But in the case of MDV - as a calculated value - this is trickier, and so I'm often left going "okay, um, she's probably WP 8 or 9, and she'd have, I dunno, Integrity... ???" in a bit of a scramble when social rolloff happens. This isn't so much of an issue when I've had enough prep-time, but in this case it was something I'd forgotten to do for Etiyadi. Negligence on my part. I'll try to do better in future.

Just going to point out that if you're rushed, you can use their parry MDV instead which is just half their social dicepool. And Parry is waaaaaaaay more interesting than dodge anyway, because Parry is actually reacting and arguing while Dodge is refusing to engage at all.

(I hate hate hate DMDV calculations for the way they're weighted to be better than PMDV calculations for literally no good reason at all. With regular weapons, Dodge has the thing that it's meant to be penalised by armour and Parry is meant to be boosted by getting weapons with a positive Defence, but the same doesn't apply for social combat where there's no social weapons and no social armour.)
 
Just going to point out that if you're rushed, you can use their parry MDV instead which is just half their social dicepool. And Parry is waaaaaaaay more interesting than dodge anyway, because Parry is actually reacting and arguing while Dodge is refusing to engage at all.

(I hate hate hate DMDV calculations for the way they're weighted to be better than PMDV calculations for literally no good reason at all. With regular weapons, Dodge has the thing that it's meant to be penalised by armour and Parry is meant to be boosted by getting weapons with a positive Defence, but the same doesn't apply for social combat where there's no social weapons and no social armour.)
Thinking over all the times I've actually seen DMDV referenced, I got the impression it ends up weighted to be better because it isn't actually supposed to be an "function" in social combat, per se; rather, it seems to me that it is supposed to be your "defense against illusions, mind control, and general magical fuckery," rather than a shield against the horrors of social interaction. Like, you can parry a super-persuasive arguement, but you can't parry a Lunar's Tell or intense emotion caused by some variety of Fire hearthstone, or whatnot.

Of course, it has been tirelessly proven in this thread that "supposed to work" and "how it actually works" are often two very different things, so... *shrug*
 
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You know, now that I've stopped and thought about it, Codex Alera is excellent setting and people fodder, just a whole bunch of cool stuff that you could probably plot down in a random part of Creation with nary a blink. You could even use Alera as a fairly good comparison for how the imported bits would measure up to the Realm.

Like, god damn. The Canim might take a bit of fiddling first to fit cleanly with Creation's lore, but you could fit the Marat in practically anywhere with minimal fuss, and could transplant the Icemen wholesale. Just wave your hand and bam, you've got yourself a society of empathic yetis assaulting some kingdom in the North with a big ass defensive wall.
 
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But in the case of MDV - as a calculated value - this is trickier, and so I'm often left going "okay, um, she's probably WP 8 or 9, and she'd have, I dunno, Integrity... ???" in a bit of a scramble when social rolloff happens. This isn't so much of an issue when I've had enough prep-time, but in this case it was something I'd forgotten to do for Etiyadi. Negligence on my part. I'll try to do better in future.

Just going to point out that if you're rushed, you can use their parry MDV instead which is just half their social dicepool. And Parry is waaaaaaaay more interesting than dodge anyway, because Parry is actually reacting and arguing while Dodge is refusing to engage at all.

(I hate hate hate DMDV calculations for the way they're weighted to be better than PMDV calculations for literally no good reason at all. With regular weapons, Dodge has the thing that it's meant to be penalised by armour and Parry is meant to be boosted by getting weapons with a positive Defence, but the same doesn't apply for social combat where there's no social weapons and no social armour.

DMDV is indeed a derived value, but is still one derived from a pool- it just uses more traits to build up. On paper the highest 'non-behemoth' MDV is integ 10, wp 10, ess 10, so 30/2 = 15. Throw in a specialty for another 1 die, stunts and excellencies... The lowest possible DMVD for an Integ 0 E1 WP 1 being is 1, so you're basically picking out a number between 1 and 15 for 'how good are they at ignoring you', and then just use regular dice probablity against DV to decide how 'hard' that is.

And DV in 2e is of course based on 'Difficulty 1 action, and then you must roll over DV to 'hit'.

The next thing as ES points out is that DMDV is weighted extremely advantageously, but it's characterized as the 'I am ignoring you' stat or the 'I am resisting ambient effects' stat. I actually do believe that the MDV modifiers of social combat should not apply to DMDV, simply because they make an alreatedy large trait larger. The intimacy/virtue/motivation/app bonus rules should apply to Parry MDV only.

Now, it should be possible to stunt 'i am ignoring you/your argument' in Exalted, but it's not the same thing as allowing DMDV to be the absolute default. At the same time, some of social 'combat's charm strategy is rooted in the idea of an Exalt being able to make Undodgable Social Attacks, which for Solars is very powerful. "You can't ignore me!"

The Solar Performance Charm 'Respect Commanding Attitude' implicitly is about making people pay attention and engage with you, but the social rules don't really have a description for 'forcing someone to use Parry' that isn't 'This attack is unblockable'

Not to muddy the water, but DMDV can be viewed as 'I am ignoring your point/argument in favor of my own ideals', and Parry DV can be viewed as 'I am engaging with and refuting your argument or point'. I'm not sure if that's a good idea, but it is a division of space.
 
The Canim might take a bit of fiddling first to fit cleanly with Creation's lore,

The Canim don't actually take a lot of fiddling.

