If you want to run, play or talk about Exalted you need to recognize the multitudes it contains. Wuxia anime is as valid as any other mode of play--arguably it's the what Solars are most easily suited to mechanically, and it has had huge support throughout the gameline's history. But it's not any more valid than imperial military epics, cloak-and-dagger intrigue, intimate tragedies, fantastic spelunking or anticolonial uprisings. The game supports all of these to greater or lesser extent--and wants you to be able to do all of them.

Exalted can be different things to different people, and that's okay, is what I'm saying. There's no Most Valid Take even if some are more privileged by the game mechanics than others.
 
Such people are generally wrong.
There are currently four ongoing campaigns I can remember in this server; Kerisgame, Inksgame, Lookshygame and Rookgame (i really wanted to call this rookshygame @mothematics, sorry). I don't know if I would describe any of those as particularly anime. I mean, of course, anime is a broad subject with many different genres, but I for example, don't really care about doing Shounen anime with Exalted, and generally find myself inspired more by the Iliad and the Shahnameh than I do contemporary works. And no, despite the pretensions of some Exalted fans, those are not the same. Mythology is not particularly anime.
 
There are currently four ongoing campaigns I can remember in this server; Kerisgame, Inksgame, Lookshygame and Rookgame (i really wanted to call this rookshygame @mothematics, sorry). I don't know if I would describe any of those as particularly anime. I mean, of course, anime is a broad subject with many different genres, but I for example, don't really care about doing Shounen anime with Exalted, and generally find myself inspired more by the Iliad and the Shahnameh than I do contemporary works. And no, despite the pretensions of some Exalted fans, those are not the same. Mythology is not particularly anime.
to be fair one of my players' mission statement is literally just "be a shonen villain" and honestly we're already most of the way there
 
If you want to run, play or talk about Exalted you need to recognize the multitudes it contains. Wuxia anime is as valid as any other mode of play--arguably it's the what Solars are most easily suited to mechanically, and it has had huge support throughout the gameline's history. But it's not any more valid than imperial military epics, cloak-and-dagger intrigue, intimate tragedies, fantastic spelunking or anticolonial uprisings. The game supports all of these to greater or lesser extent--and wants you to be able to do all of them.

Exalted can be different things to different people, and that's okay, is what I'm saying. There's no Most Valid Take even if some are more privileged by the game mechanics than others.

I mean that's literally the point of a weird-ass kitchen sink setting like Exalted, to let people explore different aspects of the setting and have different games in the same setting with some shared thematic connections. I can run transhumanist post-apocalyptic Eclipse Fallout, @ManusDomine can run The Iliad, @mothematics can run a game of being gay shounen villains or something, and this is all valid for the same gameline and setting.
 
I mean that's literally the point of a weird-ass kitchen sink setting like Exalted, to let people explore different aspects of the setting and have different games in the same setting with some shared thematic connections. I can run transhumanist post-apocalyptic Eclipse Fallout, @ManusDomine can run The Iliad, @mothematics can run a game of being gay shounen villains or something, and this is all valid for the same gameline and setting.
Now, now. It's not gay shonen villains.

It's gay supervillains.
 
There are currently four ongoing campaigns I can remember in this server; Kerisgame, Inksgame, Lookshygame and Rookgame (i really wanted to call this rookshygame @mothematics, sorry). I don't know if I would describe any of those as particularly anime. I mean, of course, anime is a broad subject with many different genres, but I for example, don't really care about doing Shounen anime with Exalted, and generally find myself inspired more by the Iliad and the Shahnameh than I do contemporary works.
Which is not a problem.
I am a fan of at least two of those. Am hardly going to tell other people that their Creation is BadWrongFun.

What gets my hackles up are when people extend valid criticisms of elements of previous edition mechanics, which had...issues, as a basis for implying the rest of the interpretation of the fluff is bad.

I got into Exalted via GreggHL and his early writing. I like Exalted best when it's over the top.
And no, despite the pretensions of some Exalted fans, those are not the same. Mythology is not particularly anime
Some mythology very much is.
Entirely too much of the Mahabaratha from what I can tell would not be out of place in a standard manga/anime of Japanese origin. Or the story of Samson from the book of Judges in the Bible.

