Again: @beowolf, remember that Mr. Chung's advice generally presupposes that you exclusively use the original 2E core rules, with no modifications of any kind. Thus making it more-or-less useless.

Ha!

No, the advice on how to use Mind Hand and Yozi Dominance effectively works fine in 2E straight up or in 2.5, neither the ranged grappling function of your MHM telekinetic 'weapon' or the way EYD charges up got changed, nor did grappling ever get patched to not set your DVs to zero until the tick someone can roll to contest control of the grapple, which is on the target's next action rather than on the tick the grapple hits.

If you have Mind Hand, you should throw one ranged telekinetic force choke in the front of each killstick flurry, because if that thing lands and you're not acting on the same tick as your target, your followup killstick attacks go in vs 0 DV so they cannot be 2/7 filtered. The target is grappled so they cannot leaping dodge to flurrybreaker out, therefore, they will lose a ton of motes on perfect soak. You should be using a killstick because even after Piercing got nerfed in 2.5, a killstick is still better than a non-killstick at killing things, especially since you can add dice to damage rolls with Yozi Excellencies and every added die you get from that or from overflow because you're rolling vs 0 DV is another 0.4 HLs taken off the target on average assuming your killstick cancels out with the dude's soak 1:1.

This is even more deadly in 2.5 than in 2.0, because in 2.5 perfect dodging the high accuracy force choke so you're assured of being able to 2/7 the followup killstick attacks costs double the motes. If you don't want to use SWLiHN, Ichor Flux Tendrils from Kimbery's set in Broken-Winged Crane can do something pretty similar, but force choking your enemies with the raw force of your will before you cut them in half is more stylish than doing it with water tentacles.

Note that if he is specifically using 2.5 and he wants to play combat, he needs to have Adorjan and Malfeas so he can run a 2/7 filter. This is unfortunately mandatory, because one side contains all the paranoia combo components and the other contains the bits that make the filter work.

A lot like how he rants about "infinite fairies" even though 90% of the people who mention raksha do not, in fact, claim that there are an infinite number of raksha waiting to enter Creation at any given time.

Observation: The Wyld is infinite, and contains infinite waypoints.
Observation: Any given waypoint is going to have at least one raksha, shaped or unshaped, in it.
Inference: There exist infinite raksha.

Also, keep in mind that his analyses usually have more of a mind toward vomiting bile and contempt over the systems in question than actually being useful advice.

Exalted 2 is a really terrible system, which deserves to be mocked and sneered at with a smug air of superiority and contempt. I still know it well enough to give advice on how it works, y'know. How else would I have developed this contempt?

Chung's advice should be taken with multiple grains of salt, is what I'm saying.

See above.
 
Last edited:
Also, keep in mind that his analyses usually have more of a mind toward vomiting bile and contempt over the systems in question than actually being useful advice.
Man, even if that were true, "this system is crap, do not use it," is pretty solid advice for navigating Exalted. I mean it's a slash-and-burn approach, but it's valid.
Observation: The Wyld is infinite, and contains infinite waypoints.
Observation: Any given waypoint is going to have at least one raksha, shaped or unshaped, in it.
Inference: There exist infinite raksha.
I'll note that most people don't actually follow this chain of logic. I mean yeah, it makes sense, but most people don't think about the Raksha that much and just have them be a nebulous presence out there.
 
That, at least, I know is wrong, because I specifically remember being disappointed and starting to look for a Third Excellency because of it.
1. You cannot increase the discount by more than 3 motes per action.
2. Zero mote activations do not trigger the increase.

I don't remember seeing that (screenshot it for me, if you've got it open in front of you - I'm pretty curious and no longer have any Exalted stuff on my drives) but in that case, you want to bring the tick-length of your actions down to the hardcap of 3 as a critical priority. You can do this by using vitriol-tainted jade items instead of orichalcum: hearthstone bracers and your weapon will do it nicely. You will then be able to raise it to 10 in at most 6 ticks - 1 from your Join Battle roll, 3 per action at 3 ticks per action (0, 3, 6), costing you 10 motes.

This is still outright superior to the Solar Infinite Ability Mastery, so you're still fine, but you probably want to try to get back those motes ASAP with your stunt rewards before you get stuck in because they aren't committed and once you get stuck in your net mote recovery per turn will go negative.