They're just wildly successful Wolf Beastman out in the West(probably on one of those "islands" that are the size of small continents) that actually developed culturally and technologically instead of being forced to remain barbarians by some Lunar with a Noble Savage fetish. Their Blood Priests are the only snagging part and those you could set up as thaumaturgist/Sorcerers who focus on the power of Blood, Life, and Sacrifice.
 
You know, now that I've stopped and thought about it, Codex Alera is excellent setting and people fodder, just a whole bunch of cool stuff that you could probably plot down in a random part of Creation with nary a blink. You could even use Alera as a fairly good comparison for how the imported bits would measure up to the Realm.

Like, god damn. The Canim might take a bit of fiddling first to fit cleanly with Creation's lore, but you could fit the Marat in practically anywhere with minimal fuss, and could transplant the Icemen wholesale. Just wave your hand and bam, you've got yourself a society of empathic yetis assaulting some kingdom in the North with a big ass defensive wall.

Oh man nah, what @Nervaqus987 said pretty much. The Canim slot in great and would make a solid addition fffoooor...the North-West? Anyplace out there honestly, god knows the West needs more shit it's just a fucking endless expanse of nothing. Just plop down a great big landmass and populate it with a few nation-states of lupine Beastmen that have some shared origin and broadly similar cultural stuff (the caste structure) plus mutual intelligibility (armies abandoned by the Raksha during the Crusade, some pet project of the Shogunate or Solars, whatever). Their Blood Priests I'd probably cast as necromancer thaumaturgists types (blood being more directly related to the undead) and they're distant enough/muscly enough that their relationship with the Realm is mostly limited to raids on satrapies and punitive naval action.

Their armor and tools are just jade/jadesteel. Hell even the "cast from your own HL or cast from others HL" thing works. I'd maybe ease up on the whole Klingon aspect but that's partly just because we barely see their actual culture in the books and it's mostly in the context of "dudes running a desperate evacuation slash military expedition".

I mean fundamentally they are just Dudes, I'm pretty favorable to the idea that you have to get really really weird spiritually and physically before you no longer count as human. In that context the Canim are just humans with some wolf-themed mutations.
 
The Canim don't actually take a lot of fiddling.

They're just wildly successful Wolf Beastman out in the West(probably on one of those "islands" that are the size of small continents) that actually developed culturally and technologically instead of being forced to remain barbarians by some Lunar with a Noble Savage fetish. Their Blood Priests are the only snagging part and those you could set up as thaumaturgist/Sorcerers who focus on the power of Blood, Life, and Sacrifice.
Mmm, that's the thing, I would put them more generally in the range of Dragon Kings or 1CDs than Beastmen, who are basically humans with fur and bigger teeth. Canim, particularly the Warrior Caste, are noted to be capable of going up against stuff like dudes who can boost their strength up to the point where they can swing around basically goremauls through brute strength. They are far more than dudes with wolf heads.

Stuff along those lines is my main issue, and it may just be me. Other than that, yeah, it's fairly simple to fit them in. I'd put their Sorcery down to having gotten their Shaping Rituals from pacts with blood Elementals or something like that.

Where are you getting these small continent sized islands, though? By the map scales I'm aware of, even the largest ones are only a few hundred miles across.

Edit: Well besides the Caul.

Edit2:
I mean fundamentally they are just Dudes, I'm pretty favorable to the idea that you have to get really really weird spiritually and physically before you no longer count as human. In that context the Canim are just humans with some wolf-themed mutations.
Besides this bit, I was honestly thinking along pretty similar lines. Maybe make them allies of those iceberg riding mutants or something.

But on this point I will have to strongly disagree.
 
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Mmm, that's the thing, I would put them more generally in the range of Dragon Kings or 1CDs than Beastmen, who are basically humans with fur and bigger teeth. Canim, particularly the Warrior Caste, are noted to be capable of going up against stuff like dudes who can boost their strength up to the point where they can swing around basically goremauls through brute strength. They are far more than dudes with wolf heads.

Tbh they're probably better off being toned down some considering that in Exalted the Realm and various kingdoms around them aren't like 50% Dragonblooded; I mean the most basic Aleran soldier has some kind of offensive/defensive elemental ability and it only escalates from there, in the books the Canim need to be ridiculous to be at all competitive. But to a baseline human in Creation a seven foot tall three hundred plus pile of bone, muscle, fur, and armor is plenty scary shit already, it doesn't need the obscene over-strength or thousand year lifespan or w/e. If you wanna lean into specialization then just key it off the castes (bonus points if, like, you lean into the deliberately designed thing). Blood Priests have specialized organs that help them encode and execute thaumaturgy and rituals. Hunters are straight up quieter and built for weird acrobatics. The Warriors are all roided out muscle-monsters. Etc.

Really I'd recommend something like that, they need that touch of weirdness to really sell them in the setting. They fit fine as is, but probably need more polish to make the most of it.
 
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Tbh they're probably better off being toned down some considering that in Exalted the Realm and various kingdoms around them aren't like 50% Dragonblooded; I mean the most basic Aleran soldier has some kind of offensive/defensive competency and it only escalates from there, in the books the Canim need to be ridiculous to be at all competitive. But to a baseline human in Creation a seven foot tall three hundred plus pile of bone, muscle, fur, and armor is plenty scary shit already, it doesn't need the obscene over-strength or thousand year lifespan or w/e. If you wanna lean into specialization then just key it off the castes (bonus points if, like, you lean into the deliberately designed thing). Blood Priests have specialized organs that help them encode and execute thaumaturgy and rituals. Hunters are straight up quieter and built for weird acrobatics. The Warriors are all roided out muscle-monsters. Etc.

