What do you dislike about the anima power? Is it too underwhelming, not interesting enough?
Yes to both. Anima power should be at least as powerful as a charm, and should also exemplify what makes the particular caste unique. The best anima powers are mechanically simple, yet multifaceted, clearly relevant in a variety of situations. All you managed with this one is mechanical simplicity, and even that is marginal. What can a Parhelion actually go out and DO, which makes them distinct from a mashup Three Panel Soul - The Writing Process of Twilights and Zeniths?

The Immaculate sidebar's description of the Craven goes against one of the basic criteria for exaltation:
The Exaltation demands heroes. Exaltation is a fundamental alteration of destiny, turn a mortal into a semi-divine weapon. To be capable of benefiting from the Exaltation's power, the Exalt-to-be must already have an important destiny. No Exalt is unwilling to wield his power. The Exaltation is not a rational or moral force, though. It simply seeks out beings who can and will wield divine power. It could descend on the most pious of hermits or the most immoral of rascals, so long as the chosen one is of consequence to history and will put its might to use.
 
Shaking the dust from his decaying form...



So... Yeah. This is a deliberate divergence away from some of Exalted's core thematic spaces and that of Solars. And, bluntly? It is a terrible idea for the game at large. You don't need an entire caste to do this- some magical title or concept to explore the wisdom of power and the lack of- You just need a storyteller and players who are willing to tackle those questions. Fundamentally what your homebrew caste is, is a mnemonic device to get yourself/others interested in exploring a thematic space that Solars apparently don't do right off.

So why is it terrible? Two reasons: One is that you're trying to evoke too much World of Darkness in Exalted, when it doesn't have the same morality mechanics as WoD- it has Limit Break instead, with the conceit of "You are supposed to get into trouble and your big soul gets you in trouble."
I'm having a hard time seeing how exploring philosophy, morality, and/or ethics is uniquely suited for the World of Darkness or unsuited for Exalted. Dealing with the consequences of your actions is explicitly one of Exalted's themes.

The second reason ties into the first- a Solar who is inward focused leads to inactivity, which is a terrible idea for a game about high-action status-quo shaking demigods. You can be a philosopher king by being any of the extant solar castes.
The inactivity issue is one that I found hard to work with, I'll admit. I tried to spell out that Parhelions still had to be an active part of the world, not just navel-gazing in the wilderness. But combining contemplative self exploration and actively working to change the world is a tricky needle to thread. I am open to advice on how to better spell that out.

However, I do find it odd that you object to this caste because any of the other Solars can be a philosopher king. While that's true, it's also true that any Solar can be a priest king, or a sorcerer king. Solars really aren't limited by their castes, and just about any caste can perform another caste's role with little difficulty. Seriously, just about every Solar is supposed to engage in high-action wuxia-style combat, why do we need a Dawn caste to fill that role? Just about every Solar is expected to become a leader of men, what's the point of the Zenith?

Castes exist as a quick shorthand to help identify the role the player wants their character to fill. They exist to give the player something to build off of, to signal to the storyteller where the player wants to go. All of the castes are, as you put it, a mnemonic device to show the player's interests. Any Solar can be a philosopher, but none of the existing castes have that as a theme. Is that strictly necessary? Maybe not, but does it take away anything from the other castes to have that conceptional area staked out?

Yes to both. Anima power should be at least as powerful as a charm, and should also exemplify what makes the particular caste unique. The best anima powers are mechanically simple, yet multifaceted, clearly relevant in a variety of situations. All you managed with this one is mechanical simplicity, and even that is marginal. What can a Parhelion actually go out and DO, which makes them distinct from a mashup Three Panel Soul - The Writing Process of Twilights and Zeniths?
The initial idea was that rigorous self reflection fortified the Solar's mind against the social effects of others, not just helping to ignore people but to also help debate against their arguments. As well as providing defense against illusions and other mind-altering effects. This could be beefed up a bit by straight adding (Essence) to the Dodge MDV and Parry MDV, but I was concerned that was a bit too much a boost when combined with existing Solar Charms. Now I'm concerned with the boredom factor as well.

The Immaculate sidebar's description of the Craven goes against one of the basic criteria for exaltation:
The Immaculate sidebars are propaganda spread to paint the Anathema in the worst possible light. Why would they be accurate to how Exaltation actually works?
 
