So a few pages ago I posted asking for advice on making a charm tree based around Malfeas' nature as a city. EarthScorpion gave a really great reply where he outlined some charm ideas which work together to cause the Infernal to create a demon city. These charms were so interesting that I kind of forgot my central idea of making charms about being a city. I'm definitely still working on turning those charm ideas into actual charms, but does anyone have advice on making charms about being a city instead of running one?

Slightly more serious answer: Not sure how it'd work, but what about some sort of Fisher King city thing? Where your body is the city in microcosm. So when you get a cough, then smog fills the air of your city. Or something? And your body's appearance/composition changes with the city? If we're going freaky-ish?

Lungs as great factories belching out smoke, hands as hard, proud walls that surround the city, eyes as the lakes in the parks of the rich...etc, etc. Into some kind of inhuman but vaguely humanoid abomination that is a city and a man.
 
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Dragon Kings are half of the Scroll of Fallen Races. There's an Addendum doc called Debris From the Fallen Races with some extra DK Paths. Rathess itself (plus Stalkers, unenlightened Raptok) is in Scroll of Terrestrial Directions: East, not the South book. It's kinda South-Eastey (in 3e, Rathess is just North of the Dreaming Sea) so it could have gone into either book, and the South book had more city states to write up.

There's also a few bits of vegetative technology in Oadenel's Codex, IIRC.

EDIT: My 3e game's characters decided to go find Rathess, so I recently dug up everything on Dragon Kings in both prior editions. Ruins of Rathess is still the best.
 
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Based on feedback, I would like to create a revised version of this.


By (Yozi)'s Designs
Mins: Essence 3
Prerequisites: First (Yozi) Excellency
Type: Permanent

The Yozis are tightly focused on their particular perspective- their way of seeing the world. Nothing else mtters to them- almost nothing else can matter. Although some are able to conceptualize that their lessers perceieve the world from another vantage, the Yozis can only pity such warped and fallen creatures and the horrific world they must live in... if the Yozis were capable of pity, anyways.

This charm permanently enhances its prerequisite, increasing the maximum number of dice that can be added through First (Yozi) Excellency by the lesser of Essence and (Yozi's focused Attribute). This charm does not apply unless the warlock is using the Excellency of the particular Yozi that she has bought this charm for.
No that's awful. Infernal excellencies are already nearly omni-applicable, adding it a rider that lets you break the dice cap on actions that you aren't focusing on because you've min/maxed your stats is lazy, bad design.
 
So, the recent discussion on the Dragon Kings prompted me to look through the Scroll of Fallen Races again. In the their introduction, it's said that the gods, not primordials, made the Dragon Kings as an experiment in creating thinking beings and worshipers. Taking this into account, could a valid campaign be built around a group of Dragon Kings seeking entry and influence in Yu-Shan? They would then use this influence in order to petitioning the creation of new Dragon King souls.
 
So, the recent discussion on the Dragon Kings prompted me to look through the Scroll of Fallen Races again. In the their introduction, it's said that the gods, not primordials, made the Dragon Kings as an experiment in creating thinking beings and worshipers. Taking this into account, could a valid campaign be built around a group of Dragon Kings seeking entry and influence in Yu-Shan? They would then use this influence in order to petitioning the creation of new Dragon King souls.
......there are dragon kings in yu shan.

That being said, what makes you think it'll work? Yu shan is corrupt as fuck.
 
Dragon Kings are half of the Scroll of Fallen Races. There's an Addendum doc called Debris From the Fallen Races with some extra DK Paths.
Clarification: DK Martial Arts, not Paths, though I did forget about those. Eye of Heaven style is pretty rad.

So, the recent discussion on the Dragon Kings prompted me to look through the Scroll of Fallen Races again. In the their introduction, it's said that the gods, not primordials, made the Dragon Kings as an experiment in creating thinking beings and worshipers. Taking this into account, could a valid campaign be built around a group of Dragon Kings seeking entry and influence in Yu-Shan? They would then use this influence in order to petitioning the creation of new Dragon King souls.
There are already Dragon Kings that live in Yu Shan. You probably be better off having them petition for additional resources be put towards restoring the existing feral DKs to sentience.
 
