I've generally understood the "consequence matter" to mean that there should be some reverberation from the PCs actions rather than their efforts being cancelled out by an intrinsically hostile Creation. I'd be fine with the idea that you save the village from bandits without addressing any of the material conditions that led to the situation and upon your return realise that some of the villagers are now bandits because it held more appeal than farming.
Exactly, yeah. Properly thorough mechanics about what it takes for a mere mortal to succeed in farming, banditry, or whatever else would make it possible to check, objectively, how much "addressing material conditions" will actually be sufficient (and what changes might unwittingly make it worse), rather than all that being entirely in the ST's head.
 
I would not view this as being a rug pulling dick, it's just like, pretty coherent storytelling.
I'll amend my stance for the new scenario.

-If the storyteller was all for a story about the transfer of power but the PCs walked away, yes.
-If the ST was an active factor in that being glossed over (and there's valid reasons why they might be) there's ways it could go to shit that the players would be justified going "...now wait a fucking minute".
 
How do you feel about unfinished/dead fiction?
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[Exalted] The Dragon's Spite Mature - Fantasy

The adventures of a not-at-all evil Dragonblooded sorceress who was unfairly and completely unjustly chased out of her homeland by people who objected to perfectly natural things she was doing. Now she's heading to the South, to rebuild and regain her former power and influence. Did I mention...

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Mare Internum: An Exalted Quest

Try to find your way back.

Here are the dead quests in question
 
Here's a very fun, if unfinished Exalted quest about kicking people in the face a million times. It finishes up its first arc, however, so you can look at that as a complete story, and it's not too overly long as a result:

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The Centipede's Dilemma [Exalted Kung Fu Quest]

You spent your life honing your body and soul into a perfect student of the martial arts, until tragedy befell you. Now you seek healing and redemption in the Grave of Swords, where a thousand cursed blades spoil the earth. Will you find your way in this foreign land, or will you lose yourself...
 
Had a stupid idea I have to write down before I forget.

Sort of like dreamsouled, these guys are exalted by a wyld entity that's really into superhero themes. So basically you'd have charms related to fighting crime, having secret identities, etc;

I don't know what else to add, so this is just a shower thought kind of thing for now.
 
forums.sufficientvelocity.com

[Exalted] The Dragon's Spite Mature - Fantasy

The adventures of a not-at-all evil Dragonblooded sorceress who was unfairly and completely unjustly chased out of her homeland by people who objected to perfectly natural things she was doing. Now she's heading to the South, to rebuild and regain her former power and influence. Did I mention...

forums.sufficientvelocity.com

Mare Internum: An Exalted Quest

Try to find your way back.

Here are the dead quests in question
Mare Internum isn't dead or buried, it's sleeping for awhile.
 
Had a stupid idea I have to write down before I forget.

Sort of like dreamsouled, these guys are exalted by a wyld entity that's really into superhero themes. So basically you'd have charms related to fighting crime, having secret identities, etc;

I don't know what else to add, so this is just a shower thought kind of thing for now.
You normally want something narrower than that for an Exalt concept.
Which heroes in-particular come to mind?
 
Had a stupid idea I have to write down before I forget.

Sort of like dreamsouled, these guys are exalted by a wyld entity that's really into superhero themes. So basically you'd have charms related to fighting crime, having secret identities, etc;

I don't know what else to add, so this is just a shower thought kind of thing for now.
One of the things that superheroes, as a genre, usually do is to uphold the status quo: they fight criminals and villains who would prey on innocent people. An Exalt, on the other hand, is typically going to challenge the status quo, save for many Dynasts, who like their position.

Likewise, a secret identity is in some ways the opposite of this. If you have a secret identity that you need to keep hidden, you're in some ways inherently opposed to the status quo: you need to hide who you are. Someone like a governor or mayor is inherently a fairly public figure, so while the exact justification for a secret identity varies a bit from superhero to superhero, Exalted has Dragon-Blooded you can just... go meet, if you're rich or powerful enough and in the right area. Hiding your identity as an Exalt in Creation is less meaningful unless you're in a place where you're not welcome (Anathema in Immaculate areas, etc).

So this is a pitch that needs a little more development. "Maintain a secret identity" needs more justification and the idea that you just 'fight crime' isn't enough by itself. Many superhero genre tropes don't translate well into Creation's logic. You might have more success if you try to make it into a phantom thief concept.
 
You could also build a martial art around superhero concepts like this. Like how Righteous Devil takes inspiration from spaghetti westerns and cowboys.
 
Ya know having NPC Sidereals is a delicate balance. Having a bronze faction aligned one actively on your parties ass can be insanely oppressive to deal with. It can be a struggle to chase them off or even locate who they are. It's even worse if you don't even know what a sidereal is IC.

I had that sort of dynamic going with a party of Solars for a bit. The big question was 'Whose the fucking rat that is squeaking about us'. That is until the Sidereal got a little to big for their pants and tried to third party a fight so a DB could get away. The Eclipse turned around and promptly ended their entire existence with 28 initiative before he could even get a second action. Yeah the Sidereal might have blown some resources he shouldn't have but fuck that was funny.

It was kind of a huge fuck up, but I feel like you need to make mistakes like that occasionally when ST'ing them. Of course accounting for their personality and what not. A bronze just may not have the damn time to follow around a group of people who can end their entire existence after a single fuck up.
 
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That is until the Sidereal got a little to big for their pants and tried to third party a fight so a DB could get away. The Eclipse turned around and promptly ended their entire existence with 28 initiative before he could even get a second action. Yeah the Sidereal might have blown some resources he shouldn't have but fuck that was funny.

As I recall it's canonical that Sidereals are most often undone by their own hubris. (Exalted in general, really, but ESPECIALLY Sidereals)
 
Aleph Setting Homebrew - The Thunderslate Mountains
So I was thinking about the game I run for @Shyft, Sunlit Sands, and specifically the Coxati territories in the Firepeaks immediately west of Gem that I, uh, swear I'll get around to writing up one of these decades, and due to Reasons involving some backroom tracking of what strategic actions Xandia was working on I wound up thinking "hey, so, the western side of the Firepeaks that's between the Coxati territories and the Silent Crescent/Shaipres - what's going on there and why is it apparently causing my girl Xandia so many headaches?

I posed this question to @EarthScorpion, who promptly looked at the map and was like "well if you will pay attention to the local geography, dear Aleph, that's pretty much where damn near every thunderstorm in the Anarchy is going to get funnelled into, which means that side of the mountain range is probably going to be a punishingly steep and treacherous godforsaken warzone of murderous rivers, avalanches, shifting terrain and probably local Earth and Water elementals trying to fucking kill each other".

To which I replied "... that sounds pretty metal actually, wanna storyboard some ideas with me?"

And then this happened.




A War of Elements

The Thunderslate Mountains

Storm-Wracked Slopes and Spires

Between the squabbling valleys of the mountainous Coxati nations and the vast, thick jungles of the Silent Crescent stretch the southern ranges of the Firepeaks, titanic mountains born of the volcanic blood that flows through Creation's fiery heart. This far south, their ice-capped peaks near scrape the vault of heaven; snow falls always on their highest summits despite the sweltering heat below, and a man must climb and climb and climb for miles to even reach the lowest of the perilous trails that cross them.

Such a man would need to be brave indeed, for the western slopes of the Firepeaks are a shifting, storm-wracked landscape caught in constant turmoil. These are the Thunderslate Mountains, and they host an elemental war that has been raging for an Age. Gods have little say over their cousins in this region, many of them usurped, enslaved or simply ignored. Still, Heaven does not intervene. The surging elemental energies of the Thunderslates form a valuable bulwark against Chaos, and many wyldstorms break against the clashing vital energies of Creation, sparing areas further from the edge of the world.

So intense are the dragon lines in the Thunderslates - so fierce the storms and rivers, so tall the mountains with their molten hearts, so thick and tangled the forested slopes - that jade deposits can be found from the top of frozen peaks to the foot of the jungle slopes. Blue, black, white, green and red - all five colours form from snarled dragon lines and pooling energy in the Thunderslates, and for lack of ability to mine in the tumultuous conditions, most remains in the nodes it forms in until erosion uncovers them. When they're found, some are crudely worked into weapons or traded to the Coxati or to Shaipres by the slatefolk. More often, discovered nodes are seized by the elemental courts, to become artefacts wielded against each other. But even jade deposits close to the surface often go for months or years without being exposed, and the majority lie buried and undiscovered; a bounty to build an empire upon should anyone find a way to claim them.

The inhabitants of this mountainous battleground think little of the lowlands they look out over, but the products of their fighting flow downstream to enrich great Shaipres and the Silent Crescent. In turn, the heights are viewed with fear and trepidation by those below who hear the distant sounds of violence echo down on nights when the wind blows from the peaks. Few would dare the ascent to trespass on a bitter conflict that has raged for centuries with no sign of ever stopping.

Still...



The War of Earth and Water

To try to describe the Thunderslate Mountains in fixed or stable terms would be pointless. The geography is ever-shifting, not through the mutability of the Wyld but from the sheer assault of the elements duelling over it. Amidst the chaos of this war-torn landscape are soaring basalt cliffs and vast granite batholiths, fragile pumice slopes and deep quartz-studded chasms. Caves and caverns run deep through the mountains, some of them breaking into ancient lava tubes long since cut off from magma - and others merely awaiting an eruption to be filled again.

