I might change that up some, with GardenerBriareus's suggestion of having some/most of the Primordials flee into the Wyld and form little oasis-kingdoms. Titanic Exalts that are sent as token gestures by grieving or apathetic Primordials would be pretty cool, too.
Yeah, I loved the Titanic exalts concept!

Also, is Mardukth alive or dead in this shard?

It helps that they don't only have the Celestial Exalts, they also have pretty much the rest of Creation to help out as well, though the most significant and enduring allies of the Exalted host are the Four People, the four races that for all practical purposes rule Creation, and form the core of all efforts to repel Gordius's armies and rebuild civilization afterwards: the Dragon Kings, the Jadeborn, the Lintha, and the Dragon-Blooded.
Yeah, but those guys aren't too relevant on Elder Solaroid scale. I do understand the intention to up difficulty though. Maybe have it like Gordius has claimed the 99% of Creation that was lost in the Three Spheres Cataclysm and the Raksha invasion /plague outbreak and have the Creation forces defending the remaining <<1% to show the difficulty scale vs Deathlords and Elders appropriately and have proper objectives for young Solars to conquer back?
 
I sorta briefly referenced that at the very end of my seven paragraph "summary;" the Yozi had been locked in Malfeas by Gordius, but unlike in canon, no one really knew where the prison was, how to get there, or that it even existed, and had only been recently stumbled upon. Around the same time, the efforts to recover the scattered Celestial Exaltations unearthed the remaining 50 "incomplete" Exaltations that had remained lost for all these years. Hence, as a gift to seal the alliance and provide some badly needed back-up, those 50 blank slate Exaltations will be given to the Yozi to make champions of their own with. Bam, Infernals.

I might change that up some, with GardenerBriareus's suggestion of having some/most of the Primordials flee into the Wyld and form little oasis-kingdoms. Titanic Exalts that are sent as token gestures by grieving or apathetic Primordials would be pretty cool, too.


With significant difficulty, which is a feature in my mind.

It helps that they don't only have the Celestial Exalts, they also have pretty much the rest of Creation to help out as well, though the most significant and enduring allies of the Exalted host are the Four Peoples, the four races that for all practical purposes rule Creation, and form the core of all efforts to repel Gordius's armies and rebuild civilization afterwards: the Dragon Kings, the Jadeborn/People of Adamant, the Lintha, and the Dragon-Blooded.* While there are a vast number of other empires, city-states, and regional powers throughout Creation at any given time, these four form what is basically Creation's NATO. A Celestial who had Backing with one or more of them would use that to define the kinds of fronts they'd be fighting on, as well as the types of resources they'd logically have access to.

*Humans in this Shard are native to Yu Shan, so when the first Dragon-Blooded embraced Gaia's Terrestrial Essence, they were declaring their intent to remain in Creation instead of returning to Yu Shan, should that ever be possible. They sit in a sort of ill-defined area between the Exalted Host and the Four Peoples.


Not if Theion or whoever was acting semi-reasonable managed to talk him down, though.
I'd really like to hear your take on the Lintha - don't get nearly enough info on them.
Also, is Mardukth alive or dead in this shard?
MARDUKTH! MARDUKTH! MARDUKTH!

Just love his themes man.
 
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Yeah, I loved the Titanic exalts concept!

Also, is Mardukth alive or dead in this shard?
Alive, since the Neverborn here are Cemunion and nameless conspirators.

Yeah, but those guys aren't too relevant on Elder Solaroid scale.
It helps that Abyssals aren't unkillable, and it take just as long to prepare them for reincarnation as any other Celestial Exaltation (maybe longer, now that I think about it, since they don't have Lytek), so its not like all the Abyssals would be Elders. Especially when you account for the need to nab new human hosts, which Gordius and co. don't have ready access to.

Still, its a problem I will have to mull over some more, as the above solution only goes so far. I'd like to do something less blunt than just capping Exalt Essence at 5 (or at least Charms at E5 beyond specific exceptions for each Exalt type), but I have considered it.

Hmm.

I do understand the intention to up difficulty though. Maybe have it like Gordius has claimed the 99% of Creation that was lost in the Three Spheres Cataclysm and the Raksha invasion /plague outbreak and have the Creation forces defending the remaining <<1% to show the difficulty scale vs Deathlords and Elders appropriately and have proper objectives for young Solars to conquer back?

I did something similar but also completely different. The Pillars of the Sky are largely the result of the following train of thought:
Wait, wouldn't it be fairly easy for Creation to rebuild every time if the Four+veteran Celestials only have to repopulate/reorganize the canon area of Creation over a thousand or so years? -> so lets make it bigger; the Three Spheres Cataclysm and what not didn't happen, yeah? There can be all kinds of other kingdoms and things out there -> yeah, so the Four mainly focus their attention in the "inner" Creation around the Blessed Isle, making fortresses and stuff -> wait, then why would the bad guys bother causing havoc in the outer areas until after they'd finished destroying the strongpoints in the center? -> *looks at some Chinese mythology* -> Okay, so there are some other giga-mountatains holding up the sky out there to act as strategic targets.

So yeah. While it hasn't all been claimed by Gordius, the sheer scale of the conflict will definitely be a factor. Default objectives for young Celestials would be fighting on the front lines where all the cool toys and serious badasses are, or heading outwards to reclaim areas seized by the enemy, particularly powerful manses/demanses that they might use to perform Evil Geomantic Voodoo on the Pillars.

I'd really like to hear your take on the Lintha - don't get nearly enough info on them.
The Lintha, to me, are basically Creation's Atlanteans. They are the most magic-tastic of the Four Peoples, despite losing much of their original power and wisdom when their connection to the Great Mother vanished and their sister-continent was smashed into pieces when a behemoth's corpse fell on it during Gordius's invasion of Yu Shan. They have since recovered, and are as a group Creation's undisputed experts in thaumaturgy, Sorcery, and other more mystic arts. The bulk of their population is located in the West, where they live on several dozen living islands; fragments of their original home that over time and with the help of their allies they found and coaxed back to life/consciousness. Like many races, though, there is also a sizable population of them on Okeanos. Depending on how I end up handling the Primordials/Yozis, they'd either be the main patrons of the Alaun's efforts to find out what happened to their masters, or the main diplomats with the self-exiled Primordials.

