@Gamerlord Imagine a burning dust devil, with an immense almost-human figure in the center, its features obscured by the whirling sands. Though it now has chicken legs, thanks for that.
 
@Gamerlord Imagine a burning dust devil, with an immense almost-human figure in the center, its features obscured by the whirling sands. Though it now has chicken legs, thanks for that.
:D
Other than that amusing image it all sounds really neat, someone get this guy a threadmark! Unless you have other stuff, in which case make yourself a hub post with links to the other stuff so it only takes one threadmark.
 
I'd like to write up a few more homebrew before collecting it all in a hub thread post
 
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Are there any good Alchemical Exalted focused fics out there? I'd prefer not a Worm crossover, since I do read Alchemical Solutions and the Worm stuff is probably my least favorite part. Thanks
 
Are there any good Alchemical Exalted focused fics out there? I'd prefer not a Worm crossover, since I do read Alchemical Solutions and the Worm stuff is probably my least favorite part. Thanks
Maybe hit up Dif so he can fill your ear with Alchemical stuff, he'd be the most likely to know. You'll have to PM him, tho.
 
https://www.sacred-texts.com/neu/dun/swos/swos03.htm

Lord Dunsany is credited as one of the major inspirations for Exalted. I also saw some Revelations, specifically the Fall of Babylon the Great section. Though I suspect the former was inspired by the latter.

The city was primarily inspired by a nightmare I had about half a year ago involving God of War and Lovecraft's The Doom that Came to Sarnath(which was inspired by Dunsany as part of his Dreamlands Cycle). Though I did put in a bunch of biblical/biblical inspired "destruction of cities" imagery, such as The Book of Lamentations and The Destruction of Sennacherib.
 
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Q'solus, The Once Crawling City
In the shallows of the southwestern wyld stands a towering metal and stone step-pyramid, its zenith crowned with spires and minarets. The base of the superstructure is ringed by segmented metal legs, each tipped with massive iron claws for gripping the earth. The legs form a "skirt" hiding countless treads, each carved with wards and blasphemies against the wyld. The northeastern "front" of the city-machine still bears the mark of its creator, a sunburst in faded golden paint. This is Q'solus, The Crawling City, that in ages past burrowed into the wyld and left naught but Creation in its wake. Mighty Q'solus, which trampled the Court of the Copper Feather Raksha underneath and devoured whole the behemoth Hides-His-Name-In-Axes. Ancient Q'solus, which was venerable when the Scarlet Realm was young. Crippled Q'solus, The City That Crawls No More.

According to the mouldering scrolls kept by the city's priesthood, Q'solus was built millennia ago by a God-King who bore a golden third eye in their brow. Having inherited poor lands from their past life, this living god sought to create new lands to rule over. They spake their Word unto the wyld and the wyld was no more. Enraged at this, the wyld sent daggers and arrows shaped like giants and wyrms against the God-King that unmade the new lands as fast as they could create them. And so, the God-King constructed a great bastion against the wyld, that would be the demiurge of their vision, for they sometimes tired of the lands they shaped and wished to forge new ones from atop a high tower. This edifice was named Q'solus, and the God-King bade it to venture forth into the wyld and hammer it into shape. For countless years, Q'solus grew and changed into a mobile monument-city, peopled by folk brought from afar to witness its miracles and by humans the God-King was said to have created whole from the churning wyld. The God-King would leave their city periodically, at times returning wearing a younger body. And then one day, the God-King left and failed to return. The people of the city mourned and clawed at their flesh in sorrow, but continued to live in their wondrous home. The god-spawned nobles of the city set a long and meandering course back to Creation proper, for Q'solus had wandered far from the center in its long centuries. Without the God-King and their secret knowledge of Q'solus's heart, the journey was long and difficult. Eventually, tragedy struck, the people of the city began dying in droves of a plague brought from Creation. With several of its holy engineers dead, the mechanisms of the city began to fail and the mandala-gear at its heart ceased to turn. The people wailed in despair, and quivered in terror as great waves of crusader-raksha stormed into Creation outside the wards of the city. When the madness finally ended and the plague finally burnt out, Q'solus moved no more, the city lay immobile just as it was about to breach Creation proper. And there it stands to this day, its geomancy keeping out the wyld just enough for the surroundings to be livable.