Bloody hell.
Achilles roaring rampage of revenge from the ships of the Greeks to the walls of Troy is arguably one of the most epic scenes of shounen anime bullshit you will encounter in any medium of entertainment bar none.
 
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And well... *shrug* The thing is about Craft is, once an Artifact is created it doesn't really 'care' who or how it was made. Assuming they're capable of getting the job done at all (have enough dice/pass whatever minimums the Craft rules have for an Artifact of that dot rating/whatever), once it's done it's... done, if a Solar and a DB and a 3CD all follow the same blueprints and use the same materials they're going to have basically the same Artifact. So if anything, "Craft Gooder" is "stuff a mortal can do, if their dice come up tens."

Yes. That's exactly my point. Like I've been saying at every opportunity for literal years, Craft shouldn't be primarily about Artifacts. Because when it is, you end up with the exact same bullshit you're talking about here.

If "craft better" just means "make Artifacts better" the ability will be rubbish. It always has been, and as a result it always has been.

Fair, I suppose. Nevertheless, it's just... not super inspiring to me. As a way to make sure you can work in the worst possible conditions, I guess it works, but it really shouldn't be more than a limited "I guess if I have literally nothing else" last resort, IMO.

The speed bit is far more important than the lack-of-tools bit, it should be noted. But both are important because the "worst possible conditions" are also the normal conditions that heroes spend much of their "on-screen" time in.

.... Isn't there a whole meme that you have to go build a bajillion Artifact spoons or whatever to get enough Craft xp to make anything interesting?

And... uh, a workshop needs to be: easy to get to, close to useful resources, easy to move large amounts of stuff in and out of, and ideally close to other people. These are all things that other people want, too. Getting a decent patch of land for a workshop that isn't just the middle of nowhere may very well be an arc on its own, just as much as any other "build/find a base" requirement. It's not cookie clicker nonsense, it's having to interact with the setting.

I mean, I guess if you're going 100% mountaintop hobo blacksmith, and you only ever need small amounts of very rare materials or something, you could get away with just taking over a random patch of desert or something, but... well, in that case it really is just a matter of "yeah I'm somewhere around here on the map, nobody else cares because it's ridiculously inhospitable to people who aren't Exalts, we're done"?

A meme, yes. It's not accurate. Craft xp is plentiful.

Workshops aren't trivial but regular mortals manage them all the time. You can try piling on extra supernatural obstacles to make material / tool acquisition harder for Exalts but then you just end up with either the 2e system or the 3e system. The 2e system of fetch quests if the obstacles are external to the character, or the 3e system of cookie clicking if the obstacles are necessary Charm purchases.

*shrug* I mean, again, long-term activities are fundamentally broad in scope, because of the nature of... well, people over long periods of times.

Or like... it's a lot easier to wage war if you have a pocket crafter mass producing arms and armor; it's a lot easier to take over a nation or change the policies of a large area if you can abuse realpolitik, i.e. are capable of waging war; and of course, it's a pain in the arse to make anything Impressive -- either large like a manse or powerful like, I dunno, a Soulbreaker Orb or something -- without infrastructure and materials, which generally requires influence over a nation. So I really don't think this is all that much of a fundamental problem; it's just a problem with Exalted not actually having any rules for being a god-king.

...if you try writing and playtesting the system, I promise, you will quickly discover how fundamental the problem is.

I get what you're saying in theory, but in practice, such systems devolve into solitaire with depressing regularity.

Exalted really desperately needs a narrative-based system rather than trying to go hard on the crunch.

I disagree wholeheartedly.

There's a reason we're here, and not somewhere else, discussing one of the many many games with narrative-based systems.
 