Above ground, water rakes the landscape without remorse. Rivers spill down from snow-capped peaks and cut troughs and valleys through stony bluffs. Fast-flowing streams slice their way down steep slopes and grind through volcanic sills; waterfalls leap from arresting heights and plummet down to gouge fathomless plunge pools where they land. Every river at this altitude is a killer; some are freezing things fed by meltwater, others boil as they surface from coursing close to lava. The currents are swift and treacherous, the riverbeds rocky and unforgiving - it is easy to drown and impossible to sail. Even fording shallow streams can come with risks. Great lakes appear here and there; some are flooded valleys, others form on plateaus of flatter ground. None are stable forever. Some last a month, some a year, some a decade or a century - but eventually the land will shift, a dam will burst or a levee break, and millions of tonnes of water will go crashing downstream in a devastating flash flood. When a lake disappears overnight or a landslide blocks a valley mouth and starts to flood it, the natives have learned not to linger. Kick the ground, spit in the water and move on to find somewhere new. It's the only way to survive.

There are a few exceptions to the impermanence of the map; rare points of consistent order that stand out among the chaos. The great strongholds of the elemental courts are too well-fortified to change, but between them, scattered irregularly along the thousand-mile expanse of the Thunderslates, are the last remnants of an ancient past. Built of white stone that muck and mire slide off like glass, twenty one ancient cities remain in varying degrees of ruin, enormous fortress-structures that jut out of the landscape like pillars. They alone are immune to the wrath of the elements; earthquakes and landslides fail to shift them, raging rivers find no purchase to erode their bases. Volcanic eruptions part against their bulk and the old magics lingering in their walls earth the power of stampeding sky-spirits. Though their skeletons have stood the test of time, little remains of what these relics of a bygone age once held; their rooms and halls are often more cave than building. Still, some natives have made homes of them, and they are the only permanent settlements in a fickle and capricious region - a safety afforded to few and viciously fought over.

Few who live there know it, but a fortune flows from the Thunderslates. Every year, thousands of tonnes of rock and silt are swept downriver, piling up against dams until they break or breach. This rich bounty of volcanic soil, along with fragments of jade, precious metals and gems that trepanners and river-dredgers vie fiercely for, is ferried along countless rivers into the trackless depths of the Silent Crescent. Much flows into Shaipres and feeds abundant crop yields along the Shai. So high are the mountains and so furious the battering of rain and storm that the mineral wealth carried along by the water seems limitless. The bodies of slain elementals dissolving into the rivers to be ferried downstream as essence only adds to nature's bounty. The water carried off the peaks isn't the end of the wealth to be found in the Thunderslates, either. Gems glimmer in the depths of volcanic rock, and it's known that trepanners on the lower slopes will sometimes find diamonds or other jewels washed downstream after the flooding of a chasm or the collapse of a dam. Far more remain in the chasms and caves - though most would say that to mine them in an environment at war with itself is a fool's errand.

The geography of the Thunderslate Mountains is a battlefield. The armies are the elemental courts, and in emulation of the landscape, Earth and Water have long been at war on these slopes. The Earth courts rule the buried caverns and rocky strongholds, solid garrisons that are rarely breached. They sally out from their impregnable fortresses when their foes are weak and fall back to them when pressed; stoic soldiers with impeccable discipline under the conservative rule of their king. They dam rivers and drain lakes, drag streams underground and stifle springs. Had they their way, no water would flow down their slopes unchecked or unchanneled. The courts of Water wax and wane across the year; strongest in Air and Water when the ice caps on the peaks are at their thickest and the rivers swell with snowmelt. In these months they rule the landscape, conquering and claiming territory and washing away all opposition. Earth and Wood bring hotter weather and force them back, retreating to the widest rivers, the highest waterfalls and the icy palaces they hold atop dormant peaks.

The Ancient Lord

Ancient and sullen, Lord Kaliodhunga remembers when these slopes were but a gentle rise, where many great and beautiful cities sat beside the bountiful rivers. Back in those days he swore an oath etched into his very bones to care for this land, and he holds to it even knowing in his moments of black depression that the land is long gone. He is a junior censor in the South, but everyone he reports to knows that the divine courts are scattered and this is a nesting ground of elementals. He holds his title because no one wants to risk his ire in trying to usurp him - and no one wants responsibility for this fractured land.

An arch-conservative, the dragon brings his crushing might to bear both on the upstarts of the water elementals who despoil the land and on any god or demon who thinks to rule here. He is fortified in this by his brood; hulking pink salt markhors born to smite evil and the Dead, stone eagles whose feathers are as sharp as the flecks of stone cast up by lightning, and the throne lizards born from the immutable old cities. He does not want to admit that the ranks of his forces are long-depleted by water's attrition, and he has driven young and ambitious elementals away who now lurk on the edges of his domain, building up their cults - especially among the warriors of Kulharid of the many axes.

He holds firm to his oaths, and thus there are secret rites and ways that the inhabitants of this land may call on him or his servants. He holds this practice with barely veiled disdain, for the cave-dwelling wretches and city-squatting fools are nothing like the brilliant humans he once loved, but he answers their pleas and holds to the exact letter of the old ways. To do otherwise would be to abandon that which he loved, and he will never do it.

Lord Kaliodhunga can take the form of any creature that walks, crawls or slithers upon the Thunderslate Mountains, though he can mimic only their shape. Whether in a borrowed skin or his native form, a hulking rough-featured dragon with eight goat-like horns, his colour is always a dull grey that sparkles like greywracke from the right angle. His shaggy mane is a shocking contrast to that, a bright pale pink like that of rocksalt.

Princess Of The Rain

Centuries ago, in the early days of the Scarlet Realm, Sabrang Rivercarver was born a simple raindancer; a sweet-faced little sylph who danced under the rainbows thrown by sunlight shining through spray, as ephemeral and beautiful as the colours seen through the mist. Alone of her kin, she did not die as monsoon season ended, but found her way by chance to the base of the great Dashi Falls, where a great river cascades three thousand feet down onto rock and fills the lower valley with mist. Here she danced the year round under eternal rainbows, waiting for the wet season to come again.

It did, just as expected. But this time, the rains never stopped. It rained and rained and rained without end, and Sabrang Raindancer grew strong. The rain hammered the mountains, cut rivers and valleys through rock, and as lesser raindancers were born - and all manner of water elementals along with them - she took charge and set them to order as they dominated the land. Her power is no longer the rain alone, it is the water cycle from rain to river and everything between.

Sabrang Rivercutter, as she is nowadays known, is sweet-faced still, but with an empress's haughty arrogance. She mimics the styles of the nobility of Shaipres, but her upstart nature makes itself clear in her modifications to their formal garb and her aristocratic speech cannot disguise her obstinate, disrespectful nature. Her hair is long and wreathed in rainbows, tied at its end with a fallen comet that she uses as a meteor hammer, while her nails are twice as long as her fingers, thin torrents of water that can cut through stone. When she wishes, she can stand high enough that her head brushes the clouds and crowns her in rainbows, her nails long enough to carve whole new valleys out of the mountain slopes. More often, she stands tall and arrogant on heels of ice, her blue eyes looking down imperiously at her court of elementals and demanding domination of the Thunderslates without regard for collateral or compromise.

Her favourites among her court are the lesser raindancers who form her honour guard, their hair tied high by rainbow ribbons, their claws shorter but no less sharp than their princess's. She remembers her origins fondly, and sometimes misses the simpler days of dancing for the colours shining through the mist. Should a human who shone like the sun visit her court, they would find her friendly and welcoming, delighted by a living light to cast rainbows through her spray.

At least, that is, until they tried to leave.​



An Annual Stampede

Once a year, the rains come. It sounds innocuous. It isn't.

The storms that whip the mountains never really stop, but monsoon season on the Thunderslates is the time of year everyone dreads. The seasonal winds drive rainclouds up from the ocean and onto the coast, where they pile up into miles-high thunderheads that sweep over the Silent Crescent and crash against the impassable wall of the mountains. Crushed by the winds against stone bulwarks, the water is wrung from them like a twisted rag and poured down in torrents on the slopes below. Landslides and avalanches careen down steep slopes, crushing everything in their path. Lakes and caverns flood, canyons drain as dams are breached. Rivers break their banks and run wild, their courses sometimes changing by hundreds of miles. Lightning walks blinding fingers across the mountainsides and gale-force winds seek to flatten anything standing upright.

The herders of these cataclysmic storms are the monsoon elephants, and the Thunderslates are their mating grounds. Few of these rampaging elementals of air die pulling their clouds up to the mountains, driven all the way by the strong winds off the Southwestern sea, and so they arrive in great herds at the western Firepeaks with thunderous trumpeting and rumbling tread. The females are bad enough, tasking themselves with trampling every drop of moisture from their clouds, heedless of how it washes away the land below. The bulls are a far more pressing threat as they compete in sky-rending clashes for the right to mate, or seek trophies to woo females to their side. Even a fortress of thick stone walls and earthen bulwarks that can stand against the warring earth and water courts can do little against a billowing pachyderm whose tusks are lightning and whose footsteps shed downpours falling on it from above in the grip of musth, certain there is something of value within.

Monsoon season is the only time of year the war between Earth and Water stops. Sometimes the two unite to fight a holding action against the tyranny of the visiting Air elementals, more often they exist in an uneasy truce as each defends their own territory. Mortals shelter where they can and flee where they can't as rampaging bulls slash the land with lightning or set off landslides under the impact of their crashing bulk. In the aftermath, the elephants and their lesser attendants retreat to the mountaintops to rest and bathe in the snow before starting the long drifting journey back to the sea, leaving a scarred and sundered landscape behind them.