Gradually, Q'solus's population recovered from the near apocalypse. Sorcerous descendants of the God-King still live, and assumed their role as the city's rulers and priests, calling themselves the Kin of the Orichalc Peak. They wear robes of silk and copper and masks with ingenious mechanisms that show caricatures of their emotions. Their theatrical glaive dances are considered by them to be the highest form of art. The memory of the God-King is still worshipped, as is the God-Of-Gods that the God-King themself revered. The commoners of the city have forgotten much of the lore of the God-King, but as they rediscovered the arts of iron and stonework they repaired parts of the city with stone quarried from the wyld and erected a crude lower city at its base. They still know certain proofs against the wyld and so the lucky among them save their souls from its depredations. When wyld barbarians come to pillage their home, they throw them back with half-functioning wonders and crude recreations of their former glory. When Raksha come searching for souls and amusement, they parlay with them and reach a peaceable accord or else tear the fae apart and scatter their graces to the winds. And so it has been for centuries, but now the city quakes under the unseen weight of a new age.

Intrigues and Mysteries

In the spire-laden peak of the city, where the sun-blessed nobility reside, a beam of light has burst forth from the temple-palace, shining into the night sky. Apocryphal texts claim that this signals the rebirth of the God-King and the city is awash with religious fervor. A claimant has already stepped forth and been proven charlatan, their battered form staked out for the Raksha to devour. Even so, ecstatic celebrants still wander the city's halls and the lower city, their skin dyed with vibrant yellow paints, even as factions form amongst the Kin of the Orichalc Peak over theological disputes.

Deep within the city, a sealed door has opened, its magics finally eroded after centuries of neglect. The door was carved with images both deific and demonic, and foul air pours forth from the unsealed chamber. A nightmare made flesh, still wearing the iron and orichalcum mask of its imprisonment now prowls the lower city and feasts on the hearts of the unlucky. It is T'simbirikan, The Inverse Sunbeam, and it claims to be the child of the God-King, sealed away for sins against its creator.

Not all citizens of Q'solus escape the wyld's touch. The God-King worked a certain resilience into their subjects, but this has faded over time for some bloodlines. The least mutated are accepted amongst commoners but shunned by the Kin of the Orichalc Peak. The most mutated flee into the wyld or the city's depths to escape fearful pogroms. One of these unfortunates has discovered the secrets of sorcery, once known only to the Kin of the Orichalc Peak, to whom he was born yet who also cast him out. He shapes minions from the wyld and summons demons from Hell. What he eventually plans to do with them, even he is unsure of.

A fragment of the city's god-consciousness has sputtered to life in the poorer parts of Q'solus. It grants whoever finds it insight into the city's workings, but grows increasingly insistent in its demands for "sun-blessed administrator credentials."

Long has Q'solus demanded tribute from the barbarians and mutants that dwell at Creation's southwestern edge. N'zalle, Gilded Marshal of the Kin of the Orichalc Peak, wishes to expand the city's reach. She raises levies from the commoners and vassal tribes and goes forth conquering in her half-functioning artifact armor. Her scouts have come across a southern kingdom far stronger than the stone wielding tribes she's used to facing, and her initial strategy has been met with stiff resistance from its bronze and iron armored braves.

A Guildsman has recently heard tell of The Once Crawling City, and has sent an expedition into the southwestern wyld laden with mercenaries and well-paid Raksha guides.
 
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I really like how 3e handles the Silver Pact and it's Elders. Making the lieutenants important and easily engagable hooks has served wonders for the shahan-yas and I think it's just super cool.
 
While we are on the subject of 3e lunar book.

I just adore the lore it gave for the sunken luthe. That place alone ignited my interesting in having western based campaigns. It is a location I want to visit as a Lunar or Solar.
 
While we are on the subject of 3e lunar book.

I just adore the lore it gave for the sunken luthe. That place alone ignited my interesting in having western based campaigns. It is a location I want to visit as a Lunar or Solar.

Yeah, turning it into Atlantis from the surprisingly enjoyable Aquaman movie made it a fuckton more useable as well as more fun to adventure around in 2E ever did.

What I'm really intrigued with is Mahalanka in 3E, though. And I kind of want to set a mortals game there, in knocked over skyscrapers and sprawling amphitheatres and all the culture and money and decadence, only for shit to really hit the fan prompting the players to Exalt.

Maybe some of Raksi's sorcerous workings start failing inexplicably, causing sizable disasters.
 