Basically, when I was thinking about the roles of the Four Peoples in the setting, I associated the Jadeborn with Craft (being the master craftsmen of Creation), the Lintha with Occult (since the favor of Kimbery and the use of her souls in their society would mean that they should have always had a strong mystical tradition), and the Dragon Kings with Lore (since they recover their past life memories, they would be key to recovering knowledge and skills that would otherwise be lost to the "Desolations"). The Dragon-Blooded wouldn't be associated with a specific ability (maybe Survival), and are instead responsible for general exploration; redrawing the maps and reconnecting communities left isolated by the "Desolations."
 
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So, in this setting, how did Gordius overpower the entire Primordial host?

I also think it would be an amazing questline for the PC-exalts to journey into the Wyld and convince one or more of the exiles to return and rejoin the fight.
That was a question I asked, actually - my theory involved him basically alpha-striking Theion, at which point the Primordials largely panicked and fled rather than try to face down Gordius and the fuckhuge army of Neverborn atrocities & weird Autochthonian weapons he was toting around. By the time any of them cared to rejoin the fight, Gordius had already dug in and fortified his position, so the only ones that stuck out for the long haul were the Dragon's Shadow (because contrarian) and Ramethus (because conflict).
 
Dunno if anyone else had this thought, but it occured to me that a Yozi Mardukth could just literally by Primordial Mardukth flipped upside down. Like, the Beast incapable of moving because the Mountain is balanced on it's back.
 
The Marrow Prince and the Red Dripping Grin has the word man and form-fitting cloth together so I feel like it's my destiny to draw them.

 
So, in this setting, how did Gordius overpower the entire Primordial host?
With Abyssal Exalts, abominations so foul they were banished from the light, plot level tools that he bullied Autochthon into making, etc.

To be honest, unless inspiration hits me or plot holes start forming, I'm probably not going to go more in-depth than that. <_<

Beyond giving the event more definition that "Gordius won through Offscreen Villainy," I don't think it is necessary, or even beneficial, to be more detailed than canon was on "how the Exalts won the Primordial War," or "how the Dragon-Blooded pulled off the Usurpation," or "How the Scarlet Empress managed to take control of the Realm Defense Grid." Exactly what occurred during such events is less important than that they happened, and at a certain point it is detrimental to spell them out further.

I also think it would be an amazing questline for the PC-exalts to journey into the Wyld and convince one or more of the exiles to return and rejoin the fight.
I never formally decided to scrap my original plans in favor of GardenerBriareus's idea, but at some point my subconscious decided "yeah, this is what's going to happen" and it is now the new status quo.

That was a question I asked, actually - my theory involved him basically alpha-striking Theion, at which point the Primordials largely panicked and fled rather than try to face down Gordius and the fuckhuge army of Neverborn atrocities & weird Autochthonian weapons he was toting around. By the time any of them cared to rejoin the fight, Gordius had already dug in and fortified his position, so the only ones that stuck out for the long haul were the Dragon's Shadow (because contrarian) and Ramethus (because conflict).
I don't know anything about Ramethus except that he exists (seriously, I can't remember him being mentioned anywhere in the books I've read), but The Dragon's Shadow would actually have been the first to nope the fuck out when Gordius kicked open the Gate of Yu Shan with hearty "HEEEEEERE'S GORDY!" Gordius has an unhealthy fascination with The Dragon's Shadow above and beyond what he has for the rest of his siblings, since their themes are an odd combination of complementary and antithetical. Gordius is the prison incarnate, which TDS abhors; TDS is shadows while Gordius is the darkness of the Pit where no light can reach; Gordius is that which contains the worst horrors and vileness that have ever been birthed by Creation or the Wyld, while TDS is opposition, antagonism, corruption, and selfishness.

Basically, Gordius wants The Dragon's Shadow to be the Acereak to his Tomb of Horrors forever and ever, while The Dragon's Shadow had a "In Case of Gordius" bug-out kit ready at all times.
 
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Cahzor

North of Gem lies once-famed Cahzor of the gleaming heights. Cahzor, the queen of cities now reduced to a penniless dowager. Cahzor once full of life, now tired to the bone. The bazaars of luxuries are sun-faded and half-empty; sand sweeps the foot-worn streets; the weary soil grows stunted crops consumed by an empty city. The divine temples of the Sun crafted by great men of the past are occupied by beastmen, and the faceless carven statues which line the valley walls nevertheless seem to disapprove of the wretches of the Age of Sorrows.

Once - ah, for a very long time, Cahzor was the dominant power in the Fire Mountains. In the times of the Shogunate, it was the easternmost powerhouse of the province that covered the rich alluvial plain to the east. The proud lords of Cahzor bowed to no man. But the Scarlet Empress burned the Crusade tainted lands to ash, desert drank the great river Anam dry and Cahzor alone survived. In the early years of the Realm it became rich and powerful, treating Gem as a mere tributary. But Gem has risen and Cahzor has declined and now the petty lords can do little more than look enviously south at their prosperous neighbour. The Sugun and the Jansi nobles sit among tarnished glory, the decadent remnants of glory.

In such a hopeless city seemingly abandoned by the gods, men have turned to the worship of demons. The wicked progeny of the Yozis are worshipped here, though their identities are veiled. New statues stand in the temples and are worshipped in strange ways, and the pleasure district hangs yellow lanterns. Wicked sects know that they worship demons, and call them squirming forth from Hell to barter for their services. Some travellers who pass through this place linger over-long, and they are inducted into the corrupt ways of this city.

