Three Temples In Saata

For such a city of sin, there are a lot of temples in Saata. The general consensus among Saatans is that it always does you good to get the gods, your ancestors, and whoever else is listening on your side. The general consensus among people who've dealt with Saatans is the number of temples in the city is something similar to how a cut gets red and inflamed as the body tries to fight off the infection. And it isn't working.

The Great Temple of Mercury Wind-Swift

The Great Temple of Mercury Wind-Swift is one of the wonders of Saata. It was ancient even during the Shogunate, and has survived the years with only minor damage. Five slender towers circle a great courtyard, with the temple-complex in the centre. Unlike most of the old buildings in the city, it is not made of the white stone so common to former years. Instead, the temple is seemingly made from brightly painted wood. If this is wood, however, it is wood that is as cool as stone and which does not burn. Some have thought that it might be stone, but during the hot months the building grows leaves and sprouts fruit. In the end, most ascribe it to the power of the gods and pay it no more attention.

In the holy place, yellow-robed and bleached-haired monks make offerings to Mercury Wind-Swift, the goddess wearing her mask as a goddess of trade and the winds and messages. It is the adepts of Mercury Wind-Swift who maintain the semaphore towers in Saata and within Sinasana-ruled lands on Shuu Mua and their workshops are always busy with repairs of the complex mechanisms up in the towers. Their yellow-sailed ships make major pilgrimages along the trade routes of the South West, and maintain shrines as far north as Buk Moi. The temple adepts are great scholars of the wind and can even coax a breeze into dwelling inside a knot for a year and a day; something many becalmed sailors owe their lives to.

The temple fronts onto the Daimyo & Yellow, the greatest market in Saata where great bulk purchases of cargo and insurance contracts are signed. The adepts of Mercury are a core part of the functionality of the market, famed as they are for their honesty. The monks are sworn to never lie or break their word, and so they witness contracts, adjudicate disputes and care for the neutrality of the market as a place where rival pirate lords can meet without fear of bloodshed. Some within the temple hierarchy fear that the commerce may be corrupting them, but the generous donations are what funds their schools and their journeys across the South.

The Red Cherry Monastery

There are lesser temples of the Immaculate Order within Saata - for it is a satrapy ruled by a Cadet House, after all - but the main centre of the order lies outside the city, within the Red Cherry Monastery built on the hills overlooking the city. It is a walled temple, built as a fortress in case of trouble - though it has never seen trouble since it was built. The structures within were constructed in the classic style, but like much of Saata they were built from white Shogunate stone taken from the ruins of the old city.

The monks and nuns here are decidedly non-doctrinaire. This far from the eyes of the Realm, there is room for what might be generously called 'flexibility' and less generously called heresy. The dietary restrictions are frequently flouted, with only cursory punishments for being so drunk that the seniors cannot turn a blind eye. Relationships between the monks and the nuns are common, and the pretence that many of the children here are orphans adopted by the temple is paper-thin. The temptations of the vice-ridden city by the waterfront are many, and more Immaculates succumb than do not. Last time they launched a Wyld Hunt - seven years ago - they were severely understrength and took heavy casualties from a fae man-eater. Since then they have been trying to improve their readiness, but would probably have to bulk out their forces with mercenaries if push came to shove.

Much of the rot is rooted in the abbot, Bei Tua. A grotesquely fat man with twinkling yellow eyes and a comic wit, he is entirely aware of how the Mouth of Peace does not even know his temple exists - and prefers it this way. He is a regular sight at the grand parties of the pirate lords and each thinks them awfully clever to offer him fine things and payments of jade and silver. It is a running joke in Saata that Bei Tua is the most honest man in the world, because he has transcended mortal corruption by accepting bribes from all comers and so achieved enlightenment.

But then again, Bei Tua considers himself to answer to a higher power than the Mouth of Peace. He reports to Heaven; namely his mother, one of the Chosen of the Maidens. The abbot draws a salary from the Bureau of Destiny for his work in monitoring Saata, and he is the Bureau's man on the ground for when work needs to be done in the area. The monastery was built on the site of an old Shogunate fortification and down in the cellars are renovated arsenals of weapons, closets of clothing, libraries of intelligence reports, and anything a Sidereal with business in Saata might need to complete their task.