Prajnisthan, The City Within the Lamps
Scattered across Creation, there is a set of 144 identical oil lanterns. Each lamp being one cubit high and wrought from dark bronze and starmetal in the shape of a small, strange gazebo such as one might find on some dynast's estate. Scavenger Lords find them buried in the ruins of the Realm Before, in the reliquaries of temples, or in the shelves of antiquers. Lighting these lanterns causes them to emit pale red smoke that imparts strange and somewhat enlightening dreams to whosoever inhales it. Perceptive folk might notice the shapes of a wondrous city within the flickering flame. Most dismiss these lanterns as a mere curiosity, either letting them collect dust in some eccentric's collection or reselling them for a fraction of their true worth. For the secret of the lanterns to be revealed, one must attune to them, or else offer them a drop of blood from a sleeping ascetic, before lighting the flame. After properly igniting a lamp, those who gaze into its flames and inhale its now peach colored smoke begin to feel drowsy, yet also experience a sense of anticipation, as if they were about to hear the answer to a great mystery. They know not what the mystery is, but as they finally cross the barrier of sleep, they know that the answer was once Prajnisthan, the City Within the Lamps.

Those who let themselves slumber in the presence of the lamp awake in an eight walled courtyard, with the sky above the color of a particularly beautiful sunset. Stars twinkle in the sky and the clouds are dyed saffron by the light of the sun to the north. The courtyard's center is dominated by a gazebo that the oil lamp (called the Sage-Smoke Lanterns by those who dwell within the city) was a miniscule replica of. Leaving the courtyard by one of its eight passages brings one to Prajnisthan proper, a sprawling metropolis. The city lies atop a mountain, and beyond its sutra carved walls lies a barren, rocky wasteland that stretches as far as the eye can see.The city's skyline is dominated by arabesque spires and mandala shaped domes, inhabited by nobles, scribes, occultists, and priests. Mystics meditate atop pillars of painted basalt and sandstone, while the streets below are illuminated by orchid shaped street lamps. Small forest parks can be seen throughout the city, populated by seemingly tame animals who do not flee from hunters, and whose bones can be ground to form a potent entheogen. At its center lies the Sublime Temple of the Sage Penultimate, a grand tower with eight turrets jutting from its tip, its base crowded by countless lesser temples dedicated to gods and concepts long forgotten in Creation. This place was once among the holiest of holies, a place of enlightenment and learning for theologians and scholars from across Creation(and beyond). Now, it is a gilded, beautiful trap, its seekers of knowledge turned from enlightenment to narcissism and pride. Its miraculous architecture repairs itself from decay and damage, but returns subtly twisted and blasphemous. The mystics of the pillars meditate in search of new ways to wreak destruction upon each other. The creatures of the forest parks submit to consumption yet devour in turn those who violate obscure taboos. It is Prajnisthan, and it is holy no more.

The scribes and priests of the city once cooperated amongst each other, all in search of The Shining Answer. Though they worked in different ways, and many were not of the same race, they all agreed that The Shining Answer was their goal and none should refuse to tell their compatriots of their discoveries. All paid homage to the Sage Penultimate, first among equals, who bound their disparate doctrines together with his healing words and kind gaze. The people of the city ventured into Creation and stranger places in search of clues to The Shining Answer, sequestering their found knowledge within the city's archives. Its astrologers catalogued the movements of the strange stars in the city's eternal twilight, hoping to divine some hint of The Shining Answer's nature. One day(or as the inhabitants of the city reckon the passage of days), the peace of the city was shattered. A young acolyte entered the Sublime Temple of the Sage Penultimate bearing a sealed tome from her homeland. The acolyte's homeland was widely regarded as a deeply inauspicious place but still possessed of immense knowledge regarding The Shining Answer. As the Sage Penultimate read the tome to himself he began to sob uncontrollably, wracked by sorrow beyond sensation. The young acolyte kissed him upon the brow, for it is her nature to love those doomed to dark fates, and left him to his despair, trotting out of the city on cloven hooves. Jaded and broken, the Sage Penultimate sealed his inner sanctum, its doors immovable to this day. The scholars of the city, not knowing the reason for this isolation, began to quarrel amongst each other. The leaders of the sects claimed to have received personal messages from the Sage Penultimate declaring each other apostate. The factions began to withhold their knowledge from each other, beginning a cold war that eventually turned bloody. Fanatic assassins slew students and teachers of rival sects, burning or stealing their scripture in search of The Shining Answer. High Priests disemboweled their rivals (or themselves) on the steps of their temples, reading haruspices from their entrails. Sorcerers unleashed arcane horrors upon one another. The libraries and speaking manses of Prajnisthan were converted into fortresses and charnel pits. Eventually, the city settled into a state of skirmishes and shadow wars. Larger than many kingdoms, it as been carved into multiple dominions and no-man's lands. And so it has been for decades beyond counting.