Snacktime with The Saint of Promised Silence (TW: Deathknight stuff)

Darker Version Here
 
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The Immaculate sidebar's description of the Craven goes against one of the basic criteria for exaltation:
Yes, I entirely agree, unlike the sidebar for the Wretched which is entirely correct that the Night caste are all Appearance 0 gremlins who burn in sunlight.

okay actually having seen what new exalted players do with night caste stealth charms (stand in corners and do nothing for entire sessions mostly) i can actually buy that nevermind complaint retracted
 
okay actually having seen what new exalted players do with night caste stealth charms (stand in corners and do nothing for entire sessions mostly) i can actually buy that nevermind complaint retracted

Not true! We also botch catastrophically while trying to be stealthy and accidentally piss off a River Dragon infected with Puppeteer's Plague!
 
Ah you mean a new caste for solars that lets them focus on inner thought? Time to boost all my integrity rolls with stunts where I head butt it until it goes away. Wyld? SMASH. Counter Arguments? SMASH. My circle begging me to please stop head butting heads of state? SMASH


What you expect from exalted: Powerful squad of demi gods who fight for their own ideals

Exalted in Play: The entire party shares a single brain cell. If you added up all their int scores it would equal five. God helps us all.
 
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You're talking to the guy who sees that its technically rules legal to stunt every action you take and receive the motes/willpower from that, that is how he pays for it.
 
You're talking to the guy who sees that its technically rules legal to stunt every action you take and receive the motes/willpower from that, that is how he pays for it.
For my part I view it as not only rules legal but beneficial to the game, and that stunt rewards should be calibrated accordingly.
 
You are ignoring content by this member.
Once again I prove that Solars are truly the worst out of all the horrible Exalted types by having my new Night Caste character pull a reverse Parasite by stealing a woman's identity while locking her in her own house's safe room as a prelude to undermining and dismantling the rest of the aristocracy in the area.
 
how in the hell is it beneficial to the game that you can stunt brushing your teeth and get motes from that
'Every action' down to the level of brushing your teeth before bed is, so far as I know, an inaccurate hyperbole even of Chung's position, but I do genuinely believe that it is to the game's benefit to encourage stunting every mechanically significant action, preferably with more 2e-style criteria for what qualifies as a stunt and what tier it is; that is, binary, objective, and easy to clear bars like 'does it incorporate the environment' as opposed to 3e's more nebulous 'cool, cooler, coolest' division. It serves as a straightforward and omnipresent incentive to players to lean in to the game, to engage with and embellish the scene. It takes some of the load off the ST by offloading some of the scenesetting onto the players by giving them dramatic editing privileges (something conspicuous by its absence in 3e RAW), and it serves as a set of signposts to inexperienced or nervous players to how to dig into playing the role of a larger-than-life hero.

That said, decoupling mote gain from stunting would be part and parcel with that recalibration of stunt rewards I mentioned. Personally I'd prefer ES' anima hack or just a flat mote gain, as 3e does.
 
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Stunts lose value with repetition. Sure, I might be willing to accept that someone could keep Perfect Mirror continuously active for a week or more, with charmtech and/or drugs to mitigate the need for sleep, but how about a time skip of, say, a year? That's ten and a half thousand hours, not counting Calibration. How many distinct excuses can you really come up with for slipping away to re-powder your nose every 54 minutes?
Develop an expansion chasm to make it indefinite.
And if the ST disallows that, for the same basic reason they forbid physical perfect defenses lasting longer than one action, what then? There's also the issue that it fails outright against the entry-level lunar perception charm Eye Of The Cat.
 
How I have it in my game is that good stunts will waive the costs of some charms that are below 5m. It encourages the party to flex the smaller stuff like Whirling Brush Method, Graceful Crane Stance, etc.
 
And if the ST disallows that, for the same basic reason they forbid physical perfect defenses lasting longer than one action, what then? There's also the issue that it fails outright against the entry-level lunar perception charm Eye Of The Cat.
The ST can disallow it like they can disallow any charm, canon or custom, but the issue is not anywhere near the same, as you youself have pointed out.
 
Wwweeeeeeeeeeeeeeellllllllllllllll...

Technically, there are sorta "scene-length perfects;" it's just that they only mean "after the first activation, you don't need a charm activation to use this in this scene." You still need to pay motes and be aware of the attack, but it does help crush the "won't do anything" aspect of Paranoia Combat, if not the mote-conservation insanity.

That being said, there's only one charms I know of like this, and it belongs to 2.X Silver Prince, i.e. "one of the 'all-solar-charms' Deathlords."