Some don't. Young bulls who lose the mating battles often turn their attention to mortals as a compensation prize, and more than one tribe of elephant-headed thunderfolk live on the Thunderslate slopes. These descendants of the devastating annual stampedes are widely loathed by the victims of their elemental kin, but even the watered-down blood of a monsoon elephant is mighty, and thunderfolk are no easy prey for revenge. Sometimes these affairs last through the generations, and the annual visit for some elephants is as much to visit their descendants as to herd the clouds and mate. A bull that tarries too long with their mortal family should beware though, for if they miss the winds that buoy them back over the ocean, they will be stranded through the year. This can be a death sentence for the elemental as the lack of warm, humid air through the colder months withers them away. Only prayer from a devoted cult can save them from a slow doom - and so do many tribes of thunderfolk acquire new patrons.



Life On The Edge

Despite the endless elemental war, humans survive in the Thunderslates. It is not a place of industry or settled agriculture; no farm, field or forge is sturdy enough to survive a landscape constantly being washed away. Literacy is scarce to non-existent, and extensive oral traditions keep the histories and pass down knowledge from generation to generation. Slatefolk are a hardy people by necessity; survival here balances on the edge of a knife, and every group has found different ways to keep themselves safe and avoid being washed away. Some join in the battle of the elementals, siding with Earth or Water and fighting fiercely against their chosen side's foes. Most concentrate on their own survival and leave the spirits to fight out their wars among themselves.

While there are few universal traits in the scattered bands and settlements spread out across more than a thousand kilometres of mountainside, some consistencies hold true. Slatefolk can be broadly divided into two categories; uplanders live on the high slopes towards the mountain peaks, subjected to freezing temperatures, fierce winds and tumultuous weather. Canyonfolk spend their lives on the lower slopes closer to Shaipres and the Silent Crescent, caught in the thick of a changing landscape full of treacherous rivers and chasms. Relationships between the two broad groups depend wholly on the subculture. Some groups have forged relatively strong links of trade and cooperation between the upper and lower altitudes; others hold dismissive or hostile attitudes towards their neighbours, while yet more know next to nothing of their peers' existence.

Subcultures within the two altitudes of the Thunderslates can vary dramatically in their way of life and the methods they have adopted to survive their hostile environment. Some examples follow, but many more exist alongside and around them:

Uplanders

  • The puna tribes are kin to the westernmost Coxati states; nomadic llama-herders who migrate across the high-altitude puna grasslands that lie just below the permafrost. No small presence of elemental blood runs through their veins, and they bury the bones of their livestock in the meadows to earn the favour of the travelling Wood elemental courts who hold the soil together and keep the grass growing quickly. Coxati mountain lords sometimes hire them as disreputable mercenaries, though only ever with distaste and at arm's length - while the Coxati belief that the puna tribes are made up of criminals and outcasts who fled the more settled valleys is an uncharitable stereotype, their periodic raiding of valleyfolk during harsh seasons does little to help mend fences between the two peoples.
  • Deep within the mountains, the covenant clans hold to pacts with the Earth courts - some ancient contracts that date back to a lost Age, some negotiated by brave or desperate heroes. Few are wholly confined to the caves; rather they use the earth spirits' protection as a safe refuge from which to venture out in search of resources. Those with more recent pacts still have the look of normal men, but the older clans have become cavefolk who have adapted to their subterranean homes with pale skin and weak eyesight, shunning the day and emerging at night to hunt or gather. While their pacts grant them safety, they come with complex bans that the clans must hold to or be expelled from the sanctuary of the caverns, and cavefolk societies are universally deeply conservative as a result.
  • The vulturekin are beastmen who inhabit the very highest peaks, far above the permafrost and the monsoon clouds that batter the slopes each year. Swaddled in thick furs to keep their light-boned bodies and characteristic bald heads warm, these condorfolk and vulturekin survive by scavenging the mountains for the offpicks of large prey and occasionally trading with the nearer Coxati valleys. They avoid conflict they are ill-suited for, taking to the air whenever predators or groundfolk draw near. Their extensive knowledge of the high peak winds and the sheer altitude they live at allow them to navigate the tumultuous weather of the Thunderslates relatively safely, but knowledge grants little protection from hostile sky-spirits, and they festoon themselves with carved bone charms to slip under the notice of such beings and deflect their ire.

Canyonfolk

  • Yeddim are native to the lower slopes of the Thunderslates, and the yeddimrya spend their lives herding the great beasts, living on their backs in elaborate howdahs and migrating with the weather. Fording even the swiftest rivers is no challenge to their steeds' sheer size and bulk, but they are not invincible - when monsoon season comes and the storms arrive, the yeddimrya head down into the lowlands on the eastern edge of Shaipres and sell their services there, pulling riverboats, aiding with the late-Fire harvests and doing other such menial tasks. Some would prefer to stay in safer climes year-round, but yeddim do not breed in captivity, so the herders must always return to the Thunderslates to capture and train new calves. Others are too proud to endure being looked down on as ignorant savages fit only for brute labour, and would rather die than relinquish their ancestral homeland - wild and perilous though it may be.
  • Lakemen can be found in varied groups throughout the lower slopes, a mixed subculture of water shrewmen and bearfolk who live in and around the great lakes and flooded canyons of the lower Thunderslates, spear-fishing and trapping for meat and furs. They exist in uneasy tension with the Water courts they live alongside and have lower levels of elemental blood than might be expected, preferring appeasement through prayer and skirting under notice to the dangers of courting the fickle tempers of the water spirits. Though resourceful, their lifestyle is completely dependent on the lakes they occupy, and it is not uncommon for a dam to breach or a canyon to drain as the war rages. When such catastrophes strike, all the lakemen can do is kick the ground, spit in the rushing waters and move on to rebuild their lives elsewhere.
  • Not all caverns are held by the earth courts, and in those that suffer annual floods, the cavedwellers are the only true farmers in the Thunderslates. Their caves are carefully chosen - damp and moist with underground streams running through them, but not prone to flooding completely. There they tend huge mushroom colonies with the quiet Wood courts, living above them where the floodwaters don't reach. Their self-sufficiency means they need never see the sun, and over the years they have become troglobitic; pallid and often blind, with sensitive antennae to navigate their pitch-black caves. Others have come to resemble the fungi they harvest, almost as much mushroom as man. They are among the most secretive subcultures of the mountains, and few above their quiet, dark homes even know of their slow and sedate existence.

Strongholds

All twenty one of the great ruined cities that dot the Thunderslates are used by humans, but the commonalities stop there. Three are held by the thunderfolk, who through long effort have subverted or destroyed the wards that keep sky-spirits at bay. These storm cities - two in the uplands, one among the canyons - welcome the monsoon elephants each year, and have great shrines to their glory built atop them. Their gods are long dead, and their defences remain impregnable to the earth and water courts - and those human tribes who would wish harm to the thunderbringers' kin.

Whether through barren surroundings that offer little to hunt or forage, ruined interiors choked with too much rubble to dig out or in one case lingering spell effects from the cataclysmic wars of past Ages, eight of the great cities are not suitable for long-term inhabitation. They serve instead as bunkers that the surrounding peoples take shelter in during monsoon season, and sacred neutral ground upon which no blood may be shed or rivalries pursued. Only one of the eight has seen these peace treaties broken, and the tribes that still shelter there do so uneasily, knowing that it is cursed and brings bad luck to those who step within its walls.

The remaining ten cities are all permanently settled, and from their high walls their inhabitants rule as lords of their local areas, each favoured by a surviving city-god whose powers are bolstered by prayer. Though they are spread across both altitudes of the Thunderslates, the city lords are neither uplander nor canyonfolk in culture. The ancient overgrown city gardens give them access to a constant food supply, but they have lost the ways of agriculture and are yet to fully reinvent them, letting the gardens grow wild and finding ways to eat everything they forage from them. They supplement this diet with hunting and by raiding the surrounding tribes for resources. If this often leads to their neighbours dying out, it is no matter - new targets will be driven into proximity soon enough.
  • No fewer than three grandsons of the venerable monsoon elephant matriarch Billowing Nimbus have taken lovers among the Three Thunders clan, and with the strength of their sires' blood the elephant-headed thunderfolk seized one of the upland great cities forty years ago in a violent coup. Now the Three Thunder Temple boasts a great stone statue of Billowing Nimbus atop its highest tower and welcomes the herds each storm season with grand celebrations and mighty sacrifices - which they collect through raiding and pillaging throughout the rest of the year. Divisions between the three cousin-lines are starting to appear, though, and with their matriarch absent for most of the year and unable to quell their bickering, the Three Thunders may fall to infighting before their ancestor-spirits' next visit .
  • A cataclysmic battle raged through the ruin now named Fellwrack in a bygone Age, and the echoes still linger. A cursed miasma pervades the citadel, and those who breathe it dream of war and festering wounds, acid mist and burning bones. Those who die within the walls rise as nightmare-wracked hungry ghosts. Many take shelter within the wards during monsoon season, preferring ill dreams to devastating storms, but even these brave souls spend their weeks of refuse counting the days until they can leave, and throw the bodies of their dead over the walls before they rise. Strangely, infants born within Fellwrack's walls are prone to developing uncanny powers over minds and dreams. Some with more avarice than sense might try to exploit such eerie blessings for ambitious ends.
  • The towering structure called Highcavern stands on the steep slopes that lie just above the misty, humid expanse of the Silent Crescent. The inner bailey is flooded, and shelf mushrooms cover the white stone walls; fungal beds have overtaken the old gardens and clouds of spores drift out to settle on trees and rock faces for miles around. A colony of cavedwellers owns this place; the only group of their kind to live above-ground in the entire mountain range. They farm and cultivate the mushrooms, spreading them further and further from the subterranean cavern that breached into the citadel's cellars fifteen years ago. Each year, the monsoon storms scour the land around Highcavern of the fungi that spread outward from it - and each year, they grow back faster.
  • Rising above the dark waters of a deep mountain lake are the Midnight Towers, all that remains of a once-great city. Ruled by the undying sorcerer Yuvan Song, the ancient mechanisms of the city provide a measure of food and comfort - but only a little. Those who live down in the cold, dank depths of the city barely above the waterline must live on a pittance and what they can catch from the lake, but those who serve their master well live in moderate comfort in the middle layers and at the top the sorcerer and his favoured functionaries and confidents dwell. The way to advance through the levels are to excel in the exams and tests the master puts his people through, which are arbitrary and reward loyalty above all, but most in the city play along - seeking the dream of comfort or dwelling with their lord forever, their souls bound to one of his black steel automata. Yet some flee this place, dwelling on the lakeshore around, and others still plot against him, seeking the rumoured cursed blade that will be the undoing of his immortality.