......there are dragon kings in yu shan.

That being said, what makes you think it'll work? Yu shan is corrupt as fuck.
And that is why its the focused of an entire campaign. Dragon Kings would likely be seen as lesser to the gods and as you said, Yu-Shan is a corrupt and broken government. This means that it would take a lot of work and investment to make the party important enough for a petition to even be viable.

There are gods hungry for worship, some likely already bound to the Dragon Kings. These gods would want to strengthen there portfolio as much as any other god, even if they are likely low ranking.

Perhaps instead of going directly to the gods, an opportunity presents itself to seek the aid of the Gold Faction. Having a restored Rathas could be a potent asset for them.
 
Themes? what themes?
The themes backing up the Dragon King Paths are largely the natural Elements, and secondarily (and somewhat underwhelmingly) the Four Virtues, in respect of trying to emulate specific ideals about those things as holistic ritual practices more akin to Taoist Immortals or devoted warrior-monks. This is because the Paths are not Charms per-se, but deeply-resonant methods of achieving spiritual wholeness through diet, regular training, meditation and philosophy, forcibly uplifting their own animalistic and feral po soul and transmuting it into a thinking, sapient hun. They are closer to extremely limited Sorcery without being true spells, the Dragon King using themselves as the medium through which essence is cast, which is why you only get a small handful of them at best. The mechanical implementation of those themes is a little janky in places, owing to their position as Mortals foremost, but the purpose behind it all is pretty clear.

You become the metaphorical Flickering Fire, dodging the air currents around an incoming blow, burning out fear of failure and the unknown from your life and replacing it with reckless ambition to reach higher and stretch further, eating special blends of beeswax and the cooling embers of certain tree barks. You embody the Shimmering Water by drinking only liquids which reflect your true face, sleeping in the sun's light cast from a still pond, yet denying the externality of self as a Dragon King so thoroughly that even onlookers are confused by the vaguely reptilian image dancing over your surface. You are the Shaping Wood, assuming the vengeful battle-aspect of Dragon Emperor Leyata-Pterok-Ssuma-Mostath-Arad, having scarred your scales with The Hunter's many wounds, painted The Goddess' royal marks upon your body in bloody warpaint using the deep earth which shelters The Mountain, and meditated upon the distance between sky and earth to cut a horizon between them using your newfound wings.

They're creatures of the natural world who Internalize things and the forms of those things, and by internalizing, express that understanding as a new form. In some cases this is really blunt, like the Solid Earth and Blazing Fire Paths being literally forms of Earth/Fire Bending, while others are more conceptual, like the Shaping Wood Path, which is shapechanging via the appellation of legendary names and titles from great heroes or terrible enemies, like Octavian or Ahlat, onto your own to grant oneself the might and flexibility inherent to those reputations by sympathetic association. And much like the comparison to spells earlier, the underlying idea is more that the combination of these Paths together are what matter to advance your goals, not the sheer amount of them you have/can activate at once.

Because to truly wield several Paths effectively, you need to have the high traits necessary to Leap Ahead using its relevant Virtue. With a burnt Channel and a rolled success on that Virtue, you briefly unlock the next highest Step in that Path, meaning you always have more Steps available to you than those simply on your sheet. A Dragon King with a single Step in the Clear Air Path need only burn/succeed on a Compassion roll to enable Spirit-sight for a scene she might not otherwise possess normally, or a character preparing for a fight but lacking the upcoming combat-relevant Step in her Path need only Leap Ahead to equip herself properly.

Add in how many Steps in a Path are collections of benefits or sweeping additions of competency, the only thing they really need to shine is a fresh look at how those bonuses actually play out (Blazing Fire as fire-bending being extremely difficult to squeeze a high Damage rating out of, for example, despite being the Path for throwing around huge firestorms), or how they could be represented more cleanly (Shaping Wood being somewhat complicated template-stacking between Buffs-Breed-Species).
 