Which says something about scene-length perfects, even if they do retain a several-motes-per-attack cost.

Speaking of Deathlords, WTF? I mean, at first it seemed storyline-reasonable, because they have a Shard of Neverborn inside them and were once Solars, and it made sense in the first book, since they only had Solar Charms at that point... but after the Mask of Winters, they came out with the Silver Prince and didn't bother reworking them? All Solar and Abyssal Charms?

I know the forums have been complaining about this for a while, but aaaaaaagh. It's always made sense that the Deathlords could solo the rest of the underworld (how else could they rule it so completely?), but they made rules for the dragonbloods in the enemy section. Why not say "they have some charms that are equivalent to solar effects" (preventing power creep) and "but they can only use them in the underworld" (explaining why only the Mask of Winters in insane enough to wander out of the underworld openly- he has Juggernaut)?

I know people houserule it, and I've long since accepted that as required, but after reading 2.X's Underworld book, it's finally hitting me that they didn't have to stick with the Mask from the Core as the standard for Deathlords. I don't know why, but...

I'm going to leave this rant in the post, but I apologize for beating the undead horse. I don't know why it's bothering me so much after years of accepting that the Deathlords-as-written are stupidly balanced per canon.

...although, 1e had stats for all of the canonical DLs, and people simulated them and found they STILL couldn't kill the Unconquered Sun. Am I remembering this right? I could have sworn 2e's Glories was the first time the Incarnae were statted, but... Did they stat the Lion out in 2e? I ask because, aside from the "All Solar/Abyssal Charms," if you accept the Deathlords as insane lunatics who drag their feet while working for Oblivion and fight each other, they actually work, statwise and story-wise.
 
First edition did not have stats for the Unconquered Sun and only had the First and Forsaken Lion and the Mask of Winters statted. It also assumed most of them psent more time fighting each other than plotting for the cause of Oblivion, the Mask of Winters in his depictions seems almost uninterested in it.
 
The ST can disallow it like they can disallow any charm, canon or custom, but the issue is not anywhere near the same, as you youself have pointed out.
Why should such an upgrade be allowed at all, though? For a discussion to have any meaning, we need to agree on some basic premises about the subject, rather than dismissing any conceivable counterpoint with an appeal to hypothetical custom content. #1124; Mind the Everything Perfect Mirror explicitly notes in the charm text that it has a shorter duration and higher cost than it's prerequisite, implying that was a significant consideration in the design. Those magical disguise effects have limits on purpose, so that a sufficiently dilligent security system can still pose non-trivial challenges.
 
First edition did not have stats for the Unconquered Sun and only had the First and Forsaken Lion and the Mask of Winters statted. It also assumed most of them psent more time fighting each other than plotting for the cause of Oblivion, the Mask of Winters in his depictions seems almost uninterested in it.

Thanks. I think I found what I was remembering (it's the right wiki, at least). I probably shouldn't have been posting at... 5 in the afternoon...

It says something about me that my more incoherent posts are during the day, instead of midnight, doesn't it?




 
how in the hell is it beneficial to the game that you can stunt brushing your teeth and get motes from that

It's not, which is why mote recovery shouldn't be tied to stunting. If you tie mote recovery to stunting, this creates an incentive for the player to do "pointless" stunts, like narrating how they loot the bodies of the dead bandits they just mowed down in excruciating detail because they want to regain motes. Or narrate how relaxing it is to wander through the forest admiring the scenery and interacting with the flora because they want to regain motes. Or narrate exactly what they're doing to hunt small game, prepare it and use it to cook dinner because they want to regain motes, then narrate eating dinner because they want to regain motes. Then narrate playing their bamboo flute while enjoying the sunset because they want to regain motes. Etc, etc, you all get where this is going. All of this is a waste of time. Every half hour spent narrating things you can probably just skip right over and would happily agree to skip if you didn't need to generate motes is wasted valuable gaming time you'll never get back.

It's one of those things where it's rules-legal and the only actual thing preventing it from happening is nebulous GM fiat, the "you're obviously doing this to get motes, please don't" approach. Any case where the incentive set up by the system leads the player to try to game the system, the GM has to spend effort to shut it down and the result of the two parties' force of personality contest meaningfully affects gameplay is bad. There shouldn't be a system-driven set of conflicting desires where "I want to stunt every single pointless thing to get back motes" runs into "I don't want the player to stunt every single pointless thing, I want to get to the next interesting scene omg wtf". The incentives for the player and the GM should harmoniously align to encourage correct gameplay.