Caught In The Middle

Earth and Water wage war over the Thunderslates, and each year the Air spirits bring catastrophe and ruin. Between the clashing sides are caught the remainder, and the courts of Wood and Fire take diametrically different stances on their cousins' endless conflict.

The Wood courts choose neutrality. They have no great champion like Lord Kaliodhunga or Sabrang Rivercutter, and while they are far from cowardly, they avoid the wars and battles of their kin. As the tree bends to the storm without breaking, so do the Wood courts adapt themselves to the changing fortunes of their environment. They coax the forests to regrow after the monsoon lightning and howling winds shatter trunks and uproot trees. They coax grass and scrub to reclaim drained valleys and cultivate water flowers and wetland plants in newly-flooded regions. The warring courts tolerate this, for the roots of the Thunderslate flora hold the soil together and stop it from washing away altogether, a clearing of the board that neither court wishes. As the least invested in the war, the Wood courts are to a certain kind of slatefolk the most desirable spirit-allies to form pacts with - to say nothing of their ability to help keep hungry mouths fed.

The highest slopes below the snowline are cool, wet puna grass and shrublands; open plains of high-altitude grasses that hide herbs, lichens, mosses and ferns, with sedges and rushes around the rivers, lakes and streams. These areas boast a rich organic soil, and the Wood spirits of the region are generally subterranean, focusing on the deep roots of the relatively low-lying vegetation. Llama and alpaca make their homes here, along with wild foxes and cats, mountain lions and the occasional bear. Below the puna are the cloud and river yungas, a transitional band of diverse forests that range from broadleaf and evergreen alpine woodlands to ecosystems of tree ferns, orchids and mosses that grow in dense year-round mists. The yungas boast enormous biodiversity in both their fauna and their elementals, with every breed from orchid-lures to stick people represented and many sub-species of beast that only exist in narrow altitude bands or a few specific valleys.

Where the Thunderslates begin to blend into the upper reaches of Shaipres and the Silent Crescent, the rupa highland rainforests take over. Here the tropical climate is sweltering and humid, the rain ever-present and the space beneath the dense foliage full of mist and steam. Hot springs are common at this altitude, many of them dangerously near boiling, and the mountainside is divided into long, narrow valleys. Jaguar hunt chattering monkeys and lowing tapir through the canopy and on the jungle floor, and Wood spirits copy their forms to tend the thick vines, dense jungle trees and innumerable tropical flowers. Powerful things grow in the rupa; herbs, flowers and mosses that hold potent medicines and lethal poisons. The slatefolk who live among them know how to find and harvest them - but they do not share their knowledge lightly, or for free.

The courts of Fire, by contrast, have long taken on themselves the role of mediating the war and brokering peace. They cannot stop the fighting entirely, but wherever possible they arrange truces, arbitrate prisoner exchanges and even intercede directly to end particularly destructive battles by force. They attempt to rally the local courts against the rampaging sky-spirits each monsoon season, and while their attempts to stand between the two rival factions make them sometimes-enemies of both sides, their strength and honour earns them widespread (if grudging) respect.

The Fire courts' ancient territories are the high calderas and volcanic mountaintops, where smoke rises from the dormant Firepeaks and lava lakes can be found here and there at high altitude. It is an ancient insult to the spirits of ice and snow that they are kept from many of the glittering frozen palaces above the permafrost by the strength of the fire elementals that dwell nearby, unwilling to risk conflict with flame duck flocks, lava worms or the nests of larval ash grubs they keep dormant. Water, earth and fire can combine to create explosive eruptions that threaten all life in their path; mortal and spirit alike are prey to the superheated buzzing swarms that ride the burning clouds when the wasp grubs moult and release a lahars or a pyroclastic surge. The Fire courts' self-appointed duty is to quell the violence of the mountain hearts and prevent the pressure within from ever building to the point of such destruction - but to stop eruptions entirely would be to guarantee them in the long term, and so they carefully vent internal gases and allow the occasional rumbling effusive lava flow.

At lower altitudes, fire spirits are most often found around geothermal activity, where they serve a less essential role in securing the safety of the region and a more political one in mediating between their earth and water cousins. Many Fire-aspected demesnes among the canyons are neutral ground where truces are held between the spirits, overseen by oni that hold to their oaths of honour and discipline. Not all of their kin have sworn fealty to the Fire courts, though, and some are disreputable thugs, indolent drunks or passionate revellers who carouse around hot springs or geysers and raid nearby settlements to sate their prodigious appetites for meat and alcohol. It is not unknown for slatefolk to find sharp-fanged, grinning red-skinned women or muscular ash-horned men relaxing in brightly coloured pools too hot for a mortal to touch without the flesh sloughing from their hand. If their gourds and bellies are full, they may even make wagers with mortals who stumble across them. Gamblers should beware of playing too well, however - should an oni lose, the odds between waving the mortal off with their winnings or devouring them often come down to how hot their temper runs.

Bright Wings On The Summit

High in the southern Thunderslates, on an uninhabited peak that looms head and shoulders above even its mighty neighbours, a quiet fire burns. Ancient beyond reckoning, the pillar of flame stretches three miles into the sky and burns so furiously that none save those born of fire themselves dare approach it. Huge swarms of flame butterflies circle it in lazy orbits, and need fires spit from its incandescent heart; a pocket of green phlogiston that howls with the rage of the original Great Garda.

This is the home of the garda bird Arsino, whom other gardas shun. It is an unnatural being; the result of a forced merging between two garda birds who did not wish it. The being responsible was named Kalathais, an ancient Dragon King deep within the Silent Crescent who wished to study the immortality, fusion and division of the garda birds in hopes of creating more of its own kind. Arsino's first years were spent in the living stone cells of Manath Kule, subject to intensive experimentation and study from its inhuman captor.

Some might have gone mad, or been traumatised beyond recovery. But Arsino hatched a blank slate, with feathers of Dragon King gold among its flaming feathers, and instead came to mimic its creator's clinical obsessions and take up its own strange studies. When it left Manuth Kule as the Shogunate began its slow decline, it did so armed with the arts of sorcery, and when it settled in the Thunderslates it was to pursue ambitious occult ends. Around the quiet fire called Sunset Spear lie hundreds of broken eggshells - eggs of basalt and obsidian, of ruby and red jade, of gold and steel and a hundred more materials beside. Rather than unity and combination back to the original Great Garda, Arsino seeks instead to bear young through division, hatching a new generation of garda birds that take after itself in nature. It has not yet succeeded, but its efforts have created other unique and powerful fire elementals that it counts as its foremost servants. The warring of the other courts disturbs the delicate balance of energies in its volcano-nests, and so from time to time it descends to rally the Fire courts to mediate between them - yet the tumultuous conflict also keeps Heaven's eyes turned away from the region, and so it never interferes decisively enough to end the war for good.

In manner, Arsino is cryptic and rarely seen, not given to explaining itself and concerned largely with its experiments and the brooding of new eggs. Twice it has appeared in its phoenix form to intervene in battles between Sabrang and Kaliodhunga, but only once has it spread its wings against the monsoon elephants, a century ago when the storms raged so violently as to reach even the lofty peak of Sunset Spear. If it had its way, the Thunderslates would stay turbulent enough to deter the gaze of outsiders yet stable enough for its nest. Any force that perturbs the balance of the region too far will draw it out - and yet a canny and powerful sorcerer might find a patron or ally in its obsessive quest to reproduce.​
 
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They posted a small preview of my Artifact Spoon. I love my dumb criminal school fish spoon like its my own flesh and blood.

A School of Criminals
Cost: 3m; Mins: Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisites: None
As small fish must swim together, so must tricksters and crooks cooperate to perform their capers.

This Evocation can be used when attempting a Larceny or Stealth roll or any Athletics roll to force entry. Zôyi's Delight assists its wielder in such a roll if she stunts using it directly (e.g., breaking a lock with a strike), allowing her to reroll (higher of Essence or 3) failures. Even if she doesn't use Zôyi's Delight directly, the artifact can animate to assist her, causing a loud noise somewhere within short range to distract guards, shrinking to the size of a guppy to turn a lock's tumblers, or morphing into a hammer to swing itself into a window. In this case, she can reroll (lower of Essence or 3) failures and flurry the action without penalty.

Special activation rules: If the wielder isn't dissonant with moonsilver, she awakens this Evocation at no cost upon first attuning to Zôyi's Delight.
 
So I was thinking about the game I run for @Shyft, Sunlit Sands, and specifically the Coxati territories in the Firepeaks immediately west of Gem that I, uh, swear I'll get around to writing up one of these decades, and due to Reasons involving some backroom tracking of what strategic actions Xandia was working on I wound up thinking "hey, so, the western side of the Firepeaks that's between the Coxati territories and the Silent Crescent/Shaipres - what's going on there and why is it apparently causing my girl Xandia so many headaches?

