don't underestimate this one)
You did some exceptional deed and made a great impression, you'll probably get at least a few free rounds at the bar out of it. (1 point)
You saved the day and there is a statue of you about somewhere. Punishment assignment? Hah! People love you here. (2 points)
You made connections with some kind of exceptional force, whether a spirit court, a volcano god, floating city of traders or a traveling troupe of the Fair Folk. You can reconnect with them when you arrive. (1 point)

Command - You can't bring many, but some House Guards are more elite than anything a backwater gets and will do wonders for enforcing your will.
Just a solid core of ten bodyguards, enough to shake people down or scare them. (1 point)
A proper guard force of fifty. This many could train a sizable number of others and could be a decisive advantage, if properly supported. (2 points)

Familiar - A creature that you have a magical connection with that will follow you around. Their loyalty to you is absolute. Give the broad outlines of what you want, given the following guidelines.
A somewhat magical beast like a hearthcat or a smart and sharp-eyed hawk. (1 point)
An animal that can serve as a guardian or a mount, like a panther, a tiger or a simhata (an intelligent lion-horse), or a creature intelligent enough to independently spy for you (2 points)
A large and powerful creature that can properly classify as a war beast, like an elephant, a siakal (giant shark), an auroch (giant bull) or a tyrant lizard (t-rex), or an animal companion with human-level intelligence and the power of speech, capable of serving as a Councillor (choose from among mortal specialties) (3 points)

Unlocked by Nellens:
Thousand Scales: You have knowledge of the workings of the legion of bureaucrats that keep the Realm running. (Bonus to Stewardship and administration, may sometimes find money in the strangest places) (1 point)
Business Diversification: House Nellens have their fingers in every pie. Your location possesses a branch office of a Nellens-owned corporation, which means your requests are less likely to be ignored. (Bonus to commerce, bonus to calling on support from home) (1 point)
Knife Behind a Smile: The creed of Nellens is that if someone is your enemy, you just haven't found the right leverage. (Bonus to Intrigue and investigation, may sometimes just happen to come into useful information) (1 point)

Unlocked by West:
Ship - You have no need to rely on chartering a vessel for your own use, you have your own!
Er, or you would, but there's this funny story about barrels of firedust and you were high on just a spectacular amount of Black Lotus, and... (Refunds 1 point; there will be some trouble traveling until you can get your hands on a replacement)
A courier vessel, nimble but with limited storage space and a low crew complement. Great for getting around, though. (0 points; your default if you do not pick an entry from this category)
A Cutter, the last word in speed upon the waves, for trading in exotics where freshness and rarity counts for more than weight (1 point)
A Yacht worthy of a Dragon-Blood. Big, fast enough to be dangerous and great for parties (2 points)
A Realm frigate, the terror of the waves (if taken with Command, your House Guards will be Marines, trained in amphibious warfare) (3 points)
 
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Character Sheet
Character Sheet


Name: Nellens Nalazir
Gender: Male
Exalt Type: Air-Aspect Terrestrial Exalted
Occupation: Governor

Diplomacy: 13+2=15 - You're pretty well convincing to your fellow man when you need to be.
Martial: 15 - You can lead or train armies with thorough, if not exceptional, competence.
Stewardship: 14 - A business wouldn't flounder under your care.
Intrigue: 26+2=28 - You are a spider in the web, subtle as sin when you need to be.
Piety: 12 - You know enough about the spiritual side of things to not be made a fool of, but you haven't made them part of your life.
Learning: 16 - You received a Dynastic Education and, despite all appearances, actually paid attention.

Audacious - your experience with the heights of embarrassment has left you better at dealing with its lows. (+2 Diplomacy, +10 for Audacious Acts)
Knife Behind a Smile - the creed of House Nellens is that if someone is your enemy, you just haven't found the right leverage yet. (+2 Intrigue, +10 to Investigations, can sometimes turn up bonus information)
Air Aspect - Mela's grace is in your step. (Bonuses to Air-aspected actions, cannot be damaged by falling from great heights, can penalize enemy ranged attacks)

Use of Charms costs Essence, which imposes a hard limit on their use... when time is measured in the course of hours or days. At the time scales of this quest, unless you're specifically pressed for time we'll just assume that you can use them freely. We'll figure out how to track running out in Personal Combat in the future.