You can tell which side of this I've been on in actual play, yes? I assure you, it's as annoying as it sounds.

The entire reason the mote reactor hack mentioned above exists is to (in conjunction with the style specialty hack) recalibrate the stunting incentives, remove the perverse ones and give the player an easy framework to use when it actually matters. You get motes regardless of how you stunt, so stunt only when you the player think it adds to the scene to do it. You gain style bonuses when you stunt using one of your style specialties, so you're encouraged to stunt whenever your styles would apply, which is definitionally in cases where it's your dice roll and you care about bonuses like combat or high-stakes negotiations. There is no incentive to stunt outside of these circumstances besides "I like the sound of my own voice", which is out of scope of the ruleset to solve.

tl;dr: The stunt rules are bad. It's Exalted, what did you expect? You should probably fix this if you're going to run Exalted for some reason and your players are the slightest bit optimization savvy.


How exactly do you propose to pay 10m 1wp every hour without a 6-dot Cult, or perform 6-minute Simple charm activations while sleeping?

Cheese-stunt for resources whenever you can (I highly recommend Unhesitating Dedication or whatever it's called, Solar Integrity, for auto-upgrading your stunt category for purposes of resource recovery, kek), and only activate the charm (Vanishing from Mind's Eye or the Night Caste anonymity anima power is acceptable too) whenever you're "on camera". If you're not "on camera" and participating in a scene you don't need to activate it, you can just assume your character is using their normal stealth/disguise skills which do not cost resources since nothing interesting is happening to them and they are not interacting with anyone or anything meaningful. Revel in your anonymity. Ideally, pick a different identity every scene because you have no reason not to, unless doing so would lead to greater advantage. Bonus points for [BAZINGA].



This is actually hilarious and fun to play. Your GM will try to kill you IRL if you do. Don't actually do this unless it's a troll game and everyone around you is in on the joke.
 
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The Daxtlal Wilderness

In the temperate and semi-tropical rainforests southeast of Thorns, a multitude of table-top mountains jut from the earth, shrouded in greenery and waterfalls. The tribes and village states who live below believe these mesas, called The Pillars, to be the houses of the gods, and in many cases, they are right. Barriers between mortals and the gods are thin here, for the spirits who dwell atop the mesas take a material form and visit their worshippers with regularity. In the grand scheme of Creation, most are young and weak gods, who know not and care not of the intrigues and workings of distant Yu-Shan. But to their worshippers, they are numinous radiances, distant and glorious guides, and in some cases divine rulers.

Atop the mesas, those considered mighty among the spirits of the land keep their sanctums. They manipulate the wildlife so each mesa has different flora and fauna from both the lowlands below and the other mesas. The pilgrim paths leading up to these pillar-mountains are dotted with idols and God-Blooded descendants of the spirits maintain wayshrines and hamlets where worshippers are tested on their worthiness to ascend. The half-god animals of the peaks sometimes venture below, sending the local mortal tribe or village-state into a frenzy of religious zeal to either kill, propitiate, or tame the beast.

Proper roads are scarce, the region considered mostly inaccessible by the outside world. Bordered on the southeast and northwest by proper mountain ranges, and leagues of unexplored rainforest in the north and south, the region is simply a featureless expanse of trees on most outsider-made maps. Still, water-ways and stone highways of ancient make connect the Daxtlal Wilderness to the outside world, should one manage to find them. In the depths of the wilderness, there are places where even the tribes and their gods fear to go. In that stretch of the wild, called The Un-Reaches, stand the ruins of long fallen civilizations, weathered but defiant in the face of dead ages. And beneath the shadow of these ruins lurk old and forbidden things.
The Daxtlali peoples, a number of tribes and village-states, most having little or no access to metalworking, are the dominant cultural group. A chimerical dialect of Riverspeak and tribal tongues is the primary language. When times are good, they trade and freely mingle with each other, when times are lean they raid each other for resources and grisly trophies to offer up to the spirits.