I posed this question to @EarthScorpion, who promptly looked at the map and was like "well if you will pay attention to the local geography, dear Aleph, that's pretty much where damn near every thunderstorm in the Anarchy is going to get funnelled into, which means that side of the mountain range is probably going to be a punishingly steep and treacherous godforsaken warzone of murderous rivers, avalanches, shifting terrain and probably local Earth and Water elementals trying to fucking kill each other".

To which I replied "... that sounds pretty metal actually, wanna storyboard some ideas with me?"

And then this happened.




A War of Elements

The Thunderslate Mountains

Storm-Wracked Slopes and Spires

[snip]

I don't have really detailed words right now, but I adore what you've done with the Thunderslate mountains. There's such a powerful character to the region, especially with who's been left out of the warring factions. Fire's game of mediating the war, rather than building a peace, feels very geopolitics-y in a way. A major power with roots abroad stirring the pot just right. Arsino's strategy reminds me a bit of Dulmea's themes, actually. It makes sense for the environment, but it's a really neat change of pace from the usual themes of fire.

Meanwhile the Wood courts feel almost like some kind of UN mission, or what ever sort of infrastructure or institution would be deemed too important to threaten, even in war. (a church perhaps, not sure what an good medieval/classical era example of such an institution would be.)

It's also very much the sort of place where I can take just one look and start thinking "So, here's what I'd try to do on a grand scope..." With what feels like numerous different directions to go in.

(I don't know if you will ever do mid- and fine- detail plothooks to match the broad strokes presented here, but the broad strokes are a wonderful introduction to the region)
 
I'm going to be playing in a game based mainly in the far South, so all these writeups have been really useful.
 
Was there a list of imperial city encounters somewhere in this thread? I vaguely recall one
 
Unrelated to this, I finally finished my drawing of Spear Empress Bhadri, a stone cold fair folk baddie who pursues the Bronze Tide with her hunting party of anime villains.
 
I don't have really detailed words right now, but I adore what you've done with the Thunderslate mountains. There's such a powerful character to the region, especially with who's been left out of the warring factions. Fire's game of mediating the war, rather than building a peace, feels very geopolitics-y in a way. A major power with roots abroad stirring the pot just right. Arsino's strategy reminds me a bit of Dulmea's themes, actually. It makes sense for the environment, but it's a really neat change of pace from the usual themes of fire.

Meanwhile the Wood courts feel almost like some kind of UN mission, or what ever sort of infrastructure or institution would be deemed too important to threaten, even in war. (a church perhaps, not sure what an good medieval/classical era example of such an institution would be.)

It's also very much the sort of place where I can take just one look and start thinking "So, here's what I'd try to do on a grand scope..." With what feels like numerous different directions to go in.

(I don't know if you will ever do mid- and fine- detail plothooks to match the broad strokes presented here, but the broad strokes are a wonderful introduction to the region)
Thank you! I'm glad it landed so well. I did my best to populate the place thoroughly with both Reasons For PCs To Go Here and also Possible Origins For Your PC To Come From (eg: "I was from a covenant clan but I was too rebellious and disobedient and got thrown out during monsoon season and Exalted as a Solar in my hour of greatest need-to-not-die-horribly", etc).

I'd say there's actually a bit of a divide in the Fire courts - Arsino is unquestionably the most powerful Fire elemental in the Thunderslates and therefore the head of the courts by default, but as a garda bird that's more interested in research and experimentation, its appearances are sporadic and its preference for a certain level of conflict to continue turning Heaven's eyes away from the region maybe doesn't match its more honourable underlings who would really quite like for their cousins to please stop fucking murdering each other and band together against the annual rampage of the monsoon elephants (and associated sky spirits). There's a tension there that PCs could potentially pull on, if they wanted. It might even not get an angry garda bird looking to take out some irritation on their heads! :p

I'm unlikely to return and go over the region with more detailed plot hooks in future; this was intended as kind of a broad sweep that introduces and characterises the Thunderslates and gives all the tools necessary for STs to be able to generate their own content there (eg: making up new groups or developing plot hooks for example ones, developing elemental characters and local tidings of the overall war in more detail around where the PCs are, etc). Still, if you're running a game here and want to throw ideas at me, I'd be happy to look over them and give my thoughts!
 
One of the things that superheroes, as a genre, usually do is to uphold the status quo: they fight criminals and villains who would prey on innocent people. An Exalt, on the other hand, is typically going to challenge the status quo, save for many Dynasts, who like their position.

Likewise, a secret identity is in some ways the opposite of this. If you have a secret identity that you need to keep hidden, you're in some ways inherently opposed to the status quo: you need to hide who you are. Someone like a governor or mayor is inherently a fairly public figure, so while the exact justification for a secret identity varies a bit from superhero to superhero, Exalted has Dragon-Blooded you can just... go meet, if you're rich or powerful enough and in the right area. Hiding your identity as an Exalt in Creation is less meaningful unless you're in a place where you're not welcome (Anathema in Immaculate areas, etc).

So this is a pitch that needs a little more development. "Maintain a secret identity" needs more justification and the idea that you just 'fight crime' isn't enough by itself. Many superhero genre tropes don't translate well into Creation's logic. You might have more success if you try to make it into a phantom thief concept.
It's possible that this wyld entity's motivation for doing this is that it wants its Exalts to get pulled in different directions by arbitrary narrative constraints and has an overall "you're more beautiful when you suffer" approach to its Chosen.
 
So I was thinking about the game I run for @Shyft, Sunlit Sands, and specifically the Coxati territories in the Firepeaks immediately west of Gem that I, uh, swear I'll get around to writing up one of these decades, and due to Reasons involving some backroom tracking of what strategic actions Xandia was working on I wound up thinking "hey, so, the western side of the Firepeaks that's between the Coxati territories and the Silent Crescent/Shaipres - what's going on there and why is it apparently causing my girl Xandia so many headaches?

I posed this question to @EarthScorpion, who promptly looked at the map and was like "well if you will pay attention to the local geography, dear Aleph, that's pretty much where damn near every thunderstorm in the Anarchy is going to get funnelled into, which means that side of the mountain range is probably going to be a punishingly steep and treacherous godforsaken warzone of murderous rivers, avalanches, shifting terrain and probably local Earth and Water elementals trying to fucking kill each other".

To which I replied "... that sounds pretty metal actually, wanna storyboard some ideas with me?"

And then this happened.




A War of Elements

The Thunderslate Mountains

Storm-Wracked Slopes and Spires

Between the squabbling valleys of the mountainous Coxati nations and the vast, thick jungles of the Silent Crescent stretch the southern ranges of the Firepeaks, titanic mountains born of the volcanic blood that flows through Creation's fiery heart. This far south, their ice-capped peaks near scrape the vault of heaven; snow falls always on their highest summits despite the sweltering heat below, and a man must climb and climb and climb for miles to even reach the lowest of the perilous trails that cross them.

Such a man would need to be brave indeed, for the western slopes of the Firepeaks are a shifting, storm-wracked landscape caught in constant turmoil. These are the Thunderslate Mountains, and they host an elemental war that has been raging for an Age. Gods have little say over their cousins in this region, many of them usurped, enslaved or simply ignored. Still, Heaven does not intervene. The surging elemental energies of the Thunderslates form a valuable bulwark against Chaos, and many wyldstorms break against the clashing vital energies of Creation, sparing areas further from the edge of the world.

So intense are the dragon lines in the Thunderslates - so fierce the storms and rivers, so tall the mountains with their molten hearts, so thick and tangled the forested slopes - that jade deposits can be found from the top of frozen peaks to the foot of the jungle slopes. Blue, black, white, green and red - all five colours form from snarled dragon lines and pooling energy in the Thunderslates, and for lack of ability to mine in the tumultuous conditions, most remains in the nodes it forms in until erosion uncovers them. When they're found, some are crudely worked into weapons or traded to the Coxati or to Shaipres by the slatefolk. More often, discovered nodes are seized by the elemental courts, to become artefacts wielded against each other. But even jade deposits close to the surface often go for months or years without being exposed, and the majority lie buried and undiscovered; a bounty to build an empire upon should anyone find a way to claim them.

The inhabitants of this mountainous battleground think little of the lowlands they look out over, but the products of their fighting flow downstream to enrich great Shaipres and the Silent Crescent. In turn, the heights are viewed with fear and trepidation by those below who hear the distant sounds of violence echo down on nights when the wind blows from the peaks. Few would dare the ascent to trespass on a bitter conflict that has raged for centuries with no sign of ever stopping.

Still...



The War of Earth and Water

To try to describe the Thunderslate Mountains in fixed or stable terms would be pointless. The geography is ever-shifting, not through the mutability of the Wyld but from the sheer assault of the elements duelling over it. Amidst the chaos of this war-torn landscape are soaring basalt cliffs and vast granite batholiths, fragile pumice slopes and deep quartz-studded chasms. Caves and caverns run deep through the mountains, some of them breaking into ancient lava tubes long since cut off from magma - and others merely awaiting an eruption to be filled again.