So a few pages ago I posted asking for advice on making a charm tree based around Malfeas' nature as a city. EarthScorpion gave a really great reply where he outlined some charm ideas which work together to cause the Infernal to create a demon city. These charms were so interesting that I kind of forgot my central idea of making charms about being a city. I'm definitely still working on turning those charm ideas into actual charms, but does anyone have advice on making charms about being a city instead of running one?

What I was answering was "No, I don't think he should contain a way to willingly become a city". Malfeas' status as a city is an affliction; a tumour. He is weighed down by his agonised growth. If he could avoid being a city, he would. "Becoming a city" is something Infernals using Malfeas Charms should want to avoid, because it's not going to be a nice Shintai that you can just turn off. It's going to be something that weighs you down, immobilises you, and pains you.

I'd put the "I become a city" thing as an expansion off my own Millennial Layers Metamorphosis, as basically a "Game over" state. Your growth has accelerated to such an extent that even cutting off bits of your own body as it grows can't control it, and now you've become Architectural Tetsuo. Your stone and metal flesh splits and swells outwards. Spires sprout from your follicles. You gnaw on mineral veins and drink dragon lines. It hurts and it never stops hurting.

I do believe Infernals should be able to Bad End themselves by uncontrolled and unthinking Charm purchases - just like Unchained Apocalypse Shintai. They shouldn't be shallow Charms and should require you to go down specific Charm branches into bits of the Yozi that they themselves hate and fight against, but the concept is there - mostly for NPCs and for PCs when the player wants to Bad End them at the end of a campaign.

(Also, bluntly, if you want to become a city for constructive purposes, that's what Alchemicals are there for. Malfeas is not a constructive city.)
 
So what are the limitations of the Raising the Earth's Bones? Like you can build a house, a trench or wall or even a fortress given time, but how detailed can you go, does it make stuff like glass or doors, or do they have to be made later?
 
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If an Infernal bad-ends themselves with spectacularly stupid Charm purchases, are there any circumstances under which the Unquestionables wouldn't murder that Infernal to free up their shard, aside from "we don't presently have the resources to do it"?
 
If an Infernal bad-ends themselves with spectacularly stupid Charm purchases, are there any circumstances under which the Unquestionables wouldn't murder that Infernal to free up their shard, aside from "we don't presently have the resources to do it"?
Architectural Tetsuo is probably causing a lot of bad shit to go down in Creation like the Yozi want if he becomes the ever-hurting and ever-hungry NuLondon somewhere in creation, especially if they do it in the middle of a major city. At the very least they're a possible beachhead for the forces of hell.
 
If an Infernal bad-ends themselves with spectacularly stupid Charm purchases, are there any circumstances under which the Unquestionables wouldn't murder that Infernal to free up their shard, aside from "we don't presently have the resources to do it"?
I would imagine those Infernals would make for excellent test subjects in the search for ways of undoing the Yozis' inherent crippling. There could be countless methods that no Unquestionable would test on themselves/their greater selves, but if one of their servants so graciously volunteers, who are they to deny him/her?

And it obviously depends on what type of Bad End the Infernal brought upon themselves. If Architectural Tetsuo happens in Creation he/she is, as Unbanshee said, a possible asset. Should the same happen within the confines of Malfeas, I doubt anyone would let them live, least of all Malfeas himself.

Also, should the unfortunate Infernal still remain functional and hubristic enough to purchase further - especially Heretical - Charms and start to turn for example into a fractal city of solid wind, whose towers pierce the borders of what is and go Beyond, while dissolving into liquid shadow from which deva races that should-have-been-but-never-were are born, I would imagine the Unquestionables going 'There is a point where we needed to stop and we have clearly passed it, but let's keep going and see what happens'.
 