Wind-Carried Words Technique (May send short messages at a distance of 10 miles)
Naked Thief Style (+15 to concealing objects no larger than your fist)
Observer Awareness Method (+10 to personal Counterspying)
Cryptic Essence Cipher (+10 to creating ciphers; may create a coded message that one person can intuitively read)
Signature Stealing Calligraphy (+10 to forging others' handwriting, signature and seals)
Armor-Rupturing Fang (In personal combat, successful strikes degrade enemy Armor)
Mela's Twin Fangs (In personal combat, reroll two misses per combat)
Venom Expulsion Method (May attempt to cure or banish poison instantaneously, or gain +10 to an attempt to treat it by taking your time)
Permeating Insight (+10 to case and assess crime scenes, profile criminals)
Slippery Thoughts Technique (May use Intrigue to resist mental influence)
 
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Dramatis Personae
Your Council:
Your childhood friend who you never thought would be so successful as to accompany you to a backwater punishment assignment.
Still, he seems to be in good humor about it.

Name: Nellens Kahu
Gender: Male
Exalt Type: Wood-Aspect Terrestrial Exalted
Affiliation: Scarlet Empire
Occupation: Troublemaker

Diplomacy: 9
Martial: 11
Stewardship: 11
Intrigue: 12
Piety: 13
Learning: 24+2=26

Traits:

Sorcerer - Can learn and cast spells and create Sorcerous Workings
Heptagram Graduate - +2 Learning
Geomantic Prodigy - Once per Turn, +15 to a roll involving manse creation or geomantic scrying
Wood Aspect - Bonuses to Wood-aspected actions. Immune to plant-based poisons and resistant to all others; anima flux is poisonous.

Spells:
Demon of the First Circle (Can summon and bind the Serfs of Hell)
Summon Elemental (Can create and bind elementals)
Flight of Separation (Can escape from personal combat by turning into birds)
Corrupted Words (Can curse someone to vomit maggots whenever they attempt to speak about a forbidden topic. Signature spell; can do this without obvious display.)
Wood Dragon's Claws (Can sheath arms in powerful wood claws)
Infallible Messenger (With preparation, can send full messages an unlimited distance; this takes some time to arrive)
Death of Obsidian Butterflies (An immense battle spell)

Charms:
Wind-Carried Words Technique (Can send short messages at a distance of 10 miles)
Spirit-Detection Mirror Technique (Can see dematerialized spirits in reflective surfaces)
Secret Wind Revelation (Is able to perceive the subtle signs of dematerialized entities)

Once upon a time, your tutor. It's not a role he's entirely left.

Name: Kasena Daro
Gender: Male
Type: Mortal
Affiliation: Scarlet Empire
Occupation: Babysitter

Diplomacy: 9-2=7
Martial: 20+1=21
Stewardship: 11+2=13
Intrigue: 18
Piety: 15
Learning: 24

Traits:

Severe - +2 Stewardship, -2 Diplomacy
Tutor - +10 to teaching individuals
Scarred - +1 Martial
Art of War - +5 to strategic planning and may use Learning
Poisoner - +10 to detecting and committing assassinations
 