Really I'd recommend something like that, they need that touch of weirdness to really sell them in the setting. They fit fine as is, but probably need more polish to make the most of it.
A fair point.

Hmm, yeah, agreed on the designed thing. I've actually toyed with the idea that they were the creations of Bargash Kol, or maybe a Half-Moon Lunar who wanted cunning and wisdom rather than simple strength and ruggedness.
 
Mmm, that's the thing, I would put them more generally in the range of Dragon Kings or 1CDs than Beastmen, who are basically humans with fur and bigger teeth. Canim, particularly the Warrior Caste, are noted to be capable of going up against stuff like dudes who can boost their strength up to the point where they can swing around basically goremauls through brute strength. They are far more than dudes with wolf heads.
In addition to what Tenfold pointed out, it's worth noting that this doesn't actually matter to who the Canim are, narratively. Like, the Canim aren't superheroes for whom things like super strength are iconic traits. They're powerful fighters, yes, but they're powerful fighters because they're a martial society as an evolution of their predatory origins.

Compare, say, Witcher Signs. Witcher Signs are actually pretty potent magic, if you look into them; personal force fields, flame blasts and Jedi mind tricks would be hellaciously potent if directly translated into Exalted (and Witchers fit into Exalted fairly well, honestly), but, in the context of their own universe, Signs are small magics, regarded as crude and basic by the real practitioners, because Witchers are warrior-hunters with a few magical tricks rather than spell-knights. When porting something into a new setting, I tend to think that capturing the feel of it is more important than accurately depicting every ability the original version has, so if I were to write Witchers into Exalted, I'd probably do so by making them Thaumaturges; Thaumaturgy mostly can't match the power of Signs, but it does give them the proper sense of having only a little magic to supplement their main skillset.

So, if I were to port the Canim into Exalted, I'd first look at who they are rather than the particulars of what they can do, and who they are is a caste-based martial society of wolf people lead by shamans with blood magic. Being super strong isn't an important part of that.
 
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In addition to what Tenfold pointed out, it's worth noting that this doesn't actually matter to who the Canim are, narratively. Like, the Canim aren't superheroes for whom things like super strength are iconic traits. They're powerful fighters, yes, but they're powerful fighters because they're a martial society as an evolution of their predatory origins.

Compare, say, Witcher Signs. Witcher Signs are actually pretty potent magic, if you look into them; personal force fields, flame blasts and Jedi mind tricks would be hellaciously potent if directly translated into Exalted (and Witchers fit into Exalted fairly well, honestly), but, in the context of their own universe, Signs are small magics, regarded as crude and basic by the real practitioners, because Witchers are warrior-hunters with a few magical tricks magics rather than spell-knights. When porting something into a new setting, I tend to think that capturing the feel of it is more important than accurately depicting every ability the original version has, so if I were to write Witchers into Exalted, I'd probably do so by making them Thaumaturges; Thaumaturgy mostly can't match the power of Signs, but it does give them the proper sense of having only a little magic to supplement their main skillset.

So, if I were to port the Canim into Exalted, I'd first look at who they are rather than the particulars of what they can do, and who they are is a caste-based martial society of wolf people lead by shamans with blood magic. Being super strong isn't an important part of that.
Well put; and you are quite right. The "who they are" was a large part about why I initially thought porting the Canim would be cool, but I seem to have been distracted from that by the mechanic and power levels, which is a bad habit I'm trying to shake.

I wanted the Canim around because they are a warrior society that holds respect for one's enemies in such high regard that a best enemy is held in higher regard and deemed more reliable than a friend. That respect is something key to the Canim, in my mind, and is an important part of why I like them. They respect their enemies, and so they rarely underestimate them or look down upon them. They respect their enemies, and so they aren't afraid to learn and adopt the strengths of their foes. They respect their foes, and so they aren't afraid to adapt in order to fight them. That's as much if not more of a racial superpower as super strength.

They're roided-out super werewolves while at the same time taking almost every Noble Savage and Proud Warrior Race guy trope and telling them to go fuck themselves in exchange for being Wolfman Carthage to Alera's Pokemon Rome, and I love them for it. They are the honed cunning of a predator and the chilling terror of a competent foe, rather than NATURE STRONK and FEROCITY OF THE BEAST!!1!, and are the better for it.

Though as a final note, Witcher Signs = thaumaturgy is, imo, a terrible example; from my understanding while Signs are crude and basic, they are also supposed to be fast and effective, something deployed at the crucial instant in a fight to give you an edge. Basically I get the sense that they are supposed to be crossbows used by guys with basic training compared to longbows in the hands of expert marksmen.

I would agree that Witchers would be best represented as thaumaturges, since they would use Alchemy to make their Oils and and their combat boosting drugs (the actual name for those escapes me at the moment), with some Enchantment to create their monster detecting medallions and to buff their gear, but Signs? Not so much. Exalted doesn't really have a way to represent small, crude, but effective magics that are just enough if used at the right moment. The closest I can see are Charms, which as natural, innate abilities don't really represent Signs well either.
 
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Exalted doesn't really have a way to represent small, crude, but effective magics that are just enough if used at the right moment. The closest I can see are Charms, which as natural, innate abilities don't really represent Signs well either.
There are a few Talismans and Prayer Strips that work like that, of the "prepared beforehand and can be quickly used later on" type of effect.
If you wanted to I think it would be pretty easy to re-fluff the Signs as Runes and use them like that.
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Although it looks like they pretty much already are Runes.
 