Traps in 2.5 that don't exist in 2: all of Cecelyne's sand attack charms don't work, so don't take them, because you no longer have essence ping. Do not hit anyone with your Mind Hand, because you no longer have essence ping: use it for force choking. Infernals lost a lot of build diversity from the 2.5 errata, unfortunately, to the point where I would suggest not using it if your whole party is Infernals.
 
Last edited:
EarthScorpion Homebrew: Taira, the War Ravaged Empire
Taira
Located south of the Scavenger Lands, Taira stretches for nearly eight hundred miles along the Grey River. Never quite part of the Confederacy of Rivers - though its imperial ambitions have long been a worry - the nation has historically been a meeting place of southern and eastern culture. The empire of Taira was forged by northern cataphracts who over the past three hundred years leveraged their wealth from trade on the Grey River into conquest, until their realm subsumed the entire Alesian Sea.

Two decades ago, the murder of the Shah and his entire family save one by southern lords tore Taira apart. The Infant Shahbanu Sabah II saw many regents in her childhood as mighty lords fought for control of her personage, and now she has come of majority she finds herself in charge of a broken country where each lord answers only to himself and his clan. The lands are awash with mercenaries and the old chains of loyalty are broken.

The north of Taira is dominated by hilly, dry terrain and lower savannas around the many rivers, while the south is tropical jungle broken up by extensive mountain ranges and cooler highland plateaus. The most prominent feature of Taira is the Alesian Sea, named after the ruins of the ancient city which the capital Zamash is built upon. This depression does not connect up to the Grey River and has no outflow, but is fed by rivers that flow down from the Summer Mountains. The salt from this sea is a major export and Alesian salt makes its way to downriver to Nexus.

Tairan Culture and History

Historically, there were many broad cultures within the Tairan lands. In the north, the dwellers on the savannas and the hills were famed for their production of brightly coloured woven clothing and fine pottery from the thick clays of the valleys. The dry lands were fractured, with every local lesser lord controlling the fertile valleys from their mountain-top fortresses. Banditry was common as valley-dwellers fled to the kin in the hills when the rains failed or the burden of taxes became intolerable. Between the fertile valleys the herding hillfolk grazed their sheep and goats, migrating to give time for the shallow soil to regrow.

The northern horse-lords were distant kin to the Maurakan, and it was their migration in the early 400s which set the foundations for the Tairan empire. With the conquest of Terema in the north, the first shah gained vast wealth from river trade - and through reduced trade tariffs for his subjects, swiftly spread his influence down the Grey River. The horse-lords made alliances with the hillfolk, and the old valley-lords found themselves cut off and their pottery and weavings no longer making their way to market. The shah's son married the shahbanu of Malra, a mountainous nation rich from their silver mines, and together they slew the sorcerer-king of Zamash, a decadent city-state built on the ruins of the First Age on the northern shore of the Alisian Sea. There they founded the capital of the Tairan empire.

Sweltering Perswha, on the southern shores of the Alisian Sea had long been a rival of Zamash as the two fought for supremacy over the salty sea. The unaging witch-queen of Perswha was a daughter of one of the Lunar anathema, able to shed her skin and walk among her subjects as a bird or a tiger, and from her mother she had learned many fell secrets she taught to her disciples. The culture of Perswha was a strange one, for the meddling of moon-witches had made many breeds of men; some for fishing in the sea who breathed water and had skin like fish; farmers more akin to ants than men; and the skin-changing lords and ladies who knew dark magics and had ancient pacts with elementals and demons.

Though Perswha had been allied with the horse-lords, it immediately tried to seize control over the waters while Taira was still trying to secure its rule. Great naval battles were waged in this sea, and at first Perswha was triumphant with the aid of its spirit allies. However, in the battle off the coast of Maresh while the star of Mars was high in the sky, a demon lord broke free from the chains it was bound in and turned on Perswha. The demon lord Lucien slew the witch-queen and many of her highest princes, and shattered the back of Perswha. The Tairan fleet sailed uncontested into the city, red banners flapping in the wind, and pillaged its silver-domed temples and sacked its libraries carrying much of the knowledge back to Zamash. While previous conquests had been more gentle, no quarter was given to the witch-lords and their twisted servants were enslaved.