The Wretched, Damned City

Cahzor was built for a population of tens of millions, but such times are long past. The old city sprawls over the entire valley in which it is located which runs from the great dam in the highlands of the west, down to the desert in the east. These days scattered communities dwell among the dusty ruins, overlooked by ancient statues of carved into the valley walls. They are all female, but the face has been hacked off every one of them. The land has dried up and no river passes through the valley, and so all the water comes from the remnants of old fountains and other parts of civic infrastructure. Villages and settlements squat around these upwellings of potable water within the ruins. The inhabitants plant their crops in the dusty soil that covers the old streets and build their dwellings into the cliff walls and into the towering buildings of the lost age - which in truth are more akin to artificial hills than anything men could build these days.

A wondrous dam of first age artifice blocks the western end of the valley, but no water runs from it. The stinking, stagnant lake on the other side does not reach the egress points but instead is lost to evaporation. With no running water the pollution of centuries has built up there and the water brings only sickness if drunk. Perhaps if the dam were destroyed a river might once more run through the city - but in truth a great deal of geomantic work would have to be done upstream to restore a healthy flow.

When the wind blows from the east, sand is funnelled up from the nigh-endless sea. The east of Cahzors is already drowned under countless grains. Great drifts pile up against ancient towers and buildings, and stone creaks and groans under the weight. Sometimes a dam breaks and sand spills over another street. Those who live near such afflicted areas try their best to reinforce their blockades and they plant scrubby crops to hold the soil together. Some venture down into sand-choked towers, looking for forgotten treasures lost in the lower levels.

Despite the practicalities, the assertion remains that each little village or township built among the ruins is still part of Cahzor. The old districts are now the feudal domains of the Jansi lords. Even though they might have torn down old buildings to build their own lesser walls around their few city blocks, they remain part of a once-glorious city. Settlements are therefore identified relative to landmarks and features. Third-and-Fire-Street-Cahzor is a small farming village built around leaking pipes at the intersection of two streets, while Sinisa-Bazaar-Cahzor lies entirely within the mostly-collapsed ruins of a great bazaar built by a once-influential Gens of the Shogunate. There are more of these little settlements than many know, eking out their existence in the heat.

Lesser Cahzors

Located on a rise which was once bordered by the dried-up river, Cahzor-Grand Bazaar is one of the largest towns, and the richest place where merchants still come and trade. The grand fountains of the bazaar provide enough water for much of the old business district to be habitable, growing crops in the more fertile soil of the riverbed. The Sugun of Cahzor makes his palace in an ancient skyscraper, his throne located in what was once the penthouse. His servants man spyglasses and watch the horizon for the sails of incoming sandships. The bazaar still exists and traders on their way to Gem stop here to refill on provisions and buy what goods are made by this dying city. Hyena-women patrol the streets and brutally enforce the Sugun's law, while the priests of the new gods and the city father conduct wailing rituals up in the spires.

Up in the southern mountains, Cahzor-Font-of-Wisdom is the fortified monastery of scholar-monks and geomancers located in the old university who look down upon the dusty expanse of the city. The holy men and women cover themselves from head to toe in blue robes and veils once they are initiated, to cover the scars from their secret rituals to the water-elementals and the pipe-gods of the old city. The worship of the Yozis is deep-rooted among them, and demons chitter and moan in the sunless basements below the old university. The lore of Malfeas joins what secrets of the Shogunate they have salvaged from Cahzor.

The Kadrak family rule Cahzor-upon-Dam, a rival to Cahzor-Grand-Bazaar for the custom they get from travellers using the dam as a bridge. Upon the great structure they have fields among the arcane machinery and build structures from plundered stone. They seek a sorcerer who might be able to purify the stinking lake on the other side - or allow them to open and shut the bottom sluice gates.

Cahzor-Eastern-Sun-Temple was once a glorious place where the Solar queen greeted the sun each morning, but now it is occupied by hyena-kin raiders who ride the giant hyenas of the mountains. They have turned it into an armed encampment where their slaves till the gardens while they scrap and brawl for status in their bands. These women dress in leathers and loose flowing black-and-white, and tower head and shoulders over the men they take as pay from the Sugun. It has been forgotten by both humans and beastwomen alike this race was wrought by sorcerers to serve the rulers of Cahzor - for now their pay is tribute to these barbarians who pick over the corpse of the city.

Government & Culture

The inhabitants of Cahzor are fond of bright colours and light cloths, but often these garments are reduced to airy scarfs and veils tied over more earthen garments. In the smaller communities life is similar to the other farmers in the valleys of the Fire Mountains, though they till their crops in cleared squares and on old roads. In the larger communities the cries of the traders and the faded merchant's boards are still evident, though there are fewer of them than their once were. Time lies heavy on this city, and decay makes its mark nearly everywhere.

Once, Terrestrial lords ruled over Cahzor. The families of the Jansi trace their lineage to the Gens of the Shogunate, but their dragon-blood is so thin that at most one or two Terrestrials are born a generation - and they leave their dying city to go to the Realm or seek their fortune elsewhere in the South. The Jansi families therefore maintain their existence in a mockery of their former glory. Some have fallen so far that self-proclaimed lords till the fields before returning to cavernous palaces stuffed with the tarnished remnants of better days. The lords who can afford it are decadent in their faded glory, wasting money in grand displays - for they are heirs of the Shogun and it would not do to forget it! They laze in silk-curtained palaces, overseen by their pleasure slaves - and there are many in Cahzor who would accept such duties for it escapes the burning drudgery of farming the thin soil in the heat.

All the Jansi still hold allegiance to the Sugun, who claims an unbroken line traced all the way back to the last Shogun. That claim is a lie. The Jansi squabble like jackals over power, and the title has changed between families many times. However, they are all so interbred - and in many cases, inbred - that perhaps a teaspoon of the Shogun's blood might still remain within the Jansi. The Jansi rule as feudal lords, claiming areas of the old city based on often-forged claims of descent from the Gens who once ruled those areas. The least of the Jansi rule a few blocks around a water supply, while the mightiest have towns within the ruins.