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There are a few Talismans and Prayer Strips that work like that, of the "prepared beforehand and can be quickly used later on" type of effect.
If you wanted to I think it would be pretty easy to re-fluff the Signs as Runes and use them like that.
edit:
Although it looks like they pretty much already are Runes.
If you could point me to those, then I would be very grateful. One of my longest running needs with Exalted is that it doesn't let me have guys running around throwing ofuda and shit.

Yeah, they're pretty much runes, but does Exalted have runes to refluff as Signs?
 
If you could point me to those, then I would be very grateful. One of my longest running needs with Exalted is that it doesn't let me have guys running around throwing ofuda and shit.
Yeah, they're pretty much runes, but does Exalted have runes to refluff as Signs?
Talismans are in the Core Book, Chapter Eight right after "Everyday Wonders" and "Prayer Offerings".
They appear to be anywhere from Resource2 up to Artifact1.
It supposedly only lists a few of the common types.

Infernal Prayer Strips have a bit more oomph( being Artifact 2-5) and are in MoEP:Infernals, they involve making a Prayer Strip then petitioning a Third Circle Demon to complete it in exchange for a favor, from that point at any time you could use a "Demon of the ____ Circle" spell you can throw the Strip into the air to create an effect related to that Demon.
"Common" varieties include opening a portal to that Demon's abode( presumably taking you out of the action for five days to get there? ) with one day's worth of hospitality guaranteed on the other side, a "free" casting of Slave-Spawn Summons, the creation of one of Jacint's Roads( or at least one hundred miles worth of one), and Orabilis' Rain of Molten Glass.
The implication is that there are many more types of effects, but they aren't listed.
And I see no reason that Demons should be the only type of being that can provide something like this.

Most of it is just implication and "make up the rest on your own", but it is theoretically feasible.
 
Talismans are in the Core Book, Chapter Eight right after "Everyday Wonders" and "Prayer Offerings".
They appear to be anywhere from Resource2 up to Artifact1.
It supposedly only lists a few of the common types.

Infernal Prayer Strips have a bit more oomph( being Artifact 2-5) and are in MoEP:Infernals, they involve making a Prayer Strip then petitioning a Third Circle Demon to complete it in exchange for a favor, from that point at any time you could use a "Demon of the ____ Circle" spell you can throw the Strip into the air to create an effect related to that Demon.
"Common" varieties include opening a portal to that Demon's abode( presumably taking you out of the action for five days to get there? ) with one day's worth of hospitality guaranteed on the other side, a "free" casting of Slave-Spawn Summons, the creation of one of Jacint's Roads( or at least one hundred miles worth of one), and Orabilis' Rain of Molten Glass.
The implication is that there are many more types of effects, but they aren't listed.
And I see no reason that Demons should be the only type of being that can provide something like this.

Most of it is just implication and "make up the rest on your own", but it is theoretically feasible.
Things like this would work really well for the more sapient elementals or even terrestrial gods, while being an excellent reason for why the Realm hasn't conquered a place; creating things like that would require the help of a spirit and with the Immaculate Doctrine clamping down on all non-approved prayer they would be extremely hard to make.
 
@MJ12 Commando, as an off hand thought, do you think Aberrant 2.0's Superscience rules could be adapted to function for Exalted, with science being used for thaumaturgy* and Gadget rules for Artifacts? Obviously some effects that don't fit with Exalted would have to be pruned (teleportation, for example) but it seems like a fairly balanced system.

*for example, a medicine that strengthens the immune system could grant a temporary specialty in resisting disease
 
Triumphant Air

Located in the north of the Anarchy, the island of Triumphant Air is a Tepet satrapy and location of one of the major Realm naval bases in the region. From this isle sail out red-sailed pirate-chasing junks, while the new radical abbess of the Immaculate temple dreams of bringing the whole region into harmonious accord. Slaves tend the cash-crop estates of the landowners, while the capital Rising Steam maintains the standards of the Isles for the sake of visiting Dynastic tourists headed off the beaten track of An Teng.

The entire vaguely crab-shaped island is a dormant caldera riddled with magma tunnels, measuring around fifty miles across. The collapse of one of the volcanic walls has made it a perfect shielded natural harbour where Imperial vessels can wait out hurricane season in safety. Neatly stepped terraces line the interior of the caldera, dotted with farming villages that huddle within the many natural magma tunnels that riddle the island. The exterior is more wild, with bamboo forests and natural hot springs interspersed with the estates of smaller landowners and the holdings of freedmen.

Economy

Once a major trading port under the Blue Monkey Shogunate, the Realm seized the island seeking its profits. However, the collapse of the southern districts into the modern Anarchy led to a sharp decline in its fortunes. Triumphant Air is no longer the commercial centre it once was, when it channelled goods to the wealthy cities of the Hook, and now it serves more as a safe harbour for vessels travelling to Realm-controlled areas - or even the Blessed Isle itself.

The island itself grows a number of cash crops in the rich volcanic soil. Historically Triumphant Air has focussed on cane sugar, taking advantage of enslaved criminals provided by the Imperial Navy. However, over the past fifty years a fall in the sugar price in the South West and exhausted soil in the lowlands has led to areas lying fallow and a reduced slave population. The increased number of freedmen and their high-lying smallholdings has led to social tensions, as the freedmen set their eyes on uncultivated lowland regions. In this past year, there have been three riots and the murder of a landowner, which saw punitive punishments.