It was only sixty years ago that disputes over the river trade escalated enough that the might of Zamash was set against the principality of Douzha; a war fundamentally born over river taxation. The Douzhans people live in the vast jungle that reaches as far as the ruins of Rathess, and much of Douzha is swampland, resulting in a culture of river folk around the few ancient stone cities built on drier land. These river folk travel hundreds of miles up and downstream, forming a network of trading guilds and pirates who dabble in both as they see fit, and dwell on both sides of the Grey River. Taira demanded that all clans that dwell in their lands pay tax on all of their trade, but that would have bankrupted the prince of Douzha - and the suspicious death of the Tairan ambassador brought war. Traitors in the Douzhan capital made it a fast conquest, and these traitors were given rule over the new province. Much bad blood was stirred up by this war, though, and the southern lords saw no benefit from these conquests. Indeed, they suffered as they could no longer tax trade from Douzha.

With the murder of the shah, the country has come unwound. Douzha has declared its independence as people claiming to be of the old royal family come out of hiding, and is blocking ships with the Tairan flag. The naib of Malra is a distant cousin of Sabeh II and was once her regent before he was expelled by rival factions; he now holds the silver mines of Malra and has his eyes on the throne. In Perswha, a skin-changing prophetess claiming to be the daughter of the witch-queen has the ear of the naib; when the Tairan fleet came to retake it a midnight black storm descended in the middle of the day and scattered the ships. She and her followers call on demons and encircled Zamash for a year before the siege was broken. Countless provincial naibs have taken the chance to settle long standing grudges or seize land, and the wealth of the Tairan empire has been bled away in paying the countless mercenary bands who roam the land. In the chaos many of these mercenaries have simply overthrown their employers when they could not afford to pay them and so these bands have become lords in their own right.

Those Who Would Be Shah

While once Taira was a strong imperial power, for twenty years it has been shattered by civil war. The provinces do not obey the Shahbanu and imperial authority only extends along a narrow strip reaching from Terema in the north to include the capital Zamash and the northern reaches of the Alesian Sea. The once-gleaming spires of tropical Zamash are dirty from soot and the walls are pitted and scarred from the last siege, when the demon-worshipping prophetess of Pershwa unleashed her infernal allies on the city. The stepped gardens have been dug up and replaced with fields and the grand academies now focus on war-magics. Countless lords wish to seize this city and with it the imperial throne, but some have more realistic ambitions than others.

Sabah II, once known as the Infant Shahbanu, is a young woman in her early twenties and has ruled since she was nineteen months old. Since taking the throne four years ago, she has proven herself to be an heir to her bloodline, and there are mutterings that she is not quite sane. She is said to dress only in mourning garb and daily makes offerings at the tomb of her family - and sometimes these sacrifices are traitors. Last year her soldiers retook Terema, decimated the population and crucified the entire family of the ruling lord. This has given her control once more over tariffs on the Grey River, boosting her coffers and allowing her to turn her eyes towards the rebellious south. Some whisper that she may be among the Anathema - yet the Realm ambassador reports that his Immaculate advisors can find no sign of taint in her. This does not quieten the voices who point out the number of her rivals who have died bloody yet seemingly accidental deaths in the past few years.

The prophetess of Perswha is viewed as a goddess by the common people and the slaves alike in that province, and they believe her to be the heir to the witch-queen. The naib buys into her myth fully - and even if he did not, her pacts with demon lords tattooed into her skin are more than enough for any doubters to pretend faith. It is now clear that the old ways had remained in the province, and altars to the moon have been erected in villages and towns all across the area. The witch herself is an enigma - she speaks only of a vision she had when she found her true heritage, and does not speak of who she was before that. She avoids the topic, and gets violent if forced to dwell on it.

The naib of Malra, Taym Matah, is a sober man of middle years with claw-scars down the left side of his face from misadventures in his hot-headed youth. As Sabeh II alarms more of the lesser nobility with her brilliance and her brutality alike, he is fast becoming everyone's second choice for the position of shah - yet few truly desire him. He is grasping and holds a tight grip on the silver from Malra. He has sent his wife and children from Taira to an unknown location to avoid the threat of kidnappers using them as leverage; this has only intensified the hunt.

Henna II, princess of Douhza, has no interest in the title of shahbanu. Douhza has kicked out the hated Tairan administrators and is free once more. At least, that is what she would have you believe. In truth, while the river folk support her in large numbers, the Taira-ised urban elite consider her a swamp rube with a diluted bloodline and she has already faced several rebellions from lesser lords who publicly avow their loyalty to the shahbanu. Strangely enough, their loyalty does not extend to paying taxes, and they still raid trading ships flying the Tairan flag.