Wooden longhouses and huts are the primary form of architecture, arranged in geomantic patterns such as starbursts or spirals. In most cases, a hereditary chieftain or headman rules the tribe or village, with heavy input from the local shamans and gods. Some river or lake tribes build settlements on stilts and crannogs, the chieftain and head shaman residing in palatial houseboat-shrine that is regularly rebuilt. They practice slash-and-burn agriculture on small plots cleared from the forest, growing tubers, sugarcane, rice, peppers, and cacao. They supplement their diet with fish and game, or in some cases chicken, goat, and a form of domesticated pygmy deer. Malachite and copper, mined from the hills, forms the basis of most jewelry. Where waterfalls from the Pillars fall, the mud is collected and worked into distinctive celadon ceramics, in some cases strong enough to serve as material for armor with the right blessings or thaumaturgy.

The Daxtlali believe themselves lucky for their proximity to the sacred Pillars, and the local spirits play a heavy role in their lives. They send shamans, prospective chieftains, braves, and omen-touched youths up the pilgrim paths to serve their patron gods for a time, some never returning and spending the rest of their lives as servants, pets, or lovers. Those who do return often do so with supernatural blessings and minor wonders. Manifest lesser gods and elementals regularly enter the Daxtlali villages as advisors to the chieftains, some ruling a tribe or village in all but name for period. Others are simply part of a village's everyday life and chores, laboring with their worshippers and getting intoxicated on crude alcohol made from fermented fruits when the day is done. The Daxtlali usually see spirits and god-blooded as a higher, "truer" form of person, of whom mortals are facsimiles or descendants. Some tribes sacrifice war captives to the gods, decapitation being the primary method of execution. Other tribes press captives into slavery on shrine farms, forcing them to labor under the watch of the local agriculture spirit and its shamans.

Like many Threshold cultures, the Daxtlali oral histories date the beginning of the world to the Apocalypse, when the Old World destroyed itself in disease and warfare with the lands of faerie. Foreign trading posts have popped up over the centuries(most going native or failing), so some of the more worldly tribes and gods know bits and pieces of information about the outside world.

Tseleth, The Sibilant City

At the region's western edge, where the Pillars give way to true mountain highlands, the small villages and hamlets of the tribal Yzica people go in reverent fear of the monumental stone and crystal spires of Tseleth, the Sibilant City. The cyclopean structures tower over even the greatest longhouses of their village chieftains and the inhuman beings who dwell within ripple with muscle and scales. And despite this fear, the Yzica worship the alien rulers of the Sibilant City, for they drive off raiders and enemy gods and teach them the fundamentals of civilization. Their medicine women tell stories of the great saurian emperors at the dawn of time, of their clutches of eggs that were abandoned during a great cataclysm, leaving the young to hatch prematurely. These tales hold a sliver of truth, for the beings of Tseleth are semi-enlightened Dragon Kings.

The architecture of the Sibilant City seems bizarre to human eyes. There are stairways that lead to nowhere, rooms with irregular dimensions, and streets that seem to wind through the city on nonsensical routes. Statues in the Sibilant City appear to look as different things from different angles. Bridges wide enough for only one to walk on connect towers to each other and the ground. Water diverted from a nearby waterfall and river flow through canals, sometimes interrupting the city streets. Multihued crystal grows throughout the city, between cobblestones, up the sides of buildings, and even upon Dragon King ascetics who have spent weeks in meditation. A great irregular citadel-manse towers over the city center, its walls studded with abstract mosaics and reliefs. Ancient artifacts reside in the citadel vaults, but many are secured with wards that none among the living know how to open. Magical infrastructure can be found throughout the city, but much of it is devoted towards mundane purposes(such as lighting) or to esoteric functions(such as balancing a sheet of gold leaf entirely on its edge). Beneath the city lie nurseries, animal pens, fungal farms, and more mundane dwellings. Though at a glance it appears deserted, Dragon Kings can be seen in odd places throughout the city, engaging in weird rituals.

The Dragon Kings of Tseleth possess reason but little of their ancient memories. The austerities and rituals they perform aid greatly in recalling their immediately preceding lives, but they can only recall the memories of distant ages past with great difficulty. Only a few can recall the distant First Age, and the gaps in their memories are a source of constant distress for some. These nascent Dragon Kings, called the Initiate Priests, corral and herd their Jungle Stalker brethren, keeping them on the right path. Through ritual mysticism built into Tseleth's urban culture, Stalkers can often recall the life before their current incarnation, but anything before that is clouded, they require the aid of the Initiate Priests to provide a greater sense of continuity between their lives. Initiate Priests also search for relics of the Time Before, that they might act as touchstones or catalysts for their enlightenment. They fight ferociously when threatened, some disregarding their own lives with the knowledge that they can easily regain the memories of their previous life after rebirth; Initiate Priests are more cautious but also more skilled. Through weird sciences and enchantments upon the city, they ensure that their souls reincarnate within eggs laid in the Tseleth.