What I was answering was "No, I don't think he should contain a way to willingly become a city". Malfeas' status as a city is an affliction; a tumour. He is weighed down by his agonised growth. If he could avoid being a city, he would. "Becoming a city" is something Infernals using Malfeas Charms should want to avoid, because it's not going to be a nice Shintai that you can just turn off. It's going to be something that weighs you down, immobilises you, and pains you.

I'd put the "I become a city" thing as an expansion off my own Millennial Layers Metamorphosis, as basically a "Game over" state. Your growth has accelerated to such an extent that even cutting off bits of your own body as it grows can't control it, and now you've become Architectural Tetsuo. Your stone and metal flesh splits and swells outwards. Spires sprout from your follicles. You gnaw on mineral veins and drink dragon lines. It hurts and it never stops hurting.

I do believe Infernals should be able to Bad End themselves by uncontrolled and unthinking Charm purchases - just like Unchained Apocalypse Shintai. They shouldn't be shallow Charms and should require you to go down specific Charm branches into bits of the Yozi that they themselves hate and fight against, but the concept is there - mostly for NPCs and for PCs when the player wants to Bad End them at the end of a campaign.

(Also, bluntly, if you want to become a city for constructive purposes, that's what Alchemicals are there for. Malfeas is not a constructive city.)
A fair point, but charms along that path should still be viable, even if they have downsides. If every step down the path is an awful thing, then no one would ever get to that point. I want to do a whole tree based around being a city, not just one Shintai. The tree would culminate in actually being a city, but before that you could have charms like thousand city clotting, and maybe one based around having massive size, another about not needing forging equipment because you can just swallow raw materials and use the demons living in your guts etc. Each if which makes you more and more city like, until finally you can't move and your every breath is agony.
 
Metagos charms would probably be better for being a city, just an overgrown jungle city where every creature is a fraction of a superorganism.
 
(Also, bluntly, if you want to become a city for constructive purposes, that's what Alchemicals are there for. Malfeas is not a constructive city.)

Technically Magnasanti, the polluted industrial dystopia, was a 'constructive' city :V

Like, literally all it does is let you pay +1 mote for the privilege of adding between 1 and 4 more excellency dice to a roll. If you're going to play a Int 1 Slayer, accept that you aren't going to be doing complicated math in character, don't dump 8xp so you can add your titanic swoleness to your excellency cap.

FFS let the Defiler have the spotlight once in awhile.

This assumes a high-playercount game where you have enough players to take up different niches. Not everyone plays that sort of game. Even in games where you have a relatively high playercount, you may need to wear a fuck of a lot of hats, and having a way to do okay at something vital is immensely useful then. It's amusing that despite the innate nature of Exalted being 'they don't take unskilled penalties ever, so therefore should be capable of being adequate at a lot of things' charms which let you become adequate at a thing you would normally be very bad at are rare.
 
No that's awful. Infernal excellencies are already nearly omni-applicable, adding it a rider that lets you break the dice cap on actions that you aren't focusing on because you've min/maxed your stats is lazy, bad design.

Technically Magnasanti, the polluted industrial dystopia, was a 'constructive' city :V



This assumes a high-playercount game where you have enough players to take up different niches. Not everyone plays that sort of game. Even in games where you have a relatively high playercount, you may need to wear a fuck of a lot of hats, and having a way to do okay at something vital is immensely useful then. It's amusing that despite the innate nature of Exalted being 'they don't take unskilled penalties ever, so therefore should be capable of being adequate at a lot of things' charms which let you become adequate at a thing you would normally be very bad at are rare.

This.
 
Swallowing stuff to transform it into something else seems more Metagaos aspected, since I don't think Malfeas is a crafter (But Liger is). That makes me think that Malfeas Crafting Charms should be more related to a Kingship tree branching off of Fealty-Acknowledging Audience. With them you can order others to build things for you, and because they hold you in terrified awe they work better. Maybe they can even use your flesh and blood as exotic materials to make artifacts with (made much easier with Millennial Layers Metamorphosis). Now, all this crafting enhancement is nice, but to get things really going you need a bunch of supernatural artisans, so you can summon them or spawn them yourself or otherwise get them on your side.