The Hushed Barge

Built on a barge permanently anchored to the one of the piers is the shrine of Silent Pacific Serenity, a powerful elemental who haunts South Western waters along with her albatross brood. Despite the small size of her temple, it is rich with offerings. The offerings to her are burned, and smoke from sacrifices always rises vertically upwards no matter the wind.

Silent Pacific Serenity is an air elemental, a spirit of doldrums and still air. She has the form of a great blue-grey albatross with wings wider than a four-mast junk is long, and the head of a cobra. Still air cloaks her; wherever she goes, the winds stop blowing and sails hang uselessly. It is for that reason that sailors who go out of sight of land stop by her shrine and leave her tobacco, rum, or flowers, and whisper 'Sweet Serenity, do not turn your eyes to me and do not bring me under the wind-shadow of your wings'.

The elemental is no fool, and knows to keep clear of ships of the Realm Navy and others that might bring down the wrath of the Imperial Navy on her, but during certain times of the year and when the mood strikes her, she will pick out another vessel and hover over them, calling her albatross children to her. When she has becalmed a ship, the sailors pray and ring bells and call out her name, complimenting her and admiring her beauty until she leaves which can take days. Sometimes, though, if one of them is handsome or beautiful enough she descends on the ship and snatches them up, flying away. A day, a week, or a month later she returns them to their home. Sometimes she will seek them out again and leave a newborn babe with pale grey eyes and feathers in their hair at their door. Those who harm her children - whether albatross or human - earn her eternal enmity.
 
So yeah, I'm not really sure if you could even really have a "Solar Host" anymore, really. I mean, what does a Solar champion of the Rat-men, trying to guide and unite his people like mongol tribes to carve out their own niche, have in common with some effete mercantile courtesan-y 'regular human' Solar?

"Oh, we're both Solars" doesn't really mean all that much? I mean, it does mean you have a common enemy with the Realm trying to kill you, and so I can see how PC parties could be formed, but there's a lot more separating than uniting, despite having the same sorts of general powers.
On that note, I kinda found the whole 'Solar host' thing kinda unrealistic.

I mean, what makes you think that these near-immortal god-kings, that are blessed with powers beyond mortal measure and each exalted in a moment of pure awesomeness, would be willing to work with each other en-masse?

No, they'll more likely clash with each other, fight each other, or ignore each other.
 
On that note, I kinda found the whole 'Solar host' thing kinda unrealistic.

I mean, what makes you think that these near-immortal god-kings, that are blessed with powers beyond mortal measure and each exalted in a moment of pure awesomeness, would be willing to work with each other en-masse?

No, they'll more likely clash with each other, fight each other, or ignore each other.

While true to an extent you have to look at the sequence of events that lead to the Exalted Host.

First, they had a Primordial release the Solar Exaltation in to the wild, and he and the gods were specifically looking for those people who did Exalt....and then they plopped them down with the Dragon Kings to train them up.

Secondly, there was the 'big, gigantic enemy' in the form of the Primordials there to fight. Sure, not everybody would probably be willing to work for the rest of the host...but if enough of them were brought together and trained both with the rest of the Exalted Host....enough of them probably stuck around as the Generals, Spies etc to form the core of what eventually became the Solar Host.

At the end of the Exalted Uprising against the Primordials, a lot of Solar's have probably died...and their replacements have been snatched up and brought in to the host, and taught by more experienced Solar's. Sure they aren't that much more experienced but there's enough of a gap for them to go "This is how you Solar".

Addmittedly all this while a few Solar's probably got into arguments or ran off to do their own things but when you have like 200 Solar's, just as many Luna's, the Sidreals and the newly created Dragonblooded in one place, anybody who starts trouble is probbaly jumped to try and make sure the upraising doesn't jump the gun.

Then, The Unconquered Sun, Luna, the Maidens and the Exalted and everybody else does the impossible and wins in the war against the Titans. Suddenly, all those people in the war are big names. Like the UCS is now literally King of Heaven...and the Solar's now have the heavenly blessing to rule over the world. Any new Solar's are taken in, taught how to use their powers...and then made one of the most powerful people in the world. Sure, some of the Exalted are, again, going to not get with the program but sheer inertia is going to work for a while. If you Exalt as a Solar, suddenly your taught that your now a Prince of Creation,, and get to rule a gigantic block of land...