Guiding them in the search for enlightenment are the Penultimate Lords, ancient Dragon Kings, more god than creatures of flesh, who periodically enter stasis crystals to extend the lives of their physical vessels. The Penultimate Lords are powerful, alien beings, delaying their own apotheosis to guide their lesser brethren. To different onlookers, they each appear as different breeds of Dragon King, and sometimes even as great dragons from different angles. On the few occasions they have displayed their power, they have demonstrated control over saurian wildlife, power over the elements, and the ability to change into draconic behemoths. They could easily rule more than just the Yzica, but so alien are their thoughts and wants that they care little for temporal power, instead concerning themselves with arcane and seemingly illogical things such as contemplating natural disasters or raising butterflies. For centuries they had lain dormant, meditating while entombed in crystal, until shortly before the Contagion, they were awoken by the half-feral Dragon Kings who still lived in a dilapidated Tseleth. Though their minds were still foggy from the hibernation, the Penultimate Lords managed to restore a fraction of Tseleth's former glory.

Within the central citadel, in a wing apart from where the Penultimate Lords reside, lies the tomb of Perfected Condor, an ancient lawgiver. Known for his many wars against other Solars and Dragon Kings on behalf of Tseleth (for the Penultimate Lords were considered schismatics by many other Dragon Kings), the ancient solar is revered as a guardian deity.

Once, there were over twoscore Penultimate Lords, but they could not delay the deaths of their physical vessels indefinitely. Now there are only three, and two of them are nearing death. The Age of Sorrows has been unkind to the Sibilant City, the ancient enchantments upon Tseleth are failing, fewer Initiate souls are reborn within the city, instead reincarnating abroad into a near animal existence. The Dragon Kings do not know how to repair the city.

The Penultimate Lords are primarily spiritual guides, not technicians, they were only able to just barely keep the city functional after the Contagion and Crusade. They send Initiate Priests with Stalker and Yzica servants into the wider Creation, searching for lore and artifacts with which to keep Tseleth a place of enlightenment instead of ignorance. It is said that Slays-Ignorance, a long dead Penultimate Lord was once a missionary to a far off land called Denandsor, bringing with them a cache of knowledge with which to enlighten the world.

The Unfolding-Dragon-Way

The Dragon Kings of Tseleth follow a philosophy that is unique to them in the Age of Sorrows(though perhaps was once more widespread in times gone by). Instead of revering terrestrial gods (who are only worshipped on a transactional basis), they worship the concept of Becoming or "Unfolding". They offer their utmost reverence to their own spiritual development, rising from unenlightened Stalker, to reborn Dragon King, to forms stranger still. They call the highest levels of spiritual progression "True Unfolding Dragons." They do not conceive of "Dragon" as merely an elemental grouping or a set of reptilian features, but a state of association with the primal, unbound essence at the beginning of Creation. In the dawn of ages, when Creation's essence was embodied by (or sprung from) the Elemental Dragons, Sol Invictus assumed draconic form, as did his accursed father and opposite (one not to be described).

The draconic ideal is both creative and destructive, unconcerned with the rationality of everyday mundane life. Only through altered states of consciousness and asceticism can one embody the "egg of the future dragon" and reach a state of "Unfolding"; eternally progressing to newer heights of spiritual development. For many of these levels of insight, the revelations are so esoteric as to only be of immediate interest to one who has achieved the altered consciousness of Unfolding. One's degree of Unfolding is transient, the level of attunement to the Future-Dragon-Egg expected to fluctuate as circumstances permit. Indeed, even the path of the Sun across the sky embodies the transience of Unfolding, for noon is neither morning nor evening, yet all are aspects of the sun's Unfolding. Only the Penultimate Lords can hope to maintain a perpetually high degree of Unfolding, which necessitates that they spend much of their time engaged in meditation or austerities. And even still, they must also take care not to become too distant from the mundane world, lest they ascend to more esoteric states and leave their less enlightened brethren without guidance.

To both rise above their animal instincts and progress further upon the Unfolding-Dragon-Way, the Dragon Kings of Tseleth practice austerities to strip away the illusion of Being and realize Becoming. They perform strange dances, the erratic steps actually carefully choreographed and practiced. They engage in ritualized gladiatorial combat and ball games. Arcane rites, some absurd seeming, occur on a regular basis in Tseleth and its surrounding environs.