This assumes a high-playercount game where you have enough players to take up different niches. Not everyone plays that sort of game. Even in games where you have a relatively high playercount, you may need to wear a fuck of a lot of hats, and having a way to do okay at something vital is immensely useful then. It's amusing that despite the innate nature of Exalted being 'they don't take unskilled penalties ever, so therefore should be capable of being adequate at a lot of things' charms which let you become adequate at a thing you would normally be very bad at are rare.
+2-4 potential dice on a roll where you naturally are only going to be rolling something 6 dice before an excellency at best is garbage. That's like making a solar excellency that lets you use your Melee rating and excellency on any action where you use tools because a weapon is a tool (cook with a knife! sew with a needle! forge with a hammer!). Pick some spheres that you want to be good at and accept that you won't be good everywhere. Stunt your way through the rest and be happy that you're playing an infernal with very broad excellency applicability.

Edited to add If you want an infernal to have the ability to apply their excellency to any roll when it's made in theme and have a better chance to succeed in a pinch, buy the Second (Yozi) Excellency. As is, the charm in question makes skewing your stats ridiculously valuable.
 
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The themes backing up the Dragon King Paths are largely the natural Elements, and secondarily (and somewhat underwhelmingly) the Four Virtues, in respect of trying to emulate specific ideals about those things as holistic ritual practices more akin to Taoist Immortals or devoted warrior-monks. This is because the Paths are not Charms per-se, but deeply-resonant methods of achieving spiritual wholeness through diet, regular training, meditation and philosophy, forcibly uplifting their own animalistic and feral po soul and transmuting it into a thinking, sapient hun. They are closer to extremely limited Sorcery without being true spells, the Dragon King using themselves as the medium through which essence is cast, which is why you only get a small handful of them at best. The mechanical implementation of those themes is a little janky in places, owing to their position as Mortals foremost, but the purpose behind it all is pretty clear.

You become the metaphorical Flickering Fire, dodging the air currents around an incoming blow, burning out fear of failure and the unknown from your life and replacing it with reckless ambition to reach higher and stretch further, eating special blends of beeswax and the cooling embers of certain tree barks. You embody the Shimmering Water by drinking only liquids which reflect your true face, sleeping in the sun's light cast from a still pond, yet denying the externality of self as a Dragon King so thoroughly that even onlookers are confused by the vaguely reptilian image dancing over your surface. You are the Shaping Wood, assuming the vengeful battle-aspect of Dragon Emperor Leyata-Pterok-Ssuma-Mostath-Arad, having scarred your scales with The Hunter's many wounds, painted The Goddess' royal marks upon your body in bloody warpaint using the deep earth which shelters The Mountain, and meditated upon the distance between sky and earth to cut a horizon between them using your newfound wings.

They're creatures of the natural world who Internalize things and the forms of those things, and by internalizing, express that understanding as a new form. In some cases this is really blunt, like the Solid Earth and Blazing Fire Paths being literally forms of Earth/Fire Bending, while others are more conceptual, like the Shaping Wood Path, which is shapechanging via the appellation of legendary names and titles from great heroes or terrible enemies, like Octavian or Ahlat, onto your own to grant oneself the might and flexibility inherent to those reputations by sympathetic association. And much like the comparison to spells earlier, the underlying idea is more that the combination of these Paths together are what matter to advance your goals, not the sheer amount of them you have/can activate at once.

Because to truly wield several Paths effectively, you need to have the high traits necessary to Leap Ahead using its relevant Virtue. With a burnt Channel and a rolled success on that Virtue, you briefly unlock the next highest Step in that Path, meaning you always have more Steps available to you than those simply on your sheet. A Dragon King with a single Step in the Clear Air Path need only burn/succeed on a Compassion roll to enable Spirit-sight for a scene she might not otherwise possess normally, or a character preparing for a fight but lacking the upcoming combat-relevant Step in her Path need only Leap Ahead to equip herself properly.