Apseron, The Serpent that is a River
Beyond Creation's rim, The River Apseron, its waters teeming with alien life and strange salts, slithers through the wyld, flowing from no discernable source other than itself. The river is wide enough that the shores are barely visible to each other, and it stretches from wyld-horizon to wyld-horizon. The River is also a serpent, its seven-eyed head bearing a crown of nacreous jade, its fangs containing a substance known as the Transcendent Venom Soma. The sparkling water is Apseron's flesh and blood, the riverbed its belly, the countless islands dotting it are scales and barbs, its tributaries(that also flow from no source) are whiskers and hairs. Seven cities rest upon its ever changing banks, moving with the Apseron wherever it goes, their people worshipping the Apseron as a life-giving god. The few Creation-born savants that find their way to the Apseron assume it to be a wyld-spawned behemoth, but the truth of the matter is far stranger.

The Apseron was birthed in the Time of Glory by three primordials (and sometimes refers to itself as "The Bastard of Three Mothers"), a being much like a Third Circle Deva, but more powerful and not part of any primodial's soul pantheon. The First of its mothers was Kimbery, The Sea that Marched Against the Flame, who's waters were far less corrosive then than they are now. The Second was Adrian, The River of All Torments, who died and became Adorjan (whom the Apseron regards as no kin to itself). The Third was Gaia, The Emerald Mother, who lent to her daughter-son a mildly draconic aspect. At first, its three mothers rejoiced at the Apseron, a being that was of their essence and aspect yet apart from them, but they each eventually turned from their child. Kimbery found that she disliked the Apseron's autonomy and lack of utter and constant adoration of her own glory. Adrian despaired at its failure to be a full primordial and turned her face from it. And though Gaia was its kindest mother and found no fault with her daughter-son, she gradually abandoned it in its adolescence in favor of newer diversions (for even among the capricious primordials, Gaia became jaded with astounding speed and ease).

The Apseron slithered throughout Creation in the Time of Glory, growing fond of various primordial races that also found themselves abandoned or wanting (though it found little kinship with the Darkbroods). It grew to love the weakness of humanity, the timidness of the diminutive Zhin-Sha, and the awkward standoffishness of the shark-toothed Palyagi. It was this love that compelled it to remain neutral during the Divine Revolution, taking its followers and fleeing for the wyld. To this day, it has only rarely ventured back into Creation, and even then staying within its fringes. The Apseron fears the Exalted, for it saw from afar how they butchered the Primordials and bound their souls into servitude. It considers the Exalted to be human no more, and treats them at best with cold respect. The Apseron once exempted the Dragon-Blooded from this fear, thinking them distant kin from a far more distant mother, but it bore witness to their arrogance and delusions throughout the Second Age, and now shuns them alongside other Exalted. At times it catches sight of the Comet Gnosis and follows it, only to eventually remember Gaia's nature and turn weeping from the comet's path. Other times, it flows by the Courts of Faerie and the Scorpion Empire, and the people who live in its cities trade curiosities with them or make war upon them with magics and weapons given to them by their World-River.

The People of the Apseron reside in its seven great cities, each city named for one of the Serpent's Second Circle Devas. The river tells them the secrets it has learned in its epoch spanning existence, and brings them the bounty of the lands it washes away. The cities are a melange of cultures from before the First Age, containing races both human and inhuman, their streets and canals chiseled with countless carvings depicting their histories and their towers adorned with mother-of-pearl and opal. Some of the Apseron's currents contain solutes and chemicals found nowhere else, and the people of the cities have learned to extract these substances and work them into wonders such as blades of unbreakable salt and elixirs of youth. The Apseron once permitted its peoples to skirmish amongst themselves as they wished, but ever since its self-imposed exile, it has only allowed them to count coup in ceremonial warfare between each other. When the Apseron flows through hostile lands, the peoples of the cities band together and wage war upon their enemies, fielding armies led by sorcerers and supplemented by First Circle Devas. The greatest heroes of the cities drink deep of the Apseron's venom, gaining great power at the cost of a reduced lifespan. When the People of the Apseron die, their souls return to the river, their memories washed away (though in a way far less comprehensive than that of the Lethe) to later reincarnate back into the population of the Cities. They regard Creation as a distant motherland at best, finding little error with the Apseron's ever changing course. However, some of the most inquisitive and faithful people of Apseron are chosen to venture into Creation in search of new things to bring back to the World-River, keeping it from stagnating in its long wandering exodus. Some of the Apseron's tributaries can be navigated into the rivers of Creation by the Serpent's priests, and expeditions are occasionally made into the distant motherland of legend.

