The mention of Dragon Kings reminds me...

Thinking back, there were times I kind of wish I could've played a Jadeborn game, back in 2e. There was this whole interesting dynamic going on, with them being more or less 'solidified' Fair Folk, the Chaos Seers, the hordes under the earth they fight and so on.
 
It's come up that when the current devs re-pitched Towers of the Mighty, they wanted to also include Dragon King rules. Right now the emphasis seems to be getting the splats done, but if they do start doing non-splat books again, Dragon Kings are still something on the docket.
 
Thank you! I have this notion that Bhadri keeps a very placid exterior and doesn't emote very much, but her mask has an living face that is very animated and expressive. Is it betraying the fair folk noble's true feelings, or is it simply a tricky mask who loves misdirecting people? The answer is up to you!
Baddie as in villain, or baddie as in sexy lady?
I leave that up to the viewer.
 
Interesting… where could I find an explanation of what that is?
Towers of the Mighty was a book pitched by the prior devs. Amusingly originally slated for April 2014, which kind of shows how ambitious OPP was on things then.

Here's the text from the 2013-2014 brochure and repeated in the 2014-2015 one:
A setting book for Exalted, Towers covers First Age ruins in Creation and beyond. It will cover classic favorites like Denandsor, Rathess and Mahalanka, but it will also cover places only glimpsed but never explained, such as Lost Zarlath. It will also feature completely new sites, including the Holy City of Namasaro, a city of shrines that chronicled the heritage of the Exalted, and the union of the Chosen who rose up to overthrow the titans. Towers will also feature an amped up and improved system for manse building. 64 pages. PDF/PoD.

Now, note, that this book like other ones that were pitched by prior devs (Different Skies, War in Heaven) are considered more or less dead. Towers of the Mighty was some time ago re-pitched by the current devs, with the addition of Dragon Kings in the proposal. But whether it has been approved or not has not been said, and appears that splats are the main focus for now. Hell, one of hte locations in it, Mahalanka, would not even be in it at this point.
 
Thank you! I have this notion that Bhadri keeps a very placid exterior and doesn't emote very much, but her mask has an living face that is very animated and expressive. Is it betraying the fair folk noble's true feelings, or is it simply a tricky mask who loves misdirecting people? The answer is up to you!

I leave that up to the viewer.
This ks a really neat visual detail..I could see.it.being a lot of fun in a hypothetical tv show or the like..The animators would have a lot of fun with it
 
Thank you! I have this notion that Bhadri keeps a very placid exterior and doesn't emote very much, but her mask has an living face that is very animated and expressive. Is it betraying the fair folk noble's true feelings, or is it simply a tricky mask who loves misdirecting people? The answer is up to you!

I leave that up to the viewer.
Does it move in real-time or is it more like?
 
Is there a location specified for the Fungal Manse (Sesus Nagezzer's place) in any of the books? I checked WFHW, Heirs and the Realm and couldn't find anything. A friend who wants him to show up in the RCW game I'm running said it used to be the Sesus ancestral manse in 2e, which suggests the Chanos prefecture. I also considered dropping it in the Imperial City because it would quickly connect him to the current part of the story.
 
Chanos Prefecture/Port Chanos was originally the ancestral seat of House Chanos, which is a former Great House that Sesus (the woman) brought down in some way before ascending to found her own Great House and taking all their shit. The Palace of Burning Wind, a fortress manse that the port of Chanos is built around, presumably originally belonged to them or their Shogunate era ancestors.

Article:
The old keep on the hill seems more nocturnal than not. By day, merchants and courtiers move to and fro though the gates, but at night, the place seems to come alive, thronging with exotic crowds. Newcomers and children whisper that under the keep is the lair of some terrible monster, and to some degree, they're right. Once called the Throne of Roses, it's now better known as the Fungal Manse. It's home to a massive transient population of lowlives, hangers-on, criminals, shady dealers, and con artists. And in the center of it all, ruling from a throne of affected civility amidst chaos, is the prodigious bulk of Sesus Nagezzer.

[...]