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[X] Plan "Treat your men as you would your own beloved sons. And they will follow you into the deepest valley"
-[X] Name: Nellins Guanyin
-[X] Appearance: Compassionate Dragon-Sorcerer of the Waters
-[X] Sex: Nonbinary
-[X] Water Aspect. The flow of water in footwork, the mercurial shifting of alliances, and the bottomless depths of the soul. You are the most adaptable type of Dragon; the power of Danaa'd is yours to channel.
-[X] Sorcery. The power to weave reality, to work miracles by the crystal clarity of your mind. Whether it's quickly filling a battlefield with obsidian butterflies or slowly enchanting the land with fertility, with enough time, effort, exotic components and the very small possibility of accidentally causing yourself to explode, you can create anything you set your mind to. Particularly of interest to sorcerers is the ability to conjure and bind powerful servants.
-[X] Your line is unexceptional, except insofar as it permitted you to become a draconic demigod. You will stand or fall on the strength of your deeds. (Refunds 1 point)
-[X] Really? You forgot to pack ANY of them?! (Refunds one point, cannot buy any Artifacts, you start with strictly mortal equipment)
-[X] You saved the day and there is a statue of you about somewhere. Punishment assignment? Hah! People love you here. (2 points)
-[X] A proper guard force of fifty. This many could train a sizable number of others and could be a decisive advantage, if properly supported. (2 points)
-[X] Thousand Scales: You have knowledge of the workings of the legion of bureaucrats that keep the Realm running. (Bonus to Stewardship and administration, may sometimes find money in the strangest places) (1 point)
-[X] Knife Behind a Smile: The creed of Nellens is that if someone is your enemy, you just haven't found the right leverage. (Bonus to Intrigue and investigation, may sometimes just happen to come into useful information) (1 point)
-[X] A Realm frigate, the terror of the waves (if taken with Command, your House Guards will be Marines, trained in amphibious warfare) (3 points)
 
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@minerva-n-memes, it looks like you only spent 6 points (8-2)?

Yeah, but the business wizard does not have the solve problem spell.

Er, summon Demon. Or was that summon Elemental? Summoning alone is worth so, so much.
Diplomacy-Dragon's solve problem spell is Find Someone Else To Do It
Martial-Dragon's solve problem spell is Shoot It Until It Stops Being a Problem
Stewardship-Dragon's solve problem spell is Giant Pile of Money
Intrigue-Dragon's solve problem spell is Arrange For Bigger Fish
Piety-Dragon's solve problem spell is Punch a God in the Face Until He Agrees to Help
And yes, Sorcerer-Dragon's solve problem spell is Summon a Minion.

It's true about the value of summoning, though (to tell the truth, my encouragement to not default to picking Sorcerer just to create the small chance that anybody will pick anything else, because sorcery is crazy well-suited to this style of game).
 
@minerva-n-memes, it looks like you only spent 6 points (8-2)?


Diplomacy-Dragon's solve problem spell is Find Someone Else To Do It
Martial-Dragon's solve problem spell is Shoot It Until It Stops Being a Problem
Stewardship-Dragon's solve problem spell is Giant Pile of Money
Intrigue-Dragon's solve problem spell is Arrange For Bigger Fish
Piety-Dragon's solve problem spell is Punch a God in the Face Until He Agrees to Help
And yes, Sorcerer-Dragon's solve problem spell is Summon a Minion.

It's true about the value of summoning, though (to tell the truth, my encouragement to not default to picking Sorcerer just to create the small chance that anybody will pick anything else, because sorcery is crazy well-suited to this style of game).

I'm basing the two extra points based off this:

- Your line is unexceptional, except insofar as it permitted you to become a draconic demigod. You will stand or fall on the strength of your deeds. (Refunds 1 point)
- Really? You forgot to pack ANY of them?! (Refunds one point, cannot buy any Artifacts, you start with strictly mortal equipment)

Which implied, at least to me, two extra points if you took these took options. The language is unclear if that's not the case.
 
You made connections with some kind of exceptional force, whether a spirit court, a volcano god, floating city of traders or a traveling troupe of the Fair Folk. You can reconnect with them when you arrive. (1 point)
Is this really worth 1 point? From how other options were arranged, they range from the least to most expensive, so I expected it to be priced at 3 points...