The grandfather of the current Sugun was the one who claimed the title for his family, and it was him who began the arrangement with the hyena-kin barbarians of the mountains. In return for their service as his enforcers, they are paid in slaves and in land. In truth, however, Sugun Malath III fears he has already lost control of the hyena-kin. He is riding the beast, and dares not get off. He must find enemies among his own people to unleash the hyena-kin on, so that they might take them as slaves. Were someone else to come to Cahzor and try to hire them with a better offer, he fears that they would take it - for they have no loyalty to him. For that reason, he listens to the council of Yozi-worshiping priests and has taken a demon-blooded wife with dark eyes and pale, almost lilac skin, who leads him in devotions every night.

Religion

The rot of Yozi-worship suffuses all of Cahzor. The ignorant worship demons alongside the gods, knowing not the difference between them; the wise shun the gods and give their faith directly to the spawn of the Yozis. This is known in this city; once the world was ruled by the old gods, and their children betrayed them and took over. But the younger gods were not fit to rule and so the land dried up and rivers ceased to flow. The embittered pride of Cahzor has led their priests and nobles to infernalism. Many of the Jansi have demonic familiars who serve them and spy upon their foes, while demons gibber in the basements of temples.

Gods in this city are either corrupted or in fear. The city father is the demon lord Claudia in disguise, and any who bring their suspicions to 'him' are devoured if they resist her blandishments. Lelabet, patron of witches, has given many dark favours to the divinities of this city and now they self-enforce their own degradation, for they have done deeds that would see them executed by Yu Shan if they became public.

Still, the pretense remains that the demons are but gods. The statues in the temples may give foreign visitors chills, but they are not overtly demonic. When hearts are given on feast days on the temple altars, some of the names of the gods may be unfamiliar but they are done in the old style of the Sun. When the priests and priestesses summon demons for rites to please their masters, the foul rites are done where onlookers cannot see. Strangers who linger overlong and show too much curiosity vanish in the night - dragged off to the temple to be sacrificed or handed off to demons to be taken back to Hell as slaves.

Demon Lords of Cahzor

Three demon lords are worshipped above all others in Cahzor, among a pantheon of their lesser demonic servants. The decadence of this city has brought many demons to it, and these three exist in a state of tension, knowing that to be too overt would ruin their efforts, but also that each other's plans are mutually incompatible with their own.

The temple of Zacrah the city father of Cahzor practices new forms of worship, for Claudia the Lambskin Hyena wears his skin. The desperate god listened to her whispers and let her eat his hand in return for strength to restore his old power - and he kept on giving and giving and soon enough he had given her everything. She took his skin and cracked his bones to feast on the marrow. Now she passes as him and the terrestrial court has been purged. Her demon-blooded bastards are born to priestesses and she presents herself to the hyena-women bands of the mountains in her true form.

The gentle goddess Lila serves Luna, bringing the soft darkness to shield the world from the sun's rays. All in Cahzor give her their worship, and she walks among them, granting her favour. In truth, though, she is Lelabet the Night Hare, wearing one of the masks of her mother. Her shrine is in every household, but she grants her full attention to only a few. Lelabet is a patron of witches and the weak and teaches black magic to those who invoke her, only to abandon them when they become strong.

Last of the demon-lords is Nidamento, the Hidden Langrave, and he lives up to his name. His servants present themselves to the few cloistered scholars in the remnants of the university, offering them service and tempting them to his worship. Those who worship him dream of skyships and strange mechanisms to enable flight. Their demonic servants follow their orders based on their visions. They buy canvas, lamp oil and what wood they can find - for Nidamento would see the flying arts of Hell spread across Creation so that his demonic armies might be called forth once more to joust in the sky.

Economy

Much of Cahzor is made up of self-sufficient farmers, growing what they can in the dusty soil. Some communities are miners of sorts in the baking heat, clearing areas by hacking away Shogunate stone and selling it off to any who will buy it - which also has the advantage of clearing more land.

The larger towns add to their income with their position on the trading routes, as sand-ships stop off in the cityscape to resupply on their way to more prosperous ports. The taxation on such traders is desperately fought over by the Jansi lords as it is one of their main sources of income for their luxuries. Still, there is also the recurring pressure of the merchant princes who hint none-too-subtly that they will simply find other roots if they ever find the tax burden unacceptable, and that would be the death of Cahzor.

During the decline of Cahzor, the lords sustained their crumbling power by selling off the treasures and wonders looted from the old city. But the vultures have come and been, and Cahzor has been picked over time and time again. The treasure hunters still come, but the accessible sites are barren. A few hidden caches and forgotten libraries lie in lost basements and on the top of towers where the stairs have crumbled.

History

Once, Cahzor was mighty. A devout Twilight built the city as his testament to the glory of the Sun, where every building was roofed in gold and the streets spelled out the names of the Incarnae. His name is lost to history, but his successor was the Shining Dove Empress whose vanity was great even by the standards of the First Age. She built a new capital because she loathed being compared to her past self, and left Cahzor to prosper.

Once, Cahzor was mighty. The neglect of the Shining Dove Empress ensured that it was little touched by the Usurpation. The Dragonblooded built upon the city, and the wealth of the Fire Mountains flowed into it. The Gens of Cahzor were wealthy enough that they could make serious plays for the position of Shogun, and the last Shogun was a descendent of theirs. Still, they were slowly declining by the end, as the climate became more harsh and more dry. Plague left only one in twenty alive, and tore a hole in the world. The invading Raksha avoided the shadowland, and thus it was spared the fires that the Empress unleashed.

Once, Cahzor was mighty. The rebirth of the world closed the shadowlands born of the Contagion and though few survived, Cahzor was wealthy enough to attract looters and squatters who inhabited the ruins. From these plunderers and the remnants of their Gens, the city rose again. Where once buildings stood, they planted crops and the arcane mechanisms of the Shogunate ensured they flourished. Cahzor took tribute from across the southern Fire Mountains, and was strong and proud enough that the Realm could not force it to become a satrapy.