Of course there is also the fact that well...Dragon blooded live for 2-4 hundred years but Celestial Exalted live from around 3000-5000 (Depending on kind of exalted). Eventually, you probably get to know the other Celestial Exalted/Goads because everybody else you know just went and died off from old age.
 
The Great Temple of Mercury Wind-Swift

The Great Temple of Mercury Wind-Swift is one of the wonders of Saata. It was ancient even during the Shogunate, and has survived the years with only minor damage. Five slender towers circle a great courtyard, with the temple-complex in the centre. Unlike most of the old buildings in the city, it is not made of the white stone so common to former years. Instead, the temple is seemingly made from brightly painted wood. If this is wood, however, it is wood that is as cool as stone and which does not burn. Some have thought that it might be stone, but during the hot months the building grows leaves and sprouts fruit. In the end, most ascribe it to the power of the gods and pay it no more attention.

In the holy place, yellow-robed and bleached-haired monks make offerings to Mercury Wind-Swift, the goddess wearing her mask as a goddess of trade and the winds and messages. It is the adepts of Mercury Wind-Swift who maintain the semaphore towers in Saata and within Sinasana-ruled lands on Shuu Mua and their workshops are always busy with repairs of the complex mechanisms up in the towers. Their yellow-sailed ships make major pilgrimages along the trade routes of the South West, and maintain shrines as far north as Buk Moi. The temple adepts are great scholars of the wind and can even coax a breeze into dwelling inside a knot for a year and a day; something many becalmed sailors owe their lives to.

The temple fronts onto the Daimyo & Yellow, the greatest market in Saata where great bulk purchases of cargo and insurance contracts are signed. The adepts of Mercury are a core part of the functionality of the market, famed as they are for their honesty. The monks are sworn to never lie or break their word, and so they witness contracts, adjudicate disputes and care for the neutrality of the market as a place where rival pirate lords can meet without fear of bloodshed. Some within the temple hierarchy fear that the commerce may be corrupting them, but the generous donations are what funds their schools and their journeys across the South.

The Red Cherry Monastery

There are lesser temples of the Immaculate Order within Saata - for it is a satrapy ruled by a Cadet House, after all - but the main centre of the order lies outside the city, within the Red Cherry Monastery built on the hills overlooking the city. It is a walled temple, built as a fortress in case of trouble - though it has never seen trouble since it was built. The structures within were constructed in the classic style, but like much of Saata they were built from white Shogunate stone taken from the ruins of the old city.

The monks and nuns here are decidedly non-doctrinaire. This far from the eyes of the Realm, there is room for what might be generously called 'flexibility' and less generously called heresy. The dietary restrictions are frequently flouted, with only cursory punishments for being so drunk that the seniors cannot turn a blind eye. Relationships between the monks and the nuns are common, and the pretence that many of the children here are orphans adopted by the temple is paper-thin. The temptations of the vice-ridden city by the waterfront are many, and more Immaculates succumb than do not. Last time they launched a Wyld Hunt - seven years ago - they were severely understrength and took heavy casualties from a fae man-eater. Since then they have been trying to improve their readiness, but would probably have to bulk out their forces with mercenaries if push came to shove.

Much of the rot is rooted in the abbot, Bei Tua. A grotesquely fat man with twinkling yellow eyes and a comic wit, he is entirely aware of how the Mouth of Peace does not even know his temple exists - and prefers it this way. He is a regular sight at the grand parties of the pirate lords and each thinks them awfully clever to offer him fine things and payments of jade and silver. It is a running joke in Saata that Bei Tua is the most honest man in the world, because he has transcended mortal corruption by accepting bribes from all comers and so achieved enlightenment.

But then again, Bei Tua considers himself to answer to a higher power than the Mouth of Peace. He reports to Heaven; namely his mother, one of the Chosen of the Maidens. The abbot draws a salary from the Bureau of Destiny for his work in monitoring Saata, and he is the Bureau's man on the ground for when work needs to be done in the area. The monastery was built on the site of an old Shogunate fortification and down in the cellars are renovated arsenals of weapons, closets of clothing, libraries of intelligence reports, and anything a Sidereal with business in Saata might need to complete their task.
So what I'm seeing here is that Keris is about to get Sidereal'd on.
 