Above ground, water rakes the landscape without remorse. Rivers spill down from snow-capped peaks and cut troughs and valleys through stony bluffs. Fast-flowing streams slice their way down steep slopes and grind through volcanic sills; waterfalls leap from arresting heights and plummet down to gouge fathomless plunge pools where they land. Every river at this altitude is a killer; some are freezing things fed by meltwater, others boil as they surface from coursing close to lava. The currents are swift and treacherous, the riverbeds rocky and unforgiving - it is easy to drown and impossible to sail. Even fording shallow streams can come with risks. Great lakes appear here and there; some are flooded valleys, others form on plateaus of flatter ground. None are stable forever. Some last a month, some a year, some a decade or a century - but eventually the land will shift, a dam will burst or a levee break, and millions of tonnes of water will go crashing downstream in a devastating flash flood. When a lake disappears overnight or a landslide blocks a valley mouth and starts to flood it, the natives have learned not to linger. Kick the ground, spit in the water and move on to find somewhere new. It's the only way to survive.

There are a few exceptions to the impermanence of the map; rare points of consistent order that stand out among the chaos. The great strongholds of the elemental courts are too well-fortified to change, but between them, scattered irregularly along the thousand-mile expanse of the Thunderslates, are the last remnants of an ancient past. Built of white stone that muck and mire slide off like glass, twenty one ancient cities remain in varying degrees of ruin, enormous fortress-structures that jut out of the landscape like pillars. They alone are immune to the wrath of the elements; earthquakes and landslides fail to shift them, raging rivers find no purchase to erode their bases. Volcanic eruptions part against their bulk and the old magics lingering in their walls earth the power of stampeding sky-spirits. Though their skeletons have stood the test of time, little remains of what these relics of a bygone age once held; their rooms and halls are often more cave than building. Still, some natives have made homes of them, and they are the only permanent settlements in a fickle and capricious region - a safety afforded to few and viciously fought over.

Few who live there know it, but a fortune flows from the Thunderslates. Every year, thousands of tonnes of rock and silt are swept downriver, piling up against dams until they break or breach. This rich bounty of volcanic soil, along with fragments of jade, precious metals and gems that trepanners and river-dredgers vie fiercely for, is ferried along countless rivers into the trackless depths of the Silent Crescent. Much flows into Shaipres and feeds abundant crop yields along the Shai. So high are the mountains and so furious the battering of rain and storm that the mineral wealth carried along by the water seems limitless. The bodies of slain elementals dissolving into the rivers to be ferried downstream as essence only adds to nature's bounty. The water carried off the peaks isn't the end of the wealth to be found in the Thunderslates, either. Gems glimmer in the depths of volcanic rock, and it's known that trepanners on the lower slopes will sometimes find diamonds or other jewels washed downstream after the flooding of a chasm or the collapse of a dam. Far more remain in the chasms and caves - though most would say that to mine them in an environment at war with itself is a fool's errand.

The geography of the Thunderslate Mountains is a battlefield. The armies are the elemental courts, and in emulation of the landscape, Earth and Water have long been at war on these slopes. The Earth courts rule the buried caverns and rocky strongholds, solid garrisons that are rarely breached. They sally out from their impregnable fortresses when their foes are weak and fall back to them when pressed; stoic soldiers with impeccable discipline under the conservative rule of their king. They dam rivers and drain lakes, drag streams underground and stifle springs. Had they their way, no water would flow down their slopes unchecked or unchanneled. The courts of Water wax and wane across the year; strongest in Air and Water when the ice caps on the peaks are at their thickest and the rivers swell with snowmelt. In these months they rule the landscape, conquering and claiming territory and washing away all opposition. Earth and Wood bring hotter weather and force them back, retreating to the widest rivers, the highest waterfalls and the icy palaces they hold atop dormant peaks.

The Ancient Lord

Ancient and sullen, Lord Kaliodhunga remembers when these slopes were but a gentle rise, where many great and beautiful cities sat beside the bountiful rivers. Back in those days he swore an oath etched into his very bones to care for this land, and he holds to it even knowing in his moments of black depression that the land is long gone. He is a junior censor in the South, but everyone he reports to knows that the divine courts are scattered and this is a nesting ground of elementals. He holds his title because no one wants to risk his ire in trying to usurp him - and no one wants responsibility for this fractured land.

An arch-conservative, the dragon brings his crushing might to bear both on the upstarts of the water elementals who despoil the land and on any god or demon who thinks to rule here. He is fortified in this by his brood; hulking pink salt markhors born to smite evil and the Dead, stone eagles whose feathers are as sharp as the flecks of stone cast up by lightning, and the throne lizards born from the immutable old cities. He does not want to admit that the ranks of his forces are long-depleted by water's attrition, and he has driven young and ambitious elementals away who now lurk on the edges of his domain, building up their cults - especially among the warriors of Kulharid of the many axes.

He holds firm to his oaths, and thus there are secret rites and ways that the inhabitants of this land may call on him or his servants. He holds this practice with barely veiled disdain, for the cave-dwelling wretches and city-squatting fools are nothing like the brilliant humans he once loved, but he answers their pleas and holds to the exact letter of the old ways. To do otherwise would be to abandon that which he loved, and he will never do it.

Lord Kaliodhunga can take the form of any creature that walks, crawls or slithers upon the Thunderslate Mountains, though he can mimic only their shape. Whether in a borrowed skin or his native form, a hulking rough-featured dragon with eight goat-like horns, his colour is always a dull grey that sparkles like greywracke from the right angle. His shaggy mane is a shocking contrast to that, a bright pale pink like that of rocksalt.

Princess Of The Rain

Centuries ago, in the early days of the Scarlet Realm, Sabrang Rivercarver was born a simple raindancer; a sweet-faced little sylph who danced under the rainbows thrown by sunlight shining through spray, as ephemeral and beautiful as the colours seen through the mist. Alone of her kin, she did not die as monsoon season ended, but found her way by chance to the base of the great Dashi Falls, where a great river cascades three thousand feet down onto rock and fills the lower valley with mist. Here she danced the year round under eternal rainbows, waiting for the wet season to come again.

It did, just as expected. But this time, the rains never stopped. It rained and rained and rained without end, and Sabrang Raindancer grew strong. The rain hammered the mountains, cut rivers and valleys through rock, and as lesser raindancers were born - and all manner of water elementals along with them - she took charge and set them to order as they dominated the land. Her power is no longer the rain alone, it is the water cycle from rain to river and everything between.

Sabrang Rivercutter, as she is nowadays known, is sweet-faced still, but with an empress's haughty arrogance. She mimics the styles of the nobility of Shaipres, but her upstart nature makes itself clear in her modifications to their formal garb and her aristocratic speech cannot disguise her obstinate, disrespectful nature. Her hair is long and wreathed in rainbows, tied at its end with a fallen comet that she uses as a meteor hammer, while her nails are twice as long as her fingers, thin torrents of water that can cut through stone. When she wishes, she can stand high enough that her head brushes the clouds and crowns her in rainbows, her nails long enough to carve whole new valleys out of the mountain slopes. More often, she stands tall and arrogant on heels of ice, her blue eyes looking down imperiously at her court of elementals and demanding domination of the Thunderslates without regard for collateral or compromise.

Her favourites among her court are the lesser raindancers who form her honour guard, their hair tied high by rainbow ribbons, their claws shorter but no less sharp than their princess's. She remembers her origins fondly, and sometimes misses the simpler days of dancing for the colours shining through the mist. Should a human who shone like the sun visit her court, they would find her friendly and welcoming, delighted by a living light to cast rainbows through her spray.

At least, that is, until they tried to leave.​



An Annual Stampede

Once a year, the rains come. It sounds innocuous. It isn't.

The storms that whip the mountains never really stop, but monsoon season on the Thunderslates is the time of year everyone dreads. The seasonal winds drive rainclouds up from the ocean and onto the coast, where they pile up into miles-high thunderheads that sweep over the Silent Crescent and crash against the impassable wall of the mountains. Crushed by the winds against stone bulwarks, the water is wrung from them like a twisted rag and poured down in torrents on the slopes below. Landslides and avalanches careen down steep slopes, crushing everything in their path. Lakes and caverns flood, canyons drain as dams are breached. Rivers break their banks and run wild, their courses sometimes changing by hundreds of miles. Lightning walks blinding fingers across the mountainsides and gale-force winds seek to flatten anything standing upright.

The herders of these cataclysmic storms are the monsoon elephants, and the Thunderslates are their mating grounds. Few of these rampaging elementals of air die pulling their clouds up to the mountains, driven all the way by the strong winds off the Southwestern sea, and so they arrive in great herds at the western Firepeaks with thunderous trumpeting and rumbling tread. The females are bad enough, tasking themselves with trampling every drop of moisture from their clouds, heedless of how it washes away the land below. The bulls are a far more pressing threat as they compete in sky-rending clashes for the right to mate, or seek trophies to woo females to their side. Even a fortress of thick stone walls and earthen bulwarks that can stand against the warring earth and water courts can do little against a billowing pachyderm whose tusks are lightning and whose footsteps shed downpours falling on it from above in the grip of musth, certain there is something of value within.

Monsoon season is the only time of year the war between Earth and Water stops. Sometimes the two unite to fight a holding action against the tyranny of the visiting Air elementals, more often they exist in an uneasy truce as each defends their own territory. Mortals shelter where they can and flee where they can't as rampaging bulls slash the land with lightning or set off landslides under the impact of their crashing bulk. In the aftermath, the elephants and their lesser attendants retreat to the mountaintops to rest and bathe in the snow before starting the long drifting journey back to the sea, leaving a scarred and sundered landscape behind them.