There are two major economic centres on Triumphant Air. The Imperial Navy shipyard at Cherry Victory has grown over the years and is now surrounded by countless ways for ship-tired sailors to lose their wages. Periodically the admiralty attempts to remove the temptations, but it never lasts long. In addition, captured pirate ships and enemies of the Dynasty are taken here, and enslavement is the fate of those who do not meet with execution, calling slave traders like vultures to rotting meat. Other merchants come to buy the seized contents of these ships - or even the vessels.

The capital at Rising Steam is named for the many heated pools that surround it, making it a favoured stopping point for Dynasts heading south from An Teng who wish to visit the hot springs. Once it was a glorious city of the Blue Monkey Shogunate, but when the Realm seized it from Gens Larana it was sacked and the modern city is only the centre of the older town. Still, its basalt spires rise high above the warm waters of the seaside, while the poorest are banished into natural magma tubes so that they do not ruin the landscape. The more sedate upper levels are the stopping-off points for Dynasts on a trip, while the markets and blue light districts lava tunnels below the city centre are more boisterous and aimed at the common sailor.

Scarlet Point, on the outer rim of the caldera, is technically a mere fishing port. However, in practice it serves as the hub of smuggling on the island. Its position above old lava tubes means there are countless hidden tunnels and secret landing spots. Ships sitting suspiciously low in the water sail towards the coast and vanish into sunless obsidian-walled docks, to be unloaded. The Steel Dragon Society is making blood-soaked moves into Scarlet Point's underworld, and many of the suspiciously large fish-smoking warehouses have new, hard-faced owners. Goods landed here bypass the customs agents on the main docks, and are often shipped out again as legitimate cargo with falsified stamps.

Culture

Through intermarriage and death without issue, the original Gens on the island have been supplanted by minor cousins of House Tepet and allied Lesser Houses. These bonds of kinship and alliance means the satrap has traditionally granted the landowners a great deal of latitude. The nobility of Triumphant Air are somewhat provincial by the standards of visiting Dynasts, hungry for word of the latest fashions of the Isles which they slavishly imitate.

There is enough of the Dragons' blood among these intermarried descendants of the Blue Monkey Shogunate and the Tepet that until five years ago, Cadet House Parmi had their holdings here, with six Dragonblooded members. However, House Tepet's desperation since the Battle of Futile Blood has led them to offer full adoption to every client Cadet House they have and the Parmi accepted. There is now only one member of the new Tepet Parmi family resident on Triumphant Air - Tepet Parmi Alesa, an ancient sorceress who is barely short of her four hundredth birthday who lives in her caldera-top manse with her pet demon-blooded hunting dogs and her familiars. She is getting vague and forgetful, but on her good days she is a fountain of knowledge about the Blue Monkey Shogunate and her younger days when she was one of the great beauties of An Moi.

While the upper classes of Triumphant Air beat to the pulse of the Realm, the lower classes form three separate groups. A small middle class is descended from Imperial sailors who have retired here, accepting land grants as their pensions. Their culture is still distinctly nautical and they and their descendents retain close links to the naval base. As a result, many of them are wealthier lesser landowners and petty bourgeoisie who exploit their contacts with the Navy to their fullest, many of them having gone into trade.

The original inhabitants of Triumphant Air are ethnically similar to the Tengese, but have largely been supplanted. They resent the upstarts but they have lost prestige and form the urban lower classes and smallholders. Most of the traces of their once-Tengese culture have been lost under hundreds of years of Realm rulership, although a small rebel movement has taken up worship of the Pale Mistress and carry out unspeakable rites in a hidden underground temple. Many of the slaves and freedmen on Triumphant Air are from the Far South West and speak a creole of their native languages and Firetongue. Nearly all the slaves on this island are farm slaves working on the sugar and tobacco plantations - house slaves are rare and the preserve of the very wealthiest. The freedmen were granted manumission not for moral reasons, but due to a fall in sugar prices which left swathes of the lowlands unprofitable to farm. These former slaves and their children rent land on the upper edges of the caldera which is too steep for the cash crop plantations of the lower reaches, or take the worst-paid jobs in the cities.

The Satrap and His Affair

Triumphant Air is ruled directly by the satrap, Tepet Linaro. Its relative unimportance to the House can be seen by the fact he is not favoured by the dragons - and is a man as well. Despite his sex he is a capable enough manager, if a little staid and plodding. He has been on this island long enough that he has chosen to shield it from the worst of the recent increases in tributes by selling privateer licenses. Pirate captains can escape the attention of the Imperial Navy and all it takes is six-tenths of their plunder in fees. Unfortunately, more than a few of the licenses were bought by the Lintha family and he has been considering his options for making that embarrassment discretely go away.

His wife died shortly after their marriage when sweating sickness hit the island, and Linaro has shown no interest in taking another wife. In truth, he is all-but married to Maylada Timkul, a married landowner in the east of the island. She has been his mistress for twenty years, and the relationship is an open secret among the upper classes of Triumphant Air. Maylada's husband Joni is fully aware of the affair and although he acts nonchalant his life is consumed with hatred for the satrap. He knows none of her children are his and he spends most of the year away at sea - which only enables the affair.