In the far south-west of the country, a mercenary band has found an ancient cache of golden golems with eyes that burn with red fire. These hulking brutes are three metres tall at the shoulder, and have four bladed arms; swords and spears bounce off their metal shells. The self-proclaimed shah, Rigel I, is a bandit lord who happens to command an army of a hundred immortal First Age killing machines. He could probably take any city in this broken nation - if only he could move them through hundreds of miles of mountainous terrain and jungle without being murdered or his golems breaking down - for he has no way to repair them.

Economy

Twenty years of civil war has ruined the imperial economy. Once Taira was wealthy, built on its export of silver, fine fabrics and pottery, and salt down river to Nexus. It has nigh bankrupted itself from war, and if the shahbanu had not managed to seize Terema then the crown would no longer have been able to pay its mercenaries. Instead, with the fleet at Terema in her hands Sabeh II now gets the proceeds of the tariffs on river trade - and they are sizable.

The same chaos has ruined the internal markets. There is famine in the north as drought has spoiled the wheat and rice harvests; in the south, slave rebellions have sacked and destroyed cocaine and coffee plantations dooming the cash crops. Only Douzha has managed to escape total economic failure, for the river folk are cunning and hardy and have snatched up markets along the Grey River, setting up trading posts - and engaging in river piracy when they see fit.

The Bones of Dragons

Taira lies not so far from ruined Rathess, as the crow flies, and once the Dragon Kings dwelt in the south here. Their pyramidal architecture can be seen on plateaus and certain towns are built on the slopes of landmarks they built. Zamash is built upon a First Age city that itself was built upon a city of the Dragon Kings, and the famous gardens draw their fresh water from ancient spells once laid by the lizard-men.

The architecture here combines pyramidal structures with domes. In the south around Perswha these domes are plated in silver to honour the moon, but in the rest of the country brass or copper is more common in honour of the sun. Cities are built with broad boulevards and plenty of greenery. In the north, structures tend to be of sandstone and other sedimentary rocks, while the south uses the local granite of the plateaus and often sheaths the structures in shining marble.

Certain elements of the prehuman faith of the Dragon Kings remain in the local faith. All give honour to the Sun, whether cataphract or Douzhan river pirate, and all know that the sun needs blood to keep burning. Outside of the south of the nation, the blood sacrifices to the sun are usually of animals, but one of the rituals of adulthood involves the child willingly shedding their blood on a hot copper plate. In most places a few drops are enough, but some areas demand self-flagellation with thorns or deliberate scarification.

The moon-worshippers of the south still give respect to the sun, but they have taken the forms of worship traditionally given to Sol Invictus and use them to honour Luna. The north shakes with fear about rumours of bloody nights of the full moon where hearts are cut out and priestesses bathe in blood.

Some of the ancient magics that the Dragon Kings taught to their human slaves are still known by scholars and thaumaturges within Taira. The old cities are lit by luminous crystals that trap the light of the sun during the day and release it within the night, which combined with their sophisticated sewage systems leave them peculiarly fragrant compared to most of the cities of Creation. With the civil war, however, many of these vanity projects of the shahs go unmaintained and much of the old knowledge stands at risk of being lost.

Military affairs

The imperial Tairan army is shattered, split by divided loyalties and the horrific losses inflicted on it by the demonic servants of the prophetess of Perswha. Some of it remains loyal to the shahbanu, others to naibs, but much of it has either disbanded or gone fully rogue and joined the mercenary bands that roam the countryside fighting for pay. Many of the mercenaries have come down the Grey River, lured from the Scavenger Lands by the promise of Tairan silver and land to seize.

The shahbanu does not trust the imperial army - and she is far from the first of her line to be suspicious of the polyglot force. Traditionally they rely on the northern cataphracts who descend from the horse-lords, clad in shining scale and draped in chain. The shahs of Taira have long recruited foreign soldiers to make up their elite units - most famously from Harbourhead. This practice has gone on for a hundred years after a Harbourhead princess married the shah. With control of river trade restored, Sabeh II has spent most of the revenue on bringing more foreign mercenaries in.

In Perswha, the remnants of the imperial army are supplemented by enthusiastic but untrained former slaves and commoners serving their witch-queen. The demonic servants of the prophetess are rarely sent to battle, and she has hinted that to do so too often would bring some dark price. In truth it is the Perswhan fleet which is most threatening because it controls much of the Alesian Sea and is supplemented by strange vessels that the prophetess grew from gourds.