The Apseron is not the only creature of its type. Many other primordials spawned autonomous deva-children during the Time of Glory. The River that is a Serpent regards these beings as its sister-brothers, and at times wishes to see them once again. Some of its sister-brothers died fighting on both sides during the Divine Revolution, others were imprisoned alongside their progenitors in Malfeas, others still went into hiding as the Apseron did.
 
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Has anyone here seen Cobra Kai? It's a great source for inspiration on how to run a campaign featuring Martial Arts.

Also, anyone have thoughts on what terrestrial martial art best represents Cobra Kai?
 
There are currently four ongoing campaigns I can remember in this server; Kerisgame, Inksgame, Lookshygame and Rookgame (i really wanted to call this rookshygame @mothematics, sorry). I don't know if I would describe any of those as particularly anime. I mean, of course, anime is a broad subject with many different genres, but I for example, don't really care about doing Shounen anime with Exalted, and generally find myself inspired more by the Iliad and the Shahnameh than I do contemporary works. And no, despite the pretensions of some Exalted fans, those are not the same. Mythology is not particularly anime.
you say that, but two sessions ago I literally did the "slide past my opponent, pause dramatically with my weapon held out without looking at them, they collapse after a second" trick

you might not come to the anime, but the anime will come to you
 
@HamSandLich I really like it! It's evocative, cool and delightfully weird! Exalted hasn't had enough strangness in it as of late. And I think most importantly it gives the Wyld something interesting in it beyond the Raksha.
 
Apseron, The Serpent that is a River
Beyond Creation's rim, The River Apseron, its waters teeming with alien life and strange salts, slithers through the wyld, flowing from no discernable source other than itself. The river is wide enough that the shores are barely visible to each other, and it stretches from wyld-horizon to wyld-horizon. The River is also a serpent, its seven-eyed head bearing a crown of nacreous jade, its fangs containing a substance known as the Transcendent Venom Soma. The sparkling water is Apseron's flesh and blood, the riverbed its belly, the countless islands dotting it are scales and barbs, its tributaries(that also flow from no source) are whiskers and hairs. Seven cities rest upon its ever changing banks, moving with the Apseron wherever it goes, their people worshipping the Apseron as a life-giving god. The few Creation-born savants that find their way to the Apseron assume it to be a wyld-spawned behemoth, but the truth of the matter is far stranger.

The Apseron was birthed in the Time of Glory by three primordials (and sometimes refers to itself as "The Bastard of Three Mothers"), a being much like a Third Circle Deva, but more powerful and not part of any primodial's soul pantheon. The First of its mothers was Kimbery, The Sea that Marched Against the Flame, who's waters were far less corrosive then than they are now. The Second was Adrian, The River of All Torments, who died and became Adorjan (whom the Apseron regards as no kin to itself). The Third was Gaia, The Emerald Mother, who lent to her daughter-son a mildly draconic aspect. At first, its three mothers rejoiced at the Apseron, a being that was of their essence and aspect yet apart from them, but they each eventually turned from their child. Kimbery found that she disliked the Apseron's autonomy and lack of utter and constant adoration of her own glory. Adrian despaired at its failure to be a full primordial and turned her face from it. And though Gaia was its kindest mother and found no fault with her daughter-son, she gradually abandoned it in its adolescence in favor of newer diversions (for even among the capricious primordials, Gaia became jaded with astounding speed and ease).