Cahzor is no longer mighty. The mechanisms of the Shogunate barely work, dribbling out water where once they wasted it in lavish displays. The armies of the Realm inflicted grievous harm upon the local Gens, and in their pride and their foolishness they lessened themselves. The land dried up and the river which had once flowed through Cahzor no longer passed the great dam at the mouth of the valley. The people starved and Cahzor mortgaged its future - and when its debts were called in, it could not afford to repay them. Gem eclipsed its former masters and took its revenge. In their decadent decline demons and other wretched things came to Cahzor - and they too remember the great city of a Primordial race which lay here before man. That city was mighty too, and is no more.
 
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These women dress in leathers and loose flowing black-and-white, and tower head and shoulders over the men they take as pay from the Sugun. It has been forgotten by both humans and beastwomen alike this race was wrought by sorcerers to serve the rulers of Cahzor - for now their pay is tribute to these barbarians who pick over the corpse of the city.
... butch domme lesbian warg-riding biker gangs.

... ... ...



(more analysis tomorrow when I am not VERY TIRED AND OUT OF IT)
 
Once again, I am awed by the mastery you have of tone and mood. I could practically hear and feel a sense of dry, parched wheezing as I read this. Cahzor really feels a place where the ground should be chapped and cracking from lack of moisture, a place where its perpetually surprising that its a city people live in and not a ruin, an empty relic only of interest to archeologists and tomb raiders.

On a different note, whenever I read about the hyena-people, I felt the compulsion to take Cahzor and start making it one big Digger reference. :oops:



So, I was mulling over the problem of Elder Exalts in my Shard idea, and when considering it in conjunction with a few other pieces of the setting think I hit on something that might be workable:

So, the reason I initially decided to give the Celestial Exaltations a significantly longer cycle of reincarnation, was because 1) I wanted to create the feeling of the Celestial Exalts being great heroes that would return to lead Creation through some great peril that was looming on the horizon, more like Stormlight's perception of the Heralds than the Knights Radiant, and 2) because if there were 550-600 veteran -- let alone Elder -- Exalts running around, why wouldn't they be constantly laying siege to the Accursed Isle and advancing the front between "Desolations" and eventually kicking the enemy's ass as they left the gate and storming Heaven after the first round, instead of the battles being cyclical cataclysms?

This reasoning popped into my head again while I was mulling over the Elder problem, and I began to wonder if that was the best way to handle those issues, as well as if they were really as significant of problems as I had feared. After all, as the Balorian Crusade and Great Contagion show, a highly advanced magitech society can be left in ruins -- with culture, knowledge, and infrastructure set back significantly -- just as utterly as a more primitive one, given a sufficient cataclysm. In addition, I intend for this shard's Creation to be as big, if not bigger, than First Age Creation, so the veteran and newbie Celestials post-Desolation would still have a lot on their plate to deal with, enough that energy and resources spent pushing into the Accursed Isle might be energy and resources better spent elsewhere. In addition to that, compared to the First Age here they're at best down 1/3 of the Solars, a centralized location to govern from, ready access to demon labor and skill, and metaphysical authority; as such, even if I keep the normal reincarnation speed and allow Elder Exalts, it would not be possible for the Solars to pull a Creation-wide High First Age out of their asses in between Desolations. Having the Exaltation process function as normal would not upend the core premise of my setting, so I'll keep it. Made my life a bit easier there.

Still, trying to account for the existence of E10 Exalts being around with any degree of commonality or reliability would be madness, especially since I couldn't make them be hampered by bureaucracy like in canon, which leads me to another thought that occurred to me as I was mulling all of this over, and actually back to my original point. In this shard, there wouldn't really be a means, let alone a reason, for the Great Curse to exist; so I'm thinking that maybe I could use that as the limiting factor on proliferation of Elder Exalts. I'd take a page out of the Alchemical's playbook, and make advancing to Elder Essence by personally costly, in this case needing to purchase a Charm or something that would essentially cause the Exalt in question to gain their variant of the Great Curse; hence, greater power would come at the cost of stability, like how for Alchemicals it comes at the cost of their humanity. Thus, obtaining Elder Essence would not be automatically desirable outside of times of war.

tl;dr, I'm thinking of requiring Exalts to take on the otherwise non-existent Great Curse or its equivalents in order to advance to Elder Essence, so it wouldn't be a no-brainer for Exalts on either side of the conflict to take things above E5. Would that be a workable idea, y/n?
 
Once again, I am awed by the mastery you have of tone and mood. I could practically hear and feel a sense of dry, parched wheezing as I read this. Cahzor really feels a place where the ground should be chapped and cracking from lack of moisture, a place where its perpetually surprising that its a city people live in and not a ruin, an empty relic only of interest to archeologists and tomb raiders.

On a different note, whenever I read about the hyena-people, I felt the compulsion to take Cahzor and start making it one big Digger reference. :oops:



So, I was mulling over the problem of Elder Exalts in my Shard idea, and when considering it in conjunction with a few other pieces of the setting think I hit on something that might be workable:

So, the reason I initially decided to give the Celestial Exaltations a significantly longer cycle of reincarnation, was because 1) I wanted to create the feeling of the Celestial Exalts being great heroes that would return to lead Creation through some great peril that was looming on the horizon, more like Stormlight's perception of the Heralds than the Knights Radiant, and 2) because if there were 550-600 veteran -- let alone Elder -- Exalts running around, why wouldn't they be constantly laying siege to the Accursed Isle and advancing the front between "Desolations" and eventually kicking the enemy's ass as they left the gate and storming Heaven after the first round, instead of the battles being cyclical cataclysms?

This reasoning popped into my head again while I was mulling over the Elder problem, and I began to wonder if that was the best way to handle those issues, as well as if they were really as significant of problems as I had feared. After all, as the Balorian Crusade and Great Contagion show, a highly advanced magitech society can be left in ruins -- with culture, knowledge, and infrastructure set back significantly -- just as utterly as a more primitive one, given a sufficient cataclysm. In addition, I intend for this shard's Creation to be as big, if not bigger, than First Age Creation, so the veteran and newbie Celestials post-Desolation would still have a lot on their plate to deal with, enough that energy and resources spent pushing into the Accursed Isle might be energy and resources better spent elsewhere. In addition to that, compared to the First Age here they're at best down 1/3 of the Solars, a centralized location to govern from, ready access to demon labor and skill, and metaphysical authority; as such, even if I keep the normal reincarnation speed and allow Elder Exalts, it would not be possible for the Solars to pull a Creation-wide High First Age out of their asses in between Desolations. Having the Exaltation process function as normal would not upend the core premise of my setting, so I'll keep it. Made my life a bit easier there.