In times long past, when the Ochilike were more common, adherents of the Unfolding-Dragon-Way could be ridden by mysterious, primal spirits unknown to many of the other terrestrial gods of Creation. In fact, many of the bonded spirits were believed to be aspects of the mediums' own personal Unfolding Dragons, perhaps this is true, for several recorded instances of ancient possession involve a spirit perceptible only to followers of the Unfolding-Dragon-Way.

The Yzica People
The Yzica who dwell in the eastern highlands are culturally similar to many Daxtlali groups but their proximity to Tseleth also gives them key differences. Their oral histories tell them that they were once the inhabitants of a civilization that neighbored Tseleth in far antiquity, one that was destroyed in the apocalypse. They build their longhouses by the ruins of this long dead civilization, guarding the once urban outskirts of Tseleth with a ferocity mimicking their inhuman rulers.

They follow a less extreme version of the Unfolding-Dragon-Way, learning from the Initiate Priests of Tseleth who periodically instruct them in its mysteries. There are tales of great individuals among them who kindled their Future Dragon, taking on the saurian features of the Dragon Kings, though none such prodigies have appeared in living memory. From the Dragon Kings, they have learned the secrets of stonemasonry and bronze. Some of the more successful chieftains have longhouses built on stone foundations, and their greatest braves have weapons of metal. It is through the patronage of Tseleth that they retain access to the hidden Saurian Roads: raised highways of ancient construction that run through the dense forest and beyond, granting them contact with the outside world for trading purposes. They pray to but do not truly revere the gods of the Daxtlal Wilderness, and so when raiding season comes, the other Daxtlali call them "Godless," for only the Yzica see the Dragon Kings with regularity, and the Yzica retaliate in kind against the "Unlearned" tribes. During peaceful seasons, they trade their metal tools and crystals from Tseleth's outskirts in exchange for resources from the Wilderness' interior, making use of the Saurian Roads when the Penultimate Lords permit them.

The Yzica, never the largest tribe to begin with, have yet to fully recover from an outbreak of disease six years ago; sensing weakness and feeling pressure from other players in the region (such as the expansion of the Oro-Xau Chartered-Nation), their neighbors have stepped up raiding. The Dragon Kings of Tseleth, facing their own crisis, are hesitant to commit more resources to shoring up their mortal allies weaknesses. The Penultimate Lords could lay a blessing upon the Yzica that would protect them against raiding for a time, but to do so would risk burning out their physical forms and connection to the mundane world, leaving both Tseleth and the Yzica without spiritual guidance.


The Oro-Xau Chartered-Nation

Three generations ago, the Guild Merchant Prince Irnand Oro had a violent falling out with the Guild Directorate, and saw fit to liquidate his holdings and move south to avoid a dagger in the back. With him, he brought his household, his most loyal caravaneers, and a small mercenary army under his command as the Oro Chartered Company. Most in the Guild think he died in the Daxtlal Wilderness, but in truth, his descendants wait and bide their time.

Irnand stumbled upon the Pillars almost by accident, and set up a series of fortified trading posts in the region. The Oro Chartered Company would have starved to death within a year had it not been for the canny God-Blood 12-Rain. Daughter of Wind-in-his-Feet, a god of barter and travel, 12-Rain saw in the newcomers an opportunity to enrich herself and her people, the Xau Nation. 12-Rain and the Xau to act as a go between for the Oro Chartered Company and the rest of the Daxtlal Wilderness, sealing the deal with ceremonial marriage between 12-Rain and Irnand.
They sold metal and soldiers to war-leaders, married off their sons and daughters to chieftains and gods, used old Guild techniques and Xau shamanic bargains to entice spirits to support their efforts. When they met with opposition to their goals, they responded with iron weapons or sold plague blankets to the gullible. When Irnand Oro and 12-Rain died, they did so as the founding father and mother of a god-blooded dynasty and a burgeoning state, the Oro-Xau Chartered-Nation.