The Apseron slithered throughout Creation in the Time of Glory, growing fond of various primordial races that also found themselves abandoned or wanting (though it found little kinship with the Darkbroods). It grew to love the weakness of humanity, the timidness of the diminutive Zhin-Sha, and the awkward standoffishness of the shark-toothed Palyagi. It was this love that compelled it to remain neutral during the Divine Revolution, taking its followers and fleeing for the wyld. To this day, it has only rarely ventured back into Creation, and even then staying within its fringes. The Apseron fears the Exalted, for it saw from afar how they butchered the Primordials and bound their souls into servitude. It considers the Exalted to be human no more, and treats them at best with cold respect. The Apseron once exempted the Dragon-Blooded from this fear, thinking them distant kin from a far more distant mother, but it bore witness to their arrogance and delusions throughout the Second Age, and now shuns them alongside other Exalted. At times it catches sight of the Comet Gnosis and follows it, only to eventually remember Gaia's nature and turn weeping from the comet's path. Other times, it flows by the Courts of Faerie and the Scorpion Empire, and the people who live in its cities trade curiosities with them or make war upon them with magics and weapons given to them by their World-River.

The People of the Apseron reside in its seven great cities, each city named for one of the Serpent's Second Circle Devas. The river tells them the secrets it has learned in its epoch spanning existence, and brings them the bounty of the lands it washes away. The cities are a melange of cultures from before the First Age, containing races both human and inhuman, their streets and canals chiseled with countless carvings depicting their histories and their towers adorned with mother-of-pearl and opal. Some of the Apseron's currents contain solutes and chemicals found nowhere else, and the people of the cities have learned to extract these substances and work them into wonders such as blades of unbreakable salt and elixirs of youth. The Apseron once permitted its peoples to skirmish amongst themselves as they wished, but ever since its self-imposed exile, it has only allowed them to count coup in ceremonial warfare between each other. When the Apseron flows through hostile lands, the peoples of the cities band together and wage war upon their enemies, fielding armies led by sorcerers and supplemented by First Circle Devas. The greatest heroes of the cities drink deep of the Apseron's venom, gaining great power at the cost of a reduced lifespan. When the People of the Apseron die, their souls return to the river, their memories washed away (though in a way far less comprehensive than that of the Lethe) to later reincarnate back into the population of the Cities. They regard Creation as a distant motherland at best, finding little error with the Apseron's ever changing course. However, some of the most inquisitive and faithful people of Apseron are chosen to venture into Creation in search of new things to bring back to the World-River, keeping it from stagnating in its long wandering exodus. Some of the Apseron's tributaries can be navigated into the rivers of Creation by the Serpent's priests, and expeditions are occasionally made into the distant motherland of legend.

The Apseron is not the only creature of its type. Many other primordials spawned autonomous deva-children during the Time of Glory. The River that is a Serpent regards these beings as its sister-brothers, and at times wishes to see them once again. Some of its sister-brothers died fighting on both sides during the Divine Revolution, others were imprisoned alongside their progenitors in Malfeas, others still went into hiding as the Apseron did.
I like it, but it seems to good? Like the deva and the river itself are all benevolent, there is no war between the cities, no noted injustice. There's no bite, no great wrongs for pcs to fix
 
I like it, but it seems to good? Like the deva and the river itself are all benevolent, there is no war between the cities, no noted injustice. There's no bite, no great wrongs for pcs to fix
I mean PC's can look at it and go, nothing is wrong here, let me fix that! The river can provide allies or crafting ingredients, mentors as well thinking about it.
 
"Nothing is wrong here" just means that the ST can slot in whatever he or she wants to hook the PCs into messing around with the status quo
 
I like it, but it seems to good? Like the deva and the river itself are all benevolent, there is no war between the cities, no noted injustice. There's no bite, no great wrongs for pcs to fix

I was going to include bits about how the Apseron washes away nascent civilizations in the Wyld and Faraway to sustain itself and give bounties to its worshipers, and how the People of the Apseron occasionally need to restock their soul-cycle with captives from Creation, but it seemed like it'd be too close to a Locust Crusade analogue, it still happens, but I didn't want to appear too derivative. While the Apseron mostly stays out of Creation, it does occasionally drift in, and its human people can Exalt. The River also really dislikes Exalts in general and doesn't take kindly to Solars and Lunars in its vicinity, it rarely fights them itself, but its people and devas treat them coldly/are hostile until they prove themselves. The Apseron also can be used to get into really difficult to reach places if one knows how to sail its tributaries and has its favor, making it a (mostly) safer alternative to the Labyrinth for fast travel, its still connected to places in Creation and Yu-Shan (not Malfeas or the Underworld though, it doesn't want any of that bad juju).
 