[x] Plan "Have competent people do the work for you"
-[x] Name: Nellens Nalazir
-[x] Appearance: Roguish
-[x] Sex: Male
-[x] Air Aspect. The rush of wind in flight, the airy wisdom of the sage, and the intellectual heights of the mind. You are the most canny type of Dragon; the power of Mela swirls around you.
-[x] Skulduggery. The Empire is a hotbed of intrigues as every House and every person tries to gain an advantage over the other. You played this game and barbarian plots are adorable by comparison. They aren't going to know what hit them.
-[x] Another Dragon-Blood, your partner in crime (Martial Arts or Sorcery specialties also available.) (3 points)
--[x] Sorcery
-[x]An exceptionally competent mortal ally, a boon from your family and a sign that they aren't throwing you out for good (2 points)
-[x] Knife Behind a Smile: The creed of Nellens is that if someone is your enemy, you just haven't found the right leverage. (Bonus to Intrigue and investigation, may sometimes just happen to come into useful information) (1 point)
-[x] Really? You forgot to pack ANY of them?! (Refunds one point, cannot buy any Artifacts, you start with strictly mortal equipment)
-[x]A proper guard force of fifty. This many could train a sizable number of others and could be a decisive advantage, if properly supported. (2 points)
-[ ]A Yacht worthy of a Dragon-Blood. Big, fast enough to be dangerous and great for parties (2 points)

A fellow troublemaker with sorcerous inclinations, a small army at our beck and call, a competent advisor, and a whole lot of new people to play pranks on. It's like a dream vacation!

Could swap ground forces for a yacht, though, especially since we get another Dragonblood to work with.
 
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[x] Plan "Have competent people do the work for you"

Yes...they must also have been at the Event We Will Not Speak Of
 
Problem is that most elses are mortals, otherwise known as worthless mooks.
Ah, but the right man in the wrong place can make all the difference in the world.

I'm basing the two extra points based off this:

- Your line is unexceptional, except insofar as it permitted you to become a draconic demigod. You will stand or fall on the strength of your deeds. (Refunds 1 point)
- Really? You forgot to pack ANY of them?! (Refunds one point, cannot buy any Artifacts, you start with strictly mortal equipment)

Which implied, at least to me, two extra points if you took these took options. The language is unclear if that's not the case.
No, that's absolutely true, it's just that with seven points base and two points of refunds you should have 9 points to play with; you've only spent 8. Get yourself another goodie!

Is this really worth 1 point? From how other options were arranged, they range from the least to most expensive, so I expected it to be priced at 3 points...
Yes! Didn't quite fit in the paradigm of the rest, but a preexisting contact with something weird is about as hard to acquire as a reputation for minor heroism. That particular subchoice is also something you can buy in addition to the others, and more than once, if you desire.

I could offer a 3-point choice where you're the toast of the town in that something weird, if people are interested?
 
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[X] Plan "Treat your men as you would your own beloved sons. And they will follow you into the deepest valley"
 
[x] Plan "One Woman and her Dog vs Her own Horrible Decisions"
-[x] Name: Nellens Nemiki
-[x] Appearance: Kind of a badass
-[x] Sex: Female
-[x] Earth Aspect. The strength of stone in melee, the rock-solid loyalty of a friend, and the implacable hardiness of the body. You are the most unyielding type of Dragon; the power of Pasiap will never leave you.
-[x] War. Every Dragon learns the ways of war and battle at least a little: your forever-war with the moon-demons makes it so that a defenseless dragon is a dead dragon. Nevertheless, you have learned the business of warfare at a level that others should fear.
-[x] Pedigree - Middling (1 point)
-[x] Artifact - A strong piece of gear. A bow whose arrows shape the earth. Throw up barriers, make chasms, just fuck up that landscape real good! (3 points)
-[x] Thousand Scales: You have knowledge of the workings of the legion of bureaucrats that keep the Realm running. (Bonus to Stewardship and administration, may sometimes find money in the strangest places) (1 point)
-[x] Connections - You made a huge mess of things and everyone hates you (-1 Point)
-[x] Familiar -A Blackstar Mastiff. Pride War Dog of the realm and also a real good boy. (2 point)
-[x] Ship - A Cutter, the last word in speed upon the waves, for trading in exotics where freshness and rarity counts for more than weight. For when you gotta go fast. (1 point)
 
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