Still, trying to account for the existence of E10 Exalts being around with any degree of commonality or reliability would be madness, especially since I couldn't make them be hampered by bureaucracy like in canon, which leads me to another thought that occurred to me as I was mulling all of this over, and actually back to my original point. In this shard, there wouldn't really be a means, let alone a reason, for the Great Curse to exist; so I'm thinking that maybe I could use that as the limiting factor on proliferation of Elder Exalts. I'd take a page out of the Alchemical's playbook, and make advancing to Elder Essence by personally costly, in this case needing to purchase a Charm or something that would essentially cause the Exalt in question to gain their variant of the Great Curse; hence, greater power would come at the cost of stability, like how for Alchemicals it comes at the cost of their humanity. Thus, obtaining Elder Essence would not be automatically desirable outside of times of war.

tl;dr, I'm thinking of requiring Exalts to take on the otherwise non-existent Great Curse or its equivalents in order to advance to Elder Essence, so it wouldn't be a no-brainer for Exalts on either side of the conflict to take things above E5. Would that be a workable idea, y/n?
And/or most Exalts just plain don't have what it takes to reach past Essence 5. Elders are rare figures of myth and legend said to be beyond even the limits of other Exalts. If large amounts of Elder Essence shenanigans mess up the Shard just say there aren't large amounts of it.
 
And/or most Exalts just plain don't have what it takes to reach past Essence 5. Elders are rare figures of myth and legend said to be beyond even the limits of other Exalts. If large amounts of Elder Essence shenanigans mess up the Shard just say there aren't large amounts of it.
Hmm. Yeah, I suppose I could just take a strong draught of 3e and say that E6+ is only available at Storyteller discretion, but where's the fun in that? :V

Thank you for your advice.
 
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Hmm. Yeah, I suppose I could just take a strong draught of 3e and say that E6+ is only available at Storyteller discretion, but where's the fun in that? :V

Thank you for your advice.
There's also the interpretation of the Great Curse as being an incredible power up that drives you beyond normalcy. So your elder exalts could just be weaker without the Great Curse, since they wouldn't have that spark of madness to drive them the extra mile.
 
Sorcerer's Second Skin
Price:
10m; Circle: Emerald; Anchor: (Any) 1+
Target: Self
Spell Duration: Instant or Indefinite; Casting Duration: Emerald
Essence Aspect: Any; Favoured Aspect: Lunar

The tales of Creation tell of sorcerers who trail people as crows or turn into monstrosities when their foes attempt to slay them. Many of these stories are well-founded. Countless variants of this spell exist for all flavours of essence, and it is a well-known display of competency at the Heptagram to design a new version to match one's particular tastes.

Ritual: Invoking the power of the anchor, the sorcerer folds it around herself and weaves it into her being. Her form warps like clay as she assumes a new form.

Mechanics: Upon learning this spell, the sorcerer builds an animal form with a net cost no greater than (Anchor x 10) mutation points. This form must be within theme for both the essence aspect of the spell and the Anchor. It may be overtly magical - for example, a Solar may become a tigress with burning gold eyes, while a Wood Aspect might assume the form of a giant and incredibly toxic jade-green serpent whose form brings to mind a coiling vine.

Lunar essence is Favoured by this spell; all natural animals are treated as being within theme. Magical traits must still be within a Lunar theme.

This spell may be repurchased to upgrade it. Rather than providing a single form, the sorcerer instead determines a theme and may assume forms within it. A Chosen of Jupiter may choose "wise animals" tied to his sorcerous Lineage and be able to transform into green-eyed cats, ravens, foxes, and so on, while a Solar queen may choose "animals native to my kingdom" tied to her Backing and be able to assume the form to creatures native to the region she rules.

Effects: Upon casting this spell, she transforms into her designed form. Any unattuned possessions or clothes are shucked; any possessions attuned to her essence merge with her, existing in Elsewhere until she resumes human form. If the spell was learned as the Instant variant, the only way to transform back is to cast it again; the sorcerer has fundamentally altered her form. If the spell was learned as the Indefinite variant, it is susceptible to countermagic and the sorcerer may transform back by taking an unflurryable miscellaneous action. Injuries and Crippling effects translate appropriately between the forms - many know the tale of the hunter who cut out a great wolf's eye and was later hunted down by a one-eyed sorcerer.

Should the sorcerer spend more than (Willpower) days in her new form, she risks losing herself to its instincts. Each day past this limit, she must roll (Wits + Integrity) at difficulty 2. Should she fail, she loses herself to the instincts of the form and forgets her humanity. She may spend one willpower to reroll if faced with the appropriate stimulus, like the face of a loved one or being addressed by her own name.



And (not part of the spell text and to make @Shyft happy as to how one might use this spell :p) here's a sort of guide to how the themes of the essence flavour and how one might use a few backgrounds to generate certain effects:

Essence Flavours

Solar: Solar essence harmonises with proud, regal animals or animals whose nature relies on the sun. Lions, tigers and bears are Solar animals, as are snakes and other exotherms, hawks, falcons, and other such creatures. Any animal form made with Solar essence will always be lordly and magnificent - a horse will be a mighty king of horses, while a pig will be a terrifying boar of legend.

Lunar: Protean Luna's nature is such that any animal is within theme.

Elemental: Animals which are native to the appropriate Direction, or within the element are always within theme for (Element) essence. All flying creatures are appropriate for Air essence, while all desert creatures are valid for Fire. In addition, dragons are always applicable for elemental essence, though the kind of dragon must harmonise with the element.

Sidereal: Nocturnal animals are within theme for Sidereal animals, as are naturally unobtrusive or mundane creatures. The eyes of the creature are always the colour of the (Maiden).