Intrigues and Mysteries
The city is not solely populated by scholars and mystics. There was a huge population of lay citizens who worked to support the rulers of the city in their search for enlightenment. When the mystics devolved into sectarian war, the people of Prajnisthan either picked sides or fled to the remote parts of the city. Some now form the rank and file of the various cults, serving them as their ancestors did. Some fled beneath the city, to its subterranean cellars and waterways, becoming something other than they once were. Others left the city for the wastes and mingled with the Beings that had dwelled their since before Prajnisthan came to be. Many wander the city's streets as barbarian tribes, ignorant of the true legacy of their home but retaining a small kernel of truth in their oral histories. Three and twenty years ago, The Blood of The Dragons ignited in a girl of the urban tribes. Wary of the occultists dominating the city(several of whom also bear the blood of the Elemental Dragons), she bided her time and has formed a coalition of several tribes. Her lieutenants urge her to burn the strongholds of the sects and claim the Sublime Temple for herself.

The Erudite Castellans of Gaia, one of the countless factions that vy for control of the city, have turned a new monstrosity forth from their birthing rooms. A draconic and elephantine behemoth, equal parts animal and elemental phenomenon, was driven mad by its impossible biology. It has rampaged through the domain of the Castellans and made a nest of their gardens. There it slumbers in torpor, occasionally waking to rampage about the city. The Castellans contemplate destroying the beast, but quarrel over how much resources to devote to its euthanasia. Others argue to yoke it to their will(ignoring the fact that it escaped such enthrallment before) and use it to crack open the vaults of their enemies in search of The Shining Answer.

One may leave the city by sleeping within the courtyards they arrived in(of which 144 dot the city), awakening where one set the Sage-Smoke Lantern(or else where the corresponding lantern now lies), but this is not the only way. The wastes where Prajnisthan lies are convoluted, their spacial relation to Creation warped by some great working in an earlier epoch. Paths to Creation, and stranger locales, can be found. Prajnisthan too, can be found from Creation and elsewhere by discovering the hidden routes. The scholars of the city sometimes venture forth into Creation in search of knowledge, not caring who or what must be destroyed in their quest for enlightenment. Those who leave the city must take care to slay, bargain with, or hide from the Beings of the Wastes. Tall and gaunt, with long crystal-studded limbs beneath their tattered cloaks, the Beings of the Wastes wear colorful masks to hide the gaping voids where their heads should be. They enthrall unsuspecting victims with dance-conjured vision-rain and harvest their lower souls for their own weird purposes.

Parts of the city have no consistent architecture, shifting like some living organism. One may round a corner, which unbeknownst to them changed its destination merely five seconds prior. Stairs leading up from the ground floor may deposit one on street-level five blocks away. This architecture was once consistent in its inconsistency, forming elegant recursions upon itself as a form of meditative aid. Now, the workings powering the living architecture have begun to fade and they form shifting mazes that can spit one out on the opposite side of the city from where they want to be.

The Doyen-Prince of the Jade Hearted Scribes has found his way into Creation's center by some accident of destiny, and been stranded there. He now resides as a curiosity in the household of an eccentric dynast, who sends out agents to search for a way into the City Within the Lamps. He has underestimated how puissant and dangerous the city's inhabitants can be, and his expedition plans are woefully lacking.

A Chosen of the Maidens once kept a manse within the city, a summer retreat stocked with curiosities. He left the manse before the city descended into anarchy and was slain during the Usurpation. His successors have so far ignored the strange dreams of the city in favor of their duties in the Bureau of Destiny, but the memories remain tempting. In the meantime, an agent of The Sleepwalker has wormed his way into a coalition of several powerful sects, and now eyes the abandoned manse.

The knowledge of Prajnisthan does not all pertain to the Shining Answer, vast repositories of sorcerous tomes and artifacts can be found locked in the vaults of its warring schools or left to gather dust in its abandoned buildings.

The Sage Penultimate still dwells within the upper level of his Sublime Temple and can sometimes be glimpsed from the balconies, his eyes dull red pinpricks of hate. He wears the cloth of starmetal thangka robes of his station, now stitched with blasphemous icons of decadence. A withered and hateful thing, he still wields immense sorcerous and martial power, sending out winged messenger-things from his spire to make his will known. His personal order of Scholar-Knights, the Tyrian Quills, still dwell within the tower, the latest generation in a succession of zealots. The Quills sometimes crusade into the city, slaying creatures or granting boons according to the mad whims of the Sage Penultimate.
 