Add in how many Steps in a Path are collections of benefits or sweeping additions of competency, the only thing they really need to shine is a fresh look at how those bonuses actually play out (Blazing Fire as fire-bending being extremely difficult to squeeze a high Damage rating out of, for example, despite being the Path for throwing around huge firestorms), or how they could be represented more cleanly (Shaping Wood being somewhat complicated template-stacking between Buffs-Breed-Species).
Can someone threadmark this?
 
Maybe tie the City and King aspects together? Malfeas desires something to be built, and so imposes his will upon those beneath him. Their individual will is subsumed into the purpose he has ordained, and entire city blocks band together to gather the necessary resources from the surrounding city, cannibalizing parts of their home in some twisted form of urban renewal to make way for his mad genius, and if there isn't enough? Well, demons make great ingredients for artifacts once you render them down, so they'll cheerfully throw themselves into pools of vitriol, reducing themselves down to chalcanth with a smile because the little people are often trampled underfoot in the name or progress.

Effect would probably be along the lines of having numerous apprentices/artsians working on the lower level ingredients until it reaches the point where the Demon Emperor himself (or one of his Third Circle Souls) steps in to complete the process. Higher level charms might allow the user to affect Second Circle Demons (But that might be pushing it.) Seems like it could fit, and the idea that entire sections of the Demon City could up and commit suicide because Malfeas wants to bake Creation's Greatest Pie seems like it fits with the hellish lifestyle of First Circle Demons.
 
Maybe tie the City and King aspects together? Malfeas desires something to be built, and so imposes his will upon those beneath him. Their individual will is subsumed into the purpose he has ordained, and entire city blocks band together to gather the necessary resources from the surrounding city, cannibalizing parts of their home in some twisted form of urban renewal to make way for his mad genius, and if there isn't enough? Well, demons make great ingredients for artifacts once you render them down, so they'll cheerfully throw themselves into pools of vitriol, reducing themselves down to chalcanth with a smile because the little people are often trampled underfoot in the name or progress.

That seems very, very Pyrian, doesn't feel like a Malfeas thing at all. It's an aggressive hegemonising swarm that consumes the identities of its individual components.

And Malfeas doesn't really actively do whatever it is that cities do. Not like an Alchemical (because they put serious effort into their citydom.) He just is a city. Any Infernal Charms descending from him wouldn't be powers to manipulate cities, it would be taking on the properties of the Demon City itself and maybe spreading them at your convenience and/or when your edifice-tumors get amputated in battle.
 
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That seems very, very Pyrian, doesn't feel like a Malfeas thing at all. It's an aggressive hegemonising swarm that consumes the identities of its individual components.

And Malfeas doesn't really actively do whatever it is that cities do. Not like an Alchemical (because they put serious effort into their citydom.) He just is a city. Any Infernal Charms descending from him wouldn't be powers to manipulate cities, it would be taking on the properties of the Demon City itself and maybe spreading them at your convenience and/or when your edifice-tumors get amputated in battle.
Also pretyy metagosian.
 
Also pretyy metagosian.

Ah shit right, I didn't even notice that. I feel kinda silly now.

Huh. Has anyone read the Instructions for a Help series on Something Awful? Because I like the idea of
an infectious, hivemind creating mould
being represented by a Heretical Pyrian/Metagosian charmtree allowing you to create a perfectly harmonious ecosystem where every scrap of flesh and blood is recycled.

I really like the idea of dying animals delivering themselves in the jaws of their predators to nourish and minimise energy loss between tropic levels, even as those predators compost themselves for the trees and guard the biome from incursions.

Anyone got any guidelines for homebrewing Charms? If no-one else is interested, I'd like to take a shot at this.
 