Inheriting the Throne of Roses upon his hated mother's death, Nagezzer transformed it from an elegant sanctuary into a den of vice. Now it serves as the capital of his hidden empire. There he holds court among lay-abouts and sycophants whom he's carefully cultivated to act as set dressing for those who seek his counsel. From behind that veil, he rules a shadow network of spies, informants, messengers, and assassins that runs from tiny insignificant satrapies all the way up to the highest halls of power in the Imperial City.
Source: Dragon-Blooded: What Fire Has Wrought pg.355-356


This doesn't sound much like it's in a city, to me. Somewhere else in Scarlet Prefecture outside the Imperial City would track more to me, but it does sound like it could be wherever is convenient based on this information alone.
 
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This doesn't sound much like it's in a city, to me. Somewhere else in Scarlet Prefecture outside the Imperial City would track more to me, but it does sound like it could be wherever is convenient based on this information alone.
Hm... alright fair enough.

It also occurred to me that the Imperial City was built around the Imperial Manse to basically be a camp for people waiting to be invited in by the Empress, there probably wasn't a second manse just *right there*
 
Hm... alright fair enough.

It also occurred to me that the Imperial City was built around the Imperial Manse to basically be a camp for people waiting to be invited in by the Empress, there probably wasn't a second manse just *right there*
The Imperial City is a massive, sprawling metropolis and arguably the wealthiest city in the world, the seat of the most powerful empire in the world, with a strong tradition of manse building and geomancy. It is almost certainly going to have more manses than just the Imperial Manse built in it, at this point. Sesus was one of the Empress's daughters, though, and was only born in Realm Year 399, or 369 years before the assumed start date of the setting content. There's no reason why House Sesus would need to have an ancestral manse anywhere nearly as old as the Imperial Manse.
 
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So I got to around making a build for the Exalted the First Age Jump. Which made me open the books to check stuff.

A question, in which book were the unholy trio: Spawning of Monsters, Threefold Binding of the Heart, and Imbue Amalgam.

Also were was Evocation from the Mirror? This is a bit more relevant since it is a drawback on the jump.

A question to people who have read both Terrifying Argent Witches and 3e Lunars. Which aspects of this two versions of Lunars did you prefer the most? And why? Keep in mind it's been a while since I read them so my memory might fail.

I for example prefer the TAW excellency (attribute +(essence/2), even if it's weaker since it incentivizes less power gaming. 3e excellency incentivizes to use a relevant attribute + (highest attribute your character has) with a stunt. My preferred form would be attribute + essence so they get to match solars.

I also like that TAW incentivizes chimera stuff more + eventual shapeshifting into elementals and such. Instead of just animals and people.

Lunars + martial arts in 3e allows to lots of different possibilities. Probably a nightmare to balance but it's cool enough that I can't see Lunars without this. However I think it might be too good.

Imperial Manse built in it, at this point. Sesus was one of the Empress's daughters,

If you take Dreams of the First Age as canon. There was at least a manse for every single solar there + more since afterwards solars weren't happy with the free manses the deliberative gave them so they made better ones. A newly exalted Solar had the right to get one unoccupied manse in the city + another in an unoccupied state in the isle.

Obviously lots of this manses didn't survive. But my guess is that enough should have, enough for every db house and faction at the very minimum.
 
A question, in which book were the unholy trio: Spawning of Monsters, Threefold Binding of the Heart, and Imbue Amalgam.

Also were was Evocation from the Mirror? This is a bit more relevant since it is a drawback on the jump.
If you want to know where to find something check here Exalted all canon things

TBotH Bo3C p. 64; S&S p. 136; WT p. 84
tSoM Bo3C p. 63; S&S p. 134
IA Bo3C p. 59; S&S p. 129; WT p. 74
EftM CB:T p. 76; WT p. 91
 
A question to people who have read both Terrifying Argent Witches and 3e Lunars. Which aspects of this two versions of Lunars did you prefer the most? And why? Keep in mind it's been a while since I read them so my memory might fail.

I for example prefer the TAW excellency (attribute +(essence/2), even if it's weaker since it incentivizes less power gaming. 3e excellency incentivizes to use a relevant attribute + (highest attribute your character has) with a stunt. My preferred form would be attribute + essence so they get to match solars.

I also like that TAW incentivizes chimera stuff more + eventual shapeshifting into elementals and such. Instead of just animals and people.