Linaro finds himself in a pickle. One of his illegitimate daughters, Lilina, by his mistress has just Exalted as an Earth Aspect at age seventeen. House Tepet could use her, but he is fond of her and her mother would protest if he sent her off to the Realm. On top of that, the Navy has its eyes set on Lost Eggs and that he cannot tolerate. If he must fret over whether his family gets her, he will not let some Peleps scoundrel take his kin from him!

The Pirate Chasers of the Anarchy

Three squadrons of the Imperial Navy operate out of Triumphant Air, based in the docks in Cherry Victory. They operate a seasonal rotation, alternating between patrolling the sea lanes of the Anarchy, escorting cargo between satrapies, and remaining in port for repairs and responding to emergencies. As is typical for the South West, the mainstay of the local fleets are two-master and three-master junks able to operate independently or in subsquadrons in blue water for extended periods. They mount a mixture of ballista, catapults and the devastating naval flame weapons of the region, and their marine compliments are higher quality than the pirate scum out here.

Leathery-skinned; hook-nosed; scarred; Peleps Sasimana is the commodore in charge of Tiger Squadron and is a bitter old woman whose once-bright blue hair is now as white as sea foam. Her long cape is made from hand-sized patches of the flags of pirate ships, and her daiklaive Hullwrecker has slain gods and demon lords. Privateers across the Anarchy call the jerking of a hanged man "Sasimana's Waltz". The Southern Navy tries to promote her at least once a year, and every time she turns them down. She would rather die than give up the thrill of the case or the satisfaction of watching proud pirate-princes plead for their lives.

Overweight and mediocre, Peleps Nota is a barely adequate jobsworth who took this posting as commodore of Lion Squadron because it assured her an easy life and frequent holidays in An Teng. Despite her lack of talent at command, she husbands her resources better than the others and so her squadron is nearly at full strength. Both discipline and morale are better than one might expect . As a result, while her tactics are by the book and risk-averse, her sailors carry them out loyally - fully aware that failure might result in them being moved to one of the other two squadrons.

Taym Alou is the Wood Aspected commodore of Bear Squadron, a tall man from the South East with bark-brown hair and blossom-pink eyes. As the only Lost Egg stationed here, he resents the favouritism that the two Peleps commodores get. He is a glory chaser, constantly out to prove himself and angry to be in Peleps Sasimana's shadow. This thirst for glory has led to disenchantment and regret that he took the coin in the first place. He looks in envy at the Raraan Ge pirate lords. If he had been born here, he could have been a prince of the sea, not an officer in a navy run for the Great Houses. No one has come with a better offer yet - and it would have to be a good one because he values himself very highly - but he could easily be tempted by someone offering the right things.

The post's fleetlord fell two years ago in battle against Raraan Ge pirates, and no official replacement has been made. The Anarchy has always existed in the middle of a jurisdictional conflict between the Water Fleet and the Fire Fleet. With Water hard-pressed and the Fleet Admiral of Fire caring more about the vital trade from the Lap, the South West has been left to moulder. Without a fleetlord, the commodore in residence performs his administrative duties. None of them like each other enough to put one in charge, and although Peleps Sasimana has seniority she does not want the administrative responsibilities of fleetlord.

The Abbess and the Centipedes

The Immaculate Temple of Mela's Claw sits high on the caldera, looking down upon the Navy docks. The old structure shows the marks of recent renovations, and the paint in recesses on the walls is less faded, hinting at the statues that once stood there. The past few years have seen enforcement of Blessed Isles standards of worship, though many families still retain their own private shrines for their ancestors.

Historically the island displayed a certain degree of heterodoxy - as common for many South Western Immaculate temples affected by the influence of the Orthodoxy. However, heavy losses sustained in a failed Wyld Hunt against a Lunar Anathema eight years ago has resulted in a culture shift. Mela's Claw was forced to appeal to the Mouth of Peace after the death of the abbot and the arrival of his replacement.

The new abbess, Bright Wind, was born Sesus Rina, and she is every bit as militant as her family name might indicate. At at age when most of her peers were still galavanting around the Threshold, she managed to secure her own temple. Her ambition burns as bright as her faith, and she holds to a strongly orthoprax interpretation of the Immaculate faith that would be considered unbending even in the Imperial City itself.

Bright Wind has therefore set out to bring first Triumphant Air, then the whole Anarchy into harmonious accord with the doctrine of the Immaculate Order. The widespread influence of the Immaculate Orthodoxy with its hero cults, iconoclasm and ancestor veneration is nothing less than heresy, and cannot be tolerated. She has expanded Mela's Claw, training new initiates and recruiting from militant members back on the Blessed Isles. She has already made moves against lesser temples close to Triumphant Air, installing hardliner 'advisors' where they fail to live up to her standards. This approach has led to pushback from other temples who jealously guard their independence from some upstart abbess, and Bright Wind has become certain she will need to make an example of one of them.

Her attention to the doctrinal affairs of the region has led to neglect of the more traditional theological duties of the abbot of Mela's Claw. Triumphant Air is periodically afflicted by magma centipedes; a breed of fire elemental that crawls through the earth dripping molten rock from their many legs. Small ones are the size of a horse, while ones formed from stresses within the earth can reach the size of a caravan train or longer. With the death of the old abbot Bright Wind knows nothing of the mighty elemental Krastion, the mother of all magma centipedes, who sleeps curled up in a vast magma pocket beneath Triumphant Air. When fire twists the earth ley lines, she lays her centipede children to vent the stresses. The old monks knew to placate her and only to slay the centipedes once they had done their work. Bright Wind does not know this, and has dismissed the worries of other monks as shameful elemental-worship. As it stands there is little risk of Krastion waking, but she shifts in her sleep, laying more and more eggs.