So here's another question: What do you guys see the bull of the north's ice walkers being like in terms of their aesthetic. Obviously they're barbarians who've all undergone extensive tiger warrior training, but how does that reflect visually. Are they still just a barbarian horde or something else?
 
So here's another question: What do you guys see the bull of the north's ice walkers being like in terms of their aesthetic. Obviously they're barbarians who've all undergone extensive tiger warrior training, but how does that reflect visually. Are they still just a barbarian horde or something else?
Depends.

Perhaps a barbarian horde who are each weapon masters?
 
So here's another question: What do you guys see the bull of the north's ice walkers being like in terms of their aesthetic. Obviously they're barbarians who've all undergone extensive tiger warrior training, but how does that reflect visually. Are they still just a barbarian horde or something else?
Mongolians under Genghis Khan.
 
They're horse nomads?

Edit: My vision of them has always been they were mostly heavy infantry, like Northern Europeans, goths, germanic people etc.

They're mammoth herders with tribal animal avatar spirits, so I see them as, like...

... I guess "fantasy cavemen" kind of summarises it? Like, the kind of prehistoric "man the hunter" stuff that didn't really exist in real life, but these guys and girls spend all their time walking across glaciers and wrestling cave bears and killing entire herds and wrestling ill tempered mammoths and then milking them. And they also have some First Nations in them, and through fur trading they've got metal tools and stuff from the Haslanti and other settled people.

Also, like, their shamans can legitimately lay curses on you and they go on vision quests and actually scry out your forces before battle and stuff
 
They're mammoth herders with tribal animal avatar spirits, so I see them as, like...

... I guess "fantasy cavemen" kind of summarises it? Like, the kind of prehistoric "man the hunter" stuff that didn't really exist in real life, but these guys and girls spend all their time walking across glaciers and wrestling cave bears and killing entire herds and wrestling ill tempered mammoths and then milking them. And they also have some First Nations in them, and through fur trading they've got metal tools and stuff from the Haslanti and other settled people.

Also, like, their shamans can legitimately lay curses on you and they go on vision quests and actually scry out your forces before battle and stuff

That is broadly what I got out of the fluff, but I still have difficulty imagining them conducting like, mass warfare, except as like, tons of heavily muscled guys and gals hanging onto the sides of mammoths as they charge, smashing through the front of a formation and then dismounting from the still moving beast into the resulting confusion to fight the infantry with great axes and large, Saxon style shields.

Which is, I'll admit, pretty fucking cool, now that I put it into words.

Edit: Actually, them employing tons of northern megafauna in their array might be pretty cool, though it slightly steps on the tows of what I have planned for Ma Ha Suchi's guys.
 
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That is broadly what I got out of the fluff, but I still have difficulty imagining them conducting like, mass warfare, except as like, tons of heavily muscled guys and gals hanging onto the sides of mammoths as they charge, smashing through the front of a formation and then dismounting from the still moving beast into the resulting confusion to fight the infantry with great axes and large, Saxon style shields.
Avatar's aesthetic is probably what you should be looking at for pointers.
Not the Fire Nation, which has a very industrial feel to it, but Water Tribe.
Or maybe Earth Nation.
 
Yeah, the Earth Nation look can be ascribed to the Scavenger Lands or the Realm, depending on your personal preferences.

(as an imperialistic navhttps://forums.sufficientvelocity.com/threads/general-exalted-thread.44/page-1563#post-8338034al power that likes red, though, the Realm is better off with the Fire Nation IMO)

The only difference is that the Fire Nation are vaguely Japanese in their aesthetic, while the Earth Kingdom equally vaguely Chinese, which is reversed for the Scavenger Lands and the Realm.