Lunars + martial arts in 3e allows to lots of different possibilities. Probably a nightmare to balance but it's cool enough that I can't see Lunars without this. However I think it might be too good.

The 3e/Fangs at the Gate Lunars universally, over both MoEP Lunars or TAW.

The 3e Excellency is much better to actually play with: it encourages explaining and exploring how your Lunar is using their innate Attributes creatively and effectively. It's not a powergaming problem, because one of the wrinkles that can throw people off if they just read it and don't use it is that FatG Lunars don't always have an Excellency: they'll get it in what they're specialized for, but other Attributes aren't trivial to pick up. I have an Essence 2 Lunar PC who still only has Excellency available for 7 out of 9, and I deliberately built to get one or two of those seven. The fact that this Excellency can be situationally better than a Solar's is a cool thing that helps give Lunars their own niche: if they do hunt down a couple of unexpected Excellencies, they are a great all-arounder where Solars are more specialized. This gives Lunars both their own mechanical feeling and means that a mixed Solar-Lunar game (or Abyssal-Lunar or Solar-Abyssal-Lunar) has a niche for Lunars to naturally gravitate to, in addition whatever the group decides to use for various roles.

The limited shapeshifting in 3e is an unalloyed good. I know a handful of people coming from previous editions lament it, but it's actually an extremely good construction. Trying to let Lunars turn into... everything... is a nightmare for a whole bunch of reasons. If every blade of grass, or every rock, might be your Lunar foe, then the problem becomes nearly meaningless. Are you sure that the Lunar hasn't stolen the shape of your toothbrush? It's better to limit it to something that could feasibly be used, so paring it down to animate creatures is smart. Keeping Lunars from turning into and directly using the shape of spirits means that Lunars don't have to have the rest of their splat balanced around "they might just be using a ghost's char sheet" and means that spirit antagonists don't have to be built around "what if a Lunar is using this". By limiting the valid shapeshifting targets, Lunars are easily able to thread a needle that would otherwise be a mechanical pain. It also has a much stronger thematic thing: Lunars are the apex predators, who hunt and kill and devour and take the faces of man and beast, reflecting their own ability to walk across the boundaries that others find limiting. Because Lunars get a few specific, clear benefits from their shapeshifting and have limitations on it, the rest of their kit can be cooler and also serves to allow a broader range of actual options. A Lunar can shift between a dozen shapes in short order (both in combat and out: Quicksilver Second Face and Constant Quicksilver Rearrangement allow a Lunar to jump on a foe in lion form, turn into a mouse to avoid a sword-cut from the first victim's ally, turn into a rhino to charge at someone else, then turn into a duck to try to fly away... all in a way that's well-balanced with the rest of the game. out of combat, a Lunar might shift three or four times in a long social scene, prowling around a target, shifting into various shapes with Protean benefits while the two characters engage in verbal fencing), or they might stay in their true human form most of the time. Every additional thing that you allow shapeshifting to offer requires considering how it plays into everything else, and the actual result of 3e is that it's done pretty darn well. I find it a lot more interesting to play a 3e Lunar who shifts shape all the time and to play a Lunar who does the opposite and is in their human shape most of the time, and the mechanical trade-offs allow this to work well. It can more easily break down if you give broader shape-shifting targets, and giving broader ones hurts their thematic focus, as mentioned. It's in a very good place.

If you actually want to build a chimera-style Lunar, FatG still has you covered. Both a chimera as "two animals mixed together into one" and the pre-3e 'chimera', which for the sake of clarity I'm going to call 'shoggoth' going forward. If you want to be a hornet-wolf chimera in 3e, it's as simple as taking one Charm that you automatically qualify for: Chimera-Soul Expression just lets you have a spirit shape that's a cross of two. And... that's it, if you just want to be two cool animals, you can, there's no need for anything more elaborate or to worry about anything like Permanent Limit as you go. If you want to play something more shoggoth-y, there's a whole slew of Stamina Charms for that. Weapon-Trapping Body Dominion, for instance, allows a Lunar to catch and absorb weapons used against her. Behemoth's Terrifying Inhalation can let her inhale a whole cloud of poisonous gas to stop it hurting her allies, and Storm-Swallowing Technique can clear a blizzard or the Rain of Doom spell. Flesh-Waxing-Full Regeneration and Indestructible Recursive Design allow you to grow backup hearts and lungs while your foes are hacking at your body to try to find vital organs. That's all just in Stamina: get some other Charms in there and you can easily go shoggoth to whatever extent you like, and it'll work well, and I skipped over a lot of "adapting to your attacks so you can't hurt me the same way twice" Charms in this quick summary.