Some don't. Young bulls who lose the mating battles often turn their attention to mortals as a compensation prize, and more than one tribe of elephant-headed thunderfolk live on the Thunderslate slopes. These descendants of the devastating annual stampedes are widely loathed by the victims of their elemental kin, but even the watered-down blood of a monsoon elephant is mighty, and thunderfolk are no easy prey for revenge. Sometimes these affairs last through the generations, and the annual visit for some elephants is as much to visit their descendants as to herd the clouds and mate. A bull that tarries too long with their mortal family should beware though, for if they miss the winds that buoy them back over the ocean, they will be stranded through the year. This can be a death sentence for the elemental as the lack of warm, humid air through the colder months withers them away. Only prayer from a devoted cult can save them from a slow doom - and so do many tribes of thunderfolk acquire new patrons.



Life On The Edge

Despite the endless elemental war, humans survive in the Thunderslates. It is not a place of industry or settled agriculture; no farm, field or forge is sturdy enough to survive a landscape constantly being washed away. Literacy is scarce to non-existent, and extensive oral traditions keep the histories and pass down knowledge from generation to generation. Slatefolk are a hardy people by necessity; survival here balances on the edge of a knife, and every group has found different ways to keep themselves safe and avoid being washed away. Some join in the battle of the elementals, siding with Earth or Water and fighting fiercely against their chosen side's foes. Most concentrate on their own survival and leave the spirits to fight out their wars among themselves.

While there are few universal traits in the scattered bands and settlements spread out across more than a thousand kilometres of mountainside, some consistencies hold true. Slatefolk can be broadly divided into two categories; uplanders live on the high slopes towards the mountain peaks, subjected to freezing temperatures, fierce winds and tumultuous weather. Canyonfolk spend their lives on the lower slopes closer to Shaipres and the Silent Crescent, caught in the thick of a changing landscape full of treacherous rivers and chasms. Relationships between the two broad groups depend wholly on the subculture. Some groups have forged relatively strong links of trade and cooperation between the upper and lower altitudes; others hold dismissive or hostile attitudes towards their neighbours, while yet more know next to nothing of their peers' existence.

Subcultures within the two altitudes of the Thunderslates can vary dramatically in their way of life and the methods they have adopted to survive their hostile environment. Some examples follow, but many more exist alongside and around them:

Uplanders

  • The puna tribes are kin to the westernmost Coxati states; nomadic llama-herders who migrate across the high-altitude puna grasslands that lie just below the permafrost. No small presence of elemental blood runs through their veins, and they bury the bones of their livestock in the meadows to earn the favour of the travelling Wood elemental courts who hold the soil together and keep the grass growing quickly. Coxati mountain lords sometimes hire them as disreputable mercenaries, though only ever with distaste and at arm's length - while the Coxati belief that the puna tribes are made up of criminals and outcasts who fled the more settled valleys is an uncharitable stereotype, their periodic raiding of valleyfolk during harsh seasons does little to help mend fences between the two peoples.
  • Deep within the mountains, the covenant clans hold to pacts with the Earth courts - some ancient contracts that date back to a lost Age, some negotiated by brave or desperate heroes. Few are wholly confined to the caves; rather they use the earth spirits' protection as a safe refuge from which to venture out in search of resources. Those with more recent pacts still have the look of normal men, but the older clans have become cavefolk who have adapted to their subterranean homes with pale skin and weak eyesight, shunning the day and emerging at night to hunt or gather. While their pacts grant them safety, they come with complex bans that the clans must hold to or be expelled from the sanctuary of the caverns, and cavefolk societies are universally deeply conservative as a result.
  • The vulturekin are beastmen who inhabit the very highest peaks, far above the permafrost and the monsoon clouds that batter the slopes each year. Swaddled in thick furs to keep their light-boned bodies and characteristic bald heads warm, these condorfolk and vulturekin survive by scavenging the mountains for the offpicks of large prey and occasionally trading with the nearer Coxati valleys. They avoid conflict they are ill-suited for, taking to the air whenever predators or groundfolk draw near. Their extensive knowledge of the high peak winds and the sheer altitude they live at allow them to navigate the tumultuous weather of the Thunderslates relatively safely, but knowledge grants little protection from hostile sky-spirits, and they festoon themselves with carved bone charms to slip under the notice of such beings and deflect their ire.

Canyonfolk

  • Yeddim are native to the lower slopes of the Thunderslates, and the yeddimrya spend their lives herding the great beasts, living on their backs in elaborate howdahs and migrating with the weather. Fording even the swiftest rivers is no challenge to their steeds' sheer size and bulk, but they are not invincible - when monsoon season comes and the storms arrive, the yeddimrya head down into the lowlands on the eastern edge of Shaipres and sell their services there, pulling riverboats, aiding with the late-Fire harvests and doing other such menial tasks. Some would prefer to stay in safer climes year-round, but yeddim do not breed in captivity, so the herders must always return to the Thunderslates to capture and train new calves. Others are too proud to endure being looked down on as ignorant savages fit only for brute labour, and would rather die than relinquish their ancestral homeland - wild and perilous though it may be.
  • Lakemen can be found in varied groups throughout the lower slopes, a mixed subculture of water shrewmen and bearfolk who live in and around the great lakes and flooded canyons of the lower Thunderslates, spear-fishing and trapping for meat and furs. They exist in uneasy tension with the Water courts they live alongside and have lower levels of elemental blood than might be expected, preferring appeasement through prayer and skirting under notice to the dangers of courting the fickle tempers of the water spirits. Though resourceful, their lifestyle is completely dependent on the lakes they occupy, and it is not uncommon for a dam to breach or a canyon to drain as the war rages. When such catastrophes strike, all the lakemen can do is kick the ground, spit in the rushing waters and move on to rebuild their lives elsewhere.
  • Not all caverns are held by the earth courts, and in those that suffer annual floods, the cavedwellers are the only true farmers in the Thunderslates. Their caves are carefully chosen - damp and moist with underground streams running through them, but not prone to flooding completely. There they tend huge mushroom colonies with the quiet Wood courts, living above them where the floodwaters don't reach. Their self-sufficiency means they need never see the sun, and over the years they have become troglobitic; pallid and often blind, with sensitive antennae to navigate their pitch-black caves. Others have come to resemble the fungi they harvest, almost as much mushroom as man. They are among the most secretive subcultures of the mountains, and few above their quiet, dark homes even know of their slow and sedate existence.

Strongholds

All twenty one of the great ruined cities that dot the Thunderslates are used by humans, but the commonalities stop there. Three are held by the thunderfolk, who through long effort have subverted or destroyed the wards that keep sky-spirits at bay. These storm cities - two in the uplands, one among the canyons - welcome the monsoon elephants each year, and have great shrines to their glory built atop them. Their gods are long dead, and their defences remain impregnable to the earth and water courts - and those human tribes who would wish harm to the thunderbringers' kin.

Whether through barren surroundings that offer little to hunt or forage, ruined interiors choked with too much rubble to dig out or in one case lingering spell effects from the cataclysmic wars of past Ages, eight of the great cities are not suitable for long-term inhabitation. They serve instead as bunkers that the surrounding peoples take shelter in during monsoon season, and sacred neutral ground upon which no blood may be shed or rivalries pursued. Only one of the eight has seen these peace treaties broken, and the tribes that still shelter there do so uneasily, knowing that it is cursed and brings bad luck to those who step within its walls.

The remaining ten cities are all permanently settled, and from their high walls their inhabitants rule as lords of their local areas, each favoured by a surviving city-god whose powers are bolstered by prayer. Though they are spread across both altitudes of the Thunderslates, the city lords are neither uplander nor canyonfolk in culture. The ancient overgrown city gardens give them access to a constant food supply, but they have lost the ways of agriculture and are yet to fully reinvent them, letting the gardens grow wild and finding ways to eat everything they forage from them. They supplement this diet with hunting and by raiding the surrounding tribes for resources. If this often leads to their neighbours dying out, it is no matter - new targets will be driven into proximity soon enough.
  • No fewer than three grandsons of the venerable monsoon elephant matriarch Billowing Nimbus have taken lovers among the Three Thunders clan, and with the strength of their sires' blood the elephant-headed thunderfolk seized one of the upland great cities forty years ago in a violent coup. Now the Three Thunder Temple boasts a great stone statue of Billowing Nimbus atop its highest tower and welcomes the herds each storm season with grand celebrations and mighty sacrifices - which they collect through raiding and pillaging throughout the rest of the year. Divisions between the three cousin-lines are starting to appear, though, and with their matriarch absent for most of the year and unable to quell their bickering, the Three Thunders may fall to infighting before their ancestor-spirits' next visit .
  • A cataclysmic battle raged through the ruin now named Fellwrack in a bygone Age, and the echoes still linger. A cursed miasma pervades the citadel, and those who breathe it dream of war and festering wounds, acid mist and burning bones. Those who die within the walls rise as nightmare-wracked hungry ghosts. Many take shelter within the wards during monsoon season, preferring ill dreams to devastating storms, but even these brave souls spend their weeks of refuse counting the days until they can leave, and throw the bodies of their dead over the walls before they rise. Strangely, infants born within Fellwrack's walls are prone to developing uncanny powers over minds and dreams. Some with more avarice than sense might try to exploit such eerie blessings for ambitious ends.
  • The towering structure called Highcavern stands on the steep slopes that lie just above the misty, humid expanse of the Silent Crescent. The inner bailey is flooded, and shelf mushrooms cover the white stone walls; fungal beds have overtaken the old gardens and clouds of spores drift out to settle on trees and rock faces for miles around. A colony of cavedwellers owns this place; the only group of their kind to live above-ground in the entire mountain range. They farm and cultivate the mushrooms, spreading them further and further from the subterranean cavern that breached into the citadel's cellars fifteen years ago. Each year, the monsoon storms scour the land around Highcavern of the fungi that spread outward from it - and each year, they grow back faster.
  • Rising above the dark waters of a deep mountain lake are the Midnight Towers, all that remains of a once-great city. Ruled by the undying sorcerer Yuvan Song, the ancient mechanisms of the city provide a measure of food and comfort - but only a little. Those who live down in the cold, dank depths of the city barely above the waterline must live on a pittance and what they can catch from the lake, but those who serve their master well live in moderate comfort in the middle layers and at the top the sorcerer and his favoured functionaries and confidents dwell. The way to advance through the levels are to excel in the exams and tests the master puts his people through, which are arbitrary and reward loyalty above all, but most in the city play along - seeking the dream of comfort or dwelling with their lord forever, their souls bound to one of his black steel automata. Yet some flee this place, dwelling on the lakeshore around, and others still plot against him, seeking the rumoured cursed blade that will be the undoing of his immortality.