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Has anyone here seen Cobra Kai? It's a great source for inspiration on how to run a campaign featuring Martial Arts.

Also, anyone have thoughts on what terrestrial martial art best represents Cobra Kai?
Cobra Kai is awesome, yes. It's definitely not Snake style, but it could fit First Pulse.
 
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I like it, but it seems to good? Like the deva and the river itself are all benevolent, there is no war between the cities, no noted injustice. There's no bite, no great wrongs for pcs to fix
It feels mostly like a potential plug for an external villain, maybe a Lunar that can decide to attack the snake: suddently the death of peoples and wounds upon the snake will cause both internal strife, and a necessity to replenish stuff from something less hostile and more stable than the wyld.

Or maybe someone can exalt on the Snake, thus causing lots of trouble to it.
 
The Cursed City of Zinn-Manir
"All Glory to Zinn-Manir, jewel of the Southwest! All Glory to her ivory plated walls and hexagon towers! All Glory to the Sacred Lotus Willow at her Garden-Palace!

Woe, Woe, a Thousand Times Woe, for Zinn-Manir is forever lost. The graspings of Dragons have strangled her Beauty! No longer shall her Magi coax wonders from her gardens! Never again shall her blessed Armigers ride forth into the deserts!

Beware Zinn-Manir! Only beasts in the shape of men wander her streets now! Only witchlight shines in her towers! Only a withered horror stands at the center of her sacred gardens!
"

-Elegy for Zinn-Manir, Author Unknown, censored in all Satrapies by the Immaculate Order.

The Zinn-Manir that Was
Two centuries ago, Zinn-Manir was once a bountiful kingdom in the Southwestern mountains. Lying atop an arid mountain plateau, its sprawling walled capital city was blessed by an immense and wondrous tree known as the Lotus-Willow. The Willow had the miraculous power to coaxe water from the air and condense it into sweet nectar, that if drunk could enable one to go days without water. Its people, the mahogany skinned and flaxen haired Manir, would eat of its fruit and some would receive the gifts of beauty, strength, and longevity and so join the ranks of its Sacred Armigers. The priests of the Lotus-Willow, the Magi of Zinn-Manir, cultivated the fertility of the tree and used it to grow terraced gardens throughout the city, from which the Manir would grow crops in the otherwise arid desert. Though this bounty was welcome, the Manir could not subsist on these gardens alone and instead formed the center of a modest empire, extracting tribute from oasis tribes and trade caravans. When these tributaries rebelled, Zinn-Manir would send out armies and heroes blessed by the Lotus-Willow to quell them. Its Sacred Armigers, their bodies honed to peak potential by extracts of the Lotus-Willow, challenged and defeated Southern legends such as the brilliant Warchief Twelve Arroyo, the fabled Mirage Knight Rampant, and the monstrous Sirocco-That-Walks. The Magi of the city negotiated with desert gods and demons on their own terms, and worked the flowers and fruit of the Lotus-Willow into potent artifacts. Its people mined silver and turquoise from the mountains and hills and worked it into exceedingly fine jewlery. Scholars from across Creation would journey to the city to study in its hexagonal library towers, while much diluted Lotus-Willow extracts formed the basis of priceless medicines. Zinn-Manir prospered until its name was known throughout the South, and it was this prosperity that was its doom.