Lunars also aren't actually shy on techniques to draw effects from spirits that they hunt. Essential Mirror Nature and general disguise stuff allows a Lunar to appear as a ghost, demon, god, or elemental quite effectively. Shed Divinity's Nectar allows her to eat a god and gain its cult for a while. Spirit-Sealing Talisman, Divinity-Stealing Whisper, and God-Body Consumption allow her to get Eclipse Charms. Many-Faced Strangers adds Insatiable Barghest Hunt, where the Lunar can get the living version of a ghost's shape by hunting the ghost, and Shrine of Midnight's Covenant, where the Lunar can serve as a living god.

When I play a 3e Lunar, I almost exclusively play martial artist Lunars (with the only exception being my current No Moon necromancer), and I can just tell you from experience that it is not too good. I hear a lot more concerns from people who fear it's the other direction, where since Lunars completely lack access to the Mastery keyword, they're probably not good enough at martial arts to even consider it. This is also not true. Lunars are excellent martial artists but not better than Solars/Abyssals/Sidereals. It feels a little different, certainly, but it's in a good place. I like to summarize it as a Sidereal saying "your kung-fu is weak" and the Lunar replying "you're going to look stupid trying to repeat that after I knock all your teeth out". The Lunar working in exciting small little shapeshifting tricks during this fight really just adds to the feeling.

3e Lunars are in a very good place and are very fun to play. TAW is... fine, in its place, but there's nothing that I'd want to swap out of FatG/MFS to use TAW-derived stuff, instead.
 

Lesser Imperial Scions



Not all children of the Scarlet Empress are granted Great Houses of their own, even those young elects must first take the Second Breath to become worthy of the consideration. And those who surmount that hurdle find themselves faced with yet another gauntlet: do well, but not perfect. To fail in this task is to be consigned to ignominy, or worse. Here are but a few Imperial Scions whose names have been overshadowed by their more monumental kin, for now at least.

A mere four years old when her mother disappeared, Talaran was spirited away from the Imperial Palace shortly after that fateful Calibration by a conspiracy of loyal advisors who feared that the princess imperial would be selected as a puppet empress, or worse. Entrusted to the care of the Magistrate Caerula Cloud, she now lives among the peasantry under a false identity, the adopted child of two fur trappers Caerula Cloud's informant network. The early years of luxury have been all but forgotten by the tomboyish child, who helps her parents fletch arrows and catch small game to sell in the nearby towns. Indeed, the only thing unusual about her upbringing are the increasingly common visits by "Auntie Cloud and her friends." Should she exalt, she will be whisked away to yet another false identity, taught of her heritage and all the skills she might need to hide, or if need be, reclaim her birthright.

Rakishly handsome and libertine, Sakaj has been spending his mid-120s in a haze of dissolute hedonism in the winesinks, gambling dens, and bordellos of the Imperial City. Most in the dynasty consider him a disappointment and embarrassment, but he's not untalented, merely disinterested in their dysfunction. Long ago the fire aspect recognized the Dynasty for the nest of vipers it was, and wanted no part of it. Preferring to mock the game rather than lose everything playing it, he observes the Realm's collapse with detached amusement. Sakaj predicted that the Dynasty would eat itself alive eventually, he even boasts about it when he's in his cups. He loudly proclaims that he's staying in the capital because he wants to pour out a drink for the Scarlet Realm on the eve of the apocalypse, but the rogues and ruffians who know him well suspect that Sakaj has a plan, or three, to make it off the continent with a respectable nest egg right before the end begins.