History

In the ancient times before man, the demon king Isidoros walked Creation and where he stood the world cracked and crumbled. From that first eruption was born Krastion, the fiery blood of Creation crawling forth as a great centipede to try to tend to her mother's wounds. In time the wound scarred over, and men called the isle Krasta and kept away from it, for they knew of the monster that slept beneath, suturing the world's scar.

But men are short-lived, the gods were idle and the Exalted were betrayed, and Krastion was forgotten by all save Heaven. The princes of the Shogunate came to Krasta and they mined it for its gems and firedust, leaving it riddled with tunnels, and they built a mighty city atop the plateau of Krasta with cunning artifice. Their deft hands could not save them from plague, though, and they died.

When the princes of chaos came to the world, Krastion woke and she roared and burning ash slew the children of chaos. Krasta died too, and all that was left was a caldera where once a mighty island had stood, where the mother of the fire centipedes nested. The most handsome of the gods came to her and lulled her back to sleep with their songs, and she returned below the earth. Fragile life returned to the island.

Then came men who claimed to be the princes of the Shogunate, but their crest was a blue monkey, and they built a trading port afresh where the wealth of the South West came. And many men would come to the place they called Triumphant Air to buy and sell and the city prospered. But the time came when the Shogunate of the Blue Monkey was cast down by the Scarlet Realm and the isle fell into their hands. They too sought wealth from trade, but it no longer came, so instead they left their excess children to rule over it.

Triumphant Air is simmering. The price of sugar drops so its traditional source of wealth dwindles. The princes of this isle - and the satrap who is but a mortal man - all have their own wants, but the Scarlet Realm's attention wavers. The fleet suffers attrition and is not replaced when it should be, the lords of the Realm war among themselves, and the pirate-princes south of the isle sense the weakness of Triumphant Air. They know that this island is where the Realm's retaliation will come from.

:: SIDEBAR - Storyteller's Notes: Crack of Doom ::

Player characters may have the bright idea of waking Krastion as to destroy the major Realm fleet base in the north of the Anarchy. Such a plan will achieve its goals, if it succeeds. The entire island will be destroyed, collapsing into the magma chamber where she sleeps. The Realm's force projection in the area will be crippled.

Now, let's talk about the side effects.

Krastion's enraged wail will be heard from as far away as the Blessed Isles and level trees on surrounding islands. A pillar of black ash tens of miles high will be visible across the South West. Pyroclastic flows will spread out, polluting the sea and leaving nearby islands lifeless shadowlands. Worse, these flows and collapse of the island will cause monstrous tsunamis that sweep across the Anarchy and up as far as the low-lying Shore Lands of An Teng. The death count will be measured in the hundreds of thousands and may reach the low millions. The Lintha will die a final death as Bluehaven is swamped.

Under an ash-choked sky, the Dead will rise. Men and women who drowned on dry land will rise again, their corpses animated by their gasping hungry ghosts. Bloated drowned spectres will crawl out from the shadowlands that the tsunami tears in Creation. With the current state of the Realm, it may not be able to spare the monks to contain the damage done to An Teng, and the empire may wind up effectively abandoning the South West. In the resulting vacuum, the shattered Anarchy will collapse into true, Dead-plagued anarchy.

Across Creation, the sun will dim for several years as ash fills the upper atmosphere. Growing seasons for crops will suffer, causing famine on a Creation-wide scale. Winters will be longer and colder; summers will be cut short. The Dead, the princes of chaos and demons will find it easier to access the world. Some astrologers will take this portent as the end of the Second Age.

Sometimes it's best to let sleeping fire-centipedes lie.

Storytellers, this isn't an instruction that you should never wake Krastion. Players are allowed to be short-sighted. It's just a reminder that the impact of a super-volcano going off has setting-warping implications. But then again, maybe that's what you're looking for. In a Dynastic game set on the Blessed Isle, something like this is a perfect trigger point for the Realm Civil War. In a Sidereal game, dealing with the consequences of an eruption could be the starting premise of the game. And of course, in the aftermath Creation will need heroes more than ever.

However, if you don't want to risk it, it's probably just better to remove Krastion and replace her with a cluster of her eggs that the lesser centipedes hatch from.

:: END SIDEBAR::
 
I was expecting from the first sentence of the second paragraph the mention of the potential for geomantic fuckery, but "we accidentally the supervolcano ash falls everyone starves" is also good.
 
I have a simple question, should the South be so sexist?

I ask this since the world is (well was) dominated by not only an Empress, but a matriarchal super power she rules. In the West there's a whole batch of gods that take issue with mortal women taking to the high seas, leading to a society that's generally dominated by women on land and men at sea. The South doesn't seem to have any such reasoning. You could also go down the path and say the sexism there is a carry over from it having a stereotypical Arabian Nights feel on its surface. I've had someone else point this out to me, and I adopted a system from the West as women run the internal aspects of society, while men handle external issues. At the same time, 2E and from what I gathered so far in 3E, this has not even been brought up anymore.

So what do you all think?
 
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To be honest, I think it's a bit ridiculous to have an entire direction all share the same gender norms. It kind of makes some sense in the West with the storm mothers if you squint a bit.
 