Necrotic: Creatures associated with death are always within theme for necrotic essence. Other creatures are valid, but must be visibly sickly or mortally ill.

Hellish: Any form created with Hellish essence will always be twisted to have something of the Demon Realm about it. An ape may have horns like a blood-ape, while a wasp gleams like an agata. Specific flavours of Yozi essence will impose more tight constraints as applicable.

Divine: Divine essence is tightly constrained to its source. For example, essence from a river god can only be used to assume the shape of animals that live in that river.

Autochthonic: The living machines native to the Machine Realm are in-theme for Autochthon. No flesh and blood creatures can be made without the obvious taint of the Void.

Anchors

Allies (and similar backgrounds): The themes of the ally provide the potential shape of the creature the sorcerer can design. Someone with a pact with Claudia the Lambskin Hyena can assume the form of a great demonic hyena, while mentoring by the First-and-Forsaken Lion might allow them to become a monstrous lion with steel skin and glowing red eyes.

Artefact: Those sorcerers who cast this spell through an artefact often assume the shape of an animal referenced by their tool. A shield with a leopard rampant upon it allows the sorcerer to become the leopard, while a pommel shaped like an eagle's beak permits a sorcerer to become an eagle.

Backing: The themes and the totem animals of an organisation providing backing determine the shape. A mercenary company whose banner is a bull can be used to anchor a transformation into a great frothing bull, while sorcerer-monks of the Immaculate Order use their enlightened status to become dragons.

Cult (and other group backgrounds, like Followers and Command): As with Backing, the themes of the cult or the group determine the shape of the sorcerer.

Familiar (and other familiars): By anchoring a spell in one's familiar, the sorcerer can assume the shape of their species. Many sorcerers who learn such a spell will hunt together with their beloved pet. More esoteric familiars, such as Divine Familiar or Demonic Familiar instead base the creature off the themes of their ally.

Demesne: If the demesne has some explicit animal association, like the Malfean demesne located in the guts of a slain centipede-akuma, then it may be used. Otherwise, the nature of the essence pooling there is what it can support.

Whispers: Fear the monsters formed from a spell anchored in Whispers. A sorcerer who casts such a dark spell becomes a creature from the nightmares of the Neverborn.
 
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I don't know anything about Ramethus except that he exists (seriously, I can't remember him being mentioned anywhere in the books I've read)
Ramethus is the Crusader Worm, the Garden of Victory, whose themes are of conflict and bloody evolution. He represents the ideal that strength only comes through pain and survival, that all life must remain in flux or fall into stagnation, and when the Exalted Host rose up and stormed the gates of Heaven, he laughed - for what better proof could there be of his philosophy that peace is a lie, and all life must exist in eternal struggle? Ramethus would relish the idea of being the underdog fighting back against an overpowering enemy, because to him that's just the prologue to getting more badass. Likewise, a world wracked by the Highstorms would be very pleasing to him, as it forced all life to adapt or be wiped away.

He'd be both a major ally and a major resource hog for the Exalted Host - an active, allied Primordial who nevertheless needs constant support and upkeep to keep him from potentially getting in over his head and being captured/killed. Likewise, the akuma he'd spawn during Desolations would definitely help bolster their ability to fend off Gordius' armies.

tl;dr, I'm thinking of requiring Exalts to take on the otherwise non-existent Great Curse or its equivalents in order to advance to Elder Essence, so it wouldn't be a no-brainer for Exalts on either side of the conflict to take things above E5. Would that be a workable idea, y/n?
One way to help explain it is that these Exaltations aren't anywhere near finished - the Solar/Lunar/Sidereal Exaltations are half-finished beta prototypes and the Abyssal Exaltations were completed under duress. Autochthon just didn't put the kind of effort into making these Exaltations that he did in canon, so not only do they need centuries of maintenance between uses, their top performance is much lower as well. There are no elder Exalts because the Exaltations they're using are too primitive to support that kind of power without exploding.
 
The Locust Host
Creature of the Wyld
Once-Creationborn


Buzzing, squirming, the locusts of the endless sands east of Gem are born of man as well as insect. One of the host is no longer than an adult man's forearm. Their forelimbs end in human hands, and the eyes in their chitinous faces are human. There is no humanity in their gaze, however; the locust host have lost the ways of men to centuries of endless hunger. In their thousands they swarm over any foodstuff they find, picking clean sandships and mindlessly gnawing on the bleached bones of their crew. They make no art; they forge no tools; they sing only half-remembered wordless songs passed down from ancestors more capable of thought.

In cool caves and the ruins of forgotten buildings hidden from the light of the sun, they sleep. The emptiness in their bellies churns endlessly, and if they cannot exist in a sleep near death, they fall upon each other in vast cannibalistic orgies that leave the floors littered with hollow husks. A few nests of the locust host dwell in wyld-tainted lands where plants grow from the sand and mana falls from heaven. There, they feast and feast and feast until the chaos-twist is exhausted. Such gluttonous broods deviate even more from the human form, becoming more monstrous - and often larger. A few flying terrors the size of yeddims fly across the south, their crawling siblings infecting their flesh.

Sailors upon the sand-seas know that the locust host are drawn inexorably to the scent of flowers. To fend them off, dried petals are kept in lead-lined boxes and scattered behind the ship as a decoy when they must sail near their territory. The locust-host do not fear fire, but the firedust that often encrusts their chitin when they slumber is no less volatile for it. A keen archer can set a swarm ablaze from a distance, but if they close fire may doom the ship as well as the locusts.

King Scorpion
Creature of the Wyld
Once Divine


The sand-sailors of the South, when they are deep in their cups, tell tall tales of the monstrous beast they call King Scorpion. Taller than a ship, King Scorpion buries himself under the scorching sands and waits until he can hear the hiss of a sandship's hull. If the ship comes close enough, he raises his tree-sized stinger and jabs out, crashing down. Those who avoid where he waits are greeted with the sight of a monstrous scorpion with a jewel-encrusted black hide chasing after them, eyes burning with red fire.