Having done some thinking, I like the idea of the ice walker core of the bull's forces being mostly mounted on their tribal megafauna, or assisted by it. So they attack with the help of bear or moose cavalry, or with a front guard of sabertooth tigers, or from mammoth, elephant, rhino or mastodon back, often conducting a daring drop from the back of the animal into the disrupted enemy formation. Infantry would mostly fight in skirmishes and hunting parties, or support units of warriors who don't have mounts or assistance. Woodcraft would be prized, and infantry on their own would usually want to sneak up on a target and attack in a mass.

The Bull's empire, using the solar social charms avaliable to him and his circle, and the usual blandishments of a conquer, would employ a variety of other peoples to assist this array and cover it's weaknesses, primarily its lack of conventional horse cavalry, and its lack of more normal infantry. So like, you'd have city state militia fighting in phallanx or shield wall, bare foot chainmail armed axemen of Celtic style tribes, savage but valorious hill tribesmen etc.

It seems like the main weakness and desire the Bull would have would be more conventional cavalry, as I doubt the North East has a great deal of good horse country in it, what with all the trees and cold.

Assuming I continue to like this idea they'll probably be another effort post up about it later...

All these army studies shouldn't be taken as indication that Five Corners of the World is lurching towards a giant war, though that's could totally be what they mean.
 
I think my main point of disagreement over the icewalkers is I think they should have notable gaping weaknesses tactically and structurally. They are a force hyper-optimised for the northern tundra and taiga. They are optimised for loose warfare on places where cavalry is crap and combat is more like an extended battle over a course of weeks of picking off enemies. The Realm fought them on their preferred territory; an undersupplied legion being set up to provide heavy losses on House Tepet who was getting too powerful. And things went very well for the icewalkers and worse than expected for the Tepet Legions.

The rest of the time, they're "merely" Tiger Warriors - which is to say, even the young warriors among them are Valour 4 and have 4 dots in their personal combat skill, which allows them to brute-force victories against a lot of other forces. Given how morale-based warfare is and how their basic warriors are better fighter than most people's champions, that means that they charge in like madmen and a town's levy of boys and men handed spears who've done some drills break and run.

But they've never fought a peer opponent on even neutral terrain. They're hunter-gatherers who have no agricultural surplus to fund long campaigns, which means as they move they need to also obtain food. They don't know deciduous forests or grasslands; not in the way they intimately know their native terrain. They're unmatched on their home land, but if the Bull takes them away from their home terrain they'll lose some of their edge.

And it is vital that they not be elevated up too high, because the Bull of the North is already a rather poisonous tumour in Northern games who can threaten pretty much all the major locations and has a bigger-than-standard-player-group cluster of Celestials with him. He has to be beatable. His horde has to have flaws.

They can't be the Mongols, the Marukani are the Mongols.

No, they're not - at least far from purely. The Marukani are cowboy land, with broad hats, whips, and firewands and livin' out of wagons - livin' the simple life doin' things for themselves and not bowing to the authority of others.
 
Guys? Have you noticed that this thread is in Quests? I think that the thread was misfiled at some point...
 
I think my main point of disagreement over the icewalkers is I think they should have notable gaping weaknesses tactically and structurally. They are a force hyper-optimised for the northern tundra and taiga. They are optimised for loose warfare on places where cavalry is crap and combat is more like an extended battle over a course of weeks of picking off enemies. The Realm fought them on their preferred territory; an undersupplied legion being set up to provide heavy losses on House Tepet who was getting too powerful. And things went very well for the icewalkers and worse than expected for the Tepet Legions.

The rest of the time, they're "merely" Tiger Warriors - which is to say, even the young warriors among them are Valour 4 and have 4 dots in their personal combat skill, which allows them to brute-force victories against a lot of other forces. Given how morale-based warfare is and how their basic warriors are better fighter than most people's champions, that means that they charge in like madmen and a town's levy of boys and men handed spears who've done some drills break and run.

But they've never fought a peer opponent on even neutral terrain. They're hunter-gatherers who have no agricultural surplus to fund long campaigns, which means as they move they need to also obtain food. They don't know deciduous forests or grasslands; not in the way they intimately know their native terrain. They're unmatched on their home land, but if the Bull takes them away from their home terrain they'll lose some of their edge.

And it is vital that they not be elevated up too high, because the Bull of the North is already a rather poisonous tumour in Northern games who can threaten pretty much all the major locations and has a bigger-than-standard-player-group cluster of Celestials with him. He has to be beatable. His horde has to have flaws.