So what do you all think?
Honestly most of the sexism and bigotry in the setting relies on the implicit acceptance, even with the presence of magic, fundamentally equalizing imagery like all-powerful gods and spirits of every shape, gender and appearance (a hungry ghost will rip you wide open, regardless of origin), and the fact there exist not simply Blue people with Green hair aesthetically, but also baseline human groups with preternatural quirks like seeing in the dark or tasting nearby blood in the water, that ALL of these things must take a backseat to what we as 21st century modern people would recognize as Sexism and Bigotry, because it establishes Creation as "more real" that way.

Now sure, bigotry and chauvinism aren't anything new for human cultures, and there is a fairly strong argument to be made that if you explicitly want to shape a conflict around Fighting those things with supernatural powers, there's more to be said on the subject by reflecting on the Actual injustices we see in real life and not the contorted fantasy metaphors for those things, but a lot of the time discrimination exists as they do for the sake of Shorthand Exoticism and nothing more. Peoples like the Delzhan nomads exist so White Wolf's 2001-era white mid-20s suburban straight dude demographic can look at them and see, "yeah this sounds like the Middle-East," and the Dereth within the Delzhan nomads exist as a means for players to reject those hidebound cultural mores while still explicitly working inside them, not actually to say anything particularly insightful about Gender & Sexuality within the Delzhan people. You take the grey sash, but you're operating off the same rules which codify "women have no honor but beauty" and the like, so nothing has really changed.

The discrimination is there to set out a disagreeable society, and give you an Out for 21st century behavior, not to give character to these marginalized people you play as. You've simply taken that somewhat stereotypical discrimination and made it Acceptable now because you don't have to abide by it. Its a trapping to make someone who hasn't had to Deal with that kind of discrimination cut right to the goals of the idea, "don't stop me from doing the thing I want to do" and "set up a safe route of conformist nonconformity" while still at the root going, "but this is how Middle-Eastern people are, right? Right."

You see something of the same thing with the Tya pirates, who are there because the Storm Mothers hate women and therefore have created a situation where ships with women aboard will see greater misfortune and sink. Anyone who then sails ship must obviously be a Man, by some definition or another, which jives to us as 21st century people because we have seen us some pirates and sailors, and the most notable ones have classically been men, right? And yet, yet, the maidens of the stars and moon are also women, explicitly so even the Incarna who covers Journeys and Navigation, Mercury. She has significantly more dominion over "who gets to sail" than the Storm Mothers do, and this is generally never dug into all that significantly because Mercury is an external actor to the Purpose of the thing. The sexism of the West exists to be something to look at and say, "yeah that's what naval culture looks like" on a purely surface level, and the Tya are there to not really contest this authorial stance, but Emphasize it in a way which still allows us to paint it as Acceptable, since we have justification to ignore its limitations and an Enemy to lay blame against, while not really refuting the existence or necessity of it as a storytelling tool.

Is there a way to handle this in an Actually mature way by addressing it, and not a White Wolf Mature way by throwing it in and standing on the grounds which say examples of human misery and prejudice are Just More Interesting and therefore welcome additions? Probably, and you can see inklings of it around the edges, but they don't get dwelled on much because that would require more explicitly-written text to define out than taking the simple route of going "this is a Pirate" or "this is a Middle-Eastern person" with the numbers filed off and making a group as deliberate exceptions to those things.

But to take the long way around to answering your question, no the South probably should not be that sexist. Not unless its for a reason that stands head and shoulders over every other factor in the setting which dictates it generally doesn't matter what your Sex or Gender might be, but how personally powerful you are and your circumstances to leverage that power into a superior position for yourself and others like you despite all-comers. Its something of a self-solving problem in that regard anyway, because if there is that much to read into that fundamental prejudice, and it is ingrained so deeply that it irrevocably shapes that culture and all who interact with it, that would mean by default that you probably wouldn't be able to simply the core societal conflict down into matters of "men do this, women do that" anyway.
 
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Reading about Exalted, there is one thing I have been wondering about:

The Yozi KImberry's title is 'The Sea that marched against the Flame'. The Sea obviously refers to kimberry herself, but what is/was the Flame? I couldn't find anything about it.
 
The thing is, though, that in historical experience, the ability for exceptional power, or even the fact of exceptional power, doesn't necessarily tie into broad-based equality. You can find all sorts of examples of this, people who are then 'cut away' from their class, race, or gender, unless they forcibly assert that status. Queen Elizabeth didn't work towards the equality of women. Joan of Arc wasn't the first stone throw in an increased respect and good-treatment of either peasants or women.

I don't personally think the *possibility* that anyone you meet might have awesome cosmic powers would actually be enough to somehow make inherent, or rather make it a baseline, that no sexism or other non-racism[1] ism exists unless it's an abberation. I mean, that said, it also matters what's comfortable for the players, but I can't personally back, based on my historical knowledge and my understanding of the powers (and how broad-based, or rather how, largely, narrow, they are) involved, the claim that Gender or Sex don't matter.

(That said, yes, the powers do mean that it's perfectly viable to have them matter less, or have them matter more... in the opposite direction of the way many societies IRL worked. And it should be noted, of course, that sexism was very different in the past, and that GRRM's portrayal of it, for instance, is too rooted in 21st century logic, and that any existence of sexism also has to be balanced with the likely-reality of classism in many societies, in which a Noblewoman might not be regarded as much the same thing as a peasant woman, and thus in which the Noble part might matter far more than the woman part in how well they're treated in some respects.)

[1] I'd say that nobody reasonable would argue, "The fact that anyone can have superpowers (or magical powers, etc, etc) in this setting means that racism doesn't exist."
 
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