Relations with the Realm

Imperial Taira managed to maintain its independence from the Realm, avoiding the status of satrapy. Of course, certain compromises had to be made and the Realm satrapy of Jades was a constant thorn in the sides of those Tairan shahs who turned their eyes to the eastern shores of the Grey River. The Treaty of Malra exempted Realm vessels from Tairan river tariffs, and Jades took full advantage of this, gaining wealth as a stopping point for Dynastic merchants who wanted to avoid Tarian dues.

In a fit of bitter irony, it is only the Realm's own internal disorder that has stopped it from taking full advantage of the weakness of Taira. If the Tepet legions had not suffered humiliating defeat at the hands of the Solar anathema, the Realm would have intervened to 'help restore peace to a wartorn nation' and seized control of river trade entirely here. However, the distraction of the Realm means that local satraps have merely been left with the understanding that cutting off pieces of Taira and getting local naibs to accept the protection of the Realm will meet with approval from the Treasury and the Imperial Ministers.
 
Last edited:
I don't remember seeing that (screenshot it for me, if you've got it open in front of you - I'm pretty curious and no longer have any Exalted stuff on my drives)
EYD had that discount limit put on it in the 2.5e Errata:
Effortless (Yozi) Dominance
(p. 108)
Zero-mote activations of Yozi Excellencies do not trigger the discount of this Charm. No matter how many times the Infernal activates an Excellency, the discount cannot increase by more than three motes during any single action.
 
This is fantastic. I've always wanted something like this to fill out my Southeast.

The root of the concept for Taira, before I got really started, was "Persia Does The Thirty Years War".

It is positively loaded with things for PCs to do. As I think @Shyft observed about how I write material, I basically wrote up this entire place for "PCs are going to start meddling in the civil war and totally can just grab cities and hire mercenaries who don't give a shit about working for an Anathema if you can pay".
 
The root of the concept for Taira, before I got really started, was "Persia Does The Thirty Years War".

It is positively loaded with things for PCs to do. As I think @Shyft observed about how I write material, I basically wrote up this entire place for "PCs are going to start meddling in the civil war and totally can just grab cities and hire mercenaries who don't give a shit about working for an Anathema if you can pay".
And here my mind was just going
C O N Q U E S T
the whole time I was reading it. A divided empire, never all that cohesive in the best of times, now wracked by civil war and internal strife?

It's the Realm in miniature.
 
Not to mention the hints of waifu bait.

Ah yes, the eternal choice of "which waifu do I pick?"
  • The young shahbanu, who's a bit crazy, crucifies people who opposes her, and is either an Abyssal, a gothy Celestial, or just a very determined young lady who has vowed to murder everyone who is at all connected to her parents' deaths?
  • The insane skin-changing witch of the south who consorts with demons, tears out people's hearts for Luna, and may be some weird progeny of a Lunar, a Lunar herself, or just a crazy young lady who had a vision of Luna and preaches with conviction and happens to fill a prophecy?
  • The actually-basically-sane princess of the river folk who rules from a Dragon King city, leads river pirates, and is is a rebel princess who isn't going to do what the stuffy nobles tell her to?
(The correct choice is "the bandit lord who may be less pretty and more male than the others, but has 100 First Age golems". Because, let's be honest here, high Appearance characters are common in Exalted, but First Age killing machines are nearly irreplaceable.)
 
And @EarthScorpion has done me a pretty great favour with that, as I'm planning on running a Dragonblood game using @Crumplepunch's pretty awesome homebrew and that makes for a damn near perfect setting for it.

I'll just use the satrapy of Jades mentioned there, since it has very little mentioned about it in canon and what I can find from the archived wiki seems like it might just be a log of someone else's game?

Thread for recruitment should be going up later today.
 
The correct choice is "the bandit lord who may be less pretty and more male than the others, but has 100 First Age golems". Because, let's be honest here, high Appearance characters are common in Exalted, but First Age killing machines are nearly irreplaceable.
Yes, but as they are nearly irreplaceable, once they are gone they are gone. Meanwhile, sacrificing peoples hearts to Luna is much more sustainable and comes with several bonuses.
 