Rendered sterile and physically disabled by a failed poisoning attempt in young adulthood, the savant Bekar took the tragedy in stride, giving himself wholly over to his vocation as a weaponsmith. Today he almost thanks his would-be killers for freeing him from the responsibilities of political marriage and Great House competition, and spends almost all his time designing, building, and testing fantastical artifact weapons. Many of the wood aspect's designs are deliberately impractical, or otherwise require exotic training to use to their fullest, but he has a small following of fellow eccentrics and weapon enthusiasts who share his appreciation for the artfully bizarre. Recently Bekar has been sharing secret but friendly correspondence with another eclectic artificer from the Dreaming Sea region, a lord of the dead whose letters are carried by winged automata wrought from weeping iron.

At the age of 221, Medet is seen by many of her siblings as a cautionary tale about the risks of being too dutiful a daughter. In her youth, Medet came to believe that her place in life was to worship and obey her mother in all things. Whatever vision and ambition that the earth aspect might have had were sacrificed on the altar of filial piety. For years she followed in the Empress' wake like a sycophantic shadow, serving as an advisor and assassin, carrying out anything her mother demanded of her, no matter how grisly. In spite of this, Medet never achieved the prestige of her more ambitious and independent siblings, the status of Great House matriarch seemingly forever denied to her. Instead of rebelling, Medet retreated further into her pattern, convinced that the Empress was testing her loyalty to see if she was a worthy heir. Today, secluded in her apartments in the Imperial Palace, Medet broods over the faithlessness of the dynasty. She believes in her heart of hearts that her mother will return, and when she does she will finally, finally reward Medet for her devotion.

In the Realm's second century, the imperial scion Garav, with the aid of his hearth and allied raksha nobles, attempted to overthrow his mother in a midnight palace coup. He was thwarted of course, his co-conspirators hunted down and executed, his name struck from the imperial ledgers and histories. But while his allies were slain, the Scarlet Empress had another punishment in mind for her prodigal son. Deep in the imperial palace's dungeons, Garav still lives, though he wishes he did not. The air aspect is confined to a special oubliette, a sarcophagus of blue amber and banyan roots, which preserves his body against time but leaves his mind in a torturous half-awake state. His sarcophagus is in turn hooked into an oracular engine of the first age, a device designed to scry the deep wyld using his dreams as a medium. For centuries he has lingered, a mad prophet issuing mad prophecies for his mother's esoteric designs. The last five years have been blissful silence though, and unknown to all, even Garav, the bindings on his prison-casket have begun to loosen.

A little over a century ago, the Prince Imperial Faram scandalized the Realm by renouncing all titles and possibility of inheritance in order to marry Ariadinia, princess of the wealthy and powerful southern kingdom of Wujet. Many thought that the Empress would order his death, instead, to the surprise of nearly everyone, she accepted his resignation. Poets and playwrights quickly turned the affair into a number of controversial ballads and stage productions, each proclaiming the triumph of true love. More cynical minds noted that Faram' marriage eventually brokered Wujet's acquiescence to becoming a satrapy and saved the Realm a potentially costly campaign in the badlands of the south. Though merely "Consort Emeritus" of Wujet's royal family after his wife's death, the water aspect is the true ruler of the satrapy in all but name.

Four centuries ago the sorceress Perem led the 9th Imperial Expedition far to the West to explore and pacify the barbarian lands beyond the horizon. In the official imperial records she died a martyr, her expedition butchered by unruly mortal princelings who rejected her gifts of civilization. In truth Perem's expedition was sabotaged from the very beginning by the Scarlet Empress, who for whatever reason saw fit to orchestrate her daughter's death. As her treasure ship sunk and her remaining followers huddled on the upper decks, the air aspect realized the full extent of her mother's betrayal, and in her desperation and hate swore herself to the eternal service of the Third Circle Demon Vestrioth The Pellucid Star. Today she and her closest followers still live, but they are Vestrioth's creatures now, the demon's agents, confidants, trophies, and thralls. The centuries have done little to dull Perem's animosity for her mother, but the Pellucid Star will not slacken her leash, for she prizes the former Princess Imperial's cunning and skill in the endless games of intrigue and one upmanship that define Malfeas' upper crust.