The Realm, ever hungry for tribute, heard tell of Zinn-Manir's bounty and coveted it for themselves. The Empress herself gave the order for the 19th Imperial Legion, "The Dancing Coals of Hesiesh" to subdue Zinn-Manir and bring it into the Realm's fold. It was the start of a grueling campaign, the legion, though expertly trained, found itself harried by desert warriors and sorcerous assaults, its supply line facing setback after setback. As for the Manir, their troops found their masterfully worked bronze arms to be poor defense against imperial iron and steel, and all but their most puissant Armigers fell to the Dragon-Blooded when they took to conventional combat. The conquest of the plateau-empire would take eight years, and after a siege spanning two of those years, the Realm finally breached Zinn-Manir's defenses and forced the Sacred Armigers to surrender. Zinn-Manir would have been made another broken satrapy, were it not for the poisonous spite that worked its way into soul the High Magi of the Lotus-Willow.

Gathering his most powerful acolytes, the High Magi pronounced a curse upon the Realm and indeed, upon all who were not of the Manir, for his heart had hardened against allied tribes that failed to deliver Zinn-Manir from its plight. On the first gibbous moon of Zinn-Manir's occupation, the Lotus-Willow darkened and withered. All of the Manir within the city, from the eldest to the youngest, who had eaten of the Lotus-Willow were twisted into prowling inhuman beasts, forever thirsting for the waters of the human body. These once-human creatures fell upon the Realm legionnaires in an orgy of violence. Not even the city's immigrant community was spared, the unlucky citizens torn apart by those they once counted as friends and neighbors. The legion general, Ledaal Ulisa, and her elite forces retreated to a fortress they had erected on a nearby hill for the siege, but they were eventually slain by sorceries called down by the now inhuman Magi. By dawn, not a single human dwelled within Zinn-Manir. The remnants of the legion retreated to the outlying regions of what was once Zinn-Manir's empire and wrote off the debacle as a pyrrhic victory in the Realm's histories, abandoning the city of Zinn-Manir to the desert. And so it has been for two centuries…

The Zinn-Manir that Is
In a southwestern plateau, the tribes of the oases speak of an unholy city, its gardens twisted and withered, its streets prowled by stalking horrors. They make signs against evil whenever the moon is gibbous, for it is then that the beings of this city skulk forth to spirit away living creatures and drink of their lifeblood until naught remains. They tell dark tales and make bitter offerings to this city, to Zinn-Manir, hoping to appease the Manir and avert further ruin.

Though it has been two centuries since its downfall, Zinn-Manir remains populated, after a fashion. The Lotus-Willow still blooms, and though its fruits are now sour to human palates, the folk of the city still cherish their taste.The abominations that were once the Manir breed true amongst themselves, and they continue to be a long lived race besides. The Sacred Armigers, their bodies rippling with muscle, still dress in their armor of petrified bark and wear their silver and turquoise circlets. The Magi still wear their ceremonial robes, pore over arcane texts, and tend to what remains of their gardens. But these are but perverse remnants of Zinn-Manir's culture. Its citizens prowl the streets as animalistic monstrosities, the eldest of them were driven mad and cruel by their transformation and younger generations have known nothing else. They scavenge food from the ruins of their once great city, setting up crude farms and gardens, but they crave the water that flows in the veins of humans and so abduct unlucky members of nearby tribes to drain of their lifeblood. The common Manir remember little of their ancestral legacy, while the memories of the Magi and Armigers are tainted by hate and pain. Vast troves of wealth lie in Zinn-Manir, either hoarded by the city's monstrous rulers or ignored by its equally monstrous commoners.

The outermost provinces of what was once Zinn-Manir's empire are a small but modestly profitable satrapy(referred to as Ulisa's Mesa on Realm maps) held by House Ragara, its main exports being silver and turquoise. Desert tribes pay tribute to the Realm while small communities descended from (still human) Manir can be found in settled areas, though they refer to themselves of the Uprooted instead of Manir(for their mutant kin hold no special mercy for them). Caravans occasionally pass through and are taxed accordingly. For most of its history under the Realm, Ulisa's Mesa has been a minor satrapy, regarded as backwater yet productive, though powers both local and foreign are beginning to stir.