Ah yes, the eternal choice of "which waifu do I pick?"
  • The young shahbanu, who's a bit crazy, crucifies people who opposes her, and is either an Abyssal, a gothy Celestial, or just a very determined young lady who has vowed to murder everyone who is at all connected to her parents' deaths?
  • The insane skin-changing witch of the south who consorts with demons, tears out people's hearts for Luna, and may be some weird progeny of a Lunar, a Lunar herself, or just a crazy young lady who had a vision of Luna and preaches with conviction and happens to fill a prophecy?
  • The actually-basically-sane princess of the river folk who rules from a Dragon King city, leads river pirates, and is is a rebel princess who isn't going to do what the stuffy nobles tell her to?
(The correct choice is "the bandit lord who may be less pretty and more male than the others, but has 100 First Age golems". Because, let's be honest here, high Appearance characters are common in Exalted, but First Age killing machines are nearly irreplaceable.)
Ah, Exalted. Where when asked "Who is best girl?" it is totally legitimate to answer "Disregard waifus, acquire husbando," especially in the context of magitech war machines.

And @EarthScorpion has done me a pretty great favour with that, as I'm planning on running a Dragonblood game using @Crumplepunch's pretty awesome homebrew and that makes for a damn near perfect setting for it.

I'll just use the satrapy of Jades mentioned there, since it has very little mentioned about it in canon and what I can find from the archived wiki seems like it might just be a log of someone else's game?

Thread for recruitment should be going up later today.
I'll need to finish reading through the pdf, but I'd be more than up for participating.
 
Ah yes, the eternal choice of "which waifu do I pick?"
  • The young shahbanu, who's a bit crazy, crucifies people who opposes her, and is either an Abyssal, a gothy Celestial, or just a very determined young lady who has vowed to murder everyone who is at all connected to her parents' deaths?
  • The insane skin-changing witch of the south who consorts with demons, tears out people's hearts for Luna, and may be some weird progeny of a Lunar, a Lunar herself, or just a crazy young lady who had a vision of Luna and preaches with conviction and happens to fill a prophecy?
  • The actually-basically-sane princess of the river folk who rules from a Dragon King city, leads river pirates, and is is a rebel princess who isn't going to do what the stuffy nobles tell her to?
(The correct choice is "the bandit lord who may be less pretty and more male than the others, but has 100 First Age golems". Because, let's be honest here, high Appearance characters are common in Exalted, but First Age killing machines are nearly irreplaceable.)
Now this is a harem comedy I'd watch :V
 
....can't I try and get the gothy anathema obsessed with killing her parents murderes together with the bandit lord and treet the entire region as if I was playing Sims 3: Exalted?

I mean he has a hundred murder robots, she has land and magical mechanics...
 
Ah yes, the eternal choice of "which waifu do I pick?"
  • The young shahbanu, who's a bit crazy, crucifies people who opposes her, and is either an Abyssal, a gothy Celestial, or just a very determined young lady who has vowed to murder everyone who is at all connected to her parents' deaths?
  • The insane skin-changing witch of the south who consorts with demons, tears out people's hearts for Luna, and may be some weird progeny of a Lunar, a Lunar herself, or just a crazy young lady who had a vision of Luna and preaches with conviction and happens to fill a prophecy?
  • The actually-basically-sane princess of the river folk who rules from a Dragon King city, leads river pirates, and is is a rebel princess who isn't going to do what the stuffy nobles tell her to?
(The correct choice is "the bandit lord who may be less pretty and more male than the others, but has 100 First Age golems". Because, let's be honest here, high Appearance characters are common in Exalted, but First Age killing machines are nearly irreplaceable.)
Why not all? :)
 
....can't I try and get the gothy anathema obsessed with killing her parents murderes together with the bandit lord and treet the entire region as if I was playing Sims 3: Exalted?

I mean he has a hundred murder robots, she has land and magical mechanics...
*directs @Bel towards Sidereals book*

And @EarthScorpion has done me a pretty great favour with that, as I'm planning on running a Dragonblood game using @Crumplepunch's pretty awesome homebrew and that makes for a damn near perfect setting for it.

I'll just use the satrapy of Jades mentioned there, since it has very little mentioned about it in canon and what I can find from the archived wiki seems like it might just be a log of someone else's game?

Thread for recruitment should be going up later today.
Have to go to sleep soon @Maugan Ra, so pretty pretty please can I have a reservation until I wake up and have time to post?
 
Last edited:
And @EarthScorpion has done me a pretty great favour with that, as I'm planning on running a Dragonblood game using @Crumplepunch's pretty awesome homebrew and that makes for a damn near perfect setting for it.

I'll just use the satrapy of Jades mentioned there, since it has very little mentioned about it in canon and what I can find from the archived wiki seems like it might just be a log of someone else's game?

Thread for recruitment should be going up later today.

I will throw my hat into the ring. I love Dragon-blooded and didn't have chance to run or play them in 3ed..
 
Back
Top