Once, long ago, King Scorpion was a god. Not a scorpion-god, no; a god of a mighty river, now dried and forgotten. But the wyld twisted his river so it no longer flowed with water and he was changed too. His thirst for the forgotten river will never be quenched and the fires which burn in him fill the hollow places in his body. He remembers ships, but sandships are not as they should be so he smashes them apart and feasts on the souls of their crew.

Over the years, three captains have gone mad and been subsumed into the legend of King Scorpion, swearing to be the one who slays him with unbreakable oaths. The first took out one of his eyes, before he was burned to ash. The second died in vain and his dessicated corpse is still strapped to the wheel of his ship, waiting in the desert for King Scorpion to appear once more. The third is an ancient man who has seen his two hundredth birthday but will not and cannot stop his endless hunt. Desert mice man his ship, for his crew are all dead of heat and old age, and his sails are made from vulture feathers. Wise men avoid that vessel, for when it is sighted it means King Scorpion is near.

Naib Danidal
Creature of the Wyld
Prince of Chaos


Sometimes in the South many trumpets are heard and a great shimmering horde of banners and other beautiful things are seen on the horizon. Then the cry goes out: make way, for Naib Danidal! Lord of far-off Ahra, prince of princes, generous and fair beyond compare! The naib comes to town, bedecked in wealth and where he goes he scatters fine gems and things of great value. He dresses in white feathers which sets a handsome contrast to his coffee-dark skin, and his pupil-less eyes are the deep blue of the Southern sky. Every night men and women dance to the wailing music of his courtesans, and during the day he meets with the mighty and powerful. Passions flow like wine and wine flows like water when he is about, for his very presence imparts moral laxity.

Still, the naib is looking for something, for he bemoans his loveless life. His bountiful heart seeks a companion - and in the city, he finds the most comely woman or most handsome youth. With all his fortune and all his cunning he pursues them, and should they fall to his blandishments, a marriage is set for seven days hence. The wedding is the finest ever seen, and all the lives of the guests seem grey and meaningless in comparison. And when it comes for the wedding feast; why, the naib and his attendants unhinge their jaws and consume the minds of the guests. His new spouse leaves with him, and is later seen among his many attendants, a virtue-eater just like him.

It is said by experts in the occult that the naib has the seeming of one of the lesser goblin-creatures that came pouring into Creation with the Balorian Crusade. Through cunning and treachery he came to devour one of the greater princes of chaos who had been injured by the terrible power of the Scarlet Empress; scarfing down the mighty lady of the wyld like the monkey-like creature that he was. Draped in devoured finery, he took full advantage of his newfound power to further the story of the stranger that was now his. His elaborate festival-parade darts in and out of the wyld-tainted lands of the South, never coming to the same place too often.

Naib Danidal exemplifies Exotic Beauty Style:

Exotic Beauty Style (Presence)
The lure of the exotic is a powerful one, and even those who have never left their hometown may be stirred when adventure and far-away places come second-hand to their door. Those who make use of this style - whether honestly or by calculated design - rarely do so near their birthplaces. They invariably hail from far-off countries, and stay only a short time in any one place before moving on. The thrill of their company comes from their exciting tales from overseas, the customs and cultures that few have heard of, and the shocking way they stand out in dress and appearance from the norm.
1: +1 to first impressions when arriving wreathed in style and foreign opulence.
2: +1 to the introduction of fads and customs from overseas - whether real or fake.
3: Treat Principles cultivated during your stay as 1 dot higher after announcing your imminent departure.
 
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The Locust Host

Naib Danidal
Creature of the Wyld
Prince of Chaos


Sometimes in the South many trumpets are heard and a great shimmering horde of banners and other beautiful things are seen on the horizon. Then the cry goes out: make way, for Naib Danidal! Lord of far-off Ahra, prince of princes, generous and fair beyond compare! The naib comes to town, bedecked in wealth and where he goes he scatters fine gems and things of great value. He dresses in white feathers which sets a handsome contrast to his coffee-dark skin, and his pupil-less eyes are the deep blue of the Southern sky. Every night men and women dance to the wailing music of his courtesans, and during the day he meets with the mighty and powerful. Passions flow like wine and wine flows like water when he is about, for his very presence imparts moral laxity.

Still, the naib is looking for something, for he bemoans his loveless life. His bountiful heart seeks a companion - and in the city, he finds the most comely woman or most handsome youth. With all his fortune and all his cunning he pursues them, and should they fall to his blandishments, a marriage is set for seven days hence. The wedding is the finest ever seen, and all the lives of the guests seem grey and meaningless in comparison. And when it comes for the wedding feast; why, the naib and his attendants unhinge their jaws and consume the minds of the guests. His new spouse leaves with him, and is later seen among his many attendants, a virtue-eater just like him.

It is said by experts in the occult that the naib has the seeming of one of the lesser goblin-creatures that came pouring into Creation with the Balorian Crusade. Through cunning and treachery he came to devour one of the greater princes of chaos who had been injured by the terrible power of the Scarlet Empress; scarfing down the mighty lady of the wyld like the monkey-like creature that he was. Draped in devoured finery, he took full advantage of his newfound power to further the story of the stranger that was now his. His elaborate festival-parade darts in and out of the wyld-tainted lands of the South, never coming to the same place too often.

Naib Danidal exemplifies Exotic Beauty Style:

Exotic Beauty Style (Presence)
The lure of the exotic is a powerful one, and even those who have never left their hometown may be stirred when adventure and far-away places come second-hand to their door. Those who make use of this style - whether honestly or by calculated design - rarely do so near their birthplaces. They invariably hail from far-off countries, and stay only a short time in any one place before moving on. The thrill of their company comes from their exciting tales from overseas, the customs and cultures that few have heard of, and the shocking way they stand out in dress and appearance from the norm.
1: +1 to first impressions when arriving wreathed in style and foreign opulence.
2: +1 to the introduction of fads and customs from overseas - whether real or fake.
3: Treat Principles cultivated during your stay as 1 dot higher after announcing your imminent departure.



Just in case anyone didn't get the reference.
 
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