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Gramdal, The Sword that Fell from the Firmament
Within the modest northern city of Scabbard lies an open air temple, frequented by the nobles of the city every eighth day. The object of their worship, bedecked in chains of electrum and offerings of flower wreaths, is a boulder pierced by a sword of singular beauty. A straight sword of steel and starmetal is embedded up to the hilt in the boulder. Buried within the rock, its blade is etched with the image of a tree-constellation, each star-notch shining faintly. It is the daiklave Gramdal, The Sword that Fell from the Firmament, and it is the god-weapon of Scabbard. It fell from the night sky in ages past, witnessed by nomads who settled around its resting place. Whosoever draws the sword from its earthen sheath is wielded by the weapon, forged into its protector-avatar to channel its destiny warping powers. Scabbard has used the sword to defend itself from invasion multiple times, and many storied nobles have wielded the blade's powers to extend the city-state's domain. They take care to return the sword in a timely manner, for mortals who bear it for too long find Gramdal's power cutting away their mortality, leaving them alien to their friends and family. Recently, the oracle-priests, who grasp the sword's hilt but do not draw it, have been whispering ill omens among themselves, speaking of jealous deities from Yu-Shan and the depredations of Anathema.
 
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So does it mean it's no longer a dystopian beastman abode, where descendants of ancient dragon-blooded are the pariah class?

Pretty much. Instead it's more a multi-beastfolk coalition that lives UNDAH THE SEA in a still very technologically advanced Luthe. Also one of Leviathan's lieutenants and heralds is a Water Aspect Dragonblood.

My only real misgiving about Luthe is that it's only easily accessible for Lunars, given their shapeshifting allows them to access both the air and water sections without needing artifacts or sorcery, but it's still a hell of a lot more viable than the 2E version.
 
Pretty much. Instead it's more a multi-beastfolk coalition that lives UNDAH THE SEA in a still very technologically advanced Luthe. Also one of Leviathan's lieutenants and heralds is a Water Aspect Dragonblood.

My only real misgiving about Luthe is that it's only easily accessible for Lunars, given their shapeshifting allows them to access both the air and water sections without needing artifacts or sorcery, but it's still a hell of a lot more viable than the 2E version.

Earlier in 3e's development, there were supposed to be a few new aquatic themed exalt types. They eventually got cut, but might appear later in the edition.
 
Earlier in 3e's development, there were supposed to be a few new aquatic themed exalt types. They eventually got cut, but might appear later in the edition.

The Niobraran League weren't really Exalts, just a coalition of undersea races that existed before the Primordial War and warred with the Exalted Host after the Primordial War and the Exalted's conflict with the Lintha.

The Niobrarans do get a shot-out in the Luthe write-up as well, and apparently will be explored in Exigents, as well.
 
Was Oramus changed at all by his defeat? Like all the other Yozi were changed in very fundamental ways, to the point that they can't really be called the same beings anymore. But as far as I can tell Oramus just got locked up in his wings? His capabilities changed, but not who he was as a person
 
The Niobraran League weren't really Exalts, just a coalition of undersea races that existed before the Primordial War and warred with the Exalted Host after the Primordial War and the Exalted's conflict with the Lintha.

The Niobrarans do get a shot-out in the Luthe write-up as well, and apparently will be explored in Exigents, as well.

The Niobraran League had various exalts among them(Lunars, Water DBs, Solars, etc) and had the Spoken, who were a now extinct uniquely inhuman exalt type based on sea monsters like Charybdis and Keto.
 
Was Oramus changed at all by his defeat? Like all the other Yozi were changed in very fundamental ways, to the point that they can't really be called the same beings anymore. But as far as I can tell Oramus just got locked up in his wings? His capabilities changed, but not who he was as a person

Primordials only drastically change if you kill their fietch souls. Malfeas's and Adorjan's themes are radically different than Theion and Adrian because their fietch's were killed(though the fact that Theion had two feitches, Ligier and Ruvelia, offset some of the damage). Conversely, Ceceylene and She Who Lives in Her Name were always a legalist desert and a hierarchy-obsessed amalgamation of crystal spheres, but after parts of their soul pantheons were destroyed, they respectively became a bitter social darwinist legalist desert and a less pleasant hierarchy-obsessed amalgamation of crystal spheres. Oramus has been bound and his soul pantheon mutilated, but he's still Oramus. His persona existed before the Divine Revolution and his themes remain more or less the same, he's just been trapped by his own impossibility.
 
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