Caught In The Middle

Earth and Water wage war over the Thunderslates, and each year the Air spirits bring catastrophe and ruin. Between the clashing sides are caught the remainder, and the courts of Wood and Fire take diametrically different stances on their cousins' endless conflict.

The Wood courts choose neutrality. They have no great champion like Lord Kaliodhunga or Sabrang Rivercutter, and while they are far from cowardly, they avoid the wars and battles of their kin. As the tree bends to the storm without breaking, so do the Wood courts adapt themselves to the changing fortunes of their environment. They coax the forests to regrow after the monsoon lightning and howling winds shatter trunks and uproot trees. They coax grass and scrub to reclaim drained valleys and cultivate water flowers and wetland plants in newly-flooded regions. The warring courts tolerate this, for the roots of the Thunderslate flora hold the soil together and stop it from washing away altogether, a clearing of the board that neither court wishes. As the least invested in the war, the Wood courts are to a certain kind of slatefolk the most desirable spirit-allies to form pacts with - to say nothing of their ability to help keep hungry mouths fed.

The highest slopes below the snowline are cool, wet puna grass and shrublands; open plains of high-altitude grasses that hide herbs, lichens, mosses and ferns, with sedges and rushes around the rivers, lakes and streams. These areas boast a rich organic soil, and the Wood spirits of the region are generally subterranean, focusing on the deep roots of the relatively low-lying vegetation. Llama and alpaca make their homes here, along with wild foxes and cats, mountain lions and the occasional bear. Below the puna are the cloud and river yungas, a transitional band of diverse forests that range from broadleaf and evergreen alpine woodlands to ecosystems of tree ferns, orchids and mosses that grow in dense year-round mists. The yungas boast enormous biodiversity in both their fauna and their elementals, with every breed from orchid-lures to stick people represented and many sub-species of beast that only exist in narrow altitude bands or a few specific valleys.

Where the Thunderslates begin to blend into the upper reaches of Shaipres and the Silent Crescent, the rupa highland rainforests take over. Here the tropical climate is sweltering and humid, the rain ever-present and the space beneath the dense foliage full of mist and steam. Hot springs are common at this altitude, many of them dangerously near boiling, and the mountainside is divided into long, narrow valleys. Jaguar hunt chattering monkeys and lowing tapir through the canopy and on the jungle floor, and Wood spirits copy their forms to tend the thick vines, dense jungle trees and innumerable tropical flowers. Powerful things grow in the rupa; herbs, flowers and mosses that hold potent medicines and lethal poisons. The slatefolk who live among them know how to find and harvest them - but they do not share their knowledge lightly, or for free.

The courts of Fire, by contrast, have long taken on themselves the role of mediating the war and brokering peace. They cannot stop the fighting entirely, but wherever possible they arrange truces, arbitrate prisoner exchanges and even intercede directly to end particularly destructive battles by force. They attempt to rally the local courts against the rampaging sky-spirits each monsoon season, and while their attempts to stand between the two rival factions make them sometimes-enemies of both sides, their strength and honour earns them widespread (if grudging) respect.

The Fire courts' ancient territories are the high calderas and volcanic mountaintops, where smoke rises from the dormant Firepeaks and lava lakes can be found here and there at high altitude. It is an ancient insult to the spirits of ice and snow that they are kept from many of the glittering frozen palaces above the permafrost by the strength of the fire elementals that dwell nearby, unwilling to risk conflict with flame duck flocks, lava worms or the nests of larval ash grubs they keep dormant. Water, earth and fire can combine to create explosive eruptions that threaten all life in their path; mortal and spirit alike are prey to the superheated buzzing swarms that ride the burning clouds when the wasp grubs moult and release a lahars or a pyroclastic surge. The Fire courts' self-appointed duty is to quell the violence of the mountain hearts and prevent the pressure within from ever building to the point of such destruction - but to stop eruptions entirely would be to guarantee them in the long term, and so they carefully vent internal gases and allow the occasional rumbling effusive lava flow.

At lower altitudes, fire spirits are most often found around geothermal activity, where they serve a less essential role in securing the safety of the region and a more political one in mediating between their earth and water cousins. Many Fire-aspected demesnes among the canyons are neutral ground where truces are held between the spirits, overseen by oni that hold to their oaths of honour and discipline. Not all of their kin have sworn fealty to the Fire courts, though, and some are disreputable thugs, indolent drunks or passionate revellers who carouse around hot springs or geysers and raid nearby settlements to sate their prodigious appetites for meat and alcohol. It is not unknown for slatefolk to find sharp-fanged, grinning red-skinned women or muscular ash-horned men relaxing in brightly coloured pools too hot for a mortal to touch without the flesh sloughing from their hand. If their gourds and bellies are full, they may even make wagers with mortals who stumble across them. Gamblers should beware of playing too well, however - should an oni lose, the odds between waving the mortal off with their winnings or devouring them often come down to how hot their temper runs.

Bright Wings On The Summit

High in the southern Thunderslates, on an uninhabited peak that looms head and shoulders above even its mighty neighbours, a quiet fire burns. Ancient beyond reckoning, the pillar of flame stretches three miles into the sky and burns so furiously that none save those born of fire themselves dare approach it. Huge swarms of flame butterflies circle it in lazy orbits, and need fires spit from its incandescent heart; a pocket of green phlogiston that howls with the rage of the original Great Garda.

This is the home of the garda bird Arsino, whom other gardas shun. It is an unnatural being; the result of a forced merging between two garda birds who did not wish it. The being responsible was named Kalathais, an ancient Dragon King deep within the Silent Crescent who wished to study the immortality, fusion and division of the garda birds in hopes of creating more of its own kind. Arsino's first years were spent in the living stone cells of Manath Kule, subject to intensive experimentation and study from its inhuman captor.

Some might have gone mad, or been traumatised beyond recovery. But Arsino hatched a blank slate, with feathers of Dragon King gold among its flaming feathers, and instead came to mimic its creator's clinical obsessions and take up its own strange studies. When it left Manuth Kule as the Shogunate began its slow decline, it did so armed with the arts of sorcery, and when it settled in the Thunderslates it was to pursue ambitious occult ends. Around the quiet fire called Sunset Spear lie hundreds of broken eggshells - eggs of basalt and obsidian, of ruby and red jade, of gold and steel and a hundred more materials beside. Rather than unity and combination back to the original Great Garda, Arsino seeks instead to bear young through division, hatching a new generation of garda birds that take after itself in nature. It has not yet succeeded, but its efforts have created other unique and powerful fire elementals that it counts as its foremost servants. The warring of the other courts disturbs the delicate balance of energies in its volcano-nests, and so from time to time it descends to rally the Fire courts to mediate between them - yet the tumultuous conflict also keeps Heaven's eyes turned away from the region, and so it never interferes decisively enough to end the war for good.

In manner, Arsino is cryptic and rarely seen, not given to explaining itself and concerned largely with its experiments and the brooding of new eggs. Twice it has appeared in its phoenix form to intervene in battles between Sabrang and Kaliodhunga, but only once has it spread its wings against the monsoon elephants, a century ago when the storms raged so violently as to reach even the lofty peak of Sunset Spear. If it had its way, the Thunderslates would stay turbulent enough to deter the gaze of outsiders yet stable enough for its nest. Any force that perturbs the balance of the region too far will draw it out - and yet a canny and powerful sorcerer might find a patron or ally in its obsessive quest to reproduce.​
Got the chance to sit down and read through this properly. Absolutely love it through and through.


It's possible that this wyld entity's motivation for doing this is that it wants its Exalts to get pulled in different directions by arbitrary narrative constraints and has an overall "you're more beautiful when you suffer" approach to its Chosen.
Instantly thought of this on that last sentence.
 
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Are Dragon Kings in 3e dead along with that Manse book?
They've been mentioned in Exigents, Across The Eight Directions, and Abyssals, but in terms of fuller rules it's yet to happen thus far.
So, Essence in the past few months had a Backer Update providing rules for the Dragon Kings, however as far as I am aware there has been nothing seen for 3e specifically. From what was shown off in Essence:
  • Dragon Kings can now change their Clade with an extended action, going from Anklok to Mosok or any other combination.
  • DKs can adapt to a given environment, giving them bonuses, OR to social interaction, granting the same bonus there.
  • DKs can modify their bodies to permanently gain the benefits of certain charms at a time, to a limit of (Essence) charms.
  • DKs are Resonant with Oriachalcum (probably going to be Neutral in 3e, and Dissonant with other materials)
  • Ochilike rules are very similar to Exigent rules, allowing DKs to have an Anima Banner and learn charms faster at the cost of suffering the Great Curse.
Again, these are all Essence rules and not 3e, there's undoubtedly going to be some differences such as the Great Curse ruling when it comes to the tabletop in the future.
 
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