Today, the descendants of Irnand Oro and 12-Rain rule over citadel trading-posts, awe-inspiring edifices by the standards of most Daxtlali. They have hybridized Guild traditions with Daxtlali society, creating a vibrant syncretic culture. Thaumaturges whose grandmothers were born in rival tribes now work in tandem to create minor wonders for use or sale. Instead of mere shrine farms, they have shrine plantations, ruled with iron fists by field gods and god-blooded who reap both prayer and profit. Gods, factor-chieftains, and shamans now plan war and trade policy years in advance, all according to the strictures of the Oro-Xau Charter, their holy book. Through cut-outs and catspaws, they trade exotic Daxtlali goods, always subtly trying to undercut the Guild (whom they demonize as usurpers and betrayers).

The Factor-Chiefs use a combination of military and economic might to manipulate the neighbors of the Chartered-Nation. They sell some tribes metal tools and weapons in exchange for war-captives, and when some tribes are nearly depopulated by this they offer those who remain mercenary protection in exchange for more concessions. Oro-Xau gods and missionaries entice new worshippers to offer up exotic goods and crafts as sacrifices, which are then sold or diverted to the god-blooded rulers' coffers. The mere act of commerce has become a goal for many, the nature of the exchange or the profit gained inconsequential when compared to the spiritual reward of the ritual-action-deity that is trade. They believe that one day, they will grow powerful enough to overtake and replace the Guild, rebuilding the ancient web of commerce that was the Order-Conferring Trade Pattern. On that day, the Factor-Chieftains say that the Guild Hierarchs will perish upon the Oro-Xau nation's altars as sacrifices to its shareholder gods.

Blue-Briar

Just northwest of the Daxtlali Wilderness lies the large town of Blue-Briar. Established as an exile colony and logging settlement a century ago by the people of Thorns, Blue-Briar has acquired the reputation of a town of libertines. Decades ago, the reigning Autocrat's sister painted a beautiful, and unflattering, picture of a Realm legion on the march, and he had no choice but to send her to administer a far away logging colony. Cloistered in the vast forest to the south, she spent the rest of her life making astounding, and illegal, works of art, very few of which left Blue-Briar. Subsequent Autocrats and satraps took note of the colony's utility for sending away political enemies and artists whose work had themes that were too… "independent."

A large walled town, Blue Briar's skyline is dominated by mills for processing lumber and sending them downstream to Thorns. Burly loggers mingle with delicate artistes in the taverns and public forums, each building skillfully decorated with carvings. An Immaculate Temple, built to quietly watch Blue-Briar for any signs of severe heresy, looms across from the Governor's Palace. The monks are somewhat heterodox themselves, only lightly adhering to the aniconism of the orthodox faith. Abstract figures dominate the art produced in Blue Briar, skirting the Order's ban on iconism, and the monks tend to humor the artists in this.

Following The Mask of Winters' conquest of Thorns, several refugees managed to slip the Deathlord's border nets and flee to Blue-Briar. These newcomers, many of them hardline loyalists of the Realm and old Autocrat, have begun to stir up tensions with the more libertine people of Blue-Briar. Neither group likes the Deathlord, but they disagree on how to respond(either preferring Lookshy, the Realm, or a third party to liberate Thorns), and on what should be done after the Mask is expunged.

Intrigues and Mysteries

Last year, the Guild Directorate lost a caravan in the Daxtlali wilderness, its members including the favored son of a powerful factor. It does not know that the caravan was set upon by the Oro-Xau, and that the factor's son now slaves away in one of the Chartered Nation's coffee plantations.

Savants from the University-City of Varsi have returned from an expedition to the Wilderness, bringing with them rare plants, animals, and the inquisitive god-blooded son of a powerful chieftain. The god-blood wears a crescent-moon necklace of ancient make, far above the crafting capacity of the average Daxtlali tribe.

An ancient behemoth, Grandfather Biting Breath, has emerged from a century spanning hibernation. The immense worm-like creature has beetles for blood and can spit forth swarms of fire ants. It is intelligent and capable of speech, demanding tribute from the tribes whose lands it passes through, claiming it as payment for some yet unrendered task, and has been slowly heading east out of the Wilderness, in the direction of Thorns, for some time.

Deep in the Un-Reaches, 13-Arrowheads, witch-priest of Thundering-Slumber, a forbidden goddess of earthquakes, cave-ins, and destroyed villages, plots to awaken his dark mistress from her sleep. He is the latest in a long line of witch-priests, all exiles who made their way into the Un-Reaches in search of power and safety from headhunters. 13-Arrowheads differs from all who came before in that he is an Outcaste Chosen of Pasiap. He is served by fellow exiles and Thundering-Slumber's monstrous progeny, chimerical mixes of monkey and spider.
 
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