- Location
- Ottawa
Is there any way to realistically prevent the Unconquered Sun and/or Luna from walking all over a give hostile force without involving the Games of Divinity or the Primordial Geas?
While full of lies in-universe, I've always found the Stormlight Archive's mythology, specifically the part where humanity started in heaven but got driven out by the forces of evil, to be a rather fascinating idea. I want to see if I can sketch out a version of Creation where, instead of being the god's weapons to overthrow their masters, the creation of the Exalted was defensive and/or retaliatory, a response to the threat of an overwhelming hostile force rather than a tool of aggression. Rather than trying to take Yu Shan for themselves, the gods/Exalts are trying to get it back.
The thing I'm stuck on atm is that I can't think of anything that could actually oust the Incarnae from Yu Shan, especially the Sun; I'm probably going to have to uproot a whole bunch of setting assumptions and end up doing to lot more remaking than adjusting, but I figured I ask and see if I've really exhausted all of my options before I do more work than I needed to.
Just weaken them. You're remaking the world; you can make the Sun weaker than a mortal if you want.
Even though the power disparity is so large that no mortal can ever hope of matching one of the greater supernatural beings, they still have importance and agency. They handle all of the boring paperwork and infrastructure maintenance that allow their leaders to act.
Of course, sometimes it's the other way around, and the Exalts handle the boring infrastructure maintenance and paperwork for their mortal leaders.
The hypercompetent tend to rise to the top, but that's only a general rule. We all find ourselves working under idiots from time to time, and we all know capable people who don't desire high positions.
Plus there are some mortals with 5s.
And of course Alchemicals are a thing. They almost universally take orders from mortals they could easily kill.
I'd love for their to be a system where logistics and the details of societies matter, but as I've gotten older, I've realized that simulations like that are so complicated that a lot of money is spent on them every year, and even then the program doesn't capture everything.
It's too much to expect for a tabletop game, which leaves any such modeling to the individual storyteller. Most will leave extras and what they care about as setting dressing because it's hard to think about and plan around. Depending on the political alignment of a given play group, it may even be impossible to not break someone's suspension of disbelief.
Simulations are very difficult. Games rules aren't so hard.
If your players are experts, or if they have strong ideological opinions about what should work, that can cause issues. But with most groups maintaining SOD shouldn't be too hard.