Intrigues and Mysteries
The Satrap Ragara Ibana has begun preparing to the garrison expand her house's influence deeper into Zinn-Manir's former territories. Ostensibly, she wants access to the silver and turquoise deposits close to the Manir capital. In truth, House Ragara craves the arcane secrets of the Magi for its dark research. Ibana has begun hiring mercenaries to "cleanse" Zinn-Manir of its monsters, underestimating just how large and labyrinthine the city really is.

Not all of the Armigers devolved into monstrosities, several were away from the city when the High Magi completed his dread working. Some turned to brigandry against the Realm, while others quietly assimilated into the satrapy's Uprooted communities, horrified at what their city had become. One of the most powerful Armigers, called Ozmin, learned to disguise his powers and enlisted as a footsoldier in the legions to escape his homeland's cursed legacy. After a human lifetime of battle, at last an aged yet still strong Ozmin has returned to Ulisa's Mesa, homesick but unsure of what to do. He still has his old armor and powerbow (made of living wood cut from the Lotus-Willow itself) cached in an abandoned well on the mesa.

The Lotus-Willow still stands withered yet alive at the center of Zinn-Manir, but legends among the Uprooted say that it is not the only tree of its kind. Tales are told of saplings taken from Zinn-Manir in better times were carried to secret oases and outposts. Some of these tales are true, the Immaculate Order jealously guards one sapling, still miniscule even after centuries, while an isolated tribe at the far edge of the plateau bears signs of exposure to untainted Lotus-Willow fruit. The spirits of the desert know little of the Lotus-Willow's true nature besides what the Manir would tell them, and Heaven's records on the tree have been sealed deep within the Forbidding Manse of Ivy for centuries.

One of the younger Magi of the city has begun to show interest in the outside world, aside from hauling off captives to drain of their lifeblood that is. He sends forth bound demons to spy on the world beyond Zinn-Manir's walls and report back to him.

General Ledaal Ulisa died but did not perish. The fortress that was her tomb still stands atop its lonely hill, the location of a small shadowland called The Grave of Embers. The general and her elite troops linger as ghosts and occasionally raid Zinn-Manir in retribution for their gruesome deaths. Were they lucid, Ulisa and her soldiers could become great heroes in the lands of the dead. Alas, their minds are clouded by rage and death-terror. At times, Ulisa does not even remember she is dead. She still wields Talon of Embers, the red jade Direlance she bore in life, a treasure blade that House Ledaal would desperately like returned. The people of the plateau avoid the Grave of Embers as much as they avoid the city, for the mad ghosts sometimes mistake the desert tribes for their enemies or allies.

The Manir of the City
The common Manir are emaciated and hunched over creatures, their nails lengthened to claws, their eyes sunken and wide, their blue grey skin appearing almost mummified. They emerge only at night, for the light of the sun causes their skin to become uncomfortably taught and impair their movement. Their mouths appear constantly puckered, until they open wider than a human mouth should, revealing needle like fangs and a hollow tongue for draining blood. They do not need to drain human blood, but they crave it insatiably. During the earliest days of their change, the more lucid of them covered their faces in shame, a custom that has persisted among younger generations who ape their elders without thought.

The Manir of Armiger stock resemble their common kin, but walk upright and ripple with lean muscles. They still dress as they once did, but their armor is filthy and their robes ragged. They hold court amongst themselves in the ruins of their towers, not noticing how their debased practices are bestial mockeries of their once proud culture. They can channel essence, and have an essence pool equal to Essence x 10. Few are above essence 3. They all have at least one charm related in some way to the Lotus-Willow, some can grow trees from their bodies at astounding speed, while others can emit an intoxicating pollen that enthralls the weak willed. Aside from their native charms, many Armigers have access to evocations from their artifacts and know charms from Steel Devil Style or Righteous Devil Style.

The Magi of Zinn-Manir also walk upright, but are wizened unlike the Armigers. Like the Armigers, they wear the ragged garb of their old station. Thaumaturges all, they have access to the Emerald Circle of Sorcery and all know at least one spell (Unslakable Thirst of the Devil-Maw is a common control spell). They too have enlightened essence as the Armigers do, and possess charms related to the Lotus-Willow.
 
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