Seven years prior, Jaolet, mortal daughter of the Empress, went missing while touring the far east, her caravan evidently lost in a rockslide. A small army was dispatched to search for her, and eventually found her, confused but unharmed, in the wilderness. What none know is that the Jaolet they found is no longer the Jaolet who went missing. Abducted by a hive of the insectoid Myrmidons, she was exalted by their alien overmind as of the Swarm-Born, and dispatched back to the Realm to observe and report back to the colony. In the thrumming chorus of the Myrmidion gestalt-consciousness, Jaolet has found a family far more caring and rewarding than the Scarlet Dynasty, giving her validation and warmth she never would have received as a mortal member of the imperial bloodline. She returns the love of the swarm in kind, drinking in information about the dynasty with a thousand faceted eyes.

80 years ago, Idira vanished from the Imperial Palace without a trace. Nobody in the Dynasty, not even her mother, noticed, and her name disappeared from all imperial records shortly after. But it was arcane fate, not indifference, that spurred this forgetfulness, for Idira had been destined to become a Shieldbearer ever since she was born. Upon her exaltation the Bronze Faction immediately set about training and indoctrinating her, the faction elders seeking to use her background to help them nudge the Realm in their preferred direction. Idira is now considered by many to be Bronze Faction royalty, groomed to become part of the faction's new leadership when the elders finally expire. In spite of, or rather because of, this prestige, many sidereals in both factions look upon her as something akin to a nepotism hire, lavished with attention and honors by dint of her birth alone. Idira recognizes this and hates it, her every achievement and merit seemingly chained to faction politics, in spite of her efforts to prove herself in her own right. In an act of frustrated rebellion, she has secretly taken a Solar as a student, not out of any loyalty to Gold Faction ideology but instead as a private insult to the bronze elders.
 
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I for example prefer the TAW excellency (attribute +(essence/2), even if it's weaker since it incentivizes less power gaming.
I think this is comparing different systems.
In 2e one of the most powergame things to do was to raise your essence as quickly and as often as possible.
Ex3 doesn't really have infinite mastery equivalents, doesn't usually reward extra successes on a dice roll* or award motes for stunts.

*the major exception to this Withering Attacks allows you to have a respectable dice pool with just a light artifact weapon and a stunt.
 
"Attribute/Ability+Essence (with some limiting factor)" is like, a Terrestrial level excellency in a 3e context, and would make Lunars weak as fuck, compared to other Celestial level characters. Like, Solars and Abyssals get a dice cap of attribute+ability on any given roll. Sidereals only get [Greater of Essence or 3] dice, but their excellency also comes with really powerful target number lowering tech that makes up for it.

This is ignoring the way that the Lunar excellency in particular interacts with the rules for animal shapeshifting and animal QC dice caps, which can be significant sometimes. Even if you don't have a Strength excellency, if you're in the shape of a Big Snake and you're trying to grapple someone, you can use a lot more of the snake's big grapple pool by stunting your roll with Dexterity or whatever.
 
Lunars have generally gotten more functional this edition.

I do regret the narrowing of shapeshifting, though. I think it was, in part, a casualty of the bizarre desire to give you the character sheet of whatever you turn into. That's not very workable if you can turn into things that are legitimately powerful. As VagueZ said,

Keeping Lunars from turning into and directly using the shape of spirits means that Lunars don't have to have the rest of their splat balanced around "they might just be using a ghost's char sheet" and means that spirit antagonists don't have to be built around "what if a Lunar is using this".

Animal forms have similar problems, kept in check by the fact that animals are mostly weak. When this sort of thing is strong, it's broken, and when it's not it just adds tons of bookkeeping for very little gain.

Shapeshifting can literally just be shifting shape. That is, being shaped like the thing you shapeshifted into. There's a short list of things that need some kind of mechanical representation (like size and gills and wings) but you can totally be a bear even if your sense-of-smell dice pool is inferior to that of a normal bear. It works fine for a flesh and blood bear, and it would work fine for a huraka too.

2e did some of that sheet-swapping stuff too, but 3e made it worse. Change that - which is a good idea anyway - and you can reasonably have Lunars turning into whatever you please.

PS: Also, any blade of grass could have an Exalt with Stealth Charms hiding behind it anyway. I'm not too bothered by shapeshifting offering the same option. You can roll to notice something wrong with the grass the same way, and with the same pool, you'd roll to notice something hiding behind the grass.
 
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