I don't really disagree. I just think that the Bull of the North, being an inspired solar tactician, would seek to collect other modes of warfare from conquered people for his growing host. That's kind of what you do if you're a world conqueror of the ancient world. My head cannon has always been that the primary reason the realm lost the war with the Bull is that the Tepet's legion was optimizing its tactics to deal with lunar charms and tactics, because that's what they were used to facing, and that there was some serious problems with certain upper commanders (like Tepets Lisara).

I certainly think if you put Icewalker infantry, even tiger warriors, up against a long service realm legion or other heavy infantry they'd get crushed, and figure the reason they haven't yet gone in after the Linowa is that their megafauna based fighting style isn't so good inside the trees and streams of the Linowan forests.

The Bull is only now integrating other types of units from areas he's conquered into his battle array, but probably still doesn't have the ability to build up some types of them. Like, he can't build a large horse cavalry arm, because he doesn't have the horses.
 
Edit: Actually, them employing tons of northern megafauna in their array might be pretty cool, though it slightly steps on the tows of what I have planned for Ma Ha Suchi's guys.
I still prefer TAW's handling of Ma-Ha-Suchi.

"Behind his smiles and jokes, the Wolf at the Door simply hates. He finds cold, sane pleasure in demolishing the primitive ambitions of the Princes of the Earth, in undermining the pretensions of an ugly age built on forgotten bones, in exploiting ignorant barbarians with no purpose beyond survival. He is a razor blade working through the flesh of Creation, its progress only worsened by the clumsy fingers that seize at it.

He is the last civilized man in the world."
 
I still prefer TAW's handling of Ma-Ha-Suchi.

"Behind his smiles and jokes, the Wolf at the Door simply hates. He finds cold, sane pleasure in demolishing the primitive ambitions of the Princes of the Earth, in undermining the pretensions of an ugly age built on forgotten bones, in exploiting ignorant barbarians with no purpose beyond survival. He is a razor blade working through the flesh of Creation, its progress only worsened by the clumsy fingers that seize at it.

He is the last civilized man in the world."

Yeah.

My basic idea for the armies of MHS is that his army is based on being superhuman. Various breeds of superhuman goat wolf children, each motivated by their belief in their father and his cause, and their desire to prove their virtue and discipline to him. There'd be various breeds of these beast men, based on MHS work, and those of the other lunar's who assist him. So you'd have giant chunky dudes who have stats similar to buck ogres, you'd have lithe, fast dudes who can run for weeks and are as swift as horses, guys who's bodies create chemicals that exceed the capacities of the combat potions given to Eastern or Nexusian troops, and match anything created in great forks. Giant but slightly less giant space marine goat wolves. Essence using silver blood goat wolves who are the direct sons and daughters of Ma Ha Suchi.

And all of this supported by cleverness and equipment that MHS has built up over the years.

The hordes that he has sent out so far are no more than tests of his children's design and skill, and soon now, very soon, he'll be ready, and the vultures who call themselves dragons will see what he has wrought and they will weep in terror as his children suck the marrow out of their bones.

The only problem with this is it can sometimes turn into roman wolf people which Paladium did ages ago.
 
I certainly think if you put Icewalker infantry, even tiger warriors, up against a long service realm legion or other heavy infantry they'd get crushed, and figure the reason they haven't yet gone in after the Linowa is that their megafauna based fighting style isn't so good inside the trees and streams of the Linowan forests.

No, the reason he hasn't gone after the Linowans is that the westernmost part of Linowa is 1500 miles away from the easternmost reaches of the Icewalker lands, across hostile territory controlled by the Tear Eaters who are ancestor-cultist rival tribes now backed by the Lover and her Abyssals and also across two major rivers which are each wider than the English Channel.

This is exactly what I mean about the Bull of the North being map-cancer. The fact that an idiot writer wrote him getting involved in Halta and Linowa doesn't make it any less stupid. He's got more than enough issues in the Icewalker lands of the North - he doesn't need to also be jammed hard into the East as well.

(Halta is also map cancer. And Linowa would be, if the line wrote them as anything other than the designated beating sticks for Halta)
 
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