Since I seem awfully keen on gushing about Dragon Kings lately in favor of finishing up this Alchemical essay, lemme just touch quick on something that probably needs pointing out since so many people are focusing on "souls" as though that were the only thing stopping the resurgence of the breeds across Creation.
There isn't a need for every aspect of the setting to match an arbitrary, undefined "maturity".
Not disagreeing with you directly, azoicennead, since largely I do agree with you that not everything in Exalted needs to take itself so unbearably serious, but I think the point Shyft was getting at was there should probably also be recognizing that the plight of the Dragon Kings has a mature-storytelling component at all, outside of snappy "well we'll just fix this one thing and everything is smooth sailing from here, free dinosaur buddies!" which is a thing extremely easy to miss/dismiss when you're talking tangentially about kung-fu ankylosaurs in mesoamerican trappings. One of Exalted's many stumbling blocks, after all, is the lack of especially dedicated Storytelling chapters causing people to lose sight of the messaging and potential plot-arcs being laid out in favor of riffing on wild surface-details, and exaggerating them through fandom-telephone past the point of being anything but cartoonish anecdotes about heroin-pissing dinosaurs.

So that said, the topic of the Dragon King revitalization, and why a greater population is not the silver-bullet answer: Because the essential essence of a Dragon King is inextricably tied to Shared Cultural Heritage. The fundamental structure of Dragon King life is built atop a cycle of rebirth, from beast to sapience, sapience to enlightenment, enlightenment to death and through death back to beast again, to remind themselves of their humble origins and retrace their place within the world. But currently the world is out of sync, which has no place for them - the remembered-world within their past heritage and souls has been ripped out by the roots. Having stared down a societal genocide, living memory is all they have together anymore. The great empire has fallen, the cultures supporting it fully disintegrated and the institutions, Paths, laws, legends, beliefs, hopes, dreams and aspirations of its people have disappeared from all but moldering books, ancient crystal libraries, and the records of heavenly scribes.

Memories within their souls contain the last remaining shreds of what it means to be a Dragon King, because 'the Dragon Kings' are who, rather that what they are. A Dragon King ruled in a land before mankind, fought the beasts of the primordials and interim wars of spirits alongside gods as fused hosts, and the paired tragedies of the War annihilating swathes of the mighty society built from their intertwined communities and the Sun proclaiming a new Chosen, shredding his saurian form for human, are now carved indelibly into that heritage. Without those triumphs and tragedies, without the past context which shaped their kind, you simply have the individual breeds Mosok, Pterok, Anklok and Raptok, all minor distinctions of material biology that not even their spirits or Paths treat as inviolable differences. You can add more of the breeds to Creation, but they would not see a broken home in Rathess, mourn the loss of the Holy Speech, pride the great astrological sciences and Paths their species pioneered, feel the sting from looted tombs and wrecked wonders, or labor under the injustice of an usurping force which does not even permit them the dignity to call itself their enemy, having already forgotten they existed except as a footnote to an irrelevant prior age.

Those few would see a foreign and desolate ruin of the Old Guard, an archeological and scholarly curiosity, once populated by breeds like themselves but now just a site for salvaging opportunists and relic-seekers. Any the connection to that heritage, to the old Dragon King people, would be utterly lost on them. Because the era of those old Dragon Kings to rebuild an empire as they once were is over, and any new generation of breeds looking to start over and call themselves Dragon Kings would not act in their fashion, would not uphold the old ways and respect the cruelties fate had laid on their shared ancestors. Like a photocopy of a photocopy, they would build from the meager trappings left behind and relative guesswork to replace what can't be, and something else, something more modern to the Creation of the Now and a breed apart would emerge instead. In many ways, this mutation and reinvention of what was lost would be an even worse outcome to the Dragon Kings left who can know and acknowledge their long past, because now they would be struck with the curse of perspective towards a greater people who have even forgotten themselves and the legacy of where they come from.

If the only future left for the Dragon Kings of old is to either break who they are to be rid of the pain, or stand aside and watch while their beloved cultural memory is deformed and corrupted by uncaring ignorance and the passage of time, it seems to me that the dominant camp would sooner gird themselves for war and march headlong into Malfeas, where they could spite their ancient enemy in a last bid to give their kind a nobler death by their own terms.
 
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